478 lines
8.7 KiB
C
478 lines
8.7 KiB
C
/*
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Copyright (C) 2015 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "fighters.h"
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static void separate(void);
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static void die(void);
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static void immediateDie(void);
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static void spinDie(void);
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static void straightDie(void);
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static void randomizeDart(Entity *dart);
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static void randomizeDartGuns(Entity *dart);
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static void checkHasFled(void);
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Entity *spawnFighter(char *name, int x, int y, int side)
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{
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Entity *f, *def;
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f = spawnEntity();
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def = getFighterDef(name);
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memcpy(f, def, sizeof(Entity));
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f->id = battle.entId;
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f->next = NULL;
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f->x = x;
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f->y = y;
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f->side = side;
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switch (side)
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{
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case SIDE_ALLIES:
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f->aggression = 1 + rand() % 3;
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break;
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case SIDE_PIRATE:
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f->aggression = rand() % 3;
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break;
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case SIDE_PANDORAN:
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f->aggression = 3 + rand() % 2;
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break;
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}
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if (strcmp(name, "ATAF") == 0)
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{
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f->aggression = 4;
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}
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if (strcmp(name, "Dart") == 0)
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{
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randomizeDart(f);
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}
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f->defaultAction = doAI;
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f->die = die;
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return f;
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}
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static void randomizeDart(Entity *dart)
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{
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char textureName[MAX_DESCRIPTION_LENGTH];
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if (rand() % 5 == 0)
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{
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dart->health = dart->maxHealth = 5 + (rand() % 21);
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}
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if (rand() % 5 == 0)
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{
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dart->shield = dart->maxShield = 1 + (rand() % 16);
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dart->shieldRechargeRate = 30 + (rand() % 90);
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}
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if (rand() % 5 == 0)
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{
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dart->speed = 2 + (rand() % 3);
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}
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if (rand() % 5 == 0)
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{
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dart->reloadTime = 24 + (rand() % 11);
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}
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randomizeDartGuns(dart);
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dart->missiles.ammo = rand() % 3;
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sprintf(textureName, "gfx/fighters/dart0%d.png", 1 + rand() % 7);
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dart->texture = getTexture(textureName);
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}
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static void randomizeDartGuns(Entity *dart)
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{
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int i;
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switch (rand() % 4)
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{
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/* Single plasma gun */
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case 0:
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dart->guns[0].type = BT_PLASMA;
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dart->guns[0].x = dart->guns[0].y = 0;
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for (i = 1 ; i < MAX_FIGHTER_GUNS ; i++)
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{
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if (dart->guns[i].type)
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{
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dart->guns[i].type = BT_NONE;
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}
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}
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break;
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/* Dual plasma guns */
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case 1:
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dart->guns[0].type = BT_PLASMA;
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dart->guns[1].type = BT_PLASMA;
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for (i = 2 ; i < MAX_FIGHTER_GUNS ; i++)
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{
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if (dart->guns[i].type)
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{
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dart->guns[i].type = BT_NONE;
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}
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}
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break;
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/* Triple particle guns */
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case 2:
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dart->guns[2].type = BT_PARTICLE;
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dart->guns[2].y = -10;
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break;
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}
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}
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void doFighter(void)
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{
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if (self->alive == ALIVE_ALIVE)
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{
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if (self != player)
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{
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separate();
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}
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self->reload = MAX(self->reload - 1, 0);
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self->shieldRecharge = MAX(self->shieldRecharge - 1, 0);
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self->armourHit = MAX(self->armourHit - 25, 0);
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self->shieldHit = MAX(self->shieldHit - 5, 0);
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self->systemHit = MAX(self->systemHit - 25, 0);
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if (self->thrust > 0.25)
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{
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addEngineEffect();
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}
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if (!self->shieldRecharge)
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{
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self->shield = MIN(self->shield + 1, self->maxShield);
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self->shieldRecharge = self->shieldRechargeRate;
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}
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if (self->action == NULL && self->defaultAction != NULL)
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{
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self->action = self->defaultAction;
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}
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if (self->health <= 0)
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{
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self->health = 0;
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self->alive = ALIVE_DYING;
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self->die();
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if (self == battle.missionTarget)
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{
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battle.missionTarget = NULL;
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}
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}
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else if (self->systemPower <= 0)
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{
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self->dx *= 0.99;
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self->dy *= 0.99;
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self->thrust = 0;
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self->shield = self->maxShield = 0;
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self->action = NULL;
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if (self->alive == ALIVE_ALIVE)
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{
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updateObjective(self->name, TT_DISABLE);
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battle.stats[STAT_DISABLED]++;
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}
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}
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else
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{
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if (player != NULL && self->flags & EF_FLEEING && battle.stats[STAT_TIME] % FPS == 0)
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{
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checkHasFled();
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}
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}
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}
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if (self->alive == ALIVE_DEAD)
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{
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if (self == player)
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{
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battle.stats[STAT_PLAYER_KILLED]++;
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}
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else if (player != NULL)
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{
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if (player->alive == ALIVE_ALIVE)
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{
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if (self->side != SIDE_ALLIES)
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{
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battle.stats[STAT_ENEMIES_KILLED]++;
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}
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else
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{
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battle.stats[STAT_ALLIES_KILLED]++;
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if (!battle.epic)
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{
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addHudMessage(colors.red, "Ally has been killed");
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}
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}
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}
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updateObjective(self->name, TT_DESTROY);
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updateCondition(self->name, TT_DESTROY);
