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/**
* nInvaders - a space invaders clone for ncurses
* Copyright (C) 2002-2003 Dettus
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* homepage: http://ninvaders.sourceforge.net
* mailto: ninvaders-devel@lists.sourceforge.net
*
*/
#include "aliens.h"
#include "player.h"
#include "nInvaders.h"
/**
* initialize aliens attributes
*/
void aliensReset()
{
int i,j;
// three different types of aliens [5], [10]
int level[ALIENS_MAX_NUMBER_Y][ALIENS_MAX_NUMBER_X]={
{1,1,1,1,1,1,1,1,1,1},
{2,2,2,2,2,2,2,2,2,2},
{2,2,2,2,2,2,2,2,2,2},
{3,3,3,3,3,3,3,3,3,3},
{3,3,3,3,3,3,3,3,3,3}
};
aliensClear(aliens.posX, aliens.posY, aliens.right, aliens.bottom); // clear old position of aliens
// reset alien position
aliens.posX = 0;
aliens.posY = 0;
aliens.right = 0;
aliens.bottom = 0;
aliens.left = 0;
aliens.speed = 1;
// copy level-array to enemy-array
for (i=0;i<ALIENS_MAX_NUMBER_X;i++) {
for (j=0;j<ALIENS_MAX_NUMBER_Y;j++) {
alienBlock[j][i]=level[j][i];
}
}
// reset missiles
for (i = 0; i < ALIENS_MAX_MISSILES; i++) {
if (alienshotx[i] != 0) {
aliensMissileClear(alienshotx[i],alienshoty[i]); // clear old position
}
alienshotx[i] = 0; // start with zero values
alienshoty[i] = 0; // start with zero values
}
alienshotnum = 1; // one missile at the same time
alienshotx[0] = 5; // x position of first alienshot
alienshoty[0] = 1; // y position of first alienshot
}
/**
* initialize bunkers attributes
*/
void bunkersReset()
{
int a, b;
// set position of bunker sprites. user graphical char bunkerd for better visual overview
// and set according to this the bunker-array
char bunkerd[BUNKERHEIGHT][BUNKERWIDTH+1] = {
" ### ### ### ### ",
" ##### ##### ##### ##### ",
" ####### ####### ####### ####### ",
" ## ## ## ## ## ## ## ## "
};
// 12345678901234567890123456789012345678901234567890123456789012345678901234567890
// 80 characters wide
// copy graphical "bunkerd" to binary "bunker"
for (a = 0; a < BUNKERWIDTH; a++) {
for (b = 0; b < BUNKERHEIGHT; b++) {
if (bunkerd[b][a] == '#')
bunker[b][a] = 1;
else
bunker[b][a] = 0;
}
}
// display bunkers sprite
bunkersDisplay(&bunker[0][0]);
}
/**
* move aliens and test if they've reached the
* bottom of the windows or the bunkers.
*/
int aliensMove()
{
int cx,cy;
int fReachedPlayer=0; // return value
render();
aliensClear(aliens.posX, aliens.posY, aliens.right, aliens.bottom); // clear old position of aliens
aliens.posX = aliens.posX + aliens.speed; // move aliens left/ right
// when aliens reached left or right screen-border
if (aliens.posX == (BUNKERWIDTH + BUNKERX - 5 - aliens.right) || aliens.posX == (BUNKERX + aliens.left)) {
aliens.posY++; // move aliens downwards
// aliens reached player
if (aliens.posY == SCREENHEIGHT - 2 - aliens.bottom) {
fReachedPlayer = 1; // set return value
}
// aliens reached bunkers //funzt nicht ganz: todo
if (aliens.posY == BUNKERY - aliens.bottom) {
// clear bunkers
for(cx=0;cx<BUNKERWIDTH;cx++) {
for(cy=0;cy<BUNKERHEIGHT;cy++) {
bunker[cy][cx]=0;
}
}
bunkersClear(); // clear bunkers sprites
}
aliens.speed = aliens.speed * (-1); // change direction of aliens' movements
}
aliensDisplay(aliens.posX, aliens.posY, aliens.right, aliens.bottom); // display aliens at new position
return fReachedPlayer; // return if aliens reached player
}
/**
* display alien animation, display remaining parts of aliens and bunker
*/
void render()
{
int k,row;
int c=0;
// calculate left, right, bottom, lowest_ship
aliens.left=1;
aliens.right=-1;
aliens.bottom=-1;
shipnum=0;
for (k=0;k<ALIENS_MAX_NUMBER_X;k++) {
lowest_ship[k]=-1;
}
for (row=0;row<ALIENS_MAX_NUMBER_Y*2;row++) {
if ((row%2)==0){
for (k=0;k<ALIENS_MAX_NUMBER_X;k++) {
if (alienBlock[c][k] != 0) {
lowest_ship[k]=row;
shipnum++;
