Files
source/Tactical/bullets.cpp
T
haydent 66d55cf08a * fixed bullet artifacts and removal !
* hopefull disable of grenades
* added a LOS check from your mercs to a door to see if it should be animated or not.

* looked into the "ENEMY_ENABLED" issue, it is not double defined, the one in network.h is part of a struct and not connected. made some changes to do tests for ==0 or ==1 rather than boolean. but i believe there must be some misunderstanding possibly. ENEMY_ENABLED only enables or disables the enemy AI, And only when coop is enabled... when its not there is no ai whatsoever, but you can still get into deathmatch battle under the various ini settings.

enjoy, the bullets are finishing themselves off much better now ! :)


 

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2168 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2008-05-16 08:36:19 +00:00

753 lines
20 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "builddefines.h"
#include "math.h"
#include <stdio.h>
#include <errno.h>
#include "worlddef.h"
#include "renderworld.h"
#include "vsurface.h"
#include "Render Dirty.h"
#include "sysutil.h"
#include "container.h"
#include "wcheck.h"
#include "video.h"
#include "vobject_blitters.h"
#include "faces.h"
#include "utilities.h"
#include "overhead.h"
#include "gap.h"
#include "Soldier Profile.h"
#include "Bullets.h"
#include "los.h"
#include "worldman.h"
#include "random.h"
#include "GameSettings.h"
#include "FileMan.h"
#include "lighting.h"
#include "Buildings.h"
#endif
#include "test_space.h"
// Defines
#define NUM_BULLET_SLOTS 50
// GLOBAL FOR FACES LISTING
BULLET gBullets[ NUM_BULLET_SLOTS ];
UINT32 guiNumBullets = 0;
BOOLEAN fTracer = FALSE;
//afp-start
int gXPATH[BULLET_TRACER_MAX_LENGTH]; // positions between bullet
int gYPATH[BULLET_TRACER_MAX_LENGTH]; // positions between bullet
//afp-end
INT32 GetFreeBullet(void)
{
UINT32 uiCount;
for(uiCount=0; uiCount < guiNumBullets; uiCount++)
{
if((gBullets[uiCount].fAllocated==FALSE) )
return((INT32)uiCount);
}
if(guiNumBullets < NUM_BULLET_SLOTS )
return((INT32)guiNumBullets++);
return(-1);
}
void RecountBullets(void)
{
INT32 uiCount;
for(uiCount=guiNumBullets-1; (uiCount >=0) ; uiCount--)
{
if( ( gBullets[uiCount].fAllocated ) )
{
guiNumBullets=(UINT32)(uiCount+1);
return;
}
}
guiNumBullets = 0;
}
INT32 CreateBullet( UINT8 ubFirerID, BOOLEAN fFake, UINT16 usFlags,UINT16 fromItem )
{
INT32 iBulletIndex;
BULLET *pBullet;
if( ( iBulletIndex = GetFreeBullet() )==(-1) )
return(-1);
memset(&gBullets[ iBulletIndex ], 0, sizeof( BULLET ) );
pBullet = &gBullets[ iBulletIndex ];
pBullet->iBullet = iBulletIndex;
pBullet->fAllocated = TRUE;
pBullet->fLocated = FALSE;
pBullet->ubFirerID = ubFirerID;
pBullet->usFlags = usFlags;
pBullet->usLastStructureHit = 0;
pBullet->fromItem = fromItem;
if (fFake)
{
pBullet->fReal = FALSE;
}
else
{
pBullet->fReal = TRUE;
// gBullets[ iBullet ].pFirer->bBulletsLeft++;
gTacticalStatus.ubAttackBusyCount++;
DebugAttackBusy( String( "Creating a new bullet for %d. ABC now %d\n", ubFirerID, gTacticalStatus.ubAttackBusyCount) );
}
//afp-start each bullet carry its tail
for (int i = 0; i < BULLET_TRACER_MAX_LENGTH; i++)
pBullet->pNodes[i] = NULL;
//afp-end
return( iBulletIndex );
}
void HandleBulletSpecialFlags( INT32 iBulletIndex )
{
BULLET *pBullet;
ANITILE_PARAMS AniParams;
FLOAT dX, dY;
UINT8 ubDirection;
pBullet = &( gBullets[ iBulletIndex ] );
memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) );
if ( pBullet->fReal )
{
// Create ani tile if this is a spit!
