view ppe/Atari.cc @ 53:b31bed246abd

fix code and add log.
author koba <koba@cr.ie.u-ryukyu.ac.jp>
date Tue, 25 Jan 2011 17:43:30 +0900
parents 2e123c4bf5ca
children 3acdeb3dc3e8
line wrap: on
line source

#include "task_base.h"
#include "task_object.h"
#include "../ObjectType.h"

SchedDefineTask1(Atari, atari);

static int
atari(SchedTask *smanager, void *rbuf, void *wbuf)
{
    int w = (int)smanager->get_param(0);
    int h = (int)smanager->get_param(1);

    CollisionPropertyPtr property
	= (CollisionPropertyPtr)smanager->get_input(rbuf, 0);
    player *jiki = (player*)smanager->get_input(rbuf, 1);

    property->lg = *(stge*)smanager->get_input(rbuf, 2);
    property->infg = *(stge*)smanager->get_input(rbuf, 3);
    stge *lg = &property->lg;
    stge *infg = &property->infg;

    int infg_level = *(int*)smanager->get_input(rbuf, 4);
    int tama_lv1_end = *(int*)smanager->get_input(rbuf, 5);
    int tama_lv2_end = *(int*)smanager->get_input(rbuf, 6);
    int laser_lv1_end = *(int*)smanager->get_input(rbuf, 7);

    CHARACTER *p = &property->p;
    int *enemycount = &property->enemycount;
    tama1 *tlv3 = &property->tlv3;

    tama1 *tama_lv1 = property->tama_lv1;
    tama2 *tama_lv2 = property->tama_lv2;
    laser *laser_lv1 = property->laser_lv1;
    laser *laser_lv2 = &property->laser_lv2;
    laser *laser_lv3 = property->laser_lv3;

    int i1, ex, ey;
    int n;
    ex = p->x;
    ey = p->y;

    CollisionPropertyPtr w_property
	= (CollisionPropertyPtr)smanager->get_output(wbuf, 0);
    ObjContainerPtr sprite = (ObjContainerPtr)smanager->get_output(wbuf, 1);
    sprite->flag = false;
    sprite->length = 1;

//自機やられ
#ifndef INVISIBLE_MODE
    if ((ex < jiki->x + 128 / 2) && (ex + w > jiki->x + 128 / 2)
	&& (ey < jiki->y + 128 / 2) && (ey + h > jiki->y + 128 / 2)
	&& jiki->muteki == 0) {
	
	sprite->flag = true;
	Bom(jiki->x + 16, jiki->y + 16, &sprite->data[0]);
	
	property->collision_type = JIKI;

	jiki->bf = FALSE;
	jiki->zanki--;
	jiki->muteki = 120;	
	property->jiki = *jiki;

	infg->stg = 0;
	infg_level--;
	if (infg_level < 0)
	    infg_level = 0;

	property->infg_level = infg_level;

	*w_property = *property;
	return 0;
    }
#endif

    if (p->tama == TRUE)
	goto jumping;
    for (i1 = 0; i1 < tama_lv1_end + 1; i1++) {

	if ((tama_lv1[i1].x + 64 + 64 > ex)
	    && (ex + w > tama_lv1[i1].x + 16)
	    && (tama_lv1[i1].y + 128 > ey) && (tama_lv1[i1].y < ey + h)
	    && (tama_lv1[i1].r != -1)) {
	    property->collision_type = TAMALV1;

	    tama_lv1[i1].r = -1;
	    p->vit -= TAMALV1P;
	    infg->stg++;
	    if (p->vit <= 0) {
		infg->stg += 4;
		sprite->flag = true;
		Bom(p->x, p->y, &sprite->data[0]);
		*enemycount += (p->score *
			       ((infg->stg / 128) + infg_level + 1));
		p->task = DELETE_CHARA;
		p->f = FALSE;

