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// Copyright (c) 1997 Philip A. Hardin (pahardin@cs.utexas.edu)
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License v2 or later.
// BattleBall
// Developed 10/16/93 to 09/09/97
// by Philip A. Hardin
#include <stdio.h> // to get sprintf()
#include <string.h> // to get strncpy()
#include <time.h> // to get time(time_t *)
#include "bb.h"
#include "player.h"
const int
MAXTEAMS= NUMINSIGNIA, // max # of teams is the # of team insignias
MAXMEMBERS= 4, // max # of team members per team
MAXPLAYERS= MAXTEAMS*MAXMEMBERS, // max # of total players
TREES= 12, // default # of trees
MTNS= 8; // default # of mountains
const coord
HQDIST= 100, // default dist from hq to center of playfield
MINHQDIST= 50, // min dist from hq to center of playfield
MAXHQDIST= 450; // max dist from hq to center of playfield
/*=========================================================================*/
// The states of a game round
enum stateOfRound {
counting, // timer is counting down to begin playing
// (teams shown in text area)
playing, // playing the round; no goal scored yet
// (game status shown in text area)
toppling, // the (first) hq is now toppling over
// (teams & scores shown in text area)
bouncing, // the hq has fallen & bounced at least once
// (teams & updated scores shown in text area)
roundEnding, // the round is over (but _not_ the game)
gameEnding // a team has won, game is over
};
struct roundInfo
{ int loserTeamNum, // team whose hq was hit; -1 if no hq hit
winnerTeamNum; // team which hit ball before a goal was scored;
// -1 if no hq hit yet
stateOfRound state, // state of game round
prevState; // state of game round from last iteration
long cycles; // # of iterations this round has been going
int timer; // in seconds
};
/*=========================================================================*/
// BattleBall class.
// This is the main class for the game. A single object of this class exists
// for the duration of the game.
class battleBall {
char* progName;
int numPlayers; // starts w/ 0
player players[MAXPLAYERS];
int numTeams; // starts w/ 0
team teams[MAXTEAMS];
int pointsToWin; // points required to win game
gobList sceneryGobs; // the "scenery" game objects, such
// as trees, mntns, playfield, etc.
coord hqDist; // HQ-to-playfield-center distance
bounGob *bounds; // "boundary" (playfield) game object
ballGob *ball; // ball game object
hrznGob *horizon; // horizon game object
tranGob *train; // train game object; NULL if none
int intrinsicDelay; // delay between each iteration (ms)
int startupDelay; // delay before game starts (seconds)
int testIterations; // =0: normal game play
// >0: number of iterations to play
// before game automatically
// ends (used for testing)
bool doubleBuffer; // double buffer game windows
bool keepInBounds; // keep vhcls, etc. in playfield
bool wantTrain; // user wants the train in the game
int flybys; // 0->none, 1->few, 2->many
gobList track; // train track
int numTrees; // number of tree game objects
int numMtns; // number of mountain game objects
public:
battleBall(int argc, char *argv[]);
~battleBall();
void Play();
private:
void ReadCmdLine(int argc, char *argv[]);
void ShowHelp();
void ShowBriefHelp();
void ActGobs(gobList& gobs);
void AddTeam(char *list);
void OpenAllDisplays();
void CreateWindows(int argc, char *argv[]);
void PlayOneRound(const gobList& sceneryGobs, int startTime, bool& done);
void InitForRound(gobList& gobs, int startTime, roundInfo& ri);
void FreeRound(gobList& gobs);
void InitTrack(gobList& gobs);
void InitScenery(gobList& gobs);
void ShowTeams(bbGfxTarget& gt);
void ShowStatus(bool);
void DrawTextArea(const roundInfo& ri, player& dude);
void DrawStartingMsg(bbGfxTarget& gt, int startTime);
void GetNextState(gobList& gobs, roundInfo& ri);
void DoFlyby(gobList& gobs);
};
/*-------------------------------------------------------------------------*/
battleBall::battleBall(int argc, char *argv[])
: progName(argv[0]),
numPlayers(0),
numTeams(0),
pointsToWin(3),
train(NULL),
intrinsicDelay(30),
startupDelay(0),
testIterations(0),
hqDist(HQDIST),
doubleBuffer(true),
keepInBounds(true),
wantTrain(false),
flybys(1),
numTrees(TREES),
numMtns(MTNS)
{
srand(time(0));
team::insigniaRandomizer= rand()%NUMINSIGNIA;
ReadCmdLine(argc,argv);
InitFixed(); // init sine & cosine lookup tables
InitRegions(numTeams, gob::fancy, hqDist, team::insigniaRandomizer);
OpenAllDisplays();
CreateWindows(argc,argv);
InitScenery(sceneryGobs);
}
/*-------------------------------------------------------------------------*/
battleBall::~battleBall() {
forii(numPlayers)
if (players[i].active)
players[i].CloseXStuff();
}
/*-------------------------------------------------------------------------*/
void battleBall::Play() {
bool done= false;
XEvent event;
// The following loop seems to be necessary for X windows
// to not lose initial drawing commands.
