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/* Note well: The order that things are done is very important to prevent
bugs. Several optimizing assumptions are done in player.cc
and object.cc that require this order. For example, I assume
that all sprites are erased when object->Move() is called,
that object->HitBy() is called before the move, and that
object->Move() is called EVERY timestep!
*/
#include "Maelstrom_Globals.h"
#include "netplay.h"
#include "object.h"
#include "player.h"
#include "globals.h"
/* Returns the number of players left in the game */
int RunFrame(void)
{
int i, j, PlayersLeft;
/* Read in keyboard input for our ship */
HandleEvents(0);
/* Send Sync! signal to all players, and handle keyboard. */
if ( SyncNetwork() < 0 ) {
error("Game aborted!\n");
return(0);
}
OBJ_LOOP(i, gNumPlayers)
gPlayers[i]->HandleKeys();
if ( gPaused > 0 )
return(1);
/* Play the boom sounds */
if ( --gNextBoom == 0 ) {
if ( gBoomPhase ) {
sound->PlaySound(gBoom1, 0);
gBoomPhase = 0;
} else {
sound->PlaySound(gBoom2, 0);
gBoomPhase = 1;
}
gNextBoom = gBoomDelay;
}
/* UnBlit all of the sprites and players */
OBJ_LOOP(i, gNumPlayers)
gPlayers[i]->UnBlitSprite();
OBJ_LOOP(i, gNumSprites)
gSprites[i]->UnBlitSprite();
/* Do all hit detection */
OBJ_LOOP(j, gNumPlayers) {
if ( ! gPlayers[j]->Alive() )
continue;
/* This loop looks funny because gNumSprites can change
dynamically during the loop as sprites are killed/created.
This same logic is used whenever looping where sprites
might be destroyed.
*/
OBJ_LOOP(i, gNumSprites) {
if ( gSprites[i]->HitBy(gPlayers[j]) < 0 ) {
delete gSprites[i];
gSprites[i] = gSprites[gNumSprites];
}
}
OBJ_LOOP(i, gNumPlayers) {
if ( i == j ) // Don't shoot ourselves. :)
continue;
(void) gPlayers[i]->HitBy(gPlayers[j]);
}
}
if ( gEnemySprite ) {
OBJ_LOOP(i, gNumPlayers) {
if ( ! gPlayers[i]->Alive() )
continue;
(void) gPlayers[i]->HitBy(gEnemySprite);
}
OBJ_LOOP(i, gNumSprites) {
if ( gSprites[i] == gEnemySprite )
continue;
if ( gSprites[i]->HitBy(gEnemySprite) < 0 ) {
delete gSprites[i];
gSprites[i] = gSprites[gNumSprites];
}
}
}
/* Handle all the shimmy and the shake. :-) */
if ( gShakeTime && (gShakeTime-- > 0) ) {
int shakeV;
OBJ_LOOP(i, gNumPlayers) {
shakeV = FastRandom(SHAKE_FACTOR);
if ( ! gPlayers[i]->Alive() )
continue;
gPlayers[i]->Shake(FastRandom(SHAKE_FACTOR));
}
OBJ_LOOP(i, gNumSprites) {
shakeV = FastRandom(SHAKE_FACTOR);
gSprites[i]->Shake(FastRandom(SHAKE_FACTOR));
}
}
/* Move all of the sprites */
OBJ_LOOP(i, gNumPlayers)
gPlayers[i]->Move(0);
OBJ_LOOP(i, gNumSprites) {
if ( gSprites[i]->Move(gFreezeTime) < 0 ) {
delete gSprites[i];
gSprites[i] = gSprites[gNumSprites];
}
}
if ( gFreezeTime )
--gFreezeTime;
/* Now Blit them all again */
OBJ_LOOP(i, gNumSprites)
gSprites[i]->BlitSprite();
OBJ_LOOP(i, gNumPlayers)
gPlayers[i]->BlitSprite();
screen->Update();
/* Make sure someone is still playing... */
for ( i=0, PlayersLeft=0; i < gNumPlayers; ++i ) {
if ( gPlayers[i]->Kicking() )
++PlayersLeft;
}
if ( gNumPlayers > 1 ) {
OBJ_LOOP(i, gNumPlayers)
gPlayers[i]->ShowDot();
screen->Update();
}
#ifdef SERIOUS_DEBUG
printf("Player listing: ");
OBJ_LOOP(i, gNumPlayers) {
int x, y;
gPlayers[i]->GetPos(&x, &y);
printf(" %d = (%d,%d)", i, x, y);
}
printf("\n");
printf("Object listing: ");
OBJ_LOOP(i, gNumSprites) {
int x, y;
gSprites[i]->GetPos(&x, &y);
printf(" %d = (%d,%d)", i, x, y);
}
printf("\n");
#endif /* SERIOUS_DEBUG */
/* Timing handling -- Delay the FRAME_DELAY */
screen->Update();
if ( ! gNoDelay ) {
Uint32 ticks;
while ( ((ticks=Ticks)-gLastDrawn) < FRAME_DELAY ) {
SDL_Delay(1);
}
gLastDrawn = ticks;
}
return(PlayersLeft);
}
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