view collision.c @ 35:3b92a4b17049 default tip

fix for macosx Yosemite
author Nozomi
date Thu, 19 May 2016 18:18:34 +0900
parents 972a7f233b23
children
line wrap: on
line source

#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 "bom.h"
#include "count2.h"
#include "sound.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;
}