1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
|
#include "all.h"
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;
}
}
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, 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;
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(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];
}
/* 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((game->config.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");
}
}
|