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items.c
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/**********************************************************************
* items.c - definition of item list object.
*
* Copyright 1993, David Nedde
*
* Permission to use, copy, modify, and distribute this software
* and its documentation for any purpose and without fee is granted
* provided that the above copyright notice appears in all copies.
* It is provided "as is" without express or implied warranty.
**********************************************************************/
/* System Headers */
#include <malloc.h>
#include <string.h>
/* Local headers */
#include "items.h"
#include "room.h"
#if 0
/* External variables */
extern item_static_type static_data;
#endif
/* Create the items object */
items_type items__create()
{
items_type items = (items_type)malloc( sizeof( items_struct_type));
items->list = list__create();
return items;
}
/* Destroy the items object */
items_type items__destroy(items)
items_type items;
{
items__destroy_all( items);
list__destroy( items->list);
free( items);
}
/* Return the first item in the list */
item_type items__get_first( items)
items_type items;
{
return (item_type)list__get_first(items->list);
}
/* Return the next item in the list */
item_type items__get_next( items)
items_type items;
{
return (item_type)list__get_next(items->list);
}
/* Add an item to the list of items */
void items__add( items, item)
items_type items;
item_type item;
{
list__add_end( items->list, (void *)item);
}
/* Destroy all items in the item list */
void items__destroy_all( items)
items_type items;
{
item_type item;
for (item = (item_type)list__remove_last( items->list);
item != (item_type)0;
item = (item_type)list__remove_last( items->list))
{
item__destroy( item);
}
}
/* Create a new item and add it to the item list */
void items__new_item( items, x, y, x_vel, y_vel)
items_type items;
int x,y;
int x_vel,y_vel;
{
list__add_end( items->list, (void *)item__create(x, y, x_vel, y_vel));
}
/* Perform the iterative simulation movement for all items on the list */
/* If an item dies, destroy it */
void items__move_items( items, room)
items_type items;
room_type room;
{
item_type item;
/* Move each item on the screen */
for (items->current = 0;
items->current < list__get_count( items->list);
items->current++)
{
item = (item_type)list__get_cell(items->list, items->current);
item__move( item, room, items);
if (item__stopped( item, room))
{
list__remove( items->list, items->current);
items->current--;
item__destroy( item);
}
}
}
/* Simulate moving the items backwards count iterations */
/* The iterations are not shown in the screen */
/* Note that gravity and elastivity are not handled */
void items__move_items_backwards( items, room, count)
items_type items;
room_type room;
int count;
{
item_type item;
/* Reverse all items' velocities and erase them from the screen */
for (items->current = 0;
items->current < list__get_count( items->list);
items->current++)
{
item = (item_type)list__get_cell(items->list, items->current);
item->x_vel = -item->x_vel;
item->y_vel = -item->y_vel;
item__erase( item);
}
/* Move them all count iterations (they will go backwards) */
while (count-- > 0)
{
/* Move each item on the screen */
for (items->current = 0;
items->current < list__get_count( items->list);
items->current++)
{
item = (item_type)list__get_cell(items->list, items->current);
item__move( item, room, items);
}
}
/* Reverse all the items' velocities again and draw them */
for (items->current = 0;
items->current < list__get_count( items->list);
items->current++)
{
item = (item_type)list__get_cell(items->list, items->current);
item->x_vel = -item->x_vel;
item->y_vel = -item->y_vel;
item__draw( item);
}
}
/* Make all items visible or invisible */
void items__set_visible( items, visible)
items_type items;
Bool visible;
{
if (visible)
item__set_visible( True);
for (items->current = 0;
items->current < list__get_count( items->list);
items->current++)
{
if (visible)
item__draw( (item_type)list__get_cell(items->list,items->current));
else
item__erase((item_type)list__get_cell(items->list,items->current));
}
if (!visible)
item__set_visible( False);
}
/* Rebound the given item again all items in the item list */
void items__rebound_items( item, items)
item_type item;
items_type items;
{
int i;
for (i = items->current+1; i < list__get_count( items->list); i++)
{
item__rebound_item(item,
(item_type)list__get_cell(items->list, i));
}
}
#ifdef DEBUG
void items__print( items)
items_type items;
{
int i;
for (i = 0; i < list__get_count( items->list); i++)
{
printf("%4d: ", i);
item__print( (item_type)list__get_cell(items->list, i));
}
}
#endif