1 /*
2 C-Dogs SDL
3 A port of the legendary (and fun) action/arcade cdogs.
4 Copyright (C) 1995 Ronny Wester
5 Copyright (C) 2003 Jeremy Chin
6 Copyright (C) 2003-2007 Lucas Martin-King
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21
22 This file incorporates work covered by the following copyright and
23 permission notice:
24
25 Copyright (c) 2013-2019, 2021 Cong Xu
26 All rights reserved.
27
28 Redistribution and use in source and binary forms, with or without
29 modification, are permitted provided that the following conditions are met:
30
31 Redistributions of source code must retain the above copyright notice, this
32 list of conditions and the following disclaimer.
33 Redistributions in binary form must reproduce the above copyright notice,
34 this list of conditions and the following disclaimer in the documentation
35 and/or other materials provided with the distribution.
36
37 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
38 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
39 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
40 ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
41 LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
42 CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
43 SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
44 INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
45 CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
46 ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
47 POSSIBILITY OF SUCH DAMAGE.
48 */
49 #include "weapon.h"
50
WeaponCreate(const WeaponClass * wc)51 Weapon WeaponCreate(const WeaponClass *wc)
52 {
53 Weapon w;
54 memset(&w, 0, sizeof w);
55 w.Gun = wc;
56 if (wc != NULL)
57 {
58 for (int i = 0; i < WeaponClassNumBarrels(wc); i++)
59 {
60 w.barrels[i].state = GUNSTATE_READY;
61 w.barrels[i].stateCounter = -1;
62 }
63 }
64 return w;
65 }
66
WeaponUpdate(Weapon * w,const int ticks)67 void WeaponUpdate(Weapon *w, const int ticks)
68 {
69 w->clickLock -= ticks;
70 if (w->clickLock < 0)
71 {
72 w->clickLock = 0;
73 }
74 for (int i = 0; i < WeaponClassNumBarrels(w->Gun); i++)
75 {
76 w->barrels[i].lock -= ticks;
77 if (w->barrels[i].lock < 0)
78 {
79 w->barrels[i].lock = 0;
80 }
81 w->barrels[i].soundLock -= ticks;
82 if (w->barrels[i].soundLock < 0)
83 {
84 w->barrels[i].soundLock = 0;
85 }
86 if (w->barrels[i].stateCounter >= 0)
87 {
88 w->barrels[i].stateCounter =
89 MAX(0, w->barrels[i].stateCounter - ticks);
90 if (w->barrels[i].stateCounter == 0)
91 {
92 switch (w->barrels[i].state)
93 {
94 case GUNSTATE_FIRING:
95 WeaponBarrelSetState(w, i, GUNSTATE_RECOIL);
96 break;
97 case GUNSTATE_RECOIL:
98 WeaponBarrelSetState(w, i, GUNSTATE_FIRING);
99 break;
100 default:
101 // do nothing
102 break;
103 }
104 }
105 }
106 w->barrels[i].heatCounter -= ticks;
107 if (w->barrels[i].heatCounter < 0)
108 {
109 w->barrels[i].heatCounter = 0;
110 }
111 }
112 }
113
WeaponGetUnlockedBarrel(const Weapon * w)114 int WeaponGetUnlockedBarrel(const Weapon *w)
115 {
116 // To fire:
117 // One barrel has lock == 0
118 // No other barrel has lock > (gun lock - inter-gun lock)
119 int unlockedBarrel = -1;
120 for (int i = 0; i < WeaponClassNumBarrels(w->Gun); i++)
121 {
122 if (w->barrels[i].lock == 0 && unlockedBarrel < 0)
123 {
124 unlockedBarrel = i;
125 }
126 else if (
127 w->barrels[i].lock >
128 (WeaponClassGetBarrel(w->Gun, i)->Lock - w->Gun->Lock))
129 {
130 return -1;
131 }
132 }
133 return unlockedBarrel;
134 }
135
WeaponBarrelSetState(Weapon * w,const int barrel,const gunstate_e state)136 void WeaponBarrelSetState(Weapon *w, const int barrel, const gunstate_e state)
137 {
138 w->barrels[barrel].state = state;
139 switch (state)
140 {
141 case GUNSTATE_FIRING:
142 w->barrels[barrel].stateCounter = 4;
143 break;
144 case GUNSTATE_RECOIL:
145 // This is to make sure the gun stays recoiled as long as the gun is
146 // "locked", i.e. cannot fire
147 w->barrels[barrel].stateCounter = MAX(1, w->barrels[barrel].lock - 3);
148 break;
149 default:
150 w->barrels[barrel].stateCounter = -1;
151 break;
152 }
153 }
154
WeaponBarrelOnFire(Weapon * w,const int barrel)155 void WeaponBarrelOnFire(Weapon *w, const int barrel)
156 {
157 const WeaponClass *wc = WeaponClassGetBarrel(w->Gun, barrel);
158 if (w->barrels[barrel].soundLock <= 0)
159 {
160 w->barrels[barrel].soundLock = wc->u.Normal.SoundLockLength;
161 }
162
163 w->barrels[barrel].heatCounter += wc->Lock * 2;
164 // 2 seconds of overheating max
165 if (w->barrels[barrel].heatCounter > FPS_FRAMELIMIT * 3)
166 {
167 w->barrels[barrel].heatCounter = FPS_FRAMELIMIT * 3;
168 }
169 w->barrels[barrel].lock = wc->Lock;
170 }
171
WeaponBarrelIsOverheating(const Weapon * w,const int idx)172 bool WeaponBarrelIsOverheating(const Weapon *w, const int idx)
173 {
174 if (!WeaponClassHasMuzzle(w->Gun))
175 {
176 return false;
177 }
178 // Overheat after 1 second of continuous firing
179 return w->barrels[idx].heatCounter > FPS_FRAMELIMIT;
180 }
181