885 lines
17 KiB
C
885 lines
17 KiB
C
/*
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Copyright (C) 2015-2016 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 simpleDie(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 loadFighterDef(char *filename);
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static void loadFighterDefList(char *filename);
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static Entity *getFighterDef(char *name);
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static Entity defHead, *defTail;
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Entity *spawnFighter(char *name, int x, int y, int side)
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{
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Entity *e, *def;
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e = spawnEntity();
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def = getFighterDef(name);
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memcpy(e, def, sizeof(Entity));
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e->next = NULL;
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e->x = x;
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e->y = y;
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e->side = side;
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switch (side)
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{
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case SIDE_ALLIES:
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e->aiAggression = 2 + rand() % 2;
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if (!(e->aiFlags & AIF_FOLLOWS_PLAYER))
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{
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e->aiFlags |= AIF_MOVES_TO_PLAYER;
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}
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break;
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case SIDE_PIRATE:
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e->aiAggression = rand() % 3;
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break;
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case SIDE_PANDORAN:
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e->aiAggression = 3 + rand() % 2;
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break;
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case SIDE_REBEL:
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e->aiAggression = 1 + rand() % 3;
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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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e->aiAggression = 4;
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}
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if (strcmp(name, "Dart") == 0)
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{
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randomizeDart(e);
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}
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if (strcmp(name, "Civilian") == 0 && rand() % 2 == 0)
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{
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e->texture = getTexture("gfx/craft/civilian02.png");
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}
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if (e->aiFlags & AIF_AGGRESSIVE)
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{
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e->aiAggression = 4;
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}
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e->action = doAI;
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e->die = die;
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return e;
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}
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static void randomizeDart(Entity *dart)
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{
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char texture[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 = rand() % 3;
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sprintf(texture, "gfx/fighters/dart0%d.png", 1 + rand() % 7);
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dart->texture = getTexture(texture);
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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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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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/* Plasma / Laser cannons */
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case 3:
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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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dart->guns[1].type = BT_LASER;
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dart->guns[1].x = dart->guns[1].y = 0;
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break;
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/* Dual Laser cannons */
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case 4:
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dart->guns[0].type = BT_LASER;
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dart->guns[1].type = BT_LASER;
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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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if (!(self->flags & EF_DISABLED))
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{
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attachRope();
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}
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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->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 || (self->flags & EF_DISABLED))
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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->flags & EF_DISABLED) == 0)
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{
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playBattleSound(SND_POWER_DOWN, self->x, self->y);
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self->flags |= EF_DISABLED;
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self->flags |= EF_SECONDARY_TARGET;
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battle.stats[STAT_ENEMIES_DISABLED]++;
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updateObjective(self->name, TT_DISABLE);
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}
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}
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if (self->target != NULL && self->target->alive != ALIVE_ALIVE)
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{
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self->target = NULL;
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if (self != player)
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{
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self->action = doAI;
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}
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}
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}
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if (self->alive == ALIVE_ESCAPED)
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{
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if (self == player)
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{
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completeMission();
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}
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if (self->side != SIDE_ALLIES && (!(self->flags & EF_DISABLED)))
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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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if (strcmp(self->defName, "Civilian") == 0)
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{
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battle.stats[STAT_CIVILIANS_RESCUED]++;
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}
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/* if you did not escape under your own volition, or with the aid of a friend, you've been stolen */
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if (!self->owner || self->side == self->owner->side)
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{
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updateObjective(self->name, TT_ESCAPED);
