Added ship module, moved fireBullet to it (as ship_fireBullet).

For functions that are used by both aliens and the player.
This commit is contained in:
onpon4 2015-03-13 10:10:58 -04:00
parent 8842d7775b
commit 2a0234c300
9 changed files with 163 additions and 120 deletions

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@ -1,7 +1,7 @@
CXXFLAGS ?= -O2 -Wall -g
CXXFLAGS += `pkg-config --cflags sdl2 SDL2_image SDL2_mixer`
LIBS = `pkg-config --libs sdl2 SDL2_image SDL2_mixer`
OBJS = alien.o audio.o bullet.o cargo.o collectable.o comms.o debris.o events.o explosions.o game.o globals.o graphics.o init.o intermission.o loadSave.o messages.o misc.o missions.o player.o resources.o script.o shop.o Starfighter.o title.o weapons.o
OBJS = alien.o audio.o bullet.o cargo.o collectable.o comms.o debris.o events.o explosions.o game.o globals.o graphics.o init.o intermission.o loadSave.o messages.o misc.o missions.o player.o resources.o script.o ship.o shop.o Starfighter.o title.o weapons.o
VERSION = 1.3-dev
PROG = starfighter

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@ -57,6 +57,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "player.h"
#include "resources.h"
#include "script.h"
#include "ship.h"
#include "shop.h"
#include "title.h"
#include "weapons.h"

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@ -22,6 +22,24 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
object alien_defs[CD_MAX];
object aliens[ALIEN_MAX];
/*
This simply pulls back an alien from the array that is
"dead" (no shield) and returns the index number so we can have
a new one.
*/
static int alien_getFreeIndex()
{
for (int i = 0 ; i < engine.maxAliens ; i++)
{
if (!aliens[i].active)
{
return i;
}
}
return -1;
}
void alien_defs_init()
{
// Dual Plasma Fighter.
@ -664,24 +682,6 @@ void alien_defs_init()
alien_defs[CD_URANUSBOSSWING2].flags = FL_WEAPCO | FL_IMMORTAL;
}
/*
This simply pulls back an alien from the array that is
"dead" (no shield) and returns the index number so we can have
a new one.
*/
static int alien_getFreeIndex()
{
for (int i = 0 ; i < engine.maxAliens ; i++)
{
if (!aliens[i].active)
{
return i;
}
}
return -1;
}
bool alien_add()
{
int index = alien_getFreeIndex();