		*w_property = *property;
		return 0;
	    }
	}
	if ((tama_lv1[i1].x + 64 > ex) && (ex + w > tama_lv1[i1].x)
	    && (tama_lv1[i1].y + 128 > ey) && (tama_lv1[i1].y < ey + h)
	    && (tama_lv1[i1].l != -1)) {
	    property->collision_type = TAMALV1;

	    tama_lv1[i1].l = -1;
	    p->vit -= TAMALV1P;
	    infg->stg++;
	    if (p->vit <= 0) {
		infg->stg += 4;
		sprite->flag = true;
		Bom(p->x, p->y, &sprite->data[0]);
		*enemycount += (p->score *
			       ((infg->stg / 128) + infg_level + 1));
		p->task = DELETE_CHARA;
		p->f = FALSE;

		*w_property = *property;
		return 0;
	    }
	}
    }

    for (i1 = 0; i1 < tama_lv2_end + 1; i1++) {
	if ((tama_lv2[i1].x + 128 + 64 > ex)
	    && (ex + w > tama_lv2[i1].x + 128)
	    && (tama_lv2[i1].y + 192 > ey) && (tama_lv2[i1].y < ey + h)
	    && (tama_lv2[i1].rr != -1)) {
	    property->collision_type = TAMALV2;

	    tama_lv2[i1].rr = -1;
	    p->vit -= TAMALV2P;
	    infg->stg++;
	    if (p->vit <= 0) {
		infg->stg += 4;
		sprite->flag = true;
		Bom(p->x, p->y, &sprite->data[0]);
		*enemycount += (p->score *
			       ((infg->stg / 128) + infg_level + 1));
		p->task = DELETE_CHARA;
		p->f = FALSE;

		*w_property = *property;
		return 0;
	    }
	}

	if ((tama_lv2[i1].x + 64 + 64 > ex)
	    && (ex + w > tama_lv2[i1].x + 16)
	    && (tama_lv2[i1].y - 32 + 192 > ey)
	    && (tama_lv2[i1].y - 32 < ey + h)
	    && (tama_lv2[i1].sr != -1)) {
	    property->collision_type = TAMALV2;

	    tama_lv2[i1].sr = -1;
	    p->vit -= TAMALV2P;
	    infg->stg++;
	    if (p->vit <= 0) {
		infg->stg += 4;
		sprite->flag = true;
		Bom(p->x, p->y, &sprite->data[0]);
		*enemycount += (p->score *
			       ((infg->stg / 128) + infg_level + 1));
		p->task = DELETE_CHARA;
		p->f = FALSE;

		*w_property = *property;
		return 0;
	    }
	}
	if ((tama_lv2[i1].x + 64 > ex) && (ex + w > tama_lv2[i1].x)
	    && (tama_lv2[i1].y - 32 + 192 > ey)
	    && (tama_lv2[i1].y - 32 < ey + h)
	    && (tama_lv2[i1].sl != -1)) {
	    property->collision_type = TAMALV2;

	    tama_lv2[i1].sl = -1;
	    p->vit -= TAMALV2P;
	    infg->stg++;
	    if (p->vit <= 0) {
		infg->stg += 4;
		sprite->flag = true;
		Bom(p->x, p->y, &sprite->data[0]);
		*enemycount += (p->score *
			       ((infg->stg / 128) + infg_level + 1));
		p->task = DELETE_CHARA;
		p->f = FALSE;

		*w_property = *property;
		return 0;
	    }
	}
	if ((tama_lv2[i1].x - 64 + 64 > ex)
	    && (ex + w > tama_lv2[i1].x - 64)
	    && (tama_lv2[i1].y + 192 > ey) && (tama_lv2[i1].y < ey + h)
	    && (tama_lv2[i1].ll != -1)) {
	    property->collision_type = TAMALV2;

	    tama_lv2[i1].ll = -1;
	    p->vit -= TAMALV2P;
	    infg->stg++;
	    if (p->vit <= 0) {
		infg->stg += 4;
		sprite->flag = true;
		Bom(p->x, p->y, &sprite->data[0]);
		*enemycount += (p->score *
			       ((infg->stg / 128) + infg_level + 1));
		p->task = DELETE_CHARA;
		p->f = FALSE;

