Lephisto/src/weapon.c

510 lines
15 KiB
C

#include <math.h>
#include <malloc.h>
#include <string.h>
#include "outfit.h"
#include "physics.h"
#include "lephisto.h"
#include "log.h"
#include "rng.h"
#include "pilot.h"
#include "collision.h"
#include "player.h"
#include "spfx.h"
#include "weapon.h"
#define weapon_isSmart(w) (w->think)
#define VOICE_PRIORITY_BOLT 10 // Default.
#define VOICE_PRIORITY_AMMO 8 // Higher.
#define WEAPON_CHUNK 32
// Some stuff from pilot.
extern Pilot** pilot_stack;
extern int pilots;
// Player stuff.
extern unsigned int player_target;
// Ai stuff.
extern void ai_attacked(Pilot* attacked, const unsigned int attacker);
typedef struct Weapon_ {
Solid* solid; // Actually has its own solid. :D
unsigned int parent; // The pilot that just shot at you!
unsigned int target; // Target to hit. Only used by seeking stuff.
const Outfit* outfit; // Related outfit that fired.
unsigned int timer; // Mainly used to see when the weapon was fired.
alVoice* voice; // Virtual voise.
// Update position and render.
void(*update)(struct Weapon_*, const double, WeaponLayer); // Position update and render.
void(*think)(struct Weapon_*, const double); // Some missiles need to be inteligent.a
double pid_last;
double pid_int;
} Weapon;
// Behind Pilot layer.
static Weapon** wbackLayer = NULL; // Behind pilots.
static int nwbackLayer = 0; // Number of elements.
static int mwbackLayer = 0; // Allocated memory size.
// Behind player layer.
static Weapon** wfrontLayer = NULL; // Behind pilots.
static int nwfrontLayer = 0; // Number of elements.
static int mwfrontLayer = 0; // Allocated memory size.
static Weapon* weapon_create(const Outfit* outfit, const double dir,
const Vec2* pos, const Vec2* vel,
const unsigned int parent,
const unsigned int target);
static void weapon_render(const Weapon* w);
static void weapons_updateLayer(const double dt, const WeaponLayer layer);
static void weapon_update(Weapon* w, const double dt, WeaponLayer layer);
static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer);
static void weapon_destroy(Weapon* w, WeaponLayer layer);
static void weapon_free(Weapon* w);
// Think.
static void think_seeker(Weapon* w, const double dt);
static void think_smart(Weapon* w, const double dt);
// Draw the minimap weapons (player.c).
#define PIXEL(x,y) if((shape == RADAR_RECT && ABS(x) < w/2. && ABS(y)<h/2.) || \
(shape == RADAR_CIRCLE && (((x)*(x)+(y)*(y))<rc))) glVertex2i((x),(y))
void weapon_minimap(const double res,
const double w, const double h, const RadarShape shape) {
int i, rc;
double x, y;
if(shape == RADAR_CIRCLE) rc = (int)(w*w);
for(i = 0; i < nwbackLayer; i++) {
x = (wbackLayer[i]->solid->pos.x - player->solid->pos.x) / res;
y = (wbackLayer[i]->solid->pos.y - player->solid->pos.y) / res;
PIXEL(x,y);
}
for(i = 0; i < nwfrontLayer; i++) {
x = (wfrontLayer[i]->solid->pos.x - player->solid->pos.x) / res;
y = (wfrontLayer[i]->solid->pos.y - player->solid->pos.y) / res;
PIXEL(x,y);
}
}
#undef PIXEL
// Pause/Unpause the weapon system.
void weapons_pause(void) {
int i;
unsigned int t = SDL_GetTicks();
for(i = 0; i < nwbackLayer; i++)
wbackLayer[i]->timer -= t;
for(i = 0; i < nwfrontLayer; i++)
wfrontLayer[i]->timer -= t;
}
void weapons_unpause(void) {
int i;
unsigned int t = SDL_GetTicks();
for(i = 0; i < nwbackLayer; i++)
wbackLayer[i]->timer += t;
for(i = 0; i < nwfrontLayer; i++)
wfrontLayer[i]->timer += t;
}
void weapons_delay(unsigned int delay) {
int i;
for(i = 0; i < nwbackLayer; i++)
wbackLayer[i]->timer += delay;
for(i = 0; i < nwfrontLayer; i++)
wfrontLayer[i]->timer += delay;
}
// Seeker brain, You get what you pay for. :)
static void think_seeker(Weapon* w, const double dt) {
double diff;
if(w->target == w->parent) return; // HEY! Self harm is not allowed.
