514 lines
16 KiB
C
514 lines
16 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 "lephisto.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 "spfx.h"
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#include "weapon.h"
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#define weapon_isSmart(w) (w->think)
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#define VOICE_PRIORITY_BOLT 10 // Default.
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#define VOICE_PRIORITY_AMMO 8 // Higher.
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#define VOICE_PRIORITY_BEAM 6 // Even higher.
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#define WEAPON_CHUNK 32
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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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// Player stuff.
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extern unsigned int player_target;
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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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unsigned int target; // Target to hit. Only used by seeking stuff.
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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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alVoice* voice; // Virtual voise.
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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_*, const double); // Some missiles need to be inteligent.a
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double pid_last;
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double pid_int;
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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.
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static Weapon* weapon_create(const Outfit* outfit, const double dir,
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const Vec2* pos, const Vec2* vel,
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const unsigned int parent,
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const unsigned int target);
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static void weapon_render(const Weapon* w);
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static void weapons_updateLayer(const double dt, const WeaponLayer layer);
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static void weapon_update(Weapon* w, const double dt, WeaponLayer layer);
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static void weapon_hit(Weapon* w, Pilot* p, 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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// 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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// 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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// 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,
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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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// Pause/Unpause the weapon system.
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void weapons_pause(void) {
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int i;
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unsigned int t = SDL_GetTicks();
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for(i = 0; i < nwbackLayer; i++)
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wbackLayer[i]->timer -= t;
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for(i = 0; i < nwfrontLayer; i++)
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wfrontLayer[i]->timer -= t;
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}
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void weapons_unpause(void) {
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int i;
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unsigned int t = SDL_GetTicks();
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for(i = 0; i < nwbackLayer; i++)
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wbackLayer[i]->timer += t;
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for(i = 0; i < nwfrontLayer; i++)
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wfrontLayer[i]->timer += t;
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}
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void weapons_delay(unsigned int delay) {
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int i;
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for(i = 0; i < nwbackLayer; i++)
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wbackLayer[i]->timer += delay;
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for(i = 0; i < nwfrontLayer; i++)
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wfrontLayer[i]->timer += delay;
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}
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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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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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if(p == NULL) {
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limit_speed(&w->solid->vel, w->outfit->u.amm.speed, dt);
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return;
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}
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// Ammo isn't locked on yet..
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if(SDL_GetTicks() > (w->timer + 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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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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w->solid->dir_vel = w->outfit->u.amm.turn;
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else if(w->solid->dir_vel < -w->outfit->u.amm.turn)
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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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}
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// ========================================================
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// Smart seeker brain. Much better at homing.
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// ========================================================
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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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if(w->target == w->parent) return; // No self shooting here.
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Pilot* p = pilot_get(w->target); // No null pilots..
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if(p == NULL) {
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limit_speed(&w->solid->vel, w->outfit->u.amm.speed, dt);
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return;
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}
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if(SDL_GetTicks() > (w->timer + w->outfit->u.amm.lockon)) {
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vect_cset(&tv, VX(p->solid->pos) + dt*VX(p->solid->vel),
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VY(p->solid->pos) + dt*VY(p->solid->vel));
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vect_cset(&sv, VX(w->solid->pos) + dt*VX(w->solid->vel),
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VY(w->solid->pos) + dt*VY(w->solid->vel));
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t = -angle_diff(w->solid->dir, vect_angle(&tv, &sv));
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w->solid->dir_vel = t * w->outfit->u.amm.turn; // Face the target.
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if(w->solid->dir_vel > w->outfit->u.amm.turn)
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w->solid->dir_vel = w->outfit->u.amm.turn;
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else if(w->solid->dir_vel < -w->outfit->u.amm.turn)
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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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}
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// Update all the weapon layers.
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void weapons_update(const double dt) {
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weapons_updateLayer(dt, WEAPON_LAYER_BG);
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weapons_updateLayer(dt, WEAPON_LAYER_FG);
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}
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// Update all weapons in the layer.
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static void weapons_updateLayer(const double dt, const 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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// Most missiles behave the same.
