mirror of
https://github.com/nebiun/ledHeadWii.git
synced 2024-11-25 03:56:53 +01:00
642 lines
14 KiB
C
642 lines
14 KiB
C
|
/*
|
||
|
|
||
|
LEDhead
|
||
|
Copyright 2001, Peter Hirschberg
|
||
|
Author: Peter Hirschberg
|
||
|
|
||
|
The current version of this SOURCE CODE as well as the official
|
||
|
versions of the LEDHEAD APPLICATION are available from my website
|
||
|
at: http://www.peterhirschberg.com
|
||
|
|
||
|
Based on the handheld electronic games by Mattel Electronics.
|
||
|
All trademarks copyrighted by their respective owners. This
|
||
|
program is not affiliated or endorsed by Mattel Electronics.
|
||
|
|
||
|
License agreement:
|
||
|
|
||
|
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 (license.txt); if not, write to the Free Software
|
||
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||
|
|
||
|
Email : peter@peterhirschberg.com
|
||
|
Website : http://www.peterhirschberg.com
|
||
|
|
||
|
*/
|
||
|
|
||
|
|
||
|
#include "ArmorBattle.h"
|
||
|
#include "Games.h"
|
||
|
|
||
|
|
||
|
// constants
|
||
|
|
||
|
typedef int BLIP;
|
||
|
|
||
|
static BLIP Blips[ARMORBATTLE_BLIP_COLUMNS][ARMORBATTLE_BLIP_ROWS];
|
||
|
|
||
|
|
||
|
// game variables
|
||
|
static BOOL bGameOver;
|
||
|
static BOOL bInFrame = FALSE;
|
||
|
static BOOL bPower;
|
||
|
static BOOL bGameStarted;
|
||
|
|
||
|
static int nGameTimer;
|
||
|
static int nScore;
|
||
|
static int nHits;
|
||
|
static int nDamageCount;
|
||
|
|
||
|
static int nPlayerStartX;
|
||
|
static int nPlayerStartY;
|
||
|
|
||
|
static void PaintGame(int nDisplay);
|
||
|
static void InitGame();
|
||
|
static void PositionPlayers();
|
||
|
static void PlantMines();
|
||
|
|
||
|
typedef struct OBJECT
|
||
|
{
|
||
|
int x;
|
||
|
int y;
|
||
|
}OBJECT;
|
||
|
|
||
|
static OBJECT player;
|
||
|
static OBJECT enemy;
|
||
|
static OBJECT mines[4];
|
||
|
|
||
|
BOOL ArmorBattle_GetPower()
|
||
|
{
|
||
|
return (bPower ? TRUE : FALSE);
|
||
|
}
|
||
|
|
||
|
void ArmorBattle_PowerOn()
|
||
|
{
|
||
|
InitGame();
|
||
|
bPower = TRUE;
|
||
|
}
|
||
|
|
||
|
void ArmorBattle_PowerOff()
|
||
|
{
|
||
|
bPower = FALSE;
|
||
|
}
|
||
|
|
||
|
int ArmorBattle_GetSkill()
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
void ArmorBattle_SetSkill(int i)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void InitGame()
|
||
|
{
|
||
|
bGameOver = FALSE;
|
||
|
nGameTimer = 0;
|
||
|
bGameStarted = FALSE;
|
||
|
nGameTimer = 0;
|
||
|
nScore = 0;
|
||
|
nHits = 0;
|
||
|
nDamageCount = 0;
|
||
|
|
||
|
nPlayerStartX = 4;
|
||
|
nPlayerStartY = 3;
|
||
|
|
||
|
player.x = nPlayerStartX;
|
||
|
player.y = nPlayerStartY;
|
||
|
|
||
|
enemy.x = 1;
|
||
|
enemy.y = 1;
|
||
|
|
||
|
PlantMines();
|
||
|
|
||
|
Platform_IsNewSecond();
|
||
|
}
|
||
|
|
||
|
|
||
|
void ArmorBattle_Run(int tu)
|
||
|
{
|
||
|
int x, y;
|
||
|
|
||
|
// prevent reentrancy
|
||
|
if (bInFrame){ return; }
|
||
|
bInFrame = TRUE;
|
||
|
|
||
|
// init the blips field
|
||
|
for (y = 0; y < ARMORBATTLE_BLIP_ROWS; y++){
|
||
|
for (x = 0; x < ARMORBATTLE_BLIP_COLUMNS; x++){
|
||
|
Blips[x][y] = BLIP_OFF;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// update the game timer
|
||
|
if (Platform_IsNewSecond())
|
||
|
{
|
||
|
if (!bGameOver && bPower && bGameStarted)
|
||
|
{
|
||
|
++nGameTimer;
|
||
|
if (nGameTimer > 99)
|
||
|
{
|
||
|
// time's up -- game over!
