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"
29 #ifndef IN_KDEVELOP_PARSER
30 #include "../lib/include/bitarray.h"
31 #include "weapon_sprites.c"
40 // 1 if button down, 0 if not, >1 to count ms pressed
41 unsigned long mousebutton_down
[] = {
48 static void get_last_move_event(SDL_Event
* e
) {
50 SDL_Event peek
[numpeek
];
51 SDL_Event
* last_event
= NULL
;
53 results
= SDL_PeepEvents(peek
, numpeek
, SDL_PEEKEVENT
, (uint32_t) ~0);
54 if(results
== -1) return;
55 for(i
= 0; i
< results
; i
++) {
56 if(peek
[i
].type
== SDL_MOUSEMOTION
)
57 last_event
= &peek
[i
];
63 SDL_PeepEvents(peek
, i
+ 1, SDL_GETEVENT
, (uint32_t) ~0);
69 static vec2f
get_sprite_center(const struct palpic
*p
) {
70 assert(p
->spritecount
);
72 res
.x
= palpic_getspritewidth(p
) * SCALE
/ 2;
73 res
.y
= palpic_getspriteheight(p
) * SCALE
/ 2;
77 static int player_ids
[2];
78 static enum weapon_id player_weapons
[2][WP_MAX
];
79 static int weapon_count
[2];
80 static enum weapon_id weapon_active
[2]; // index into player_weapons[playerno]
81 static int player_ammo
[2][AMMO_MAX
];
82 static enum weapon_id
get_active_weapon_id(int player_no
);
83 static void switch_anim(int obj_id
, int aid
);
84 static vec2f
get_vel_from_direction(enum direction dir
, float speed
);
85 static vec2f
get_vel_from_direction16(enum direction16 dir
, float speed
);
87 static sblist go_player_bullets
;
88 static sblist go_enemy_bullets
;
89 static sblist go_explosions
;
90 static sblist go_enemy_explosions
;
91 static sblist go_enemies
;
92 static sblist go_players
;
93 static sblist go_flames
;
94 static sblist go_rockets
;
95 static sblist go_grenades
;
96 static sblist go_enemy_grenades
;
97 static sblist go_vehicles
;
98 static sblist go_mines
;
99 static sblist go_turrets
;
100 static sblist go_bunkers
;
101 static sblist go_boss
;
102 static sblist go_crosshair
;
103 static sblist go_muzzleflash
;
104 static void add_pbullet(uint8_t bullet_id
) {
105 sblist_add(&go_player_bullets
, &bullet_id
);
107 static void add_ebullet(uint8_t bullet_id
) {
108 sblist_add(&go_enemy_bullets
, &bullet_id
);
110 static void add_player(uint8_t player_id
) {
111 sblist_add(&go_players
, &player_id
);
113 static void add_enemy(uint8_t enem_id
) {
114 sblist_add(&go_enemies
, &enem_id
);
116 static void add_explosion(uint8_t expl_id
) {
117 sblist_add(&go_explosions
, &expl_id
);
119 static void add_enemy_explosion(uint8_t expl_id
) {
120 sblist_add(&go_enemy_explosions
, &expl_id
);
122 static void add_flame(uint8_t id
) {
123 sblist_add(&go_flames
, &id
);
125 static void add_grenade(uint8_t id
) {
126 sblist_add(&go_grenades
, &id
);
128 static void add_enemy_grenade(uint8_t id
) {
129 sblist_add(&go_enemy_grenades
, &id
);
131 static void add_rocket(uint8_t id
) {
132 sblist_add(&go_rockets
, &id
);
134 static void add_vehicle(uint8_t id
) {
135 sblist_add(&go_vehicles
, &id
);
137 static void add_mine(uint8_t id
) {
138 sblist_add(&go_mines
, &id
);
140 static void add_turret(uint8_t id
) {
141 sblist_add(&go_turrets
, &id
);
143 static void add_bunker(uint8_t id
) {
144 sblist_add(&go_bunkers
, &id
);
146 static void add_boss(uint8_t id
) {
147 sblist_add(&go_boss
, &id
);
149 static void add_crosshair(uint8_t id
) {
150 sblist_add(&go_crosshair
, &id
);
152 static void add_muzzleflash(uint8_t id
) {
153 sblist_add(&go_muzzleflash
, &id
);
155 static void golist_remove(sblist
*l
, uint8_t objid
) {
158 sblist_iter_counter2(l
, i
, itemid
) {
159 if(*itemid
== objid
) {
166 static int get_next_anim_frame(enum animation_id aid
, anim_step curr
) {
167 if(curr
== ANIM_STEP_INIT
) return animations
[aid
].first
;
169 if(curr
> animations
[aid
].last
) return animations
[aid
].first
;
173 #define SCREEN_MIN_X 64*SCALE
174 #define SCREEN_MAX_X VMODE_W - 64*SCALE
175 #define SCREEN_MIN_Y 0
176 #define SCREEN_MAX_Y 200*SCALE
178 static void draw_status_bar(void) {
179 enum weapon_id wid
= get_active_weapon_id(0);
181 sdl_rgb_t
*ptr
= (sdl_rgb_t
*) video
.mem
;
182 unsigned pitch
= video
.pitch
/4;
183 for(y
= SCREEN_MAX_Y
; y
< VMODE_H
; y
++)
184 for (x
= SCREEN_MIN_X
; x
< SCREEN_MAX_X
; x
++)
185 ptr
[y
*pitch
+ x
] = SRGB_BLACK
;
187 blit_sprite(((320 / 2) - (59 / 2)) * SCALE
, (200 + (40/2) - (16/2)) * SCALE
,
188 &video
, SCALE
, &weapon_sprites
.header
, wid
, 0);
191 snprintf(buf
, 16, "%.6u", objs
[player_ids
[0]].objspecific
.playerdata
.score
);
192 font_print(SCREEN_MIN_X
+ 8, SCREEN_MAX_Y
+ 8, buf
, 6, 1 * SCALE
, PRGB(255,255,255));
195 enum map_index current_map
= MI_VIETNAM
;
196 const struct map
*map
;
197 const struct map_screen
* map_scr
;
198 const struct palpic
*map_bg
;
199 const struct palpic
*map_fg
;
200 const mapscreen_index
*map_bonus_indices
;
201 const struct map_fglayer
*map_bonus_scr
;
203 int mapscreen_yoff
, mapscreen_xoff
;
204 struct { int x
,y
; } mapsquare
;
205 enum map_scrolldir mapscrolldir
;
206 unsigned map_spawn_screen_index
;
207 unsigned map_spawn_line
;
208 unsigned map_spawn_current
;
209 #include "maps/spawn_australia.c"
210 const struct enemy_spawn_screen
*spawn_map
= spawn_screens_australia
;
212 static void init_map(enum map_index mapindex
) {
213 map
= maps
[mapindex
];
214 map_scr
= map_screens
[mapindex
];
215 map_bg
= map_bg_sprites
[map
->maptype
];
216 map_fg
= map_fg_sprites
[map
->maptype
];
217 map_bonus_scr
= map_bonus_screens
[mapindex
];
218 map_bonus_indices
= map_bonus_layer_indices
[mapindex
];
223 mapscrolldir
= MS_UP
;
224 map_spawn_screen_index
= 0;
226 map_spawn_current
= 0;
229 static mapscreen_index
get_bonus_layer_index(mapscreen_index screen
) {
231 for (i
= 0; i
< map
->bonuslayer_count
; i
++)
232 if(map_bonus_indices
[i
] == screen
) return i
;
233 return MAPSCREEN_BLOCKED
;
236 static mapscreen_index
screen_to_mapscreen(int *x
, int *y
) {
237 *x
= ((int) *x
- SCREEN_MIN_X
) / SCALE
;
238 *y
= ((int) *y
- SCREEN_MIN_Y
) / SCALE
;
239 int yscr
= (*y
+ mapscreen_yoff
) / 192;
240 *y
= (*y
+ mapscreen_yoff
) - yscr
*192;
241 int xscr
= (*x
+ mapscreen_xoff
) / 192;
242 *x
= (*x
+ mapscreen_xoff
) - xscr
*192;
243 return map
->screen_map
[mapsquare
.y
+ yscr
][mapsquare
.x
+ xscr
];
246 static enum walltype
is_wall(vec2f
*pos
) {
249 mapscreen_index scr_idx
= screen_to_mapscreen(&x
, &y
);
250 /* can happen when a bullet goes partially off-screen */
251 if(scr_idx
== MAPSCREEN_BLOCKED
) return WT_NONE
;
252 uint8_t spriteno
= map_scr
[scr_idx
].fg
.fg
[y
/16][x
/16];
253 if(spriteno
&& walls
[map
->maptype
][spriteno
]) return walls
[map
->maptype
][spriteno
];
254 scr_idx
= get_bonus_layer_index(scr_idx
);
255 if(scr_idx
== MAPSCREEN_BLOCKED
) return WT_NONE
;
256 spriteno
= map_bonus_scr
[scr_idx
].fg
[y
/16][x
/16];
