Esempio n. 1
0
static void
flame_collision (PELEMENT ElementPtr0, PPOINT pPt0, PELEMENT ElementPtr1, PPOINT pPt1)
{
	weapon_collision (ElementPtr0, pPt0, ElementPtr1, pPt1);
	ElementPtr0->state_flags &= ~DISAPPEARING;
	ElementPtr0->state_flags |= NONSOLID;
}
Esempio n. 2
0
static void
howitzer_collision (PELEMENT ElementPtr0, PPOINT pPt0, PELEMENT ElementPtr1, PPOINT pPt1)
{
	if ((ElementPtr0->state_flags & (GOOD_GUY | BAD_GUY))
			!= (ElementPtr1->state_flags & (GOOD_GUY | BAD_GUY)))
		weapon_collision (ElementPtr0, pPt0, ElementPtr1, pPt1);
}
Esempio n. 3
0
static void
blaster_collision (ELEMENT *ElementPtr0, POINT *pPt0,
                   ELEMENT *ElementPtr1, POINT *pPt1)
{
    HELEMENT hBlastElement;

    hBlastElement = weapon_collision (ElementPtr0, pPt0, ElementPtr1, pPt1);
    if (hBlastElement)
    {
        ELEMENT *BlastElementPtr;

        LockElement (hBlastElement, &BlastElementPtr);
        switch (ElementPtr0->mass_points)
        {
        case BLASTER_DAMAGE * 1:
            BlastElementPtr->life_span = 2;
            BlastElementPtr->current.image.frame =
                SetAbsFrameIndex (ElementPtr0->current.image.frame, 0);
            BlastElementPtr->preprocess_func = NULL;
            break;
        case BLASTER_DAMAGE * 2:
            BlastElementPtr->life_span = 6;
            BlastElementPtr->current.image.frame =
                IncFrameIndex (ElementPtr0->current.image.frame);
            break;
        case BLASTER_DAMAGE * 3:
            BlastElementPtr->life_span = 7;
            BlastElementPtr->current.image.frame =
                SetAbsFrameIndex (ElementPtr0->current.image.frame, 20);
            break;
        }
        UnlockElement (hBlastElement);
    }
}
Esempio n. 4
0
static void
crystal_collision (ELEMENT *ElementPtr0, POINT *pPt0,
		ELEMENT *ElementPtr1, POINT *pPt1)
{
	HELEMENT hBlastElement;

	hBlastElement =
			weapon_collision (ElementPtr0, pPt0, ElementPtr1, pPt1);
	if (hBlastElement)
	{
		ELEMENT *BlastElementPtr;

		LockElement (hBlastElement, &BlastElementPtr);
		BlastElementPtr->current.location = ElementPtr1->current.location;

		BlastElementPtr->life_span = NUM_SPARKLES;
		BlastElementPtr->turn_wait = BlastElementPtr->next_turn = 0;
		{
			BlastElementPtr->preprocess_func = animate;
		}

		BlastElementPtr->current.image.farray = ElementPtr0->next.image.farray;
		BlastElementPtr->current.image.frame =
				SetAbsFrameIndex (BlastElementPtr->current.image.farray[0],
				2); /* skip stones */

		UnlockElement (hBlastElement);
	}
}
Esempio n. 5
0
static void
twin_laser_collision (ELEMENT *ElementPtr0, POINT *pPt0,
		ELEMENT *ElementPtr1, POINT *pPt1)
{
	if (!(ElementPtr1->state_flags & PLAYER_SHIP)
			|| !(ElementPtr0->state_flags & ElementPtr1->state_flags
			& (GOOD_GUY | BAD_GUY)))
		weapon_collision (ElementPtr0, pPt0, ElementPtr1, pPt1);
}
void weapon_collision(entity *owner)
{
	int i;

	if(!owner || !owner->weapon)
	{
		slog("Entity or Weapon is NULL. No Collision");
	}
	for(i = 0; i < ENTITY_MAX; i++){
		if(!entityList[i].inuse){
			continue;
		}
		if(!entityList[i].update){
			continue;
		}
		if(owner == &entityList[i]){
			continue;
		}
		if(owner->weapon && owner->weapon->active){
			switch(owner->weapon->face_dir){
				case UP:
						weapon_collision(owner, &entityList[i], owner->weapon->boundUp);
						break;
				case DOWN:
						weapon_collision(owner, &entityList[i], owner->weapon->boundDown);
						break;
				case LEFT:
						weapon_collision(owner, &entityList[i], owner->weapon->boundLeft);
						break;
				case RIGHT:
						weapon_collision(owner, &entityList[i], owner->weapon->boundRight);
						break;
				default:
					break;
			}
		}
	}
}
static void
buzzsaw_collision (ELEMENT *ElementPtr0, POINT *pPt0, ELEMENT *ElementPtr1, POINT *pPt1)
{
	weapon_collision (ElementPtr0, pPt0, ElementPtr1, pPt1);

	if (ElementPtr0->state_flags & DISAPPEARING)
	{
		ElementPtr0->state_flags &= ~DISAPPEARING;
		ElementPtr0->state_flags |= NONSOLID | CHANGING;
		ElementPtr0->life_span = 5;
		ElementPtr0->next.image.frame =
				SetAbsFrameIndex (ElementPtr0->current.image.frame, 2);

