Files
cdogs-sdl/src/cdogs/character.c
2025-02-16 22:53:37 +11:00

486 lines
13 KiB
C

/*
C-Dogs SDL
A port of the legendary (and fun) action/arcade cdogs.
Copyright (c) 2013-2014, 2016, 2019-2021, 2023-2025 Cong Xu
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
*/
#include "character.h"
#include <assert.h>
#include "actors.h"
#include "files.h"
#include "json_utils.h"
#include "log.h"
#include "player_template.h"
#include "yajl_utils.h"
#define CHARACTER_VERSION 14
static void CharacterInit(Character *c)
{
memset(c, 0, sizeof *c);
CCALLOC(c->bot, sizeof *c->bot);
}
static void CharacterTerminate(Character *c)
{
for (HeadPart hp = HEAD_PART_HAIR; hp < HEAD_PART_COUNT; hp++)
{
CFREE(c->HeadParts[hp]);
}
CFREE(c->bot);
}
void CharacterStoreInit(CharacterStore *store)
{
memset(store, 0, sizeof *store);
CArrayInit(&store->OtherChars, sizeof(Character));
CArrayInit(&store->prisonerIds, sizeof(int));
CArrayInit(&store->baddieIds, sizeof(int));
CArrayInit(&store->specialIds, sizeof(int));
}
void CharacterStoreTerminate(CharacterStore *store)
{
CA_FOREACH(Character, c, store->OtherChars)
CharacterTerminate(c);
CA_FOREACH_END()
CArrayTerminate(&store->OtherChars);
CArrayTerminate(&store->prisonerIds);
CArrayTerminate(&store->baddieIds);
CArrayTerminate(&store->specialIds);
memset(store, 0, sizeof *store);
}
void CharacterStoreCopy(
CharacterStore *dst, const CharacterStore *src, CArray *playerTemplates)
{
CharacterStoreTerminate(dst);
PlayerTemplatesClear(playerTemplates);
CharacterStoreInit(dst);
CArrayCopy(&dst->OtherChars, &src->OtherChars);
CA_FOREACH(Character, c, dst->OtherChars)
const CharBot *cb = c->bot;
CMALLOC(c->bot, sizeof *c->bot);
memcpy(c->bot, cb, sizeof *cb);
for (HeadPart hp = HEAD_PART_HAIR; hp < HEAD_PART_COUNT; hp++)
{
if (c->HeadParts[hp] != NULL)
{
char *hpCopy = NULL;
CSTRDUP(hpCopy, c->HeadParts[hp]);
c->HeadParts[hp] = hpCopy;
}
}
if (c->PlayerTemplateName != NULL)
{
PlayerTemplateAddCharacter(playerTemplates, c);
}
CA_FOREACH_END()
CArrayCopy(&dst->prisonerIds, &src->prisonerIds);
CArrayCopy(&dst->baddieIds, &src->baddieIds);
CArrayCopy(&dst->specialIds, &src->specialIds);
}
void CharacterStoreResetOthers(CharacterStore *store)
{
CArrayClear(&store->prisonerIds);
CArrayClear(&store->baddieIds);
CArrayClear(&store->specialIds);
}
void CharacterLoadJSON(
CharacterStore *c, CArray *playerTemplates, json_t *root, int version)
{
LoadInt(&version, root, "Version");
json_t *child = json_find_first_label(root, "Characters")->child->child;
CharacterStoreTerminate(c);
PlayerTemplatesClear(playerTemplates);
CharacterStoreInit(c);
while (child)
{
Character *ch = CharacterStoreAddOther(c);
char *tmp;
// Face
if (version < 13)
{
// Old face names, before face + hair split
if (version < 7)
{
int face;
LoadInt(&face, child, "face");
CSTRDUP(tmp, IntCharacterFace(face));
}
else
{
tmp = GetString(child, "Class");
}
char *face = NULL;
CharacterOldFaceToHeadParts(tmp, &face, ch->HeadParts);
