* used a cool Bresenham algorithm to draw the nuke circles. * nuke collides with aliens. git-svn-id: file:///srv/caca.zoy.org/var/lib/svn/ttyvaders/trunk@16 92316355-f0b4-4df1-b90c-862c8a59935fmaster
| @@ -7,7 +7,7 @@ void collide_weapons_tunnel( game *g, weapons *wp, tunnel *t, explosions *ex ) | |||
| { | |||
| int i; | |||
| for( i = 0; i < SHOTS; i++ ) | |||
| for( i = 0; i < WEAPONS; i++ ) | |||
| { | |||
| if( wp->y[i] >= 0 ) | |||
| { | |||
| @@ -59,47 +59,77 @@ void collide_weapons_aliens( game *g, weapons *wp, aliens *al, explosions *ex ) | |||
| { | |||
| int i, j; | |||
| for( i = 0; i < SHOTS; i++ ) | |||
| for( i = 0; i < WEAPONS; i++ ) | |||
| { | |||
| if( wp->y[i] >= 0 ) | |||
| { | |||
| int ok = 0; | |||
| int r; | |||
| for( j = 0; j < ALIENS; j++ ) | |||
| switch( wp->type[i] ) | |||
| { | |||
| 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 ) | |||
| case 2: | |||
| /* Big nuke */ | |||
| r = (34 - wp->n[i]) * (34 - wp->n[i]) / 10; | |||
| for( j = 0; j < ALIENS; j++ ) | |||
| { | |||
| al->life[j]--; | |||
| if( al->life[j] == 0 ) | |||
| if( al->x[j] < 0 ) | |||
| { | |||
| 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]) | |||
| <= 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; | |||
| add_explosion( g, ex, wp->x[i], wp->y[i], 0, 0, 1 ); | |||
| } | |||
| 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 ) | |||
| break; | |||
| case 1: | |||
| default: | |||
| for( j = 0; j < ALIENS; j++ ) | |||
| { | |||
| al->life[j]--; | |||
| if( al->life[j] == 0 ) | |||
| 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 ) | |||
| { | |||
| al->x[j] = -1; | |||
| al->y[j] = -1; | |||
| add_explosion( g, ex, wp->x[i], wp->y[i]+1, 0, 0, 1 ); | |||
| al->life[j]--; | |||
| 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 ); | |||
| } | |||
| 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 ) | |||
| { | |||
| al->life[j]--; | |||
| 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 ); | |||
| } | |||
| ok = 1; | |||
| } | |||
| ok = 1; | |||
| } | |||
| } | |||
| if( ok ) | |||
| { | |||
| wp->y[i] = -1; | |||
| if( ok ) | |||
| { | |||
| wp->y[i] = -1; | |||
| } | |||
| break; | |||
| } | |||
| } | |||
| } | |||
| @@ -1,6 +1,6 @@ | |||
| #define STARS 50 | |||
| #define SHOTS 50 | |||
| #define WEAPONS 50 | |||
| #define ROCKS 10 | |||
| #define ALIENS 10 | |||
| #define EXPLOSIONS 20 | |||
| @@ -17,6 +17,8 @@ | |||
| # define GFX_WRITE(x) addch(x) | |||
| #endif | |||
| #define GFX_WRITETO(x,y,c) do{ GFX_GOTO(x,y); GFX_WRITE(c); }while(0) | |||
| #define GET_RAND(p,q) ((p)+(int)((1.0*((q)-(p)))*rand()/(RAND_MAX+1.0))) | |||
| typedef struct | |||
| @@ -54,9 +56,11 @@ typedef struct | |||
| typedef struct | |||
| { | |||
| int x[SHOTS]; | |||
| int y[SHOTS]; | |||
| int v[SHOTS]; | |||
| int x[WEAPONS]; | |||
| int y[WEAPONS]; | |||
| int v[WEAPONS]; | |||
| int n[WEAPONS]; | |||
| int type[WEAPONS]; | |||
| } weapons; | |||
| @@ -64,7 +68,7 @@ typedef struct | |||
| { | |||
| int x, y; | |||
| int dir; | |||
| int weapon; | |||
| int weapon, nuke; | |||
| } player; | |||
| @@ -112,7 +116,7 @@ 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 ); | |||
| void add_weapon( game *g, weapons *wp, int x, int y, int type ); | |||
