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737 lines
18 KiB
737 lines
18 KiB
/* player.c - everything what have to do with the player */
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#include <SDL.h>
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#include "bomberclone.h"
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#include "network.h"
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#include "sound.h"
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void
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draw_player (_player * player)
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{
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SDL_Rect src,
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dest;
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int i;
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dest.w = src.w = player->gfx->size.x;
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dest.h = src.h = player->gfx->size.y;
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dest.x =
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gfx.offset.x + player->gfx->offset.x + (player->pos.x >> 8) * gfx.block.x +
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gfx.postab[player->pos.x & 255];
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dest.y =
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gfx.offset.y + player->gfx->offset.y + (player->pos.y >> 8) * gfx.block.y +
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gfx.postab[player->pos.y & 255];
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src.x = player->d * player->gfx->size.x;
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src.y = player->frame * player->gfx->size.y;
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SDL_BlitSurface (player->gfx->ani.image, &src, gfx.screen, &dest);
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/* if the player is ill, draw this image above him */
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if (PS_IS_alife (player->state)) {
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for (i = PI_max - 1; (i >= 0) && (player->ill[i].to == 0); i--);
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if (i >= 0) {
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dest.w = src.w = gfx.block.x * 2;
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dest.h = src.h = gfx.block.y * 2;
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src.x = 0;
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src.y = (2 * gfx.block.y) * player->illframe;
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dest.x =
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(-(gfx.block.x >> 1)) + gfx.offset.x + (player->pos.x >> 8) * gfx.block.x +
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gfx.postab[player->pos.x & 255];
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dest.y =
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gfx.offset.y + ((player->pos.y >> 8) - 1) * gfx.block.y +
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gfx.postab[player->pos.y & 255];
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SDL_BlitSurface (gfx.ill.image, &src, gfx.screen, &dest);
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}
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}
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gfx_AddUpdateRect (dest.x, dest.y, dest.w, dest.h);
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player->old = player->pos; // save this position
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};
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void
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restore_players_screen ()
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{
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int i,
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x,
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xs,
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xe,
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y,
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ys,
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ye;
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for (i = 0; i < MAX_PLAYERS; i++)
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if ((PS_IS_used (bman.players[i].state)) && bman.players[i].old.x != -1) {
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if ((bman.players[i].old.x & 0xFF) > 128) {
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x = (bman.players[i].old.x >> 8);
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xe = (bman.players[i].old.x >> 8) + 2;
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}
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else {
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x = (bman.players[i].old.x >> 8) - 1;
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xe = (bman.players[i].old.x >> 8) + 1;
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}
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if (x < 0)
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x = 0;
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if (xe >= bman.fieldsize.x)
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xe = bman.fieldsize.x - 1;
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ys = (bman.players[i].old.y >> 8) - 1;
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ye = (bman.players[i].old.y >> 8) + 1;
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if (ys < 0)
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ys = 0;
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if (ye >= bman.fieldsize.y)
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ye = bman.fieldsize.y - 1;
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xs = x;
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for (; x <= xe; x++)
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for (y = ys; y <= ye; y++)
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draw_stone (x, y);
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gfx_AddUpdateRect (xs * gfx.block.x + gfx.offset.x, ys * gfx.block.y + gfx.offset.y,
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gfx.block.x * 3, gfx.block.y * 3);
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}
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};
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void
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player_check_powerup (int p_nr)
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{
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_player *p = &bman.players[p_nr];
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int fx = p->pos.x >> 8;
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int fy = p->pos.y >> 8;
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int _x = p->pos.x & 255;
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int _y = p->pos.y & 255;
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int ft,
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i;
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if (PS_IS_netplayer (p->state))
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return;
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/* Get the right field position */
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if (_x > 128)
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fx = fx + 1;
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if (_y > 128)
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fy = fy + 1;
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ft = bman.field[fx][fy].type;
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/* we found a mixed powerup */
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if (ft == FT_mixed) {
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i = s_random (6);
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switch (i) {
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case 0:
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ft = FT_bomb;
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break;
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case 1:
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ft = FT_fire;
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break;
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case 2:
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ft = FT_shoe;
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break;
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case 3:
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case 4:
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case 5:
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ft = FT_death;
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break;
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}
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}
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switch (ft) {
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/* we found a bomb powerup */
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case FT_bomb:
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if (p->bombs_n < MAX_BOMBS && p->ill[PI_nobomb].to <= 0) {
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p->bombs_n++;
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bman.updatestatusbar = 1;
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}
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field_clear (fx, fy);
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break;
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/* we found a fire powerup */
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case FT_fire:
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if (p->range < MAX_RANGE && p->ill[PI_range].to <= 0) {
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p->range++;
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bman.updatestatusbar = 1;
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}
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field_clear (fx, fy);
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break;
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/* we found a shoe powerup */
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case FT_shoe:
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if (p->speed < MAX_SPEED && p->ill[PI_slow].to <= 0) {
