2024-02-15 13:34:50 +00:00
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#include <stdio.h>
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2024-02-20 11:48:12 +00:00
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#include <math.h>
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#include <conio.h>
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2024-02-15 13:34:50 +00:00
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2024-02-20 13:00:13 +00:00
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#include "system/vga.h"
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#include "system/keyboard.h"
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#include "system/mouse_io.h"
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#include "system/pc_stuff.h"
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#include "bmpload.h"
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#include "const.h"
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#include "arena.h"
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2024-02-15 13:34:50 +00:00
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struct BMPImage spritesheetImage;
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struct VGAColor vgaColors[256];
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struct SpriteRender rabbit, mouse;
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2024-02-16 02:18:15 +00:00
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void setupRabbitSprites() {
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buildSpriteFromSpritesheet(
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&spritesheetImage,
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&rabbit,
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0, 20, 16, 16
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);
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rabbit.offsetX = 8;
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rabbit.offsetY = 15;
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buildSpriteFromSpritesheet(
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&spritesheetImage,
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&mouse,
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16, 20, 8, 8
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);
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mouse.offsetX = 4;
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mouse.offsetY = 4;
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}
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2024-02-20 17:39:28 +00:00
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#define RABBIT_MOTION_DRAG (2)
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#define RABBIT_MOTION_ACCELERATION (5)
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#define RABBIT_MOTION_MAX_SPEED (12)
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int rabbitPosition[2] = { 60, 60 };
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int oldRabbitPosition[2] = { 60, 60 };
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int rabbitLimits[2][2] = {
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{ 20, 20 },
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{ 180, 180 }
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};
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signed char rabbitVelocity[2] = { 0, 0 };
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struct MouseStatus mouseStatus;
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char mousePosition[2] = { 0, 0 };
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char oldMousePosition[2] = { 0, 0 };
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char mouseDotPosition[2] = { 0, 0 };
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char oldMouseDotPosition[2] = { 0, 0 };
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void renderMouse() {
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mouse.x = mousePosition[0];
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mouse.y = mousePosition[1];
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drawSprite(&mouse);
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drawPixel(mouseDotPosition[0], mouseDotPosition[1], 2);
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}
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void renderRabbit() {
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rabbit.x = rabbitPosition[0];
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rabbit.y = rabbitPosition[1];
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2024-02-16 02:18:15 +00:00
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drawSprite(&rabbit);
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}
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void handleRabbitMovement() {
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int i;
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if (keyboardKeydownState.KEY_W) {
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rabbitVelocity[1] -= RABBIT_MOTION_ACCELERATION;
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if (rabbitVelocity[1] < -RABBIT_MOTION_MAX_SPEED) {
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rabbitVelocity[1] = -RABBIT_MOTION_MAX_SPEED;
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}
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}
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if (keyboardKeydownState.KEY_S) {
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rabbitVelocity[1] += RABBIT_MOTION_ACCELERATION;
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if (rabbitVelocity[1] > RABBIT_MOTION_MAX_SPEED) {
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rabbitVelocity[1] = RABBIT_MOTION_MAX_SPEED;
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}
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}
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if (keyboardKeydownState.KEY_A) {
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rabbitVelocity[0] -= RABBIT_MOTION_ACCELERATION;
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if (rabbitVelocity[0] < -RABBIT_MOTION_MAX_SPEED) {
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rabbitVelocity[0] = -RABBIT_MOTION_MAX_SPEED;
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}
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}
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if (keyboardKeydownState.KEY_D) {
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rabbitVelocity[0] += RABBIT_MOTION_ACCELERATION;
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if (rabbitVelocity[0] > RABBIT_MOTION_MAX_SPEED) {
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rabbitVelocity[0] = RABBIT_MOTION_MAX_SPEED;
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}
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}
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for (i = 0; i < 2; ++i) {
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oldRabbitPosition[i] = rabbitPosition[i];
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rabbitPosition[i] += (rabbitVelocity[i] / 5);
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if (rabbitPosition[i] < rabbitLimits[0][i]) {
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rabbitPosition[i] = rabbitLimits[0][i];
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}
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if (rabbitPosition[i] >= rabbitLimits[1][i]) {
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rabbitPosition[i] = rabbitLimits[1][i];
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}
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if (rabbitVelocity[i] < 0) {
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rabbitVelocity[i] += RABBIT_MOTION_DRAG;
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if (rabbitVelocity[i] > 0) rabbitVelocity[i] = 0;
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}
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if (rabbitVelocity[i] > 0) {
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rabbitVelocity[i] -= RABBIT_MOTION_DRAG;
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if (rabbitVelocity[i] < 0) rabbitVelocity[i] = 0;
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}
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}
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}
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2024-02-20 13:00:13 +00:00
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struct SpriteBounds bounds;
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void drawOnlyMouseArena() {
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mouse.x = oldMousePosition[0];
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mouse.y = oldMousePosition[1];
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getSpriteBounds(&mouse, &bounds);
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drawOnlyArena(&bounds);
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bounds.top = oldMouseDotPosition[1];
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bounds.bottom = oldMouseDotPosition[1];
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bounds.left = oldMouseDotPosition[0];
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bounds.right = oldMouseDotPosition[0];
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drawOnlyArena(&bounds);
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}
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void drawOnlyRabbitArena() {
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rabbit.x = oldRabbitPosition[0];
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rabbit.y = oldRabbitPosition[1];
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getSpriteBounds(&rabbit, &bounds);
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drawOnlyArena(&bounds);
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}
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int main(void) {
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FILE *fh;
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int keepRunning = 1;
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installKeyboardHandler();
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initializeDrawBuffer();
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fh = fopen("sprtsht.bmp", "rb");
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if (readBMPIntoNewMemory(fh, &spritesheetImage)) return 1;
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fclose(fh);
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spritesheetImage.transparentColor = 0;
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setupWallSprites(&spritesheetImage);
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setupRabbitSprites();
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setVideoMode(VIDEO_MODE_VGA_256);
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bmp256ColorPaletteToVGAColorPalette(&spritesheetImage, vgaColors);
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setVGAColors(vgaColors, 256);
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activateMouse(&mouseStatus);
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limitMouseArea(0, 0, 199, 199);
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buildArena();
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while (keepRunning) {
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readMouse(&mouseStatus);
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populateKeyboardKeydownState();
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handleRabbitMovement();
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calculateTargetAngle();
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drawOnlyRabbitArena();
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drawOnlyMouseArena();
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renderRabbit();
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renderMouse();
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waitStartVbl();
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copyDrawBufferToDisplay();
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waitEndVbl();
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if (keyboardKeydownState.KEY_ESC) { keepRunning = 0; }
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}
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// states:
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// * main menu
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// * play
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// * quit
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// * play
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// * draw base map
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// * draw sidebar
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// * Game loop
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// * get mouse
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// * get keyboard
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// * set character position
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// * check for enemy spawn and spawn enemy if needed
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// * check for character firing and able to fire, spawn bullet if allowed
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// * check for each enemy firing and able to fire, spawn enemy bullet if allowed
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// * check for bullet collisions
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// * enemies are destroyed
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// * character is damaged
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// * check for bullets hitting the edges of the screen and remove
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// *
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//
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freeBMP(&spritesheetImage);
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setVideoMode(VIDEO_MODE_80x25_TEXT);
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uninstallKeyboardHandler();
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fprintf(stderr, "meow\n");
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return 0;
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}
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