|
||
|
bGameOver = TRUE;
|
||
|
|
||
|
ArmorBattle_StopMineSound();
|
||
|
ArmorBattle_ClearScreen();
|
||
|
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_ENDGAME, PLAYSOUNDFLAGS_PRIORITY);
|
||
|
|
||
|
// put the tanks in their starting positions
|
||
|
player.x = nPlayerStartX;
|
||
|
player.y = nPlayerStartY;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// check to see if player tank is in range for enemy tank to fire
|
||
|
if ( ((player.x-1 == enemy.x) && (player.y == enemy.y))
|
||
|
|| ((player.x+1 == enemy.x) && (player.y == enemy.y))
|
||
|
|
||
|
|| ((player.x == enemy.x) && (player.y-1 == enemy.y))
|
||
|
|| ((player.x == enemy.x) && (player.y+1 == enemy.y))
|
||
|
|
||
|
|| ((player.x-1 == enemy.x) && (player.y-1 == enemy.y))
|
||
|
|| ((player.x+1 == enemy.x) && (player.y+1 == enemy.y))
|
||
|
|
||
|
|| ((player.x-1 == enemy.x) && (player.y+1 == enemy.y))
|
||
|
|| ((player.x+1 == enemy.x) && (player.y-1 == enemy.y)))
|
||
|
{
|
||
|
// in range
|
||
|
if (nDamageCount > 0)
|
||
|
{
|
||
|
ArmorBattle_ClearScreen();
|
||
|
ArmorBattle_StopMineSound();
|
||
|
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_ENEMY, PLAYSOUNDFLAGS_PRIORITY);
|
||
|
}
|
||
|
++nDamageCount;
|
||
|
if (nDamageCount > 3)
|
||
|
{
|
||
|
// we got blowed up
|
||
|
Blips[enemy.x][enemy.y] = BLIP_DIM;
|
||
|
Blips[player.x][player.y] = BLIP_BRIGHT;
|
||
|
|
||
|
ArmorBattle_StopSound();
|
||
|
PaintGame(nScore);
|
||
|
Platform_Pause(500);
|
||
|
|
||
|
ArmorBattle_ClearScreen();
|
||
|
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_HIT, PLAYSOUNDFLAGS_PRIORITY);
|
||
|
player.x = nPlayerStartX;
|
||
|
player.y = nPlayerStartY;
|
||
|
|
||
|
if (++nHits >= 10)
|
||
|
{
|
||
|
// too many hits - game over!
