Project

General

Profile

Statistics
| Revision:

root / proj / src / proj_func.c @ 334

History | View | Annotate | Download (14.6 KB)

1
#include <lcom/lcf.h>
2

    
3
#include "proj_func.h"
4

    
5
#include "interrupts_func.h"
6
#include "graph.h"
7
#include "keyboard.h"
8
#include "errors.h"
9
#include "proj_macros.h"
10
#include "utils.h"
11
#include "ent.h"
12
#include "fast_math.h"
13
#include "rectangle.h"
14
#include "font.h"
15

    
16
#include <math.h>
17

    
18
int cleanup(void) {
19
    int r = SUCCESS;
20
    if ((r = unsubscribe_all()))
21
        printf("%s: failed to unsubscribe drivers.\n", __func__);
22
    if ((r = graph_cleanup()))
23
        printf("%s: graph cleanup failed\n", __func__);
24

    
25
    return r;
26
}
27

    
28
static keys_t key_presses;
29

    
30
host_info_t* host_info_ctor(gunner_t *host, gunner_t *remote) {
31
    host_info_t *ret = (host_info_t*)malloc(sizeof(host_info_t));
32
    if (ret == NULL) return ret;
33

    
34
    ret->host_x               = (int16_t)gunner_get_x          (host);
35
    ret->host_y               = (int16_t)gunner_get_y          (host);
36
    ret->host_angle           = (int16_t)gunner_get_angle      (host);
37
    ret->host_health          = (int16_t)gunner_get_health     (host);
38
    ret->host_current_health  = (int16_t)gunner_get_curr_health(host);
39

    
40
    // remote
41
    ret->remote_x               = (int16_t)gunner_get_x          (remote);
42
    ret->remote_y               = (int16_t)gunner_get_y          (remote);
43
    ret->remote_angle           = (int16_t)gunner_get_angle      (remote);
44
    ret->remote_health          = (int16_t)gunner_get_health     (remote);
45
    ret->remote_current_health  = (int16_t)gunner_get_curr_health(remote);
46

    
47
    ret->no_bullets = 0;
48

    
49
    return ret;
50
}
51

    
52
void host_info_dtor(host_info_t *p) {
53
    if (p==NULL) return;
54

    
55
    if ((p->bullets_x) != NULL){ free(p->bullets_x); p->bullets_x = NULL; }
56

    
57
    if ((p->bullets_y) != NULL){ free(p->bullets_y); p->bullets_y = NULL; }
58

    
59
    if ((p->bullets_vx) != NULL){ free(p->bullets_vx); p->bullets_vx = NULL; }
60

    
61
    if ((p->bullets_vy) != NULL){ free(p->bullets_vy); p->bullets_vy = NULL; }
62

    
63
    if ((p->bullets_shooter) != NULL){ free(p->bullets_shooter); p->bullets_shooter = NULL; }
64

    
65
    free(p);
66
}
67

    
68
remote_info_t* remote_info_ctor(void) {
69
    remote_info_t *ret = (remote_info_t*)malloc(sizeof(remote_info_t));
70
    if (ret == NULL) return ret;
71

    
72
    memset(&(ret->remote_keys_pressed), 0, sizeof(keys_t));
73

    
74
    ret->remote_angle = 0;
75

    
76
    return ret;
77
}
78

    
79
void remote_info_dtor(remote_info_t *p) {
80
    if (p==NULL) return;
81
    free(p);
82
}
83

    
84
bullet_info_t* bullet_info_ctor(void) {
85
    bullet_info_t *ret = (bullet_info_t*)malloc(sizeof(bullet_info_t));
86
    if (ret == NULL) return ret;
87

    
88
    ret->new_bullet = false;
89

    
90
    return ret;
91
}
92

    
93
void bullet_info_dtor(bullet_info_t *p) {
94
    if (p == NULL) return;
95
    free(p);
96
}
97

