274 lines
7.9 KiB
C
274 lines
7.9 KiB
C
#include <math.h>
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#include <malloc.h>
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#include <string.h>
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#include "outfit.h"
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#include "physics.h"
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#include "main.h"
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#include "log.h"
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#include "rng.h"
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#include "pilot.h"
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#include "collision.h"
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#include "player.h"
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#include "weapon.h"
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// Some stuff from pilot.
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extern Pilot** pilot_stack;
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extern int pilots;
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// Ai stuff.
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extern void ai_attacked(Pilot* attacked, const unsigned int attacker);
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typedef struct Weapon {
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Solid* solid; // Actually has its own solid. :D
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unsigned int parent; // The pilot that just shot at you!
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const Outfit* outfit; // Related outfit that fired.
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unsigned int timer; // Mainly used to see when the weapon was fired.
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// Update position and render.
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void(*update)(struct Weapon*, const double, WeaponLayer); // Position update and render.
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void(*think)(struct Weapon*); // Some missiles need to be inteligent.
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} Weapon;
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// Behind Pilot layer.
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static Weapon** wbackLayer = NULL; // Behind pilots.
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static int nwbackLayer = 0; // Number of elements.
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static int mwbackLayer = 0; // Allocated memory size.
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// Behind player layer.
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static Weapon** wfrontLayer = NULL; // Behind pilots.
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static int nwfrontLayer = 0; // Number of elements.
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static int mwfrontLayer = 0; // Allocated memory size.
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static Weapon* weapon_create(const Outfit* outfit, const double dir,
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const Vec2* pos, const Vec2* vel, unsigned int parent);
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static void weapon_render(const Weapon* w);
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static void weapon_update(Weapon* w, const double dt, WeaponLayer layer);
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static void weapon_destroy(Weapon* w, WeaponLayer layer);
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static void weapon_free(Weapon* w);
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// Draw the minimap weapons (player.c).
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#define PIXEL(x,y) if((shape == RADAR_RECT && ABS(x) < w/2. && ABS(y)<h/2.) || \
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(shape == RADAR_CIRCLE && (((x)*(x)+(y)*(y))<rc))) glVertex2i((x),(y))
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void weapon_minimap(const double res, const double w, const double h, const RadarShape shape) {
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int i, rc;
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double x, y;
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if(shape == RADAR_CIRCLE) rc = (int)(w*w);
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for(i = 0; i < nwbackLayer; i++) {
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x = (wbackLayer[i]->solid->pos.x - player->solid->pos.x) / res;
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y = (wbackLayer[i]->solid->pos.y - player->solid->pos.y) / res;
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PIXEL(x,y);
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}
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for(i = 0; i < nwfrontLayer; i++) {
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x = (wfrontLayer[i]->solid->pos.x - player->solid->pos.x) / res;
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y = (wfrontLayer[i]->solid->pos.y - player->solid->pos.y) / res;
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PIXEL(x,y);
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}
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}
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#undef PIXEL
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// Update all weapons in the layer.
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void weapons_update(const double dt, WeaponLayer layer) {
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Weapon** wlayer;
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int* nlayer;
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switch(layer) {
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case WEAPON_LAYER_BG:
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wlayer = wbackLayer;
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nlayer = &nwbackLayer;
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break;
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case WEAPON_LAYER_FG:
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wlayer = wfrontLayer;
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nlayer = &nwfrontLayer;
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break;
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}
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int i;
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Weapon* w;
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for(i = 0; i < (*nlayer); i++) {
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w = wlayer[i];
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switch(wlayer[i]->outfit->type) {
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case OUTFIT_TYPE_BOLT:
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if(SDL_GetTicks() > (wlayer[i]->timer + 1000*(unsigned int)
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wlayer[i]->outfit->range/wlayer[i]->outfit->speed)) {
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weapon_destroy(wlayer[i],layer);
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continue;
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}
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break;
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default:
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break;
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}
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weapon_update(wlayer[i], dt, layer);
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// If the weapon has been deleted we are going to have to hold back one.
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if(w != wlayer[i]) i--;
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}
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}
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// Render the weapons.
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static void weapon_render(const Weapon* w) {
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int sx, sy;
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// Get the sprite corresponding to the direction facing.
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gl_getSpriteFromDir(&sx, &sy, w->outfit->gfx_space, w->solid->dir);
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gl_blitSprite(w->outfit->gfx_space, &w->solid->pos, sx, sy, NULL);
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}
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// Update the weapon.
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static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) {
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int i, wsx, wsy, psx, psy;
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gl_getSpriteFromDir(&wsx, &wsy, w->outfit->gfx_space, w->solid->dir);
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for(i = 0; i < pilots; i++) {
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gl_getSpriteFromDir(&psx, &psy, pilot_stack[i]->ship->gfx_space,
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pilot_stack[i]->solid->dir);
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if((w->parent != pilot_stack[i]->id) && // The pilot hasn't shoot it.
