respawn finally working weell

origin
stpohle 22 years ago
parent 5842d80f24
commit 4c84a21b23

@ -1,4 +1,4 @@
/* $Id: single.c,v 1.55 2004/01/27 21:13:45 stpohle Exp $ */
/* $Id: single.c,v 1.56 2004/01/28 18:19:12 stpohle Exp $ */
/* single player */
#include "basic.h"
@ -19,7 +19,7 @@ single_game_new ()
bman.players_nr_s++;
bman.players_nr++;
players[p].state |= PSF_used + PSF_alife + PSF_playing;
}
}
else
players[p].state = 0;
}
@ -38,7 +38,7 @@ ai_checkfield (int x, int y)
{
return ((map.field[x][y].type == FT_nothing || map.field[x][y].type == FT_fire
|| map.field[x][y].type == FT_shoe || map.field[x][y].type == FT_bomb
|| map.field[x][y].type == FT_mixed || map.field[x][y].type == FT_tunnel)
|| map.field[x][y].type == FT_mixed || map.field[x][y].type == FT_tunnel)
&& map.bfield[x][y] == 0);
}
@ -51,7 +51,7 @@ ai_easyrunaway (_point p)
{
int i,
done = 0,
dir = 0;
dir = 0;
_point pos[4],
m[4];
@ -124,12 +124,12 @@ ai_runawayfrom (_point p, int nearbomb, signed char norecursive)
{
int i,
done = 0,
nbomb,
tdir,
_i,
bdirpoints = 10,
j,
c;
nbomb,
tdir,
_i,
bdirpoints = 10,
j,
c;
_airunaway res;
_point pos[4],
m[4],
@ -236,8 +236,8 @@ int
ai_bombpoints (_point pos, int range)
{
int points = 0,
d,
r;
d,
r;
_point p,
m;
@ -265,7 +265,10 @@ ai_bombpoints (_point pos, int range)
p = pos;
for (r = 0; (r < range && (map.field[p.x][p.y].type == FT_nothing || map.field[p.x][p.y].type == FT_tunnel)); r++) {
for (r = 0;
(r < range
&& (map.field[p.x][p.y].type == FT_nothing
|| map.field[p.x][p.y].type == FT_tunnel)); r++) {
p.x += m.x;
p.y += m.y;
}
@ -294,9 +297,9 @@ ai_findbestbombdir (_point pos, int dir, int range)
int points[5] = { 0, 0, 0, 0, 0 };
int d,
done = 0,
j,
maxpoints = 0,
bestd;
j,
maxpoints = 0,
bestd;
_point m[4],
p[4];
@ -363,7 +366,7 @@ ai_findbestbombdir (_point pos, int dir, int range)
/* prevent from turning around */
if (dir != -1 && (bestd & (0xFF - (1 << ai_invertdir (dir)))))
bestd &= (0xFF - (1 << ai_invertdir (dir)));
return bestd;
}
@ -375,8 +378,7 @@ ai_findnearbombs (_point pos)
{
int d,
res = 0, // result if there is a bomb
done = 0;
done = 0;
_point m[4]; // direction addition
_point dist[4]; // to check every direction (on three ways)
@ -448,7 +450,7 @@ ai_checkpos (_player * pl, _point * pos)
pos->x = rintf (pl->pos.x);
pos->y = rintf (pl->pos.y);
return ((_p.x < 0.15f || _p.x > 0.85f) && (_p.y < 0.15f || _p.y > 0.85f));
return ((_p.x < 0.15f || _p.x > 0.85f) && (_p.y < 0.15f || _p.y > 0.85f));
};
@ -541,19 +543,22 @@ ai_checknewpos (_point pos, int d)
/* delete single players from the game */
void single_delete_ai (int num_players) {
int p, count;
for (p = 0, count = 0; p < MAX_PLAYERS && count < num_players; p++) {
if (PS_IS_aiplayer (players[p].state)) {
/* ai player found... delete */
player_set_gfx (&players[p], -1);
players[p].state = 0;
players[p].net.addr.host[0] = 0;
players[p].net.addr.port[0] = 0;
count++;
}
}
void
