Esempio n. 1
0
static void AddBrass(
	const GunDescription *g, const direction_e d, const Vec2i pos)
{
	CASSERT(g->Brass, "Cannot create brass for no-brass weapon");
	GameEvent e = GameEventNew(GAME_EVENT_ADD_PARTICLE);
	e.u.AddParticle.Class = g->Brass;
	double x, y;
	const double radians = dir2radians[d];
	GetVectorsForRadians(radians, &x, &y);
	const Vec2i ejectionPortOffset = Vec2iReal2Full(Vec2iScale(Vec2iNew(
		(int)round(x), (int)round(y)), 7));
	const Vec2i muzzleOffset = GunGetMuzzleOffset(g, d);
	const Vec2i muzzlePosition = Vec2iAdd(pos, muzzleOffset);
	e.u.AddParticle.FullPos = Vec2iMinus(muzzlePosition, ejectionPortOffset);
	e.u.AddParticle.Z = g->MuzzleHeight;
	e.u.AddParticle.Vel = Vec2iScaleDiv(
		GetFullVectorsForRadians(radians + PI / 2), 3);
	e.u.AddParticle.Vel.x += (rand() % 128) - 64;
	e.u.AddParticle.Vel.y += (rand() % 128) - 64;
	e.u.AddParticle.Angle = RAND_DOUBLE(0, PI * 2);
	e.u.AddParticle.DZ = (rand() % 6) + 6;
	e.u.AddParticle.Spin = RAND_DOUBLE(-0.1, 0.1);
	GameEventsEnqueue(&gGameEvents, e);
}
Esempio n. 2
0
void BulletAdd(const NAddBullet add)
{
	const Vec2i pos = Net2Vec2i(add.MuzzlePos);

	// Find an empty slot in mobobj list
	TMobileObject *obj = NULL;
	int i;
	for (i = 0; i < (int)gMobObjs.size; i++)
	{
		TMobileObject *m = CArrayGet(&gMobObjs, i);
		if (!m->isInUse)
		{
			obj = m;
			break;
		}
	}
	if (obj == NULL)
	{
		TMobileObject m;
		memset(&m, 0, sizeof m);
		CArrayPushBack(&gMobObjs, &m);
		i = (int)gMobObjs.size - 1;
		obj = CArrayGet(&gMobObjs, i);
	}
	memset(obj, 0, sizeof *obj);
	obj->UID = add.UID;
	obj->bulletClass = StrBulletClass(add.BulletClass);
	obj->x = pos.x;
	obj->y = pos.y;
	obj->z = add.MuzzleHeight;
	obj->dz = add.Elevation;

	obj->vel = Vec2iFull2Real(Vec2iScale(
		GetFullVectorsForRadians(add.Angle),
		RAND_INT(obj->bulletClass->SpeedLow, obj->bulletClass->SpeedHigh)));
	if (obj->bulletClass->SpeedScale)
	{
		obj->vel.y = obj->vel.y * TILE_WIDTH / TILE_HEIGHT;
	}

	obj->PlayerUID = add.PlayerUID;
	obj->ActorUID = add.ActorUID;
	obj->range = RAND_INT(
		obj->bulletClass->RangeLow, obj->bulletClass->RangeHigh);

	obj->flags = add.Flags;
	if (obj->bulletClass->HurtAlways)
	{
		obj->flags |= FLAGS_HURTALWAYS;
	}

	obj->tileItem.kind = KIND_MOBILEOBJECT;
	obj->tileItem.id = i;
	obj->isInUse = true;
	obj->tileItem.x = obj->tileItem.y = -1;
	obj->tileItem.getPicFunc = NULL;
	obj->tileItem.getActorPicsFunc = NULL;
	obj->tileItem.drawFunc = NULL;
	obj->tileItem.drawData.MobObjId = i;
	obj->tileItem.CPic = obj->bulletClass->CPic;
	obj->tileItem.CPicFunc = GetBulletDrawContext;
	obj->tileItem.size = obj->bulletClass->Size;
	obj->tileItem.ShadowSize = obj->bulletClass->ShadowSize;
	obj->updateFunc = UpdateBullet;
	MapTryMoveTileItem(&gMap, &obj->tileItem, Vec2iFull2Real(pos));
}