if ( pBullet->usFlags & ( BULLET_FLAG_KNIFE ) )
{
AniParams.sGridNo = (INT16)pBullet->sGridNo;
AniParams.ubLevelID = ANI_STRUCT_LEVEL;
AniParams.sDelay = 100;
AniParams.sStartFrame = 3;
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD | ANITILE_LOOPING | ANITILE_USE_DIRECTION_FOR_START_FRAME;
AniParams.sX = FIXEDPT_TO_INT32( pBullet->qCurrX );
AniParams.sY = FIXEDPT_TO_INT32( pBullet->qCurrY );
AniParams.sZ = CONVERT_HEIGHTUNITS_TO_PIXELS( FIXEDPT_TO_INT32( pBullet->qCurrZ ) );
if ( pBullet->usFlags & ( BULLET_FLAG_CREATURE_SPIT ) )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\SPIT2.STI" );
}
else if ( pBullet->usFlags & ( BULLET_FLAG_KNIFE ) )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\KNIFING.STI" );
pBullet->ubItemStatus = pBullet->pFirer->inv[ HANDPOS ][0]->data.objectStatus;
}
// Get direction to use for this guy....
dX = ( (FLOAT)( pBullet->qIncrX ) / FIXEDPT_FRACTIONAL_RESOLUTION );
dY = ( (FLOAT)( pBullet->qIncrY ) / FIXEDPT_FRACTIONAL_RESOLUTION );
ubDirection = atan8( 0, 0, (INT16)( dX * 100 ), (INT16)( dY * 100 ) );
AniParams.uiUserData3 = ubDirection;
pBullet->pAniTile = CreateAnimationTile( &AniParams );
// IF we are anything that needs a shadow.. set it here....
if ( pBullet->usFlags & ( BULLET_FLAG_KNIFE ) )
{
AniParams.ubLevelID = ANI_SHADOW_LEVEL;
AniParams.sZ = 0;
pBullet->pShadowAniTile = CreateAnimationTile( &AniParams );
}
}
}
}
void RemoveBullet( INT32 iBullet )
{
CHECKV( iBullet < NUM_BULLET_SLOTS );
//afp-start
// remove any tail first if exists
for (int i = 0; i < BULLET_TRACER_MAX_LENGTH; i++)
if (gBullets[iBullet].pNodes[i] != NULL)
{
RemoveStructFromLevelNode(gBullets[ iBullet ].sGridNo, gBullets[iBullet].pNodes[i]);
gBullets[iBullet].pNodes[i] = NULL;
}
//afp-end
// decrease soldier's bullet count
if (gBullets[ iBullet ].fReal)
{
// set to be deleted at next update
gBullets[ iBullet ].fToDelete = TRUE;
// decrement reference to bullet in the firer
// gBullets[ iBullet ].pFirer->bBulletsLeft--;
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Ending bullet, bullets left %d", gBullets[ iBullet ].pFirer->bBulletsLeft ) );
// DebugAttackBusy( String( "Deleting a bullet for %d. Total count now %d\n", gBullets[ iBullet].ubFirerID, gBullets[ iBullet ].pFirer->bBulletsLeft) );
// Nah, just decrement the attack busy count and be done with it
DebugAttackBusy( String( "Deleting a bullet for %d.\n", gBullets[ iBullet].ubFirerID ) );
ReduceAttackBusyCount( );
// if ( gBullets[ iBullet ].usFlags & ( BULLET_FLAG_KNIFE ) )
// {
// Delete ani tile
if ( gBullets[ iBullet ].pAniTile != NULL )
{
DeleteAniTile( gBullets[ iBullet ].pAniTile );
gBullets[ iBullet ].pAniTile = NULL;
}
// Delete shadow
// if ( gBullets[ iBullet ].usFlags & ( BULLET_FLAG_KNIFE ) )
// {
if ( gBullets[ iBullet ].pShadowAniTile != NULL )
{
DeleteAniTile( gBullets[ iBullet ].pShadowAniTile );
gBullets[ iBullet ].pShadowAniTile = NULL;
}
// }
// }
}
else
{
// delete this fake bullet right away!
gBullets[ iBullet ].fAllocated = FALSE;
RecountBullets();
}
}
void LocateBullet( INT32 iBulletIndex )
{
if ( gGameSettings.fOptions[ TOPTION_SHOW_MISSES ] )
{
// Check if a bad guy fired!
