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bomberclone/src/player.c

917 lines
26 KiB

/* $Id: player.c,v 1.76 2004/02/01 17:29:35 stpohle Exp $
* player.c - everything what have to do with the player */
#include <SDL.h>
#include "bomberclone.h"
#include "network.h"
#include "sound.h"
#include "flyingitems.h"
void
draw_player (_player * player)
{
SDL_Rect src,
dest;
int i;
if ((int)player->pos.x < 0 || (int)player->pos.x >= map.size.x ||
(int)player->pos.y < 0 || (int)player->pos.y >= map.size.y) {
d_printf ("FATAL: Draw Player out of range : [%f,%f]\n", player->pos.x,
player->pos.y);
return;
}
if (PS_IS_alife (player->state)) {
/* player is alife */
while (player->frame >= player->gfx->ani.frames)
player->frame -= player->gfx->ani.frames;
dest.w = src.w = player->gfx->ani.w;
dest.h = src.h = player->gfx->ani.h;
dest.x =
gfx.offset.x + player->gfx->offset.x + player->pos.x * gfx.block.x;
dest.y =
gfx.offset.y + player->gfx->offset.y + player->pos.y * gfx.block.y;
src.x = player->d * player->gfx->ani.w;
src.y = (int)player->frame * player->gfx->ani.h;
gfx_blit (player->gfx->ani.image, &src, gfx.screen, &dest, (player->pos.y * 256) + 128);
/* if the player is ill, draw this image above him */
for (i = PI_max - 1; (i >= 0) && (player->ill[i].to <= 0.0f); i--);
if (i >= 0) {
player->illframe += timefactor;
while (player->illframe >= gfx.ill.frames)
player->illframe -= gfx.ill.frames;
dest.w = src.w = gfx.block.x * 2;
dest.h = src.h = gfx.block.y * 2;
src.x = 0;
src.y = (int)player->illframe * (2 * gfx.block.y);
dest.x =
gfx.offset.x + ((player->pos.x-0.5f) * gfx.block.x);
dest.y =
gfx.offset.y + ((player->pos.y - 1.0f) * gfx.block.y);
gfx_blit (gfx.ill.image, &src, gfx.screen, &dest, (player->pos.y*256) + 129);
}
}
else if (PS_IS_respawn (player->state)) {
/* player is respawning
* first: draw the star */
dest.w = src.w = gfx.respawn.image->w;
dest.h = src.h = player->gfx->ani.h;
dest.x = gfx.offset.x + ((player->pos.x-0.5f) * gfx.block.x);
dest.y = gfx.offset.y + ((player->pos.y - 1.0f) * gfx.block.y);
src.x = 0;
if ((int)player->frame < gfx.respawn.frames)
src.y = (2 * gfx.block.y) * (int)player->frame;
else
src.y = (2 * gfx.block.y) * (int)(gfx.respawn.frames - (((int)player->frame) - gfx.respawn.frames - 1));
gfx_blit (gfx.respawn.image, &src, gfx.screen, &dest, 0xFFFF);
if (player->frame > gfx.respawn.frames) {
/* second: draw the player behind the star */
dest.x =
gfx.offset.x + player->gfx->offset.x + player->pos.x * gfx.block.x;
dest.y =
gfx.offset.y + player->gfx->offset.y + player->pos.y * gfx.block.y;
dest.w = src.w = player->gfx->ani.w;
dest.h = src.h = player->gfx->ani.h;
src.x = 0;
src.y = 0;
gfx_blit (player->gfx->ani.image, &src, gfx.screen, &dest, 0xE000);
}
}
else {
/* player is dead */
dest.w = src.w = gfx.dead.image->w;
dest.h = src.h = player->gfx->ani.h;
dest.x =
gfx.offset.x + player->gfx->offset.x + player->pos.x * gfx.block.x;
dest.y =
gfx.offset.y + player->gfx->offset.y + player->pos.y * gfx.block.y;
src.x = 0;
src.y = (2 * gfx.block.y) * (int)player->frame;
gfx_blit (gfx.dead.image, &src, gfx.screen, &dest, 0xFFFF);
}
player->old = player->pos; // save this position
};
void