257 if(spriteno
&& walls
[map
->maptype
][spriteno
]) return walls
[map
->maptype
][spriteno
];
261 static void draw_map() {
263 unsigned map_off
= 192-mapscreen_yoff
;
264 unsigned vis_x
= 192-mapscreen_xoff
;
265 int x_iter_max16
= 192/16;
266 int x_iter_max64
= 192/64;
267 unsigned x_iter_start64
= x_iter_max64
- (vis_x
/ 64 + !!(vis_x
% 64));
268 unsigned x_iter_start16
= x_iter_max16
- (vis_x
/ 16 + !!(vis_x
% 16));
270 int x_screen_start64
= -(!!(vis_x
%64)*64-(vis_x
%64));
271 int x_screen_start16
= -(!!(vis_x
%16)*16-(vis_x
%16));
273 unsigned x_screen_iter
;
274 for(x_screen_iter
= 0; x_screen_iter
<= !!mapscreen_xoff
; x_screen_iter
++) {
275 mapscreen_index bonus_layer
;
277 x_screen_start16
= x_screen_start16
+(x_iter_max16
-x_iter_start16
)*16;
278 x_screen_start64
= x_screen_start64
+(x_iter_max64
-x_iter_start64
)*64;
279 x_iter_max16
= mapscreen_xoff
/ 16 + !!(mapscreen_xoff
% 16);
280 x_iter_max64
= mapscreen_xoff
/ 64 + !!(mapscreen_xoff
% 64);
283 assert(map
->screen_map
[mapsquare
.y
][mapsquare
.x
+x_screen_iter
] != MAPSCREEN_BLOCKED
);
287 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
)
288 for(mx
= x_iter_start64
, x
= SCREEN_MIN_X
+ x_screen_start64
*SCALE
; mx
< x_iter_max64
; mx
++, x
+= 64*SCALE
) {
289 spriteno
= map_scr
[map
->screen_map
[mapsquare
.y
][mapsquare
.x
+x_screen_iter
]].bg
.bg
[my
][mx
];
290 blit_sprite(x
, y
, &video
,
291 SCALE
, map_bg
, spriteno
, 0);
293 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
)
294 for(mx
= x_iter_start16
, x
= SCREEN_MIN_X
+ x_screen_start16
*SCALE
; mx
< x_iter_max16
; mx
++, x
+= 16*SCALE
) {
295 spriteno
= map_scr
[map
->screen_map
[mapsquare
.y
][mapsquare
.x
+x_screen_iter
]].fg
.fg
[my
][mx
];
296 if(spriteno
) blit_sprite(x
, y
, &video
, SCALE
, map_fg
, spriteno
, 0);
298 bonus_layer
= get_bonus_layer_index(map
->screen_map
[mapsquare
.y
][mapsquare
.x
+x_screen_iter
]);
299 if(bonus_layer
!= MAPSCREEN_BLOCKED
) {
300 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
)
301 for(mx
= x_iter_start16
, x
= SCREEN_MIN_X
+ x_screen_start16
*SCALE
; mx
< x_iter_max16
; mx
++, x
+= 16*SCALE
) {
302 spriteno
= map_bonus_scr
[bonus_layer
].fg
[my
][mx
];
303 if(spriteno
) blit_sprite(x
, y
, &video
, SCALE
, map_fg
, spriteno
, 0);
308 int yleft
= 200-map_off
;
309 if(yleft
> 192) yleft
= 192;
310 for(my
= 0, y
= SCREEN_MIN_Y
+ (map_off
* SCALE
); my
< yleft
/32+!!(yleft
%32); my
++, y
+=32*SCALE
)
311 for(mx
= x_iter_start64
, x
= SCREEN_MIN_X
+ x_screen_start64
*SCALE
; mx
< x_iter_max64
; mx
++, x
+= 64*SCALE
) {
312 spriteno
= map_scr
[map
->screen_map
[mapsquare
.y
+1][mapsquare
.x
+x_screen_iter
]].bg
.bg
[my
][mx
];
313 blit_sprite(x
, y
, &video
, SCALE
, map_bg
, spriteno
, 0);
315 for(my
= 0, y
= SCREEN_MIN_Y
+ (map_off
* SCALE
); my
< yleft
/16+!!(yleft
%16); my
++, y
+=16*SCALE
)
316 for(mx
= x_iter_start16
, x
= SCREEN_MIN_X
+ x_screen_start16
*SCALE
; mx
< x_iter_max16
; mx
++, x
+= 16*SCALE
) {
317 spriteno
= map_scr
[map
->screen_map
[mapsquare
.y
+1][mapsquare
.x
+x_screen_iter
]].fg
.fg
[my
][mx
];
318 if(spriteno
) blit_sprite(x
, y
, &video
, SCALE
, map_fg
, spriteno
, 0);
321 bonus_layer
= get_bonus_layer_index(map
->screen_map
[mapsquare
.y
+1][mapsquare
.x
+x_screen_iter
]);
322 if(bonus_layer
!= MAPSCREEN_BLOCKED
) {
323 for(my
= 0, y
= SCREEN_MIN_Y
+ (map_off
* SCALE
); my
< yleft
/16+!!(yleft
%16); my
++, y
+=16*SCALE
)
324 for(mx
= x_iter_start16
, x
= SCREEN_MIN_X
+ x_screen_start16
*SCALE
; mx
< x_iter_max16
; mx
++, x
+= 16*SCALE
) {
325 spriteno
= map_bonus_scr
[bonus_layer
].fg
[my
][mx
];
326 if(spriteno
) blit_sprite(x
, y
, &video
, SCALE
, map_fg
, spriteno
, 0);
330 /* this is never triggered when mapscreen_xoff != 0 */
331 if(mapscreen_yoff
> 192 - 8) {
332 for(mx
= 0, x
= SCREEN_MIN_X
+ x_screen_start64
*SCALE
; mx
< 3; mx
++, x
+= 64*SCALE
)
333 blit_sprite(x
, SCALE
*(192*2-mapscreen_yoff
), &video
,
334 SCALE
, map_bg
, map_scr
[map
->screen_map
[mapsquare
.y
+2][mapsquare
.x
]].bg
.bg
[0][mx
], 0);
335 for(mx
= 0, x
= SCREEN_MIN_X
+ x_screen_start16
*SCALE
; mx
< 12; mx
++, x
+= 16*SCALE
) {
336 spriteno
= map_scr
[map
->screen_map
[mapsquare
.y
+2][mapsquare
.x
]].fg
.fg
[0][mx
];
337 if(spriteno
) blit_sprite(x
, SCALE
*(192*2-mapscreen_yoff
), &video
, SCALE
, map_fg
, spriteno
, 0);
339 bonus_layer
= get_bonus_layer_index(map
->screen_map
[mapsquare
.y
+2][mapsquare
.x
]);
340 if(bonus_layer
!= MAPSCREEN_BLOCKED
) {
341 for(mx
= 0, x
= SCREEN_MIN_X
+ x_screen_start16
*SCALE
; mx
< 12; mx
++, x
+= 16*SCALE
) {
342 spriteno
= map_bonus_scr
[bonus_layer
].fg
[0][mx
];
343 if(spriteno
) blit_sprite(x
, SCALE
*(192*2-mapscreen_yoff
), &video
, SCALE
, map_fg
, spriteno
, 0);
350 #define VSCROLL_TRESHOLD (200-74)
351 #define HSCROLLR_TRESHOLD (54-6)
352 #define HSCROLLL_TRESHOLD (192-(78+3))
353 static int scroll_needed() {
354 struct gameobj
*player
= &objs
[player_ids
[0]];
355 if((mapscrolldir
== MS_UP
&& player
->pos
.y
- SCREEN_MIN_Y
< VSCROLL_TRESHOLD
*SCALE
) ||
356 (mapscrolldir
== MS_RIGHT
&& player
->pos
.x
- SCREEN_MIN_X
> HSCROLLR_TRESHOLD
*SCALE
) ||
357 (mapscrolldir
== MS_LEFT
&& player
->pos
.x
- SCREEN_MIN_X
< HSCROLLL_TRESHOLD
*SCALE
))
362 static void scroll_gameobjs(int scroll_step
) {
363 if(!scroll_step
) return;
364 unsigned i
, avail
= obj_count
;
365 for(i
= 0; i
< OBJ_MAX
&& avail
; i
++) {
366 if(!obj_slot_used
[i
]) continue;
368 if(objs
[i
].objtype
== OBJ_CROSSHAIR
) continue;
370 if(mapscrolldir
== MS_UP
)
371 objs
[i
].pos
.y
+= scroll_step
*SCALE
;
372 else if(mapscrolldir
== MS_LEFT
)
373 objs
[i
].pos
.x
+= scroll_step
*SCALE
;
374 else if(mapscrolldir
== MS_RIGHT
)
375 objs
[i
].pos
.x
-= scroll_step
*SCALE
;
379 static void next_screen() {
380 map_spawn_screen_index
++;
382 map_spawn_current
= 0;
385 static int init_enemy(const struct enemy_spawn
*spawn
);
386 static void handle_spawns(unsigned scrollstep
) {
387 assert(scrollstep
<= 192);
389 if(!spawn_map
[map_spawn_screen_index
].spawns
) goto done
;
390 for(i
= 0; i
< scrollstep
; i
++) {
391 while(map_spawn_current
< spawn_map
[map_spawn_screen_index
].num_spawns
&&
392 map_spawn_line
+i
>= spawn_map
[map_spawn_screen_index
].spawns
[map_spawn_current
].scroll_line
) {
393 init_enemy(&spawn_map
[map_spawn_screen_index
].spawns
[map_spawn_current
]);
398 map_spawn_line
+= scrollstep
;
401 static int scroll_map() {
404 if(scroll_needed()) {
405 if(mapscrolldir
== MS_UP
) {
406 mapscreen_yoff
-= scroll_step
;
407 if(mapscreen_yoff
< 0) {
409 if(map
->screen_map
[mapsquare
.y
][mapsquare
.x
] == MAPSCREEN_BLOCKED
) {
410 scroll_step
= -mapscreen_yoff
;
413 scroll_gameobjs(scroll_step
);
414 if(map
->screen_map
[mapsquare
