#include #include #include #include #include #include #include "sprites.h" #include "system/vga.h" #include "system/keyboard.h" #include "system/mouse_io.h" #include "system/pc_stuff.h" #include "bmpload.h" #include "const.h" #include "arena.h" #include "movement.h" #include "combat.h" #include "game.h" // TODO: centralize these outside of game.c struct CompiledSpriteRender rabbit, mouse, bullet, enemy, enemyBullet, shotgun, shieldKiller; struct SpriteBounds bounds; struct BMPImage spritesheetImage; struct VGAColor vgaColors[256]; struct MouseStatus mouseStatus; struct RabbitPosition rabbitPosition = { .rabbitPosition = { 60, 60 }, .rabbitLimits = { { 20, 20 }, { (ARENA_WIDTH_TILES - 1) * TILE_SIZE - 2, (ARENA_HEIGHT_TILES - 1) * TILE_SIZE - 2 } }, .mousePosition = { 0, 0 }, .rabbitVelocity = { 0, 0 }, .mouseDotPosition = { 0, 0 } }; struct EnemyPosition enemyPosition[ENEMY_MAX_COUNT]; struct BulletPosition rabbitBulletPosition[RABBIT_BULLET_LIMIT]; struct BulletPosition enemyBulletPosition[ENEMY_BULLET_LIMIT]; struct RabbitWeaponry rabbitWeaponry; struct PlayerPowerup playerPowerup; struct SpawnPointRange spawnPointRanges[4] = { // top { .left = TILE_SIZE * 4, .width = TILE_SIZE * 2, .top = TILE_SIZE - 8, .height = TILE_SIZE }, // right { .left = (ARENA_WIDTH_TILES - 1) * TILE_SIZE - 8, .width = TILE_SIZE, .top = TILE_SIZE * 4, .height = TILE_SIZE * 2 }, // bottom { .left = TILE_SIZE * 4, .width = TILE_SIZE * 2, .top = (ARENA_HEIGHT_TILES - 1) * TILE_SIZE - 8, .height = TILE_SIZE }, // left { .left = TILE_SIZE - 8, .width = TILE_SIZE, .top = TILE_SIZE * 4, .height = TILE_SIZE * 2 }, }; void setupRabbitBullets() { int i; for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) { rabbitBulletPosition[i].isActive = 0; rabbitBulletPosition[i].willBeInactive = 0; } rabbitWeaponry.cooldown = 0; rabbitWeaponry.currentWeapon = WEAPON_TYPE_SINGLE_SHOT_GUN; rabbitWeaponry.currentWeaponRemainingRounds = 0; } void setupPowerup() { playerPowerup.x = 100; playerPowerup.y = 100; playerPowerup.cooldown = 20 + rand() % 10; playerPowerup.type = POWERUP_TYPE_SHOTGUN; playerPowerup.isActive = 0; } void setupEnemyBullets() { int i; for (i = 0; i < ENEMY_BULLET_LIMIT; ++i) { enemyBulletPosition[i].isActive = 0; enemyBulletPosition[i].willBeInactive = 0; } } void setupEnemies() { int i; for (i = 0; i < ENEMY_MAX_COUNT; ++i) { enemyPosition[i].isActive = 0; enemyPosition[i].willBeInactive = 0; } } int spawnCooldown = 0; int difficulty = 0; int kills = 0; int health = RABBIT_HEALTH_MAX; int difficultyBands[10] = { 10, 20, 30, 50, 80, 130, 210, 340, 550, 890 }; void handleEnemyKills() { int i, hadKill, currentKillCount; currentKillCount = 0; for (i = 0; i < ENEMY_MAX_COUNT; ++i) { if (enemyPosition[i].wasKilled) { enemyPosition[i].wasKilled = 0; kills++; currentKillCount++; health += ENEMY_KILL_HEALTH_GAIN; if (health > RABBIT_HEALTH_MAX) health = RABBIT_HEALTH_MAX; hadKill = 1; } } kills += currentKillCount; playerPowerup.cooldown -= currentKillCount; if (playerPowerup.cooldown <= 0) { playerPowerup.x = TILE_SIZE + rand() % ((ARENA_WIDTH_TILES - 2) * TILE_SIZE); playerPowerup.y = TILE_SIZE + rand() % ((ARENA_HEIGHT_TILES - 2) * TILE_SIZE); playerPowerup.isActive = 1; playerPowerup.cooldown = POWERUP_RESPAWN_COOLDOWN_PER_LEVEL * difficulty + rand() % (POWERUP_RESPAWN_COOLDOWN_PER_LEVEL * difficulty); } if (hadKill) { for (i = 0; i < 10; ++i) { if (kills > difficultyBands[i]) { difficulty = i + 1; } } } } void maybeSpawnEnemy() { char canSpawn; int i, gate, availableEnemy, gatePlayerIsFacing; int spawnX, spawnY, spawnTry; char buffer[20]; if (spawnCooldown-- > 0) return; for (i = 0; i < ENEMY_MAX_COUNT; ++i) { if (!enemyPosition[i].isActive) { availableEnemy = i; canSpawn = 1; break; } } if (!canSpawn) return; // determine which gate the player is at and reduce the likelihood of // spawning from that gate // * 8 chances to spawn [0, 1] for each gate // * if the gate the player is looking at gets [0], reroll // * try three times max to limit cost of calculating for (spawnTry = 0; spawnTry < 3; ++spawnTry) { i = rand() % 12; gate = i / 3; if (gatePlayerIsFacing == gate && i % 3 != 0) continue; } spawnX = spawnPointRanges[gate].left + rand() % spawnPointRanges[gate].width; spawnY = spawnPointRanges[gate].top + rand() % spawnPointRanges[gate].height; enemyPosition[availableEnemy].isActive = 1; enemyPosition[availableEnemy].willBeInactive = 0; enemyPosition[availableEnemy].wasKilled = 0; enemyPosition[availableEnemy].hitPoints = 1 + difficulty / ENEMY_HIT_POINT_DIFFICULTY_INCREASE_EVERY; enemyPosition[availableEnemy].hasLeftGate = 0; enemyPosition[availableEnemy].gateExitedFrom = gate; enemyPosition[availableEnemy].enemyMoveDelayStep = 0; enemyPosition[availableEnemy].enemyFireDelayStep = ENEMY_FIRE_MIN_DELAY + rand() % ENEMY_FIRE_VARIABLE_DELAY; enemyPosition[availableEnemy].enemyPosition[0] = spawnX; enemyPosition[availableEnemy].enemyPosition[1] = spawnY; enemyPosition[availableEnemy].oldEnemyPosition[0] = spawnX; enemyPosition[availableEnemy].oldEnemyPosition[1] = spawnY; spawnCooldown = (BASE_ENEMY_SPAWN_COOLDOWN - (difficulty * DIFFICULTY_SPAWN_COOLDOWN_REDUCTION)) + MINIMUM_ENEMY_SPAWN_COOLDOWN + rand() % VARIABLE_ENEMY_SPAWN_COOLDOWN; } void setupEnemySprites() { buildCompiledSprite( &sprite_enemy, &enemy, SPRITE_ENEMY_WIDTH, SPRITE_ENEMY_HEIGHT, SPRITE_ENEMY_OFFSET_X, SPRITE_ENEMY_OFFSET_Y ); buildCompiledSprite( &sprite_bullet, &enemyBullet, SPRITE_BULLET_WIDTH, SPRITE_BULLET_HEIGHT, SPRITE_BULLET_OFFSET_X, SPRITE_BULLET_OFFSET_Y ); } void setupRabbitSprites() { buildCompiledSprite( &sprite_rabbit, &rabbit, SPRITE_RABBIT_WIDTH, SPRITE_RABBIT_HEIGHT, SPRITE_RABBIT_OFFSET_X, SPRITE_RABBIT_OFFSET_Y ); buildCompiledSprite( &sprite_mouse, &mouse, SPRITE_MOUSE_WIDTH, SPRITE_MOUSE_HEIGHT, SPRITE_MOUSE_OFFSET_X, SPRITE_MOUSE_OFFSET_Y ); buildCompiledSprite( &sprite_bullet, &bullet, SPRITE_BULLET_WIDTH, SPRITE_BULLET_HEIGHT, SPRITE_BULLET_OFFSET_X, SPRITE_BULLET_OFFSET_Y ); } void setupPowerupSprites() { buildCompiledSprite( &sprite_shotgun, &shotgun, SPRITE_SHOTGUN_WIDTH, SPRITE_SHOTGUN_HEIGHT, SPRITE_SHOTGUN_OFFSET_X, SPRITE_SHOTGUN_OFFSET_Y ); buildCompiledSprite( &sprite_shieldKiller, &shieldKiller, SPRITE_SHIELDKILLER_WIDTH, SPRITE_SHIELDKILLER_HEIGHT, SPRITE_SHIELDKILLER_OFFSET_X, SPRITE_SHIELDKILLER_OFFSET_Y ); } void renderMouse() { mouse.x = rabbitPosition.mousePosition[0]; mouse.y = rabbitPosition.mousePosition[1]; drawCompiledSprite(&mouse); drawPixel(rabbitPosition.mouseDotPosition[0], rabbitPosition.mouseDotPosition[1], 2); } void renderRabbit() { rabbit.x = rabbitPosition.rabbitPosition[0]; rabbit.y = rabbitPosition.rabbitPosition[1]; drawCompiledSprite(&rabbit); } 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]; drawCompiledSprite(&enemy); } } void renderRabbitBullets() { char i; for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) { if (!rabbitBulletPosition[i].isActive) continue; bullet.x = rabbitBulletPosition[i].x; bullet.y = rabbitBulletPosition[i].y; drawCompiledSprite(&bullet); } } void renderEnemyBullets() { char i; for (i = 0; i < ENEMY_BULLET_LIMIT; ++i) { if (!enemyBulletPosition[i].isActive) continue; enemyBullet.x = enemyBulletPosition[i].x; enemyBullet.y = enemyBulletPosition[i].y; drawCompiledSprite(&enemyBullet); } } void renderPowerup() { if (!playerPowerup.isActive) return; switch (playerPowerup.type) { case POWERUP_TYPE_SHOTGUN: shotgun.x = playerPowerup.x; shotgun.y = playerPowerup.y; drawCompiledSprite(&shotgun); break; case POWERUP_TYPE_SHIELD_KILLER: shieldKiller.x = playerPowerup.x; shieldKiller.y = playerPowerup.y; drawCompiledSprite(&shieldKiller); break; } } void drawOnlyArenaForSprite(struct CompiledSpriteRender *sprite) { getSpriteBounds(sprite, &bounds); drawOnlyArena(&bounds); } void drawOnlyMouseArena() { mouse.x = rabbitPosition.oldMousePosition[0]; mouse.y = rabbitPosition.oldMousePosition[1]; drawOnlyArenaForSprite(&mouse); bounds.top = rabbitPosition.oldMouseDotPosition[1]; bounds.bottom = rabbitPosition.oldMouseDotPosition[1]; bounds.left = rabbitPosition.oldMouseDotPosition[0]; bounds.right = rabbitPosition.oldMouseDotPosition[0]; drawOnlyArena(&bounds); } void drawOnlyRabbitArena() { rabbit.x = rabbitPosition.oldRabbitPosition[0]; rabbit.y = rabbitPosition.oldRabbitPosition[1]; drawOnlyArenaForSprite(&rabbit); } void drawOnlyPowerupArena() { if (!playerPowerup.isActive) return; switch (playerPowerup.type) { case POWERUP_TYPE_SHOTGUN: shotgun.x = playerPowerup.x; shotgun.y = playerPowerup.y; drawOnlyArenaForSprite(&shotgun); break; case POWERUP_TYPE_SHIELD_KILLER: shieldKiller.x = playerPowerup.x; shieldKiller.y = playerPowerup.y; drawOnlyArenaForSprite(&shieldKiller); break; } if (playerPowerup.willBeInactive) { playerPowerup.isActive = 0; } } 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]; drawOnlyArenaForSprite(&enemy); if (enemyPosition[i].willBeInactive) { enemyPosition[i].isActive = 0; } } } 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; drawOnlyArenaForSprite(&bullet); if (rabbitBulletPosition[i].willBeInactive) { rabbitBulletPosition[i].isActive = 0; } } } void drawOnlyEnemyBulletArena() { int i; for (i = 0; i < ENEMY_BULLET_LIMIT; ++i) { if (!enemyBulletPosition[i].isActive) continue; enemyBullet.x = enemyBulletPosition[i].oldX; enemyBullet.y = enemyBulletPosition[i].oldY; drawOnlyArenaForSprite(&enemyBullet); if (enemyBulletPosition[i].willBeInactive) { enemyBulletPosition[i].isActive = 0; } } } int setupGame() { FILE *fh; installKeyboardHandler(); initializeDrawBuffer(); fh = fopen("sprtsht.bmp", "rb"); if (readBMPIntoNewMemory(fh, &spritesheetImage)) return 1; fclose(fh); spritesheetImage.transparentColor = 0; setupWallSprites(); setupRabbitSprites(); setupRabbitBullets(); setupEnemies(); setupEnemyBullets(); setupEnemySprites(); setupPowerup(); setupPowerupSprites(); setVideoMode(VIDEO_MODE_VGA_256); bmp256ColorPaletteToVGAColorPalette(&spritesheetImage, vgaColors); setVGAColors(vgaColors, 