1219 lines
35 KiB
C
1219 lines
35 KiB
C
/**
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* @file weapon.c
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*
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* @brief Handle all the weapons in game.
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*
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* Weapons are what gets created when a pilot shoots. They are based on
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* the outfit that created them.
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*/
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#include <math.h>
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#include <stdlib.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 "opengl.h"
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#include "explosion.h"
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#include "gui.h"
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#include "weapon.h"
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#define weapon_isSmart(w) (w->think != NULL) /**< Checks if the weapon w is smart. */
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#define WEAPON_CHUNK 128 /**< Size to increment array with. */
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/* Weapon status. */
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#define WEAPON_STATUS_OK 0 /**< Weapon is fine. */
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#define WEAPON_STATUS_JAMMED 1 /**< Got jammed. */
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#define WEAPON_STATUS_UNJAMMED 2 /**< Surviving jaming. */
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/* OpenGL stuff. */
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extern Vec2* gl_camera;
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extern double gui_xoff, gui_yoff;
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/* Pilot stuff. */
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extern Pilot** pilot_stack;
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extern int pilot_nstack;
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/* Ai stuff. */
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/**< Triggers the 'attacked' function in the ai. */
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extern void ai_attacked(Pilot* attacked, const unsigned int attacker);
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/**
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* @struct Weapon
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*
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* @brief In-game representation of a weapon.
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*/
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typedef struct Weapon_ {
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Solid* solid; /**< Actually has its own solid. :D */
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int ID; /**< Only used for beam weapons. */
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unsigned int faction; /**< Faction of pilot that shot the weapon. */
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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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int voice; /**< Weapons voice. */
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double lockon; /**< Some weapons have a lockon delay. */
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double timer; /**< Mainly used to see when the weapon was fired. */
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double anim; /**< Used for beam weapon graphics and others. */
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int sprite; /**< Used for spinning outfits. */
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int mount; /**< Used for beam weapons. */
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/* Update position and render. */
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void(*update)(struct Weapon_*, const double, WeaponLayer); /**< Update the weapon. */
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void(*think)(struct Weapon_*, const double); /**< For the smart missiles. */
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char status; /**< Weapon status - to check for jamming. */
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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; /**< Infront of pilots, behind player. */
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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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/* Internal stuff. */
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static int beam_idgen = 0; /**< Beam identifier generator. */
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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(Weapon* w, const double dt);
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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, Vec2* pos);
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static void weapon_hitBeam(Weapon* w, Pilot* p, WeaponLayer layer,
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Vec2 pos[2], const double dt);
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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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static void weapon_explodeLayer(WeaponLayer layer,
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double x, double y, double radius,
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unsigned int parent, int mode);
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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_beam(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, double alpha);
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/**
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* @brief Draw the minimap weapons (used in player.c).
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* @param res Minimap resolution.
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* @param w Width of minimap.
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* @param h Height of minimap.
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* @param shape Shape of the minimap.
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*/
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#define PIXEL(x,y) \
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if((shape == RADAR_RECT && ABS(x) < w/2. && ABS(y)<h/2.) || \
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(shape == RADAR_CIRCLE && (((x)*(x)+(y)*(y)) <= rc))) \
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glVertex2i((x),(y)) /**< Set a pixel if within range. */
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void weapon_minimap(const double res, const double w,
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const double h, const RadarShape shape, double alpha) {
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int i, rc;
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double x, y;
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/* Begin the points. */
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glBegin(GL_POINTS);
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ACOLOUR(cRadar_weap, alpha);
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if(shape == RADAR_CIRCLE)
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rc = (int)(w*w);
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/* Draw the points for the weapons on all layers. */
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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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/* End the points. */
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glEnd();
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}
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#undef PIXEL
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/**
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* @brief The AI of seeker missiles.
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* @param w Weapon to do the thinking.
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* @param dt Current delta tick.
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*/
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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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Pilot* p;
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int effect;
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int spfx;
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if(w->target == w->parent) return; /* HEY! Self harm is not allowed. */
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p = pilot_get(w->target); /* No null pilot_nstack. */
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if(p == NULL) {
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w->solid->dir_vel = 0.; /* Go straight. */
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vectnull(&w->solid->force); /* No force. */
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return;
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}
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/* Only run if locked on. */
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if(w->lockon < 0.) {
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switch(w->status) {
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case WEAPON_STATUS_OK: /* Check to see if can get jammed. */
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if((p->jam_range != 0.) && /* Target has jammer and weapon is in range. */
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(vect_dist(&w->solid->pos, &p->solid->pos) < p->jam_range)) {
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/* Check to see if the weapon is gets jammed. */
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if(RNGF() < p->jam_chance - w->outfit->u.amm.resist) {
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w->status = WEAPON_STATUS_JAMMED;
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/* Give it a nice random effect. */
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effect = RNG(0, 4);
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switch(effect) {
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case 0: /* Blow up. */
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w->timer = -1.;
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spfx = outfit_spfxArmour(w->outfit);
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spfx_add(spfx, w->solid->pos.x, w->solid->pos.y,
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w->solid->vel.x, w->solid->vel.y,
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SPFX_LAYER_BACK); /* Presume back. */
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break;
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case 1: /* Stuck in left loop. */
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w->solid->dir_vel = w->outfit->u.amm.turn;
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break;
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case 2: /* Stuck in right loop. */
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w->solid->dir_vel = -w->outfit->u.amm.turn;
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break;
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default: /* Go straight. */
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w->solid->dir_vel = 0.;
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return;
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}
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}
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else /* Can't get jammed anymore. */
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w->status = WEAPON_STATUS_UNJAMMED;
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}
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/* Purpose fallthrough. */
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case WEAPON_STATUS_UNJAMMED: /* Work as expected. */
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diff = angle_diff(w->solid->dir, /* Get angle to target pos. */
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vect_angle(&w->solid->pos, &p->solid->pos));
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w->solid->dir_vel = 10 * diff * w->outfit->u.amm.turn; /* Face pos. */
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/* Check for under/overflows. */
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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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break;
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case WEAPON_STATUS_JAMMED: /* Continue doinng whatever. */
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/* Do nothing. */
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break;
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default:
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WARN("Unknown weapon status for '%s'", w->outfit->name);
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break;
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}
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}
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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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* @brief The Pseudo-ai of the beam weapons.