    
98
void update_key_presses(void) {
99
    if (keyboard_get_size() == 1) {
100
        switch(keyboard_get_scancode()[0]) {
101
        case W_MAKE_CODE        : key_presses.w_pressed     = 1;        break;
102
        case W_BREAK_CODE       : key_presses.w_pressed     = 0;        break;
103
        case A_MAKE_CODE        : key_presses.a_pressed     = 1;        break;
104
        case A_BREAK_CODE       : key_presses.a_pressed     = 0;        break;
105
        case S_MAKE_CODE        : key_presses.s_pressed     = 1;        break;
106
        case S_BREAK_CODE       : key_presses.s_pressed     = 0;        break;
107
        case D_MAKE_CODE        : key_presses.d_pressed     = 1;        break;
108
        case D_BREAK_CODE       : key_presses.d_pressed     = 0;        break;
109
        case CTRL_MAKE_CODE     : key_presses.ctrl_pressed  = 1;        break;
110
        case CTRL_BREAK_CODE    : key_presses.ctrl_pressed  = 0;        break;
111
        case PLUS_MAKE_CODE     : key_presses.plus_pressed  = 1;    update_scale();        break;
112
        case PLUS_BREAK_CODE    : key_presses.plus_pressed  = 0;    update_scale();        break;
113
        case MINUS_MAKE_CODE    : key_presses.minus_pressed = 1;    update_scale();        break;
114
        case MINUS_BREAK_CODE   : key_presses.minus_pressed = 0;    update_scale();        break;
115
        }
116
    }
117
}
118

    
119
void update_movement(map_t *map, gunner_t *p, keys_t *keys, list_t *shooter_list) {
120
    /** Player movement */{
121
        int ver_mov = keys->s_pressed - keys->w_pressed;
122
        int hor_mov = keys->d_pressed - keys->a_pressed;
123
        double x = gunner_get_x(p);
124
        double y = gunner_get_y(p);
125

    
126
        gunner_set_pos(p, x + SHOOTER_SPEED * hor_mov, y);
127
        if (map_collides_gunner(map, p)) gunner_set_pos(p, x, y);
128
        else {
129
            list_node_t *it = list_begin(shooter_list);
130
            while (it != list_end(shooter_list)) {
131
                gunner_t *p2 = *(gunner_t**)list_node_val(it);
132
                if (p != p2 && gunner_collides_gunner(p, p2)) {
133
                    gunner_set_pos(p, x, y);
134
                    break;
135
                }
136
                it = list_node_next(it);
137
            }
138
        }
139
        x = gunner_get_x(p);
140
        gunner_set_pos(p, x, y + SHOOTER_SPEED * ver_mov);
141
        if (map_collides_gunner(map, p)) gunner_set_pos(p, x, y);
142
        else {
143
            list_node_t *it = list_begin(shooter_list);
144
            while (it != list_end(shooter_list)) {
145
                gunner_t *p2 = *(gunner_t**)list_node_val(it);
146
                if (p != p2 && gunner_collides_gunner(p, p2)) {
147
                    gunner_set_pos(p, x, y);
148
                    break;
149
                }
150
                it = list_node_next(it);
151
            }
152
        }
153
    }
154
    /** Followers movement */ {
155
        list_node_t *it = list_begin(shooter_list);
156
        while(it != list_end(shooter_list)){
157
            gunner_t *g = *(gunner_t**)list_node_val(it);
158
            if(gunner_get_type(g) & GUNNER_FOLLOW){
159
                double theta = 0.0;
160
                map_where_to_follow(map, gunner_get_x(g), gunner_get_y(g), &theta);
161
                double c = fm_cos(theta), s = fm_sin(theta);
162
                double dx = ZOMBIE_SPEED*c, dy = -ZOMBIE_SPEED*s;
163
                double x = gunner_get_x(g);
164
                double y = gunner_get_y(g);
165
                gunner_set_pos(g, x+dx, y+dy);
166
                if (map_collides_gunner(map, g)){
167
                    gunner_set_pos(g, x, y);
168
                } else {
169
                    list_node_t *it2 = list_begin(shooter_list);
170
                    while (it2 != list_end(shooter_list)) {
171
                        gunner_t *p2 = *(gunner_t**)list_node_val(it2);
172
                        if (g != p2 && gunner_collides_gunner(g, p2)) {
173
                            gunner_set_pos(g, x, y);
174
                            break;
175
                        }
176
                        it2 = list_node_next(it2);
177
                    }
178
                }
179
                gunner_set_angle(g, theta-M_PI_2);
180
            }
181
            it = list_node_next(it);
182
        }
183
    }
184
}
185

    
186
void (shoot_bullet)(const gunner_t *shooter, list_t *bullet_list, const basic_sprite_t *bsp_bullet) {
187
    double angle = gunner_get_angle(shooter);
188
    double vx = -BULLET_SPEED * fm_sin(angle);
189
    double vy = -BULLET_SPEED * fm_cos(angle);
190
    bullet_t *bullet = bullet_ctor(shooter, bsp_bullet, gunner_get_x(shooter), gunner_get_y(shooter), vx, vy);
191
    list_insert(bullet_list, list_end(bullet_list), bullet);
192
}
193

