Ver código fonte

* real Debian package files.

* two new types of aliens. only one rules.
  * removed gfx_write in favor of gfx_putchar and gfx_putstr.
  * added bonuses at alien death. they do nothing yet.
  * seeker missiles. 'b' to test.
  * weapon resolution is now 16*char. needs to be generalized.
  * fixed the supernova bugs. center could collide with the tunnel, and
    the last frame was badly displayed.
  * lots of cleanups everywhere.


git-svn-id: file:///srv/caca.zoy.org/var/lib/svn/ttyvaders/trunk@20 92316355-f0b4-4df1-b90c-862c8a59935f
master
sam 22 anos atrás
pai
commit
8ae35574db
18 arquivos alterados com 947 adições e 549 exclusões
  1. +3
    -3
      Makefile
  2. +2
    -2
      configure.ac
  3. +5
    -0
      debian/changelog
  4. +15
    -0
      debian/control
  5. +77
    -0
      debian/rules
  6. +38
    -5
      doc/shapes.txt
  7. +3
    -2
      src/Makefile.am
  8. +159
    -107
      src/aliens.c
  9. +102
    -0
      src/bonus.c
  10. +136
    -74
      src/collide.c
  11. +50
    -20
      src/common.h
  12. +120
    -192
      src/explosions.c
  13. +1
    -1
      src/graphics.c
  14. +66
    -44
      src/main.c
  15. +13
    -20
      src/player.c
  16. +3
    -3
      src/starfield.c
  17. +11
    -14
      src/tunnel.c
  18. +143
    -62
      src/weapons.c

+ 3
- 3
Makefile Ver arquivo

@@ -76,16 +76,16 @@ OBJEXT = o
PACKAGE = ttyvaders
PACKAGE_BUGREPORT =
PACKAGE_NAME = ttyvaders
PACKAGE_STRING = ttyvaders 0.0-cvs
PACKAGE_STRING = ttyvaders 0.0cvs
PACKAGE_TARNAME = ttyvaders
PACKAGE_VERSION = 0.0-cvs
PACKAGE_VERSION = 0.0cvs
PATH_SEPARATOR = :
SET_MAKE =
SHELL = /bin/sh
STRIP =
USE_NCURSES_FALSE =
USE_NCURSES_TRUE = #
VERSION = 0.0-cvs
VERSION = 0.0cvs
ac_ct_CC = gcc
ac_ct_STRIP =
am__fastdepCC_FALSE =


+ 2
- 2
configure.ac Ver arquivo

@@ -1,12 +1,12 @@
dnl Autoconf settings for ttyvaders

AC_INIT(ttyvaders,0.0-cvs)
AC_INIT(ttyvaders,0.0cvs)

AC_PREREQ(2.50)
AC_CONFIG_SRCDIR(src/main.c)
AC_CANONICAL_SYSTEM

AM_INIT_AUTOMAKE(ttyvaders,0.0-cvs)
AM_INIT_AUTOMAKE(ttyvaders,0.0cvs)
AM_CONFIG_HEADER(config.h)

AM_PROG_CC_C_O


+ 5
- 0
debian/changelog Ver arquivo

@@ -0,0 +1,5 @@
ttyvaders (0.0cvs-1) unstable; urgency=low

* Not yet released.

-- Samuel Hocevar <sam@zoy.org> Sat, 14 Dec 2002 15:22:25 +0100

+ 15
- 0
debian/control Ver arquivo

@@ -0,0 +1,15 @@
Source: ttyvaders
Section: games
Priority: optional
Maintainer: Samuel Hocevar <sam@zoy.org>
Build-Depends: debhelper (>=2.2.0), slang1-dev
Standards-Version: 3.5.6

Package: ttyvaders
Section: games
Architecture: any
Depends: ${shlibs:Depends}
Description: A vertical shoot 'em up with text-mode graphics.
TTYvaders is a vertical shoot 'em up for the console or the terminal.
.
It rules.

+ 77
- 0
debian/rules Ver arquivo

@@ -0,0 +1,77 @@
#!/usr/bin/make -f

#export DH_VERBOSE=1
export DH_COMPAT=3
export DEB_HOST_GNU_TYPE ?= $(shell dpkg-architecture -qDEB_HOST_GNU_TYPE)
export DEB_BUILD_GNU_TYPE ?= $(shell dpkg-architecture -qDEB_BUILD_GNU_TYPE)

# FOR AUTOCONF 2.52 AND NEWER ONLY
ifeq ($(DEB_BUILD_GNU_TYPE), $(DEB_HOST_GNU_TYPE))
confflags += --build $(DEB_HOST_GNU_TYPE)
else
confflags += --build $(DEB_BUILD_GNU_TYPE) --host $(DEB_HOST_GNU_TYPE)
endif

confflags += --mandir=\$${prefix}/share/man --infodir=\$${prefix}/share/info

configure: configure-stamp
configure-stamp:
dh_testdir
./configure $(confflags) --prefix=/usr
touch configure-stamp

build: configure-stamp build-stamp
build-stamp:
dh_testdir
$(MAKE)
touch build-stamp

clean:
dh_testdir
dh_testroot
rm -f build-stamp configure-stamp
-$(MAKE) distclean
dh_clean

install: build
dh_testdir
dh_testroot
dh_clean -k
dh_installdirs
DESTDIR=`pwd`/debian/ttyvaders/ $(MAKE) install prefix=/usr

# Build architecture-independent files here.
binary-indep: build install
# We have nothing to do by default.

# Build architecture-dependent files here.
binary-arch: build install
# dh_testversion
dh_testdir
dh_testroot
# dh_installdebconf
dh_installdocs
# dh_installexamples
dh_installmenu
# dh_installemacsen
# dh_installpam
# dh_installinit
dh_installcron
dh_installmanpages
dh_installinfo
# dh_undocumented
dh_installchangelogs
dh_link
dh_strip
dh_compress
dh_fixperms
# dh_makeshlibs
dh_installdeb
# dh_perl
dh_shlibdeps
dh_gencontrol
dh_md5sums
dh_builddeb

binary: binary-indep binary-arch
.PHONY: build clean binary-indep binary-arch binary install configure

+ 38
- 5
doc/shapes.txt Ver arquivo

@@ -2,9 +2,9 @@
Starship
--------

/\
(())
I<__>I
/\ /~\
(()) ]O[
I<__>I I\#/I


Aliens
@@ -13,12 +13,45 @@ Aliens
,---. ,---.
\O o/ \o O/
^^^^^ ^^^^^
. , . ,
\oXo/ `-oXo-' `--oXo--' ,-oXo-. ,oXo.
`V' `V' `V' ' `V' ` / `V' \

,---. ,---. ,---. ,---. ,---.
(_°_°_) (__°_°) (°__°_) (_°__°) (°_°__)
^ ^ ^ ^ ^ ^ ^ ^ ^ ^
,---. ,---. ,---. ,---. ,---.
(((o))) ((((o)) (((o))) ((o)))) (((o)))
`---' `---' `---' `---' `---'
_o|o_
T|T

Bonus
-----
_ _ _
/|\ / \ /.\
\|/ \_/ \_/

,--. ,--. ,--.
\VV/ \~~/ \ /
\/ \/ \/
_ _ _ _
( `' ) ( ' )
\ / `v'
\/
___
/ g \
\___/

Shots
-----

| / _, ___ \
| / ' \
.o@ . o @ . o @

.o() . o () . o ()

| / _, ___ ._ \
| / ' ` \


| __/ \__ |


+ 3
- 2
src/Makefile.am Ver arquivo

@@ -2,10 +2,10 @@
# Automake targets and declarations for ttyvaders
###############################################################################

