279 lines
6.8 KiB
C
279 lines
6.8 KiB
C
/*
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Copyright (C) 2018-2019 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "weapons.h"
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static Sprite *bulletSprite[2];
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static Sprite *plasmaSprite[2];
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static Sprite *aimedSprite;
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static Sprite *spreadShotSprite;
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static Sprite *alienSpreadShotSprite;
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static Sprite *laserSprite[2];
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static Sprite *grenadeSprite;
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static Sprite *alienGrenadeSprite;
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static Sprite *shotgunPelletSprite;
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static Sprite *missileSprite[2];
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static char *weaponName[WPN_ANY];
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void initWeapons(void)
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{
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bulletSprite[0] = getSprite("BulletRight");
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bulletSprite[1] = getSprite("BulletLeft");
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plasmaSprite[0] = getSprite("PlasmaRight");
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plasmaSprite[1] = getSprite("PlasmaLeft");
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aimedSprite = getSprite("AimedShot");
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spreadShotSprite = getSprite("SpreadShot");
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alienSpreadShotSprite = getSprite("AlienSpreadShot");
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laserSprite[0] = getSprite("Laser");
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laserSprite[1] = getSprite("AlienLaser");
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grenadeSprite = getSprite("Grenade");
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alienGrenadeSprite = getSprite("AlienGrenade");
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shotgunPelletSprite = getSprite("ShotgunPellet");
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missileSprite[0] = getSprite("MissileRight");
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missileSprite[1] = getSprite("MissileLeft");
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weaponName[WPN_PISTOL] = _("Pistol");
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weaponName[WPN_PLASMA] = _("Plasma Rifle");
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weaponName[WPN_SPREAD] = _("Spread Gun");
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weaponName[WPN_LASER] = _("Laser Cannon");
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weaponName[WPN_GRENADES] = _("Grenades");
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}
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/* only used by Bob */
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void firePistol(void)
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{
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Bullet *bullet;
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if (world.bob->facing != FACING_DIE)
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{
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bullet = createBaseBullet((Unit*)world.bob, bulletSprite[0]->frames[0]->rect.w);
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bullet->weaponType = WPN_PISTOL;
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bullet->facing = world.bob->facing;
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bullet->sprite[0] = bulletSprite[0];
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bullet->sprite[1] = bulletSprite[1];
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world.bob->reload = 20;
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playSound(SND_PISTOL, world.bob->uniqueId % MAX_SND_CHANNELS);
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}
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}
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void fireAimedShot(Unit *owner)
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{
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int x, y;
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float dx, dy;
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Bullet *bullet;
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if (owner->facing != FACING_DIE)
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{
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x = (int) (world.bob->x + rrnd(-8, 24));
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y = (int) (world.bob->y + rrnd(-8, 24));
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getSlope(x, y, owner->x, owner->y, &dx, &dy);
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bullet = createBaseBullet(owner, aimedSprite->w);
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bullet->weaponType = WPN_AIMED_PISTOL;
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bullet->dx = dx * 6;
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bullet->dy = dy * 6;
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bullet->sprite[0] = bullet->sprite[1] = aimedSprite;
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bullet->health *= 2;
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owner->reload = 15;
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playBattleSound(SND_PISTOL, owner->uniqueId % MAX_SND_CHANNELS, owner->x, owner->y);
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}
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}
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void fireMachineGun(Unit *owner)
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{
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Bullet *bullet;
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if (owner->facing != FACING_DIE)
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{
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bullet = createBaseBullet(owner, bulletSprite[0]->w);
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bullet->weaponType = WPN_MACHINE_GUN;
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bullet->sprite[0] = bulletSprite[0];
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bullet->sprite[1] = bulletSprite[1];
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owner->reload = 8;
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playBattleSound(SND_MACHINE_GUN, owner->uniqueId % MAX_SND_CHANNELS, owner->x, owner->y);
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}
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}
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void firePlasma(Unit *owner)
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{
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Bullet *bullet;
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if (owner->facing != FACING_DIE)
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{
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bullet = createBaseBullet(owner, plasmaSprite[0]->w);
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bullet->weaponType = WPN_PLASMA;
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bullet->sprite[0] = plasmaSprite[0];
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bullet->sprite[1] = plasmaSprite[1];
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bullet->damage = 2;
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owner->reload = owner->type == ET_BOB ? 4 : 8;
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playBattleSound(SND_PLASMA, owner->uniqueId % MAX_SND_CHANNELS, owner->x, owner->y);
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}
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}
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void fireSpread(Unit *owner, int numberOfShots)
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{
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Bullet *bullet;
