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/*
* Luola - 2D multiplayer cave-flying game
* Copyright (C) 2001-2006 Calle Laakkonen
*
* File : player.c
* Description : Player information and animation
* Author(s) : Calle Laakkonen
*
* Luola 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.
*
* Luola 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include <stdlib.h>
#include <stdarg.h>
#include <string.h>
#include <math.h>
#include "SDL.h"
#include "fs.h"
#include "console.h"
#include "particle.h"
#include "animation.h"
#include "level.h"
#include "weapon.h"
#include "player.h"
#include "game.h"
#include "special.h"
#include "critter.h"
#include "ship.h"
#include "audio.h"
#define SHIP_TURN_SPEED 0.15
/* Internally used globals */
static SDL_Surface *plr_weaponsel_bg;
static SDL_Surface *plr_weapons[4];
/*static SDL_Surface *plr_criticals;*/
static signed int player_message[4];
static int plr_teamc[4];
static Uint32 plr_healthbar_col, plr_healthbar_col2, plr_healthbar_col3,
plr_energybar_col,plr_noenergybar_col, plr_blankbar_col;
static int player_teams[4];
/* Exported globals */
SDL_Surface *plr_messages[4];
int plr_teams_left;
int radars_visible;
Player players[4];
/* Initialize players */
void init_players (LDAT *misc) {
int p;
plr_healthbar_col = SDL_MapRGB (screen->format, 80, 98, 186);
plr_healthbar_col2 = SDL_MapRGB (screen->format, 200, 200, 0);
plr_healthbar_col3 = SDL_MapRGB (screen->format, 200, 0, 0);
plr_energybar_col = SDL_MapRGB (screen->format, 186, 195, 195);
plr_noenergybar_col = SDL_MapRGB (screen->format, 186, 95, 95);
plr_blankbar_col = SDL_MapRGB (screen->format, 106, 44, 123);
for (p = 0; p < 4; p++) {
players[p].specialWeapon = 0;
players[p].standardWeapon = 0;
/* Initialize message surface */
plr_messages[p] = NULL;
plr_weapons[p] = NULL;
}
radars_visible = 0;
/* Load graphics */
plr_weaponsel_bg = load_image_ldat (misc, 1, T_COLORKEY, "WEAPONSEL", 0);
/* TODO: Load critical icons */
}
/* Return the number of active players */
int active_players(void) {
int p,a=0;
for(p=0;p<4;p++)
if(players[p].state != INACTIVE) a++;
return a;
}
/* Which team does the player belong to */
int get_team(int plr) {
if(plr<0||plr>3) return -1;
return player_teams[plr];
}
/* Set which team a player belongs to */
void set_team(int plr, int team) {
if(plr>=0 && plr<=3 && team>=0 && team<=3)
player_teams[plr] = team;
}
/* Check if two players are on the same team */
int same_team(int plr1, int plr2) {
if((plr1<0||plr1>3) && (plr2<0||plr2>3)) return 1;
return player_teams[plr1] == player_teams[plr2];
}
/* Reset players for a new game */
void reset_players(void) {
int p;
for(p=0;p<4;p++) {
players[p].state = INACTIVE;
player_teams[p] = p;
}
}
/* Prepare players for a new round */
void reinit_players (void) {
int p, unlucky = -1;
if (active_players() == 0) {
fprintf(stderr, "Bug! reinit_players(): no players selected!\n");
exit(1);
}
if (game_settings.playmode == OutsideShip1) {
do
unlucky = rand () % 4;
while (players[unlucky].state == INACTIVE);
}
clear_ships();
reinit_pilots();
for (p = 0; p < 4; p++) {
players[p].ship=NULL;
if (players[p].state == INACTIVE)
continue;
players[p].state = ALIVE;
players[p].recall_cooloff = 0;
memset (&players[p].controller, 0, sizeof (GameController));
if (plr_weapons[p]) {
SDL_FreeSurface (plr_weapons[p]);
plr_weapons[p] = NULL;
}
if(game_settings.playmode == RndWeapon) {