AM_CPPFLAGS = -g -O6 -fno-strength-reduce -fomit-frame-pointer
AM_CFLAGS = -g -O6 -fno-strength-reduce -fomit-frame-pointer

# Code qui fait des warnings == code de porc == deux baffes dans ta gueule
AM_CPPFLAGS += -Wall -Wpointer-arith -Wcast-align -Wcast-qual -Wstrict-prototypes -Wshadow -Waggregate-return -Wmissing-prototypes -Wnested-externs
AM_CFLAGS += -Wall -Wpointer-arith -Wcast-align -Wcast-qual -Wstrict-prototypes -Wshadow -Waggregate-return -Wmissing-prototypes -Wnested-externs

if USE_NCURSES
CPPFLAGS_gfx = -DUSE_NCURSES
@@ -19,6 +19,7 @@ bin_PROGRAMS = ttyvaders

ttyvaders_SOURCES = \
aliens.c \
bonus.c \
common.h \
explosions.c \
main.c \


+ 159
- 107
src/aliens.c Ver arquivo

@@ -3,7 +3,9 @@

#include "common.h"

static void draw_alien( game *g, int x, int y, int type );
static void draw_alien_poolp( game *g, int x, int y, int frame );
static void draw_alien_bool( game *g, int x, int y, int frame );
static void draw_alien_brah( game *g, int x, int y, int frame );

void init_aliens( game *g, aliens *al )
{
@@ -11,10 +13,7 @@ void init_aliens( game *g, aliens *al )

for( i = 0; i < ALIENS; i++ )
{
al->x[i] = -1;
al->y[i] = -1;
al->img[i] = 0;
al->life[i] = 0;
al->type[i] = ALIEN_NONE;
}
}

@@ -24,9 +23,19 @@ void draw_aliens( game *g, aliens *al )

for( i = 0; i < ALIENS; i++ )
{
if( al->y[i] >= 0 )
switch( al->type[i] )
{
draw_alien( g, al->x[i], al->y[i], al->img[i] % 2 );
case ALIEN_BRAH:
draw_alien_brah( g, al->x[i], al->y[i], al->img[i] % 8 );
break;
case ALIEN_POOLP:
draw_alien_poolp( g, al->x[i], al->y[i], al->img[i] % 2 );
break;
case ALIEN_BOOL:
draw_alien_bool( g, al->x[i], al->y[i], al->img[i] % 5 );
break;
case ALIEN_NONE:
break;
}
}
}
@@ -37,140 +46,183 @@ void update_aliens( game *g, aliens *al )

for( i = 0; i < ALIENS; i++ )
{
if( al->y[i] < 0 )
switch( al->type[i] )
{
//al->x[i] = g->w;
}
else
{
al->x[i] = ((al->x[i] + 5) % (g->w + 3)) - 3;
al->y[i] = al->y[i] + (rand() % 8) / 7 - (rand() % 8) / 7;
al->img[i] = al->img[i] + rand() % 4;
case ALIEN_POOLP:
case ALIEN_BOOL:
case ALIEN_BRAH:
al->x[i] = ((al->x[i] + 5) % (g->w + 3)) - 3;
al->y[i] = al->y[i] + (rand() % 8) / 7 - (rand() % 8) / 7;
al->img[i] = al->img[i] + 1;

/* Check collisions */
if( al->y[i] < 0 ) al->y[i] = 0;
if( al->y[i] > g->w - 1 ) al->y[i] = g->w - 1;
/* Check bounds */
if( al->y[i] < 0 ) al->y[i] = 0;
if( al->y[i] > g->w - 1 ) al->y[i] = g->w - 1;
break;
case ALIEN_NONE:
break;
}
}
}

void add_alien( game *g, aliens *al, int x, int y )
void add_alien( game *g, aliens *al, int x, int y, int type )
{
int i;

for( i = 0; i < ALIENS; i++ )
{
if( al->y[i] < 0 )
if( al->type[i] == ALIEN_NONE )
{
al->type[i] = type;
al->x[i] = x;
al->y[i] = y;
al->img[i] = 0;
al->life[i] = 2;

switch( al->type[i] )
{
case ALIEN_POOLP:
al->life[i] = 2;
break;
case ALIEN_BOOL:
al->life[i] = 2;
break;
case ALIEN_BRAH:
al->life[i] = 2;
break;
case ALIEN_NONE:
break;
}

break;
}
}
}

static void draw_alien( game *g, int x, int y, int type )
static void draw_alien_poolp( game *g, int x, int y, int frame )
{
switch( type )
switch( frame )
{
case 0:
GFX_COLOR( MAGENTA );
GFX_GOTO( x, y );
GFX_WRITE( ',' );
GFX_WRITE( '-' );
GFX_WRITE( '-' );
GFX_WRITE( '-' );
GFX_WRITE( '.' );
GFX_GOTO( x, y+1 );
GFX_WRITE( '\\' );
GFX_COLOR( WHITE );
GFX_WRITE( 'o' );
GFX_WRITE( ' ' );
GFX_WRITE( 'O' );
GFX_COLOR( MAGENTA );
GFX_WRITE( '/' );
GFX_GOTO( x, y+2 );
GFX_WRITE( '^' );
GFX_WRITE( '^' );
GFX_WRITE( '^' );
GFX_WRITE( '^' );
GFX_WRITE( '^' );
gfx_color( MAGENTA );
gfx_goto( x, y );
gfx_putstr( ",---." );
gfx_goto( x, y+1 );
gfx_putchar( '\\' );
gfx_color( WHITE );
gfx_putstr( "o O" );
gfx_color( MAGENTA );
gfx_putchar( '/' );
gfx_goto( x, y+2 );
gfx_putstr( "^^^^^" );
break;
case 1:
gfx_color( MAGENTA );
gfx_goto( x, y );
gfx_putstr( ",---." );
gfx_goto( x, y+1 );
gfx_putchar( '\\' );
gfx_color( WHITE );
gfx_putstr( "O o" );
gfx_color( MAGENTA );
gfx_putchar( '/' );
gfx_goto( x, y+2 );
gfx_putstr( "^^^^^" );
break;
}
}

static void draw_alien_bool( game *g, int x, int y, int frame )
{
gfx_color( GREEN );
gfx_goto( x+1, y );
gfx_putstr( ",---." );

gfx_goto( x, y+1 );
gfx_putchar( '(' );

gfx_color( WHITE );
switch( frame )
{
case 4:
gfx_putstr( "##( )" );
break;
case 3:
gfx_putstr( ")##( " );
break;
case 2:
gfx_putstr( " )##(" );
break;
case 1:
GFX_COLOR( MAGENTA );
GFX_GOTO( x, y );
GFX_WRITE( ',' );
GFX_WRITE( '-' );
GFX_WRITE( '-' );
GFX_WRITE( '-' );
GFX_WRITE( '.' );
GFX_GOTO( x, y+1 );
GFX_WRITE( '\\' );
GFX_COLOR( WHITE );
GFX_WRITE( 'O' );
GFX_WRITE( ' ' );
GFX_WRITE( 'o' );
GFX_COLOR( MAGENTA );
GFX_WRITE( '/' );
GFX_GOTO( x, y+2 );
GFX_WRITE( '^' );
GFX_WRITE( '^' );
GFX_WRITE( '^' );
GFX_WRITE( '^' );
GFX_WRITE( '^' );
gfx_putstr( "( )##" );
break;
case 0:
gfx_putstr( "#( )#" );
break;
}

gfx_color( GREEN );
gfx_goto( x+6, y+1 );
gfx_putchar( ')' );

gfx_goto( x+1, y+2 );
gfx_putstr( "`---'" );
}

#if 0
void draw_rock( int x, int y, int type )
static void draw_alien_brah( game *g, int x, int y, int frame )
{
switch( type )
gfx_color( YELLOW );

