Add bonuses and maluses to Snake minigame

This commit is contained in:
Louis-Antoine 2020-04-27 23:10:13 +02:00
parent a3dcc100c0
commit dfdace22bb

View file

@ -1164,6 +1164,29 @@ static void CV_LoadPlayerNames(UINT8 **p)
#define SNAKE_BOTTOM_Y (BASEVIDHEIGHT - 48)
#define SNAKE_TOP_Y (SNAKE_BOTTOM_Y - SNAKE_MAP_HEIGHT - SNAKE_BORDER_SIZE * 2 + 1)
enum snake_bonustype_s {
SNAKE_BONUS_NONE = 0,
SNAKE_BONUS_SLOW,
SNAKE_BONUS_FAST,
SNAKE_BONUS_GHOST,
SNAKE_BONUS_NUKE,
SNAKE_BONUS_SCISSORS,
SNAKE_BONUS_REVERSE,
SNAKE_BONUS_EGGMAN,
SNAKE_NUM_BONUSES,
};
static const char *snake_bonuspatches[] = {
NULL,
"DL_SLOW",
"TVSSC0",
"TVIVC0",
"TVARC0",
"DL_SCISSORS",
"TVRCC0",
"TVEGC0",
};
static const char *snake_backgrounds[] = {
"RVPUMICF",
"FRSTRCKF",
@ -1187,12 +1210,18 @@ typedef struct snake_s
UINT8 background;
UINT16 snakelength;
enum snake_bonustype_s snakebonus;
tic_t snakebonustime;
UINT8 snakex[SNAKE_NUM_BLOCKS_X * SNAKE_NUM_BLOCKS_Y];
UINT8 snakey[SNAKE_NUM_BLOCKS_X * SNAKE_NUM_BLOCKS_Y];
UINT8 snakedir[SNAKE_NUM_BLOCKS_X * SNAKE_NUM_BLOCKS_Y];
UINT8 applex;
UINT8 appley;
enum snake_bonustype_s bonustype;
UINT8 bonusx;
UINT8 bonusy;
} snake_t;
static snake_t *snake = NULL;
@ -1210,6 +1239,7 @@ static void CL_InitialiseSnake(void)
snake->background = M_RandomKey(sizeof(snake_backgrounds) / sizeof(*snake_backgrounds));
snake->snakelength = 1;
snake->snakebonus = SNAKE_BONUS_NONE;
snake->snakex[0] = M_RandomKey(SNAKE_NUM_BLOCKS_X);
snake->snakey[0] = M_RandomKey(SNAKE_NUM_BLOCKS_Y);
snake->snakedir[0] = 0;
@ -1217,6 +1247,33 @@ static void CL_InitialiseSnake(void)
snake->applex = M_RandomKey(SNAKE_NUM_BLOCKS_X);
snake->appley = M_RandomKey(SNAKE_NUM_BLOCKS_Y);
snake->bonustype = SNAKE_BONUS_NONE;
}
static UINT8 Snake_GetOppositeDir(UINT8 dir)
{
if (dir == 1 || dir == 3)
return dir + 1;
else if (dir == 2 || dir == 4)
return dir - 1;
else
return 12 + 5 - dir;
}
static void Snake_FindFreeSlot(UINT8 *x, UINT8 *y)
{
UINT16 i;
do
{
*x = M_RandomKey(SNAKE_NUM_BLOCKS_X);
*y = M_RandomKey(SNAKE_NUM_BLOCKS_Y);
for (i = 0; i < snake->snakelength; i++)
if (*x == snake->snakex[i] && *y == snake->snakey[i])
break;
} while (i < snake->snakelength);
}
static void CL_HandleSnake(void)
@ -1274,10 +1331,22 @@ static void CL_HandleSnake(void)
snake->snakedir[0] = 4;
}
if (snake->snakebonustime)
{
snake->snakebonustime--;
if (!snake->snakebonustime)
snake->snakebonus = SNAKE_BONUS_NONE;
}
snake->nextupdate--;
if (snake->nextupdate)
return;
snake->nextupdate = SNAKE_SPEED;
if (snake->snakebonus == SNAKE_BONUS_SLOW)
snake->nextupdate = SNAKE_SPEED * 2;
else if (snake->snakebonus == SNAKE_BONUS_FAST)
snake->nextupdate = SNAKE_SPEED * 2 / 3;
else
snake->nextupdate = SNAKE_SPEED;
if (snake->gameover)
return;
@ -1310,36 +1379,64 @@ static void CL_HandleSnake(void)
