This commit is contained in:
Vince Weaver 2004-09-29 00:52:00 -04:00
parent 74e547cb6e
commit 44d2c4d961
12 changed files with 245 additions and 293 deletions

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@ -1,3 +1,10 @@
29 Septemer 2004
+ Backed out the half-baked "generalized level 2" changes. They made
things 10 times as complicated for no good reason. Pre-mature
optimization is the root of all evil, etc.
+ Got rid of most of the warnings.
+ Have level_2 almost working. Have to get collision detection working.
25 September 2004
+ Started working on level3 of the game again
+ Updated title screen to reflect current girlfriend.

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@ -1,6 +1,6 @@
include Makefile.inc
INCLUDE= $(INCLUDE_GLOBAL)
INCLUDE= $(INCLUDE_GLOBAL) -g
LIBS= $(LIBS_GLOBAL)
all: tb1

6
TODO
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@ -1,3 +1,9 @@
FIX LEVEL2, BULLETS PASSING THROUGH
problem is we only check top of bullet, not bottom, by just matching
the row not an actual collision detection.
Finish the game:
Requires:
Levels3-10. Level 3 is semi-done in pascal.

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@ -2,6 +2,7 @@
#include <stdlib.h>
#include <sys/stat.h>
#include <unistd.h>
#include <string.h> /* strlen() */
#include "svmwgraph/svmwgraph.h"
#include "tb1_state.h"

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@ -100,8 +100,8 @@ void write_hs_list(tb1_state *game_state,int score,char *hiname,int wipe)
}
if (wipe) {
fprintf(hilist,"Vince\nChipper\nMarie\nHairold\nKevin\n"
"Leonard\nLizann\nPete\nJim\nBrigid\n"
fprintf(hilist,"Vince\nChipper\nHairold\nLeonard\n"
"Susie\nJim\nPete\nBrigid\nLizann\nMarie\n"
"5000\n4500\n4000\n3500\n3000\n"
"2500\n2000\n1500\n1000\n500\n");
}