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p->speed *= SPEEDMUL;
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bman.updatestatusbar = 1;
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}
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field_clear (fx, fy);
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break;
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/* we found a death ?powerup? */
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case FT_death:
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player_set_ilness (p, -1);
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bman.updatestatusbar = 1;
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if (bman.gametype != GT_single)
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net_game_send_ill (bman.p_nr);
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field_clear (fx, fy);
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break;
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/* we found a special */
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case FT_sp_trigger:
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case FT_sp_row:
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case FT_sp_push:
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case FT_sp_kick:
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special_pickup(p_nr,ft-FT_sp_trigger+1);
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bman.updatestatusbar = 1;
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field_clear (fx, fy);
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break;
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}
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};
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/*
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check the givin field. if we are able to move on it
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fx,fy = position on the field
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*/
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int
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check_field (short int fx, short int fy, _player * p)
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{
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_point bombs[MAX_PLAYERS * MAX_BOMBS];
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int res = 0;
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if (bman.field[fx][fy].type != FT_stone && bman.field[fx][fy].type != FT_block)
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res = 1;
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get_bomb_on (fx, fy, bombs);
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if (bombs[0].x != -1)
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res = 0;
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return res;
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}
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int
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stepmove_player (int pl_nr)
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{
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_player *p = &bman.players[pl_nr];
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int _x,
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_y,
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dx = 0,
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dy = 0,
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fx,
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fy,
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speed = 0;
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if (p->m == 1) {
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fx = p->pos.x >> 8;
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fy = p->pos.y >> 8;
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_x = p->pos.x & 255;
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_y = p->pos.y & 255;
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// do direction correction for going up/down
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if (_x > 0 && _x <= 128 && (p->d == up || p->d == down))
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p->d = left;
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if (_x > 128 && _x < 256 && (p->d == up || p->d == down))
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p->d = right;
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// do direction correction for left/right
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if (_y > 0 && _y <= 128 && (p->d == left || p->d == right))
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p->d = up;
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if (_y > 128 && _y < 256 && (p->d == left || p->d == right))
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p->d = down;
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/* get the pos to the next field */
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if (p->d == left)
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speed = _x;
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else if (p->d == right)
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speed = 256 - _x;
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else if (p->d == up)
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speed = _y;
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else
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speed = 256 - _y;
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if (speed > p->speed || speed == 0)
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speed = p->speed;
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// go left
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if (p->d == left && _y == 0 && ((_x == 0 && check_field (fx - 1, fy, p)) || (_x > 0)))
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dx = -speed;
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// go right
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if (p->d == right && _y == 0 && ((_x == 0 && check_field (fx + 1, fy, p)) || (_x > 0)))
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dx = speed;
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// go up
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if (p->d == up && _x == 0 && ((_y == 0 && check_field (fx, fy - 1, p)) || (_y > 0)))
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dy = -speed;
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// go down
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if (p->d == down && _x == 0 && ((_y == 0 && check_field (fx, fy + 1, p)) || (_y > 0)))
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dy = speed;
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p->pos.x = p->pos.x + dx;
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p->pos.y = p->pos.y + dy;
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player_check_powerup (pl_nr);
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}
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if (dx == 0 && dy == 0)
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return 0;
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return (p->speed - speed);
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};
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void
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move_player (int pl_nr)
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{
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int oldd,
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stepsleft,
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speed;
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_player *p = &bman.players[pl_nr];
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oldd = p->d;
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if (p->m) {
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player_animation (p);
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if ((stepsleft = stepmove_player (pl_nr)) > 0) {
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/* save the speed and go the rest of the step */
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p->d = oldd;
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speed = p->speed;
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p->speed = stepsleft;
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stepmove_player (pl_nr);
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p->speed = speed;
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}
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/* network packet send control - send data if it's time to send or if we need to */
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if (bman.gametype != GT_single)
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net_game_send_playermove (pl_nr, (p->old_m == 0));
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}
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/* the player just stopt moving so send data */
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if (bman.gametype != GT_single && p->m == 0 && p->old_m != 0)
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net_game_send_playermove (pl_nr, 1);
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p->old_m = p->m; // save the old state
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p->m = 0;
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};
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void
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player_drop_bomb (int pl_nr)
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{
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_player *player = &bman.players[pl_nr];
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_bomb *bomb = NULL;
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int i,
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_x,
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_y;
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_point bombs[MAX_PLAYERS * MAX_BOMBS];
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for (i = 0; ((i < player->bombs_n) && (player->bombs[i].state != BS_off)); i++);
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if (i < player->bombs_n && PS_IS_alife(player->state)) { // free bomb found
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// get the best position for the bomb.
