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root / proj / src / proj_func.c @ 319

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#include <lcom/lcf.h>
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#include "proj_func.h"
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#include "interrupts_func.h"
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#include "graph.h"
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#include "keyboard.h"
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#include "errors.h"
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#include "proj_macros.h"
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#include "utils.h"
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#include "ent.h"
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#include "fast_math.h"
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#include "rectangle.h"
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#include "font.h"
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#include <math.h>
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int cleanup(void) {
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    int r = SUCCESS;
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    if ((r = unsubscribe_all()))
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        printf("%s: failed to unsubscribe drivers.\n", __func__);
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    if ((r = graph_cleanup()))
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        printf("%s: graph cleanup failed\n", __func__);
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    return r;
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}
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static keys_t key_presses;
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void host_info_dtor(host_info_t *p) {
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    if (p==NULL) return;
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    if ((p->bullets_x) != NULL){ free(p->bullets_x); p->bullets_x = NULL; }
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    if ((p->bullets_y) != NULL){ free(p->bullets_y); p->bullets_y = NULL; }
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    if ((p->bullets_vx) != NULL){ free(p->bullets_vx); p->bullets_vx = NULL; }
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    if ((p->bullets_vy) != NULL){ free(p->bullets_vy); p->bullets_vy = NULL; }
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    if ((p->bullets_shooter) != NULL){ free(p->bullets_shooter); p->bullets_shooter = NULL; }
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    free(p);
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}
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void remote_info_dtor(remote_info_t *p) {
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    if (p==NULL) return;
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    if ((p->bullets_x) != NULL){ free(p->bullets_x); p->bullets_x = NULL; }
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    if ((p->bullets_y) != NULL){ free(p->bullets_y); p->bullets_y = NULL; }
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    if ((p->bullets_angle) != NULL){ free(p->bullets_angle); p->bullets_angle = NULL; }
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    free(p);
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}
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void update_key_presses(void) {
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    if (sz == 1) {
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        switch(scancode[0]) {
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        case W_MAKE_CODE        : key_presses.w_pressed     = 1;        break;
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        case W_BREAK_CODE       : key_presses.w_pressed     = 0;        break;
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        case A_MAKE_CODE        : key_presses.a_pressed     = 1;        break;
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        case A_BREAK_CODE       : key_presses.a_pressed     = 0;        break;
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        case S_MAKE_CODE        : key_presses.s_pressed     = 1;        break;
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        case S_BREAK_CODE       : key_presses.s_pressed     = 0;        break;
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        case D_MAKE_CODE        : key_presses.d_pressed     = 1;        break;
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        case D_BREAK_CODE       : key_presses.d_pressed     = 0;        break;
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        case CTRL_MAKE_CODE     : key_presses.ctrl_pressed  = 1;        break;
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        case CTRL_BREAK_CODE    : key_presses.ctrl_pressed  = 0;        break;
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        case PLUS_MAKE_CODE     : key_presses.plus_pressed  = 1;    update_scale();        break;
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        case PLUS_BREAK_CODE    : key_presses.plus_pressed  = 0;    update_scale();        break;
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        case MINUS_MAKE_CODE    : key_presses.minus_pressed = 1;    update_scale();        break;
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        case MINUS_BREAK_CODE   : key_presses.minus_pressed = 0;    update_scale();        break;
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        }
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    }
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}
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void update_movement(map_t *map, gunner_t *p, keys_t *keys, list_t *shooter_list) {
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    int ver_mov = keys->s_pressed - keys->w_pressed;
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    int hor_mov = keys->d_pressed - keys->a_pressed;
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    double x = gunner_get_x(p);
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    double y = gunner_get_y(p);
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    gunner_set_pos(p, x + SHOOTER_SPEED * hor_mov, y);
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    if (map_collides_gunner(map, p)) gunner_set_pos(p, x, y);
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    else {
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        list_node_t *it = list_begin(shooter_list);
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        while (it != list_end(shooter_list)) {
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            gunner_t *p2 = *(gunner_t**)list_node_val(it);
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            if (p != p2 && gunner_collides_gunner(p, p2)) {
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                gunner_set_pos(p, x, y);
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                break;
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            }
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            it = list_node_next(it);
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        }
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    }
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    x = gunner_get_x(p);
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    gunner_set_pos(p, x, y + SHOOTER_SPEED * ver_mov);
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    if (map_collides_gunner(map, p)) gunner_set_pos(p, x, y);
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    else {
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        list_node_t *it = list_begin(shooter_list);
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        while (it != list_end(shooter_list)) {
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            gunner_t *p2 = *(gunner_t**)list_node_val(it);
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            if (p != p2 && gunner_collides_gunner(p, p2)) {
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                gunner_set_pos(p, x, y);
