root / proj / project / src / proj_func.c @ 363
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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 "libs.h" |
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#include "proj_macros.h" |
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#include "ent.h" |
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|
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#include <math.h> |
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|
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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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|
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static keys_t key_presses;
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void update_key_presses(void) { |
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if (keyboard_get_size() == 1) { |
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switch(keyboard_get_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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keys_t* (get_key_presses)(void) {
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return &key_presses;
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} |
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|
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static int16_t mouse_x = 0, mouse_y = 0; |
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void (update_mouse)(struct packet *p) { |
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mouse_x = max_16(0, mouse_x + p->delta_x);
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mouse_x = min_16(mouse_x, (int16_t)graph_get_XRes() - 1);
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mouse_y = max_16(0, mouse_y - p->delta_y);
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mouse_y = min_16(mouse_y, (int16_t)graph_get_YRes() - 1);
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key_presses.lb_pressed = p->lb; |
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} |
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int16_t* get_mouse_X(void) { return &mouse_x; } |
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int16_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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|
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void update_movement(map_t *map, gunner_t *p, keys_t *keys, list_t *shooter_list) {
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/** Player movement */{
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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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} |
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/** Followers movement */ {
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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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double 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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double c = fm_cos(theta), s = fm_sin(theta);
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double 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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gunner_set_pos(g, x, y); |
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} else {
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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 *p2 = *(gunner_t**)list_node_val(it2); |
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if (g != p2 && gunner_collides_gunner(g, p2)) {
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gunner_set_pos(g, x, y); |
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break;
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} |
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it2 = list_node_next(it2); |
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} |
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} |
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gunner_set_angle(g, theta-M_PI_2); |
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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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} |
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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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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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|
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text_timer_t* (text_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 (text_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 (text_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 (text_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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} |
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|
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host_info_t* host_info_ctor(gunner_t *host, gunner_t *remote) { |
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host_info_t *ret = (host_info_t*)malloc(sizeof(host_info_t));
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if (ret == NULL) return ret; |
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ret->host_x = (int16_t)gunner_get_x (host); |
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ret->host_y = (int16_t)gunner_get_y (host); |
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ret->host_angle = (float) gunner_get_angle (host);
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ret->host_health = (int16_t)gunner_get_health (host); |
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ret->host_current_health = (int16_t)gunner_get_curr_health(host); |
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|
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// remote
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ret->remote_x = (int16_t)gunner_get_x (remote); |
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ret->remote_y = (int16_t)gunner_get_y (remote); |
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ret->remote_angle = (float) gunner_get_angle (remote);
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ret->remote_health = (int16_t)gunner_get_health (remote); |
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ret->remote_current_health = (int16_t)gunner_get_curr_health(remote); |
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//ret->no_bullets = 0;
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return ret;
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} |
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void host_info_dtor(host_info_t *p) {
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if (p==NULL) return; |
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/*
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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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*/
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free(p); |
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} |
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|
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remote_info_t* remote_info_ctor(void) {
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remote_info_t *ret = (remote_info_t*)malloc(sizeof(remote_info_t));
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if (ret == NULL) return ret; |
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memset(&(ret->remote_keys_pressed), 0, sizeof(keys_t)); |
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ret->remote_angle = 0;
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return ret;
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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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free(p); |
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} |
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|
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bullet_info_t* bullet_info_ctor(void) {
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bullet_info_t *ret = (bullet_info_t*)malloc(sizeof(bullet_info_t));
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if (ret == NULL) return ret; |
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ret->new_bullet = false;
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return ret;
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} |
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void bullet_info_dtor(bullet_info_t *p) {
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if (p == NULL) return; |
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free(p); |
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} |
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|
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void build_host_structure(host_info_t *p, gunner_t *host, gunner_t *remote) {
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// host
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p->host_x = (int16_t)gunner_get_x (host); |
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p->host_y = (int16_t)gunner_get_y (host); |
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p->host_angle = (float) gunner_get_angle (host);
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p->host_health = (int16_t)gunner_get_health (host); |
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p->host_current_health = (int16_t)gunner_get_curr_health(host); |
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|
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// remote
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p->remote_x = (int16_t)gunner_get_x (remote); |
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p->remote_y = (int16_t)gunner_get_y (remote); |
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p->remote_angle = (float) gunner_get_angle (remote);
|
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p->remote_health = (int16_t)gunner_get_health (remote); |
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p->remote_current_health = (int16_t)gunner_get_curr_health(remote); |
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/*
|
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// bullets
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size_t sz = list_size(bullet_list);
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p->no_bullets = sz;
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p->bullets_x = (int16_t*)realloc(p->bullets_x , sz * sizeof(int16_t));
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p->bullets_y = (int16_t*)realloc(p->bullets_y , sz * sizeof(int16_t));
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p->bullets_vx = (int16_t*)realloc(p->bullets_vx , sz * sizeof(int16_t));
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p->bullets_vy = (int16_t*)realloc(p->bullets_vy , sz * sizeof(int16_t));
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p->bullets_shooter = (bool*) realloc(p->bullets_shooter , sz * sizeof(bool ));
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|
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list_node_t *it = list_begin(bullet_list);
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size_t i = 0;
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while (it != list_end(bullet_list)) {
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bullet_t *bullet = *list_node_val(it);
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p->bullets_x [i] = (int16_t)bullet_get_x (bullet);
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p->bullets_y [i] = (int16_t)bullet_get_y (bullet);
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p->bullets_vx [i] = (int16_t)bullet_get_vx (bullet);
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p->bullets_vy [i] = (int16_t)bullet_get_vy (bullet);
|
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p->bullets_shooter [i] = gunner_get_team(bullet_get_shooter(bullet)) != gunner_get_team(host);
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it = list_node_next(it);
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i++;
|
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}
|
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*/
|
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} |
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void build_remote_structure(remote_info_t *p, keys_t *keys, double angle) { |
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memcpy(&(p->remote_keys_pressed), keys, sizeof(keys_t));
|
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p->remote_angle = angle; |
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} |