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bomb = &player->bombs[i];
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bomb->pos.x = player->pos.x >> 8;
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bomb->pos.y = player->pos.y >> 8;
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_x = player->pos.x & 255;
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_y = player->pos.y & 255;
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if (_x > 0 && _x <= 128)
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_x = 0;
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else if (_x > 128) {
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bomb->pos.x += 1;
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_x = 0;
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}
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if (_y > 0 && _y <= 128)
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_y = 0;
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else if (_y > 12) {
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bomb->pos.y += 1;
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_y = 0;
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}
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get_bomb_on (bomb->pos.x, bomb->pos.y, bombs);
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if (bombs[0].x != -1) // is there already a bomb
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return;
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d_printf ("Player %d Dropped Bomb %d\n", pl_nr, i);
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bomb->r = player->range;
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if (player->special.type == SP_trigger) {
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bomb->state = BS_trigger;
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bomb->to = SPECIAL_TRIGGER_TIMEOUT * TIME_FACTOR; // 5 Secs * 200
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}
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else {
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bomb->state = BS_ticking;
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bomb->to = BOMB_TIMEOUT * TIME_FACTOR; // 5 Secs * 200
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}
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bomb->ex_nr = -1;
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bman.bfield[bomb->pos.x][bomb->pos.y] = 1;
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bomb->pos.x=bomb->pos.x << 8;
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bomb->pos.y=bomb->pos.y << 8;
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if (bman.gametype != GT_single) {
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net_game_send_bomb (pl_nr, i);
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if (GT_MP_PTPS)
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bomb->to = bomb->to + ((2 * RESENDCACHE_RETRY) / TIME_FACTOR);
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}
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snd_play (SND_bombdrop);
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}
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};
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/*
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check the field - 4 pixels from every side.. so it's not anymore that tricky to get
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away from bombs.. */
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void
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get_player_on (short int x, short int y, int pl_nr[])
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{
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int i,
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p;
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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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if (bman.players[p].pos.x - EXPLOSION_SAVE_DISTANCE > x - 256
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&& bman.players[p].pos.x + EXPLOSION_SAVE_DISTANCE < x + 256
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&& bman.players[p].pos.y - EXPLOSION_SAVE_DISTANCE > y - 256
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&& bman.players[p].pos.y + EXPLOSION_SAVE_DISTANCE < y + 256) {
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pl_nr[i] = p;
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i++;
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}
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}
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pl_nr[i] = -1;
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};
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void
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player_died (_player * player, signed char dead_by)
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{
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// player die !
