431 lines
11 KiB
C++
431 lines
11 KiB
C++
/*
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Copyright (C) 2003 Parallel Realities
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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 2
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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.
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See the 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, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "collectable.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 addCollectable(float x, float y, int type, int value, int life)
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{
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if (type == P_ANYTHING)
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{
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type = P_CASH;
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int 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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int 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 = 1;
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/*
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Cash is rare on interceptions. Stops people from point leeching(!)
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*/
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if ((currentGame.area == MAX_MISSIONS - 1) && (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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if (value == 0)
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return; // don't bother!
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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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collectables *collectable = new collectables;
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collectable->next = NULL;
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collectable->active = 1;
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collectable->x = x;
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collectable->y = y;
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collectable->dx = Math::rrand(-100, 100);
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if (collectable->dx != 0)
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collectable->dx /= 100;
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collectable->dy = Math::rrand(-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 = graphics.shape[24];
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break;
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case P_ROCKET:
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collectable->image = graphics.shape[49];
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break;
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case P_PLASMA_AMMO:
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collectable->image = graphics.shape[25];
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break;
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case P_SHIELD:
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collectable->image = graphics.shape[26];
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break;
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case P_PLASMA_SHOT:
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collectable->image = graphics.shape[27];
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break;
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case P_PLASMA_RATE:
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collectable->image = graphics.shape[28];
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break;
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case P_PLASMA_DAMAGE:
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collectable->image = graphics.shape[29];
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break;
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case P_CARGO:
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collectable->image = graphics.shape[32];
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break;
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case P_SUPER:
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collectable->image = graphics.shape[50];
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break;
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case P_MINE:
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collectable->image = graphics.shape[31];
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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 = graphics.shape[45];
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break;
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case P_ORE:
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collectable->image = graphics.shape[46 + rand() % 3];
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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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void explodeMine(collectables *collectable)
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{
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if ((collectable->x >= 0) && (collectable->x <= 800) && (collectable->y >= 0) && (collectable->y <= 600))
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playSound(SFX_EXPLOSION);
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for (int i = 0 ; i < 10 ; i++)
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addExplosion(collectable->x + rand() % 25 - rand() % 25, collectable->y + rand() % 25 - rand() % 25, E_BIG_EXPLOSION);
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if (checkPlayerShockDamage(collectable->x, collectable->y, 50))
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setInfoLine("Warning: Mine damage to shield!!", FONT_RED);
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}
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void checkMineBulletCollisions(object *bullet)
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{
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collectables *collectable = engine.collectableHead;
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collectables *prevCollectable = engine.collectableHead;
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engine.collectableTail = engine.collectableHead;
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while (collectable->next != NULL)
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{
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collectable = collectable->next;
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if (collectable->type == P_MINE)
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{
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if (Collision::collision(collectable, bullet))
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{
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collectable->active = 0;
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if (bullet->id != WT_CHARGER)
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{
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bullet->active = 0;
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}
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else
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{
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bullet->shield--;
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if (bullet->shield < 0)
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bullet->active = 0;
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}
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if (bullet->owner == &player)
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{
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currentGame.minesKilled++;
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currentGame.hits++;
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}
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}
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}
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if (collectable->active == 1)
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{
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prevCollectable = collectable;
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engine.collectableTail = collectable;
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}
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else
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{
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explodeMine(collectable);
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prevCollectable->next = collectable->next;
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delete collectable;
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collectable = prevCollectable;
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}
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}
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}
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/*
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Loops through the currently active collectables (in a linked list). The collectable
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will travel in the direction that was defined when it was made. Its life will decreased
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whilst it remains active. It will be removed if the player touches it or if its life
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reaches 0. When it is picked up, depending on the type of collectable it is, mission requirements
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will be updated. Information will be displayed and appropriate player variables altered.