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* @param w Weapon to do the thinking.
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* @return dt Current delta tick.
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*/
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static void think_beam(Weapon* w, const double dt) {
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(void) dt;
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Pilot* p, *t;
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double diff;
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Vec2 v;
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/* Get pilot, if pilot is dead beam is destroyed too. */
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p = pilot_get(w->parent);
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if(p == NULL) {
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w->timer = -1; /* Hack to make it get destroyed next update. */
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return;
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}
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/* Check if pilot has enough energy left to keep beam active. */
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p->energy -= dt*w->outfit->u.bem.energy;
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if(p->energy < 0.) {
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p->energy = 0.;
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w->timer = -1;
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return;
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}
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/* Use mount position. */
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pilot_getMount(p, w->mount, &v);
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w->solid->pos.x = v.x;
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w->solid->pos.y = v.y;
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/* Handle aiming. */
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switch(w->outfit->type) {
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case OUTFIT_TYPE_BEAM:
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w->solid->dir = p->solid->dir;
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break;
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case OUTFIT_TYPE_TURRET_BEAM:
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/* Get target, if target is dead beam stops moving. */
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t = pilot_get(w->target);
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if(t == NULL) {
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w->solid->dir_vel = 0.;
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return;
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}
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if(w->target == w->parent) /* Invalid target, try to follow shooter. */
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diff = angle_diff(w->solid->dir, p->solid->dir);
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else
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diff = angle_diff(w->solid->dir, /* Get angle to target pos. */
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vect_angle(&w->solid->pos, &t->solid->pos));
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w->solid->dir_vel = 10 * diff * w->outfit->u.bem.turn; /* Face pos. */
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/* Check for under/overflows. */
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if(w->solid->dir_vel > w->outfit->u.bem.turn)
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w->solid->dir_vel = w->outfit->u.bem.turn;
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else if(w->solid->dir_vel < -w->outfit->u.bem.turn)
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w->solid->dir_vel = -w->outfit->u.bem.turn;
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break;
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default:
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return;
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}
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}
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/**
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* @brief Update all the weapon layers.
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* @param dt Current delta tick.
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*/
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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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/**
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* @brief Update all the weapons in the layer.
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* @param dt Current delta tick.
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* @param layer Layer to update.
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*/
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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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Weapon* w;
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int i;
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/* Choose layer. */
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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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default:
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WARN("Unkown weapon layer!");
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}
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i = 0;
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while(i < *nlayer) {
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w = wlayer[i];
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switch(w->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(w->lockon > 0.) /* Decrement lockon. */
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w->lockon -= dt;
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/* Purpose fallthrough. */
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/* Bolts too. */
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case OUTFIT_TYPE_TURRET_DUMB_AMMO:
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case OUTFIT_TYPE_MISSILE_DUMB_AMMO: /* Dumb missiles are like bolts. */
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limit_speed(&w->solid->vel, w->outfit->u.amm.speed, dt);
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case OUTFIT_TYPE_BOLT:
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case OUTFIT_TYPE_TURRET_BOLT:
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w->timer -= dt;
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if(w->timer < 0.) {
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weapon_destroy(w, layer);
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break;
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}
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break;
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/* Beam weapons handled apart. */
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case OUTFIT_TYPE_BEAM:
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case OUTFIT_TYPE_TURRET_BEAM:
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w->timer -= dt;
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if(w->timer < 0.) {
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weapon_destroy(w, layer);
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break;
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}
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/* We use the lockon to tell when we have to create explosions. */
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w->lockon -= dt;
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if(w->lockon < 0.) {
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if(w->lockon < -1.)
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w->lockon = 0.100;
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else
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w->lockon = -1.;
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}
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break;
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default:
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WARN("Weapon of type '%s' has no update implemented yet!",
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w->outfit->name);
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break;
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}
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/* Out of bounds, loop is over. */
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if(i >= *nlayer)
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break;
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/* Only increment if weapon wasn't deleted. */
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if(w == wlayer[i]) {
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weapon_update(w, dt, layer);
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if((i < *nlayer) && (w == wlayer[i]))
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i++;
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}
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}
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}
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/**
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* @brief Render all the weapons in a layer.
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* @param layer Layer to render.
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* @param Current delta tick.
