File: blit.cpp

package info (click to toggle)
maelstrom 3.0.7-5
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid, trixie
  • size: 4,952 kB
  • sloc: cpp: 10,947; sh: 3,406; ansic: 2,781; makefile: 175
file content (165 lines) | stat: -rw-r--r-- 3,927 bytes parent folder | download | duplicates (11)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165

/* 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);
}