forii(numPlayers)
if (players[i].active)
if (XPending(players[i].gt.disp) >0)
XNextEvent(players[i].gt.disp, &event);
while (not done) {
PlayOneRound(sceneryGobs,startupDelay,done);
startupDelay= 0;
}
}
/*-------------------------------------------------------------------------*/
/* private methods */
/*-------------------------------------------------------------------------*/
// Parse BattleBall's command line, setting game options and creating
// players and teams
void battleBall::ReadCmdLine(int argc, char *argv[]) {
bool helpRequested= false;
for (int i=1; i <argc; i++) {
char *s= argv[i];
if (!strcmp(s,"-ff")) {
if (i+1 <argc) {
char c= *argv[++i];
if (c=='b') gob::ffire= blocked;
else if (c=='d') gob::ffire= dangerous;
else if (c=='t') gob::ffire= transparent;
else cout << "bad friendly fire option '" << c
<< "': use (b)locked, (d)angerous, or (t)ransparent"
<< endl;
}
}
else if (!strcmp(s,"-flyby")) flybys= 2;
else if (!strcmp(s,"-grav"))
{ if (i+1 <argc) gob::gravity= -atof(argv[++i]);
if (gob::gravity >-0.01) gob::gravity= -0.01;
if (gob::gravity <-0.20) gob::gravity= -0.20;
}
else if (!strcmp(s,"-ag")) {
if (i+1 <argc) player::SetGunnerDefaults(argv[++i]);
}
else if (!strcmp(s,"-h")) helpRequested= true;
else if (!strcmp(s,"-help")) helpRequested= true;
else if (!strcmp(s,"-id"))
{ if (i+1 <argc) intrinsicDelay= atoi(argv[++i]);}
else if (!strcmp(s,"-mtns")) {
if (i+1 <argc) numMtns= atoi(argv[++i]);
}
else if (!strcmp(s,"-noag")) player::autoGunnerAllowed= false;
else if (!strcmp(s,"-noap")) player::autoPilotAllowed= false;
else if (!strcmp(s,"-nobang")) vhclGob::useBangs= false;
else if (!strcmp(s,"-noflyby")) flybys= 0;
else if (!strcmp(s,"-nopause")) player::pauseAllowed= false;
else if (!strcmp(s,"-noresize")) player::refitWindow= false;
else if (!strcmp(s,"-noshade")) player::shadowsOn= false;
else if (!strcmp(s,"-out")) keepInBounds= false;
else if (!strcmp(s,"-pts"))
{ if (i+1 <argc) pointsToWin= atoi(argv[++i]);}
else if (!strcmp(s,"-rad"))
{ if (i+1 <argc) hqDist= atoi(argv[++i]);
if (hqDist <MINHQDIST) hqDist= MINHQDIST;
if (hqDist >MAXHQDIST) hqDist= MAXHQDIST;
}
else if (!strcmp(s,"-sb")) doubleBuffer= false;
else if (!strcmp(s,"-sd"))
{if (i+1 <argc) startupDelay= atoi(argv[++i]);}
else if (!strcmp(s,"-simple")) gob::fancy= false;
else if (!strcmp(s,"-snum")) {
if (i+1 <argc) player::shellsPerPlayer= atoi(argv[++i]);
}
else if (!strcmp(s,"-spow")) {
if (i+1 <argc) shllGob::power= atof(argv[++i]);
}
else if (!strcmp(s,"-svel"))
{ if (i+1 <argc) vhclGob::muzzleVel= atof(argv[++i]);
if (vhclGob::muzzleVel <0.5) vhclGob::muzzleVel= 0.5;
if (vhclGob::muzzleVel >5.0) vhclGob::muzzleVel= 5.0;
}
else if (!strcmp(s,"-insig")) {
if (i+1 <argc)
team::insigniaRandomizer= atoi(argv[++i]);
}
else if (!strcmp(s,"-train")) wantTrain= true;
else if (!strcmp(s,"-trees")) {
if (i+1 <argc) numTrees= atoi(argv[++i]);
