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-rw-r--r--gst/fxs.c55
-rw-r--r--gst/fxs.h25
-rw-r--r--gst/gst.c159
-rw-r--r--gst/gst.h12
-rw-r--r--gst/units.c13
-rw-r--r--gst/units.h5
6 files changed, 243 insertions, 26 deletions
diff --git a/gst/fxs.c b/gst/fxs.c
new file mode 100644
index 0000000..2078a89
--- /dev/null
+++ b/gst/fxs.c
@@ -0,0 +1,55 @@
+#include <stdlib.h>
+#include <stdio.h>
+#include <units.h>
+#include <vec.h>
+
+#include <fxs.h>
+
+void fx_init (fxs *fx) {
+ fx->bullets = (bullet*)malloc(sizeof(bullet)*1024);
+ fx->bulletslen = 0;
+}
+
+void fx_add_bullet (fxs *fx, bullet *b) {
+ fx->bullets[fx->bulletslen] = *b;
+ fx->bulletslen++;
+}
+
+void fx_process (fxs *fx, float time) {
+ for (int i=0; i<fx->bulletslen; i++) {
+ bullet *b = fx->bullets+i;
+ if (time > b->endtime) {
+ // remove by replacing with last, dont care for order
+ *b = fx->bullets[fx->bulletslen-1];
+ fx->bulletslen--;
+ }
+ }
+}
+
+
+void fx_render (SDL_Renderer *rend, fxs *fx, float cam[], float time) {
+ for (int i=0; i<fx->bulletslen; i++) {
+ bullet *b = fx->bullets+i;
+ float travel_time = b->endtime - b->starttime;
+ float interval_time = time - b->starttime;
+ float amt = interval_time / travel_time;
+ if (amt < 0) amt = 0; if (amt > 1) amt = 1;
+ float pos[2] = {
+ b->from[0] *(1-amt) + b->to[0] *amt,
+ b->from[1] *(1-amt) + b->to[1] *amt
+ };
+ float head[2]; vec2_sub(head, b->from, b->to);
+ vec2_norm(head); vec2_mul(head, head, 10);
+ SDL_SetRenderDrawColor(rend,
+ b->color[0],
+ b->color[1],
+ b->color[2],
+ 255);
+ SDL_RenderDrawLine(rend,
+ -cam[0] + pos[0],
+ -cam[1] + pos[1],
+ -cam[0] + pos[0] + head[0],
+ -cam[1] + pos[1] + head[1]
+ );
+ }
+}
diff --git a/gst/fxs.h b/gst/fxs.h
new file mode 100644
index 0000000..1efe97a
--- /dev/null
+++ b/gst/fxs.h
@@ -0,0 +1,25 @@
+#ifndef FXS_H
+#define FXS_H
+
+#include <SDL.h>
+
+typedef struct {
+ float from[2];
+ float to[2];
+ float starttime;
+ float endtime;
+ float size;
+ int color[3];
+} bullet;
+
+typedef struct {
+ bullet *bullets;
+ int bulletslen;
+} fxs;
+
+void fx_init (fxs *fx);
+void fx_add_bullet (fxs *fx, bullet *b);
+void fx_process (fxs *fx, float time);
+void fx_render (SDL_Renderer *rend, fxs *fx, float cam[], float time);
+
+#endif \ No newline at end of file
diff --git a/gst/gst.c b/gst/gst.c
index a97b4f9..6842826 100644
--- a/gst/gst.c
+++ b/gst/gst.c
@@ -13,7 +13,7 @@ void gst_init (gamestate *gst) {
gst->starttime = FLT_MAX;
gst->turn = 0;
gst->coveredtime = 0;
- gst->turnspeed = 0.35f;
+ gst->turnspeed = 0.75;
}
void gst_destroy (gamestate *gst) {
@@ -32,6 +32,13 @@ void gst_get_maparmy(gamestate *gst, map **m, army **ar) {
}
}
+void gst_lastpos (gamestate *gst) {
+ for (int i=0; i<gst->ar.uslen; i++) {
+ gst->ar_lastpos[i][0] = gst->ar.us[i].pos[0];
+ gst->ar_lastpos[i][1] = gst->ar.us[i].pos[1];
+ }
+}
+
void gst_tobattle (gamestate *gst) {
if (gst->playernum == 1) {
//info_load_army(gst->army_bp+1, "army");
@@ -63,6 +70,7 @@ void gst_tobattle (gamestate *gst) {
gst->ar.us[gst->ar.uslen].owner = i;
}
}
+ gst_lastpos(gst);
gst->starttime = FLT_MAX;
gst->turn = 0;
gst->coveredtime = 0;
@@ -74,6 +82,51 @@ void gst_toeditor(gamestate *gst) {
gst->playernum = 1;
}
+void gst_spawn_bullets (gamestate *gst, fxs *fx, a_dmg dmgs[], int dmgslen,
+ float time)
+{
+ map *m; army *ar;
+ gst_get_maparmy(gst, &m, &ar);
+
+ bullet b;
+ int counts[MAXUNITS];
+ for (int j=0;j<MAXUNITS; counts[j]=0, j++);
+ // for every unit count how many shots
+
+ for (int i=0; i<ar->uslen; i++) {
+ for (int j=0; j<dmgslen; j++) {
+ unit *u = ar->us+i;
+ if (dmgs[j].u == u) { counts[i]++; }
+ }
+ }
+ int curr[MAXUNITS];
+ for (int j=0;j<MAXUNITS; curr[j]=0, j++);
+ for (int i=0; i<ar->uslen; i++) {
+ for (int j=0; j<dmgslen; j++) {
+ unit *u = ar->us+i;
+ if (dmgs[j].u == u) {
+ unit *t = dmgs[j].t;
+ b.from[0] = u->pos[0]+16;
+ b.from[1] = u->pos[1]+16;