| void init_starfield( game *g, starfield *s ); | |||
| void draw_starfield( game *g, starfield *s ); | |||
| @@ -1,12 +1,10 @@ | |||
| #include <stdlib.h> | |||
| #include <math.h> | |||
| #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_huge_explosion( int x, int y, int frame ); | |||
| void init_explosions( game *g, explosions *ex ) | |||
| { | |||
| @@ -85,9 +83,6 @@ void draw_explosions( game *g, explosions *ex ) | |||
| switch( ex->type[i] ) | |||
| { | |||
| case 2: | |||
| draw_huge_explosion( ex->x[i], ex->y[i], ex->n[i] ); | |||
| break; | |||
| case 1: | |||
| draw_big_explosion( ex->x[i], ex->y[i], ex->n[i] ); | |||
| break; | |||
| @@ -308,98 +303,3 @@ static void draw_big_explosion( int x, int y, int frame ) | |||
| } | |||
| } | |||
| static void draw_circle( int x, int y, float r ); | |||
| static void draw_huge_explosion( int x, int y, int frame ) | |||
| { | |||
| float r = 1.5 * (30 - frame); | |||
| GFX_COLOR( BLUE ); | |||
| draw_circle( x, y, r ); | |||
| r += 0.7; | |||
| GFX_COLOR( CYAN ); | |||
| draw_circle( x, y, r ); | |||
| r += 0.7; | |||
| GFX_COLOR( WHITE ); | |||
| draw_circle( x, y, r ); | |||
| } | |||
| static void draw_circle( int x, int y, float r ) | |||
| { | |||
| #if 1 | |||
| float c; | |||
| for( c = 0 ; c <= 90 ; c += 1 ) | |||
| { | |||
| float dx = 0.5 + r * 2.0 * sin( c * M_PI / 180.0 ); | |||
| float dy = 0.5 + r * cos( c * M_PI / 180.0 ); | |||
| GFX_GOTO( x + dx, y + dy ); | |||
| GFX_WRITE( '#' ); | |||
| GFX_GOTO( x - dx, y + dy ); | |||
| GFX_WRITE( '#' ); | |||
| GFX_GOTO( x + dx, y - dy ); | |||
| GFX_WRITE( '#' ); | |||
| GFX_GOTO( x - dx, y - dy ); | |||
| GFX_WRITE( '#' ); | |||
| } | |||
| #endif | |||
| #if 0 | |||
| int dx,dy,a2,b2, S, T; | |||
| float a = r*8, b = r*2; | |||
| a2 = a*a; | |||
| b2 = b*b; | |||
| dx = 0; | |||
| dy = b; | |||
| S = a2*(1-2*b) + 2*b2; | |||
| T = b2 - 2*a2*(2*b-1); | |||
| GFX_GOTO( x + dx, y + dy ); | |||
| GFX_WRITE( '#' ); | |||
| GFX_GOTO( x - dx, y + dy ); | |||
| GFX_WRITE( '#' ); | |||
| GFX_GOTO( x + dx, y - dy ); | |||
| GFX_WRITE( '#' ); | |||
| GFX_GOTO( x - dx, y - dy ); | |||
| GFX_WRITE( '#' ); | |||
| do | |||
| { | |||
| if (S<0) | |||
| { | |||
| S += 2*b2*(2*x+3); | |||
| T += 4*b2*(x+1); | |||
| dx++; | |||
| } | |||
| else if (T<0) | |||
| { | |||
| S += 2*b2*(2*x+3) - 4*a2*(dy-1); | |||
| T += 4*b2*(x+1) - 2*a2*(2*dy-3); | |||
| dx++; | |||
| dy--; | |||
| } | |||
| else | |||
| { | |||
| S -= 4*a2*(dy-1); | |||
| T -= 2*a2*(2*dy-3); | |||
| dy--; | |||
| } | |||
| GFX_GOTO( x + dx, y + dy ); | |||
| GFX_WRITE( '#' ); | |||
| GFX_GOTO( x - dx, y + dy ); | |||
| GFX_WRITE( '#' ); | |||
| GFX_GOTO( x + dx, y - dy ); | |||
| GFX_WRITE( '#' ); | |||
| GFX_GOTO( x - dx, y - dy ); | |||
| GFX_WRITE( '#' ); | |||
| } | |||
| while (dy>0); | |||
| #endif | |||
| } | |||
| @@ -98,23 +98,27 @@ static void start_game (game *g) | |||
| p->dir = -3; | |||
| break; | |||
| case 'j': | |||
| //if( p->y < g->h - 2 ) p->y += 1; | |||
| if( p->y < g->h - 2 ) p->y += 1; | |||
| break; | |||
| case 'k': | |||
| //if( p->y > 1 ) p->y -= 1; | |||
| if( p->y > 1 ) p->y -= 1; | |||
| break; | |||
| case 'l': | |||
