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822 lines
22 KiB
822 lines
22 KiB
/* $Id: single.c,v 1.70 2004/09/23 13:21:44 stpohle Exp $ */
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/* single player */
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#include "basic.h"
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#include "bomberclone.h"
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#include "menu.h"
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#include "player.h"
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#include "single.h"
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/* start a single player game and prepare everything for the game */
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void
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single_game_new ()
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{
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int p;
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bman.players_nr_s = 1;
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bman.players_nr = 1;
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// set players variables, only the variables which depend on single games
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for (p = 0; p < MAX_PLAYERS; p++) {
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if (PS_IS_used (players[p].state)) {
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bman.players_nr_s++;
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bman.players_nr++;
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players[p].state |= PSF_used + PSF_alife + PSF_playing;
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}
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else
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players[p].state = 0;
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}
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players[bman.p_nr].state = PSFM_alife;
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player_set_gfx (&players[bman.p_nr], players[bman.p_nr].gfx_nr);
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bman.last_ex_nr = 1;
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bman.sock = -1;
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bman.state = GS_ready;
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};
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inline int
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ai_checkfield (int x, int y)
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{
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return ((map.field[x][y].type == FT_nothing || map.field[x][y].type == FT_fire
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|| map.field[x][y].type == FT_shoe || map.field[x][y].type == FT_bomb
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|| map.field[x][y].type == FT_mixed || map.field[x][y].type == FT_tunnel)
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&& map.bfield[x][y] == 0);
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}
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/* give the run away direction
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* this function is even needed for the start of
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* the game to place the players on a good position */
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int
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ai_easyrunaway (_point p, int range)
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{
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int i,
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dist = 0,
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done = 0,
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dir = 0;
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_point pos[4],
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m[4];
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for (i = 0; i < 4; i++) {
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pos[i] = p;
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switch (i) {
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case (left):
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m[i].x = -1;
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m[i].y = 0;
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break;
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case (right):
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m[i].x = 1;
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m[i].y = 0;
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break;
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case (up):
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m[i].x = 0;
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m[i].y = -1;
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break;
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default:
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m[i].x = 0;
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m[i].y = 1;
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break;
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}
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pos[i].x += m[i].x;
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pos[i].y += m[i].y;
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}
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/* test the possible ways */
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while (!done) {
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done = 1;
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dist++;
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for (i = 0; i < 4; i++) {
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/* check if we are still in the game field */
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if (pos[i].x <= 0 || pos[i].y <= 0 || pos[i].x >= map.size.x - 1
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|| pos[i].y >= map.size.y - 1)
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pos[i].x = pos[i].y = -1;
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if (pos[i].x != -1 && pos[i].y != -1) {
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/* check if this place is free to go to */
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if (ai_checkfield (pos[i].x, pos[i].y)) {
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done = 0;
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/* check the field left and right beside */
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if (i == left || i == right) {
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if (ai_findnearbombs (pos[i]) == 0
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&& (ai_checkfield (pos[i].x, pos[i].y - 1)
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|| ai_checkfield (pos[i].x, pos[i].y + 1)))
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dir |= (1 << i);
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}
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else {
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if (ai_findnearbombs (pos[i]) == 0
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&& (ai_checkfield (pos[i].x - 1, pos[i].y)
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|| ai_checkfield (pos[i].x + 1, pos[i].y)))
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dir |= (1 << i);
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}
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pos[i].x += m[i].x;
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pos[i].y += m[i].y;
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if (dist > range) dir |= (1 << i);
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}
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}
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}
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}
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return dir;
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};
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/* give the run away direction
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the return value: */
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_airunaway
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ai_runawayfrom (_point p, int nearbomb, int range, signed char norecursive)
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{
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int i,
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done = 0,
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nbomb,
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tdir,
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_i,
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bdirpoints = 10,
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j,
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c,
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dist = 0;
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_airunaway res;
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_point pos[4],
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m[4],
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tpos;
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res.dir = 0;
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res.bestdir = -1;
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for (i = 0; i < 4; i++) {
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pos[i] = p;
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switch (i) {
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case (left):
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m[i].x = -1;
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m[i].y = 0;
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break;
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case (right):
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m[i].x = 1;
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m[i].y = 0;
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break;
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case (up):
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m[i].x = 0;
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m[i].y = -1;
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break;
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default:
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m[i].x = 0;
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m[i].y = 1;
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break;
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}
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pos[i].x += m[i].x;
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pos[i].y += m[i].y;
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}
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/* test if we just have to move to the side */
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if (!norecursive)
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for (i = 0; i < 4; i++)
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if (ai_checkfield (pos[i].x, pos[i].y) && ai_findnearbombs (pos[i]) == 0) {
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bdirpoints = 0;
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res.bestdir = i;
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res.dir |= (1 << i);
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}
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/* test the possible ways */
