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