restore_players_screen ()
{
int i,
x,
xs,
xe,
y,
ys,
ye;
for (i = 0; i < MAX_PLAYERS; i++)
if ((PS_IS_used (players[i].state)) && players[i].old.x >= 0.0f ) {
if (players[i].old.x < 0.0f || players[i].old.x >= map.size.x
|| players[i].old.y < 0.0f || players[i].old.y >= map.size.y)
d_printf ("FATAL: Restore Player out of range : playernr %d [%f,%f]\n", i,
players[i].old.x, players[i].old.y);
else {
// start and end position for the stones to redraw X Position
if (CUTINT(players[i].old.x) > 0.5f) {
x = players[i].old.x;
xe = players[i].old.x + 2;
}
else {
x = players[i].old.x - 1;
xe = players[i].old.x + 1;
}
if (x < 0)
x = 0;
if (xe >= map.size.x)
xe = map.size.x - 1;
// start and end position for the stones to redraw X Position
ys = players[i].old.y - 1;
ye = players[i].old.y + 1;
if (ys < 0)
ys = 0;
if (ye >= map.size.y)
ye = map.size.y - 1;
// redrawing of the stone
xs = x;
for (; x <= xe; x++)
for (y = ys; y <= ye; y++)
stonelist_add (x, y);
}
}
};
void
player_check_powerup (int p_nr)
{
_player *p = &players[p_nr];
int fx = p->pos.x;
int fy = p->pos.y;
int ft,
i;
if (PS_IS_netplayer (p->state))
return;
/* Get the right field position */
if (CUTINT(p->pos.x) > 0.5)
fx = fx + 1;
if (CUTINT(p->pos.y) > 0.5)
fy = fy + 1;
ft = map.field[fx][fy].type;
/* we found a mixed powerup */
if (ft == FT_mixed) {
i = s_random (6);
switch (i) {
case 0:
ft = FT_bomb;
break;
case 1:
ft = FT_fire;
break;
case 2:
ft = FT_shoe;
break;
case 3:
case 4:
case 5:
ft = FT_death;
break;
}
}
switch (ft) {
/* we found a bomb powerup */
case FT_bomb:
if (p->bombs_n < MAX_BOMBS && p->ill[PI_nobomb].to <= 0.0) {
p->bombs_n++;
bman.updatestatusbar = 1;
}
field_clear (fx, fy);
break;
/* we found a fire powerup */
case FT_fire:
if (p->range < MAX_RANGE && p->ill[PI_range].to <= 0.0) {
p->range++;
bman.updatestatusbar = 1;
}
field_clear (fx, fy);
break;
/* we found a shoe powerup */
case FT_shoe:
if (p->speed < MAX_SPEED && p->ill[PI_slow].to <= 0.0) {
bman.updatestatusbar = 1;
p->speed *= SPEEDMUL;
p->collect_shoes++;
}
field_clear (fx, fy);
break;
/* we found a death ?powerup? */
case FT_death:
player_set_ilness (p, -1, ILL_TIMEOUT);
bman.updatestatusbar = 1;
if (GT_MP)
net_game_send_ill (bman.p_nr);
field_clear (fx, fy);
break;
/* we found a special */
case FT_sp_trigger:
case FT_sp_row:
case FT_sp_push:
case FT_sp_moved:
case FT_sp_liquid:
case FT_sp_kick:
special_pickup (p_nr, ft - FT_sp_trigger + 1);
bman.updatestatusbar = 1;
field_clear (fx, fy);
break;
}
};
/*
check the givin field. if we are able to move on it
fx,fy = position on the field
*/
int
check_field (short int x, short int y)
{
int res = 0;
if (map.field[x][y].type != FT_stone && map.field[x][y].type != FT_block)
res = 1;
return res;
}
/* check if there is any explosion on this field */
int check_exfield (short int x, short int y) {
int res = 1, i;
if (map.field[x][y].type == FT_stone || map.field[x][y].type == FT_block)
res = 0;
for (i = 0; (i < 4 && res == 1); i++)
if (map.field[x][y].ex[i].count > 0)
res = 0;
return res;
}
/* make only a smal step until i can go around the corner
return the rest speed for this move */
float
stepmove_player (int pl_nr)
{
_point bomb1[MAX_PLAYERS * MAX_BOMBS],