|
||
|
|
||
|
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_ENDGAME, PLAYSOUNDFLAGS_PRIORITY);
|
||
|
bGameOver = TRUE;
|
||
|
|
||
|
// put the tanks in their starting positions
|
||
|
player.x = nPlayerStartX;
|
||
|
player.y = nPlayerStartY;
|
||
|
}
|
||
|
|
||
|
bInFrame = FALSE;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
nDamageCount = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// handle power off, and game over states
|
||
|
if (bPower){
|
||
|
if (bGameOver)
|
||
|
{
|
||
|
Blips[player.x][player.y] = BLIP_BRIGHT;
|
||
|
Blips[enemy.x][enemy.y] = BLIP_DIM;
|
||
|
PaintGame(nScore);
|
||
|
bInFrame = FALSE;
|
||
|
return;
|
||
|
}
|
||
|
} else {
|
||
|
ArmorBattle_ClearScreen();
|
||
|
bInFrame = FALSE;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// wait for fire button before starting
|
||
|
if (!bGameStarted)
|
||
|
{
|
||
|
// wait to start
|
||
|
|
||
|
Blips[player.x][player.y] = BLIP_BRIGHT;
|
||
|
Blips[enemy.x][enemy.y] = BLIP_DIMBLINK;
|
||
|
|
||
|
BOOL bChange;
|
||
|
if (ArmorBattle_GetInputFIRE(&bChange))
|
||
|
{
|
||
|
if (bChange)
|
||
|
{
|
||
|
bGameStarted = TRUE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// run the game
|
||
|
|
||
|
BOOL bHit = FALSE;
|
||
|
|
||
|
BOOL bChange;
|
||
|
if (ArmorBattle_GetInputLEFT(&bChange))
|
||
|
{
|
||
|
if (bChange)
|
||
|
{
|
||
|
if (ArmorBattle_GetInputFIRE(NULL))
|
||
|
{
|
||
|
// fire left
|
||
|
Blips[player.x][player.y] = BLIP_BRIGHT;
|
||
|
Blips[enemy.x][enemy.y] = BLIP_OFF;
|
||
|
PaintGame(-1);
|
||
|
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_FIRE, PLAYSOUNDFLAGS_PRIORITY);
|
||
|
|
||
|
// test for a hit
|
||
|
if ((enemy.x == player.x - 1) && (enemy.y == player.y))
|
||
|
{
|
||
|
bHit = TRUE;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// move left
|
||
|
if (player.x > 0)
|
||
|
{
|
||
|
player.x--;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if (ArmorBattle_GetInputRIGHT(&bChange))
|
||
|
{
|
||
|
if (bChange)
|
||
|
{
|
||
|
if (ArmorBattle_GetInputFIRE(NULL))
|
||
|
{
|
||
|
// fire right
|
||
|
Blips[player.x][player.y] = BLIP_BRIGHT;
|
||
|
Blips[enemy.x][enemy.y] = BLIP_OFF;
|
||
|
PaintGame(-1);
|
||
|
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_FIRE, PLAYSOUNDFLAGS_PRIORITY);
|
||
|
|
||
|
// test for a hit
|
||
|
if ((enemy.x == player.x + 1) && (enemy.y == player.y))
|
||
|
{
|
||
|
bHit = TRUE;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// move right
|
||
|
if (player.x < (ARMORBATTLE_BLIP_COLUMNS-1))
|
||
|
{
|
||
|
player.x++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if (ArmorBattle_GetInputUP(&bChange))
|
||
|
{
|
||
|
if (bChange)
|
||
|
{
|
||
|
if (ArmorBattle_GetInputFIRE(NULL))
|
||
|
{
|
||
|
// fire up
|
||
|
Blips[player.x][player.y] = BLIP_BRIGHT;
|
||
|
Blips[enemy.x][enemy.y] = BLIP_OFF;
|
||
|
PaintGame(-1);
|
||
|
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_FIRE, PLAYSOUNDFLAGS_PRIORITY);
