/* $Id: single.c,v 1.5 2003/05/05 15:53:27 stpohle Exp $ */ /* single player */ #include "basic.h" #include "bomberclone.h" void single_game_new (int ai_players) { int p, i; // set players on field 1,1 for (p = 0; p < MAX_PLAYERS; p++) { bman.players[p].pos.x = -1; bman.players[p].pos.y = -1; bman.players[p].state = 0; // reset bombs bman.players[p].bombs_n = START_BOMBS; bman.players[p].range = START_RANGE; bman.players[p].speed = START_SPEED; for (i = 0; i < MAX_BOMBS; i++) { bman.players[p].bombs[i].state = BS_off; bman.players[p].bombs[i].ex_nr = -1; } for (i = 0; i < PI_max; i++) bman.players[p].ill[i].to = 0; bman.players[p].frame = 0; bman.players[p].frameto = 0; bman.players[p].d = 0; } bman.p_nr = 0; bman.players[bman.p_nr].state = PSFM_alife; player_set_gfx (&bman.players[bman.p_nr], 0); bman.last_ex_nr = 1; field_new (bman.fieldpath); bman.players_nr_s = 1; bman.players_nr = 1; bman.gametype = GT_single; bman.state = GS_running; }; void single_loop () { }; void single_create_ai () { int p; _player *pl; /* find free players */ for (pl = NULL, p = 0; (pl == NULL && p < MAX_PLAYERS); p++) if (!(PS_IS_used (bman.players[p].state))) pl = &bman.players[p]; if (pl == NULL) return; };