#include #include #include "main.h" #include "arena.h" #include "tux.h" #include "item.h" #include "shot.h" #include "proto.h" #include "idManager.h" #include "net_multiplayer.h" #include "serverSendMsg.h" #ifndef PUBLIC_SERVER # include "interface.h" # include "image.h" # include "radar.h" # include "layer.h" # include "world.h" # include "setting.h" # ifndef NO_SOUND # include "sound.h" # endif #endif #ifdef PUBLIC_SERVER # include "publicServer.h" #endif #ifndef PUBLIC_SERVER static image_t *g_item[ITEM_COUNT]; #endif static bool_t isItemInit = FALSE; bool_t item_is_inicialized() { return isItemInit; } void item_init() { #ifndef PUBLIC_SERVER g_item[GUN_DUAL_SIMPLE] = image_add("item.dual.png", IMAGE_ALPHA, "item_dual_simple", IMAGE_GROUP_BASE); g_item[GUN_TOMMY] = image_add("item.tommy.png", IMAGE_ALPHA, "item_tommy_simple", IMAGE_GROUP_BASE); g_item[GUN_SCATTER] = image_add("item.scatter.png", IMAGE_ALPHA, "item_scatter_simple", IMAGE_GROUP_BASE); g_item[GUN_LASSER] = image_add("item.lasser.png", IMAGE_ALPHA, "item_lasser_simple", IMAGE_GROUP_BASE); g_item[GUN_MINE] = image_add("item.mine.png", IMAGE_ALPHA, "item_mines_simple", IMAGE_GROUP_BASE); g_item[GUN_BOMBBALL] = image_add("item.bombball.png", IMAGE_ALPHA, "item_bombball_simple", IMAGE_GROUP_BASE); g_item[ITEM_MINE] = image_add("mine.png", IMAGE_ALPHA, "item_mine_simple", IMAGE_GROUP_BASE); g_item[ITEM_EXPLOSION] = image_add("explosion.png", IMAGE_ALPHA, "item_explosion_simple", IMAGE_GROUP_BASE); g_item[ITEM_BIG_EXPLOSION] = image_add("big-explosion.png", IMAGE_ALPHA, "item_big-explosion_simple", IMAGE_GROUP_BASE); g_item[BONUS_SPEED] = image_add("item.bonus.speed.png", IMAGE_ALPHA, "item_bonus_speed", IMAGE_GROUP_BASE); g_item[BONUS_SHOT] = image_add("item.bonus.shot.png", IMAGE_ALPHA, "item_shot_speed", IMAGE_GROUP_BASE); g_item[BONUS_TELEPORT] = image_add("item.bonus.teleport.png", IMAGE_ALPHA, "item_teleport_speed", IMAGE_GROUP_BASE); g_item[BONUS_GHOST] = image_add("item.bonus.ghost.png", IMAGE_ALPHA, "item_ghost_speed", IMAGE_GROUP_BASE); g_item[BONUS_4X] = image_add("item.bonus.4x.png", IMAGE_ALPHA, "item_4x_speed", IMAGE_GROUP_BASE); g_item[BONUS_HIDDEN] = image_add("item.bonus.hidden.png", IMAGE_ALPHA, "item_hidden_speed", IMAGE_GROUP_BASE); #endif isItemInit = TRUE; } item_t *item_new(int x, int y, int type, int author_id) { item_t *new; new = malloc(sizeof(item_t)); assert(new != NULL); new->type = type; new->id = id_get_new(); new->x = x; new->y = y; new->frame = 0; new->count = 0; #ifndef PUBLIC_SERVER new->img = g_item[type]; #endif new->author_id = author_id; switch (type) { case GUN_DUAL_SIMPLE: case GUN_SCATTER: case GUN_TOMMY: case GUN_LASSER: case GUN_MINE: case GUN_BOMBBALL: new->w = ITEM_GUN_WIDTH; new->h = ITEM_GUN_HEIGHT; break; case ITEM_MINE: new->w = ITEM_MINE_WIDTH; new->h = ITEM_MINE_HEIGHT; break; case ITEM_EXPLOSION: #ifndef NO_SOUND sound_play("explozion", SOUND_GROUP_BASE); #endif