tbftss/src/battle/capitalShips.c

801 lines
17 KiB
C

/*
Copyright (C) 2015-2019 Parallel Realities
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "capitalShips.h"
static int steer(void);
static void think(void);
static void gunThink(void);
static void gunDie(void);
static void handleDisabled(void);
static void componentDie(void);
static void engineThink(void);
static void engineDie(void);
static void findAITarget(void);
static void loadCapitalShipDef(char *filename);
static void loadComponents(Entity *parent, cJSON *components);
static void loadGuns(Entity *parent, cJSON *guns);
static void loadEngines(Entity *parent, cJSON *engines);
static void disable(void);
static void issueEnginesDestroyedMessage(Entity *cap);
static void issueGunsDestroyedMessage(Entity *cap);
static void issueDamageMessage(Entity *cap);
static Entity defHead, *defTail;
Entity *spawnCapitalShip(char *name, int x, int y, int side)
{
Entity *def, *e, *capitalShip;
capitalShip = NULL;
for (def = defHead.next ; def != NULL ; def = def->next)
{
if ((strcmp(def->name, name) == 0) || (def->owner != NULL && strcmp(def->owner->name, name) == 0))
{
e = spawnEntity();
memcpy(e, def, sizeof(Entity));
e->next = NULL;
e->x = x;
e->y = y;
e->side = side;
if (e->type == ET_CAPITAL_SHIP)
{
capitalShip = e;
}
else
{
e->owner = capitalShip;
e->x = -SCREEN_WIDTH;
e->y = -SCREEN_HEIGHT;
}
}
}
if (!capitalShip)
{
printf("Error: no such capital ship '%s'\n", name);
exit(1);
}
return capitalShip;
}
void doCapitalShip(void)
{
if (self->alive == ALIVE_ALIVE)
{
handleDisabled();
if (self->health <= 0)
{
self->health = 0;
self->alive = ALIVE_DYING;
self->die();
if (self == battle.missionTarget)
{
battle.missionTarget = NULL;
}
if (self->side == player->side)
{
battle.stats[STAT_CAPITAL_SHIPS_LOST]++;
runScriptFunction("CAPITAL_SHIPS_LOST %d", battle.stats[STAT_CAPITAL_SHIPS_LOST]);
}
else
{
battle.stats[STAT_CAPITAL_SHIPS_DESTROYED]++;
runScriptFunction("CAPITAL_SHIPS_DESTROYED %d", battle.stats[STAT_CAPITAL_SHIPS_DESTROYED]);
}
runScriptFunction(self->name);
}
}
}
static void think(void)
{
float dir;
int wantedAngle;
if (--self->aiActionTime <= 0)
{
findAITarget();
}
wantedAngle = steer();
if (fabs(wantedAngle - self->angle) > TURN_THRESHOLD)
{
dir = ((int)(wantedAngle - self->angle + 360)) % 360 > 180 ? -1 : 1;
dir *= TURN_SPEED;
self->angle += dir;
self->angle = mod(self->angle, 360);
}
applyFighterThrust();
}
static void findAITarget(void)
{
Entity *e;
unsigned int dist, closest;
self->target = NULL;
dist = closest = MAX_TARGET_RANGE;
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e->active && e->side != self->side && e->flags & EF_AI_TARGET)
{
dist = getDistance(self->x, self->y, e->x, e->y);
if (!self->target || dist < closest)
{
self->target = e;
closest = dist;
}
}
}
if (self->target)
{
self->targetLocation.x = self->target->x + (rand() % 1000 - rand() % 1000);
self->targetLocation.y = self->target->y + (rand() % 1000 - rand() % 1000);
self->aiActionTime = FPS * 15;
}
else
{
self->targetLocation.x = 500 + (rand() % (BATTLE_AREA_WIDTH - 1000));
self->targetLocation.y = 500 + (rand() % (BATTLE_AREA_HEIGHT - 1000));
self->aiActionTime = FPS * (30 + (rand() % 120));
}
}
static int steer(void)
{
int wantedAngle;
int angle;
int distance;
float dx, dy, force;
int count;
Entity *e, **candidates;
int i;
dx = dy = 0;
count = 0;
force = 0;
candidates = getAllEntsInRadius(self->x, self->y, 2000, self);
for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
{
if (e->type == ET_CAPITAL_SHIP)
{
