view ppe/collision.cc @ 1:b4c797eee72a

task dandy base
author koba <koba@cr.ie.u-ryukyu.ac.jp>
date Mon, 13 Dec 2010 04:56:23 +0900
parents
children
line wrap: on
line source

#include "collision.h"
#include "tobject.h"

SchedDefineTask(Atari);

/*
CHARACTER *
noaction(CHARACTER *p)
{
    p->state = noaction;
    return p;
}

CHARACTER *
delete_chara(CHARACTER *p)
{
  CHARACTER *parent = p;
  p->f = FALSE;
  p->state = noaction;
  p->collision = noaction;
  return parent;
}
*/

void
Bom(int x, int y, int bomend, bomchar *bchar)
{
    int i;
    bomend++;
    if (bomend > 49) {
	bomend = 49;
	return;
    }

    i = bomend;
    bchar[i].x = x;
    bchar[i].y = y;
    bchar[i].no = 0;
    bchar[i].f = 0;
    return;
}

static int
run(SchedTask *smanager, void *rbuf, void *wbuf)
{
    int w = (int)smanager->get_param(0);
    int h = (int)smanager->get_param(1);
    int enemycount = (int)smanager->get_param(2);
    int bomend = (int)smanager->get_param(3);
    int tama_lv1_end = (int)smanager->get_param(4);
    int tama_lv2_end = (int)smanager->get_param(5);
    int laser_lv1_end = (int)smanager->get_param(6);
    int infg_level = (int)smanager->get_param(7);

    player *jiki = (player *)smanager->get_input(rbuf, 0);
    tama1 *tama_lv1 = (tama1 *)smanager->get_input(rbuf, 1);
    tama2 *tama_lv2 = (tama2 *)smanager->get_input(rbuf, 2);
    tama1 *tlv3 = (tama1 *)smanager->get_input(rbuf, 3);
    laser *laser_lv1 = (laser *)smanager->get_input(rbuf, 4);
    laser *laser_lv2 = (laser *)smanager->get_input(rbuf, 5);
    laser *laser_lv3 = (laser *)smanager->get_input(rbuf, 6);
    bomchar *bchar = (bomchar *)smanager->get_input(rbuf, 7);
    CHARACTER *p = (CHARACTER *)smanager->get_input(rbuf, 8);
    stge lg = *(stge *)smanager->get_input(rbuf, 9);
    stge infg = *(stge *)smanager->get_input(rbuf, 10);

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



//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) {
	Bom(jiki->x + 16, jiki->y + 16, bomend, bchar);
	jiki->bf = FALSE;
	jiki->zanki--;
	jiki->muteki = 120;