single_delete_ai (int num_players)
{
int p,
count;
for (p = 0, count = 0; p < MAX_PLAYERS && count < num_players; p++) {
if (PS_IS_aiplayer (players[p].state)) {
/* ai player found... delete */
player_set_gfx (&players[p], -1);
players[p].state = 0;
players[p].net.addr.host[0] = 0;
players[p].net.addr.port[0] = 0;
count++;
}
}
};
@ -572,11 +577,11 @@ single_create_ai (int num_players)
for (pl = NULL, p = 0; (pl == NULL && p < MAX_PLAYERS); p++)
if (!(PS_IS_used (players[p].state))) {
pl = &players[p];
sprintf (pl->name, "AIPlayer %d", p+1);
sprintf (pl->name, "AIPlayer %d", p + 1);
pl->state |= PSF_used + PSF_alife + PSF_playing + PSF_ai;
pl->net.flags = NETF_firewall;
sprintf (pl->net.addr.host, "localhost");
sprintf (pl->net.addr.port, "11000");
pl->net.flags = NETF_firewall;
sprintf (pl->net.addr.host, "localhost");
sprintf (pl->net.addr.port, "11000");
do {
gfx_sel = s_random (MAX_PLAYERS);
MW_IS_GFX_SELECT (gfx_sel, i);
@ -602,8 +607,8 @@ single_playergame ()
players[p].points = 0;
players[p].wins = 0;
players[p].state = 0;
players[p].gfx_nr = -1;
players[p].gfx = NULL;
players[p].gfx_nr = -1;
players[p].gfx = NULL;
}
for (bman.p_nr = -1, p = 0; (bman.p_nr == -1 && p < MAX_PLAYERS); p++)
@ -640,100 +645,110 @@ single_loop ()
_player *pl;
_point plpos;
int nearbomb = 0,
bestbdir,
i;
bestbdir,
i;
_airunaway rawdir;
if (GT_MP_PTPS) // we are not the master so no need for this.
return;
if (GT_MP_PTPS) // we are not the master so no need for this.
return;
for (p = 0; p < MAX_PLAYERS; p++)
if (p != bman.p_nr && PS_IS_alife (players[p].state) && PS_IS_aiplayer(players[p].state)) {
pl = &players[p];
if (p != bman.p_nr && PS_IS_aiplayer (players[p].state)) {
if (PS_IS_alife (players[p].state)) {
pl = &players[p];
i = ai_checkpos (pl, &plpos);
i = ai_checkpos (pl, &plpos);
if (!i)
/* we're still moving */
pl->m = 1;
else {
nearbomb = ai_findnearbombs (plpos);
if (nearbomb == 0) { // no bombs found
bestbdir = ai_findbestbombdir (plpos, pl->d, pl->range);
if (bestbdir & DIRM_under) {
if (ai_easyrunaway (plpos) != 0)
player_drop_bomb (p);
}
else if (bestbdir == 0) {
pl->d = s_random (4);
pl->m = 1;
if (!i)
/* we're still moving */
pl->m = 1;
else {
nearbomb = ai_findnearbombs (plpos);
if (nearbomb == 0) { // no bombs found
bestbdir = ai_findbestbombdir (plpos, pl->d, pl->range);
if (bestbdir & DIRM_under) {
if (ai_easyrunaway (plpos) != 0)
player_drop_bomb (p);
}
else if (bestbdir == 0) {
pl->d = s_random (4);
pl->m = 1;
}
else {
pl->d = ai_choosedir (bestbdir, 0, pl->d);
pl->m = 1;
}
if (!ai_checknewpos (plpos, pl->d))
pl->m = 0;
}
else {
pl->d = ai_choosedir (bestbdir, 0, pl->d);
pl->m = 1;
}
if (!ai_checknewpos (plpos, pl->d))
pl->m = 0;
}
else {
// bombs in the near found
rawdir = ai_runawayfrom (plpos, nearbomb, 0);
if (rawdir.dir != 0 && rawdir.bestdir == -1) {
pl->d = ai_choosedir (rawdir.dir, nearbomb, pl->d); // we have to make a choice.. do it
pl->m = 1;
// bombs in the near found
