ref: 387913ae403f85f5f4f67487b75e64fd8c03133e
dir: /src/opponent.cpp/
// opponent.c #include "stdafx.h" #include "SDLU.h" #include <math.h> #include <stdio.h> #include <stdlib.h> #include "main.h" #include "level.h" #include "opponent.h" #include "gworld.h" #include "graphics.h" #include "random.h" #include "control.h" #include "players.h" #include "gameticks.h" #include "blitter.h" SDL_Surface* opponentSurface; SDL_Surface* opponentMaskSurface; SDL_Surface* opponentDrawSurface; MRect opponentWindowZRect, opponentWindowRect; int opponentMood, opponentFrame; int opponentTime, glowTime[kGlows], glowFrame[kGlows], panicTime, panicFrame; int heavyGlowArray[kGlowArraySize], glowArray[kGlowArraySize], lightGlowArray[kGlowArraySize]; void InitOpponent( void ) { MRect littleRect = {0, 0, 64, 64}, bigRect = {0, 0, 64, 64*(kOppFrames*3) }; SDL_Rect sdlRect; double index, value; opponentDrawSurface = SDLU_InitSurface( SDLU_MRectToSDLRect( &littleRect, &sdlRect ), 32 ); opponentSurface = SDLU_InitSurface( SDLU_MRectToSDLRect( &bigRect, &sdlRect ), 32 ); bigRect.bottom *= kGlows + 1; opponentMaskSurface = SDLU_InitSurface( SDLU_MRectToSDLRect( &bigRect, &sdlRect ), MASK_DEPTH ); opponentWindowZRect.top = opponentWindowZRect.left = 0; opponentWindowZRect.bottom = opponentWindowZRect.right = 64; opponentWindowRect = opponentWindowZRect; CenterRectOnScreen( &opponentWindowRect, 0.5, 0.5 ); opponentMood = 0; for( index=0; index<kGlowArraySize; index++ ) { value = sin( index*pi/kGlowArraySize ); value *= value; heavyGlowArray[(int)index] = (int)(value * 0.75 * 256); glowArray [(int)index] = (int)(value * 0.50 * 256); lightGlowArray[(int)index] = (int)(value * 0.375 * 256); } } void BeginOpponent( int which ) { int count; DrawPICTInSurface( opponentSurface, 5000 + which ); DrawPICTInSurface( opponentMaskSurface, 5100 + which ); opponentTime = panicTime = GameTickCount( ); for( count=0; count<kGlows; count++ ) { glowTime[count] = panicTime; glowFrame[count] = 0; } opponentMood = 0; emotions[0] = emotions[1] = kEmotionNeutral; } void DrawFrozenOpponent( void ) { SDL_Rect sourceSDLRect, destSDLRect; MRect myRect = {0, 0, 64, 64}; OffsetMRect( &myRect, opponentFrame * 64, 0 ); SDLU_BlitFrontSurface( opponentSurface, SDLU_MRectToSDLRect( &myRect, &sourceSDLRect ), SDLU_MRectToSDLRect( &opponentWindowRect, &destSDLRect ) ); } void OpponentPissed( void ) { opponentMood = 7; opponentTime = GameTickCount(); } void OpponentChatter( MBoolean on ) { switch( on ) { case true: opponentMood = 5; opponentTime = GameTickCount(); break; case false: opponentMood = 0; opponentTime = GameTickCount(); break; } } void UpdateOpponent( void ) { MRect myRect = {0,0,64,64}, dstRect = {0,0,64,64}, maskRect; int emotiMap[] = {0, 1, 2, 1}, draw = false, count; SDL_Rect srcSDLRect, dstSDLRect; if( GameTickCount( ) > opponentTime ) { switch( opponentMood ) { case 0: // Idle opponentTime += 60 + RandomBefore(180); opponentMood = RandomBefore(2) + 1; opponentFrame = (emotiMap[emotions[1]] * kOppFrames); break; case 1: // Shifty Eyes opponentTime += 40 + RandomBefore(60); opponentMood = 0; opponentFrame = (emotiMap[emotions[1]] * kOppFrames) + RandomBefore(2) + 1; break; case 2: // Blinks opponentTime += 3; opponentMood = 3; opponentFrame = (emotiMap[emotions[1]] * kOppFrames) + 3; break; case 3: // Blinks (more) opponentTime += 3; opponentMood = 4; opponentFrame = (emotiMap[emotions[1]] * kOppFrames) + 4; break; case 4: // Blinks (more) opponentTime += 3; opponentMood = 0; opponentFrame = (emotiMap[emotions[1]] * kOppFrames) + 3; break; case 5: // Chatter (only good for tutorial) opponentTime += 8; opponentMood = 6; opponentFrame = 5; break; case 6: // Chatter 2 (only good for tutorial) opponentTime += 8; opponentMood = 5; opponentFrame = 6; break; case 7: // Pissed (when hit with punishments) opponentTime += 60; opponentFrame = 7; opponentMood = 0; break; } draw = true; } if( GameTickCount( ) > panicTime ) { panicTime += 2; if( emotions[1] == kEmotionPanic ) { if( ++panicFrame >= kGlowArraySize ) panicFrame = 0; draw = true; } else { panicFrame = 0; } } for( count=0; count<kGlows; count++ ) { if( GameTickCount( ) > glowTime[count] ) { glowTime[count] += character[1].glow[count].time; if( character[1].glow[count].colorR || character[1].glow[count].colorG || character[1].glow[count].colorB ) { if( ++glowFrame[count] >= kGlowArraySize ) glowFrame[count] = 0; draw = true; } else { glowFrame[count] = 0; } } } if( draw ) { OffsetMRect( &myRect, 64*opponentFrame, 0 ); SDLU_AcquireSurface( opponentDrawSurface ); SDLU_BlitSurface( opponentSurface, SDLU_MRectToSDLRect( &myRect, &srcSDLRect ), opponentDrawSurface, SDLU_MRectToSDLRect( &dstRect, &dstSDLRect ) ); maskRect = myRect; for( count=0; count<kGlows; count++ ) { OffsetMRect( &maskRect, 0, 64 ); if( glowFrame[count] ) { if( character[1].glow[count].isHeavy ) { SurfaceBlitColor( opponentMaskSurface, opponentDrawSurface, &maskRect, &dstRect, character[1].glow[count].colorR, character[1].glow[count].colorG, character[1].glow[count].colorB, heavyGlowArray[glowFrame[count]] ); } else { SurfaceBlitColor( opponentMaskSurface, opponentDrawSurface, &maskRect, &dstRect, character[1].glow[count].colorR, character[1].glow[count].colorG, character[1].glow[count].colorB, lightGlowArray[glowFrame[count]] ); } } } if( panicFrame ) { SurfaceBlitColor( opponentMaskSurface, opponentDrawSurface, &myRect, &dstRect, _5TO8(31), _5TO8(31), _5TO8(22), glowArray[panicFrame] ); } SDLU_ReleaseSurface( opponentDrawSurface ); SDLU_BlitFrontSurface( opponentDrawSurface, SDLU_MRectToSDLRect( &opponentWindowZRect, &srcSDLRect ), SDLU_MRectToSDLRect( &opponentWindowRect, &dstSDLRect ) ); } }