| 1 | /** |
| 2 | * nInvaders - a space invaders clone for ncurses |
| 3 | * Copyright (C) 2002-2003 Dettus |
| 4 | * |
| 5 | * This program is free software; you can redistribute it and/or modify |
| 6 | * it under the terms of the GNU General Public License as published by |
| 7 | * the Free Software Foundation; either version 2 of the License, or |
| 8 | * (at your option) any later version. |
| 9 | * |
| 10 | * This program is distributed in the hope that it will be useful, |
| 11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 13 | * GNU General Public License for more details. |
| 14 | * |
| 15 | * You should have received a copy of the GNU General Public License |
| 16 | * along with this program; if not, write to the Free Software |
| 17 | * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
| 18 | * |
| 19 | * homepage: http://ninvaders.sourceforge.net |
| 20 | * mailto: ninvaders-devel@lists.sourceforge.net |
| 21 | * |
| 22 | */ |
| 23 | |
| 24 | |
| 25 | #include "aliens.h" |
| 26 | #include "player.h" |
| 27 | #include "nInvaders.h" |
| 28 | |
| 29 | /** |
| 30 | * initialize aliens attributes |
| 31 | */ |
| 32 | void aliensReset() |
| 33 | { |
| 34 | int i,j; |
| 35 | |
| 36 | // three different types of aliens [5], [10] |
| 37 | int level[ALIENS_MAX_NUMBER_Y][ALIENS_MAX_NUMBER_X]={ |
| 38 | {1,1,1,1,1,1,1,1,1,1}, |
| 39 | {2,2,2,2,2,2,2,2,2,2}, |
| 40 | {2,2,2,2,2,2,2,2,2,2}, |
| 41 | {3,3,3,3,3,3,3,3,3,3}, |
| 42 | {3,3,3,3,3,3,3,3,3,3} |
| 43 | }; |
| 44 | |
| 45 | aliensClear(aliens.posX, aliens.posY, aliens.right, aliens.bottom); // clear old position of aliens |
| 46 | |
| 47 | // reset alien position |
| 48 | aliens.posX = 0; |
| 49 | aliens.posY = 0; |
| 50 | aliens.right = 0; |
| 51 | aliens.bottom = 0; |
| 52 | aliens.left = 0; |
| 53 | aliens.speed = 1; |
| 54 | |
| 55 | // copy level-array to enemy-array |
| 56 | for (i=0;i<ALIENS_MAX_NUMBER_X;i++) { |
| 57 | for (j=0;j<ALIENS_MAX_NUMBER_Y;j++) { |
| 58 | alienBlock[j][i]=level[j][i]; |
| 59 | } |
| 60 | } |
| 61 | |
| 62 | // reset missiles |
| 63 | for (i = 0; i < ALIENS_MAX_MISSILES; i++) { |
| 64 | if (alienshotx[i] != 0) { |
| 65 | aliensMissileClear(alienshotx[i],alienshoty[i]); // clear old position |
| 66 | } |
| 67 | alienshotx[i] = 0; // start with zero values |
| 68 | alienshoty[i] = 0; // start with zero values |
| 69 | } |
| 70 | alienshotnum = 1; // one missile at the same time |
| 71 | alienshotx[0] = 5; // x position of first alienshot |
| 72 | alienshoty[0] = 1; // y position of first alienshot |
| 73 | |
| 74 | } |
| 75 | |
| 76 | /** |
| 77 | * initialize bunkers attributes |
| 78 | */ |
| 79 | void bunkersReset() |
| 80 | { |
| 81 | int a, b; |
| 82 | |
| 83 | // set position of bunker sprites. user graphical char bunkerd for better visual overview |
| 84 | // and set according to this the bunker-array |
| 85 | char bunkerd[BUNKERHEIGHT][BUNKERWIDTH+1] = { |
| 86 | " ### ### ### ### ", |
| 87 | " ##### ##### ##### ##### ", |
| 88 | " ####### ####### ####### ####### ", |
| 89 | " ## ## ## ## ## ## ## ## " |
| 90 | }; |
| 91 | // 12345678901234567890123456789012345678901234567890123456789012345678901234567890 |
| 92 | // 80 characters wide |
| 93 | |
| 94 | // copy graphical "bunkerd" to binary "bunker" |
| 95 | for (a = 0; a < BUNKERWIDTH; a++) { |
| 96 | for (b = 0; b < BUNKERHEIGHT; b++) { |
| 97 | if (bunkerd[b][a] == '#') |
| 98 | bunker[b][a] = 1; |
| 99 | else |
| 100 | bunker[b][a] = 0; |
| 101 | } |
| 102 | } |
| 103 | |
| 104 | // display bunkers sprite |
| 105 | bunkersDisplay(&bunker[0][0]); |
| 106 | } |
| 107 | |
| 108 | /** |