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updateCondition(self->name, TT_ESCAPED);
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}
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else
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{
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updateObjective(self->name, TT_STOLEN);
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updateCondition(self->name, TT_STOLEN);
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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 (player != NULL && self != player)
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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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if (!(self->flags & EF_NO_KILL_INC))
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{
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battle.stats[STAT_ENEMIES_KILLED]++;
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runScriptFunction("ENEMIES_KILLED %d", battle.stats[STAT_ENEMIES_KILLED]);
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}
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}
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else
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{
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if (strcmp(self->name, "Civilian") == 0)
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{
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battle.stats[STAT_CIVILIANS_KILLED]++;
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if (!battle.isEpic || game.currentMission->challengeData.isChallenge)
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{
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addHudMessage(colors.red, _("Civilian has been killed"));
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}
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runScriptFunction("CIVILIANS_KILLED %d", battle.stats[STAT_CIVILIANS_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.isEpic || game.currentMission->challengeData.isChallenge)
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{
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addHudMessage(colors.red, _("Ally has been killed"));
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}
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runScriptFunction("ALLIES_KILLED %d", battle.stats[STAT_ALLIES_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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updateObjective(self->groupName, TT_DESTROY);
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adjustObjectiveTargetValue(self->name, TT_ESCAPED, -1);
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updateCondition(self->name, TT_DESTROY);
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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 *e, **candidates;
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int i;
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dx = dy = 0;
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count = 0;
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force = 0;
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candidates = getAllEntsWithin(self->x - (self->w / 2), self->y - (self->h / 2), self->w, self->h, self);
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for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
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{
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if (e->flags & EF_TAKES_DAMAGE)
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{
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distance = getDistance(e->x, e->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, e->x, e->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 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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self->thrust = sqrt((self->dx * self->dx) + (self->dy * 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 *e, int amount, long flags)
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{
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int prevShield = e->shield;
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e->aiDamageTimer = FPS;
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e->aiDamagePerSec += amount;
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if (flags & BF_SYSTEM_DAMAGE)
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{
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playBattleSound(SND_MAG_HIT, e->x, e->y);
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e->systemPower = MAX(0, e->systemPower - amount);
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e->systemHit = 255;
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if (e->systemPower == 0)
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{
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e->shield = e->maxShield = 0;
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e->action = NULL;
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}
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}
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else if (flags & BF_SHIELD_DAMAGE)
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{
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e->shield -= amount;
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if (e->shield <= 0 && prevShield > 0)
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{
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playBattleSound(SND_SHIELD_BREAK, e->x, e->y);
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addShieldSplinterEffect(e);
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e->shield = -(FPS * 10);
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}
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e->shield = MAX(-(FPS * 10), e->shield);
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}
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else
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{
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if (e->shield > 0)
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{
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e->shield -= amount;
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if (e->shield < 0)
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{
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e->health += e->shield;
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e->shield = 0;
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}
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}
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else
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{
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e->health -= amount;
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e->armourHit = 255;
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playBattleSound(SND_ARMOUR_HIT, e->x, e->y);
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}
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}
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if (e->shield > 0)
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{
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e->shieldHit = 255;
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/* don't allow the shield to recharge immediately after taking a hit */
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e->shieldRecharge = e->shieldRechargeRate;
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playBattleSound(SND_SHIELD_HIT, e->x, e->y);
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}
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/*
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* Sometimes run away if you take too much damage in a short space of time
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*/
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if (e->type == ET_FIGHTER && (!(e->aiFlags & AIF_EVADE)) && e != player && e->aiDamagePerSec >= (e->maxHealth + e->maxShield) * 0.1)
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{
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if ((rand() % 10) > 7)
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{
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e->action = doAI;
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e->aiFlags |= AIF_EVADE;
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e->aiActionTime = e->aiEvadeTimer = FPS * (1 + (rand() % 3));
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}