Pilot* p = pilot_get(w->target);
if(p == NULL) {
limit_speed(&w->solid->vel, w->outfit->u.amm.speed, dt);
return;
}
// Ammo isn't locked on yet..
if(SDL_GetTicks() > (w->timer + w->outfit->u.amm.lockon)) {
diff = angle_diff(w->solid->dir, vect_angle(&w->solid->pos, &p->solid->pos));
w->solid->dir_vel = 10 * diff * w->outfit->u.amm.turn;
// Face the target.
if(w->solid->dir_vel > w->outfit->u.amm.turn)
w->solid->dir_vel = w->outfit->u.amm.turn;
else if(w->solid->dir_vel < -w->outfit->u.amm.turn)
w->solid->dir_vel = -w->outfit->u.amm.turn;
}
vect_pset(&w->solid->force, w->outfit->u.amm.thrust, w->solid->dir);
limit_speed(&w->solid->vel, w->outfit->u.amm.speed, dt);
}
// ========================================================
// Smart seeker brain. Much better at homing.
// ========================================================
static void think_smart(Weapon* w, const double dt) {
Vec2 sv, tv;
double t;
if(w->target == w->parent) return; // No self shooting here.
Pilot* p = pilot_get(w->target); // No null pilots..
if(p == NULL) {
limit_speed(&w->solid->vel, w->outfit->u.amm.speed, dt);
return;
}
if(SDL_GetTicks() > (w->timer + w->outfit->u.amm.lockon)) {
vect_cset(&tv, VX(p->solid->pos) + dt*VX(p->solid->vel),
VY(p->solid->pos) + dt*VY(p->solid->vel));
vect_cset(&sv, VX(w->solid->pos) + dt*VX(w->solid->vel),
VY(w->solid->pos) + dt*VY(w->solid->vel));
t = -angle_diff(w->solid->dir, vect_angle(&tv, &sv));
w->solid->dir_vel = t * w->outfit->u.amm.turn; // Face the target.
if(w->solid->dir_vel > w->outfit->u.amm.turn)
w->solid->dir_vel = w->outfit->u.amm.turn;
else if(w->solid->dir_vel < -w->outfit->u.amm.turn)
w->solid->dir_vel = -w->outfit->u.amm.turn;
}
vect_pset(&w->solid->force, w->outfit->u.amm.thrust, w->solid->dir);
limit_speed(&w->solid->vel, w->outfit->u.amm.speed, dt);
}
// Update all the weapon layers.
void weapons_update(const double dt) {
weapons_updateLayer(dt, WEAPON_LAYER_BG);
weapons_updateLayer(dt, WEAPON_LAYER_FG);
}
// Update all weapons in the layer.
static void weapons_updateLayer(const double dt, const WeaponLayer layer) {
Weapon** wlayer;
int* nlayer;
switch(layer) {
case WEAPON_LAYER_BG:
wlayer = wbackLayer;
nlayer = &nwbackLayer;
break;
case WEAPON_LAYER_FG:
wlayer = wfrontLayer;
nlayer = &nwfrontLayer;
break;
}
int i;
Weapon* w;
for(i = 0; i < (*nlayer); i++) {
w = wlayer[i];
switch(wlayer[i]->outfit->type) {
// Most missiles behave the same.