distance = getDistance(e->x, e->y, self->x, self->y);
if (distance > 0 && distance < self->separationRadius)
{
angle = getAngle(self->x, self->y, e->x, e->y);
dx += sin(TO_RAIDANS(angle));
dy += -cos(TO_RAIDANS(angle));
force += (self->separationRadius - distance);
count++;
}
}
}
if (count > 0)
{
dx /= count;
dy /= count;
dx *= force;
dy *= force;
self->dx -= (dx * 0.001);
self->dy -= (dy * 0.001);
self->targetLocation.x -= dx;
self->targetLocation.y -= dy;
self->aiActionTime = FPS * 10;
}
wantedAngle = getAngle(self->x, self->y, self->targetLocation.x, self->targetLocation.y);
wantedAngle %= 360;
return wantedAngle;
}
static void gunThink(void)
{
doAI();
handleDisabled();
}
static void componentDie(void)
{
self->alive = ALIVE_DEAD;
addSmallExplosion();
playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
addDebris(self->x, self->y, 3 + rand() % 4);
self->owner->health--;
if (self->owner->health > 0)
{
runScriptFunction("CAP_HEALTH %s %d", self->owner->name, self->owner->health);
if (self->side != SIDE_PANDORAN && self->side == player->side)
{
issueDamageMessage(self->owner);
}
}
}
static void gunDie(void)
{
Entity *e;
self->alive = ALIVE_DEAD;
addSmallExplosion();
playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
addDebris(self->x, self->y, 3 + rand() % 4);
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e != self && e->health > 0 && e->owner == self->owner && e->type == ET_COMPONENT_GUN)
{
return;
}
}
runScriptFunction("CAP_GUNS_DESTROYED %s", self->owner->name);
if (self->side != SIDE_PANDORAN && self->side == player->side)
{
issueGunsDestroyedMessage(self->owner);
}
if (--self->owner->systemPower == 1)
{
disable();
}
}
static void engineThink(void)
{
handleDisabled();
addLargeEngineEffect();
}
static void engineDie(void)
{
Entity *e;
self->alive = ALIVE_DEAD;
addSmallExplosion();
playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
addDebris(self->x, self->y, 4 + rand() % 9);
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e != self && e->health > 0 && e->owner == self->owner && e->type == ET_COMPONENT_ENGINE)
{
return;
}
}
/* no more engines - stop moving */
if (self->owner->health > 0)
{
self->owner->speed = 0;
self->owner->action = NULL;
self->owner->dx = self->owner->dy = 0;
runScriptFunction("CAP_ENGINES_DESTROYED %s", self->owner->name);
if (self->side != SIDE_PANDORAN && self->side == player->side)
{
issueEnginesDestroyedMessage(self->owner);
}
}
if (--self->owner->systemPower == 1)
{
disable();
}
}
static void die(void)
{
Entity *e;
self->alive = ALIVE_DEAD;
playBattleSound(SND_CAP_DEATH, self->x, self->y);
addLargeExplosion();
addDebris(self->x, self->y, 12);
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e->owner == self)
{
e->alive = ALIVE_DEAD;
}
}
updateObjective(self->name, TT_DESTROY);
updateObjective(self->groupName, TT_DESTROY);
updateCondition(self->name, TT_DESTROY);
updateCondition(self->groupName, TT_DESTROY);
}
static void handleDisabled(void)
{
if (self->systemPower <= 0 || (self->flags & EF_DISABLED))
{
self->dx *= 0.99;
self->dy *= 0.99;
self->thrust = 0;
self->shield = self->maxShield = 0;
self->action = NULL;
}
}
static void disable(void)
{
Entity *e;
runScriptFunction("CAP_DISABLED %s", self->owner->name);
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e->owner == self->owner || e == self->owner)
{
e->systemPower = 0;
e->flags |= EF_DISABLED;
}
}
updateObjective(self->owner->name, TT_DISABLE);
updateObjective(self->owner->groupName, TT_DISABLE);
}
void loadCapitalShipDefs(void)
{
char **filenames;
char path[MAX_FILENAME_LENGTH];
