gremlin/src/common/Game.cpp

387 lines
7.9 KiB
C++

#include "Game.h"
#include <stdlib.h>
#include <math.h>
#include <stdlib.h>
double rand2() {
float u = (float) rand() / (float) RAND_MAX;
return 2.0 * (u - 0.5);
}
void reset_team(team_t *team) {
team->points = 0;
}
void reset_player(player_t *player) {
if (player->team) {
player->x = player->team->x + 100;
player->y = player->team->y;
player->z = player->team->z;
} else {
player->x = 0;
player->y = 0;
player->z = 0;
}
player->vx = 0.;
player->vy = 0.;
player->vz = 0.;
}
void reset_point(point_t *point) {
point->status = 1;
point->x = 1000 + 500.0 * rand2();
point->y = 500.0 * rand2();
point->z = 500.0 * rand2();
}
void 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));
team->points = 0;
team->wins = 0;
}
void setup_player(player_t *player) {
player->id = 0;
player->status = 0;
player->team = NULL;
player->x = 0.0;
player->y = 0.0;
player->z = 0.0;
player->vx = 0.0;
player->vy = 0.0;
player->vz = 0.0;
}
void setup_point(point_t *point) {
point->status = 0;
point->x = 0.0;
point->y = 0.0;
point->z = 0.0;
}
void setup_bomb(bomb_t *bomb) {
bomb->status = 0;
bomb->x = 0.0;
bomb->y = 0.0;
bomb->z = 0.0;
}
void Game::setup() {
size_t i;
for (i = 0; i < GAME_TEAM_COUNT; i++)
setup_team(&team[i], i);
for (i = 0; i < GAME_BOMB_COUNT; i++)
setup_bomb(&bomb[i]);
for (i = 0; i < GAME_PLAYER_COUNT; i++)
setup_player(&player[i]);
for (i = 0; i < GAME_POINT_COUNT; i++)
setup_point(&point[i]);
max_player_id = 0;
master = 0;
updateTime = 0.0;
explosion_callback = 0;
local_player = 0;
}
void Game::reset() {
size_t i;
for (i = 0; i < GAME_TEAM_COUNT; i++)
reset_team(&team[i]);
for (i = 0; i < GAME_BOMB_COUNT; i++)
setup_bomb(&bomb[i]);
for (i = 0; i < GAME_PLAYER_COUNT; i++)
reset_player(&player[i]);
for (i = 0; i < GAME_POINT_COUNT; i++)
reset_point(&point[i]);
}
player_t *Game::getFreePlayer() {
size_t i;
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
if (player[i].status == 0)
return &player[i];
}
return NULL;
}
player_t *Game::spawn_player(team_t *team) {
player_t *player = getFreePlayer();
player->team = team;
player->status = 1;
player->id = max_player_id++;
reset_player(player);
return player;
}
player_t *Game::spawn_player_id(team_t *team, uint16_t id) {
player_t *player = getFreePlayer();
player->team = team;
player->id = id;
if (max_player_id < id)
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(double dt) {
size_t i;
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
player_t *p = &player[i];
if (p->status == 0)
return;
if (p->vx > 1000.0)
p->vx = 1000.0;
if (p->vy > 1000.0)
p->vy = 1000.0;
if (p->vz > 1000.0)
p->vz = 1000.0;
p->x += p->vx * dt;
p->y += p->vy * dt;
p->z += p->vz * dt;
double distance2 = pow(p->x - p->team->x, 2)
+ pow(p->y - p->team->y, 2) + pow(p->z - p->team->z, 2);
if (distance2 < 10000) {
p->team->points += p->points;
p->points = 0;
}
if (p->x < (-1000 + 10)) {
p->x = (-1000 + 10);
p->vx *= -1;
} else if (p->x > (5000 - 10)) {
p->x = (5000 - 10);
p->vx *= -1;
}
if (p->y < (-3000 + 10)) {
p->y = (-3000 + 10);
p->vy *= -1;
} else if (p->y > (3000 - 10)) {
p->y = (3000 - 10);
p->vy *= -1;
}
if (p->z < (-3000 + 10)) {
p->z = (-3000 + 10);
p->vz *= -1;
} else if (p->z > (3000 - 10)) {
p->z = (3000 - 10);
p->vz *= -1;
}
}
}
void Game::explode_bomb(bomb_t *bomb) {
size_t i, j;
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
player_t *p = &player[i];
if (p->status == 0)
continue;