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while (!done) {
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done = 1;
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dist++;
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for (i = 0; i < 4; i++) {
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/* check if we are still in the game field */
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if (pos[i].x <= 0 || pos[i].y <= 0 || pos[i].x >= map.size.x - 1
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|| pos[i].y >= map.size.y - 1)
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pos[i].x = pos[i].y = -1;
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if (pos[i].x != -1 && pos[i].y != -1) {
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/* check if this place is free to go to */
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if (ai_checkfield (pos[i].x, pos[i].y)) {
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done = 0;
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/* check the field left and right beside */
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for (j = 0; j < 4; j++)
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if (((i == left || i == right) && (j == up || j == down)) ||
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((j == left || j == right) && (i == up || i == down))) {
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c = 10;
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tpos.x = pos[i].x + m[j].x;
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tpos.y = pos[i].y + m[j].y;
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if (ai_checkfield (tpos.x, tpos.y)) {
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nbomb = ai_findnearbombs (tpos);
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c = s_countbits (nbomb, 5);
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if (!norecursive) {
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tdir = ai_runawayfrom (tpos, nbomb, range, 1).dir;
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_i = ai_invertdir (i);
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if (tdir != (1 << _i)) { // usefull direction
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res.dir |= (1 << i); // add this one
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}
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else {
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c = -1;
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}
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}
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else
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res.dir |= (1 << i);
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/* check for the best direction */
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if (c != -1 && !norecursive) {
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if (c < bdirpoints) {
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bdirpoints = c;
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res.bestdir = i;
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}
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else if (bdirpoints != 0 && c == bdirpoints && c < 5
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&& s_random (2) == 0)
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res.bestdir = i; // random if the points are equal
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}
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}
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}
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pos[i].x += m[i].x;
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pos[i].y += m[i].y;
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if (dist > range && res.bestdir == -1) {
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res.dir |= (1 << i);
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res.bestdir = i;
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}
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}
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}
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}
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}
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return res;
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};
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/* count the points for dropping a bomb here
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this will even count if there is any powerup*/
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int
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ai_bombpoints (_point pos, int range)
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{
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int points = 0,
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d,
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r;
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_point p,
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m;
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if (map.field[pos.x][pos.y].type != FT_block && map.field[pos.x][pos.y].type != FT_stone
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&& ai_checkfield (pos.x, pos.y)) {
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for (d = 0; d < 4; d++) {
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switch (d) {
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case (left):
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m.x = -1;
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m.y = 0;
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break;
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case (right):
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m.x = 1;
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m.y = 0;
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break;
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case (up):
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m.x = 0;
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m.y = -1;
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break;
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default:
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m.x = 0;
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m.y = 1;
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break;
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}
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p = pos;
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for (r = 0;
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(r < range
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&& (map.field[p.x][p.y].type == FT_nothing
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|| map.field[p.x][p.y].type == FT_tunnel)); r++) {
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p.x += m.x;
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p.y += m.y;
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}
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if (map.field[p.x][p.y].type != FT_nothing && map.field[p.x][p.y].type != FT_tunnel
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&& (map.field[p.x][p.y].type != FT_block || map.field[p.x][p.y].type == FT_shoe
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|| map.field[p.x][p.y].type == FT_bomb || map.field[p.x][p.y].type == FT_fire))
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points++;
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if (map.field[p.x][p.y].type == FT_shoe || map.field[p.x][p.y].type == FT_bomb ||
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map.field[p.x][p.y].type == FT_fire)
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points += 2;
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}
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}
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if (ai_easyrunaway (pos, range) == 0 || ai_findnearbombs (pos) != 0)
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points = 0;
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return points;
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};
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/* find the best position to go for dropping a bomb */
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int
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ai_findbestbombdir (_point pos, int dir, int range)
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{
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int points[5] = { 0, 0, 0, 0, 0 };
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int d,
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done = 0,
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j,
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maxpoints = 0,
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bestd;
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_point m[4],
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p[4];
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points[4] = ai_bombpoints (pos, range);
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/* fill in the positions */
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for (d = 0; d < 4; d++) {
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p[d] = pos;
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switch (d) {
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case (left):
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m[d].x = -1;
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m[d].y = 0;
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break;
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case (right):
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m[d].x = 1;
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m[d].y = 0;
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break;
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case (up):
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m[d].x = 0;
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m[d].y = -1;
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break;
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default:
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m[d].x = 0;
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m[d].y = 1;
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break;
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}
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}
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while (!done) {
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done = 1;
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for (d = 0; d < 5; d++) {
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if (d < 4) {
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p[d].x += m[d].x;
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p[d].y += m[d].y;
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if (p[d].x > 0 && p[d].y > 0 && p[d].x < map.size.x - 1 && p[d].y < map.size.y - 1) {
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if (ai_checkfield (p[d].x, p[d].y)) {
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/* we are opn a empty field go on with the test */
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done = 0;
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j = ai_bombpoints (p[d], range);
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if (points[d] < j)
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points[d] = j;
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}