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                break;
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            }
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            it = list_node_next(it);
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        }
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    }
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    // Update zombie positions
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    list_node_t *it = list_begin(shooter_list);
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    while(it != list_end(shooter_list)){
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        gunner_t *g = *(gunner_t**)list_node_val(it);
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        if(gunner_get_type(g) & gunner_follow){
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            float theta = 0.0;
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            map_where_to_follow(map, gunner_get_x(g), gunner_get_y(g), &theta);
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            float c = fm_cos(theta), s = fm_sin(theta);
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            float dx = ZOMBIE_SPEED*c, dy = -ZOMBIE_SPEED*s;
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            double x = gunner_get_x(g);
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            double y = gunner_get_y(g);
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            gunner_set_pos(g, x+dx, y+dy);
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            if (map_collides_gunner(map, g)){
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                //printf("Zombie colliding with map\n");
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                gunner_set_pos(g, x, y);
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            } else {
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                list_node_t *it = list_begin(shooter_list);
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                while (it != list_end(shooter_list)) {
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                    gunner_t *p2 = *(gunner_t**)list_node_val(it);
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                    if (g != p2 && gunner_collides_gunner(g, p2)) {
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                        //printf("Zombie colliding with zombie\n");
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                        gunner_set_pos(g, x, y);
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                        break;
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                    }
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                    it = list_node_next(it);
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                }
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            }
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            gunner_set_angle(g, theta-M_PI_2); /*printf("angle: %d.%d\n", (int)theta, abs((int)(theta*1000)%1000));*/
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        }
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        it = list_node_next(it);
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    }
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}
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void (shoot_bullet)(const gunner_t *shooter, list_t *bullet_list, const basic_sprite_t *bsp_bullet) {
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    double angle = gunner_get_angle(shooter);
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    double vx = -BULLET_SPEED * fm_sin(angle);
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    double vy = -BULLET_SPEED * fm_cos(angle);
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    bullet_t *bullet = bullet_ctor(shooter, bsp_bullet, gunner_get_x(shooter), gunner_get_y(shooter), vx, vy);
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    list_insert(bullet_list, list_end(bullet_list), bullet);
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}
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void (update_game_state)(const map_t *map, list_t *shooter_list, list_t *bullet_list) {
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    /// BULLETS
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    bullet_update_movement_list(bullet_list);
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    list_node_t *bullet_it = list_begin(bullet_list);
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    while (bullet_it != list_end(bullet_list)) {
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        /// Collision with walls
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        bullet_t *bullet = *(bullet_t**)list_node_val(bullet_it);
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        if (map_collides_bullet(map, bullet)) {
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            list_node_t *aux = list_node_next(bullet_it);
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            /// Delete bullet
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            bullet_dtor(list_erase(bullet_list, bullet_it));
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            /// Advance iterator
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            bullet_it = aux;
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            continue;
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        }
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        /// Collision with shooters
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        list_node_t *shooter_it = list_begin(shooter_list);
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        int deleted_bullet = false;
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        while(shooter_it != list_end(shooter_list)){
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            gunner_t *shooter = *(gunner_t**)list_node_val(shooter_it);
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            if(gunner_collides_bullet(shooter, bullet) &&
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               gunner_get_team(shooter) != gunner_get_team(bullet_get_shooter(bullet))) {
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                list_node_t *aux = list_node_next(bullet_it);
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                /// Change health
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                gunner_set_curr_health(shooter, gunner_get_curr_health(shooter) - bullet_get_damage(bullet));
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                if (gunner_get_curr_health(shooter) <= 0) {
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                    gunner_dtor(list_erase(shooter_list, shooter_it));
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                }
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                /// Delete bullet
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                bullet_dtor(list_erase(bullet_list, bullet_it)); deleted_bullet = true;
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                /// Advance iterator
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                bullet_it = aux;
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                break;
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            } else shooter_it = list_node_next(shooter_it);
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        }
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        if(deleted_bullet) continue;
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        /// Advance iterator if necessary
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        bullet_it = list_node_next(bullet_it);
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    }
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    /// MELEE
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    list_node_t *it1 = list_begin(shooter_list);
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    while(it1 != list_end(shooter_list)){
