[Change] Missiles now hack the physics subsystem, Needs fixing.

This commit is contained in:
Allanis 2013-08-07 13:30:55 +01:00
parent 0bcc2c3135
commit 6dbfe22d90
2 changed files with 15 additions and 10 deletions

View File

@ -177,7 +177,7 @@
<duration>5</duration>
<lockon>1</lockon>
<thrust>1600</thrust>
<turn>200</turn>
<turn>60</turn>
<speed>800</speed>
<damage type="kinetic">20</damage>
</specific>
@ -212,8 +212,8 @@
<duration>7</duration>
<lockon>0.5</lockon>
<thrust>1300</thrust>
<turn>200</turn>
<speed>650</speed>
<turn>90</turn>
<speed>550</speed>
<damage type="kinetic">20</damage>
</specific>
</outfit>

View File

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