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* the beam now digs the tunnel.

* the starfield is now an array of stars.
  * fixed wall rendering (offset issues and disappearing left wall).
  * 32 seekers on fragbomb explosion, not 16.


git-svn-id: file:///srv/caca.zoy.org/var/lib/svn/ttyvaders/trunk@50 92316355-f0b4-4df1-b90c-862c8a59935f
master
sam 22 years ago
parent
commit
8815e91cdb
7 changed files with 125 additions and 99 deletions
  1. +5
    -3
      TODO
  2. +56
    -44
      src/collide.c
  3. +9
    -9
      src/common.h
  4. +4
    -3
      src/main.c
  5. +30
    -20
      src/starfield.c
  6. +17
    -17
      src/tunnel.c
  7. +4
    -3
      src/weapons.c

+ 5
- 3
TODO View File

@@ -8,11 +8,11 @@ Things to do

* sprite library

* mega ball
DONE 23 Dec 2002: mega ball

* spiral weapon (vertical sine)

* fragmentation bomb (merge with mega-ball?)
DONE 23 Dec 2002: fragmentation bomb (merge with mega-ball?)

* stick aliens to tunnel

@@ -30,7 +30,7 @@ Things to do

* promote precision for all coordinates except screen

* tunnel sometimes doesn't get drawn on the left
DONE Dec 19 2002: tunnel sometimes doesn't get drawn on the left

* write a generic drawing library with automatic clipping

@@ -38,3 +38,5 @@ Things to do

* animate the ship

* the nuke should break the tunnel


+ 56
- 44
src/collide.c View File

@@ -3,7 +3,7 @@
* Copyright (c) 2002 Sam Hocevar <sam@zoy.org>
* All Rights Reserved
*
* $Id: collide.c,v 1.7 2002/12/22 22:17:41 sam Exp $
* $Id: collide.c,v 1.8 2002/12/23 09:28:37 sam Exp $
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
@@ -26,7 +26,7 @@

void collide_weapons_tunnel( game *g, weapons *wp, tunnel *t, explosions *ex )
{
int i, x, y;
int i, j, x, y;

for( i = 0; i < WEAPONS; i++ )
{
@@ -76,50 +76,57 @@ void collide_weapons_tunnel( game *g, weapons *wp, tunnel *t, explosions *ex )
}
break;
case WEAPON_LASER:
if( x <= t->left[y+1]
|| x >= t->right[y+1] )
for( j = GET_MIN( 0, wp->vy[i] >> 4 ) ;
j < GET_MAX( 0, wp->vy[i] >> 4 ) ;
j++ )
{
add_explosion( g, ex, x, y+1, 0, 1, EXPLOSION_SMALL );

if( x <= t->left[y+1] )
{
t->left[y]--;
t->left[y+1]-=2;
t->left[y+2]--;
}
else
if( x <= t->left[y+j] || x >= t->right[y+j] )
{
t->right[y]++;
t->right[y+1]+=2;
t->right[y+2]++;
}
add_explosion( g, ex, x, y+j, 0, 1, EXPLOSION_SMALL );
wp->type[i] = WEAPON_NONE;

wp->type[i] = WEAPON_NONE;
if( x <= t->left[y+j] )
{
t->left[y+j-1]--;
t->left[y+j] -= 2;
t->left[y+j+1]--;
}
else
{
t->right[y+j-1]++;
t->right[y+j] += 2;
t->right[y+j+1]++;
}
break;
}
}
else if( x <= t->left[y]
|| x >= t->right[y] )
break;
case WEAPON_BEAM:
if( wp->n[i] > 19 )
{
add_explosion( g, ex, x, y, 0, 1, EXPLOSION_SMALL );
break;
}

if( x <= t->left[y] )
j = (29 - wp->n[i]) * (29 - wp->n[i]) / 8;
j = GET_MIN( y, j );

for( ; j > 0 ; j-- )
{
if( x - 2 <= t->left[y-j] )
{
t->left[y-1]--;
t->left[y]-=2;
t->left[y+1]--;
add_explosion( g, ex, GET_MIN(t->left[y-j], x+3), y-j, 0, 1, EXPLOSION_SMALL );
t->left[y-j] -= GET_RAND(0,3);
}
else
else if( x + 3 >= t->right[y-j] )
{
t->right[y-1]++;
t->right[y]+=2;
t->right[y+1]++;
add_explosion( g, ex, GET_MAX(t->right[y-j], x-2), y-j, 0, 1, EXPLOSION_SMALL );
t->right[y-j] += GET_RAND(0,3);
}

