tbftss/src/challenges/challenges.c

599 lines
14 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 "challenges.h"
static void updateTimeChallenge(Challenge *c);
static void updateSurvivalChallenge(Challenge *c);
static void updateAccuracyChallenge(Challenge *c);
static void updateArmourChallenge(Challenge *c);
static void updateLossesChallenge(Challenge *c);
static void updatePlayerKillsChallenge(Challenge *c);
static void updateDisabledChallenge(Challenge *c);
static void updateItemsChallenge(Challenge *c);
static void updateSurrenderChallenge(Challenge *c);
static void updateWaypointChallenge(Challenge *c);
static void updateRescueChallenge(Challenge *c);
static void completeChallenge(void);
static void failChallenge(void);
static int updateChallenges(void);
static char *getFormattedChallengeDescription(const char *format, ...);
char *getChallengeDescription(Challenge *c);
static int challengeFinished(void);
static int alreadyPassed(void);
static void printStats(void);
static char descriptionBuffer[MAX_DESCRIPTION_LENGTH];
static const char *challengeDescription[CHALLENGE_MAX];
void initChallenges(void)
{
Mission *mission, *tail;
char **filenames;
char path[MAX_FILENAME_LENGTH];
int count, i;
challengeDescription[CHALLENGE_ARMOUR] = _("Retain at least %d%% armour");
challengeDescription[CHALLENGE_TIME] = _("Complete challenge in %d seconds or less");
challengeDescription[CHALLENGE_SURVIVE] = _("Survive for %d seconds");
challengeDescription[CHALLENGE_SHOT_ACCURACY] = _("Attain a %d%% shot hit accuracy");
challengeDescription[CHALLENGE_ROCKET_ACCURACY] = _("Attain a %d%% rocket hit accuracy");
challengeDescription[CHALLENGE_MISSILE_ACCURACY] = _("Attain a %d%% missile hit accuracy");
challengeDescription[CHALLENGE_NO_LOSSES] = _("Do not lose any team mates");
challengeDescription[CHALLENGE_1_LOSS] = _("Do not lose more than 1 team mate");
challengeDescription[CHALLENGE_LOSSES] = _("Do not lose more than %d team mates");
challengeDescription[CHALLENGE_PLAYER_KILLS] = _("Take down %d enemy targets");
challengeDescription[CHALLENGE_DISABLE] = _("Disable %d or more enemy fighters");
challengeDescription[CHALLENGE_ITEMS] = _("Collect %d packages");
challengeDescription[CHALLENGE_PLAYER_ITEMS] = _("Collect %d packages");
challengeDescription[CHALLENGE_RESCUE] = _("Rescue %d civilians");
challengeDescription[CHALLENGE_SURRENDER] = _("Cause %d enemies to surrender");
challengeDescription[CHALLENGE_WAYPOINTS] = _("Reach %d waypoints");
tail = &game.challengeMissionHead;
filenames = getFileList("data/challenges", &count);
for (i = 0 ; i < count ; i++)
{
sprintf(path, "data/challenges/%s", filenames[i]);
mission = loadMissionMeta(path);
if (mission)
{
tail->next = mission;
tail = mission;
}
free(filenames[i]);
}
free(filenames);
}
void loadChallenge(Mission *mission, cJSON *node)
{
int i;
Challenge *challenge;
mission->challengeData.isChallenge = 1;
/* limits */
mission->challengeData.timeLimit = getJSONValue(node, "timeLimit", 0) * FPS;
mission->challengeData.killLimit = getJSONValue(node, "killLimit", 0);
mission->challengeData.escapeLimit = getJSONValue(node, "escapeLimit", 0);