256); activateMouse(&mouseStatus); buildArena(); clearArenaRedrawRequests(); srand(time(NULL)); return 0; } void handleMovement() { handleRabbitMovement( &rabbitPosition, &keyboardKeydownState ); handleEnemyMovement( enemyPosition, &rabbitPosition ); captureAndLimitMousePosition( &rabbitPosition, &mouseStatus ); calculateTargetAngle( &rabbitPosition, &mouseStatus ); } void handleCombat() { int didHitRabbit; if (mouseStatus.leftButtonDown) { if (attemptToFireRabbitBullet( &rabbitPosition, &rabbitWeaponry, rabbitBulletPosition )) { if (rabbitWeaponry.currentWeaponRemainingRounds > 0) { rabbitWeaponry.currentWeaponRemainingRounds--; if (rabbitWeaponry.currentWeaponRemainingRounds == 0) { rabbitWeaponry.currentWeapon = WEAPON_TYPE_SINGLE_SHOT_GUN; } } } } attemptToFireEnemyBullets( enemyPosition, enemyBulletPosition, &rabbitPosition, difficulty ); advanceRabbitBullets( rabbitBulletPosition, &rabbitWeaponry ); advanceEnemyBullets( enemyBulletPosition ); buildCollisionGrids( rabbitBulletPosition, enemyBulletPosition, &rabbitPosition, enemyPosition, &playerPowerup ); didHitRabbit = handleRabbitToEnemyCollisions( &rabbitPosition, enemyPosition ); if (didHitRabbit) { health -= ENEMY_COLLISION_DAMAGE * didHitRabbit; } didHitRabbit = handleEnemyBulletToRabbitCollisions( enemyBulletPosition, &rabbitPosition ); if (didHitRabbit) { health -= ENEMY_BULLET_DAMAGE * didHitRabbit; } handleRabbitBulletToEnemyCollisions( rabbitBulletPosition, enemyPosition ); if (handleRabbitToPowerupCollision(&rabbitPosition, &playerPowerup)) { playerPowerup.willBeInactive = 1; rabbitWeaponry.currentWeapon = WEAPON_TYPE_SPREAD_SHOT_GUN; rabbitWeaponry.currentWeaponRemainingRounds = (difficulty + 1) * SHOTGUN_ROUNDS_PER_LEVEL; } } void handleRedraw() { drawOnlyRabbitArena(); drawOnlyEnemiesArena(); drawOnlyMouseArena(); drawOnlyRabbitBulletArena(); drawOnlyEnemyBulletArena(); drawOnlyPowerupArena(); redrawArena(); renderPowerup(); renderRabbit(); renderEnemies(); renderMouse(); renderRabbitBullets(); renderEnemyBullets(); } /* double speedCalcs[200]; int currentSpeedCalc = 0; double averageSpeedCalc; clock_t startTime; */ int main(void) { byte *drawBuffer; int keepRunning = 1; int i; char buffer[20]; if (setupGame()) return 1; drawBuffer = getDrawBuffer(); while (keepRunning) { readMouse(&mouseStatus); populateKeyboardKeydownState(); maybeSpawnEnemy(); handleMovement(); handleRedraw(); handleCombat(); handleEnemyKills(); sprintf(buffer, "Hit: %d", kills); renderStringToDrawBuffer(buffer, 1, 0, 210, 20); sprintf(buffer, "Health: %d ", health); renderStringToDrawBuffer(buffer, 1, 0, 210, 30); sprintf(buffer, "Rnds: %d ", rabbitWeaponry.currentWeaponRemainingRounds); renderStringToDrawBuffer(buffer, 1, 0, 210, 40); waitStartVbl(); copyDrawBufferToDisplay(); waitEndVbl(); if (keyboardKeydownState.KEY_ESC) { keepRunning = 0; } } freeBMP(&spritesheetImage); setVideoMode(VIDEO_MODE_80x25_TEXT); uninstallKeyboardHandler(); /* averageSpeedCalc = 0; for (currentSpeedCalc = 0; currentSpeedCalc < 200; ++currentSpeedCalc) { averageSpeedCalc += speedCalcs[currentSpeedCalc]; } averageSpeedCalc /= 200; fprintf(stderr, "average: %f\n", averageSpeedCalc); */ return 0; }