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olivier.gi |
#include <stdlib.h>
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#include "spacewar.h"
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//************************************************************
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// externals
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//
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extern void reset_rkts(rkt_data *, rkt_data *);
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//************************************************************
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//
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// compare torps
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//
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// checks for collisions between rocket and torps
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//
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/* Description:
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The function checks for collisions between a rocket and all the active
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torpedoes for the other player. The first structure passed is used for the
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rocket. The second structure passed is used for torpedoes. The array of
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torpedoes is scaned for active torpedoes. If a torpedo's x position is not
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equal to -1 it is active. If active the absolute value of the difference
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between torpedo and rocket x positions is compared to a constant collide.
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If less the y positions are compared the same way. If less a collision has
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occured. The rocket shield is decremented.
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*/
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void comp_torp(rkt_data *rkt, rkt_data *torps)
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{
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int i;
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for(i = 0 ; i < ammo; i++) {
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if(torps->pt_dx[i] != -1) { // is this torp active ?
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if(abs(rkt->xdisp - torps->pt_dx[i]) < collide) { // yes - collide between rkt and torps
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if(abs(rkt->ydisp - torps->pt_dy[i]) < collide) {
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torps->pt_dx[i] = -1; // remove torp from list
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rkt->shield--; // rkt loose one shield
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}
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}
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}
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}
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}
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//************************************************************
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//
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// compar
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//
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// checks for collisions or hits and keeps score
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//
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/* Description:
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Check for collisions between all objects. First checks for a rocket to rocket
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collision. If rocket to rocket collision then decrement boths rockets shields
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and reset rockets to initial positions. Next check for rocket 1 to torpedos
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of rocket 2 collisions. If a hit decrement rocket 1 shields. Finally check
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for rocket 2 to torpedos of rocket 1 collisions. If a hit decrement rocket 2
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shields.
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*/
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void compar(rkt_data *rkt1, rkt_data *rkt2)
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{
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if(abs(rkt1->xdisp - rkt2->xdisp) < collide) { // check rkt1 collide with rkt2
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if(abs(rkt1->ydisp - rkt2->ydisp) < collide) {
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rkt1->shield--; // rkt1 loose one shield
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rkt2->shield--; // rkt2 loose one shield
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reset_rkts(rkt1, rkt2); // reset rkt positons
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}
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}
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comp_torp(rkt1, rkt2); // check for hit on rkt1 by tops from rkt2
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comp_torp(rkt2, rkt1); // check for hit on rkt1 by tops from rkt2
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}
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