/* 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(Entity *dart); static void randomizeDartGuns(Entity *dart); static void loadFighterDef(char *filename); static void loadFighterDefList(char *filename); static Entity *getFighterDef(char *name); static Entity defHead, *defTail; Entity *spawnFighter(char *name, int x, int y, int side) { Entity *e, *def; e = spawnEntity(); def = getFighterDef(name); memcpy(e, def, sizeof(Entity)); e->id = battle.entId; e->next = NULL; e->x = x; e->y = y; e->side = side; switch (side) { case SIDE_ALLIES: e->aiAggression = 2 + rand() % 2; if (!(e->aiFlags & AIF_FOLLOWS_PLAYER)) { e->aiFlags |= AIF_MOVES_TO_PLAYER; } break; case SIDE_PIRATE: e->aiAggression = rand() % 3; break; case SIDE_PANDORAN: e->aiAggression = 3 + rand() % 2; break; case SIDE_REBEL: e->aiAggression = 1 + rand() % 3; break; } if (strcmp(name, "ATAF") == 0) { e->aiAggression = 4; } if (strcmp(name, "Dart") == 0) { randomizeDart(e); } if (strcmp(name, "Civilian") == 0 && rand() % 2 == 0) { e->texture = getTexture("gfx/craft/civilian02.png"); } if (e->aiFlags & AIF_AGGRESSIVE) { e->aiAggression = 4; } e->action = doAI; e->die = die; return e; } static void randomizeDart(Entity *dart) { char texture[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); dart->missiles = rand() % 3; sprintf(texture, "gfx/fighters/dart0%d.png", 1 + rand() % 7); dart->texture = getTexture(texture); } static void randomizeDartGuns(Entity *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; break; /* Triple particle guns */ case 2: dart->guns[2].type = BT_PARTICLE; dart->guns[2].y = -10; break; /* Plasma / Laser cannons */ case 3: dart->guns[0].type = BT_PLASMA; dart->guns[0].x = dart->guns[0].y = 0; dart->guns[1].type = BT_LASER; dart->guns[1].x = dart->guns[1].y = 0; break; /* Dual Laser cannons */ case 4: dart->guns[0].type = BT_LASER; dart->guns[1].type = BT_LASER; break; } } void doFighter(void) { if (self->alive == ALIVE_ALIVE) { if (self != player) { separate(); } attachRope(); if (self->thrust > 0.25) { addEngineEffect(); } if (self->health <= 0) { self->health = 0; self->alive = ALIVE_DYING; self->die(); if (self == battle.missionTarget) { battle.missionTarget = NULL; } } else if (self->systemPower <= 0 || (self->flags & EF_DISABLED)) { self->dx *= 0.99; self->dy *= 0.99; self->thrust = 0; self->shield = self->maxShield = 0; self->action = NULL; if ((self->flags & EF_DISABLED) == 0) { playBattleSound(SND_POWER_DOWN, self->x, self->y); self->flags |= EF_DISABLED; battle.stats[STAT_ENEMIES_DISABLED]++; updateObjective(self->name, TT_DISABLE); } } if (self->target != NULL && self->target->alive != ALIVE_ALIVE) { self->target = NULL; if (self != player) { self->action = doAI; } } } if (self->alive == ALIVE_ESCAPED) { if (self == player) { completeMission(); } if (self->side != SIDE_ALLIES && (!(self->flags & EF_DISABLED))) { addHudMessage(colors.red, "Mission target has escaped."); battle.stats[STAT_ENEMIES_ESCAPED]++; } else if (strcmp(self->defName, "Civilian") == 0) { battle.stats[STAT_CIVILIANS_RESCUED]++; } updateObjective(self->name, TT_ESCAPED); updateCondition(self->name, TT_ESCAPED); } if (self->alive == ALIVE_DEAD) { if (self == player) { battle.stats[STAT_PLAYER_KILLED]++; } else if (player != NULL) { if (player->alive == ALIVE_ALIVE) { if (self->side != SIDE_ALLIES) { battle.stats[STAT_ENEMIES_KILLED]++; runScriptFunction("ENEMIES_KILLED %d", battle.stats[STAT_ENEMIES_KILLED]); } else { if (strcmp(self->name, "Civilian") == 0) { battle.stats[STAT_CIVILIANS_KILLED]++; if (!battle.epic) { addHudMessage(colors.red, "Civilian