bomb2[MAX_PLAYERS * MAX_BOMBS];
_player *p = &players[pl_nr];
int i,
j,
f;
_pointf _pos, // position inside the field
d; // distance to move
float speed = 0.0f;
if (p->m == 1) {
_pos.x = CUTINT(p->pos.x);
_pos.y = CUTINT(p->pos.y);
// do direction correction for going up/down
if (_pos.x > 0.0f && _pos.x <= 0.5f && (p->d == up || p->d == down))
p->d = left;
if (_pos.x > 0.5f && _pos.x < 1.0f && (p->d == up || p->d == down))
p->d = right;
// do direction correction for left/right
if (_pos.y > 0.0f && _pos.y <= 0.5f && (p->d == left || p->d == right))
p->d = up;
if (_pos.y > 0.5f && _pos.y < 1.0f && (p->d == left || p->d == right))
p->d = down;
/* get the distance/speed until we reach the next position */
if (p->d == left)
speed = _pos.x;
else if (p->d == right)
speed = 1.0f - _pos.x;
else if (p->d == up)
speed = _pos.y;
else
speed = 1.0f - _pos.y;
if (speed > (p->stepsleft) || speed == 0)
speed = p->stepsleft;
// check the new field position
d.x = d.y = 0.0f;
if (p->d == left && _pos.y == 0.0f
&& ((_pos.x == 0.0f && check_field (p->pos.x - 1.0f, p->pos.y)) || (_pos.x > 0.0f)))
d.x = -speed;
if (p->d == right && _pos.y == 0.0f
&& ((_pos.x == 0.0f && check_field (p->pos.x + 1.0f, p->pos.y)) || (_pos.x > 0.0f)))
d.x = speed;
if (p->d == up && _pos.x == 0.0f
&& ((_pos.y == 0.0f && check_field (p->pos.x, p->pos.y - 1.0f)) || (_pos.y > 0.0f)))
d.y = -speed;
if (p->d == down && _pos.x == 0.0f
&& ((_pos.y == 0.0f && check_field (p->pos.x, p->pos.y + 1.0f)) || (_pos.y > 0.0f)))
d.y = speed;
// check if we can move and if there is any bomb
if (d.y != 0 || d.x != 0) {
get_bomb_on (p->pos.x, p->pos.y, bomb1);
get_bomb_on (p->pos.x + d.x, p->pos.y + d.y, bomb2);
if (bomb1[0].x == -1 && bomb2[0].x != -1)
/* old pos no bomb, new pos no bomb */
d.x = d.y = 0.0f;
else if (bomb2[0].x != -1) {
/* new pos bomb, old pos bomb... check if it's the same
use f to save if we found the bomb or not
f == 0 no bomb found, f == 1 bomb found */
for (i = 0, f = 1; (bomb2[i].x != -1 && f == 1); i++)
for (f = 0, j = 0; (bomb1[j].x != -1 && f == 0); j++)
if (bomb1[j].x == bomb2[i].x && bomb1[j].y == bomb2[i].y)
/* identical bomb found ... f = 1 */
f = 1;
if (f == 0)
d.x = d.y = 0.0f;
}
}
p->pos.x += d.x;
p->pos.y += d.y;
player_check_powerup (pl_nr);
_pos.x = CUTINT(p->pos.x);
_pos.y = CUTINT(p->pos.y);
/* check if we can go though a tunnel */
if (_pos.x == 0.0f && _pos.y == 0.0f && map.field[(int)p->pos.x][(int)p->pos.y].type == FT_tunnel
&& p->tunnelto <= 0.0f) {
int tunnelnr = map.field[(int)p->pos.x][(int)p->pos.y].special;
d_printf ("Tunnel [%d] Player %s is going to (%d,%d)\n", tunnelnr, p->name,
map.tunnel[tunnelnr].x, map.tunnel[tunnelnr].y);
d.x = d.y = 0.0f;
if (map.bfield[map.tunnel[tunnelnr].x][map.tunnel[tunnelnr].y])
d_printf (" *** End of tunnel is with an bomb.\n");
else {
p->pos.x = map.tunnel[tunnelnr].x;
p->pos.y = map.tunnel[tunnelnr].y;
p->tunnelto = GAME_TUNNEL_TO;
speed = p->stepsleft;
}
}
}
if (d.x == 0.0f && d.y == 0.0f)
return 0;
return (p->stepsleft - speed);
};
/* check if the givin position is oky
1 = ok, 0 = bad */
int
player_checkpos (int x, int y)
{
int i,
d;
for (i = 0, d = 0; d < 4; d++)
if (map.field[x][y].ex[d].count > 0)
