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all.cpp
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all.cpp
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// Apricots all routine
// Author: M.D.Snellgrove
// Date: 26/3/2002
// History:
// Changes by M Snellgrove 6/7/2003
// drand() function needed for Windows portability now located here
#include "apricots.h"
// Random number generator function
double drand(){
return (((double)(rand() % RAND_MAX)) / ( ((double)RAND_MAX) - 1.0 ));
}
// Wrap function
int wrap(int n, int min, int max){
return ((((n-min) % (max-min)) + max-min) % (max-min)) + min;
}
// Limit function (integers)
int limit(int n, int min, int max){
if (n > max) return max;
if (n < min) return min;
return n;
}
// Limit function (doubles)
double dlimit(double n, double min, double max){
if (n > max) return max;
if (n < min) return min;
return n;
}
// Sign function
int sign(int n){
if (n > 0) return 1;
if (n < 0) return -1;
return 0;
}
// Animate smoke
void animate_smoke(linkedlist <smoketype> &smoke){
smoke.reset();
while(smoke.next()){
smoke().y = smoke().y - (2.0*GAME_SPEED);
smoke().time++;
if (smoke().time == int(28/GAME_SPEED)) smoke.kill();
}
}
// Animate flames
void animate_flames(linkedlist <firetype> &flame,
linkedlist <smoketype> &smoke){
flame.reset();
while(flame.next()){
flame().time++;
if (flame().time % (int(10/GAME_SPEED)) == 0){
smoketype newsmoke;
newsmoke.x = flame().x;
newsmoke.y = flame().y;
newsmoke.time = 0;
smoke.add(newsmoke);
}
if (flame().time == int(280/GAME_SPEED)) flame.kill();
}
}
// Animate explosions
void animate_explosions(linkedlist <firetype> &explosion){
explosion.reset();
while(explosion.next()){
explosion().time++;
int maxtime = 0;
switch(explosion().type){
case 0:
maxtime = int(14/GAME_SPEED);
break;
case 1:
maxtime = int(22/GAME_SPEED);
break;
case 2:
maxtime = int(4/GAME_SPEED);
break;
case 3:
maxtime = int(20/GAME_SPEED);
break;
case 4:
maxtime = int(5/GAME_SPEED);
break;
}
if (explosion().time == maxtime) explosion.kill();
}
}
// Rotate radars
void rotate_radars(linkedlist <radartype> &radar){
radar.reset();
while(radar.next()){
radar().rotate = wrap(radar().rotate+1,0,int(3/GAME_SPEED));
if (radar().rotate == 0) radar().image =
wrap(radar().image+1,238,246);
}
}
// Decay lasers
void decay_lasers(linkedlist <lasertype> &laser){
laser.reset();
while (laser.next()){
laser().time--;
if (laser().time == 0) laser.kill();
}
}
// Clone planes (for collision detection purposes)
void clone_planes(linkedlist <plane> &p, linkedlist <planeclone> &dp,
int mission, int &winner){
// Do the cloning
p.reset();
dp.reset();
while (p.next()){
dp.next();
dp().x = p().x;
dp().y = p().y;
dp().xs = p().xs;
dp().ys = p().ys;
dp().d = p().d;
dp().state = p().state;
dp().hide = p().hide;
// Conduct Scoreloss
p().score -= dp().scoreloss;
dp().scoreloss = 0;
p().targetscore = dp().buildingwin;
// Check for mission 2 win
if ((mission == 2) && (dp().buildingwin == 0) && (p().land == 0) &&
(!p().drak)){
winner = p().side;
p().targetx = -10;
}
}
}
// Check for planes colliding with each other
void plane_collisions(gamedata &g){
g.p.reset();
while (g.p.next()){
g.dp.reset();
while (g.dp.next()){
if (g.p().id > g.dp().id){
if ((g.p().state<3) && (g.dp().state<3) &&
((g.p().state<2) || (g.dp().state<2))){
if (g.images[g.p().image+g.p().d].collide(int(g.p().x),int(g.p().y),
g.images[g.dp().image+g.dp().d],int(g.dp().x),int(g.dp().y))){
// Planes have collided
if (g.p().state < 2) g.p().score -= 25;
g.p().state = 2;
g.p().land = 2;
g.p().xs = g.p().xs * 0.5;
g.p().ys = g.p().ys * 0.5;
g.p().s = 0.0;
g.dp().collide = true;
firetype bang;
bang.x = int(g.p().x);
bang.y = int(g.p().y);
bang.type = 0;
bang.time = 0;
g.explosion.add(bang);
falltype shrapnel;
shrapnel.x = g.p().x + 6.0;
shrapnel.y = g.p().y;
shrapnel.xs = g.p().xs;
shrapnel.ys = g.p().ys;
shrapnel.image = g.p().shrapnelimage + int(drand()*3);
shrapnel.type = 1;
g.fall.add(shrapnel);
g.sound.play(SOUND_EXPLODE);
}
}
}
}
}
// Check to see if plane is already hit by another
