1 | |
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2 | #include <stdlib.h> |
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3 | |
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4 | #include "common.h" |
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5 | |
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6 | void collide_weapons_tunnel( game *g, weapons *wp, tunnel *t, explosions *ex ) |
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7 | { |
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8 | int i, x, y; |
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9 | |
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10 | for( i = 0; i < WEAPONS; i++ ) |
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11 | { |
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12 | x = wp->x[i] >> 4; |
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13 | y = wp->y[i] >> 4; |
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14 | |
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15 | switch( wp->type[i] ) |
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16 | { |
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17 | case WEAPON_NONE: |
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18 | break; |
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19 | case WEAPON_SEEKER: |
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20 | case WEAPON_BOMB: |
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21 | if( x <= t->left[y] |
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22 | || x >= t->right[y] ) |
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23 | { |
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24 | int damage = wp->type[i] == WEAPON_SEEKER ? 1 : 2; |
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25 | |
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26 | add_explosion( g, ex, x, y, 0, 1, wp->type[i] == WEAPON_SEEKER ? EXPLOSION_SMALL : EXPLOSION_MEDIUM ); |
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27 | |
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28 | if( x <= t->left[y] ) |
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29 | { |
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30 | t->right[y-2] -= damage - 1; |
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31 | t->left[y-1] -= damage; |
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32 | t->left[y] -= damage + 1; |
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33 | t->left[y+1] -= damage; |
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34 | t->right[y+2] -= damage - 1; |
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35 | } |
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36 | else |
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37 | { |
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38 | t->right[y-2] += damage - 1; |
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39 | t->right[y-1] += damage; |
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40 | t->right[y] += damage + 1; |
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41 | t->right[y+1] += damage; |
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42 | t->right[y+2] += damage - 1; |
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43 | } |
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44 | |
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45 | wp->type[i] = WEAPON_NONE; |
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46 | } |
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47 | break; |
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48 | case WEAPON_LASER: |
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49 | if( x <= t->left[y+1] |
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50 | || x >= t->right[y+1] ) |
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51 | { |
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52 | add_explosion( g, ex, x, y+1, 0, 1, EXPLOSION_SMALL ); |
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53 | |
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54 | if( x <= t->left[y+1] ) |
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55 | { |
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56 | t->left[y]--; |
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57 | t->left[y+1]-=2; |
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58 | t->left[y+2]--; |
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59 | } |
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60 | else |
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61 | { |
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62 | t->right[y]++; |
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63 | t->right[y+1]+=2; |
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64 | t->right[y+2]++; |
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65 | } |
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66 | |
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67 | wp->type[i] = WEAPON_NONE; |
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68 | } |
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69 | else if( x <= t->left[y] |
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70 | || x >= t->right[y] ) |
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71 | { |
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72 | add_explosion( g, ex, x, y, 0, 1, EXPLOSION_SMALL ); |
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73 | |
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74 | if( x <= t->left[y] ) |
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75 | { |
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76 | t->left[y-1]--; |
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77 | t->left[y]-=2; |
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78 | t->left[y+1]--; |
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79 | } |
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80 | else |
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81 | { |
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82 | t->right[y-1]++; |
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83 | t->right[y]+=2; |
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84 | t->right[y+1]++; |
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85 | } |
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86 | |
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87 | wp->type[i] = WEAPON_NONE; |
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88 | } |
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89 | break; |
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90 | case WEAPON_NUKE: |
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91 | case WEAPON_BEAM: |
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92 | /* The nuke and the laser do not break the tunnel */ |
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93 | break; |
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94 | } |
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95 | } |
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96 | } |
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97 | |
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98 | void collide_weapons_aliens( game *g, weapons *wp, aliens *al, explosions *ex ) |
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99 | { |
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100 | int i, j, x, y; |
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101 | |
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102 | for( i = 0; i < WEAPONS; i++ ) |
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103 | { |
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104 | int ok = 0; |
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105 | int r; |
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106 | |
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107 | x = wp->x[i] >> 4; |
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108 | y = wp->y[i] >> 4; |
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109 | |
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110 | switch( wp->type[i] ) |
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111 | { |
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112 | case WEAPON_NONE: |
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113 | break; |
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114 | case WEAPON_NUKE: |
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115 | /* Big nuke */ |
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116 | r = (29 - wp->n[i]) * (29 - wp->n[i]) / 8; |
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117 | |
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118 | for( j = 0; j < ALIENS; j++ ) |
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119 | { |
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120 | if( al->type[j] == ALIEN_NONE ) |
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121 | { |
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122 | continue; |
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123 | } |
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124 | |
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125 | if( wp->n[i] == 0 /* Nuke destroys _everything_ */ || |
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126 | (al->x[j] - x) * (al->x[j] - x) |
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127 | + 4 * (al->y[j] - y) * (al->y[j] - y) |
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128 | <= r * r ) |
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129 | { |
