root / proj / src / zombies.c @ 351
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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 "libs.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 <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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} |