diff options
| author | Aldrik Ramaekers <aldrik@amftech.nl> | 2022-12-12 09:46:01 +0100 |
|---|---|---|
| committer | Aldrik Ramaekers <aldrik@amftech.nl> | 2022-12-12 09:46:01 +0100 |
| commit | ec3796faff12ba7bf5f775d757ac25834549903d (patch) | |
| tree | c403de62f7d53ccfebf5cb431e0d5bf25064ebee /src/bullets.c | |
| parent | 95c24b38b934f48f7f5cde37182c51857e77eac0 (diff) | |
src
Diffstat (limited to 'src/bullets.c')
| -rw-r--r-- | src/bullets.c | 208 |
1 files changed, 208 insertions, 0 deletions
diff --git a/src/bullets.c b/src/bullets.c new file mode 100644 index 0000000..c2f6d3b --- /dev/null +++ b/src/bullets.c @@ -0,0 +1,208 @@ +#include "../include/bullets.h" + +void shoot(platform_window* window, player p) { + map_info info = get_map_info(window); + float bullet_range = 100.0f; + + float hh = get_height_of_tile_under_coords(window, p.playerx, p.playery); + + float dirx = (_global_mouse.x - (window->width/2)); + float diry = (_global_mouse.y - (window->height/2)); + double length = sqrt(dirx * dirx + diry * diry); + dirx /= length; + diry /= length; + + #define SPRAY_BOUNDS (0.1f) + dirx += ((float)rand()/(float)(RAND_MAX/SPRAY_BOUNDS)-(SPRAY_BOUNDS/2)); + diry += ((float)rand()/(float)(RAND_MAX/SPRAY_BOUNDS)-(SPRAY_BOUNDS/2)); + + float bulletx = p.gunx; + float bullety = p.guny; + float bullet_end_point_x = bulletx+dirx*bullet_range; + float bullet_end_point_y = bullety+diry*bullet_range; + + for (int i = 0; i < max_bullets; i++) { + bullet b = bullets[i]; + if (b.active) continue; + + bullets[i] = (bullet){p.id, true, bulletx, bullety, hh + 0.5, bullet_end_point_x, bullet_end_point_y}; + break; + } +} + +bool check_if_bullet_collided_with_section(float* dist_of_closest_intersect, vec2f bstart, vec2f bend, vec2f l1, vec2f l2, vec2f* intersect_point_buf) { + if (lines_intersect(bstart, bend, l1, l2)) { + vec2f intersect_point = get_intersection_point(bstart, bend, l1, l2); + + float dirx = (bstart.x - intersect_point.x); + float diry = (bstart.y - intersect_point.y); + double length_of_shot = sqrt(dirx * dirx + diry * diry); + + if (length_of_shot > *dist_of_closest_intersect) { + return false; + } + *dist_of_closest_intersect = length_of_shot; + *intersect_point_buf = intersect_point; + return true; + } + return false; +} + +bool check_if_bullet_collided_with_object(bullet* b, platform_window* window) { + map_info info = get_map_info(window); + float size = get_bullet_size_in_tile(window); + + vec2f bstart = (vec2f){b->position.x, b->position.y}; + vec2f bend = (vec2f){b->endx, b->endy}; + + bool result = false; + float dist_of_closest_intersect = __FLT_MAX__; + + for (int i = 0; i < max_objects; i++) { + object o = objects[i]; + if (!o.active) continue; + if (b->position.z <= o.h + o.size.z && b->position.z >= o.h) { + box obj_box = get_box_of_square(window, (vec3f){o.position.x, o.position.y, o.h}, o.size); + vec2f intersect_point; + if (check_if_bullet_collided_with_section(&dist_of_closest_intersect, bstart, bend, obj_box.bl_b, obj_box.br_b, &intersect_point)) { + result = true; + } + if (check_if_bullet_collided_with_section(&dist_of_closest_intersect, bstart, bend, obj_box.tl_b, obj_box.tr_b, &intersect_point)) { + result = true; + } + if (check_if_bullet_collided_with_section(&dist_of_closest_intersect, bstart, bend, obj_box.tl_b, obj_box.bl_b, &intersect_point)) { + result = true; + } + if (check_if_bullet_collided_with_section(&dist_of_closest_intersect, bstart, bend, obj_box.tr_b, obj_box.br_b, &intersect_point)) { + result = true; + } + + if (result) { + b->endy = intersect_point.y; + b->endx = intersect_point.x; + } + } + } + + return result; +} + +bool check_if_bullet_collided_with_zombie(bullet b, platform_window* window, bool kill_if_collided) { + map_info info = get_map_info(window); + float size = get_bullet_size_in_tile(window); + + bool result = false; + float dist_of_closest_intersect = __FLT_MAX__; + int index_of_closest_zombie = -1; + + for (int i = 0; i < max_zombies; i++) { + zombie o = zombies[i]; + if (!o.alive) continue; + + vec2f bstart = (vec2f){b.position.x, b.position.y}; + vec2f bend = (vec2f){b.endx, b.endy}; + + if (b.position.z <= o.position.z + o.size.z && b.position.z >= o.position.z) { + vec2f intersect_point; + box obj_box = get_box_of_square(window, (vec3f){o.position.x, o.position.y, o.position.z}, o.size); + bool this_zombie_collided = false; + if (check_if_bullet_collided_with_section(&dist_of_closest_intersect, bstart, bend, obj_box.bl_b, obj_box.br_b, &intersect_point)) { + this_zombie_collided = true; + index_of_closest_zombie = i; + } + if (check_if_bullet_collided_with_section(&dist_of_closest_intersect, bstart, bend, obj_box.tl_b, obj_box.tr_b, &intersect_point)) { + this_zombie_collided = true; + index_of_closest_zombie = i; + } + if (check_if_bullet_collided_with_section(&dist_of_closest_intersect, bstart, bend, obj_box.tl_b, obj_box.bl_b, &intersect_point)) { + this_zombie_collided = true; + index_of_closest_zombie = i; + } + if (check_if_bullet_collided_with_section(&dist_of_closest_intersect, bstart, bend, obj_box.tr_b, obj_box.br_b, &intersect_point)) { + this_zombie_collided = true; + index_of_closest_zombie = i; + } + + if (this_zombie_collided) { + result = true; + } + } + } + + if (kill_if_collided && result) { + zombies[index_of_closest_zombie].alive = false; + return result; + } + + return result; +} + +static bool check_if_bullet_collided_with_ground(bullet *b, platform_window* window) { + map_info info = get_map_info(window); + float dirx = (b->endx - b->position.x); + float diry = (b->endy - b->position.y); + float length = sqrt(dirx * dirx + diry * diry); + dirx /= length; + diry /= length; + double nr_tiles_to_check = length*4; // check 4 points per tile. + + for (int i = 1; i < nr_tiles_to_check; i++) { + float xtocheck = b->position.x + (dirx*i/4); + float ytocheck = b->position.y + (diry*i/4); + if (!is_in_bounds(xtocheck, ytocheck)) break; + tile tile = get_tile_under_coords(window, xtocheck, ytocheck); + + float h = get_height_of_tile_under_coords(window, xtocheck, ytocheck); + if (b->position.z <= h) { + b->endx = xtocheck; + b->endy = ytocheck; + return true; + } + } + return false; +} + +void draw_bullets(platform_window* window) { + float size = get_bullet_size(window); + map_info info = get_map_info(window); + + for (int i = 0; i < max_bullets; i++) { + bullet b = bullets[i]; + if (!b.active) continue; + player p = get_player_by_id(b.player_id); + bullets[i].position.x = p.gunx; + bullets[i].position.y = p.guny; + bullets[i].position.z = p.gun_height; + + if (check_if_bullet_collided_with_ground(&b, window)) { + bullets[i].endy = b.endy; + bullets[i].endx = b.endx; + b = bullets[i]; + } + + if (check_if_bullet_collided_with_object(&b, window)) { + bullets[i].endy = b.endy; + bullets[i].endx = b.endx; + b = bullets[i]; + } + + if (check_if_bullet_collided_with_zombie(b, window, true)) { + bullets[i].active = false; + } + + bullets[i].alive_time += update_delta; + bullets[i].active = false; + + if (!b.active) continue; + + BULLET_RENDER_DEPTH(b.position.z); + + float bullet_render_x = b.position.x*info.tile_width + (b.position.y*info.px_incline); + float bullet_render_y = b.position.y*info.tile_height - (b.position.z*info.px_raised_per_h); + + float bullet_render_x_end = b.endx*info.tile_width + (b.endy*info.px_incline); + float bullet_render_y_end = b.endy*info.tile_height - (b.position.z*info.px_raised_per_h); + + renderer->render_line(bullet_render_x, bullet_render_y, bullet_render_x_end, bullet_render_y_end, 2, rgb(0,255,100)); + } +}
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