/* Copyright (C) 2004 Parallel Realities This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "traps.h" /** * Adds a trap to the map * @param name The name of the trap group * @param trapType The type of trap this is * @param damage The damage the trap does * @param speed The speed at which the trap moves * @param startY The starting X location of the trap * @param startY The starting Y location of the trap * @param startY The ending X location of the trap * @param startY The ending Y location of the trap * @param wait1 The first state wait time * @param wait2 The second state wait time * @param sprite The Sprite to use with this trap * @param active The active state of this trap */ void addTrap(char *name, int trapType, int damage, int speed, int startX, int startY, int endX, int endY, int wait1, int wait2, char *sprite, bool active) { Trap *trap = new Trap(); trap->setName(name); trap->setTrapType(trapType); trap->setDamage(damage); trap->setSpeed(speed); trap->setDestinations(startX, startY, endX, endY); if (wait1 == -1) wait1 = Math::rrand(10, 60); if (wait2 == -1) wait2 = Math::rrand(10, 60); trap->setWaitTimes(wait1, wait2); trap->setSprite(graphics.getSprite(sprite, true)); trap->active = active; if (trap->type == TRAP_TYPE_BARRIER) { trap->currentAction = TRAP_FIRSTACTION; trap->thinktime = wait1; if (trap->thinktime == 0) trap->thinktime = 1; } map.addTrap(trap); } /** * Toggles the active state of a trap * @param The trap to toggle */ void toggleTrap(Trap *trap) { trap->active = !trap->active; if (trap->type == TRAP_TYPE_MINE) { if (trap->active) { trap->setSprite(graphics.getSprite("ActiveMine", true)); } else { trap->setSprite(graphics.getSprite("InActiveMine", true)); } } } /** * Draws the chain link for the spiked ball traps. * @param trap The trap that the chain link should be drawn from */ void drawTrapChain(Trap *trap) { float x = trap->startX; float y = trap->startY; int tx = (int)trap->x + (trap->sprite->image[0]->w / 2); int ty = (int)trap->y + (trap->sprite->image[0]->h / 2); float dx, dy; Math::calculateSlope(tx, ty, trap->startX, trap->startY, &dx, &dy); dx *= 7; dy *= 7; SDL_Surface *chainLink = graphics.getSprite("ChainLink", true)->getCurrentFrame(); if ((dx == 0) && (dy == 0)) return; while (true) { graphics.blit(chainLink, (int)(x - engine.playerPosX), (int)(y - engine.playerPosY), graphics.screen, true); x += dx; y += dy; if (Collision::collision(x, y, 3, 3, tx, ty, 4, 4)) break; } } /** * Checks for a trap colliding with enemies or the Player * @param trap The trap to perform the check * @return Whether the trap made contact with an enemy or the Player */ bool doTrapCollisions(Trap *trap) { bool hit = false; if ((trap->type == TRAP_TYPE_SPIKE) && (trap->currentAction != TRAP_FIRSTACTION)) { return false; } Entity *enemy = (Entity*)map.enemyList.getHead(); while (enemy->next != NULL) { enemy = (Entity*)enemy->next; if (Collision::collision(trap->x, trap->y, trap->width, trap->height, enemy->x, enemy->y, enemy->width, enemy->height)) { throwAndDamageEntity(enemy, trap->damage, -5, 5, -8); hit = true; } } if ((player.immune > 0) && (player.immune <= 120)) { return hit; } if (Collision::collision(trap->x, trap->y, trap->width, trap->height, player.x, player.y, player.width, player.height)) { throwAndDamageEntity(&player, trap->damage, -5, 