.y
][mapsquare
.x
+1] == MAPSCREEN_BLOCKED
) {
415 mapscrolldir
= MS_LEFT
;
417 mapscrolldir
= MS_RIGHT
;
423 mapscreen_yoff
+= 192;
427 handle_spawns(scroll_step
);
428 scroll_gameobjs(scroll_step
);
430 } else if(mapscrolldir
== MS_LEFT
) {
431 mapscreen_xoff
-= scroll_step
;
432 if(mapscreen_xoff
< 0) {
434 if(map
->screen_map
[mapsquare
.y
][mapsquare
.x
] == MAPSCREEN_BLOCKED
) {
435 scroll_step
= -mapscreen_xoff
;
439 scroll_gameobjs(scroll_step
);
440 mapscrolldir
= MS_UP
;
443 mapscreen_xoff
+= 192;
448 } else if(mapscrolldir
== MS_RIGHT
) {
449 mapscreen_xoff
+= scroll_step
;
450 if(mapscreen_xoff
>= 192) {
452 if(map
->screen_map
[mapsquare
.y
][mapsquare
.x
+1] == MAPSCREEN_BLOCKED
) {
453 scroll_step
= mapscreen_xoff
- 192;
456 scroll_gameobjs(scroll_step
);
457 mapscrolldir
= MS_UP
;
461 mapscreen_xoff
-= 192;
470 static int init_player(int player_no
) {
471 assert(player_no
== 0 || player_no
== 1);
472 int pid
= gameobj_alloc();
473 gameobj_init(pid
, &VEC( SCREEN_MIN_X
, SCREEN_MAX_Y
- (25 * SCALE
) ), &VEC( 0, 0 ),
474 SI_PLAYERS
, player_no
== 0 ? ANIM_P1_MOVE_N
: ANIM_P2_MOVE_N
, player_no
== 0 ? OBJ_P1
: OBJ_P2
);
475 if(pid
== -1) return -1;
476 player_ids
[player_no
] = pid
;
477 objs
[pid
].objspecific
.playerdata
.score
= 0;
478 player_weapons
[player_no
][0] = WP_COLT45
;
479 weapon_count
[player_no
] = 1;
480 weapon_active
[player_no
] = 0;
482 for(; i
< AMMO_MAX
; i
++)
483 player_ammo
[player_no
][i
] = 50000;
488 static vec2f
*mousepos
;
489 static int init_crosshair() {
490 int id
= gameobj_alloc();
491 gameobj_init(id
, &VEC(VMODE_W
/2, VMODE_H
/2), &VEC(0,0), SI_CROSSHAIR
, ANIM_CROSSHAIR
, OBJ_CROSSHAIR
);
492 if(id
== -1) return -1;
493 mousepos
= &objs
[id
].pos
;
497 static int init_bullet(vec2f
*pos
, vec2f
*vel
, int steps
) {
498 int id
= gameobj_alloc();
499 gameobj_init(id
, pos
, vel
, SI_BULLET
, ANIM_BULLET
, OBJ_BULLET
);
500 gameobj_init_bulletdata(id
, steps
);
504 static int init_grenade(vec2f
*pos
, vec2f
*vel
, int steps
) {
505 int id
= gameobj_alloc();
506 gameobj_init(id
, pos
, vel
, SI_GRENADE
, ANIM_GRENADE_SMALL
, OBJ_GRENADE
);
507 gameobj_init_bulletdata(id
, steps
);
511 static int init_grenade_explosion(vec2f
*pos
, int from_enemy
) {
512 const int ticks_per_anim_frame
= 4;
513 const int expl_anim_frames
= 11;
514 vec2f grenade_center
= get_sprite_center(spritemaps
[SI_GRENADE_EXPLOSION
]);
515 vec2f mypos
= vecsub(pos
, &grenade_center
);
516 int id
= gameobj_alloc();
517 if(id
== -1) return -1;
518 gameobj_init(id
, &mypos
, &VEC(0,0), SI_GRENADE_EXPLOSION
, ANIM_GRENADE_EXPLOSION
, OBJ_GRENADE_EXPLOSION
);
519 gameobj_init_bulletdata(id
, expl_anim_frames
*ticks_per_anim_frame
-1);
520 audio_play_wave_resource(wavesounds
[WS_GRENADE_EXPLOSION
]);
521 if(!from_enemy
) add_explosion(id
);
522 else add_enemy_explosion(id
);
526 static int init_big_explosion(vec2f
*pos
) {
527 const int ticks_per_anim_frame
= 8;
528 const int expl_anim_frames
= 5;
529 vec2f rocket_center
= get_sprite_center(spritemaps
[SI_BIG_EXPLOSION
]);
530 vec2f mypos
= vecsub(pos
, &rocket_center
);
531 int id
= gameobj_alloc();
532 if(id
== -1) return -1;
533 gameobj_init(id
, &mypos
, &VEC(0,0), SI_BIG_EXPLOSION
, ANIM_BIG_EXPLOSION
, OBJ_BIG_EXPLOSION
);
534 gameobj_init_bulletdata(id
, expl_anim_frames
*ticks_per_anim_frame
-1);
535 audio_play_wave_resource(wavesounds
[WS_GRENADE_EXPLOSION
]);
540 static int init_rocket_explosion(vec2f
*pos
) {
541 vec2f ax
= vecadd(pos
, &VEC(-15*SCALE
, 9*SCALE
));
542 vec2f bx
= vecadd(pos
, &VEC(1*SCALE
, -6*SCALE
));
543 vec2f cx
= vecadd(pos
, &VEC(-8*SCALE
, -8*SCALE
));
544 vec2f dx
= vecadd(pos
, &VEC(8*SCALE
, 8*SCALE
));
546 ret
+= init_grenade_explosion(&ax
, 0) != -1;
547 ret
+= init_grenade_explosion(&bx
, 0) != -1;
548 ret
+= init_big_explosion(&cx
) != -1;
549 ret
+= init_big_explosion(&dx
) != -1;
553 static int init_flame(enum direction dir
, vec2f
*pos
, vec2f
*vel
, int steps
) {
554 static const vec2f flame_origin
[] = {
555 [DIR_O
] = { 4.0, 8.0 },
556 [DIR_NO
] = { 5.0, 11.0 },
557 [DIR_N
] = { 7.5, 12.0 },
558 [DIR_NW
] = { 10.0, 11.0 },
559 [DIR_W
] = { 11.0, 8.0 },
560 [DIR_SW
] = { 10.0, 5.0 },
561 [DIR_S
] = { 7.5, 3.0 },
562 [DIR_SO
] = { 4.0, 4.0 },
565 mypos
.x
-= flame_origin
[dir
].x
* SCALE
;
566 mypos
.y
-= flame_origin
[dir
].y
* SCALE
;
567 int id
= gameobj_alloc();
568 if(id
== -1) return -1;
569 gameobj_init(id
, &mypos
, vel
, SI_FLAME
, ANIM_FLAME
, OBJ_FLAME
);
570 gameobj_init_bulletdata(id
, steps
);
575 static int init_rocket(enum direction dir
, vec2f
*pos
, vec2f
*vel
, int steps
) {
576 static const vec2f rocket_origin
[] = {
577 [DIR_N
] = { 1.0, 10.0 },
578 [DIR_S
] = { 1.0, 0.0 },
579 [DIR_O
] = { 0.0, 1.0 },
580 [DIR_W
] = { 10.0, 1.0 },
581 [DIR_NO
] = { 0.0, 7.0 },
582 [DIR_SO
] = { 0.0, 0.0 },
583 [DIR_SW
] = { 7.0, 0.0 },
584 [DIR_NW
] = { 7.0, 7.0 },
586 static const enum animation_id rocket_anim
[] = {
587 [DIR_N
] = ANIM_ROCKET_N
,
588 [DIR_S
] = ANIM_ROCKET_S
,
589 [DIR_O
] = ANIM_ROCKET_O
,
590 [DIR_W
] = ANIM_ROCKET_W
,
591 [DIR_NO
] = ANIM_ROCKET_NO
,
592 [DIR_SO
] = ANIM_ROCKET_SO
,
593 [DIR_SW
] = ANIM_ROCKET_SW
,
594 [DIR_NW
] = ANIM_ROCKET_NW
,
597 mypos
.x
-= rocket_origin
[dir
].x
* SCALE
;
598 mypos
.y
-= rocket_origin
[dir
].y
* SCALE
;
599 int id
= gameobj_alloc();
600 if(id
== -1) return -1;
601 gameobj_init(id
, &mypos
, vel
, SI_ROCKET
, rocket_anim
[dir
], OBJ_ROCKET
);
602 gameobj_init_bulletdata(id
, steps
);
608 static const struct enemy_route
* get_enemy_current_route(int curr_step
, const struct enemy_spawn
*spawn
) {
609 int i
= ENEMY_MAX_ROUTE
-1;
611 if(spawn
->route
[i
].shape
!= ES_INVALID
&&
612 curr_step
>= spawn
->route
[i
].start_step
)
613 return &spawn
->route
[i
];
617 static vec2f
get_enemy_vel(int curr_step
, const struct enemy_spawn
*spawn
) {
618 const struct enemy_route
*route
= get_enemy_current_route(curr_step
, spawn
);
619 return get_vel_from_direction16(route
->dir
, (float)route
->vel
/8.f
);
622 static const enum animation_id enemy_animation_lut
[] = {
623 [ES_SOLDIER1_DOWN
] = ANIM_ENEMY_GUNNER_DOWN
,
624 [ES_SOLDIER1_RIGHT
] = ANIM_ENEMY_GUNNER_RIGHT
,
625 [ES_SOLDIER1_LEFT
] = ANIM_ENEMY_GUNNER_LEFT
,
626 [ES_SOLDIER2_DOWN
] = ANIM_ENEMY_BOMBER_DOWN
,
627 [ES_SOLDIER2_RIGHT
] = ANIM_ENEMY_BOMBER_RIGHT
,
628 [ES_SOLDIER2_LEFT
] = ANIM_ENEMY_BOMBER_LEFT
,
629 [ES_JEEP
] = ANIM_JEEP
,
630 [ES_TANK_SMALL
] = ANIM_TANK_SMALL
,
631 [ES_TANK_BIG
] = ANIM_TANK_BIG
,
632 [ES_TRANSPORTER
] = ANIM_TRANSPORTER
,
633 [ES_GUNTURRET_MOVABLE_MACHINE
] = ANIM_GUNTURRET_MOVABLE_MACHINE_S
,
634 [ES_GUNTURRET_MOVABLE_MAN
] = ANIM_GUNTURRET_MOVABLE_MAN_S
,
635 [ES_MINE_FLAT
] = ANIM_MINE_FLAT
