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bomberclone/src/game.c

403 lines
12 KiB

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