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@ -240,95 +240,54 @@ int free_level2_data(struct level2_data *data) {
#define SND_OW 6
#define SND_ZRRP 7
struct enemyinfo {
struct enemy_info_type {
int out;
int x,y;
int kind;
int out,exploding,boundarycheck,dead;
int explodeprogress;
int minx,maxx,xspeed,yspeed;
int hitsneeded;
int yspeed;
int type;
};
struct bullet_info_type {
int out,type,x,y;
struct bullet_info_type *next,*prev;
};
struct bullet_root_type {
int howmany,allowed;
struct bullet_info_type *head,*tail;
int out,x,y;
};
struct obstruction_type {
int x,y;
int type;
int valid;
int type,shoots;
int exploding;
int explodeprogress;
int howmanyhits;
int lastshot;
struct obstruction_type *next;
};
#define BULLETS_MAX 3
#define ENEMIES_MAX 25
struct bullet_root_type *bullet_root;
struct bullet_info_type **bullet_info;
struct bullet_info_type *temp_bullet=NULL;
struct enemy_info_type *enemies;
void remove_bullet() {
temp_bullet->out=0;
bullet_root->howmany--;
/* Remove bullet from linked list */
if (bullet_root->head==temp_bullet) {
bullet_root->head=temp_bullet->next;
}
if (bullet_root->tail==temp_bullet) {
bullet_root->tail=temp_bullet->prev;
}
if (temp_bullet->prev!=NULL) {
if (temp_bullet->next!=NULL)
temp_bullet->prev->next=temp_bullet->next;
else temp_bullet->prev->next=NULL;
}
if (temp_bullet->next!=NULL) {
if (temp_bullet->prev!=NULL)
temp_bullet->next->prev=temp_bullet->prev;
else temp_bullet->next->prev=NULL;
}
}
struct bullet_info_type *bullets;
int bullets_out=0;
void leveltwoengine(tb1_state *game_state, char *shipfile, char *levelfile,
char *spritefile,char *level_num, char *level_desc,
void *close_function)
{
int ch,i;
int ch,i,temp_y;
char tempst[BUFSIZ];
int k,game_paused=0,speed_factor=1;
int game_paused=0;
int shipx=36,shipy;
int whatdelay=1;
int levelover=0,j,offscreen_row=0;
// struct enemyinfo *enemy;
struct timeval timing_info;
struct timezone dontcare;
long oldsec,oldusec,time_spent;
int howmuchscroll=200; /* there is a reason for this */
struct obstruction_type *obstruction_head[20];
struct obstruction_type obstructions[20][12];
struct obstruction_type *temp_obstruct;
struct obstruction_type obstruction[12][20];
int shipadd=0,shipframe=1;
int our_row,rows_goneby=0;
int our_row,rows_goneby=0,rows_offset=0;
int grapherror;
int done_waiting,type;
@ -337,7 +296,7 @@ void leveltwoengine(tb1_state *game_state, char *shipfile, char *levelfile,
vmwVisual *virtual_2;
vmwSprite *ship_shape[3];
// int enemies_drawn[200];
struct level2_data *data;
@ -350,7 +309,7 @@ void leveltwoengine(tb1_state *game_state, char *shipfile, char *levelfile,
game_state->begin_score=game_state->score;
game_state->begin_shields=game_state->shields;
/* Load Sprite Data */
/* Load Sprite Data */
grapherror=vmwLoadPicPacked(0,0,virtual_1,1,1,
tb1_data_file(shipfile,
game_state->path_to_data),
@ -364,7 +323,7 @@ void leveltwoengine(tb1_state *game_state, char *shipfile, char *levelfile,
/* Load Level Data */
data=parse_data_file(tb1_data_file(levelfile,game_state->path_to_data));
vmwLoadPicPacked(0,0,virtual_1,1,1,
vmwLoadPicPacked(0,0,virtual_1,1,1,
tb1_data_file(spritefile,game_state->path_to_data),
game_state->graph_state);
@ -373,37 +332,21 @@ void leveltwoengine(tb1_state *game_state, char *shipfile, char *levelfile,
data->sprites[j*10+i]->data=vmwGetSprite(1+i*21,1+j*11,20,10,virtual_1);
/* Initialize Structures for background */
bullet_info=calloc(5,sizeof(struct bullet_info_type *));
bullet_info[0]=calloc(5,sizeof(struct bullet_info_type));
for (i=1;i<5;i++) bullet_info[i]=bullet_info[0]+i*sizeof(struct bullet_info_type);
bullet_root=malloc(sizeof(struct bullet_root_type));
bullet_root->howmany=0;
bullet_root->allowed=5;
bullet_root->head=NULL;
bullet_root->tail=NULL;
for(i=0;i<bullet_root->allowed;i++) {
bullet_info[i]->out=0;
}
/* Initialize Bullets */
bullets=calloc(BULLETS_MAX,sizeof(struct bullet_info_type));
