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/*
* Linux snipes, a text-based maze-oriented game for linux.
* Copyright (C) 1997 Jeremy Boulton.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*
* Jeremy Boulton is reachable via electronic mail at
* boultonj@ugcs.caltech.edu.
*/
#include <stdlib.h>
#include <curses.h>
#include <assert.h>
#include "snipes.h"
#include "coords.h"
#include "collision.h"
#include "walls.h"
#include "hive.h"
#include "chars.h"
#include "screen.h"
#define MAX_WEAPONS 100
#define DELAY_TIME 1
#define BOUNCE_MIN 4
#define BOUNCE_VARIABLE 7
/* FIXME
*
* A note about diagonals: In the DOS version of the game, diagonal
* shots don't go exactly diagonal. delta.y is always 1, but delta.x
* varies between 2 and 3 in the pattern { 2, 2, 3, 2, 3 }. Since
* the height of cells in the DOS version is 5 (distance between
* horizontal walls, including the walls themselves), this means that
* the pattern has the same period as the horizontal walls. If a
* weapon is even with a horizontal wall, it's next delta (going
* upward) will be 2, then 2 again, and so on. The sum of the numbers
* in the pattern is 12, so that between the position at T[0] and
* the position at T[5], 13 spaces are covered. This is very close
* to the distance between two vertical walls, including the walls
* themselves, which is 12. Just to make that perfectly clear:
*
* | 1234567890123 |
* ================== | * |
* | o |
* | * |
* | o |
* | * |
* ================== o =====================
* OO
* \/1234567890123
*/
int num_weapons;
int enable_weapon_kill_wall=0;
int enable_weapon_bounce=0;
int friendly_weapon_color=0;
int enemy_weapon_color=0;
struct location {
char in_use;
char has_collided;
int friendly_fire;
int bounce_count;
int display_char_type;
coordinate position;
coordinate direction;
int delay_counter;
} weapon[MAX_WEAPONS];
void init_weapons( int fcolor, int ecolor, int enable_bounce,
int enable_kill_wall )
{
int i;
friendly_weapon_color = fcolor;
enemy_weapon_color = ecolor;
enable_weapon_bounce = enable_bounce;
enable_weapon_kill_wall = enable_kill_wall;
num_weapons = 0;
for( i=0; i<MAX_WEAPONS; i++ )
weapon[i].in_use = 0;
}
/* weapon_update_has_collided( int index )
*
* The weapon is not on the collision map when this is called. That
* way we can check it for collisions with other weapons. If it does
* collide with other weapons, those other weapons have already been
* added to the collision map in this round of processing. Since
* weapons are processed in increasing index number order, we check
* all lower numbered weapons' positions and eliminate whichever
* ones are at the same location.
*/
void weapon_update_has_collided( int index )
{
int j;
weapon[index].has_collided = check_collisions( weapon[index].position.x,
weapon[index].position.y, 1, 1,
MAZE_OBJECT_PLAYER|
MAZE_OBJECT_SNIPE|
MAZE_OBJECT_SNIPE_GHOST|
MAZE_OBJECT_SNIPE_MAKER|
MAZE_OBJECT_WALL|
MAZE_OBJECT_SNIPE_BULLET|
MAZE_OBJECT_PLAYER_BULLET );
/* Check collisions with other weapons so that those other weapons also
* get marked as having collided.
