Added ability to specify death type of fighters (e.g. supply ships shouldn't spin).
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5075adc0b4
commit
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@ -6,6 +6,7 @@
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"reloadTime" : 8,
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"reloadTime" : 8,
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"shieldRechargeRate" : 30,
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"shieldRechargeRate" : 30,
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"textureName" : "gfx/cannons/rocketTurret.png",
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"textureName" : "gfx/cannons/rocketTurret.png",
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"deathType" : "DT_NO_SPIN",
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"guns" : [
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"guns" : [
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{
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{
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"type" : "BT_ROCKET",
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"type" : "BT_ROCKET",
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@ -14,5 +15,5 @@
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}
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}
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],
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],
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"flags" : "EF_TAKES_DAMAGE",
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"flags" : "EF_TAKES_DAMAGE",
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"aiFlags" : "AIF_MISSILE_BOAT+AIF_AGGRESSIVE+AIF_INSTANT_DIE+AIF_LONG_RANGE_FIRE"
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"aiFlags" : "AIF_MISSILE_BOAT+AIF_AGGRESSIVE+AIF_LONG_RANGE_FIRE"
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}
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}
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@ -6,6 +6,7 @@
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"reloadTime" : 10,
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"reloadTime" : 10,
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"shieldRechargeRate" : 0,
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"shieldRechargeRate" : 0,
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"textureName" : "gfx/craft/supplyShip.png",
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"textureName" : "gfx/craft/supplyShip.png",
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"deathType" : "DT_NO_SPIN",
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"flags" : "EF_TAKES_DAMAGE",
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"flags" : "EF_TAKES_DAMAGE",
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"aiFlags" : "AIF_AVOIDS_COMBAT"
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"aiFlags" : "AIF_AVOIDS_COMBAT"
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}
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}
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@ -463,23 +463,28 @@ void damageFighter(Entity *e, int amount, long flags)
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static void die(void)
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static void die(void)
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{
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{
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int n = rand() % 3;
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int n = rand() % 3;
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if (self == player)
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{
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switch (self->deathType)
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n = rand() % 2;
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}
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else if (self->aiFlags & AIF_INSTANT_DIE)
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{
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{
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case DT_ANY:
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n = rand() % 3;
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break;
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case DT_NO_SPIN:
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n = 1 + rand() % 2;
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break;
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case DT_INSTANT:
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n = 2;
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n = 2;
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break;
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}
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}
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switch (n)
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switch (n)
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{
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{
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case 0:
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case 0:
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self->action = straightDie;
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self->action = spinDie;
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break;
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break;
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case 1:
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case 1:
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self->action = spinDie;
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self->action = straightDie;
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break;
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break;
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case 2:
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case 2:
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@ -684,6 +689,11 @@ static void loadFighterDef(char *filename)
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e->aiFlags = flagsToLong(cJSON_GetObjectItem(root, "aiFlags")->valuestring, NULL);
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e->aiFlags = flagsToLong(cJSON_GetObjectItem(root, "aiFlags")->valuestring, NULL);
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}
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}
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if (cJSON_GetObjectItem(root, "deathType"))
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{
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e->deathType = lookup(cJSON_GetObjectItem(root, "deathType")->valuestring);
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}
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e->separationRadius = MAX(e->w, e->h);
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e->separationRadius = MAX(e->w, e->h);
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e->separationRadius *= 3;
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e->separationRadius *= 3;
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14
src/defs.h
14
src/defs.h
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@ -101,10 +101,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define AIF_DEFENSIVE (2 << 8)
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#define AIF_DEFENSIVE (2 << 8)
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#define AIF_MISSILE_BOAT (2 << 9)
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#define AIF_MISSILE_BOAT (2 << 9)
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#define AIF_AGGRESSIVE (2 << 10)
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#define AIF_AGGRESSIVE (2 << 10)
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#define AIF_INSTANT_DIE (2 << 11)
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#define AIF_LONG_RANGE_FIRE (2 << 11)
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#define AIF_LONG_RANGE_FIRE (2 << 12)
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#define AIF_MOVES_TO_LEADER (2 << 12)
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#define AIF_MOVES_TO_LEADER (2 << 13)
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#define AIF_EVADE (2 << 13)
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#define AIF_EVADE (2 << 14)
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/* player abilities */
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/* player abilities */
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#define BOOST_RECHARGE_TIME (FPS * 7)
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#define BOOST_RECHARGE_TIME (FPS * 7)
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@ -163,6 +162,13 @@ enum
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BT_MAX
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BT_MAX
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};
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};
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enum
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{
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DT_ANY,
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DT_NO_SPIN,
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DT_INSTANT
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};
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enum
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enum
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{
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{
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EFFECT_LINE,
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EFFECT_LINE,
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@ -125,6 +125,7 @@ struct Entity {
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int aiDamageTimer;
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int aiDamageTimer;
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int aiEvadeTimer;
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int aiEvadeTimer;
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int separationRadius;
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int separationRadius;
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int deathType;
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Weapon guns[MAX_FIGHTER_GUNS];
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Weapon guns[MAX_FIGHTER_GUNS];
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int missiles;
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int missiles;
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long flags;
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long flags;
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@ -61,10 +61,13 @@ void initLookups(void)
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addLookup("AIF_DEFENSIVE", AIF_DEFENSIVE);
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addLookup("AIF_DEFENSIVE", AIF_DEFENSIVE);
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addLookup("AIF_MISSILE_BOAT", AIF_MISSILE_BOAT);
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addLookup("AIF_MISSILE_BOAT", AIF_MISSILE_BOAT);
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addLookup("AIF_AGGRESSIVE", AIF_AGGRESSIVE);
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addLookup("AIF_AGGRESSIVE", AIF_AGGRESSIVE);
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addLookup("AIF_INSTANT_DIE", AIF_INSTANT_DIE);
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addLookup("AIF_LONG_RANGE_FIRE", AIF_LONG_RANGE_FIRE);
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addLookup("AIF_LONG_RANGE_FIRE", AIF_LONG_RANGE_FIRE);
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addLookup("AIF_MOVES_TO_LEADER", AIF_MOVES_TO_LEADER);
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addLookup("AIF_MOVES_TO_LEADER", AIF_MOVES_TO_LEADER);
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addLookup("DT_ANY", DT_ANY);
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addLookup("DT_NO_SPIN", DT_NO_SPIN);
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addLookup("DT_INSTANT", DT_INSTANT);
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addLookup("TT_DESTROY", TT_DESTROY);
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addLookup("TT_DESTROY", TT_DESTROY);
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addLookup("TT_DISABLE", TT_DISABLE);
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addLookup("TT_DISABLE", TT_DISABLE);
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addLookup("TT_WAYPOINT", TT_WAYPOINT);
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addLookup("TT_WAYPOINT", TT_WAYPOINT);
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