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Move missile code to g_missile

master
Marrub 5 years ago
parent
commit
348c4f2adb
  1. 52
      src/g_missile.c
  2. 20
      src/g_missile.h
  3. 53
      src/g_player.c

52
src/g_missile.c

@ -0,0 +1,52 @@
// Copyright © 2017 Project Golan, all rights reserved.
// See COPYING for more information.
#define _GNU_SOURCE // Required for sincos(3). See feature_test_macros(7)
#include "g_missile.h"
#include "g_object.h"
#include "m_math.h"
#include <math.h>
// Extern Functions ----------------------------------------------------------|
//
// G_Missile_Fire
//
void G_Missile_Fire(enum G_mslty type, unsigned owner, fixed x, fixed y, fixed z, ulfra yaw)
{
G_entit ot = {owner};
G_missl th = {DGE_MissileEntity_Create(0)};
th.subtype = subtype_missile;
th.x = ot.x + x;
th.y = ot.y + y;
th.z = ot.z + z;
th.yaw = yaw;
th.health = 1;
th.damage = 1;
th.owner = owner;
th.sz = 4;
float s, c;
sincosf(M_angle(yaw), &s, &c);
switch(type)
{
case missile_p_basicL:
th.sprite = DGE_Texture_Get(s"ent/shotl"); goto player;
case missile_p_basicR:
th.sprite = DGE_Texture_Get(s"ent/shotr"); goto player;
player:
th.ca = 0.7ulr;
th.rsx = 6;
th.rsy = 16;
th.sx = 6;
th.sy = 18;
th.vx = c * 14;
th.vy = s * 14;
break;
}
}
// EOF

20
src/g_missile.h

@ -0,0 +1,20 @@
// Copyright © 2017 Project Golan, all rights reserved.
// See COPYING for more information.
#ifndef g_missile_h
#define g_missile_h
#include "m_types.h"
// Types ---------------------------------------------------------------------|
enum G_mslty
{
missile_p_basicL,
missile_p_basicR,
};
// Extern Functions ----------------------------------------------------------|
void G_Missile_Fire(enum G_mslty type, unsigned owner, fixed x, fixed y, fixed z, ulfra yaw);
#endif

53
src/g_player.c

@ -4,6 +4,7 @@
#include "g_player.h"
#include "g_stage.h"
#include "g_missile.h"
#include "m_math.h"
#include "m_str.h"
@ -13,14 +14,6 @@
#include <stdlib.h>
#include <math.h>
// Types ---------------------------------------------------------------------|
enum G_mslty
{
missile_playerL,
missile_playerR,
};
// Extern Objects ------------------------------------------------------------|
int G_Player_Count;
@ -57,46 +50,6 @@ static void G_Player_applyVelocity(G_entty const *ty, G_playr th)
// Extern Functions ----------------------------------------------------------|
//
// G_Missile_Fire
//
void G_Missile_Fire(enum G_mslty type, unsigned owner, fixed x, fixed y, fixed z, ulfra yaw)
{
G_entit ot = {owner};
G_missl th = {DGE_MissileEntity_Create(0)};
th.subtype = subtype_missile;
th.x = ot.x + x;
th.y = ot.y + y;
th.z = ot.z + z;
th.yaw = yaw;
th.health = 1;
th.damage = 1;
th.owner = owner;
th.sz = 4;
float s, c;
sincosf(M_angle(yaw), &s, &c);
switch(type)
{
case missile_playerL: th.sprite = DGE_Texture_Get(s"ent/shotl"); goto player;
case missile_playerR: th.sprite = DGE_Texture_Get(s"ent/shotr"); goto player;
player:
th.cr = 0.3ulr;
th.cg = 0.9ulr;
th.cb = 0.1ulr;
th.ca = 0.7ulr;
th.rsx = 6;
th.rsy = 16;
th.sx = 6;
th.sy = 18;
th.vx = c * 14;
th.vy = s * 14;
break;
}
}
//
// G_Player_Think
//
@ -126,8 +79,8 @@ void G_Player_Think(G_entty const *ty, unsigned id)
else if(th.nextfire < G_Time)
{
shot.fsetAnim(G_ObjDef_GetAnim("PlayerShot"));
G_Missile_Fire(missile_playerL, th.id, -18, -7, 0, 0);
G_Missile_Fire(missile_playerR, th.id, +18, -7, 0, 0);
G_Missile_Fire(missile_p_basicL, th.id, -18, -7, 0, 0);
G_Missile_Fire(missile_p_basicR, th.id, +18, -7, 0, 0);
th.nextfire = G_Time + 3;
}

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