    
194
void (update_game_state)(const map_t *map, list_t *shooter_list, list_t *bullet_list) {
195
    /// BULLETS
196
    bullet_update_movement_list(bullet_list);
197
    list_node_t *bullet_it = list_begin(bullet_list);
198
    while (bullet_it != list_end(bullet_list)) {
199
        /// Collision with walls
200
        bullet_t *bullet = *(bullet_t**)list_node_val(bullet_it);
201
        if (map_collides_bullet(map, bullet)) {
202
            list_node_t *aux = list_node_next(bullet_it);
203
            /// Delete bullet
204
            bullet_dtor(list_erase(bullet_list, bullet_it));
205
            /// Advance iterator
206
            bullet_it = aux;
207
            continue;
208
        }
209
        /// Collision with shooters
210
        list_node_t *shooter_it = list_begin(shooter_list);
211
        int deleted_bullet = false;
212
        while(shooter_it != list_end(shooter_list)){
213
            gunner_t *shooter = *(gunner_t**)list_node_val(shooter_it);
214
            if(gunner_collides_bullet(shooter, bullet) &&
215
               gunner_get_team(shooter) != gunner_get_team(bullet_get_shooter(bullet))) {
216
                list_node_t *aux = list_node_next(bullet_it);
217
                /// Change health
218
                gunner_set_curr_health(shooter, gunner_get_curr_health(shooter) - bullet_get_damage(bullet));
219
                if (gunner_get_curr_health(shooter) <= 0) {
220
                    gunner_dtor(list_erase(shooter_list, shooter_it));
221
                }
222
                /// Delete bullet
223
                bullet_dtor(list_erase(bullet_list, bullet_it)); deleted_bullet = true;
224
                /// Advance iterator
225
                bullet_it = aux;
226
                break;
227
            } else shooter_it = list_node_next(shooter_it);
228
        }
229
        if(deleted_bullet) continue;
230
        /// Advance iterator if necessary
231
        bullet_it = list_node_next(bullet_it);
232
    }
233
    /// MELEE
234
    list_node_t *it1 = list_begin(shooter_list);
235
    while(it1 != list_end(shooter_list)){
236
        gunner_t *s1 = *list_node_val(it1);
237
        if(!(gunner_get_type(s1) & GUNNER_MELEE)){ it1 = list_node_next(it1); continue; }
238
        list_node_t *it2 = list_begin(shooter_list);
239
        while(it2 != list_end(shooter_list)){
240
            gunner_t *s2 = *list_node_val(it2);
241
            if(gunner_get_team(s1) != gunner_get_team(s2) &&
242
               gunner_distance(s1, s2) < MELEE_RANGE)
243
                gunner_set_curr_health(s2, gunner_get_curr_health(s2) - MELEE_DAMAGE);
244
            if(gunner_get_curr_health(s2) <= 0){
245
                list_node_t *aux = list_node_next(it2);
246
                gunner_dtor(list_erase(shooter_list, it2));
247
                it2 = aux;
248
            }else it2 = list_node_next(it2);
249
        }
250
        it1 = list_node_next(it1);
251
    }
252
}
253

    
254
void (get_random_spawn)(const map_t *map, gunner_t *p, list_t *l) {
255
    uint16_t w = map_get_width(map), h = map_get_height(map);
256
    double x, y;
257

    
258
    while(true){
259
        x = rand() % w;
260
        y = rand() % h;
261
        gunner_set_pos(p, x, y);
262
        if(map_collides_gunner(map, p)) continue;
263
        int collides = false;
264
        list_node_t *it = list_begin(l);
265
        while(it != list_end(l)){
266
            if(gunner_collides_gunner(p, *list_node_val(it))){
267
                collides = true;
268
                break;
269
            }
270
            it = list_node_next(it);
271
        }
272
        if(!collides) return;
273
    }
274
}
275

    
276
void update_scale(void) {
277
    static uint8_t last_plus = 0, last_minus = 0;
278
    if (key_presses.ctrl_pressed) {
279
        if (key_presses.plus_pressed && !last_plus) {
280
            double scale = ent_get_scale();
281
            scale *= 1.1;
282
            if (scale <= MAX_SCALE) ent_set_scale(scale);
283
        }
284
        else if (key_presses.minus_pressed && !last_minus) {
285
            double scale = ent_get_scale();
286
            scale /= 1.1;
287
            if (scale >= MIN_SCALE) ent_set_scale(scale);
288
        }
289

    
290
        //printf("SCALE: %d\n", (int)(ent_get_scale()*1000));
291
    }
292

    
293
    last_plus = key_presses.plus_pressed;
294
    last_minus = key_presses.minus_pressed;
295
}
296