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*/
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void doCollectables()
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{
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collectables *collectable = engine.collectableHead;
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collectables *prevCollectable = engine.collectableHead;
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engine.collectableTail = engine.collectableHead;
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while (collectable->next != NULL)
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{
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collectable = collectable->next;
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if (collectable->active == 1)
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{
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if ((collectable->x + collectable->image->w > 0) && (collectable->x < 800) && (collectable->y + collectable->image->h > 0) && (collectable->y < 600))
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graphics.blit(collectable->image, (int)collectable->x, (int)collectable->y);
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collectable->x += engine.ssx;
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collectable->y += engine.ssy;
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collectable->x += collectable->dx;
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collectable->y += collectable->dy;
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collectable->life--;
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if ((player.shield > 0) && (Collision::collision(collectable, &player)))
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{
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char temp[40];
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switch(collectable->type)
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{
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case P_CASH:
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currentGame.cash += collectable->value;
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currentGame.cashEarned += collectable->value;
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sprintf(temp, "Got $%d ", collectable->value);
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break;
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case P_ROCKET:
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Math::limitCharAdd(&player.ammo[1], collectable->value, 0, currentGame.maxRocketAmmo);
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if (player.ammo[1] == currentGame.maxRocketAmmo)
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sprintf(temp, "Rocket Ammo at Maximum");
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else
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{
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if (collectable->value > 1)
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sprintf(temp, "Got %d rockets", collectable->value);
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else
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sprintf(temp, "Got a rocket");
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}
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currentGame.rocketPickups += collectable->value;
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break;
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case P_SHIELD:
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Math::limitInt(&(player.shield += 10), 0, player.maxShield);
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currentGame.shieldPickups ++;
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sprintf(temp, "Restored 10 shield points");
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break;
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case P_PLASMA_RATE:
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Math::limitCharAdd(&weapon[1].reload[0], -2, currentGame.maxPlasmaRate, 15);
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player.weaponType[0] = 1;
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if (player.ammo[0] < 50)
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player.ammo[0] = 50;
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Math::limitChar(&(player.ammo[0]), 0, currentGame.maxPlasmaAmmo);
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if (weapon[1].reload[0] == currentGame.maxPlasmaRate)
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sprintf(temp, "Firing Rate at Maximum");
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else
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sprintf(temp, "Firing rate increased");
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currentGame.powerups++;
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break;
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case P_PLASMA_SHOT:
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Math::limitCharAdd(&weapon[1].ammo[0], 1, 1, currentGame.maxPlasmaOutput);
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if (player.ammo[0] < 50)
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player.ammo[0] = 50;
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Math::limitChar(&(player.ammo[0]), 0, currentGame.maxPlasmaAmmo);
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if (weapon[1].ammo[0] == currentGame.maxPlasmaOutput)
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sprintf(temp, "Plasma output at Maximum");
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else
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sprintf(temp, "Plasma output increased");
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player.weaponType[0] = 1;
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currentGame.powerups++;
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break;
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case P_PLASMA_DAMAGE:
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Math::limitCharAdd(&weapon[1].damage, 1, 1, currentGame.maxPlasmaDamage);
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if (player.ammo[0] < 50)
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player.ammo[0] = 50;
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Math::limitChar(&(player.ammo[0]), 0, currentGame.maxPlasmaAmmo);
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if (weapon[1].damage == currentGame.maxPlasmaDamage)
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sprintf(temp, "Plasma damage at Maximum");
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else
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sprintf(temp, "Plasma damage increased");
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player.weaponType[0] = 1;
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currentGame.powerups++;
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break;
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case P_SUPER:
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weapon[1].ammo[0] = 5;
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weapon[1].damage = 5;
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weapon[1].reload[0] = 7;
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if (weapon[1].flags & WF_STRAIGHT)
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weapon[1].flags -= WF_STRAIGHT;
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if (weapon[1].flags & WF_THIN_SPREAD)
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weapon[1].flags -= WF_THIN_SPREAD;
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if (!(weapon[1].flags & WF_WIDE_SPREAD))
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weapon[1].flags += WF_WIDE_SPREAD;
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sprintf(temp, "Picked up a Super Charge!!");
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if (player.ammo[0] < 50)
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player.ammo[0] = 50;
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player.weaponType[0] = 1;
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currentGame.powerups++;
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break;
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case P_PLASMA_AMMO:
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Math::limitCharAdd(&player.ammo[0], collectable->value, 0, currentGame.maxPlasmaAmmo);
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if (player.ammo[0] == currentGame.maxPlasmaAmmo)
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sprintf(temp, "Plasma cells at Maximum");
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else
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{
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if (collectable->value > 1)
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{
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sprintf(temp, "Got %d plasma cells", collectable->value);
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}
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else
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{
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sprintf(temp, "Got a plasma cell");
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if ((rand() % 25) == 0)
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sprintf(temp, "Got one whole plasma cell (wahoo!)");
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}
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}
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player.weaponType[0] = 1;
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currentGame.cellPickups += collectable->value;
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break;
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case P_CARGO:
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strcpy(temp, "Picked up some Cargo");
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currentGame.cargoPickups++;
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break;
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case P_SLAVES:
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sprintf(temp, "Rescued %d slaves", collectable->value);
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currentGame.slavesRescued += collectable->value;
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break;
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case P_ESCAPEPOD:
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sprintf(temp, "Picked up an Escape Pod");
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break;
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case P_ORE:
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sprintf(temp, "Picked up some Ore");
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break;
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}
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updateMissionRequirements(M_COLLECT, collectable->type, collectable->value);
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collectable->active = 0;
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if (collectable->type != P_MINE)
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{
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setInfoLine(temp, FONT_WHITE);
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if (collectable->type == P_SHIELD)
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playSound(SFX_SHIELDUP);
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else
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playSound(SFX_PICKUP);
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}
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}
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// stop people from exploiting a weapon check condition
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if (player.ammo[0] == 0)
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{
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player.weaponType[0] = 0;
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weapon[1] = weapon[0]; // reset to weapon 1 defaults
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}
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}
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if (collectable->life < 1)
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{
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collectable->active = 0;
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if ((collectable->type == P_CARGO) || (collectable->type == P_ESCAPEPOD) || (collectable->type == P_SLAVES))
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updateMissionRequirements(M_PROTECT_PICKUP, collectable->type, 1);
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}
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if (collectable->active == 1)
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{
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prevCollectable = collectable;
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engine.collectableTail = collectable;
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}
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else
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{
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if (collectable->type == P_MINE)
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explodeMine(collectable);
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prevCollectable->next = collectable->next;
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delete collectable;
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collectable = prevCollectable;
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}
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}
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}
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