Lephisto/src/weapon.c

569 lines
17 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 != NULL)
#define WEAPON_CHUNK 128 /* Size to increment array with. */
/* Weapon status. */
#define WEAPON_STATUS_OK 0 /* Weapon is fine. */
#define WEAPON_STATUS_JAMMED 1 /* Got jammed. */
#define WEAPON_STATUS_UNJAMMED 2 /* Surviving jaming. */
/* Some stuff from pilot. */
extern Pilot** pilot_stack;
extern int pilot_nstack;
/* 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 faction; /* Faction of pilot that shot the weapon. */
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. */
double lockon; /* Some weapons have a lockon delay. */
double timer; /* Mainly used to see when the weapon was fired. */
/* 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 */
char status; /* Weapon status - to check for jamming. */
} 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. */
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);*/
/* Extern. */
void weapon_minimap(const double res, const double w,
const double h, const RadarShape shape);
/* 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
/* Seeker brain, You get what you pay for. :) */
static void think_seeker(Weapon* w, const double dt) {
double diff;
double vel;
Pilot* p;
int effect;
if(w->target == w->parent) return; /* HEY! Self harm is not allowed. */
p = pilot_get(w->target); /* No null pilot_nstack. */
if(p == NULL) {
w->solid->dir_vel = 0.; /* Go straight. */
vectnull(&w->solid->force); /* No force. */
return;
}
/* Ammo isn't locked on yet.. */
if(SDL_GetTicks() > (w->outfit->u.amm.lockon)) {
switch(w->status) {
case WEAPON_STATUS_OK: /* Check to see if can get jammed. */
if((p->jam_range != 0.) && /* Target has jammer and weapon is in range. */
(vect_dist(&w->solid->pos, &p->solid->pos) < p->jam_range)) {
/* Check to see if the weapon is gets jammed. */
if(RNGF() < p->jam_chance - w->outfit->u.amm.resist) {
w->status = WEAPON_STATUS_JAMMED;
/* Give it a nice random effect. */
effect = RNG(0, 4);
switch(effect) {
case 0: /* Blow up. */
w->timer = -1.;
break;
case 1: /* Stuck in left loop. */
w->solid->dir_vel = w->outfit->u.amm.turn;
break;
case 2: /* Stuck in right loop. */
w->solid->dir_vel = -w->outfit->u.amm.turn;
break;
default: /* Go straight. */
w->solid->dir_vel = 0.;
return;
}
}
else /* Can't get jammed anymore. */
w->status = WEAPON_STATUS_UNJAMMED;
}
/* Purpose fallthrough. */
case WEAPON_STATUS_UNJAMMED: /* Work as expected. */
diff = angle_diff(w->solid->dir, /* Get angle to target pos. */
vect_angle(&w->solid->pos, &p->solid->pos));
w->solid->dir_vel = 10 * diff * w->outfit->u.amm.turn; /* Face pos. */
/* Check for under/overflows. */
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;
break;
case WEAPON_STATUS_JAMMED: /* Continue doinng whatever. */
/* Do nothing. */
break;
default:
WARN("Unknown weapon status for '%s'", w->outfit->name);
break;
}
}
/* Limit speed here. */
vel = MIN(w->outfit->u.amm.speed, VMOD(w->solid->vel) + w->outfit->u.amm.thrust*dt);
vect_pset(&w->solid->vel, vel, w->solid->dir);
/*limit_speed(&w->solid->vel, w->outfit->u.amm.speed, dt);*/
}
/* ========================================================
* Smart seeker brain. Much better at homing.
* ========================================================
*/
#if 0
static void think_smart(Weapon* w, const double dt) {
Vec2 sv, tv;
double t;
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;
}
/* Ammo isn't locked on yet. */
if(w->lockon < 0.) {
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->vel, w->outfit->u.amm.speed, w->solid->dir);
limit_speed(&w->solid->vel, w->outfit->u.amm.speed, dt);
}
#endif
/* 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(wlayer[i]->lockon > 0.) /* Decrement lockon. */
wlayer[i]->lockon -= dt;
/* Purpose fallthrough. */
/* Bolts too. */
case OUTFIT_TYPE_BOLT:
case OUTFIT_TYPE_TURRET_BOLT:
wlayer[i]->timer -= dt;
if(wlayer[i]->timer < 0.) {
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 < pilot_nstack; i++) {
/* Check for player to exist. */
if((i == 0) && (player == NULL)) continue;
psx = pilot_stack[i]->tsx;
psy = pilot_stack[i]->tsy;
if(w->parent == pilot_stack[i]->id) continue; /* Hey! That's you. */
/* Smart weapons only collide with their target. */
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;
}
/* Dumb weapons hit anything not of the same faction. */
if(!weapon_isSmart(w) &&
!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)) {
weapon_hit(w, pilot_stack[i], layer);
return;
}
}
/* Smart weapons also get to think their next move. */
if(weapon_isSmart(w)) (*w->think)(w,dt);
(*w->solid->update)(w->solid, dt);
}
/* 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)) { /* 33% chance. */
if((w->parent == PLAYER_ID) &&
(!pilot_isFlag(p, PILOT_HOSTILE) || (RNG(0, 1) == 0))) { /* 50% chance. */
faction_modPlayer(p->faction, -1); /* Slowly lower faction. */
pilot_setFlag(p, PILOT_HOSTILE);
}
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);
/* 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);
}
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_L(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->think = NULL;
w->status = WEAPON_STATUS_OK;
switch(outfit->type) {
/* Bolts treated together. */
case OUTFIT_TYPE_BOLT:
case OUTFIT_TYPE_TURRET_BOLT:
/* Only difference is the direction of fire. */
if((outfit->type == OUTFIT_TYPE_TURRET_BOLT) && (w->parent != w->target) &&
(w->target != 0)) { /* Must have a valid target. */
pilot_target = pilot_get(w->target);
/* Get the distance. */
dist = vect_dist(pos, &pilot_target->solid->pos);
/* 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);
vect_cset(&v, x, y);
rdir = VANGLE(v);
} else /* Fire straight. */
rdir = dir;
rdir += NormalInverse(RNGF()*0.9 + 0.05) /* Get rid of extreme values. */
* outfit->u.blt.accuracy/2. * 1./180.0*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);
sound_play(w->outfit->u.blt.sound);
break;
/* Treat seekers togther. */
case OUTFIT_TYPE_MISSILE_SEEK_AMMO:
case OUTFIT_TYPE_MISSILE_SEEK_SMART_AMMO:
mass = w->outfit->mass;
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;*/
sound_play(w->outfit->u.amm.sound);
break;
/* Just dump it where the player is. */
default:
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;
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--;
}
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) {
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);
}