switch( frame )
{
case 0:
GFX_COLOR( RED );
GFX_GOTO( x, y );
GFX_WRITE( '/' );
GFX_WRITE( '\\' );
GFX_WRITE( '_' );
GFX_WRITE( '/' );
GFX_WRITE( '\\' );
GFX_GOTO( x, y+1 );
GFX_WRITE( '>' );
GFX_WRITE( ' ' );
GFX_WRITE( ' ' );
GFX_WRITE( ' ' );
GFX_WRITE( '/' );
GFX_GOTO( x, y+2 );
GFX_WRITE( '\\' );
GFX_WRITE( '/' );
GFX_WRITE( '\\' );
GFX_WRITE( '_' );
GFX_WRITE( '>' );
gfx_goto( x, y );
gfx_putchar( '.' );
gfx_goto( x+6, y );
gfx_putchar( ',' );
gfx_goto( x+1, y+1 );
gfx_putstr( "\\ X /" );
break;
case 7:
case 1:
GFX_COLOR( RED );
GFX_GOTO( x, y );
GFX_WRITE( '_' );
GFX_WRITE( '/' );
GFX_WRITE( '\\' );
GFX_WRITE( '/' );
GFX_WRITE( '>' );
GFX_GOTO( x, y+1 );
GFX_WRITE( '\\' );
GFX_WRITE( ' ' );
GFX_WRITE( ' ' );
GFX_WRITE( ' ' );
GFX_WRITE( '\\' );
GFX_GOTO( x, y+2 );
GFX_WRITE( '<' );
GFX_WRITE( '_' );
GFX_WRITE( '/' );
GFX_WRITE( '\\' );
GFX_WRITE( '/' );
gfx_goto( x-1, y );
gfx_putchar( '.' );
gfx_goto( x+7, y );
gfx_putchar( ',' );
gfx_goto( x, y+1 );
gfx_putstr( "`- X -'" );
break;
case 6:
case 2:
gfx_goto( x-1, y+1 );
gfx_putstr( "`-- X --'" );
break;
case 5:
case 3:
gfx_goto( x, y+1 );
gfx_putstr( ",- X -." );
gfx_goto( x-1, y+2 );
gfx_putchar( '\'' );
gfx_goto( x+7, y+2 );
gfx_putchar( '`' );
break;
case 4:
gfx_goto( x+1, y+1 );
gfx_putstr( ", X ." );
gfx_goto( x, y+2 );
gfx_putchar( '/' );
gfx_goto( x+6, y+2 );
gfx_putchar( '\\' );
break;
}

gfx_goto( x+2, y+2 );
gfx_putstr( "`V'" );

gfx_color( WHITE );
gfx_goto( x+2, y+1 );
gfx_putchar( 'o' );
gfx_goto( x+4, y+1 );
gfx_putchar( 'o' );
}
#endif



+ 102
- 0
src/bonus.c Ver arquivo

@@ -0,0 +1,102 @@

#include <stdlib.h>

#include "common.h"

void init_bonus( game *g, bonus *bo )
{
int i;

for( i = 0; i < BONUS; i++ )
{
bo->type[i] = BONUS_NONE;
}
}

void draw_bonus( game *g, bonus *bo )
{
int i;

for( i = 0; i < BONUS; i++ )
{
switch( bo->type[i] )
{
case BONUS_GREEN:
gfx_color( (bo->n[i]/2 % 3) ? GREEN : WHITE );
gfx_goto( bo->x[i]+1, bo->y[i]-1 );
gfx_putchar( '_' );
gfx_goto( bo->x[i], bo->y[i] );
gfx_putstr( "/ \\" );
gfx_goto( bo->x[i], bo->y[i]+1 );
gfx_putstr( "\\_/" );
gfx_color( WHITE );
gfx_goto( bo->x[i]+1, bo->y[i] );
gfx_putchar( 'g' );
break;
case BONUS_LIFE:
gfx_color( (bo->n[i] % 3) ? RED : WHITE );
gfx_goto( bo->x[i]+1, bo->y[i]-1 );
gfx_putchar( '_' );
gfx_goto( bo->x[i]+3, bo->y[i]-1 );
gfx_putchar( '_' );
gfx_goto( bo->x[i], bo->y[i] );
gfx_putstr( "( ' )" );
gfx_goto( bo->x[i]+1, bo->y[i]+1 );
gfx_putstr( "`v'" );
gfx_color( WHITE );
gfx_goto( bo->x[i]+3, bo->y[i] );
gfx_putchar( '^' );
break;
case BONUS_NONE:
break;
}
}
}

void update_bonus( game *g, bonus *bo )
{
int i;

for( i = 0; i < BONUS; i++ )
{
switch( bo->type[i] )
{
case BONUS_GREEN:
bo->n[i]++;
bo->y[i]++;
if( bo->y[i] > g->h )
{
bo->type[i] = BONUS_NONE;
}
break;
case BONUS_LIFE:
bo->n[i]++;
bo->y[i]++;
if( bo->y[i] > g->h )
{
bo->type[i] = BONUS_NONE;
}
break;
case BONUS_NONE:
break;
}
}
}

void add_bonus( game *g, bonus *bo, int x, int y, int type )
{
int i;

for( i = 0; i < BONUS; i++ )
{
if( bo->type[i] == BONUS_NONE )
{
bo->type[i] = type;
bo->x[i] = x;
bo->y[i] = y;
bo->n[i] = 0;
break;
}
}
}


+ 136
- 74
src/collide.c Ver arquivo

@@ -5,121 +5,184 @@

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

for( i = 0; i < WEAPONS; i++ )
{
if( wp->y[i] >= 0 )
{
if( wp->x[i] <= t->left[wp->y[i]+1]
|| wp->x[i] >= t->right[wp->y[i]+1] )
{
add_explosion( g, ex, wp->x[i], wp->y[i]+1, 0, 1, 0 );
x = wp->x[i] >> 4;
y = wp->y[i] >> 4;

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

if( x <= t->left[y] )
{
t->left[y-1]--;
t->left[y]-=2;
t->left[y+1]--;
}
else
{
t->right[y-1]++;
t->right[y]+=2;
t->right[y+1]++;
}

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

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

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

wp->y[i] = -1;
}
if( x <= t->left[y] )
{
t->left[y-1]--;
t->left[y]-=2;
t->left[y+1]--;
}
else
{
t->right[y-1]++;
t->right[y]+=2;
t->right[y+1]++;
}

wp->type[i] = WEAPON_NONE;
}
break;
case WEAPON_NUKE:
/* The nuke does not break the tunnel */
break;
}
}
}