}
else if (!strcmp(s,"-wf")) gob::classSolid= false;
else if (!strcmp(s,"-z")) {
if (i+1 <argc) { testIterations= atoi(argv[++i]);
srand(testIterations);
}
}
else if (s[0]=='-') cout << "Unrecognized flag: " << s << "\n";
else if (numTeams <MAXTEAMS)
AddTeam(argv[i]);
}
if (wantTrain)
players[numPlayers++]= player("comp",-1,0); // teamNum==-1 -> train dude
if (helpRequested) {
ShowHelp();
exit(1);
}
else if (numTeams==0) {
ShowBriefHelp();
exit(1);
}
}
/*-------------------------------------------------------------------------*/
void battleBall::ShowBriefHelp() {
cout << "Usage: battleball [options...] XDisplay[,XDisplay] [XDisplay]...\n";
cout << "Type battleball -help for more info.\n";
}
/*-------------------------------------------------------------------------*/
void battleBall::ShowHelp() {
cout <<
" BattleBall 2.0\n"
" A 3-D multiplayer game for X11 Windows\n"
" by Philip A. Hardin \n\n";
cout <<
"SYNTAX\n\n"
" battleball [options...] XDisplay[,XDisplay] [XDisplay]...\n\n"
"DESCRIPTION\n\n"
" BattleBall is a 3-D multiplayer game for X11 Windows. Teams of human\n"
" and computer players use tanks and helicopters to play soccer on a\n"
" large playfield.\n\n"
"OPTIONS\n\n"
" -ag ##l Set players' auto-gunner settings. The argument of this\n"
" option is three characters: a single-digit number\n"
" specifying firing accuracy, a single-digit number\n"
" specifying firing frequency, and one of the following\n"
" letters specifying target selection:\n"
" a - fire at all targets\n"
" b - fire only at the ball\n"
" v - fire only at vehicles\n"
" n - no targets (i.e. do not fire)\n"
" This option affects players which appear after it on the\n"
" command line. The default is 43a.\n"
" -ff d|b|t Make accidental 'friendly fire' from fellow teammates\n"
" d - dangerous (the default)\n"
" b - blocked\n"
" t - transparent\n"
" If you dislike your teammates, use the 'dangerous' option.\n"
" -grav # Set gravity. Defaults to 0.031 m/iteration^2.\n"
" -help Show this help screen\n"
" -id # Set the inter-frame delay. If the game runs too slow, set\n"
" this lower; if the game seems to lag behind your\n"
" keystrokes, set this higher. Defaults to 30 milliseconds.\n"
" -mtns # Set the number of mountains. Defaults to 8.\n"
" -noag Disable human players' auto-gunner capability.\n"
" -noap Disable human players' auto-pilot capability.\n"
" -nobang Disable 'bangs' (the flashes at the end of a gun barrel)\n"
" -noflyby Disable aircraft fly-bys.\n"
" -nopause Disable players' use of the pause ('P') key.\n"
" -noresize Do not automatically resize the window to fit the graphics.\n"
" -noshade Disable shadows. Uses less cpu time.\n"
" -out Allow vehicles to go outside of the playfield.\n"
" -pts # Set number of points required to win. Defaults to 3.\n"
" -rad # Set the 'radius' of the playfield. Defaults to 100 meters.\n"