|
||
|
|
||
|
// test for a hit
|
||
|
if ((enemy.x == player.x) && (enemy.y == player.y - 1))
|
||
|
{
|
||
|
bHit = TRUE;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// move up
|
||
|
if (player.y > 0)
|
||
|
{
|
||
|
player.y--;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if (ArmorBattle_GetInputDOWN(&bChange))
|
||
|
{
|
||
|
if (bChange)
|
||
|
{
|
||
|
if (ArmorBattle_GetInputFIRE(NULL))
|
||
|
{
|
||
|
// fire down
|
||
|
Blips[player.x][player.y] = BLIP_BRIGHT;
|
||
|
Blips[enemy.x][enemy.y] = BLIP_OFF;
|
||
|
PaintGame(-1);
|
||
|
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_FIRE, PLAYSOUNDFLAGS_PRIORITY);
|
||
|
|
||
|
// test for a hit
|
||
|
if ((enemy.x == player.x) && (enemy.y == player.y + 1))
|
||
|
{
|
||
|
bHit = TRUE;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// move down
|
||
|
if (player.y < (ARMORBATTLE_BLIP_ROWS-1))
|
||
|
{
|
||
|
player.y++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (bHit)
|
||
|
{
|
||
|
// hit an enemy tank
|
||
|
ArmorBattle_StopMineSound();
|
||
|
Blips[player.x][player.y] = BLIP_BRIGHT;
|
||
|
Blips[enemy.x][enemy.y] = BLIP_DIM;
|
||
|
PaintGame(nScore);
|
||
|
|
||
|
Platform_Pause(250);
|
||
|
|
||
|
ArmorBattle_ClearScreen();
|
||
|
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_SCORE, PLAYSOUNDFLAGS_PRIORITY);
|
||
|
++nScore;
|
||
|
|
||
|
PositionPlayers();
|
||
|
PlantMines();
|
||
|
|
||
|
bGameStarted = FALSE;
|
||
|
|
||
|
bInFrame = FALSE;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// check for being next to a mine
|
||
|
{
|
||
|
BOOL bNear = FALSE;
|
||
|
for (int i=0; i<3; i++)
|
||
|
{
|
||
|
if (((mines[i].x+1 == player.x) && (mines[i].y == player.y))
|
||
|
|| ((mines[i].x-1 == player.x) && (mines[i].y == player.y))
|
||
|
|| ((mines[i].x == player.x) && (mines[i].y+1 == player.y))
|
||
|
|| ((mines[i].x == player.x) && (mines[i].y-1 == player.y)))
|
||
|
{
|
||
|
bNear = TRUE;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if (bNear)
|
||
|
{
|
||
|
ArmorBattle_PlayMineSound();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ArmorBattle_StopMineSound();
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// check for landing on a mine
|
||
|
{
|
||
|
for (int i=0; i<3; i++)
|
||
|
{
|
||
|
if (((mines[i].x == player.x) && (mines[i].y == player.y))
|
||
|
|| ((player.x == enemy.x) && (player.y == enemy.y)))
|
||
|
{
|
||
|
// hit a mine or enemy tank!
|
||
|
Blips[player.x][player.y] = BLIP_BRIGHT;
|
||
|
|
||
|
ArmorBattle_StopSound();
|
||
|
PaintGame(nScore);
|
||
|
Platform_Pause(500);
|
||
|
|
||
|
ArmorBattle_StopMineSound();
|
||
|
ArmorBattle_ClearScreen();
|
||
|
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_HIT, PLAYSOUNDFLAGS_PRIORITY);
|
||
|
player.x = nPlayerStartX;
|
||
|
player.y = nPlayerStartY;
|
||
|
|
||
|
if (++nHits >= 10)
|
||
|
{
|
||
|
// too many hits - game over!
