Mercurial > hg > Members > kono > tree_dandy2
diff collision.c @ 0:01387a2e419e
initial version
author | Shinji KONO <kono@ie.u-ryukyu.ac.jp> |
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date | Tue, 07 Dec 2010 15:39:45 +0900 |
parents | |
children | 972a7f233b23 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/collision.c Tue Dec 07 15:39:45 2010 +0900 @@ -0,0 +1,267 @@ +#include <stdio.h> +#include <stdlib.h> +#include <SDL.h> +#include "SDL_opengl.h" +#include "object.h" +#include "Character.h" +#include "Character_state.h" +#include "tokuten.h" +#include "collision.h" +//#include "atari.h" +#include "bom.h" +#include "count2.h" +#include "sound.h" +//#include "Enemy.h" +//#include "libps.h" +#include "sgoex.h" + +extern SpriteTable sptable[DEFOBJ]; + + +CHARACTER * atari(CHARACTER *p) +{ + int i1, h, w, ex, ey, charno; + int n; + ex = p->x; + ey = p->y; + charno = p->charano; + w = sptable[charno].w; + h = sptable[charno].h; + //i2 = playerno; + + + //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) { + //se_voice[0] = SsUtKeyOn(vab[JIKIOUT], 0, 0, 65, 0, 60, 60); + Bom(jiki.x + 16, jiki.y + 16); + jiki.bf = FALSE; + jiki.zanki--; + jiki.muteki = 120; + + infg.stg = 0; + infg_level--; + if (infg_level < 0) + infg_level = 0; + + return p; + } +#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); + enemycount += (p->score * + ((infg.stg / 128) + infg_level + 1)); + p->state = delete_chara; + p->collision = noaction; + p->f = FALSE; + return p; + } + } + 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); + enemycount += (p->score * + ((infg.stg / 128) + infg_level + 1)); + p->state = delete_chara; + p->collision = noaction; + p->f = FALSE; + return p; + } + } + } + + 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); + enemycount += (p->score * + ((infg.stg / 128) + infg_level + 1)); + p->state = delete_chara; + p->collision = noaction; + p->f = FALSE; + return p; + } + } + + 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); + enemycount += (p->score * + ((infg.stg / 128) + infg_level + 1)); + p->state = delete_chara; + p->collision = noaction; + p->f = FALSE; + return p; + } + } + 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); + enemycount += (p->score * + ((infg.stg / 128) + infg_level + 1)); + p->state = delete_chara; + p->collision = noaction; + p->f = FALSE; + return p; + } + } + 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); + enemycount += (p->score * + ((infg.stg / 128) + infg_level + 1)); + p->state = delete_chara; + p->collision = noaction; + p->f = FALSE; + return p; + } + } + } + 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); + enemycount += (p->score * + ((infg.stg / 128) + infg_level + 1)); + p->state = delete_chara; + p->collision = noaction; + p->f = FALSE; + return p; + } + } + 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); + enemycount += (p->score * + ((infg.stg / 128) + infg_level + 1)); + p->state = delete_chara; + p->collision = noaction; + p->f = FALSE; + return p; + } + } + /*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); + enemycount += (p->score * + ((infg.stg / 128) + infg_level + 1)); + p->state = delete_chara; + p->collision = noaction; + p->f = FALSE; + return p; + } + } + } + /*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); + enemycount += (p->score * + ((infg.stg / 128) + infg_level + 1)); + p->state = delete_chara; + p->collision = noaction; + p->f = FALSE; + return p; + } + } + /*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); + enemycount += (p->score * + ((infg.stg / 128) + infg_level + 1)); + p->state = delete_chara; + p->collision = noaction; + p->f = FALSE; + return p; + } + } + } + } + return p; +}