summaryrefslogtreecommitdiff
path: root/src/bullets.c
diff options
context:
space:
mode:
authorAldrik Ramaekers <aldrik@amftech.nl>2022-12-12 09:46:01 +0100
committerAldrik Ramaekers <aldrik@amftech.nl>2022-12-12 09:46:01 +0100
commitec3796faff12ba7bf5f775d757ac25834549903d (patch)
treec403de62f7d53ccfebf5cb431e0d5bf25064ebee /src/bullets.c
parent95c24b38b934f48f7f5cde37182c51857e77eac0 (diff)
src
Diffstat (limited to 'src/bullets.c')
-rw-r--r--src/bullets.c208
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));
+ }
+} \ No newline at end of file