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/*
* main.c: Main source file for XTux, including main game loop and game logic.
* Copyright 1999 David Lawrence (philaw@camtech.net.au)
* Last modified July 26.
*/
#include <math.h>
#include <signal.h>
#include "header.h"
#include "entity.h"
#include "main.h"
#include "win.h"
#include "map.h"
#include "input.h"
#include "timing.h"
#include "tile.h"
#include "weap.h"
#include "sound.h"
#include "image.h"
extern struct image_data_struct image_data[NUM_ENTITIES];
int fps = DEFAULT_FPS, frame_len = DEFAULT_FRAME_LEN;
/* Global Flags */
int trigger = 0, old_health = 0, old_weap = 0, change_weap = 0;
int status_dirty = 0, map_dirty = 0;
entity *root, *player, *focus;
weapon players_weapons;
struct timeval last_fired, ct, st, game_init;
int main(int argc, char *argv[])
{
int i, lastfrlen;
int game_state = INIT; /* menu, game etc.. */
int screenx, screeny; /* view screen. */
struct map_t map;
for(i = 1; i < argc ; i++) {
if(argv[i][0] == '-') {
switch(argv[i][1]) {
case 'f': /* set FPS */
if( argc >= i + 1 ) {
fps = atoi(argv[++i]);
frame_len = 1000000 / fps;
fprintf(stderr, "fps = %d\n", fps);
break;
} else {
fprintf(stderr, "Bad arguments!\n");
exit(1);
}
break;
case 'v': /* Print version number */
printf("Version: %s\n"
"Compiled with options: ", XTUXVERSION);
#if VERBOSE
printf(" VERBOSE");
#endif
#if FOCUSFOLLOWSNUKE
printf(" FOCUSFOLLOWSNUKE");
#endif
#if CHARS_RUN_IN_MENU
printf(" CHARS_RUN_IN_MENU");
#endif
printf(" Default FPS = %d\n", DEFAULT_FPS);
exit(0);
case 'h':
default:
printf("usage: %s [OPTIONS]\n\n"
"-f NUMBER,\tSet frames/second to NUMBER\n"
"-h,\t\tHelp (this screen)\n"
"-v,\t\tPrint version.\n\n"
"Report bugs to philaw@camtech.net.au\n", argv[0]);
exit(0);
}
}
}
gettimeofday( &game_init, NULL );
/* Seed random number generator */
srand(game_init.tv_usec);
if( signal(SIGSEGV, sig_handler) == SIG_ERR )
die("Can't set signal handler\n", 1);
/* Initialise root entity */
if( (root = (entity *)malloc( sizeof(entity) )) == NULL)
die("Malloc failed in creating root entity!\n", 1);
player = create_entity(TUX);
create_window();
game_state = MENU;
/* Master loop */
while( 1 ) {
switch( game_state ) {
case MENU:
menu(map.file_name, &player->type);
/* Load map */
if( !load_map(&map) )
die("Error loading map\n", 1);
#if VERBOSE
printf("\"%s\" Dimensions(%d,%d) Sucessfully loaded\n", map.name,
map.width, map.height);
#endif
/* Init weapons */
if( player->type == TUX || player->type == GOWN ) {
players_weapons.has_cd = 1;
player->weapon = WEAP_CD;
}
else
players_weapons.has_cd = 0;
if( player->type == BSD ) {
players_weapons.has_fireball = 1;
player->weapon = WEAP_FIREBALL;
}
else
players_weapons.has_fireball = 0;
player->health = 100;
player->mode = ALIVE;
players_weapons.num_nukes = 0;
players_weapons.has_pitchfork = 0;
players_weapons.has_bat = 0;
player->dir = 4;
gettimeofday( &last_fired, NULL );
/* Initialsed so some things will be redrawn */
map_dirty = 1;
old_weap = 0;
old_health = 0;
focus = player;
game_state = PLAYING;
case PLAYING:
/* main game loop */
while( game_state == PLAYING ) {
gettimeofday( &st, NULL); /* Time @ start of frame */
if( old_weap != player->weapon ) {
draw_status_bar(&map, player->weapon);
/* Redraw the health bar */
update_caff_bar(player->health);
old_weap = player->weapon;
status_dirty = 1;
}
/* Health related things */
if( old_health != player->health ) {
if( player->health <= 0) {
fprintf(stderr,"All out of caffeine! You drift off to sleep...\n");
game_state = MENU;
break;
}
else if( player->health >= 100 ) {
player->health = 100;
player->speed = 16; /* May give speed bonus for 100 later */
}
else if( player->health >= 75 )
player->speed = 16;
else
player->speed = 12;
/* Redraw the health bar */
update_caff_bar(player->health);
old_health = player->health;
status_dirty = 1;
}
handle_events(&game_state);
update_entities(&map);
check_entity_collisions(&map);
update_weapons();
calculate_view_window(&map, focus, &screenx, &screeny);
update_screen(&map, screenx, screeny);
draw_entities(screenx, screeny);
update_window();
gettimeofday( &ct, NULL); /* Current time */
lastfrlen = time_diff( ct, st ); /* time it took to draw last frame */
if( lastfrlen < frame_len )
delay( frame_len - lastfrlen );
}
remove_all_entities();
/* Free map data */
free(map.base);
free(map.object);
break;
case QUIT:
die("Quitting Xtux.\n", 0);
} /* Switch */
}
} /* main. */
/* Adjust screenx (sx) and screeny (sy) to keep it in view.