,
636 [ES_MINE_CROSS
] = ANIM_MINE_CROSSED
,
637 [ES_FLAMETURRET
] = ANIM_FLAMETURRET
,
638 [ES_GUNTURRET_FIXED_SOUTH
] = ANIM_GUNTURRET_FIXED_SOUTH
,
639 [ES_GUNTURRET_FIXED_NORTH
] = ANIM_GUNTURRET_FIXED_NORTH
,
640 [ES_BUNKER_1
] = ANIM_BUNKER1
,
641 [ES_BUNKER_2
] = ANIM_BUNKER2
,
642 [ES_BUNKER_3
] = ANIM_BUNKER3
,
643 [ES_BUNKER_4
] = ANIM_BUNKER4
,
644 [ES_BUNKER_5
] = ANIM_BUNKER5
,
647 static int init_enemy(const struct enemy_spawn
*spawn
) {
648 const enum objtype enemy_soldier_objtype_lut
[] = {
649 [0] = OBJ_ENEMY_SHOOTER
,
650 [1] = OBJ_ENEMY_BOMBER
652 const enum objtype enemy_objtype_lut
[] = {
653 [ES_JEEP
] = OBJ_JEEP
,
654 [ES_TANK_SMALL
] = OBJ_TANK_SMALL
,
655 [ES_TANK_BIG
] = OBJ_TANK_BIG
,
656 [ES_TRANSPORTER
] = OBJ_TRANSPORTER
,
657 [ES_GUNTURRET_MOVABLE_MACHINE
] = OBJ_GUNTURRET_MOVABLE_MACHINE
,
658 [ES_GUNTURRET_MOVABLE_MAN
] = OBJ_GUNTURRET_MOVABLE_MAN
,
659 [ES_MINE_FLAT
] = OBJ_MINE_FLAT
,
660 [ES_MINE_CROSS
] = OBJ_MINE_CROSSED
,
661 [ES_FLAMETURRET
] = OBJ_FLAMETURRET
,
662 [ES_GUNTURRET_FIXED_SOUTH
] = OBJ_GUNTURRET_FIXED_SOUTH
,
663 [ES_GUNTURRET_FIXED_NORTH
] = OBJ_GUNTURRET_FIXED_NORTH
,
664 [ES_BUNKER_1
] = OBJ_BUNKER1
,
665 [ES_BUNKER_2
] = OBJ_BUNKER2
,
666 [ES_BUNKER_3
] = OBJ_BUNKER3
,
667 [ES_BUNKER_4
] = OBJ_BUNKER4
,
668 [ES_BUNKER_5
] = OBJ_BUNKER5
,
669 [ES_BOSS
] = OBJ_BOSS
,
671 const enum animation_id boss_animation_lut
[] = {
685 const enum sprite_index enemy_soldier_sprite_lut
[] = {
686 [ET_ASIAN
] = SI_ENEMY_ASIAN
,
687 [ET_WESTERN
] = SI_ENEMY_WESTERN
,
689 const enum sprite_index enemy_sprite_lut
[] = {
690 [ES_JEEP
] = SI_VEHICLES_SMALL
,
691 [ES_TANK_SMALL
] = SI_VEHICLES_MEDIUM
,
692 [ES_TANK_BIG
] = SI_VEHICLES_BIG
,
693 [ES_TRANSPORTER
] = SI_VEHICLES_BIG
,
694 [ES_BUNKER_1
] = SI_BUNKERS
,
695 [ES_BUNKER_2
] = SI_BUNKERS
,
696 [ES_BUNKER_3
] = SI_BUNKERS
,
697 [ES_BUNKER_4
] = SI_BUNKERS
,
698 [ES_BUNKER_5
] = SI_BUNKERS
,
699 [ES_GUNTURRET_MOVABLE_MACHINE
] = SI_GUNTURRET
,
700 [ES_GUNTURRET_MOVABLE_MAN
] = SI_GUNTURRET
,
701 [ES_MINE_FLAT
] = SI_MINES
,
702 [ES_MINE_CROSS
] = SI_MINES
,
703 [ES_FLAMETURRET
] = SI_MINES
,
704 [ES_GUNTURRET_FIXED_SOUTH
] = SI_MINES
,
705 [ES_GUNTURRET_FIXED_NORTH
] = SI_MINES
,
706 [ES_BOSS
] = SI_BOSSES
,
709 vec2f spawnpos
= VEC(SCREEN_MIN_X
+ spawn
->x
*SCALE
, SCREEN_MIN_Y
+ spawn
->y
*SCALE
);
710 int id
= gameobj_alloc();
711 if(id
== -1) return -1;
712 const struct enemy_route
* route_curr
= get_enemy_current_route(0, spawn
);
713 vec2f vel
= get_enemy_vel(0, spawn
);
715 int is_soldier
= route_curr
->shape
<= ES_SOLDIER2_RIGHT
;
716 int is_boss
= route_curr
->shape
== ES_BOSS
;
717 enum sprite_index spriteid
;
719 enum animation_id animid
;
721 spriteid
= enemy_soldier_sprite_lut
[map
->enemy_type
];
722 objid
= enemy_soldier_objtype_lut
[spawn
->weapon
];
724 spriteid
= enemy_sprite_lut
[route_curr
->shape
];
725 objid
= enemy_objtype_lut
[route_curr
->shape
];
727 if(is_boss
) animid
= boss_animation_lut
[map
->boss_id
];
728 else animid
= enemy_animation_lut
[route_curr
->shape
];
730 gameobj_init(id
, &spawnpos
, &vel
, spriteid
, animid
, objid
);
731 objs
[id
].objspecific
.enemy
.curr_step
= 0;
732 objs
[id
].objspecific
.enemy
.spawn
= spawn
;
737 case OBJ_BUNKER1
: case OBJ_BUNKER2
: case OBJ_BUNKER3
:
738 case OBJ_BUNKER4
: case OBJ_BUNKER5
:
741 case OBJ_FLAMETURRET
: case OBJ_GUNTURRET_FIXED_NORTH
:
742 case OBJ_GUNTURRET_FIXED_SOUTH
:
745 case OBJ_MINE_CROSSED
: case OBJ_MINE_FLAT
:
748 case OBJ_JEEP
: case OBJ_TRANSPORTER
:
749 case OBJ_TANK_BIG
: case OBJ_TANK_SMALL
:
758 static void remove_enemy(int id
) {
759 enum objtype objid
= objs
[id
].objtype
;
761 case OBJ_JEEP
: case OBJ_TRANSPORTER
:
762 case OBJ_TANK_BIG
: case OBJ_TANK_SMALL
:
763 golist_remove(&go_vehicles
, id
);
766 golist_remove(&go_enemies
, id
);
771 static int enemy_fires(struct enemy
*e
) {
773 for(i
= 0; i
< ENEMY_MAX_SHOT
; i
++)
774 if(e
->curr_step
== e
->spawn
->shots
[i
]) return 1;
778 static enum animation_id
get_flash_animation_from_direction(enum direction dir
) {
779 #define ANIMF(dir, anim) [dir] = anim
780 static const enum animation_id dir_to_anim
[] = {
781 ANIMF(DIR_O
, ANIM_FLASH_O
),
782 ANIMF(DIR_NO
, ANIM_FLASH_NO
),
783 ANIMF(DIR_N
, ANIM_FLASH_N
),
784 ANIMF(DIR_NW
, ANIM_FLASH_NW
),
785 ANIMF(DIR_W
, ANIM_FLASH_W
),
786 ANIMF(DIR_SW
, ANIM_FLASH_SW
),
787 ANIMF(DIR_S
, ANIM_FLASH_S
),
788 ANIMF(DIR_SO
, ANIM_FLASH_SO
),
791 return dir_to_anim
[dir
];
794 static int init_flash(vec2f
*pos
, enum direction dir
) {
795 int id
= gameobj_alloc();
796 gameobj_init(id
, pos
, &VEC(0, 0), SI_FLASH
, get_flash_animation_from_direction(dir
), OBJ_FLASH
);
797 gameobj_init_bulletdata(id
, 2);
801 static vec2f
get_gameobj_pos(int obj_id
) {
802 return objs
[obj_id
].pos
;
805 static vec2f
get_gameobj_center(int obj_id
) {
806 vec2f res
= objs
[obj_id
].pos
;
807 vec2f add
= get_sprite_center(spritemaps
[objs
[obj_id
].spritemap_id
]);
808 return vecadd(&res
, &add
);
811 static enum direction
get_direction_from_vec(vec2f
*vel
);
812 static enum animation_id
get_anim_from_direction(enum direction dir
, int player
, int throwing
);
814 static enum weapon_id
get_active_weapon_id(int player_no
) {
815 return player_weapons
[player_no
][weapon_active
[player_no
]];
818 static const struct weapon
* get_active_weapon(int player_no
) {
819 return &weapons
[get_active_weapon_id(player_no
)];
821 static enum direction
get_shotdirection_from_enemy(int curr_step
, const struct enemy_spawn
*spawn
) {
822 const struct enemy_route
* r
= get_enemy_current_route(curr_step
, spawn
);
824 case ES_SOLDIER1_DOWN
: case ES_SOLDIER2_DOWN
:
826 case ES_SOLDIER1_LEFT
: case ES_SOLDIER2_LEFT
:
828 case ES_SOLDIER1_RIGHT
: case ES_SOLDIER2_RIGHT
:
835 static void enemy_fire_bullet(int objid
) {
836 struct gameobj
* go
= &objs
[objid
];
837 enum direction dir
= get_shotdirection_from_enemy(go
->objspecific
.enemy
.curr_step
, go
->objspecific
.enemy
.spawn
);
838 vec2f from
= get_gameobj_center(objid
);
839 vec2f vel
= get_vel_from_direction(dir
, 1.75);
841 if(go
->objspecific
.enemy
.spawn
->weapon
== EW_GUN
) {
842 id
= init_bullet(&from
, &vel
, 41);
843 if(id
!= -1) add_ebullet(id
);
845 id
= init_grenade(&from
, &vel
, 41);
846 if(id
!= -1) add_enemy_grenade(id
);
850 static int get_crosshair_id(void) {
851 assert(sblist_getsize(&go_crosshair
));
852 uint8_t *id
= sblist_get(&go_crosshair
, 0);
856 static void fire_bullet(int player_no
) {
858 const struct weapon
*pw
= get_active_weapon(player_no
);
859 if(player_ammo
[player_no
][pw
->ammo
] == 0) return;
860 vec2f from
= get_gameobj_center(player_ids
[player_no
]);
861 //get_anim_from_vel(0, objs[player].