5, -8); if (trap->damage == 10) { player.health = 0; } if (trap->type == TRAP_TYPE_MINE) { for (int i = 0 ; i < 10 ; i++) { addExplosion(trap->x + Math::rrand(-15, 15), trap->y + Math::rrand(-15, 15), 50, &engine.world); } } hit = true; } return hit; } /** * Loops through all the traps and makes them do their thing according * to the type of trap that they are */ void doTraps() { Trap *trap = (Trap*)map.trapList.getHead(); Trap *previous = trap; bool remove = false; int x, y, mx, my; unsigned int absX, absY; while (trap->next != NULL) { trap = (Trap*)trap->next; x = (int)(trap->x - engine.playerPosX); y = (int)(trap->y - engine.playerPosY); if (trap->type == TRAP_TYPE_SWING) { absX = abs(x - trap->endX); absY = abs(y - trap->endY); } else { absX = abs(x); absY = abs(y); } /* Barrier traps must be do at all times. Otherwise there is an "break" in the line if more than one barrier is used over a large space and the barrier becomes inconsistant. */ if (((absX < 800) && (absY < 600)) || (trap->type == TRAP_TYPE_BARRIER) || (trap->type == TRAP_TYPE_FLAME)) { remove = false; if ((trap->think()) && (trap->active)) { switch (trap->type) { case TRAP_TYPE_MINE: audio.playSound(SND_ROCKET, CH_SPAWN); break; case TRAP_TYPE_SPIKE: audio.playSound(SND_ROCKET, CH_SPAWN); break; case TRAP_TYPE_SWING: audio.playSound(SND_THROW, CH_SPAWN); break; case TRAP_TYPE_BARRIER: if ((absX <= 640) && (absY <= 480)) { audio.playSound(SND_ELECTRICITY1 + rand() % 3, CH_SPAWN); } break; case TRAP_TYPE_FLAME: if ((absX <= 640) && (absY <= 480)) { audio.playSound(SND_FIRECRACKLE, CH_SPAWN); } break; } } if (trap->type == TRAP_TYPE_MINE) { mx = (int)trap->x >> BRICKSHIFT; my = (int)(trap->y + trap->dy + trap->sprite->image[0]->h) >> BRICKSHIFT; if (map.isSolid(mx, my)) { trap->y = (my * BRICKSIZE) - trap->sprite->image[0]->h; trap->dy = 0; } } if (trap->type == TRAP_TYPE_SWING) { drawTrapChain(trap); } switch (trap->type) { case TRAP_TYPE_FLAME: graphics.blit(trap->sprite->getCurrentFrame(), x, y, graphics.screen, true); if ((absX <= 640) && (absY <= 480)) { if (trap->currentAction == TRAP_FIRSTACTION) { if (trap->active) { engine.world.place((int)trap->x + (trap->startX * 8), (int)trap->y + (trap->startY * 8)); engine.world.currentWeapon = &weapon[WP_FLAMETHROWER]; if (trap->startX == -1) { addBullet(&engine.world, Math::rrand(-500, -100) / 100.00, Math::rrand(-20, 20) / 100.00); } else if (trap->startX == 1) { addBullet(&engine.world, Math::rrand(100, 500) / 100.00, Math::rrand(-2, 20) / 100.00); } else if (trap->startY == -1) { addBullet(&engine.world, Math::rrand(-20, 20) / 100.00, Math::rrand(-500, -100) / 100.00); } else if (trap->startY == 1) { addBullet(&engine.world, Math::rrand(-20, 20) / 100.00, Math::rrand(100, 500) / 100.00); } } } } break; case TRAP_TYPE_BARRIER: if (trap->currentAction == TRAP_FIRSTACTION) { if (trap->active) { graphics.blit(trap->sprite->getCurrentFrame(), x, y, graphics.screen, false); doTrapCollisions(trap); } } break; default: graphics.blit(trap->sprite->getCurrentFrame(), x, y, graphics.screen, false); if (trap->active) { remove = doTrapCollisions(trap); } break; } } if (trap->type != TRAP_TYPE_MINE) remove = false; if (!remove) { previous = trap; } else { map.trapList.remove(previous, trap); trap = previous; } } }