#include #include #include "main.h" #include "interface.h" #include "image.h" #include "sound.h" #include "layer.h" #include "screen_world.h" #include "screen_setting.h" #include "net_multiplayer.h" #include "tux.h" #include "item.h" #include "shot.h" #include "proto.h" static SDL_Surface *g_item[ITEM_COUNT]; static bool_t isItemInit = FALSE; bool_t isItemInicialized() { return isItemInit; } void initItem() { g_item[GUN_DUAL_SIMPLE] = addImageData("item.dual.png", IMAGE_ALPHA, "item_dual_simple", IMAGE_GROUP_BASE); g_item[GUN_TOMMY] = addImageData("item.tommy.png", IMAGE_ALPHA, "item_tommy_simple", IMAGE_GROUP_BASE); g_item[GUN_SCATTER] = addImageData("item.scatter.png", IMAGE_ALPHA, "item_scatter_simple", IMAGE_GROUP_BASE); g_item[GUN_LASSER] = addImageData("item.lasser.png", IMAGE_ALPHA, "item_lasser_simple", IMAGE_GROUP_BASE); g_item[GUN_MINE] = addImageData("item.mine.png", IMAGE_ALPHA, "item_mines_simple", IMAGE_GROUP_BASE); g_item[ITEM_MINE] = addImageData("mine.png", IMAGE_ALPHA, "item_mine_simple", IMAGE_GROUP_BASE); g_item[ITEM_EXPLOSION] = addImageData("explosion.png", IMAGE_ALPHA, "item_explosion_simple", IMAGE_GROUP_BASE); g_item[ITEM_BIG_EXPLOSION] = addImageData("big-explosion.png", IMAGE_ALPHA, "item_big-explosion_simple", IMAGE_GROUP_BASE); g_item[BONUS_SPEED] = addImageData("item.bonus.speed.png", IMAGE_ALPHA, "item_bonus_speed", IMAGE_GROUP_BASE); g_item[BONUS_SHOT] = addImageData("item.bonus.shot.png", IMAGE_ALPHA, "item_shot_speed", IMAGE_GROUP_BASE); g_item[BONUS_TELEPORT] = addImageData("item.bonus.teleport.png", IMAGE_ALPHA, "item_teleport_speed", IMAGE_GROUP_BASE); g_item[BONUS_GHOST] = addImageData("item.bonus.ghost.png", IMAGE_ALPHA, "item_ghost_speed", IMAGE_GROUP_BASE); g_item[BONUS_4X] = addImageData("item.bonus.4x.png", IMAGE_ALPHA, "item_4x_speed", IMAGE_GROUP_BASE); g_item[BONUS_HIDDEN] = addImageData("item.bonus.hidden.png", IMAGE_ALPHA, "item_hidden_speed", IMAGE_GROUP_BASE); isItemInit = TRUE; } item_t* newItem(int x, int y, int type, tux_t *author) { item_t *new; new = malloc( sizeof(item_t) ); assert( new != NULL ); new->type = type; new->x = x; new->y = y; new->frame = 0; new->count = 0; new->img = g_item[type]; new->author = author; switch( type ) { case GUN_DUAL_SIMPLE : case GUN_SCATTER : case GUN_TOMMY : case GUN_LASSER : case GUN_MINE : new->w = ITEM_GUN_WIDTH; new->h = ITEM_GUN_HEIGHT; break; case ITEM_MINE : new->w = ITEM_MINE_WIDTH; new->h = ITEM_MINE_HEIGHT; break; case ITEM_EXPLOSION : playSound("explozion", SOUND_GROUP_BASE); new->w = ITEM_EXPLOSION_WIDTH; new->h = ITEM_EXPLOSION_HEIGHT; break; case ITEM_BIG_EXPLOSION : playSound("explozion", SOUND_GROUP_BASE); new->w = ITEM_BIG_EXPLOSION_WIDTH; new->h = ITEM_BIG_EXPLOSION_HEIGHT; break; case BONUS_SPEED : case BONUS_SHOT : case BONUS_TELEPORT : case BONUS_GHOST : case BONUS_4X : case BONUS_HIDDEN : new->w = ITEM_BONUS_WIDTH; new->h = ITEM_BONUS_HEIGHT; break; } return new; } void addNewItem(list_t *listItem, tux_t *author) { arena_t *arena; item_t *item; int new_x, new_y; int type; if( isSettingAnyItem() == FALSE || getNetTypeGame() == NET_GAME_TYPE_CLIENT ) { return; } arena = getWorldArena(); findFreeSpace(&new_x, &new_y, ITEM_GUN_WIDTH, ITEM_GUN_HEIGHT); type = GUN_DUAL_SIMPLE; do{ switch( random() % 11 ) { case 0 : type = GUN_DUAL_SIMPLE; break; case 1 : type = GUN_SCATTER; break; case 2 : type = GUN_TOMMY; break; case 3 : type = GUN_MINE; break; case 4 : type = GUN_LASSER; break; case 5 : type = BONUS_SPEED; break; case 6 : type = BONUS_SHOT; break; case 7 : type = BONUS_TELEPORT; break; case 8 : type = BONUS_GHOST; break; case 9 : type = BONUS_4X; break; case 10 : type = BONUS_HIDDEN; break; } }while( isSettingItem(type) == FALSE ); item = newItem(new_x, new_y, type, author); addList(listItem, item); if( getNetTypeGame() == NET_GAME_TYPE_SERVER ) { proto_send_additem_server(item); } } void drawItem(item_t *p) { assert( p != NULL ); addLayer(p->img, p->x, p->y, p->frame * p->w, 0, p->w, p->h, TUX_LAYER); } void