1 #include "../lib/include/timelib.h"
2 #include "../lib/include/macros.h"
3 #include "../lib/include/sblist.h"
13 #include "direction.h"
18 #include "muzzle_tab.h"
19 #include "spritemaps.h"
23 #include "mapsprites.h"
26 #include "spawnmaps.h"
30 #ifndef IN_KDEVELOP_PARSER
31 #include "../lib/include/bitarray.h"
32 #include "weapon_sprites.c"
41 // 1 if button down, 0 if not, >1 to count ms pressed
42 unsigned long mousebutton_down
[] = {
49 static void get_last_move_event(SDL_Event
* e
) {
51 SDL_Event peek
[numpeek
];
52 SDL_Event
* last_event
= NULL
;
54 results
= SDL_PeepEvents(peek
, numpeek
, SDL_PEEKEVENT
, (uint32_t) ~0);
55 if(results
== -1) return;
56 for(i
= 0; i
< results
; i
++) {
57 if(peek
[i
].type
== SDL_MOUSEMOTION
)
58 last_event
= &peek
[i
];
64 SDL_PeepEvents(peek
, i
+ 1, SDL_GETEVENT
, (uint32_t) ~0);
70 static vec2f
get_sprite_center(const struct palpic
*p
) {
71 assert(p
->spritecount
);
73 res
.x
= palpic_getspritewidth(p
) * SCALE
/ 2;
74 res
.y
= palpic_getspriteheight(p
) * SCALE
/ 2;
78 static int player_ids
[2];
79 static enum weapon_id player_weapons
[2][WP_MAX
];
80 static int weapon_count
[2];
81 static enum weapon_id weapon_active
[2]; // index into player_weapons[playerno]
82 static int player_ammo
[2][AMMO_MAX
];
83 static enum weapon_id
get_active_weapon_id(int player_no
);
84 static void switch_anim(int obj_id
, int aid
);
85 static vec2f
get_vel_from_direction(enum direction dir
, float speed
);
86 static vec2f
get_vel_from_direction16(enum direction16 dir
, float speed
);
88 static sblist go_player_bullets
;
89 static sblist go_enemy_bullets
;
90 static sblist go_explosions
;
91 static sblist go_enemy_explosions
;
92 static sblist go_enemies
;
93 static sblist go_players
;
94 static sblist go_flames
;
95 static sblist go_rockets
;
96 static sblist go_grenades
;
97 static sblist go_enemy_grenades
;
98 static sblist go_vehicles
;
99 static sblist go_mines
;
100 static sblist go_turrets
;
101 static sblist go_bunkers
;
102 static sblist go_boss
;
103 static sblist go_crosshair
;
104 static sblist go_muzzleflash
;
105 static sblist go_blood
;
106 static void add_pbullet(uint8_t bullet_id
) {
107 sblist_add(&go_player_bullets
, &bullet_id
);
109 static void add_ebullet(uint8_t bullet_id
) {
110 sblist_add(&go_enemy_bullets
, &bullet_id
);
112 static void add_player(uint8_t player_id
) {
113 sblist_add(&go_players
, &player_id
);
115 static void add_enemy(uint8_t enem_id
) {
116 sblist_add(&go_enemies
, &enem_id
);
118 static void add_explosion(uint8_t expl_id
) {
119 sblist_add(&go_explosions
, &expl_id
);
121 static void add_enemy_explosion(uint8_t expl_id
) {
122 sblist_add(&go_enemy_explosions
, &expl_id
);
124 static void add_flame(uint8_t id
) {
125 sblist_add(&go_flames
, &id
);
127 static void add_grenade(uint8_t id
) {
128 sblist_add(&go_grenades
, &id
);
130 static void add_enemy_grenade(uint8_t id
) {
131 sblist_add(&go_enemy_grenades
, &id
);
133 static void add_rocket(uint8_t id
) {
134 sblist_add(&go_rockets
, &id
);
136 static void add_vehicle(uint8_t id
) {
137 sblist_add(&go_vehicles
, &id
);
139 static void add_mine(uint8_t id
) {
140 sblist_add(&go_mines
, &id
);
142 static void add_turret(uint8_t id
) {
143 sblist_add(&go_turrets
, &id
);
145 static void add_bunker(uint8_t id
) {
146 sblist_add(&go_bunkers
, &id
);
148 static void add_boss(uint8_t id
) {
149 sblist_add(&go_boss
, &id
);
151 static void add_crosshair(uint8_t id
) {
152 sblist_add(&go_crosshair
, &id
);
154 static void add_muzzleflash(uint8_t id
) {
155 sblist_add(&go_muzzleflash
, &id
);
157 static void add_blood(uint8_t id
) {
158 sblist_add(&go_blood
, &id
);
160 static void golist_remove(sblist
*l
, uint8_t objid
) {
163 sblist_iter_counter2(l
, i
, itemid
) {
164 if(*itemid
== objid
) {
171 static int get_next_anim_frame(enum animation_id aid
, anim_step curr
) {
172 if(curr
== ANIM_STEP_INIT
) return animations
[aid
].first
;
174 if(curr
> animations
[aid
].last
) return animations
[aid
].first
;
178 #define SCREEN_MIN_X 64*SCALE
179 #define SCREEN_MAX_X VMODE_W - 64*SCALE
180 #define SCREEN_MIN_Y 0
181 #define SCREEN_MAX_Y 200*SCALE
183 static void draw_status_bar(void) {
184 enum weapon_id wid
= get_active_weapon_id(0);
186 sdl_rgb_t
*ptr
= (sdl_rgb_t
*) video
.mem
;
187 unsigned pitch
= video
.pitch
/4;
188 for(y
= SCREEN_MAX_Y
; y
< VMODE_H
; y
++)
189 for (x
= SCREEN_MIN_X
; x
< SCREEN_MAX_X
; x
++)
190 ptr
[y
*pitch
+ x
] = SRGB_BLACK
;
192 blit_sprite(((320 / 2) - (59 / 2)) * SCALE
, (200 + (40/2) - (16/2)) * SCALE
,
193 &video
, SCALE
, &weapon_sprites
.header
, wid
, 0);
196 snprintf(buf
, 16, "%.6u", objs
[player_ids
[0]].objspecific
.playerdata
.score
);
197 font_print(SCREEN_MIN_X
+ 8, SCREEN_MAX_Y
+ 8, buf
, 6, 1 * SCALE
, PRGB(255,255,255));
200 enum map_index current_map
= MI_VIETNAM
;
201 const struct map
*map
;
202 const struct map_screen
* map_scr
;
203 const struct palpic
*map_bg
;
204 const struct palpic
*map_fg
;
205 const mapscreen_index
*map_bonus_indices
;
206 const struct map_fglayer
*map_bonus_scr
;
208 int mapscreen_yoff
, mapscreen_xoff
;
209 struct { int x
,y
; } mapsquare
;
210 enum map_scrolldir mapscrolldir
;
211 unsigned map_spawn_screen_index
;
212 unsigned map_spawn_line
;
213 unsigned map_spawn_current
;
215 static void init_map(enum map_index mapindex
) {
216 map
= maps
[mapindex
];
217 map_scr
= map_screens
[mapindex
];
218 map_bg
= map_bg_sprites
[map
->maptype
];
219 map_fg
= map_fg_sprites
[map
->maptype
];
220 map_bonus_scr
= map_bonus_screens
[mapindex
];
221 map_bonus_indices
= map_bonus_layer_indices
[mapindex
];
226 mapscrolldir
= MS_UP
;
227 map_spawn_screen_index
= 0;
229 map_spawn_current
= 0;
232 static mapscreen_index
get_bonus_layer_index(mapscreen_index screen
) {
234 for (i
= 0; i
< map
->bonuslayer_count
; i
++)
235 if(map_bonus_indices
[i
] == screen
) return i
;
236 return MAPSCREEN_BLOCKED
;
239 static mapscreen_index
screen_to_mapscreen(int *x
, int *y
) {
240 *x
= ((int) *x
- SCREEN_MIN_X
) / SCALE
;
241 *y
= ((int) *y
- SCREEN_MIN_Y
) / SCALE
;
242 int yscr
= (*y
+ mapscreen_yoff
) / 192;
243 *y
= (*y
+ mapscreen_yoff
) - yscr
*192;
244 int xscr
= (*x
+ mapscreen_xoff
) / 192;
245 *x
= (*x
+ mapscreen_xoff
) - xscr
*192;
246 return map
->screen_map
[mapsquare
.y
+ yscr
][mapsquare
.x
+ xscr
];
249 static enum walltype
is_wall(vec2f
*pos
) {
252 mapscreen_index scr_idx
= screen_to_mapscreen(&x
, &y
);
253 /* can happen when a bullet goes partially off-screen */
254 if(scr_idx
== MAPSCREEN_BLOCKED
) return WT_NONE
;
255 uint8_t spriteno
= map_scr
[scr_idx
].fg
.fg
[y
/16][x
/16];
256 if(spriteno
&& walls
[map
->maptype
][spriteno
]) return walls
[map
->maptype
][spriteno
];
257 scr_idx
= get_bonus_layer_index(scr_idx
);
258 if(scr_idx
== MAPSCREEN_BLOCKED
) return WT_NONE
;
259 spriteno
= map_bonus_scr
[scr_idx
].fg
[y
/16][x
/16];
260 if(spriteno
