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403 lines
12 KiB
403 lines
12 KiB
/* $Id: game.c,v 1.45 2003/07/26 02:43:21 stpohle Exp $
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game.c - procedures for the game. */
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#include <string.h>
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#include <SDL.h>
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#include "bomberclone.h"
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#include "gfx.h"
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#include "network.h"
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#include "packets.h"
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#include "chat.h"
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extern int blitdb_nr,
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blitrects_nr;
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static Uint32 timediff,
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timediff1;
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void
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game_draw_info ()
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{
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int i,
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x,
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j;
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char text[255];
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char scrtext[255];
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SDL_Rect src,
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dest;
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if (bman.updatestatusbar) {
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redraw_logo (0, 0, gfx.res.x, (4.5 * 16));
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bman.updatestatusbar = 0;
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dest.x = dest.y = 0;
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dest.h = 4.5 *16;
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dest.w = gfx.res.x;
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gfx_blitupdaterectadd (&dest);
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bman.players_nr = 0;
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/* In Multiplayer mode draw Player names and
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count the players who are still alife. */
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for (x = 0, j = 0, i = 0; i < MAX_PLAYERS; i++)
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if ((bman.players[i].state & PSFM_used) != 0) {
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if (bman.players[i].gfx_nr != -1 && PS_IS_used (bman.players[i].state)) {
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src.x = 3 * bman.players[i].gfx->smal_size.x;
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src.y = 0;
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src.w = dest.w = bman.players[i].gfx->smal_size.x;
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src.h = dest.h = bman.players[i].gfx->smal_size.y;
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dest.x = x;
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dest.y = j - 4;
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SDL_BlitSurface (bman.players[i].gfx->smal_image, &src, gfx.screen, &dest);
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}
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sprintf (scrtext, "%10s:%2d", bman.players[i].name, bman.players[i].points);
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if (!PS_IS_alife (bman.players[i].state)) { // Player is dead
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if ((bman.players[i].state & PSF_used) != PSF_used)
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font_setcolor (128, 128, 128, 0);
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else
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font_setcolor (0, 0, 128, 0);
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}
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else { // players is alife
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font_setcolor (128, 128, 255, 0);
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bman.players_nr++;
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}
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font_draw (x, j, scrtext, 0);
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x = x + 170;
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if (x >= gfx.res.x - (120 + 170)) {
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x = 0;
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j = j + 1.5 * font[0].size.x;
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}
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}
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font_setcolor (255, 255, 255, 0);
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x = gfx.res.x - 120;
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sprintf (text, "Bombs: %2d", bman.players[bman.p_nr].bombs_n);
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font_draw (x, 0, text, 0);
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sprintf (text, "Range: %2d", bman.players[bman.p_nr].range);
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font_draw (x, 16, text, 0);
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sprintf (text, "Speed: %2d", bman.players[bman.p_nr].speed);
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font_draw (x, 32, text, 0);
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if (bman.players[bman.p_nr].special.type != 0) {
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dest.x = x - 32;
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dest.y = 16;
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dest.w = gfx.smal_special[bman.players[bman.p_nr].special.type - 1]->w;
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dest.h = gfx.smal_special[bman.players[bman.p_nr].special.type - 1]->h;
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SDL_BlitSurface (gfx.smal_special[bman.players[bman.p_nr].special.type - 1], NULL,
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gfx.screen, &dest);
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}
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if (bman.state == GS_ready && GT_MP_PTPM)
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font_draw (100, 32, "Press F4 to start the game", 0);
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else if (bman.state == GS_ready)
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font_draw (100, 32, "Waiting for the Server to Start", 0);
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}
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if (chat.visible == 0 && GT_MP_PTP)
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chat_show (4, 3 * 16, gfx.res.x - 4, gfx.offset.y);
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};
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void
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game_loop ()
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{
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SDL_Event event;
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Uint8 *keys;
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int done = 0;
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Uint32 timeloop1;
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int gameovertimeout = TIME_FACTOR * 5; // gameovertimeout
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unsigned char key_bomb = 0; // last state of the bomb key
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gfx_blitupdaterectclear ();
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draw_logo ();
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draw_field ();
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if (GT_MP_PTP)
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net_game_fillsockaddr ();
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SDL_Flip (gfx.screen);
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bman.updatestatusbar = 1; // force an update
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timestamp = SDL_GetTicks (); // needed for time sync.