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*/
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void weapons_render(const WeaponLayer layer, const double dt) {
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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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default:
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WARN("Unkown weapon layer!");
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}
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for(i = 0; i < (*nlayer); i++)
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weapon_render(wlayer[i], dt);
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}
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/**
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* @brief Render an individual weapon.
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* @param w Weapon to render.
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*/
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static void weapon_render(Weapon* w, const double dt) {
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int sx, sy;
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double x, y;
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glTexture* gfx;
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switch(w->outfit->type) {
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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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case OUTFIT_TYPE_BOLT:
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case OUTFIT_TYPE_TURRET_BOLT:
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case OUTFIT_TYPE_MISSILE_DUMB_AMMO:
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case OUTFIT_TYPE_TURRET_DUMB_AMMO:
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gfx = outfit_gfx(w->outfit);
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/* Outfit spins around. */
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if(outfit_isProp(w->outfit, OUTFIT_PROP_WEAP_SPIN)) {
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/* Check timer. */
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w->anim -= dt;
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if(w->anim < 0.) {
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w->anim = outfit_spin(w->outfit);
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/* Increment sprite. */
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w->sprite++;
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if(w->sprite >= gfx->sx*gfx->sy)
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w->sprite = 0;
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}
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/* Render. */
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gl_blitSprite(gfx, w->solid->pos.x, w->solid->pos.y,
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w->sprite % (int)gfx->sx, w->sprite / (int)gfx->sx, NULL);
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} else { /* Outfit faces direction. */
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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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break;
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/* Beam weapons. */
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case OUTFIT_TYPE_BEAM:
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case OUTFIT_TYPE_TURRET_BEAM:
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gfx = outfit_gfx(w->outfit);
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/* Position. */
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x = w->solid->pos.x - VX(*gl_camera) + gui_xoff;
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y = w->solid->pos.y - VY(*gl_camera) + gui_yoff;
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/* Set up the matrix. */
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glTranslated(x, y, 0.);
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glRotated(270. + w->solid->dir / M_PI * 180., 0., 0., 1.);
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/* Preparatives. */
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, gfx->texture);
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glShadeModel(GL_SMOOTH);
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/* Actual rendering. */
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glBegin(GL_QUAD_STRIP);
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/* Start fading. */
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ACOLOUR(cWhite, 0.);
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glTexCoord2d(w->anim, 0.);
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glVertex2d(-gfx->sh/2., 0.);
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|
glTexCoord2d(w->anim, 1.);
|
|
glVertex2d(+gfx->sh/2., 0.);
|
|
|
|
/* Full Strength. */
|
|
COLOUR(cWhite);
|
|
|
|
glTexCoord2d(w->anim+10. / gfx->sw, 0.);
|
|
glVertex2d(-gfx->sh/2., 10.);
|
|
|
|
glTexCoord2d(w->anim+10. / gfx->sw, 1.);
|
|
glVertex2d(+gfx->sh/2., 10.);
|
|
|
|
glTexCoord2d(w->anim+0.8*w->outfit->u.bem.range / gfx->sw, 0.);
|
|
glVertex2d(-gfx->sh/2., 0.8*w->outfit->u.bem.range);
|
|
|
|
glTexCoord2d(w->anim+0.8*w->outfit->u.bem.range / gfx->sw, 1.);
|
|
glVertex2d(+gfx->sh/2., 0.8*w->outfit->u.bem.range);
|
|
|
|
/* Fades out. */
|
|
ACOLOUR(cWhite, 0.);
|
|
|
|
glTexCoord2d(w->anim+w->outfit->u.bem.range / gfx->sw, 0.);
|
|
glVertex2d(-gfx->sh/2., w->outfit->u.bem.range);
|
|
|
|
glTexCoord2d(w->anim+w->outfit->u.bem.range / gfx->sw, 1.);
|
|
glVertex2d(+gfx->sh/2., w->outfit->u.bem.range);
|
|
glEnd();
|
|
|
|
/* Do the beam movement. */
|
|
w->anim -= 5. * dt;
|
|
if(w->anim <= -gfx->sw)
|
|
w->anim += gfx->sw;
|
|
|
|
/* Clean up. */
|
|
glDisable(GL_TEXTURE_2D);
|
|
glShadeModel(GL_FLAT);
|
|
glPopMatrix();
|
|
gl_checkErr();
|
|
|
|
break;
|
|
|
|
default:
|
|
WARN("Weapon of type '%s' has no render implmented yet!!!",
|
|
w->outfit->name);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Updates an individual weapon.
|
|
* @param w Weapon to update.
|
|
* @param dt Current delta tick.
|
|
* @param layer Layer to which the weapon belongs.