CFREE(tmp);
ch->Class = StrCharacterClass(face);
CFREE(face);
}
else
{
tmp = GetString(child, "Class");
ch->Class = StrCharacterClass(tmp);
CFREE(tmp);
tmp = NULL;
LoadStr(&ch->HeadParts[HEAD_PART_HAIR], child, "HairType");
if (version < 14)
{
CharacterOldHairToHeadParts(ch->HeadParts);
}
else
{
LoadStr(
&ch->HeadParts[HEAD_PART_FACEHAIR], child, "FacehairType");
LoadStr(&ch->HeadParts[HEAD_PART_HAT], child, "HatType");
LoadStr(
&ch->HeadParts[HEAD_PART_GLASSES], child, "GlassesType");
}
}
CASSERT(ch->Class != NULL, "Cannot load character class");
// Colours
if (version < 7)
{
// Old version stored character looks as palette indices
int skin, arm, body, leg, hair;
LoadInt(&skin, child, "skin");
LoadInt(&arm, child, "arm");
LoadInt(&body, child, "body");
LoadInt(&leg, child, "leg");
LoadInt(&hair, child, "hair");
ConvertCharacterColors(skin, arm, body, leg, hair, &ch->Colors);
}
else
{
LoadColor(&ch->Colors.Skin, child, "Skin");
LoadColor(&ch->Colors.Arms, child, "Arms");
LoadColor(&ch->Colors.Body, child, "Body");
LoadColor(&ch->Colors.Legs, child, "Legs");
LoadColor(&ch->Colors.Hair, child, "Hair");
}
ch->Colors.Feet = ch->Colors.Legs;
if (version < 13)
{
ConvertHairColors(ch, ch->Class->Name);
}
else
{
LoadColor(&ch->Colors.Feet, child, "Feet");
}
if (version < 14)
{
ch->Colors.Facehair = ch->Colors.Hair;
ch->Colors.Hat = ch->Colors.Hair;
ch->Colors.Glasses = ch->Colors.Hair;
}
else
{
LoadColor(&ch->Colors.Facehair, child, "Facehair");
LoadColor(&ch->Colors.Hat, child, "Hat");
LoadColor(&ch->Colors.Glasses, child, "Glasses");
}
LoadStr(&ch->PlayerTemplateName, child, "PlayerTemplateName");
LoadFullInt(&ch->speed, child, "speed");
tmp = GetString(child, "Gun");
ch->Gun = StrWeaponClass(tmp);
CFREE(tmp);
tmp = NULL;
LoadStr(&tmp, child, "Melee");
if (tmp != NULL)
{
ch->Melee = StrWeaponClass(tmp);
CFREE(tmp);
}
LoadInt(&ch->maxHealth, child, "maxHealth");
ch->excessHealth = ch->maxHealth * 2;
LoadInt(&ch->excessHealth, child, "excessHealth");
int flags;
LoadInt(&flags, child, "flags");
ch->flags = flags;
tmp = NULL;
LoadStr(&tmp, child, "Drop");
if (tmp != NULL)
{
ch->Drop = StrPickupClass(tmp);
CFREE(tmp);
}
LoadInt(&ch->bot->probabilityToMove, child, "probabilityToMove");
LoadInt(&ch->bot->probabilityToTrack, child, "probabilityToTrack");
LoadInt(&ch->bot->probabilityToShoot, child, "probabilityToShoot");
LoadInt(&ch->bot->actionDelay, child, "actionDelay");
if (ch->PlayerTemplateName != NULL)
{
PlayerTemplateAddCharacter(playerTemplates, ch);
}
child = child->next;
}
}
bool CharacterSave(CharacterStore *s, const char *path)
{
bool res = true;
yajl_gen g = yajl_gen_alloc(NULL);
if (g == NULL)
{
LOG(LM_MAIN, LL_ERROR,
"Unable to alloc JSON generator for saving character\n");
res = false;
goto bail;
}
#define YAJL_CHECK(func) \
if (func != yajl_gen_status_ok) \
{ \
LOG(LM_MAIN, LL_ERROR, "JSON generator error for character\n"); \
res = false; \
