tbftss/src/battle/jumpgate.c

240 lines
5.0 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 "jumpgate.h"
static void think(void);
static void draw(void);
static void handleFleeingEntities(void);
static void addEscapeEffect(Entity *ent);
static void addNodes(Entity *jumpgate, long flags);
static void nodeDie(void);
static AtlasImage *portal;
static float portalAngle;
Entity *spawnJumpgate(int side, long flags)
{
Entity *jumpgate;
if (battle.jumpgate)
{
printf("ERROR: Only one jumpgate is allowed\n");
exit(1);
}
jumpgate = spawnEntity();
jumpgate->type = ET_JUMPGATE;
jumpgate->health = jumpgate->maxHealth = 1;
jumpgate->texture = getAtlasImage("gfx/entities/jumpgate.png");
jumpgate->action = think;
jumpgate->draw = draw;
jumpgate->side = side;
jumpgate->flags = EF_NO_MT_BOX+EF_IMMORTAL+EF_AI_IGNORE+EF_NON_SOLID+EF_NO_HEALTH_BAR;
if (flags != -1 && flags & EF_DISABLED)
{
jumpgate->flags |= EF_DISABLED;
}
addNodes(jumpgate, flags);
portal = getAtlasImage("gfx/entities/portal.png");
portalAngle = 0;
jumpgate->w = jumpgate->texture->rect.w;
jumpgate->h = jumpgate->texture->rect.h;
battle.jumpgate = jumpgate;
return jumpgate;
}
static void addNodes(Entity *jumpgate, long flags)
{
Entity *node;
AtlasImage *nodeTexture;
int i;
nodeTexture = getAtlasImage("gfx/entities/jumpgateNode.png");
for (i = 0 ; i < 360 ; i += 36)
{
node = spawnEntity();
STRNCPY(node->name, _("Jumpgate System Node"), MAX_NAME_LENGTH);
node->health = node->maxHealth = 25;
node->type = ET_COMPONENT;
node->offsetX = sin(TO_RAIDANS(i)) * 215;
node->offsetY = -cos(TO_RAIDANS(i)) * 215;
node->owner = jumpgate;
node->side = jumpgate->side;
node->texture = nodeTexture;
node->flags = EF_TAKES_DAMAGE+EF_AI_IGNORE;
node->die = nodeDie;
node->w = node->texture->rect.w;
node->h = node->texture->rect.h;
if (jumpgate->side == SIDE_NONE)
{
node->flags |= EF_NO_HEALTH_BAR;
}
if (flags != -1)
{
node->flags = flags;
}
jumpgate->maxHealth++;
}
jumpgate->health = jumpgate->maxHealth;
}
static void nodeDie(void)
{
self->alive = ALIVE_DEAD;
addSmallExplosion();
playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
addDebris(self->x, self->y, 3 + rand() % 4);
if (--battle.jumpgate->health == 1)
{
battle.jumpgate->flags |= EF_DISABLED;
updateObjective("Jumpgate", TT_DESTROY);
updateCondition("Jumpgate", TT_DESTROY);
}
runScriptFunction("JUMPGATE_HEALTH %d", battle.jumpgate->health);
}
int jumpgateEnabled(void)
{
return (battle.jumpgate && (!(battle.jumpgate->flags & EF_DISABLED)));
}
void activateJumpgate(int activate)
{
Entity *e;
if (battle.jumpgate && battle.jumpgate->health > 1)
{
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e == battle.jumpgate || e->owner == battle.jumpgate)
{
if (activate)
{
e->flags &= ~EF_DISABLED;
}
else
{
e->flags |= EF_DISABLED;
}
}
}
}
}
static void think(void)
{
self->thinkTime = 4;
self->angle += 0.1;
if (self->angle >= 360)
{
self->angle -= 360;
}
if (jumpgateEnabled())
{
handleFleeingEntities();
}
portalAngle += 2;
if (portalAngle >= 360)
{
portalAngle -= 360;
}
}
static void handleFleeingEntities(void)
{
Entity *e, **candidates;
int i;
candidates = getAllEntsInRadius(self->x, self->y, ESCAPE_DISTANCE * 2, self);
for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
{
if (e->health > 0 && (e->flags & EF_RETREATING) && getDistance(self->x, self->y, e->x, e->y) <= ESCAPE_DISTANCE)
{
e->alive = ALIVE_ESCAPED;
addEscapeEffect(e);
playBattleSound(SND_JUMP, e->x, e->y);
}
}
}
static void addEscapeEffect(Entity *ent)
{
Effect *e;
int i, n, speed;
n = ent->w * ent->h;
for (i = 0 ; i < n ; i++)
{
e = malloc(sizeof(Effect));
memset(e, 0, sizeof(Effect));
battle.effectTail->next = e;
battle.effectTail = e;
speed = 50 + rand() % 50;
e->type = EFFECT_POINT;
e->x = ent->x + (rand() % ent->w) - (rand() % ent->w);
e->y = ent->y + (rand() % ent->h) - (rand() % ent->w);
e->dx = self->x - e->x;
e->dx /= speed;
e->dy = self->y - e->y;
e->dy /= speed;
e->r = e->g = e->b = e->a = (rand() % 255);
e->health = speed;
}
}
static void draw(void)
{
if (jumpgateEnabled())
{
blitRotated(portal, self->x - battle.camera.x, self->y - battle.camera.y, portalAngle);
}
blitRotated(self->texture, self->x - battle.camera.x, self->y - battle.camera.y, self->angle);
}