		ElementPtr0->preprocess_func = splinter_preprocess;
	}
}
Esempio n. 8
0
static void
pump_up_collision (ELEMENT *ElementPtr0, POINT *pPt0,
                   ELEMENT *ElementPtr1, POINT *pPt1)
{
    RECT r;
    BYTE old_thrust_wait;
    HELEMENT hBlastElement;

    GetFrameRect (ElementPtr0->next.image.frame, &r);

    old_thrust_wait = ElementPtr0->thrust_wait;
    ElementPtr0->blast_offset = r.extent.width >> 1;
    hBlastElement = weapon_collision (ElementPtr0, pPt0, ElementPtr1, pPt1);
    // This new section kills suspended blaster pulses after sustaining massive burst damage.
    if (ElementPtr1->mass_points >= ElementPtr0->mass_points)
    {
        ElementPtr0->postprocess_func = 0;
        ElementPtr0->thrust_wait = 0;
        ElementPtr0->state_flags |= DISAPPEARING;
    }
    else
        ElementPtr0->thrust_wait = old_thrust_wait;

    if (hBlastElement)
    {
        ELEMENT *BlastElementPtr;

        LockElement (hBlastElement, &BlastElementPtr);

        BlastElementPtr->life_span =
            MIN_PUMPITUDE_ANIMS
            + (ElementPtr0->turn_wait & ~REVERSE_DIR);
        BlastElementPtr->turn_wait = BlastElementPtr->next_turn = 0;
        {
            BlastElementPtr->preprocess_func = animate;
        }

        BlastElementPtr->current.image.farray = ElementPtr0->next.image.farray;
        BlastElementPtr->current.image.frame =
            SetAbsFrameIndex (BlastElementPtr->current.image.farray[0],
                              MAX_PUMP * NUM_PUMP_ANIMS);

        UnlockElement (hBlastElement);
    }
}
Esempio n. 9
0
static void
blazer_collision (ELEMENT *ElementPtr0, POINT *pPt0,
		ELEMENT *ElementPtr1, POINT *pPt1)
{
#define BLAZER_OFFSET (10 << RESOLUTION_FACTOR) // JMS_GFX
	BYTE old_offs;
	COUNT old_crew_level;
	COUNT old_life;
	
	old_crew_level = ElementPtr0->crew_level;
	old_life = ElementPtr0->life_span;
	old_offs = ElementPtr0->blast_offset;
	ElementPtr0->blast_offset = BLAZER_OFFSET;
	ElementPtr0->mass_points = BLAZER_DAMAGE;
	weapon_collision (ElementPtr0, pPt0, ElementPtr1, pPt1);
	ElementPtr0->mass_points = BLAZER_MASS;
	ElementPtr0->blast_offset = old_offs;
	ElementPtr0->life_span = old_life;
	ElementPtr0->crew_level = old_crew_level;
	
	ElementPtr0->state_flags &= ~(DISAPPEARING | NONSOLID);
	collision (ElementPtr0, pPt0, ElementPtr1, pPt1);
}
Esempio n. 10
0
static void
cannon_collision (ELEMENT *ElementPtr0, POINT *pPt0,
		ELEMENT *ElementPtr1, POINT *pPt1)
{
	weapon_collision (ElementPtr0, pPt0, ElementPtr1, pPt1);

	if ((ElementPtr1->state_flags & PLAYER_SHIP)
			&& ElementPtr1->crew_level
			&& !GRAVITY_MASS (ElementPtr1->mass_points + 1))
	{
		COUNT angle;
		SIZE cur_delta_x, cur_delta_y;
		STARSHIP *StarShipPtr;