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case OUTFIT_TYPE_MISSILE_SEEK_AMMO:
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case OUTFIT_TYPE_MISSILE_SEEK_SMART_AMMO:
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case OUTFIT_TYPE_MISSILE_SWARM_AMMO:
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case OUTFIT_TYPE_MISSILE_SWARM_SMART_AMMO:
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if(SDL_GetTicks() >
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(wlayer[i]->timer + wlayer[i]->outfit->u.amm.duration)) {
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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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case OUTFIT_TYPE_BOLT:
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// Check see if it exceeds distance.
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case OUTFIT_TYPE_TURRET_BOLT:
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if(SDL_GetTicks() > wlayer[i]->timer) {
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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 all the weapons.
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void weapons_render(const WeaponLayer layer) {
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Weapon** wlayer;
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int* nlayer;
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int i;
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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; i < (*nlayer); i++)
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weapon_render(wlayer[i]);
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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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glTexture* gfx;
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gfx = outfit_gfx(w->outfit);
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// Get the sprite corresponding to the direction facing.
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gl_getSpriteFromDir(&sx, &sy, gfx, w->solid->dir);
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gl_blitSprite(gfx, w->solid->pos.x, w->solid->pos.y, 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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glTexture* gfx;
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gfx = outfit_gfx(w->outfit);
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gl_getSpriteFromDir(&wsx, &wsy, gfx, w->solid->dir);
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for(i = 0; i < pilots; i++) {
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psx = pilot_stack[i]->tsx;
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psy = pilot_stack[i]->tsy;
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if(w->parent == pilot_stack[i]->id) continue; // Hey! That's you.
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if((weapon_isSmart(w)) && (pilot_stack[i]->id == w->target) &&
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CollideSprite(gfx, 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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weapon_hit(w, pilot_stack[i], layer);
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return;
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}
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else if(!weapon_isSmart(w) &&
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!areAllies(pilot_get(w->parent)->faction, pilot_stack[i]->faction) &&
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CollideSprite(gfx, 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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weapon_hit(w, pilot_stack[i], layer);
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return;
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}
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}
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if(weapon_isSmart(w)) (*w->think)(w,dt);
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(*w->solid->update)(w->solid, dt);
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// Update the sound.
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if(w->voice)
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voice_update(w->voice, w->solid->pos.x, w->solid->pos.y,
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w->solid->vel.x, w->solid->vel.y);
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}
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// Good shot.
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static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer) {
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// Someone should let the ai know it's been attacked.
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if(!pilot_isPlayer(p)) {
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if((player_target == p->id) || (RNG(0,2) == 0)) {
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if((w->parent == PLAYER_ID) &&
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(!pilot_isFlag(p, PILOT_HOSTILE) || (RNG(0, 2) == 0))) {
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faction_modPlayer(p->faction, -1); // Slowly lower faction.
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pilot_setFlag(p, PILOT_HOSTILE);
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}
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ai_attacked(p, w->parent);
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}
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spfx_add(outfit_spfx(w->outfit),
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VX(w->solid->pos), VY(w->solid->pos),
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VX(p->solid->vel), VY(p->solid->vel), SPFX_LAYER_BACK);
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} else
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spfx_add(outfit_spfx(w->outfit),
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VX(w->solid->pos), VY(w->solid->pos),
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VX(p->solid->vel), VY(p->solid->vel), SPFX_LAYER_FRONT);
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// Let the ship know that is should take some kind of damage.
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pilot_hit(p, w->solid, w->parent,
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outfit_damageType(w->outfit), outfit_damage(w->outfit));
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// We don't need the weapon particle any longer.
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weapon_destroy(w, layer);
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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, const unsigned int target) {
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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->target = target; // 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->u.blt.accuracy/2., outfit->u.blt.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->u.blt.speed*cos(rdir), outfit->u.blt.speed*sin(rdir));
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w->timer += 1000*(unsigned int)outfit->u.blt.range/outfit->u.blt.speed;
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w->solid = solid_create(mass, rdir, pos, &v);
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w->voice = sound_addVoice(VOICE_PRIORITY_BOLT,
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w->solid->pos.x, w->solid->pos.y,
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w->solid->vel.x, w->solid->vel.y, w->outfit->u.blt.sound, 0);
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break;
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case OUTFIT_TYPE_MISSILE_SEEK_AMMO:
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mass = w->outfit->mass;
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w->solid = solid_create(mass, dir, pos, vel);
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w->think = think_seeker; // Eeek!!!