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

for( i = 0; i < WEAPONS; i++ )
{
if( wp->y[i] >= 0 )
{
int ok = 0;
int r;
int ok = 0;
int r;

x = wp->x[i] >> 4;
y = wp->y[i] >> 4;

switch( wp->type[i] )
{
case 2:
switch( wp->type[i] )
{
case WEAPON_NONE:
break;
case WEAPON_NUKE:
/* Big nuke */
r = (34 - wp->n[i]) * (34 - wp->n[i]) / 10;
r = (29 - wp->n[i]) * (29 - wp->n[i]) / 8;

for( j = 0; j < ALIENS; j++ )
{
if( al->x[j] < 0 )
if( al->type[j] == ALIEN_NONE )
{
continue;
}

if( (al->x[j] - wp->x[i]) * (al->x[j] - wp->x[i])
+ 4 * (al->y[j] - wp->y[i]) * (al->y[j] - wp->y[i])
if( wp->n[i] == 0 /* Nuke destroys _everything_ */ ||
(al->x[j] - x) * (al->x[j] - x)
+ 4 * (al->y[j] - y) * (al->y[j] - y)
<= r * r )
{
/* Kill alien, not nuke */
add_explosion( g, ex, al->x[j], al->y[j], 0, 0, 1 );
al->x[j] = -1;
al->y[j] = -1;
al->type[j] = ALIEN_NONE;
add_explosion( g, ex, al->x[j], al->y[j], 0, 0, EXPLOSION_MEDIUM );
add_bonus( g, g->bo, al->x[j], al->y[j], GET_RAND(0,5) ? BONUS_GREEN : BONUS_LIFE );
}
}
break;

case 1:
default:
case WEAPON_LASER:
for( j = 0; j < ALIENS; j++ )
{
if( wp->x[i] >= al->x[j]
&& wp->x[i] <= al->x[j] + 4
&& wp->y[i] >= al->y[j]
&& wp->y[i] <= al->y[j] + 2 )
if( al->type[j] == ALIEN_NONE )
{
continue;
}

if( x >= al->x[j] && x <= al->x[j] + 4
&& y >= al->y[j] && y <= al->y[j] + 2 )
{
al->life[j]--;
if( al->life[j] <= 0 )
{
al->type[j] = ALIEN_NONE;
add_explosion( g, ex, x, y, 0, 0, EXPLOSION_MEDIUM );
add_bonus( g, g->bo, x, y, GET_RAND(0,5) ? BONUS_GREEN : BONUS_LIFE );
}
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]--;
if( al->life[j] == 0 )
if( al->life[j] <= 0 )
{
al->x[j] = -1;
al->y[j] = -1;
add_explosion( g, ex, wp->x[i], wp->y[i], 0, 0, 1 );
al->type[j] = ALIEN_NONE;
add_explosion( g, ex, x, y+1, 0, 0, EXPLOSION_MEDIUM );
add_bonus( g, g->bo, x, y+1, GET_RAND(0,5) ? BONUS_GREEN : BONUS_LIFE );
}
ok = 1;
}
else if( wp->x[i] >= al->x[j]
&& wp->x[i] <= al->x[j] + 4
&& wp->y[i]+1 >= al->y[j]
&& wp->y[i]+1 <= al->y[j] + 2 )
}

if( ok )
{
wp->type[i] = WEAPON_NONE;
}
break;

case WEAPON_SEEKER:
for( j = 0; j < ALIENS; j++ )
{
if( al->type[j] == ALIEN_NONE )
{
continue;
}

if( x >= al->x[j] && x <= al->x[j] + 4
&& y >= al->y[j] && y <= al->y[j] + 2 )
{
al->life[j]--;
if( al->life[j] == 0 )
if( al->life[j] <= 0 )
{
al->x[j] = -1;
al->y[j] = -1;
add_explosion( g, ex, wp->x[i], wp->y[i]+1, 0, 0, 1 );
al->type[j] = ALIEN_NONE;
add_explosion( g, ex, x, y, 0, 0, EXPLOSION_MEDIUM );
add_bonus( g, g->bo, x, y, GET_RAND(0,5) ? BONUS_GREEN : BONUS_LIFE );
}
ok = 1;
}
@@ -127,10 +190,9 @@ void collide_weapons_aliens( game *g, weapons *wp, aliens *al, explosions *ex )

if( ok )
{
wp->y[i] = -1;
wp->type[i] = WEAPON_NONE;
}
break;
}
}
}
}
@@ -139,13 +201,13 @@ void collide_player_tunnel( game *g, player *p, tunnel *t, explosions *ex )
{
if( p->x <= t->left[p->y] )
{
p->x += 3;
//add_explosion( g, ex, x+1, y-2, 0, 1, 0 );
p->x += 2;
add_explosion( g, ex, p->x+1, p->y-2, 0, 0, EXPLOSION_SMALL );
}
else if( p->x + 5 >= t->right[p->y] )
{
p->x -= 3;
//add_explosion( g, ex, x+4, y-2, 0, 1, 0 );
p->x -= 2;
add_explosion( g, ex, p->x+4, p->y-2, 0, 0, EXPLOSION_SMALL );
}
}


+ 50
- 20
src/common.h Ver arquivo

@@ -1,32 +1,28 @@

#define STARS 50
#define WEAPONS 50
#define ROCKS 10
#define ALIENS 10
#define BONUS 30
#define ALIENS 30
#define EXPLOSIONS 20

#ifdef USE_SLANG
# include <slang.h>
# define GFX_COLOR(x) SLsmg_set_color(x)
# define GFX_GOTO(x,y) SLsmg_gotorc(y,x)
# define GFX_WRITE(x) SLsmg_write_char(x)
# define gfx_color(x) SLsmg_set_color(x)
# define gfx_goto(x,y) SLsmg_gotorc(y,x)
# define gfx_putchar(x) SLsmg_write_char(x)
# define gfx_putstr(x) SLsmg_write_string(x)
#else
# include <curses.h>
# define GFX_COLOR(x) attrset(COLOR_PAIR(x))
# define GFX_GOTO(x,y) move(y,x)
# define GFX_WRITE(x) addch(x)
# define gfx_color(x) attrset(COLOR_PAIR(x))
# define gfx_goto(x,y) move(y,x)
# define gfx_putchar(x) addch(x)
# define gfx_putstr(x) addstr(x)
#endif

#define GFX_WRITETO(x,y,c) do{ GFX_GOTO(x,y); GFX_WRITE(c); }while(0)
#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)))

typedef struct
{
int w, h;

} game;

typedef struct
{
int w, h, *left, *right;
@@ -45,25 +41,39 @@ typedef struct

typedef struct
{
enum { EXPLOSION_NONE, EXPLOSION_SMALL, EXPLOSION_MEDIUM } type[EXPLOSIONS];
int x[EXPLOSIONS];
int y[EXPLOSIONS];
int vx[EXPLOSIONS];
int vy[EXPLOSIONS];
int type[EXPLOSIONS];
int n[EXPLOSIONS];

} explosions;

typedef struct
{
enum { WEAPON_NONE, WEAPON_LASER, WEAPON_SEEKER, WEAPON_NUKE } type[WEAPONS];
int x[WEAPONS];
int y[WEAPONS];
int v[WEAPONS];
int x2[WEAPONS];
int y2[WEAPONS];
int x3[WEAPONS];
int y3[WEAPONS];
int vx[WEAPONS];
int vy[WEAPONS];
int n[WEAPONS];
int type[WEAPONS];

} weapons;

typedef struct
{
enum { BONUS_NONE, BONUS_LIFE, BONUS_GREEN } type[BONUS];
int x[BONUS];
int y[BONUS];
int n[BONUS];

} bonus;

typedef struct
{
int x, y;
@@ -74,6 +84,7 @@ typedef struct

typedef struct
{
enum { ALIEN_NONE, ALIEN_POOLP, ALIEN_BOOL, ALIEN_BRAH } type[ALIENS];
int x[ALIENS];
int y[ALIENS];
int life[ALIENS];
@@ -81,6 +92,20 @@ typedef struct

} aliens;

typedef struct
{
int w, h;

starfield *sf;
weapons *wp;
explosions *ex;
tunnel *t;
player *p;
aliens *al;
bonus *bo;

} game;

#define BLACK 1
#define GREEN 2
#define YELLOW 3
@@ -99,7 +124,7 @@ void collide_player_tunnel( game *g, player *p, tunnel *t, explosions *ex );
void init_aliens( game *g, aliens *al );
void draw_aliens( game *g, aliens *al );
void update_aliens( game *g, aliens *al );
void add_alien( game *g, aliens *al, int x, int y );
void add_alien( game *g, aliens *al, int x, int y, int type );

int init_graphics( void );
void init_game( game *g );
@@ -116,7 +141,12 @@ void update_player( game *g, player *p );
void init_weapons( game *g, weapons *wp );
void draw_weapons( game *g, weapons *wp );
void update_weapons( game *g, weapons *wp );
void add_weapon( game *g, weapons *wp, int x, int y, int type );
void add_weapon( game *g, weapons *wp, int x, int y, int vx, int vy, int type );

void init_bonus( game *g, bonus *bo );
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 );
void draw_starfield( game *g, starfield *s );


