495 lines
9.5 KiB
C
495 lines
9.5 KiB
C
/*
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Copyright (C) 2015-2016 Parallel Realities
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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 2
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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.
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See the 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, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "bullets.h"
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static void huntTarget(Bullet *b);
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static void checkCollisions(Bullet *b);
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static void resizeDrawList(void);
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static void selectNewTarget(Bullet *b);
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static Bullet bulletDef[BT_MAX];
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static Bullet **bulletsToDraw;
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static int incomingMissile;
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static int drawCapacity;
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void initBullets(void)
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{
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incomingMissile = 0;
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drawCapacity = INITIAL_BULLET_DRAW_CAPACITY;
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bulletsToDraw = malloc(sizeof(Bullet*) * drawCapacity);
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memset(bulletsToDraw, 0, sizeof(Bullet*) * drawCapacity);
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}
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void initBulletDefs(void)
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{
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cJSON *root, *node;
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char *text;
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int type;
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Bullet *def;
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memset(&bulletDef, 0, sizeof(Bullet) * BT_MAX);
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text = readFile("data/battle/bullets.json");
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root = cJSON_Parse(text);
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for (node = root->child ; node != NULL ; node = node->next)
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{
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type = lookup(cJSON_GetObjectItem(node, "type")->valuestring);
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def = &bulletDef[type];
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def->type = type;
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def->damage = cJSON_GetObjectItem(node, "damage")->valueint;
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def->texture = getTexture(cJSON_GetObjectItem(node, "texture")->valuestring);
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def->sound = lookup(cJSON_GetObjectItem(node, "sound")->valuestring);
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def->flags = flagsToLong(cJSON_GetObjectItem(node, "flags")->valuestring, NULL);
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SDL_QueryTexture(def->texture, NULL, NULL, &def->w, &def->h);
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}
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cJSON_Delete(root);
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free(text);
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}
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void doBullets(void)
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{
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int i = 0;
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Bullet *b;
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Bullet *prev = &battle.bulletHead;
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incomingMissile = 0;
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memset(bulletsToDraw, 0, sizeof(Bullet*) * drawCapacity);
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for (b = battle.bulletHead.next ; b != NULL ; b = b->next)
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{
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b->x += b->dx;
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b->y += b->dy;
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if (b->type == BT_ROCKET)
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{
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addMissileEngineEffect(b);
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}
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else if (b->type == BT_MISSILE)
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{
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addMissileEngineEffect(b);
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if (b->life < MISSILE_LIFE - (FPS / 4))
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{
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huntTarget(b);
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}
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if (b->target == player && player->alive == ALIVE_ALIVE && player->health > 0)
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{
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incomingMissile = 1;
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}
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}
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checkCollisions(b);
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if (--b->life <= 0)
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{
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if (b == battle.bulletTail)
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{
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battle.bulletTail = prev;
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}
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prev->next = b->next;
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free(b);
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b = prev;
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}
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else
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{
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if (isOnBattleScreen(b->x, b->y, b->w, b->h))
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{
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bulletsToDraw[i++] = b;
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if (i == drawCapacity)
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{
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resizeDrawList();
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}
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}
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}
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prev = b;
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}
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}
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static void resizeDrawList(void)
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{
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int n;
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n = drawCapacity + INITIAL_BULLET_DRAW_CAPACITY;
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "Resizing bullet draw capacity: %d -> %d", drawCapacity, n);
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bulletsToDraw = resize(bulletsToDraw, sizeof(Bullet*) * drawCapacity, sizeof(Bullet*) * n);
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drawCapacity = n;
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}
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static void checkCollisions(Bullet *b)
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{
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Entity *e, **candidates;
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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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{
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if (e->flags & EF_TAKES_DAMAGE)
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{
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if (b->owner->owner != NULL && b->owner->owner == e->owner)
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{
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continue;
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}
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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))
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{
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if (b->owner->side == e->side && !app.gameplay.friendlyFire && (!(e->flags & EF_DISABLED)) && e->type != ET_MINE)
