/** * @brief Updates the shake position. */ static void spfx_updateShake( double dt ) { double mod, vmod, angle; double force_x, force_y; int forced; /* Must still be on. */ if (shake_off) return; /* The shake decays over time */ forced = 0; if (shake_force_mod > 0.) { shake_force_mod -= SHAKE_DECAY*dt; if (shake_force_mod < 0.) shake_force_mod = 0.; else forced = 1; } /* See if it's settled down. */ mod = VMOD( shake_pos ); vmod = VMOD( shake_vel ); if (!forced && (mod < 0.01) && (vmod < 0.01)) { shake_off = 1; if (shake_force_ang > 1e3) shake_force_ang = RNGF(); return; } /* Calculate force. */ force_x = -SHAKE_K*shake_pos.x + -SHAKE_B*shake_vel.x; force_y = -SHAKE_K*shake_pos.y + -SHAKE_B*shake_vel.y; /* Apply force if necessary. */ if (forced) { shake_force_ang += dt; angle = noise_simplex1( shake_noise, &shake_force_ang ) * 5.*M_PI; force_x += shake_force_mod * cos(angle); force_y += shake_force_mod * sin(angle); } /* Update velocity. */ vect_cadd( &shake_vel, (1./SHAKE_MASS) * force_x * dt, (1./SHAKE_MASS) * force_y * dt ); /* Update position. */ vect_cadd( &shake_pos, shake_vel.x * dt, shake_vel.y * dt ); }
/** * @ingroup META_VECTOR * * @brief Subtracts two vectors or a vector and some cartesian coordinates. * * If x is a vector it subtracts both vectors, otherwise it subtracts cartesian * coordinates to the vector. * * @usage my_vec = my_vec - your_vec * @usage my_vec:sub( your_vec ) * @usage my_vec:sub( 5, 3 ) * * @luaparam v Vector getting stuff subtracted from. * @luaparam x X coordinate or vector to subtract. * @luaparam y Y coordinate or nil to subtract. * @luareturn The result of the vector operation. * @luafunc sub v, x, y ) */ static int vectorL_sub( lua_State *L ) { LuaVector *v1, *v2; double x, y; /* Get self. */ v1 = luaL_checkvector(L,1); /* Get rest of parameters. */ v2 = NULL; if (lua_isvector(L,2)) { v2 = lua_tovector(L,2); x = v2->vec.x; y = v2->vec.y; } else if ((lua_gettop(L) > 2) && lua_isnumber(L,2) && lua_isnumber(L,3)) { x = lua_tonumber(L,2); y = lua_tonumber(L,3); } else NLUA_INVALID_PARAMETER(); /* Actually add it */ vect_cadd( &v1->vec, -x, -y ); lua_pushvalue(L,1); return 1; }
/** * @brief Prepares the rendering for the special effects. * * Should be called at the beginning of the rendering loop. * * @param dt Current delta tick. */ void spfx_begin( const double dt ) { GLdouble bx, by, x, y; double inc; /* Save cycles. */ if (shake_off == 1) return; #if SDL_VERSION_ATLEAST(1,3,0) /* Decrement the haptic timer. */ if (haptic_lastUpdate > 0.) haptic_lastUpdate -= dt; #endif /* SDL_VERSION_ATLEAST(1,3,0) */ /* set defaults */ bx = SCREEN_W/2; by = SCREEN_H/2; if (!paused) { inc = dt*100000.; /* calculate new position */ if (shake_rad > 0.01) { vect_cadd( &shake_pos, shake_vel.x * inc, shake_vel.y * inc ); if (VMOD(shake_pos) > shake_rad) { /* change direction */ vect_pset( &shake_pos, shake_rad, VANGLE(shake_pos) ); vect_pset( &shake_vel, SHAKE_VEL_MOD*shake_rad, -VANGLE(shake_pos) + (RNGF()-0.5) * M_PI ); } /* the shake decays over time */ shake_rad -= SHAKE_DECAY*dt; if (shake_rad < 0.) shake_rad = 0.; x = shake_pos.x; y = shake_pos.y; } else { shake_rad = 0.; shake_off = 1; x = 0.; y = 0.; } } else { x = 0.; y = 0.; } /* set the new viewport */ glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho( -bx+x, bx+x, -by+y, by+y, -1., 1. ); }
