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bomberclone/src/special.c

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9.3 KiB

/* $Id: special.c,v 1.36 2004/10/18 18:27:20 stpohle Exp $ */
/* special.c - procedues to control the specials */
#include "bomberclone.h"
#include "basic.h"
#include "player.h"
#include "bomb.h"
void
special_trigger (int p_nr)
{
int i,
z = 0,
ex_nr = bman.last_ex_nr;
_player *p = &players[p_nr];
// all triggered bombs will explode
for (i = 0; i < MAX_BOMBS; i++)
if (p->bombs[i].state == BS_trigger) {
p->bombs[i].ex_nr = ex_nr + 5; // we take the next 5 number to be shure
bomb_explode (&p->bombs[i], 0); // no other explosion interfear with it.
z++; // count the bombs which will explode
}
if ((p_nr == bman.p_nr || p_nr == bman.p2_nr) && GT_MP && z)
net_game_send_special (p_nr, ex_nr, p->special.type);
if (z) {
bman.last_ex_nr = ex_nr + 6;
p->special.numuse--;
if (!p->special.numuse)
special_clear (p_nr);
}
}
void
special_row (int p_nr)
{
_bomb *b = NULL;
_player *p = &players[p_nr];
int x = (int) p->pos.x,
y = (int) p->pos.y,
dx = 0,
dy = 0,
t = 0,
i;
dx = dir_change[p->d].x;
dy = dir_change[p->d].y;
x += dx;
y += dy;
while (map.bfield[x][y]) {
x += dx;
y += dy;
/* add one time tick to each bomb found to ensure that the explosion is infacted by the previous bomb
otherwise powerups will disappear due to explosion of previous bomb */
t++;
}
if (map.field[x][y].type == FT_nothing) {
for (i = 0; ((i < p->bombs_n) && (p->bombs[i].state != BS_off)); i++);
if (i < p->bombs_n) {
b = &p->bombs[i];
b->state = BS_ticking;
b->r = p->range;
b->ex_nr = -1;
b->pos.x = x;
b->pos.y = y;
b->to = bman.bomb_tickingtime + t; // 5 Secs * 200
map.bfield[x][y] = 1;
if (GT_MP) {
net_game_send_bomb (p_nr, i);
if (GT_MP_PTPS)
b->to = b->to + 2 * RESENDCACHE_RETRY;
}
}
}
}
void
special_liquidmoved (int p_nr)
{
_bomb *b = NULL;
_player *p = &players[p_nr];
_point bombs[MAX_PLAYERS * MAX_BOMBS];
int x = (int) p->pos.x,
y = (int) p->pos.y,
dx = 0,
dy = 0,
x1,
y1,
i;
if ((CUTINT (p->pos.x) != 0.0f) || (CUTINT (p->pos.y) != 0.0f))
return;
dx = dir_change[p->d].x;
dy = dir_change[p->d].y;
// check that player is beside a bomb
if (!map.bfield[x][y])
return;
x1 = x + dx;
y1 = y + dy;
// check the field behind the bomb
if (map.bfield[x1][y1]
|| (map.field[x1][y1].type != FT_nothing && map.field[x1][y1].type != FT_tunnel))
return;
get_bomb_on ((float) x, (float) y, bombs);
// move all bombs on that field (there should be only 1)
for (i = 0; (bombs[i].x != -1) && (i < MAX_PLAYERS * MAX_BOMBS); i++) {
b = &players[bombs[i].x].bombs[bombs[i].y];
if (b->state != BS_exploding) {
b->dest.x = dx;
b->dest.y = dy;
b->speed = p->speed;
if (p->special.type == SP_liquid)
b->mode = BM_liquid;
else
b->mode = BM_moving;
map.bfield[x][y] = 0;
map.bfield[x1][y1] = 1;
stonelist_add (x, y);
if (GT_MP) {
net_game_send_bomb (bombs[i].x, bombs[i].y);
}
}
}
};
void
special_push (int p_nr)
{
_bomb *b = NULL;
_player *p = &players[p_nr];
_point bombs[MAX_PLAYERS * MAX_BOMBS];
int x = (int) p->pos.x,
y = (int) p->pos.y,
dx = 0,
dy = 0,
x1,
y1,
i;
if ((CUTINT (p->pos.x) != 0.0f) || (CUTINT (p->pos.y) != 0.0f))
return;
dx = dir_change[p->d].x;
dy = dir_change[p->d].y;
x += dx;
y += dy;
// check that player is beside a bomb
if (!map.bfield[x][y])
return;
x1 = x + dx;
y1 = y + dy;
// check the field behind the bomb
if (map.bfield[x1][y1]
|| (map.field[x1][y1].type != FT_nothing && map.field[x1][y1].type != FT_tunnel))
return;
get_bomb_on (x, y, bombs);
// move all bombs on that field (there should be only 1)
for (i = 0; bombs[i].x != -1; i++) {
b = &players[bombs[i].x].bombs[bombs[i].y];
if (b->state != BS_exploding) {
b->dest.x = dx;
b->dest.y = dy;
b->speed = p->speed;
b->mode = BM_pushed;
map.bfield[x][y] = 0;
map.bfield[x1][y1] = 1;
stonelist_add (x, y);
if (GT_MP) {
net_game_send_bomb (bombs[i].x, bombs[i].y);
}
}
}
}
void
special_kick (int p_nr)
{
_bomb *b = NULL;
_player *p = &players[p_nr];
_point bombs[MAX_PLAYERS * MAX_BOMBS];
int x = (int) p->pos.x,
y = (int) p->pos.y,
dx = 0,
dy = 0,
x1,
y1,
i = 20,
r;
if ((CUTINT (p->pos.x) != 0.0f) || (CUTINT (p->pos.y) != 0.0f))
return;
dx = dir_change[p->d].x;
dy = dir_change[p->d].y;
x += dx;
y += dy;
// check that player is beside a bomb
if (!map.bfield[x][y])
return;
/* calculate a new destination for the bomb
(the new dest has to be in the direction of that bomb
with max angle of 45 degree and distance SPECIAL_KICK_MAXDIST
if the bomb kickt to the border of maze, nothing happens.)
