801 lines
17 KiB
C
801 lines
17 KiB
C
/*
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Copyright (C) 2015-2018 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 "capitalShips.h"
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static int steer(void);
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static void think(void);
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static void gunThink(void);
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static void gunDie(void);
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static void handleDisabled(void);
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static void componentDie(void);
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static void engineThink(void);
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static void engineDie(void);
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static void findAITarget(void);
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static void loadCapitalShipDef(char *filename);
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static void loadComponents(Entity *parent, cJSON *components);
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static void loadGuns(Entity *parent, cJSON *guns);
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static void loadEngines(Entity *parent, cJSON *engines);
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static void disable(void);
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static void issueEnginesDestroyedMessage(Entity *cap);
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static void issueGunsDestroyedMessage(Entity *cap);
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static void issueDamageMessage(Entity *cap);
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static Entity defHead, *defTail;
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Entity *spawnCapitalShip(char *name, int x, int y, int side)
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{
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Entity *def, *e, *capitalShip;
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capitalShip = NULL;
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for (def = defHead.next ; def != NULL ; def = def->next)
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{
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if ((strcmp(def->name, name) == 0) || (def->owner != NULL && strcmp(def->owner->name, name) == 0))
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{
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e = spawnEntity();
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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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if (e->type == ET_CAPITAL_SHIP)
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{
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capitalShip = e;
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}
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else
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{
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e->owner = capitalShip;
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e->x = -SCREEN_WIDTH;
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e->y = -SCREEN_HEIGHT;
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}
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}
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}
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if (!capitalShip)
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{
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printf("Error: no such capital ship '%s'\n", name);
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exit(1);
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}
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return capitalShip;
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}
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void doCapitalShip(void)
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{
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if (self->alive == ALIVE_ALIVE)
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{
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handleDisabled();
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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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if (self->side == player->side)
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{
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battle.stats[STAT_CAPITAL_SHIPS_LOST]++;
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runScriptFunction("CAPITAL_SHIPS_LOST %d", battle.stats[STAT_CAPITAL_SHIPS_LOST]);
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}
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else
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{
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battle.stats[STAT_CAPITAL_SHIPS_DESTROYED]++;
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runScriptFunction("CAPITAL_SHIPS_DESTROYED %d", battle.stats[STAT_CAPITAL_SHIPS_DESTROYED]);
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}
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runScriptFunction(self->name);
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}
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}
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}
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static void think(void)
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{
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float dir;
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int wantedAngle;
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if (--self->aiActionTime <= 0)
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{
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findAITarget();
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}
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wantedAngle = steer();
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if (fabs(wantedAngle - self->angle) > TURN_THRESHOLD)
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{
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dir = ((int)(wantedAngle - self->angle + 360)) % 360 > 180 ? -1 : 1;
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dir *= TURN_SPEED;
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self->angle += dir;
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self->angle = mod(self->angle, 360);
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}
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applyFighterThrust();
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}
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static void findAITarget(void)
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{
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Entity *e;
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unsigned int dist, closest;
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self->target = NULL;
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dist = closest = MAX_TARGET_RANGE;
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
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{
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if (e->active && e->side != self->side && e->flags & EF_AI_TARGET)
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{
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dist = getDistance(self->x, self->y, e->x, e->y);
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if (!self->target || dist < closest)
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{
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self->target = e;
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closest = dist;
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}
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}
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}
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if (self->target)
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{
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self->targetLocation.x = self->target->x + (rand() % 1000 - rand() % 1000);