wp->type[i] = WEAPON_NONE;
}
break;

case WEAPON_NUKE:
case WEAPON_BEAM:
/* The nuke and the laser do not break the tunnel */
/* The nuke does not break the tunnel */
break;
}
}
@@ -127,7 +134,7 @@ void collide_weapons_tunnel( game *g, weapons *wp, tunnel *t, explosions *ex )

void collide_weapons_aliens( game *g, weapons *wp, aliens *al, explosions *ex )
{
int i, j, x, y;
int i, j, k, x, y;

for( i = 0; i < WEAPONS; i++ )
{
@@ -165,6 +172,11 @@ void collide_weapons_aliens( game *g, weapons *wp, aliens *al, explosions *ex )
break;

case WEAPON_BEAM:
if( wp->n[i] > 19 )
{
break;
}

r = (29 - wp->n[i]) * (29 - wp->n[i]) / 8;

for( j = 0; j < ALIENS; j++ )
@@ -190,17 +202,17 @@ void collide_weapons_aliens( game *g, weapons *wp, aliens *al, explosions *ex )
continue;
}

if( x >= al->x[j] && x <= al->x[j] + 4
&& y >= al->y[j] && y <= al->y[j] + 2 )
for( k = GET_MIN( 0, wp->vy[i] >> 4 ) ;
k < GET_MAX( 0, wp->vy[i] >> 4 ) ;
k++ )
{
al->life[j]--;
ok = 1;
}
else if( x >= al->x[j] && x <= al->x[j] + 4
&& y+1 >= al->y[j] && y+1 <= al->y[j] + 2 )
{
al->life[j]--;
ok = 1;
if( x >= al->x[j] && x <= al->x[j] + 4
&& y+k >= al->y[j] && y+k <= al->y[j] + 2 )
{
al->life[j]--;
ok = 1;
break;
}
}
}



+ 9
- 9
src/common.h View File

@@ -3,7 +3,7 @@
* Copyright (c) 2002 Sam Hocevar <sam@zoy.org>
* All Rights Reserved
*
* $Id: common.h,v 1.9 2002/12/22 22:36:42 sam Exp $
* $Id: common.h,v 1.10 2002/12/23 09:28:37 sam Exp $
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
@@ -21,10 +21,10 @@
*/

#define STARS 50
#define WEAPONS 100
#define WEAPONS 200
#define BONUS 30
#define ALIENS 30
#define EXPLOSIONS 100
#define EXPLOSIONS 200

#ifdef USE_SLANG
# include <slang.h>
@@ -43,6 +43,8 @@
#define gfx_putcharTO(x,y,c) do{ gfx_goto(x,y); gfx_putchar(c); }while(0)

#define GET_RAND(p,q) ((p)+(int)((1.0*((q)-(p)))*rand()/(RAND_MAX+1.0)))
#define GET_MAX(a,b) ((a)>(b)?(a):(b))
#define GET_MIN(a,b) ((a)<(b)?(a):(b))

typedef struct
{
@@ -52,11 +54,8 @@ typedef struct

typedef struct
{
int x[STARS];
int y[STARS];
int z[STARS];
char ch[STARS];
int c[STARS];
int x, y, z, c;
char ch;

} starfield;

@@ -169,9 +168,10 @@ void draw_bonus( game *g, bonus *bo );
void update_bonus( game *g, bonus *bo );
void add_bonus( game *g, bonus *bo, int x, int y, int type );

void init_starfield( game *g, starfield *s );
starfield * create_starfield( game *g );
void draw_starfield( game *g, starfield *s );
void update_starfield( game *g, starfield *s );
void free_starfield( game *g, starfield *s );

tunnel * create_tunnel( game *g, int w, int h );
void free_tunnel( tunnel *t );


