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#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");
}
}
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