189 lines
4.3 KiB
C++
189 lines
4.3 KiB
C++
/*
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Copyright (C) 2003 Parallel Realities
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Copyright (C) 2011, 2012 Guus Sliepen
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Copyright (C) 2015 Julian Marchant
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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 3
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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. See the
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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, see <http://www.gnu.org/licenses/>.
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*/
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#include "Starfighter.h"
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/*
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Fill in later...
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*/
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void ship_fireBullet(object *ship, int weaponType)
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{
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if (ship->reload[weaponType] > 0)
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return;
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int y = (ship->image[0]->h) / 5;
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// Remove some ammo from the player
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if ((ship == &player) && (weaponType == 1) && (!engine.cheatAmmo))
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player.ammo[1]--;
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object *theWeapon = &weapon[ship->weaponType[weaponType]];
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switch(theWeapon->id)
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{
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case WT_PLASMA:
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case WT_SPREAD:
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case WT_DIRECTIONAL:
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audio_playSound(SFX_PLASMA, ship->x);
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break;
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case WT_ROCKET:
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audio_playSound(SFX_MISSILE, ship->x);
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break;
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case WT_LASER:
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audio_playSound(SFX_LASER, ship->x);
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break;
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case WT_CHARGER:
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audio_playSound(SFX_PLASMA3, ship->x);
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break;
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}
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if (theWeapon->flags & WF_SPREAD && theWeapon->ammo[0] >= 3)
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{
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bullet_add(theWeapon, ship, y * 2, -1);
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bullet_add(theWeapon, ship, y * 4, 1);
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if (theWeapon->ammo[0] != 4)
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bullet_add(theWeapon, ship, y * 3, 0);
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else
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{
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bullet_add(theWeapon, ship, y * 2, 0);
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bullet_add(theWeapon, ship, y * 4, 0);
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}
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if (theWeapon->ammo[0] == 5)
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{
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bullet_add(theWeapon, ship, y * 1, -2);
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bullet_add(theWeapon, ship, y * 5, 2);
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}
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}
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else
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{
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if(theWeapon->ammo[0] & 1)
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bullet_add(theWeapon, ship, y * 3, 0);
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if(theWeapon->ammo[0] >= 2)
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{
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bullet_add(theWeapon, ship, y * 2, 0);
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bullet_add(theWeapon, ship, y * 4, 0);
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}
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if(theWeapon->ammo[0] >= 4)
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{
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bullet_add(theWeapon, ship, y * 1, 0);
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bullet_add(theWeapon, ship, y * 5, 0);
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}
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}
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// Reset the weapon reload time. Double it if it is not friendly or
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// a boss or Kline
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ship->reload[weaponType] = theWeapon->reload[0];
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if ((ship->flags & FL_WEAPCO) && (ship != &aliens[ALIEN_BOSS]) &&
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(ship != &aliens[ALIEN_KLINE]) && (theWeapon->id != W_LASER))
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ship->reload[weaponType] *= 2;
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if ((engine.cheatAmmo) || (theWeapon->id == WT_LASER))
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return;
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if ((ship == &player) && (weaponType == 0))
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{
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if (player.ammo[0] > 0)
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{
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player.ammo[0]--;
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if (player.ammo[0] <= 0)
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{
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weapon[W_PLAYER_WEAPON].ammo[0] = game.minPlasmaOutput;
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weapon[W_PLAYER_WEAPON].damage = game.minPlasmaDamage;
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weapon[W_PLAYER_WEAPON].reload[0] = rate2reload[game.minPlasmaRate];
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}
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}
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}
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}
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/*
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Fill in later...
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*/
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void ship_fireRay(object *ship)
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{
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SDL_Rect ray;
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if (ship->face == 0)
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{
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ray.x = (int)(ship->x + ship->image[0]->w);
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}
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else
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{
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ray.x = (int)(ship->x - 800);
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}
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ray.y = (int)(ship->y + ship->engineY - 1);
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ray.h = 3;
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ray.w = 800;
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int red = SDL_MapRGB(screen->format, rand() % 256, 0x00, 0x00);
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SDL_FillRect(screen, &ray, red);
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addBuffer(ray.x, ray.y, ray.w, ray.h);
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if (ship != &player)
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{
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if (player.shield > 0)
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{
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if (collision(player.x, player.y, player.image[0]->w,
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player.image[0]->h, ray.x, ray.y, ray.w, ray.h) &&
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(!engine.cheatShield))
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{
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if (player.shield > engine.lowShield)
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{
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if (player.shield - 1 <= engine.lowShield)
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{
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setInfoLine("!!! WARNING: SHIELD LOW !!!", FONT_RED);
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}
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}
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player.shield--;
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explosion_add(player.x, player.y, E_SMALL_EXPLOSION);
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audio_playSound(SFX_HIT, player.x);
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if (player.shield < 1)
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{
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audio_playSound(SFX_DEATH, player.x);
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audio_playSound(SFX_EXPLOSION, player.x);
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}
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}
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}
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}
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for (int i = 0 ; i < ALIEN_MAX ; i++)
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{
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if (aliens[i].flags & FL_IMMORTAL)
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continue;
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if ((aliens[i].shield > 0) && (ship != &aliens[i]) &&
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(ship->classDef != aliens[i].classDef))
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{
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if (collision(aliens[i].x, aliens[i].y, aliens[i].image[0]->w,
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aliens[i].image[0]->h, ray.x, ray.y, ray.w, ray.h))
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{
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alien_hurt(&aliens[i], ship->owner, 1, false);
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}
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}
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}
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ship->ammo[0]--;
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if (ship->ammo[0] < 1)
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ship->flags &= ~FL_FIRERAY;
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}
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