/* Copyright (C) 2003 Parallel Realities Copyright (C) 2011, 2012 Guus Sliepen Copyright (C) 2015, 2016 onpon4 This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License 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 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 along with this program. If not, see . */ #include "Starfighter.h" /* Create a new collectable item based on supplied arguments. */ 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) 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 !(x1x >= 0) && (collectable->x <= screen->w) && (collectable->y >= 0) && (collectable->y <= screen->h)) audio_playSound(SFX_EXPLOSION, collectable->x); for (int i = 0 ; i < 10 ; i++) explosion_add(RANDRANGE(collectable->x - 25, collectable->x + 25), RANDRANGE(collectable->y - 25, collectable->x + 25), SP_BIG_EXPLOSION); player_checkShockDamage(collectable->x, collectable->y); }