+ 4
- 3
src/main.c View File

@@ -3,7 +3,7 @@
* Copyright (c) 2002 Sam Hocevar <sam@zoy.org>
* All Rights Reserved
*
* $Id: main.c,v 1.8 2002/12/22 22:17:41 sam Exp $
* $Id: main.c,v 1.9 2002/12/23 09:28:37 sam Exp $
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
@@ -61,7 +61,7 @@ static void start_game (game *g)
int skip = 0;
int purcompteur = 0;

g->sf = malloc(sizeof(starfield));
g->sf = create_starfield( g );
g->wp = malloc(sizeof(weapons));
g->ex = malloc(sizeof(explosions));
g->bo = malloc(sizeof(bonus));
@@ -69,7 +69,6 @@ static void start_game (game *g)
g->p = create_player( g );
g->al = malloc(sizeof(aliens));

init_starfield( g, g->sf );
init_weapons( g, g->wp );
init_explosions( g, g->ex );
init_aliens( g, g->al );
@@ -222,6 +221,8 @@ static void start_game (game *g)
purcompteur++;
}

free_starfield( g, g->sf );

#if 0
free_player( p );
free_tunnel( g->t );


+ 30
- 20
src/starfield.c View File

@@ -3,7 +3,7 @@
* Copyright (c) 2002 Sam Hocevar <sam@zoy.org>
* All Rights Reserved
*
* $Id: starfield.c,v 1.4 2002/12/22 18:44:12 sam Exp $
* $Id: starfield.c,v 1.5 2002/12/23 09:28:37 sam Exp $
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
@@ -24,18 +24,23 @@

#include "common.h"

void init_starfield( game *g, starfield *s )
starfield * create_starfield( game *g )
{
int i;
starfield *s;

s = malloc( STARS * sizeof(starfield) );

for( i = 0; i < STARS; i++ )
{
s->x[i] = rand() % g->w;
s->y[i] = rand() % g->h;
s->z[i] = 1 + rand() % 3;
s->ch[i] = (rand() % 2) ? '.' : '\'';
s->c[i] = 6 + rand() % 2;
s[i].x = GET_RAND( 0, g->w );
s[i].y = GET_RAND( 0, g->h );
s[i].z = GET_RAND( 1, 4 );
s[i].c = GET_RAND( 6, 8 );
s[i].ch = GET_RAND( 0, 2 ) ? '.' : '\'';
}

return s;
}

void draw_starfield( game *g, starfield *s )
@@ -44,11 +49,11 @@ void draw_starfield( game *g, starfield *s )

for( i = 0; i < STARS; i++ )
{
if( s->x[i] >= 0 )
if( s[i].x >= 0 )
{
gfx_color( s->c[i] );
gfx_goto( s->x[i], s->y[i] );
gfx_putchar( s->ch[i] );
gfx_color( s[i].c );
gfx_goto( s[i].x, s[i].y );
gfx_putchar( s[i].ch );
}
}
}
@@ -59,22 +64,27 @@ void update_starfield( game *g, starfield *s )

for( i = 0; i < STARS; i++ )
{
if( s->x[i] < 0 )
if( s[i].x < 0 )
{
s->x[i] = rand() % g->w;
s->y[i] = 0;
s->z[i] = 1 + rand() % 2;
s->ch[i] = (rand() % 2) ? '.' : '\'';
s->c[i] = 6 + rand() % 2;
s[i].x = GET_RAND( 0, g->w );
s[i].y = 0;
s[i].z = GET_RAND( 1, 3 );
s[i].c = GET_RAND( 6, 8 );
s[i].ch = GET_RAND( 0, 2 ) ? '.' : '\'';
}
else if( s->y[i] < g->h-1 )
else if( s[i].y < g->h-1 )
{
s->y[i] += s->z[i];
s[i].y += s[i].z;
}
else
{
s->x[i] = -1;
s[i].x = -1;
}
}
}

void free_starfield( game *g, starfield *s )
{
free( s );
}


+ 17
- 17
src/tunnel.c View File

@@ -3,7 +3,7 @@
* Copyright (c) 2002 Sam Hocevar <sam@zoy.org>
* All Rights Reserved
*
* $Id: tunnel.c,v 1.4 2002/12/22 18:44:12 sam Exp $
* $Id: tunnel.c,v 1.5 2002/12/23 09:28:37 sam Exp $
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
@@ -24,7 +24,7 @@

