/* Copyright (C) 2015 Parallel Realities This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "fighters.h" static void separate(void); static void die(void); static void immediateDie(void); static void spinDie(void); static void straightDie(void); static void randomizeDart(Fighter *dart); static void randomizeDartGuns(Fighter *dart); Fighter *spawnFighter(char *name, int x, int y, int side) { Fighter *f, *def; f = malloc(sizeof(Fighter)); memset(f, 0, sizeof(Fighter)); def = getFighterDef(name); memcpy(f, def, sizeof(Fighter)); f->next = NULL; battle.fighterTail->next = f; battle.fighterTail = f; f->x = x; f->y = y; f->side = side; switch (side) { case SIDE_ALLIES: f->aggression = 1 + rand() % 3; break; case SIDE_PIRATE: f->aggression = rand() % 3; break; case SIDE_PANDORAN: f->aggression = 3 + rand() % 2; break; } if (strcmp(name, "ATAF") == 0) { f->aggression = 4; } if (strcmp(name, "Dart") == 0) { randomizeDart(f); } f->defaultAction = doAI; f->die = die; return f; } static void randomizeDart(Fighter *dart) { char textureName[MAX_DESCRIPTION_LENGTH]; if (rand() % 5 == 0) { dart->health = dart->maxHealth = 5 + (rand() % 21); } if (rand() % 5 == 0) { dart->shield = dart->maxShield = 1 + (rand() % 16); dart->shieldRechargeRate = 30 + (rand() % 90); } if (rand() % 5 == 0) { dart->speed = 2 + (rand() % 3); } if (rand() % 5 == 0) { dart->reloadTime = 24 + (rand() % 11); } randomizeDartGuns(dart); sprintf(textureName, "gfx/fighters/dart0%d.png", 1 + rand() % 7); dart->texture = getTexture(textureName); } static void randomizeDartGuns(Fighter *dart) { int i; switch (rand() % 4) { /* Single plasma gun */ case 0: dart->guns[0].type = BT_PLASMA; dart->guns[0].x = dart->guns[0].y = 0; for (i = 1 ; i < MAX_FIGHTER_GUNS ; i++) { if (dart->guns[i].type) { dart->guns[i].type = BT_NONE; } } break; /* Dual plasma guns */ case 1: dart->guns[0].type = BT_PLASMA; dart->guns[1].type = BT_PLASMA; for (i = 2 ; i < MAX_FIGHTER_GUNS ; i++) { if (dart->guns[i].type) { dart->guns[i].type = BT_NONE; } } break; /* Triple particle guns */ case 2: dart->guns[2].type = BT_PARTICLE; dart->guns[2].y = -10; break; } } void doFighters(void) { Fighter *f, *prev; battle.numAllies = battle.numEnemies = 0; prev = &battle.fighterHead; for (f = battle.fighterHead.next ; f != NULL ; f = f->next) { self = f; if (player != NULL) { if (f != player && f->health > 0) { separate(); } if (f->side == player->side) { battle.numAllies++; } else { battle.numEnemies++; } } if (self->target != NULL && self->target->health <= 0) { self->action = self->defaultAction; self->target = NULL; } f->x += f->dx; f->y += f->dy; if (f != player) { f->x -= battle.ssx; f->y -= battle.ssy; } if (f->health > 0) { f->reload = MAX(f->reload - 1, 0); f->shieldRecharge = MAX(f->shieldRecharge - 1, 0); f->armourHit = MAX(f->armourHit - 25, 0); f->shieldHit = MAX(f->shieldHit - 5, 0); f->systemHit = MAX(f->systemHit - 25, 0); if (self->thrust > 0.25) { addEngineEffect(); } if (!f->shieldRecharge) { f->shield = MIN(f->shield + 1, f->maxShield); f->shieldRecharge = f->shieldRechargeRate; } if (f->action == NULL && f->defaultAction != NULL) { f->action = f->defaultAction; } } if (f->action != NULL) { if (--f->thinkTime <= 0) { f->thinkTime = 0; f->action(); } } if (f->health <= 0 && f->alive == ALIVE_ALIVE) { f->health = 0; f->alive = ALIVE_DYING; f->die(); } if (f->systemPower <= 0 && f->alive == ALIVE_ALIVE) { f->dx *= 0.995; f->dy *= 0.995; f->thrust = 0; f->shield = f->maxShield = 0; f->action = NULL; if (f->dx <= 0.01 && f->dy <= 0.01) { updateObjective(f->name); f->alive = ALIVE_DISABLED; } } if (f->alive == ALIVE_DEAD) { if (f == player) { battle.stats.playerKilled++; } else if (player != NULL) { if (player->alive == ALIVE_ALIVE) { if (f->side != player->side) { battle.stats.enemiesKilled++; } else { battle.stats.alliesKilled++; addHudMessage(colors.red, "Ally has been killed"); } } updateObjective(f->name); updateCondition(f->name); } if (f == battle.fighterTail) { battle.fighterTail = prev; } if (f == player) { player = NULL; } prev->next = f->next; free(f); f = prev; } prev = f; } } static void separate(void) { int angle; int distance; float dx, dy, force; int count; Fighter *f; dx = dy = 0; count = 0; force = 0; for (f = battle.fighterHead.next ; f != NULL ; f = f->next) { if (f != self) { distance = getDistance(f->x, f->y, self->x, self->y); if (distance > 0 && distance < self->separationRadius) { angle = getAngle(self->x, self->y, f->x, f->y); dx += sin(TO_RAIDANS(angle)); dy += -cos(TO_RAIDANS(angle)); force += (self->separationRadius - distance) * 0.005; count++; } } } if (count > 0) { dx /= count; dy /= count; dx *= force; dy *= force; self->dx -= dx; self->dy -= dy; } } void drawFighters(void) { Fighter *f; SDL_Rect r; SDL_Texture *shieldHitTexture = getTexture("gfx/battle/shieldHit.png"); for (f = battle.fighterHead.next ; f != NULL ; f = f->next) { SDL_SetTextureColorMod(f->texture, 255, 255, 255); if (f->armourHit > 0) { SDL_SetTextureColorMod(f->texture, 255, 255 - f->armourHit, 255 - f->armourHit); } if (f->systemHit > 0) { SDL_SetTextureColorMod(f->texture, 255 - f->systemHit, 255, 255); } blitRotated(f->texture, f->x, f->y, f->angle); if (f->shieldHit > 0) { SDL_SetTextureBlendMode(shieldHitTexture, SDL_BLENDMODE_BLEND); SDL_SetTextureAlphaMod(shieldHitTexture, f->shieldHit); blit(shieldHitTexture, f->x, f->y, 1); } if (player != NULL && f == player->target) { r.x = f->x - 32; r.y = f->y - 32; r.w = 64; r.h = 64; SDL_SetRenderDrawColor(app.renderer, 255, 64, 0, 255); SDL_RenderDrawRect(app.renderer, &r); } } } void applyFighterThrust(void) { float v; self->dx += sin(TO_RAIDANS(self->angle)) * 0.1; self->dy += -cos(TO_RAIDANS(self->angle)) * 0.1; self->thrust = sqrt((self->dx * self->dx) + (self->dy * self->dy)); if (self->thrust > self->speed * self->speed) { v = (self->speed / sqrt(self->thrust)); self->dx = v * self->dx; self->dy = v * self->dy; } } void applyFighterBrakes(void) { self->dx *= 0.95; self->dy *= 0.95; self->thrust = sqrt((self->dx * self->dx) + (self->dy * self->dy)); } void damageFighter(Fighter *f, int amount, long flags) { if (flags & BF_SYSTEM_DAMAGE) { f->systemPower = MAX(0, f->systemPower - amount); f->systemHit = 255; if (f->systemPower == 0) { f->shield = f->maxShield = 0; f->action = f->defaultAction = NULL; } } else { f->shield -= amount; if (f->shield < 0) { f->health -= abs(f->shield); f->shield = 0; f->armourHit = 255; playBattleSound(SND_ARMOUR_HIT, f->x, f->y); } else if (f->shield > 0) { f->shieldHit = 255; } } } static void die(void) { int n = rand() % 3; if (self == player) { n = rand() % 2; } switch (n) { case 0: self->action = straightDie; break; case 1: self->action = spinDie; break; case 2: self->action = immediateDie; break; } } static void immediateDie(void) { self->alive = ALIVE_DEAD; addFighterExplosion(); playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y); } static void spinDie(void) { self->health--; self->thinkTime = 0; self->armourHit = 0; self->shieldHit = 0; self->systemHit = 0; self->angle += 8; if (rand() % 2 == 0) { addSmallFighterExplosion(); } if (self->health <= -FPS) { self->alive = ALIVE_DEAD; addFighterExplosion(); playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y); } } static void straightDie(void) { self->health--; self->thinkTime = 0; self->armourHit = 0; self->shieldHit = 0; self->systemHit = 0; if (rand() % 2 == 0) { addSmallFighterExplosion(); } if (self->health <= -FPS) { self->alive = ALIVE_DEAD; addFighterExplosion(); playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y); } }