Example #1
0
void	second_condition_computer(int matches, char **map)
{
  int	reverif;
  int	reline;

  reline = 0;
  reverif = 0;
  while (reverif == 0)
    {
      reline = ((rand() % 5) + 1);
      reverif = verif_allum_computer(reline, map);
    }
  matches = ((rand() % reverif) + 1);
  computer_sentence(reline, matches);
  map = first_player(reline, matches, map);
}
Example #2
0
bool CGame::cycle(unsigned char *keyboard,unsigned char *old_keyboard)
{
	List<CObject> l;
	CObject *o;

	if (keyboard[SDLK_F1] && !old_keyboard[SDLK_F1]) {
		if (paused) paused=false;
			   else paused=true;
	} /* if */ 

	if (paused) return true;

	if (start_delay>0) {
		start_delay--;
		start_delay2=25;
		if (start_delay==0) {
			if (S_greenlight!=0) Sound_play(S_greenlight);
			start_delay2=25;
		} /* if */ 
	} else {
		if (start_delay2>0) {
			start_delay2--;
			if (start_delay2==0) {
				if ((current_level%2)==1) Sound_create_music("sd:/apps/roadfighter-wii/sound/game_theme.ogg",-1);
									 else Sound_create_music("sd:/apps/roadfighter-wii/sound/game_theme2.ogg",-1);
			} /* if */ 
		} /* if */ 
	} /* if */ 

	if (game_state==0 && game_timmer==0) {
		if (S_carstart!=0) Sound_play(S_carstart);
	} /* if */ 


	if (keyboard[SDLK_ESCAPE] && !old_keyboard[SDLK_ESCAPE] && game_state==0) {
		game_state=1;
		game_timmer=fade_time;
		esc_pressed=true;
	} /* if */ 

	if (keyboard[SDLK_BACKSPACE] && !old_keyboard[SDLK_BACKSPACE] && game_state==0) {
		game_state=1;
		game_timmer=fade_time;
		backspace_pressed=true;
	} /* if */ 

	l.Instance(background);
	l.Rewind();
	while(l.Iterate(o)) o->cycle(keyboard,old_keyboard);

	l.Instance(middleground);
	l.Rewind();
	while(l.Iterate(o)) o->cycle(keyboard,old_keyboard);

	l.Instance(foreground);
	l.Rewind();
	while(l.Iterate(o))  o->cycle(keyboard,old_keyboard);

	l.Instance(objects);
	l.Rewind();
	while(l.Iterate(o))  {
//		if (start_delay==0 && o->get_state()==0) o->set_state(1);
		if (!o->cycle(keyboard,old_keyboard)) todelete.Add(o);
	} /* while */ 

	while(!todelete.EmptyP()) {
		o=todelete.ExtractIni();
		objects.DeleteElement(o);
		delete o;
		o=0;
	} /* while */ 

	if (game_state==0) game_timmer++;
	if (game_state==1) game_timmer--;

	/* Add cars to the race: */ 
	{

		/* Very simple rule: add a car 512 pixels before each racer (if this new car is		*/ 
		/* not very close to another racer): */ 
		List<CObject> l;
		List<int> l2,l3;
		int *ip,*ip2;
		CObject *o;
		CCarObject *co;
		int new_car_y=-1;

		l.Instance(focusing_objects);
		l.Rewind();
		l2.Instance(focusing_next_car);
		l2.Rewind();
		l3.Instance(focusing_next_car_index);
		l3.Rewind();
		while(l.Iterate(o) && l2.Iterate(ip) && l3.Iterate(ip2)) {

			co=(CCarObject *)o;
			if ((-co->get_y_speed())>0.8F*MAX_SPEED) *ip=(*ip)-1;