mission->challengeData.waypointLimit = getJSONValue(node, "waypointLimit", 0);
mission->challengeData.itemLimit = getJSONValue(node, "itemLimit", 0);
mission->challengeData.playerItemLimit = getJSONValue(node, "playerItemLimit", 0);
mission->challengeData.rescueLimit = getJSONValue(node, "rescueLimit", 0);
mission->challengeData.disableLimit = getJSONValue(node, "disableLimit", 0);
mission->challengeData.surrenderLimit = getJSONValue(node, "surrenderLimit", 0);
/* restrictions */
mission->challengeData.noMissiles = getJSONValue(node, "noMissiles", 0);
mission->challengeData.noECM = getJSONValue(node, "noECM", 0);
mission->challengeData.noBoost = getJSONValue(node, "noBoost", 0);
mission->challengeData.noGuns = getJSONValue(node, "noGuns", 0);
if (getJSONValue(node, "noWeapons", 0))
{
mission->challengeData.noMissiles = mission->challengeData.noGuns = 1;
}
/* misc */
mission->challengeData.allowPlayerDeath = getJSONValue(node, "allowPlayerDeath", 0);
mission->challengeData.clearWaypointEnemies = getJSONValue(node, "clearWaypointEnemies", 0);
mission->challengeData.eliminateThreats = getJSONValue(node, "eliminateThreats", 0);
mission->challengeData.isDeathMatch = getJSONValue(node, "isDeathMatch", 0);
node = cJSON_GetObjectItem(node, "challenges");
if (node)
{
node = node->child;
i = 0;
while (node && i < MAX_CHALLENGES)
{
challenge = malloc(sizeof(Challenge));
memset(challenge, 0, sizeof(Challenge));
challenge->type = lookup(cJSON_GetObjectItem(node, "type")->valuestring);
challenge->value = cJSON_GetObjectItem(node, "value")->valueint;
mission->challengeData.challenges[i] = challenge;
node = node->next;
i++;
}
}
}
void doChallenges(void)
{
int passed;
if (game.currentMission->challengeData.isChallenge && battle.status == MS_IN_PROGRESS)
{
if (challengeFinished())
{
passed = 0;
if (player->health > 0 || (player->health <= 0 && game.currentMission->challengeData.allowPlayerDeath))
{
passed = updateChallenges();
}
if (passed)
{
completeChallenge();
}
else
{
failChallenge();
}
}
}
}
static int challengeFinished(void)
{
if (game.currentMission->challengeData.timeLimit > 0 && battle.stats[STAT_TIME] >= game.currentMission->challengeData.timeLimit)
{
return 1;
}
/* disabled enemies count as killed during challenges - not player exclusive, but no need to worry about AI contributions here */
if (game.currentMission->challengeData.killLimit > 0 && (battle.stats[STAT_ENEMIES_KILLED_PLAYER] + battle.stats[STAT_CAPITAL_SHIPS_DESTROYED] + battle.stats[STAT_ENEMIES_DISABLED]) >= game.currentMission->challengeData.killLimit)
{
return 1;
}
if (game.currentMission->challengeData.escapeLimit > 0 && (battle.stats[STAT_ENEMIES_KILLED_PLAYER] + battle.stats[STAT_ENEMIES_ESCAPED]) >= game.currentMission->challengeData.escapeLimit)
{
return 1;
}
if (game.currentMission->challengeData.waypointLimit > 0 && battle.stats[STAT_WAYPOINTS_VISITED] >= game.currentMission->challengeData.waypointLimit)
{
return 1;
}
if (game.currentMission->challengeData.itemLimit > 0 && battle.stats[STAT_ITEMS_COLLECTED] + battle.stats[STAT_ITEMS_COLLECTED_PLAYER] >= game.currentMission->challengeData.itemLimit)
{
return 1;
}