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d_printf ("player_died (%10s)\n", player->name);
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bman.updatestatusbar = 1; // force an update
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if (PS_IS_alife (player->state) && dead_by >= 0 && dead_by < MAX_PLAYERS)
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if (bman.p_nr != dead_by)
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bman.players[dead_by].points++;
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player->state &= (0xFF - PSF_alife);
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player->dead_by = dead_by;
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if (GT_MP_PTP)
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net_game_send_player (bman.p_nr);
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snd_play (SND_dead);
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};
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void
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draw_players ()
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{
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int p;
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for (p = 0; p < MAX_PLAYERS; p++) {
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if (PS_IS_playing (bman.players[p].state))
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draw_player (&bman.players[p]);
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}
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};
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void
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player_animation (_player * player)
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{
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if (player->gfx == NULL)
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return;
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if (player->frame < player->gfx->ani.frames
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&& (player->frameto <= 0 || player->frameto > ANI_PLAYERTIMEOUT)) {
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player->frameto = ANI_PLAYERTIMEOUT;
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player->frame++;
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}
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if (player->frame >= player->gfx->ani.frames && PS_IS_alife (player->state))
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player->frame = 0;
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if (player->frameto > 0)
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player->frameto--;
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};
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int
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dead_playerani ()
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{
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int i,
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b = 0;
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for (i = 0; i < MAX_PLAYERS; i++)
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if (PS_IS_dead (bman.players[i].state)) {
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player_animation (&bman.players[i]);
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b++;
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}
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return b;
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};
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void
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player_calcstep (_player * pl)
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{
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_point d;
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int fx,
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fy;
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player_animation (pl);
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fx = pl->pos.x >> 8;
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fy = pl->pos.y >> 8;
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if (bman.field[fx][fy].type != FT_block && bman.field[fx][fy].type != FT_stone) {
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d.x = 0;
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d.y = 0;
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if (pl->d == left)
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d.x = -16;
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else if (pl->d == right)
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d.x = 16;
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else if (pl->d == up)
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d.y = -16;
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else if (pl->d == down)
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d.y = 16;
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pl->pos.x += d.x;
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pl->pos.y += d.y;
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}
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};
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/*
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calc the position on the screen for moving network players
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*/
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void
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player_calcpos ()
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{
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_player *pl;