|
||
|
ArmorBattle_ClearScreen();
|
||
|
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_ENDGAME, PLAYSOUNDFLAGS_PRIORITY);
|
||
|
bGameOver = TRUE;
|
||
|
|
||
|
// put the tanks in their starting positions
|
||
|
player.x = nPlayerStartX;
|
||
|
player.y = nPlayerStartY;
|
||
|
}
|
||
|
|
||
|
bInFrame = FALSE;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// tick sound
|
||
|
ArmorBattle_PlaySound(ARMORBATTLE_SOUND_TICK, PLAYSOUNDFLAGS_ASYNC);
|
||
|
|
||
|
// update the blips
|
||
|
Blips[player.x][player.y] = BLIP_BRIGHT;
|
||
|
Blips[enemy.x][enemy.y] = BLIP_DIM;
|
||
|
}
|
||
|
|
||
|
if (bGameStarted)
|
||
|
{
|
||
|
PaintGame(nGameTimer);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PaintGame(nScore);
|
||
|
}
|
||
|
|
||
|
bInFrame = FALSE;
|
||
|
}
|
||
|
|
||
|
void PaintGame(int nDisplay)
|
||
|
{
|
||
|
static int nBlinkCounter = 0;
|
||
|
|
||
|
Platform_StartDraw();
|
||
|
|
||
|
// draw the blips field
|
||
|
for (int y = 0; y < ARMORBATTLE_BLIP_ROWS; y++){
|
||
|
for (int x = 0; x < ARMORBATTLE_BLIP_COLUMNS; x++)
|
||
|
{
|
||
|
switch(Blips[x][y]){
|
||
|
case BLIP_OFF:
|
||
|
case BLIP_DIM:
|
||
|
case BLIP_BRIGHT:
|
||
|
ArmorBattle_DrawBlip(Blips[x][y], x, y);
|
||
|
break;
|
||
|
case BLIP_DIMBLINK:
|
||
|
if ((nBlinkCounter % 6 == 1) || (nBlinkCounter % 6 == 3)){
|
||
|
ArmorBattle_DrawBlip(BLIP_DIM, x, y);
|
||
|
} else {
|
||
|
ArmorBattle_DrawBlip(BLIP_OFF, x, y);
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// draw the display
|
||
|
ArmorBattle_DrawTime(nDisplay);
|
||
|
|
||
|
Platform_EndDraw();
|
||
|
|
||
|
++nBlinkCounter;
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
void PositionPlayers()
|
||
|
{
|
||
|
// the player is always positioned somewhere on the edge
|
||
|
// pick a random edge
|
||
|
do {
|
||
|
switch(Platform_Random(4))
|
||
|
{
|
||
|
case 0:
|
||
|
// left side
|
||
|
player.x = 0;
|
||
|
player.y = Platform_Random(ARMORBATTLE_BLIP_ROWS);
|
||
|
break;
|
||
|
case 1:
|
||
|
// top side
|
||
|
player.x = Platform_Random(ARMORBATTLE_BLIP_COLUMNS);
|
||
|
player.y = 0;
|
||
|
break;
|
||
|
case 2:
|
||
|
// right side
|
||
|
player.x = ARMORBATTLE_BLIP_COLUMNS-1;
|
||
|
player.y = Platform_Random(ARMORBATTLE_BLIP_ROWS);
|
||
|
break;
|
||
|
case 3:
|
||
|
// bottom side
|
||
|
player.x = Platform_Random(ARMORBATTLE_BLIP_COLUMNS);
|
||
|
player.y = ARMORBATTLE_BLIP_ROWS-1;
|
||
|
break;
|
||
|
}
|
||
|
} while (player.x == 2);
|
||
|
|
||
|
// position enemy in opposite quadrant
|
||
|
do {
|
||
|
if (player.x < 2)
|
||
|
{
|
||
|
enemy.x = Platform_Random(3) + 2;
|
||
|
}
|
||
|
else if (player.x > 2)
|
||
|
{
|
||
|
enemy.x = Platform_Random(3);
|
||
|
}
|
||
|
|
||
|
if (player.y < 2)
|
||
|
{
|
||
|
enemy.y = Platform_Random(2) + 2;