&& walls
[map
->maptype
][spriteno
]) return walls
[map
->maptype
][spriteno
];
264 static void draw_map() {
266 unsigned map_off
= 192-mapscreen_yoff
;
267 unsigned vis_x
= 192-mapscreen_xoff
;
268 int x_iter_max16
= 192/16;
269 int x_iter_max64
= 192/64;
270 unsigned x_iter_start64
= x_iter_max64
- (vis_x
/ 64 + !!(vis_x
% 64));
271 unsigned x_iter_start16
= x_iter_max16
- (vis_x
/ 16 + !!(vis_x
% 16));
273 int x_screen_start64
= -(!!(vis_x
%64)*64-(vis_x
%64));
274 int x_screen_start16
= -(!!(vis_x
%16)*16-(vis_x
%16));
276 unsigned x_screen_iter
;
277 for(x_screen_iter
= 0; x_screen_iter
<= !!mapscreen_xoff
; x_screen_iter
++) {
278 mapscreen_index bonus_layer
;
280 x_screen_start16
= x_screen_start16
+(x_iter_max16
-x_iter_start16
)*16;
281 x_screen_start64
= x_screen_start64
+(x_iter_max64
-x_iter_start64
)*64;
282 x_iter_max16
= mapscreen_xoff
/ 16 + !!(mapscreen_xoff
% 16);
283 x_iter_max64
= mapscreen_xoff
/ 64 + !!(mapscreen_xoff
% 64);
286 assert(map
->screen_map
[mapsquare
.y
][mapsquare
.x
+x_screen_iter
] != MAPSCREEN_BLOCKED
);
290 for(my
= 6-map_off
/32-!!(map_off
%32), y
= SCREEN_MIN_Y
+ (!!(map_off
%32)*32-(map_off
%32))*-SCALE
; my
< 6; my
++, y
+=32*SCALE
)
291 for(mx
= x_iter_start64
, x
= SCREEN_MIN_X
+ x_screen_start64
*SCALE
; mx
< x_iter_max64
; mx
++, x
+= 64*SCALE
) {
292 spriteno
= map_scr
[map
->screen_map
[mapsquare
.y
][mapsquare
.x
+x_screen_iter
]].bg
.bg
[my
][mx
];
293 blit_sprite(x
, y
, &video
,
294 SCALE
, map_bg
, spriteno
, 0);
296 for(my
= 12-map_off
/16-!!(map_off
%16), y
= SCREEN_MIN_Y
+ (!!(map_off
%16)*16-(map_off
%16))*-SCALE
; my
< 12; my
++, y
+=16*SCALE
)
297 for(mx
= x_iter_start16
, x
= SCREEN_MIN_X
+ x_screen_start16
*SCALE
; mx
< x_iter_max16
; mx
++, x
+= 16*SCALE
) {
298 spriteno
= map_scr
[map
->screen_map
[mapsquare
.y
][mapsquare
.x
+x_screen_iter
]].fg
.fg
[my
][mx
];
299 if(spriteno
) blit_sprite(x
, y
, &video
, SCALE
, map_fg
, spriteno
, 0);
301 bonus_layer
= get_bonus_layer_index(map
->screen_map
[mapsquare
.y
][mapsquare
.x
+x_screen_iter
]);
302 if(bonus_layer
!= MAPSCREEN_BLOCKED
) {
303 for(my
= 12-map_off
/16-!!(map_off
%16), y
= SCREEN_MIN_Y
+ (!!(map_off
%16)*16-(map_off
%16))*-SCALE
; my
< 12; my
++, y
+=16*SCALE
)
304 for(mx
= x_iter_start16
, x
= SCREEN_MIN_X
+ x_screen_start16
*SCALE
; mx
< x_iter_max16
; mx
++, x
+= 16*SCALE
) {
305 spriteno
= map_bonus_scr
[bonus_layer
].fg
[my
][mx
];
306 if(spriteno
) blit_sprite(x
, y
, &video
, SCALE
, map_fg
, spriteno
, 0);
311 int yleft
= 200-map_off
;
312 if(yleft
> 192) yleft
= 192;
313 for(my
= 0, y
= SCREEN_MIN_Y
+ (map_off
* SCALE
); my
< yleft
/32+!!(yleft
%32); my
++, y
+=32*SCALE
)
314 for(mx
= x_iter_start64
, x
= SCREEN_MIN_X
+ x_screen_start64
*SCALE
; mx
< x_iter_max64
; mx
++, x
+= 64*SCALE
) {
315 spriteno
= map_scr
[map
->screen_map
[mapsquare
.y
+1][mapsquare
.x
+x_screen_iter
]].bg
.bg
[my
][mx
];
316 blit_sprite(x
, y
, &video
, SCALE
, map_bg
, spriteno
, 0);
318 for(my
= 0, y
= SCREEN_MIN_Y
+ (map_off
* SCALE
); my
< yleft
/16+!!(yleft
%16); my
++, y
+=16*SCALE
)
319 for(mx
= x_iter_start16
, x
= SCREEN_MIN_X
+ x_screen_start16
*SCALE
; mx
< x_iter_max16
; mx
++, x
+= 16*SCALE
) {
320 spriteno
= map_scr
[map
->screen_map
[mapsquare
.y
+1][mapsquare
.x
+x_screen_iter
]].fg
.fg
[my
][mx
];
321 if(spriteno
) blit_sprite(x
, y
, &video
, SCALE
, map_fg
, spriteno
, 0);
324 bonus_layer
= get_bonus_layer_index(map
->screen_map
[mapsquare
.y
+1][mapsquare
.x
+x_screen_iter
]);
325 if(bonus_layer
!= MAPSCREEN_BLOCKED
) {
326 for(my
= 0, y
= SCREEN_MIN_Y
+ (map_off
* SCALE
); my
< yleft
/16+!!(yleft
%16); my
++, y
+=16*SCALE
)
327 for(mx
= x_iter_start16
, x
= SCREEN_MIN_X
+ x_screen_start16
*SCALE
; mx
< x_iter_max16
; mx
++, x
+= 16*SCALE
) {
328 spriteno
= map_bonus_scr
[bonus_layer
].fg
[my
][mx
];
329 if(spriteno
) blit_sprite(x
, y
, &video
, SCALE
, map_fg
, spriteno
, 0);
333 /* this is never triggered when mapscreen_xoff != 0 */
334 if(mapscreen_yoff
> 192 - 8) {
335 for(mx
= 0, x
= SCREEN_MIN_X
+ x_screen_start64
*SCALE
; mx
< 3; mx
++, x
+= 64*SCALE
)
336 blit_sprite(x
, SCALE
*(192*2-mapscreen_yoff
), &video
,
337 SCALE
, map_bg
, map_scr
[map
->screen_map
[mapsquare
.y
+2][mapsquare
.x
]].bg
.bg
[0][mx
], 0);
338 for(mx
= 0, x
= SCREEN_MIN_X
+ x_screen_start16
*SCALE
; mx
< 12; mx
++, x
+= 16*SCALE
) {
339 spriteno
= map_scr
[map
->screen_map
[mapsquare
.y
+2][mapsquare
.x
]].fg
.fg
[0][mx
];
340 if(spriteno
) blit_sprite(x
, SCALE
*(192*2-mapscreen_yoff
), &video
, SCALE
, map_fg
, spriteno
, 0);
342 bonus_layer
= get_bonus_layer_index(map
->screen_map
[mapsquare
.y
+2][mapsquare
.x
]);
343 if(bonus_layer
!= MAPSCREEN_BLOCKED
) {
344 for(mx
= 0, x
= SCREEN_MIN_X
+ x_screen_start16
*SCALE
; mx
< 12; mx
++, x
+= 16*SCALE
) {
345 spriteno
= map_bonus_scr
[bonus_layer
].fg
[0][mx
];
346 if(spriteno
) blit_sprite(x
, SCALE
*(192*2-mapscreen_yoff
), &video
, SCALE
, map_fg
, spriteno
, 0);
353 #define VSCROLL_TRESHOLD (200-74)
354 #define HSCROLLR_TRESHOLD (54-6)
355 #define HSCROLLL_TRESHOLD (192-(78+3))
356 static int scroll_needed() {
357 struct gameobj
*player
= &objs
[player_ids
[0]];
358 if((mapscrolldir
== MS_UP
&& player
->pos
.y
- SCREEN_MIN_Y
< VSCROLL_TRESHOLD
*SCALE
) ||
359 (mapscrolldir
== MS_RIGHT
&& player
->pos
.x
- SCREEN_MIN_X
> HSCROLLR_TRESHOLD
*SCALE
) ||
360 (mapscrolldir
== MS_LEFT
&& player
->pos
.x
- SCREEN_MIN_X
< HSCROLLL_TRESHOLD
*SCALE
))
365 static void scroll_gameobjs(int scroll_step
) {
366 if(!scroll_step
) return;
367 unsigned i
, avail
= obj_count
;
368 for(i
= 0; i
< OBJ_MAX
&& avail
; i
++) {
369 if(!obj_slot_used
[i
]) continue;
371 if(objs
[i
].objtype
== OBJ_CROSSHAIR
) continue;
373 if(mapscrolldir
== MS_UP
)
374 objs
[i
].pos
.y
+= scroll_step
*SCALE
;
375 else if(mapscrolldir
== MS_LEFT
)
376 objs
[i
].pos
.x
+= scroll_step
*SCALE
;
377 else if(mapscrolldir
== MS_RIGHT
)
378 objs
[i
].pos
.x
-= scroll_step
*SCALE
;
382 static void next_screen() {
383 map_spawn_screen_index
++;
385 map_spawn_current
= 0;
388 static int init_enemy(const struct enemy_spawn
*spawn
);
389 static void handle_spawns(unsigned scrollstep
) {
390 assert(scrollstep
<= 192);
392 const struct enemy_spawn_screen
*spawn_map
= spawn_maps
[current_map
];
393 if(!spawn_map
[map_spawn_screen_index
].spawns
) goto done
;
394 for(i
= 0; i
< scrollstep
; i
++) {
395 while(map_spawn_current
< spawn_map
[map_spawn_screen_index
].num_spawns
&&
396 map_spawn_line
+i
>= spawn_map
[map_spawn_screen_index
].spawns
[map_spawn_current
].scroll_line
) {
397 init_enemy(&spawn_map
[map_spawn_screen_index
].spawns
[map_spawn_current
]);
402 map_spawn_line
+= scrollstep
;
405 static int scroll_map() {
408 if(scroll_needed()) {
409 if(mapscrolldir
== MS_UP
) {
410 mapscreen_yoff
-= scroll_step
;
411 if(mapscreen_yoff
< 0) {
413 if(map
->screen_map
[mapsquare
.y
][mapsquare
.x
] == MAPSCREEN_BLOCKED
) {