rawdir = ai_runawayfrom (plpos, nearbomb, 0);
if (rawdir.dir != 0 && rawdir.bestdir == -1) {
pl->d = ai_choosedir (rawdir.dir, nearbomb, pl->d); // we have to make a choice.. do it
pl->m = 1;
}
else if (rawdir.bestdir != -1) {
pl->d = rawdir.bestdir;
pl->m = 1;
}
}
else if (rawdir.bestdir != -1) {
pl->d = rawdir.bestdir;
if (pl->m == 0 && map.field[(int) pl->pos.x][(int) pl->pos.y].type == FT_tunnel)
pl->m = 1;
}
}
if (pl->m == 0 && map.field[(int)pl->pos.x][(int)pl->pos.y].type == FT_tunnel)
pl->m = 1;
player_ilness_loop (p);
move_player (p);
}
player_ilness_loop (p);
player_checkdeath (p);
move_player (p);
else
player_checkdeath (p);
}
};
/* singleplayer menü with some options you can make */
void
void
single_menu ()
{
int menuselect = 0, i, p, done = 0;
_charlist nrplayerlist[MAX_PLAYERS+1];
_charlist *selnrplayer = &nrplayerlist[bman.ai_players];
/* fill in the nrplayerlist */
if (debug) p = 0; else p = 1;
for (i = 0; p < MAX_PLAYERS+1; i++) {
sprintf (nrplayerlist[i].text, "%d", p);
if (p < MAX_PLAYERS-1)
nrplayerlist[i].next = &nrplayerlist[i+1];
else
nrplayerlist[i].next = NULL;
p++;
}
int menuselect = 0,
i,
p,
done = 0;
_charlist nrplayerlist[MAX_PLAYERS + 1];
_charlist *selnrplayer = &nrplayerlist[bman.ai_players];
/* fill in the nrplayerlist */
if (debug)
p = 0;
else
p = 1;
for (i = 0; p < MAX_PLAYERS + 1; i++) {
sprintf (nrplayerlist[i].text, "%d", p);
if (p < MAX_PLAYERS - 1)
nrplayerlist[i].next = &nrplayerlist[i + 1];
else
nrplayerlist[i].next = NULL;
p++;
}
while (!done && bman.state != GS_quit) {
menu_new ("Single Player", 300, 250);
menu_create_label ("Number Of AI Players", -1, 55, 0);
menu_create_list ("Players", -1, 80, 70, 70, nrplayerlist, &selnrplayer, 1);
menu_create_button ("Map Setting", -1, 180, 150, 2);
menu_create_button ("OK", -1, 220, 150, 0);
menuselect = menu_loop ();
menu_delete ();
/* read the current number of AI Players */
bman.ai_players = (selnrplayer - &nrplayerlist[0]);
if (!debug)
bman.ai_players++;
if (bman.ai_players > MAX_PLAYERS) {
d_fatal ("single_menu: bman.ai_players selection out of range (%d)\n", bman.ai_players);
bman.ai_players = 5;
}
menu_new ("Single Player", 300, 250);
menu_create_label ("Number Of AI Players", -1, 55, 0);
menu_create_list ("Players", -1, 80, 70, 70, nrplayerlist, &selnrplayer, 1);
menu_create_button ("Map Setting", -1, 180, 150, 2);
menu_create_button ("OK", -1, 220, 150, 0);
menuselect = menu_loop ();
menu_delete ();
/* read the current number of AI Players */
bman.ai_players = (selnrplayer - &nrplayerlist[0]);
if (!debug)
bman.ai_players++;
if (bman.ai_players > MAX_PLAYERS) {
d_fatal ("single_menu: bman.ai_players selection out of range (%d)\n", bman.ai_players);
bman.ai_players = 5;
}
switch (menuselect) {
case (0): // Start Game
@ -746,8 +761,8 @@ single_menu ()
done = 1;
break;
}
draw_logo ();
SDL_Flip (gfx.screen);
draw_logo ();
SDL_Flip (gfx.screen);
}
};
@ -758,22 +773,22 @@ int