for (i=0;i<BULLETS_MAX;i++) bullets[i].out=0;
/* Initialize obstruction heap to 0 */
/* Initialize obstructions to zero */
for(j=0;j<20;j++) {
for(i=0;i<12;i++) {
obstructions[j][i].next=NULL;
obstruction[i][j].valid=0;
}
}
for(i=0;i<12;i++) {
obstruction_head[i]=NULL;
}
/* Initialize Enemies */
enemies=calloc(ENEMIES_MAX,sizeof(struct enemy_info_type));
for(i=0;i<ENEMIES_MAX;i++) enemies[i].out=0;
/* Announce the Start of the Level */
@ -432,16 +375,20 @@ void leveltwoengine(tb1_state *game_state, char *shipfile, char *levelfile,
/* Get the initial background ready */
/* We copy the last 40 rows into vaddr_2 */
/* as we are scrolling bottom_up */
offscreen_row=data->level_length-(COL_HEIGHT*2);
for(i=0;i<ROW_WIDTH;i++) {
for(j=0;j<40;j++) {
vmwPutSpriteNonTransparent(data->sprites[(int) *(data->level_data[offscreen_row+j]+i)]->data,
vmwPutSpriteNonTransparent(
data->sprites[(int) *(data->level_data[offscreen_row+j]+i)]->data,
i*20,j*10,virtual_2);
}
}
offscreen_row-=20;
/* Get the initial obstructions ready */
/* Get them from the last 20 rows */
our_row=data->level_length-20;
for(j=0;j<20;j++) {
for(i=0;i<12;i++) {
@ -451,32 +398,34 @@ void leveltwoengine(tb1_state *game_state, char *shipfile, char *levelfile,
if ((type==SPRITE_OBSTRUCTION) ||
(type==SPRITE_ENEMY_SHOOT) ||
(type==SPRITE_ENEMY_REFLECT)) {
k=0;
obstruction_head[j]=obstructions[j][0];
temp_obstruct=obstructions[j][0];
while(temp_obstruct->next!=NULL) temp_obstruct=temp_obstruct->next;
temp_obstruct->next=temp_obstruct+1;
temp_obstruct=temp_obstruct->next;
temp_obstruct->x=i*20;
temp_obstruct->y=j*20;
temp_obstruct->type=type;
temp_obstruct->exploding=0;
temp_obstruct->lastshot=0;
temp_obstruct->next=NULL;
obstruction[i][j].shoots=data->sprites[*(data->level_data[our_row]+i)]->shoots;
obstruction[i][j].valid=1;
obstruction[i][j].type=type;
obstruction[i][j].exploding=0;
obstruction[i][j].lastshot=0;
}
}
}
/* howmuchscroll is originally 200, as we start at the bottom */
vmwArbitraryCrossBlit(virtual_2,0,0+howmuchscroll,240,200,
virtual_1,0,0);
/**** GAME LOOP ****/
/************************************************************/
/* MAIN LEVEL 2 GAME LOOP */
/************************************************************/
while (!levelover) {
ch=0;
/* Scroll the Background */
if (speed_factor>1) howmuchscroll-=speed_factor;
else howmuchscroll--;
howmuchscroll--;
rows_offset++;
/* If used up all the buffered background, draw some more */
if (howmuchscroll<0) {
@ -495,142 +444,124 @@ void leveltwoengine(tb1_state *game_state, char *shipfile, char *levelfile,
/* Setup Obstructions */
if (rows_goneby%10==0) {
if (rows_offset==10) {
rows_offset=0;
/* move all rows down by one, dropping old off end */
memmove(obstructions[1],obstructions[0],
memmove(&obstruction[0][1],&obstruction[0][0],
19*12*sizeof(struct obstruction_type));
memmove(obstruction_head[1],obstruction_head[0],
19*sizeof(struct *obstruction_type));
obstructions[0]->next=NULL;
our_row--;
// printf("ROW %i\n",our_row);
temp_obstruct=obstructions[0];
for(i=0;i<12;i++) {
type=data->sprites[*(data->level_data[our_row]+i)]->type;
// printf("%3i ",type);
if ((type==SPRITE_OBSTRUCTION) ||
(type==SPRITE_ENEMY_SHOOT) ||
(type==SPRITE_ENEMY_REFLECT)) {
// printf("*");
// printf("Enemy %i on row %i\n",type,our_row);
// fflush(stdout);
while(temp_obstruct->next!=NULL) temp_obstruct=temp_obstruct->next;
temp_obstruct->next=temp_obstruct+1;
temp_obstruct=temp_obstruct+1;
temp_obstruct->x=i*20;
temp_obstruct->y=j*20;
temp_obstruct->type=type;
temp_obstruct->exploding=0;
temp_obstruct->lastshot=0;
temp_obstruct->next=NULL;
obstruction[i][0].shoots=data->sprites[*(data->level_data[our_row]+i)]->shoots;
obstruction[i][0].valid=1;
obstruction[i][0].type=type;
obstruction[i][0].exploding=0;
obstruction[i][0].lastshot=0;
}
else {
obstruction[i][0].valid=0;
}
}
// printf("\n"); fflush(stdout);
}
#if 0
