gremlin/src/game.cpp

318 lines
7.4 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 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));
team->points = 0;
team->wins = 0;
}
void game_setup_player(player_t *player) {
player->id = 0;
player->status = 0;
player->team = NULL;
}
void game_setup_point(point_t *point) {
point->status = 1;
point->x = 1000 + 500.0 * rand2();
point->y = 500.0 * rand2();
point->z = 500.0 * rand2();
}
void game_reset_team(team_t *team, uint8_t id) {
team->id = id;
team->color[0] = 1.;
team->color[1] = 1.;
team->color[2] = 1.;
team->color[3] = 1.f;
team->x = 0.;
team->y = 0.;
team->z = 0.;
team->points = 0;
team->wins = 0;
}
void game_reset_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 game_reset_point(point_t *point) {
point->status = 0;
point->x = 0.0;
point->y = 0.0;
point->z = 0.0;
}
void game_setup(game_t *game, int master, void(*explosion_callback)(double x,
double y, double z)) {
size_t i;
if (master) {
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]);
for (i = 0; i < GAME_POINT_COUNT; i++)
game_setup_point(&game->point[i]);
} else {
for (i = 0; i < GAME_TEAM_COUNT; i++)
game_reset_team(&game->team[i], i);
for (i = 0; i < GAME_PLAYER_COUNT; i++)
game_reset_player(&game->player[i]);
for (i = 0; i < GAME_POINT_COUNT; i++)
game_reset_point(&game->point[i]);
}
game->explosion_callback = explosion_callback;
game->max_player_id = 0;
game->master = master;
game->updateTime = 0.0;
}
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;
double distance2 = pow(player->x - player->team->x, 2) + pow(player->y
- player->team->y, 2) + pow(player->z - player->team->z, 2);
if (distance2 < 10000) {
player->team->points += player->points;
player->points = 0;
}
}
}
void _explode_bomb(game_t *game, bomb_t *bomb) {
size_t i, j;
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) {
game->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.;
for (j = 0; j < player->points; j++) {
point_t *point = game_spawn_point(game);
point->x = player->x + 20.0 * rand2();
point->y = player->x + 20.0 * rand2();
point->z = player->x + 20.0 * rand2();
}
player->points = 0;
}
}
}
void game_update_bombs(game_t *game, double dt) {
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) {
game->explosion_callback(bomb->x, bomb->y, bomb->z);
bomb->status = 2;
} else if (bomb->ttl < 0.8) {
_explode_bomb(game, bomb);
bomb->status = 0;
}
}
}
}
void _update_point(game_t *game, point_t *point) {
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 - point->x, 2) + pow(player->y
- point->y, 2) + pow(player->z - point->z, 2);
if (distance2 > 1000.0)
continue;
point->status = 0;
player->points += 1;
}
}
void game_update_points(game_t *game, double dt) {
size_t i;
for (i = 0; i < GAME_POINT_COUNT; i++) {
point_t *point = &game->point[i];
if (point->status == 0)
continue;
_update_point(game, point);
}
}
void game_update(game_t *game, double dt) {
const double delta = 1. / 60.;
game->updateTime += dt;
while (game->updateTime > delta * 0.8) {
game_update_players(game, delta);
game_update_bombs(game, delta);
game_update_points(game, delta);
game->updateTime -= delta;
}
}
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;
}
point_t *game_spawn_point(game_t *game) {
size_t i;
for (i = 0; i < GAME_POINT_COUNT; i++) {
if (game->point[i].status == 0) {
game->point[i].status = 1;
return &game->point[i];
}
}
return NULL;
}