862 vec2f to
= get_gameobj_center(get_crosshair_id());
863 to
.x
+= 4*SCALE
- rand()%8*SCALE
;
864 to
.y
+= 4*SCALE
- rand()%8*SCALE
;
865 vec2f vel
= velocity(&from
, &to
);
866 enum direction dir
= get_direction_from_vec(&vel
);
867 if(dir
!= DIR_INVALID
) {
868 enum animation_id aid
= get_anim_from_direction(dir
, player_no
, pw
->ammo
== AMMO_GRENADE
);
869 if(aid
!= ANIM_INVALID
) switch_anim(player_ids
[player_no
], aid
);
870 anim_step curranim
= objs
[player_ids
[player_no
]].anim_curr
;
871 if(curranim
== ANIM_STEP_INIT
) curranim
= get_next_anim_frame(objs
[player_ids
[player_no
]].animid
, ANIM_STEP_INIT
);
872 vec2f muzzle
= muzzle_tab
[curranim
];
874 from
= get_gameobj_pos(player_ids
[player_no
]);
875 from
.x
+= muzzle
.x
* SCALE
;
876 from
.y
+= muzzle
.y
* SCALE
;
878 if(pw
->flags
& WF_MUZZLEFLASH
) {
879 static const vec2f flash_start
[] = {
880 [DIR_O
] = { 0.0, 1.0 },
881 [DIR_NO
] = { 0.5, 6.0 },
882 [DIR_N
] = { 1.0, 7.5 },
883 [DIR_NW
] = { 6.0, 6.0 },
884 [DIR_W
] = { 7.5, 1.0 },
885 [DIR_SW
] = { 4.5, 0.0 },
886 [DIR_S
] = { 1.0, 0.0 },
887 [DIR_SO
] = { 0.0, 0.0 },
890 ffrom
.x
-= flash_start
[dir
].x
* SCALE
;
891 ffrom
.y
-= flash_start
[dir
].y
* SCALE
;
892 id
= init_flash(&ffrom
, dir
);
893 if(id
!= -1) add_muzzleflash(id
);
895 vel
= velocity(&from
, &to
);
897 float dist
= veclength(&vel
);
898 float speed
= pw
->bullet_speed
* SCALE
;
899 const uint16_t range_tab
[] = {0, 80, 66, 80, 118, 118, 118, 118, 118, 118,
900 200, 200, 240, 240, 240, 240, 240, 240, 240, 240, 320 };
901 float range
= range_tab
[pw
->range
] * SCALE
;
904 float steps
= dist
/ speed
;
905 float deg
= atan2(vel
.y
, vel
.x
);
906 vel
.x
= cos(deg
) * speed
;
907 vel
.y
= sin(deg
) * speed
;
910 id
= init_rocket(dir
, &from
, &vel
, steps
);
913 id
= init_bullet(&from
, &vel
, steps
);
914 if(id
!= -1) add_pbullet(id
);
917 id
= init_flame(dir
, &from
, &vel
, steps
);
920 id
= init_grenade(&from
, &vel
, steps
);
926 player_ammo
[player_no
][pw
->ammo
]--;
927 const WAVE_HEADER_COMPLETE
*wf
= wavesounds
[pw
->sound
];
928 if(id
!= -1 && pw
->sound
!= WS_NONE
)
929 audio_play_wave_resource(wf
);
932 static void init_game_objs() {
933 sblist_init(&go_crosshair
, 1, 4);
934 sblist_init(&go_players
, 1, 4);
935 sblist_init(&go_muzzleflash
, 1, 4);
936 sblist_init(&go_player_bullets
, 1, 32);
937 sblist_init(&go_flames
, 1, 32);
938 sblist_init(&go_enemy_bullets
, 1, 32);
939 sblist_init(&go_explosions
, 1, 16);
940 sblist_init(&go_enemy_explosions
, 1, 16);
941 sblist_init(&go_grenades
, 1, 16);
942 sblist_init(&go_enemy_grenades
, 1, 16);
943 sblist_init(&go_rockets
, 1, 8);
944 sblist_init(&go_enemies
, 1, 32);
945 sblist_init(&go_vehicles
, 1, 4);
946 sblist_init(&go_mines
, 1, 4);
947 sblist_init(&go_turrets
, 1, 8);
948 sblist_init(&go_bunkers
, 1, 4);
949 sblist_init(&go_boss
, 1, 4);
951 add_crosshair(init_crosshair());
952 init_map(current_map
);
955 static int point_in_mask(vec2f
*point
, int obj_id
) {
956 vec2f pos_in_pic
= VEC((point
->x
- objs
[obj_id
].pos
.x
) / SCALE
,
957 (point
->y
- objs
[obj_id
].pos
.y
) / SCALE
);
958 const struct palpic
*p
= spritemaps
[objs
[obj_id
].spritemap_id
];
959 unsigned h
= palpic_getspriteheight(p
), w
= palpic_getspritewidth(p
);
960 if(pos_in_pic
.x
< 0 || pos_in_pic
.y
< 0 || pos_in_pic
.x
> w
|| pos_in_pic
.y
> h
) return 0;
961 assert(objs
[obj_id
].anim_curr
!= ANIM_STEP_INIT
);
962 anim_step curranim
= objs
[obj_id
].anim_curr
;
963 if(curranim
== ANIM_STEP_INIT
) curranim
= get_next_anim_frame(objs
[obj_id
].animid
, ANIM_STEP_INIT
);
964 uint8_t *data
= palpic_getspritedata(p
, curranim
);
965 if(data
[(unsigned) pos_in_pic
.y
* w
+ (unsigned) pos_in_pic
.x
] != 0) return 1;
969 static enum animation_id
get_die_anim(unsigned id
) {
970 switch(objs
[id
].objtype
) {
976 return ANIM_JEEP_DESTROYED
;
978 return ANIM_TANK_SMALL_DESTROYED
;
980 return ANIM_TANK_BIG_DESTROYED
;
981 case OBJ_TRANSPORTER
:
982 return ANIM_TRANSPORTER_DESTROYED
;
983 case OBJ_ENEMY_BOMBER
:
984 return ANIM_ENEMY_BOMBER_DIE
;
985 case OBJ_ENEMY_SHOOTER
:
986 return ANIM_ENEMY_GUNNER_DIE
;
987 case OBJ_BUNKER1
: case OBJ_BUNKER2
: case OBJ_BUNKER3
:
988 case OBJ_BUNKER4
: case OBJ_BUNKER5
:
989 return ANIM_BUNKER_DESTROYED
;
990 case OBJ_GUNTURRET_MOVABLE_MACHINE
:
991 return ANIM_GUNTURRET_MOVABLE_MACHINE_DESTROYED
;
992 case OBJ_GUNTURRET_MOVABLE_MAN
:
993 return ANIM_GUNTURRET_MOVABLE_MAN_DESTROYED
;
999 /* remove bullets that have reached their maximum number of steps */
1000 static int remove_bullets(sblist
*list
) {
1004 sblist_iter_counter2s(list
, li
, item_id
) {
1005 struct gameobj
*bullet
= &objs
[*item_id
];
1006 if(bullet
->objspecific
.bullet
.step_curr
>= bullet
->objspecific
.bullet
.step_max
) {
1007 gameobj_free(*item_id
);
1008 sblist_delete(list
, li
);
1011 bullet
->objspecific
.bullet
.step_curr
++;
1018 static int remove_explosives(sblist
*list
) {
1022 sblist_iter_counter2s(list
, li
, item_id
) {
1023 struct gameobj
*go
= &objs
[*item_id
];
1024 if(go
->objspecific
.bullet
.step_curr
>= go
->objspecific
.bullet
.step_max
) {
1025 if(go
->objtype
== OBJ_GRENADE
) init_grenade_explosion(&go
->pos
, list
== &go_enemy_grenades
);
1026 else init_rocket_explosion(&go
->pos
);
1027 gameobj_free(*item_id
);
1028 sblist_delete(list
, li
);
1031 go
->objspecific
.bullet
.step_curr
++;
1032 if(go
->objtype
== OBJ_GRENADE
) {
1033 if(go
->objspecific
.bullet
.step_curr
>= 32) go
->animid
= ANIM_GRENADE_SMALL
;
1034 else if(go
->objspecific
.bullet
.step_curr
>= 8) go
->animid
= ANIM_GRENADE_BIG
;
1042 static int remove_offscreen_objects(sblist
*list
) {
1046 sblist_iter_counter2s(list
, li
, item_id
) {
1047 assert(obj_slot_used
[*item_id
]);
1048 struct gameobj
*go
= &objs
[*item_id
];
1049 assert((int) go
->spritemap_id
< SI_MAX
);
1050 const struct palpic
*p
= spritemaps
[go
->spritemap_id
];
1051 assert(p
->spritecount
);
1052 int h
= palpic_getspriteheight(p
), w
= palpic_getspritewidth(p
);
1053 if(go
->pos
.x
< SCREEN_MIN_X
-w
*SCALE
|| go
->pos
.x
> SCREEN_MAX_X
||
1054 go
->pos
.y
< SCREEN_MIN_Y
-h
*SCALE
|| go
->pos
.y
> SCREEN_MAX_Y
) {
1056 dprintf(2, "offscreen: removed gameobj %d\n", (int) *item_id
);
1057 gameobj_free(*item_id
);
1058 sblist_delete(list
, li
);
1065 static int is_death_anim(enum animation_id anim
) {
1066 return anim
== ANIM_ENEMY_BOMBER_DIE
|| anim
== ANIM_ENEMY_GUNNER_DIE
||
1067 anim
== ANIM_ENEMY_BURNT
|| anim
== ANIM_P1_DIE
|| anim
== ANIM_P2_DIE
;
1070 // removes bullets and other objects if they collide. return 1 if anything happened
1071 static int hit_bullets(sblist
*bullet_list
, sblist
*target_list
) {