if ( gBullets[ iBulletIndex ].ubFirerID != NOBODY )
{
if ( MercPtrs[ gBullets[ iBulletIndex ].ubFirerID ]->bSide == gbPlayerNum )
{
if ( !gBullets[ iBulletIndex ].fLocated )
{
gBullets[ iBulletIndex ].fLocated = TRUE;
//Only if we are in turnbased and noncombat
if ( gTacticalStatus.uiFlags & TURNBASED && (gTacticalStatus.uiFlags & INCOMBAT) )
{
LocateGridNo( (INT16)gBullets[ iBulletIndex ].sGridNo );
}
}
}
}
}
}
void UpdateBullets( )
{
UINT32 uiCount;
LEVELNODE *pNode;
BOOLEAN fDeletedSome = FALSE;
for ( uiCount = 0; uiCount < guiNumBullets; uiCount++ )
{
if ( gBullets[ uiCount ].fAllocated)
{
if (gBullets[ uiCount ].fReal && !( gBullets[ uiCount ].usFlags & BULLET_STOPPED ) )
{
// there are duplicate checks for deletion in case the bullet is deleted by shooting
// someone at point blank range, in the first MoveBullet call in the FireGun code
if ( gBullets[ uiCount ].fToDelete )
{
// Remove from old position
gBullets[ uiCount ].fAllocated = FALSE;
fDeletedSome = TRUE;
continue;
}
//if ( !( gGameSettings.fOptions[ TOPTION_HIDE_BULLETS ] ) )
{
// ALRIGHTY, CHECK WHAT TYPE OF BULLET WE ARE
if ( gBullets[ uiCount ].usFlags & ( BULLET_FLAG_CREATURE_SPIT | BULLET_FLAG_KNIFE | BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME /*| BULLET_FLAG_TRACER*/ ) )
{
}
else
{
RemoveStruct( gBullets[ uiCount ].sGridNo, BULLETTILE1 );
RemoveStruct( gBullets[ uiCount ].sGridNo, BULLETTILE2 );
}
}
//afp-start
// remove old tail first if exists
FIXEDPT lastX = gBullets[uiCount].qCurrX;
FIXEDPT lastY = gBullets[uiCount].qCurrY;
FIXEDPT lastZ = gBullets[uiCount].qCurrZ;
for (int i = 0; i < BULLET_TRACER_MAX_LENGTH; i++)
if (gBullets[uiCount].pNodes[i] != NULL)
{
RemoveStructFromLevelNode(gBullets[ uiCount ].sGridNo, gBullets[uiCount].pNodes[i]);
gBullets[uiCount].pNodes[i] = NULL;
}
//afp-end
MoveBullet( uiCount );
if ( gBullets[ uiCount ].fToDelete )
{
// Remove from old position
gBullets[ uiCount ].fAllocated = FALSE;
fDeletedSome = TRUE;
continue;
}
if ( gBullets[ uiCount ].usFlags & BULLET_STOPPED )
{
continue;
}
// Display bullet
//if ( !( gGameSettings.fOptions[ TOPTION_HIDE_BULLETS ] ) )
{
if ( gBullets[ uiCount ].usFlags & ( BULLET_FLAG_KNIFE ) )
{
if ( gBullets[ uiCount ].pAniTile != NULL )
{
gBullets[ uiCount ].pAniTile->sRelativeX = (INT16) FIXEDPT_TO_INT32( gBullets[ uiCount ].qCurrX );
gBullets[ uiCount ].pAniTile->sRelativeY = (INT16) FIXEDPT_TO_INT32( gBullets[ uiCount ].qCurrY );
gBullets[ uiCount ].pAniTile->pLevelNode->sRelativeZ = (INT16) CONVERT_HEIGHTUNITS_TO_PIXELS( FIXEDPT_TO_INT32( gBullets[ uiCount ].qCurrZ ) );
if ( gBullets[ uiCount ].usFlags & ( BULLET_FLAG_KNIFE ) )
{
gBullets[ uiCount ].pShadowAniTile->sRelativeX = (INT16) FIXEDPT_TO_INT32( gBullets[ uiCount ].qCurrX );
gBullets[ uiCount ].pShadowAniTile->sRelativeY = (INT16) FIXEDPT_TO_INT32( gBullets[ uiCount ].qCurrY );
}
}
}
// Are we a missle?