drawListItem(list_t *listItem) { item_t *thisItem; int i; assert( listItem != NULL ); for( i = 0 ; i < listItem->count ; i++ ) { thisItem = (item_t *)listItem->list[i]; assert( thisItem != NULL ); drawItem(thisItem); } } void eventListItem(list_t *listItem) { item_t *thisItem; int i; assert( listItem != NULL ); for( i = 0 ; i < listItem->count ; i++ ) { thisItem = (item_t *)listItem->list[i]; assert( thisItem != NULL ); thisItem->count++; if( thisItem->count == ITEM_MAX_COUNT ) { thisItem->count = 0; thisItem->frame++; } switch( thisItem->type ) { case GUN_TOMMY : case GUN_DUAL_SIMPLE : case GUN_SCATTER : case GUN_LASSER : case GUN_MINE : if( thisItem->frame == ITEM_GUN_MAX_FRAME ) { thisItem->frame = 0; } break; case ITEM_MINE : if( thisItem->frame == ITEM_MINE_MAX_FRAME ) { thisItem->frame = 0; } break; case ITEM_EXPLOSION : case ITEM_BIG_EXPLOSION : if( thisItem->frame == ITEM_EXPLOSION_MAX_FRAME ) { delListItem(listItem, i, destroyItem); i--; } break; case BONUS_SPEED : case BONUS_SHOT : case BONUS_TELEPORT : case BONUS_GHOST : case BONUS_4X : case BONUS_HIDDEN : if( thisItem->frame == ITEM_GUN_MAX_FRAME ) { thisItem->frame = 0; } break; } } } int isConflictWithListItem(list_t *listItem, int x, int y, int w, int h) { item_t *thisItem; int i; assert( listItem != NULL ); for( i = 0 ; i < listItem->count ; i++ ) { thisItem = (item_t *)listItem->list[i]; assert( thisItem != NULL ); if( conflictSpace(x, y, w, h, thisItem->x, thisItem->y, thisItem->w, thisItem->h) ) { return 1; } } return 0; } void eventConflictShotWithItem(list_t *listItem, list_t *listShot) { shot_t *thisShot; item_t *thisItem; int i, j; assert( listItem != NULL ); assert( listShot != NULL ); for( i = 0 ; i < listShot->count ; i++ ) { bool_t isDelShot = FALSE; thisShot = (shot_t *)listShot->list[i]; assert( thisShot != NULL ); for( j = 0 ; j < listItem->count ; j++ ) { thisItem = (item_t *)listItem->list[j]; assert( thisItem != NULL ); switch( thisItem->type ) { case ITEM_MINE : if( conflictSpace(thisShot->x, thisShot->y, thisShot->w, thisShot->h, thisItem->x, thisItem->y, thisItem->w, thisItem->h) ) { int x, y; delListItem(listItem, j, destroyItem); x = ( thisItem->x + thisItem->w/2 ) - ITEM_BIG_EXPLOSION_WIDTH/2; y = ( thisItem->y + thisItem->h/2 ) - ITEM_BIG_EXPLOSION_HEIGHT/2; addList(listItem, newItem(x, y, ITEM_BIG_EXPLOSION, NULL) ); j--; } break; case ITEM_EXPLOSION : case ITEM_BIG_EXPLOSION : isDelShot = TRUE; break; } } if( isDelShot ) { delListItem(listShot, i, destroyShot); i--; } } } void eventGiveTuxItem(tux_t *tux, list_t *listItem) { item_t *thisItem; int x, y, w, h; int i; assert( listItem != NULL ); assert( tux != NULL ); if( tux->status == TUX_STATUS_DEAD ) { return; } getTuxProportion(tux, &x, &y, &w, &h); for( i = 0 ; i < listItem->count ; i++ ) { thisItem = (item_t *)listItem->list[i]; assert( thisItem != NULL ); if( conflictSpace(x, y, w, h, thisItem->x, thisItem->y, thisItem->w, thisItem->h) ) { switch( thisItem->type ) { case GUN_TOMMY : case GUN_DUAL_SIMPLE : case GUN_SCATTER : case GUN_LASSER : case GUN_MINE : tux->pickup_time = 0; playSound("item_gun", SOUND_GROUP_BASE); tux->shot[ thisItem->type ] += GUN_MAX_SHOT; tux->gun = thisItem->type; delListItem(listItem, i, destroyItem); i--; break; case ITEM_MINE : if( tux->bonus != BONUS_GHOST ) { if( thisItem->author != NULL ) { thisItem->author->score++; } delListItem(listItem, i, destroyItem); addList(listItem, newItem(x, y, ITEM_EXPLOSION, NULL) ); i--; } break; case ITEM_EXPLOSION : case ITEM_BIG_EXPLOSION : if( tux->bonus == BONUS_TELEPORT ) { tuxTeleport(tux); } else { eventTuxIsDead(tux); } break; case BONUS_SPEED : case BONUS_SHOT : case BONUS_TELEPORT : case BONUS_GHOST : case BONUS_4X : case BONUS_HIDDEN : playSound("item_bonus", SOUND_GROUP_BASE); tux->bonus = thisItem->type; tux->bonus_time = TUX_MAX_BONUS; delListItem(listItem, i, destroyItem); i--; break; } } } } void destroyItem(item_t *p) { assert( p != NULL ); free(p); } void quitItem() { isItemInit = FALSE; }