1075 enum bulletsubtype
{
1078 BS_GRENADE_EXPL
= 2,
1080 } bullet_subtybe
= BS_BULLET
;
1082 sblist_iter_counter2s(bullet_list
, li
, bullet_id
) {
1083 struct gameobj
*bullet
= &objs
[*bullet_id
];
1084 if(bullet
->objtype
== OBJ_FLAME
) bullet_subtybe
= BS_FLAME
;
1085 else if(bullet
->objtype
== OBJ_GRENADE_EXPLOSION
) {
1086 /* grenade kills only in the explosion, not in the smoke phase */
1087 if(bullet
->objspecific
.bullet
.step_curr
> 22) continue;
1088 bullet_subtybe
= BS_GRENADE_EXPL
;
1089 } else if(bullet
->objtype
== OBJ_BIG_EXPLOSION
) {
1090 bullet_subtybe
= BS_BIG_EXPL
;
1093 vec2f bullet_center
= get_gameobj_center(*bullet_id
);
1094 if(bullet_list
== &go_player_bullets
|| bullet_list
== &go_flames
) {
1095 if(is_wall(&bullet_center
) == WT_SOLID
) goto remove_bullet
;
1098 const float bullet_radius
[] = { [BS_BULLET
] = 1.f
, [BS_FLAME
] = 6.f
,
1099 [BS_GRENADE_EXPL
] = 16.f
, [BS_BIG_EXPL
] = 19.f
};
1103 sblist_iter_counter2(target_list
, lj
, target_id
) {
1104 struct gameobj
*target
= &objs
[*target_id
];
1105 if(is_death_anim(target
->animid
)) continue;
1106 vec2f temp
= get_gameobj_center(*target_id
);
1107 float dist1
= vecdist(&bullet_center
, &temp
) - bullet_radius
[bullet_subtybe
] * SCALE
;
1108 vec2f newpos
= vecadd(&bullet_center
, &bullet
->vel
);
1109 float dist2
= vecdist(&newpos
, &temp
) - bullet_radius
[bullet_subtybe
] * SCALE
;
1111 unsigned w
= palpic_getspritewidth(spritemaps
[target
->spritemap_id
]),
1112 h
= palpic_getspriteheight(spritemaps
[target
->spritemap_id
]);
1113 float longest_side_div2
= ((float) MAX(h
, w
) / 2) * SCALE
;
1114 if(dist1
< 1.f
*SCALE
|| dist2
< 1.f
*SCALE
) { dprintf(2, "hit1\n"); goto hit
; }
1115 if(dist1
< longest_side_div2
|| dist2
< longest_side_div2
) {
1116 vec2f velquarter
= VEC(bullet
->vel
.x
* 0.25, bullet
->vel
.y
* 0.25);
1117 vec2f point
= bullet_center
;
1119 for(k
= 0; k
< 4; k
++) {
1120 if(point_in_mask(&point
, *target_id
)) {
1123 if(bullet_list
== &go_player_bullets
) {
1124 if(target_list
== &go_vehicles
) {
1125 audio_play_wave_resource(wavesounds
[WS_DROPSHOT
]);
1128 objs
[player_ids
[0]].objspecific
.playerdata
.score
+= 50;
1129 } else if (bullet_list
== &go_rockets
) {
1130 init_rocket_explosion(&target
->pos
);
1132 } else if(bullet
->objtype
== OBJ_GRENADE_EXPLOSION
) {
1133 // grenade explosion has no effect on vehicles and bunkers.
1134 if(target_list
== &go_vehicles
|| target_list
== &go_bunkers
)
1137 enum animation_id death_anim
= bullet_subtybe
== BS_FLAME
? ANIM_ENEMY_BURNT
: get_die_anim(*target_id
);
1138 if(death_anim
== ANIM_INVALID
) {
1139 gameobj_free(*target_id
);
1140 sblist_delete(target_list
, lj
);
1144 switch_anim(*target_id
, death_anim
);
1145 target
->vel
= VEC(0,0);
1146 if(target
->objtype
== OBJ_ENEMY_BOMBER
|| target
->objtype
== OBJ_ENEMY_SHOOTER
) {
1147 const enum wavesound_id wid
[] = { WS_SCREAM
, WS_SCREAM2
};
1148 audio_play_wave_resource(wavesounds
[wid
[rand()%2]]);
1150 if(bullet_subtybe
== BS_BULLET
) {
1152 gameobj_free(*bullet_id
);
1153 sblist_delete(bullet_list
, li
);
1158 point
= vecadd(&point
, &velquarter
);
1169 uint32_t tickcounter
;
1171 static int advance_animations(void) {
1172 size_t i
, obj_visited
;
1174 for(i
= 0, obj_visited
= 0; obj_visited
< obj_count
&& i
< OBJ_MAX
; i
++) {
1175 if(!obj_slot_used
[i
]) continue;
1176 struct gameobj
*go
= &objs
[i
];
1177 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
)) {
1178 unsigned anim_delay
= go
->objtype
== OBJ_BIG_EXPLOSION
? 8 : 4;
1179 if(go
->anim_curr
== ANIM_STEP_INIT
|| tickcounter
% anim_delay
== go
->anim_frame
) {
1180 anim_step last_anim
= go
->anim_curr
;
1181 go
->anim_curr
= get_next_anim_frame(go
->animid
, go
->anim_curr
);
1182 if(last_anim
!= go
->anim_curr
) res
= 1;
1190 static void switch_enemy_shape(int objid
, const struct enemy_route
* r
) {
1191 switch_anim(objid
, enemy_animation_lut
[r
->shape
]);
1194 static void draw_golist(sblist
*list
) {
1197 sblist_iter_counter2(list
, i
, itemid
) {
1198 assert(obj_slot_used
[*itemid
]);
1199 struct gameobj
*o
= &objs
[*itemid
];
1200 const prgb
*palette
= (o
->objtype
== OBJ_ENEMY_BOMBER
|| o
->objtype
== OBJ_ENEMY_SHOOTER
) ? map
->enemy_palette
: 0;
1201 blit_sprite(o
->pos
.x
, o
->pos
.y
, &video
,
1202 SCALE
, spritemaps
[o
->spritemap_id
],
1203 o
->anim_curr
== ANIM_STEP_INIT
? get_next_anim_frame(o
->animid
, o
->anim_curr
) : o
->anim_curr
,
1208 static void draw_gameobjs(void) {
1209 draw_golist(&go_mines
);
1210 draw_golist(&go_turrets
);
1211 draw_golist(&go_bunkers
);
1212 draw_golist(&go_vehicles
);
1213 draw_golist(&go_enemies
);
1214 draw_golist(&go_enemy_bullets
);
1215 draw_golist(&go_boss
);
1216 draw_golist(&go_rockets
);
1217 draw_golist(&go_players
);
1218 draw_golist(&go_player_bullets
);
1219 draw_golist(&go_enemy_explosions
);
1220 draw_golist(&go_flames
);
1221 draw_golist(&go_explosions
);
1222 draw_golist(&go_grenades
);
1223 draw_golist(&go_enemy_grenades
);
1224 draw_golist(&go_crosshair
);
1225 draw_golist(&go_muzzleflash
);
1228 static void game_update_caption(void) {
1230 snprintf(buf
, 128, "objs: %d, map x,y %d/%d, index %d, xoff %d, yoff %d, spawnscreen %d, line %d", (int) obj_count
,
1231 (int)mapsquare
.x
, (int)mapsquare
.y
, (int)map
->screen_map
[mapsquare
.y
][mapsquare
.x
],
1232 (int)mapscreen_xoff
, (int)mapscreen_yoff
, (int)map_spawn_screen_index
, (int) map_spawn_line
);
1233 SDL_WM_SetCaption(buf
, 0);
1235 static void(*update_caption
)(void) = game_update_caption
;
1237 static void game_tick(int force_redraw
) {
1238 int need_redraw
= force_redraw
;
1242 if(mousebutton_down
[MB_LEFT
] > 1) {
1243 const int player_no
= 0;
1244 const struct weapon
*pw
= get_active_weapon(player_no
);
1245 //if(get_active_weapon_id(player_no) == WP_M134) __asm__("int3");
1246 if (pw
->flags
& WF_AUTOMATIC
) {
1247 float shots_per_second
= pw
->rpm
/ 60.f
;
1248 float shotinterval
= fps
/ shots_per_second
;
1249 if((int)((float)mousebutton_down
[MB_LEFT
] / shotinterval
) != (int)((float)(mousebutton_down
[MB_LEFT
]-1) / shotinterval
))
1250 fire_bullet(player_no
);
1253 /* 1) remove bullets/rockets hitting walls (and spawn expl in the latter case)- TODO
1254 * 2) check player bullets against enemies, remove bullets and enemies
1255 * 3) check enemy bullets against players, remove bullets and players
1257 * 5) check grenades, remove and spawn exposions if necessary
1258 * 6) enemies: move, kill player on hit
1262 // remove dead enemies
1263 sblist_iter_counter2(&go_enemies, li, &item_id) {
1264 if(objs[item_id].anim_curr == animations[objs[item_id].animid].last &&
