AST3_C/src/collide.c

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#include "collide.h"
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#include "define.h"
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#include "util.h"
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#define DEAD_COLLISION 3 // make collision with the deadly block less effective
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char collide(int x, int y, char level[],
char block) // detect if player is in a block
{
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if(collide_point(x, y, level, block) ||
collide_point(x + PLAYER_HEIGHT, y, level, block) ||
collide_point(x, y + PLAYER_HEIGHT, level, block) ||
collide_point(x + PLAYER_HEIGHT, y + PLAYER_HEIGHT, level, block))
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return 1;
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return 0;
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}
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char collide_gravity(int x, int y, char level[], char gravity, char block) {
if(gravity == 1) {
if(collide_point(x, y + PLAYER_HEIGHT, level, block) ||
collide_point(x + PLAYER_HEIGHT, y + PLAYER_HEIGHT, level, block))
return 1;
} else {
if(collide_point(x, y, level, block) ||
collide_point(x + PLAYER_HEIGHT, y, level, block))
return 1;
}
return 0;
}
char collide_solid(int x, int y, char level[])
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{
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return collide(x, y, level, '1') || collide(x, y, level, '3') ||
collide(x, y, level, '4') || collide(x, y, level, 'c') ||
collide(x, y, level, 'C') || collide(x, y, level, 'B') ||
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collide(x, y, level, 'i') || collide(x, y, level, 'H') ||
collide(x, y, level, 'r');
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}
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char collide_solid_gravity(int x, int y, char level[], char gravity)
{
return collide_gravity(x, y, level, gravity, '1') || collide_gravity(x, y, level, gravity, '3') ||
collide_gravity(x, y, level, gravity, '4') || collide_gravity(x, y, level, gravity, 'c') ||
collide_gravity(x, y, level, gravity, 'C') || collide_gravity(x, y, level, gravity, 'B') ||
collide_gravity(x, y, level, gravity, 'i') || collide_gravity(x, y, level, gravity, 'H') ||
collide_gravity(x, y, level, gravity, 'r');
}
char collide_dead(int x, int y, char level[])
{
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return collide_point(x + DEAD_COLLISION, y + DEAD_COLLISION, level,
'd') ||
collide_point(x + PLAYER_HEIGHT - DEAD_COLLISION,
y + DEAD_COLLISION, level, 'd') ||
collide_point(x + DEAD_COLLISION,
y + PLAYER_HEIGHT - DEAD_COLLISION, level, 'd') ||
collide_point(x + PLAYER_HEIGHT - DEAD_COLLISION,
y + PLAYER_HEIGHT - DEAD_COLLISION, level, 'd') ||
collide_point(x + 1, y + 1, level, 'C') ||
collide_point(x + PLAYER_HEIGHT - 1, y + 1, level, 'C') ||
collide_point(x + 1, y + PLAYER_HEIGHT - 1, level, 'C') ||
collide_point(x + PLAYER_HEIGHT - 1, y + PLAYER_HEIGHT - 1,
level, 'C');
}
char collide_point(int x, int y, char level[], char block)
{
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return (level[(int)(x / TILE_HEIGHT) +
(int)(y / TILE_HEIGHT) * LEVEL_WIDTH] == block);
}
char collide_end(int x, int y, char level[])
{
return collide(x, y, level, 'e');
}
void collide_replace(int x, int y, char level[], char collide, char replace)
{
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if (collide_point(x, y, level, collide)) {
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level[((x) / TILE_HEIGHT) + ((y) / TILE_HEIGHT) * LEVEL_WIDTH] =
replace;
}
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if (collide_point(x + PLAYER_HEIGHT, y, level, collide)) {
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level[((x + PLAYER_HEIGHT) / TILE_HEIGHT) +
((y) / TILE_HEIGHT) * LEVEL_WIDTH] = replace;
}
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if (collide_point(x, y + PLAYER_HEIGHT, level, collide)) {
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level[((x) / TILE_HEIGHT) +
((y + PLAYER_HEIGHT) / TILE_HEIGHT) * LEVEL_WIDTH] =
replace;
}
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if (collide_point(x + PLAYER_HEIGHT, y + PLAYER_HEIGHT, level,
collide)) {
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level[((x + PLAYER_HEIGHT) / TILE_HEIGHT) +
((y + PLAYER_HEIGHT) / TILE_HEIGHT) * LEVEL_WIDTH] =
replace;
}
}
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char collide_center(int x, int y, char level[], char block)
{
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if (level[(int)((x + round_sup(PLAYER_HEIGHT / 2)) / TILE_HEIGHT) +
(int)((y + round_sup(PLAYER_HEIGHT / 2)) / TILE_HEIGHT) *
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LEVEL_WIDTH] == block) {
return 1;
}
return 0;
}