" -sb Single-buffer the game windows.\n"
" -sd # Set the startup delay. The game will wait for this many\n"
" seconds for players to get ready.\n"
" -simple Use simpler graphics. Uses less cpu time.\n"
" -snum # Set number of shells per player. Defaults to 3.\n"
" -spow # Set shell power. Defaults to 1.6.\n"
" -svel # Set shell muzzle velocity. Defaults to 1.5 meters/frame.\n"
" At higher velocities, some collisions may not be reliably\n"
" detected.\n"
" -train Include a train running on a track around the playfield.\n"
" -trees # Set the number of trees. Defaults to 12.\n"
" -wf Use wireframe rendering. Uses less cpu time.\n\n"
"PLAYERS & TEAMS\n\n"
" Human players are created by specifying X displays on the command line.\n"
" Computer players are created by specifying 'comp' in place of the X\n"
" displays.\n\n"
" Commas between X displays put players on the same team; spaces between\n"
" X displays separate teams. Teams may have any mix of human and\n"
" computer players.\n\n"
" Computer players may be created with specific auto-gunner settings.\n"
" Use 'comp', followed by (no space) the three characters used in the -ag\n"
" option, e.g. 'comp67b'. This overrides the -ag option.\n\n"
"EXAMPLES\n\n"
" battleball mitre:0\n"
" Creates one team which has one human player on the X display\n"
" 'mitre:0'.\n\n"
" battleball flavio:0 chirp:0,roar:0\n"
" Sets up a one-player team against a two-player team.\n\n"
" battleball parrot:0,comp raven:0 comp,comp\n"
" Creates three teams with a mix of human and computer\n"
" players.\n\n"
" battleball dunce:0 comp75a comp,comp\n"
" Creates three teams. The first computer player gets\n"
" special auto-gunner settings; the other computer players\n"
" get default settings.\n\n"
"WEB PAGE\n\n"
" Source code and pre-compiled executables are available from the\n"
" BattleBall web page at http://www.cs.utexas.edu/users/pahardin/bb.html\n\n"
;
}
/*-------------------------------------------------------------------------*/
// Add a team of one or more players to the game
// (This includes adding the players to the game)
void battleBall::AddTeam(char *list) {
int numMembers= 0;
do {
int dispNameLen= strcspn(list,","); // num chars before next comma
char* newDispName= new char[dispNameLen+1];
strncpy(newDispName,list,dispNameLen);
newDispName[dispNameLen]= '\0';
if (numPlayers <MAXPLAYERS) {
players[numPlayers]= player(newDispName,numTeams,numMembers);
numMembers++;
numPlayers++;
}
delete newDispName;
list += dispNameLen +1;
}
while (list[-1] != ((char)('\0')));
teams[numTeams]= team(numTeams);
numTeams++;
}
/*-------------------------------------------------------------------------*/
// Tries to open the X displays of all the players. If any of the displays
// can't be opened, reports the unopened ones, closes the opened ones, and
// terminates the program.
