dos-vga-arena-shooter-game/game.c

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#include <stdio.h>
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#include <math.h>
#include <conio.h>
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#include <stdlib.h>
#include <time.h>
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#include "system/vga.h"
#include "system/keyboard.h"
#include "system/mouse_io.h"
#include "system/pc_stuff.h"
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#include "bmpload.h"
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#include "const.h"
#include "arena.h"
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#include "movement.h"
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struct BMPImage spritesheetImage;
struct VGAColor vgaColors[256];
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struct SpriteRender rabbit, mouse, bullet, enemy;
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struct RabbitPosition rabbitPosition = {
.rabbitPosition = { 60, 60 },
.rabbitLimits = { { 20, 20 }, { 180, 180 } },
.mousePosition = { 0, 0 },
.rabbitVelocity = { 0, 0 },
.mouseDotPosition = { 0, 0 }
};
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struct EnemyPosition enemyPosition[ENEMY_MAX_COUNT];
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struct BulletPosition rabbitBulletPosition[RABBIT_BULLET_LIMIT];
struct RabbitWeaponry rabbitWeaponry;
void setupRabbitBullets() {
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int i;
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for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) {
rabbitBulletPosition[i].isActive = 0;
rabbitBulletPosition[i].willBeInactive = 0;
}
rabbitWeaponry.cooldown = 0;
}
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void setupEnemies() {
int i;
for (i = 0; i < ENEMY_MAX_COUNT; ++i) {
enemyPosition[i].isActive = 0;
enemyPosition[i].willBeInactive = 0;
}
}
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void attemptToFireRabbitBullet() {
char okToFire = 0, availableBullet, i;
signed char doubleVelocityX, doubleVelocityY;
if (rabbitWeaponry.cooldown > 0) return;
for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) {
if (rabbitBulletPosition[i].isActive == 0) {
okToFire = 1;
availableBullet = i;
break;
}
}
if (!okToFire) return;
rabbitWeaponry.cooldown = RABBIT_BULLET_COOLDOWN;
doubleVelocityX = sin(rabbitPosition.mouseAngle * DEG2RAD) * (RABBIT_BULLET_VELOCITY * 2);
doubleVelocityY = -cos(rabbitPosition.mouseAngle * DEG2RAD) * (RABBIT_BULLET_VELOCITY * 2);
rabbitBulletPosition[availableBullet].isActive = 1;
rabbitBulletPosition[availableBullet].willBeInactive = 0;
rabbitBulletPosition[availableBullet].x = rabbitPosition.rabbitPosition[0];
rabbitBulletPosition[availableBullet].y = rabbitPosition.rabbitPosition[1] - RABBIT_BULLET_HEIGHT_START;
rabbitBulletPosition[availableBullet].oldX = rabbitBulletPosition[availableBullet].x;
rabbitBulletPosition[availableBullet].oldY = rabbitBulletPosition[availableBullet].y;
rabbitBulletPosition[availableBullet].velocityXSteps[0] = doubleVelocityX / RABBIT_BULLET_VELOCITY;
rabbitBulletPosition[availableBullet].velocityXSteps[1] = doubleVelocityX % RABBIT_BULLET_VELOCITY;
rabbitBulletPosition[availableBullet].velocityYSteps[0] = doubleVelocityY / RABBIT_BULLET_VELOCITY;
rabbitBulletPosition[availableBullet].velocityYSteps[1] = doubleVelocityY % RABBIT_BULLET_VELOCITY;
rabbitBulletPosition[availableBullet].velocityStep = 0;
}
void advanceRabbitBullets() {
char i;
signed char velocityX, velocityY;
for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) {
if (!rabbitBulletPosition[i].isActive) continue;
rabbitBulletPosition[i].oldX = rabbitBulletPosition[i].x;
rabbitBulletPosition[i].oldY = rabbitBulletPosition[i].y;
rabbitBulletPosition[i].x += rabbitBulletPosition[i].velocityXSteps[rabbitBulletPosition[i].velocityStep];
rabbitBulletPosition[i].y += rabbitBulletPosition[i].velocityYSteps[rabbitBulletPosition[i].velocityStep];
if (rabbitBulletPosition[i].x < MOUSE_LIMIT_LEFT) rabbitBulletPosition[i].willBeInactive = 1;
if (rabbitBulletPosition[i].x >= MOUSE_LIMIT_RIGHT) rabbitBulletPosition[i].willBeInactive = 1;
if (rabbitBulletPosition[i].y < MOUSE_LIMIT_TOP) rabbitBulletPosition[i].willBeInactive = 1;
if (rabbitBulletPosition[i].y >= MOUSE_LIMIT_BOTTOM) rabbitBulletPosition[i].willBeInactive = 1;
rabbitBulletPosition[i].velocityStep = 1 - rabbitBulletPosition[i].velocityStep;
