tbftss/src/battle/waypoints.c

109 lines
2.3 KiB
C

/*
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 "waypoints.h"
static void think(void);
static int teamMatesClose(void);
void activateNextWaypoint(int id);
static int waypointId;
void resetWaypoints(void)
{
waypointId = 1;
}
Entity *spawnWaypoint(void)
{
Entity *waypoint = spawnEntity();
sprintf(waypoint->name, "Waypoint #%d", waypointId++);
waypoint->type = ET_WAYPOINT;
waypoint->active = 0;
waypoint->health = waypoint->maxHealth = FPS;
waypoint->texture = getTexture("gfx/entities/waypoint.png");
waypoint->flags = EF_MISSION_TARGET;
waypoint->action = think;
return waypoint;
}
static void think(void)
{
self->thinkTime = 4;
self->angle++;
if (self->angle >= 360)
{
self->angle -= 360;
}
if (getDistance(player->x, player->y, self->x, self->y) <= 32 && teamMatesClose())
{
self->health = 0;
updateObjective("Waypoint", TT_WAYPOINT);
checkTrigger(self->name, TRIGGER_WAYPOINT);
activateNextWaypoint(self->id);
}
}
static int teamMatesClose(void)
{
Entity *e;
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e->active && e->type == ET_FIGHTER && e->side == player->side)
{
if (getDistance(player->x, player->y, e->x, e->y) > 350)
{
addHudMessage(colors.cyan, "Cannot activate waypoint - team mates too far away");
self->thinkTime = FPS;
return 0;
}
}
}
return 1;
}
void activateNextWaypoint(int id)
{
Entity *e;
Entity *nextWaypoint = NULL;
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e->type == ET_WAYPOINT && e->id > id && (nextWaypoint == NULL || e->id < nextWaypoint->id))
{
nextWaypoint = e;
}
}
if (nextWaypoint != NULL)
{
nextWaypoint->active = 1;
}
}