| 109 | * move aliens and test if they've reached the |
| 110 | * bottom of the windows or the bunkers. |
| 111 | */ |
| 112 | int aliensMove() |
| 113 | { |
| 114 | |
| 115 | int cx,cy; |
| 116 | int fReachedPlayer=0; // return value |
| 117 | |
| 118 | render(); |
| 119 | aliensClear(aliens.posX, aliens.posY, aliens.right, aliens.bottom); // clear old position of aliens |
| 120 | |
| 121 | aliens.posX = aliens.posX + aliens.speed; // move aliens left/ right |
| 122 | |
| 123 | // when aliens reached left or right screen-border |
| 124 | if (aliens.posX == (BUNKERWIDTH + BUNKERX - 5 - aliens.right) || aliens.posX == (BUNKERX + aliens.left)) { |
| 125 | |
| 126 | aliens.posY++; // move aliens downwards |
| 127 | |
| 128 | // aliens reached player |
| 129 | if (aliens.posY == SCREENHEIGHT - 2 - aliens.bottom) { |
| 130 | fReachedPlayer = 1; // set return value |
| 131 | } |
| 132 | |
| 133 | // aliens reached bunkers //funzt nicht ganz: todo |
| 134 | if (aliens.posY == BUNKERY - aliens.bottom) { |
| 135 | // clear bunkers |
| 136 | for(cx=0;cx<BUNKERWIDTH;cx++) { |
| 137 | for(cy=0;cy<BUNKERHEIGHT;cy++) { |
| 138 | bunker[cy][cx]=0; |
| 139 | } |
| 140 | } |
| 141 | bunkersClear(); // clear bunkers sprites |
| 142 | } |
| 143 | |
| 144 | aliens.speed = aliens.speed * (-1); // change direction of aliens' movements |
| 145 | } |
| 146 | |
| 147 | aliensDisplay(aliens.posX, aliens.posY, aliens.right, aliens.bottom); // display aliens at new position |
| 148 | |
| 149 | return fReachedPlayer; // return if aliens reached player |
| 150 | } |
| 151 | |
| 152 | |
| 153 | /** |
| 154 | * display alien animation, display remaining parts of aliens and bunker |
| 155 | */ |
| 156 | void render() |
| 157 | { |
| 158 | int k,row; |
| 159 | int c=0; |
| 160 | |
| 161 | // calculate left, right, bottom, lowest_ship |
| 162 | aliens.left=1; |
| 163 | aliens.right=-1; |
| 164 | aliens.bottom=-1; |
| 165 | shipnum=0; |
| 166 | for (k=0;k<11;k++) { |
| 167 | lowest_ship[k]=-1; |
| 168 | } |
| 169 | |
| 170 | for (row=0;row<ALIENS_MAX_NUMBER_Y*2;row++) { |
| 171 | if ((row%2)==0){ |
| 172 | for (k=0;k<ALIENS_MAX_NUMBER_X;k++) { |
| 173 | if (alienBlock[c][k] != 0) { |
| 174 | lowest_ship[k]=row; |
| 175 | shipnum++; |
| 176 | if (aliens.left==1 || -k>aliens.left) {aliens.left=-k;} |
| 177 | if (aliens.right==-1 || k>aliens.right) {aliens.right=k;} |
| 178 | if (aliens.bottom==-1 || c>aliens.bottom) {aliens.bottom=c;} |
| 179 | } |
| 180 | } |
| 181 | } else { |
| 182 | c++; |
| 183 | } |
| 184 | } |
| 185 | aliens.bottom=aliens.bottom*2; // every 2nd row is an empty row |
| 186 | aliens.left=aliens.left*3; // alien sprite is 3 chars wide |
| 187 | aliens.right=aliens.right*3; // alien sprite is 3 chars wide |
| 188 | |
| 189 | // display remaining aliens with animation |
| 190 | aliensRefresh(level, &alienBlock[0][0]); |
| 191 | |
| 192 | } |
| 193 | |
| 194 | |
| 195 | /** |
| 196 | * move aliens' missiles and do player/bunker hit testing |
| 197 | * a zero value in alienshotx indicates that the appropriate missile is loaded, but not fired |
| 198 | */ |
| 199 | int aliensMissileMove() |
| 200 | { |
| 201 | int i, tmp; |
| 202 | int fPlayerWasHit = 0; |
| 203 | int shootThreshold; |
| 204 | static int alienshot_counter = 0; |
| 205 | |
| 206 | |
| 207 | // calculate threshold when next missile should be fired |
| 208 | // it is done here to save calculation time in for-instruction |
| 209 | shootThreshold = (skill_level * 8) * (shipnum + 2); |
| 210 | alienshot_counter = alienshot_counter + 10 ; |
| 211 | |
| 212 | // loop all possible missiles |
| 213 | for (i = 0; i < ALIENS_MAX_MISSILES; i++) { |