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int i;
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float dy;
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if (owner->facing != FACING_DIE)
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{
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dy = -(numberOfShots / 2) * 3;
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for (i = 0 ; i < numberOfShots ; i++)
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{
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bullet = createBaseBullet(owner, spreadShotSprite->w);
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bullet->weaponType = WPN_SPREAD;
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bullet->sprite[0] = bullet->sprite[1] = owner->type == ET_BOB ? spreadShotSprite : alienSpreadShotSprite;
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bullet->dx = owner->facing == FACING_RIGHT ? 15 : -15;
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bullet->dy = dy;
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dy += 3;
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owner->reload = 16;
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}
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playBattleSound(SND_SPREAD, owner->uniqueId % MAX_SND_CHANNELS, owner->x, owner->y);
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}
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}
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void fireLaser(Unit *owner)
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{
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Bullet *laser;
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if (owner->facing != FACING_DIE)
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{
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laser = createBaseBullet(owner, laserSprite[0]->w);
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laser->facing = owner->facing;
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laser->dx = owner->facing == FACING_RIGHT ? 20 : -20;
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laser->health = FPS * 3;
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laser->sprite[0] = laser->sprite[1] = (owner->type == ET_BOB) ? laserSprite[0] : laserSprite[1];
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initLaser(laser);
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owner->reload = owner->type == ET_BOB ? FPS / 2 : FPS;
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playBattleSound(SND_LASER, owner->uniqueId % MAX_SND_CHANNELS, owner->x, owner->y);
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}
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}
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void fireGrenade(Unit *owner)
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{
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Bullet *grenade;
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if (owner->facing != FACING_DIE)
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{
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grenade = createBaseBullet(owner, grenadeSprite->w);
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grenade->y = owner->y;
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grenade->facing = owner->facing;
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grenade->health = FPS * 3;
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grenade->dx = owner->facing == FACING_RIGHT ? 8 : -8;
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grenade->sprite[0] = grenade->sprite[1] = (owner->type == ET_BOB) ? grenadeSprite : alienGrenadeSprite;
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grenade->dy = -6;
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initGrenade(grenade);
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owner->reload = FPS / 2;
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playBattleSound(SND_THROW, owner->uniqueId % MAX_SND_CHANNELS, owner->x, owner->y);
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}
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}
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void fireShotgun(Unit *owner)
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{
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int i;
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float dx, dy;
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Bullet *bullet;
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if (owner->facing != FACING_DIE)
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{
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for (i = 0 ; i < 8 ; i++)
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{
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getSlope(world.bob->x + rrnd(0, 40), world.bob->y + rrnd(0, 40), owner->x, owner->y, &dx, &dy);
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bullet = createBaseBullet(owner, 0);
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bullet->weaponType = WPN_SHOTGUN;
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bullet->x = owner->x + (owner->w / 2) + rrnd(-8, 8);
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bullet->y = owner->y + (owner->h / 2) + rrnd(-8, 8);
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bullet->dx = dx * 12;
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bullet->dy = dy * 12;
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bullet->damage = 2;
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bullet->sprite[0] = bullet->sprite[1] = shotgunPelletSprite;
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owner->reload = 15;
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}
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playBattleSound(SND_SHOTGUN, owner->uniqueId % MAX_SND_CHANNELS, owner->x, owner->y);
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}
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}
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void fireMissile(Unit *owner)
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{
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Bullet *missile;
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if (owner->facing != FACING_DIE)
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{
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missile = createBaseBullet(owner, missileSprite[0]->w);
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missile->y = owner->y + 10;
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missile->facing = owner->facing;
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missile->dx = owner->facing == FACING_RIGHT ? 10 : -10;
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missile->health = FPS * 3;
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missile->sprite[0] = missileSprite[0];
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missile->sprite[1] = missileSprite[1];
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initMissile(missile);
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owner->reload = FPS / 2;
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playBattleSound(SND_MISSILE, owner->uniqueId % MAX_SND_CHANNELS, owner->x, owner->y);
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}
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}
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int getRandomPlayerWeapon(int excludeGrenades)
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{
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if (excludeGrenades)
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{
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return rand() % WPN_GRENADES;
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}
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return rand() % WPN_ANY;
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}
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const char *getWeaponName(int i)
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{
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return weaponName[i];
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}
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