players[p].standardWeapon = rand()%normal_weapon_count()-1;
players[p].specialWeapon = rand()%(special_weapon_count()-1)+1;
}
players[p].weapon_select = 0;
if (game_settings.playmode == OutsideShip1) {
if (p != unlucky)
players[p].ship =
create_ship (Grey, players[p].standardWeapon,
players[p].specialWeapon);
else
players[p].ship = NULL;
} else {
players[p].ship =
create_ship (Red + p, players[p].standardWeapon,
players[p].specialWeapon);
}
if (game_settings.playmode == RndCritical) {
/* Randomize criticals */
int c, cc;
cc = rand () % CRITICAL_COUNT * 2;
for (c = 0; c < cc; c++)
ship_critical (players[p].ship, 0);
}
if (p != unlucky) {
players[p].ship->physics.x = lev_level.player_def_x[0][p];
players[p].ship->physics.y = lev_level.player_def_y[0][p];
}
if (game_settings.playmode == OutsideShip
|| game_settings.playmode == OutsideShip1) {
eject_pilot (p);
players[p].pilot.walker.physics.x = lev_level.player_def_x[1][p];
players[p].pilot.walker.physics.y = lev_level.player_def_y[1][p];
}
player_message[p] = 0;
if (plr_messages[p]) {
SDL_FreeSurface (plr_messages[p]);
plr_messages[p] = NULL;
}
}
/* Count the number of teams and the number of players in each of them */
memset(plr_teamc,0,sizeof(int)*4);
for (p = 0; p < 4; p++)
if (players[p].state!=INACTIVE)
plr_teamc[player_teams[p]]++; /* Number of players per team */
plr_teams_left = 0;
for (p = 0; p < 4; p++)
if (plr_teamc[p])
plr_teams_left++;
if (plr_teams_left == 1) {
plr_teams_left++;
}
/* Initialize player screen geometry */
reinit_animation ();
recalc_geometry ();
rearrange_animation ();
}
/* Draw the player statusbars */
static void draw_player_statusbar (int p) {
SDL_Rect outline,health,energy;
Uint32 healthcol;
outline.x = viewport_rects[p].x + 19;
outline.y = viewport_rects[p].y + cam_rects[p].h - 7;
outline.w = cam_rects[p].w - 38;
outline.h = 7;
health = outline;
health.x++; health.w -= 2;
health.y++; health.h = 2;
energy = health;
energy.y += 3;
SDL_FillRect (screen, &outline, 0);
SDL_FillRect (screen, &health, plr_blankbar_col);
SDL_FillRect (screen, &energy, plr_blankbar_col);
if (players[p].ship->health > 0.5)
healthcol = plr_healthbar_col;
else if (players[p].ship->health > 0.2)
healthcol = plr_healthbar_col2;
else
healthcol = plr_healthbar_col3;
health.w *= players[p].ship->health;
energy.w *= players[p].ship->energy;
SDL_FillRect (screen, &health, healthcol);
if(players[p].ship->special_cooloff || players[p].ship->energy <
special_weapon[players[p].ship->special].energy)
SDL_FillRect (screen, &energy, plr_noenergybar_col);
else
SDL_FillRect (screen, &energy, plr_energybar_col);
}
/* Draw a bar indicating rope length */
static void draw_rope_bar(int plr) {
SDL_Rect bar;
bar.w = 3;
bar.h = cam_rects[plr].h/2;
bar.x = viewport_rects[plr].x + cam_rects[plr].w - bar.w - 10;
bar.y = viewport_rects[plr].y + cam_rects[plr].h/2 - bar.h/2;
fill_box(screen,bar.x,bar.y,bar.w,bar.h, col_rope);
draw_box(bar.x,bar.y,bar.w+1,bar.h+1,1, col_black);
bar.y += bar.h;
bar.w = 9;
bar.x -= 3;
bar.h = bar.h / (pilot_rope_maxlen - pilot_rope_minlen);
bar.y -= (players[plr].pilot.rope->nodelen-pilot_rope_minlen) * bar.h + bar.h/2;
fill_box(screen,bar.x,bar.y,bar.w,bar.h, col_rope);
draw_line(screen,bar.x,bar.y,bar.x+3,bar.y,col_black);
draw_line(screen,bar.x+6,bar.y,bar.x+9,bar.y,col_black);
draw_line(screen,bar.x,bar.y+bar.h,bar.x+2,bar.y+bar.h,col_black);