|
|
*/
|
|
static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) {
|
|
int i, wsx, wsy, psx, psy;
|
|
glTexture* gfx;
|
|
Vec2 crash[2];
|
|
|
|
/* Get the sprite direction to speed up calculations. */
|
|
if(!outfit_isBeam(w->outfit)) {
|
|
gfx = outfit_gfx(w->outfit);
|
|
gl_getSpriteFromDir(&wsx, &wsy, gfx, w->solid->dir);
|
|
}
|
|
|
|
for(i = 0; i < pilot_nstack; i++) {
|
|
psx = pilot_stack[i]->tsx;
|
|
psy = pilot_stack[i]->tsy;
|
|
|
|
if(w->parent == pilot_stack[i]->id) continue; /* Hey! That's you. */
|
|
|
|
/* Beam weapons have special collisions. */
|
|
if(outfit_isBeam(w->outfit)) {
|
|
/* Check for collision. */
|
|
if(!areAllies(w->faction, pilot_stack[i]->faction) &&
|
|
CollideLineSprite(&w->solid->pos, w->solid->dir,
|
|
w->outfit->u.bem.range,
|
|
pilot_stack[i]->ship->gfx_space, psx, psy,
|
|
&pilot_stack[i]->solid->pos,
|
|
crash)) {
|
|
|
|
weapon_hitBeam(w, pilot_stack[i], layer, crash, dt);
|
|
|
|
/* No return because beam can still think, it's not
|
|
* destroyed like the other weapons. */
|
|
}
|
|
}
|
|
|
|
/* Smart weapons only collide with their target. */
|
|
else if(weapon_isSmart(w)) {
|
|
if((pilot_stack[i]->id == w->target) &&
|
|
CollideSprite(gfx, wsx, wsy, &w->solid->pos,
|
|
pilot_stack[i]->ship->gfx_space, psx, psy, &pilot_stack[i]->solid->pos,
|
|
&crash[0])) {
|
|
|
|
weapon_hit(w, pilot_stack[i], layer, &crash[0]);
|
|
return; /* Weapon is destroyed. */
|
|
}
|
|
}
|
|
/* Dump weapons hit anything not of the same faction. */
|
|
else {
|
|
if(!areAllies(w->faction, pilot_stack[i]->faction) &&
|
|
CollideSprite(gfx, wsx, wsy, &w->solid->pos,
|
|
pilot_stack[i]->ship->gfx_space, psx, psy, &pilot_stack[i]->solid->pos,
|
|
&crash[0])) {
|
|
weapon_hit(w, pilot_stack[i], layer, &crash[0]);
|
|
return; /* Weapon is destroyed. */
|
|
}
|
|
}
|
|
}
|
|
/* Smart weapons also get to think their next move. */
|
|
if(weapon_isSmart(w))
|
|
(*w->think)(w,dt);
|
|
|
|
/* Update the solid position. */
|
|
(*w->solid->update)(w->solid, dt);
|
|
|
|
/* Update the sound. */
|
|
sound_updatePos(w->voice, w->solid->pos.x, w->solid->pos.y);
|
|
}
|
|
|
|
/**
|
|
* fn static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer, vec2* pos)
|
|
*
|
|
* @breif Weapon hit the pilot.
|
|
* @param w Weapon Involved in the collision.
|
|
* @param p Pilot that got it.
|
|
* @param layer Layer to which the weapon belongs.
|
|
* @param pos Position of the hit.
|
|
*/
|
|
static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer, Vec2* pos) {
|
|
Pilot* parent;
|
|
int spfx;
|
|
|
|
/* Choose spfx. */
|
|
if(p->shield > 0.)
|
|
spfx = outfit_spfxShield(w->outfit);
|
|
else
|
|
spfx = outfit_spfxArmour(w->outfit);
|
|
|
|
/* Someone should let the ai know it's been attacked. */
|
|
if(!pilot_isPlayer(p)) {
|
|
if((player != NULL) && (w->parent == player->id) &&
|
|
((player->target == p->id) || (RNGF() > 0.33))) { /* 33% chance. */
|
|
parent = pilot_get(w->parent);
|
|
if((parent != NULL) && (parent->faction == FACTION_PLAYER) &&
|
|
(!pilot_isFlag(p, PILOT_HOSTILE) || (RNGF() < 0.5))) { /* 50% chance. */
|
|
faction_modPlayer(p->faction, -1.); /* Slowly lower faction. */
|
|
}
|
|
pilot_setHostile(p);
|
|
pilot_rmFlag(p, PILOT_BRIBED);
|
|
}
|
|
ai_attacked(p, w->parent);
|
|
spfx_add(spfx, pos->x, pos->y,
|
|
VX(p->solid->vel), VY(p->solid->vel), SPFX_LAYER_BACK);
|
|
} else
|
|
spfx_add(spfx, pos->x, pos->y,
|
|
VX(p->solid->vel), VY(p->solid->vel), SPFX_LAYER_FRONT);
|
|
|
|
/* Let the ship know that is should take some kind of damage. */
|
|
pilot_hit(p, w->solid, w->parent,
|
|
outfit_damageType(w->outfit), outfit_damage(w->outfit));
|
|
/* We don't need the weapon particle any longer. */
|
|
weapon_destroy(w, layer);
|
|
}
|
|
|
|
/**
|
|
* @brief Weapon hit the pilot.
|
|
* @param w Weapon involved in the collision.
|
|
* @param p Pilot that got hit.
|
|
* @param layer Layer to which the weapon belongs.
|
|
* @param pos Position of the hit.
|
|
* @param dt Current delta tick.
|
|
*/
|
|
static void weapon_hitBeam(Weapon* w, Pilot* p, WeaponLayer layer,
|
|
Vec2 pos[2], const double dt) {
|
|
|
|
(void)layer;
|
|
Pilot* parent;
|
|
int spfx;
|
|
|
|
/* Choose spfx. */
|
|
if(p->shield > 0.)
