/* 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]; static Bullet *bulletsToDraw[MAX_BULLETS_TO_DRAW]; void initBulletDefs(void) { cJSON *root, *node; char *text; int type; Bullet *def; memset(&bulletDef, 0, sizeof(Bullet) * BT_MAX); text = readFile("data/battle/bullets.json"); 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); } cJSON_Delete(root); free(text); } void doBullets(void) { int i = 0; Bullet *b; Bullet *prev = &battle.bulletHead; memset(bulletsToDraw, 0, sizeof(Bullet*) * MAX_BULLETS_TO_DRAW); for (b = battle.bulletHead.next ; b != NULL ; b = b->next) { b->x += b->dx; b->y += b->dy; if (b->type == BT_MISSILE) { addMissileEngineEffect(b); huntTarget(b); } checkCollisions(b); if (--b->life <= 0) { if (b == battle.bulletTail) { battle.bulletTail = prev; } prev->next = b->next; free(b); b = prev; } 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); } } } prev = b; } } static void checkCollisions(Bullet *b) { Entity *e, **candidates; int i; candidates = getAllEntsWithin(b->x - (b->w / 2), b->y - (b->h / 2), b->w, b->h, NULL); for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i]) { if (e->type == ET_FIGHTER) { 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]++; } damageFighter(e, b->damage, b->flags); b->life = 0; if (b->flags & BF_EXPLODES) { addMissileExplosion(b); } /* assuming that health <= 0 will always mean killed */ if (e->health <= 0 && b->owner == player) { battle.stats[STAT_ENEMIES_KILLED_PLAYER]++; } if (b->owner == player && b->type == BT_MISSILE) { battle.stats[STAT_MISSILES_HIT]++; } return; } } } } void drawBullets(void) { int i; Bullet *b; for (i = 0, b = bulletsToDraw[i] ; b != NULL ; b = bulletsToDraw[++i]) { blitRotated(b->texture, b->x - battle.camera.x, b->y - battle.camera.y, b->angle); } } static void faceTarget(Bullet *b) { int dir; int wantedAngle = getAngle(b->x, b->y, b->target->x, b->target->y); int angleDiff, angleDist; float brakeAmount; 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); angleDiff = abs(b->angle - wantedAngle) % 360; angleDist = angleDiff > 180 ? 360 - angleDiff : angleDiff; brakeAmount = angleDist; brakeAmount /= 360; brakeAmount = 0.6 - brakeAmount; /* halve your speed while you're not at the correct angle */ b->dx *= brakeAmount; b->dy *= brakeAmount; } } static void applyMissileThrust(Bullet *b) { int maxSpeed; float v, thrust; b->dx += sin(TO_RAIDANS(b->angle)); b->dy += -cos(TO_RAIDANS(b->angle)); 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); if (b->target == player && battle.ecmTimer < FPS) { b->life = 0; addMissileExplosion(b); } } else { b->target = NULL; } } static Bullet *createBullet(int type, int x, int y, Entity *owner) { 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) { 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)) { 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]++; } } } owner->reload = owner->reloadTime; playBattleSound(b->sound, owner->x, owner->y); } void fireMissile(Entity *owner) { Bullet *b; b = createBullet(BT_ROCKET + owner->missiles.type, owner->x, owner->y, owner); b->life = FPS * 30; owner->missiles.ammo--; if (owner == player) { battle.stats[STAT_MISSILES_FIRED]++; } playBattleSound(b->sound, owner->x, owner->y); } void destroyBulletDefs(void) { }