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self->targetLocation.y = self->target->y + (rand() % 1000 - rand() % 1000);
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self->aiActionTime = FPS * 15;
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}
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else
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{
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self->targetLocation.x = 500 + (rand() % (BATTLE_AREA_WIDTH - 1000));
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self->targetLocation.y = 500 + (rand() % (BATTLE_AREA_HEIGHT - 1000));
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self->aiActionTime = FPS * (30 + (rand() % 120));
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}
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}
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static int steer(void)
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{
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int wantedAngle;
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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 = getAllEntsInRadius(self->x, self->y, 2000, 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->type == ET_CAPITAL_SHIP)
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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);
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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 * 0.001);
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self->dy -= (dy * 0.001);
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self->targetLocation.x -= dx;
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self->targetLocation.y -= dy;
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self->aiActionTime = FPS * 10;
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}
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wantedAngle = getAngle(self->x, self->y, self->targetLocation.x, self->targetLocation.y);
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wantedAngle %= 360;
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return wantedAngle;
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}
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static void gunThink(void)
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{
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doAI();
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handleDisabled();
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}
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static void componentDie(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() % 4);
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self->owner->health--;
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if (self->owner->health > 0)
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{
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runScriptFunction("CAP_HEALTH %s %d", self->owner->name, self->owner->health);
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if (self->side != SIDE_PANDORAN && self->side == player->side)
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{
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issueDamageMessage(self->owner);
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}
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}
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}
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static void gunDie(void)
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{
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Entity *e;
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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() % 4);
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
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{
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if (e != self && e->health > 0 && e->owner == self->owner && e->type == ET_COMPONENT_GUN)
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{
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return;
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}
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}
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runScriptFunction("CAP_GUNS_DESTROYED %s", self->owner->name);
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if (self->side != SIDE_PANDORAN && self->side == player->side)
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{
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issueGunsDestroyedMessage(self->owner);
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}
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if (--self->owner->systemPower == 1)
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{
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disable();
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}
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}
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static void engineThink(void)
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{
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handleDisabled();
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addLargeEngineEffect();
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}
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static void engineDie(void)
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{
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Entity *e;
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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, 4 + rand() % 9);
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
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{
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if (e != self && e->health > 0 && e->owner == self->owner && e->type == ET_COMPONENT_ENGINE)
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{
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return;
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}
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}
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/* no more engines - stop moving */
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if (self->owner->health > 0)
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{
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self->owner->speed = 0;
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self->owner->action = NULL;
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self->owner->dx = self->owner->dy = 0;
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runScriptFunction("CAP_ENGINES_DESTROYED %s", self->owner->name);
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if (self->side != SIDE_PANDORAN && self->side == player->side)
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{
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issueEnginesDestroyedMessage(self->owner);
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}
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}
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if (--self->owner->systemPower == 1)
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{
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disable();
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}
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}
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static void die(void)
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{
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Entity *e;
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self->alive = ALIVE_DEAD;
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playBattleSound(SND_CAP_DEATH, self->x, self->y);
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addLargeExplosion();
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addDebris(self->x, self->y, 12);
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
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{
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if (e->owner == self)
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{
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e->alive = ALIVE_DEAD;