414 scroll_step
= -mapscreen_yoff
;
417 scroll_gameobjs(scroll_step
);
418 if(map
->screen_map
[mapsquare
.y
][mapsquare
.x
+1] == MAPSCREEN_BLOCKED
) {
419 mapscrolldir
= MS_LEFT
;
421 mapscrolldir
= MS_RIGHT
;
427 mapscreen_yoff
+= 192;
431 handle_spawns(scroll_step
);
432 scroll_gameobjs(scroll_step
);
434 } else if(mapscrolldir
== MS_LEFT
) {
435 mapscreen_xoff
-= scroll_step
;
436 if(mapscreen_xoff
< 0) {
438 if(map
->screen_map
[mapsquare
.y
][mapsquare
.x
] == MAPSCREEN_BLOCKED
) {
439 scroll_step
= -mapscreen_xoff
;
443 scroll_gameobjs(scroll_step
);
444 mapscrolldir
= MS_UP
;
447 mapscreen_xoff
+= 192;
452 } else if(mapscrolldir
== MS_RIGHT
) {
453 mapscreen_xoff
+= scroll_step
;
454 if(mapscreen_xoff
>= 192) {
456 if(map
->screen_map
[mapsquare
.y
][mapsquare
.x
+1] == MAPSCREEN_BLOCKED
) {
457 scroll_step
= mapscreen_xoff
- 192;
460 scroll_gameobjs(scroll_step
);
461 mapscrolldir
= MS_UP
;
465 mapscreen_xoff
-= 192;
474 static int init_player(int player_no
) {
475 assert(player_no
== 0 || player_no
== 1);
476 int pid
= gameobj_alloc();
477 gameobj_init(pid
, &VEC( SCREEN_MIN_X
, SCREEN_MAX_Y
- (25 * SCALE
) ), &VEC( 0, 0 ),
478 SI_PLAYERS
, player_no
== 0 ? ANIM_P1_MOVE_N
: ANIM_P2_MOVE_N
, player_no
== 0 ? OBJ_P1
: OBJ_P2
);
479 if(pid
== -1) return -1;
480 player_ids
[player_no
] = pid
;
481 objs
[pid
].objspecific
.playerdata
.score
= 0;
482 player_weapons
[player_no
][0] = WP_COLT45
;
483 weapon_count
[player_no
] = 1;
484 weapon_active
[player_no
] = 0;
486 for(; i
< AMMO_MAX
; i
++)
487 player_ammo
[player_no
][i
] = 50000;
492 static vec2f
*mousepos
;
493 static int init_crosshair() {
494 int id
= gameobj_alloc();
495 gameobj_init(id
, &VEC(VMODE_W
/2, VMODE_H
/2), &VEC(0,0), SI_CROSSHAIR
, ANIM_CROSSHAIR
, OBJ_CROSSHAIR
);
496 if(id
== -1) return -1;
497 mousepos
= &objs
[id
].pos
;
501 static int init_blood(vec2f
*pos
) {
502 int id
= gameobj_alloc();
503 gameobj_init(id
, pos
, &VEC(0,0), SI_MISC
, ANIM_BLOOD
, OBJ_BLOOD
);
504 gameobj_init_bulletdata(id
, 4);
508 static int init_bullet(vec2f
*pos
, vec2f
*vel
, int steps
) {
509 int id
= gameobj_alloc();
510 gameobj_init(id
, pos
, vel
, SI_BULLET
, ANIM_BULLET
, OBJ_BULLET
);
511 gameobj_init_bulletdata(id
, steps
);
515 static int init_grenade(vec2f
*pos
, vec2f
*vel
, int steps
) {
516 int id
= gameobj_alloc();
517 gameobj_init(id
, pos
, vel
, SI_GRENADE
, ANIM_GRENADE_SMALL
, OBJ_GRENADE
);
518 gameobj_init_bulletdata(id
, steps
);
522 static int init_grenade_explosion(vec2f
*pos
, int from_enemy
) {
523 const int ticks_per_anim_frame
= 4;
524 const int expl_anim_frames
= 11;
525 vec2f grenade_center
= get_sprite_center(spritemaps
[SI_GRENADE_EXPLOSION
]);
526 vec2f mypos
= vecsub(pos
, &grenade_center
);
527 int id
= gameobj_alloc();
528 if(id
== -1) return -1;
529 gameobj_init(id
, &mypos
, &VEC(0,0), SI_GRENADE_EXPLOSION
, ANIM_GRENADE_EXPLOSION
, OBJ_GRENADE_EXPLOSION
);
530 gameobj_init_bulletdata(id
, expl_anim_frames
*ticks_per_anim_frame
-1);
531 audio_play_wave_resource(wavesounds
[WS_GRENADE_EXPLOSION
]);
532 if(!from_enemy
) add_explosion(id
);
533 else add_enemy_explosion(id
);
537 static int init_big_explosion(vec2f
*pos
) {
538 const int ticks_per_anim_frame
= 8;
539 const int expl_anim_frames
= 5;
540 vec2f rocket_center
= get_sprite_center(spritemaps
[SI_BIG_EXPLOSION
]);
541 vec2f mypos
= vecsub(pos
, &rocket_center
);
542 int id
= gameobj_alloc();
543 if(id
== -1) return -1;
544 gameobj_init(id
, &mypos
, &VEC(0,0), SI_BIG_EXPLOSION
, ANIM_BIG_EXPLOSION
, OBJ_BIG_EXPLOSION
);
545 gameobj_init_bulletdata(id
, expl_anim_frames
*ticks_per_anim_frame
-1);
546 audio_play_wave_resource(wavesounds
[WS_GRENADE_EXPLOSION
]);
551 static int init_rocket_explosion(vec2f
*pos
) {
552 vec2f ax
= vecadd(pos
, &VEC(-15*SCALE
, 9*SCALE
));
553 vec2f bx
= vecadd(pos
, &VEC(1*SCALE
, -6*SCALE
));
554 vec2f cx
= vecadd(pos
, &VEC(-8*SCALE
, -8*SCALE
));
555 vec2f dx
= vecadd(pos
, &VEC(8*SCALE
, 8*SCALE
));
557 ret
+= init_grenade_explosion(&ax
, 0) != -1;
558 ret
+= init_grenade_explosion(&bx
, 0) != -1;
559 ret
+= init_big_explosion(&cx
) != -1;
560 ret
+= init_big_explosion(&dx
) != -1;
564 static int init_flame(enum direction dir
, vec2f
*pos
, vec2f
*vel
, int steps
) {
565 static const vec2f flame_origin
[] = {
566 [DIR_O
] = { 4.0, 8.0 },
567 [DIR_NO
] = { 5.0, 11.0 },
568 [DIR_N
] = { 7.5, 12.0 },
569 [DIR_NW
] = { 10.0, 11.0 },
570 [DIR_W
] = { 11.0, 8.0 },
571 [DIR_SW
] = { 10.0, 5.0 },
572 [DIR_S
] = { 7.5, 3.0 },
573 [DIR_SO
] = { 4.0, 4.0 },
576 mypos
.x
-= flame_origin
[dir
].x
* SCALE
;
577 mypos
.y
-= flame_origin
[dir
].y
* SCALE
;
578 int id
= gameobj_alloc();
579 if(id
== -1) return -1;
580 gameobj_init(id
, &mypos
, vel
, SI_FLAME
, ANIM_FLAME
, OBJ_FLAME
);
581 gameobj_init_bulletdata(id
, steps
);
586 static int init_rocket(enum direction dir
, vec2f
*pos
, vec2f
*vel
, int steps
) {
587 static const vec2f rocket_origin
[] = {
588 [DIR_N
] = { 1.0, 10.0 },
589 [DIR_S
] = { 1.0, 0.0 },
590 [DIR_O
] = { 0.0, 1.0 },
591 [DIR_W
] = { 10.0, 1.0 },
592 [DIR_NO
] = { 0.0, 7.0 },
593 [DIR_SO
] = { 0.0, 0.0 },
594 [DIR_SW
] = { 7.0, 0.0 },
595 [DIR_NW
] = { 7.0, 7.0 },
597 static const enum animation_id rocket_anim
[] = {
598 [DIR_N
] = ANIM_ROCKET_N
,
599 [DIR_S
] = ANIM_ROCKET_S
,
600 [DIR_O
] = ANIM_ROCKET_O
,
601 [DIR_W
] = ANIM_ROCKET_W
,
602 [DIR_NO
] = ANIM_ROCKET_NO
,
603 [DIR_SO
] = ANIM_ROCKET_SO
,
604 [DIR_SW
] = ANIM_ROCKET_SW
,
605 [DIR_NW
] = ANIM_ROCKET_NW
,
608 mypos
.x
-= rocket_origin
[dir
].x
* SCALE
;
609 mypos
.y
-= rocket_origin
[dir
].y
* SCALE
;
610 int id
= gameobj_alloc();
611 if(id
== -1) return -1;
612 gameobj_init(id
, &mypos
, vel
, SI_ROCKET
, rocket_anim
[dir
], OBJ_ROCKET
);
613 gameobj_init_bulletdata(id
, steps
);
619 static const struct enemy_route
* get_enemy_current_route(int curr_step
, const struct enemy_spawn
*spawn
) {
620 int i
= ENEMY_MAX_ROUTE
-1;
622 if(spawn
->route
[i
].shape
!= ES_INVALID
&&
623 curr_step
>= spawn
->route
[i
].start_step
)
624 return &spawn
->route
[i
];
628 static vec2f
get_enemy_vel(int curr_step
, const struct enemy_spawn
*spawn
) {
629 const struct enemy_route
*route
= get_enemy_current_route(curr_step
, spawn
);
630 return get_vel_from_direction16(route
->dir
, (float)route
->vel
/8.f
);
633 static const enum animation_id enemy_animation_lut
[] = {
634 [ES_SOLDIER1_DOWN
] = ANIM_ENEMY_GUNNER_DOWN
,
635 [ES_SOLDIER1_RIGHT
] = ANIM_ENEMY_GUNNER_RIGHT
,
636 [ES_SOLDIER1_LEFT
] = ANIM_ENEMY_GUNNER_LEFT
,
637 [ES_SOLDIER2_DOWN
] = ANIM_ENEMY_BOMBER_DOWN
,
638 [ES_SOLDIER2_RIGHT
] = ANIM_ENEMY_BOMBER_RIGHT
,
639 [ES_SOLDIER2_LEFT
] = ANIM_ENEMY_BOMBER_LEFT
,
640 [ES_JEEP
] = ANIM_JEEP
,
641 [ES_TANK_SMALL
] = ANIM_TANK_SMALL
,
642 [ES_TANK_BIG
] = ANIM_TANK_BIG
,
643 [ES_TRANSPORTER
] = ANIM_TRANSPORTER
,
644 [ES_GUNTURRET_MOVABLE_MACHINE
] = ANIM_GUNTURRET_MOVABLE_MACHINE_S