i++;
if (map.field[x][y].type == FT_block || i > 0)
return 0;
else
return 1;
};
/* move the player if he have to move AND check if we are on a block
or over fire */
void
move_player (int pl_nr)
{
int oldd, coll_speed;
_player *p = &players[pl_nr];
if (p->tunnelto > 0.0f) {
p->tunnelto -= timediff;
p->m = 0;
if (p->tunnelto <= 0.0f && GT_MP)
net_game_send_playermove (bman.p_nr, 1);
}
else {
if (p->m) {
/* prepade playervariables for the moving */
player_animation (p);
oldd = p->d;
p->stepsleft = p->speed * timefactor;
coll_speed = p->collect_shoes;
do {
p->d = oldd;
} while ((p->stepsleft = stepmove_player (pl_nr)) > 0);
/* network packet send control - send data if it's time to send or if we need to */
if (GT_MP)
net_game_send_playermove (pl_nr, (p->old_m == 0));
}
/* the player just stopt moving so send data */
if (GT_MP && p->m == 0 && p->old_m != 0)
net_game_send_playermove (pl_nr, 1);
p->old_m = p->m; // save the old state
p->m = 0;
/* check the players position */
if ((CUTINT(p->pos.x) > EXPLOSION_SAVE_DISTANCE && (p->d == left || p->d == right))
&& (!check_exfield (p->pos.x + 1.0f, p->pos.y)))
player_died (p, -1);
if ((CUTINT(p->pos.y) > EXPLOSION_SAVE_DISTANCE && (p->d == up || p->d == down))
&& (!check_exfield (p->pos.x, p->pos.y + 1.0f)))
player_died (p, -1);
if (((CUTINT(p->pos.x) < (1.0f - EXPLOSION_SAVE_DISTANCE) && (p->d == left || p->d == right))
|| (CUTINT(p->pos.y) < (1.0f - EXPLOSION_SAVE_DISTANCE)
&& (p->d == up || p->d == down)))
&& (!check_exfield (p->pos.x, p->pos.y)))
player_died (p, -1);
}
};
void
player_drop_bomb (int pl_nr)
{
_player *player = &players[pl_nr];
_bomb *bomb = NULL;
int i;
_point bombs[MAX_PLAYERS * MAX_BOMBS];
i = player_findfreebomb (player);
if (i >= 0 && i < MAX_BOMBS && PS_IS_alife (player->state)) { // free bomb found
// get the best position for the bomb.
bomb = &player->bombs[i];
bomb->pos.x = rintf (player->pos.x);
bomb->pos.y = rintf (player->pos.y);
get_bomb_on (bomb->pos.x, bomb->pos.y, bombs);
if (bombs[0].x != -1) // is there already a bomb
return;
d_printf ("Player %d Dropped Bomb %d\n", pl_nr, i);
bomb->r = player->range;
if (player->special.type == SP_trigger) {
bomb->state = BS_trigger;
bomb->to = SPECIAL_TRIGGER_TIMEOUT;
}
else {
bomb->state = BS_ticking;
bomb->to = bman.bomb_tickingtime;
}
bomb->mode = BM_normal;
bomb->ex_nr = -1;
map.bfield[(int)bomb->pos.x][(int)bomb->pos.y] = 1;
if (GT_MP) {
net_game_send_bomb (pl_nr, i);
if (GT_MP_PTPS)
bomb->to = bomb->to + 2 * RESENDCACHE_RETRY;
}
snd_play (SND_bombdrop);
}
};
/*
check the field - 4 pixels from every side.. so it's not anymore that tricky to get
away from bombs.. */
void
get_player_on (float x, float y, int pl_nr[])
{
int i,
p;
for (i = 0, p = 0; p < MAX_PLAYERS; p++)
if (PS_IS_alife (players[p].state) && players[p].tunnelto <= 0) {
if ((players[p].pos.x - EXPLOSION_SAVE_DISTANCE) > x - 1.0f
&& (players[p].pos.x + EXPLOSION_SAVE_DISTANCE) < x + 1.0f
&& (players[p].pos.y - EXPLOSION_SAVE_DISTANCE) > y - 1.0f
&& (players[p].pos.y + EXPLOSION_SAVE_DISTANCE) < y + 1.0f) {
pl_nr[i] = p;
i++;
}
}
pl_nr[i] = -1;
};
void
player_died (_player * player, signed char dead_by)
{
// player die !