case OUTFIT_TYPE_MISSILE_SEEK_AMMO:
case OUTFIT_TYPE_MISSILE_SEEK_SMART_AMMO:
case OUTFIT_TYPE_MISSILE_SWARM_AMMO:
case OUTFIT_TYPE_MISSILE_SWARM_SMART_AMMO:
if(SDL_GetTicks() >
(wlayer[i]->timer + wlayer[i]->outfit->u.amm.duration)) {
weapon_destroy(wlayer[i], layer);
continue;
}
break;
case OUTFIT_TYPE_BOLT:
// Check see if it exceeds distance.
case OUTFIT_TYPE_TURRET_BOLT:
if(SDL_GetTicks() > wlayer[i]->timer) {
weapon_destroy(wlayer[i],layer);
continue;
}
break;
default:
break;
}
weapon_update(wlayer[i], dt, layer);
// If the weapon has been deleted we are going to have to hold back one.
if(w != wlayer[i]) i--;
}
}
// Render all the weapons.
void weapons_render(const WeaponLayer layer) {
Weapon** wlayer;
int* nlayer;
int i;
switch(layer) {
case WEAPON_LAYER_BG:
wlayer = wbackLayer;
nlayer = &nwbackLayer;
break;
case WEAPON_LAYER_FG:
wlayer = wfrontLayer;
nlayer = &nwfrontLayer;
break;
}
for(i = 0; i < (*nlayer); i++)
weapon_render(wlayer[i]);
}
// Render the weapons.
static void weapon_render(const Weapon* w) {
int sx, sy;
glTexture* gfx;
gfx = outfit_gfx(w->outfit);
// Get the sprite corresponding to the direction facing.
gl_getSpriteFromDir(&sx, &sy, gfx, w->solid->dir);
gl_blitSprite(gfx, w->solid->pos.x, w->solid->pos.y, sx, sy, NULL);
}
// Update the weapon.
static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) {
int i, wsx, wsy, psx, psy;
glTexture* gfx;
gfx = outfit_gfx(w->outfit);
gl_getSpriteFromDir(&wsx, &wsy, gfx, w->solid->dir);
for(i = 0; i < pilots; i++) {
psx = pilot_stack[i]->tsx;
psy = pilot_stack[i]->tsy;
if(w->parent == pilot_stack[i]->id) continue; // Hey! That's you.
if((weapon_isSmart(w)) && (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)) {
weapon_hit(w, pilot_stack[i], layer);
return;
}
else if(!weapon_isSmart(w) &&
!areAllies(pilot_get(w->parent)->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)) {
weapon_hit(w, pilot_stack[i], layer);
return;
}
}
if(weapon_isSmart(w)) (*w->think)(w,dt);
(*w->solid->update)(w->solid, dt);
// Update the sound.
if(w->voice)
voice_update(w->voice, w->solid->pos.x, w->solid->pos.y,
w->solid->vel.x, w->solid->vel.y);
}
// Good shot.
static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer) {
// Someone should let the ai know it's been attacked.
if(!pilot_isPlayer(p)) {
if((player_target == p->id) || (RNG(0,2) == 0)) {
if((w->parent == PLAYER_ID) &&
(!pilot_isFlag(p, PILOT_HOSTILE) || (RNG(0, 2) == 0)))
faction_modPlayer(p->faction, -1); // Slowly lower faction.
ai_attacked(p, w->parent);
}
spfx_add(outfit_spfx(w->outfit),
VX(w->solid->pos), VY(w->solid->pos),
VX(p->solid->vel), VY(p->solid->vel), SPFX_LAYER_BACK);
} else
spfx_add(outfit_spfx(w->outfit),
VX(w->solid->pos), VY(w->solid->pos),
VX(p->solid->vel), VY(p->solid->vel), SPFX_LAYER_FRONT);
if(w->parent == PLAYER_ID)
// Make hostile to player.
pilot_setFlag(p, PILOT_HOSTILE);
// Let the ship know that is should take some kind of damage.
pilot_hit(p, w->solid, w->parent, outfit_dmgShield(w->outfit), outfit_dmgShield(w->outfit));
// We don't need the weapon particle any longer.
weapon_destroy(w, layer);
}
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 = 1; // Presumer lasers have a mass of 1.
double rdir = dir; // Real direction (accuracy).