else if ( gBullets[ uiCount ].usFlags & ( BULLET_FLAG_MISSILE | BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_TANK_CANNON | BULLET_FLAG_FLAME | BULLET_FLAG_CREATURE_SPIT ) )
{
}
/*
else if ( gBullets[ uiCount ].usFlags & ( BULLET_FLAG_TRACER ) )
{
ManLooksForOtherTeams(gBullets[ uiCount ].pFirer);
}
*/
/*
else if (fTracer == TRUE)
{
ManLooksForOtherTeams(gBullets[ uiCount ].pFirer);
}
*/
else
{
pNode = AddStructToTail( gBullets[ uiCount ].sGridNo, BULLETTILE1 );
pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL;
pNode->ubNaturalShadeLevel=DEFAULT_SHADE_LEVEL;
pNode->uiFlags |= ( LEVELNODE_USEABSOLUTEPOS | LEVELNODE_IGNOREHEIGHT );
pNode->sRelativeX = (INT16) FIXEDPT_TO_INT32( gBullets[ uiCount ].qCurrX );
pNode->sRelativeY = (INT16) FIXEDPT_TO_INT32( gBullets[ uiCount ].qCurrY );
pNode->sRelativeZ = (INT16) CONVERT_HEIGHTUNITS_TO_PIXELS( FIXEDPT_TO_INT32( gBullets[ uiCount ].qCurrZ ) );
//afp-start - add new tail /tracer
if (gGameExternalOptions.gbBulletTracer)
{
if ((lastX != 0) || (lastY != 0))
{
// qIncrX can be used to calculate slope and make the tracer longer if necessary
PointsPath((INT16) FIXEDPT_TO_INT32( gBullets[ uiCount ].qCurrX),
(INT16) FIXEDPT_TO_INT32( gBullets[ uiCount ].qCurrY),
(INT16) FIXEDPT_TO_INT32( lastX),
(INT16) FIXEDPT_TO_INT32( lastY));
// compute valid points allong the fire line
int pointsCount = 0;
for (int i = 0; i < BULLET_TRACER_MAX_LENGTH; i++)
{
pointsCount = i;
if (gXPATH[i] == 0)
if (gYPATH[i] == 0)
break;
}
if (pointsCount <= 0)
pointsCount = 30;
for (int i = 0; i < BULLET_TRACER_MAX_LENGTH; i++)
{
if (gXPATH[i] == 0)
if (gYPATH[i] == 0)
break;
// add all points along the path between bullets as bullets
pNode = AddStructToTail( gBullets[ uiCount ].sGridNo, BULLETTILE1 );
pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL;
pNode->ubNaturalShadeLevel=DEFAULT_SHADE_LEVEL;
pNode->uiFlags |= ( LEVELNODE_USEABSOLUTEPOS | LEVELNODE_IGNOREHEIGHT );
pNode->sRelativeX = gXPATH[i];
pNode->sRelativeY = gYPATH[i];
FIXEDPT relativeZ = lastZ - ((i + 1) * ((gBullets[ uiCount ].qCurrZ - lastZ) / (pointsCount)));
pNode->sRelativeZ = (INT16) CONVERT_HEIGHTUNITS_TO_PIXELS( FIXEDPT_TO_INT32( relativeZ));
// store structure pointer to clear image at the next bullet position
gBullets[uiCount].pNodes[i] = pNode;
}
}
}
//afp-end
// Display shadow
// afp - no more shadow if tracer enabled
if (!gGameExternalOptions.gbBulletTracer)
{
pNode = AddStructToTail( gBullets[ uiCount ].sGridNo, BULLETTILE2 );
pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL;
pNode->ubNaturalShadeLevel=DEFAULT_SHADE_LEVEL;
pNode->uiFlags |= ( LEVELNODE_USEABSOLUTEPOS | LEVELNODE_IGNOREHEIGHT );
pNode->sRelativeX = (INT16) FIXEDPT_TO_INT32( gBullets[ uiCount ].qCurrX );
pNode->sRelativeY = (INT16) FIXEDPT_TO_INT32( gBullets[ uiCount ].qCurrY );
pNode->sRelativeZ = (INT16)gpWorldLevelData[ gBullets[ uiCount ].sGridNo ].sHeight;
}
}
}
}
else
{
if ( gBullets[ uiCount ].fToDelete )
{
gBullets[ uiCount ].fAllocated = FALSE;