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else
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{
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e->aiDamagePerSec = 0;
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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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switch (self->deathType)
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{
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case DT_ANY:
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n = rand() % 3;
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break;
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case DT_NO_SPIN:
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n = 1 + rand() % 2;
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break;
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case DT_INSTANT:
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n = 2;
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break;
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case DT_SIMPLE:
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n = 3;
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break;
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}
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if (self == player && battle.isEpic)
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{
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n = 1;
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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 = spinDie;
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break;
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case 1:
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self->action = straightDie;
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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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case 3:
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self->action = simpleDie;
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break;
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}
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if (self->killedBy == player && (!(self->flags & EF_NO_KILL_INC)))
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{
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battle.stats[STAT_ENEMIES_KILLED_PLAYER]++;
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if (battle.isEpic)
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{
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battle.stats[STAT_EPIC_KILL_STREAK]++;
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}
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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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addSmallExplosion();
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playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
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addDebris(self->x, self->y, 3 + rand() % 6);
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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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addSmallExplosion();
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playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
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addDebris(self->x, self->y, 3 + rand() % 6);
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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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addSmallExplosion();
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playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
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addDebris(self->x, self->y, 3 + rand() % 6);
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}
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}
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static void simpleDie(void)
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{
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self->alive = ALIVE_DEAD;
|
|
addSmallExplosion();
|
|
playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
|
|
}
|
|
|
|
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_JUMPGATE;
|
|
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");
|
|
loadFighterDefList("data/craft");
|
|
loadFighterDefList("data/turrets");
|
|
}
|
|
|
|
static void loadFighterDefList(char *dir)
|
|
{
|
|
char **filenames;
|
|
char path[MAX_FILENAME_LENGTH];
|
|
int count, i;
|
|
|
|
filenames = getFileList(dir, &count);
|
|
|
|
for (i = 0 ; i < count ; i++)
|
|
{
|
|
sprintf(path, "%s/%s", dir, filenames[i]);
|
|
|
|
loadFighterDef(path);
|
|
|
|
free(filenames[i]);
|
|
}
|
|
|
|
free(filenames);
|
|
}
|
|
|
|
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(filename);
|
|
|
|
root = cJSON_Parse(text);
|
|
|
|
if (root)
|
|
{
|
|
e = malloc(sizeof(Entity));
|
|
memset(e, 0, sizeof(Entity));
|
|
defTail->next = e;
|
|
defTail = e;
|
|
|
|
e->type = ET_FIGHTER;
|
|
e->active = 1;
|
|
|
|
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 = getJSONValue(root, "shield", 0);
|
|
e->speed = cJSON_GetObjectItem(root, "speed")->valuedouble;
|
|
e->reloadTime = getJSONValue(root, "reloadTime", 0);
|
|
e->shieldRechargeRate = getJSONValue(root, "shieldRechargeRate", 0);
|
|
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);
|
|
}
|
|
}
|
|
|
|
e->combinedGuns = getJSONValue(root, "combinedGuns", 0);
|
|
}
|
|
|
|
e->selectedGunType = e->guns[0].type;
|
|
|
|
e->missiles = getJSONValue(root, "missiles", 0);
|
|
|
|
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) * 3;
|
|
|
|
e->systemPower = MAX_SYSTEM_POWER;
|
|
|
|
cJSON_Delete(root);
|
|
}
|
|
else
|
|
{
|
|
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_WARN, "Failed to load '%s'", filename);
|
|
}
|
|
|
|
free(text);
|
|
}
|
|
|
|
void loadFighters(cJSON *node)
|
|
{
|
|
Entity *e;
|
|
char **types, *name, *groupName, *type;
|
|
int side, scatter, number, active;
|
|
int i, numTypes, addFlags, addAIFlags;
|
|
long flags, aiFlags;
|
|
float x, y;
|
|
|
|
if (node)
|
|
{
|
|
node = node->child;
|
|
|
|
while (node)
|
|
{
|
|
name = NULL;
|
|
groupName = NULL;
|
|
flags = -1;
|
|
aiFlags = -1;
|
|
|
|
types = toTypeArray(cJSON_GetObjectItem(node, "types")->valuestring, &numTypes);
|
|
side = lookup(cJSON_GetObjectItem(node, "side")->valuestring);
|
|
x = (cJSON_GetObjectItem(node, "x")->valuedouble / BATTLE_AREA_CELLS) * BATTLE_AREA_WIDTH;
|
|
y = (cJSON_GetObjectItem(node, "y")->valuedouble / BATTLE_AREA_CELLS) * BATTLE_AREA_HEIGHT;
|
|
name = getJSONValueStr(node, "name", NULL);
|
|
groupName = getJSONValueStr(node, "groupName", NULL);
|
|
number = getJSONValue(node, "number", 1);
|
|
scatter = getJSONValue(node, "scatter", 1);
|
|
active = getJSONValue(node, "active", 1);
|
|
|
|
if (cJSON_GetObjectItem(node, "flags"))
|
|
{
|
|
flags = flagsToLong(cJSON_GetObjectItem(node, "flags")->valuestring, &addFlags);
|
|
}
|
|
|
|
if (cJSON_GetObjectItem(node, "aiFlags"))
|
|
{
|
|
aiFlags = flagsToLong(cJSON_GetObjectItem(node, "aiFlags")->valuestring, &addAIFlags);
|
|
}
|
|
|
|
for (i = 0 ; i < number ; i++)
|
|
{
|
|
type = types[rand() % numTypes];
|
|
|
|
e = spawnFighter(type, x, y, side);
|
|
|
|
if (scatter > 1)
|
|
{
|
|
e->x += (rand() % scatter) - (rand() % scatter);
|
|
e->y += (rand() % scatter) - (rand() % scatter);
|
|
}
|
|
|
|
e->active = active;
|
|
|
|
if (flags != -1)
|
|
{
|
|
if (addFlags)
|
|
{
|
|
e->flags |= flags;
|
|
}
|
|
else
|
|
{
|
|
e->flags = flags;
|
|
|
|
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_WARN, "Flags for '%s' (%s) replaced", e->name, e->defName);
|
|
}
|
|
|
|
if (e->flags & EF_DISABLED)
|
|
{
|
|
e->speed = 0;
|
|
}
|
|
}
|
|
|
|
if (aiFlags != -1)
|
|
{
|
|
if (addAIFlags)
|
|
{
|
|
e->aiFlags |= aiFlags;
|
|
}
|
|
else
|
|
{
|
|
e->aiFlags = aiFlags;
|
|
|
|
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_WARN, "AI Flags for '%s' (%s) replaced", e->name, e->defName);
|
|
}
|
|
}
|
|
|
|
if (name)
|
|
{
|
|
STRNCPY(e->name, name, MAX_NAME_LENGTH);
|
|
}
|
|
|
|
if (groupName)
|
|
{
|
|
STRNCPY(e->groupName, groupName, MAX_NAME_LENGTH);
|
|
}
|
|
}
|
|
|
|
node = node->next;
|
|
|
|
for (i = 0 ; i < numTypes ; i++)
|
|
{
|
|
free(types[i]);
|
|
}
|
|
|
|
free(types);
|
|
}
|
|
}
|
|
}
|
|
|
|
void destroyFighterDefs(void)
|
|
{
|
|
Entity *e;
|
|
|
|
while (defHead.next)
|
|
{
|
|
e = defHead.next;
|
|
defHead.next = e->next;
|
|
free(e);
|
|
}
|
|
}
|