starfighter/src/collectable.cpp

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/*
Copyright (C) 2003 Parallel Realities
Copyright (C) 2011, 2012 Guus Sliepen
Copyright (C) 2015, 2016 onpon4 <onpon4@riseup.net>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 3
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Starfighter.h"
/*
Create a new collectable item based on supplied arguments.
*/
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void collectable_add(float x, float y, int type, int value, int life)
{
int r;
if (type == P_ANYTHING)
{
type = P_CASH;
r = rand() % 9;
switch (r)
{
case 0:
type = P_PLASMA_AMMO;
break;
case 1:
type = P_SHIELD;
break;
case 2:
type = P_ROCKET;
value /= 10;
break;
}
}
else if (type == P_WEAPONS)
{
type = P_PLASMA_RATE;
if ((game.difficulty == DIFFICULTY_NIGHTMARE) ||
((game.difficulty != DIFFICULTY_EASY) &&
(game.difficulty != DIFFICULTY_ORIGINAL) &&
((game.area == MISN_MOEBO) ||
(game.area == MISN_ELAMALE) ||
(game.area == MISN_ELLESH) ||
(game.area == MISN_EARTH))))
{
// Deny the Super Charge in Nightmare difficulty, and on bosses.
r = rand() % 59;
}
else
r = rand() % 61;
if (r <= 19)
type = P_PLASMA_DAMAGE;
else if (r <= 39)
type = P_PLASMA_SHOT;
else if (r <= 59)
type = P_PLASMA_RATE;
else
type = P_SUPER;
}
if (type == P_SUPER)
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value = MAX(value, 1);
if (value == 0)
return; // don't bother!
// No point in giving the player plasma ammo if the weapons aren't
// upgraded! Give them money instead.
if (type == P_PLASMA_AMMO)
{
if ((weapon[W_PLAYER_WEAPON].reload[0] >= rate2reload[game.minPlasmaRate]) &&
(weapon[W_PLAYER_WEAPON].ammo[0] <= game.minPlasmaOutput) &&
(weapon[W_PLAYER_WEAPON].damage <= game.minPlasmaDamage))
{
type = P_CASH;
}
}
// If the player has a charge cannon or a laser cannon, don't give them
// rockets. Causes problems otherwise :)
if (type == P_ROCKET)
{
if ((player.weaponType[1] == W_CHARGER) || (player.weaponType[1] == W_LASER))
{
type = P_CASH;
}
}
// Shield bonus is useless in Nightmare difficulty; give cash instead.
if (type == P_SHIELD)
{
if (game.difficulty == DIFFICULTY_NIGHTMARE)
{
type = P_CASH;
}
}
if (game.difficulty == DIFFICULTY_ORIGINAL)
{
// Cash is just rare in the original game. You can still grind,
// just not as much.
if ((game.area == MISN_INTERCEPTION) && (type == P_CASH))
{
if (rand() % 10 > 0)
return;
}
}
else
{
// No cash or ammo on interceptions. Completely stops grinding.
if ((game.area == MISN_INTERCEPTION) &&
((type == P_CASH) || (type == P_PLASMA_AMMO) || (type == P_ROCKET)))
{
return;
}
}
collectables *collectable = new collectables;
collectable->next = NULL;
collectable->active = true;
collectable->x = x;
collectable->y = y;
collectable->dx = RANDRANGE(-100, 100);
if (collectable->dx != 0)
collectable->dx /= 100;
collectable->dy = RANDRANGE(-100, 100);
if (collectable->dy != 0)
collectable->dy /= 100;
collectable->type = type;
collectable->value = value;
collectable->life = life;
switch(type)
{
case P_CASH:
collectable->image = gfx_sprites[SP_PICKUP_MONEY];
break;
case P_ROCKET:
collectable->image = gfx_sprites[SP_PICKUP_ROCKETS];
break;
case P_PLASMA_AMMO:
collectable->image = gfx_sprites[SP_PICKUP_PLASMA];
break;
case P_SHIELD:
collectable->image = gfx_sprites[SP_PICKUP_SHIELD];
break;
case P_PLASMA_SHOT:
collectable->image = gfx_sprites[SP_PICKUP_PLASMA_OUTPUT];
break;
case P_PLASMA_RATE:
collectable->image = gfx_sprites[SP_PICKUP_PLASMA_RATE];
break;
case P_PLASMA_DAMAGE:
collectable->image = gfx_sprites[SP_PICKUP_PLASMA_POWER];
break;
case P_CARGO:
collectable->image = gfx_sprites[SP_CARGO];
break;
case P_SUPER:
collectable->image = gfx_sprites[SP_SUPERCHARGE];
break;
case P_MINE:
collectable->image = gfx_sprites[SP_MINE];
break;
case P_SLAVES:
case P_ESCAPEPOD:
collectable->image = gfx_sprites[SP_ESCAPE_POD];
break;
case P_ORE:
collectable->image = gfx_sprites[RANDRANGE(SP_ORE, SP_ORE_L)];
break;
}
engine.collectableTail->next = collectable;
engine.collectableTail = collectable;
}
bool collectable_collision(collectables *collectable, object *ship)
{
float x0 = collectable->x;
float y0 = collectable->y;
float w0 = collectable->image->w;
float h0 = collectable->image->h;
float x2 = ship->x;
float y2 = ship->y;
float w1 = ship->image[0]->w;
float h1 = ship->image[0]->h;
float x1 = x0 + w0;
float y1 = y0 + h0;
float x3 = x2 + w1;
float y3 = y2 + h1;
return !(x1<x2 || x3<x0 || y1<y2 || y3<y0);
}
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void collectable_explode(collectables *collectable)
{
audio_playSound(SFX_EXPLOSION, collectable->x, collectable->y);
for (int i = 0 ; i < 10 ; i++)
explosion_add(RANDRANGE(collectable->x - 25, collectable->x + 25),
RANDRANGE(collectable->y - 25, collectable->y + 25), SP_BIG_EXPLOSION);
player_checkShockDamage(collectable->x, collectable->y);
}