if (!enemies_drawn[our_row]) {
enemies_drawn[our_row]=1;
for(i=0;i<12;i++) {
// our_shape=background[our_row][i];
if ((our_shape>9)&&(our_shape<20)) {
k=0;
while ((!passive[k].dead) && (k<40)) k++;
passive[k].dead=0;
passive[k].kind=our_shape;
if ((our_shape>10) && (our_shape<15)) passive[k].shooting=1;
else passive[k].shooting=0;
passive[k].exploding=0;
passive[k].x=i*20;
passive[k].y=(rows_goneby%10)-9;
passive[k].howmanyhits=1;
passive[k].lastshot=0;
}
}
}
#endif
/* Flip the far background to regular background */
vmwArbitraryCrossBlit(virtual_2,0,0+howmuchscroll,240,200,
virtual_1,0,0);
/***Collision Check***/
for(i=0;i<bullet_root->howmany;i++) {
temp_obstruct=obstructions[ (bullet_info[i]->y)/10];
// printf("%p %p\n",temp_obstruct,temp_obstruct->next);
// printf("Row %i\n",(bullet_info[i]->y)/10); fflush(stdout);
while (temp_obstruct->next!=NULL) {
temp_obstruct=temp_obstruct->next;
if ( ( (bullet_info[i]->x-3) >= temp_obstruct->x) &&
( bullet_info[i]->x <= (temp_obstruct->x+20))) {
for(i=0;i<BULLETS_MAX;i++) {
if (bullets[i].out) {
temp_y=(bullets[i].y)/10;
for(j=0;j<12;j++) {
if (obstruction[j][temp_y].valid) {
if ( ( (bullets[i].x) >= j*20) &&
( bullets[i].x <= j*20+17)) {
if (temp_obstruct->type!=SPRITE_ENEMY_REFLECT) {
if ((game_state->sound_possible)&&(game_state->sound_enabled))
playGameFX(SND_KAPOW);
temp_obstruct->exploding=1;
temp_obstruct->explodeprogress=0;
temp_bullet=bullet_info[i];
remove_bullet();
game_state->score+=10;
changescore(game_state);
}
else {
// bullet[j].out=0;
// k=0;
// while ((!enemy[k].out) && (k<10)) k++;
// if (k<9) {
// enemy[k].out=1;
// enemy[k].y=bullet[j].y;
// enemy[k].x=bullet[j].x;
// enemy[k].yspeed=7;
// enemy[k].kind=21;
// }
}
// printf("BOOM\n"); fflush(stdout);
}
if (obstruction[j][temp_y].type!=SPRITE_ENEMY_REFLECT) {
if ((game_state->sound_possible)&&(game_state->sound_enabled))
playGameFX(SND_KAPOW);
obstruction[j][temp_y].exploding=1;
obstruction[j][temp_y].explodeprogress=0;
bullets[i].out=0;
bullets_out--;
game_state->score+=10;
changescore(game_state);
}
else {
int k=0;
while(enemies[k].out) k++;
if (k<ENEMIES_MAX) {
bullets[i].out=0;
bullets_out--;
enemies[k].out=1;
enemies[k].type=obstruction[j][temp_y].shoots;
enemies[k].yspeed=5;
enemies[k].x=bullets[i].x;
enemies[k].y=bullets[i].y;
}
}
}
}
}
}
}
#if 0
for(i=0;i<40;i++)
if ((!passive[i].dead) && (!passive[i].exploding)) {
for(j=0;j<3;j++) {
if ((bullet[j].out) &&
(collision(bullet[j].x,bullet[j].y,3,4,passive[i].x,
passive[i].y,10,5))){
if (passive[i].kind!=10) {
if ((game_state->sound_possible)&&(game_state->sound_enabled))
playGameFX(SND_KAPOW);
passive[i].exploding=1;
passive[i].explodeprogress=0;
bullet[j].out=0;
game_state->score+=10;
changescore(game_state);
}
else {
bullet[j].out=0;
k=0;
while ((!enemy[k].out) && (k<10)) k++;
if (k<9) {
enemy[k].out=1;
enemy[k].y=bullet[j].y;
enemy[k].x=bullet[j].x;
enemy[k].yspeed=7;
enemy[k].kind=21;
}
}
}
for(i=0;i<12;i++) {
for(j=0;j<20;j++) {
if (obstruction[i][j].valid) {
if (obstruction[i][j].type==SPRITE_ENEMY_SHOOT) {
obstruction[i][j].lastshot++;
if (obstruction[i][j].lastshot>50) {
int k=0;
obstruction[i][j].lastshot=rand()%10;
while(enemies[k].out) k++;
if (k<ENEMIES_MAX) {
enemies[k].out=1;
enemies[k].x=(i*20)+10;
enemies[k].y=(j*10)+5;
enemies[k].yspeed=4;
enemies[k].type=obstruction[i][j].shoots;
}
}
}
}
}
}
#if 0
/* See if ship is hitting any Obstructions*/
if ((passive[i].y>155) && (passive[i].kind!=10)) {
if ((collision(passive[i].x,passive[i].y,10,5,shipx+16,165,5,5))||
@ -660,38 +591,50 @@ void leveltwoengine(tb1_state *game_state, char *shipfile, char *levelfile,
change_shields(game_state);
}
}
/***DO EXPLOSIONS***/
for(i=0;i<40;i++)
if (passive[i].exploding) {
passive[i].explodeprogress++;
// vmwPutSprite(shape_table[35+passive[i].explodeprogress],
// passive[i].x,passive[i].y+howmuchscroll,
// virtual_2);
if (passive[i].explodeprogress>3) {