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int oldm,
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oldd,
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p;
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for (p = 0; p < MAX_PLAYERS; p++) {
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pl = &bman.players[p];
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if (PS_IS_netplayer (pl->state) && PS_IS_alife (pl->state) && pl->m != 0) {
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if (pl->speeddat == 0 || pl->speed == 1 || pl->speed == 3)
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pl->speeddat = 1;
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else
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pl->speeddat = 0;
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oldm = pl->m;
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oldd = pl->d;
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if (pl->speed > 1)
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stepmove_player (p);
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if (pl->speeddat) {
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pl->m = oldm;
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|
pl->d = oldd;
|
|
player_calcstep (pl);
|
|
}
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
|
|
void
|
|
player_ilness_loop (int pl_nr)
|
|
{
|
|
_player *p;
|
|
int type,
|
|
pnr,
|
|
i,
|
|
tmp,
|
|
send;
|
|
int pl[MAX_PLAYERS + 1];
|
|
|
|
/* do the illness for the network players */
|
|
if (GT_MP_PTP) {
|
|
for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
|
|
if (pnr != pl_nr && PS_IS_alife (bman.players[pnr].state)) {
|
|
p = &bman.players[pnr];
|
|
for (type = 0; type < PI_max; type++)
|
|
if (p->ill[type].to > 0) {
|
|
p->ill[type].to--;
|
|
p->illframeto--;
|
|
if (p->illframeto <= 0 || p->illframeto > ANI_PLAYERILLTIMEOUT) {
|
|
p->illframeto = ANI_PLAYERILLTIMEOUT;
|
|
p->illframe++;
|
|
if (p->illframe < 0 || p->illframe >= gfx.ill.frames)
|
|
p->illframe = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/* check if we have contact with an other ill player */
|
|
p = &bman.players[pl_nr];
|
|
|
|
get_player_on (p->pos.x, p->pos.y, pl);
|
|
for (i = 0; (pl[i] != -1 && i < MAX_PLAYERS); i++)
|
|
if (pl[i] != pl_nr) {
|
|
send = 0;
|
|
for (type = 0; type < PI_max; type++) {
|
|
if (bman.players[pl[i]].ill[type].to > p->ill[type].to) {
|
|
tmp = p->ill[type].to;
|
|
player_set_ilness (p, type);
|
|
p->ill[type].to = bman.players[pl[i]].ill[type].to;
|
|
if (tmp <= 0)
|
|
send = 1;
|
|
}
|
|
}
|
|
if (send != 0 && GT_MP_PTP)
|
|
net_game_send_ill (pl_nr);
|
|
}
|
|
|
|
/* do the illness for the givin player */
|
|
for (type = 0; type < PI_max; type++)
|
|
if (p->ill[type].to > 0) {
|
|
p->ill[type].to--;
|
|
if (p->ill[type].to == 0)
|
|
player_clear_ilness (p, type);
|
|
else {
|
|
p->illframeto--;
|
|
if (p->illframeto <= 0 || p->illframeto > ANI_PLAYERILLTIMEOUT) {
|
|
p->illframeto = ANI_PLAYERILLTIMEOUT;
|
|
p->illframe++;
|
|
if (p->illframe < 0 || p->illframe >= gfx.ill.frames)
|
|
p->illframe = 0;
|
|
}
|
|
|
|
if (type == PI_keys) {
|
|
/* switch direction for player key illness */
|
|
if (p->m > 0)
|
|
switch (p->d) {
|
|
case (left):
|
|
p->d = right;
|
|
break;
|
|
case (right):
|
|
p->d = left;
|
|
break;
|
|
case (up):
|
|
p->d = down;
|
|
break;
|
|
case (down):
|
|
p->d = up;
|
|
break;
|
|
}
|
|
}
|
|
else if (type == PI_bomb)
|
|
/* player is dropping bombs */
|
|
player_drop_bomb (pl_nr);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/* player picked up the death powerup, add timeout for
|
|
this illness to the maybe excisting timeout */
|
|
void
|
|
player_set_ilness (_player * p, int t)
|
|
{
|
|
int type;
|
|
|
|
if (t == -1)
|
|
type = s_random (PI_max);
|
|
else
|
|
type = t;
|
|
|
|
d_printf ("Ilness : %d\n", type);
|
|
switch (type) {
|
|
case PI_slow:
|
|
if (p->ill[type].to == 0) {
|
|
if (p->ill[PI_fast].to > 0) {
|
|
p->ill[type].data = p->ill[PI_fast].data;
|
|
p->ill[PI_fast].to = 0;
|
|
}
|
|
else
|
|
p->ill[type].data = p->speed;
|
|
|
|
}
|
|
p->speed = 6;
|
|
break;
|
|
case PI_fast:
|
|
if (p->ill[type].to == 0) {
|
|
if (p->ill[PI_slow].to > 0) {
|
|
p->ill[type].data = p->ill[PI_slow].data;
|
|
p->ill[PI_slow].to = 0;
|
|
}
|
|
else
|
|
p->ill[type].data = p->speed;
|
|
|
|
}
|
|
|
|
p->speed = 150;
|
|
break;
|
|
case PI_range:
|
|
if (p->ill[type].to == 0)
|
|
p->ill[type].data = p->range;
|
|
p->range = 1;
|
|
break;
|
|
case PI_nobomb:
|
|
if (p->ill[type].to == 0)
|
|
p->ill[type].data = p->bombs_n;
|
|
p->bombs_n = s_random (2);
|
|
break;
|
|
|
|
}
|
|
bman.updatestatusbar = 1;
|
|
p->ill[type].to += TIME_FACTOR * IL_TIMEOUT;
|
|
};
|
|
|
|
|
|
/* players ilness is over now */
|
|
void
|
|
player_clear_ilness (_player * p, int type)
|
|
{
|
|
if (type < 0 || type >= PI_max)
|
|
return;
|
|
switch (type) {
|
|
case PI_slow:
|
|
case PI_fast:
|
|
p->speed = p->ill[type].data;
|
|
break;
|
|
case PI_range:
|
|
p->range = p->ill[type].data;
|
|
break;
|
|
case PI_nobomb:
|
|
p->bombs_n = p->ill[type].data;
|
|
break;
|
|
}
|
|
p->ill[type].to = 0;
|
|
|
|
if (bman.gametype != GT_single)
|
|
net_game_send_ill (bman.p_nr);
|
|
bman.updatestatusbar = 1;
|
|
};
|
|
|
|
|
|
void
|
|
player_set_gfx (_player * p, signed char gfx_nr)
|
|
{
|
|
p->gfx_nr = gfx_nr;
|
|
|
|
if (p->gfx_nr < 0 || p->gfx_nr >= MAX_PLAYERS)
|
|
p->gfx_nr = -1;
|
|
|
|
if (p->gfx_nr == -1) {
|
|
p->gfx = NULL;
|
|
p->state &= (0xFF - (PSF_alife + PSF_playing));
|
|
}
|
|
else {
|
|
p->gfx = &gfx.players[gfx_nr];
|
|
p->state |= PSF_playing;
|
|
}
|
|
};
|