/* $Id: single.c,v 1.70 2004/09/23 13:21:44 stpohle Exp $ */ /* single player */ #include "basic.h" #include "bomberclone.h" #include "menu.h" #include "player.h" #include "single.h" /* start a single player game and prepare everything for the game */ void single_game_new () { int p; bman.players_nr_s = 1; bman.players_nr = 1; // set players variables, only the variables which depend on single games for (p = 0; p < MAX_PLAYERS; p++) { if (PS_IS_used (players[p].state)) { bman.players_nr_s++; bman.players_nr++; players[p].state |= PSF_used + PSF_alife + PSF_playing; } else players[p].state = 0; } players[bman.p_nr].state = PSFM_alife; player_set_gfx (&players[bman.p_nr], players[bman.p_nr].gfx_nr); bman.last_ex_nr = 1; bman.sock = -1; bman.state = GS_ready; }; inline int 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.bfield[x][y] == 0); } /* give the run away direction * this function is even needed for the start of * the game to place the players on a good position */ int ai_easyrunaway (_point p, int range) { int i, dist = 0, done = 0, dir = 0; _point pos[4], m[4]; for (i = 0; i < 4; i++) { pos[i] = p; switch (i) { case (left): m[i].x = -1; m[i].y = 0; break; case (right): m[i].x = 1; m[i].y = 0; break; case (up): m[i].x = 0; m[i].y = -1; break; default: m[i].x = 0; m[i].y = 1; break; } pos[i].x += m[i].x; pos[i].y += m[i].y; } /* test the possible ways */ while (!done) { done = 1; dist++; for (i = 0; i < 4; i++) { /* check if we are still in the game field */ if (pos[i].x <= 0 || pos[i].y <= 0 || pos[i].x >= map.size.x - 1 || pos[i].y >= map.size.y - 1) pos[i].x = pos[i].y = -1; if (pos[i].x != -1 && pos[i].y != -1) { /* check if this place is free to go to */ if (ai_checkfield (pos[i].x, pos[i].y)) { done = 0; /* check the field left and right beside */ if (i == left || i == right) { if (ai_findnearbombs (pos[i]) == 0 && (ai_checkfield (pos[i].x, pos[i].y - 1) || ai_checkfield (pos[i].x, pos[i].y + 1))) dir |= (1 << i); } else { if (ai_findnearbombs (pos[i]) == 0 && (ai_checkfield (pos[i].x - 1, pos[i].y) || ai_checkfield (pos[i].x + 1, pos[i].y))) dir |= (1 << i); } pos[i].x += m[i].x; pos[i].y += m[i].y; if (dist > range) dir |= (1 << i); } } } } return dir; }; /* give the run away direction the return value: */ _airunaway ai_runawayfrom (_point p, int nearbomb, int range, signed char norecursive) { int i, done = 0, nbomb, tdir, _i, bdirpoints = 10, j, c, dist = 0; _airunaway res; _point pos[4], m[4], tpos; res.dir = 0; res.bestdir = -1; for (i = 0; i < 4; i++) { pos[i] = p; switch (i) { case (left): m[i].x = -1; m[i].y = 0; break; case (right): m[i].x = 1; m[i].y = 0; break; case (up): m[i].x = 0; m[i].y = -1; break; default: m[i].x = 0; m[i].y = 1; break; } pos[i].x += m[i].x; pos[i].y += m[i].y; } /* test if we just have to move to the side */ if (!norecursive) for (i = 0; i < 4; i++) if (ai_checkfield (pos[i].x, pos[i].y) && ai_findnearbombs (pos[i]) == 0) { bdirpoints = 0; res.bestdir = i; res.dir |= (1 << i); } /* test the possible ways */ while (!done) { done = 1; dist++; for (i = 0; i < 4; i++) { /* check if we are still in the game field */ if (pos[i].x <= 0 || pos[i].y <= 0 || pos[i].x >= map.size.x - 1 || pos[i].y >= map.size.y - 1) pos[i].x = pos[i].y = -1; if (pos[i].x != -1 && pos[i].y != -1) { /* check if this place is free to go to */ if (ai_checkfield (pos[i].x, pos[i].y)) { done = 0; /* check the field left and right beside */ for (j = 0; j < 4; j++) if (((i == left || i == right) && (j == up || j == down)) || ((j == left || j == right) && (i == up || i == down))) { c = 10; tpos.x = pos[i].x + m[j].x; tpos.y = pos[i].y + m[j].y; if (ai_checkfield (tpos.x, tpos.y)) { nbomb = ai_findnearbombs (tpos); c = s_countbits (nbomb, 5); if (!norecursive) { tdir = ai_runawayfrom (tpos, nbomb, range, 1).dir; _i = ai_invertdir (i); if (tdir != (1 << _i)) { // usefull direction res.dir |= (1 << i); // add this one } else { c = -1; } } else res.dir |= (1 << i); /* check for the best direction */ if (c != -1 && !norecursive) { if (c < bdirpoints) { bdirpoints = c; res.bestdir = i; } else if (bdirpoints != 0 && c == bdirpoints && c < 5 && s_random (2) == 0) res.bestdir = i; // random if the points are equal } } } pos[i].x += m[i].x; pos[i].y += m[i].y; if (dist > range && res.bestdir == -1) { res.dir |= (1 << i); res.bestdir = i; } } } } } return res; }; /* count the points for dropping a bomb here this will even count if there is any powerup*/ int ai_bombpoints (_point pos, int range) { int points = 0, d, r; _point p, m; if (map.field[pos.x][pos.y].type != FT_block && map.field[pos.x][pos.y].type != FT_stone && ai_checkfield (pos.x, pos.y)) { for (d = 0; d < 4; d++) { switch (d) { case (left): m.x = -1; m.y = 0; break; case (right): m.x = 1; m.y = 0; break; case (up): m.x = 0; m.y = -1; break; default: m.x = 0; m.y = 1; break; } 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++) { p.x += m.x; p.y += m.y; } if (map.field[p.x][p.y].type != FT_nothing && map.field[p.x][p.y].type != FT_tunnel && (map.field[p.x][p.y].type != FT_block || map.field[p.x][p.y].type == FT_shoe || map.field[p.x][p.y].type == FT_bomb || map.field[p.x][p.y].type == FT_fire)) points++; if (map.field[p.x][p.y].type == FT_shoe || map.field[p.x][p.y].type == FT_bomb || map.field[p.x][p.y].type == FT_fire) points += 2; } } if (ai_easyrunaway (pos, range) == 0 || ai_findnearbombs (pos) != 0) points = 0; return points; }; /* find the best position to go for dropping a bomb */ int ai_findbestbombdir (_point pos, int dir, int range) { int points[5] = { 0, 0, 0, 0, 0 }; int d, done = 0, j, maxpoints = 0, bestd; _point m[4], p[4]; points[4] = ai_bombpoints (pos, range); /* fill in the positions */ for (d = 0; d < 4; d++) { p[d] = pos; switch (d) { case (left): m[d].x = -1; m[d].y = 0; break; case (right): m[d].x = 1; m[d].y = 0; break; case (up): m[d].x = 0; m[d].y = -1; break; default: m[d].x = 0; m[d].y = 1; break; } } while (!done) { done = 1; for (d = 0; d < 5; d++) { if (d < 4) { p[d].x += m[d].x; p[d].y += m[d].y; if (p[d].x > 0 && p[d].y > 0 && p[d].x < map.size.x - 1 && p[d].y < map.size.y - 1) { if (ai_checkfield (p[d].x, p[d].y)) { /* we are opn a empty field go on with the test */ done = 0; j = ai_bombpoints (p[d], range); if (points[d] < j) points[d] = j; } else /* no empty field */ p[d].x = p[d].y = -1; } } if (maxpoints < points[d]) maxpoints = points[d]; } } bestd = 0; if (maxpoints > 2) maxpoints--; for (d = 0; d < 5; d++) if (points[d] >= maxpoints) bestd |= (1 << d); /* prevent from turning around */ if (dir != -1 && (bestd & (0xFF - (1 << ai_invertdir (dir))))) bestd &= (0xFF - (1 << ai_invertdir (dir))); return bestd; } /* check if is there is a bom in the near returns the directions (bits 0(left)-3(down) bit4 bomb under us) where a bomb is */ int ai_findnearbombs (_point pos) { int d, res = 0, // result if there is a bomb done = 0; _point m[4]; // direction addition _point dist[4]; // to check every direction (on three ways) for (d = 0; d < 4; d++) switch (d) { case (left): m[d].x = -1; m[d].y = 0; dist[d].x = pos.x - 1; dist[d].y = pos.y; break; case (right): m[d].x = 1; m[d].y = 0; dist[d].x = pos.x + 1; dist[d].y = pos.y; break; case (up): m[d].x = 0; m[d].y = -1; dist[d].x = pos.x; dist[d].y = pos.y - 1; break; case (down): m[d].x = 0; m[d].y = 1; dist[d].x = pos.x; dist[d].y = pos.y + 1; break; } while (!done) { done = 1; /* check every direction again */ for (d = 0; d < 4; d++) if (dist[d].x >= 0 && dist[d].x < map.size.x && dist[d].y >= 0 && dist[d].y < map.size.y) { if (map.bfield[dist[d].x][dist[d].y] != 0) { res |= (1 << d); // set the bit for the direction; dist[d].x = dist[d].y = -1; // don't check no more. } if (map.field[dist[d].x][dist[d].y].type != FT_nothing) dist[d].x = dist[d].y = -1; // don't check no more. else if (dist[d].x != -1 && dist[d].y != -1) { dist[d].x += m[d].x; dist[d].y += m[d].y; done = 0; } } } if (map.bfield[pos.x][pos.y] != 0) res |= 16; // set the 4th. bit return res; } /* check if we are still running and fill out the position return == 0 we're still walking ... else we have reached a point */ inline int ai_checkpos (_player * pl, _point * pos) { _pointf _p; _p.x = CUTINT (pl->pos.x); _p.y = CUTINT (pl->pos.y); 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)); }; /* random choose direction */ int ai_choosedir (int dir, int nearbomb, int oldpos) { int rdir[4]; int bdir[4 * 3]; int i, rnr, bnr; for (rnr = bnr = i = 0; i < 4; i++) { if ((dir & (1 << i)) != 0) { rdir[rnr] = i; rnr++; } if (((nearbomb & (DIRM_up + DIRM_down)) != 0) && ((dir & (1 << i)) != 0) && (i == left || i == right) && i != ai_invertdir (oldpos)) { bdir[bnr] = i; bnr++; } if (((nearbomb & (DIRM_left + DIRM_right)) != 0) && ((dir & (1 << i)) != 0) && (i == down || i == up) && i != ai_invertdir (oldpos)) { bdir[bnr] = i; bnr++; } } if (rnr == 0) return (s_random (4)); if (bnr != 0) i = bdir[s_random (bnr)]; else i = rdir[s_random (rnr)]; return i; }; inline int ai_invertdir (int dir) { int idir; switch (dir) { case (left): idir = right; break; case (right): idir = left; break; case (down): idir = up; break; default: idir = down; break; } return idir; }; inline int ai_checknewpos (_point pos, int d) { _point m; switch (d) { case (left): m.x = pos.x - 1; m.y = pos.y; break; case (right): m.x = pos.x + 1; m.y = pos.y; break; case (up): m.x = pos.x; m.y = pos.y - 1; break; default: m.x = pos.x; m.y = pos.y + 1; break; } return (ai_findnearbombs (m) == 0); }; /* create a giving number of ai players */ void single_create_ai (int num_players) { int p, count, gfx_sel, i = 0; _player *pl; for (count = 0; count < num_players; count++) { /* find free 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, "AI %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"); do { gfx_sel = s_random (MAX_PLAYERS); MW_IS_GFX_SELECT (gfx_sel, i); } while (i != -1); player_set_gfx (pl, gfx_sel); pl->wins = 0; pl->points = 0; pl->team_nr = -1; } if (pl == NULL) return; } }; /* single player game win/point screen * 1. setup all player data * 2. setup second local player and ai players * 3. setup all other game related data */ void single_playergame (int second_player, int ai_players) { int p, done = 0; bman.p_nr = -1; bman.p2_nr = -1; /* delete player from the game */ for (p = 0; p < MAX_PLAYERS; p++) { players[p].points = 0; players[p].wins = 0; players[p].state = 0; players[p].gfx_nr = -1; players[p].gfx = NULL; memset (&players[p].net, 0x0, sizeof (_net_player)); } for (bman.p_nr = -1, p = 0; (bman.p_nr == -1 && p < MAX_PLAYERS); p++) if (!