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        gunner_t *s1 = *list_node_val(it1);
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        if(!(gunner_get_type(s1) & gunner_melee)){ it1 = list_node_next(it1); continue; }
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        list_node_t *it2 = list_begin(shooter_list);
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        while(it2 != list_end(shooter_list)){
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            gunner_t *s2 = *list_node_val(it2);
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            if(gunner_get_team(s1) != gunner_get_team(s2) &&
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               gunner_distance(s1, s2) < MELEE_RANGE)
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                gunner_set_curr_health(s2, gunner_get_curr_health(s2) - MELEE_DAMAGE);
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            if(gunner_get_curr_health(s2) <= 0){
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                list_node_t *aux = list_node_next(it2);
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                gunner_dtor(list_erase(shooter_list, it2));
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                it2 = aux;
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            }else it2 = list_node_next(it2);
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        }
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        it1 = list_node_next(it1);
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    }
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}
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void (get_random_spawn)(const map_t *map, gunner_t *p, list_t *l) {
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    uint16_t w = map_get_width(map), h = map_get_height(map);
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    double x, y;
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    while(true){
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        x = rand() % w;
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        y = rand() % h;
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        gunner_set_pos(p, x, y);
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        if(map_collides_gunner(map, p)) continue;
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        int collides = false;
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        list_node_t *it = list_begin(l);
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        while(it != list_end(l)){
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            if(gunner_collides_gunner(p, *list_node_val(it))){
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                collides = true;
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                break;
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            }
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            it = list_node_next(it);
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        }
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        if(!collides) return;
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    }
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}
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void update_scale(void) {
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    static uint8_t last_plus = 0, last_minus = 0;
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    if (key_presses.ctrl_pressed) {
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        if (key_presses.plus_pressed && !last_plus) {
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            double scale = ent_get_scale();
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            scale *= 1.1;
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            if (scale <= MAX_SCALE) ent_set_scale(scale);
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        }
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        else if (key_presses.minus_pressed && !last_minus) {
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            double scale = ent_get_scale();
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            scale /= 1.1;
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            if (scale >= MIN_SCALE) ent_set_scale(scale);
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        }
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        //printf("SCALE: %d\n", (int)(ent_get_scale()*1000));
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    }
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    last_plus = key_presses.plus_pressed;
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    last_minus = key_presses.minus_pressed;
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}
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static int32_t mouse_x = 0, mouse_y = 0;
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void (update_mouse)(struct packet *p) {
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    mouse_x = max(0, mouse_x + p->delta_x);
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    mouse_x = min(mouse_x, graph_get_XRes() - 1);
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    mouse_y = max(0, mouse_y - p->delta_y);
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    mouse_y = min(mouse_y, graph_get_YRes() - 1);
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    key_presses.lb_pressed = p->lb;
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}
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keys_t* (get_key_presses)(void) {
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    return &key_presses;
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}
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int32_t* get_mouse_X(void) { return &mouse_x; }
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int32_t* get_mouse_Y(void) { return &mouse_y; }
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double get_mouse_angle(gunner_t *p) {
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    return atan2(gunner_get_y_screen(p) - mouse_y, mouse_x - gunner_get_x_screen(p));
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}
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text_timer_t* (timer_ctor)(const font_t *fnt){
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    if(fnt == NULL) return NULL;
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    text_timer_t *ret = malloc(sizeof(timer_t));
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    if (ret == NULL) return NULL;
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    ret->time = 0;
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    ret->text = text_ctor(fnt, "000s");
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    text_set_color(ret->text, TEXT_COLOR);
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    return ret;
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}
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void (timer_update)(text_timer_t *p){
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    if (p->time >= 999) return;
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    p->time++;
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    char buffer[100];
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    sprintf(buffer, "%03ds", p->time);
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    text_set_string(p->text, buffer);
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}
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void (timer_reset)(text_timer_t *p){
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    text_set_string(p->text, "000s");
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}
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void (timer_dtor)(text_timer_t *p){
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    if (p == NULL) return;
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    text_dtor(p->text);
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    free(p);
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}