+ 120
- 192
src/explosions.c Ver arquivo

@@ -4,7 +4,7 @@
#include "common.h"

static void draw_small_explosion( int x, int y, int frame );
static void draw_big_explosion( int x, int y, int frame );
static void draw_medium_explosion( int x, int y, int frame );

void init_explosions( game *g, explosions *ex )
{
@@ -12,12 +12,7 @@ void init_explosions( game *g, explosions *ex )

for( i = 0; i < EXPLOSIONS; i++ )
{
ex->n[i] = 0;
ex->x[i] = -1;
ex->y[i] = -1;
ex->vx[i] = -1;
ex->vy[i] = -1;
ex->type[i] = 0;
ex->type[i] = EXPLOSION_NONE;
}
}

@@ -27,19 +22,22 @@ void add_explosion( game *g, explosions *ex, int x, int y, int vx, int vy, int t

for( i = 0; i < EXPLOSIONS; i++ )
{
if( ex->n[i] <= 0 )
if( ex->type[i] == EXPLOSION_NONE )
{
ex->type[i] = type;
ex->x[i] = x;
ex->y[i] = y;
ex->vx[i] = vx;
ex->vy[i] = vy;
switch( type )
{
case 1: ex->n[i] = 13; break;
case 2: ex->n[i] = 30; break;
case 0: default: ex->n[i] = 7; break;
case EXPLOSION_MEDIUM:
ex->n[i] = 11;
break;
case EXPLOSION_SMALL:
ex->n[i] = 7;
break;
}
ex->type[i] = type;
break;
}
}
@@ -51,47 +49,42 @@ void draw_explosions( game *g, explosions *ex )

for( i = 0; i < EXPLOSIONS; i++ )
{
if( ex->n[i] <= 0 )
{
continue;
}

#if 0
GFX_COLOR( GREEN );
GFX_GOTO( ex->x[i] + 3, ex->y[i] );
gfx_color( GREEN );
gfx_goto( ex->x[i] + 3, ex->y[i] );
switch( GET_RAND(0,3) )
{
case 0:
GFX_WRITE( 'p' );
GFX_WRITE( 'i' );
GFX_WRITE( 'f' );
gfx_putchar( 'p' );
gfx_putchar( 'i' );
gfx_putchar( 'f' );
break;
case 1:
GFX_WRITE( 'p' );
GFX_WRITE( 'a' );
GFX_WRITE( 'f' );
gfx_putchar( 'p' );
gfx_putchar( 'a' );
gfx_putchar( 'f' );
break;
case 2:
GFX_WRITE( 'p' );
GFX_WRITE( 'o' );
GFX_WRITE( 'u' );
GFX_WRITE( 'f' );
gfx_putchar( 'p' );
gfx_putchar( 'o' );
gfx_putchar( 'u' );
gfx_putchar( 'f' );
break;
}
GFX_WRITE( '!' );
gfx_putchar( '!' );
#endif

switch( ex->type[i] )
{
case 1:
draw_big_explosion( ex->x[i], ex->y[i], ex->n[i] );
case EXPLOSION_MEDIUM:
draw_medium_explosion( ex->x[i], ex->y[i], ex->n[i] );
break;
case 0:
default:
case EXPLOSION_SMALL:
draw_small_explosion( ex->x[i], ex->y[i], ex->n[i] );
break;
case EXPLOSION_NONE:
break;
}

}
}

@@ -101,11 +94,20 @@ void update_explosions( game *g, explosions *ex )

for( i = 0; i < EXPLOSIONS; i++ )
{
if( ex->n[i] > 0 )
switch( ex->type[i] )
{
ex->x[i] += ex->vx[i];
ex->y[i] += ex->vy[i];
ex->n[i]--;
case EXPLOSION_MEDIUM:
case EXPLOSION_SMALL:
ex->x[i] += ex->vx[i];
ex->y[i] += ex->vy[i];
ex->n[i]--;
if( ex->n[i] < 0 )
{
ex->type[i] = EXPLOSION_NONE;
}
break;
case EXPLOSION_NONE:
break;
}
}
}
@@ -114,191 +116,117 @@ static void draw_small_explosion( int x, int y, int frame )
{
switch( frame )
{
default:
case 6:
GFX_COLOR( YELLOW );
GFX_GOTO( x, y );
GFX_WRITE( '+' );
gfx_color( YELLOW );
gfx_goto( x, y );
gfx_putchar( '+' );
break;
case 5:
GFX_COLOR( YELLOW );
GFX_GOTO( x, y );
GFX_WRITE( 'o' );
gfx_color( YELLOW );
gfx_goto( x, y );
gfx_putchar( 'o' );
break;
case 4:
GFX_COLOR( YELLOW );
GFX_GOTO( x, y-1 );
GFX_WRITE( '_' );
GFX_GOTO( x-1, y );
GFX_WRITE( ')' );
GFX_WRITE( '_' );
GFX_WRITE( '(' );
gfx_color( YELLOW );
gfx_goto( x, y-1 );
gfx_putchar( '_' );
gfx_goto( x-1, y );
gfx_putstr( ")_(" );
break;
case 3:
GFX_COLOR( YELLOW );
GFX_GOTO( x-1, y-1 );
GFX_WRITE( '.' );
GFX_WRITE( '_' );
GFX_WRITE( ',' );
GFX_GOTO( x-1, y );
GFX_WRITE( ')' );
GFX_WRITE( '_' );
GFX_WRITE( '(' );
GFX_GOTO( x-1, y+1 );
GFX_WRITE( '\'' );
GFX_WRITE( ' ' );
GFX_WRITE( '`' );
gfx_color( YELLOW );
gfx_goto( x-1, y-1 );
gfx_putstr( "._," );
gfx_goto( x-1, y );
gfx_putstr( ")_(" );
gfx_goto( x-1, y+1 );
gfx_putstr( "\' `" );
break;
case 2:
GFX_COLOR( YELLOW );
GFX_GOTO( x-1, y-1 );
GFX_WRITE( '.' );
GFX_WRITE( 'v' );
GFX_WRITE( ',' );
GFX_GOTO( x-1, y );
GFX_WRITE( '>' );
GFX_WRITE( ' ' );
GFX_WRITE( '<' );
GFX_GOTO( x-1, y+1 );
GFX_WRITE( '\'' );
GFX_WRITE( '^' );
GFX_WRITE( '`' );
gfx_color( YELLOW );
gfx_goto( x-1, y-1 );
gfx_putstr( ".v," );
gfx_goto( x-1, y );
gfx_putstr( "> <" );
gfx_goto( x-1, y+1 );
gfx_putstr( "\'^`" );
break;
case 1:
GFX_COLOR( WHITE );
GFX_GOTO( x-1, y-1 );
GFX_WRITE( '.' );
GFX_WRITE( ' ' );
GFX_WRITE( ',' );
GFX_GOTO( x-1, y );
GFX_WRITE( ' ' );
GFX_WRITE( ' ' );
GFX_WRITE( ' ' );
GFX_GOTO( x-1, y+1 );
GFX_WRITE( '\'' );
GFX_WRITE( ' ' );
GFX_WRITE( '`' );
gfx_color( WHITE );
gfx_goto( x-1, y-1 );
gfx_putstr( ". ," );
gfx_goto( x-1, y );
gfx_putstr( " " );
gfx_goto( x-1, y+1 );
gfx_putstr( "\' `" );
break;
}
}