|
|
spfx = outfit_spfxShield(w->outfit);
|
|
else
|
|
spfx = outfit_spfxArmour(w->outfit);
|
|
|
|
/* Inform the ai it has been attacked, useless if player. */
|
|
if(!pilot_isPlayer(p)) {
|
|
if((player != NULL) && (w->parent == player->id) &&
|
|
((player->target == p->id) || (RNGF() < 0.30*dt))) { /* 30% chance per second. */
|
|
parent = pilot_get(w->parent);
|
|
if((parent != NULL) && (parent->faction == FACTION_PLAYER) &&
|
|
(!pilot_isFlag(p, PILOT_HOSTILE) || (RNGF() < 0.50*dt))) { /* 50% chance. */
|
|
faction_modPlayer(p->faction, -1.); /* Slowly lower faction. */
|
|
}
|
|
pilot_setHostile(p);
|
|
pilot_rmFlag(p, PILOT_BRIBED);
|
|
}
|
|
ai_attacked(p, w->parent);
|
|
|
|
if(w->lockon == -1.) { /* Code to signal create explosions. */
|
|
spfx_add(spfx, pos[0].x, pos[0].y,
|
|
VX(p->solid->vel), VY(p->solid->vel), SPFX_LAYER_BACK);
|
|
spfx_add(spfx, pos[1].x, pos[1].y,
|
|
VX(p->solid->vel), VY(p->solid->vel), SPFX_LAYER_BACK);
|
|
w->lockon = -2;
|
|
}
|
|
}
|
|
else if(w->lockon == -1.) {
|
|
spfx_add(spfx, pos[0].x, pos[0].y,
|
|
VX(p->solid->vel), VY(p->solid->vel), SPFX_LAYER_FRONT);
|
|
spfx_add(spfx, pos[1].x, pos[1].y,
|
|
VX(p->solid->vel), VY(p->solid->vel), SPFX_LAYER_FRONT);
|
|
w->lockon = -2;
|
|
}
|
|
|
|
/* Inform the ship that it should take some damage. */
|
|
pilot_hit(p, w->solid, w->parent,
|
|
outfit_damageType(w->outfit), outfit_damage(w->outfit)*dt);
|
|
}
|
|
|
|
/**
|
|
* @brief Create a new weapon.
|
|
* @param outfit Outfit which spawned the weapon.
|
|
* @param dir Direction the shooter is facing.
|
|
* @param pos Position of the shooter.
|
|
* @param vel Velocity of the shooter.
|
|
* @param parent Shooter ID.
|
|
* @param target Target ID of the shooter.
|
|
* @return A pointer to the newly created weapon.
|
|
*/
|
|
static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2* pos,
|
|
const Vec2* vel, unsigned int parent, const unsigned int target) {
|
|
Vec2 v;
|
|
double mass, rdir;
|
|
Pilot* pilot_target;
|
|
double x, y, t, dist;
|
|
Weapon* w;
|
|
|
|
/* Create basic features. */
|
|
w = malloc(sizeof(Weapon));
|
|
memset(w, 0, sizeof(Weapon));
|
|
w->faction = pilot_get(parent)->faction; /*Non-Changeable. */
|
|
w->parent = parent; /* Non-Changeable. */
|
|
w->target = target; /* Non-Changeable. */
|
|
w->outfit = outfit; /* Non-Changeable. */
|
|
w->update = weapon_update;
|
|
w->status = WEAPON_STATUS_OK;
|
|
|
|
switch(outfit->type) {
|
|
/* Bolts treated together. */
|
|
case OUTFIT_TYPE_BOLT:
|
|
case OUTFIT_TYPE_TURRET_BOLT:
|
|
if((outfit->type == OUTFIT_TYPE_TURRET_BEAM) && (w->parent != w->target)) {
|
|
pilot_target = pilot_get(w->target);
|
|
if(pilot_target == NULL)
|
|
rdir = dir;
|
|
|
|
else {
|
|
/* Get the distance. */
|
|
dist = vect_dist(pos, &pilot_target->solid->pos);
|
|
|
|
/* Aim. */
|
|
if(dist > outfit->u.blt.range*1.2) {
|
|
x = pilot_target->solid->pos.x - pos->x;
|
|
y = pilot_target->solid->pos.y - pos->y;
|
|
} else {
|
|
/*
|
|
* Try to predict where the enemy will be.
|
|
* Time for shots to reach that distance.