has been killed"); } } else { battle.stats[STAT_ALLIES_KILLED]++; if (!battle.epic) { addHudMessage(colors.red, "Ally has been killed"); } runScriptFunction("ALLIES_KILLED %d", battle.stats[STAT_ALLIES_KILLED]); } } } updateObjective(self->name, TT_DESTROY); updateObjective(self->groupName, TT_DESTROY); adjustObjectiveTargetValue(self->name, TT_ESCAPED, -1); updateCondition(self->name, TT_DESTROY); } } } static void separate(void) { int angle; int distance; float dx, dy, force; int count; Entity *e, **candidates; int i; dx = dy = 0; count = 0; force = 0; candidates = getAllEntsWithin(self->x - (self->w / 2), self->y - (self->h / 2), self->w, self->h, self); for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i]) { if (e->flags & EF_TAKES_DAMAGE) { distance = getDistance(e->x, e->y, self->x, self->y); if (distance > 0 && distance < self->separationRadius) { angle = getAngle(self->x, self->y, e->x, e->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 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; self->thrust = sqrt((self->dx * self->dx) + (self->dy * 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(Entity *e, int amount, long flags) { int prevShield = e->shield; e->aiDamageTimer = FPS; e->aiDamagePerSec += amount; if (flags & BF_SYSTEM_DAMAGE) { playBattleSound(SND_MAG_HIT, e->x, e->y); e->systemPower = MAX(0, e->systemPower - amount); e->systemHit = 255; if (e->systemPower == 0) { e->shield = e->maxShield = 0; e->action = NULL; } } else if (flags & BF_SHIELD_DAMAGE) { e->shield -= amount; if (e->shield <= 0 && prevShield > 0) { playBattleSound(SND_SHIELD_BREAK, e->x, e->y); addShieldSplinterEffect(e); e->shield = -(FPS * 10); } e->shield = MAX(-(FPS * 10), e->shield); } else { if (e->shield > 0) { e->shield -= amount; if (e->shield < 0) { e->health += e->shield; e->shield = 0; } } else { e->health -= amount; e->armourHit = 255; playBattleSound(SND_ARMOUR_HIT, e->x, e->y); } } if (e->shield > 0) { e->shieldHit = 255; /* don't allow the shield to recharge immediately after taking a hit */ e->shieldRecharge = e->shieldRechargeRate; playBattleSound(SND_SHIELD_HIT, e->x, e->y); } /* * Sometimes run away if you take too much damage in a short space of time */ if (e->type == ET_FIGHTER && (!(e->aiFlags & AIF_EVADE)) && e != player && e->aiDamagePerSec >= (e->maxHealth + e->maxShield) * 0.1) { if ((rand() % 10) > 7) { e->action = doAI; e->aiFlags |= AIF_EVADE; e->aiActionTime = e->aiEvadeTimer = FPS * (1 + (rand() % 3)); } else { e->aiDamagePerSec = 0; } } } static void die(void) { int n = rand() % 3; switch (self->deathType) { case DT_ANY: n = rand() % 3; break; case DT_NO_SPIN: n = 1 + rand() % 2; break; case DT_INSTANT: n = 2; break; } if (self == player && battle.epic) { n = 1; } switch (n) { case 0: self->action = spinDie; break; case 1: self->action = straightDie; break; case 2: self->action = immediateDie; break; } } static void immediateDie(void) { self->alive = ALIVE_DEAD; addSmallExplosion(); playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y); addDebris(self->x, self->y, 3 + rand() % 6); } 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 * 1.5)) { self->alive = ALIVE_DEAD; addSmallExplosion(); playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y); addDebris(self->x, self->y, 3 + rand() % 6); } } 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 * 1.5)) { self->alive = ALIVE_DEAD; addSmallExplosion(); playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y); addDebris(self->x, self->y, 3 + rand() % 6); } } void retreatEnemies(void) { Entity *e; for (e = battle.entityHead.next ; e != NULL ; e = e->next) { if (e->type == ET_FIGHTER && e->side != SIDE_ALLIES) { e->aiFlags |= AIF_AVOIDS_COMBAT; } } } void retreatAllies(void) { Entity *e; for (e = battle.entityHead.next ; e != NULL ; e = e->next) { if (e->type == ET_FIGHTER && e->side == SIDE_ALLIES) { e->flags |= EF_RETREATING; e->aiFlags |= AIF_AVOIDS_COMBAT; e->aiFlags |= AIF_UNLIMITED_RANGE; e->aiFlags |= AIF_GOAL_EXTRACTION; e->aiFlags &= ~AIF_FOLLOWS_PLAYER; e->aiFlags &= ~AIF_MOVES_TO_PLAYER; } } } static Entity *getFighterDef(char *name) { Entity *e; for (e = defHead.next ; e != NULL ; e = e->next) { if (strcmp(e->name, name) == 0) { return e; } } printf("Error: no such fighter '%s'\n", name); exit(1); } void loadFighterDefs(void) { memset(&defHead, 0, sizeof(Entity)); defTail = &defHead; loadFighterDefList("data/fighters/list.json"); loadFighterDefList("data/craft/list.json"); loadFighterDefList("data/turrets/list.json"); } static void loadFighterDefList(char *filename) { cJSON *root, *node; char *text; text = readFile(getFileLocation(filename)); root = cJSON_Parse(text); for (node = root->child ; node != NULL ; node = node->next) { loadFighterDef(node->valuestring); } cJSON_Delete(root); free(text); } static void loadFighterDef(char *filename) { cJSON *root, *node; char *text; Entity *e; int i; SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Loading %s", filename); text = readFile(getFileLocation(filename)); e = malloc(sizeof(Entity)); memset(e, 0, sizeof(Entity)); defTail->next = e; defTail = e; e->type = ET_FIGHTER; e->active = 1; root = cJSON_Parse(text); STRNCPY(e->name, cJSON_GetObjectItem(root, "name")->valuestring, MAX_NAME_LENGTH); STRNCPY(e->defName, e->name, MAX_NAME_LENGTH); e->health = e->maxHealth = cJSON_GetObjectItem(root, "health")->valueint; e->shield = e->maxShield = cJSON_GetObjectItem(root, "shield")->valueint; e->speed = cJSON_GetObjectItem(root, "speed")->valuedouble; e->reloadTime = cJSON_GetObjectItem(root, "reloadTime")->valueint; e->shieldRechargeRate = cJSON_GetObjectItem(root, "shieldRechargeRate")->valueint; e->texture = getTexture(cJSON_GetObjectItem(root, "texture")->valuestring); SDL_QueryTexture(e->texture, NULL, NULL, &e->w, &e->h); if (cJSON_GetObjectItem(root, "guns")) { i = 0; for (node = cJSON_GetObjectItem(root, "guns")->child ; node != NULL ; node = node->next) { e->guns[i].type = lookup(cJSON_GetObjectItem(node, "type")->valuestring); e->guns[i].x = cJSON_GetObjectItem(node, "x")->valueint; e->guns[i].y = cJSON_GetObjectItem(node, "y")->valueint; i++; if (i >= MAX_FIGHTER_GUNS) { printf("ERROR: cannot assign more than %d guns to a fighter\n", MAX_FIGHTER_GUNS); exit(1); } } if (cJSON_GetObjectItem(root, "combinedGuns")) { e->combinedGuns = cJSON_GetObjectItem(root, "combinedGuns")->valueint; } } e->selectedGunType = e->guns[0].type; if (cJSON_GetObjectItem(root, "missiles")) { e->missiles = cJSON_GetObjectItem(root, "missiles")->valueint; } if (cJSON_GetObjectItem(root, "flags")) { e->flags = flagsToLong(cJSON_GetObjectItem(root, "flags")->valuestring, NULL); } if (cJSON_GetObjectItem(root, "aiFlags")) { e->aiFlags = flagsToLong(cJSON_GetObjectItem(root, "aiFlags")->valuestring, NULL); } if (cJSON_GetObjectItem(root, "deathType")) { e->deathType = lookup(cJSON_GetObjectItem(root, "deathType")->valuestring); } e->separationRadius = MAX(e->w, e->h); e->separationRadius *= 3; /* all craft default to 100 system power */ e->systemPower = 100; cJSON_Delete(root); free(text); } void destroyFighterDefs(void) { Entity *e; while (defHead.next) { e = defHead.next; defHead.next = e->next; free(e); } }