diff options
Diffstat (limited to 'bullet.c')
| -rw-r--r-- | bullet.c | 117 |
1 files changed, 117 insertions, 0 deletions
diff --git a/bullet.c b/bullet.c new file mode 100644 index 0000000..7885862 --- /dev/null +++ b/bullet.c @@ -0,0 +1,117 @@ +#include "game.h" +#include <time.h> + +static const float BULLET_SPEED = 600.0f; + +static void destroy_bullet(unsigned char index) +{ + struct Bullet *b = game->bullets[index]; + + free(b); + game->bullets[index] = NULL; + + game->bullets_left ++; +} + +static void bullet_on_collision(struct Entity *this, struct Entity *other) +{ + int i, j; + // check if it is the enemy player + // TODO: Ask if this is good practice + struct Bullet *b = (struct Bullet *)this - offsetof(struct Bullet, entity); + + if((void *)b->owner == (void *)other) + return; + + if(!this->collidable && !other->collidable) + return; + + for(i = 0; i < game->num_entities; i ++) + { + if(game->entities[i] == this) + { + for(j = i; j < game->num_entities - 1; j ++) + game->entities[j] = game->entities[j + 1]; + //game->entities[i] = NULL; + } + } + game->num_entities --; + destroy_bullet(b->index); +} + +void shoot_bullet(struct Player *owner) +{ + int i, j; + float speed, angle; + struct Bullet *b; + struct Gun *g = &owner->guns[owner->current_gun]; + + if(game->bullets_left < g->projectiles_per_shot + || !g->ready || !g->bullets || owner->reloading) + return; + + for(i = 0; i < g->projectiles_per_shot; i ++) + { + b = malloc( sizeof(struct Bullet) ); + b->owner = owner; + b->entity.on_collision = bullet_on_collision; + b->entity.collidable = false; + b->entity.use_src_rect = false; + b->entity.texture = game->bullet_texture; + b->entity.x = owner->entity.x; + b->entity.y = owner->entity.y + 10; + b->entity.w = BULLET_WIDTH; + b->entity.h = BULLET_WIDTH; + b->damage = g->damage; + b->entity.name = "bullet"; + angle = g->angle * ((float)rand() / (float)RAND_MAX) - g->angle / 2.0f; + speed = (owner->entity.mirror ? -BULLET_SPEED : BULLET_SPEED); + + b->entity.dx = speed; + b->entity.dy = SDL_sinf(angle) * 100.0f; + + for(j = 0; j < MAX_BULLETS; j ++) + { + if(!game->bullets[j]) + { + game->bullets[j] = b; + b->index = j; + break; + } + } + + game->bullets_left --; + } + + g->bullets --; + g->ready = false; + g->cooldown_elapsed = 0.0f; + + Mix_PlayChannel(-1, g->sound_effect, 0); +} + +void update_bullets(void) +{ + int i; + struct Bullet *b; + + for(i = 0; i < MAX_BULLETS; i ++) + { + b = game->bullets[i]; + + if(b) + { + b->entity.x += b->entity.dx * game->frame_time; + b->entity.y += b->entity.dy * game->frame_time; + + if(b->entity.x > (float)game->width || b->entity.x < 0.0f + || b->entity.y > (float)game->height || b->entity.y < 0.0f) + { + destroy_bullet(b->index); + continue; + } + + game->entities[game->num_entities ++] = &b->entity; + } + } +} |
