tbftss/src/battle/bullets.c

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/*
Copyright (C) 2015 Parallel Realities
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 2
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "bullets.h"
static void huntTarget(Bullet *b);
static void checkCollisions(Bullet *b);
static Bullet bulletDef[BT_MAX];
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static Bullet *bulletsToDraw[MAX_BULLETS_TO_DRAW];
static int incomingMissile;
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void initBullets(void)
{
incomingMissile = 0;
memset(bulletsToDraw, 0, sizeof(Bullet*) * MAX_BULLETS_TO_DRAW);
}
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void initBulletDefs(void)
{
cJSON *root, *node;
char *text;
int type;
Bullet *def;
memset(&bulletDef, 0, sizeof(Bullet) * BT_MAX);
text = readFile(getFileLocation("data/battle/bullets.json"));
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root = cJSON_Parse(text);
for (node = root->child ; node != NULL ; node = node->next)
{
type = lookup(cJSON_GetObjectItem(node, "type")->valuestring);
def = &bulletDef[type];
def->type = type;
def->damage = cJSON_GetObjectItem(node, "damage")->valueint;
def->texture = getTexture(cJSON_GetObjectItem(node, "textureName")->valuestring);
def->sound = lookup(cJSON_GetObjectItem(node, "sound")->valuestring);
def->flags = flagsToLong(cJSON_GetObjectItem(node, "flags")->valuestring);
SDL_QueryTexture(def->texture, NULL, NULL, &def->w, &def->h);
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}
cJSON_Delete(root);
free(text);
}
void doBullets(void)
{
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int i = 0;
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Bullet *b;
Bullet *prev = &battle.bulletHead;
incomingMissile = 0;
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memset(bulletsToDraw, 0, sizeof(Bullet*) * MAX_BULLETS_TO_DRAW);
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for (b = battle.bulletHead.next ; b != NULL ; b = b->next)
{
b->x += b->dx;
b->y += b->dy;
if (b->type == BT_ROCKET)
{
addMissileEngineEffect(b);
}
else if (b->type == BT_MISSILE)
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{
addMissileEngineEffect(b);
huntTarget(b);
if (b->target == player && player != NULL && player->health > 0)
{
incomingMissile = 1;
}
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}
checkCollisions(b);
if (--b->life <= 0)
{
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if (player != NULL && player->alive == ALIVE_ALIVE && b->type == BT_MISSILE && b->damage > 0 && b->target == player)
{
battle.stats[STAT_MISSILES_EVADED]++;
}
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if (b == battle.bulletTail)
{
battle.bulletTail = prev;
}
prev->next = b->next;
free(b);
b = prev;
}
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else
{
if (collision(b->x - b->w - battle.camera.x, b->y - b->h - battle.camera.y, b->w * 2, b->h * 2, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT))
{
bulletsToDraw[i++] = b;
if (i >= MAX_BULLETS_TO_DRAW)
{
printf("Too many bullets to draw\n");
exit(1);
}
}
}
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prev = b;
}
}
static void checkCollisions(Bullet *b)
{
Entity *e, **candidates;
int i;
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candidates = getAllEntsWithin(b->x - (b->w / 2), b->y - (b->h / 2), b->w, b->h, NULL);
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for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
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{
if (e->flags & EF_TAKES_DAMAGE)
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{
if (b->owner->owner != NULL && b->owner->owner == e->owner)
{
continue;
}
if (b->owner != e && e->health > 0 && collision(b->x - b->w / 2, b->y - b->h / 2, b->w, b->h, e->x - e->w / 2, e->y - e->h / 2, e->w, e->h))
{
if (b->owner->side == e->side)
{
b->damage = 0;
}
else if (b->owner == player)
{
battle.stats[STAT_SHOTS_HIT]++;
}
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if (!(e->flags & EF_IMMORTAL))
{
damageFighter(e, b->damage, b->flags);
}
b->life = 0;
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b->damage = 0;
if (b->flags & BF_EXPLODES)
{
addMissileExplosion(b);
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playBattleSound(SND_EXPLOSION_1, b->x, b->y);
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if (e == player)
{
battle.stats[STAT_MISSILES_STRUCK]++;
}
}