| p->dir = 3; | |||
| break; | |||
| case '\r': | |||
| add_explosion( g, ex, p->x + 2, p->y, 0, 0, 2 ); | |||
| if( p->nuke == 0 ) | |||
| { | |||
| p->nuke = 40; | |||
| add_weapon( g, wp, p->x + 2, p->y, 2 ); | |||
| } | |||
| break; | |||
| case ' ': | |||
| if( p->weapon == 0 ) | |||
| { | |||
| p->weapon = 4; | |||
| add_weapon( g, wp, p->x, p->y ); | |||
| add_weapon( g, wp, p->x + 5, p->y ); | |||
| add_weapon( g, wp, p->x, p->y, 1 ); | |||
| add_weapon( g, wp, p->x + 5, p->y, 1 ); | |||
| } | |||
| break; | |||
| } | |||
| @@ -12,6 +12,7 @@ player * create_player( game *g ) | |||
| p->y = g->h - 3; | |||
| p->dir = 0; | |||
| p->weapon = 0; | |||
| p->nuke = 0; | |||
| return p; | |||
| } | |||
| @@ -51,6 +52,11 @@ void update_player( game *g, player *p ) | |||
| p->weapon--; | |||
| } | |||
| if( p->nuke ) | |||
| { | |||
| p->nuke--; | |||
| } | |||
| if( p->dir < 0 ) | |||
| { | |||
| if( p->dir == -3 && p->x > -2 ) p->x -= 1; | |||
| @@ -3,15 +3,20 @@ | |||
| #include "common.h" | |||
| static void draw_nuke( int x, int y, int frame ); | |||
| static void draw_circle( int x, int y, int r ); | |||
| void init_weapons( game *g, weapons *wp ) | |||
| { | |||
| int i; | |||
| for( i = 0; i < SHOTS; i++ ) | |||
| 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; | |||
| } | |||
| } | |||
| @@ -19,16 +24,25 @@ void draw_weapons( game *g, weapons *wp ) | |||
| { | |||
| int i; | |||
| for( i = 0; i < SHOTS; i++ ) | |||
| for( i = 0; i < WEAPONS; i++ ) | |||
| { | |||
| if( wp->x[i] >= 0 ) | |||
| { | |||
| 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( '|' ); | |||
| 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; | |||
| } | |||
| } | |||
| } | |||
| } | |||
| @@ -37,7 +51,7 @@ void update_weapons( game *g, weapons *wp ) | |||
| { | |||
| int i; | |||
| for( i = 0; i < SHOTS; i++ ) | |||
| for( i = 0; i < WEAPONS; i++ ) | |||
| { | |||
| if( wp->y[i] < 0 ) | |||
| { | |||
| @@ -46,26 +60,76 @@ void update_weapons( game *g, weapons *wp ) | |||
| } | |||
| else | |||
| { | |||
| wp->y[i] += wp->v[i]; | |||
| switch( wp->type[i] ) | |||
| { | |||
| case 2: | |||
| wp->n[i]--; | |||
| if( wp->n[i]-- < 0 ) | |||
| { | |||
| wp->y[i] = -1; | |||
| } | |||
| break; | |||
| case 1: | |||
| default: | |||
| wp->y[i] += wp->v[i]; | |||
| break; | |||
| } | |||
| /* Check collisions */ | |||
| } | |||
| } | |||
| } | |||
| void add_weapon( game *g, weapons *wp, int x, int y ) | |||
| void add_weapon( game *g, weapons *wp, int x, int y, int type ) | |||
| { | |||
| int i; | |||
| for( i = 0; i < SHOTS; i++ ) | |||
| for( i = 0; i < WEAPONS; i++ ) | |||
| { | |||
| if( wp->y[i] < 0 ) | |||
| { | |||
| wp->x[i] = x; | |||
| wp->y[i] = y; | |||
| wp->type[i] = type; | |||
| wp->v[i] = -2; | |||
| wp->n[i] = 30; | |||
| break; | |||
| } | |||
| } | |||
| } | |||
| static void draw_nuke( int x, int y, int frame ) | |||
| { | |||
| int r = (34 - frame) * (34 - frame) / 10; | |||
| /* 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++ ); | |||
| } | |||
| static void draw_circle( int x, int y, int r ) | |||
| { | |||
| 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, '#' ); | |||
| test += test > 0 ? dx - dy-- : dx; | |||
| } | |||
| } | |||