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d_gamedetail ("GAME START");
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draw_players ();
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while (!done && (bman.state == GS_running || bman.state == GS_ready)) {
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if (SDL_PollEvent (&event) != 0)
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switch (event.type) {
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case (SDL_QUIT):
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done = 1;
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bman.state = GS_quit;
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}
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/* keyboard handling */
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keys = SDL_GetKeyState (NULL);
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/* only do movements if we're alife and GS_running */
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if ((bman.players[bman.p_nr].state & PSFM_alife) == PSFM_alife && bman.state == GS_running) {
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if (keys[SDLK_UP]) {
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bman.players[bman.p_nr].d = up;
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bman.players[bman.p_nr].m = 1;
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}
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if (keys[SDLK_DOWN]) {
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bman.players[bman.p_nr].d = down;
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bman.players[bman.p_nr].m = 1;
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}
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if (keys[SDLK_RIGHT]) {
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bman.players[bman.p_nr].d = right;
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bman.players[bman.p_nr].m = 1;
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}
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if (keys[SDLK_LEFT]) {
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bman.players[bman.p_nr].d = left;
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bman.players[bman.p_nr].m = 1;
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}
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if (keys[SDLK_LCTRL] || keys[SDLK_RCTRL]) {
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if (key_bomb == 0)
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player_drop_bomb (bman.p_nr);
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key_bomb = 1;
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}
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else
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key_bomb = 0;
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if ((keys[SDLK_LSHIFT] || keys[SDLK_RSHIFT]) && bman.players[bman.p_nr].special.type) {
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special_use (bman.p_nr);
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}
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}
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else if (GT_MP_PTPM && keys[SDLK_F4] && event.type == SDL_KEYDOWN) {
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/* Server is starting the game */
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bman.state = GS_running;
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net_send_servermode ();
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bman.updatestatusbar = 1; // force an update
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}
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if (event.key.keysym.sym == SDLK_ESCAPE && event.type == SDL_KEYDOWN) {
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bman.state = GS_startup;
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done = 1;
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}
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chat_loop (&event);
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restore_players_screen ();
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dead_playerani ();
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player_ilness_loop (bman.p_nr);
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special_loop ();
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if ((bman.players[bman.p_nr].state & PSFM_alife) == PSFM_alife)
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move_player (bman.p_nr);
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if (GT_MP_PTP)
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player_calcpos ();
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if (bman.gametype != GT_single)
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network_loop ();
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else
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single_loop ();
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/* this will even set the variable "bman.player_nr"
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to let us know how much Players are still left */
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bomb_loop ();
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field_animation ();
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draw_players ();
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game_draw_info ();
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/* check if there is only one player left and the game is in multiplayer mode
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and if there the last dieing animation is done */
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if ((bman.players_nr < 2
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&& (GT_MP_PTP || (bman.gametype == GT_single && bman.ai_players > 0)))
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|| (bman.gametype == GT_single && bman.ai_players == 0 && bman.players_nr < 1))
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gameovertimeout--;
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if (gameovertimeout <= 0) {
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d_printf ("GAME: Game Over 'Cause only one or none anymore alife\n");
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done = 1;
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}
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stonelist_draw ();
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gfx_blitdraw ();
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// calculate time sync.
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timeloop1 = SDL_GetTicks ();
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timediff = timeloop1 - timestamp; // only for debugging needed
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while (timeloop1 - timestamp >= 0 && timeloop1 - timestamp < 20) {
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s_delay (20 - (timeloop1 - timestamp) - 1);
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timeloop1 = SDL_GetTicks ();
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}
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timediff1 = timeloop1 - timestamp;
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timestamp = timeloop1;
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}
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chat_show (-1, -1, -1, -1);
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d_gamedetail ("GAME END");
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d_printf ("done = %d\n", done);
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};
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/* check which player won and unload all data */
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void
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game_end ()
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{
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int i;
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gfx_free_players ();
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tileset_free ();
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snd_free ();
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/* count the points */
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for (i = 0; i < MAX_PLAYERS; i++)
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if (PS_IS_used (bman.players[i].state)) {
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if (PS_IS_alife (bman.players[i].state)) {
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bman.lastwinner = i;
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bman.players[i].wins++;
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bman.players[i].points += bman.players_nr_s;
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}
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}
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if (!GT_MP_PTP)
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game_showresult ();
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/* check which player is now free,i.e. disconnected during the game and was playing */