1265 (objs[item_id].animid == ANIM_ENEMY_BOMBER_DIE || objs[item_id].animid == ANIM_ENEMY_GUNNER_DIE))
1268 if(advance_animations()) need_redraw
= 1;
1269 if(hit_bullets(&go_player_bullets
, &go_enemies
)) need_redraw
= 1;
1270 if(hit_bullets(&go_player_bullets
, &go_vehicles
)) need_redraw
= 1;
1271 if(hit_bullets(&go_flames
, &go_enemies
)) need_redraw
= 1;
1272 if(hit_bullets(&go_rockets
, &go_enemies
)) need_redraw
= 1;
1273 if(hit_bullets(&go_rockets
, &go_vehicles
)) need_redraw
= 1;
1274 if(hit_bullets(&go_explosions
, &go_enemies
)) need_redraw
= 1;
1275 if(hit_bullets(&go_explosions
, &go_vehicles
)) need_redraw
= 1;
1276 if(hit_bullets(&go_explosions
, &go_mines
)) need_redraw
= 1;
1277 if(hit_bullets(&go_explosions
, &go_turrets
)) need_redraw
= 1;
1278 if(hit_bullets(&go_explosions
, &go_bunkers
)) need_redraw
= 1;
1279 if(hit_bullets(&go_explosions
, &go_players
)) need_redraw
= 1;
1280 if(hit_bullets(&go_enemy_explosions
, &go_players
)) need_redraw
= 1;
1281 if(hit_bullets(&go_enemy_bullets
, &go_players
)) need_redraw
= 1;
1282 if(remove_bullets(&go_player_bullets
)) need_redraw
= 1;
1283 if(remove_bullets(&go_flames
)) need_redraw
= 1;
1284 if(remove_bullets(&go_explosions
)) need_redraw
= 1;
1285 if(remove_bullets(&go_enemy_explosions
)) need_redraw
= 1;
1286 if(remove_bullets(&go_enemy_bullets
)) need_redraw
= 1;
1287 if(remove_explosives(&go_grenades
)) need_redraw
= 1;
1288 if(remove_explosives(&go_enemy_grenades
)) need_redraw
= 1;
1289 if(remove_explosives(&go_rockets
)) need_redraw
= 1;
1290 if(tickcounter
% 2 == 0 && scroll_map()) need_redraw
= 1;
1292 size_t obj_count_copy
= obj_count
;
1293 for(i
= 0, obj_visited
= 0; obj_visited
< obj_count_copy
&& i
< OBJ_MAX
; i
++) {
1294 if(obj_slot_used
[i
]) {
1295 struct gameobj
*go
= &objs
[i
];
1297 if(go
->anim_curr
== ANIM_STEP_INIT
) need_redraw
= 1;
1298 if(go
->objtype
== OBJ_FLASH
) {
1299 if(go
->objspecific
.bullet
.step_curr
>= go
->objspecific
.bullet
.step_max
) {
1301 golist_remove(&go_muzzleflash
, i
);
1304 } else go
->objspecific
.bullet
.step_curr
++;
1305 } else if (go
->objtype
== OBJ_ENEMY_SHOOTER
|| go
->objtype
== OBJ_ENEMY_BOMBER
) {
1306 if (tickcounter
% 4 == go
->anim_frame
) {
1307 const struct enemy_route
*rc
= get_enemy_current_route(go
->objspecific
.enemy
.curr_step
, go
->objspecific
.enemy
.spawn
);
1309 go
->objspecific
.enemy
.curr_step
++;
1310 if(enemy_fires(&go
->objspecific
.enemy
)) {
1311 enemy_fire_bullet(i
);
1313 const struct enemy_route
*rn
= get_enemy_current_route(go
->objspecific
.enemy
.curr_step
, go
->objspecific
.enemy
.spawn
);
1314 if(rn
->shape
!= rc
->shape
) switch_enemy_shape(i
, rn
);
1317 if(!is_death_anim(go
->animid
)) go
->vel
= get_enemy_vel(go
->objspecific
.enemy
.curr_step
, go
->objspecific
.enemy
.spawn
);
1318 else go
->vel
= VEC(0, 0);
1321 if(go
->vel
.x
!= 0 || go
->vel
.y
!= 0) {
1323 vec2f oldpos
= go
->pos
;
1324 go
->pos
.x
+= go
->vel
.x
;
1325 go
->pos
.y
+= go
->vel
.y
;
1327 if(go
->objtype
== OBJ_P1
|| go
->objtype
== OBJ_P2
) {
1328 if(go
->pos
.y
< SCREEN_MIN_Y
) go
->pos
.y
= SCREEN_MIN_Y
;
1329 else if(go
->pos
.y
+25*SCALE
> SCREEN_MAX_Y
) go
->pos
.y
= SCREEN_MAX_Y
-25*SCALE
;
1330 if(go
->pos
.x
< SCREEN_MIN_X
) go
->pos
.x
= SCREEN_MIN_X
;
1331 else if(go
->pos
.x
+32*SCALE
> SCREEN_MAX_X
) go
->pos
.x
= SCREEN_MAX_X
-32*SCALE
;
1332 vec2f center
= get_sprite_center(spritemaps
[go
->spritemap_id
]);
1333 center
= vecadd(¢er
, &go
->pos
);
1334 if(is_wall(¢er
)) {
1342 if((go
->objtype
== OBJ_ENEMY_BOMBER
|| go
->objtype
== OBJ_ENEMY_SHOOTER
) &&
1343 go
->anim_curr
== animations
[go
->animid
].last
&&
1344 (go
->animid
== ANIM_ENEMY_BOMBER_DIE
||
1345 go
->animid
== ANIM_ENEMY_GUNNER_DIE
||
1346 go
->animid
== ANIM_ENEMY_BURNT
)) {
1347 dprintf(2, "removed enemy from %.2f,%.2f\n", go
->pos
.x
, go
->pos
.y
);
1349 golist_remove(&go_enemies
, i
);
1356 if(remove_offscreen_objects(&go_enemies
)) need_redraw
= 1;
1357 if(remove_offscreen_objects(&go_vehicles
)) need_redraw
= 1;
1358 if(remove_offscreen_objects(&go_mines
)) need_redraw
= 1;
1359 if(remove_offscreen_objects(&go_turrets
)) need_redraw
= 1;
1360 if(remove_offscreen_objects(&go_bunkers
)) need_redraw
= 1;
1362 struct timeval timer
;
1363 gettimestamp(&timer
);
1368 video_update_region(SCREEN_MIN_X
,SCREEN_MIN_Y
, SCREEN_MAX_X
- SCREEN_MIN_X
, VMODE_H
);
1371 ms_used
= mspassed(&timer
);
1372 //if(ms_used) printf("repaint took: ms_used %ld\n", ms_used);
1373 int res
= audio_process();
1374 if(res
== -1) music_restart();
1375 ms_used
= mspassed(&timer
);
1376 //if(ms_used) printf("audio processed: %d, ms_used %ld\n", res, ms_used);
1378 long sleepms
= 1000/fps
- ms_used
;
1379 if(sleepms
>= 0) SDL_Delay(sleepms
);
1380 if(mousebutton_down
[MB_LEFT
]) mousebutton_down
[MB_LEFT
]++;
1393 static enum cursor cursor_lut
[] = {
1395 [SDLK_DOWN
] = c_down
,
1396 [SDLK_LEFT
] = c_left
,
1397 [SDLK_RIGHT
] = c_right
,
1404 static char cursors_pressed
[] = {
1411 static vec2f
get_vel_from_direction(enum direction dir
, float speed
) {
1412 #define VELLUT(a, b, c) [a] = VEC(b, c)
1413 static const vec2f vel_lut
[] = {
1414 VELLUT(DIR_O
, 1, 0),
1415 VELLUT(DIR_NO
, 0.7071067769704655, -0.7071067769704655),
1416 VELLUT(DIR_N
, 0, -1),
1417 VELLUT(DIR_NW
, -0.7071067769704655, -0.7071067769704655),
1418 VELLUT(DIR_W
, -1, 0),
1419 VELLUT(DIR_SW
, -0.7071067769704655, 0.7071067769704655),
1420 VELLUT(DIR_S
, 0, 1),
1421 VELLUT(DIR_SO
, 0.7071067769704655, 0.7071067769704655),
1424 vec2f v
= vel_lut
[dir
];
1425 v
.x
*= speed
* SCALE
;
1426 v
.y
*= speed
* SCALE
;
1430 static vec2f
get_vel_from_direction16(enum direction16 dir
, float speed
) {
1431 #define VELLUT(a, b, c) [a] = VEC(b, c)
1432 #define ANK90 0.7071067769704655
1434 #define ANK45 0.9238795042037964
1435 #define GK45 0.3826834261417389
1436 static const vec2f vel_lut
[] = {
1437 VELLUT(DIR16_O
, 1, 0),
1438 VELLUT(DIR16_ONO
, ANK45
, -GK45
),
1439 VELLUT(DIR16_NO
, ANK90
, -ANK90
),
1440 VELLUT(DIR16_NNO
, GK45
, -ANK45
),
1441 VELLUT(DIR16_N
, 0, -1),
1442 VELLUT(DIR16_NNW
, -GK45
, -ANK45
),
1443 VELLUT(DIR16_NW
, -ANK90
, -ANK90
),
1444 VELLUT(DIR16_WNW
, -ANK45
, -GK45
),
1445 VELLUT(DIR16_W
, -1, 0),
1446 VELLUT(DIR16_WSW
, -ANK45
, GK45
),
1447 VELLUT(DIR16_SW
, -ANK90
, ANK90
),
1448 VELLUT(DIR16_SSW
, -GK45
, ANK45
),
1449 VELLUT(DIR16_S
, 0, 1),
1450 VELLUT(DIR16_SSO
, GK45
, ANK45
),
1451 VELLUT(DIR16_SO
, ANK90
, ANK90
),
1452 VELLUT(DIR16_OSO
, ANK45
, GK45
),
1455 vec2f v
= vel_lut
[dir
];
1456 v
.x
*= speed
* SCALE
;
1457 v
.y
*= speed
* SCALE
;
1462 static enum direction
get_direction_from_vec(vec2f
*vel
) {
1463 float deg_org
, deg
= atan2(vel
->y
, vel
->x
);
1465 if(deg