*/
do {
i--;
r = s_random (SPECIAL_KICK_MAXDIST) + 1;
if (dx != 0) {
x1 = x + dx * r;
y1 = y + s_random (r * 2 + 1) - r;
}
else {
y1 = y + dy * r;
x1 = x + s_random (r * 2 + 1) - r;
}
// check if within maze
if ((x1 >= 0) && (x1 < map.size.x) && (y1 >= 0) && (y1 < map.size.y)) {
// check that field is emty
if (!map.bfield[x1][y1]
&& (map.field[x1][y1].type == FT_nothing || map.field[x1][y1].type == FT_tunnel)) {
// move bomb to new destination
get_bomb_on (x, y, bombs);
for (i = 0; bombs[i].x != -1; i++) {
b = &players[bombs[i].x].bombs[bombs[i].y];
if (b->state != BS_exploding) {
b->dest.x = x;
b->dest.y = y;
b->speed = 88; //ca (3*pi)*(3*pi)
b->mode = BM_kicked;
b->pos.x = x1;
b->pos.y = y1;
map.bfield[x][y] = 0;
map.bfield[x1][y1] = 1;
stonelist_add (x, y);
if (GT_MP) {
net_game_send_bomb (bombs[i].x, bombs[i].y);
}
}
}
i = 0;
}
}
} while (i > 0);
}
void
special_pickup (int p_nr, int s_nr)
{
_special *s = &players[p_nr].special;
if (s->type != s_nr)
special_clear (p_nr);
s->to = 0;
s->numuse = 0;
s->type = s_nr;
switch (s_nr) {
case SP_trigger:
s->numuse = SPECIAL_TRIGGER_NUMUSE;
s->to = SPECIAL_TRIGGER_TIME;
break;
case SP_row:
s->to = SPECIAL_ROW_TIME;
break;
case SP_push:
case SP_moved:
case SP_liquid:
s->to = SPECIAL_PUSH_TIME;
break;
case SP_kick:
s->to = SPECIAL_KICK_TIME;
break;
}
bman.updatestatusbar = 1;
}
void
special_clear (int p_nr)
{
if (players[p_nr].special.type == SP_trigger) {
_bomb *bomb;
int i;
/* put all bombs to normal and if the timeout is higher as usual
set it to normal */
for (i = 0; i < MAX_BOMBS; i++) {
bomb = &players[p_nr].bombs[i];
if (bomb->state == BS_trigger) {
bomb->state = BS_ticking;
if (bomb->to > bman.bomb_tickingtime)
bomb->to = bman.bomb_tickingtime;
}
}
}
players[p_nr].special.type = 0;
bman.updatestatusbar = 1;
if (bman.p_nr == p_nr || bman.p2_nr == p_nr)
net_game_send_special (p_nr, -1, SP_clear);
}
void
special_loop ()
{
_special *s;
int p_nr;
for (p_nr = 0; p_nr < MAX_PLAYERS; p_nr++) {
s = &players[p_nr].special;
if (s->use) {
switch (s->type) {
case SP_trigger:
special_trigger (p_nr);
break;
case SP_row:
if (players[p_nr].m)
special_row (p_nr);
break;
case SP_push:
if (players[p_nr].m)
special_push (p_nr);
break;
case SP_liquid:
case SP_moved:
if (players[p_nr].m)
special_liquidmoved (p_nr);
break;
case SP_kick:
if (players[p_nr].m)
special_kick (p_nr);
break;
}
s->use = 0;
}
if (s->type && (s->to > 0.0f)) {
s->to -= timediff;
if (s->to <= 0.0f)
special_clear (p_nr);
}
}
}
void
special_use (int p_nr)
{
players[p_nr].special.use = 1;
}