fDeletedSome = TRUE;
}
}
}
}
if ( fDeletedSome )
{
RecountBullets( );
}
}
BULLET *GetBulletPtr( INT32 iBullet )
{
BULLET *pBullet;
CHECKN( iBullet < NUM_BULLET_SLOTS );
pBullet = &gBullets[ iBullet ];
return( pBullet );
}
void AddMissileTrail( BULLET *pBullet, FIXEDPT qCurrX, FIXEDPT qCurrY, FIXEDPT qCurrZ )
{
ANITILE_PARAMS AniParams;
// If we are a small missle, don't show
if ( pBullet->usFlags & ( BULLET_FLAG_SMALL_MISSILE | BULLET_FLAG_FLAME | BULLET_FLAG_CREATURE_SPIT /*| BULLET_FLAG_TRACER*/ ) )
{
if ( pBullet->iLoop < 5 )
{
return;
}
}
if (fTracer == TRUE)
{
if ( pBullet->iLoop < 5 )
{
return;
}
}
// If we are a small missle, don't show
if ( pBullet->usFlags & ( BULLET_FLAG_TANK_CANNON ) )
{
//if ( pBullet->iLoop < 40 )
//{
return;
//}
}
memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) );
AniParams.sGridNo = (INT16)pBullet->sGridNo;
AniParams.ubLevelID = ANI_STRUCT_LEVEL;
AniParams.sDelay = (INT16)( 100 + Random( 100 ) );
AniParams.sStartFrame = 0;
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD | ANITILE_ALWAYS_TRANSLUCENT;
AniParams.sX = FIXEDPT_TO_INT32( qCurrX );
AniParams.sY = FIXEDPT_TO_INT32( qCurrY );
AniParams.sZ = CONVERT_HEIGHTUNITS_TO_PIXELS( FIXEDPT_TO_INT32( qCurrZ ) );
if ( pBullet->usFlags & ( BULLET_FLAG_MISSILE | BULLET_FLAG_TANK_CANNON ) )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\MSLE_SMK.STI" );
}
else if ( pBullet->usFlags & ( BULLET_FLAG_SMALL_MISSILE ) )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\MSLE_SMA.STI" );
}
else if ( pBullet->usFlags & ( BULLET_FLAG_CREATURE_SPIT ) )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\MSLE_SPT.STI" );
}
else if ( pBullet->usFlags & ( BULLET_FLAG_FLAME ) )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\FLMTHR2.STI" );
AniParams.sDelay = (INT16)( 100 );
}
//else if ( pBullet->usFlags & ( BULLET_FLAG_TRACER ) )
else if (fTracer == TRUE)
{
INT16 sXPos, sYPos;
strcpy( AniParams.zCachedFile, "TILECACHE\\BULLET_TRACER.STI" );
AniParams.uiFlags |= ANITILE_LIGHT;
AniParams.sDelay = 10000; // Test this out
if (!pBullet->pAniTile)
{
pBullet->pAniTile = CreateAnimationTile( &AniParams );
}
ConvertGridNoToCenterCellXY( pBullet->sGridNo, &sXPos, &sYPos );
LightSpritePosition( pBullet->pAniTile->lightSprite, (INT16)(sXPos/CELL_X_SIZE), (INT16)(sYPos/CELL_Y_SIZE));
#if 0
if ( pBullet->pFirer->pathing.bLevel > 0 ) // if firer on roof then
{
if ( FindBuilding(AniParams.sGridNo) != NULL ) // if this spot is still within the building's grid area
{
LightSpritePower( pBullet->pAniTile->lightSprite, FALSE);
}
}
#endif
return;
}
CreateAnimationTile( &AniParams );
}
BOOLEAN SaveBulletStructureToSaveGameFile( HWFILE hFile )
{
UINT32 uiNumBytesWritten;
UINT16 usCnt;
UINT32 uiBulletCount=0;
//loop through and count the number of bullets
for( usCnt=0; usCnt<NUM_BULLET_SLOTS; usCnt++ )
{
//if the bullet is active, save it
if( gBullets[ usCnt ].fAllocated )
{
uiBulletCount++;
}
}
//Save the number of Bullets in the array
