Fixed CPU usage bug if the player have got a special..

origin
stpohle 23 years ago
parent bc3143c124
commit 7874c516ab

@ -1,3 +1,7 @@
- PowerUps will be painted diffrent now. Depend
on what it is.
- New Font Drawing enginge, so we can draw in with
diffrent fonts and colors.
@ -8,7 +12,7 @@
- Added Sound Support (thanks to Henrik Enqvist for
the help and the sound files.)
- Added new powerups (Patty)
- Added new special powerups (Patty)
- Fixed make install, so the source will be able to
install correctly now with the data packages

@ -53,6 +53,7 @@ mw_shutdown ()
chat_show (-1, -1, -1, -1);
gfx_free_players ();
for (i = 0; i < MAX_PLAYERS; i++)
SDL_FreeSurface (mw_plgfx[i]);
};
@ -82,8 +83,12 @@ mw_draw_status ()
px = gfx.res.x / 320;
x = (gfx.res.x - px * 320) / 2;
for (pnr = 0; pnr < px; pnr++)
font_draw (pnr * 320 + x, 24, " Wins Points", 1);
for (pnr = 0; pnr < px; pnr++) {
font_setcolor (128,128,128,0);
font_draw (pnr * 320 + x - 2, 22, " Wins Points", 0);
font_setcolor (192,192,255,0);
font_draw (pnr * 320 + x, 24, " Wins Points", 0);
}
/* 2. the names with points */
for (x1 = pnr = 0, y = 48; pnr < MAX_PLAYERS; pnr++) {
@ -105,8 +110,9 @@ mw_draw_status ()
if (PS_IS_used (bman.players[pnr].state)) {
if (bman.lastwinner == pnr)
font_draw (x + x1 * 320, y, text, 0);
font_setcolor (255,255,192,0);
else
font_setcolor (192,192,192,0);
font_draw (x + x1 * 320, y, text, 0);
}
x1++;

@ -28,7 +28,8 @@ special_trigger (int p_nr)
if (z) {
bman.last_ex_nr = ex_nr + 6;
p->special.numuse--;
if (!p->special.numuse) special_clear(p_nr);
if (!p->special.numuse)
special_clear (p_nr);
}
}
@ -74,8 +75,8 @@ special_row (int p_nr)
b->state = BS_ticking;
b->r = p->range;
b->ex_nr = -1;
b->pos.x = x<<8;
b->pos.y = y<<8;
b->pos.x = x << 8;
b->pos.y = y << 8;
b->to = BOMB_TIMEOUT * TIME_FACTOR + t; // 5 Secs * 200
bman.bfield[x][y] = 1;
if (bman.gametype != GT_single) {
@ -102,7 +103,9 @@ special_push (int p_nr)
y1,
i;
if ((p->pos.x & 0xff) || (p->pos.y & 0xff)) {return;}
if ((p->pos.x & 0xff) || (p->pos.y & 0xff)) {
return;
}
switch (p->d) {
case left:
dx = -1;
@ -136,71 +139,86 @@ special_push (int p_nr)
for (i = 0; bombs[i].x != -1; i++) {
b = &bman.players[bombs[i].x].bombs[bombs[i].y];
if (b->state != BS_exploding) {
b->moveto.x = x1<<8;
b->moveto.y = y1<<8;
b->moves=p->speed;
bman.bfield[x][y]=0;
bman.bfield[x1][y1]=1;
draw_stone(x,y);
field_update(x,y);
b->moveto.x = x1 << 8;
b->moveto.y = y1 << 8;
b->moves = p->speed;
bman.bfield[x][y] = 0;
bman.bfield[x1][y1] = 1;
draw_stone (x, y);
field_update (x, y);
if (bman.gametype != GT_single) {
net_game_send_bomb (bombs[i].x, bombs[i].y);}
net_game_send_bomb (bombs[i].x, bombs[i].y);
}
}
}
}
void
special_pickup (int p_nr, int s_nr) {
special_pickup (int p_nr, int s_nr)
{
_special *s = &bman.players[p_nr].special;
s->to=0;
s->numuse=0;
s->type=s_nr;
switch(s_nr) {
s->to = 0;
s->numuse = 0;
s->type = s_nr;
switch (s_nr) {
case SP_trigger:
s->numuse=SPECIAL_TRIGGER_NUMUSE;
s->to=SPECIAL_TRIGGER_TIME*TIME_FACTOR;
s->numuse = SPECIAL_TRIGGER_NUMUSE;
s->to = SPECIAL_TRIGGER_TIME * TIME_FACTOR;
break;
case SP_row :
s->to=SPECIAL_ROW_TIME*TIME_FACTOR;
case SP_row:
s->to = SPECIAL_ROW_TIME * TIME_FACTOR;
break;
case SP_push :
s->to=SPECIAL_PUSH_TIME*TIME_FACTOR;
case SP_push:
s->to = SPECIAL_PUSH_TIME * TIME_FACTOR;
break;
}
bman.updatestatusbar = 1;
}
void
special_clear (int p_nr) {
bman.players[p_nr].special.type=0;
bman.updatestatusbar=1;
special_clear (int p_nr)
{
bman.players[p_nr].special.type = 0;
bman.updatestatusbar = 1;
}
void
special_loop (int p_nr) {
special_loop (int p_nr)
{
_special *s = &bman.players[p_nr].special;
if (!s->type) return;
bman.updatestatusbar=1;
if (!s->type)
return;
if (s->to) {
s->to--;
if (!s->to) special_clear (p_nr);
if (!s->to)
special_clear (p_nr);
}
}
void
special_use (int p_nr) {
special_use (int p_nr)
{
switch (bman.players[p_nr].special.type) {
case SP_trigger:
special_trigger (p_nr);
break;
case SP_row:if (bman.players[p_nr].m)
case SP_row:
if (bman.players[p_nr].m)
special_row (p_nr);
break;
case SP_push:if (bman.players[p_nr].m)
case SP_push:
if (bman.players[p_nr].m)
special_push (p_nr);
break;
case SP_kick:break;
}}
case SP_kick:
break;
}
}

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