,
645 [ES_GUNTURRET_MOVABLE_MAN
] = ANIM_GUNTURRET_MOVABLE_MAN_S
,
646 [ES_MINE_FLAT
] = ANIM_MINE_FLAT
,
647 [ES_MINE_CROSS
] = ANIM_MINE_CROSSED
,
648 [ES_FLAMETURRET
] = ANIM_FLAMETURRET
,
649 [ES_GUNTURRET_FIXED_SOUTH
] = ANIM_GUNTURRET_FIXED_SOUTH
,
650 [ES_GUNTURRET_FIXED_NORTH
] = ANIM_GUNTURRET_FIXED_NORTH
,
651 [ES_BUNKER_1
] = ANIM_BUNKER1
,
652 [ES_BUNKER_2
] = ANIM_BUNKER2
,
653 [ES_BUNKER_3
] = ANIM_BUNKER3
,
654 [ES_BUNKER_4
] = ANIM_BUNKER4
,
655 [ES_BUNKER_5
] = ANIM_BUNKER5
,
658 static int init_enemy(const struct enemy_spawn
*spawn
) {
659 const enum objtype enemy_soldier_objtype_lut
[] = {
660 [0] = OBJ_ENEMY_SHOOTER
,
661 [1] = OBJ_ENEMY_BOMBER
663 const enum objtype enemy_objtype_lut
[] = {
664 [ES_JEEP
] = OBJ_JEEP
,
665 [ES_TANK_SMALL
] = OBJ_TANK_SMALL
,
666 [ES_TANK_BIG
] = OBJ_TANK_BIG
,
667 [ES_TRANSPORTER
] = OBJ_TRANSPORTER
,
668 [ES_GUNTURRET_MOVABLE_MACHINE
] = OBJ_GUNTURRET_MOVABLE_MACHINE
,
669 [ES_GUNTURRET_MOVABLE_MAN
] = OBJ_GUNTURRET_MOVABLE_MAN
,
670 [ES_MINE_FLAT
] = OBJ_MINE_FLAT
,
671 [ES_MINE_CROSS
] = OBJ_MINE_CROSSED
,
672 [ES_FLAMETURRET
] = OBJ_FLAMETURRET
,
673 [ES_GUNTURRET_FIXED_SOUTH
] = OBJ_GUNTURRET_FIXED_SOUTH
,
674 [ES_GUNTURRET_FIXED_NORTH
] = OBJ_GUNTURRET_FIXED_NORTH
,
675 [ES_BUNKER_1
] = OBJ_BUNKER1
,
676 [ES_BUNKER_2
] = OBJ_BUNKER2
,
677 [ES_BUNKER_3
] = OBJ_BUNKER3
,
678 [ES_BUNKER_4
] = OBJ_BUNKER4
,
679 [ES_BUNKER_5
] = OBJ_BUNKER5
,
680 [ES_BOSS
] = OBJ_BOSS
,
682 const enum animation_id boss_animation_lut
[] = {
696 const enum sprite_index enemy_soldier_sprite_lut
[] = {
697 [ET_ASIAN
] = SI_ENEMY_ASIAN
,
698 [ET_WESTERN
] = SI_ENEMY_WESTERN
,
700 const enum sprite_index enemy_sprite_lut
[] = {
701 [ES_JEEP
] = SI_VEHICLES_SMALL
,
702 [ES_TANK_SMALL
] = SI_VEHICLES_MEDIUM
,
703 [ES_TANK_BIG
] = SI_VEHICLES_BIG
,
704 [ES_TRANSPORTER
] = SI_VEHICLES_BIG
,
705 [ES_BUNKER_1
] = SI_BUNKERS
,
706 [ES_BUNKER_2
] = SI_BUNKERS
,
707 [ES_BUNKER_3
] = SI_BUNKERS
,
708 [ES_BUNKER_4
] = SI_BUNKERS
,
709 [ES_BUNKER_5
] = SI_BUNKERS
,
710 [ES_GUNTURRET_MOVABLE_MACHINE
] = SI_GUNTURRET
,
711 [ES_GUNTURRET_MOVABLE_MAN
] = SI_GUNTURRET
,
712 [ES_MINE_FLAT
] = SI_MINES
,
713 [ES_MINE_CROSS
] = SI_MINES
,
714 [ES_FLAMETURRET
] = SI_MINES
,
715 [ES_GUNTURRET_FIXED_SOUTH
] = SI_MINES
,
716 [ES_GUNTURRET_FIXED_NORTH
] = SI_MINES
,
717 [ES_BOSS
] = SI_BOSSES
,
720 vec2f spawnpos
= VEC(SCREEN_MIN_X
+ spawn
->x
*SCALE
, SCREEN_MIN_Y
+ spawn
->y
*SCALE
);
721 int id
= gameobj_alloc();
722 if(id
== -1) return -1;
723 const struct enemy_route
* route_curr
= get_enemy_current_route(0, spawn
);
724 vec2f vel
= get_enemy_vel(0, spawn
);
726 int is_soldier
= route_curr
->shape
<= ES_SOLDIER2_RIGHT
;
727 int is_boss
= route_curr
->shape
== ES_BOSS
;
728 enum sprite_index spriteid
;
730 enum animation_id animid
;
732 spriteid
= enemy_soldier_sprite_lut
[map
->enemy_type
];
733 objid
= enemy_soldier_objtype_lut
[spawn
->weapon
];
735 spriteid
= enemy_sprite_lut
[route_curr
->shape
];
736 objid
= enemy_objtype_lut
[route_curr
->shape
];
738 if(is_boss
) animid
= boss_animation_lut
[map
->boss_id
];
739 else animid
= enemy_animation_lut
[route_curr
->shape
];
741 gameobj_init(id
, &spawnpos
, &vel
, spriteid
, animid
, objid
);
742 objs
[id
].objspecific
.enemy
.curr_step
= 0;
743 objs
[id
].objspecific
.enemy
.spawn
= spawn
;
748 case OBJ_BUNKER1
: case OBJ_BUNKER2
: case OBJ_BUNKER3
:
749 case OBJ_BUNKER4
: case OBJ_BUNKER5
:
752 case OBJ_FLAMETURRET
: case OBJ_GUNTURRET_FIXED_NORTH
:
753 case OBJ_GUNTURRET_FIXED_SOUTH
:
756 case OBJ_MINE_CROSSED
: case OBJ_MINE_FLAT
:
759 case OBJ_JEEP
: case OBJ_TRANSPORTER
:
760 case OBJ_TANK_BIG
: case OBJ_TANK_SMALL
:
769 static void remove_enemy(int id
) {
770 enum objtype objid
= objs
[id
].objtype
;
772 case OBJ_JEEP
: case OBJ_TRANSPORTER
:
773 case OBJ_TANK_BIG
: case OBJ_TANK_SMALL
:
774 golist_remove(&go_vehicles
, id
);
777 golist_remove(&go_enemies
, id
);
782 static int enemy_fires(struct enemy
*e
) {
784 for(i
= 0; i
< ENEMY_MAX_SHOT
; i
++)
785 if(e
->curr_step
== e
->spawn
->shots
[i
]) return 1;
789 static enum animation_id
get_flash_animation_from_direction(enum direction dir
) {
790 #define ANIMF(dir, anim) [dir] = anim
791 static const enum animation_id dir_to_anim
[] = {
792 ANIMF(DIR_O
, ANIM_FLASH_O
),
793 ANIMF(DIR_NO
, ANIM_FLASH_NO
),
794 ANIMF(DIR_N
, ANIM_FLASH_N
),
795 ANIMF(DIR_NW
, ANIM_FLASH_NW
),
796 ANIMF(DIR_W
, ANIM_FLASH_W
),
797 ANIMF(DIR_SW
, ANIM_FLASH_SW
),
798 ANIMF(DIR_S
, ANIM_FLASH_S
),
799 ANIMF(DIR_SO
, ANIM_FLASH_SO
),
802 return dir_to_anim
[dir
];
805 static int init_flash(vec2f
*pos
, enum direction dir
) {
806 int id
= gameobj_alloc();
807 gameobj_init(id
, pos
, &VEC(0, 0), SI_FLASH
, get_flash_animation_from_direction(dir
), OBJ_FLASH
);
808 gameobj_init_bulletdata(id
, 2);
812 static vec2f
get_gameobj_pos(int obj_id
) {
813 return objs
[obj_id
].pos
;
816 static vec2f
get_gameobj_center(int obj_id
) {
817 vec2f res
= objs
[obj_id
].pos
;
818 vec2f add
= get_sprite_center(spritemaps
[objs
[obj_id
].spritemap_id
]);
819 return vecadd(&res
, &add
);
822 static enum direction
get_direction_from_vec(vec2f
*vel
);
823 static enum animation_id
get_anim_from_direction(enum direction dir
, int player
, int throwing
);
825 static enum weapon_id
get_active_weapon_id(int player_no
) {
826 return player_weapons
[player_no
][weapon_active
[player_no
]];
829 static const struct weapon
* get_active_weapon(int player_no
) {
830 return &weapons
[get_active_weapon_id(player_no
)];
832 static enum direction
get_shotdirection_from_enemy(int curr_step
, const struct enemy_spawn
*spawn
) {
833 const struct enemy_route
* r
= get_enemy_current_route(curr_step
, spawn
);
835 case ES_SOLDIER1_DOWN
: case ES_SOLDIER2_DOWN
:
837 case ES_SOLDIER1_LEFT
: case ES_SOLDIER2_LEFT
:
839 case ES_SOLDIER1_RIGHT
: case ES_SOLDIER2_RIGHT
:
846 static void enemy_fire_bullet(int objid
, enum direction16 dir16
, int steps
) {
847 struct gameobj
* go
= &objs
[objid
];
848 enum direction16 dir
= dir16
;
849 if(dir
== DIR16_INVALID
)
850 dir
= get_shotdirection_from_enemy(go
->objspecific
.enemy
.curr_step
, go
->objspecific
.enemy
.spawn
);
851 vec2f from
= get_gameobj_center(objid
);
852 vec2f vel
= get_vel_from_direction16(dir
, 1.75);
854 if(go
->objspecific
.enemy
.spawn
->weapon
== EW_GUN
) {
855 id
= init_bullet(&from
, &vel
, steps
);
856 if(id
!= -1) add_ebullet(id
);
858 id
= init_grenade(&from
, &vel
, steps
);
859 if(id
!= -1) add_enemy_grenade(id
);
863 static int get_crosshair_id(void) {
864 assert(sblist_getsize(&go_crosshair
));
865 uint8_t *id
= sblist_get(&go_crosshair
, 0);
869 static void fire_bullet(int player_no
) {
871 const struct weapon
*pw
= get_active_weapon(player_no
);
872 if(player_ammo
[player_no
][pw
->ammo
] == 0) return;
873 vec2f from
= get_gameobj_center(player_ids
[player_no
]);
874 //get_anim_from_vel(0, objs[player].