d_printf ("player_died (%10s)\n", player->name);
bman.updatestatusbar = 1; // force an update
if (PS_IS_alife (player->state) && dead_by >= 0 && dead_by < MAX_PLAYERS)
if (bman.p_nr != dead_by)
players[dead_by].points++;
player->frame = 0;
player->state &= (0xFF - PSF_alife);
player->dead_by = dead_by;
if (GT_MP)
net_game_send_player (player - players);
snd_play (SND_dead);
if ((GT_SP || player == &players[bman.p_nr]
|| (PS_IS_aiplayer (player->state) && GT_MP_PTPM)) && bman.dropitemsondeath) {
flitems_dropitems ((player - players), player->pos, player->collect_shoes,
player->bombs_n - bman.start_bombs, player->range - bman.start_range);
}
};
void
draw_players ()
{
int p;
for (p = 0; p < MAX_PLAYERS; p++) {
if (PS_IS_playing (players[p].state) && players[p].tunnelto <= 0)
draw_player (&players[p]);
}
};
void
player_animation (_player * player)
{
if (player->gfx == NULL)
return;
if (PS_IS_alife (player->state)) {
player->frame += (timefactor * ANI_PLAYERTIMEOUT * 15 * player->speed);
while ((int)player->frame >= player->gfx->ani.frames)
player->frame -= player->gfx->ani.frames;
while ((int)player->frame < 0)
player->frame += player->gfx->ani.frames;
}
if (PS_IS_dead (player->state)) {
if ((int)player->frame < gfx.dead.frames)
player->frame += (timefactor * ANI_PLAYERTIMEOUT);
}
if (PS_IS_respawn (player->state)) {
if ((int)player->frame < 2*gfx.respawn.frames)
player->frame += (timefactor * ANI_PLAYERTIMEOUT);
}
};
void
dead_playerani ()
{
int i;
for (i = 0; i < MAX_PLAYERS; i++)
if (PS_IS_dead (players[i].state) || PS_IS_respawn (players[i].state)) {
player_animation (&players[i]);
}
};
/*
calc the position on the screen for moving network players
*/
void
player_calcpos ()
{
_player *pl;
int oldm,
oldd,
p;
float oldspeed;
for (p = 0; p < MAX_PLAYERS; p++) {
pl = &players[p];
if (PS_IS_netplayer (pl->state) && PS_IS_alife (pl->state) && pl->m != 0) {
player_animation (pl);
oldspeed = pl->speed;
oldm = pl->m;
oldd = pl->d;
if (pl->speed > 0.0) {
pl->speed *= timefactor;
stepmove_player (p);
}
pl->speed = oldspeed;
}
}
};
void
player_ilness_loop (int plnr)
{
_player *p;
int type,
pnr,
i,
send;
float tmpf;
int pl[MAX_PLAYERS + 1];
/* do the illness for the network and ai players */
for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
if (pnr != plnr && PS_IS_alife (players[pnr].state) && PS_IS_netplayer (players[pnr].state)) {
p = &players[pnr];
for (type = 0; type < PI_max; type++)
if (p->ill[type].to > 0.0f) {
p->ill[type].to -= timediff;
p->illframe += timefactor;
if (p->illframe < 0.0f || p->illframe >= gfx.ill.frames)
p->illframe = 0.0f;
}
}
/* check if we have contact with an other ill player */
p = &players[plnr];
get_player_on (p->pos.x, p->pos.y, pl);
for (i = 0; (pl[i] != -1 && i < MAX_PLAYERS); i++)
if (pl[i] != plnr) {
send = 0;
for (type = 0; type < PI_max; type++) {
if (players[pl[i]].ill[type].to > p->ill[type].to) {
tmpf = p->ill[type].to;
player_set_ilness (p, type, players[pl[i]].ill[type].to);
p->ill[type].to = players[pl[i]].ill[type].to;
if (tmpf <= 0.0f)
send = 1;
}
}
if (send != 0 && GT_MP)
net_game_send_ill (plnr);
}
/* do the illness for the givin player */
for (type = 0; type < PI_max; type++)
if (p->ill[type].to > 0.0f) {
p->ill[type].to -= timediff;
if (p->ill[type].to <= 0.0f)
player_clear_ilness (p, type);
else {
p->illframe += timefactor;
if (p->illframe < 0 || p->illframe >= gfx.ill.frames)
p->illframe = 0.0f;
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 (plnr);
}
}
}
/* Set or add the timeout for one illness, depends on if one was givin.