*/
if( weapon[index].has_collided &
(MAZE_OBJECT_SNIPE_BULLET|MAZE_OBJECT_PLAYER_BULLET) )
for( j=index-1; j>=0; j-- )
if( weapon[j].in_use &&
weapon[j].position.x == weapon[index].position.x &&
weapon[j].position.y == weapon[index].position.y )
weapon[j].has_collided=1;
}
void weapon_remove_from_collision_map( int index )
{
if( weapon[index].friendly_fire )
collision_map_remove_obj( weapon[index].position.x,
weapon[index].position.y, 1, 1,
MAZE_OBJECT_PLAYER_BULLET );
else
collision_map_remove_obj( weapon[index].position.x,
weapon[index].position.y, 1, 1,
MAZE_OBJECT_SNIPE_BULLET );
}
void weapon_add_to_collision_map( int index )
{
if( weapon[index].friendly_fire )
collision_map_place_obj( weapon[index].position.x,
weapon[index].position.y, 1, 1,
MAZE_OBJECT_PLAYER_BULLET );
else
collision_map_place_obj( weapon[index].position.x,
weapon[index].position.y, 1, 1,
MAZE_OBJECT_SNIPE_BULLET );
}
void add_weapon( coordinate p, coordinate direction, int ff )
{
int i;
if( num_weapons == MAX_WEAPONS )
return;
for( i=0; i<MAX_WEAPONS; i++ )
if( !weapon[i].in_use ) {
weapon[i].in_use = 1;
weapon[i].has_collided = 0;
weapon[i].position = p;
weapon[i].direction = direction;
weapon[i].delay_counter = DELAY_TIME - 1;
weapon[i].friendly_fire = ff;
weapon[i].bounce_count = BOUNCE_MIN + random()%BOUNCE_VARIABLE;
if( ff )
weapon[i].display_char_type = 0;
else {
if( direction.y == -1 )
weapon[i].display_char_type = 0;
if( direction.y == 1 )
weapon[i].display_char_type = 1;
if( direction.x == -1 )
weapon[i].display_char_type = 2;
if( direction.x == 1 )
weapon[i].display_char_type = 3;
/* Diagonal cases */
if( direction.x + direction.y == 2 )
weapon[i].display_char_type = 5;
if( direction.x + direction.y == -2 )
weapon[i].display_char_type = 5;
if( direction.x + direction.y == 0 )
weapon[i].display_char_type = 4;
}
weapon_add_to_collision_map( i );
num_weapons++;
break;
}
}
/* remove_weapon( int index, screen_coords *sc, wall_info *wi )
*
* Move a weapon to unused status. Update the collision map
* and inform any walls or hives that the weapon may have collided
* with. The walls are only updated if weapons destroy walls
* in this level.
*/
void remove_weapon( int index, screen_coords *sc, wall_info *wi )
{
weapon_remove_from_collision_map( index );
weapon[index].in_use = 0;
num_weapons--;
if( weapon[index].friendly_fire ) {
/* Check for collisions with walls and inform the walls about them. */
if( enable_weapon_kill_wall ) {
if( weapon[index].direction.x == 0 || weapon[index].direction.y == 0 ) {
if( check_collisions( weapon[index].position.x,
weapon[index].position.y, 1, 1,
MAZE_OBJECT_WALL ) )
set_wall_segment( wi, weapon[index].position.x,
weapon[index].position.y, 0 );
}
}
}
/* Check for collisions with hives and inform the hives about them. */
if( check_collisions( weapon[index].position.x, weapon[index].position.y,
1, 1, MAZE_OBJECT_SNIPE_MAKER ) )
kill_hive( weapon[index].position );
}
void show_weapons( screen_coords *sc )
{
int i;
coordinate screen_pos;
for( i=0; i<MAX_WEAPONS; i++ )
if( weapon[i].in_use && !weapon[i].has_collided )
if( coords_check_on_screen( sc, weapon[i].position, 0 ) ) {
coords_to_screen_pos( sc, weapon[i].position, &screen_pos );
screen_move( screen_pos.y, screen_pos.x );
if( weapon[i].friendly_fire ) {
screen_setcolorpair(friendly_weapon_color);
switch ( weapon[i].display_char_type )
{
case 0:
screen_addch( PLAYER_BULLET_1 );
break;
case 1:
screen_addch( PLAYER_BULLET_2 );
break;
}
}
else {
screen_setcolorpair(enemy_weapon_color);
switch ( weapon[i].display_char_type )
{
case 0:
screen_addch( WEAPON_UP );
break;
case 1:
screen_addch( WEAPON_DOWN );
break;
case 2:
screen_addch( WEAPON_LEFT );
break;
case 3:
screen_addch( WEAPON_RIGHT );
break;
case 4:
screen_addch( WEAPON_DIAG_POS );
break;
case 5:
screen_addch( WEAPON_DIAG_NEG );
break;
}
}
}
}
/* diagonal_bounce_check( int index, screen_coords *sc )
*
* This function changes the direction of a weapon if it
* is travelling diagonally and hits a wall. The direction
* is not changed, however, if the weapon has already bounced
* enough times.
