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@ -1,4 +1,4 @@
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/* $Id: field.c,v 1.21 2003/05/18 14:06:29 patty21 Exp $ */
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/* $Id: field.c,v 1.22 2003/06/01 22:06:30 stpohle Exp $ */
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/* field.c - procedures which are needed to control the field */
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#include <stdlib.h>
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@ -13,7 +13,7 @@ draw_stone (int x, int y)
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_field *stone = &bman.field[x][y];
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SDL_Rect dest,
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src;
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SDL_Surface *srcimg;
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SDL_Surface *srcimg = NULL;
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int i,
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d;
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@ -25,50 +25,74 @@ draw_stone (int x, int y)
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src.x = 0;
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if (stone->frame == 0 || stone->type != FT_stone) {
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srcimg = gfx.field[stone->type].image;
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src.y = 0;
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/* draw background if we have a stone, block or nothing */
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if (stone->type <= FT_block) {
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SDL_Rect srcbg;
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srcbg.w = dest.w;
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srcbg.h = dest.h;
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srcbg.x = (x % gfx.field[FT_nothing].frames) * gfx.block.x;
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srcbg.y = (y % gfx.field[FT_nothing].frames) * gfx.block.y;
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SDL_BlitSurface (gfx.field[FT_nothing].image, &srcbg, gfx.screen, &dest);
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}
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else {
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if (stone->frameto == 0) {
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/* animate the stone if needed only for exploding stone */
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if (stone->type == FT_stone && stone->frame > 0) {
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if (stone->frameto == 0)
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if (stone->frame < gfx.field[stone->type].frames) {
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stone->frame++;
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stone->frameto = ANI_STONETIMEOUT;
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}
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}
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if (stone->frameto > 0)
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stone->frameto--;
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if (stone->frame < gfx.field[stone->type].frames) {
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if (stone->frame < gfx.field[FT_stone].frames) {
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src.y = stone->frame * gfx.block.y;
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srcimg = gfx.field[stone->type].image;
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srcimg = gfx.field[FT_stone].image;
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}
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else {
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src.y = 0;
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srcimg = gfx.field[FT_nothing].image;
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}
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}
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else if (stone->type == FT_stone || stone->type == FT_block) {
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src.y = 0;
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srcimg = gfx.field[stone->type].image;
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}
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if (stone->frame > 0 || stone->type == FT_nothing) {
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SDL_Rect srcbg;
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/* some powerup so we need to animate this too */
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else if (stone->type >= FT_death) {
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if (stone->frameto-- <= 0 || stone->frameto > ANI_STONETIMEOUT) {
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stone->frameto = ANI_STONETIMEOUT;
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stone->frame++;
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}
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srcbg.w = dest.w;
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srcbg.h = dest.h;
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srcbg.x = (x % gfx.field[FT_nothing].frames) * gfx.block.x;
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srcbg.y = (y % gfx.field[FT_nothing].frames) * gfx.block.y;
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if (stone->frame >= gfx.powerup.frames)
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stone->frame = 0;
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SDL_BlitSurface (gfx.field[FT_nothing].image, &srcbg, gfx.screen, &dest);
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srcimg = gfx.powerup.image;
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src.y = stone->frame * gfx.block.y;
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}
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if (stone->type != FT_nothing)
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if (srcimg != NULL)
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SDL_BlitSurface (srcimg, &src, gfx.screen, &dest);
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if (stone->type >= FT_death) { /* draw now the powerup itself */
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srcimg = gfx.field[stone->type].image;
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src.y = 0;
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SDL_BlitSurface (srcimg, &src, gfx.screen, &dest);
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}
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// draw explosions if there is any
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for (d = 0, i = 0; d < 4; d++)
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if (stone->ex[d].count > 0) {
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i = 1; // mark that there is already an explosion
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draw_fire (x, y, d, -1);
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}
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return;
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};
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@ -146,8 +170,17 @@ field_load (FILE * map)
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/* i am just too lazy to write this all again and again */
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#define PLX bman.players[i].pos.x
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#define PLY bman.players[i].pos.y
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void field_set_playerposition (int usermap) {
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int p, dist, i,j , mx, my, dx = 0, dy = 0;
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void
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field_set_playerposition (int usermap)
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{
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int p,
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dist,
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i,
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j,
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mx,
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my,
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dx = 0,
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dy = 0;
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char txt[255];
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p = 50;
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@ -165,14 +198,17 @@ void field_set_playerposition (int usermap) {
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for (dx = 10, dy = 10, j = 0; (j < i && j < MAX_PLAYERS && (dx > 1 || dy > 1)); j++) { /* is ther any other player */
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dx = PLX - bman.players[j].pos.x;
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if (dx < 0) dx = - dx;
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if (dx < 0)
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dx = -dx;
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dy = PLY - bman.players[j].pos.y;
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if (dy < 0) dy = - dy;
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if (dy < 0)
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dy = -dy;
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}
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/* check if there is no block */
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if ((dx > 1 || dy > 1) && ((bman.field[PLX][PLY].type != FT_block && maxloop > 100) ||
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bman.field[PLX][PLY].type == FT_nothing)) {
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if ((dx > 1 || dy > 1)
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&& ((bman.field[PLX][PLY].type != FT_block && maxloop > 100)
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|| bman.field[PLX][PLY].type == FT_nothing)) {
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/* get (up or down) dx and (left or right) dy */
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dx = s_random (2);
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if (dx == 0)
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@ -261,6 +297,7 @@ void field_set_playerposition (int usermap) {
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PLY = PLY << 8;
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}
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};
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#undef PLX
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#undef PLY
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@ -285,9 +322,11 @@ gfx_AddUpdateRect (x * gfx.block.x + gfx.offset.x, y * gfx.block.y + gfx.offset.
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// put items into the field
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void
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field_fillitems (int fieldtype, int num)
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{
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int nb_try=100,d,x,y;
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int nb_try = 100,
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d,
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x,
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y;
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/* this is the item factor we multiply it with this so we know
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how much items we want in the game */
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float fkt = ((float) (bman.fieldsize.x * bman.fieldsize.y)) / (25.0 * 17.0);
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@ -319,8 +358,7 @@ field_new (char *filename)
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d;
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FILE *fmap;
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if(filename)
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{
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if (filename) {
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fmap = fopen (filename, "r");
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/* if we can't open the given filename for any reason, reverting
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@ -328,8 +366,7 @@ field_new (char *filename)
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if (fmap)
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field_load (fmap);
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}
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else
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{
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else {
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fmap = NULL;
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}
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@ -397,5 +434,3 @@ field_new (char *filename)
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/* put the kick special in the field */
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field_fillitems (FT_sp_kick, GAME_SPECIAL_ITEMSKICK);
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}
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