221 lines
5.1 KiB
C
221 lines
5.1 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 Julie Marchant <onpon4@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 "SDL.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 "audio.h"
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#include "bullet.h"
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#include "engine.h"
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#include "explosion.h"
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#include "game.h"
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#include "info.h"
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#include "player.h"
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#include "screen.h"
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#include "weapons.h"
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int ship_collision(Object *ship, Object *otherShip)
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{
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float x0 = ship->x;
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float y0 = ship->y;
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float w0 = ship->image[0]->w;
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float h0 = ship->image[0]->h;
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float x2 = otherShip->x;
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float y2 = otherShip->y;
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float w1 = otherShip->image[0]->w;
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float h1 = otherShip->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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/*
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Fill in later...
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*/
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void ship_fireBullet(Object *ship, int weaponIndex)
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{
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int y = (ship->image[0]->h) / 5;
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Object *theWeapon = &weapons[ship->weaponType[weaponIndex]];
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if (ship->reload[weaponIndex] > 0)
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return;
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// Remove some ammo from the player
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if ((ship == &player) && (player.weaponType[weaponIndex] != W_LASER) &&
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(player.ammo[weaponIndex] > 0) && (!engine.cheatAmmo))
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player.ammo[weaponIndex]--;
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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, ship->y);
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break;
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case WT_ROCKET:
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audio_playSound(SFX_MISSILE, ship->x, ship->y);
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break;
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case WT_LASER:
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audio_playSound(SFX_LASER, ship->x, ship->y);
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break;
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case WT_CHARGER:
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audio_playSound(SFX_PLASMA3, ship->x, ship->y);
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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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if (game.difficulty == DIFFICULTY_ORIGINAL)
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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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else
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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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}
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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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if (game.difficulty == DIFFICULTY_ORIGINAL)
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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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}
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else
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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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}
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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[weaponIndex] = 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[weaponIndex] *= 2;
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if ((ship == &player) && (weaponIndex == 0))
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{
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if (player.ammo[weaponIndex] <= 0)
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{
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weapons[W_PLAYER_WEAPON].ammo[0] = game.minPlasmaOutput;
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weapons[W_PLAYER_WEAPON].damage = game.minPlasmaDamage;
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weapons[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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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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screen_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 (game_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) && (engine.missionCompleteTimer == 0))
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{
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player_damage(1, RAY_DAMAGE_DELAY);
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explosion_add(player.x, player.y, SP_SMALL_EXPLOSION);
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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 (game_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, 0);
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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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