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Copy pathoperateHitEvent.c
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175 lines (151 loc) · 4.42 KB
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#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "rolesdef.h"
int checkTankHitTank(TANK* tank_1,TANK* tank_2)
{
unsigned char abs_x = abs( (tank_1->x) - (tank_2->x) );
unsigned char abs_y = abs( (tank_1->y) - (tank_2->y) );
int space = tank_1->size + tank_2->size + 1; // you dai WanShan
if( abs_x<space && abs_y<space ){
return 1; // It's mean the Tank one is hiting Tank two;
} else {
return 0;
}
}
int checkBulletHitTank(BULLET* bullet, TANK* tank)
{
unsigned char abs_x = abs( (bullet->x) - (tank->x) );
unsigned char abs_y = abs( (bullet->y) - (tank->y) );
int space = bullet->size + tank->size + 1; // you dai WanShan
if( abs_x<space && abs_y<space ){
return 1; // It's mean the Tank one is hiting Tank two;
} else {
return 0;
}
}
int checkBulletHitBullet(BULLET* bullet, BULLET* other_bullet)
{
unsigned char abs_x = abs( (bullet->x) - (other_bullet->x) );
unsigned char abs_y = abs( (bullet->y) - (other_bullet->y) );
int space = bullet->size + other_bullet->size + 1;
if( abs_x<space && abs_y<space ){
return 1; // It's mean the Tank one is hiting Tank two;
} else {
return 0;
}
}
void operate_BulletHitTank( TANK_MANAGER* t_m, const BULLET_MANAGER* b_m )
{
TANK* tank = t_m->nextTank;
BULLET* bullets = b_m->bullets;
int i = 0;
const int lengh = b_m->bullet_Count;
while(NULL != tank)
{
for(i=0; i<lengh; i++)
{
if(0 == bullets[i].button || // the valu=0 was mean the bullet is not live
bullets[i].id == tank->id ){ // don't hit ZiJiaRen
continue;
}
if(checkBulletHitTank(bullets+i, tank))
{
//tankInfo(WIDTH, 0, tank, MAGENTA);
bullets[i].host->killCount++;
tank->live--;
destroyBullet( bullets+i );
if( 0 >= tank->live)
{
if( 1 == tank->id)
{
drawString(4,4, GREEN,"you are dead!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");
}
}
}
}
tank = tank->nextTank;
}
}
void operate_TankHitTank(TANK* currentTank, const TANK_MANAGER* t_m)
{
TANK* linkTable = t_m->nextTank;
while( NULL != linkTable )
{
if(currentTank == linkTable)
{
linkTable = linkTable->nextTank;
continue;
}
if(checkTankHitTank( currentTank,linkTable))
{
switch(currentTank->dir)
{
case UP : currentTank->y++; break;
case DOWN : currentTank->y--; break;
case LEFT : currentTank->x++; break;
case RIGHT: currentTank->x--; break;
default: break;
}
}
linkTable = linkTable->nextTank;
}
return;
}
void operate_BulletHitBullet(BULLET_MANAGER* b_m)
{
BULLET* bullets = b_m->bullets;
int lengh = b_m->bullet_Count;
int i = 0,j = 0;
for(; i < lengh; i++)
{
if( 0 == bullets[i].button)
{
continue;
}
for(j= i+1; j < lengh; j++)
{
if( 0 == bullets[j].button ||
bullets[i].host == bullets[j].host )
{
continue;
}
if(checkBulletHitBullet(bullets + i, bullets + j))
{
destroyBullet( bullets+i );
destroyBullet( bullets+j );
break;
}
}
}
}
/*
////////////////////////////////////////////////
// ! you dai wan shan I'm plan to add two attributes which named "old_x","olde_y" for TANK .
////////////////////////////////////////////////
void operateTankHitTank(TANK_MANAGER* t_m)
{
TANK* tank = t_m->nextTank;
TANK* others = NULL;
while(NULL != tank)
{
others = tank->nextTank;
while(NULL != others )
{
if(checkTankHitTank(tank,others))
{
switch(tank->dir)
{
case UP : tank->y++; break;
case DOWN : tank->y--; break;
case LEFT : tank->x++; break;
case RIGHT: tank->x--; break;
default: break;
}
}
others = others->nextTank;
}
tank = tank->nextTank;
}
}
*/