void battleBall::OpenAllDisplays() {
bool success= true;
forii(numPlayers)
if (not players[i].computerPlayer)
if (not players[i].gt.OpenDisplay(players[i].dispName))
success= false;
if (not success)
{ fori(numPlayers)
if (not players[i].computerPlayer and players[i].gt.disp != NULL) {
cout << "Closing " << players[i].dispName << "\n";
XCloseDisplay(players[i].gt.disp);
}
exit (-1);
}
}
/*-------------------------------------------------------------------------*/
void battleBall::CreateWindows(int argc, char *argv[]) {
forii(numPlayers)
if (not players[i].computerPlayer) {
players[i].gt.CreateWindow(argc, argv);
players[i].gt.AllocColors(bbColorNames,totalColors);
}
}
/*-------------------------------------------------------------------------*/
// Show the teams and their players in the text subwindow
void battleBall::ShowTeams(bbGfxTarget& gt) {
char temp[80];
gt.cursor= pt2d(0,0);
gt.rightmost= 0;
forii(numTeams) {
gt << " Score";
sprintf(temp, " %d", teams[i].score);
gt << temp;
gt.Box(0,0,6,2);
gt.SetForeground(gt.Colors()[teams[i].colorNums[c_teamSecondary]]);
Draw(&insignia2Rgns[i],gt,
pt2d(8+(gt.cursor.x+3)*gt.fontSize.x, gt.gfxSize.y+gt.fontSize.y),
0,pt2d(4,-4),true);
gt.SetForeground(gt.Colors()[teams[i].colorNums[c_teamPrimary]]);
Draw(&insigniaRgns[i],gt,
pt2d(8+(gt.cursor.x+3)*gt.fontSize.x, gt.gfxSize.y+gt.fontSize.y),
0,pt2d(4,-4),true);
gt.SetForeground(gt.Black());
forij(numPlayers) {
player& dude= players[j];
if (dude.TeamNum()==i)
gt << dude.dispName;
}
gt.Tab(2);
}
}
/*-------------------------------------------------------------------------*/
// Show the status display in all players' text subwindows if
// showingStatus is true; otherwise show the team list display in all
// players' text subwindows.
void battleBall::ShowStatus(bool showingStatus) {
forii(numPlayers)
players[i].textAreaShowingStatus= showingStatus;
}
/*-------------------------------------------------------------------------*/
// Draw the contents of the text subwindow
void battleBall::DrawTextArea(const roundInfo& ri, player& dude) {
if (dude.textAreaShowingStatus)
dude.DrawStatus(teams);
else {
if (ri.state != ri.prevState or dude.textAreaNeedsRedrawing) {
dude.ClearTextArea();
ShowTeams(dude.gt);
dude.textAreaNeedsRedrawing= false;
}
}
}
/*-------------------------------------------------------------------------*/
// Create the game objects for the train track
void battleBall::InitTrack(gobList& gobs) {
double trackData[]= {
40,0,0, 40,0,0.063, 100,0,0, 40,0,-0.063, 40,0,0,
40,0.166,0, 40,0.333,0, 40,0.5,0, 40,0.666,0, 40,0.833,0,
259.5,1,0,
40,1.166,0, 40,1.333,0, 40,1.5,0, 40,1.666,0, 40,1.833,0,
0
};
pt3d pos= pt3d(-129.2,0,0);
double *data= trackData;
while (*data != 0) {
double len= *data++;
ang3d ang= ang3d((int)(data[0]*MA_PI), (int)(data[1]*MA_PI), 0);
data += 2;
railGob *rail= new railGob(tcomp(pos,ang),len);
track.push_back(rail);
gobs.push_back(rail);
pos += pt3d(len,0,0) >> ang;
if (pos.z <0.001) pos.z= 0;
}
gobs.push_back(new pllrGob(pt3d(-46.4,0,0)));
gobs.push_back(new pllrGob(pt3d( 46.4,0,0)));
}
/*-------------------------------------------------------------------------*/
// Create the "scenery" game objects which only need to be created once per
// game, as opposed to once per game round.