draw_line(screen,bar.x+6,bar.y+bar.h,bar.x+9,bar.y+bar.h,col_black);
draw_line(screen,bar.x,bar.y,bar.x,bar.y+bar.h,col_black);
draw_line(screen,bar.x+bar.w,bar.y,bar.x+bar.w,bar.y+bar.h,col_black);
}
/* Draw the weapon selection screen for player */
static void draw_player_weaponselection (int plr) {
SDL_Rect rect = viewport_rects[plr];
SDL_BlitSurface (plr_weaponsel_bg, NULL, screen, &rect);
/* Update the string surface if necessary */
if (players[plr].specialWeapon != players[plr].ship->special
|| plr_weapons[plr] == NULL) {
players[plr].specialWeapon = players[plr].ship->special;
SDL_FreeSurface (plr_weapons[plr]);
plr_weapons[plr] =
renderstring (Smallfont,
special_weapon[players[plr].specialWeapon].name,
font_color_green);
}
/* Blit text to screen */
rect.x += cam_rects[plr].w/2 - plr_weapons[plr]->w / 2;
rect.y += cam_rects[plr].h/2 - plr_weapons[plr]->h / 2;
SDL_BlitSurface (plr_weapons[plr], NULL, screen, &rect);
}
/* Draw player messages */
static void draw_player_message (int plr)
{
SDL_Rect rect;
rect.x = viewport_rects[plr].x + cam_rects[plr].w/2 - plr_messages[plr]->w/2;
rect.y = viewport_rects[plr].y + cam_rects[plr].h/2 - plr_messages[plr]->h/2;
SDL_BlitSurface (plr_messages[plr], NULL, screen, &rect);
}
#if 0 /* TODO: Activate this when you have the critical icons */
static void draw_player_criticals(int plr) {
SDL_Rect rect=viewport_rects[plr];
sDL_Rect src;
int c;
rect.y+=10;
src.x=0;
src.y=0;
src.w=32;
src.h=32;
for(c=0;c<CRITICAL_COUNT;c++) {
rect.x+=32;
src.x+=32;
if((players[plr].ship->criticals&(1<<c))
SDL_BlitSurface(plr_criticals,&src,screen,&rect);
}
}
#endif
/* All sorts of information for the player */
void draw_player_hud(void) {
int p;
for (p = 0; p < 4; p++) {
if (players[p].state==ALIVE || players[p].state==DEAD) {
if(players[p].ship) {
/* Draw ship status information */
draw_player_statusbar(p);
#if 0
if(players[p].ship->criticals) draw_player_criticals(p);
#endif
} else {
/* Draw pilot status information */
if(players[p].pilot.rope) {
draw_rope_bar(p);
}
}
if (players[p].weapon_select)
draw_player_weaponselection (p);
if (player_message[p])
draw_player_message (p);
}
}
}
void draw_radar (SDL_Rect rect, int plr) {
double d;
int p, dx, dy, dx2, dy2;
rect.x += 8;
rect.y += 8;
if (players[plr].ship == NULL)
return;
for (p = 0; p < 4; p++)
if (p != plr && players[p].ship && players[p].ship->visible==1) {
d = atan2 (players[plr].ship->physics.y - players[p].ship->physics.y,
players[plr].ship->physics.x - players[p].ship->physics.x);
dx = cos (d) * 7;
dy = sin(d) * 7;
dx2 = cos (d) * 17;
dy2 = sin(d) * 17;
draw_line (screen, rect.x - dx, rect.y - dy, rect.x - dx2,
rect.y - dy2, col_plrs[p]);
}
}
int find_player (struct Ship * ship) {
int p;
for (p = 0; p < 4; p++)
if (players[p].ship == ship)
return p;
return -1;
}
/*** PLAYER ANIMATION ***/
void animate_players ()
{
struct dllist *ships;
int n,newx,newy;
for (n = 0; n < 4; n++) {
if (players[n].state!=ALIVE)
continue;
/* Counters */
game_status.lifetime[n]++;
if (player_message[n] > 0)
player_message[n]--;
if(players[n].recall_cooloff>0)
players[n].recall_cooloff--;
/* Weapon selection */
if (players[n].weapon_select) {
if (players[n].ship->physics.hitground != TER_BASE) {
players[n].weapon_select = 0;
} else {
if (players[n].controller.axis[1] > 0
&& players[n].ship->cooloff == 0) {
players[n].ship->special--;
if (players[n].ship->special < 0)