		GetElementStarShip (ElementPtr1, &StarShipPtr);
		StarShipPtr->cur_status_flags &=
				~(SHIP_AT_MAX_SPEED | SHIP_BEYOND_MAX_SPEED);

		angle = FACING_TO_ANGLE (
				GetFrameIndex (ElementPtr0->next.image.frame)
				);
		DeltaVelocityComponents (&ElementPtr1->velocity,
				COSINE (angle, RECOIL_VELOCITY),
				SINE (angle, RECOIL_VELOCITY));
		GetCurrentVelocityComponents (&ElementPtr1->velocity,
				&cur_delta_x, &cur_delta_y);
		if ((long)cur_delta_x * (long)cur_delta_x
				+ (long)cur_delta_y * (long)cur_delta_y
				> (long)MAX_RECOIL_VELOCITY * (long)MAX_RECOIL_VELOCITY)
		{
			angle = ARCTAN (cur_delta_x, cur_delta_y);
			SetVelocityComponents (&ElementPtr1->velocity,
					COSINE (angle, MAX_RECOIL_VELOCITY),
					SINE (angle, MAX_RECOIL_VELOCITY));
		}
	}
}
Esempio n. 11
0
static void
pump_up_collision (ELEMENT *ElementPtr0, POINT *pPt0,
		ELEMENT *ElementPtr1, POINT *pPt1)
{
	RECT r;
	BYTE old_thrust_wait;
	HELEMENT hBlastElement;

	GetFrameRect (ElementPtr0->next.image.frame, &r);

	old_thrust_wait = ElementPtr0->thrust_wait;
	ElementPtr0->blast_offset = r.extent.width >> 1;
	hBlastElement = weapon_collision (ElementPtr0, pPt0, ElementPtr1, pPt1);
	ElementPtr0->thrust_wait = old_thrust_wait;

	if (hBlastElement)
	{
		ELEMENT *BlastElementPtr;

		LockElement (hBlastElement, &BlastElementPtr);

		BlastElementPtr->life_span =
				MIN_PUMPITUDE_ANIMS
				+ (ElementPtr0->turn_wait & ~REVERSE_DIR);
		BlastElementPtr->turn_wait = BlastElementPtr->next_turn = 0;
		{
			BlastElementPtr->preprocess_func = animate;
		}

		BlastElementPtr->current.image.farray = ElementPtr0->next.image.farray;
		BlastElementPtr->current.image.frame =
				SetAbsFrameIndex (BlastElementPtr->current.image.farray[0],
				MAX_PUMP * NUM_PUMP_ANIMS);

		UnlockElement (hBlastElement);
	}
}
void player_attack(SDL_Event *e){
	Vec2d p;
	if(!e){
		fprintf(stdout,"Player_Move sdl event e is null");
		return;
	}

	switch(e->type){
		case SDL_MOUSEBUTTONDOWN:
			if(selecting_struct)
			{
				selecting_struct = false;
				set_hud_state(HUD_state::inventory1);
				structure_place();
			}
		break;
		case SDL_KEYDOWN:
			switch( e->key.keysym.sym )
			  {
				case SDLK_q:
					slog("Q press");
					p.y = player->position.y + player->sprite->frameH * 3 / 4;
					p.x = player->position.x;
					
					particle_em_add(player->p_em, PARTICLE_SPELLCAST, p);
					break;
				case SDLK_i:
					set_hud_state(HUD_state::inventory1);
					break;
				case SDLK_b:
					in_build_mode_01 = set_hud_state(HUD_state::build1);
					break;
				case SDLK_v:
					if(in_build_mode_01)
					{
						structure_select(struct_type::main_base01);
						selecting_struct =!selecting_struct;
					}
				case SDLK_m:
					if(in_build_mode_01)
					{
						structure_select(struct_type::wall_01);
						selecting_struct =!selecting_struct;
					}
				case SDLK_t:
					if(in_build_mode_01)
					{
						structure_select(struct_type::tower_01);
						selecting_struct =!selecting_struct;
					}
				case SDLK_f:
					slog("Press F");
					if(animCurrent != SLASH && player_tree_collision())
					{
						animCurrent = SLASH;
						player->sprite->fpl = playerBody.image_slash->fpl;
						player->sprite = playerBody.image_slash;
						player->frame_horizontal = 0;//reset it;
					}
					break;
					
			}
			break;
		default:
			break;
	}
	switch( e->key.keysym.sym )
    {
		case SDLK_SPACE:			
			//if(player_struct.weapon == WEAP_SWORD)
			if(animCurrent != SLASH)
			{
				animCurrent = SLASH;
				PlayerEquip.fpl = PlayerEquip.weapon->fpl;
				player->sprite->fpl = PlayerEquip.fpl;
				player->frame_horizontal = 0;//reset it;
				player->sprite = playerBody.image_slash;
				//used for collision
				player->weapon->active = true;		
				weapon_collision(player);
			}
			break;
		default:
			break;
	}			
}