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130 | /* Kill alien, not nuke */ |
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131 | al->type[j] = ALIEN_NONE; |
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132 | add_explosion( g, ex, al->x[j], al->y[j], 0, 0, EXPLOSION_MEDIUM ); |
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133 | add_bonus( g, g->bo, al->x[j], al->y[j], GET_RAND(0,5) ? BONUS_GREEN : BONUS_LIFE ); |
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134 | } |
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135 | } |
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136 | break; |
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137 | case WEAPON_BEAM: |
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138 | r = (29 - wp->n[i]) * (29 - wp->n[i]) / 8; |
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139 | |
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140 | for( j = 0; j < ALIENS; j++ ) |
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141 | { |
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142 | if( al->type[j] == ALIEN_NONE ) |
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143 | { |
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144 | continue; |
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145 | } |
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146 | |
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147 | if( x >= al->x[j] && x <= al->x[j] + 4 |
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148 | && y >= al->y[j] + 2 && y-5-r <= al->y[j] ) |
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149 | { |
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150 | al->life[j] -= 4; |
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151 | if( al->life[j] <= 0 ) |
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152 | { |
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153 | al->type[j] = ALIEN_NONE; |
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154 | add_explosion( g, ex, al->x[j], al->y[j], 0, 0, EXPLOSION_MEDIUM ); |
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155 | add_bonus( g, g->bo, al->x[j], al->y[j], GET_RAND(0,5) ? BONUS_GREEN : BONUS_LIFE ); |
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156 | } |
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157 | } |
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158 | } |
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159 | break; |
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160 | |
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161 | case WEAPON_LASER: |
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162 | for( j = 0; j < ALIENS; j++ ) |
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163 | { |
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164 | if( al->type[j] == ALIEN_NONE ) |
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165 | { |
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166 | continue; |
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167 | } |
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168 | |
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169 | if( x >= al->x[j] && x <= al->x[j] + 4 |
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170 | && y >= al->y[j] && y <= al->y[j] + 2 ) |
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171 | { |
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172 | al->life[j]--; |
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173 | if( al->life[j] <= 0 ) |
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174 | { |
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175 | al->type[j] = ALIEN_NONE; |
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176 | add_explosion( g, ex, al->x[j], al->y[j], 0, 0, EXPLOSION_MEDIUM ); |
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177 | add_bonus( g, g->bo, al->x[j], al->y[j], GET_RAND(0,5) ? BONUS_GREEN : BONUS_LIFE ); |
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178 | } |
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179 | ok = 1; |
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180 | } |
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181 | else if( x >= al->x[j] && x <= al->x[j] + 4 |
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182 | && y+1 >= al->y[j] && y+1 <= al->y[j] + 2 ) |
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183 | { |
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184 | al->life[j]--; |
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185 | if( al->life[j] <= 0 ) |
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186 | { |
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187 | al->type[j] = ALIEN_NONE; |
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188 | add_explosion( g, ex, al->x[j], al->y[j]+1, 0, 0, EXPLOSION_MEDIUM ); |
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189 | add_bonus( g, g->bo, al->x[j], al->y[j]+1, GET_RAND(0,5) ? BONUS_GREEN : BONUS_LIFE ); |
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190 | } |
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191 | ok = 1; |
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192 | } |
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193 | } |
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194 | |
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195 | if( ok ) |
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196 | { |
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197 | add_explosion( g, ex, x, y+1, 0, 0, EXPLOSION_SMALL ); |
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198 | wp->type[i] = WEAPON_NONE; |
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199 | } |
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200 | break; |
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201 | |
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202 | case WEAPON_SEEKER: |
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203 | case WEAPON_BOMB: |
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204 | for( j = 0; j < ALIENS; j++ ) |
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205 | { |
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206 | if( al->type[j] == ALIEN_NONE ) |
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207 | { |
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208 | continue; |
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209 | } |
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210 | |
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211 | if( x >= al->x[j] && x <= al->x[j] + 4 |
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212 | && y >= al->y[j] && y <= al->y[j] + 2 ) |
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213 | { |
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214 | al->life[j]--; |
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215 | if( al->life[j] <= 0 ) |
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216 | { |
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217 | al->type[j] = ALIEN_NONE; |
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218 | add_explosion( g, ex, al->x[j], al->y[j], 0, 0, EXPLOSION_MEDIUM ); |
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219 | add_bonus( g, g->bo, al->x[j], al->y[j], GET_RAND(0,5) ? BONUS_GREEN : BONUS_LIFE ); |
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220 | } |
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221 | ok = 1; |
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222 | } |
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223 | } |
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224 | |
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225 | if( ok ) |
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226 | { |
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227 | add_explosion( g, ex, x, y+1, 0, 0, wp->type[i] == WEAPON_SEEKER ? EXPLOSION_SMALL : EXPLOSION_MEDIUM ); |
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228 | wp->type[i] = WEAPON_NONE; |
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229 | } |
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230 | break; |
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231 | } |
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232 | } |
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233 | } |
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234 | |
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235 | void collide_player_tunnel( game *g, player *p, tunnel *t, explosions *ex ) |
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236 | { |
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237 | if( p->x <= t->left[p->y] ) |
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238 | { |
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239 | p->x += 2; |
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240 | add_explosion( g, ex, p->x+1, p->y-2, 0, 0, EXPLOSION_SMALL ); |
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241 | } |
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242 | else if( p->x + 5 >= t->right[p->y] ) |
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243 | { |
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244 | p->x -= 2; |
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245 | add_explosion( g, ex, p->x+4, p->y-2, 0, 0, EXPLOSION_SMALL ); |
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246 | } |
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247 | } |
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248 | |
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