[Change] Missiles now hack the physics subsystem, Needs fixing.
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@ -177,7 +177,7 @@
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<duration>5</duration>
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<lockon>1</lockon>
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<thrust>1600</thrust>
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<turn>200</turn>
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<turn>60</turn>
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<speed>800</speed>
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<damage type="kinetic">20</damage>
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</specific>
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@ -212,8 +212,8 @@
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<duration>7</duration>
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<lockon>0.5</lockon>
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<thrust>1300</thrust>
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<turn>200</turn>
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<speed>650</speed>
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<turn>90</turn>
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<speed>550</speed>
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<damage type="kinetic">20</damage>
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</specific>
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</outfit>
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19
src/weapon.c
19
src/weapon.c
@ -72,7 +72,7 @@ static void weapon_destroy(Weapon* w, WeaponLayer layer);
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static void weapon_free(Weapon* w);
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/* Think. */
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static void think_seeker(Weapon* w, const double dt);
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static void think_smart(Weapon* w, const double dt);
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/*static void think_smart(Weapon* w, const double dt);*/
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/* Extern. */
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void weapon_minimap(const double res, const double w,
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const double h, const RadarShape shape);
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@ -104,6 +104,7 @@ void weapon_minimap(const double res, const double w,
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/* Seeker brain, You get what you pay for. :) */
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static void think_seeker(Weapon* w, const double dt) {
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double diff;
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double vel;
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if(w->target == w->parent) return; /* HEY! Self harm is not allowed. */
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Pilot* p = pilot_get(w->target);
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@ -114,7 +115,7 @@ static void think_seeker(Weapon* w, const double dt) {
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/* Ammo isn't locked on yet.. */
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if(SDL_GetTicks() > (w->outfit->u.amm.lockon)) {
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diff = angle_diff(w->solid->dir, vect_angle(&w->solid->pos, &p->solid->pos));
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/*diff = angle_diff(w->solid->dir, vect_angle(&w->solid->pos, &p->solid->pos));*/
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w->solid->dir_vel = 10 * diff * w->outfit->u.amm.turn;
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/* Face the target. */
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if(w->solid->dir_vel > w->outfit->u.amm.turn)
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@ -123,15 +124,17 @@ static void think_seeker(Weapon* w, const double dt) {
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w->solid->dir_vel = -w->outfit->u.amm.turn;
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}
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vect_pset(&w->solid->force, w->outfit->u.amm.thrust, w->solid->dir);
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limit_speed(&w->solid->vel, w->outfit->u.amm.speed, dt);
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/* Limit speed here. */
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vel = MIN(w->outfit->u.amm.speed, VMOD(w->solid->vel) + w->outfit->u.amm.thrust*dt);
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vect_pset(&w->solid->vel, vel, w->solid->dir);
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/*limit_speed(&w->solid->vel, w->outfit->u.amm.speed, dt);*/
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}
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/* ========================================================
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* Smart seeker brain. Much better at homing.
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* ========================================================
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*/
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#if 0
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static void think_smart(Weapon* w, const double dt) {
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Vec2 sv, tv;
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double t;
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@ -168,6 +171,7 @@ static void think_smart(Weapon* w, const double dt) {
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limit_speed(&w->solid->vel, w->outfit->u.amm.speed, dt);
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}
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#endif
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/* Update all the weapon layers. */
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void weapons_update(const double dt) {
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@ -385,10 +389,11 @@ static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2*
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pilot_target->lockons++;
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/* Only diff is AI. */
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if(outfit->type == OUTFIT_TYPE_MISSILE_SEEK_AMMO)
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w->think = think_seeker; /* AI is the same atm. */
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/*if(outfit->type == OUTFIT_TYPE_MISSILE_SEEK_AMMO)
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w->think = think_seeker;
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else if(outfit->type == OUTFIT_TYPE_MISSILE_SEEK_SMART_AMMO)
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w->think = think_smart;
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w->think = think_smart;*/
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break;
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/* Just dump it where the player is. */
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