double distance2 = pow(p->x - bomb->x, 2) + pow(p->y - bomb->y, 2)
+ pow(p->z - bomb->z, 2);
if (distance2 < pow(150., 2.)) {
if (explosion_callback)
explosion_callback(p->x, p->y, p->z, explosion_callback_data);
p->x = p->team->x + 100;
p->y = p->team->y;
p->z = p->team->z;
p->vx = 0.;
p->vy = 0.;
p->vz = 0.;
for (j = 0; j < p->points; j++) {
point_t *point = spawn_point();
point->x = p->x + 20.0 * rand2();
point->y = p->x + 20.0 * rand2();
point->z = p->x + 20.0 * rand2();
}
p->points = 0;
}
}
}
void Game::update_bombs(double dt) {
size_t i;
for (i = 0; i < GAME_BOMB_COUNT; i++) {
bomb_t *b = &bomb[i];
if (b->status == 0)
continue;
b->x += b->vx * dt;
b->y += b->vy * dt;
b->z += b->vz * dt;
b->ttl -= dt;
if (b->x < (-1000 + 10)) {
b->x = (-1000 + 10);
b->ttl = -0.1;
} else if (b->x > (5000 - 10)) {
b->x = (5000 - 10);
b->ttl = -0.1;
} else if (b->y < (-3000 + 10)) {
b->y = (-3000 + 10);
b->ttl = -0.1;
} else if (b->y > (3000 - 10)) {
b->y = (3000 - 10);
b->ttl = -0.1;
} else if (b->z < (-3000 + 10)) {
b->z = (-3000 + 10);
b->ttl = -0.1;
} else if (b->z > (3000 - 10)) {
b->z = (3000 - 10);
b->ttl = -0.1;
}
if (b->ttl < 0) {
if (b->status == 1) {
if (explosion_callback)
explosion_callback(b->x, b->y, b->z,
explosion_callback_data);
b->status = 2;
} else if (b->ttl < -0.2) {
if (master) {
explode_bomb(b);
}
b->status = 0;
}
}
}
}
void Game::update_point(point_t *point) {
size_t i;
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
player_t *P = &player[i];
if (P->status == 0)
continue;
double distance2 = pow(P->x - point->x, 2) + pow(P->y - point->y, 2)
+ pow(P->z - point->z, 2);
if (distance2 > 1000.0)
continue;
point->status = 0;
P->points += 1;
}
}
void Game::update_points(double dt) {
size_t i;
for (i = 0; i < GAME_POINT_COUNT; i++) {
point_t *p = &point[i];
if (p->status == 0)
continue;
update_point(p);
}
}
void Game::update(double dt) {
const double delta = 1. / 120.;
updateTime += dt;
while (updateTime > delta) {
Game::update_players(delta);
Game::update_bombs(delta);
Game::update_points(delta);
updateTime -= delta;
}
}
size_t Game::active_team_players(team_t *team) {
size_t i, count = 0;
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
if (player[i].status == 0)
continue;
if (player[i].team == team)
count++;
}
return count;
}
team_t *Game::team_with_least_players() {
size_t i, count = -1;
team_t *t = NULL;
for (i = 0; i < GAME_TEAM_COUNT; i++) {
size_t players = active_team_players(&team[i]);
if (players < count) {
count = players;
t = &team[i];
}
}
return t;
}
team_t *Game::getTeam(uint16_t id) {
size_t i;
for (i = 0; i < GAME_TEAM_COUNT; i++) {
if (team[i].id == id) {
return &team[i];
}
}
return NULL;
}
player_t *Game::getPlayer(uint16_t id) {
size_t i;
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
if (player[i].id == id) {
return &player[i];
}
}
return NULL;
}
bomb_t *Game::spawn_bomb() {
size_t i;
for (i = 0; i < GAME_BOMB_COUNT; i++) {
if (bomb[i].status == 0) {
bomb[i].status = 1;
return &bomb[i];
}
}
return NULL;
}
point_t *Game::spawn_point() {
size_t i;
for (i = 0; i < GAME_POINT_COUNT; i++) {
if (point[i].status == 0) {
point[i].status = 1;
return &point[i];
}
}
return NULL;
}
void Game::setup_explosion_callback(void(*explosion_callback)(double x,
double y, double z, void *data), void *data) {
this->explosion_callback = explosion_callback;
explosion_callback_data = data;
}
void Game::set_master(int master) {
this->master = master;
}