players[n].ship->special = special_weapon_count() - 1;
players[n].ship->cooloff = 5; /* We borrow the weapon cooloff */
players[n].ship->energy = 0;
} else if (players[n].controller.axis[1] < 0
&& players[n].ship->cooloff == 0) {
players[n].ship->special++;
if (players[n].ship->special == special_weapon_count())
players[n].ship->special = 0;
players[n].ship->cooloff = 5;
players[n].ship->energy = 0;
}
}
}
if (players[n].ship == NULL) {
/* End game when pilot is on a base when there is only one */
/* team left and playmode is "last player must land" */
if (endgame == -1 && game_settings.endmode
&& players[n].pilot.walker.physics.hitground==TER_BASE) {
if (plr_teams_left < 2)
endgame = 30;
}
/* Jump into an available ship */
ships = ship_list;
while (ships) {
struct Ship *ship=ships->data;
if (players[n].pilot.walker.physics.x >= ship->physics.x - 8
&& players[n].pilot.walker.physics.x <= ship->physics.x + 8)
if (players[n].pilot.walker.physics.y >= ship->physics.y - 8
&& players[n].pilot.walker.physics.y <= ship->physics.y
+ 8)
if (find_player (ship) < 0
&& ship->eject_cooloff == 0)
{
/* Suitable ship found, remove pilot from level */
remove_pilot(&players[n].pilot);
players[n].ship = ship;
players[n].recall_cooloff = 0;
if (players[n].ship->color == Grey)
claim_ship (players[n].ship, n);
}
ships = ships->next;
}
} else {
/* End game when ship is on a base when there is only one */
/* team left and playmode is "last player must land" */
if (endgame == -1 && game_settings.endmode
&& players[n].ship->physics.hitground==TER_BASE) {
if (plr_teams_left < 2)
endgame = 30;
}
}
/* Update camera position */
if (players[n].ship) {
newx = Round(players[n].ship->physics.x);
newy = Round(players[n].ship->physics.y);
} else {
newx = Round(players[n].pilot.walker.physics.x);
newy = Round(players[n].pilot.walker.physics.y);
}
/* If viewport width or height is greater than that of the */
/* level, x or y will be set to a negative value and luola */
/* will crash later. (Most likely in draw_stars) */
cam_rects[n].x = newx - cam_rects[n].w/2;
cam_rects[n].y = newy - cam_rects[n].h/2;
if (cam_rects[n].x < 0)
cam_rects[n].x = 0;
else if (cam_rects[n].x > lev_level.width - cam_rects[n].w)
cam_rects[n].x = lev_level.width - cam_rects[n].w;
if (cam_rects[n].y < 0)
cam_rects[n].y = 0;
else if (cam_rects[n].y > lev_level.height - cam_rects[n].h)
cam_rects[n].y = lev_level.height - cam_rects[n].h;
}
}
/* Generic input handling */
void player_key_update (int plr) {
struct Ship *ship;
if(players[plr].state!=ALIVE) return;
if (players[plr].ship) {
if (players[plr].ship->state!=INTACT) {
if (players[plr].controller.weapon2)
eject_pilot (plr);
return;
}
if (players[plr].ship->frozen)
return;
/* Weapon selection */
if (players[plr].ship->physics.hitground==TER_BASE && players[plr].controller.axis[0] < 0) {
players[plr].weapon_select = 1;
} else
players[plr].weapon_select = 0;
/* Eject pilot */
if (players[plr].controller.axis[0] < 0
&& players[plr].controller.weapon1 &&
game_settings.eject) {
eject_pilot (plr);
return;
}
if (players[plr].ship->darting)
return;
/* Remote control */
if (players[plr].ship->remote_control) {
if ((int) players[plr].ship->remote_control > 1)
ship = players[plr].ship->remote_control;
else
return; /* If you are being remote controlled, controls are disabled */
} else
ship = players[plr].ship;
if (players[plr].controller.weapon2 && ship != players[plr].ship) {
