1 | #include "game.h" |
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2 | #include "disp.h" |
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3 | #include <math.h> |
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4 | #include <stdio.h> |
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5 | |
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6 | ////////////////////////////// |
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7 | // Game Maps |
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8 | ////////////////////////////// |
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9 | |
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10 | static Map map[] = |
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11 | { |
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12 | { // map0 |
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13 | .tile = |
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14 | { |
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15 | {1, 0, 0, 0, 0, 1, 0, 0, 1, 1}, |
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16 | {0, 0, 0, 0, 0, 1, 0, 0, 0, 2}, |
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17 | {0, 0, 0, 0, 1, 0, 0, 0, 1, 1}, |
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18 | {0, 0, 0, 1, 3, 0, 3, 0, 0, 0}, |
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19 | {0, 0, 0, 1, 3, 0, 3, 0, 0, 1}, |
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20 | {0, 0, 0, 1, 3, 0, 3, 0, 0, 0}, |
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21 | {0, 0, 0, 1, 1, 0, 3, 0, 0, 1}, |
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22 | {4, 0, 0, 0, 0, 0, 1, 0, 0, 0}, |
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23 | {4, 0, 0, 0, 0, 0, 1, 0, 0, 1}, |
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24 | {0, 4, 4, 4, 4, 0, 0, 0, 1, 0} |
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25 | |
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26 | // {1, , , , , 1, , , 1, 1}, |
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27 | // { , , , , , 1, , , , 2}, |
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28 | // { , , , , 1, , , , 1, 1}, |
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29 | // { , , , 1, 3, , 3, , , }, |
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30 | // { , , , 1, 3, , 3, , , 1}, |
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31 | // { , , , 1, 3, , 3, , , }, |
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32 | // { , , , 1, 1, , 3, , , 1}, |
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33 | // {4, , , , , , 1, , , }, |
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34 | // {4, , , , , , 1, , , 1}, |
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35 | // { , 4, 4, 4, 4, , , , 1, } |
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36 | }, |
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37 | .w = 10, |
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38 | .h = 10, |
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39 | .startX = 2.f, |
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40 | .startY = 3.f, |
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41 | .startDir = 70.f * M_PI / 180.f |
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42 | }, |
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43 | { // map1 |
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44 | .tile = |
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45 | { |
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46 | {0, 1, 0, 1, 0, 3, 0, 0, 0, 0}, |
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47 | {0, 1, 0, 0, 0, 3, 0, 0, 0, 0}, |
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48 | {0, 0, 0, 1, 0, 3, 0, 0, 0, 0}, |
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49 | {1, 1, 1, 1, 0, 0, 0, 0, 0, 0}, |
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50 | {4, 2, 4, 1, 3, 0, 3, 3, 3, 0}, |
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51 | {4, 0, 0, 1, 3, 3, 3, 0, 0, 0}, |
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52 | {4, 0, 0, 1, 3, 0, 0, 0, 3, 3}, |
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53 | {4, 0, 0, 0, 0, 0, 4, 0, 0, 3}, |
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54 | {4, 0, 0, 0, 0, 0, 4, 0, 0, 0}, |
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55 | {4, 4, 4, 4, 4, 4, 4, 0, 1, 0} |
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56 | }, |
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57 | .w = 10, |
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58 | .h = 10, |
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59 | .startX = 0.5f, |
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60 | .startY = 0.5f, |
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61 | .startDir = 90.f * M_PI / 180.f |
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62 | }, |
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63 | { // map2 |
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64 | .tile = |
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65 | { |
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66 | {4, 4, 4, 4, 4, 4, 4, 0, 0, 0}, |
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67 | {0, 0, 0, 0, 0, 0, 0, 0, 3, 0}, |
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68 | {3, 0, 0, 0, 4, 4, 4, 0, 0, 0}, |
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69 | {3, 0, 0, 4, 0, 0, 0, 1, 1, 0}, |
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70 | {3, 0, 4, 2, 0, 0, 0, 0, 0, 0}, |
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71 | {3, 0, 4, 2, 0, 0, 0, 0, 0, 0}, |
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72 | {3, 0, 0, 4, 0, 0, 0, 1, 1, 0}, |
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73 | {3, 0, 0, 0, 4, 4, 4, 0, 0, 0}, |
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74 | {0, 0, 0, 0, 0, 0, 0, 0, 3, 0}, |
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75 | {4, 4, 4, 4, 4, 4, 4, 0, 0, 0} |
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76 | }, |
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77 | .w = 10, |
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78 | .h = 10, |
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79 | .startX = 4.5f, |
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80 | .startY = 5.f, |
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81 | .startDir = 0.f * M_PI / 180.f |
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82 | }, |
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83 | }; |
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84 | |
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85 | //////////////////////////// |
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86 | // extern variables |
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87 | //////////////////////////// |
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88 | |
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89 | extern Game game; |
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90 | |
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91 | ////////////////////// |
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92 | // Local functions |
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93 | ////////////////////// |
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94 | |
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95 | //////////////////////////////////// |
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96 | static void gameOnBlockHit(int type) |
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97 | { |
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98 | giet_tty_printf("\n[RAYCAST] Fatal collision, killed...\n"); |
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99 | game.exit = 1; |