static void draw_big_explosion( int x, int y, int frame )
static void draw_medium_explosion( int x, int y, int frame )
{
GFX_COLOR( YELLOW );
gfx_color( YELLOW );

switch( frame )
{
default:
case 12:
GFX_GOTO( x, y );
GFX_WRITE( '+' );
break;
case 11:
GFX_GOTO( x, y );
GFX_WRITE( 'o' );
break;
case 10:
GFX_GOTO( x, y-1 );
GFX_WRITE( '_' );
GFX_GOTO( x-1, y );
GFX_WRITE( ')' );
GFX_WRITE( '_' );
GFX_WRITE( '(' );
gfx_goto( x, y );
gfx_putchar( '+' );
break;
case 9:
GFX_GOTO( x-1, y-1 );
GFX_WRITE( '.' );
GFX_WRITE( '_' );
GFX_WRITE( ',' );
GFX_GOTO( x-1, y );
GFX_WRITE( ')' );
GFX_WRITE( '_' );
GFX_WRITE( '(' );
GFX_GOTO( x-1, y+1 );
GFX_WRITE( '\'' );
GFX_WRITE( ' ' );
GFX_WRITE( '`' );
gfx_goto( x, y );
gfx_putchar( 'o' );
break;
case 8:
GFX_GOTO( x-1, y-1 );
GFX_WRITE( '.' );
GFX_WRITE( 'v' );
GFX_WRITE( ',' );
GFX_GOTO( x-1, y );
GFX_WRITE( '>' );
GFX_WRITE( ' ' );
GFX_WRITE( '<' );
GFX_GOTO( x-1, y+1 );
GFX_WRITE( '\'' );
GFX_WRITE( '^' );
GFX_WRITE( '`' );
gfx_goto( x, y-1 );
gfx_putchar( '_' );
gfx_goto( x-1, y );
gfx_putstr( ")_(" );
break;
case 6:
GFX_COLOR( RED );
case 7:
gfx_goto( x-1, y-1 );
gfx_putstr( "._," );
gfx_goto( x-1, y );
gfx_putstr( ")_(" );
gfx_goto( x-1, y+1 );
gfx_putstr( "\' `" );
break;
case 6:
gfx_goto( x-1, y-1 );
gfx_putstr( ".v," );
gfx_goto( x-1, y );
gfx_putstr( "> <" );
gfx_goto( x-1, y+1 );
gfx_putstr( "\'^`" );
break;
case 5:
GFX_GOTO( x-2, y-1 );
GFX_WRITE( '_' );
GFX_WRITE( '\\' );
GFX_WRITE( '~' );
GFX_WRITE( '/' );
GFX_WRITE( '_' );
GFX_GOTO( x-2, y );
GFX_WRITE( '>' );
GFX_WRITE( ' ' );
GFX_WRITE( ' ' );
GFX_WRITE( ' ' );
GFX_WRITE( '<' );
GFX_GOTO( x-2, y+1 );
GFX_WRITE( '~' );
GFX_WRITE( '/' );
GFX_WRITE( '_' );
GFX_WRITE( '\\' );
GFX_WRITE( '~' );
gfx_color( RED );
case 4:
gfx_goto( x-2, y-1 );
gfx_putstr( "_\\~/_" );
gfx_goto( x-2, y );
gfx_putstr( "> <" );
gfx_goto( x-2, y+1 );
gfx_putstr( "~/_\\~" );
break;
case 3:
GFX_COLOR( RED );
case 4:
gfx_color( RED );
case 2:
GFX_GOTO( x-2, y-1 );
GFX_WRITE( '_' );
GFX_WRITE( '\\' );
GFX_WRITE( ' ' );
GFX_WRITE( '/' );
GFX_WRITE( '_' );
GFX_GOTO( x-2, y );
GFX_WRITE( '_' );
GFX_WRITE( ' ' );
GFX_WRITE( ' ' );
GFX_WRITE( ' ' );
GFX_WRITE( '_' );
GFX_GOTO( x-2, y+1 );
GFX_WRITE( ' ' );
GFX_WRITE( '/' );
GFX_WRITE( ' ' );
GFX_WRITE( '\\' );
GFX_WRITE( ' ' );
gfx_goto( x-2, y-1 );
gfx_putstr( "_\\ /_" );
gfx_goto( x-2, y );
gfx_putstr( "_ _" );
gfx_goto( x-2, y+1 );
gfx_putstr( " / \\ " );
break;
case 1:
GFX_COLOR( WHITE );
GFX_GOTO( x-2, y-1 );
GFX_WRITE( '.' );
GFX_WRITE( ' ' );
GFX_WRITE( '\'' );
GFX_WRITE( ' ' );
GFX_WRITE( ',' );
GFX_GOTO( x-2, y );
GFX_WRITE( ' ' );
GFX_WRITE( ' ' );
GFX_WRITE( ' ' );
GFX_WRITE( ' ' );
GFX_WRITE( ' ' );
GFX_GOTO( x-2, y+1 );
GFX_WRITE( '\'' );
GFX_WRITE( ' ' );
GFX_WRITE( '.' );
GFX_WRITE( ' ' );
GFX_WRITE( '`' );
gfx_color( WHITE );
gfx_goto( x-2, y-1 );
gfx_putstr( ". \' ," );
gfx_goto( x-2, y );
gfx_putstr( " " );
gfx_goto( x-2, y+1 );
gfx_putstr( "\' . `" );
break;
}
}


+ 1
- 1
src/graphics.c Ver arquivo

@@ -108,7 +108,7 @@ void clear_graphics( void )

void refresh_graphics( void )
{
GFX_GOTO( 0, 0 );
gfx_goto( 0, 0 );
#ifdef USE_SLANG
SLsmg_refresh();
#else


+ 66
- 44
src/main.c Ver arquivo

@@ -32,7 +32,7 @@ int main (int argc, char **argv)
{
game *g = malloc(sizeof(game));

// srand(time(NULL));
//srand(time(NULL));

if( init_graphics() )
{
@@ -57,25 +57,28 @@ static void start_game (game *g)
int quit = 0;
int poz = 0;
int skip = 0;
int purcompteur = 0;

starfield *sf = malloc(sizeof(starfield));
weapons *wp = malloc(sizeof(weapons));
explosions *ex = malloc(sizeof(explosions));
tunnel *t = create_tunnel( g, g->w, g->h );
player *p = create_player( g );
aliens *al = malloc(sizeof(aliens));
g->sf = malloc(sizeof(starfield));
g->wp = malloc(sizeof(weapons));
g->ex = malloc(sizeof(explosions));
g->bo = malloc(sizeof(bonus));
g->t = create_tunnel( g, g->w, g->h );
g->p = create_player( g );
g->al = malloc(sizeof(aliens));

init_starfield( g, sf );
init_weapons( g, wp );
init_explosions( g, ex );
init_aliens( g, al );
init_starfield( g, g->sf );
init_weapons( g, g->wp );
init_explosions( g, g->ex );
init_aliens( g, g->al );

