1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90
|
/*
* Copyright (c) 2007-2010, Erik Lindroos <gliptic@gmail.com>
* Copyright (c) 2010, "basro"
* This software is released under the The BSD-2-Clause License:
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
#include "bobject.hpp"
#include "gfx/color.hpp"
#include "game.hpp"
#include "constants.hpp"
void Game::createBObject(fixed x, fixed y, fixed velX, fixed velY)
{
BObject& obj = *bobjects.newObjectReuse();
obj.color = rand(common->C[NumBloodColours]) + common->C[FirstBloodColour];
obj.x = x;
obj.y = y;
obj.velX = velX;
obj.velY = velY;
}
bool BObject::process(Game& game)
{
Common& common = *game.common;
x += velX;
y += velY;
int ix = ftoi(x);
int iy = ftoi(y);
if(!game.level.inside(ix, iy))
{
return false;
}
else
{
PalIdx c = game.level.pixel(ix, iy);
Material m = common.materials[c];
if(m.background())
velY += common.C[BObjGravity];
if((c >= 1 && c <= 2)
|| (c >= 77 && c <= 79)) // TODO: Read from EXE
{
game.level.pixel(ix, iy) = 77 + game.rand(3);
return false;
}
/* This can't happen!
else if(iy >= game.level.height)
{
// Nothing
}*/
else if(m.anyDirt())
{
game.level.pixel(ix, iy) = 82 + game.rand(3);
return false;
}
else if(m.rock())
{
game.level.pixel(ix, iy) = 85 + game.rand(3);
return false;
}
}
return true;
}
|