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100 | } |
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101 | |
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102 | /////////////////////////////////////////////// |
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103 | static void gameCollision(float opx, float opy) |
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104 | { |
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105 | static unsigned int collided_x = 0; |
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106 | static unsigned int collided_y = 0; |
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107 | |
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108 | float px = game.player.x; |
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109 | float py = game.player.y; |
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110 | int fpx = floor(px); |
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111 | int fpy = floor(py); |
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112 | unsigned int colliding_x = 0; |
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113 | unsigned int colliding_y = 0; |
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114 | int collide_type_x = 0; |
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115 | int collide_type_y = 0; |
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116 | int type; |
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117 | |
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118 | // Check for x axis collisions |
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119 | if ((type = gameLocate(floor(px + COLLIDE_GAP), fpy))) |
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120 | { |
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121 | colliding_x = 1, collide_type_x = type; |
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122 | game.player.x = fpx - COLLIDE_GAP + 1; |
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123 | } |
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124 | else if ((type = gameLocate(floor(px - COLLIDE_GAP), fpy))) |
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125 | { |
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126 | colliding_x = 1, collide_type_x = type; |
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127 | game.player.x = fpx + COLLIDE_GAP; |
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128 | } |
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129 | |
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130 | // Check for y axis collisions |
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131 | if ((type = gameLocate(fpx, floor(py + COLLIDE_GAP)))) |
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132 | { |
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133 | colliding_y = 1, collide_type_y = type; |
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134 | game.player.y = fpy - COLLIDE_GAP + 1; |
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135 | } |
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136 | else if ((type = gameLocate(fpx, floor(py - COLLIDE_GAP)))) |
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137 | { |
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138 | colliding_y = 1, collide_type_y = type; |
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139 | game.player.y = fpy + COLLIDE_GAP; |
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140 | } |
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141 | |
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142 | // Check if we're inside a wall |
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143 | if ((type = gameLocate(fpx, fpy))) |
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144 | { |
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145 | colliding_x = 1 , collide_type_x = type; |
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146 | colliding_y = 1 , collide_type_y = type; |
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147 | game.player.x = opx , game.player.y = opy; |
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148 | } |
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149 | |
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150 | // Take action when the player hits a block |
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151 | if (colliding_x && !collided_x) |
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152 | gameOnBlockHit(collide_type_x); |
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153 | if (colliding_y && !collided_y) |
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154 | gameOnBlockHit(collide_type_y); |
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155 | |
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156 | collided_x = colliding_x; |
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157 | collided_y = colliding_y; |
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158 | } |
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159 | |
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160 | ///////////////////////// |
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161 | // Exported functions |
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162 | ///////////////////////// |
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163 | |
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164 | /////////////// |
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165 | void gameInit() |
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166 | { |
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167 | game.mapId = 0; |
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168 | game.map = &map[0]; |
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169 | game.player.x = game.map->startX; |
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170 | game.player.y = game.map->startY; |
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171 | game.player.dir = game.map->startDir; |
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172 | game.timeLeft = TIME_TOTAL; |
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173 | game.exit = 0; |
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174 | } |
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175 | |
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176 | ////////////////// |
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177 | void gameControl() |
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178 | { |
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179 | // Only six commands are accepted: |
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180 | // - key Q : quit game |
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181 | // - key UP : move forward |
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182 | // - key DOWN : move backward |
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183 | // - key RIGHT : move right |
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184 | // - key LEFT : move left |
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185 | // - key SPACE : continue |
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186 | // All other keys are ignored |
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187 | // Several<move> can be made before <continue> |
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188 | |
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189 | char c; |
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190 | unsigned int state = 0; |
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191 | unsigned int done = 0; |
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192 | |
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193 | // display prompt |
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194 | giet_tty_printf("\n[RAYCAST] > " ); |
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195 | |
