72 lines
2.5 KiB
C
72 lines
2.5 KiB
C
#include "collide.h"
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#include "define.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[],
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char block) // detect if player is in a block
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{
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if ((level[(int)(x / 16) + (int)((y + PLAYER_HEIGHT) / 16) * 25] ==
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block ||
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level[(int)((x + PLAYER_HEIGHT) / 16) +
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(int)((y + PLAYER_HEIGHT) / 16) * 25] == block ||
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level[(int)(x / 16) + (int)((y / 16) * 25)] == block ||
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level[(int)((x + PLAYER_HEIGHT) / 16) + (int)((y / 16) * 25)] ==
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block))
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return 1;
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return 0;
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}
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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') ||
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collide(x, y, level, '4') || collide(x, y, level, 'c') ||
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collide(x, y, level, 'C') || collide(x, y, level, 'B') ||
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collide(x, y, level, 'i') || collide(x, y, level, 'H');
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}
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char collide_dead(int x, int y, char level[])
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{
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return collide_point(x + DEAD_COLLISION, y + DEAD_COLLISION, level,
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'd') ||
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collide_point(x + PLAYER_HEIGHT - DEAD_COLLISION,
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y + DEAD_COLLISION, level, 'd') ||
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collide_point(x + DEAD_COLLISION,
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y + PLAYER_HEIGHT - DEAD_COLLISION, level, 'd') ||
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collide_point(x + PLAYER_HEIGHT - DEAD_COLLISION,
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y + PLAYER_HEIGHT - DEAD_COLLISION, level, 'd') ||
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collide_point(x + 1, y + 1, level, 'C') ||
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collide_point(x + PLAYER_HEIGHT - 1, y + 1, level, 'C') ||
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collide_point(x + 1, y + PLAYER_HEIGHT - 1, level, 'C') ||
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collide_point(x + PLAYER_HEIGHT - 1, y + PLAYER_HEIGHT - 1,
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level, 'C');
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}
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char collide_point(int x, int y, char level[], char block)
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{
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return (level[(int)(x / 16) + (int)(y / 16) * 25] == block);
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}
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char collide_end(int x, int y, char level[])
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{
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return collide(x, y, level, 'e');
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}
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void collide_replace(int x, int y, char level[], char collide, char replace)
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{
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if (collide_point(x, y, level, collide)) {
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level[((x) / 16) + ((y) / 16) * 25] = replace;
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}
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if (collide_point(x + PLAYER_HEIGHT, y, level, collide)) {
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level[((x + PLAYER_HEIGHT) / 16) + ((y) / 16) * 25] = replace;
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}
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if (collide_point(x, y + PLAYER_HEIGHT, level, collide)) {
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level[((x) / 16) + ((y + PLAYER_HEIGHT) / 16) * 25] = replace;
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}
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if (collide_point(x + PLAYER_HEIGHT, y + PLAYER_HEIGHT, level,
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collide)) {
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level[((x + PLAYER_HEIGHT) / 16) +
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((y + PLAYER_HEIGHT) / 16) * 25] = replace;
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}
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}
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