snake->gameover = true;
break;
}
if (snake->gameover)
return;
// Check collision with snake
for (i = 1; i < snake->snakelength - 1; i++)
if (x == snake->snakex[i] && y == snake->snakey[i])
{
snake->gameover = true;
S_StartSound(NULL, sfx_lose);
return;
}
if (snake->snakebonus != SNAKE_BONUS_GHOST)
for (i = 1; i < snake->snakelength - 1; i++)
if (x == snake->snakex[i] && y == snake->snakey[i])
{
if (snake->snakebonus == SNAKE_BONUS_SCISSORS)
{
snake->snakebonus = SNAKE_BONUS_NONE;
snake->snakelength = i;
S_StartSound(NULL, sfx_adderr);
}
else
snake->gameover = true;
}
if (snake->gameover)
{
S_StartSound(NULL, sfx_lose);
return;
}
// Check collision with apple
if (x == snake->applex && y == snake->appley)
{
snake->snakelength++;
snake->snakex[snake->snakelength - 1] = snake->snakex[snake->snakelength - 2];
snake->snakey[snake->snakelength - 1] = snake->snakey[snake->snakelength - 2];
snake->snakedir[snake->snakelength - 1] = snake->snakedir[snake->snakelength - 2];
if (snake->snakelength + 1 < SNAKE_NUM_BLOCKS_X * SNAKE_NUM_BLOCKS_Y)
{
snake->snakelength++;
snake->snakex [snake->snakelength - 1] = snake->snakex [snake->snakelength - 2];
snake->snakey [snake->snakelength - 1] = snake->snakey [snake->snakelength - 2];
snake->snakedir[snake->snakelength - 1] = snake->snakedir[snake->snakelength - 2];
}
snake->applex = M_RandomKey(SNAKE_NUM_BLOCKS_X);
snake->appley = M_RandomKey(SNAKE_NUM_BLOCKS_Y);
// Spawn new apple
Snake_FindFreeSlot(&snake->applex, &snake->appley);
// Spawn new bonus
if (!(snake->snakelength % 5))
{
do
{
snake->bonustype = M_RandomKey(SNAKE_NUM_BONUSES - 1) + 1;
} while (snake->snakelength > SNAKE_NUM_BLOCKS_X * SNAKE_NUM_BLOCKS_Y * 3 / 4
&& (snake->bonustype == SNAKE_BONUS_EGGMAN || snake->bonustype == SNAKE_BONUS_FAST || snake->bonustype == SNAKE_BONUS_REVERSE));
Snake_FindFreeSlot(&snake->bonusx, &snake->bonusy);
}
S_StartSound(NULL, sfx_s3k6b);
}
if (snake->snakelength > 1)
if (snake->snakelength > 1 && snake->snakedir[0])
{
UINT8 dir = snake->snakedir[0];
oldx = snake->snakex[1];
oldy = snake->snakey[1];
// Move
for (i = snake->snakelength - 1; i > 0; i--)
{
@ -1370,6 +1467,71 @@ static void CL_HandleSnake(void)
snake->snakex[0] = x;
snake->snakey[0] = y;
// Check collision with bonus
if (snake->bonustype != SNAKE_BONUS_NONE && x == snake->bonusx && y == snake->bonusy)
{
S_StartSound(NULL, sfx_ncchip);
switch (snake->bonustype)
{
case SNAKE_BONUS_SLOW:
snake->snakebonus = SNAKE_BONUS_SLOW;
snake->snakebonustime = 20 * TICRATE;
break;
case SNAKE_BONUS_FAST:
snake->snakebonus = SNAKE_BONUS_FAST;
snake->snakebonustime = 20 * TICRATE;
break;
case SNAKE_BONUS_GHOST:
snake->snakebonus = SNAKE_BONUS_GHOST;
snake->snakebonustime = 10 * TICRATE;
break;
case SNAKE_BONUS_NUKE:
for (i = 0; i < snake->snakelength; i++)
{