single_select_player ()
{
int selgfx = 0,
done = 0,
x,
y,
keypressed = 0,
frame = 0,
d = 0,
dto = 2,
newplayer = -1,
pos = 0,
i;
done = 0,
x,
y,
keypressed = 0,
frame = 0,
d = 0,
dto = 2,
newplayer = -1,
pos = 0,
i;
SDL_Rect dest,
src;
char text[255];
SDL_Event event;
Uint8 *keys;
Uint32 timeloop1;
Uint32 timeloop1;
// menu_displaytext ("Loading..", "Please Wait", 32, 128, 32);
@ -815,9 +830,9 @@ single_select_player ()
if (newplayer != -1) {
SDL_Rect dest1,
src1;
pos += 8;
pos += 8;
if (d == left) {
/* image 1 */
src.h = dest.h = gfx.players[selgfx].ani.h;
@ -832,7 +847,9 @@ single_select_player ()
src1.w = dest1.w = gfx.players[newplayer].ani.w;
src1.x = gfx.players[newplayer].ani.w * d;
src1.y = gfx.players[newplayer].ani.h * frame;
dest1.x = ((gfx.res.x - gfx.players[newplayer].ani.w) / 2) + ((gfx.res.x / 2)+ 128) - pos;
dest1.x =
((gfx.res.x - gfx.players[newplayer].ani.w) / 2) + ((gfx.res.x / 2) + 128) -
pos;
dest1.y = y + font[0].size.y + 64;
}
else {
@ -849,26 +866,28 @@ single_select_player ()
src1.w = dest1.w = gfx.players[newplayer].ani.w;
src1.x = gfx.players[newplayer].ani.w * d;
src1.y = gfx.players[newplayer].ani.h * frame;
dest1.x = ((gfx.res.x - gfx.players[newplayer].ani.w) / 2) - ((gfx.res.x / 2)+ 128) + pos;
dest1.x =
((gfx.res.x - gfx.players[newplayer].ani.w) / 2) - ((gfx.res.x / 2) + 128) +
pos;
dest1.y = y + font[0].size.y + 64;
}
redraw_logo (0, y + font[0].size.y + 64, gfx.res.x, 128);
if (dest.x + dest.w > 0)
gfx_blit (gfx.players[selgfx].ani.image, &src, gfx.screen, &dest, 0);
if (dest1.x + dest1.w > 0)
if (dest.x + dest.w > 0)
gfx_blit (gfx.players[selgfx].ani.image, &src, gfx.screen, &dest, 0);
if (dest1.x + dest1.w > 0)
gfx_blit (gfx.players[newplayer].ani.image, &src1, gfx.screen, &dest1, 0);
if (pos > (gfx.res.x / 2)+ 128) {
selgfx = newplayer;
newplayer = -1;
pos = 0;
frame = 0;
d = down;
dto = 5;
}
frame++;
if (pos > (gfx.res.x / 2) + 128) {
selgfx = newplayer;
newplayer = -1;
pos = 0;
frame = 0;
d = down;
dto = 5;
}
frame++;
}
else {
src.h = dest.h = gfx.players[selgfx].ani.h;
@ -918,24 +937,25 @@ single_select_player ()
d = right;
}
if ((keys[SDLK_RETURN] ||keys[SDLK_RCTRL] || keys[SDLK_LCTRL]) && (!keypressed) && (event.type = SDL_KEYDOWN) && newplayer == -1) {
if ((keys[SDLK_RETURN] || keys[SDLK_RCTRL] || keys[SDLK_LCTRL]) && (!keypressed)
&& (event.type = SDL_KEYDOWN) && newplayer == -1) {
done = 1;
keypressed = 1;
// d_printf("return pressed - done=1\n");
}
if (event.type == SDL_KEYUP)
keypressed = 0;
else if (event.type == SDL_KEYDOWN)
else if (event.type == SDL_KEYDOWN)
keypressed = 1;
// calculate time sync.
timeloop1 = SDL_GetTicks ();
if (newplayer != -1)
i = 17;
else
i = 25;
if (newplayer != -1)
i = 17;
else
i = 25;
while (timeloop1 - timestamp >= 0 && timeloop1 - timestamp < i) {
s_delay (i - (timeloop1 - timestamp) - 1);
timeloop1 = SDL_GetTicks ();

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