|
|
*/
|
|
t = dist / w->outfit->u.blt.speed;
|
|
|
|
/* Position is calculated on where it should be. */
|
|
x = (pilot_target->solid->pos.x + pilot_target->solid->vel.x*t)
|
|
- (pos->x + vel->x * t);
|
|
|
|
y = (pilot_target->solid->pos.y + pilot_target->solid->vel.y * t)
|
|
- (pos->y + vel->y * t);
|
|
}
|
|
|
|
/* Set angle to face. */
|
|
rdir = ANGLE(x, y);
|
|
}
|
|
} else /* Fire straight. */
|
|
rdir = dir;
|
|
|
|
rdir += RNG_2SIGMA() * outfit->u.blt.accuracy/2. * 1./180.*M_PI;
|
|
if((rdir > 2.*M_PI) || (rdir < 0.)) rdir = fmod(rdir, 2.*M_PI);
|
|
|
|
mass = 1; /* Lasers are presumed to have unitory mass. */
|
|
vectcpy(&v, vel);
|
|
vect_cadd(&v, outfit->u.blt.speed*cos(rdir), outfit->u.blt.speed*sin(rdir));
|
|
w->timer = outfit->u.blt.range/outfit->u.blt.speed;
|
|
w->solid = solid_create(mass, rdir, pos, &v);
|
|
w->voice = sound_playPos(w->outfit->u.blt.sound,
|
|
w->solid->pos.x + w->solid->vel.x,
|
|
w->solid->pos.y + w->solid->vel.y);
|
|
break;
|
|
|
|
/* Beam weapons are treated together. */
|
|
case OUTFIT_TYPE_BEAM:
|
|
case OUTFIT_TYPE_TURRET_BEAM:
|
|
if((outfit->type == OUTFIT_TYPE_TURRET_BOLT) && (w->parent != w->target) &&
|
|
(w->target != 0)) { /* Must have valid target. */
|
|
pilot_target = pilot_get(target);
|
|
rdir = (pilot_target == NULL) ? dir :
|
|
vect_angle(pos, &pilot_target->solid->pos);
|
|
} else
|
|
rdir = dir;
|
|
mass = 1.; /**< Needs a mass. */
|
|
w->solid = solid_create(mass, rdir, pos, NULL);
|
|
w->think = think_beam;
|
|
w->timer = outfit->u.bem.duration;
|
|
w->voice = sound_playPos(w->outfit->u.bem.sound,
|
|
w->solid->pos.x + vel->x,
|
|
w->solid->pos.y + vel->y);
|
|
break;
|
|
|
|
/* Treat seekers togther. */
|
|
case OUTFIT_TYPE_MISSILE_SEEK_AMMO:
|
|
case OUTFIT_TYPE_MISSILE_SEEK_SMART_AMMO:
|
|
mass = w->outfit->mass;
|
|
|
|
rdir = dir;
|
|
if(outfit->u.amm.accuracy != 0.) {
|
|
rdir += NormalInverse(RNGF()*0.9 + 0.05) /* Get rid of extreme values. */
|
|
* outfit->u.amm.accuracy/2. * 1./180.*M_PI;
|
|
if((rdir > 2.*M_PI) || (rdir < 0.))
|
|
rdir = fmod(rdir, 2.*M_PI);
|
|
}
|
|
|
|
w->lockon = outfit->u.amm.lockon;
|
|
w->timer = outfit->u.amm.duration;
|
|
w->solid = solid_create(mass, dir, pos, vel);
|
|
|
|
/* If they are seeking a pilot, increment lockon counter. */
|
|
pilot_target = pilot_get(target);
|
|
if(pilot_target != NULL)
|
|
pilot_target->lockons++;
|
|
|
|
/* Only diff is AI. */
|
|
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->voice = sound_playPos(w->outfit->u.amm.sound,
|
|
w->solid->pos.x + w->solid->vel.x,
|
|
w->solid->pos.y + w->solid->vel.y);
|
|
break;
|
|
|
|
/* Dumb missiles and turrets. */
|
|
case OUTFIT_TYPE_TURRET_DUMB_AMMO:
|
|
case OUTFIT_TYPE_MISSILE_DUMB_AMMO:
|
|
if(w->outfit->type == OUTFIT_TYPE_TURRET_DUMB_AMMO) {
|
|
pilot_target = pilot_get(w->target);
|
|
if(pilot_target == NULL)
|
|
rdir = dir;
|
|
else {
|
|
/* Get the distance. */
|
|
dist = vect_dist(pos, &pilot_target->solid->pos);
|
|
|
|
/* Aim. */
|
|
/* Try to predict where the enemy will be. */
|
|
/* Time for shots to reach that distance. */
|
|
t = dist / w->outfit->u.amm.speed;
|
|
|
|
/* Position is calculated on where it should be. */
|
|
x = (pilot_target->solid->pos.x + pilot_target->solid->vel.x*t)
|
|
- (pos->x + vel->x*t);
|
|
y = (pilot_target->solid->pos.y + pilot_target->solid->vel.y*t)
|
|
- (pos->y + vel->y * t);
|
|
|
|
/* Set angle to face. */
|
|
rdir = ANGLE(x, y);
|
|
}
|
|
}
|
|
else {
|
|
rdir = dir;
|
|
}
|
|
|
|
/* If thrust is 0. We assume it starts out at speed. */
|
|
vectcpy(&v, vel);
|
|
if(outfit->u.amm.thrust == 0.)
|
|
vect_cadd(&v, cos(rdir) * w->outfit->u.amm.speed,
|
|
sin(rdir) * w->outfit->u.amm.speed);
|
|
|
|
mass = w->outfit->mass;
|
|
w->timer = outfit->u.amm.duration;
|
|
w->solid = solid_create(mass, rdir, pos, &v);
|
|
if(w->outfit->u.amm.thrust != 0.)
|
|
vect_pset(&w->solid->force, w->outfit->u.amm.thrust * mass, rdir);
|
|
|
|
w->voice = sound_playPos(w->outfit->u.amm.sound,
|
|
w->solid->pos.x + w->solid->vel.x,
|
|
w->solid->pos.y + w->solid->vel.y);
|
|
break;
|
|
|
|
/* Just dump it where the player is. */
|
|
default:
|
|
WARN("Weapon of type '%s' has no create implemented yet!",
|
|
w->outfit->name);
|
|
w->solid = solid_create(mass, dir, pos, vel);
|
|
break;
|
|
}
|
|
return w;
|
|
}
|
|
|
|
/**
|
|
* @brief Create a new weapon.