/** * @ingroup META_VECTOR * * @brief Divides a vector by a number. * * @usage my_vec = my_vec / 3 * @usage my_vec:div(3) * * @luaparam v Vector to divide. * @luaparam mod Amount to divide by. * @luareturn The result of the vector operation. * @luafunc div( v, mod ) */ static int vectorL_div( lua_State *L ) { LuaVector *v1; double mod; /* Get parameters. */ v1 = luaL_checkvector(L,1); mod = luaL_checknumber(L,2); /* Actually add it */ vect_cadd( &v1->vec, v1->vec.x / mod, v1->vec.x / mod ); lua_pushvalue(L,1); return 1; }
/** * @brief Updates an individual spfx. * * @param layer Layer the spfx is on. * @param nlayer Pointer to the assosciated nlayer. * @param dt Current delta tick. */ static void spfx_update_layer( SPFX *layer, int *nlayer, const double dt ) { int i; for (i=0; i<*nlayer; i++) { layer[i].timer -= dt; /* less time to live */ /* time to die! */ if (layer[i].timer < 0.) { spfx_destroy( layer, nlayer, i ); i--; continue; } /* actually update it */ vect_cadd( &layer[i].pos, dt*VX(layer[i].vel), dt*VY(layer[i].vel) ); } }
/** * @brief Adds a fleet to the system. * * You can then iterate over the pilots to change parameters like so: * @code * p = pilot.add( "Sml Trader Convoy" ) * for k,v in pairs(p) do * v:setHostile() * end * @endcode * * @usage p = pilot.add( "Pirate Hyena" ) -- Just adds the pilot (will jump in). * @usage p = pilot.add( "Trader Llama", "dummy" ) -- Overrides AI with dummy ai. * @usage p = pilot.add( "Sml Trader Convoy", "def", vec2.new( 1000, 200 ) ) -- Pilot won't jump in, will just appear. * @usage p = pilot.add( "Empire Pacifier", "def", vec2.new( 1000, 1000 ), true ) -- Have the pilot jump in. * * @luaparam fleetname Name of the fleet to add. * @luaparam ai If set will override the standard fleet AI. "def" means use default. * @luaparam pos Position to create pilots around instead of choosing randomly. * @luaparam jump true if pilots should jump in, false by default if pos is defined. * @luareturn Table populated with all the pilots created. The keys are ordered numbers. * @luafunc add( fleetname, ai, pos, jump ) */ static int pilot_addFleet( lua_State *L ) { NLUA_MIN_ARGS(1); Fleet *flt; const char *fltname, *fltai; int i, j; unsigned int p; double a; double d; Vector2d vv,vp, vn; FleetPilot *plt; LuaPilot lp; LuaVector *lv; int jump; /* Parse first argument - Fleet Name */ fltname = luaL_checkstring(L,1); /* Parse second argument - Fleet AI Override */ if (lua_gettop(L) > 1) { fltai = luaL_checkstring(L,2); if (strcmp(fltai, "def")==0) /* Check if set to default */ fltai = NULL; } else fltai = NULL; /* Parse third argument - Position */ if (lua_gettop(L) > 2) { lv = luaL_checkvector(L,3); } else lv = NULL; if (lua_gettop(L) > 3) { jump = lua_toboolean(L,4); } else { /* Only jump by default if not position was passed. */ if (lv==NULL) jump = 1; else jump = 0; } /* Needed to determine angle. */ vectnull(&vn); /* pull the fleet */ flt = fleet_get( fltname ); if (flt == NULL) { NLUA_ERROR(L,"Fleet '%s' doesn't exist.", fltname); return 0; } /* Use position passed if possible. */ if (lv != NULL) { if (!jump) vectcpy( &vp, &lv->vec ); else { /* Pilot is jumping in, we'll only use the vector angle. */ d = RNGF()*(HYPERSPACE_ENTER_MAX-HYPERSPACE_ENTER_MIN) + HYPERSPACE_ENTER_MIN; vect_pset( &vp, d, VANGLE(lv->vec) ); } } else { d = RNGF()*(HYPERSPACE_ENTER_MAX-HYPERSPACE_ENTER_MIN) + HYPERSPACE_ENTER_MIN; vect_pset( &vp, d, RNGF() * 2.