AST3_C/src/collide.c

68 lines
2.2 KiB
C
Executable File

#include "collide.h"
#include "define.h"
#define DEAD_COLLISION 3 //make the collision with the deadly block less effective
char collide(int x, int y, char level[], char block) //detect if player is in a block
{
if((level[(int)(x/16) + (int)((y + PLAYER_HEIGHT)/16) * 25] == block ||
level[(int)((x + PLAYER_HEIGHT)/16) + (int)((y + PLAYER_HEIGHT)/16) * 25] == block ||
level[(int)(x/16) + (int)((y/16) * 25)] == block ||
level[(int)((x + PLAYER_HEIGHT)/16) + (int)((y/16) * 25)] == block)) return 1;
return 0;
}
char collide_solid(int x, int y, char level[])
{
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')
|| collide(x, y, level, 'i')
|| collide(x, y, level, 'H');
}
char collide_dead(int x, int y, char level[])
{
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)
{
return (level[(int)(x/16) + (int)(y/16) * 25] == 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)
{
if(collide_point(x, y, level, collide))
{
level[((x)/16)+((y)/16)*25] = replace;
}
if(collide_point(x + PLAYER_HEIGHT, y, level, collide))
{
level[((x + PLAYER_HEIGHT)/16)+((y)/16)*25] = replace;
}
if(collide_point(x, y + PLAYER_HEIGHT, level, collide))
{
level[((x)/16)+((y + PLAYER_HEIGHT)/16)*25] = replace;
}
if(collide_point(x + PLAYER_HEIGHT, y + PLAYER_HEIGHT, level, collide))
{
level[((x + PLAYER_HEIGHT)/16)+((y + PLAYER_HEIGHT)/16)*25] = replace;
}
}