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#include <stdlib.h>
#include <assert.h>
#include "main.h"
#include "wall.h"
#include "shot.h"
#include "net_multiplayer.h"
#include "proto.h"
#ifndef PUBLIC_SERVER
#include "layer.h"
#include "screen_world.h"
#endif
#ifdef PUBLIC_SERVER
#include "publicServer.h"
#endif
#ifndef PUBLIC_SERVER
wall_t* newWall(int x, int y, int w, int h,
int img_x, int img_y, int layer, SDL_Surface *img)
#endif
#ifdef PUBLIC_SERVER
wall_t* newWall(int x, int y, int w, int h,
int img_x, int img_y, int layer)
#endif
{
wall_t *new;
#ifndef PUBLIC_SERVER
assert( img != NULL );
#endif
new = malloc( sizeof(wall_t) );
assert( new != NULL );
new->x = x;
new->y = y;
new->w = w;
new->h = h;
new->img_x = img_x;
new->img_y = img_y;
new->layer = layer;
#ifndef PUBLIC_SERVER
new->img = img;
#endif
return new;
}
#ifndef PUBLIC_SERVER
void drawWall(wall_t *p)
{
assert( p != NULL );
addLayer(p->img, p->img_x, p->img_y, 0, 0, p->img->w, p->img->h, p->layer);
}
void drawListWall(list_t *listWall)
{
wall_t *thisWall;
int i;
assert( listWall != NULL );
for( i = 0 ; i < listWall->count ; i++ )
{
thisWall = (wall_t *)listWall->list[i];
assert( thisWall != NULL );
drawWall(thisWall);
}
}
#endif
int isConflictWithListWall(list_t *listWall, int x, int y, int w, int h)
{
wall_t *thisWall;
int i;
assert( listWall != NULL );
for( i = 0 ; i < listWall->count ; i++ )
{
thisWall = (wall_t *)listWall->list[i];
assert( thisWall != NULL );
if( conflictSpace(x, y, w, h,
thisWall->x, thisWall->y, thisWall->w, thisWall->h) )
{
return 1;
}
}
return 0;
}
void eventConflictShotWithWall(list_t *listWall, list_t *listShot)
{
shot_t *thisShot;
tux_t *author;
int i;
assert( listWall != NULL );
assert( listShot != NULL );
for( i = 0 ; i < listShot->count ; i++ )
{
thisShot = (shot_t *)listShot->list[i];
assert( thisShot != NULL );
if( isConflictWithListWall(listWall, thisShot->x, thisShot->y, thisShot->w, thisShot->h) )
{
author = getTuxID( getCurrentArena()->listShot, thisShot->author_id );
if( author != NULL &&
author->bonus == BONUS_GHOST &&
author->bonus_time > 0 )
{
continue;
}
if( thisShot->gun == GUN_BOMBBALL && getNetTypeGame() != NET_GAME_TYPE_CLIENT )
{
boundBombBall(thisShot);
continue;
}
delListItem(listShot, i, destroyShot);
i--;
}
}
}
void destroyWall(wall_t *p)
{
assert( p != NULL );
free(p);
}
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