*/
void diagonal_bounce_check( int index, screen_coords *sc )
{
coordinate td, fd, tp = weapon[index].position;
/* Bounce check */
fd = weapon[index].direction;
/* The weapon only bounces if it is travelling diagonally */
if( fd.x != 0 && fd.y != 0 ) {
coords_add_delta( sc, &tp, fd );
/* The weapon bounces if, continuing diagonally, it would hit
* a wall.
*/
if( check_collisions( tp.x, tp.y, 1, 1, MAZE_OBJECT_WALL ) ) {
/* If bounce_count reaches 0, the weapon has bounced enough
* so just let it hit the wall. Otherwise, make it bounce.
*/
if( --weapon[index].bounce_count != 0 ) {
/* Bouncing off a horizontal wall? */
td = weapon[index].direction;
td.x = 0;
tp = weapon[index].position;
coords_add_delta( sc, &tp, td );
if( check_collisions( tp.x, tp.y, 1, 1, MAZE_OBJECT_WALL ) )
fd.y = -fd.y;
/* Bouncing off a vertical wall? */
td = weapon[index].direction;
td.y = 0;
tp = weapon[index].position;
coords_add_delta( sc, &tp, td );
if( check_collisions( tp.x, tp.y, 1, 1, MAZE_OBJECT_WALL ) )
fd.x = -fd.x;
weapon[index].direction = fd;
}
}
}
}
/* move_weapon( int index, screen_coords *sc, wall_info *wi )
*
* Weapon should not be in the collision map when this is called
* and will not be in the collision map when this returns.
*/
void move_weapon( int index, screen_coords *sc, wall_info *wi )
{
if( weapon[index].friendly_fire ) {
weapon[index].display_char_type = weapon[index].display_char_type?0:1;
if( enable_weapon_bounce )
diagonal_bounce_check( index, sc );
coords_add_delta( sc, &weapon[index].position, weapon[index].direction );
weapon_update_has_collided( index );
}
else {
coords_add_delta( sc, &weapon[index].position, weapon[index].direction );
weapon_update_has_collided( index );
}
}
void move_weapons( screen_coords *sc, wall_info *wi )
{
int i;
/* Take all weapons out of the collision map. Any weapons which
* collided last time are eliminated this time.
*/
for( i=0; i<MAX_WEAPONS; i++ ) {
if( weapon[i].in_use ) {
if( weapon[i].has_collided )
remove_weapon( i, sc, wi );
else
weapon_remove_from_collision_map( i );
}
}
/* For all the weapons that are left, make sure that nothing
* has collided with them. If not, see if they need to be
* moved and, if so, move them. Upon moving the weapon, again
* check for collisions.
*/
for( i=0; i<MAX_WEAPONS; i++ ) {
if( weapon[i].in_use ) {
/* See if something ran into the weapon. If so, the weapon is
* marked as having collided and will be eliminated next time
* the weapons are moved.
*/
weapon_update_has_collided( i );
if( weapon[i].has_collided ) {
/* Put weapon back in collision map in case other weapons
* collide with it.
*/
weapon_add_to_collision_map( i );
continue;
}
/* Move the weapon if the weapon is ready to move. */
if( ++weapon[i].delay_counter == DELAY_TIME ) {
weapon[i].delay_counter = 0;
move_weapon( i, sc, wi );
/* FIXME: should the next line be outside the loop so all
* weapons get added back to the collision map? Probably
* although I suspect that since DELAY_TIME is 1 it doesn't
* result in any different behavior at the moment.
*/
weapon_add_to_collision_map( i );
}
}
}
}
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