			if ((*ip)<=0) {
				new_car_y=o->get_y()-CAR_APPEARING_OFFSET;
				if ((first_player(o) || 
					 min_distance_to_other_players(new_car_y,o)>PLAYING_WINDOW) &&
					 min_distance_to_car(new_car_y)>64) {
					/* Change this in function of the level: */ 
					int *pattern;
					int pattern1[]={0,1,0,0,0,4,
						           0,1,0,0,0,0,0,2,0,1,0,1,0,4,
								   0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,4,-1,6};
					int pattern2[]={0,1,0,2,0,0,0,4,
						            0,0,2,2,0,2,0,0,0,2,0,4,
									2,2,2,0,0,0,1,0,1,0,0,0,4,-1,8};
					/*	gpgbppg tggWggbtggpgg gpgbtggObgpgbppg ... */ 
					int pattern3[]={0,2,0,1,2,2,0,4,
									3,0,0,0,0,1,3,0,0,2,0,0,4,
									0,2,0,1,3,0,0,1,0,2,0,1,2,2,0,4,-1,8};
					/*	gbtggpg tggbtggptgg tgggtggpgggbtggpg ... */ 
					int pattern4[]={0,1,3,0,0,2,0,4,
									3,0,0,1,3,0,0,2,3,0,0,4,
									3,0,0,0,3,0,0,2,0,0,0,1,3,0,0,2,0,4,-1,8};
					/* tggbppppg pgpgbpptggbtgpptggbppppg ... */ 
					int pattern5[]={3,0,0,1,2,2,2,2,0,4,
									2,0,2,0,1,2,2,3,0,0,1,3,0,2,2,3,0,0,1,2,2,2,2,0,4,-1,10};
					/* gggpppgpppg tggpppgbtgpptggggggpppgpppg ... */ 
					int pattern6[]={0,0,0,2,2,2,0,2,2,2,0,4,
									3,0,0,2,2,2,0,1,3,0,2,2,3,0,0,0,0,0,0,2,2,2,0,2,2,2,0,-1,10};

					pattern=pattern1;
					if (current_level==2) pattern=pattern2;
					if (current_level==3) pattern=pattern3;
					if (current_level==4) pattern=pattern4;
					if (current_level==5) pattern=pattern5;
					if (current_level==6) pattern=pattern6;
					if (pattern[*ip2]==-1) *ip2=pattern[(*ip2)+1];
					
					if (pattern[*ip2]==0) add_enemy_car(0,new_car_y);
					if (pattern[*ip2]==1) add_enemy_car(1,new_car_y);
					if (pattern[*ip2]==2) add_enemy_car(2,new_car_y);
					if (pattern[*ip2]==3) add_enemy_car(3,new_car_y);
					if (pattern[*ip2]==4) add_enemy_car(4,new_car_y);

					if (obstacle_chance[game_mode][current_level-1]!=-1 &&
						(rand()%obstacle_chance[game_mode][current_level-1])==0) {
						int i=rand()%100;
						if (i<obstacle_oil[game_mode][current_level-1]) {
							add_obstacle(0,new_car_y);
						} else {
							i-=obstacle_oil[game_mode][current_level-1];
							if (i<obstacle_water[game_mode][current_level-1]) {
								add_obstacle(1,new_car_y);
							} else {
								add_obstacle(2,new_car_y);
							} /* if */ 
						} /* if */ 
					} /* if */ 

 					fastcar_counter++;
					if (fastcar_chance[game_mode][current_level-1]!=-1 &&
						fastcar_counter>fastcar_chance[game_mode][current_level-1]) {
						fastcar_counter=0;
						add_enemy_car(5,o->get_y()+128);
					} /* if */ 
			
					if (CAR_INTERVAL==16) {
						*ip=CAR_INTERVAL+(rand()%16)-8;
					} else if (CAR_INTERVAL==12) {
						*ip=CAR_INTERVAL+(rand()%16)-8;
					} else {
						*ip=CAR_INTERVAL;
					} /* if */ 
					(*ip2)++;
				} /* if */ 
			} /* if */ 
		} /* while */ 
	}

	/* Test if all the players are out of fuel: */ 
	if (game_state==0) { 
		bool found=false;
		l.Instance(focusing_objects);
		l.Rewind();
		while(l.Iterate(o)) {
			CPlayerCarObject *pco=(CPlayerCarObject *)o;
			if (pco->get_fuel()>0 || pco->get_y_speed()!=0) found=true;
		} /* while */ 

		if (!found) {
			/* All out of fuel: */ 
			game_state=1;
			game_timmer=fade_time*2;
		} /* if */ 
	}

	/* Test if level completed: */ 
	if (game_state==0 && level_completed()) {
		game_state=1;
		game_timmer=fade_time*4;
	} /* if */ 

	if (game_state==1 && game_timmer<0) return false;
	return true;
} /* CGame::cycle */