#include "include/bullets.h" void shoot(platform_window* window) { map_info info = get_map_info(window); float bullet_range = 100.0f; float hh = get_height_of_tile_under_coords(window, playerx, 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; float bulletx = playerx + (get_player_size_in_tile()/2); float bullety = playery + (get_player_size_in_tile()/2); 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){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; 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)); } }