FileWrite( hFile, &uiBulletCount, sizeof( UINT32 ), &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( UINT32 ) )
{
return( FALSE );
}
if( uiBulletCount != 0 )
{
for( usCnt=0; usCnt<NUM_BULLET_SLOTS; usCnt++ )
{
//if the bullet is active, save it
if( gBullets[ usCnt ].fAllocated )
{
//Save the the Bullet structure
FileWrite( hFile, &gBullets[usCnt], sizeof( BULLET ), &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( BULLET ) )
{
return( FALSE );
}
}
}
}
return( TRUE );
}
BOOLEAN LoadBulletStructureFromSavedGameFile( HWFILE hFile )
{
UINT32 uiNumBytesRead;
UINT16 usCnt;
//make sure the bullets are not allocated
memset( gBullets, 0, NUM_BULLET_SLOTS * sizeof( BULLET ) );
//Load the number of Bullets in the array
FileRead( hFile, &guiNumBullets, sizeof( UINT32 ), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( UINT32 ) )
{
return( FALSE );
}
for( usCnt=0; usCnt<guiNumBullets; usCnt++ )
{
//Load the the Bullet structure
FileRead( hFile, &gBullets[usCnt], sizeof( BULLET ), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( BULLET ) )
{
return( FALSE );
}
//Set some parameters
gBullets[usCnt].uiLastUpdate = 0;
if( gBullets[usCnt].ubFirerID != NOBODY )
gBullets[usCnt].pFirer = &Menptr[ gBullets[usCnt].ubFirerID ];
else
gBullets[usCnt].pFirer = NULL;
gBullets[usCnt].pAniTile = NULL;
gBullets[usCnt].pShadowAniTile = NULL;
gBullets[usCnt].iBullet = usCnt;
HandleBulletSpecialFlags( gBullets[usCnt].iBullet );
}
return( TRUE );
}
void StopBullet( INT32 iBullet )
{
gBullets[ iBullet ].usFlags |= BULLET_STOPPED;
RemoveStruct( gBullets[ iBullet ].sGridNo, BULLETTILE1 );
RemoveStruct( gBullets[ iBullet ].sGridNo, BULLETTILE2 );
}
void DeleteAllBullets( )
{
UINT32 uiCount;
for ( uiCount = 0; uiCount < guiNumBullets; uiCount++ )
{
if ( gBullets[ uiCount ].fAllocated)
{
// Remove from old position
RemoveBullet( uiCount );
gBullets[ uiCount ].fAllocated = FALSE;
}
}
RecountBullets( );
}
//afp-start adapted function, no much time for cosmetics
void PointsPath(int sx1, int sy1, int ex2, int ey2)
{
for (int i = 0; i < BULLET_TRACER_MAX_LENGTH; i++)
{
gXPATH[i] = 0;
gYPATH[i] = 0;
}
int counter = 0;
gXPATH[counter] = sx1;
gYPATH[counter] = sy1;
int x0 = sx1;
int y0 = sy1;
int x1 = ex2;
int y1 = ey2;
int dy = y1 - y0;
int dx = x1 - x0;
int stepx, stepy;
int gridX, gridY;
if (dy < 0)
{
dy = -dy;
stepy = -1;
}
else
stepy = 1;
if (dx < 0)
{
dx = -dx;
stepx = -1;
}
else
stepx = 1;
dy <<= 1;
dx <<= 1;
gridX = x0 >> 3;
gridY = y0 >> 3;
if ((sx1==ex2) &&(sy1=ey2))
return;
if (dx > dy)
{
int fraction = dy - (dx >> 1);
while (x0 != x1)
{
if (fraction >= 0)
{
y0 += stepy;
fraction -= dx;
}
x0 += stepx;
fraction += dy;
counter++;
if (counter >= BULLET_TRACER_MAX_LENGTH)
return;
gXPATH[counter] = x0;
gYPATH[counter] = y0;
}
}
else
{
int fraction = dx - (dy >> 1);
while (y0 != y1)
{
if (fraction >= 0)
{
x0 += stepx;
fraction -= dy;
}
y0 += stepy;
fraction += dx;
counter++;
if (counter >= BULLET_TRACER_MAX_LENGTH)
return;
gXPATH[counter] = x0;
gYPATH[counter] = y0;
}
}
return;
}
//afp-end