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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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updateCondition(self->name, TT_DESTROY);
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updateCondition(self->groupName, TT_DESTROY);
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}
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static void handleDisabled(void)
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{
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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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}
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}
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static void disable(void)
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{
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Entity *e;
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runScriptFunction("CAP_DISABLED %s", self->owner->name);
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
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{
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if (e->owner == self->owner || e == self->owner)
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{
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e->systemPower = 0;
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e->flags |= EF_DISABLED;
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}
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}
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updateObjective(self->owner->name, TT_DISABLE);
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updateObjective(self->owner->groupName, TT_DISABLE);
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}
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void loadCapitalShipDefs(void)
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{
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char **filenames;
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char path[MAX_FILENAME_LENGTH];
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int count, i;
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memset(&defHead, 0, sizeof(Entity));
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defTail = &defHead;
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filenames = getFileList("data/capitalShips", &count);
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for (i = 0 ; i < count ; i++)
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{
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sprintf(path, "data/capitalShips/%s", filenames[i]);
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loadCapitalShipDef(path);
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free(filenames[i]);
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}
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free(filenames);
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}
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static void loadCapitalShipDef(char *filename)
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{
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cJSON *root;
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char *text;
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Entity *e;
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Loading %s", filename);
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text = readFile(filename);
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root = cJSON_Parse(text);
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if (root)
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{
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e = malloc(sizeof(Entity));
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memset(e, 0, sizeof(Entity));
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defTail->next = e;
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defTail = e;
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e->type = ET_CAPITAL_SHIP;
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e->active = 1;
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STRNCPY(e->name, cJSON_GetObjectItem(root, "name")->valuestring, MAX_NAME_LENGTH);
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STRNCPY(e->defName, e->name, MAX_NAME_LENGTH);
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e->shield = e->maxShield = cJSON_GetObjectItem(root, "shield")->valueint;
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e->shieldRechargeRate = cJSON_GetObjectItem(root, "shieldRechargeRate")->valueint;
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e->texture = getAtlasImage(cJSON_GetObjectItem(root, "texture")->valuestring);
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e->speed = 1;
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e->systemPower = 3;
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e->flags = EF_NO_HEALTH_BAR;
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e->action = think;
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e->die = die;
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e->w = e->texture->rect.w;
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e->h = e->texture->rect.h;
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e->separationRadius = MAX(e->w, e->h);
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loadComponents(e, cJSON_GetObjectItem(root, "components"));
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loadGuns(e, cJSON_GetObjectItem(root, "guns"));
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loadEngines(e, cJSON_GetObjectItem(root, "engines"));
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cJSON_Delete(root);
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}
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else
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{
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_WARN, "Failed to load '%s'", filename);
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}
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free(text);
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}
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static void loadComponents(Entity *parent, cJSON *components)
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{
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Entity *e;
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cJSON *component;
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parent->health = 0;
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if (components)
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{
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component = components->child;
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while (component)
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{
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e = malloc(sizeof(Entity));
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memset(e, 0, sizeof(Entity));
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defTail->next = e;
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defTail = e;
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e->active = 1;
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e->type = ET_COMPONENT;
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e->health = e->maxHealth = cJSON_GetObjectItem(component, "health")->valueint;
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e->offsetX = cJSON_GetObjectItem(component, "x")->valueint;
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e->offsetY = cJSON_GetObjectItem(component, "y")->valueint;
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e->texture = getAtlasImage(cJSON_GetObjectItem(component, "texture")->valuestring);
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e->w = e->texture->rect.w;
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e->h = e->texture->rect.h;
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if (cJSON_GetObjectItem(component, "flags"))
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{
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e->flags = flagsToLong(cJSON_GetObjectItem(component, "flags")->valuestring, NULL);