if (game.currentMission->challengeData.playerItemLimit > 0 && battle.stats[STAT_ITEMS_COLLECTED_PLAYER] >= game.currentMission->challengeData.playerItemLimit)
{
return 1;
}
if (game.currentMission->challengeData.rescueLimit > 0 && (battle.stats[STAT_CIVILIANS_RESCUED] + battle.stats[STAT_CIVILIANS_KILLED]) >= game.currentMission->challengeData.rescueLimit)
{
return 1;
}
if (game.currentMission->challengeData.surrenderLimit > 0 && battle.stats[STAT_ENEMIES_SURRENDERED] >= game.currentMission->challengeData.surrenderLimit)
{
return 1;
}
if (game.currentMission->challengeData.waypointLimit > 0 && (battle.stats[STAT_WAYPOINTS_VISITED]) >= game.currentMission->challengeData.waypointLimit)
{
return 1;
}
if (game.currentMission->challengeData.eliminateThreats && !battle.hasThreats)
{
return 1;
}
return (player->health <= 0 || player->alive == ALIVE_ESCAPED || battle.scriptedEnd);
}
static int updateChallenges(void)
{
int i, numPassed;
Challenge *c;
updateAccuracyStats(battle.stats);
numPassed = 0;
for (i = 0 ; i < MAX_CHALLENGES ; i++)
{
c = game.currentMission->challengeData.challenges[i];
if (c)
{
if (!c->passed)
{
switch (c->type)
{
case CHALLENGE_TIME:
updateTimeChallenge(c);
break;
case CHALLENGE_SURVIVE:
updateSurvivalChallenge(c);
break;
case CHALLENGE_SHOT_ACCURACY:
case CHALLENGE_ROCKET_ACCURACY:
case CHALLENGE_MISSILE_ACCURACY:
updateAccuracyChallenge(c);
break;
case CHALLENGE_ARMOUR:
updateArmourChallenge(c);
break;
case CHALLENGE_NO_LOSSES:
case CHALLENGE_1_LOSS:
case CHALLENGE_LOSSES:
updateLossesChallenge(c);
break;
case CHALLENGE_PLAYER_KILLS:
updatePlayerKillsChallenge(c);
break;
case CHALLENGE_DISABLE:
updateDisabledChallenge(c);
break;
case CHALLENGE_ITEMS:
case CHALLENGE_PLAYER_ITEMS:
updateItemsChallenge(c);
break;
case CHALLENGE_SURRENDER:
updateSurrenderChallenge(c);
break;
case CHALLENGE_WAYPOINTS:
updateWaypointChallenge(c);
break;
case CHALLENGE_RESCUE:
updateRescueChallenge(c);
break;
}
}
if (c->passed)
{
numPassed++;
}
}
}
if (dev.debug)
{
printStats();
}
return numPassed;
}
static void printStats(void)
{
int i;
for (i = 0 ; i < STAT_MAX ; i++)
{
if (battle.stats[i])
{
if (i != STAT_TIME)
{
printf("DEBUG: %s=%d\n", getLookupName("STAT_", i), battle.stats[i]);
}
else
{
printf("DEBUG: %s=%s\n", getLookupName("STAT_", i), timeToString(battle.stats[i], 0));
}
}
}
}
static void updateTimeChallenge(Challenge *c)
{
if (battle.stats[STAT_TIME] / FPS < c->value)
{
c->passed = 1;
}
}
static void updateSurvivalChallenge(Challenge *c)
{
if (battle.stats[STAT_TIME] / FPS >= c->value)
{
c->passed = 1;
}
}
static void updateAccuracyChallenge(Challenge *c)
{
float percent;
switch (c->type)
{
case CHALLENGE_SHOT_ACCURACY:
percent = battle.stats[STAT_SHOT_ACCURACY];
break;
case CHALLENGE_ROCKET_ACCURACY:
percent = battle.stats[STAT_ROCKET_ACCURACY];
break;
case CHALLENGE_MISSILE_ACCURACY:
percent = battle.stats[STAT_MISSILE_ACCURACY];
break;
default:
percent = 0;
break;
}
if (percent >= c->value)
{
c->passed = 1;
}
}
static void updateArmourChallenge(Challenge *c)
{
float percent;
percent = player->health;
percent /= player->maxHealth;
percent *= 100;
if (percent >= c->value)
{
c->passed = 1;
}
}
static void updateLossesChallenge(Challenge *c)