Center on ent if possible (witout going out of bounds) */
void calculate_view_window(struct map_t *map, entity *ent, int *sx, int *sy)
{
*sx = ent->x - VIEW_W/2 + TILE_W/2;
*sy = ent->y - VIEW_H/2 + TILE_H/2;
/* Check view area is inside map boundaries. */
if( *sx >= map->width * TILE_W - VIEW_W )
*sx = map->width * TILE_W - VIEW_W;
else if( *sx < 0 )
*sx = 0;
if( *sy >= map->height * TILE_H - VIEW_H)
*sy = map->height * TILE_H - VIEW_H;
else if( *sy < 0 )
*sy = 0;
}
void update_entities(struct map_t *map)
{
/* BASE and OBJECT clip levels */
int b_clip_level, o_clip_level;
unsigned char *b_tile, *o_tile;
entity *ent;
ent = root->next;
if( NULL == ent )
die("update_entities: ent == NULL!\n", 1);
for( ent = root->next ; ent != NULL ; ent=ent->next ) {
if( ent->class == ITEM ) /* skip items */
continue;
/* Clean up gibbed entities */
if( ent->mode == GIB
#if BLOOD_SPOTS_STAY
&& ent->type != BLOOD_SPOT
#endif
#if BUNNY_HEADS_STAY
&& ent->type != BUNNY_HEAD
#endif
#if BUNNY_BODIES_STAY
&& ent->type != BUNNY_DEAD
#endif
)
if( time_diff(ct, ent->last_frame) >= GIB_EXPIRE_TIME ) {
ent = remove_entity(ent->ent_id);
continue;
}
/* Calculate image to be drawn */
ent->img_no = calculate_frame(ent);
/* Get rid of dead entities. After death animation is finished, entities
will be set to dead in calculate frame */
if( ent->mode == DEAD ) {
ent = remove_entity(ent->ent_id);
continue;
}
/* Stop dying entities */
if( ent->mode == DYING ) {
ent->x_v = ent->y_v = 0;
continue;
}
/* Remove dead entities and make <= 0 health entities DYING or removed
according to type */
if( ent->health <= 0 && ent != player ) {
if( image_data[ent->type].dying_ani == 1 ) {
ent->frame = 0;
ent->mode = DYING;
} else
ent = remove_entity(ent->ent_id);
continue;
}
switch( ent->class ) {
case GOODIE:
case BADDIE:
b_clip_level = map->tileset? TECH_BASE_SPECIAL : REAL_BASE_SPECIAL;
o_clip_level = map->tileset? TECH_OBJECT_CLIP : REAL_OBJECT_CLIP;
if( ent != player ) /* Don't move player */
if( ent->type != MSCP || !(rand()%8) ) /* Peons act zombie like */
move_enemy(ent, HERO);
break;
case NEUTRAL:
if( ent->mode == GIB ) { /* make bunnyhead fly off */
if( time_diff(ct, ent->last_frame) >= GIB_DECEL_TIME && ent->speed>0){
ent->speed--;
ent->last_frame = ct;
}
} else if( ent != player )
critter_ai(ent);
b_clip_level = map->tileset? TECH_BASE_SPECIAL : REAL_BASE_SPECIAL;
o_clip_level = map->tileset? TECH_OBJECT_CLIP : REAL_OBJECT_CLIP;
break;
case PROJECTILE:
