216 lines
5.6 KiB
C
216 lines
5.6 KiB
C
/***************************************************************************
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* Pachi el marciano *
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* ----------------- *
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* (c) Santiago Radeff (coding) *
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* (c) Nicolas Radeff (graphics) *
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* (c) Peter Hajba (music) *
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* *
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* T-1000@Bigfoot.com *
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****************************************************************************
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*******************************************************************
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* *
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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 *
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* 2 of the License, or (at your option) any later version. *
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* *
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*******************************************************************/
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// -------------------------------------------------
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// RUTINAS DE CHEQUEO DE COLISIONES DE LOS MONSTRUOS
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// -------------------------------------------------
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void check_monster_down(int n)
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{
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if((M_y[n] + M_h) > (R_tileside*(R_maxtiles_v-1)))
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{
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M_direction[n] = 1;
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M_y[n]--;
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}
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if((M_y[n]+M_h)/R_tileside >= int(M_y[n]+M_h)/R_tileside)
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{
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for(int m=0;m<=M_w-1;m++)
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{
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if(mroom.data[int(M_x[n]+m)/R_tileside][int((M_y[n]+M_h)/R_tileside)] >= 40)
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{
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M_direction[n] = 1;
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M_y[n]--;
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}
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}
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}
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// Chequeo de colision contra otro monstruo
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for(int m=0;m<=M_max4room-1;m++)
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{
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if(n!=m && M_type[m]!=0)
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{
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if(M_y[n] < M_y[m]+M_h && M_y[n]+M_h > M_y[m])
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if(M_x[n] < M_x[m]+M_w && M_x[n]+M_w > M_x[m])
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{
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M_direction[n] = 1;
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M_y[n]-=3;
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}
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}
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}
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}
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void check_monster_up(int n)
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{
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if(M_y[n] < R_tileside)
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{
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M_direction[n] = 0;
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M_y[n]++;
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}
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// if((M_y[n])/R_tileside <= int(M_y[n])/R_tileside)
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// {
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for(int m=0;m<=M_w-1;m++)
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{
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if(mroom.data[int(M_x[n]+m)/R_tileside][int((M_y[n])/R_tileside)] >= 40)
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{
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M_direction[n] = 0;
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M_y[n]++;
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}
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}
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// }
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// Chequeo de colision contra otro monstruo
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for(int m=0;m<=M_max4room-1;m++)
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{
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if(m!=n && M_type[m]!=0)
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{
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if(M_y[n] < M_y[m]+M_h && M_y[n]+M_h > M_y[m])
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if(M_x[n] < M_x[m]+M_w && M_x[n]+M_w > M_x[m])
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{
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M_direction[n] = 0;
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M_y[n]+=3;
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}
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}
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}
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}
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void check_monster_left(int n)
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{
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if(M_x[n] < R_tileside)
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{
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M_direction[n] = 0;
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M_x[n]++;
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}
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if((M_x[n])/R_tileside >= int(M_x[n])/R_tileside)
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{
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for(int m=0;m<=M_h-1;m++)
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{
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if(mroom.data[int(M_x[n])/R_tileside][int((M_y[n]+m)/R_tileside)] >= 40)
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{
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M_direction[n] = 0;
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M_x[n]++;
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}
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}
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}
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// Chequeo de colision contra otro monstruo
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for(int m=0;m<=M_max4room-1;m++)
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{
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if(m!=n && M_type[m]!=0)
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{
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if(M_y[n] < M_y[m]+M_h && M_y[n]+M_h > M_y[m])
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if(M_x[n] < M_x[m]+M_w && M_x[n]+M_w > M_x[m])
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{
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M_direction[n] = 0;
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M_x[n]+=3;
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}
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}
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}
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}
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void check_monster_right(int n)
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{
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if((M_x[n] + M_w) > (R_tileside*(R_maxtiles_h-1)))
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{
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M_direction[n] = 1;
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M_x[n]--;
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}
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if((M_x[n]+M_w)/R_tileside >= int(M_x[n]+M_w)/R_tileside)
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{
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for(int m=0;m<=M_h-1;m++)
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{
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if(mroom.data[int(M_x[n]+M_w)/R_tileside][int((M_y[n]+m)/R_tileside)] >= 40)
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{
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M_direction[n] = 1;
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M_x[n]--;
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}
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}
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}
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// Chequeo de colision contra otro monstruo
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for(int m=0;m<=M_max4room-1;m++)
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{
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if(m!=n && M_type[m]!=0)
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{
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if(M_y[n] < M_y[m]+M_h && M_y[n]+M_h > M_y[m])
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if(M_x[n] < M_x[m]+M_w && M_x[n]+M_w > M_x[m])
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{
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M_direction[n] = 1;
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M_x[n]-=3;
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}
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}
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}
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}
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void move_monster(int n)
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{
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if(M_type[n] > 12) // los monstruos que sean tipo mayor a 12 se mueven en el eje Y y los menores de mueven en el eje X
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{
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if(M_direction[n] == 1)
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{
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M_y[n]=M_y[n]-(M_speed[dificulty]*imove);
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check_monster_up(n); //up
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}
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if(M_direction[n] == 0)
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{
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M_y[n]=M_y[n]+(M_speed[dificulty]*imove);
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check_monster_down(n); //down
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}
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}
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else
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{
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if(M_direction[n] == 1)
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{
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M_x[n]=M_x[n]-(M_speed[dificulty]*imove);
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check_monster_left(n); // left
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}
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if(M_direction[n] == 0)
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{
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M_x[n]=M_x[n]+(M_speed[dificulty]*imove);
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check_monster_right(n); //right
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}
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}
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}
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void print_monsters()
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{
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for(int n=0;n<=M_max4room-1;n++)
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{
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if(M_type[n] != 0)
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{
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oldmonsterpos.x = int(M_x[n]);
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oldmonsterpos.y = int(M_y[n]);
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oldmonsterpos.h = M_h;
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oldmonsterpos.w = M_w;
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oldmonsterposreal.x = int(M_x[n]+R_gamearea_x);
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oldmonsterposreal.y = int(M_y[n]+R_gamearea_y);
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monstersrc.y = 0;//M_type[n] * M_h;
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monstersrc.x = ((M_frame - 1)+(M_direction[n]*M_frames)) * M_w;
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monstersrc.h = M_h;
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monstersrc.w = M_w;
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move_monster(n);
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monsterpos.x = int(M_x[n]);
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monsterpos.y = int(M_y[n]);
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monsterposreal.x = monsterpos.x + R_gamearea_x;
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monsterposreal.y = monsterpos.y + R_gamearea_y;
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//SDL_BlitSurface(screenbak, &oldmonsterpos, screen, &oldmonsterposreal);
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SDL_BlitSurface(monsters[n], &monstersrc, screen, &monsterposreal);
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//SDL_UpdateRect(screen,oldmonsterposreal.x,oldmonsterposreal.y,M_w,M_h);
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//SDL_UpdateRect(screen,monsterposreal.x,monsterposreal.y,M_w,M_h);
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}
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}
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}
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