snake->snakex [i] = snake->snakex [0];
snake->snakey [i] = snake->snakey [0];
snake->snakedir[i] = snake->snakedir[0];
}
S_StartSound(NULL, sfx_bkpoof);
break;
case SNAKE_BONUS_SCISSORS:
snake->snakebonus = SNAKE_BONUS_SCISSORS;
snake->snakebonustime = 60 * TICRATE;
break;
case SNAKE_BONUS_REVERSE:
for (i = 0; i < (snake->snakelength + 1) / 2; i++)
{
UINT16 i2 = snake->snakelength - 1 - i;
UINT8 tmpx = snake->snakex [i];
UINT8 tmpy = snake->snakey [i];
UINT8 tmpdir = snake->snakedir[i];
// Swap first segment with last segment
snake->snakex [i] = snake->snakex [i2];
snake->snakey [i] = snake->snakey [i2];
snake->snakedir[i] = Snake_GetOppositeDir(snake->snakedir[i2]);
snake->snakex [i2] = tmpx;
snake->snakey [i2] = tmpy;
snake->snakedir[i2] = Snake_GetOppositeDir(tmpdir);
}
snake->snakedir[0] = 0;
S_StartSound(NULL, sfx_gravch);
break;
default:
if (snake->snakebonus != SNAKE_BONUS_GHOST)
{
snake->gameover = true;
S_StartSound(NULL, sfx_lose);
}
}
snake->bonustype = SNAKE_BONUS_NONE;
}
}
static void CL_DrawSnake(void)
@ -1401,6 +1563,17 @@ static void CL_DrawSnake(void)
NULL
);
// Bonus
if (snake->bonustype != SNAKE_BONUS_NONE)
V_DrawFixedPatch(
(SNAKE_LEFT_X + SNAKE_BORDER_SIZE + snake->bonusx * SNAKE_BLOCK_SIZE + SNAKE_BLOCK_SIZE / 2 ) * FRACUNIT,
(SNAKE_TOP_Y + SNAKE_BORDER_SIZE + snake->bonusy * SNAKE_BLOCK_SIZE + SNAKE_BLOCK_SIZE / 2 + 4) * FRACUNIT,
FRACUNIT / 2,
0,
W_CachePatchName(snake_bonuspatches[snake->bonustype], PU_HUDGFX),
NULL
);
// Snake
if (!snake->gameover || snake->time % 8 < 8 / 2) // Blink if game over
{
@ -1416,7 +1589,8 @@ static void CL_DrawSnake(void)
case 1: patchname = "DL_SNAKEHEAD_L"; break;
case 2: patchname = "DL_SNAKEHEAD_R"; break;
case 3: patchname = "DL_SNAKEHEAD_T"; break;
default: patchname = "DL_SNAKEHEAD_B";
case 4: patchname = "DL_SNAKEHEAD_B"; break;
default: patchname = "DL_SNAKEHEAD_M";
}
}
else // Body
@ -1442,8 +1616,8 @@ static void CL_DrawSnake(void)
V_DrawFixedPatch(
(SNAKE_LEFT_X + SNAKE_BORDER_SIZE + snake->snakex[i] * SNAKE_BLOCK_SIZE + SNAKE_BLOCK_SIZE / 2) * FRACUNIT,
(SNAKE_TOP_Y + SNAKE_BORDER_SIZE + snake->snakey[i] * SNAKE_BLOCK_SIZE + SNAKE_BLOCK_SIZE / 2) * FRACUNIT,
FRACUNIT / 2,
0,
i == 0 && dir == 0 ? FRACUNIT / 5 : FRACUNIT / 2,
snake->snakebonus == SNAKE_BONUS_GHOST ? V_TRANSLUCENT : 0,
W_CachePatchName(patchname, PU_HUDGFX),
NULL
);
@ -1452,6 +1626,18 @@ static void CL_DrawSnake(void)
// Length
V_DrawString(SNAKE_RIGHT_X + 4, SNAKE_TOP_Y, V_MONOSPACE, va("%u", snake->snakelength));
// Bonus
if (snake->snakebonus != SNAKE_BONUS_NONE
&& (snake->snakebonustime >= 3 * TICRATE || snake->time % 4 < 4 / 2))
V_DrawFixedPatch(
(SNAKE_RIGHT_X + 10) * FRACUNIT,
(SNAKE_TOP_Y + 24) * FRACUNIT,
FRACUNIT / 2,
0,
W_CachePatchName(snake_bonuspatches[snake->snakebonus], PU_HUDGFX),
NULL
);
}
//