void battleBall::InitScenery(gobList& gobs) {
tcomp pos;
bool blocked;
gobList::iterator gi;
gobs.push_back(bounds= new bounGob(tcomp(pt3d(0,0)),keepInBounds));
// gobs.push_back(new dstrGob(pt3d(-3*hqDist/2,2*hqDist,0),
// pt3d(1./8,0)));
if (wantTrain) InitTrack(gobs);
forii(numMtns +numTrees) {
do
{ if (i <numMtns)
pos.Cart()= pt3d((rand()%256)*(HQDIST/16) +4*HQDIST, 0, 0);
else
pos.Cart()= pt3d(drand48()*2*hqDist, 0, 0);
pos.Cart() >>= rand()%(2*MA_PI);
blocked= false;
for_(gi,gobs)
if ((**gi).Contains(pos.Cart()))
blocked= true;
}
while (blocked);
pos.Ang()= rand()%(MA_PI/2);
if (i <numMtns)
gobs.push_back(new mntnGob(pos));
else
gobs.push_back(new treeGob(pos));
}
horizon= new hrznGob(pt3d(0,0));
gobs.push_back(horizon);
}
/*-------------------------------------------------------------------------*/
// Initialize the game for a new game round
void battleBall::InitForRound(gobList& gobs, int startTime, roundInfo& ri) {
gob::gobs= &gobs;
forii(numTeams)
teams[i].InitForRound(gobs,hqDist,numTeams);
fori(numPlayers) {
players[i].InitForRound(gobs,hqDist,numTeams,&track);
if (testIterations >0) {
players[i].autoPilot= player::autoPilotAllowed;
players[i].autoGunner= player::autoGunnerAllowed;
}
if (players[i].TeamNum()==-1)
train= (tranGob*) players[i].Vhcl();
}
ball= new ballGob(pt3d(0,0),pt3d(0,0),-1);
gobs.push_back(ball);
ri.loserTeamNum= -1;
ri.cycles= 0;
if (startTime) {
ri.timer= startTime +1;
ri.state= ri.prevState= counting;
ShowStatus(false);
} else {
ri.timer= 0;
ri.state= ri.prevState= playing;
}
}
/*-------------------------------------------------------------------------*/
// Free things when a game round ends
void battleBall::FreeRound(gobList& gobs) {
// gobList::iterator gi;
// free the gobs which were created during the play of this round
// (i.e. _don't_ free gobs which were created by InitScenery() )
/* -PAH
for_(gi,gobs)
if ((**gi).type != boun and (**gi).type != tree and
(**gi).type != mntn and (**gi).type != hrzn)
delete *gi;
*/
}
/*-------------------------------------------------------------------------*/
// Draw a message while the startup delay counts down
void battleBall::DrawStartingMsg(bbGfxTarget& gt, int startTime)
{ char msg[60];
sprintf(msg," Game starts in %d seconds ",startTime);
XDrawImageString(gt.disp,gt.win,gt.gc,
(int)(29*gt.fontSize.x), (int)(2*gt.fontSize.y),
msg,strlen(msg));
XDrawRectangle(gt.disp,gt.win,gt.gc,
(int)(29*gt.fontSize.x -1), (int)gt.fontSize.y +2,
(int)(strlen(msg)*gt.fontSize.x+1), (int)gt.fontSize.y);
}
/*-------------------------------------------------------------------------*/
// Advance the game round to its next state when appropriate
void battleBall::GetNextState(gobList& gobs, roundInfo& ri)
{ int i;
bldgGob *hq=NULL;
ri.prevState= ri.state;
if (ri.loserTeamNum != -1)
hq= teams[ri.loserTeamNum].hq;
if (testIterations >0)
testIterations--;
(ri.cycles)++;
switch (ri.state) {
case counting:
if (ri.timer >0) ri.timer--;
if (ri.timer==0) {
ri.state= playing;
ShowStatus(true);
}
break;
case playing:
for(i= 0; i <numTeams; i++)
if (teams[i].hq->vel.Ang().xz != 0) {
ri.loserTeamNum= i;
ri.winnerTeamNum= ball->teamNum;
ri.state= toppling;
ShowStatus(false);
break;
}
break;
case toppling:
if (hq->pos.Ang().xz != -MA_PI/2)
hq->Topple();
else {
for(i= 0; i <numTeams; i++)
if (i != ri.loserTeamNum)
teams[i].score++;
if (numTeams >=3 and
ri.winnerTeamNum != -1 and
ri.winnerTeamNum != ri.loserTeamNum)
teams[ri.winnerTeamNum].score++;
ri.state= bouncing;
}
break;
case bouncing:
if (hq->Altitude()==0 and hq->vel.Cart().z==0)
{ ri.state= roundEnding;
for(i= 0; i <numTeams; i++)
if (teams[i].score >= pointsToWin)
ri.state= gameEnding;
}
break;
case roundEnding:
case gameEnding:
break;
}
}
/*-------------------------------------------------------------------------*/
// Make each game object "act", i.e. make it do whatever it does, for this
// iteration. Depending on the game object and its state, "acting" can
// include morphing, setting its velocity, moving, colliding with other
// game objects, etc.