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}
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if (cJSON_GetObjectItem(component, "aiFlags"))
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{
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e->aiFlags = flagsToLong(cJSON_GetObjectItem(component, "aiFlags")->valuestring, NULL);
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}
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e->systemPower = MAX_SYSTEM_POWER;
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e->die = componentDie;
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e->owner = parent;
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component = component->next;
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parent->health++;
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}
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}
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parent->maxHealth = parent->health;
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}
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static void loadGuns(Entity *parent, cJSON *guns)
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{
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Entity *e;
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cJSON *gun;
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if (guns)
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{
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gun = guns->child;
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while (gun)
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{
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e = malloc(sizeof(Entity));
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memset(e, 0, sizeof(Entity));
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defTail->next = e;
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defTail = e;
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e->active = 1;
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e->type = ET_COMPONENT_GUN;
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e->health = e->maxHealth = cJSON_GetObjectItem(gun, "health")->valueint;
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e->reloadTime = cJSON_GetObjectItem(gun, "reloadTime")->valueint;
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e->offsetX = cJSON_GetObjectItem(gun, "x")->valueint;
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e->offsetY = cJSON_GetObjectItem(gun, "y")->valueint;
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e->texture = getAtlasImage(cJSON_GetObjectItem(gun, "texture")->valuestring);
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e->guns[0].type = lookup(cJSON_GetObjectItem(gun, "type")->valuestring);
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e->missiles = getJSONValue(gun, "missiles", 0);
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if (cJSON_GetObjectItem(gun, "flags"))
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{
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e->flags = flagsToLong(cJSON_GetObjectItem(gun, "flags")->valuestring, NULL);
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}
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if (cJSON_GetObjectItem(gun, "aiFlags"))
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{
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e->aiFlags = flagsToLong(cJSON_GetObjectItem(gun, "aiFlags")->valuestring, NULL);
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}
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e->w = e->texture->rect.w;
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e->h = e->texture->rect.h;
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e->systemPower = MAX_SYSTEM_POWER;
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e->action = gunThink;
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e->die = gunDie;
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e->owner = parent;
|
|
|
|
gun = gun->next;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void loadEngines(Entity *parent, cJSON *engines)
|
|
{
|
|
Entity *e;
|
|
cJSON *engine;
|
|
|
|
if (engines)
|
|
{
|
|
engine = engines->child;
|
|
|
|
while (engine)
|
|
{
|
|
e = malloc(sizeof(Entity));
|
|
memset(e, 0, sizeof(Entity));
|
|
defTail->next = e;
|
|
defTail = e;
|
|
|
|
e->active = 1;
|
|
|
|
e->type = ET_COMPONENT_ENGINE;
|
|
e->health = e->maxHealth = cJSON_GetObjectItem(engine, "health")->valueint;
|
|
e->offsetX = cJSON_GetObjectItem(engine, "x")->valueint;
|
|
e->offsetY = cJSON_GetObjectItem(engine, "y")->valueint;
|
|
e->texture = getAtlasImage(cJSON_GetObjectItem(engine, "texture")->valuestring);
|
|
|
|
if (cJSON_GetObjectItem(engine, "flags"))
|
|
{
|
|
e->flags = flagsToLong(cJSON_GetObjectItem(engine, "flags")->valuestring, NULL);
|
|
}
|
|
|
|
e->w = e->texture->rect.w;
|
|
e->h = e->texture->rect.h;
|
|
|
|
e->systemPower = MAX_SYSTEM_POWER;
|
|
|
|
e->action = engineThink;
|
|
e->die = engineDie;
|
|
|
|
e->owner = parent;
|
|
|
|
engine = engine->next;
|
|
}
|
|
}
|
|
}
|
|
|
|
void updateCapitalShipComponentProperties(Entity *parent, long flags)
|
|
{
|
|
Entity *e;
|
|
|
|
if (flags != -1)
|
|
{
|
|
flags &= ~EF_AI_LEADER;
|
|
}
|
|
|
|
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
|
|
{
|
|
if (e->owner == parent)
|
|
{
|
|
if (flags != -1)
|
|
{
|
|
e->flags |= flags;
|
|
}
|
|
|
|
switch (e->type)
|
|
{
|
|
case ET_COMPONENT_ENGINE:
|
|
sprintf(e->name, _("%s (Engine)"), parent->name);
|
|
e->flags &= ~EF_AI_IGNORE;
|
|
break;
|
|
|
|
case ET_COMPONENT:
|
|
sprintf(e->name, _("%s (Component)"), parent->name);
|
|
break;
|
|
|
|
case ET_COMPONENT_GUN:
|
|
sprintf(e->name, _("%s (Gun)"), parent->name);
|
|
e->flags &= ~EF_AI_IGNORE;
|
|
if (parent->aiFlags & AIF_ASSASSIN)
|
|
{
|
|
e->aiFlags |= AIF_ASSASSIN;
|
|
}
|
|
break;
|
|
}
|
|
|
|
e->active = parent->active;
|
|
}
|
|
}
|
|
}
|
|
|
|
void loadCapitalShips(cJSON *node)
|
|
{
|
|
Entity *e;
|
|
char **types, *name, *groupName, *type;
|
|
int side, scatter, number, active;
|
|
int i, numTypes, addFlags;
|
|
long flags;
|
|
float x, y;
|
|
|
|
if (node)
|
|
{
|
|
node = node->child;
|
|
|
|
while (node)
|
|
{
|
|
name = NULL;
|
|
groupName = NULL;
|
|
flags = -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);
|
|
}
|
|
|
|
for (i = 0 ; i < number ; i++)
|
|
{
|
|
type = types[rand() % numTypes];
|
|
|
|
e = spawnCapitalShip(type, x, y, side);
|
|
|
|
if (scatter > 1)
|
|
{
|
|
e->x += (rand() % scatter) - (rand() % scatter);
|
|
e->y += (rand() % scatter) - (rand() % scatter);
|
|
}
|
|
|
|
e->active = active;
|
|
|
|
if (name)
|
|
{
|
|
STRNCPY(e->name, name, MAX_NAME_LENGTH);
|
|
}
|
|
|
|
if (groupName)
|
|
{
|
|
STRNCPY(e->groupName, groupName, MAX_NAME_LENGTH);
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
updateCapitalShipComponentProperties(e, flags);
|
|
|
|
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "%s (%d / %d)", e->name, e->health, e->maxHealth);
|
|
}
|
|
|
|
node = node->next;
|
|
|
|
for (i = 0 ; i < numTypes ; i++)
|
|
{
|
|
free(types[i]);
|
|
}
|
|
|
|
free(types);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void issueEnginesDestroyedMessage(Entity *cap)
|
|
{
|
|
addMessageBox(cap->name, _("We've lost engines! We're a sitting duck!"), MB_IMPORTANT);
|
|
}
|
|
|
|
static void issueGunsDestroyedMessage(Entity *cap)
|
|
{
|
|
addMessageBox(cap->name, _("Our guns have been shot out! We have no defences!"), MB_IMPORTANT);
|
|
}
|
|
|
|
static void issueDamageMessage(Entity *cap)
|
|
{
|
|
if (cap->health == cap->maxHealth - 1)
|
|
{
|
|
addMessageBox(cap->name, _("Be advised, we're taking damage here. Please step up support."), MB_IMPORTANT);
|
|
}
|
|
else if (cap->health == cap->maxHealth / 2)
|
|
{
|
|
addMessageBox(cap->name, _("We're sustaining heavy damage! All fighters, please assist, ASAP!"), MB_IMPORTANT);
|
|
}
|
|
else if (cap->health == 1)
|
|
{
|
|
addMessageBox(cap->name, _("Mayday! Mayday! Defences are critical. We can't hold out much longer!"), MB_IMPORTANT);
|
|
}
|
|
}
|
|
|
|
void destroyCapitalShipDefs(void)
|
|
{
|
|
Entity *e;
|
|
|
|
while (defHead.next)
|
|
{
|
|
e = defHead.next;
|
|
defHead.next = e->next;
|
|
free(e);
|
|
}
|
|
}
|