#include "common.h"

static void draw_wall( game *g, int *wall );
static void draw_wall( game *g, int *wall, int delta );

/* Init tunnel */
tunnel * create_tunnel( game *g, int w, int h )
@@ -39,12 +39,12 @@ tunnel * create_tunnel( game *g, int w, int h )

if( t->w >= g->w )
{
t->left[0] = -1;
t->right[0] = g->w;
t->left[0] = -10;
t->right[0] = g->w + 10;
for( i = 0; i < g->h; i++ )
{
t->left[i] = -1;
t->right[i] = g->w;
t->left[i] = -10;
t->right[i] = g->w + 10;
}
}
else
@@ -71,13 +71,13 @@ void free_tunnel( tunnel *t )
void draw_tunnel( game *g, tunnel *t )
{
/* Print tunnel */
draw_wall( g, t->left );
draw_wall( g, t->right );
draw_wall( g, t->left, -2 );
draw_wall( g, t->right, -1 );
}

void update_tunnel( game *g, tunnel *t )
{
static int const delta[] = { -2, -1, 1, 2 };
static int const delta[] = { -3, -2, -1, 1, 2, 3 };
int i,j,k;

/* Slide tunnel one block vertically */
@@ -88,8 +88,8 @@ void update_tunnel( game *g, tunnel *t )
}

/* Generate new values */
i = delta[GET_RAND(0,4)];
j = delta[GET_RAND(0,4)];
i = delta[GET_RAND(0,6)];
j = delta[GET_RAND(0,6)];

/* Check in which direction we need to alter tunnel */
if( t->right[1] - t->left[1] < t->w )
@@ -121,8 +121,8 @@ void update_tunnel( game *g, tunnel *t )
}
else
{
t->left[0] = -1;
t->right[0] = g->w;
t->left[0] = -10;
t->right[0] = g->w + 10;
}

if( t->w > g->w )
@@ -151,7 +151,7 @@ void update_tunnel( game *g, tunnel *t )
}
}

static void draw_wall( game *g, int *wall )
static void draw_wall( game *g, int *wall, int delta )
{
int i;

@@ -161,7 +161,7 @@ static void draw_wall( game *g, int *wall )
{
char *str;

if( wall[i] < 0 || wall[i] >= g->w )
if( wall[i] < -10 || wall[i] >= g->w + 10 )
{
continue;
}
@@ -177,11 +177,11 @@ static void draw_wall( game *g, int *wall )

if( wall[i] == wall[i+1] + 2 )
{
gfx_goto( wall[i] - 1, i );
gfx_goto( wall[i] - 1 + delta, i );
gfx_putchar( '_' );
}

gfx_goto( wall[i], i );
gfx_goto( wall[i] + delta, i );
gfx_putstr( str );
if( wall[i] == wall[i+1] - 2 ) gfx_putchar( '_' );
}


+ 4
- 3
src/weapons.c View File

@@ -3,7 +3,7 @@
* Copyright (c) 2002 Sam Hocevar <sam@zoy.org>
* All Rights Reserved
*
* $Id: weapons.c,v 1.11 2002/12/22 23:39:15 sam Exp $
* $Id: weapons.c,v 1.12 2002/12/23 09:28:37 sam Exp $
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
@@ -198,14 +198,15 @@ void update_weapons( game *g, weapons *wp )
int coords[] =
{
32, 0, -32, 0, 0, 16, 0, -16,
24, 12, -24, 12, 24, -12, -24, -12,
28, 8, -28, 8, 28, -8, -28, -8,
24, 12, -24, 12, 24, -12, -24, -12,
16, 14, -16, 14, 16, -14, -16, -14
};

for( j = 0 ; j < sizeof(coords) / sizeof(int) ; j += 2 )
{
add_weapon( g, g->wp, wp->x[i] + coords[j], wp->y[i] + coords[j+1], coords[j], coords[j+1], WEAPON_SEEKER );
add_weapon( g, g->wp, wp->x[i] + coords[j], wp->y[i] + coords[j+1] / 2, coords[j], coords[j+1], WEAPON_SEEKER );
add_weapon( g, g->wp, wp->x[i] + coords[j] / 2, wp->y[i] + coords[j+1], coords[j], coords[j+1], WEAPON_SEEKER );
}

wp->type[i] = WEAPON_NONE;


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