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#include "all.h"
static void MapPrint(game_t * game) {
u8 width = game->config.map_x;
u8 height = game->config.map_y;
printf("texture, explosive, breakable, lethal, pickup\n");
for (int i = 0; i < width; ++i) {
for (int j = 0; j < height; ++j) {
tile_data_t * tile = &game->tiles.state[i][j];
printf("%2d:%1d:%1d:%1d:%1d ", tile->texture, tile->explosive, tile->breakable, tile->lethal, tile->pickup);
}
printf("\n");
}
}
static void GamemodeReset(game_t * game) {
for (int i = 0; i < PLAYER_LIMIT; ++i) {
for (int j = 0; j < BOMB_LIMIT; ++j) {
game->bombs.timer[i][j] = 0;
}
}
bzero(game->players.state, sizeof(*game->players.state) * PLAYER_LIMIT);
}
static void PlayerPlaceCorners(game_t * game, u8 * color, size_t color_count) {
u8 width = game->config.map_x;
u8 height = game->config.map_y;
float player_x[4] =
{0, (width-1), (width-1), 0 };
float player_y[4] =
{0, (height-1), 0, (height-1)};
for (int i = 0; i < MIN(game->config.player_count, PLAYER_LIMIT); ++i) {
game->players.x[i] = player_x[i % color_count];
game->players.y[i] = player_y[i % color_count];
game->players.color[i] = color[i % color_count];
}
}
static void MapClearCorners(game_t * game) {
/* areas that must be passible nothings */
u8 width = game->config.map_x;
u8 height = game->config.map_y;
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 (int i = 0; i < MIN((game->config.player_count * 3), 12); ++i) {
game->tiles.state[offset_x[i]][offset_y[i]] = passable_tile;
}
}
void MultiPlayer(game_t * game) {
u8 width = game->config.map_x;
u8 height = game->config.map_y;
int i, j;
GamemodeReset(game);
for (i = 0; i < width; ++i) {
for (j = 0; j < height; ++j) {
game->tiles.state[i][j] = rand() % 10 ? breakable_wall : passable_tile;
if (rand() % 3 == 0)
{
game->tiles.state[i][j].pickup = rand() % 5 ? POWERUP_POWER : POWERUP_BOMB;
} else if (rand() % 10 == 0) {
game->tiles.state[i][j].pickup = POWERUP_PIERCE;
}
}
}
for (i = 1; i < width; i += 2) {
for (j = 1; j < height; j += 2) {
game->tiles.state[i][j] = impassable_wall;
}
}
for (i = 0; i < MIN(PLAYER_LIMIT, game->config.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;
}
game->time_limit = game->config.ups * 60 * 3;
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,
};
PlayerPlaceCorners(game, color, 4);
MapClearCorners(game);
MapPrint(game);
}
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