217 lines
5.0 KiB
C
217 lines
5.0 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) 2015-2019 Layla Marchant <diligentcircle@riseup.net>
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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 <stdlib.h>
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#include "defs.h"
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#include "structs.h"
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#include "alien.h"
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#include "engine.h"
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#include "game.h"
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#include "gfx.h"
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#include "player.h"
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void bullet_add(Object *theWeapon, Object *attacker, int y, int dy)
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{
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Object *bullet;
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int imageIndex;
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int tempX, tempY, steps;
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bullet = malloc(sizeof(*bullet));
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if (bullet == NULL)
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{
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engine_warn("Failed to allocate memory for bullet");
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return;
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}
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if (attacker == &player)
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game.shots++;
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bullet->next = NULL;
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bullet->active = 1;
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bullet->x = attacker->x + (attacker->image[0]->w / 2) -
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(theWeapon->image[0]->w * attacker->face);
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bullet->y = attacker->y + y;
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bullet->flags = theWeapon->flags;
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bullet->shield = 300; // bullets live for (approximately) 5 seconds
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// Timed explosions live between 1 and 3 seconds
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if (bullet->flags & WF_TIMEDEXPLOSION)
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bullet->shield = RANDRANGE(60, 180);
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if (attacker->face == 0)
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{
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bullet->dx = theWeapon->speed;
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if ((game.area == MISN_ELLESH) ||
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(game.area == MISN_MARS))
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bullet->dx += fabsf(engine.ssx + engine.smx);
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}
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else
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{
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bullet->dx = -theWeapon->speed;
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}
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if (bullet->flags & WF_VARIABLE_SPEED)
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{
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bullet->dx = RANDRANGE(100, 200) / 10;
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if (attacker->face == 1)
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bullet->dx = -bullet->dx;
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}
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bullet->dy = dy;
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if (bullet->flags & WF_SCATTER)
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{
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bullet->dy = RANDRANGE(-200, 200) / 200;
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}
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if (attacker->flags & FL_WEAPCO)
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bullet->flags |= WF_WEAPCO;
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else
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bullet->flags |= WF_FRIEND;
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bullet->owner = attacker->owner;
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bullet->id = theWeapon->id;
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bullet->damage = theWeapon->damage;
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if (bullet->id == WT_CHARGER)
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{
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if (game.difficulty == DIFFICULTY_ORIGINAL)
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bullet->damage = attacker->ammo[1];
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else
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bullet->damage = attacker->ammo[1] / 2;
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if (bullet->damage < 15)
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{
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bullet->damage = 1;
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bullet->id = WT_PLASMA;
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}
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}
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bullet->target = NULL;
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if (attacker->flags & FL_FRIEND)
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imageIndex = 0;
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else
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imageIndex = 1;
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// Use the enemy's images if applicable
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if (bullet->id != WT_ROCKET)
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bullet->image[0] = theWeapon->image[imageIndex];
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else
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bullet->image[0] = theWeapon->image[attacker->face];
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if (bullet->flags & WF_AIMED)
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{
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tempX = (int)fabsf(attacker->target->x - attacker->x);
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tempY = (int)fabsf(attacker->target->y - attacker->y);
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steps = MAX(tempX, tempY);
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if (steps < 12)
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steps = 12;
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if (!(bullet->flags & WF_TIMEDEXPLOSION))
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steps /= 8;
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else
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steps /= RANDRANGE(6, 11);
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tempX = (int)(attacker->target->x - attacker->x);
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tempY = (int)(attacker->target->y - attacker->y);
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bullet->dx = tempX / steps;
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bullet->dy = tempY / steps;
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}
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if (attacker->classDef == CD_ASTEROID)
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{
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bullet->dx = RANDRANGE(-20, 20);
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bullet->dy = RANDRANGE(-20, 20);
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bullet->image[0] = gfx_sprites[SP_SMALL_EXPLOSION];
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}
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engine.bulletTail->next = bullet;
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engine.bulletTail = bullet;
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}
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/*
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Used for homing missiles. When a missile is active and it is told to home in
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on an enemy, it will attempt to randomly grab one every frame if it does not
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already have a target. If the target it is currently chasing is killed, it will
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begin to look for a new one (done in doBullets()). The homing missile will make
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one attempt per call (one call per frame) to find a suitable target. If the target
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it picks is dead or outside the screen range, then it returns NULL. A suitable
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target will be returned as the Object address.
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*/
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Object *bullet_getTarget(Object *bullet)
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{
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int i;
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if (bullet->owner->flags & FL_WEAPCO)
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{
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if (CHANCE(0.1))
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return &player;
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}
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i = rand() % ALIEN_MAX;
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if ((aliens[i].shield < 1) || (!aliens[i].active))
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return NULL;
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if (aliens[i].flags & FL_IMMORTAL)
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return NULL;
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if ((bullet->owner->flags & FL_WEAPCO) && (aliens[i].flags & FL_WEAPCO))
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return NULL;
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if ((bullet->owner->flags & FL_FRIEND) && (aliens[i].flags & FL_FRIEND))
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return NULL;
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if (abs((int)bullet->x - (int)aliens[i].target->x) > 800)
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return NULL;
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if (abs((int)bullet->y - (int)aliens[i].target->y) > 200)
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return NULL;
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return &aliens[i];
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}
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int bullet_collision(Object *bullet, Object *ship)
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{
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float x0 = bullet->x;
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float y0 = bullet->y;
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float w0 = bullet->image[0]->w;
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float h0 = bullet->image[0]->h;
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float x2 = ship->x;
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float y2 = ship->y;
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float w1 = ship->image[0]->w;
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float h1 = ship->image[0]->h;
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float x1 = x0 + w0;
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float y1 = y0 + h0;
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float x3 = x2 + w1;
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float y3 = y2 + h1;
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return !(x1<x2 || x3<x0 || y1<y2 || y3<y0);
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}
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