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w->voice = sound_addVoice(VOICE_PRIORITY_AMMO,
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w->solid->pos.x, w->solid->pos.y,
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w->solid->vel.x, w->solid->vel.y, w->outfit->u.amm.sound, 0);
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break;
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case OUTFIT_TYPE_MISSILE_SEEK_SMART_AMMO:
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mass = w->outfit->mass;
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w->solid = solid_create(mass, dir, pos, vel);
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w->think = think_smart; // Smartass.
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w->voice = sound_addVoice(VOICE_PRIORITY_AMMO,
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w->solid->pos.x, w->solid->pos.y,
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w->solid->vel.x, w->solid->vel.y, w->outfit->u.amm.sound, 0);
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break;
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case OUTFIT_TYPE_TURRET_BOLT:
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if(w->parent != w->target)
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rdir = vect_angle(pos, &pilot_get(w->target)->solid->pos);
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rdir += RNG(-outfit->u.blt.accuracy/2.,
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outfit->u.blt.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->u.blt.speed*cos(rdir), outfit->u.blt.speed*sin(rdir));
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w->timer += 1000*(unsigned int)outfit->u.blt.range / outfit->u.blt.speed;
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w->solid = solid_create(mass, rdir, pos, &v);
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w->voice = sound_addVoice(VOICE_PRIORITY_BOLT,
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w->solid->pos.x, w->solid->pos.y,
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w->solid->vel.x, w->solid->vel.y, w->outfit->u.blt.sound, 0);
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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->voice = NULL;
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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,
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const Vec2* vel, unsigned int parent, unsigned int target) {
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if(!outfit_isWeapon(outfit) &&
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!outfit_isAmmo(outfit) && !outfit_isTurret(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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WeaponLayer layer = (parent == PLAYER_ID) ? WEAPON_LAYER_FG : WEAPON_LAYER_BG;
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Weapon* w = weapon_create(outfit, dir, pos, vel, parent, target);
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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.
|
|
switch(layer) {
|
|
case WEAPON_LAYER_BG:
|
|
(*mLayer) += WEAPON_CHUNK;
|
|
curLayer = wbackLayer = realloc(curLayer, (*mLayer)*sizeof(Weapon*));
|
|
break;
|
|
case WEAPON_LAYER_FG:
|
|
(*mLayer) += WEAPON_CHUNK;
|
|
curLayer = wfrontLayer = realloc(curLayer, (*mLayer)*sizeof(Weapon*));
|
|
break;
|
|
}
|
|
curLayer[(*nLayer)++] = w;
|
|
}
|
|
}
|
|
|
|
// Destroy the weapon.
|
|
static void weapon_destroy(Weapon* w, WeaponLayer layer) {
|
|
int i;
|
|
Weapon** wlayer;
|
|
int* nlayer;
|
|
switch(layer) {
|
|
case WEAPON_LAYER_BG:
|
|
wlayer = wbackLayer;
|
|
nlayer = &nwbackLayer;
|
|
break;
|
|
case WEAPON_LAYER_FG:
|
|
wlayer = wfrontLayer;
|
|
nlayer = &nwfrontLayer;
|
|
break;
|
|
}
|
|
for(i = 0; wlayer[i] != w; i++); // Get us to the current posision.
|
|
weapon_free(wlayer[i]);
|
|
wlayer[i] = NULL;
|
|
(*nlayer)--;
|
|
|
|
for(; i < (*nlayer); i++)
|
|
wlayer[i] = wlayer[i+1];
|
|
}
|
|
|
|
// Clear the weapon.
|
|
static void weapon_free(Weapon* w) {
|
|
sound_delVoice(w->voice);
|
|
solid_free(w->solid);
|
|
free(w);
|
|
}
|
|
|
|
// Clear all the weapons, do not free the layers.
|
|
void weapon_clear(void) {
|
|
int i;
|
|
for(i = 0; i < nwbackLayer; i++)
|
|
weapon_free(wbackLayer[i]);
|
|
nwbackLayer = 0;
|
|
for(i = 0; i < nwfrontLayer; i++)
|
|
weapon_free(wfrontLayer[i]);
|
|
nwfrontLayer = 0;
|
|
}
|
|
|
|
void weapon_exit(void) {
|
|
weapon_clear();
|
|
free(wbackLayer);
|
|
free(wfrontLayer);
|
|
}
|
|
|