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

150 lines
5.0 KiB
C

#include <math.h>
#include "game.h"
#include "movement.h"
#include "const.h"
#include "system/vga.h"
void attemptToFireRabbitBullet(
struct RabbitPosition *rabbitPosition,
struct RabbitWeaponry *rabbitWeaponry,
struct BulletPosition rabbitBulletPosition[]
) {
int 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(
struct BulletPosition rabbitBulletPosition[],
struct RabbitWeaponry *rabbitWeaponry
) {
int i;
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--;
}
struct CollisionDetection {
short int sourceSX, sourceSY, sourceEX, sourceEY;
short int targetSX, targetSY, targetEX, targetEY;
};
struct CollisionDetection collisionDetection;
int isCollision() {
int result;
// first pass: are the hitboxes even close
result = !(
collisionDetection.sourceEY < collisionDetection.targetSY ||
collisionDetection.sourceEX < collisionDetection.targetSX ||
collisionDetection.targetEY < collisionDetection.sourceSY ||
collisionDetection.targetEX < collisionDetection.sourceSX
);
if (!result) return result;
// second pass: check against specific character shaped hitboxes
// these will be generated from the spritesheet generator
return result;
}
void populateSourceCollision(struct CompiledSpriteRender *sprite) {
getSpriteBounds(sprite, &bounds);
collisionDetection.sourceSX = bounds.left;
collisionDetection.sourceSY = bounds.top;
collisionDetection.sourceEX = bounds.right;
collisionDetection.sourceEY = bounds.bottom;
}
void populateTargetCollision(struct CompiledSpriteRender *sprite) {
getSpriteBounds(sprite, &bounds);
collisionDetection.targetSX = bounds.left;
collisionDetection.targetSY = bounds.top;
collisionDetection.targetEX = bounds.right;
collisionDetection.targetEY = bounds.bottom;
}
void handleRabbitBulletToEnemyCollisions(
struct BulletPosition rabbitBulletPosition[],
struct EnemyPosition enemyPosition[]
) {
int bulletIdx, enemyIdx;
// to start: brute force items
// possible performance improvements:
// * horizontal sweep against enemies to rule out enemies to check
for (bulletIdx = 0; bulletIdx < RABBIT_BULLET_LIMIT; ++bulletIdx) {
if (!rabbitBulletPosition[bulletIdx].isActive) continue;
if (rabbitBulletPosition[bulletIdx].willBeInactive) continue;
populateSourceCollision(&bullet);
for (enemyIdx = 0; enemyIdx < ENEMY_MAX_COUNT; ++enemyIdx) {
if (!enemyPosition[enemyIdx].isActive) continue;
if (enemyPosition[enemyIdx].willBeInactive) continue;
populateTargetCollision(&enemy);
if (isCollision()) {
enemyPosition[enemyIdx].willBeInactive = 1;
rabbitBulletPosition[bulletIdx].willBeInactive = 1;
break;
}
}
}
}