passive[i].dead=1;
passive[i].exploding=0;
// vmwPutSprite(shape_table[34],
// passive[i].x,passive[i].y+howmuchscroll,
// virtual_2);
}
}
#endif
/***MOVE BULLETS***/
temp_bullet=bullet_root->head;
while(temp_bullet!=NULL) {
if (speed_factor>1) temp_bullet->y-=(5*speed_factor);
else temp_bullet->y-=5;
if (temp_bullet->y<5) {
remove_bullet();
}
else vmwPutSprite(data->sprites[temp_bullet->type]->data,
temp_bullet->x,temp_bullet->y,virtual_1);
temp_bullet=temp_bullet->next;
/***DO EXPLOSIONS***/
for(i=0;i<12;i++) {
for(j=0;j<20;j++) {
if (obstruction[i][j].valid) {
if (obstruction[i][j].exploding) {
obstruction[i][j].explodeprogress++;
vmwPutSprite(data->sprites[35+(obstruction[i][j].explodeprogress)/2]->data,
// shape_table[35+passive[i].explodeprogress],
i*20,j*10+howmuchscroll+rows_offset,
virtual_2);
if (obstruction[i][j].explodeprogress>6) {
obstruction[i][j].valid=0;
vmwPutSprite(data->sprites[34]->data,
i*20,j*10+howmuchscroll+rows_offset,
virtual_2);
}
}
}
}
}
/***MOVE BULLETS***/
for(i=0;i<BULLETS_MAX;i++) {
if (bullets[i].out) {
bullets[i].y-=4;
if (bullets[i].y<4) {
bullets[i].out=0;
bullets_out--;
}
else {
vmwPutSprite(data->sprites[20]->data,
bullets[i].x,
bullets[i].y,virtual_1);
}
}
}
#if 0
@ -718,18 +661,21 @@ void leveltwoengine(tb1_state *game_state, char *shipfile, char *levelfile,
}
}
}
for(j=0;j<10;j++) {
if (enemy[j].out) {
// vmwPutSprite(shape_table[enemy[j].kind],
// enemy[j].x,enemy[j].y,
// virtual_1);
if (speed_factor==1) enemy[j].y+=enemy[j].yspeed;
else enemy[j].y+=(enemy[j].yspeed*speed_factor);
if (enemy[j].y>189) enemy[j].out=0;
#endif
/* Draw Enemies */
for(j=0;j<ENEMIES_MAX;j++) {
if (enemies[j].out) {
if (enemies[j].y>189) enemies[j].out=0;
else {
vmwPutSprite(data->sprites[enemies[j].type]->data,
enemies[j].x,enemies[j].y,
virtual_1);
enemies[j].y+=enemies[j].yspeed;
}
}
}
#endif
/***READ KEYBOARD***/
if ((ch=vmwGetInput())!=0) {
@ -752,53 +698,37 @@ void leveltwoengine(tb1_state *game_state, char *shipfile, char *levelfile,
case VMW_F2: game_paused=1;
savegame(game_state);
break;
case ' ': if (bullet_root->howmany<BULLETS_MAX) {
/* Find empty slot */
for (j=0;j<bullet_root->allowed;j++) {
if (!bullet_info[j]->out) {
temp_bullet=bullet_info[j];
break;
}
}
bullet_root->howmany++;
temp_bullet->out=1;
temp_bullet->type=20; /* FIXME */
if ((game_state->sound_possible)&&(game_state->sound_enabled))
playGameFX(SND_CC);
temp_bullet->x=shipx+21;
temp_bullet->y=165;
temp_bullet->next=NULL;
/* Insert in linked list */
if (bullet_root->head==NULL) {
bullet_root->head=temp_bullet;
bullet_root->tail=temp_bullet;
temp_bullet->prev=NULL;
}
else {
temp_bullet->prev=bullet_root->tail;
bullet_root->tail->next=temp_bullet;
bullet_root->tail=temp_bullet;
}
/* Draw Bullet */
case ' ':
i=0;
while(bullets[i].out) i++;
if (i<BULLETS_MAX) {
bullets_out++;
bullets[i].out=1;
if ((game_state->sound_possible)&&(game_state->sound_enabled))
playGameFX(SND_CC);
bullets[i].x=shipx+21;
bullets[i].y=165;
vmwPutSprite(data->sprites[temp_bullet->type]->data,
temp_bullet->x,temp_bullet->y,virtual_1);
}
vmwPutSprite(data->sprites[20]->data,
bullets[i].x,
bullets[i].y,virtual_1);
}
break;
}
}
/***MOVE SHIP***/
// if (speed_factor>1) {
// shipx+=(shipadd*speed_factor);
// rows_goneby+=(speed_factor);
// }
// else {
shipx+=shipadd;
rows_goneby++;
// }
/* Keep ship on screen */
if (shipx<1) shipx=1;
if (shipx>190) shipx=190;
switch(shipframe) {
@ -845,7 +775,9 @@ void leveltwoengine(tb1_state *game_state, char *shipfile, char *levelfile,
}
/*printf("%i\n",rows_goneby);*/
/* The leve is over */
/* FIXME autocalculate rather than 1950 */
if (rows_goneby>1950) {
// printf("%i\n",rows_goneby);
// coolbox(35,85,215,110,1,virtual_1);
@ -945,6 +877,7 @@ void leveltwoengine(tb1_state *game_state, char *shipfile, char *levelfile,
vmwBlitMemToDisplay(game_state->graph_state,virtual_1);
pauseawhile(2);
}
else {
if (shipx-95==0) shipadd=0;