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checkTrigger(self->name, TRIGGER_KILLS);
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}
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}
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}
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static void separate(void)
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{
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int angle;
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int distance;
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float dx, dy, force;
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int count;
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Entity *f;
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dx = dy = 0;
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count = 0;
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force = 0;
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for (f = battle.entityHead.next ; f != NULL ; f = f->next)
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{
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if (f != self && f->active)
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{
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distance = getDistance(f->x, f->y, self->x, self->y);
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if (distance > 0 && distance < self->separationRadius)
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{
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angle = getAngle(self->x, self->y, f->x, f->y);
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dx += sin(TO_RAIDANS(angle));
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dy += -cos(TO_RAIDANS(angle));
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force += (self->separationRadius - distance) * 0.005;
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count++;
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}
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}
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}
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if (count > 0)
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{
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dx /= count;
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dy /= count;
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dx *= force;
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dy *= force;
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self->dx -= dx;
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self->dy -= dy;
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}
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}
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void drawFighter(Entity *e)
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{
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SDL_Texture *shieldHitTexture = getTexture("gfx/battle/shieldHit.png");
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SDL_SetTextureColorMod(e->texture, 255, 255, 255);
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if (e->armourHit > 0)
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{
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SDL_SetTextureColorMod(e->texture, 255, 255 - e->armourHit, 255 - e->armourHit);
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}
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if (e->systemHit > 0)
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{
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SDL_SetTextureColorMod(e->texture, 255 - e->systemHit, 255, 255);
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}
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blitRotated(e->texture, e->x - battle.camera.x, e->y - battle.camera.y, e->angle);
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if (e->shieldHit > 0)
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{
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SDL_SetTextureBlendMode(shieldHitTexture, SDL_BLENDMODE_BLEND);
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SDL_SetTextureAlphaMod(shieldHitTexture, e->shieldHit);
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blit(shieldHitTexture, e->x - battle.camera.x, e->y - battle.camera.y, 1);
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}
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}
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void applyFighterThrust(void)
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{
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float v;
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self->dx += sin(TO_RAIDANS(self->angle)) * 0.1;
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self->dy += -cos(TO_RAIDANS(self->angle)) * 0.1;
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self->thrust = sqrt((self->dx * self->dx) + (self->dy * self->dy));
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if (self->thrust > self->speed * self->speed)
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{
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v = (self->speed / sqrt(self->thrust));
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self->dx = v * self->dx;
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self->dy = v * self->dy;
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}
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}
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void applyFighterBrakes(void)
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{
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self->dx *= 0.95;
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self->dy *= 0.95;
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self->thrust = sqrt((self->dx * self->dx) + (self->dy * self->dy));
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}
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void damageFighter(Entity *f, int amount, long flags)
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{
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if (flags & BF_SYSTEM_DAMAGE)
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{
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f->systemPower = MAX(0, f->systemPower - amount);
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f->systemHit = 255;
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if (f->systemPower == 0)
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{
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f->shield = f->maxShield = 0;
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f->action = f->defaultAction = NULL;
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}
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}
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else
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{
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f->shield -= amount;
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if (f->shield < 0)
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{
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f->health -= abs(f->shield);
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f->shield = 0;
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f->armourHit = 255;
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playBattleSound(SND_ARMOUR_HIT, f->x, f->y);
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}
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else if (f->shield > 0)
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{
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f->shieldHit = 255;
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}
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}
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}
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static void die(void)
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{
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int n = rand() % 3;
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if (self == player)
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{
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n = rand() % 2;
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}
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switch (n)
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{
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case 0:
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self->action = straightDie;
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break;
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case 1:
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self->action = spinDie;
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break;
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case 2:
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self->action = immediateDie;
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break;
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}
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}
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static void immediateDie(void)
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{
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self->alive = ALIVE_DEAD;
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addFighterExplosion();
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playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
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}
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static void spinDie(void)
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{
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self->health--;
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self->thinkTime = 0;
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self->armourHit = 0;
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self->shieldHit = 0;
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self->systemHit = 0;
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self->angle += 8;
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if (rand() % 2 == 0)
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{
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addSmallFighterExplosion();
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}
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if (self->health <= -(FPS * 1.5))
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{
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self->alive = ALIVE_DEAD;
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addFighterExplosion();
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playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
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}
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}
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static void straightDie(void)
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{
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self->health--;
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self->thinkTime = 0;
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self->armourHit = 0;
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self->shieldHit = 0;
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self->systemHit = 0;
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if (rand() % 2 == 0)
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{
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addSmallFighterExplosion();
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}
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if (self->health <= -(FPS * 1.5))
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{
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self->alive = ALIVE_DEAD;
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addFighterExplosion();
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playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
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}
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}
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static void checkHasFled(void)
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{
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long distance = getDistance(self->x, self->y, player->x, player->y);
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if (distance > 5000)
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{
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if (self->side != SIDE_ALLIES)
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{
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addHudMessage(colors.red, "Mission target has escaped.");
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battle.stats[STAT_ENEMIES_ESCAPED]++;
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}
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else
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{
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battle.stats[STAT_ALLIES_ESCAPED]++;
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}
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checkTrigger("ESCAPE", TRIGGER_ESCAPES);
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self->alive = ALIVE_DEAD;
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}
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}
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