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root / proj / src / zombies.c @ 348

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#include <lcom/lcf.h>
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#include "zombies.h"
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#include "proj.h"
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#include "proj_macros.h"
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#include "proj_func.h"
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#include "ent.h"
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#include "interrupts_func.h"
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#include "graph.h"
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#include "hltp.h"
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#include "errors.h"
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#include <math.h>
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#define ZOMBIES_NUM             5
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#define ZOMBIE_HEALTH_FACTOR    1.1
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int (zombies)(void){
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    int r;
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    ent_set_scale(DEFAULT_SCALE);
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    text_timer_t *in_game_timer = text_timer_ctor(font_get_default());
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    list_t *shooter_list = list_ctor();
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    gunner_t *shooter1 = gunner_ctor(bsp_shooter, bsp_pistol, GUNNER_PLAYER, 1); if(shooter1 == NULL) printf("Failed to get shooter1\n");
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    gunner_set_spawn(shooter1, 980, 790);
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    gunner_set_pos(shooter1, 980, 790);
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    list_insert(shooter_list, list_end(shooter_list), shooter1);
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    list_t *bullet_list  = list_ctor();
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    ent_set_origin(gunner_get_x(shooter1)-ent_get_XLength()/2.0,
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    gunner_get_y(shooter1)-ent_get_YLength()/2.0);
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    //uint32_t refresh_count_value = sys_hz() / REFRESH_RATE;
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    uint8_t last_lb = 0;
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    struct packet pp;
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    keys_t *keys = get_key_presses();
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    /// loop stuff
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    uint64_t int_vector = 0;
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    int good = true;
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    int dead = false;
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    int health = 50;
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    map_make_dijkstra(map1, gunner_get_x(shooter1), gunner_get_y(shooter1));
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    while (good && !dead) {
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        /* Get a request message. */
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        if((r = get_interrupts_vector(&int_vector))) return r;
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        uint32_t n = 1;
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        for (uint8_t i = 0; i < 32; i++, n <<= 1) {
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            if(!good || dead) break;
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            if (int_vector & n) {
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                interrupt_handler(i);
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                switch (i) {
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                    case TIMER0_IRQ:
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                    if (timer_get_no_interrupts() % 60 == 0) text_timer_update(in_game_timer);
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                    if (timer_get_no_interrupts() %  6 == 0){
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                        map_make_dijkstra(map1, gunner_get_x(shooter1), gunner_get_y(shooter1));
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                    }
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                    update_movement(map1, shooter1, keys, shooter_list);
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                    update_game_state(map1, shooter_list, bullet_list);
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                    if(list_find(shooter_list, shooter1) == list_end(shooter_list)){
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                        good = false;
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                        dead = true;
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                        break;
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                    }
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                    double angle = get_mouse_angle(shooter1);
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                    gunner_set_angle(shooter1, angle - M_PI_2);
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                    ent_set_origin(gunner_get_x(shooter1)-ent_get_XLength()/2.0,
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                                   gunner_get_y(shooter1)-ent_get_YLength()/2.0);
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                    while(list_size(shooter_list) < ZOMBIES_NUM+1){
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                        gunner_t *zombie = gunner_ctor(bsp_zombie, bsp_nothing, GUNNER_MELEE | GUNNER_FOLLOW, 3);
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                        gunner_set_health(zombie, health);
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                        gunner_set_curr_health(zombie, health);
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                        health *= ZOMBIE_HEALTH_FACTOR;
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                        get_random_spawn(map1, zombie, shooter_list);
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                        list_push_back(shooter_list, zombie);
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                    }
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                    graph_clear_screen();
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                    map_draw   (map1);
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                    bullet_draw_list(bullet_list);
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                    gunner_draw_list(shooter_list);
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                    text_draw(in_game_timer->text);
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                    sprite_set_pos(sp_crosshair, *get_mouse_X(), *get_mouse_Y());
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                    sprite_draw(sp_crosshair);
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                    graph_draw();
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                    break;
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                    case KBC_IRQ:
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                    if (keyboard_get_scancode()[0] == ESC_BREAK_CODE) {
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                        good = false;
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                    }
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                    break;
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                    case MOUSE_IRQ:
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                    if (mouse_get_counter_mouse_ih() >= 3) {
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                        mouse_parse_packet(mouse_get_packet_mouse_ih(), &pp);
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                        update_mouse(&pp);
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                        if (last_lb ^ keys->lb_pressed && keys->lb_pressed)
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                        shoot_bullet(shooter1, bullet_list, bsp_bullet);
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                        last_lb = keys->lb_pressed;
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                        mouse_set_counter_mouse_ih(0);
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                    }
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                    break;
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                    case COM1_IRQ: nctp_ih(); break;
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                }
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            }
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        }
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    }
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    while(list_size(shooter_list) > 0){
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        gunner_t *p = list_erase(shooter_list, list_begin(shooter_list));
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        gunner_dtor(p);
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    }
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    if(list_dtor(shooter_list)) printf("COULD NOT DESTRUCT SHOOTER LIST\n");
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    while(list_size(bullet_list) > 0){
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        bullet_t *p = (bullet_t*)list_erase(bullet_list, list_begin(bullet_list));
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        bullet_dtor(p);
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    }
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    if(list_dtor(bullet_list)) printf("COULD NOT DESTRUCT BULLET LIST\n");
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    if(dead){
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        printf("YOU DIED\n");
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    }
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    text_timer_dtor(in_game_timer); in_game_timer = NULL;
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    return SUCCESS;
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}