#include "all.h" void MultiPlayer(game_t * game, u16 width, u16 height, u8 player_count) { int 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; } } for (i = 1; i < width; i += 2) { for (j = 1; j < height; j += 2) { game->tiles.state[i][j]._ = IMPASSIBLE_WALL; } } 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; game->players.state[i].power = 2; game->players.state[i].speed = 2; game->players.state[i].alive = 1; game->players.state[i].direction = DOWN; } float player_x[4] = {0, (width-1), (width-1), 0 }; float player_y[4] = {0, (height-1), 0, (height-1)}; u8 color[4] = { GAME_RED | GAME_GREEN | GAME_OPAQUE, GAME_RED | GAME_GREEN | GAME_BLUE | GAME_OPAQUE, GAME_GREEN | GAME_OPAQUE, GAME_BLUE | GAME_OPAQUE, }; for (i = 0; i < MIN(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]; } /* areas that must be passible nothings */ u8 offset_x[12] = {0, 1, 0, width-1, width-2, width-1, width-1, width-2, width-1, 0, 1, 0}; 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) { game->tiles.state[offset_x[i]][offset_y[i]]._ = PASSIBLE_NOTHING; } for (i = 0; i < width; ++i) { for (j = 0; j < height; ++j) { printf("%3d ", game->tiles.state[i][j]._); } 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"); } }