#include "game.h" #include #include void game_setup_team(team_t *team, uint8_t id) { team->id = id; team->color[0] = .5f + .5f * (id & (1 << 0)); team->color[1] = .5f + .5f * (id & (1 << 1)); team->color[2] = .5f + .5f * (id & (1 << 2)); team->color[3] = 1.0f; team->x = 2000.0 * (id & (1 << 0)); team->y = 2000.0 * (id & (1 << 1)); team->z = 2000.0 * (id & (1 << 2)); } void game_setup_player(player_t *player) { player->id = 0; player->status = 0; player->team = NULL; } void game_setup(game_t *game) { size_t i; for (i = 0; i < GAME_TEAM_COUNT; i++) game_setup_team(&game->team[i], i); for (i = 0; i < GAME_PLAYER_COUNT; i++) game_setup_player(&game->player[i]); game->max_player_id = 0; } player_t *_game_free_player(game_t *game) { size_t i; for (i = 0; i < GAME_PLAYER_COUNT; i++) { if (game->player[i].status == 0) return &game->player[i]; } return NULL; } player_t *game_spawn_player(game_t *game, team_t *team) { player_t *player = _game_free_player(game); player->team = team; player->id = game->max_player_id++; player->status = 1; player->x = team->x + 100; player->y = team->y; player->z = team->z; player->vx = 0.; player->vy = 0.; player->vz = 0.; return player; } player_t *game_spawn_player_id(game_t *game, team_t *team, uint16_t id) { player_t *player = _game_free_player(game); player->team = team; player->id = id; if (game->max_player_id < id) game->max_player_id = id; player->status = 1; player->x = team->x + 100; player->y = team->y; player->z = team->z; player->vx = 0.; player->vy = 0.; player->vz = 0.; return player; } void game_update_players(game_t *game, double dt) { size_t i; for (i = 0; i < GAME_PLAYER_COUNT; i++) { player_t *player = &game->player[i]; if (player->status == 0) return; if (player->vx > 500.0) player->vx = 500.0; if (player->vy > 500.0) player->vy = 500.0; if (player->vz > 500.0) player->vz = 500.0; player->x += player->vx * dt; player->y += player->vy * dt; player->z += player->vz * dt; } } void _explode_bomb(game_t *game, bomb_t *bomb, void(*explosion_callback)( double x, double y, double z)) { size_t i; for (i = 0; i < GAME_PLAYER_COUNT; i++) { player_t *player = &game->player[i]; if (player->status == 0) continue; double distance2 = pow(player->x - bomb->x, 2) + pow(player->y - bomb->y, 2) + pow(player->z - bomb->z, 2); if (distance2 < 10000.0) { explosion_callback(player->x, player->y, player->z); player->x = player->team->x + 100; player->y = player->team->y; player->z = player->team->z; player->vx = 0.; player->vy = 0.; player->vz = 0.; } } } void game_update_bombs(game_t *game, double dt, void(*explosion_callback)( double x, double y, double z)) { size_t i; for (i = 0; i < GAME_BOMB_COUNT; i++) { bomb_t *bomb = &game->bomb[i]; if (bomb->status == 0) continue; bomb->x += bomb->vx * dt; bomb->y += bomb->vy * dt; bomb->z += bomb->vz * dt; bomb->ttl -= dt; if (bomb->ttl < 0) { if (bomb->status == 1) { explosion_callback(bomb->x, bomb->y, bomb->z); bomb->status = 2; } else if (bomb->ttl < 0.8) { _explode_bomb(game, bomb, explosion_callback); bomb->status = 0; } } } } size_t game_active_team_players(game_t *game, team_t *team) { size_t i, count = 0; for (i = 0; i < GAME_PLAYER_COUNT; i++) { if (game->player[i].status == 0) continue; if (game->player[i].team == team) count++; } return count; } team_t *game_team_with_least_players(game_t *game) { size_t i, count = -1; team_t *team = NULL; for (i = 0; i < GAME_TEAM_COUNT; i++) { size_t players = game_active_team_players(game, &game->team[i]); if (players < count) { count = players; team = &game->team[i]; } } return team; } team_t *game_team(game_t *game, uint16_t id) { size_t i; for (i = 0; i < GAME_TEAM_COUNT; i++) { if (game->team[i].id == id) { return &game->team[i]; } } return NULL; } player_t *game_player(game_t *game, uint16_t id) { size_t i; for (i = 0; i < GAME_PLAYER_COUNT; i++) { if (game->player[i].id == id) { return &game->player[i]; } } return NULL; } bomb_t *game_spawn_bomb(game_t *game) { size_t i; for (i = 0; i < GAME_BOMB_COUNT; i++) { if (game->bomb[i].status == 0) { game->bomb[i].status = 1; return &game->bomb[i]; } } return NULL; }