void battleBall::ActGobs(gobList& gobs) {
gobList::iterator gi= gobs.begin();
gobList::iterator nxtgob= gi;
int numGobs= gobs.size();
while (numGobs-- >0) {
nxtgob++;
gobs.Update((**gi).Act(),gi);
gi=nxtgob;
}
}
/*-------------------------------------------------------------------------*/
// Create an airplane or saucer ship game object to do a fly-by over the
// playfield.
void battleBall::DoFlyby(gobList& gobs) {
bool isSaucer= rand()%2;
tcomp pos(rand()%(2*MA_PI));
tcomp vel= isSaucer ? pt3d(1.5,0) : pt3d(1,0);
pos.Cart()= pt3d(-384*vel.Cart().x,0,24) >> pos.Ang();
wingGob* g;
if (isSaucer)
g= new saucGob(pos,vel,-1); // dummy team number - does it matter? -PAH
else
g= new plneGob(pos,vel,-1);
g->animDir= 1;
g->ctrl= vel;
gobs.push_back(g);
}
/*-------------------------------------------------------------------------*/
// Play one full game round.
// Out: done = true if no human players are playing any longer
void battleBall::PlayOneRound(const gobList& sceneryGobs, int startTime,
bool& done) {
gobList gobs;
int numActivePlayers= numPlayers;
roundInfo ri;
gobs= sceneryGobs;
InitForRound(gobs,startTime,ri);
while (ri.state != roundEnding and numActivePlayers >0) {
if (not player::paused) {
GetNextState(gobs,ri);
if ((ri.cycles %512)==0 and
vhclGob::testVhcl==NULL and
(flybys==2 or (flybys==1 and (rand() & 0x700)==0x700))
)
DoFlyby(gobs);
}
forii(numPlayers) {
if (not player::paused and ri.state != counting)
players[i].AutoPlay(gobs,numTeams,teams,*ball);
if (testIterations==1)
if (players[i].active)
players[i].CloseXStuff(); // also sets active= false
if (players[i].active)
players[i].HandleEvents(gobs,train);
}
if (not player::paused) ActGobs(gobs);
numActivePlayers= 0;
fori(numPlayers) {
player& dude= players[i];
if (dude.active) {
numActivePlayers++;
dude.DrawView(gobs,teams,i,doubleBuffer,horizon);
if (ri.state==counting)
DrawStartingMsg(dude.gt,ri.timer);
DrawTextArea(ri,dude);
XFlush(dude.gt.disp);
}
}
if (ri.state==counting)
SleepFor(990*1000);
else if (intrinsicDelay >0)
SleepFor((intrinsicDelay)*1000);
}
done= (numActivePlayers==0);
FreeRound(gobs);
}
/*=========================================================================*/
// A long and complicated main() function!
int
main (int argc, char *argv[]) {
battleBall bb(argc,argv);
bb.Play();
return 0;
}
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