*M_PI); } /* now we start adding pilots and toss ids into the table we return */ j = 0; lua_newtable(L); for (i=0; i<flt->npilots; i++) { plt = &flt->pilots[i]; if (RNG(0,100) <= plt->chance) { /* fleet displacement */ vect_cadd(&vp, RNG(75,150) * (RNG(0,1) ? 1 : -1), RNG(75,150) * (RNG(0,1) ? 1 : -1)); /* Set velocity only if no position is set.. */ if (lv != NULL) { if (jump) { a = vect_angle(&vp,&vn); vect_pset( &vv, HYPERSPACE_VEL, a ); } else { a = RNGF() * 2.*M_PI; vectnull( &vv ); } } else { /* Entering via hyperspace. */ a = vect_angle(&vp,&vn); vect_pset( &vv, HYPERSPACE_VEL, a ); } /* Make sure angle is sane. */ if (a < 0.) a += 2.*M_PI; /* Create the pilot. */ p = fleet_createPilot( flt, plt, a, &vp, &vv, fltai, 0 ); /* we push each pilot created into a table and return it */ lua_pushnumber(L,++j); /* index, starts with 1 */ lp.pilot = p; lua_pushpilot(L,lp); /* value = LuaPilot */ lua_rawset(L,-3); /* store the value in the table */ } } return 1; }
/** * @brief Creates a new weapon. * * @param outfit Outfit which spawned the weapon. * @param dir Direction the shooter is facing. * @param pos Position of the shooter. * @param vel Velocity of the shooter. * @param parent Shooter ID. * @param target Target ID of the shooter. * @return A pointer to the newly created weapon. */ static Weapon* weapon_create( const Outfit* outfit, const double dir, const Vector2d* pos, const Vector2d* vel, const unsigned int parent, const unsigned int target ) { Vector2d v; double mass, rdir; Pilot *pilot_target; double x,y, t, dist; Weapon* w; /* Create basic features */ w = malloc(sizeof(Weapon)); memset(w, 0, sizeof(Weapon)); w->faction = pilot_get(parent)->faction; /* non-changeable */ w->parent = parent; /* non-changeable */ w->target = target; /* non-changeable */ w->outfit = outfit; /* non-changeable */ w->update = weapon_update; w->status = WEAPON_STATUS_OK; w->strength = 1.; switch (outfit->type) { /* Bolts treated together */ case OUTFIT_TYPE_BOLT: case OUTFIT_TYPE_TURRET_BOLT: /* Only difference is the direction of fire */ if ((outfit->type == OUTFIT_TYPE_TURRET_BOLT) && (w->parent!=w->target) && (w->target != 0)) { /* Must have valid target */ pilot_target = pilot_get(w->target); if (pilot_target == NULL) rdir = dir; else { /* Get the distance */ dist = vect_dist( pos, &pilot_target->solid->pos ); /* Aim. */ if (dist > outfit->u.blt.range*1.2) { x = pilot_target->solid->pos.x - pos->x; y = pilot_target->solid->pos.y - pos->y; } else { /* Try to predict where the enemy will be. */ /* Time for shots to reach that distance */ t = dist / (w->outfit->u.blt.speed + VMOD(*vel)); /* Position is calculated on where it should be */ x = (pilot_target->solid->pos.x + pilot_target->solid->vel.x*t) - (pos->x + vel->x*t); y = (pilot_target->solid->pos.y + pilot_target->solid->vel.y*t) - (pos->y + vel->y*t); } /* Set angle to face. */ rdir = ANGLE(x, y); } } else /* fire straight */ rdir = dir; rdir += RNG_2SIGMA() * outfit->u.blt.accuracy/2. * 1./180.*M_PI; if (rdir < 0.) rdir += 2.*M_PI; else if (rdir >= 2.