* if the type is -1 so the timeout will be added, else the timeout is
* set to the new value */
void
player_set_ilness (_player * p, int t, float new_to)
{
int type;
if (t == -1)
type = s_random (PI_max);
else
type = t;
d_printf ("Ilness Player %s : Type:%d\n", p->name, type);
switch (type) {
case PI_slow:
if (p->ill[type].to <= 0.0f) {
if (p->ill[PI_fast].to > 0.0f) {
p->ill[type].dataf = p->ill[PI_fast].dataf;
p->ill[PI_fast].to = 0.0f;
}
else
p->ill[type].dataf = p->speed;
}
p->speed = ILL_SLOWSPEED;
break;
case PI_fast:
if (p->ill[type].to <= 0.0f) {
if (p->ill[PI_slow].to > 0.0f) {
p->ill[type].dataf = p->ill[PI_slow].dataf;
p->ill[PI_slow].to = 0.0f;
}
else
p->ill[type].dataf = p->speed;
}
p->speed = ILL_FASTSPEED;
break;
case PI_range:
if (p->ill[type].to <= 0.0f)
p->ill[type].datai = p->range;
d_printf (" PI_range %d\n", p->ill[type].datai);
p->range = 1;
break;
case PI_nobomb:
if (p->ill[type].to <= 0.0f)
p->ill[type].datai = p->bombs_n;
d_printf (" PI_nobomb %d\n", p->ill[type].datai);
p->bombs_n = s_random (2);
break;
}
bman.updatestatusbar = 1;
/* add or set the new timeout */
if (t == -1)
p->ill[type].to += new_to;
else
p->ill[type].to = new_to;
};
/* players ilness is over now */
void
player_clear_ilness (_player * p, int type)
{
if (type < 0 || type >= PI_max)
return;
d_printf ("player_clear_ilness Player: %s Type: %d\n", p->name, type);
switch (type) {
case PI_slow:
case PI_fast:
p->speed = p->ill[type].dataf;
break;
case PI_range:
d_printf ("player_clear_ilness PI_range to %d\n", p->ill[type].datai);
p->range = p->ill[type].datai;
break;
case PI_nobomb:
d_printf ("player_clear_ilness PI_nobomb to %d\n", p->ill[type].datai);
p->bombs_n = p->ill[type].datai;
break;
}
p->ill[type].to = 0.0f;
if (GT_MP)
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;
}
};
/* find a free bomb */
int
player_findfreebomb (_player * player)
{
int i,
bombused = 0,
res = -1,
nr;
/* check every free bomb from next entry of the last
exploded bomb to the last exploded bomb */
if (player->bomb_lastex < 0 || player->bomb_lastex >= MAX_BOMBS)
player->bomb_lastex = 0;
for (i = 0; i < MAX_BOMBS; i++) {
nr = player->bomb_lastex + 1 + i;
if (nr < 0 || nr >= MAX_BOMBS) // i out of range .. restart at bomb 0
nr -= MAX_BOMBS;
if (player->bombs[i].state == BS_off) { /* check if this bomb is free */
if (res == -1)
res = i;
}
else
bombused++; // count number of used bombs
}
if (res == -1 && i == player->bomb_lastex && player->bombs[i].state == BS_off)
res = i;
if (bombused >= player->bombs_n)
res = -1; /* all max number of bombs lay */
return res;
};
/* check if a player died and check if we have to respawn */
void player_checkdeath (int pnr) {
_player *player = &players[pnr];
int trypos, i;
/* respawn only as long as not the game end have reached
* and when the gametype is deathmatch mode */
if (map.state == MS_normal && bman.gametype == GT_deathmatch
&& PS_IS_dead (player->state) && player->frame >= gfx.dead.frames) {
/* check new position */
d_printf ("Respawn for player %s\n", player->name);
trypos = 0;
do {
player->pos.x = -1.0f;
player->pos.y = -1.0f;
map_set_player_way1 (pnr);
trypos++;
} while (trypos < 100 && (player->pos.x == -1 || player->pos.y == -1));
if (player->pos.x != -1 && player->pos.y != -1) {
player->frame = 0;
player->state |= PSF_respawn;
if (GT_MP)
net_game_send_respawn (pnr);
}
}
/* check for respawn finish */
if (map.state == MS_normal && bman.gametype == GT_deathmatch
&& PS_IS_respawn (player->state) && player->frame >= 2*gfx.respawn.frames) {
d_printf ("Respawn completed for player %s\n", player->name);
player->frame = 0;
player->state &= (0xFF - PSF_respawn);
player->state |= PSF_alife;
if (bman.dropitemsondeath) {
player->speed = bman.start_speed;
player->bombs_n = bman.start_bombs;
player->range = bman.start_range;
for (i = 0; i < PI_max; i++)
player->ill[i].to = 0.0f;
}
for (i = 0; i < PI_max; i++)
if (player->ill[i].to > 0.0f)
player_clear_ilness (player, i);
if (GT_MP)
net_game_send_respawn (pnr);
}
};