Weapon* w = MALLOC_L(Weapon);
w->parent = parent; // Non-Changeable.
w->target = target; // Non-Changeable.
w->outfit = outfit; // Non-Changeable.
w->update = weapon_update;
w->timer = SDL_GetTicks();
w->think = NULL;
switch(outfit->type) {
case OUTFIT_TYPE_BOLT:
// Need accuracy and speed based on player. -- Another contribution from VLack.
rdir += RNG(-outfit->u.blt.accuracy/2., outfit->u.blt.accuracy/2.)/180.*M_PI;
if((rdir > 2.*M_PI) || (rdir < 0.)) rdir = fmod(rdir, 2.*M_PI);
vectcpy(&v, vel);
vect_cadd(&v, outfit->u.blt.speed*cos(rdir), outfit->u.blt.speed*sin(rdir));
w->timer += 1000*(unsigned int)outfit->u.blt.range/outfit->u.blt.speed;
w->solid = solid_create(mass, rdir, pos, &v);
w->voice = sound_addVoice(VOICE_PRIORITY_BOLT,
w->solid->pos.x, w->solid->pos.y,
w->solid->vel.x, w->solid->vel.y, w->outfit->u.blt.sound, 0);
break;
case OUTFIT_TYPE_MISSILE_SEEK_AMMO:
mass = w->outfit->mass;
w->solid = solid_create(mass, dir, pos, vel);
w->think = think_seeker; // Eeek!!!
w->voice = sound_addVoice(VOICE_PRIORITY_AMMO,
w->solid->pos.x, w->solid->pos.y,
w->solid->vel.x, w->solid->vel.y, w->outfit->u.amm.sound, 0);
break;
case OUTFIT_TYPE_MISSILE_SEEK_SMART_AMMO:
mass = w->outfit->mass;
w->solid = solid_create(mass, dir, pos, vel);
w->think = think_smart; // Smartass.
w->voice = sound_addVoice(VOICE_PRIORITY_AMMO,
w->solid->pos.x, w->solid->pos.y,
w->solid->vel.x, w->solid->vel.y, w->outfit->u.amm.sound, 0);
break;
case OUTFIT_TYPE_TURRET_BOLT:
if(w->parent != w->target)
rdir = vect_angle(pos, &pilot_get(w->target)->solid->pos);
rdir += RNG(-outfit->u.blt.accuracy/2.,
outfit->u.blt.accuracy/2.)/180.*M_PI;
if((rdir > 2.*M_PI) || (rdir < 0.)) rdir = fmod(rdir, 2.*M_PI);
vectcpy(&v, vel);
vect_cadd(&v, outfit->u.blt.speed*cos(rdir), outfit->u.blt.speed*sin(rdir));
w->timer += 1000*(unsigned int)outfit->u.blt.range / outfit->u.blt.speed;
w->solid = solid_create(mass, rdir, pos, &v);
w->voice = sound_addVoice(VOICE_PRIORITY_BOLT,
w->solid->pos.x, w->solid->pos.y,
w->solid->vel.x, w->solid->vel.y, w->outfit->u.blt.sound, 0);
break;
default:
// Just dump it where the player is.
w->voice = NULL;
w->solid = solid_create(mass, dir, pos, vel);
break;
}
return w;
}
// Add a new weapon.
void weapon_add(const Outfit* outfit, const double dir, const Vec2* pos,
const Vec2* vel, unsigned int parent, unsigned int target) {
if(!outfit_isWeapon(outfit) &&
!outfit_isAmmo(outfit) && !outfit_isTurret(outfit)) {
ERR("Trying to create a weapon from a non-Weapon type Outfit");
return;
}
WeaponLayer layer = (parent == PLAYER_ID) ? WEAPON_LAYER_FG : WEAPON_LAYER_BG;
Weapon* w = weapon_create(outfit, dir, pos, vel, parent, target);
// Set the propper layer.
Weapon** curLayer = NULL;
int* mLayer = NULL;
int* nLayer = NULL;
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;
}
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;
}
}
// 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);
}