875 vec2f to
= get_gameobj_center(get_crosshair_id());
876 to
.x
+= 4*SCALE
- rand()%8*SCALE
;
877 to
.y
+= 4*SCALE
- rand()%8*SCALE
;
878 vec2f vel
= velocity(&from
, &to
);
879 enum direction dir
= get_direction_from_vec(&vel
);
880 if(dir
!= DIR_INVALID
) {
881 enum animation_id aid
= get_anim_from_direction(dir
, player_no
, pw
->ammo
== AMMO_GRENADE
);
882 if(aid
!= ANIM_INVALID
) switch_anim(player_ids
[player_no
], aid
);
883 anim_step curranim
= objs
[player_ids
[player_no
]].anim_curr
;
884 if(curranim
== ANIM_STEP_INIT
) curranim
= get_next_anim_frame(objs
[player_ids
[player_no
]].animid
, ANIM_STEP_INIT
);
885 vec2f muzzle
= muzzle_tab
[curranim
];
887 from
= get_gameobj_pos(player_ids
[player_no
]);
888 from
.x
+= muzzle
.x
* SCALE
;
889 from
.y
+= muzzle
.y
* SCALE
;
891 if(pw
->flags
& WF_MUZZLEFLASH
) {
892 static const vec2f flash_start
[] = {
893 [DIR_O
] = { 0.0, 1.0 },
894 [DIR_NO
] = { 0.5, 6.0 },
895 [DIR_N
] = { 1.0, 7.5 },
896 [DIR_NW
] = { 6.0, 6.0 },
897 [DIR_W
] = { 7.5, 1.0 },
898 [DIR_SW
] = { 4.5, 0.0 },
899 [DIR_S
] = { 1.0, 0.0 },
900 [DIR_SO
] = { 0.0, 0.0 },
903 ffrom
.x
-= flash_start
[dir
].x
* SCALE
;
904 ffrom
.y
-= flash_start
[dir
].y
* SCALE
;
905 id
= init_flash(&ffrom
, dir
);
906 if(id
!= -1) add_muzzleflash(id
);
908 vel
= velocity(&from
, &to
);
910 float dist
= veclength(&vel
);
911 float speed
= pw
->bullet_speed
* SCALE
;
912 const uint16_t range_tab
[] = {0, 80, 66, 80, 118, 118, 118, 118, 118, 118,
913 200, 200, 240, 240, 240, 240, 240, 240, 240, 240, 320 };
914 float range
= range_tab
[pw
->range
] * SCALE
;
917 float steps
= dist
/ speed
;
918 float deg
= atan2(vel
.y
, vel
.x
);
919 vel
.x
= cos(deg
) * speed
;
920 vel
.y
= sin(deg
) * speed
;
923 id
= init_rocket(dir
, &from
, &vel
, steps
);
926 id
= init_bullet(&from
, &vel
, steps
);
927 if(id
!= -1) add_pbullet(id
);
930 id
= init_flame(dir
, &from
, &vel
, steps
);
933 id
= init_grenade(&from
, &vel
, steps
);
939 player_ammo
[player_no
][pw
->ammo
]--;
940 const WAVE_HEADER_COMPLETE
*wf
= wavesounds
[pw
->sound
];
941 if(id
!= -1 && pw
->sound
!= WS_NONE
)
942 audio_play_wave_resource(wf
);
945 static void init_game_objs() {
946 sblist_init(&go_crosshair
, 1, 4);
947 sblist_init(&go_players
, 1, 4);
948 sblist_init(&go_muzzleflash
, 1, 4);
949 sblist_init(&go_player_bullets
, 1, 32);
950 sblist_init(&go_flames
, 1, 32);
951 sblist_init(&go_enemy_bullets
, 1, 32);
952 sblist_init(&go_explosions
, 1, 16);
953 sblist_init(&go_enemy_explosions
, 1, 16);
954 sblist_init(&go_grenades
, 1, 16);
955 sblist_init(&go_enemy_grenades
, 1, 16);
956 sblist_init(&go_rockets
, 1, 8);
957 sblist_init(&go_enemies
, 1, 32);
958 sblist_init(&go_vehicles
, 1, 4);
959 sblist_init(&go_mines
, 1, 4);
960 sblist_init(&go_turrets
, 1, 8);
961 sblist_init(&go_bunkers
, 1, 4);
962 sblist_init(&go_boss
, 1, 4);
963 sblist_init(&go_blood
, 1, 16);
965 add_crosshair(init_crosshair());
966 init_map(current_map
);
969 static int point_in_mask(vec2f
*point
, int obj_id
) {
970 vec2f pos_in_pic
= VEC((point
->x
- objs
[obj_id
].pos
.x
) / SCALE
,
971 (point
->y
- objs
[obj_id
].pos
.y
) / SCALE
);
972 const struct palpic
*p
= spritemaps
[objs
[obj_id
].spritemap_id
];
973 unsigned h
= palpic_getspriteheight(p
), w
= palpic_getspritewidth(p
);
974 if(pos_in_pic
.x
< 0 || pos_in_pic
.y
< 0 || pos_in_pic
.x
> w
|| pos_in_pic
.y
> h
) return 0;
975 assert(objs
[obj_id
].anim_curr
!= ANIM_STEP_INIT
);
976 anim_step curranim
= objs
[obj_id
].anim_curr
;
977 if(curranim
== ANIM_STEP_INIT
) curranim
= get_next_anim_frame(objs
[obj_id
].animid
, ANIM_STEP_INIT
);
978 uint8_t *data
= palpic_getspritedata(p
, curranim
);
979 if(data
[(unsigned) pos_in_pic
.y
* w
+ (unsigned) pos_in_pic
.x
] != 0) return 1;
983 static enum animation_id
get_die_anim(unsigned id
) {
984 switch(objs
[id
].objtype
) {
990 return ANIM_JEEP_DESTROYED
;
992 return ANIM_TANK_SMALL_DESTROYED
;
994 return ANIM_TANK_BIG_DESTROYED
;
995 case OBJ_TRANSPORTER
:
996 return ANIM_TRANSPORTER_DESTROYED
;
997 case OBJ_ENEMY_BOMBER
:
998 return ANIM_ENEMY_BOMBER_DIE
;
999 case OBJ_ENEMY_SHOOTER
:
1000 return ANIM_ENEMY_GUNNER_DIE
;
1001 case OBJ_BUNKER1
: case OBJ_BUNKER2
: case OBJ_BUNKER3
:
1002 case OBJ_BUNKER4
: case OBJ_BUNKER5
:
1003 return ANIM_BUNKER_DESTROYED
;
1004 case OBJ_GUNTURRET_MOVABLE_MACHINE
:
1005 return ANIM_GUNTURRET_MOVABLE_MACHINE_DESTROYED
;
1006 case OBJ_GUNTURRET_MOVABLE_MAN
:
1007 return ANIM_GUNTURRET_MOVABLE_MAN_DESTROYED
;
1009 return ANIM_INVALID
;
1013 /* remove bullets that have reached their maximum number of steps */
1014 static int remove_bullets(sblist
*list
) {
1018 sblist_iter_counter2s(list
, li
, item_id
) {
1019 struct gameobj
*bullet
= &objs
[*item_id
];
1020 if(bullet
->objspecific
.bullet
.step_curr
>= bullet
->objspecific
.bullet
.step_max
) {
1021 gameobj_free(*item_id
);
1022 sblist_delete(list
, li
);
1025 bullet
->objspecific
.bullet
.step_curr
++;
1032 static int remove_explosives(sblist
*list
) {
1036 sblist_iter_counter2s(list
, li
, item_id
) {
1037 struct gameobj
*go
= &objs
[*item_id
];
1038 if(go
->objspecific
.bullet
.step_curr
>= go
->objspecific
.bullet
.step_max
) {
1039 if(go
->objtype
== OBJ_GRENADE
) init_grenade_explosion(&go
->pos
, list
== &go_enemy_grenades
);
1040 else init_rocket_explosion(&go
->pos
);
1041 gameobj_free(*item_id
);
1042 sblist_delete(list
, li
);
1045 go
->objspecific
.bullet
.step_curr
++;
1046 if(go
->objtype
== OBJ_GRENADE
) {
1047 if(go
->objspecific
.bullet
.step_curr
>= 32) go
->animid
= ANIM_GRENADE_SMALL
;
1048 else if(go
->objspecific
.bullet
.step_curr
>= 8) go
->animid
= ANIM_GRENADE_BIG
;
1056 static int remove_offscreen_objects(sblist
*list
) {
1060 sblist_iter_counter2s(list
, li
, item_id
) {
1061 assert(obj_slot_used
[*item_id
]);
1062 struct gameobj
*go
= &objs
[*item_id
];
1063 assert((int) go
->spritemap_id
< SI_MAX
);
1064 const struct palpic
*p
= spritemaps
[go
->spritemap_id
];
1065 assert(p
->spritecount
);
1066 int h
= palpic_getspriteheight(p
), w
= palpic_getspritewidth(p
);
1067 if(go
->pos
.x
< SCREEN_MIN_X
-w
*SCALE
|| go
->pos
.x
> SCREEN_MAX_X
||
1068 go
->pos
.y
< SCREEN_MIN_Y
-h
*SCALE
|| go
->pos
.y
> SCREEN_MAX_Y
) {
1070 dprintf(2, "offscreen: removed gameobj %d\n", (int) *item_id
);
1071 gameobj_free(*item_id
);
1072 sblist_delete(list
, li
);
1079 static int is_death_anim(enum animation_id anim
) {
1080 return anim
== ANIM_ENEMY_BOMBER_DIE
|| anim
== ANIM_ENEMY_GUNNER_DIE
||
1081 anim
== ANIM_ENEMY_BURNT
|| anim
== ANIM_P1_DIE
|| anim
== ANIM_P2_DIE
;
1084 // removes bullets and other objects if they collide. return 1 if anything happened
1085 static int hit_bullets(sblist
*bullet_list
, sblist
*target_list
) {
1089 enum bulletsubtype
{
1092 BS_GRENADE_EXPL
= 2,
1094 } bullet_subtybe
= BS_BULLET
;