|
|
* @param outfit Outfit which spawns the weapon.
|
|
* @param dir Direction of the shooter.
|
|
* @param pos Position of the shooter.
|
|
* @param vel Velocity of the shooter.
|
|
* @param parent Pilot ID of the shooter.
|
|
* @param target Target ID that is getting shot.
|
|
*/
|
|
void weapon_add(const Outfit* outfit, const double dir, const Vec2* pos,
|
|
const Vec2* vel, unsigned int parent, unsigned int target) {
|
|
|
|
WeaponLayer layer;
|
|
Weapon* w;
|
|
Weapon** curLayer;
|
|
int* mLayer, *nLayer;
|
|
|
|
if(!outfit_isBolt(outfit) &&
|
|
!outfit_isAmmo(outfit)) {
|
|
ERR("Trying to create a weapon from a non-Weapon type Outfit");
|
|
return;
|
|
}
|
|
|
|
layer = (parent == PLAYER_ID) ? WEAPON_LAYER_FG : WEAPON_LAYER_BG;
|
|
w = weapon_create(outfit, dir, pos, vel, parent, target);
|
|
|
|
/* Set the propper layer. */
|
|
switch(layer) {
|
|
case WEAPON_LAYER_BG:
|
|
curLayer = wbackLayer;
|
|
nLayer = &nwbackLayer;
|
|
mLayer = &mwbackLayer;
|
|
break;
|
|
case WEAPON_LAYER_FG:
|
|
curLayer = wfrontLayer;
|
|
nLayer = &nwfrontLayer;
|
|
mLayer = &mwfrontLayer;
|
|
break;
|
|
default:
|
|
WARN("Unkown weapon layer!");
|
|
}
|
|
if(*mLayer > *nLayer) /* More memory allocated than what we need. */
|
|
curLayer[(*nLayer)++] = w;
|
|
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;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Start the beam weapon.
|
|
* @param outfit Outfit which spawns the weapon.
|
|
* @param dir Direction of the shooter.
|
|
* @param vel Velocity of the shooter.
|
|
* @param parent Pilot ID of the shooter.
|
|
* @param target Target ID that is getting shot.
|
|
* @param mount Mount on the ship.
|
|
* @return The identifier of the beam weapon.
|
|
*/
|
|
int beam_start(const Outfit* outfit,
|
|
const double dir, const Vec2* pos, const Vec2* vel,
|
|
const unsigned int parent, const unsigned int target,
|
|
const int mount) {
|
|
|
|
WeaponLayer layer;
|
|
Weapon* w;
|
|
Weapon** curLayer;
|
|
int* mLayer, *nLayer;
|
|
|
|
if(!outfit_isBeam(outfit)) {
|
|
ERR("Trying to create a Beam Weapon from a non-beam outfit.");
|
|
return -1;
|
|
}
|
|
|
|
layer = (parent == PLAYER_ID) ? WEAPON_LAYER_FG : WEAPON_LAYER_BG;
|
|
w = weapon_create(outfit, dir, pos, vel, parent, target);
|
|
w->ID = ++beam_idgen;
|
|
w->mount = mount;
|
|
|
|
switch(layer) {
|
|
case WEAPON_LAYER_BG:
|
|
curLayer = wbackLayer;
|
|
nLayer = &nwbackLayer;
|
|
mLayer = &mwbackLayer;
|
|
break;
|
|
case WEAPON_LAYER_FG:
|
|
curLayer = wfrontLayer;
|
|
nLayer = &nwfrontLayer;
|
|
mLayer = &mwbackLayer;
|
|
break;
|
|
default:
|
|
ERR("Invalid WEAPON_LAYER specified.");
|
|
return -1;
|
|
}
|
|
|
|
if(*mLayer > *nLayer) /* More memory allocated then needed. */
|
|
curLayer[(*nLayer)++] = w;
|
|
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;
|
|
}
|
|
|
|
return w->ID;
|
|
}
|
|
|
|
/**
|
|
* @brief End a beam weapon.
|
|
* @param parent
|
|
* @param beam
|
|
*/
|
|
void beam_end(const unsigned int parent, int beam) {
|
|
int i;
|
|
WeaponLayer layer;
|
|
Weapon** curLayer;
|
|
int* mLayer, *nLayer;
|
|
|
|
layer = (parent == PLAYER_ID) ? WEAPON_LAYER_FG : WEAPON_LAYER_BG;
|
|
|
|
/* Set the proper layer. */
|
|
switch(layer) {
|
|
case WEAPON_LAYER_BG:
|
|
curLayer = wbackLayer;
|
|
nLayer = &nwbackLayer;
|
|
mLayer = &mwbackLayer;
|
|
break;
|
|
case WEAPON_LAYER_FG:
|
|
curLayer = wfrontLayer;
|
|
nLayer = &nwfrontLayer;
|
|
mLayer = &mwfrontLayer;
|
|
break;
|
|
default:
|
|
ERR("Invalid WEAPON_LAYER specified.");
|
|
return;
|
|
}
|
|
|
|
/* Now try to destroy the beam. */
|
|
for(i = 0; i < *nLayer; i++) {
|
|
if(curLayer[i]->ID == beam) { /* Found it. */
|
|
weapon_destroy(curLayer[i], layer);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Destroys a weapon.
