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-rw-r--r--bullet.c117
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;
+ }
+ }
+}