1096 sblist_iter_counter2s(bullet_list
, li
, bullet_id
) {
1097 struct gameobj
*bullet
= &objs
[*bullet_id
];
1098 if(bullet
->objtype
== OBJ_FLAME
) bullet_subtybe
= BS_FLAME
;
1099 else if(bullet
->objtype
== OBJ_GRENADE_EXPLOSION
) {
1100 /* grenade kills only in the explosion, not in the smoke phase */
1101 if(bullet
->objspecific
.bullet
.step_curr
> 22) continue;
1102 bullet_subtybe
= BS_GRENADE_EXPL
;
1103 } else if(bullet
->objtype
== OBJ_BIG_EXPLOSION
) {
1104 bullet_subtybe
= BS_BIG_EXPL
;
1107 vec2f bullet_center
= get_gameobj_center(*bullet_id
);
1108 if(bullet_list
== &go_player_bullets
|| bullet_list
== &go_flames
) {
1109 if(is_wall(&bullet_center
) == WT_SOLID
) goto remove_bullet
;
1112 const float bullet_radius
[] = { [BS_BULLET
] = 1.f
, [BS_FLAME
] = 6.f
,
1113 [BS_GRENADE_EXPL
] = 16.f
, [BS_BIG_EXPL
] = 19.f
};
1117 sblist_iter_counter2(target_list
, lj
, target_id
) {
1118 struct gameobj
*target
= &objs
[*target_id
];
1119 if(is_death_anim(target
->animid
)) continue;
1120 vec2f temp
= get_gameobj_center(*target_id
);
1121 float dist1
= vecdist(&bullet_center
, &temp
) - bullet_radius
[bullet_subtybe
] * SCALE
;
1122 vec2f newpos
= vecadd(&bullet_center
, &bullet
->vel
);
1123 float dist2
= vecdist(&newpos
, &temp
) - bullet_radius
[bullet_subtybe
] * SCALE
;
1125 unsigned w
= palpic_getspritewidth(spritemaps
[target
->spritemap_id
]),
1126 h
= palpic_getspriteheight(spritemaps
[target
->spritemap_id
]);
1127 float longest_side_div2
= ((float) MAX(h
, w
) / 2) * SCALE
;
1128 if(dist1
< 1.f
*SCALE
|| dist2
< 1.f
*SCALE
) { dprintf(2, "hit1\n"); goto hit
; }
1129 if(dist1
< longest_side_div2
|| dist2
< longest_side_div2
) {
1130 vec2f velquarter
= VEC(bullet
->vel
.x
* 0.25, bullet
->vel
.y
* 0.25);
1131 vec2f point
= bullet_center
;
1133 for(k
= 0; k
< 4; k
++) {
1134 if(point_in_mask(&point
, *target_id
)) {
1137 if(bullet_list
== &go_player_bullets
) {
1138 if(target_list
== &go_vehicles
) {
1139 audio_play_wave_resource(wavesounds
[WS_DROPSHOT
]);
1142 objs
[player_ids
[0]].objspecific
.playerdata
.score
+= 50;
1143 } else if (bullet_list
== &go_rockets
) {
1144 init_rocket_explosion(&target
->pos
);
1146 } else if(bullet
->objtype
== OBJ_GRENADE_EXPLOSION
) {
1147 // grenade explosion has no effect on vehicles and bunkers.
1148 if(target_list
== &go_vehicles
|| target_list
== &go_bunkers
)
1151 enum animation_id death_anim
= bullet_subtybe
== BS_FLAME
? ANIM_ENEMY_BURNT
: get_die_anim(*target_id
);
1152 if(death_anim
== ANIM_INVALID
) {
1153 gameobj_free(*target_id
);
1154 sblist_delete(target_list
, lj
);
1158 switch_anim(*target_id
, death_anim
);
1159 target
->vel
= VEC(0,0);
1160 if(target
->objtype
== OBJ_ENEMY_BOMBER
|| target
->objtype
== OBJ_ENEMY_SHOOTER
) {
1161 const enum wavesound_id wid
[] = { WS_SCREAM
, WS_SCREAM2
};
1162 audio_play_wave_resource(wavesounds
[wid
[rand()%2]]);
1163 if(bullet_subtybe
== BS_BULLET
) {
1164 vec2f bloodpos
= vecadd(&target
->pos
, &VEC(0, (2+rand()%7)*SCALE
));
1165 /* original displays at 0,8 but i prefer a random effect */
1166 //vec2f bloodpos = vecadd(&target->pos, &VEC(0, 8*SCALE));
1167 int id
= init_blood(&bloodpos
);
1168 if(id
!= -1) add_blood(id
);
1171 if(bullet_subtybe
== BS_BULLET
) {
1173 gameobj_free(*bullet_id
);
1174 sblist_delete(bullet_list
, li
);
1179 point
= vecadd(&point
, &velquarter
);
1190 uint32_t tickcounter
;
1192 static int advance_animations(void) {
1193 size_t i
, obj_visited
;
1195 for(i
= 0, obj_visited
= 0; obj_visited
< obj_count
&& i
< OBJ_MAX
; i
++) {
1196 if(!obj_slot_used
[i
]) continue;
1197 struct gameobj
*go
= &objs
[i
];
1198 if(go
->anim_curr
== ANIM_STEP_INIT
|| (go
->vel
.x
!= 0 || go
->vel
.y
!= 0) || (go
->objtype
!= OBJ_P1
&& go
->objtype
!= OBJ_P2
) || is_death_anim(go
->animid
)) {
1199 unsigned anim_delay
= go
->objtype
== OBJ_BIG_EXPLOSION
? 8 : 4;
1200 if(go
->anim_curr
== ANIM_STEP_INIT
|| tickcounter
% anim_delay
== go
->anim_frame
) {
1201 anim_step last_anim
= go
->anim_curr
;
1202 go
->anim_curr
= get_next_anim_frame(go
->animid
, go
->anim_curr
);
1203 if(last_anim
!= go
->anim_curr
) res
= 1;
1211 static void switch_enemy_shape(int objid
, const struct enemy_route
* r
) {
1212 switch_anim(objid
, enemy_animation_lut
[r
->shape
]);
1215 static void draw_golist(sblist
*list
) {
1218 sblist_iter_counter2(list
, i
, itemid
) {
1219 assert(obj_slot_used
[*itemid
]);
1220 struct gameobj
*o
= &objs
[*itemid
];
1221 const prgb
*palette
;
1222 switch(o
->objtype
) {
1224 // original blood color is bb5511 but that is hardly visible
1225 // palette = (prgb[]) {PRGB(0,0,0), PRGB(0xbb, 0x55, 0x11)};
1226 palette
= (const prgb
[]) {PRGB(0,0,0), PRGB(0xff, 0x0, 0x0)};
1228 case OBJ_ENEMY_BOMBER
: case OBJ_ENEMY_SHOOTER
:
1229 palette
= map
->enemy_palette
;
1234 blit_sprite(o
->pos
.x
, o
->pos
.y
, &video
,
1235 SCALE
, spritemaps
[o
->spritemap_id
],
1236 o
->anim_curr
== ANIM_STEP_INIT
? get_next_anim_frame(o
->animid
, o
->anim_curr
) : o
->anim_curr
,
1241 static void draw_gameobjs(void) {
1242 draw_golist(&go_mines
);
1243 draw_golist(&go_turrets
);
1244 draw_golist(&go_bunkers
);
1245 draw_golist(&go_vehicles
);
1246 draw_golist(&go_enemies
);
1247 draw_golist(&go_blood
);
1248 draw_golist(&go_enemy_bullets
);
1249 draw_golist(&go_boss
);
1250 draw_golist(&go_rockets
);
1251 draw_golist(&go_players
);
1252 draw_golist(&go_player_bullets
);
1253 draw_golist(&go_enemy_explosions
);
1254 draw_golist(&go_flames
);
1255 draw_golist(&go_explosions
);
1256 draw_golist(&go_grenades
);
1257 draw_golist(&go_enemy_grenades
);
1258 draw_golist(&go_crosshair
);
1259 draw_golist(&go_muzzleflash
);
1262 static void process_soldiers(void) {
1264 sblist_iter(&go_enemies
, itemid
) {
1265 struct gameobj
*go
= &objs
[*itemid
];
1266 assert(go
->objtype
== OBJ_ENEMY_SHOOTER
|| go
->objtype
== OBJ_ENEMY_BOMBER
);
1267 if (tickcounter
% 4 == go
->anim_frame
) {
1268 const struct enemy_route
*rc
= get_enemy_current_route(go
->objspecific
.enemy
.curr_step
, go
->objspecific
.enemy
.spawn
);
1270 go
->objspecific
.enemy
.curr_step
++;
1271 if(enemy_fires(&go
->objspecific
.enemy
)) {
1272 enemy_fire_bullet(*itemid
, DIR16_INVALID
, 41);
1274 const struct enemy_route
*rn
= get_enemy_current_route(go
->objspecific
.enemy
.curr_step
, go
->objspecific
.enemy
.spawn
);
1275 if(rn
->shape
!= rc
->shape
) switch_enemy_shape(*itemid
, rn
);
1278 if(!is_death_anim(go
->animid
)) go
->vel
= get_enemy_vel(go
->objspecific
.enemy
.curr_step
, go
->objspecific
.enemy
.spawn
);
1279 else go
->vel
= VEC(0, 0);
1283 static int process_turrets(void) {
1286 sblist_iter(&go_turrets
, itemid
) {
1287 struct gameobj
*go
= &objs
[*itemid
];
1288 enum direction16 dir
= DIR16_S
;
1289 switch(go
->objtype
) {
1290 case OBJ_GUNTURRET_FIXED_NORTH
:
1292 case OBJ_GUNTURRET_FIXED_SOUTH
:
