/* * ttyvaders Textmode shoot'em up * Copyright (c) 2002 Sam Hocevar * All Rights Reserved * * $Id: collide.c,v 1.11 2003/01/06 12:22:58 sam Exp $ * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ #include #include "common.h" void collide_weapons_tunnel( game *g, weapons *wp, tunnel *t, explosions *ex ) { int i, j, x, y; for( i = 0; i < WEAPONS; i++ ) { x = wp->x[i] >> 4; y = wp->y[i] >> 4; switch( wp->type[i] ) { case WEAPON_LIGHTNING: case WEAPON_NONE: break; case WEAPON_SEEKER: case WEAPON_BOMB: case WEAPON_FRAGBOMB: if( y < 0 || y >= g->h ) { break; } if( x <= t->left[y] || x >= t->right[y] ) { int damage = wp->type[i] == WEAPON_SEEKER ? 1 : 2; add_explosion( g, ex, x, y, 0, 1, wp->type[i] == WEAPON_SEEKER ? EXPLOSION_SMALL : EXPLOSION_MEDIUM ); if( x <= t->left[y] ) { if( y-2 >= 0 ) t->left[y-2] -= damage - 1; if( y-1 >= 0 ) t->left[y-1] -= damage; t->left[y] -= damage + 1; if( y+1 < g->h ) t->left[y+1] -= damage; if( y+2 < g->h ) t->left[y+2] -= damage - 1; } else { if( y-2 >= 0 ) t->right[y-2] += damage - 1; if( y-1 >= 0 ) t->right[y-1] += damage; t->right[y] += damage + 1; if( y+1 < g->h ) t->right[y+1] += damage; if( y+2 < g->h ) t->right[y+2] += damage - 1; } if( wp->type[i] == WEAPON_FRAGBOMB ) { wp->n[i] = -1; } else { wp->type[i] = WEAPON_NONE; } } break; case WEAPON_LASER: for( j = GET_MIN( 0, wp->vy[i] >> 4 ) ; j < GET_MAX( 0, wp->vy[i] >> 4 ) ; j++ ) { if( y+j >= g->h || y+j < 0 ) { continue; } if( x <= t->left[y+j] || x >= t->right[y+j] ) { add_explosion( g, ex, x, y+j, 0, 1, EXPLOSION_SMALL ); wp->type[i] = WEAPON_NONE; if( x <= t->left[y+j] ) { if( y+j-1 >= 0 ) t->left[y+j-1]--; t->left[y+j] -= 2; if( y+j+1 < g->h ) t->left[y+j+1]--; } else { if( y+j-1 >= 0 ) t->right[y+j-1]++; t->right[y+j] += 2; if( y+j+1 < g->h ) t->right[y+j+1]++; } break; } } break; case WEAPON_BEAM: if( wp->n[i] > 19 ) { break; } j = (29 - wp->n[i]) * (29 - wp->n[i]) / 8; j = GET_MIN( y, j ); for( ; j > 0 ; j-- ) { if( x - 2 <= t->left[y-j] ) { add_explosion( g, ex, GET_MIN(t->left[y-j], x+3), y-j, 0, 1, EXPLOSION_SMALL ); t->left[y-j] -= GET_RAND(0,3); } else if( x + 3 >= t->right[y-j] ) { add_explosion( g, ex, GET_MAX(t->right[y-j], x-2), y-j, 0, 1, EXPLOSION_SMALL ); t->right[y-j] += GET_RAND(0,3); } } break; case WEAPON_NUKE: /* The nuke does not break the tunnel */ break; } } } void collide_weapons_aliens( game *g, weapons *wp, aliens *al, explosions *ex ) { int i, j, k, x, y; for( i = 0; i < WEAPONS; i++ ) { int ok = 0; int r; x = wp->x[i] >> 4; y = wp->y[i] >> 4; switch( wp->type[i] ) { case WEAPON_LIGHTNING: case WEAPON_NONE: break; case WEAPON_NUKE: /* Big nuke */ r = (29 - wp->n[i]) * (29 - wp->n[i]) / 8; for( j = 0; j < ALIENS; j++ ) { if( al->type[j] == ALIEN_NONE || al->life[j] < 0 ) { continue; } if( wp->n[i] == 0 /* Nuke destroys _everything_ */ || (al->x[j] - x) * (al->x[j] - x) + 4 * (al->y[j] - y) * (al->y[j] - y) <= r * r ) { /* Kill alien, not nuke */ al->life[j] -= 10; } } break; case WEAPON_BEAM: if( wp->n[i] > 19 ) { break; } r = (29 - wp->n[i]) * (29 - wp->n[i]) / 8; for( j = 0; j < ALIENS; j++ ) { if( al->type[j] == ALIEN_NONE || al->life[j] < 0 ) { continue; } if( x >= al->x[j] && x <= al->x[j] + 4 && y >= al->y[j] + 2 && y-5-r <= al->y[j] ) { al->life[j] -= 4; } } break; case WEAPON_LASER: for( j = 0; j < ALIENS; j++ ) { if( al->type[j] == ALIEN_NONE || al->life[j] < 0 ) { continue; } for( k = GET_MIN( 0, wp->vy[i] >> 4 ) ; k < GET_MAX( 0, wp->vy[i] >> 4 ) ; k++ ) { if( x >= al->x[j] && x <= al->x[j] + 4 && y+k >= al->y[j] && y+k <= al->y[j] + 2 ) { al->life[j]--; ok = 1; break; } } } if( ok ) { add_explosion( g, ex, x, y+1, 0, 0, EXPLOSION_SMALL ); wp->type[i] = WEAPON_NONE; } break; case WEAPON_SEEKER: case WEAPON_BOMB: case WEAPON_FRAGBOMB: for( j = 0; j < ALIENS; j++ ) { if( al->type[j] == ALIEN_NONE || al->life[j] < 0 ) { continue; } if( x >= al->x[j] && x <= al->x[j] + 4 && y >= al->y[j] && y <= al->y[j] + 2 ) { al->life[j] -= wp->type[i] == WEAPON_SEEKER ? 1 : 5; ok = 1; } } if( ok ) { add_explosion( g, ex, x, y+1, 0, 0, wp->type[i] == WEAPON_SEEKER ? EXPLOSION_SMALL : EXPLOSION_MEDIUM ); if( wp->type[i] == WEAPON_FRAGBOMB ) { wp->n[i] = -1; } else { wp->type[i] = WEAPON_NONE; } } break; } } } void collide_player_tunnel( game *g, player *p, tunnel *t, explosions *ex ) { if( p->dead ) { return; } if( p->x <= t->left[p->y] ) { p->x += 3; p->vx = 2; add_explosion( g, ex, p->x+1, p->y-1, 0, 0, EXPLOSION_SMALL ); p->life -= 180; } else if( p->x + 5 >= t->right[p->y] ) { p->x -= 3; p->vx = -2; add_explosion( g, ex, p->x+4, p->y-1, 0, 0, EXPLOSION_SMALL ); p->life -= 180; } }