b_clip_level = map->tileset? TECH_BASE_WALL : REAL_BASE_WALL;
o_clip_level = map->tileset? TECH_OBJECT_CLIP : REAL_OBJECT_CLIP;
break;
default:
fprintf(stderr, "Tried to move unknown entity, of type %d\n", ent->type);
break;
}
b_tile = world_collision(map, BASE, ent, b_clip_level);
if( in_range(map,ent) && b_tile == NULL ) {
o_tile = world_collision(map, OBJECT, ent, o_clip_level);
if( o_tile == NULL ) {
/* Check for hitting stuff like messages etc */
if( ent == player )
special_objects(map, ent);
ent->x += ent->x_v * ent->speed;
ent->y += ent->y_v * ent->speed;
} else { /* Hit a clipping object */
switch( ent->class ) {
case GOODIE:
case BADDIE:
case NEUTRAL:
ent->x_v = 0;
ent->y_v = 0;
break;
case PROJECTILE:
if( ent->type == NUKE ) {
/* Remove object */
blowup(map, ent, (ent->x+ent->width/2)/TILE_W,
(ent->y+ent->height/2)/TILE_W, NUKE_RADIUS);
ent->speed = 0;
ent = remove_entity(ent->ent_id);
break;
}
#if USESOUND
if( ent->type == CD )
play_sound(S_CHINK);
#endif
/* In the real world, we can destroy some object tiles */
if( map->tileset == REAL_TILESET ) {
if(*o_tile >= REAL_OBJECT_DESTROY )
if( *o_tile < REAL_OBJECT_BROKEN ) /* Break it */
*o_tile += REAL_OBJECT_BROKEN - REAL_OBJECT_DESTROY;
/* else
*o_tile = RO_RUBBLE; */
map_dirty = 1;
}
ent = remove_entity(ent->ent_id);
break;
default:
fprintf(stderr, "Some unknown entity hit an object!!!\n");
}
} /* Hit an object */
} else { /* Hit a wall */
switch( ent->class ) {
case GOODIE:
case BADDIE:
case NEUTRAL:
ent->x_v = 0;
ent->y_v = 0;
break;
case PROJECTILE:
switch( ent->type ) {
case NUKE:
blowup(map, ent, (ent->x+ent->width/2)/TILE_W,
(ent->y+ent->height/2)/TILE_W, NUKE_RADIUS);
ent = remove_entity(ent->ent_id);
break;
case CD:
#if USESOUND
play_sound(S_CHINK);
#endif
case FIREBALL:
ent = remove_entity(ent->ent_id);
break;
default:
fprintf(stderr, "Some unknown entity hit a wall!!!\n");
}
}
} /* hit a wall */
}
} /* Move sprites */
void update_weapons(void)
{
int fire_ok = 0;
/* FIXME: Setup reload time so it's weapon dependant */
gettimeofday(&ct, NULL);
if( trigger && (time_diff(ct, last_fired) >= RELOAD_TIME)) {
switch( player->weapon ) {
case WEAP_CD:
if( players_weapons.has_cd )
fire_ok = 1;
break;
case WEAP_FIREBALL:
if( players_weapons.has_fireball )
fire_ok = 1;
break;
case WEAP_NUKE:
if( players_weapons.num_nukes > 0 ) {
fire_ok = 1;
players_weapons.num_nukes--;
}
}
if( fire_ok ) {
fire_weapon(player, player->weapon );
last_fired = ct;
}
}
/* FIXME: Do this all properly!!!