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{
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b->damage = 0;
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}
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else if (b->owner == player)
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{
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if (b->type != BT_ROCKET)
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{
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battle.stats[STAT_SHOTS_HIT]++;
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}
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else
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{
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battle.stats[STAT_ROCKETS_HIT]++;
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}
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if (battle.hasSuspicionLevel)
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{
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battle.suspicionLevel -= 2;
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}
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}
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if (e->flags & EF_IMMORTAL)
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{
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b->damage = 0;
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}
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damageFighter(e, b->damage, b->flags);
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b->life = 0;
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b->damage = 0;
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if (b->flags & BF_EXPLODES)
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{
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addMissileExplosion(b);
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playBattleSound(SND_EXPLOSION_1, b->x, b->y);
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if (e == player)
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{
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battle.stats[STAT_MISSILES_STRUCK]++;
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}
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}
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/* missile was targetting player, but hit something else */
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if (b->type == BT_MISSILE && b->target == player && e != player)
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{
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battle.stats[STAT_MISSILES_EVADED]++;
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}
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/* assuming that health <= 0 will always mean killed */
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if (e->health <= 0)
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{
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e->killedBy = b->owner;
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if (b->type == BT_MISSILE && b->target != e)
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{
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if (e == player)
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{
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awardTrophy("TEAM_PLAYER");
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}
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else if (b->owner == player && (e->aiFlags & AIF_MOVES_TO_LEADER) && (b->target->flags & EF_AI_LEADER))
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{
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awardTrophy("BODYGUARD");
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}
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}
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if (e == player)
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{
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battle.lastKilledPlayer = b->owner;
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}
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if (b->owner == player && e == battle.lastKilledPlayer)
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{
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awardTrophy("REVENGE");
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}
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}
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if (b->owner == player && b->type == BT_MISSILE)
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{
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battle.stats[STAT_MISSILES_HIT]++;
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}
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return;
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}
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}
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}
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}
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void drawBullets(void)
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{
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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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{
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blitRotated(b->texture, b->x - battle.camera.x, b->y - battle.camera.y, b->angle);
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}
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if (incomingMissile && battle.stats[STAT_TIME] % FPS < 40)
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{
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drawText(SCREEN_WIDTH / 2, SCREEN_HEIGHT - 60, 18, TA_CENTER, colors.red, _("WARNING: INCOMING MISSILE!"));
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}
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}
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static void faceTarget(Bullet *b)
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{
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int dir, wantedAngle, dist;
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wantedAngle = (int)getAngle(b->x, b->y, b->target->x, b->target->y) % 360;
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if (fabs(wantedAngle - b->angle) > TURN_THRESHOLD)
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{
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dir = (wantedAngle - b->angle + 360) % 360 > 180 ? -1 : 1;
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b->angle += dir * TURN_SPEED;
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dist = getDistance(b->x, b->y, b->target->x, b->target->y);
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if (dist < 250)
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{
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dist = 250 - dist;
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while (dist > 0)
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{
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b->angle += dir;
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dist -= 50;
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}
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}
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b->angle = mod(b->angle, 360);
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b->dx *= 0.5;
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b->dy *= 0.5;
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}
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}
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static void applyMissileThrust(Bullet *b)
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{
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int maxSpeed;
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float v, thrust;
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b->dx += sin(TO_RAIDANS(b->angle));
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b->dy += -cos(TO_RAIDANS(b->angle));
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maxSpeed = MAX(MIN(b->target->speed + 1, 999), 3);
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thrust = sqrt((b->dx * b->dx) + (b->dy * b->dy));
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if (thrust > maxSpeed)
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{
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v = (maxSpeed / sqrt(thrust));
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b->dx = v * b->dx;
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b->dy = v * b->dy;
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}
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}
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static void huntTarget(Bullet *b)
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{
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if (b->target != NULL && b->target->health > 0)
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{
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faceTarget(b);