/* Disengage remote control */
remote_control(players[plr].ship, 0);
return;
}
/* Normal controls */
ship->thrust = players[plr].controller.axis[0] > 0;
ship->turn = players[plr].controller.axis[1] * SHIP_TURN_SPEED;
if ((ship->criticals & CRITICAL_LTHRUSTER) && ship->turn > 0)
ship->turn = 0;
else if ((ship->criticals & CRITICAL_RTHRUSTER) && ship->turn < 0)
ship->turn = 0;
ship->fire_weapon = players[plr].controller.weapon1
&& !(ship->criticals & CRITICAL_STDWEAPON);
if (ship->fire_special_weapon != players[plr].controller.weapon2
&& !(ship->criticals & CRITICAL_SPECIAL)) {
if(special_weapon[ship->special].singleshot) {
ship_fire_special(ship);
ship->fire_special_weapon = 0;
players[plr].controller.weapon2 = 0;
} else {
ship->fire_special_weapon = players[plr].controller.weapon2;
}
}
} else {
control_pilot (plr);
}
}
/* Keyboard handling */
void player_keyhandler (SDL_KeyboardEvent * event, Uint8 type)
{
int p, b;
SDLKey key = event->keysym.sym;
for (p = 0; p < 4; p++) { /* Check all 4 players */
if (players[p].state==ALIVE&&game_settings.controller[p].number==0) {
for (b = 0; b < 6; b++) { /* Each player has 6 buttons */
if (game_settings.controller[p].keys[b] == key) {
switch (b) {
case 0:
players[p].controller.axis[0] = (type == SDL_KEYDOWN);
break;
case 1:
players[p].controller.axis[0] = -(type == SDL_KEYDOWN);
break;
case 2:
players[p].controller.axis[1] = (type == SDL_KEYDOWN);
break;
case 3:
players[p].controller.axis[1] = -(type == SDL_KEYDOWN);
break;
case 4:
players[p].controller.weapon1 = (type == SDL_KEYDOWN);
break;
case 5:
players[p].controller.weapon2 = (type == SDL_KEYDOWN);
break;
}
player_key_update (p);
break;
}
}
}
}
}
/* Joystick axis handling */
void player_joyaxishandler (SDL_JoyAxisEvent * axis)
{
int p;
signed char state;
for (p = 0; p < 4; p++) {
if (players[p].state!=ALIVE||game_settings.controller[p].number==0)
continue;
if (game_settings.controller[p].number - 1 != axis->which)
continue;
state = abs (axis->value) > 16384;
if (axis->axis == 0) /* left/right */
players[p].controller.axis[1] =
(axis->value > 0) ? -state : state;
else if (axis->axis == 1) /* up/down */
players[p].controller.axis[0] =
(axis->value > 0) ? -state : state;
player_key_update (p);
break;
}
}
/* Joystick button handling */
void player_joybuttonhandler (SDL_JoyButtonEvent * button)
{
int p;
for (p = 0; p < 4; p++) {
if (players[p].state!=ALIVE||game_settings.controller[p].number==0)
continue;
if (game_settings.controller[p].number - 1 != button->which)
continue;
switch (button->button) {
case 1:
case 2:
players[p].controller.weapon2 = button->state == SDL_PRESSED;
break;
default:
players[p].controller.weapon1 = button->state == SDL_PRESSED;
break;
}
player_key_update (p);
}
}
/* If a grenade explodes in the woods and there is nobody around to hear it,
* does it really make a sound ? */
int hearme (int x, int y) {
double dist = 9999, d;
int nearest=-1;
int p;
for (p = 0; p < 4; p++)
if (players[p].state==ALIVE) {
if (players[p].ship)
d = hypot (players[p].ship->physics.x - x, players[p].ship->physics.y - y);
else
d = hypot (players[p].pilot.walker.physics.x - x, players[p].pilot.walker.physics.y - y);
if (d < dist) {
nearest = p;
dist = d;
}
}
if (dist < HEARINGRANGE)
return nearest;
return -1;
}
void set_player_message (int plr, FontSize size, SDL_Color color,
int dur, const char *msg, ...)