g.p.reset();
g.dp.reset();
while (g.p.next()){
g.dp.next();
if (g.dp().collide){
if (g.p().state < 2) g.p().score -= 25;
g.p().state = 2;
g.p().land = 2;
g.p().xs = g.p().xs * 0.5;
g.p().ys = g.p().ys * 0.5;
g.p().s = 0.0;
g.dp().collide = false;
falltype shrapnel;
shrapnel.x = g.p().x + 6.0;
shrapnel.y = g.p().y;
shrapnel.xs = g.p().xs;
shrapnel.ys = g.p().ys;
shrapnel.image = g.p().shrapnelimage + int(drand()*3);
shrapnel.type = 1;
g.fall.add(shrapnel);
}
}
}
// Move falls
void move_falls(gamedata &g){
g.fall.reset();
while(g.fall.next()){
g.fall().ys += 0.1 * GAME_SPEED * GAME_SPEED;
g.fall().x += g.fall().xs;
g.fall().y += g.fall().ys;
if (g.fall().type == 3){
if (g.fall().rotatedelay == 0){
g.fall().image = wrap(g.fall().image+g.fall().bombrotate,115,123);
g.fall().rotatedelay = int(1/GAME_SPEED);
}else{
g.fall().rotatedelay--;
}
}
if (fall_collision(g, g.fall())){
g.fall.kill();
}
}
}
// Move shots
void move_shots(linkedlist <shottype> &shot, shape &ground, shape &shotimage,
shape &drakmsimage, drakmstype &drakms){
shot.reset();
while (shot.next()){
// move
shot().x += shot().xs;
shot().y += shot().ys;
shot().time--;
// ground collisions / off screen / timed out / drakms collision
if ((ground.collide(0, 0, shotimage, (int)shot().x, (int)shot().y)) ||
(shot().x < -16.0) || (shot().x > GAME_WIDTH) || (shot().y < -16.0) ||
(shot().y > GAME_HEIGHT) || (shot().time == 0) ||
((drakms.exist == 1) && (drakmsimage.collide((int)drakms.x,(int)drakms.y,
shotimage,(int)shot().x,(int)shot().y)))){
shot.kill();
}
}
}
// Create shot from gun
void gunshoot(guntype &gun, linkedlist <shottype> &shot, sampleio &sound,
double xmove[17], double ymove[17]){
int d = ((20-gun.d) % 16) + 1;
shottype shell;
shell.x = gun.x+6.0+12.0*xmove[d];
shell.y = gun.y+10.0+12.0*ymove[d];
shell.xs = 8.0*xmove[d]*GAME_SPEED;
shell.ys = 8.0*ymove[d]*GAME_SPEED;
shell.side = gun.side;
shell.time = int(40/GAME_SPEED);
shot.add(shell);
gun.ammo--;
gun.firedelay = int(3/GAME_SPEED);
sound.play(SOUND_GUNSHOT);
}
// Fire guns
void fire_guns(linkedlist <guntype> &gun, linkedlist <plane> &p, sampleio &sound,
building b[MAP_W*2], linkedlist <shottype> &shot,
double xmove[17], double ymove[17]){
gun.reset();
while (gun.next()){
// Find new target for gun if untargeted
if (gun().target == 0){
int maxfind = 200;
p.reset();
while (p.next()){
if ((gun().side != p().side) && (p().state < 2) && (p().land==2) &&
(gun().y > p().y) && (!p().hide)){
int dx = abs(gun().x - int(p().x));
if (dx < maxfind){
maxfind = dx;
gun().target = p().id;
}
}
}
}else{
// Track the target of the gun
p.reset();
while (p.next()){
if (p().id == gun().target){
p().gunthreat = gun().xpos;
double dx = p().x - double(gun().x);
double dy = double(gun().y) - p().y;
// Rotate gun
if ((gun().rotate == 0) && (dy > 0)){
double smartsine = (dy*p().xs+dx*p().ys)/
(8.0*GAME_SPEED*sqrt(dx*dx+dy*dy));
smartsine = dlimit(smartsine, -1.0, 1.0);
double smartangle = asin(smartsine);
int move = sign(int(((atan(dx/dy)+smartangle)*8.0/PI)+4.5)-gun().d);
if (move != 0){
gun().d = limit(gun().d+move,1,7);
b[gun().xpos].image = 162 + gun().d;
gun().rotate = int(2/GAME_SPEED);
}
}
// Shoot gun
if ((gun().firedelay == 0) && (gun().ammo > 0) && (abs(int(dx))<150)){
gunshoot(gun(), shot, sound, xmove, ymove);
}
// Lose target
if ((abs(int(dx))>200) || (p().state>1) || (p().hide) ||
(p().land !=2)){
gun().target = 0;
}
}
}
}
// Sort out guntimers
if (gun().firedelay > 0) gun().firedelay--;
if (gun().rotate > 0) gun().rotate--;
if (gun().ammo < 3){
gun().reload++;
if (gun().reload == int(20/GAME_SPEED)){
gun().reload = 0;
gun().ammo++;
}
}
}
}
// Do everything
void all(gamedata &g){
rotate_radars(g.radar);
animate_smoke(g.smoke);
animate_flames(g.flame, g.smoke);
animate_explosions(g.explosion);
decay_lasers(g.laser);
clone_planes(g.p, g.dp, g.mission, g.winner);
plane_collisions(g);
move_falls(g);
move_shots(g.shot,g.gamemap.ground,g.images[114],g.images[318],g.drakms);
fire_guns(g.gun, g.p, g.sound, g.gamemap.b, g.shot, g.xmove, g.ymove);
if (g.drak) drak_main(g);
}