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applyMissileThrust(b);
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if (b->target == player && battle.ecmTimer < FPS)
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{
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b->life = 0;
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addMissileExplosion(b);
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playBattleSound(SND_EXPLOSION_1, b->x, b->y);
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}
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}
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else
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{
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selectNewTarget(b);
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}
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}
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static void selectNewTarget(Bullet *b)
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{
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int i;
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Entity *e, **candidates;
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if (app.gameplay.missileReTarget)
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{
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b->target = NULL;
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candidates = getAllEntsInRadius(b->x, b->y, SCREEN_HEIGHT, NULL);
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for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
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{
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if (e->type == ET_FIGHTER && e->side != b->owner->side && e->health > 0)
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{
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b->target = e;
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if (b->target == player)
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{
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playSound(SND_INCOMING);
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}
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return;
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}
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}
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}
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/* no target, just explode */
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b->life = 0;
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addMissileExplosion(b);
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playBattleSound(SND_EXPLOSION_1, b->x, b->y);
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}
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static Bullet *createBullet(int type, int x, int y, Entity *owner)
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{
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Bullet *b;
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b = malloc(sizeof(Bullet));
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memset(b, 0, sizeof(Bullet));
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battle.bulletTail->next = b;
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battle.bulletTail = b;
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memcpy(b, &bulletDef[type], sizeof(Bullet));
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b->next = NULL;
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b->x = x;
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b->y = y;
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b->dx += sin(TO_RAIDANS(owner->angle)) * 16;
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b->dy += -cos(TO_RAIDANS(owner->angle)) * 16;
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b->life = FPS * 2;
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b->angle = owner->angle;
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b->owner = owner;
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b->target = owner->target;
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return b;
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}
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void fireGuns(Entity *owner)
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{
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Bullet *b;
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int i;
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float x, y;
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float c, s;
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b = NULL;
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for (i = 0 ; i < MAX_FIGHTER_GUNS ; i++)
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{
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if (owner->guns[i].type != BT_NONE && (owner->guns[i].type == owner->selectedGunType || owner->combinedGuns))
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{
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s = sin(TO_RAIDANS(owner->angle));
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c = cos(TO_RAIDANS(owner->angle));
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x = (owner->guns[i].x * c) - (owner->guns[i].y * s);
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y = (owner->guns[i].x * s) + (owner->guns[i].y * c);
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x += owner->x;
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y += owner->y;
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b = createBullet(owner->guns[i].type, x, y, owner);
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if (owner == player)
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{
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battle.stats[STAT_SHOTS_FIRED]++;
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}
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}
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}
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owner->reload = owner->reloadTime;
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if (b)
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{
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playBattleSound(b->sound, owner->x, owner->y);
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}
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}
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void fireRocket(Entity *owner)
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{
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Bullet *b;
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b = createBullet(BT_ROCKET, owner->x, owner->y, owner);
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playBattleSound(b->sound, owner->x, owner->y);
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owner->reload = FPS;
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if (owner == player)
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{
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battle.stats[STAT_ROCKETS_FIRED]++;
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}
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}
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void fireMissile(Entity *owner)
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{
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Bullet *b;
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b = createBullet(BT_MISSILE, owner->x, owner->y, owner);
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b->dx *= 0.5;
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b->dy *= 0.5;
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b->life = MISSILE_LIFE;
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owner->missiles--;
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if (owner == player)
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{
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battle.stats[STAT_MISSILES_FIRED]++;
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}
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playBattleSound(b->sound, owner->x, owner->y);
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if (b->target == player)
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{
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playSound(SND_INCOMING);
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}
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}
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void destroyBulletDefs(void)
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{
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}
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void destroyBullets(void)
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{
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free(bulletsToDraw);
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bulletsToDraw = NULL;
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}
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