		*w_property = *property;
		return 0;
	    }
	}
    }
    if ((tlv3->r > 0) && (jiki->x < ex + w) && (jiki->x + 128 > ex)
	&& (jiki->y > ey + h)) {
	property->collision_type = TAMALV3;

	p->vit -= TAMALV3P;
	infg->stg++;
	if (p->vit <= 0) {
	    infg->stg += 4;
	    sprite->flag = true;
	    Bom(p->x, p->y, &sprite->data[0]);
	    *enemycount += (p->score *
			   ((infg->stg / 128) + infg_level + 1));
	    p->task = DELETE_CHARA;
	    p->f = FALSE;

	    *w_property = *property;
	    return 0;
	}
    }
jumping:
    if ((tlv3->r > 0) && (jiki->x < ex + w) && (jiki->x + 128 > ex)
	&& (jiki->y + 128 > ey) && (jiki->y < ey + h)) {
	property->collision_type = TAMALV3;

	p->vit -= TAMALV3P;
	infg->stg++;
	if (p->vit <= 0) {
	    infg->stg += 4;
	    sprite->flag = true;
	    Bom(p->x, p->y, &sprite->data[0]);
	    *enemycount += (p->score *
			   ((infg->stg / 128) + infg_level + 1));
	    p->task = DELETE_CHARA;
	    p->f = FALSE;

	    *w_property = *property;
	    return 0;
	}
    }
    /*laser lv1 */
    for (i1 = 0; i1 < laser_lv1_end + 1; i1++) {
	n = laser_lv1[i1].r * 128 / 4096;

	if ((laser_lv1[i1].x + n > ex) && (ex + w > laser_lv1[i1].x)
	    && (laser_lv1[i1].y + n > ey) && (laser_lv1[i1].y < ey + h)
	    && (laser_lv1[i1].r != -1)) {
	    property->collision_type = LASERLV1;

	    laser_lv1[i1].r = -1;
	    laser_lv1[i1].y = -1;
	    p->vit -= LASERLV1P;
	    infg->stg++;
	    if (p->vit <= 0) {
		infg->stg += 4;
		sprite->flag = true;
		Bom(p->x, p->y, &sprite->data[0]);
		*enemycount += (p->score *
			       ((infg->stg / 128) + infg_level + 1));
		p->task = DELETE_CHARA;
		p->f = FALSE;

		*w_property = *property;
		return 0;
	    }
	}
    }
    /*shield(laser lv2) */
    if ((p->tama == TRUE) && (lg->stg > 0) &&
	(laser_lv2[0].x + 128 > ex) && (ex + w > laser_lv2[0].x - 128)
	&& (laser_lv2[0].y + 128 > ey) && (laser_lv2[0].y - 128 < ey + h)
	&& (laser_lv2[0].r != 0)) {
	property->collision_type = LASERLV2;

	p->vit -= LASERLV2P;
	lg->stg -= 26;

	infg->stg++;
	if (p->vit <= 0) {
	    infg->stg += 4;
	    property->infg = *infg;

	    sprite->flag = true;
	    Bom(p->x, p->y, &sprite->data[0]);
	    *enemycount += (p->score *
			   ((infg->stg / 128) + infg_level + 1));
	    p->task = DELETE_CHARA;
	    p->f = FALSE;
	    
	    *w_property = *property;
	    return 0;
	}
    }
    /*bomber(laser lv3) */
    if (laser_lv3[0].r < 62) {
	for (i1 = 1; i1 < 128; i1++) {
	    if ((laser_lv3[i1].x + 128 > ex) && (ex + w > laser_lv3[i1].x)
		&& (laser_lv3[i1].y + 128 > ey)
		&& (laser_lv3[i1].y < ey + h)
		&& (laser_lv3[i1].r > 0)) {
		property->collision_type = LASERLV3;

		tama_lv2[i1].rr = -1;
		p->vit -= LASERLV3P;
		infg->stg++;
		if (p->vit <= 0) {
		    infg->stg += 4;
		    sprite->flag = true;
		    Bom(p->x, p->y, &sprite->data[0]);
		    *enemycount += (p->score *
				   ((infg->stg / 128) + infg_level + 1));
		    p->task = DELETE_CHARA;
		    p->f = FALSE;

		    *w_property = *property;
		    return 0;
		}
	    }
	}
    }

    property->collision_type = NO;
    
    *w_property = *property;
    return 0;
}