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@ -136,98 +136,6 @@ void bullet_add(object *theWeapon, object *attacker, int y, int dy)
engine.bulletTail = bullet;
}
/*
Fill in later...
*/
void fireBullet(object *attacker, int weaponType)
{
if (attacker->reload[weaponType] > 0)
return;
int y = (attacker->image[0]->h) / 5;
// Remove some ammo from the player
if ((attacker == &player) && (weaponType == 1) && (!engine.cheatAmmo))
player.ammo[1]--;
object *theWeapon = &weapon[attacker->weaponType[weaponType]];
switch(theWeapon->id)
{
case WT_PLASMA:
case WT_SPREAD:
case WT_DIRECTIONAL:
audio_playSound(SFX_PLASMA, attacker->x);
break;
case WT_ROCKET:
audio_playSound(SFX_MISSILE, attacker->x);
break;
case WT_LASER:
audio_playSound(SFX_LASER, attacker->x);
break;
case WT_CHARGER:
audio_playSound(SFX_PLASMA3, attacker->x);
break;
}
if (theWeapon->flags & WF_SPREAD && theWeapon->ammo[0] >= 3)
{
bullet_add(theWeapon, attacker, y * 1, -2);
if(theWeapon->ammo[0] != 4)
bullet_add(theWeapon, attacker, y * 3, 0);
if(theWeapon->ammo[0] != 3)
{
bullet_add(theWeapon, attacker, y * 2, -1);
bullet_add(theWeapon, attacker, y * 4, 1);
}
bullet_add(theWeapon, attacker, y * 5, 2);
}
else
{
if(theWeapon->ammo[0] & 1)
bullet_add(theWeapon, attacker, y * 3, 0);
if(theWeapon->ammo[0] >= 2)
{
bullet_add(theWeapon, attacker, y * 2, 0);
bullet_add(theWeapon, attacker, y * 4, 0);
}
if(theWeapon->ammo[0] >= 4)
{
bullet_add(theWeapon, attacker, y * 1, 0);
bullet_add(theWeapon, attacker, y * 5, 0);
}
}
// Reset the weapon reload time. Double it if it is not friendly or
// a boss or Kline
attacker->reload[weaponType] = theWeapon->reload[0];
if ((attacker->flags & FL_WEAPCO) && (attacker != &aliens[ALIEN_BOSS]) &&
(attacker != &aliens[ALIEN_KLINE]) && (theWeapon->id != W_LASER))
attacker->reload[weaponType] *= 2;
if ((engine.cheatAmmo) || (theWeapon->id == WT_LASER))
return;
if ((attacker == &player) && (weaponType == 0))
{
if (player.ammo[0] > 0)
{
player.ammo[0]--;
if (player.ammo[0] <= 0)
{
weapon[W_PLAYER_WEAPON].ammo[0] = currentGame.minPlasmaOutput;
weapon[W_PLAYER_WEAPON].damage = currentGame.minPlasmaDamage;
weapon[W_PLAYER_WEAPON].reload[0] = rate2reload[currentGame.minPlasmaRate];
}
}
}
}
/*
Used for homing missiles. When a missile is active and it is told to home in
on an enemy, it will attempt to randomly grab one every frame if it does not

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@ -21,7 +21,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#define BULLETS_H
void bullet_add(object *theWeapon, object *attacker, int y, int dy);
extern void fireBullet(object *attacker, int weaponType);
extern char checkPlayerShockDamage(float x, float y);
extern void fireRay(object *attacker);
extern void doBullets();

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@ -756,7 +756,7 @@ int mainGameLoop()
((rand() % 1000 < alien->chance[0]) ||
(alien->flags & FL_CONTINUOUS_FIRE)))
{
fireBullet(alien, 0);
ship_fireBullet(alien, 0);
}
if ((alien->reload[1] == 0) &&
((rand() % 1000 < alien->chance[1]) ||
@ -767,7 +767,7 @@ int mainGameLoop()
{
if (alien->weaponType[1] == W_CHARGER)
alien->ammo[1] = 50 + rand() % 150;
fireBullet(alien, 1);
ship_fireBullet(alien, 1);
}
else if (alien->weaponType[1] == W_LASER)
{
@ -793,7 +793,7 @@ int mainGameLoop()
if (alien->flags & FL_FIRELASER)
{
fireBullet(alien, 1);
ship_fireBullet(alien, 1);
if ((rand() % 25) == 0)
alien->flags -= FL_FIRELASER;
}

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@ -102,21 +102,21 @@ void doPlayer()
if (player.shield > 0)
{
if ((engine.keyState[KEY_FIRE]))
fireBullet(&player, 0);
ship_fireBullet(&player, 0);
if ((engine.keyState[KEY_ALTFIRE]) && (player.weaponType[1] != W_NONE))
{
if ((player.weaponType[1] != W_CHARGER) &&
(player.weaponType[1] != W_LASER) && (player.ammo[1] > 0))
{
fireBullet(&player, 1);
ship_fireBullet(&player, 1);
}
if (player.weaponType[1] == W_LASER)
{
if (player.ammo[1] < 100)
{
fireBullet(&player, 1);
ship_fireBullet(&player, 1);
player.ammo[1] += 2;
if (player.ammo[1] >= 100)
{
@ -136,7 +136,7 @@ void doPlayer()
limitCharAdd(&player.ammo[1], 1, 0, 150);
if (player.ammo[1] >= 150)
{
fireBullet(&player, 1);
ship_fireBullet(&player, 1);
player.ammo[1] = 0;
charger_fired = true;
}
@ -145,7 +145,7 @@ void doPlayer()
else
{
if (player.ammo[1] > 0)
fireBullet(&player, 1);
ship_fireBullet(&player, 1);
player.ammo[1] = 0;
charger_fired = false;
}