|
|
* @param w Weapon to destroy.
|
|
* @param layer Layer to which the weapon belongs.
|
|
*/
|
|
static void weapon_destroy(Weapon* w, WeaponLayer layer) {
|
|
int i;
|
|
Weapon** wlayer;
|
|
int* nlayer;
|
|
Pilot* pilot_target;
|
|
|
|
/* Decrement target lockons if needed. */
|
|
if(outfit_isSeeker(w->outfit)) {
|
|
pilot_target = pilot_get(w->target);
|
|
if(pilot_target != NULL)
|
|
pilot_target->lockons--;
|
|
}
|
|
|
|
/* Stop playing sound if beam weapon. */
|
|
if(outfit_isBeam(w->outfit)) {
|
|
sound_stop(w->voice);
|
|
sound_playPos(w->outfit->u.bem.sound_off,
|
|
w->solid->pos.x,
|
|
w->solid->pos.y);
|
|
}
|
|
|
|
switch(layer) {
|
|
case WEAPON_LAYER_BG:
|
|
wlayer = wbackLayer;
|
|
nlayer = &nwbackLayer;
|
|
break;
|
|
case WEAPON_LAYER_FG:
|
|
wlayer = wfrontLayer;
|
|
nlayer = &nwfrontLayer;
|
|
break;
|
|
default:
|
|
WARN("Unknown weapon layer!");
|
|
}
|
|
|
|
for(i = 0; (wlayer[i] != w) && (i < *nlayer); i++); /* Get to the current position. */
|
|
if(i >= *nlayer) {
|
|
/** @todo Figure out why this happens in the tutorial. */
|
|
WARN("Trying to destroy weapon not found in stack!");
|
|
return;
|
|
}
|
|
|
|
weapon_free(wlayer[i]);
|
|
wlayer[i] = NULL;
|
|
(*nlayer)--;
|
|
|
|
for(; i < (*nlayer); i++)
|
|
wlayer[i] = wlayer[i+1];
|
|
}
|
|
|
|
/**
|
|
* @brief Free the weapon.
|
|
* @param w Weapon to free.
|
|
*/
|
|
static void weapon_free(Weapon* w) {
|
|
solid_free(w->solid);
|
|
|
|
#ifdef DEBUGGING
|
|
memset(w, 0, sizeof(Weapon));
|
|
#endif
|
|
|
|
free(w);
|
|
}
|
|
|
|
/**
|
|
* @brief Clear all the weapons, does *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;
|
|
}
|
|
|
|
/**
|
|
* @brief Destroy all the weapons and free it all.
|
|
*/
|
|
void weapon_exit(void) {
|
|
weapon_clear();
|
|
|
|
if(wbackLayer != NULL) {
|
|
free(wbackLayer);
|
|
wbackLayer = NULL;
|
|
mwbackLayer = 0;
|
|
}
|
|
|
|
if(wfrontLayer != NULL) {
|
|
free(wfrontLayer);
|
|
wfrontLayer = NULL;
|
|
mwfrontLayer = 0;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Clear possible exploded weapons.
|
|
*/
|
|
void weapon_explode(double x, double y, double radius,
|
|
DamageType dtype, double damage,
|
|
unsigned int parent, int mode) {
|
|
|
|
(void)dtype;
|
|
(void)damage;
|
|
weapon_explodeLayer(WEAPON_LAYER_FG, x, y, radius, parent, mode);
|
|
weapon_explodeLayer(WEAPON_LAYER_BG, x, y, radius, parent, mode);
|
|
}
|
|
|
|
static void weapon_explodeLayer(WeaponLayer layer,
|
|
double x, double y, double radius,
|
|
unsigned int parent, int mode) {
|
|
|
|
(void)parent;
|
|
int i;
|
|
Weapon** curLayer;
|
|
int *nLayer;
|
|
double dist, rad2;
|
|
|
|
/* Set the proper layer. */
|
|
switch(layer) {
|
|
case WEAPON_LAYER_BG:
|
|
curLayer = wbackLayer;
|
|
nLayer = &nwbackLayer;
|
|
break;
|
|
case WEAPON_LAYER_FG:
|
|
curLayer = wfrontLayer;
|
|
nLayer = &nwbackLayer;
|
|
break;
|
|
default:
|
|
ERR("Invalid WEAPON_LAYER specified.");
|
|
return;
|
|
}
|
|
|
|
rad2 = radius*radius;
|
|
|
|
/* Now try to destroy the weapons affected. */
|
|
for(i = 0; i < *nLayer; i++) {
|
|
if(((mode & EXPL_MODE_MISSILE) && outfit_isAmmo(curLayer[i]->outfit)) ||
|
|
((mode & EXPL_MODE_BOLT) && outfit_isBolt(curLayer[i]->outfit))) {
|
|
dist = pow2(curLayer[i]->solid->pos.x - x) +
|
|
pow2(curLayer[i]->solid->pos.y - y);
|
|
|
|
if(dist < rad2) {
|
|
weapon_destroy(curLayer[i], layer);
|
|
i--;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|