    
297
static int16_t mouse_x = 0, mouse_y = 0;
298

    
299
void (update_mouse)(struct packet *p) {
300
    mouse_x = max16(0, mouse_x + p->delta_x);
301
    mouse_x = min16(mouse_x, (int16_t)graph_get_XRes() - 1);
302

    
303
    mouse_y = max16(0, mouse_y - p->delta_y);
304
    mouse_y = min16(mouse_y, (int16_t)graph_get_YRes() - 1);
305

    
306
    key_presses.lb_pressed = p->lb;
307
}
308

    
309
keys_t* (get_key_presses)(void) {
310
    return &key_presses;
311
}
312

    
313
int16_t* get_mouse_X(void) { return &mouse_x; }
314

    
315
int16_t* get_mouse_Y(void) { return &mouse_y; }
316

    
317
double get_mouse_angle(gunner_t *p) {
318
    return atan2(gunner_get_y_screen(p) - mouse_y, mouse_x - gunner_get_x_screen(p));
319
}
320

    
321
void build_host_structure(host_info_t *p, gunner_t *host, gunner_t *remote, list_t *bullet_list) {
322
    // host
323
    p->host_x               = (int16_t)gunner_get_x          (host);
324
    p->host_y               = (int16_t)gunner_get_y          (host);
325
    p->host_angle           = (int16_t)gunner_get_angle      (host);
326
    p->host_health          = (int16_t)gunner_get_health     (host);
327
    p->host_current_health  = (int16_t)gunner_get_curr_health(host);
328

    
329
    // remote
330
    p->remote_x               = (int16_t)gunner_get_x          (remote);
331
    p->remote_y               = (int16_t)gunner_get_y          (remote);
332
    p->remote_angle           = (int16_t)gunner_get_angle      (remote);
333
    p->remote_health          = (int16_t)gunner_get_health     (remote);
334
    p->remote_current_health  = (int16_t)gunner_get_curr_health(remote);
335

    
336
    // bullets
337
    size_t sz = list_size(bullet_list);
338
    p->no_bullets = sz;
339
    p->bullets_x        = (int16_t*)realloc(p->bullets_x         , sz * sizeof(int16_t));
340
    p->bullets_y        = (int16_t*)realloc(p->bullets_y         , sz * sizeof(int16_t));
341
    p->bullets_vx       = (int16_t*)realloc(p->bullets_vx        , sz * sizeof(int16_t));
342
    p->bullets_vy       = (int16_t*)realloc(p->bullets_vy        , sz * sizeof(int16_t));
343
    p->bullets_shooter  = (bool*)   realloc(p->bullets_shooter   , sz * sizeof(bool ));
344

    
345
    list_node_t *it = list_begin(bullet_list);
346
    size_t i = 0;
347
    while (it != list_end(bullet_list)) {
348
        bullet_t *bullet = *list_node_val(it);
349
        p->bullets_x        [i] = (int16_t)bullet_get_x                      (bullet);
350
        p->bullets_y        [i] = (int16_t)bullet_get_y                      (bullet);
351
        p->bullets_vx       [i] = (int16_t)bullet_get_vx                     (bullet);
352
        p->bullets_vy       [i] = (int16_t)bullet_get_vy                     (bullet);
353
        p->bullets_shooter  [i] = gunner_get_team(bullet_get_shooter(bullet)) != gunner_get_team(host);
354
        it = list_node_next(it);
355
        i++;
356
    }
357
}
358

    
359
void build_remote_structure(remote_info_t *p, keys_t *keys, double angle) {
360
    memcpy(&(p->remote_keys_pressed), keys, sizeof(keys_t));
361
    p->remote_angle = angle;
362
}
363

    
364
text_timer_t* (timer_ctor)(const font_t *fnt){
365
    if(fnt == NULL) return NULL;
366
    text_timer_t *ret = malloc(sizeof(timer_t));
367
    if (ret == NULL) return NULL;
368
    ret->time = 0;
369
    ret->text = text_ctor(fnt, "000s");
370
    text_set_color(ret->text, TEXT_COLOR);
371
    return ret;
372
}
373

    
374
void (timer_update)(text_timer_t *p){
375
    if (p->time >= 999) return;
376
    p->time++;
377
    char buffer[100];
378
    sprintf(buffer, "%03ds", p->time);
379
    text_set_string(p->text, buffer);
380
}
381

    
382
void (timer_reset)(text_timer_t *p){
383
    text_set_string(p->text, "000s");
384
}
385

    
386
void (timer_dtor)(text_timer_t *p){
387
    if (p == NULL) return;
388
    text_dtor(p->text);
389
    free(p);
390
}