starfighter/src/ship.c

206 lines
4.8 KiB
C

/*
Copyright (C) 2003 Parallel Realities
Copyright (C) 2011, 2012 Guus Sliepen
Copyright (C) 2015-2020 The Diligent Circle <diligentcircle@riseup.net>
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 <stdlib.h>
#include "SDL.h"
#include "defs.h"
#include "structs.h"
#include "alien.h"
#include "audio.h"
#include "bullet.h"
#include "engine.h"
#include "explosion.h"
#include "game.h"
#include "info.h"
#include "player.h"
#include "screen.h"
#include "weapons.h"
int ship_collision(Object *ship, Object *otherShip)
{
float x0 = ship->x;
float y0 = ship->y;
float w0 = ship->image[0]->w;
float h0 = ship->image[0]->h;
float x2 = otherShip->x;
float y2 = otherShip->y;
float w1 = otherShip->image[0]->w;
float h1 = otherShip->image[0]->h;
float x1 = x0 + w0;
float y1 = y0 + h0;
float x3 = x2 + w1;
float y3 = y2 + h1;
return !(x1<x2 || x3<x0 || y1<y2 || y3<y0);
}
/*
Fill in later...
*/
void ship_fireBullet(Object *ship, int weaponIndex)
{
int y = (ship->image[0]->h) / 5;
Object *theWeapon = &weapons[ship->weaponType[weaponIndex]];
if (ship->reload[weaponIndex] > 0)
return;
// Remove some ammo from the player
if ((ship == &player) && (player.weaponType[weaponIndex] != W_LASER)
&& (player.ammo[weaponIndex] > 0) && (!engine.cheatAmmo))
player.ammo[weaponIndex]--;
switch(theWeapon->id)
{
case WT_PLASMA:
case WT_SPREAD:
case WT_DIRECTIONAL:
audio_playSound(SFX_PLASMA, ship->x, ship->y);
break;
case WT_ROCKET:
audio_playSound(SFX_MISSILE, ship->x, ship->y);
break;
case WT_LASER:
audio_playSound(SFX_LASER, ship->x, ship->y);
break;
case WT_CHARGER:
audio_playSound(SFX_PLASMA3, ship->x, ship->y);
break;
}
if (theWeapon->flags & WF_SPREAD && theWeapon->ammo[0] >= 3)
{
bullet_add(theWeapon, ship, y * 2, -1);
bullet_add(theWeapon, ship, y * 4, 1);
if (theWeapon->ammo[0] != 4)
bullet_add(theWeapon, ship, y * 3, 0);
else
{
bullet_add(theWeapon, ship, y * 2, 0);
bullet_add(theWeapon, ship, y * 4, 0);
}
if (theWeapon->ammo[0] == 5)
{
bullet_add(theWeapon, ship, y * 1, -2);
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[weaponIndex] = theWeapon->reload[0];
if ((ship->flags & FL_WEAPCO) && (ship != &aliens[ALIEN_BOSS])
&& (ship != &aliens[ALIEN_KLINE]) && (theWeapon->id != W_LASER))
ship->reload[weaponIndex] *= 2;
if ((ship == &player) && (weaponIndex == 0))
{
if (player.ammo[weaponIndex] <= 0)
{
weapons[W_PLAYER_WEAPON].ammo[0] = game.minPlasmaOutput;
weapons[W_PLAYER_WEAPON].damage = game.minPlasmaDamage;
weapons[W_PLAYER_WEAPON].reload[0] = rate2reload[game.minPlasmaRate];
}
}
}
/*
Fill in later...
*/
void ship_fireRay(Object *ship)
{
SDL_Rect ray;
if (ship->face == 0)
{
ray.x = (int)(ship->x + ship->image[0]->w);
}
else
{
ray.x = (int)(ship->x - 800);
}
ray.y = (int)(ship->y + ship->engineY - 1);
ray.h = 3;
ray.w = 800;
int red = SDL_MapRGB(screen->format, rand() % 256, 0x00, 0x00);
SDL_FillRect(screen, &ray, red);
screen_addBuffer(ray.x, ray.y, ray.w, ray.h);
if (ship != &player)
{
if (player.shield > 0)
{
if (game_collision(player.x, player.y, player.image[0]->w,
player.image[0]->h, ray.x, ray.y, ray.w, ray.h)
&& (!engine.cheatShield)
&& (engine.missionCompleteTimer == 0))
{
player_damage(1, RAY_DAMAGE_DELAY);
explosion_add(player.x, player.y, SP_SMALL_EXPLOSION);
}
}
}
for (int i = 0 ; i < ALIEN_MAX ; i++)
{
if (aliens[i].flags & FL_IMMORTAL)
continue;
if ((aliens[i].shield > 0) && (ship != &aliens[i])
&& (ship->classDef != aliens[i].classDef))
{
if (game_collision(aliens[i].x, aliens[i].y, aliens[i].image[0]->w,
aliens[i].image[0]->h, ray.x, ray.y, ray.w, ray.h))
{
alien_hurt(&aliens[i], ship->owner, 1, 0);
}
}
}
ship->ammo[0]--;
if (ship->ammo[0] < 1)
ship->flags &= ~FL_FIRERAY;
}