937969ec48e5aa20e5cfabe5491a56d5ce5294ae
[xor] / game.c
1 /* -*-c-*-
2 *
3 * $Id: game.c,v 1.1 2003/12/12 10:55:30 mdw Exp $
4 *
5 * Main game logic
6 *
7 * (c) 2003 Straylight/Edgeware
8 */
9
10 /*----- Licensing notice --------------------------------------------------*
11 *
12 * This file is part of XOR.
13 *
14 * XOR is free software; you can redistribute it and/or modify
15 * it under the terms of the GNU General Public License as published by
16 * the Free Software Foundation; either version 2 of the License, or
17 * (at your option) any later version.
18 *
19 * XOR is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 * GNU General Public License for more details.
23 *
24 * You should have received a copy of the GNU General Public License
25 * along with XOR; if not, write to the Free Software Foundation,
26 * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
27 */
28
29 /*----- Revision history --------------------------------------------------*
30 *
31 * $Log: game.c,v $
32 * Revision 1.1 2003/12/12 10:55:30 mdw
33 * Initial checkin. Not there yet.
34 *
35 */
36
37 /*----- Header files ------------------------------------------------------*/
38
39 #include "xor.h"
40
41 /*----- Main code ---------------------------------------------------------*/
42
43 #define G_CELLSET(g, x, y, c) do { \
44 undo_cell((g), (x), (y), (c)); \
45 CELLSET((g)->l, (x), (y), (c)); \
46 } while (0)
47
48 void game_die(game_state *g, int x, int y)
49 {
50 game_player *p;
51
52 for (p = g->p; p && (p->x != x || p->y != y); p = p->next) ;
53 if (!p) return;
54 ui_frame(g->p->u);
55 undo_die(g, p);
56 p->f |= PF_DEAD;
57 G_CELLSET(g, p->x, p->y, C_EMPTY);
58 for (p = g->p; p && (p->f & PF_DEAD); p = p->next) ;
59 if (p) ui_message(g->p->u, "Whoops!");
60 else ui_message(g->p->u, "Gotcha!");
61 }
62
63 void game_explode(game_state *g, const point *pt, int n)
64 {
65 int i;
66
67 ui_explode(g->p->u, pt, n);
68 for (i = 0; i < n; i++) game_die(g, pt[i].x, pt[i].y);
69 for (i = 0; i < n; i++) G_CELLSET(g, pt[i].x, pt[i].y, C_EMPTY);
70 }
71
72 void game_moveobj(game_state *g, int x, int y, int xx, int yy)
73 {
74 int c = CELL(g->l, x, y);
75 G_CELLSET(g, x, y, C_EMPTY);
76 G_CELLSET(g, xx, yy, c);
77 }
78
79 static int doupdateh(game_state *g)
80 {
81 level *l = g->l;
82 int i, j, c;
83 int rc = 0;
84
85 for (j = 0; j < l->h; j++) {
86 for (i = 0; i < l->w; i++) {
87 c = CELL(l, i, j) & CF_CELLMASK;
88 if (cellmap[c]->moveh && cellmap[c]->moveh(g, i, j)) rc = 1;
89 }
90 }
91 if (rc) ui_frame(g->p->u);
92 return (rc);
93 }
94
95 static int doupdatev(game_state *g)
96 {
97 level *l = g->l;
98 int i, j, c;
99 int rc = 0;
100
101 for (i = 0; i < l->w; i++) {
102 for (j = l->h - 1; j >= 0; j--) {
103 c = CELL(l, i, j) & CF_CELLMASK;
104 if (cellmap[c]->movev && cellmap[c]->movev(g, i, j)) rc = 1;
105 }
106 }
107 if (rc) ui_frame(g->p->u);
108 return (rc);
109 }
110
111 static void updatev(game_state *g) { while (doupdatev(g) || doupdateh(g)) ; }
112 static void updateh(game_state *g) { while (doupdateh(g) || doupdatev(g)) ; }
113
114 void game_switchto(game_state *g, game_player *p)
115 {
116 /* --- Don't stash undo records here --- */
117
118 if (!(g->p->f & PF_DEAD))
119 CELLSET(g->l, g->p->x, g->p->y, C_SPARE);
120 g->p->prev = g->ptail;
121 p->prev->next = 0;
122 g->ptail->next = g->p;
123 g->ptail = p->prev;
124 p->prev = 0;
125 g->p = p;
126 g->l->v++;
127 CELLSET(g->l, g->p->x, g->p->y, C_PLAYER);
128 ui_switch(g->p->u);
129 }
130
131 int game_switch(game_state *g)
132 {
133 game_player *p;
134
135 if (!g->p)
136 return (0);
137 for (p = g->p->next; p && (p->f & PF_DEAD); p = p->next)
138 ;
139 if (!p) return (0);
140 if (g->l->v >= g->l->vtot) return (1);
141 undo_switch(g);
142 game_switchto(g, p);
143 return (1);
144 }
145
146 void game_move(game_state *g, int dx, int dy)
147 {
148 int x = g->p->x;
149 int y = g->p->y;
150 int c = CELL(g->l, x + dx, y + dy) & CF_CELLMASK;
151
152 if (g->p->f & PF_DEAD) return;
153 if (g->l->v >= g->l->vtot) return;
154 if ((cellmap[c]->f & ((dx ? CF_HPASS : 0) | (dy ? CF_VPASS : 0))) ||
155 (cellmap[c]->nudge &&
156 cellmap[c]->nudge(g, x + dx, y + dy, dx, dy) > 0)) {
157 undo_pmove(g);
158 game_moveobj(g, x, y, x + dx, y + dy);
159 g->p->x = x + dx;
160 g->p->y = y + dy;
161 g->l->v++;
162 ui_track(g->p->u, x + dx, y + dy);
163 if (dx) updatev(g); else updateh(g);
164 ui_update(g->p->u);
165 if (g->p->f & PF_DEAD) game_switch(g);
166 }
167 }
168
169 void game_quit(game_state *g) { g->f |= GF_QUIT; }
170
171 static void addplayer(game_state *g, int x, int y)
172 {
173 game_player *p = CREATE(game_player);
174 p->f = 0;
175 p->x = x;
176 p->y = y;
177 p->u = ui_start(g->l, x, y);
178 p->next = 0;
179 p->prev = g->ptail;
180 if (g->ptail) g->ptail->next = p; else g->p = p;
181 g->ptail = p;
182 }
183
184 void game_go(level *l)
185 {
186 game_state g;
187 int x, y;
188
189 g.l = lev_copy(l);
190 lev_write(g.l, stdout);
191 g.f = 0;
192 g.ptail = 0;
193 lev_findcell(l, C_PLAYER, &x, &y);
194 addplayer(&g, x, y);
195 if (lev_findcell(l, C_SPARE, &x, &y)) {
196 do
197 addplayer(&g, x, y);
198 while (lev_findnext(l, C_SPARE, &x, &y));
199 }
200 undo_init(&g);
201 ui_switch(g.p->u);
202 while (!(g.f & GF_QUIT)) {
203 undo_begin(&g);
204 ui_go(&g, g.p->u);
205 undo_commit(&g);
206 }
207 lev_free(g.l);
208 undo_free(&g);
209 }
210
211 /*----- That's all, folks -------------------------------------------------*/