| 214 | |
| 215 | // if the current missile is flying we should do movements |
| 216 | if (alienshotx[i] != 0) { |
| 217 | |
| 218 | aliensMissileClear(alienshotx[i],alienshoty[i]); // clear old position |
| 219 | |
| 220 | // if missile hit the bunkers |
| 221 | if (bunkersHitCheck(alienshotx[i], alienshoty[i]) == 1) { |
| 222 | alienshotx[i] = 0; // value of zero reloads missile |
| 223 | } |
| 224 | |
| 225 | alienshoty[i]++; // move missile downwards |
| 226 | |
| 227 | // check if player was hit by an alien missile |
| 228 | if (playerHitCheck(alienshotx[i], alienshoty[i]) == 1) { |
| 229 | alienshotx[i] = 0; // value of zero reloads missile |
| 230 | fPlayerWasHit = 1; |
| 231 | } |
| 232 | |
| 233 | |
| 234 | } else { // missile not launched yet |
| 235 | |
| 236 | // start new missile if counter says so |
| 237 | if (alienshot_counter > shootThreshold && shipnum > 0) {// only shot if there's an alien left |
| 238 | alienshot_counter = 0; // reset counter |
| 239 | tmp = random() % ALIENS_MAX_NUMBER_X; // randomly select one of the ... |
| 240 | while (lowest_ship[tmp] == -1) { // ...aliens at the bottom of ... |
| 241 | tmp = random() % ALIENS_MAX_NUMBER_X; // ...a column to launch missile |
| 242 | } |
| 243 | alienshoty[i]=aliens.posY+lowest_ship[tmp]; // set y position of missile |
| 244 | alienshotx[i]=aliens.posX+tmp*3; // set x position of missile |
| 245 | } |
| 246 | } // if |
| 247 | |
| 248 | // display missiles if still running or just launched; could have been modified in the above code |
| 249 | if (alienshotx[i] != 0) { |
| 250 | // if missile is out of battlefield |
| 251 | if (alienshoty[i] == SCREENHEIGHT - 1) { |
| 252 | alienshotx[i] = 0; // reload missile |
| 253 | } else { |
| 254 | aliensMissileDisplay(alienshotx[i], alienshoty[i]); // display Missile at new position |
| 255 | } |
| 256 | } |
| 257 | |
| 258 | } // for |
| 259 | |
| 260 | |
| 261 | return fPlayerWasHit; |
| 262 | } |
| 263 | |
| 264 | |
| 265 | |
| 266 | /** |
| 267 | * check if missile hit an alien |
| 268 | */ |
| 269 | int aliensHitCheck(int shotx, int shoty) |
| 270 | { |
| 271 | int alienType = 0; |
| 272 | int shipx, shipy; |
| 273 | // if missile is within alien-rectangle |
| 274 | if (shotx >= aliens.posX && shotx <= aliens.posX + ALIENS_MAX_NUMBER_X * 3 - 1 |
| 275 | && shoty >= aliens.posY && shoty <= aliens.posY + (ALIENS_MAX_NUMBER_Y - 1) * 2) { |
| 276 | // calculate the ship that was hit |
| 277 | shipx = (shotx - aliens.posX) / 3; |
| 278 | shipy = (shoty - aliens.posY) / 2; |
| 279 | // if there is still a ship at this position |
| 280 | alienType = alienBlock[shipy][shipx]; |
| 281 | if (alienType != 0) { |
| 282 | alienBlock[shipy][shipx] = 0; // delete alien ship |
| 283 | } |
| 284 | } |
| 285 | return alienType; // returns 0 if no alien was hit, else returns type-code of alien |
| 286 | } |
| 287 | |
| 288 | /** |
| 289 | * check if missile hit an element of bunker |
| 290 | */ |
| 291 | int bunkersHitCheck(int shotx, int shoty) |
| 292 | { |
| 293 | int adjx, adjy; |
| 294 | int fBunkerWasHit = 0; |
| 295 | // if missile is within bunker-rectangle |
| 296 | if (shotx >= BUNKERX && shotx < BUNKERX + BUNKERWIDTH |
| 297 | && shoty >= BUNKERY && shoty < BUNKERY + BUNKERHEIGHT) { |
| 298 | // calculate the element of the bunker that was hit |
| 299 | adjy = shoty - BUNKERY; |
| 300 | adjx = shotx - BUNKERX; |
| 301 | // if there is still an element |
| 302 | if(bunker[adjy][adjx] == 1){ |
| 303 | bunker[adjy][adjx] = 0; // delete element |
| 304 | fBunkerWasHit = 1; // bunker was hit! |
| 305 | } |
| 306 | } |
| 307 | return fBunkerWasHit; |
| 308 | } |