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bomberclone/src/single.c

700 lines
18 KiB

/* $Id: single.c,v 1.25 2003/05/29 17:48:11 stpohle Exp $ */
/* single player */
#include "basic.h"
#include "bomberclone.h"
void
single_game_new ()
{
int p,
i;
bman.players_nr_s = 1;
bman.players_nr = 1;
// set players variables
for (p = 0; p < MAX_PLAYERS; p++) {
bman.players[p].pos.x = -1;
bman.players[p].pos.y = -1;
if (PS_IS_used (bman.players[p].state)) {
bman.players_nr_s++;
bman.players_nr++;
bman.players[p].state = PSF_used + PSF_alife + PSF_playing;
}
else
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;
bman.players[p].special = SP_nothing;
bman.updatestatusbar = 1;
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;
}
for (bman.p_nr = -1, p = 0; (bman.p_nr == -1 && p < MAX_PLAYERS); p++)
if (!(PS_IS_used (bman.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);
}
bman.players[bman.p_nr].state = PSFM_alife;
player_set_gfx (&bman.players[bman.p_nr], 5);
bman.last_ex_nr = 1;
init_map_tileset ();
bman.gametype = GT_single;
bman.state = GS_running;
};
int
ai_checkfield (int x, int y)
{
return ((bman.field[x][y].type == FT_nothing || bman.field[x][y].type == FT_fire || bman.field[x][y].type == FT_shoe || bman.field[x][y].type == FT_bomb ) && bman.bfield[x][y] == 0);
}
/* give the run away direction */
int
ai_easyrunaway (_point p)
{
int i,
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;
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 >= bman.fieldsize.x - 1
|| pos[i].y >= bman.fieldsize.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;
}
}
}
}
return dir;
};
/* give the run away direction
the return value:
*/
_airunaway
ai_runawayfrom (_point p, int nearbomb, signed char norecursive)
{
int i,
done = 0,
nbomb,
tdir,
_i,
bdirpoints = 10,
j,
c;
_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);
}
/* if (!norecursive) {
printf ("%d,%d NB:", p.x, p.y);
d_bitprint (nearbomb, 5);
d_bitprint (res.dir, 4);
}
*/
/* test the possible ways */
while (!done) {
done = 1;
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 >= bman.fieldsize.x - 1
|| pos[i].y >= bman.fieldsize.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, 1).dir;
_i = ai_invertdir (i);
if (tdir != (1 << _i)) { // usefull direction
// printf ("B%d ", i);
res.dir |= (1 << i); // add this one
}
else {
// printf ("-%d ", i);
c = -1;
}
}
else
res.dir |= (1 << i);
/* check for the best direction */
// if (!norecursive) printf ("pts:%d|%d ", bdirpoints, res.bestdir);
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 (!norecursive) {
d_bitprint (res.dir, 4);
printf ("%d ] ", res.bestdir);
} else {
printf ("(%d,%d NB ", p.x, p.y);
d_bitprint (nearbomb, 5);
d_bitprint (res.dir, 4);
printf (")");
}
*/
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 (bman.field[pos.x][pos.y].type != FT_block && bman.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 && bman.field[p.x][p.y].type == FT_nothing); r++) {
p.x += m.x;
p.y += m.y;
}
if (bman.field[p.x][p.y].type != FT_nothing && (bman.field[p.x][p.y].type != FT_block || bman.field[p.x][p.y].type == FT_shoe || bman.field[p.x][p.y].type == FT_bomb || bman.field[p.x][p.y].type == FT_fire))
points++;
if (bman.field[p.x][p.y].type == FT_shoe || bman.field[p.x][p.y].type == FT_bomb ||
bman.field[p.x][p.y].type == FT_fire)
points += 2;
}
}
if (ai_easyrunaway (pos) == 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 < bman.fieldsize.x - 1
&& p[d].y < bman.fieldsize.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)));
d_printf ("ai_bestbombdir (%d,%d) [%d, %d, %d, %d, %d] = ", pos.x, pos.y, points[0],
points[1], points[2], points[3], points[4]);
if (debug) {
d_bitprint (bestd, 5);
printf ("\n");
}
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 < bman.fieldsize.x &&
dist[d].y >= 0 && dist[d].y < bman.fieldsize.y) {
if (bman.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 (bman.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 (bman.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 */
int
ai_checkpos (_player * pl, _point * pos)
{
_point _p;
_p.x = pl->pos.x & 255;
_p.y = pl->pos.y & 255;
pos->x = pl->pos.x >> 8;
pos->y = pl->pos.y >> 8;
if (_p.x > 128)
(pos->x)++;
if (_p.y > 128)
(pos->y)++;
return ((_p.x < 42 || _p.x > 213) && (_p.y < 42 || _p.y > 213));
};
/* 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;
};
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;
};
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 players)
{
int p;
int count;
_player *pl;
for (count = 0; count < players; count++) {
/* 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];
pl->state |= PSF_used + PSF_alife + PSF_playing;
player_set_gfx (pl, s_random (MAX_PLAYERS));
}
if (pl == NULL)
return;
}
};
void
single_playergame ()
{
int p;
/* delete player from the game */
for (p = 0; p < MAX_PLAYERS; p++)
bman.players[p].state = 0;
single_create_ai (7);
single_game_new ();
gfx_game_init ();
game_loop ();
gfx_game_shutdown ();
};
void
single_loop ()
{
int p;
_player *pl;
_point plpos;
int nearbomb = 0,
bestbdir,
i;
_airunaway rawdir;
for (p = 0; p < MAX_PLAYERS; p++)
if (p != bman.p_nr && PS_IS_alife (bman.players[p].state)) {
pl = &bman.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) != 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
// printf ("P%d,%d ", plpos.x, plpos.y);
rawdir = ai_runawayfrom (plpos, nearbomb, 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;
}
// printf (" d:%d m:%d\n", pl->d, pl->m);
}
}
player_ilness_loop (p);
move_player (p);
}
};