Perhaps we'll use the number keys ala quake/doom etc. */
if( change_weap ) {
if( player->type == TUX || player->type == GOWN ) {
if( player->weapon == WEAP_CD )
player->weapon = WEAP_NUKE;
else player->weapon = WEAP_CD;
} else if( player->type == BSD ) {
if( player->weapon == WEAP_FIREBALL )
player->weapon = WEAP_NUKE;
else player->weapon = WEAP_FIREBALL;
}
change_weap = 0;
}
}
void check_entity_collisions(struct map_t *map)
{
entity *ent, *other;
entity *first, *second;
int entisfirst;
ent = root;
do {
if( ent->next->next == NULL )
break;
else {
ent = ent->next;
other = ent;
}
if( ent->mode == DYING || ent->mode == GIB || ent->health <= 0 )
continue; /* Skip him */
do {
other = other->next;
/* One day we may worry about this, but at the moment
it saves a heap of cpu time when there are lots of peons (Dragula) */
if( ent->type == MSCP && other->type == MSCP )
continue;
if( other->mode == DYING || other->mode == GIB || other->health <= 0)
continue;
/* If x is within range */
if( abs(ent->x - other->x) <= ent->width + other->width ) {
if( abs(ent->y - other->y) <= ent->height + other->height) {
/* Relies that entity height == width! */
if( entity_dist( ent, other ) <= ent->width/2 + other->width/2) {
/* set the first type of entity to first, and keep track of what
was switched, so we can switch them back. */
if( ent->type <= other->type) {
first = ent;
second = other;
entisfirst = 1;
} else {
first = other;
second = ent;
entisfirst = 0;
}
/* Collision has occured, determine what happens via classes then
special entity type cases */
switch( first->class) {
case GOODIE:
switch( second->class ) {
/* Check for GOODIE'S??? */
case BADDIE:
first->health -= 5;
break;
case NEUTRAL:
/* ??? */
break;
case PROJECTILE:
if( second->class == PROJECTILE )
if( second->owner_id == first->ent_id )
break; /* Dont' clip on your own Stuff */
switch(second->type) {
case NUKE:
blowup(map, second, (second->x+second->width/2)/TILE_W,
(second->y+second->height/2)/TILE_W, NUKE_RADIUS);
first->health -= NUKEHIT_DMG;
break;
case CD:
first->health -= CD_DMG;
break;
case FIREBALL:
first->health -= FIREBALL_DMG;
break;
}
/* Remove projectile */
second = remove_entity(second->ent_id);
break;
case ITEM:
switch(second->type) {
case NUKE_CRATE:
/* give player 1 more nuke */
#if USESOUND
play_sound(S_AMMO_PICKUP);
#endif
players_weapons.num_nukes++;
second = remove_entity(second->ent_id);
break;
case CAN:
first->health += CAN_HEALTH;
second = remove_entity(second->ent_id);
break;
case NODOZE:
first->health = 100;
second = remove_entity(second->ent_id);
break;
case DISK:
/* Do something??? */
second = remove_entity(second->ent_id);
break;
case SPOON:
second = remove_entity(second->ent_id);
draw_text_window("There is no spoon!");
break;
default:
#if VERBOSE
fprintf(stderr, "Entity type %d hit entity %d\n",
first->type, second->type);
#endif
break;
} /* ITEMS */
break;
} /* Tux & BSD */
break;
case BADDIE:
switch( second->class ) {
case BADDIE:
/* ???? */
break;
case NEUTRAL:
/* ??? */
break;
case PROJECTILE:
if( second->owner_id == first->ent_id )
break; /* Dont' clip on your own Stuff */
switch( second->type ) {
case CD:
first->health -= CD_DMG;
break;
case FIREBALL:
first->health -= FIREBALL_DMG;
break;
case NUKE:
first->health -= NUKEHIT_DMG;
blowup(map, second,(second->x+second->width/2)/TILE_W,
(second->y+second->height/2)/TILE_W, NUKE_RADIUS);
break;
} /* Projectile */