|
||
|
}
|
||
|
else if (player.y >= 2)
|
||
|
{
|
||
|
enemy.y = Platform_Random(2);
|
||
|
}
|
||
|
// keep out of corners
|
||
|
} while (((enemy.x==0) && (enemy.y==0))
|
||
|
|| ((enemy.x==0) && (enemy.y==3))
|
||
|
|| ((enemy.x==4) && (enemy.y==0))
|
||
|
|| ((enemy.x==4) && (enemy.y==3)));
|
||
|
|
||
|
nPlayerStartX = player.x;
|
||
|
nPlayerStartY = player.y;
|
||
|
|
||
|
}
|
||
|
|
||
|
void PlantMines()
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
// clear the mines
|
||
|
for (i=0; i<4; i++)
|
||
|
{
|
||
|
mines[i].x = -1;
|
||
|
mines[i].y = -1;
|
||
|
}
|
||
|
|
||
|
// pick new random positions
|
||
|
BOOL bTooClose;
|
||
|
do {
|
||
|
|
||
|
bTooClose = FALSE;
|
||
|
|
||
|
// scatter mines, keeping off of existing mines, player, and enemy
|
||
|
do {
|
||
|
mines[0].x = Platform_Random(ARMORBATTLE_BLIP_COLUMNS);
|
||
|
mines[0].y = Platform_Random(ARMORBATTLE_BLIP_ROWS);
|
||
|
} while (((mines[0].x == player.x) && (mines[0].y == player.y))
|
||
|
|| ((mines[0].x == enemy.x) && (mines[0].y == enemy.y))
|
||
|
|| ((mines[0].x == mines[1].x) && (mines[0].y == mines[1].y))
|
||
|
|| ((mines[0].x == mines[2].x) && (mines[0].y == mines[2].y))
|
||
|
|| ((mines[0].x == mines[3].x) && (mines[0].y == mines[3].y)));
|
||
|
|
||
|
do {
|
||
|
mines[1].x = Platform_Random(ARMORBATTLE_BLIP_COLUMNS);
|
||
|
mines[1].y = Platform_Random(ARMORBATTLE_BLIP_ROWS);
|
||
|
} while (((mines[1].x == player.x) && (mines[1].y == player.y))
|
||
|
|| ((mines[1].x == enemy.x) && (mines[1].y == enemy.y))
|
||
|
|| ((mines[1].x == mines[0].x) && (mines[1].y == mines[0].y))
|
||
|
|| ((mines[1].x == mines[2].x) && (mines[1].y == mines[2].y))
|
||
|
|| ((mines[1].x == mines[3].x) && (mines[1].y == mines[3].y)));
|
||
|
|
||
|
do {
|
||
|
mines[2].x = Platform_Random(ARMORBATTLE_BLIP_COLUMNS);
|
||
|
mines[2].y = Platform_Random(ARMORBATTLE_BLIP_ROWS);
|
||
|
} while (((mines[2].x == player.x) && (mines[2].y == player.y))
|
||
|
|| ((mines[2].x == enemy.x) && (mines[2].y == enemy.y))
|
||
|
|| ((mines[2].x == mines[0].x) && (mines[2].y == mines[0].y))
|
||
|
|| ((mines[2].x == mines[1].x) && (mines[2].y == mines[1].y))
|
||
|
|| ((mines[2].x == mines[3].x) && (mines[2].y == mines[3].y)));
|
||
|
|
||
|
// make sure there is not a mine right next to the player's
|
||
|
// starting position
|
||
|
for (i=0; i<4; i++)
|
||
|
{
|
||
|
if (((mines[i].x+1 == player.x) && (mines[i].y == player.y))
|
||
|
|| ((mines[i].x-1 == player.x) && (mines[i].y == player.y))
|
||
|
|| ((mines[i].x == player.x) && (mines[i].y+1 == player.y))
|
||
|
|| ((mines[i].x == player.x) && (mines[i].y-1 == player.y)))
|
||
|
{
|
||
|
bTooClose = TRUE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
} while (bTooClose);
|
||
|
|
||
|
}
|
||
|
|