/* Temporary stuff */
for( i = 0; i < 5; i++ )
{
add_alien( g, al, rand() % g->w, rand() % g->h / 2 );
add_alien( g, g->al, rand() % g->w, rand() % g->h / 2, ALIEN_POOLP );
}
t->w = 25;

g->t->w = 25;

while( !quit )
{
@@ -95,30 +98,37 @@ static void start_game (game *g)
skip = 1;
break;
case 'h':
p->dir = -3;
g->p->dir = -3;
break;
case 'j':
if( p->y < g->h - 2 ) p->y += 1;
if( g->p->y < g->h - 2 ) g->p->y += 1;
break;
case 'k':
if( p->y > 1 ) p->y -= 1;
if( g->p->y > 1 ) g->p->y -= 1;
break;
case 'l':
p->dir = 3;
g->p->dir = 3;
break;
case '\r':
if( p->nuke == 0 )
if( g->p->nuke == 0 )
{
p->nuke = 40;
add_weapon( g, wp, p->x + 2, p->y, 2 );
g->p->nuke = 40;
add_weapon( g, g->wp, (g->p->x + 2) << 4, g->p->y << 4, 0, 0, WEAPON_NUKE );
}
break;
case 'b':
if( g->p->weapon == 0 )
{
g->p->weapon = 4;
add_weapon( g, g->wp, g->p->x << 4, g->p->y << 4, -24, -16, WEAPON_SEEKER );
add_weapon( g, g->wp, (g->p->x + 5) << 4, g->p->y << 4, 24, -16, WEAPON_SEEKER );
}
case ' ':
if( p->weapon == 0 )
if( g->p->weapon == 0 )
{
p->weapon = 4;
add_weapon( g, wp, p->x, p->y, 1 );
add_weapon( g, wp, p->x + 5, p->y, 1 );
g->p->weapon = 4;
add_weapon( g, g->wp, g->p->x << 4, g->p->y << 4, 0, -16, WEAPON_LASER );
add_weapon( g, g->wp, (g->p->x + 5) << 4, g->p->y << 4, 0, -16, WEAPON_LASER );
}
break;
}
@@ -128,7 +138,9 @@ static void start_game (game *g)

if( GET_RAND(0,10) == 0 )
{
add_alien( g, al, 0, rand() % g->h / 2 );
int list[3] = { ALIEN_POOLP, ALIEN_BOOL, ALIEN_BRAH };

add_alien( g, g->al, 0, rand() % g->h / 2, list[GET_RAND(0,3)] );
}

if( poz )
@@ -143,41 +155,51 @@ static void start_game (game *g)
}
}

/* Update game rules */
if( g->t->right[1] - g->t->left[1] == g->t->w )
{
g->t->w = 85 - g->t->w;
}

/* Scroll and update positions */
collide_player_tunnel( g, p, t, ex );
update_player( g, p );
collide_player_tunnel( g, p, t, ex );
collide_player_tunnel( g, g->p, g->t, g->ex );
update_player( g, g->p );
collide_player_tunnel( g, g->p, g->t, g->ex );

update_starfield( g, sf );
update_aliens( g, al );
update_starfield( g, g->sf );
update_bonus( g, g->bo );
update_aliens( g, g->al );

collide_weapons_tunnel( g, wp, t, ex );
collide_weapons_aliens( g, wp, al, ex );
update_weapons( g, wp );
collide_weapons_tunnel( g, wp, t, ex );
collide_weapons_aliens( g, wp, al, ex );
collide_weapons_tunnel( g, g->wp, g->t, g->ex );
collide_weapons_aliens( g, g->wp, g->al, g->ex );
update_weapons( g, g->wp );
collide_weapons_tunnel( g, g->wp, g->t, g->ex );
collide_weapons_aliens( g, g->wp, g->al, g->ex );

update_explosions( g, ex );
update_tunnel( g, t );
update_explosions( g, g->ex );
/*if(purcompteur%2)*/ update_tunnel( g, g->t );

/* Clear screen */
clear_graphics();

/* Print starfield, tunnel, aliens, player and explosions */
draw_starfield( g, sf );
draw_tunnel( g, t );
draw_aliens( g, al );
draw_player( g, p );
draw_weapons( g, wp );
draw_explosions( g, ex );
draw_starfield( g, g->sf );
draw_tunnel( g, g->t );
draw_bonus( g, g->bo );
draw_aliens( g, g->al );
draw_player( g, g->p );
draw_weapons( g, g->wp );
draw_explosions( g, g->ex );

/* Refresh */
refresh_graphics();

purcompteur++;
}

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


+ 13
- 20
src/player.c Ver arquivo

@@ -9,7 +9,7 @@ player * create_player( game *g )
player *p = malloc(sizeof(player));

p->x = g->w / 2;
p->y = g->h - 3;
p->y = g->h - 2;
p->dir = 0;
p->weapon = 0;
p->nuke = 0;
@@ -24,25 +24,18 @@ void free_player( player *p )

void draw_player( game *g, player *p )
{
GFX_GOTO( p->x + 2, p->y - 2 );
GFX_COLOR( GREEN );
GFX_WRITE( '/' );
GFX_WRITE( '\\' );
GFX_GOTO( p->x + 1, p->y - 1 );
GFX_WRITE( '(' );
GFX_COLOR( YELLOW );
GFX_WRITE( '(' );
GFX_WRITE( ')' );
GFX_COLOR( GREEN );
GFX_WRITE( ')' );
GFX_GOTO( p->x, p->y );
GFX_COLOR( GREEN );
GFX_WRITE( 'I' );
GFX_WRITE( '<' );
GFX_WRITE( '_' );
GFX_WRITE( '_' );
GFX_WRITE( '>' );
GFX_WRITE( 'I' );
gfx_goto( p->x + 2, p->y - 2 );
gfx_color( GREEN );
gfx_putstr( "/\\" );
gfx_goto( p->x + 1, p->y - 1 );
gfx_putchar( '(' );
gfx_color( YELLOW );
gfx_putstr( "()" );
gfx_color( GREEN );
gfx_putchar( ')' );
gfx_goto( p->x, p->y );
gfx_color( GREEN );
gfx_putstr( "I<__>I" );
}

void update_player( game *g, player *p )


+ 3
- 3
src/starfield.c Ver arquivo

@@ -25,9 +25,9 @@ void draw_starfield( game *g, starfield *s )
{
if( s->x[i] >= 0 )
{
GFX_COLOR( s->c[i] );
GFX_GOTO( s->x[i], s->y[i] );
GFX_WRITE( s->ch[i] );
gfx_color( s->c[i] );
gfx_goto( s->x[i], s->y[i] );
gfx_putchar( s->ch[i] );
}
}
}


+ 11
- 14
src/tunnel.c Ver arquivo

@@ -134,9 +134,11 @@ static void draw_wall( game *g, int *wall )
{
int i;

gfx_color( RED );

for( i = 0; i < g->h ; i++ )
{
char c;
char *str;

if( wall[i] < 0 || wall[i] >= g->w )
{
@@ -145,27 +147,22 @@ static void draw_wall( game *g, int *wall )

if( wall[i] > wall[i+1] )
{
c = wall[i] > wall[i-1] ? '>' : '/';
str = wall[i] > wall[i-1] ? ">##>" : "/##/";
}
else
{
c = wall[i] > wall[i-1] ? '\\' : '<';
str = wall[i] > wall[i-1] ? "\\##\\" : "<##<";
}

GFX_COLOR( RED );
if( wall[i] == wall[i+1] + 2 )
{
GFX_GOTO( wall[i] - 1, i );
GFX_WRITE( '_' );
gfx_goto( wall[i] - 1, i );
gfx_putchar( '_' );
}
else
{
GFX_GOTO( wall[i], i );
}
GFX_WRITE( c );
GFX_WRITE( '#' );
GFX_WRITE( c );
if( wall[i] == wall[i+1] - 2 ) GFX_WRITE( '_' );

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


+ 143
- 62
src/weapons.c Ver arquivo

@@ -1,10 +1,11 @@

#include <stdlib.h>
#include <math.h>

#include "common.h"

static void draw_nuke( int x, int y, int frame );
static void draw_circle( int x, int y, int r );
static void draw_circle( int x, int y, int r, char c );

void init_weapons( game *g, weapons *wp )
{
@@ -12,11 +13,7 @@ void init_weapons( game *g, weapons *wp )

for( i = 0; i < WEAPONS; i++ )
{
wp->x[i] = -1;
wp->y[i] = -1;
wp->v[i] = 0;
wp->n[i] = 0;
wp->type[i] = 0;
wp->type[i] = WEAPON_NONE;
}
}