}
if (rabbitWeaponry.cooldown > 0) rabbitWeaponry.cooldown--;
}
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void detectPlayerBulletToEnemyCollisions() {
int bulletIdx, enemyIdx;
for (bulletIdx = 0; bulletIdx < RABBIT_BULLET_LIMIT; ++bulletIdx) {
if (!rabbitBulletPosition[bulletIdx].isActive) continue;
for (enemyIdx = 0; enemyIdx < ENEMY_MAX_COUNT; ++enemyIdx) {
if (!enemyPosition[enemyIdx].isActive) continue;
// bullets hit enemies if:
// * bulletY - bullet_height_start is within 3px of enemy base
// *
}
}
}
struct SpawnPointRange {
int left, width;
int top, height;
};
struct SpawnPointRange spawnPointRanges[1] = {
{ .left = 50, .width = 30, .top = 50, .height = 30 }
};
void maybeSpawnEnemy() {
char canSpawn;
int i, availableEnemy;
int spawnX, spawnY;
for (i = 0; i < ENEMY_MAX_COUNT; ++i) {
if (!enemyPosition[i].isActive) {
availableEnemy = i;
canSpawn = 1;
break;
}
}
if (!canSpawn) return;
spawnX = spawnPointRanges[0].left + rand() % spawnPointRanges[0].width;
spawnY = spawnPointRanges[0].top + rand() % spawnPointRanges[0].height;
enemyPosition[availableEnemy].isActive = 1;
enemyPosition[availableEnemy].enemyPosition[0] = spawnX;
enemyPosition[availableEnemy].enemyPosition[1] = spawnY;
}
void setupEnemySprites() {
buildSpriteFromSpritesheet(
&spritesheetImage,
&enemy,
0, 20, 16, 16
);
}
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void setupRabbitSprites() {
buildSpriteFromSpritesheet(
&spritesheetImage,
&rabbit,
0, 20, 16, 16
);
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rabbit.offsetX = 8;
rabbit.offsetY = 15;
buildSpriteFromSpritesheet(
&spritesheetImage,
&mouse,
16, 20, 8, 8
);
mouse.offsetX = 4;
mouse.offsetY = 4;
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buildSpriteFromSpritesheet(
&spritesheetImage,
&bullet,
16, 28, 4, 4
);
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bullet.offsetX = 1;
bullet.offsetY = 1;
}
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struct MouseStatus mouseStatus;
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void renderMouse() {
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mouse.x = rabbitPosition.mousePosition[0];
mouse.y = rabbitPosition.mousePosition[1];
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drawSprite(&mouse);
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drawPixel(rabbitPosition.mouseDotPosition[0], rabbitPosition.mouseDotPosition[1], 2);
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}
void renderRabbit() {
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rabbit.x = rabbitPosition.rabbitPosition[0];
rabbit.y = rabbitPosition.rabbitPosition[1];
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drawSprite(&rabbit);
}
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void renderEnemies() {
int i;
for (i = 0; i < ENEMY_MAX_COUNT; ++i) {
if (!enemyPosition[i].isActive) continue;
enemy.x = enemyPosition[i].enemyPosition[0];
enemy.y = enemyPosition[i].enemyPosition[1];
drawSprite(&enemy);
}
}
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void renderRabbitBullets() {
char i;
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for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) {
if (!rabbitBulletPosition[i].isActive) continue;
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bullet.x = rabbitBulletPosition[i].x;
bullet.y = rabbitBulletPosition[i].y;
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drawSprite(&bullet);
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}
}
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struct SpriteBounds bounds;
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void drawOnlyMouseArena() {
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mouse.x = rabbitPosition.oldMousePosition[0];
mouse.y = rabbitPosition.oldMousePosition[1];
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getSpriteBounds(&mouse, &bounds);
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drawOnlyArena(&bounds);
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bounds.top = rabbitPosition.oldMouseDotPosition[1];
bounds.bottom = rabbitPosition.oldMouseDotPosition[1];
bounds.left = rabbitPosition.oldMouseDotPosition[0];
bounds.right = rabbitPosition.oldMouseDotPosition[0];
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drawOnlyArena(&bounds);
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}
void drawOnlyRabbitArena() {
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rabbit.x = rabbitPosition.oldRabbitPosition[0];