new->w = ITEM_EXPLOSION_WIDTH; new->h = ITEM_EXPLOSION_HEIGHT; break; case ITEM_BIG_EXPLOSION: #ifndef NO_SOUND sound_play("explozion", SOUND_GROUP_BASE); #endif new->w = ITEM_BIG_EXPLOSION_WIDTH; new->h = ITEM_BIG_EXPLOSION_HEIGHT; break; case BONUS_SPEED: case BONUS_SHOT: case BONUS_TELEPORT: case BONUS_GHOST: case BONUS_4X: case BONUS_HIDDEN: new->w = ITEM_BONUS_WIDTH; new->h = ITEM_BONUS_HEIGHT; break; } return new; } void item_get_status(void *p, int *id, int *x, int *y, int *w, int *h) { item_t *item; item = p; *id = item->id; *x = item->x; *y = item->y; *w = item->w; *h = item->h; } void item_set_status(void *p, int x, int y, int w, int h) { item_t *item; item = p; item->x = x; item->y = y; item->w = w; item->h = h; } void item_replace_id(item_t * item, int id) { id_replace(item->id, id); item->id = id; } #ifdef PUBLIC_SERVER static void action_countitem(space_t * space, item_t * item, int *count) { if ((item->type >= GUN_DUAL_SIMPLE && item->type <= GUN_BOMBBALL) || (item->type >= BONUS_SPEED && item->type <= BONUS_HIDDEN) ) { (*count)++; } } static int getCountWeaponOrBonusItem(space_t * spaceItem) { int count = 0; space_action(spaceItem, action_countitem, &count); return count; } #endif void item_add_new_item(space_t * spaceItem, int author_id) { arena_t *arena; item_t *item; int new_x, new_y; int type; #ifdef PUBLIC_SERVER if (getCountWeaponOrBonusItem(spaceItem) >= atoi(public_server_get_setting("MAX_ITEM", "--max-item", "100"))) { return; } #endif #ifndef PUBLIC_SERVER if (setting_is_any_item() == FALSE || net_multiplayer_get_game_type() == NET_GAME_TYPE_CLIENT) { return; } #endif arena = arena_get_current(); arena_find_free_space(arena_get_current(), &new_x, &new_y, ITEM_GUN_WIDTH, ITEM_GUN_HEIGHT); type = GUN_DUAL_SIMPLE; #ifndef PUBLIC_SERVER do { #endif switch (random() % 12) { case 0: type = GUN_DUAL_SIMPLE; break; case 1: type = GUN_SCATTER; break; case 2: type = GUN_TOMMY; break; case 3: type = GUN_MINE; break; case 4: type = GUN_LASSER; break; case 5: type = GUN_BOMBBALL; break; case 6: type = BONUS_SPEED; break; case 7: type = BONUS_SHOT; break; case 8: type = BONUS_TELEPORT; break; case 9: type = BONUS_GHOST; break; case 10: type = BONUS_4X; break; case 11: type = BONUS_HIDDEN; break; } #ifndef PUBLIC_SERVER } while (setting_is_item(type) == FALSE || (net_multiplayer_get_game_type() == NET_GAME_TYPE_NONE && type == BONUS_HIDDEN)); #endif item = item_new(new_x, new_y, type, author_id); space_add(spaceItem, item); if (net_multiplayer_get_game_type() == NET_GAME_TYPE_SERVER) proto_send_additem_server(PROTO_SEND_ALL, NULL, item); #ifndef PUBLIC_SERVER if (net_multiplayer_get_game_type() != NET_GAME_TYPE_CLIENT) radar_add(item->id, new_x, new_y, RADAR_TYPE_ITEM); #endif } #ifndef PUBLIC_SERVER void item_draw(item_t * p) { assert(p != NULL); addLayer(p->img, p->x, p->y, p->frame * p->w, 0, p->w, p->h, TUX_LAYER); } void