@@ -26,73 +23,157 @@ void draw_weapons( game *g, weapons *wp )

for( i = 0; i < WEAPONS; i++ )
{
if( wp->x[i] >= 0 )
switch( wp->type[i] )
{
switch( wp->type[i] )
{
case 2:
draw_nuke( wp->x[i], wp->y[i], wp->n[i] );
break;
case 1:
default:
GFX_COLOR( WHITE );
GFX_GOTO( wp->x[i], wp->y[i] );
GFX_WRITE( '|' );
GFX_COLOR( CYAN );
GFX_GOTO( wp->x[i], wp->y[i] + 1 );
GFX_WRITE( '|' );
break;
}
case WEAPON_LASER:
gfx_color( WHITE );
gfx_goto( wp->x[i] >> 4, wp->y[i] >> 4 );
gfx_putchar( '|' );
gfx_color( CYAN );
gfx_goto( wp->x[i] >> 4, (wp->y[i] >> 4) + 1 );
gfx_putchar( '|' );
break;
case WEAPON_SEEKER:
gfx_color( CYAN );
gfx_goto( wp->x3[i] >> 4, wp->y3[i] >> 4 );
gfx_putchar( '.' );
gfx_goto( wp->x2[i] >> 4, wp->y2[i] >> 4 );
gfx_putchar( 'o' );
gfx_color( WHITE );
gfx_goto( wp->x[i] >> 4, wp->y[i] >> 4 );
gfx_putchar( '@' );
break;
case WEAPON_NUKE:
draw_nuke( wp->x[i] >> 4, wp->y[i] >> 4, wp->n[i] );
break;
case WEAPON_NONE:
break;
}
}
}

void update_weapons( game *g, weapons *wp )
{
int i;
int i, j, dist, xmin, ymin, dx, dy, xnew, ynew;

for( i = 0; i < WEAPONS; i++ )
{
if( wp->y[i] < 0 )
{
wp->x[i] = -1;
wp->y[i] = -1;
}
else
switch( wp->type[i] )
{
switch( wp->type[i] )
{
case 2:
case WEAPON_LASER:
wp->x[i] += wp->vx[i];
wp->y[i] += wp->vy[i];
if( wp->y[i] < 0 )
{
wp->type[i] = WEAPON_NONE;
}
break;
case WEAPON_SEEKER:
/* Update tail */
wp->x3[i] = wp->x2[i];
wp->y3[i] = wp->y2[i];

wp->x2[i] = wp->x[i];
wp->y2[i] = wp->y[i];

wp->x[i] += wp->vx[i];
wp->y[i] += wp->vy[i];

if( wp->y[i] < 0 )
{
wp->type[i] = WEAPON_NONE;
break;
}

if( wp->n[i] < 0 )
{
/* Stop updating direction */
break;
}

wp->n[i]--;

/* Estimate our position in 2 frames */
xnew = wp->x[i] + 4 * wp->vx[i];
ynew = wp->y[i] + 4 * wp->vy[i];

xmin = xnew;
ymin = - (g->h << 4);
dist = (xnew - xmin) * (xnew - xmin)
+ 4 * (ynew - ymin) * (ynew - ymin);

/* Find the nearest alien */
for( j = 0; j < ALIENS; j++ )
{
if( g->al->type[j] != ALIEN_NONE )
{
int alx = g->al->x[j] << 4;
int aly = g->al->y[j] << 4;
int new = (xnew - alx) * (xnew - alx)
+ 4 * (ynew - aly) * (ynew - aly);
if( new <= dist )
{
dist = new;
xmin = alx;
ymin = aly;
}
}
}

/* Find our new direction */
dx = xmin - wp->x[i];
dy = ymin - wp->y[i];

/* Normalize and update speed */
wp->vx[i] = (7 * wp->vx[i]
+ (dx * 48) / sqrt(dx*dx+dy*dy) ) / 8;
wp->vy[i] = (7 * wp->vy[i]
+ (dy * 24) / sqrt(dx*dx+dy*dy) ) / 8;

break;
case WEAPON_NUKE:
wp->n[i]--;
if( wp->n[i]-- < 0 )
if( wp->n[i] < 0 )
{
wp->y[i] = -1;
wp->type[i] = WEAPON_NONE;
}
break;
case 1:
default:
wp->y[i] += wp->v[i];
case WEAPON_NONE:
break;
}

/* Check collisions */
}
}
}

void add_weapon( game *g, weapons *wp, int x, int y, int type )
void add_weapon( game *g, weapons *wp, int x, int y, int vx, int vy, int type )
{
int i;

for( i = 0; i < WEAPONS; i++ )
{
if( wp->y[i] < 0 )
if( wp->type[i] == WEAPON_NONE )
{
wp->x[i] = x;
wp->y[i] = y;
wp->vx[i] = vx;
wp->vy[i] = vy;
wp->type[i] = type;
wp->v[i] = -2;
wp->n[i] = 30;
switch( type )
{
case WEAPON_LASER:
break;
case WEAPON_SEEKER:
wp->x2[i] = x;
wp->y2[i] = y;
wp->x3[i] = x;
wp->y3[i] = y;
wp->n[i] = 10;
break;
case WEAPON_NUKE:
wp->n[i] = 25;
break;
case WEAPON_NONE:
break;
}
break;
}
}
@@ -100,34 +181,34 @@ void add_weapon( game *g, weapons *wp, int x, int y, int type )

static void draw_nuke( int x, int y, int frame )
{
int r = (34 - frame) * (34 - frame) / 10;
int r = (29 - frame) * (29 - frame) / 8;

/* Lots of duplicate pixels, but we don't care */
GFX_COLOR( BLUE );
draw_circle( x, y, r++ );
GFX_COLOR( CYAN );
draw_circle( x, y, r++ );
GFX_COLOR( WHITE );
draw_circle( x, y, r++ );
draw_circle( x, y, r++ );
gfx_color( BLUE );
draw_circle( x, y, r++, ':' );
gfx_color( CYAN );
draw_circle( x, y, r++, '%' );
gfx_color( WHITE );
draw_circle( x, y, r++, '#' );
draw_circle( x, y, r++, '#' );
}

static void draw_circle( int x, int y, int r )
static void draw_circle( int x, int y, int r, char c )
{
int test, dx, dy;

/* Optimized Bresenham. Kick ass. */
for( test = 0, dx = 0, dy = r ; dx <= dy ; dx++ )
{
GFX_WRITETO( x + dx, y + dy / 2, '#' );
GFX_WRITETO( x - dx, y + dy / 2, '#' );
GFX_WRITETO( x + dx, y - dy / 2, '#' );
GFX_WRITETO( x - dx, y - dy / 2, '#' );
GFX_WRITETO( x + dy, y + dx / 2, '#' );
GFX_WRITETO( x - dy, y + dx / 2, '#' );
GFX_WRITETO( x + dy, y - dx / 2, '#' );
GFX_WRITETO( x - dy, y - dx / 2, '#' );
gfx_putcharTO( x + dx, y + dy / 2, c );
gfx_putcharTO( x - dx, y + dy / 2, c );
gfx_putcharTO( x + dx, y - dy / 2, c );
gfx_putcharTO( x - dx, y - dy / 2, c );
gfx_putcharTO( x + dy, y + dx / 2, c );
gfx_putcharTO( x - dy, y + dx / 2, c );
gfx_putcharTO( x + dy, y - dx / 2, c );
gfx_putcharTO( x - dy, y - dx / 2, c );

test += test > 0 ? dx - dy-- : dx;
}


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