1294 enemy_fire_bullet(*itemid
, dir
, 92);
1304 static int move_gameobjs(void) {
1306 size_t i
, obj_visited
;
1307 for(i
= 0, obj_visited
= 0; obj_visited
< obj_count
&& i
< OBJ_MAX
; i
++) {
1308 if(obj_slot_used
[i
]) {
1309 struct gameobj
*go
= &objs
[i
];
1311 if(go
->anim_curr
== ANIM_STEP_INIT
) res
= 1;
1312 if(go
->vel
.x
!= 0 || go
->vel
.y
!= 0) {
1313 vec2f oldpos
= go
->pos
;
1314 go
->pos
.x
+= go
->vel
.x
;
1315 go
->pos
.y
+= go
->vel
.y
;
1317 if(go
->objtype
== OBJ_P1
|| go
->objtype
== OBJ_P2
) {
1318 if(go
->pos
.y
< SCREEN_MIN_Y
) go
->pos
.y
= SCREEN_MIN_Y
;
1319 else if(go
->pos
.y
+25*SCALE
> SCREEN_MAX_Y
) go
->pos
.y
= SCREEN_MAX_Y
-25*SCALE
;
1320 if(go
->pos
.x
< SCREEN_MIN_X
) go
->pos
.x
= SCREEN_MIN_X
;
1321 else if(go
->pos
.x
+32*SCALE
> SCREEN_MAX_X
) go
->pos
.x
= SCREEN_MAX_X
-32*SCALE
;
1322 vec2f center
= get_sprite_center(spritemaps
[go
->spritemap_id
]);
1323 center
= vecadd(¢er
, &go
->pos
);
1324 if(is_wall(¢er
)) {
1332 if((go
->objtype
== OBJ_ENEMY_BOMBER
|| go
->objtype
== OBJ_ENEMY_SHOOTER
) &&
1333 go
->anim_curr
== animations
[go
->animid
].last
&&
1334 (go
->animid
== ANIM_ENEMY_BOMBER_DIE
||
1335 go
->animid
== ANIM_ENEMY_GUNNER_DIE
||
1336 go
->animid
== ANIM_ENEMY_BURNT
)) {
1337 dprintf(2, "removed enemy from %.2f,%.2f\n", go
->pos
.x
, go
->pos
.y
);
1339 golist_remove(&go_enemies
, i
);
1349 static void game_update_caption(void) {
1351 snprintf(buf
, 128, "objs: %d, map x,y %d/%d, index %d, xoff %d, yoff %d, spawnscreen %d, line %d", (int) obj_count
,
1352 (int)mapsquare
.x
, (int)mapsquare
.y
, (int)map
->screen_map
[mapsquare
.y
][mapsquare
.x
],
1353 (int)mapscreen_xoff
, (int)mapscreen_yoff
, (int)map_spawn_screen_index
, (int) map_spawn_line
);
1354 SDL_WM_SetCaption(buf
, 0);
1356 static void(*update_caption
)(void) = game_update_caption
;
1358 static void game_tick(int force_redraw
) {
1359 int need_redraw
= force_redraw
;
1361 if(mousebutton_down
[MB_LEFT
] > 1) {
1362 const int player_no
= 0;
1363 const struct weapon
*pw
= get_active_weapon(player_no
);
1364 //if(get_active_weapon_id(player_no) == WP_M134) __asm__("int3");
1365 if (pw
->flags
& WF_AUTOMATIC
) {
1366 float shots_per_second
= pw
->rpm
/ 60.f
;
1367 float shotinterval
= fps
/ shots_per_second
;
1368 if((int)((float)mousebutton_down
[MB_LEFT
] / shotinterval
) != (int)((float)(mousebutton_down
[MB_LEFT
]-1) / shotinterval
))
1369 fire_bullet(player_no
);
1373 if(advance_animations()) need_redraw
= 1;
1374 if(hit_bullets(&go_player_bullets
, &go_enemies
)) need_redraw
= 1;
1375 if(hit_bullets(&go_player_bullets
, &go_vehicles
)) need_redraw
= 1;
1376 if(hit_bullets(&go_flames
, &go_enemies
)) need_redraw
= 1;
1377 if(hit_bullets(&go_rockets
, &go_enemies
)) need_redraw
= 1;
1378 if(hit_bullets(&go_rockets
, &go_vehicles
)) need_redraw
= 1;
1379 if(hit_bullets(&go_explosions
, &go_enemies
)) need_redraw
= 1;
1380 if(hit_bullets(&go_explosions
, &go_vehicles
)) need_redraw
= 1;
1381 if(hit_bullets(&go_explosions
, &go_mines
)) need_redraw
= 1;
1382 if(hit_bullets(&go_explosions
, &go_turrets
)) need_redraw
= 1;
1383 if(hit_bullets(&go_explosions
, &go_bunkers
)) need_redraw
= 1;
1384 if(hit_bullets(&go_explosions
, &go_players
)) need_redraw
= 1;
1385 if(hit_bullets(&go_enemy_explosions
, &go_players
)) need_redraw
= 1;
1386 if(hit_bullets(&go_enemy_bullets
, &go_players
)) need_redraw
= 1;
1387 if(remove_bullets(&go_player_bullets
)) need_redraw
= 1;
1388 if(remove_bullets(&go_flames
)) need_redraw
= 1;
1389 if(remove_bullets(&go_explosions
)) need_redraw
= 1;
1390 if(remove_bullets(&go_enemy_explosions
)) need_redraw
= 1;
1391 if(remove_bullets(&go_enemy_bullets
)) need_redraw
= 1;
1392 if(remove_bullets(&go_muzzleflash
)) need_redraw
= 1;
1393 if(remove_bullets(&go_blood
)) need_redraw
= 1;
1394 if(remove_explosives(&go_grenades
)) need_redraw
= 1;
1395 if(remove_explosives(&go_enemy_grenades
)) need_redraw
= 1;
1396 if(remove_explosives(&go_rockets
)) need_redraw
= 1;
1397 if(tickcounter
% 2 == 0 && scroll_map()) need_redraw
= 1;
1400 if(tickcounter
% 4 == 0 && process_turrets()) need_redraw
= 1;
1402 if(move_gameobjs()) need_redraw
= 1;
1404 if(remove_offscreen_objects(&go_enemies
)) need_redraw
= 1;
1405 if(remove_offscreen_objects(&go_vehicles
)) need_redraw
= 1;
1406 if(remove_offscreen_objects(&go_mines
)) need_redraw
= 1;
1407 if(remove_offscreen_objects(&go_turrets
)) need_redraw
= 1;
1408 if(remove_offscreen_objects(&go_bunkers
)) need_redraw
= 1;
1411 struct timeval timer
;
1412 gettimestamp(&timer
);
1417 video_update_region(SCREEN_MIN_X
,SCREEN_MIN_Y
, SCREEN_MAX_X
- SCREEN_MIN_X
, VMODE_H
);
1420 ms_used
= mspassed(&timer
);
1421 //if(ms_used) printf("repaint took: ms_used %ld\n", ms_used);
1422 int res
= audio_process();
1423 if(res
== -1) music_restart();
1424 ms_used
= mspassed(&timer
);
1425 //if(ms_used) printf("audio processed: %d, ms_used %ld\n", res, ms_used);
1427 long sleepms
= 1000/fps
- ms_used
;
1428 if(sleepms
>= 0) SDL_Delay(sleepms
);
1429 if(mousebutton_down
[MB_LEFT
]) mousebutton_down
[MB_LEFT
]++;
1442 static enum cursor cursor_lut
[] = {
1444 [SDLK_DOWN
] = c_down
,
1445 [SDLK_LEFT
] = c_left
,
1446 [SDLK_RIGHT
] = c_right
,
1453 static char cursors_pressed
[] = {
1460 static vec2f
get_vel_from_direction(enum direction dir
, float speed
) {
1461 #define VELLUT(a, b, c) [a] = VEC(b, c)
1462 static const vec2f vel_lut
[] = {
1463 VELLUT(DIR_O
, 1, 0),
1464 VELLUT(DIR_NO
, 0.7071067769704655, -0.7071067769704655),
1465 VELLUT(DIR_N
, 0, -1),
1466 VELLUT(DIR_NW
, -0.7071067769704655, -0.7071067769704655),
1467 VELLUT(DIR_W
, -1, 0),
1468 VELLUT(DIR_SW
, -0.7071067769704655, 0.7071067769704655),
1469 VELLUT(DIR_S
, 0, 1),
1470 VELLUT(DIR_SO
, 0.7071067769704655, 0.7071067769704655),
1473 vec2f v
= vel_lut
[dir
];
1474 v
.x
*= speed
* SCALE
;
1475 v
.y
*= speed
* SCALE
;
1479 static vec2f
get_vel_from_direction16(enum direction16 dir
, float speed
) {
1480 #define VELLUT(a, b, c) [a] = VEC(b, c)
1481 #define ANK90 0.7071067769704655
1483 #define ANK45 0.9238795042037964
1484 #define GK45 0.3826834261417389
1485 static const vec2f vel_lut
[] = {
1486 VELLUT(DIR16_O
, 1, 0),
1487 VELLUT(DIR16_ONO
, ANK45
, -GK45
),
1488 VELLUT(DIR16_NO
, ANK90
, -ANK90
),
1489 VELLUT(DIR16_NNO
, GK45
, -ANK45
),
1490 VELLUT(DIR16_N
, 0, -1),
1491 VELLUT(DIR16_NNW
, -GK45
, -ANK45
),
1492 VELLUT(DIR16_NW
, -ANK90
, -ANK90
),
1493 VELLUT(DIR16_WNW
, -ANK45
, -GK45
),
1494 VELLUT(DIR16_W
, -1, 0),
1495 VELLUT(DIR16_WSW
, -ANK45
, GK45
),
1496 VELLUT(DIR16_SW
, -ANK90
, ANK90
),
1497 VELLUT(DIR16_SSW
, -GK45
, ANK45
),
1498 VELLUT(DIR16_S
, 0, 1),
1499 VELLUT(DIR16_SSO
, GK45
, ANK45
),
1500 VELLUT(DIR16_SO
, ANK90
, ANK90
),
1501 VELLUT(DIR16_OSO
, ANK45
, GK45
),
1504 vec2f v
= vel_lut
[dir
];
1505 v
.x
*= speed
* SCALE
;
