/* Copyright (C) 2015-2019 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 "jumpgate.h" static void think(void); static void draw(void); static void handleFleeingEntities(void); static void addEscapeEffect(Entity *ent); static void addNodes(Entity *jumpgate, long flags); static void nodeDie(void); static AtlasImage *portal; static float portalAngle; Entity *spawnJumpgate(int side, long flags) { Entity *jumpgate; if (battle.jumpgate) { printf("ERROR: Only one jumpgate is allowed\n"); exit(1); } jumpgate = spawnEntity(); jumpgate->type = ET_JUMPGATE; jumpgate->health = jumpgate->maxHealth = 1; jumpgate->texture = getAtlasImage("gfx/entities/jumpgate.png"); jumpgate->action = think; jumpgate->draw = draw; jumpgate->side = side; jumpgate->flags = EF_NO_MT_BOX+EF_IMMORTAL+EF_AI_IGNORE+EF_NON_SOLID+EF_NO_HEALTH_BAR; if (flags != -1 && flags & EF_DISABLED) { jumpgate->flags |= EF_DISABLED; } addNodes(jumpgate, flags); portal = getAtlasImage("gfx/entities/portal.png"); portalAngle = 0; jumpgate->w = jumpgate->texture->rect.w; jumpgate->h = jumpgate->texture->rect.h; battle.jumpgate = jumpgate; return jumpgate; } static void addNodes(Entity *jumpgate, long flags) { Entity *node; AtlasImage *nodeTexture; int i; nodeTexture = getAtlasImage("gfx/entities/jumpgateNode.png"); for (i = 0 ; i < 360 ; i += 36) { node = spawnEntity(); STRNCPY(node->name, _("Jumpgate System Node"), MAX_NAME_LENGTH); node->health = node->maxHealth = 25; node->type = ET_COMPONENT; node->offsetX = sin(TO_RAIDANS(i)) * 215; node->offsetY = -cos(TO_RAIDANS(i)) * 215; node->owner = jumpgate; node->side = jumpgate->side; node->texture = nodeTexture; node->flags = EF_TAKES_DAMAGE+EF_AI_IGNORE; node->die = nodeDie; node->w = node->texture->rect.w; node->h = node->texture->rect.h; if (jumpgate->side == SIDE_NONE) { node->flags |= EF_NO_HEALTH_BAR; } if (flags != -1) { node->flags = flags; } jumpgate->maxHealth++; } jumpgate->health = jumpgate->maxHealth; } static void nodeDie(void) { self->alive = ALIVE_DEAD; addSmallExplosion(); playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y); addDebris(self->x, self->y, 3 + rand() % 4); if (--battle.jumpgate->health == 1) { battle.jumpgate->flags |= EF_DISABLED; updateObjective("Jumpgate", TT_DESTROY); updateCondition("Jumpgate", TT_DESTROY); } runScriptFunction("JUMPGATE_HEALTH %d", battle.jumpgate->health); } int jumpgateEnabled(void) { return (battle.jumpgate && (!(battle.jumpgate->flags & EF_DISABLED))); } void activateJumpgate(int activate) { Entity *e; if (battle.jumpgate && battle.jumpgate->health > 1) { for (e = battle.entityHead.next ; e != NULL ; e = e->next) { if (e == battle.jumpgate || e->owner == battle.jumpgate) { if (activate) { e->flags &= ~EF_DISABLED; } else { e->flags |= EF_DISABLED; } } } } } static void think(void) { self->thinkTime = 4; self->angle += 0.1; if (self->angle >= 360) { self->angle -= 360; } if (jumpgateEnabled()) { handleFleeingEntities(); } portalAngle += 2; if (portalAngle >= 360) { portalAngle -= 360; } } static void handleFleeingEntities(void) { Entity *e, **candidates; int i; candidates = getAllEntsInRadius(self->x, self->y, ESCAPE_DISTANCE * 2, self); for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i]) { if (e->health > 0 && (e->flags & EF_RETREATING) && getDistance(self->x, self->y, e->x, e->y) <= ESCAPE_DISTANCE) { e->alive = ALIVE_ESCAPED; addEscapeEffect(e); playBattleSound(SND_JUMP, e->x, e->y); } } } static void addEscapeEffect(Entity *ent) { Effect *e; int i, n, speed; n = ent->w * ent->h; for (i = 0 ; i < n ; i++) { e = malloc(sizeof(Effect)); memset(e, 0, sizeof(Effect)); battle.effectTail->next = e; battle.effectTail = e; speed = 50 + rand() % 50; e->type = EFFECT_POINT; e->x = ent->x + (rand() % ent->w) - (rand() % ent->w); e->y = ent->y + (rand() % ent->h) - (rand() % ent->w); e->dx = self->x - e->x; e->dx /= speed; e->dy = self->y - e->y; e->dy /= speed; e->r = e->g = e->b = e->a = (rand() % 255); e->health = speed; } } static void draw(void) { if (jumpgateEnabled()) { blitRotated(portal, self->x - battle.camera.x, self->y - battle.camera.y, portalAngle); } blitRotated(self->texture, self->x - battle.camera.x, self->y - battle.camera.y, self->angle); }