item_draw_list(list_t * listItem) { item_t *thisItem; int i; assert(listItem != NULL); for (i = 0; i < listItem->count; i++) { thisItem = (item_t *) listItem->list[i]; assert(thisItem != NULL); item_draw(thisItem); } } #endif static void action_itemevent(space_t * space, item_t * item, void *p) { my_time_t currentTime; currentTime = timer_get_current_time(); item->count++; if (item->count == ITEM_MAX_COUNT) { item->count = 0; item->frame++; } switch (item->type) { case GUN_TOMMY: case GUN_DUAL_SIMPLE: case GUN_SCATTER: case GUN_LASSER: case GUN_MINE: case GUN_BOMBBALL: if (item->frame == ITEM_GUN_MAX_FRAME) item->frame = 0; break; case ITEM_MINE: if (item->frame == ITEM_MINE_MAX_FRAME) item->frame = 0; break; case ITEM_EXPLOSION: case ITEM_BIG_EXPLOSION: if (item->frame == ITEM_EXPLOSION_MAX_FRAME) space_del_with_item(space, item, item_destroy); break; case BONUS_SPEED: case BONUS_SHOT: case BONUS_TELEPORT: case BONUS_GHOST: case BONUS_4X: case BONUS_HIDDEN: if (item->frame == ITEM_GUN_MAX_FRAME) item->frame = 0; break; } } void item_event(space_t * spaceItem) { space_action(spaceItem, action_itemevent, NULL); } static void mineExplosion(space_t * spaceItem, item_t * item) { if (net_multiplayer_get_game_type() != NET_GAME_TYPE_CLIENT) { int x, y; item_t *item_explosion; x = (item->x + item->w / 2) - ITEM_BIG_EXPLOSION_WIDTH / 2; y = (item->y + item->h / 2) - ITEM_BIG_EXPLOSION_HEIGHT / 2; item_explosion = item_new(x, y, ITEM_BIG_EXPLOSION, item->author_id); if (net_multiplayer_get_game_type() == NET_GAME_TYPE_SERVER) proto_send_additem_server(PROTO_SEND_ALL, NULL, item_explosion); space_add(spaceItem, item_explosion); } if (net_multiplayer_get_game_type() == NET_GAME_TYPE_SERVER) proto_send_del_server(PROTO_SEND_ALL, NULL, item->id); if (net_multiplayer_get_game_type() != NET_GAME_TYPE_CLIENT) space_del_with_item(spaceItem, item, item_destroy); } static void action_item(space_t * space, item_t * item, int *isDel) { arena_t *arena; arena = arena_get_current(); switch (item->type) { case ITEM_MINE: if (net_multiplayer_get_game_type() != NET_GAME_TYPE_CLIENT) mineExplosion(space, item); break; case ITEM_EXPLOSION: case ITEM_BIG_EXPLOSION: *isDel = 1; break; } } static void action_shot(space_t * space, shot_t * shot, space_t * spaceItem) { int isDel = 0; space_action_from_location(spaceItem, action_item, &isDel, shot->x, shot->y, shot->w, shot->h); if (isDel) { if (net_multiplayer_get_game_type() == NET_GAME_TYPE_SERVER) proto_send_del_server(PROTO_SEND_ALL, NULL, shot->id); space_del_with_item(space, shot, shot_destroy); } } void item_event_conglicts_shot_with_item(arena_t * arena) { if (net_multiplayer_get_game_type() == NET_GAME_TYPE_CLIENT) return; space_action(arena->spaceShot, action_shot, arena->spaceItem); } static void tux_event_tux_is_deadWithItem(tux_t * tux, item_t * item) { if (tux->bonus == BONUS_GHOST) return; if (tux->bonus == BONUS_TELEPORT) { tux_teleport(tux); return; } if (item->author_id == tux->id) { tux->score--; if (net_multiplayer_get_game_type() == NET_GAME_TYPE_SERVER) proto_send_newtux_server(PROTO_SEND_ALL, NULL, tux); } if (item->author_id != tux->id) { tux_t *author; author = space_get_object_id(arena_get_current()->spaceTux, item->author_id); if (author != NULL) { author->score++; if (net_multiplayer_get_game_type() == NET_GAME_TYPE_SERVER) proto_send_newtux_server(PROTO_SEND_ALL, NULL, author); } } world_inc_round(); tux_event_tux_is_dead(tux); } static void tuxGiveBonus(tux_t * tux, item_t * item) { #ifndef NO_SOUND sound_play("item_bonus", SOUND_GROUP_BASE); #endif tux->bonus = item->type; tux->bonus_time = TUX_MAX_BONUS; if (net_multiplayer_get_game_type() == NET_GAME_TYPE_SERVER) proto_send_newtux_server(PROTO_SEND_ALL, NULL, tux); #ifndef PUBLIC_SERVER if (net_multiplayer_get_game_type() != NET_GAME_TYPE_CLIENT) radar_del(item->id); #endif } static void tuxGiveGun(tux_t * tux, item_t * item) { #ifndef NO_SOUND sound_play("item_gun", SOUND_GROUP_BASE); #endif tux->pickup_time = 0; tux->shot[item->type] += GUN_MAX_SHOT; tux->gun = item->type; if (net_multiplayer_get_game_type() == NET_GAME_TYPE_SERVER) proto_send_newtux_server(PROTO_SEND_ALL, NULL, tux); #ifndef PUBLIC_SERVER if (net_multiplayer_get_game_type() != NET_GAME_TYPE_CLIENT) radar_del(item->id); #endif } static void action_giveitem(space_t * space, item_t * item, tux_t * tux) { switch (item->type) { case GUN_TOMMY: case GUN_DUAL_SIMPLE: case GUN_SCATTER: case GUN_LASSER: case GUN_MINE: case GUN_BOMBBALL: tuxGiveGun(tux, item); if (net_multiplayer_get_game_type() == NET_GAME_TYPE_SERVER) proto_send_del_server(PROTO_SEND_ALL, NULL, item->id); space_del_with_item(space, item, item_destroy); #ifdef PUBLIC_SERVER item_add_new_item(space, ID_UNKNOWN); #endif break; case ITEM_MINE: if (tux->bonus != BONUS_GHOST) mineExplosion(space, item); break; case ITEM_EXPLOSION: case ITEM_BIG_EXPLOSION: if (tux->bonus != BONUS_GHOST) tux_event_tux_is_deadWithItem(tux, item); break; case BONUS_SPEED: case BONUS_SHOT: case BONUS_TELEPORT: case BONUS_GHOST: case BONUS_4X: case BONUS_HIDDEN: tuxGiveBonus(tux, item); if (net_multiplayer_get_game_type() == NET_GAME_TYPE_SERVER) proto_send_del_server(PROTO_SEND_ALL, NULL, item->id); space_del_with_item(space, item, item_destroy); #ifdef PUBLIC_SERVER item_add_new_item(space, ID_UNKNOWN); #endif break; } } void item_tux_give_list_item(tux_t * tux, space_t * spaceItem) { int x, y, w, h; assert(spaceItem != NULL); assert(tux != NULL); if (net_multiplayer_get_game_type() == NET_GAME_TYPE_CLIENT) return; if (tux->status == TUX_STATUS_DEAD) return; tux_get_proportion(tux, &x, &y, &w, &h); space_action_from_location(spaceItem, action_giveitem, tux, x, y, w, h); } void item_destroy(item_t * p) { assert(p != NULL); id_del(p->id); free(p); } void item_quiy() { isItemInit = FALSE; }