/* assuming that health <= 0 will always mean killed */
if (e->health <= 0 && b->owner == player)
{
battle.stats[STAT_ENEMIES_KILLED_PLAYER]++;
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battle.stats[STAT_EPIC_KILL_STREAK]++;
}
if (b->owner == player && b->type == BT_MISSILE)
{
battle.stats[STAT_MISSILES_HIT]++;
}
return;
}
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}
}
}
void drawBullets(void)
{
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int i;
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Bullet *b;
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for (i = 0, b = bulletsToDraw[i] ; b != NULL ; b = bulletsToDraw[++i])
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{
blitRotated(b->texture, b->x - battle.camera.x, b->y - battle.camera.y, b->angle);
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}
if (incomingMissile && battle.stats[STAT_TIME] % FPS < 40)
{
drawText(SCREEN_WIDTH / 2, SCREEN_HEIGHT - 60, 18, TA_CENTER, colors.red, "WARNING: INCOMING MISSILE!");
}
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}
static void faceTarget(Bullet *b)
{
int dir;
int wantedAngle = getAngle(b->x, b->y, b->target->x, b->target->y);
wantedAngle %= 360;
if (fabs(wantedAngle - b->angle) > TURN_THRESHOLD)
{
dir = (wantedAngle - b->angle + 360) % 360 > 180 ? -1 : 1;
b->angle += dir * TURN_SPEED;
b->angle = mod(b->angle, 360);
/* halve your speed while you're not at the correct angle */
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b->dx *= 0.5;
b->dy *= 0.5;
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}
}
static void applyMissileThrust(Bullet *b)
{
int maxSpeed;
float v, thrust;
b->dx += sin(TO_RAIDANS(b->angle));
b->dy += -cos(TO_RAIDANS(b->angle));
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maxSpeed = MAX(MIN(b->target->speed + 1, 999), 3);
thrust = sqrt((b->dx * b->dx) + (b->dy * b->dy));
if (thrust > maxSpeed)
{
v = (maxSpeed / sqrt(thrust));
b->dx = v * b->dx;
b->dy = v * b->dy;
}
}
static void huntTarget(Bullet *b)
{
if (b->target != NULL && b->target->health > 0)
{
faceTarget(b);
applyMissileThrust(b);
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if (b->target == player && battle.ecmTimer < FPS)
{
b->life = 0;
addMissileExplosion(b);
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playBattleSound(SND_EXPLOSION_1, b->x, b->y);
}
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}
else
{
b->target = NULL;
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}
}
static Bullet *createBullet(int type, int x, int y, Entity *owner)
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{
Bullet *b;
b = malloc(sizeof(Bullet));
memset(b, 0, sizeof(Bullet));
battle.bulletTail->next = b;
battle.bulletTail = b;
memcpy(b, &bulletDef[type], sizeof(Bullet));
b->next = NULL;
b->x = x;
b->y = y;
b->dx += sin(TO_RAIDANS(owner->angle)) * 16;
b->dy += -cos(TO_RAIDANS(owner->angle)) * 16;
b->life = FPS * 2;
b->angle = owner->angle;
b->owner = owner;
b->target = owner->target;
return b;
}
void fireGuns(Entity *owner)
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{
Bullet *b;
int i;
float x, y;
float c, s;
for (i = 0 ; i < MAX_FIGHTER_GUNS ; i++)
{
if (owner->guns[i].type == owner->selectedGunType || (owner->guns[i].type != BT_NONE && owner->combinedGuns))
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{
s = sin(TO_RAIDANS(owner->angle));
c = cos(TO_RAIDANS(owner->angle));
x = (owner->guns[i].x * c) - (owner->guns[i].y * s);
y = (owner->guns[i].x * s) + (owner->guns[i].y * c);
x += owner->x;
y += owner->y;
b = createBullet(owner->guns[i].type, x, y, owner);
if (owner == player)
{
battle.stats[STAT_SHOTS_FIRED]++;
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}
}
}
owner->reload = owner->reloadTime;
playBattleSound(b->sound, owner->x, owner->y);
}
void fireRocket(Entity *owner)
{
Bullet *b;
b = createBullet(BT_ROCKET, owner->x, owner->y, owner);
playBattleSound(b->sound, owner->x, owner->y);
}
void fireMissile(Entity *owner)
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{
Bullet *b;
b = createBullet(BT_MISSILE, owner->x, owner->y, owner);
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b->life = FPS * 30;
owner->missiles--;
if (owner == player)
{
battle.stats[STAT_MISSILES_FIRED]++;
}
playBattleSound(b->sound, owner->x, owner->y);
if (owner->target == player)
{
playSound(SND_INCOMING);
}
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}
void destroyBulletDefs(void)
{
}