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else /* no empty field */
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p[d].x = p[d].y = -1;
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}
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}
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if (maxpoints < points[d])
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maxpoints = points[d];
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}
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}
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bestd = 0;
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if (maxpoints > 2)
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maxpoints--;
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for (d = 0; d < 5; d++)
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if (points[d] >= maxpoints)
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bestd |= (1 << d);
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/* prevent from turning around */
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if (dir != -1 && (bestd & (0xFF - (1 << ai_invertdir (dir)))))
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bestd &= (0xFF - (1 << ai_invertdir (dir)));
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return bestd;
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}
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/* check if is there is a bom in the near
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returns the directions (bits 0(left)-3(down) bit4 bomb under us) where a bomb is */
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int
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ai_findnearbombs (_point pos)
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{
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int d,
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res = 0, // result if there is a bomb
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done = 0;
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_point m[4]; // direction addition
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_point dist[4]; // to check every direction (on three ways)
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for (d = 0; d < 4; d++)
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switch (d) {
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case (left):
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m[d].x = -1;
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m[d].y = 0;
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dist[d].x = pos.x - 1;
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dist[d].y = pos.y;
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break;
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case (right):
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m[d].x = 1;
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m[d].y = 0;
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dist[d].x = pos.x + 1;
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dist[d].y = pos.y;
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break;
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case (up):
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m[d].x = 0;
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m[d].y = -1;
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dist[d].x = pos.x;
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dist[d].y = pos.y - 1;
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break;
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case (down):
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m[d].x = 0;
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m[d].y = 1;
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dist[d].x = pos.x;
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dist[d].y = pos.y + 1;
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break;
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}
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while (!done) {
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done = 1;
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/* check every direction again */
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for (d = 0; d < 4; d++)
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if (dist[d].x >= 0 && dist[d].x < map.size.x &&
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dist[d].y >= 0 && dist[d].y < map.size.y) {
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if (map.bfield[dist[d].x][dist[d].y] != 0) {
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res |= (1 << d); // set the bit for the direction;
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dist[d].x = dist[d].y = -1; // don't check no more.
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}
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if (map.field[dist[d].x][dist[d].y].type != FT_nothing)
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dist[d].x = dist[d].y = -1; // don't check no more.
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else if (dist[d].x != -1 && dist[d].y != -1) {
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dist[d].x += m[d].x;
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dist[d].y += m[d].y;
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done = 0;
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}
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}
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}
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if (map.bfield[pos.x][pos.y] != 0)
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res |= 16; // set the 4th. bit
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return res;
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}
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|
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|
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/* check if we are still running and fill out the position
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return == 0 we're still walking ... else we have reached a point */
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inline int
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ai_checkpos (_player * pl, _point * pos)
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{
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_pointf _p;
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_p.x = CUTINT (pl->pos.x);
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_p.y = CUTINT (pl->pos.y);
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pos->x = rintf (pl->pos.x);
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pos->y = rintf (pl->pos.y);
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return ((_p.x < 0.15f || _p.x > 0.85f) && (_p.y < 0.15f || _p.y > 0.85f));
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};
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|
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/* random choose direction */
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int
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ai_choosedir (int dir, int nearbomb, int oldpos)
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{
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int rdir[4];
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int bdir[4 * 3];
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int i,
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rnr,
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bnr;
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for (rnr = bnr = i = 0; i < 4; i++) {
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if ((dir & (1 << i)) != 0) {
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rdir[rnr] = i;
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rnr++;
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}
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if (((nearbomb & (DIRM_up + DIRM_down)) != 0) && ((dir & (1 << i)) != 0)
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&& (i == left || i == right) && i != ai_invertdir (oldpos)) {
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bdir[bnr] = i;
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bnr++;
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}
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if (((nearbomb & (DIRM_left + DIRM_right)) != 0) && ((dir & (1 << i)) != 0)
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&& (i == down || i == up) && i != ai_invertdir (oldpos)) {
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bdir[bnr] = i;
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bnr++;
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}
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}
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if (rnr == 0)
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return (s_random (4));
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if (bnr != 0)
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i = bdir[s_random (bnr)];
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else
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i = rdir[s_random (rnr)];
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return i;
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};
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|
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|
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inline int
|
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ai_invertdir (int dir)
|
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{
|
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int idir;
|
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switch (dir) {
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case (left):
|
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idir = right;
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break;
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case (right):
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idir = left;
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break;
|
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case (down):
|
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idir = up;
|
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break;
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default:
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idir = down;
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break;
|
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}
|
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return idir;
|
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};
|
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|
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|
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inline int
|
|
ai_checknewpos (_point pos, int d)
|
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{
|
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_point m;
|
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switch (d) {
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case (left):
|
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m.x = pos.x - 1;
|
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m.y = pos.y;
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break;
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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 menü 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);
|
|
};
|