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

	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)) {
	    tama_lv1[i1].r = -1;
	    p->vit -= TAMALV1P;
	    infg.stg++;
	    if (p->vit <= 0) {
		infg.stg += 4;
		Bom(p->x, p->y, bomend, bchar);
		enemycount += (p->score *
			       ((infg.stg / 128) + infg_level + 1));
		p->state = delete_chara;
		p->collision = noaction;
		p->f = FALSE;
		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)) {
	    tama_lv1[i1].l = -1;
	    p->vit -= TAMALV1P;
	    infg.stg++;
	    if (p->vit <= 0) {
		infg.stg += 4;
		Bom(p->x, p->y, bomend, bchar);
		enemycount += (p->score *
			       ((infg.stg / 128) + infg_level + 1));
		p->state = delete_chara;
		p->collision = noaction;
		p->f = FALSE;
		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)) {
	    tama_lv2[i1].rr = -1;
	    p->vit -= TAMALV2P;
	    infg.stg++;
	    if (p->vit <= 0) {
		infg.stg += 4;
		Bom(p->x, p->y, bomend, bchar);
		enemycount += (p->score *
			       ((infg.stg / 128) + infg_level + 1));
		p->state = delete_chara;
		p->collision = noaction;
		p->f = FALSE;
		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)) {
	    tama_lv2[i1].sr = -1;
	    p->vit -= TAMALV2P;
	    infg.stg++;
	    if (p->vit <= 0) {
		infg.stg += 4;
		Bom(p->x, p->y, bomend, bchar);
		enemycount += (p->score *
			       ((infg.stg / 128) + infg_level + 1));
		p->state = delete_chara;
		p->collision = noaction;
		p->f = FALSE;
		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)) {
	    tama_lv2[i1].sl = -1;
	    p->vit -= TAMALV2P;
	    infg.stg++;
	    if (p->vit <= 0) {
		infg.stg += 4;
		Bom(p->x, p->y, bomend, bchar);
		enemycount += (p->score *
			       ((infg.stg / 128) + infg_level + 1));
		p->state = delete_chara;
		p->collision = noaction;
		p->f = FALSE;
		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)) {
	    tama_lv2[i1].ll = -1;
	    p->vit -= TAMALV2P;
	    infg.stg++;
	    if (p->vit <= 0) {
		infg.stg += 4;
		Bom(p->x, p->y, bomend, bchar);
		enemycount += (p->score *
			       ((infg.stg / 128) + infg_level + 1));
		p->state = delete_chara;
		p->collision = noaction;
		p->f = FALSE;
		return 0;
	    }
	}
    }
    if ((tlv3[0].r > 0) && (jiki->x < ex + w) && (jiki->x + 128 > ex)
	&& (jiki->y > ey + h)) {
	p->vit -= TAMALV3P;
	infg.stg++;
	if (p->vit <= 0) {
	    infg.stg += 4;
	    Bom(p->x, p->y, bomend, bchar);
	    enemycount += (p->score *
			   ((infg.stg / 128) + infg_level + 1));
	    p->state = delete_chara;
	    p->collision = noaction;
	    p->f = FALSE;
	    return 0;
	}
    }
  jumping:
    if ((tlv3[0].r > 0) && (jiki->x < ex + w) && (jiki->x + 128 > ex)
	&& (jiki->y + 128 > ey) && (jiki->y < ey + h)) {
	p->vit -= TAMALV3P;
	infg.stg++;
	if (p->vit <= 0) {
	    infg.stg += 4;
	    Bom(p->x, p->y, bomend, bchar);
	    enemycount += (p->score *
			   ((infg.stg / 128) + infg_level + 1));
	    p->state = delete_chara;
	    p->collision = noaction;
	    p->f = FALSE;
	    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)) {
	    laser_lv1[i1].r = -1;
	    laser_lv1[i1].y = -1;
	    p->vit -= LASERLV1P;
	    infg.stg++;
	    if (p->vit <= 0) {
		infg.stg += 4;
		Bom(p->x, p->y, bomend, bchar);
		enemycount += (p->score *
			       ((infg.stg / 128) + infg_level + 1));
		p->state = delete_chara;
		p->collision = noaction;
		p->f = FALSE;
		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)) {
	p->vit -= LASERLV2P;
	lg.stg -= 26;
	infg.stg++;
	if (p->vit <= 0) {
	    infg.stg += 4;
	    Bom(p->x, p->y, bomend, bchar);
	    enemycount += (p->score *
			   ((infg.stg / 128) + infg_level + 1));
	    p->state = delete_chara;
	    p->collision = noaction;
	    p->f = FALSE;
	    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)) {
		tama_lv2[i1].rr = -1;
		p->vit -= LASERLV3P;
		infg.stg++;
		if (p->vit <= 0) {
		    infg.stg += 4;
		    Bom(p->x, p->y, bomend, bchar);
		    enemycount += (p->score *
				   ((infg.stg / 128) + infg_level + 1));
		    p->state = delete_chara;
		    p->collision = noaction;
		    p->f = FALSE;
		    return 0;
		}
	    }
	}
    }
    smanager->swap();
    return 0;
}