{
char buf[256];
va_list ap;
va_start (ap, msg);
vsprintf (buf, msg, ap);
va_end (ap);
if (plr_messages[plr]) {
SDL_FreeSurface (plr_messages[plr]);
plr_messages[plr] = NULL;
}
if (strlen (buf) && dur) {
plr_messages[plr] = renderstring (size, buf, color);
player_message[plr] = dur;
} else
player_message[plr] = 0;
}
/* Finish off a player (set state to dead, remove ship...) */
/* This doesn't actually set player state to BURIED. That is set */
/* in animation.c code after the player has been dead for FADE_STEP frames */
/* so the fadeout animation can be drawn. */
void kill_player (int plr) {
if(players[plr].state!=ALIVE) {
fprintf(stderr,"Bug! %s(%d): Player is already dead or inactive!\n",
__func__,plr);
} else {
players[plr].state=DEAD;
players[plr].ship=NULL;
plr_teamc[player_teams[plr]]--;
if (plr_teamc[player_teams[plr]] == 0)
plr_teams_left--;
set_player_message (plr, Bigfont, font_color_red, -1, "Dead");
kill_plr_screen (plr);
}
}
/*** Recall the ship to the pilot ***/
/* If the ship has been destroyed, create a new one */
void recall_ship (int plr) {
struct Ship *ship = NULL;
struct dllist *ships;
int taken = 0;
int tx, ty;
if(players[plr].recall_cooloff>0) return;
/* First, attempt to locate the ship */
ships = ship_list;
while (ships) {
if (((struct Ship*)ships->data)->color == Red + plr) {
if (find_player (ships->data)<0)
ship=ships->data;
else
taken = 1;
break;
}
ships = ships->next;
}
if (taken) { /* If the ship is taken, it cannot be recalled */
set_player_message (plr, Smallfont, font_color_green, 25,
"Ship taken, cannot recall");
return;
}
/* Find good coordinates */
tx = players[plr].pilot.walker.physics.x;
ty = players[plr].pilot.walker.physics.y-1;
while (ty > players[plr].pilot.walker.physics.y - 20) {
if (is_free(tx,ty)==0) {
ty++;
break;
}
ty--;
}
/* Recall the ship */
if (ship) { /* Teleport the existing ship */
drop_jumppoint (tx, ty, plr + 20);
drop_jumppoint (ship->physics.x, ship->physics.y, plr + 20);
ship->physics.vel.x = 0;
ship->physics.vel.y = 0;
} else { /* Ship probably destroyed, create a new one */
struct SpecialObj *jump;
ship =
create_ship (Red + plr, players[plr].standardWeapon,
players[plr].specialWeapon);
ship->physics.x = tx;
ship->physics.y = ty;
ship->energy = 0.3;
ship->health = 0.5;
/* Create a decorative jumppoint */
jump = make_jumppoint(tx,ty,-1,1);
jump->life = jump->frames*1.5;
jump->hitship = NULL;
add_special(jump);
}
players[plr].recall_cooloff=4*GAME_SPEED;
}
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