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  1. /*
  2.  * OpenTyrian: A modern cross-platform port of Tyrian
  3.  * Copyright (C) 2007-2009  The OpenTyrian Development Team
  4.  *
  5.  * This program is free software; you can redistribute it and/or
  6.  * modify it under the terms of the GNU General Public License
  7.  * as published by the Free Software Foundation; either version 2
  8.  * of the License, or (at your option) any later version.
  9.  *
  10.  * This program is distributed in the hope that it will be useful,
  11.  * but WITHOUT ANY WARRANTY; without even the implied warranty of
  12.  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  13.  * GNU General Public License for more details.
  14.  *
  15.  * You should have received a copy of the GNU General Public License
  16.  * along with this program; if not, write to the Free Software
  17.  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
  18.  */
  19. #include "player.h"
  20.  
  21. Player player[2];
  22.  
  23. void calc_purple_balls_needed( Player *this_player )
  24. {
  25.         static const uint purple_balls_required[12] = { 1, 1, 2, 4, 8, 12, 16, 20, 25, 30, 40, 50 };
  26.        
  27.         this_player->purple_balls_needed = purple_balls_required[*this_player->lives];
  28. }
  29.  
  30. bool power_up_weapon( Player *this_player, uint port )
  31. {
  32.         const bool can_power_up = this_player->items.weapon[port].id != 0 &&  // not None
  33.                                   this_player->items.weapon[port].power < 11; // not at max power
  34.         if (can_power_up)
  35.         {
  36.                 ++this_player->items.weapon[port].power;
  37.                 shotMultiPos[port] = 0; // TODO: should be part of Player structure
  38.                
  39.                 calc_purple_balls_needed(this_player);
  40.         }
  41.         else  // cash consolation prize
  42.         {
  43.                 this_player->cash += 1000;
  44.         }
  45.        
  46.         return can_power_up;
  47. }
  48.  
  49. void handle_got_purple_ball( Player *this_player )
  50. {
  51.         if (this_player->purple_balls_needed > 1)
  52.                 --this_player->purple_balls_needed;
  53.         else
  54.                 power_up_weapon(this_player, this_player->is_dragonwing ? REAR_WEAPON : FRONT_WEAPON);
  55. }
  56.