second = remove_entity(second->ent_id); /* Remove projectile */
break;
case ITEM:
/* ??? */
break;
default:
#if VERBOSE
fprintf(stderr, "Entity type %d hit entity %d\n",
first->type, second->type);
#endif
break;
} /* MSCP && CLIPPY */
break;
case NEUTRAL:
switch( first->type ) {
case BUNNY:
switch( second->type ) {
case CD:
case FIREBALL:
first->mode = GIB;
first->last_frame = ct;
first->dir = getdir(first->x_v, first->y_v);
first->class = NEUTRAL;
second->mode = GIB;
second->last_frame = ct;
second->dir = getdir(second->x_v, second->y_v);
second->class = NEUTRAL;
if( (rand()%2) ) {
/* Make bunny DEAD */
first->type = BUNNY_DEAD;
first->img_no = 0; /* Headless */
first->speed = 4;
/* Turn proj. into head. */
second->x = first->x; /* start from body's posn */
second->y = first->y;
second->type = BUNNY_HEAD;
second->class = NEUTRAL;
second->speed = 12;
} else {
/* Make blood spot */
first->img_no = 0;
first->frame = 0;
first->x_v = 0;
first->y_v = 0;
first->type = BLOOD_SPOT;
/* Make bunny DEAD */
second->type = BUNNY_DEAD;
second->x = first->x;
second->y = first->y;
second->speed = 4;
/* Make remaining bit of bunny the smashed up body */
second->img_no = 1;
}
break;
default:
break;
}
break; /* Bunny */
/* Bunny head is not clipped */
}
break; /* NEUTRAL */
case PROJECTILE:
if( first->owner_id == second->ent_id )
break; /* Don't clip on Owner */
switch( second->class ) {
case PROJECTILE:
switch( second->type ) {
case CD:
second->health -= CD_DMG;
first = remove_entity(first->ent_id);
break;
case FIREBALL:
second->health -= FIREBALL_DMG;
first = remove_entity(first->ent_id); /* Remove proj. */
break;
case NUKE:
switch( first->type ) {
case NUKE:
/* Twice the carnage! */
blowup(map, second,(second->x+second->width/2)/TILE_W,
(second->y+second->height/2)/TILE_W, NUKE_RADIUS*2);
second = remove_entity(second->ent_id);
break;
case CD:
second->health -= CD_DMG;
break;
case FIREBALL:
second->health -= FIREBALL_DMG;
break;
} /* switch( first->type ) */
first = remove_entity(first->ent_id);
}
}
}
/* Put ent and other back */
if( entisfirst ) {
ent = first;
other = second;
} else {
ent = second;
other = first;
}
} /* Collision occured */
}
}
}while( other->next != NULL ); /* Checked entities collision with */
} while( ent->next != NULL && ent->next->next != NULL );
}
/* returns pixels between the CENTER of ent0 & ent1 */
int entity_dist(entity *ent0, entity *ent1)
{
int x_dist, y_dist;
x_dist = (ent0->x+ent0->width/2) - (ent1->x+ent1->width/2);
y_dist = (ent0->y+ent0->height/2) - (ent1->y+ent1->height/2);
return (int)sqrt( x_dist * x_dist + y_dist * y_dist );
}
/* Returns true if entity is inside the map */
int in_range(struct map_t *map, entity *ent)
{
int x,y;
/* X & Y positions next frame. ent->[width|height] is there
to allow you to go off the screen a little (enough to get
through tight gaps with nearby walls) */
x = ent->width + ent->x + ent->x_v * ent->speed;
y = ent->height + ent->y + ent->y_v * ent->speed;
/* Is x in range? */
if( x <= 0 || x >= map->width * TILE_W )
return 0;
/* is y? */
if( y <= 0 || y >= map->height * TILE_H )
return 0;
return 1; /* Still inside the map */
}
/* Returns what entity will hit in next turn ( if >= t ) */
unsigned char *world_collision(struct map_t *map, int layer, entity *ent, int t)
{
int x,y, x_v, y_v;
unsigned char *tile;
unsigned char *ptr;
if( layer == BASE )
ptr = map->base;
else if( layer == OBJECT )
ptr = map->object;
else