< 0) deg
*= -1.f
;
1466 else if(deg
> 0) deg
= M_PI
+ (M_PI
- deg
); // normalize atan2 result to scale from 0 to 2 pi
1467 int hexadrant
= (int)(deg
/ ((1.0/16.0f
)*2*M_PI
));
1468 assert(hexadrant
>= 0 && hexadrant
< 16);
1469 static const enum direction rad_lut
[] = {
1480 return rad_lut
[hexadrant
];
1483 static enum direction
get_direction_from_cursor(void) {
1484 enum direction dir
= DIR_INVALID
;
1485 if(cursors_pressed
[c_up
]) {
1486 if(cursors_pressed
[c_left
]) dir
= DIR_NW
;
1487 else if(cursors_pressed
[c_right
]) dir
= DIR_NO
;
1489 } else if (cursors_pressed
[c_down
]) {
1490 if(cursors_pressed
[c_left
]) dir
= DIR_SW
;
1491 else if(cursors_pressed
[c_right
]) dir
= DIR_SO
;
1493 } else if (cursors_pressed
[c_left
]) {
1495 } else if (cursors_pressed
[c_right
]) {
1501 static enum animation_id
get_anim_from_direction(enum direction dir
, int player_no
, int throwing
) {
1502 #define DIRMAP(a, b) [a] = b
1504 static const enum animation_id dir_map_p1
[] = {
1505 DIRMAP(DIR_N
, ANIM_P1_MOVE_N
),
1506 DIRMAP(DIR_NW
, ANIM_P1_MOVE_NW
),
1507 DIRMAP(DIR_W
, ANIM_P1_MOVE_W
),
1508 DIRMAP(DIR_SW
, ANIM_P1_MOVE_SW
),
1509 DIRMAP(DIR_S
, ANIM_P1_MOVE_S
),
1510 DIRMAP(DIR_SO
, ANIM_P1_MOVE_SO
),
1511 DIRMAP(DIR_O
, ANIM_P1_MOVE_O
),
1512 DIRMAP(DIR_NO
, ANIM_P1_MOVE_NO
),
1514 static const enum animation_id dir_map_p2
[] = {
1515 DIRMAP(DIR_N
, ANIM_P2_MOVE_N
),
1516 DIRMAP(DIR_NW
, ANIM_P2_MOVE_NW
),
1517 DIRMAP(DIR_W
, ANIM_P2_MOVE_W
),
1518 DIRMAP(DIR_SW
, ANIM_P2_MOVE_SW
),
1519 DIRMAP(DIR_S
, ANIM_P2_MOVE_S
),
1520 DIRMAP(DIR_SO
, ANIM_P2_MOVE_SO
),
1521 DIRMAP(DIR_O
, ANIM_P2_MOVE_O
),
1522 DIRMAP(DIR_NO
, ANIM_P2_MOVE_NO
),
1524 const enum animation_id
*dir_map
= player_no
== 0 ? dir_map_p1
: dir_map_p2
;
1525 return dir_map
[dir
];
1527 static const enum animation_id dir_map_p1_g
[] = {
1528 DIRMAP(DIR_N
, ANIM_P1_THROW_N
),
1529 DIRMAP(DIR_NW
, ANIM_P1_THROW_NW
),
1530 DIRMAP(DIR_W
, ANIM_P1_THROW_W
),
1531 DIRMAP(DIR_SW
, ANIM_P1_THROW_SW
),
1532 DIRMAP(DIR_S
, ANIM_P1_THROW_S
),
1533 DIRMAP(DIR_SO
, ANIM_P1_THROW_SO
),
1534 DIRMAP(DIR_O
, ANIM_P1_THROW_O
),
1535 DIRMAP(DIR_NO
, ANIM_P1_THROW_NO
),
1537 static const enum animation_id dir_map_p2_g
[] = {
1538 DIRMAP(DIR_N
, ANIM_P2_THROW_N
),
1539 DIRMAP(DIR_NW
, ANIM_P2_THROW_NW
),
1540 DIRMAP(DIR_W
, ANIM_P2_THROW_W
),
1541 DIRMAP(DIR_SW
, ANIM_P2_THROW_SW
),
1542 DIRMAP(DIR_S
, ANIM_P2_THROW_S
),
1543 DIRMAP(DIR_SO
, ANIM_P2_THROW_SO
),
1544 DIRMAP(DIR_O
, ANIM_P2_THROW_O
),
1545 DIRMAP(DIR_NO
, ANIM_P2_THROW_NO
),
1547 const enum animation_id
*dir_map
= player_no
== 0 ? dir_map_p1_g
: dir_map_p2_g
;
1548 return dir_map
[dir
];
1554 static enum animation_id
get_anim_from_cursor(void) {
1555 enum direction dir
= get_direction_from_cursor();
1556 if(dir
== DIR_INVALID
) return ANIM_INVALID
;
1557 return get_anim_from_direction(dir
, 0, 0);
1559 /* playerno is either 0 or 1, not player_id! */
1560 static enum animation_id
get_anim_from_vel(int player_no
, vec2f
*vel
) {
1561 enum direction dir
= get_direction_from_vec(vel
);
1562 if(dir
== DIR_INVALID
) return ANIM_INVALID
;
1563 return get_anim_from_direction(dir
, player_no
, 0);
1567 static void switch_anim(int obj_id
, int aid
) {
1568 if(objs
[obj_id
].animid
== aid
) return;
1569 gameobj_start_anim(obj_id
, aid
);
1572 enum map_index
choose_mission(void);
1573 //RcB: DEP "mission_select.c"
1574 #include "enemytag.c"
1578 //SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
1579 SDL_EnableKeyRepeat(100, 20);
1583 /* background music for mission selection screen */
1584 music_play(TUNE_MAP
);
1586 if((current_map
= choose_mission()) == MI_INVALID
) goto dun_goofed
;
1588 music_play(TUNE_FIGHTING
);
1596 //redraw(surface, startx, starty);
1597 const float player_speed
= 1.25f
;
1598 const struct palpic
* spritemap
= spritemaps
[SI_PLAYERS
];
1599 struct { int *target
; int dir
; int max
;} moves
[] = {
1600 [c_up
] = {&starty
, SCALE
* -1, VMODE_H
- (palpic_getspriteheight(spritemap
) * SCALE
)},
1601 [c_down
] = {&starty
, SCALE
, VMODE_H
- (palpic_getspriteheight(spritemap
) * SCALE
)},
1602 [c_left
] = {&startx
, SCALE
* -1, VMODE_W
- (palpic_getspritewidth(spritemap
) * SCALE
)},
1603 [c_right
] = {&startx
, SCALE
, VMODE_W
- (palpic_getspritewidth(spritemap
) * SCALE
)},
1608 int player_id
= player_ids
[player_no
];
1612 SDL_Event sdl_event
;
1614 unsigned need_redraw
= 0;
1616 while (SDL_PollEvent(&sdl_event
)) {
1618 switch (sdl_event
.type
) {
1619 case SDL_MOUSEMOTION
:
1620 if((int)mousepos
->x
!= sdl_event
.motion
.x
|| (int)mousepos
->y
!= sdl_event
.motion
.y
)
1622 mousepos
->x
= sdl_event
.motion
.x
;
1623 mousepos
->y
= sdl_event
.motion
.y
;
1625 case SDL_MOUSEBUTTONDOWN
:
1626 mousepos
->x
= sdl_event
.button
.x
;
1627 mousepos
->y
= sdl_event
.button
.y
;
1628 mousebutton_down
[MB_LEFT
] = 1;
1629 fire_bullet(player_no
);
1631 case SDL_MOUSEBUTTONUP
:
1632 mousepos
->x
= sdl_event
.button
.x
;
1633 mousepos
->y
= sdl_event
.button
.y
;
1634 mousebutton_down
[MB_LEFT
] = 0;
1641 switch(sdl_event
.key
.keysym
.sym
) {
1642 case SDLK_w
: case SDLK_a
: case SDLK_s
: case SDLK_d
:
1647 cursors_pressed
[cursor_lut
[sdl_event
.key
.keysym
.sym
]] = 1;
1649 enum direction dir
= get_direction_from_cursor();
1650 if(dir
!= DIR_INVALID
) {
1651 if(!mousebutton_down
[MB_LEFT
]) {
1652 // change animation according to cursors,
1653 // unless we're in automatic fire mode.
1654 enum animation_id aid
= get_anim_from_direction(dir
, player_no
, 0);
1655 if(aid
!= ANIM_INVALID
) switch_anim(player_id
, aid
);
1657 objs
[player_id
].vel
= get_vel_from_direction(dir
, player_speed
);
1659 objs
[player_id
].vel
= VEC(0,0);
1664 if((sdl_event
.key
.keysym
.mod
& KMOD_LALT
) ||
1665 (sdl_event
.key
.keysym
.mod
& KMOD_RALT
)) {
1666 toggle_fullscreen();
1676 if((int)player_weapons
[player_no
][0] == 0)
1677 weapon_inc
= WP_MAX
-1;
1678 else weapon_inc
= -1;
1680 player_weapons
[player_no
][0] += weapon_inc
;
1681 if(player_weapons
[player_no
][0] == WP_INVALID
)
1682 player_weapons
[player_no
][0] = 0;
1683 printf("%s\n", weapon_name(player_weapons
[player_no
][0]));
1691 switch(sdl_event
.key
.keysym
.sym
) {
1694 update_caption
= game_update_caption
;
1701 case SDLK_w
: case SDLK_a
: case SDLK_s
: case SDLK_d
:
1706 cursors_pressed
[cursor_lut
[sdl_event
.key
.keysym
.sym
]] = 0;
1718 for (i
= 0; i
< ARRAY_SIZE(cursors_pressed
); i
++) {
1719 if(cursors_pressed
[i
]) {
1720 *moves
[i
].target
+= moves
[i
].dir
;
1721 if(*moves
[i
].target
< 0) *moves
[i
].target
= 0;
1722 if(*moves
[i
].target
> moves
[i
].max
) *moves
[i
].target
= moves
[i
].max
;
1726 game_tick(need_redraw
);