rabbit.y = rabbitPosition.oldRabbitPosition[1];
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getSpriteBounds(&rabbit, &bounds);
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drawOnlyArena(&bounds);
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}
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void drawOnlyEnemiesArena() {
int i;
for (i = 0; i < ENEMY_MAX_COUNT; ++i) {
if (!enemyPosition[i].isActive) continue;
enemy.x = enemyPosition[i].oldEnemyPosition[0];
enemy.y = enemyPosition[i].oldEnemyPosition[1];
getSpriteBounds(&enemy, &bounds);
drawOnlyArena(&bounds);
if (enemyPosition[i].willBeInactive) {
enemyPosition[i].willBeInactive = 0;
}
}
}
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void drawOnlyRabbitBulletArena() {
int i;
for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) {
if (!rabbitBulletPosition[i].isActive) continue;
bullet.x = rabbitBulletPosition[i].oldX;
bullet.y = rabbitBulletPosition[i].oldY;
getSpriteBounds(&bullet, &bounds);
drawOnlyArena(&bounds);
if (rabbitBulletPosition[i].willBeInactive) {
rabbitBulletPosition[i].isActive = 0;
}
}
}
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int setupGame() {
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FILE *fh;
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installKeyboardHandler();
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initializeDrawBuffer();
fh = fopen("sprtsht.bmp", "rb");
if (readBMPIntoNewMemory(fh, &spritesheetImage)) return 1;
fclose(fh);
spritesheetImage.transparentColor = 0;
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setupWallSprites(&spritesheetImage);
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setupRabbitSprites();
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setupRabbitBullets();
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setupEnemySprites();
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setVideoMode(VIDEO_MODE_VGA_256);
bmp256ColorPaletteToVGAColorPalette(&spritesheetImage, vgaColors);
setVGAColors(vgaColors, 256);
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activateMouse(&mouseStatus);
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buildArena();
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clearArenaRedrawRequests();
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srand(time(NULL));
return 0;
}
double speedCalcs[200];
int currentSpeedCalc = 0;
double averageSpeedCalc;
clock_t startTime;
extern int doAThing(int);
#pragma aux (__cdecl) doAThing "doAThing_"
int main(void) {
int keepRunning = 1;
fprintf(stderr, "%d\n", doAThing(1000));
return 0;
if (setupGame()) return 1;
maybeSpawnEnemy();
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while (keepRunning) {
readMouse(&mouseStatus);
populateKeyboardKeydownState();
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handleRabbitMovement(
&rabbitPosition,
&keyboardKeydownState
);
captureAndLimitMousePosition(
&rabbitPosition,
&mouseStatus
);
calculateTargetAngle(
&rabbitPosition,
&mouseStatus
);
if (mouseStatus.leftButtonDown) attemptToFireRabbitBullet();
advanceRabbitBullets();
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drawOnlyRabbitArena();
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drawOnlyEnemiesArena();
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drawOnlyMouseArena();
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drawOnlyRabbitBulletArena();
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redrawArena();
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renderRabbit();
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renderEnemies();
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renderMouse();
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renderRabbitBullets();
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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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freeBMP(&spritesheetImage);
setVideoMode(VIDEO_MODE_80x25_TEXT);
uninstallKeyboardHandler();
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averageSpeedCalc = 0;
for (currentSpeedCalc = 0; currentSpeedCalc < 200; ++currentSpeedCalc) {
averageSpeedCalc += speedCalcs[currentSpeedCalc];
}
averageSpeedCalc /= 200;
fprintf(stderr, "average: %f\n", averageSpeedCalc);
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return 0;
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}