1
quit.c
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@ -1,5 +1,6 @@
#include <stdio.h>
#include <unistd.h>
#include <stdlib.h> /* exit() */
#include "svmwgraph/svmwgraph.h"
#include "tb1_state.h"

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@ -1,6 +1,7 @@
/* Routines for drawing the sidebar */
#include <stdio.h>
#include <string.h> /* strlen() */
#include "svmwgraph/svmwgraph.h"
#include "tb1_state.h"

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@ -75,7 +75,7 @@ int initSound(char *path_to_data) {
} else {
Mix_QuerySpec(&audio_rate, &audio_format, &audio_channels);
printf("+ Opened audio at %d Hz %d bit %s\n", audio_rate,
printf(" + Opened audio at %d Hz %d bit %s\n", audio_rate,
(audio_format&0xFF),
(audio_channels > 1) ? "stereo" : "mono");
}

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@ -2,6 +2,7 @@
#include "svmwgraph.h"
#include <stdio.h>
#include <string.h> /* memset */
#include <math.h>
#define DEBUG 1

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@ -4,6 +4,7 @@
#include <stdio.h> /* For File I/O */
#include <stdlib.h> /* For malloc/calloc */
#include <string.h> /* strlen() */
/* The font used is a standard VGA font. */
/* To use the "smallText" functions, the VGA font */

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@ -2,6 +2,7 @@
#include <unistd.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h> /* abs */
#include "svmwgraph/svmwgraph.h"
#include "tb1_state.h"
#include "graphic_tools.h"