goto bail; \
}
YAJL_CHECK(yajl_gen_map_open(g));
YAJL_CHECK(YAJLAddIntPair(g, "Version", CHARACTER_VERSION));
YAJL_CHECK(yajl_gen_string(g, (const unsigned char *)"Characters", strlen("Characters")));
YAJL_CHECK(yajl_gen_array_open(g));
CA_FOREACH(Character, c, s->OtherChars)
YAJL_CHECK(yajl_gen_map_open(g));
YAJL_CHECK(YAJLAddStringPair(g, "Class", c->Class->Name));
if (c->PlayerTemplateName)
{
YAJL_CHECK(
YAJLAddStringPair(g, "PlayerTemplateName", c->PlayerTemplateName));
}
if (c->HeadParts[HEAD_PART_HAIR])
{
YAJL_CHECK(
YAJLAddStringPair(g, "HairType", c->HeadParts[HEAD_PART_HAIR]));
}
if (c->HeadParts[HEAD_PART_FACEHAIR])
{
YAJL_CHECK(YAJLAddStringPair(
g, "FacehairType", c->HeadParts[HEAD_PART_FACEHAIR]));
}
if (c->HeadParts[HEAD_PART_HAT])
{
YAJL_CHECK(
YAJLAddStringPair(g, "HatType", c->HeadParts[HEAD_PART_HAT]));
}
if (c->HeadParts[HEAD_PART_GLASSES])
{
YAJL_CHECK(YAJLAddStringPair(
g, "GlassesType", c->HeadParts[HEAD_PART_GLASSES]));
}
YAJL_CHECK(YAJLAddColorPair(g, "Skin", c->Colors.Skin));
YAJL_CHECK(YAJLAddColorPair(g, "Arms", c->Colors.Arms));
YAJL_CHECK(YAJLAddColorPair(g, "Body", c->Colors.Body));
YAJL_CHECK(YAJLAddColorPair(g, "Legs", c->Colors.Legs));
YAJL_CHECK(YAJLAddColorPair(g, "Hair", c->Colors.Hair));
YAJL_CHECK(YAJLAddColorPair(g, "Feet", c->Colors.Feet));
YAJL_CHECK(YAJLAddColorPair(g, "Facehair", c->Colors.Facehair));
YAJL_CHECK(YAJLAddColorPair(g, "Hat", c->Colors.Hat));
YAJL_CHECK(YAJLAddColorPair(g, "Glasses", c->Colors.Glasses));
YAJL_CHECK(YAJLAddIntPair(g, "speed", (int)(c->speed * 256)));
YAJL_CHECK(YAJLAddStringPair(g, "Gun", c->Gun->name));
if (c->Melee != NULL)
{
YAJL_CHECK(YAJLAddStringPair(g, "Melee", c->Melee->name));
}
YAJL_CHECK(YAJLAddIntPair(g, "maxHealth", c->maxHealth));
YAJL_CHECK(YAJLAddIntPair(g, "excessHealth", c->excessHealth));
YAJL_CHECK(YAJLAddIntPair(g, "flags", c->flags));
if (c->Drop != NULL)
{
YAJL_CHECK(YAJLAddStringPair(g, "Drop", c->Drop->Name));
}
YAJL_CHECK(
YAJLAddIntPair(g, "probabilityToMove", c->bot->probabilityToMove));
YAJL_CHECK(
YAJLAddIntPair(g, "probabilityToTrack", c->bot->probabilityToTrack));
YAJL_CHECK(
YAJLAddIntPair(g, "probabilityToShoot", c->bot->probabilityToShoot));
YAJL_CHECK(YAJLAddIntPair(g, "actionDelay", c->bot->actionDelay));
YAJL_CHECK(yajl_gen_map_close(g));
CA_FOREACH_END()
YAJL_CHECK(yajl_gen_array_close(g));
YAJL_CHECK(yajl_gen_map_close(g));
char buf[CDOGS_PATH_MAX];
sprintf(buf, "%s/characters.json", path);
if (!YAJLTrySaveJSONFile(g, buf))
{
res = false;
goto bail;
}
bail:
if (g)
{
yajl_gen_clear(g);
yajl_gen_free(g);
}
return res;
}
Character *CharacterStoreAddOther(CharacterStore *store)
{
return CharacterStoreInsertOther(store, store->OtherChars.size);
}
Character *CharacterStoreInsertOther(CharacterStore *store, const size_t idx)
{
Character newChar;
CharacterInit(&newChar);
CArrayInsert(&store->OtherChars, idx, &newChar);
return CArrayGet(&store->OtherChars, idx);
}