1506 v
.y
*= speed
* SCALE
;
1511 static enum direction
get_direction_from_vec(vec2f
*vel
) {
1512 float deg_org
, deg
= atan2(vel
->y
, vel
->x
);
1514 if(deg
< 0) deg
*= -1.f
;
1515 else if(deg
> 0) deg
= M_PI
+ (M_PI
- deg
); // normalize atan2 result to scale from 0 to 2 pi
1516 int hexadrant
= (int)(deg
/ ((1.0/16.0f
)*2*M_PI
));
1517 assert(hexadrant
>= 0 && hexadrant
< 16);
1518 static const enum direction rad_lut
[] = {
1529 return rad_lut
[hexadrant
];
1532 static enum direction
get_direction_from_cursor(void) {
1533 enum direction dir
= DIR_INVALID
;
1534 if(cursors_pressed
[c_up
]) {
1535 if(cursors_pressed
[c_left
]) dir
= DIR_NW
;
1536 else if(cursors_pressed
[c_right
]) dir
= DIR_NO
;
1538 } else if (cursors_pressed
[c_down
]) {
1539 if(cursors_pressed
[c_left
]) dir
= DIR_SW
;
1540 else if(cursors_pressed
[c_right
]) dir
= DIR_SO
;
1542 } else if (cursors_pressed
[c_left
]) {
1544 } else if (cursors_pressed
[c_right
]) {
1550 static enum animation_id
get_anim_from_direction(enum direction dir
, int player_no
, int throwing
) {
1551 #define DIRMAP(a, b) [a] = b
1553 static const enum animation_id dir_map_p1
[] = {
1554 DIRMAP(DIR_N
, ANIM_P1_MOVE_N
),
1555 DIRMAP(DIR_NW
, ANIM_P1_MOVE_NW
),
1556 DIRMAP(DIR_W
, ANIM_P1_MOVE_W
),
1557 DIRMAP(DIR_SW
, ANIM_P1_MOVE_SW
),
1558 DIRMAP(DIR_S
, ANIM_P1_MOVE_S
),
1559 DIRMAP(DIR_SO
, ANIM_P1_MOVE_SO
),
1560 DIRMAP(DIR_O
, ANIM_P1_MOVE_O
),
1561 DIRMAP(DIR_NO
, ANIM_P1_MOVE_NO
),
1563 static const enum animation_id dir_map_p2
[] = {
1564 DIRMAP(DIR_N
, ANIM_P2_MOVE_N
),
1565 DIRMAP(DIR_NW
, ANIM_P2_MOVE_NW
),
1566 DIRMAP(DIR_W
, ANIM_P2_MOVE_W
),
1567 DIRMAP(DIR_SW
, ANIM_P2_MOVE_SW
),
1568 DIRMAP(DIR_S
, ANIM_P2_MOVE_S
),
1569 DIRMAP(DIR_SO
, ANIM_P2_MOVE_SO
),
1570 DIRMAP(DIR_O
, ANIM_P2_MOVE_O
),
1571 DIRMAP(DIR_NO
, ANIM_P2_MOVE_NO
),
1573 const enum animation_id
*dir_map
= player_no
== 0 ? dir_map_p1
: dir_map_p2
;
1574 return dir_map
[dir
];
1576 static const enum animation_id dir_map_p1_g
[] = {
1577 DIRMAP(DIR_N
, ANIM_P1_THROW_N
),
1578 DIRMAP(DIR_NW
, ANIM_P1_THROW_NW
),
1579 DIRMAP(DIR_W
, ANIM_P1_THROW_W
),
1580 DIRMAP(DIR_SW
, ANIM_P1_THROW_SW
),
1581 DIRMAP(DIR_S
, ANIM_P1_THROW_S
),
1582 DIRMAP(DIR_SO
, ANIM_P1_THROW_SO
),
1583 DIRMAP(DIR_O
, ANIM_P1_THROW_O
),
1584 DIRMAP(DIR_NO
, ANIM_P1_THROW_NO
),
1586 static const enum animation_id dir_map_p2_g
[] = {
1587 DIRMAP(DIR_N
, ANIM_P2_THROW_N
),
1588 DIRMAP(DIR_NW
, ANIM_P2_THROW_NW
),
1589 DIRMAP(DIR_W
, ANIM_P2_THROW_W
),
1590 DIRMAP(DIR_SW
, ANIM_P2_THROW_SW
),
1591 DIRMAP(DIR_S
, ANIM_P2_THROW_S
),
1592 DIRMAP(DIR_SO
, ANIM_P2_THROW_SO
),
1593 DIRMAP(DIR_O
, ANIM_P2_THROW_O
),
1594 DIRMAP(DIR_NO
, ANIM_P2_THROW_NO
),
1596 const enum animation_id
*dir_map
= player_no
== 0 ? dir_map_p1_g
: dir_map_p2_g
;
1597 return dir_map
[dir
];
1603 static enum animation_id
get_anim_from_cursor(void) {
1604 enum direction dir
= get_direction_from_cursor();
1605 if(dir
== DIR_INVALID
) return ANIM_INVALID
;
1606 return get_anim_from_direction(dir
, 0, 0);
1608 /* playerno is either 0 or 1, not player_id! */
1609 static enum animation_id
get_anim_from_vel(int player_no
, vec2f
*vel
) {
1610 enum direction dir
= get_direction_from_vec(vel
);
1611 if(dir
== DIR_INVALID
) return ANIM_INVALID
;
1612 return get_anim_from_direction(dir
, player_no
, 0);
1616 static void switch_anim(int obj_id
, int aid
) {
1617 if(objs
[obj_id
].animid
== aid
) return;
1618 gameobj_start_anim(obj_id
, aid
);
1621 enum map_index
choose_mission(void);
1622 //RcB: DEP "mission_select.c"
1623 #include "enemytag.c"
1627 //SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
1628 SDL_EnableKeyRepeat(100, 20);
1632 /* background music for mission selection screen */
1633 music_play(TUNE_MAP
);
1635 if((current_map
= choose_mission()) == MI_INVALID
) goto dun_goofed
;
1637 music_play(TUNE_FIGHTING
);
1645 //redraw(surface, startx, starty);
1646 const float player_speed
= 1.25f
;
1647 const struct palpic
* spritemap
= spritemaps
[SI_PLAYERS
];
1648 struct { int *target
; int dir
; int max
;} moves
[] = {
1649 [c_up
] = {&starty
, SCALE
* -1, VMODE_H
- (palpic_getspriteheight(spritemap
) * SCALE
)},
1650 [c_down
] = {&starty
, SCALE
, VMODE_H
- (palpic_getspriteheight(spritemap
) * SCALE
)},
1651 [c_left
] = {&startx
, SCALE
* -1, VMODE_W
- (palpic_getspritewidth(spritemap
) * SCALE
)},
1652 [c_right
] = {&startx
, SCALE
, VMODE_W
- (palpic_getspritewidth(spritemap
) * SCALE
)},
1657 int player_id
= player_ids
[player_no
];
1661 SDL_Event sdl_event
;
1663 unsigned need_redraw
= 0;
1665 while (SDL_PollEvent(&sdl_event
)) {
1667 switch (sdl_event
.type
) {
1668 case SDL_MOUSEMOTION
:
1669 if((int)mousepos
->x
!= sdl_event
.motion
.x
|| (int)mousepos
->y
!= sdl_event
.motion
.y
)
1671 mousepos
->x
= sdl_event
.motion
.x
;
1672 mousepos
->y
= sdl_event
.motion
.y
;
1674 case SDL_MOUSEBUTTONDOWN
:
1675 mousepos
->x
= sdl_event
.button
.x
;
1676 mousepos
->y
= sdl_event
.button
.y
;
1677 mousebutton_down
[MB_LEFT
] = 1;
1678 fire_bullet(player_no
);
1680 case SDL_MOUSEBUTTONUP
:
1681 mousepos
->x
= sdl_event
.button
.x
;
1682 mousepos
->y
= sdl_event
.button
.y
;
1683 mousebutton_down
[MB_LEFT
] = 0;
1690 switch(sdl_event
.key
.keysym
.sym
) {
1691 case SDLK_w
: case SDLK_a
: case SDLK_s
: case SDLK_d
:
1696 cursors_pressed
[cursor_lut
[sdl_event
.key
.keysym
.sym
]] = 1;
1698 enum direction dir
= get_direction_from_cursor();
1699 if(dir
!= DIR_INVALID
) {
1700 if(!mousebutton_down
[MB_LEFT
]) {
1701 // change animation according to cursors,
1702 // unless we're in automatic fire mode.
1703 enum animation_id aid
= get_anim_from_direction(dir
, player_no
, 0);
1704 if(aid
!= ANIM_INVALID
) switch_anim(player_id
, aid
);
1706 objs
[player_id
].vel
= get_vel_from_direction(dir
, player_speed
);
1708 objs
[player_id
].vel
= VEC(0,0);
1713 if((sdl_event
.key
.keysym
.mod
& KMOD_LALT
) ||
1714 (sdl_event
.key
.keysym
.mod
& KMOD_RALT
)) {
1715 toggle_fullscreen();
1725 if((int)player_weapons
[player_no
][0] == 0)
1726 weapon_inc
= WP_MAX
-1;
1727 else weapon_inc
= -1;
1729 player_weapons
[player_no
][0] += weapon_inc
;
1730 if(player_weapons
[player_no
][0] == WP_INVALID
)
1731 player_weapons
[player_no
][0] = 0;
1732 printf("%s\n", weapon_name(player_weapons
[player_no
][0]));
1740 switch(sdl_event
.key
.keysym
.sym
) {
1743 update_caption
= game_update_caption
;
1750 case SDLK_w
: case SDLK_a
: case SDLK_s
: case SDLK_d
:
1755 cursors_pressed
[cursor_lut
[sdl_event
.key
.keysym
.sym
]] = 0;
1767 for (i
= 0; i
< ARRAY_SIZE(cursors_pressed
); i
++) {
1768 if(cursors_pressed
[i
]) {
1769 *moves
[i
].target
+= moves
[i
].dir
;
1770 if(*moves
[i
].target
< 0) *moves
[i
].target
= 0;
1771 if(*moves
[i
].target
> moves
[i
].max
) *moves
[i
].target
= moves
[i
].max
;
1775 game_tick(need_redraw
);