#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" // TODO: centralize these outside of game.c struct CompiledSpriteRender rabbit, mouse, bullet, enemy; struct SpriteBounds bounds; struct BMPImage spritesheetImage; struct VGAColor vgaColors[256]; struct MouseStatus mouseStatus; struct RabbitPosition rabbitPosition = { .rabbitPosition = { 60, 60 }, .rabbitLimits = { { 20, 20 }, { 180, 180 } }, .mousePosition = { 0, 0 }, .rabbitVelocity = { 0, 0 }, .mouseDotPosition = { 0, 0 } }; struct EnemyPosition enemyPosition[ENEMY_MAX_COUNT]; struct BulletPosition rabbitBulletPosition[RABBIT_BULLET_LIMIT]; struct RabbitWeaponry rabbitWeaponry; struct SpawnPointRange { int left, width; int top, height; }; struct SpawnPointRange spawnPointRanges[1] = { { .left = 50, .width = 30, .top = 50, .height = 30 } }; void setupRabbitBullets() { int i; for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) { rabbitBulletPosition[i].isActive = 0; rabbitBulletPosition[i].willBeInactive = 0; } rabbitWeaponry.cooldown = 0; } void setupEnemies() { int i; for (i = 0; i < ENEMY_MAX_COUNT; ++i) { enemyPosition[i].isActive = 0; enemyPosition[i].willBeInactive = 0; } } 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; enemyPosition[availableEnemy].oldEnemyPosition[0] = spawnX; enemyPosition[availableEnemy].oldEnemyPosition[1] = spawnY; } void setupEnemySprites() { buildCompiledSprite( &sprite_enemy, &enemy, SPRITE_ENEMY_WIDTH, SPRITE_ENEMY_HEIGHT, SPRITE_ENEMY_OFFSET_X, SPRITE_ENEMY_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 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 drawOnlyMouseArena() { mouse.x = rabbitPosition.oldMousePosition[0]; mouse.y = rabbitPosition.oldMousePosition[1]; getSpriteBounds(&mouse, &bounds); drawOnlyArena(&bounds); 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]; getSpriteBounds(&rabbit, &bounds); drawOnlyArena(&bounds); } 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].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; getSpriteBounds(&bullet, &bounds); drawOnlyArena(&bounds); if (rabbitBulletPosition[i].willBeInactive) { rabbitBulletPosition[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(&spritesheetImage); setupRabbitSprites(); setupRabbitBullets(); setupEnemySprites(); 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 ); captureAndLimitMousePosition( &rabbitPosition, &mouseStatus ); calculateTargetAngle( &rabbitPosition, &mouseStatus ); } void handleCombat() { if (mouseStatus.leftButtonDown) { attemptToFireRabbitBullet( &rabbitPosition, &rabbitWeaponry, rabbitBulletPosition ); } advanceRabbitBullets( rabbitBulletPosition, &rabbitWeaponry ); handleRabbitBulletToEnemyCollisions( rabbitBulletPosition, enemyPosition ); } void handleRedraw() { drawOnlyRabbitArena(); drawOnlyEnemiesArena(); drawOnlyMouseArena(); drawOnlyRabbitBulletArena(); redrawArena(); renderRabbit(); renderEnemies(); renderMouse(); renderRabbitBullets(); } /* double speedCalcs[200]; int currentSpeedCalc = 0; double averageSpeedCalc; clock_t startTime; */ int main(void) { byte *drawBuffer; int keepRunning = 1; if (setupGame()) return 1; drawBuffer = getDrawBuffer(); maybeSpawnEnemy(); while (keepRunning) { readMouse(&mouseStatus); populateKeyboardKeydownState(); handleMovement(); handleCombat(); handleRedraw(); 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; }