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!areAllies(pilot_get(w->parent)->faction, pilot_stack[i]->faction) &&
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CollideSprite(w->outfit->gfx_space, wsx, wsy, &w->solid->pos,
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pilot_stack[i]->ship->gfx_space, psx, psy, &pilot_stack[i]->solid->pos)) {
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if(!pilot_isPlayer(pilot_stack[i]))
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// Inform the ai it has been attacked. Useless if we are player.
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ai_attacked(pilot_stack[i], w->parent);
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if(w->parent == PLAYER_ID) // Make hostile to player.
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pilot_setFlag(pilot_stack[i], PILOT_HOSTILE);
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// Inform the ship that it should take some damage.
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pilot_hit(pilot_stack[i], w->outfit->damage_shield, w->outfit->damage_armor);
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// No need for the weapon particle anymore.
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weapon_destroy(w, layer);
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return;
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}
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}
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if(w->think) (*w->think)(w);
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(*w->solid->update)(w->solid, dt);
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weapon_render(w);
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}
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static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2* pos,
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const Vec2* vel, unsigned int parent) {
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Vec2 v;
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double mass = 1; // Presumer lasers have a mass of 1.
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double rdir = dir; // Real direction (accuracy).
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Weapon* w = MALLOC_L(Weapon);
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w->parent = parent; // Non-Changeable.
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w->outfit = outfit; // Non-Changeable.
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w->update = weapon_update;
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w->timer = SDL_GetTicks();
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w->think = NULL;
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switch(outfit->type) {
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case OUTFIT_TYPE_BOLT:
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// Need accuracy and speed based on player. -- Another contribution from VLack.
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rdir += RNG(-outfit->accuracy/2., outfit->accuracy/2.)/180.*M_PI;
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if((rdir > 2.*M_PI) || (rdir < 0.)) rdir = fmod(rdir, 2.*M_PI);
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vectcpy(&v, vel);
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vect_cadd(&v, outfit->speed*cos(rdir), outfit->speed*sin(rdir));
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w->solid = solid_create(mass, rdir, pos, &v);
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break;
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default:
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// Just dump it where the player is.
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w->solid = solid_create(mass, dir, pos, vel);
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break;
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}
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return w;
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}
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// Add a new weapon.
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void weapon_add(const Outfit* outfit, const double dir, const Vec2* pos, const Vec2* vel,
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unsigned int parent, WeaponLayer layer) {
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if(!outfit_isWeapon(outfit)) {
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ERR("Trying to create a weapon from a non-Weapon type Outfit");
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return;
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}
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Weapon* w = weapon_create(outfit, dir, pos, vel, parent);
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// Set the propper layer.
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Weapon** curLayer = NULL;
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int* mLayer = NULL;
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int* nLayer = NULL;
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switch(layer) {
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case WEAPON_LAYER_BG:
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curLayer = wbackLayer;
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nLayer = &nwbackLayer;
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mLayer = &mwbackLayer;
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break;
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case WEAPON_LAYER_FG:
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curLayer = wfrontLayer;
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nLayer = &nwfrontLayer;
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mLayer = &mwfrontLayer;
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break;
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default:
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ERR("Invalid WEAPON_LAYER specified.");
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return;
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}
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if(*mLayer > *nLayer) // More memory allocated than what we need.
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curLayer[(*nLayer)++] = w;
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else { // Need to allocate more memory.
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switch(layer) {
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case WEAPON_LAYER_BG:
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curLayer = wbackLayer = realloc(curLayer, (++(*mLayer))*sizeof(Weapon*));
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break;
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case WEAPON_LAYER_FG:
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curLayer = wfrontLayer = realloc(curLayer, (++(*mLayer))*sizeof(Weapon*));
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break;
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}
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curLayer[(*nLayer)++] = w;
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}
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}
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// Destroy the weapon.
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static void weapon_destroy(Weapon* w, WeaponLayer layer) {
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int i;
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Weapon** wlayer;
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int* nlayer;
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switch(layer) {
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case WEAPON_LAYER_BG:
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wlayer = wbackLayer;
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nlayer = &nwbackLayer;
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break;
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case WEAPON_LAYER_FG:
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wlayer = wfrontLayer;
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nlayer = &nwfrontLayer;
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break;
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}
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for(i = 0; wlayer[i] != w; i++); // Get us to the current posision.
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weapon_free(wlayer[i]);
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wlayer[i] = NULL;
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(*nlayer)--;
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for(; i < (*nlayer); i++)
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wlayer[i] = wlayer[i+1];
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}
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// Clear the weapon.
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static void weapon_free(Weapon* w) {
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solid_free(w->solid);
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free(w);
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}
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// Clear all the weapons, do not free the layers.
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void weapon_clear(void) {
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int i;
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for(i = 0; i < nwbackLayer; i++)
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weapon_free(wbackLayer[i]);
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nwbackLayer = 0;
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for(i = 0; i < nwfrontLayer; i++)
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weapon_free(wfrontLayer[i]);
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nwfrontLayer = 0;
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}
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void weapon_exit(void) {
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weapon_clear();
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free(wbackLayer);
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free(wfrontLayer);
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}
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