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196 | // get one command |
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197 | while ( done == 0 ) |
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198 | { |
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199 | // get one character |
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200 | giet_tty_getc( &c ); |
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201 | |
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202 | if (state == 0) // first character |
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203 | { |
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204 | if (c == 0x1B) // ESCAPE : possible player move |
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205 | { |
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206 | state = 1; |
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207 | } |
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208 | else if (c == 0x71) // quit game |
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209 | { |
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210 | game.exit = 1; |
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211 | done = 1; |
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212 | giet_tty_printf("QUIT\n"); |
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213 | } |
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214 | else if (c == 0x20 ) // continue |
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215 | { |
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216 | done = 1; |
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217 | giet_tty_printf("\n"); |
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218 | } |
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219 | } |
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220 | else if (state == 1) // previous character was ESCAPE |
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221 | { |
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222 | if (c == 0x5B) // BRAKET : possible player move |
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223 | { |
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224 | state = 2; |
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225 | } |
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226 | else if (c == 0x20 ) // continue |
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227 | { |
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228 | done = 1; |
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229 | giet_tty_printf("\n"); |
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230 | } |
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231 | } |
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232 | else // previous characters were ESCAPE,BRACKET |
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233 | { |
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234 | if (c == 0x41) // UP arrow <=> forward move |
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235 | { |
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236 | game.player.x += PLAYER_MOVE * cos(game.player.dir); |
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237 | game.player.y += PLAYER_MOVE * sin(game.player.dir); |
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238 | giet_tty_printf("GO "); |
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239 | state = 0; |
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240 | } |
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241 | else if (c == 0x42) // DOWN arrow <=> backward move |
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242 | { |
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243 | game.player.x -= PLAYER_MOVE * cos(game.player.dir); |
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244 | game.player.y -= PLAYER_MOVE * sin(game.player.dir); |
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245 | giet_tty_printf("BACK "); |
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246 | state = 0; |
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247 | } |
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248 | else if (c == 0x43) // RIGHT arrow <=> turn right |
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249 | { |
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250 | game.player.dir += PLAYER_ROT; |
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251 | giet_tty_printf("RIGHT "); |
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252 | state = 0; |
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253 | } |
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254 | else if (c == 0x44) // LEFT arrow <=> turn left |
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255 | { |
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256 | game.player.dir -= PLAYER_ROT; |
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257 | giet_tty_printf("LEFT "); |
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258 | state = 0; |
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259 | } |
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260 | else if (c == 0x20 ) // continue |
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261 | { |
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262 | done = 1; |
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263 | giet_tty_printf("\n"); |
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264 | } |
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265 | } |
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266 | } // end while |
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267 | |
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268 | // check new position |
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269 | int hit = gameLocate( game.player.x , game.player.y ); |
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270 | if ( hit ) gameOnBlockHit( hit ); |
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271 | } |
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272 | |
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273 | //////////////////////////// |
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274 | int gameLocate(int x, int y) |
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275 | { |
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276 | if ((x < 0 || x >= game.map->w) || |
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277 | (y < 0 || y >= game.map->h)) |
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278 | { |
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279 | // Outside the map bounds |
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280 | return 1; |
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281 | } |
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282 | |
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283 | return game.map->tile[y][x]; |
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284 | } |
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285 | |
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286 | /////////////// |
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287 | void gameTick() |
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288 | { |
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289 | game.timeLeft--; |
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290 | |
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291 | if (game.timeLeft == 0) |
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292 | { |
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293 | game.exit = 1; |
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294 | } |
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295 | } |
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296 | |
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