int count, i;
memset(&defHead, 0, sizeof(Entity));
defTail = &defHead;
filenames = getFileList("data/capitalShips", &count);
for (i = 0 ; i < count ; i++)
{
sprintf(path, "data/capitalShips/%s", filenames[i]);
loadCapitalShipDef(path);
free(filenames[i]);
}
free(filenames);
}
static void loadCapitalShipDef(char *filename)
{
cJSON *root;
char *text;
Entity *e;
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_CAPITAL_SHIP;
e->active = 1;
STRNCPY(e->name, cJSON_GetObjectItem(root, "name")->valuestring, MAX_NAME_LENGTH);
STRNCPY(e->defName, e->name, MAX_NAME_LENGTH);
e->shield = e->maxShield = cJSON_GetObjectItem(root, "shield")->valueint;
e->shieldRechargeRate = cJSON_GetObjectItem(root, "shieldRechargeRate")->valueint;
e->texture = getAtlasImage(cJSON_GetObjectItem(root, "texture")->valuestring);
e->speed = 1;
e->systemPower = 3;
e->flags = EF_NO_HEALTH_BAR;
e->action = think;
e->die = die;
e->w = e->texture->rect.w;
e->h = e->texture->rect.h;
e->separationRadius = MAX(e->w, e->h);
loadComponents(e, cJSON_GetObjectItem(root, "components"));
loadGuns(e, cJSON_GetObjectItem(root, "guns"));
loadEngines(e, cJSON_GetObjectItem(root, "engines"));
cJSON_Delete(root);
}
else
{
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_WARN, "Failed to load '%s'", filename);
}
free(text);
}
static void loadComponents(Entity *parent, cJSON *components)
{
Entity *e;
cJSON *component;
parent->health = 0;
if (components)
{
component = components->child;
while (component)
{
e = malloc(sizeof(Entity));
memset(e, 0, sizeof(Entity));
defTail->next = e;
defTail = e;
e->active = 1;
e->type = ET_COMPONENT;
e->health = e->maxHealth = cJSON_GetObjectItem(component, "health")->valueint;
e->offsetX = cJSON_GetObjectItem(component, "x")->valueint;
e->offsetY = cJSON_GetObjectItem(component, "y")->valueint;
e->texture = getAtlasImage(cJSON_GetObjectItem(component, "texture")->valuestring);
e->w = e->texture->rect.w;
e->h = e->texture->rect.h;
if (cJSON_GetObjectItem(component, "flags"))
{
e->flags = flagsToLong(cJSON_GetObjectItem(component, "flags")->valuestring, NULL);
}
if (cJSON_GetObjectItem(component, "aiFlags"))
{
e->aiFlags = flagsToLong(cJSON_GetObjectItem(component, "aiFlags")->valuestring, NULL);
}
e->systemPower = MAX_SYSTEM_POWER;
e->die = componentDie;
e->owner = parent;
component = component->next;
parent->health++;
}
}
parent->maxHealth = parent->health;
}
static void loadGuns(Entity *parent, cJSON *guns)
{
Entity *e;
cJSON *gun;
if (guns)
{
gun = guns->child;
while (gun)
{
e = malloc(sizeof(Entity));
memset(e, 0, sizeof(Entity));
defTail->next = e;
defTail = e;
e->active = 1;
e->type = ET_COMPONENT_GUN;
e->health = e->maxHealth = cJSON_GetObjectItem(gun, "health")->valueint;
e->reloadTime = cJSON_GetObjectItem(gun, "reloadTime")->valueint;
e->offsetX = cJSON_GetObjectItem(gun, "x")->valueint;
e->offsetY = cJSON_GetObjectItem(gun, "y")->valueint;
e->texture = getAtlasImage(cJSON_GetObjectItem(gun, "texture")->valuestring);
e->guns[0].type = lookup(cJSON_GetObjectItem(gun, "type")->valuestring);
e->missiles = getJSONValue(gun, "missiles", 0);
if (cJSON_GetObjectItem(gun, "flags"))
{
e->flags = flagsToLong(cJSON_GetObjectItem(gun, "flags")->valuestring, NULL);
}
if (cJSON_GetObjectItem(gun, "aiFlags"))
{
e->aiFlags = flagsToLong(cJSON_GetObjectItem(gun, "aiFlags")->valuestring, NULL);
}
e->w = e->texture->rect.w;
e->h = e->texture->rect.h;
e->systemPower = MAX_SYSTEM_POWER;
e->action = gunThink;
e->die = gunDie;
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);
}
}