*M_PI) rdir -= 2.*M_PI; mass = 1; /* Lasers are presumed to have unitary mass */ vectcpy( &v, vel ); vect_cadd( &v, outfit->u.blt.speed*cos(rdir), outfit->u.blt.speed*sin(rdir)); w->timer = outfit->u.blt.range / outfit->u.blt.speed; w->falloff = w->timer - outfit->u.blt.falloff / outfit->u.blt.speed; w->solid = solid_create( mass, rdir, pos, &v ); w->voice = sound_playPos( w->outfit->u.blt.sound, w->solid->pos.x, w->solid->pos.y, w->solid->vel.x, w->solid->vel.y); break; /* Beam weapons are treated together. */ case OUTFIT_TYPE_BEAM: case OUTFIT_TYPE_TURRET_BEAM: if ((outfit->type == OUTFIT_TYPE_TURRET_BEAM) && (w->parent!=w->target)) { pilot_target = pilot_get(target); rdir = (pilot_target == NULL) ? dir : vect_angle(pos, &pilot_target->solid->pos); } else rdir = dir; if (rdir < 0.) rdir += 2.*M_PI; else if (rdir >= 2.*M_PI) rdir -= 2.*M_PI; mass = 1.; /**< Needs a mass. */ w->solid = solid_create( mass, rdir, pos, NULL ); w->think = think_beam; w->timer = outfit->u.bem.duration; w->voice = sound_playPos( w->outfit->u.bem.sound, w->solid->pos.x, w->solid->pos.y, w->solid->vel.x, w->solid->vel.y); break; /* Treat seekers together. */ case OUTFIT_TYPE_AMMO: case OUTFIT_TYPE_TURRET_AMMO: if (w->outfit->type == OUTFIT_TYPE_TURRET_AMMO) { pilot_target = pilot_get(w->target); if (pilot_target == NULL) rdir = dir; else { /* Get the distance */ dist = vect_dist( pos, &pilot_target->solid->pos ); /* Aim. */ /* Try to predict where the enemy will be. */ /* Time for shots to reach that distance */ if (outfit->u.amm.thrust == 0.) t = dist / (w->outfit->u.amm.speed + VMOD(*vel)); else t = dist / w->outfit->u.amm.speed; /* Position is calculated on where it should be */ x = (pilot_target->solid->pos.x + pilot_target->solid->vel.x*t) - (pos->x + vel->x*t); y = (pilot_target->solid->pos.y + pilot_target->solid->vel.y*t) - (pos->y + vel->y*t); /* Set angle to face. */ rdir = ANGLE(x, y); } } else { rdir = dir; } if (outfit->u.amm.accuracy != 0.) { rdir += RNG_2SIGMA() * outfit->u.amm.accuracy/2. * 1./180.*M_PI; if ((rdir > 2.*M_PI) || (rdir < 0.)) rdir = fmod(rdir, 2.*M_PI); } if (rdir < 0.) rdir += 2.*M_PI; else if (rdir >= 2.*M_PI) rdir -= 2.*M_PI; /* If thrust is 0. we assume it starts out at speed. */ vectcpy( &v, vel ); if (outfit->u.amm.thrust == 0.) vect_cadd( &v, cos(rdir) * w->outfit->u.amm.speed, sin(rdir) * w->outfit->u.amm.speed ); /* Set up ammo details. */ mass = w->outfit->mass; w->lockon = outfit->u.amm.lockon; w->timer = outfit->u.amm.duration; w->solid = solid_create( mass, rdir, pos, &v ); if (w->outfit->u.amm.thrust != 0.) weapon_setThrust( w, w->outfit->u.amm.thrust * mass ); /* Handle seekers. */ if (w->outfit->u.amm.ai > 0) { w->think = think_seeker; /* AI is the same atm. */ /* If they are seeking a pilot, increment lockon counter. */ pilot_target = pilot_get(target); if (pilot_target != NULL) pilot_target->lockons++; } /* Play sound. */ w->voice = sound_playPos(w->outfit->u.amm.sound, w->solid->pos.x, w->solid->pos.y, w->solid->vel.x, w->solid->vel.y); break; /* just dump it where the player is */ default: WARN("Weapon of type '%s' has no create implemented yet!", w->outfit->name); w->solid = solid_create( 1., dir, pos, vel ); break; } /* Set life to timer. */ w->life = w->timer; return w; }