die("world_collision: layer is not BASE or OBJECT!!\n", 1);
if( NULL == ent ) {
fprintf(stderr, "valid move: Entity is NULL!\n");
return 0;
}
x_v = ent->x_v * ent->speed;
y_v = ent->y_v * ent->speed;
x = ent->x + x_v; /* desired x position. */
y = ent->y + y_v; /* desired y position. */
/* top left. */
tile = (ptr + (y+ent->height/2)/TILE_H * map->width + x/TILE_W);
if( *tile >= t )
return tile;
/* top right. */
tile = (ptr + (y+ent->height/2)/TILE_H * map->width + (x+ent->width)/TILE_W);
if( *tile >= t )
return tile;
/* bottom left. */
tile = (ptr + (y+3*ent->height/2)/TILE_H * map->width + x/TILE_W);
if( *tile >= t )
return tile;
/* bottom right. */
tile = (ptr + (y+3*ent->height/2)/TILE_H * map->width +
(x+ent->width)/TILE_W);
if( *tile >=t)
return tile;
return NULL; /* All clear. */
}
/* Not in world_collisions because it only needs to be called for the player */
void special_objects(struct map_t *map, entity *ent)
{
char msg_str[MAXMSGLEN];
unsigned char *tile;
int x,y, i, mesg_no;
/* Work out positions next frame */
x = ent->x + ent->x_v * ent->speed;
y = ent->y + ent->y_v * ent->speed;
for( i=0 ; i<4 ; i++ ) {
switch( i ) {
case 0: /* Top Left */
tile = (map->object + (y+ent->height/2)/TILE_H * map->width + x/TILE_W);
break;
case 1: /* top right. */
tile = (map->object + (y+ent->height/2)/TILE_H * map->width +
(x+ent->width)/TILE_W);
break;
case 2: /* bottom left. */
tile = (map->object + (y+3*ent->height/2)/TILE_H*map->width + x/TILE_W);
break;
case 3: /* bottom right. */
tile = (map->object + (y+3*ent->height/2)/TILE_H * map->width +
(x+ent->width)/TILE_W);
}
if( O_MSG1 <= *tile && *tile <= O_MSG9 ) {
#if VERBOSE
printf("Hit message: %d\n", *tile);
#endif
mesg_no = *tile - O_MSG0;
get_message(map->file_name, mesg_no, msg_str);
draw_text_window(msg_str);
*tile = O_NULL; /* Remove read message */
map_dirty = 1;
}
}
}
/* Do the ai for entity ent */
void move_enemy(entity *enemy, int bravery)
{
/* Try and get close to the player */
if( player->x > enemy->x )
enemy->x_v = 1;
else if( player->x < enemy->x )
enemy->x_v = -1;
else enemy->x_v = 0;
if( player->y > enemy->y )
enemy->y_v = 1;
else if( player->y < enemy->y )
enemy->y_v = -1;
else enemy->y_v = 0;
enemy->x_v *= bravery;
enemy->y_v *= bravery;
if( enemy->type == FLAMER )
enemy_proj_attack(enemy);
/* Melee attack??? */
}
void enemy_proj_attack(entity *enemy)
{
fire_weapon(enemy, WEAP_FIREBALL);
}
void critter_ai(entity *critter)
{
int modifier;
/* Run away if player is near! */
if( entity_dist(critter, player) <= SCARED_DIST ) {
critter->mode = ALIVE; /* Stop grooming */
if( critter->type == BUNNY )
critter->speed = 8;
else
critter->speed = 6;
move_enemy(critter, COWARD);
}
else if( critter->mode == ALIVE && (critter->x_v || critter->y_v) ) {
if( !(rand() % (2*fps)) ) {
critter->x_v = critter->y_v = 0; /* Stop him after a bit of a run */
critter->mode = GROOMING;
if( critter->type == BUNNY )
critter->speed = 4;
else
critter->speed = 3;
critter->frame = 0;
}
} else if( critter->mode == ALIVE ) {
critter->mode = GROOMING;
critter->speed = 4;
critter->x_v = 0;
critter->y_v = 0;
}
if( critter->mode == GROOMING )
/* Move around a bit */
if( !(rand() % (3*fps)) ) {
critter->mode = ALIVE;
modifier = rand()%2? 1 : -1;
critter->x_v = rand()%2 * modifier;
critter->y_v = rand()%2 * modifier;
}
}
void fire_weapon(entity *ent, int type)
{
int x_v = 0, y_v = 0;
entity *new_projectile;
switch( ent->dir ) {
case 0:
y_v = -1;
