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696 lines
18 KiB
696 lines
18 KiB
/* $Id: single.c,v 1.26 2003/05/29 20:49:53 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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void
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single_game_new ()
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{
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int p,
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i;
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bman.players_nr_s = 1;
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bman.players_nr = 1;
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// set players variables
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for (p = 0; p < MAX_PLAYERS; p++) {
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bman.players[p].pos.x = -1;
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bman.players[p].pos.y = -1;
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if (PS_IS_used (bman.players[p].state)) {
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bman.players_nr_s++;
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bman.players_nr++;
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bman.players[p].state = PSF_used + PSF_alife + PSF_playing;
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}
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else
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bman.players[p].state = 0;
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// reset bombs
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bman.players[p].bombs_n = START_BOMBS;
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bman.players[p].range = START_RANGE;
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bman.players[p].speed = START_SPEED;
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bman.players[p].special = SP_nothing;
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bman.updatestatusbar = 1;
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for (i = 0; i < MAX_BOMBS; i++) {
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bman.players[p].bombs[i].state = BS_off;
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bman.players[p].bombs[i].ex_nr = -1;
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}
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for (i = 0; i < PI_max; i++)
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bman.players[p].ill[i].to = 0;
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bman.players[p].frame = 0;
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bman.players[p].frameto = 0;
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bman.players[p].d = 0;
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}
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for (bman.p_nr = -1, p = 0; (bman.p_nr == -1 && p < MAX_PLAYERS); p++)
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if (!(PS_IS_used (bman.players[p].state)))
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bman.p_nr = p;
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if (bman.p_nr >= MAX_PLAYERS) {
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printf ("ERROR in function (single_game_new): couldn't find any free player\n");
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exit (1);
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}
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bman.players[bman.p_nr].state = PSFM_alife;
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player_set_gfx (&bman.players[bman.p_nr], 5);
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bman.last_ex_nr = 1;
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init_map_tileset ();
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bman.gametype = GT_single;
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bman.state = GS_running;
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};
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int
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ai_checkfield (int x, int y)
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{
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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);
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}
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/* give the run away direction */
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int
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ai_easyrunaway (_point p)
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{
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int i,
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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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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 >= bman.fieldsize.x - 1
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|| pos[i].y >= bman.fieldsize.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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}
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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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*/
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_airunaway
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ai_runawayfrom (_point p, int nearbomb, 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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_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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/* if (!norecursive) {
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printf ("%d,%d NB:", p.x, p.y);
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d_bitprint (nearbomb, 5);
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d_bitprint (res.dir, 4);
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}
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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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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 >= bman.fieldsize.x - 1
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|| pos[i].y >= bman.fieldsize.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, 1).dir;
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_i = ai_invertdir (i);
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if (tdir != (1 << _i)) { // usefull direction
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// printf ("B%d ", i);
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res.dir |= (1 << i); // add this one
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}
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else {
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// printf ("-%d ", i);
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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 (!norecursive) printf ("pts:%d|%d ", bdirpoints, res.bestdir);
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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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}
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}
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}
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}
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/* if (!norecursive) {
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d_bitprint (res.dir, 4);
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printf ("%d ] ", res.bestdir);
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} else {
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printf ("(%d,%d NB ", p.x, p.y);
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d_bitprint (nearbomb, 5);
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d_bitprint (res.dir, 4);
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printf (")");
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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 (bman.field[pos.x][pos.y].type != FT_block && bman.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; (r < range && bman.field[p.x][p.y].type == FT_nothing); 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 (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))
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points++;
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if (bman.field[p.x][p.y].type == FT_shoe || bman.field[p.x][p.y].type == FT_bomb ||
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bman.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) == 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 < bman.fieldsize.x - 1
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&& p[d].y < bman.fieldsize.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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// d_printf ("ai_bestbombdir (%d,%d) [%d, %d, %d, %d, %d]\n", pos.x, pos.y, points[0],
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// points[1], points[2], points[3], points[4]);
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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 < bman.fieldsize.x &&
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dist[d].y >= 0 && dist[d].y < bman.fieldsize.y) {
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if (bman.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 (bman.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 (bman.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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/* 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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int
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ai_checkpos (_player * pl, _point * pos)
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{
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_point _p;
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_p.x = pl->pos.x & 255;
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_p.y = pl->pos.y & 255;
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pos->x = pl->pos.x >> 8;
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pos->y = pl->pos.y >> 8;
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if (_p.x > 128)
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(pos->x)++;
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if (_p.y > 128)
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(pos->y)++;
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return ((_p.x < 42 || _p.x > 213) && (_p.y < 42 || _p.y > 213));
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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)
|
|
&& (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);
|
|
}
|
|
};
|