if (aliens.left==1 || -k>aliens.left) {aliens.left=-k;}
if (aliens.right==-1 || k>aliens.right) {aliens.right=k;}
if (aliens.bottom==-1 || c>aliens.bottom) {aliens.bottom=c;}
}
}
} else {
c++;
}
}
aliens.bottom=aliens.bottom*2; // every 2nd row is an empty row
aliens.left=aliens.left*3; // alien sprite is 3 chars wide
aliens.right=aliens.right*3; // alien sprite is 3 chars wide
// display remaining aliens with animation
aliensRefresh(level, &alienBlock[0][0]);
}
/**
* move aliens' missiles and do player/bunker hit testing
* a zero value in alienshotx indicates that the appropriate missile is loaded, but not fired
*/
int aliensMissileMove()
{
int i, tmp;
int fPlayerWasHit = 0;
int shootThreshold;
static int alienshot_counter = 0;
// calculate threshold when next missile should be fired
// it is done here to save calculation time in for-instruction
shootThreshold = (skill_level * 8) * (shipnum + 2);
alienshot_counter = alienshot_counter + 10 ;
// loop all possible missiles
for (i = 0; i < ALIENS_MAX_MISSILES; i++) {
// if the current missile is flying we should do movements
if (alienshotx[i] != 0) {
aliensMissileClear(alienshotx[i],alienshoty[i]); // clear old position
// if missile hit the bunkers
if (bunkersHitCheck(alienshotx[i], alienshoty[i]) == 1) {
alienshotx[i] = 0; // value of zero reloads missile
}
alienshoty[i]++; // move missile downwards
// check if player was hit by an alien missile
if (playerHitCheck(alienshotx[i], alienshoty[i]) == 1) {
alienshotx[i] = 0; // value of zero reloads missile
fPlayerWasHit = 1;
}
} else { // missile not launched yet
// start new missile if counter says so
if (alienshot_counter > shootThreshold && shipnum > 0) {// only shot if there's an alien left
alienshot_counter = 0; // reset counter
tmp = random() % ALIENS_MAX_NUMBER_X; // randomly select one of the ...
while (lowest_ship[tmp] == -1) { // ...aliens at the bottom of ...
tmp = random() % ALIENS_MAX_NUMBER_X; // ...a column to launch missile
}
alienshoty[i]=aliens.posY+lowest_ship[tmp]; // set y position of missile
alienshotx[i]=aliens.posX+tmp*3; // set x position of missile
}
} // if
// display missiles if still running or just launched; could have been modified in the above code
if (alienshotx[i] != 0) {
// if missile is out of battlefield
if (alienshoty[i] == SCREENHEIGHT - 1) {
alienshotx[i] = 0; // reload missile
} else {
aliensMissileDisplay(alienshotx[i], alienshoty[i]); // display Missile at new position
}
}
} // for
return fPlayerWasHit;
}
/**
* check if missile hit an alien
*/
int aliensHitCheck(int shotx, int shoty)
{
int alienType = 0;
int shipx, shipy;
// if missile is within alien-rectangle
if (shotx >= aliens.posX && shotx <= aliens.posX + ALIENS_MAX_NUMBER_X * 3 - 1
&& shoty >= aliens.posY && shoty <= aliens.posY + (ALIENS_MAX_NUMBER_Y - 1) * 2) {
// calculate the ship that was hit
shipx = (shotx - aliens.posX) / 3;
shipy = (shoty - aliens.posY) / 2;
// if there is still a ship at this position
alienType = alienBlock[shipy][shipx];
if (alienType != 0) {
alienBlock[shipy][shipx] = 0; // delete alien ship
}
}
return alienType; // returns 0 if no alien was hit, else returns type-code of alien
}
/**
* check if missile hit an element of bunker
*/
int bunkersHitCheck(int shotx, int shoty)
{
int adjx, adjy;
int fBunkerWasHit = 0;
// if missile is within bunker-rectangle
if (shotx >= BUNKERX && shotx < BUNKERX + BUNKERWIDTH
&& shoty >= BUNKERY && shoty < BUNKERY + BUNKERHEIGHT) {
// calculate the element of the bunker that was hit
adjy = shoty - BUNKERY;
adjx = shotx - BUNKERX;
// if there is still an element
if(bunker[adjy][adjx] == 1){
bunker[adjy][adjx] = 0; // delete element
fBunkerWasHit = 1; // bunker was hit!
}
}
return fBunkerWasHit;
}
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