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for (i = 0; i < MAX_PLAYERS; i++)
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if ((bman.players[i].state & PSF_used) == 0)
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bman.players[i].state = 0;
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}
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/* load the images with the right scaleing */
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void
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game_start ()
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{
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menu_displaytext ("Loading..", "Please Wait", 32, 128, 32);
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tileset_load (map.tileset);
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gfx_load_players (gfx.block.x, gfx.block.y);
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snd_load (map.tileset);
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};
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/* shor result of the game */
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void game_showresult () {
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SDL_Rect dest,
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src;
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char text[255];
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SDL_Event event;
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Uint8 *keys;
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int done = 0, keypressed = 0, x, y, i, p;
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menu_displaytext ("Loading..", "Please Wait", 32, 128, 32);
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dest.x = dest.y = 0;
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dest.w = gfx.res.x;
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dest.h = gfx.res.y;
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gfx_load_players (64, 64);
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draw_logo ();
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strcpy (text, "Game Result");
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x = (gfx.res.x - (font[2].size.x * strlen (text)) - 64) / 2;
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y = 0;
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font_setcolor (128, 128, 0, 2);
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font_drawbold (x, y, text, 2, 2);
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font_setcolor (255, 255, 128, 2);
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font_draw (x, y, text, 2);
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y += font[2].size.x;
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for (i = 0, p = 0; p < MAX_PLAYERS; p++)
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if (PS_IS_alife (bman.players[p].state))
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i++;
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if (i == 1)
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strcpy (text, "Game Over");
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else
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strcpy (text, "Draw Game");
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x = (gfx.res.x - (font[2].size.x * strlen (text)) - 64) / 2;
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font_setcolor (128, 128, 0, 2);
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font_drawbold (x, y, text, 2, 2);
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font_setcolor (255, 255, 128, 2);
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font_draw (x, y, text, 2);
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y += font[2].size.x + 8;
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strcpy (text, "Hit [CTRL], [RETURN] or [STRG]");
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x = (gfx.res.x - (font[1].size.x * strlen (text)) - 64) / 2;
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font_setcolor (128, 128, 0, 1);
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font_drawbold (x, gfx.res.y - font[1].size.y - 2, text, 1, 1);
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font_setcolor (255, 255, 128, 1);
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font_draw (x, gfx.res.y - font[1].size.y - 2, text, 1);
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for (i = 1, p = 0; p < MAX_PLAYERS; p++) {
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if (PS_IS_used (bman.players[p].state)) {
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if (!i) {
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i = 1;
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x = (gfx.res.x / 2) + 16;
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}
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else if (i) {
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i = 0;
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y = y + 80;
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x = 16;
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}
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font_setcolor (128, 128, 128, 0);
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font_drawbold (x + 80, y + 4, bman.players[p].name, 0, 2);
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if (PS_IS_alife (bman.players[p].state))
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font_setcolor (255, 255, 0, 0);
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else
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font_setcolor (196, 196, 196, 0);
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font_draw (x + 80, y + 4, bman.players[p].name, 0);
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sprintf (text, "%3d", bman.players[p].wins);
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font_draw (x + 80 + (LEN_PLAYERNAME+2) * font[0].size.x, y + 4, text, 0);
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sprintf (text, "%3d", bman.players[p].points);
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font_draw (x + 80 + (LEN_PLAYERNAME+5) * font[0].size.x, y + 4, text, 0);
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dest.x = x;
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dest.y = y;
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src.w = dest.w = bman.players[p].gfx->ani.w;
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src.h = dest.h = bman.players[p].gfx->ani.h;
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src.x = bman.players[p].gfx->ani.w * down;
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src.y = 0;
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}
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}
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gfx_blitdraw ();
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SDL_Flip (gfx.screen);
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gfx_free_players ();
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while (!done) {
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/* do the keyboard handling */
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if (SDL_PollEvent (&event) != 0)
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switch (event.type) {
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case (SDL_QUIT):
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bman.state = GS_quit;
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bman.p_nr = -1;
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done = 1;
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}
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keys = SDL_GetKeyState (NULL);
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if (keys[SDLK_ESCAPE] && event.type == SDL_KEYDOWN) {
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/* we want to quit */
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done = 1;
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bman.p_nr = -1;
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keypressed = 1;
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bman.state = GS_startup;
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}
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if ((keys[SDLK_RETURN] || keys[SDLK_LCTRL] || keys[SDLK_RCTRL]) && (!keypressed) && (event.type = SDL_KEYDOWN)) {
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done = 1;
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keypressed = 1;
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}
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if (event.type == SDL_KEYUP)
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keypressed = 0;
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else if (event.type == SDL_KEYDOWN)
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keypressed = 1;
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s_delay (25);
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}
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};
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