(PS_IS_used (players[p].state))) bman.p_nr = p; if (bman.p_nr >= MAX_PLAYERS) { printf ("ERROR in function (single_game_new): couldn't find any free player\n"); exit (1); } strncpy (players[bman.p_nr].name, bman.playername, LEN_PLAYERNAME); gfx_load_players (32, 32); do { done = playermenu_selgfx (bman.p_nr); } while (players[bman.p_nr].gfx_nr == -1 && done != -1); players[bman.p_nr].state = PSF_used + PSF_alife + PSF_playing; strncpy (players[bman.p_nr].name, bman.playername, LEN_PLAYERNAME); if (done != -1 && second_player) { player2_join (); do { done = playermenu_selgfx (bman.p2_nr); } while (players[bman.p2_nr].gfx_nr == -1 && done != -1); } gfx_free_players (); if (done == -1) return; single_create_ai (ai_players); bman.state = GS_ready; while (!done && bman.state != GS_quit && bman.state != GS_startup) { single_game_new (); game_start (); bman.state = GS_running; game_loop (); game_end (); } gfx_blitdraw (); draw_logo (); gfx_blitdraw (); }; /* single player loop for calculating the ai players */ void single_loop () { int p; _player *pl; _point plpos; int nearbomb = 0, bestbdir, i; _airunaway rawdir; 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_aiplayer (players[p].state)) { if (PS_IS_alife (players[p].state)) { pl = &players[p]; 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, pl->range) != 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 { // bombs in the near found rawdir = ai_runawayfrom (plpos, nearbomb, pl->range, 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 && rawdir.dir == 0) { /* no good ways found, just run in the opposite direction of the bomb */ // ERRORRRRRRRRR; } } if (pl->m == 0 && map.field[(int) pl->pos.x][(int) pl->pos.y].type == FT_tunnel) pl->m = 1; } player_ilness_loop (p); player_move (p); } else player_checkdeath (p); } }; /* singleplayer menĂ¼ with some options you can make */ void single_menu () { int i, p, eventstate = 0, done = 0, second_playerold = 0, second_player = 0; _charlist nrplayerlist[MAX_PLAYERS + 1]; _charlist *selnrplayer = &nrplayerlist[bman.ai_players]; _menu *menu; _menuitem *pl2name = NULL; _menuitem *aiplayer = NULL; SDL_Event event; /* 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++; } menu = menu_new ("Single Game", 380,240); menu_create_text (menu, "numpl", 20, 50, 12, 2, COLOR_yellow, "Number of\nAI Players"); aiplayer = menu_create_list (menu, "AI Players", 40, 90, 50, 100, nrplayerlist, &selnrplayer, 3); menu_create_entry (menu,"Player 1:",150, 50, 230, &bman.playername, LEN_PLAYERNAME, MENU_entrytext, 4); menu_create_bool (menu, "Use Second Player", 160, 90, 210, &second_player, 5); menu_create_button (menu, "Map Options", 180, 160, 150, 7); menu_create_button (menu, "Main Menu", 30, 220, 150, 1); menu_create_button (menu, "Start", 220, 220, 150, 2); menu_focus_id (menu, 2); menu->looprunning = 1; menu_draw (menu); do { /* create or destroy second playername menuentry */ if (second_player != second_playerold) { if (pl2name != NULL && !second_player) { menu_del_menuitem (pl2name); pl2name = NULL; } if (pl2name == NULL && second_player) pl2name = menu_create_entry (menu,"Player 2:",150,120, 230, &bman.player2name, LEN_PLAYERNAME, MENU_entrytext, 6); second_playerold = second_player; menu_draw (menu); } gfx_blitdraw (); eventstate = SDL_PollEvent (&event); done = menu_event_loop (menu, &event, eventstate); if (done > 0 && menu->focus->id == 7) { done = 0; mapmenu (); } if (done > 0 && menu->focus->id == 3) done = 0; s_calctimesync (); } while (!done); bman.ai_players = selnrplayer - &nrplayerlist[0]; if (menu->focus->id == 2) single_playergame (second_player, bman.ai_players); menu_delete (menu); };