112
src/ship.cpp Normal file
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@ -0,0 +1,112 @@
/*
Copyright (C) 2003 Parallel Realities
Copyright (C) 2011, 2012 Guus Sliepen
Copyright (C) 2015 Julian Marchant
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 3
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, see <http://www.gnu.org/licenses/>.
*/
#include "Starfighter.h"
/*
Fill in later...
*/
void ship_fireBullet(object *ship, int weaponType)
{
if (ship->reload[weaponType] > 0)
return;
int y = (ship->image[0]->h) / 5;
// Remove some ammo from the player
if ((ship == &player) && (weaponType == 1) && (!engine.cheatAmmo))
player.ammo[1]--;
object *theWeapon = &weapon[ship->weaponType[weaponType]];
switch(theWeapon->id)
{
case WT_PLASMA:
case WT_SPREAD:
case WT_DIRECTIONAL:
audio_playSound(SFX_PLASMA, ship->x);
break;
case WT_ROCKET:
audio_playSound(SFX_MISSILE, ship->x);
break;
case WT_LASER:
audio_playSound(SFX_LASER, ship->x);
break;
case WT_CHARGER:
audio_playSound(SFX_PLASMA3, ship->x);
break;
}
if (theWeapon->flags & WF_SPREAD && theWeapon->ammo[0] >= 3)
{
bullet_add(theWeapon, ship, y * 1, -2);
if(theWeapon->ammo[0] != 4)
bullet_add(theWeapon, ship, y * 3, 0);
if(theWeapon->ammo[0] != 3)
{
bullet_add(theWeapon, ship, y * 2, -1);
bullet_add(theWeapon, ship, y * 4, 1);
}
bullet_add(theWeapon, ship, y * 5, 2);
}
else
{
if(theWeapon->ammo[0] & 1)
bullet_add(theWeapon, ship, y * 3, 0);
if(theWeapon->ammo[0] >= 2)
{
bullet_add(theWeapon, ship, y * 2, 0);
bullet_add(theWeapon, ship, y * 4, 0);
}
if(theWeapon->ammo[0] >= 4)
{
bullet_add(theWeapon, ship, y * 1, 0);
bullet_add(theWeapon, ship, y * 5, 0);
}
}
// Reset the weapon reload time. Double it if it is not friendly or
// a boss or Kline
ship->reload[weaponType] = theWeapon->reload[0];
if ((ship->flags & FL_WEAPCO) && (ship != &aliens[ALIEN_BOSS]) &&
(ship != &aliens[ALIEN_KLINE]) && (theWeapon->id != W_LASER))
ship->reload[weaponType] *= 2;
if ((engine.cheatAmmo) || (theWeapon->id == WT_LASER))
return;
if ((ship == &player) && (weaponType == 0))
{
if (player.ammo[0] > 0)
{
player.ammo[0]--;
if (player.ammo[0] <= 0)
{
weapon[W_PLAYER_WEAPON].ammo[0] = currentGame.minPlasmaOutput;
weapon[W_PLAYER_WEAPON].damage = currentGame.minPlasmaDamage;
weapon[W_PLAYER_WEAPON].reload[0] = rate2reload[currentGame.minPlasmaRate];
}
}
}
}

23
src/ship.h Normal file
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@ -0,0 +1,23 @@
/*
Copyright (C) 2015 Julian Marchant
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 3
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, see <http://www.gnu.org/licenses/>.
*/
#ifndef SHIP_H
#define SHIP_H
void ship_fireBullet(object *ship, int weaponType);
#endif