void CharacterStoreDeleteOther(CharacterStore *store, int idx)
{
CArrayDelete(&store->OtherChars, idx);
}
void CharacterStoreAddPrisoner(CharacterStore *store, int character)
{
CArrayPushBack(&store->prisonerIds, &character);
}
void CharacterStoreAddBaddie(CharacterStore *store, int character)
{
CArrayPushBack(&store->baddieIds, &character);
}
void CharacterStoreAddSpecial(CharacterStore *store, int character)
{
CArrayPushBack(&store->specialIds, &character);
}
void CharacterStoreDeleteBaddie(CharacterStore *store, int idx)
{
CArrayDelete(&store->baddieIds, idx);
}
void CharacterStoreDeleteSpecial(CharacterStore *store, int idx)
{
CArrayDelete(&store->specialIds, idx);
}
int CharacterStoreGetPrisonerId(const CharacterStore *store, const int i)
{
return *(int *)CArrayGet(&store->prisonerIds, i);
}
int CharacterStoreGetSpecialId(const CharacterStore *store, const int i)
{
return *(int *)CArrayGet(&store->specialIds, i);
}
int CharacterStoreGetRandomBaddieId(const CharacterStore *store)
{
const int idx = RAND_INT(0, store->baddieIds.size);
return *(int *)CArrayGet(&store->baddieIds, idx);
}
int CharacterStoreGetRandomSpecialId(const CharacterStore *store)
{
const int idx = RAND_INT(0, store->specialIds.size);
return *(int *)CArrayGet(&store->specialIds, idx);
}
bool CharacterIsPrisoner(const CharacterStore *store, const Character *c)
{
for (int i = 0; i < (int)store->prisonerIds.size; i++)
{
const Character *prisoner = CArrayGet(
&store->OtherChars, CharacterStoreGetPrisonerId(store, i));
if (prisoner == c)
{
return true;
}
}
return false;
}
void CharacterSetHeadPart(Character *c, const HeadPart hp, const char *name)
{
CFREE(c->HeadParts[hp]);
c->HeadParts[hp] = NULL;
if (name)
{
CSTRDUP(c->HeadParts[hp], name);
}
}
static color_t RandomColor(void);
void CharacterShuffleAppearance(Character *c)
{
// Choose a random character class
const int numCharClasses = (int)gCharacterClasses.Classes.size +
(int)gCharacterClasses.CustomClasses.size;
const int charClass = rand() % numCharClasses;
if (charClass < (int)gCharacterClasses.Classes.size)
{
c->Class = CArrayGet(&gCharacterClasses.Classes, charClass);
}
else
{
c->Class = CArrayGet(
&gCharacterClasses.CustomClasses,
charClass - gCharacterClasses.Classes.size);
}
for (HeadPart hp = HEAD_PART_HAIR; hp < HEAD_PART_COUNT; hp++)
{
const char *name = NULL;
if (RAND_INT(0, 3) == 0)
{
const CArray *hpNames = &gPicManager.headPartNames[hp];
name = *(char **)CArrayGet(hpNames, rand() % hpNames->size);
}
CharacterSetHeadPart(c, hp, name);
}
c->Colors.Skin = RandomColor();
c->Colors.Arms = RandomColor();
c->Colors.Body = RandomColor();
c->Colors.Legs = RandomColor();
c->Colors.Hair = RandomColor();
c->Colors.Feet = RandomColor();
c->Colors.Facehair = c->Colors.Hair;
c->Colors.Hat = RandomColor();
c->Colors.Glasses = RandomColor();
}
static color_t RandomColor(void)
{
color_t c;
c.r = rand() & 255;
c.g = rand() & 255;
c.b = rand() & 255;
c.a = 255;
return c;
}