break;
case 1:
y_v = -1;
x_v = 1;
break;
case 2:
x_v = 1;
break;
case 3:
x_v = 1;
y_v = 1;
break;
case 4:
y_v = 1;
break;
case 5:
x_v = -1;
y_v = 1;
break;
case 6:
x_v = -1;
break;
case 7:
x_v = -1;
y_v = -1;
break;
default:
die("Direction is > 7!\n", 1);
}
switch( type ) {
case WEAP_CD:
new_projectile = create_entity(CD);
new_projectile->speed = (ent->x_v || ent->y_v)*ent->speed + 25;
break;
case WEAP_FIREBALL:
new_projectile = create_entity(FIREBALL);
new_projectile->speed = (ent->x_v || ent->y_v)*ent->speed + 25;
break;
case WEAP_NUKE:
new_projectile = create_entity(NUKE);
new_projectile->dir = ent->dir;
new_projectile->speed = 8;
new_projectile->health = 25;
#if FOCUSFOLLOWSNUKE
/* Uncomment if you want to keep on the old nuke
if( focus == player ) */
focus = new_projectile;
#endif
break;
default:
fprintf(stderr, "Tried to fire unknown weapon type %d!\n", type);
die("Exiting\n", 1);
}
new_projectile->owner_id = ent->ent_id;
new_projectile->x = ent->x + ent->width/3;
new_projectile->y = ent->y + ent->width/3;
new_projectile->x_v = x_v;
new_projectile->y_v = y_v;
#if VERBOSE
printf(" speed = %d, direction %d%d\n", new_projectile->speed,
new_projectile->x_v, new_projectile->y_v);
#endif
}
void blowup(struct map_t *map, entity *nuke, int gz_x, int gz_y, int blast_rad)
{
entity *ent;
int x,y,i, tile_rad;
int num_killed = 0;
flash_color(1); /* gives a quick WHITE flash. */
update_window();
for( y=gz_y-blast_rad, i=0 ; y <= gz_y+blast_rad ; y++, y-gz_y>0? i-- : i++)
if( y > 0 && y < map->height-1)
for( x=gz_x - i ; x<=gz_x + i; x++ )
if( x > 0 && x < map->width-1) {
if( i && x > gz_x - i && x < gz_x + i) {
*(map->base + y*map->width + x) = RB_ASH;
*(map->object + y*map->width + x) = O_NULL;
} /* Only draw blastmarks on floor tiles */
else if( *(map->base + y*map->width + x) < REAL_BASE_SPECIAL )
*(map->object + y*map->width + x) = RO_BMARK;
}
tile_rad = blast_rad * TILE_W; /* Convert from tile squares -> pixels */
for( ent = root ; ent->next != NULL ; ent = ent->next) {
if( ent->type == ITEM )
continue; /* Don't blow away items */
if( ent->ent_id != nuke->ent_id && ent->mode )
/* Relies that entity height == width */
if( abs(nuke->x - ent->x) <= tile_rad + ent->width)
if( abs(nuke->y - ent->y) <= tile_rad + ent->height)
if( entity_dist( nuke, ent ) <= tile_rad ) {
/* Give entity apropriate amount of damage, blast damage is
directly related to size of the blast radius */
ent->health -= (blast_rad/NUKE_RADIUS) * NUKERADIUS_DMG;
if( ent->health <= 0 )
num_killed++;
}
}
#if VERBOSE
printf("That blast killed %d entities!!\n", num_killed);
#endif
#if USESOUND
play_sound(S_NUKE);
#endif
map_dirty = 1;
}
int getdir(int x_v, int y_v)
{
if( !x_v )
if( y_v > 0 )
return 4;
else return 0;
else if( x_v > 0 )
if( !y_v )
return 2;
else if( y_v > 0 )
return 3;
else return 1;
else
if( !y_v )
return 6;
else if( y_v > 0 )
return 5;
else return 7;
}
char *dirtocompass(int dir)
{
switch( dir ) {
case 0: return "n";
case 1: return "ne";
case 2: return "e";
case 3: return "se";
case 4: return "s";
case 5: return "sw";
case 6: return "w";
case 7: return "nw";
case 8: return "die";
default:
fprintf(stderr, "Something went wrong in dirtocompass, dir=%d\n", dir);
die("Bah!\n", 1);
}
return (char *)NULL; /* Never reached */
}
void sig_handler(int signo)
{
char err_buf[32];
sprintf(err_buf, "Got signal %d", signo);
die(err_buf, signo);
}
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