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bomberclone/src/single.c

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1.4 KiB

/* $Id: single.c,v 1.3 2003/05/04 19:23:00 ob1kenewb Exp $ */
/* single player */
#include "basic.h"
#include "bomberclone.h"
void
single_game_new (int ai_players)
{
int p,
i;
// set players on field 1,1
for (p = 0; p < MAX_PLAYERS; p++) {
bman.players[p].pos.x = 1 << 8;
bman.players[p].pos.y = 1 << 8;
bman.players[p].state = 0;
// reset bombs
bman.players[p].bombs_n = START_BOMBS;
bman.players[p].range = START_RANGE;
bman.players[p].speed = START_SPEED;
for (i = 0; i < MAX_BOMBS; i++) {
bman.players[p].bombs[i].state = BS_off;
bman.players[p].bombs[i].ex_nr = -1;
}
for (i = 0; i < PI_max; i++)
bman.players[p].ill[i].to = 0;
bman.players[p].frame = 0;
bman.players[p].frameto = 0;
bman.players[p].d = 0;
}
bman.p_nr = 0;
bman.players[bman.p_nr].state = PSFM_alife;
player_set_gfx (&bman.players[bman.p_nr], 0);
bman.last_ex_nr = 1;
field_new (bman.fieldpath);
bman.players_nr_s = 1;
bman.players_nr = 1;
bman.gametype = GT_single;
bman.state = GS_running;
};
void single_loop () {
};
void single_create_ai () {
int p;
_player *pl;
/* find free players */
for (pl = NULL, p = 0; (pl == NULL && p < MAX_PLAYERS); p++)
if (!(PS_IS_used (bman.players[p].state)))
pl = &bman.players[p];
if (pl == NULL)
return;
};