{
if (!c->passed)
{
c->passed = battle.stats[STAT_ALLIES_KILLED] <= c->value;
}
}
static void updatePlayerKillsChallenge(Challenge *c)
{
if (!c->passed)
{
c->passed = battle.stats[STAT_ENEMIES_KILLED_PLAYER] >= c->value;
}
}
static void updateDisabledChallenge(Challenge *c)
{
if (!c->passed)
{
c->passed = battle.stats[STAT_ENEMIES_DISABLED] >= c->value;
}
}
static void updateItemsChallenge(Challenge *c)
{
if (!c->passed)
{
if (c->type == CHALLENGE_ITEMS)
{
c->passed = battle.stats[STAT_ITEMS_COLLECTED] + battle.stats[STAT_ITEMS_COLLECTED_PLAYER] >= c->value;
}
else
{
c->passed = battle.stats[STAT_ITEMS_COLLECTED_PLAYER] >= c->value;
}
}
}
static void updateSurrenderChallenge(Challenge *c)
{
if (!c->passed)
{
c->passed = battle.stats[STAT_ENEMIES_SURRENDERED] >= c->value;
}
}
static void updateWaypointChallenge(Challenge *c)
{
if (!c->passed)
{
c->passed = battle.stats[STAT_WAYPOINTS_VISITED] >= c->value;
}
}
static void updateRescueChallenge(Challenge *c)
{
if (!c->passed)
{
c->passed = battle.stats[STAT_CIVILIANS_RESCUED] >= c->value;
}
}
char *getChallengeDescription(Challenge *c)
{
if (c->type == CHALLENGE_TIME)
{
if (c->value <= 90)
{
return getFormattedChallengeDescription(challengeDescription[CHALLENGE_TIME], c->value);
}
else
{
return getFormattedChallengeDescription(_("Complete challenge in %s or less"), timeToString(c->value * FPS, 0));
}
}
return getFormattedChallengeDescription(challengeDescription[c->type], c->value);
}
Challenge *getChallenge(Mission *mission, int type, int value)
{
int i;
Challenge *c;
for (i = 0 ; i < MAX_CHALLENGES ; i++)
{
c = mission->challengeData.challenges[i];
if (c->type == type && c->value == value)
{
return c;
}
}
return NULL;
}
static char *getFormattedChallengeDescription(const char *format, ...)
{
va_list args;
memset(&descriptionBuffer, '\0', sizeof(descriptionBuffer));
va_start(args, format);
vsprintf(descriptionBuffer, format, args);
va_end(args);
return descriptionBuffer;
}
void updateChallengeMissions(void)
{
int i;
Mission *m;
Challenge *c;
for (m = game.challengeMissionHead.next ; m != NULL ; m = m->next)
{
m->totalChallenges = m->completedChallenges = 0;
for (i = 0 ; i < MAX_CHALLENGES ; i++)
{
c = m->challengeData.challenges[i];
if (c)
{
m->totalChallenges++;
if (c->passed)
{
m->completedChallenges++;
}
}
}
}
}
static void completeChallenge(void)
{
if (battle.status == MS_IN_PROGRESS)
{
battle.status = MS_COMPLETE;
battle.missionFinishedTimer = FPS;
selectWidget("continue", "battleWon");
game.stats[STAT_CHALLENGES_COMPLETED]++;
player->flags |= EF_IMMORTAL;
retreatAllies();
retreatEnemies();
awardStatsTrophies();
awardCraftTrophy();
}
}
static void failChallenge(void)
{
if (battle.status == MS_IN_PROGRESS)
{
battle.status = MS_FAILED;
battle.missionFinishedTimer = FPS;
selectWidget("retry", "battleLost");
player->flags |= EF_IMMORTAL;
if (alreadyPassed())
{
battle.status = MS_TIME_UP;
}
retreatAllies();
retreatEnemies();
awardStatsTrophies();
}
}
static int alreadyPassed(void)
{
int i;
Challenge *c;
for (i = 0 ; i < MAX_CHALLENGES ; i++)
{
c = game.currentMission->challengeData.challenges[i];
if (c && c->passed)
{
return 1;
}
}
return 0;
}