blobwarsAttrition/src/combat/weapons.c

279 lines
6.8 KiB
C

/*
Copyright (C) 2018-2019 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 "weapons.h"
static Sprite *bulletSprite[2];
static Sprite *plasmaSprite[2];
static Sprite *aimedSprite;
static Sprite *spreadShotSprite;
static Sprite *alienSpreadShotSprite;
static Sprite *laserSprite[2];
static Sprite *grenadeSprite;
static Sprite *alienGrenadeSprite;
static Sprite *shotgunPelletSprite;
static Sprite *missileSprite[2];
static char *weaponName[WPN_ANY];
void initWeapons(void)
{
bulletSprite[0] = getSprite("BulletRight");
bulletSprite[1] = getSprite("BulletLeft");
plasmaSprite[0] = getSprite("PlasmaRight");
plasmaSprite[1] = getSprite("PlasmaLeft");
aimedSprite = getSprite("AimedShot");
spreadShotSprite = getSprite("SpreadShot");
alienSpreadShotSprite = getSprite("AlienSpreadShot");
laserSprite[0] = getSprite("Laser");
laserSprite[1] = getSprite("AlienLaser");
grenadeSprite = getSprite("Grenade");
alienGrenadeSprite = getSprite("AlienGrenade");
shotgunPelletSprite = getSprite("ShotgunPellet");
missileSprite[0] = getSprite("MissileRight");
missileSprite[1] = getSprite("MissileLeft");
weaponName[WPN_PISTOL] = _("Pistol");
weaponName[WPN_PLASMA] = _("Plasma Rifle");
weaponName[WPN_SPREAD] = _("Spread Gun");
weaponName[WPN_LASER] = _("Laser Cannon");
weaponName[WPN_GRENADES] = _("Grenades");
}
/* only used by Bob */
void firePistol(void)
{
Bullet *bullet;
if (world.bob->facing != FACING_DIE)
{
bullet = createBaseBullet((Unit*)world.bob, bulletSprite[0]->frames[0]->rect.w);
bullet->weaponType = WPN_PISTOL;
bullet->facing = world.bob->facing;
bullet->sprite[0] = bulletSprite[0];
bullet->sprite[1] = bulletSprite[1];
world.bob->reload = 20;
playSound(SND_PISTOL, world.bob->uniqueId % MAX_SND_CHANNELS);
}
}
void fireAimedShot(Unit *owner)
{
int x, y;
float dx, dy;
Bullet *bullet;
if (owner->facing != FACING_DIE)
{
x = (int) (world.bob->x + rrnd(-8, 24));
y = (int) (world.bob->y + rrnd(-8, 24));
getSlope(x, y, owner->x, owner->y, &dx, &dy);
bullet = createBaseBullet(owner, aimedSprite->w);
bullet->weaponType = WPN_AIMED_PISTOL;
bullet->dx = dx * 6;
bullet->dy = dy * 6;
bullet->sprite[0] = bullet->sprite[1] = aimedSprite;
bullet->health *= 2;
owner->reload = 15;
playBattleSound(SND_PISTOL, owner->uniqueId % MAX_SND_CHANNELS, owner->x, owner->y);
}
}
void fireMachineGun(Unit *owner)
{
Bullet *bullet;
if (owner->facing != FACING_DIE)
{
bullet = createBaseBullet(owner, bulletSprite[0]->w);
bullet->weaponType = WPN_MACHINE_GUN;
bullet->sprite[0] = bulletSprite[0];
bullet->sprite[1] = bulletSprite[1];
owner->reload = 8;
playBattleSound(SND_MACHINE_GUN, owner->uniqueId % MAX_SND_CHANNELS, owner->x, owner->y);
}
}
void firePlasma(Unit *owner)
{
Bullet *bullet;
if (owner->facing != FACING_DIE)
{
bullet = createBaseBullet(owner, plasmaSprite[0]->w);
bullet->weaponType = WPN_PLASMA;
bullet->sprite[0] = plasmaSprite[0];
bullet->sprite[1] = plasmaSprite[1];
bullet->damage = 2;
owner->reload = owner->type == ET_BOB ? 4 : 8;
