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-rw-r--r--source/gamemode.c71
1 files changed, 13 insertions, 58 deletions
diff --git a/source/gamemode.c b/source/gamemode.c
index cf5d06a..9c1055a 100644
--- a/source/gamemode.c
+++ b/source/gamemode.c
@@ -1,8 +1,16 @@
#include "all.h"
-void MultiPlayer(game_t * game, u16 width, u16 height, u8 player_count) {
+void MultiPlayer(game_t * game) {
+ u8 width = game->config.map_x;
+ u8 height = game->config.map_y;
int i, j;
+ for (i = 0; i < PLAYER_LIMIT; ++i) {
+ for (j = 0; j < BOMB_LIMIT; ++j) {
+ game->bombs.timer[i][j] = 0;
+ }
+ }
+
for (i = 0; i < width; ++i) {
for (j = 0; j < height; ++j) {
game->tiles.state[i][j]._ = rand() % 10 ? IMPASSIBLE_BREAKABLE_WALL : PASSIBLE_NOTHING;
@@ -17,8 +25,8 @@ void MultiPlayer(game_t * game, u16 width, u16 height, u8 player_count) {
bzero(game->players.state, sizeof(*game->players.state) * PLAYER_LIMIT);
- for (i = 0; i < MIN(PLAYER_LIMIT, player_count); ++i) {
- game->players.state[i].bomb_limit = 1;
+ for (i = 0; i < MIN(PLAYER_LIMIT, game->config.player_count); ++i) {
+ game->players.state[i].bomb_limit = 15;
game->players.state[i].power = 2;
game->players.state[i].speed = 2;
game->players.state[i].alive = 1;
@@ -37,7 +45,7 @@ void MultiPlayer(game_t * game, u16 width, u16 height, u8 player_count) {
GAME_BLUE | GAME_OPAQUE,
};
- for (i = 0; i < MIN(player_count, PLAYER_LIMIT); ++i) {
+ for (i = 0; i < MIN(game->config.player_count, PLAYER_LIMIT); ++i) {
game->players.x[i] = player_x[i % 4];
game->players.y[i] = player_y[i % 4];
game->players.color[i] = color[i % 4];
@@ -49,7 +57,7 @@ void MultiPlayer(game_t * game, u16 width, u16 height, u8 player_count) {
u8 offset_y[12] =
{0, 0, 1, height-1, height-1, height-2, 0, 0, 1, height-1, height-1, height-2};
- for (i = 0; i < MIN((player_count * 3), 12); ++i) {
+ for (i = 0; i < MIN((game->config.player_count * 3), 12); ++i) {
game->tiles.state[offset_x[i]][offset_y[i]]._ = PASSIBLE_NOTHING;
}
@@ -60,56 +68,3 @@ void MultiPlayer(game_t * game, u16 width, u16 height, u8 player_count) {
printf("\n");
}
}
-
-/* missing proper player / bomb / enemy initialization */
-void SinglePlayer(game_t * game, u16 width, u16 height) {
- u16 i, j;
-
- for (i = 0; i < width; ++i) {
- for (j = 0; j < height; ++j) {
- game->tiles.state[i][j]._ = rand() % 10 ? IMPASSIBLE_BREAKABLE_WALL : PASSIBLE_NOTHING;
- }
- }
-
- u16 x, y;
- int distance, direction;
- for (i = 0; i < ENEMY_LIMIT; ++i) {
- distance = rand() % MIN(width, height);
- direction = rand() % MOVEMENT_LAST;
- x = rand() % width;
- y = rand() % height;
- game->enemies.x[i] = x;
- game->enemies.y[i] = y;
- game->enemies.movement[i] = direction;
- game->tiles.state[x][y]._ = PASSIBLE_NOTHING;
- for (j = -(distance/2); j+(distance/2) < distance; ++j) {
- game->tiles.state
- [x + (j * (direction == MOVEMENT_HORIZONTAL) * (x + j < width ))]
- [y + (j * (direction == MOVEMENT_VERTICAL ) * (y + j < height))]._ = PASSIBLE_NOTHING;
- }
- }
-
- for (i = 1; i < width; i += 2) {
- for (j = 1; j < height; j += 2) {
- game->tiles.state[i][j]._ = IMPASSIBLE_WALL;
- }
- }
-
- game->tiles.state[0][0]._ = PASSIBLE_NOTHING;
- game->tiles.state[1][0]._ = PASSIBLE_NOTHING;
- game->tiles.state[0][1]._ = PASSIBLE_NOTHING;
-
- game->players.x[0] = 0;
- game->players.y[0] = 0;
- game->players.state[0].bomb_limit = 1;
- game->players.state[0].power = 2;
- game->players.state[0].speed = 3;
- game->players.state[0].alive = 1;
-
- for (i = 0; i < width; ++i) {
- for (j = 0; j < height; ++j) {
- printf("%3d ", game->tiles.state[i][j]._);
- }
- printf("\n");
- }
-}