playBattleSound(SND_PLASMA, owner->uniqueId % MAX_SND_CHANNELS, owner->x, owner->y);
}
}
void fireSpread(Unit *owner, int numberOfShots)
{
Bullet *bullet;
int i;
float dy;
if (owner->facing != FACING_DIE)
{
dy = -(numberOfShots / 2) * 3;
for (i = 0 ; i < numberOfShots ; i++)
{
bullet = createBaseBullet(owner, spreadShotSprite->w);
bullet->weaponType = WPN_SPREAD;
bullet->sprite[0] = bullet->sprite[1] = owner->type == ET_BOB ? spreadShotSprite : alienSpreadShotSprite;
bullet->dx = owner->facing == FACING_RIGHT ? 15 : -15;
bullet->dy = dy;
dy += 3;
owner->reload = 16;
}
playBattleSound(SND_SPREAD, owner->uniqueId % MAX_SND_CHANNELS, owner->x, owner->y);
}
}
void fireLaser(Unit *owner)
{
Bullet *laser;
if (owner->facing != FACING_DIE)
{
laser = createBaseBullet(owner, laserSprite[0]->w);
laser->facing = owner->facing;
laser->dx = owner->facing == FACING_RIGHT ? 20 : -20;
laser->health = FPS * 3;
laser->sprite[0] = laser->sprite[1] = (owner->type == ET_BOB) ? laserSprite[0] : laserSprite[1];
initLaser(laser);
owner->reload = owner->type == ET_BOB ? FPS / 2 : FPS;
playBattleSound(SND_LASER, owner->uniqueId % MAX_SND_CHANNELS, owner->x, owner->y);
}
}
void fireGrenade(Unit *owner)
{
Bullet *grenade;
if (owner->facing != FACING_DIE)
{
grenade = createBaseBullet(owner, grenadeSprite->w);
grenade->y = owner->y;
grenade->facing = owner->facing;
grenade->health = FPS * 3;
grenade->dx = owner->facing == FACING_RIGHT ? 8 : -8;
grenade->sprite[0] = grenade->sprite[1] = (owner->type == ET_BOB) ? grenadeSprite : alienGrenadeSprite;
grenade->dy = -6;
initGrenade(grenade);
owner->reload = FPS / 2;
playBattleSound(SND_THROW, owner->uniqueId % MAX_SND_CHANNELS, owner->x, owner->y);
}
}
void fireShotgun(Unit *owner)
{
int i;
float dx, dy;
Bullet *bullet;
if (owner->facing != FACING_DIE)
{
for (i = 0 ; i < 8 ; i++)
{
getSlope(world.bob->x + rrnd(0, 40), world.bob->y + rrnd(0, 40), owner->x, owner->y, &dx, &dy);
bullet = createBaseBullet(owner, 0);
bullet->weaponType = WPN_SHOTGUN;
bullet->x = owner->x + (owner->w / 2) + rrnd(-8, 8);
bullet->y = owner->y + (owner->h / 2) + rrnd(-8, 8);
bullet->dx = dx * 12;
bullet->dy = dy * 12;
bullet->damage = 2;
bullet->sprite[0] = bullet->sprite[1] = shotgunPelletSprite;
owner->reload = 15;
}
playBattleSound(SND_SHOTGUN, owner->uniqueId % MAX_SND_CHANNELS, owner->x, owner->y);
}
}
void fireMissile(Unit *owner)
{
Bullet *missile;
if (owner->facing != FACING_DIE)
{
missile = createBaseBullet(owner, missileSprite[0]->w);
missile->y = owner->y + 10;
missile->facing = owner->facing;
missile->dx = owner->facing == FACING_RIGHT ? 10 : -10;
missile->health = FPS * 3;
missile->sprite[0] = missileSprite[0];
missile->sprite[1] = missileSprite[1];
initMissile(missile);
owner->reload = FPS / 2;
playBattleSound(SND_MISSILE, owner->uniqueId % MAX_SND_CHANNELS, owner->x, owner->y);
}
}
int getRandomPlayerWeapon(int excludeGrenades)
{
if (excludeGrenades)
{
return rand() % WPN_GRENADES;
}
return rand() % WPN_ANY;
}
const char *getWeaponName(int i)
{
return weaponName[i];
}