+ b.to[0] = t->pos[0]+16;
+ b.to[1] = t->pos[1]+16;
+ float n = (float)curr[i]/counts[i];
+ float shot_time = time + n*gst->turnspeed;
+ b.starttime = shot_time;
+ b.endtime = shot_time + 0.1;
+ if (u->owner == 0) {
+ b.color[0] = 0; b.color[1] = 255; b.color[2] = 0;
+ } else {
+ b.color[0] = 255; b.color[1] = 0; b.color[2] = 0;
+ }
+ fx_add_bullet(fx, &b);
+ curr[i] ++;
+ }
+ }
+ }
+
+}
+
int gst_check_victory (gamestate *gst) {
int counts[gst->playernum], max=-1, imax = -1;
for (int i=0; i<gst->ar.uslen; i++) {
@@ -86,23 +139,93 @@ int gst_check_victory (gamestate *gst) {
return imax;
}
-void gst_process (gamestate *gst, infos *info, float t) {
- if (gst->starttime > t) gst->starttime = t;
- float t_elapsed = t-gst->starttime;
- if (t_elapsed > gst->coveredtime) {
- gst->coveredtime += gst->turnspeed;
- gst->turn ++;
- map *m; army *ar;
- gst_get_maparmy(gst, &m, &ar);
- int move = army_move(info, ar, m);
- int fire = army_fire(info, ar, m);
- army_upkeep(info, ar, m);
- printf("%d, %d\n", move, fire);
- if (move == 0 && fire == 0) {
- gst->turn_until_finish--;
- } else { gst->turn_until_finish = 5; }
- if (gst->turn_until_finish <= 0) {
- gst->over = 1;
+void gst_process (gamestate *gst, infos *info, fxs *fx, float t) {
+ if (gst->state == 1) {
+ if (gst->starttime > t) gst->starttime = t;
+ float t_elapsed = t-gst->starttime;
+ if (t_elapsed > gst->coveredtime) {
+ // next turn
+ gst_lastpos(gst);
+ gst->coveredtime += gst->turnspeed;
+ gst->turn ++;
+ map *m; army *ar;
+ gst_get_maparmy(gst, &m, &ar);
+ int move = army_move(info, ar, m);
+
+ a_dmg dmgs[1024*8];
+ int fire = army_fire(info, ar, m, dmgs);
+ army_upkeep(info, ar, m);
+ printf("%d, %d\n", move, fire);
+ if (move == 0 && fire == 0) {
+ gst->turn_until_finish--;
+ } else { gst->turn_until_finish = 5; }
+ if (gst->turn_until_finish <= 0) {
+ gst->over = 1;
+ }
+ gst_spawn_bullets(gst, fx, dmgs, fire, t);
}
}
+}
+
+void gst_render (SDL_Renderer *rend, SDL_Texture *txsprites, txtd *textd,
+ gamestate *gst, infos *info, float t)
+{
+ float ts = 32;
+ int posx = gst->cam[0];
+ int posy = gst->cam[1];
+ map *m; army *ar;
+ gst_get_maparmy(gst, &m, &ar);
+
+ // render map
+ for (int y=0; y<m->sy; y++) {
+ for (int x=0; x<m->sx; x++) {
+ float px = x*ts;
+ float py = y*ts;
+ SDL_Rect srcRect = { 1*ts, 0*ts, ts, ts };
+ SDL_Rect dstRect = { (int)px-posx, (int)py-posy, ts, ts };
+ SDL_RenderCopy(rend, txsprites, &srcRect, &dstRect);
+ }
+ }
+
+ /* assuming one turn = 1s, amt domain = [0, 1) */
+ float amt = t - (gst->starttime+gst->coveredtime);
+ amt = (amt / gst->turnspeed) + 1;
+ if (amt > 1) amt = 1; if (amt < 0) amt = 0; // clamping away fuzzyness
+
+ // render enemies
+ for (int i=0; i<ar->uslen; i++) {
+ if (ar->us[i].hp <= 0) continue;
+ float present_x = ar->us[i].pos[0];
+ float present_y = ar->us[i].pos[1];
+
+ float x = present_x, y = present_y;
+ if (gst->state == 1) {
+ x = present_x*(amt) + gst->ar_lastpos[i][0]*(1-amt);
+ y = present_y*(amt) + gst->ar_lastpos[i][1]*(1-amt);
+ }
+
+ SDL_Rect srcRect = { ar->us[i].info.chassis*ts, ts, ts, ts };
+ SDL_Rect dstRect = { (int)x-posx, (int)y-posy, ts, ts };
+ SDL_RenderCopy(rend, txsprites, &srcRect, &dstRect);
+
+ float amt = ar->us[i].hp
+ / info_unit_get_health(info, &ar->us[i].info);
+ SDL_Rect hprect = {
+ (int)x-posx, (int)y-posy+ts-5,
+ ts*amt, 6 };
+ int sw = 1 ? ar->us[i].owner : 0;
+ SDL_SetRenderDrawColor(rend, 255*sw, 255*(1-sw), 0, 255);
+ SDL_RenderFillRect(rend, &hprect);
+
+ SDL_SetTextureColorMod(textd->tex_small, sw*100, 100*(1-sw), 0);
+ char shp[32]; sprintf(shp, "%.0f", ar->us[i].hp);
+ float php[2] = { (int)x-posx, (int)y-posy+ts-5 };
+ render_text_small(rend, shp, php, textd);
+
+ SDL_SetTextureColorMod(textd->tex_small, 255, 160, 0);
+ char sch[32]; sprintf(sch, "%.0f", ar->us[i].charge);
+ float pch[2] = { (int)x-posx, (int)y-posy+ts+1 };
+ render_text_small(rend, sch, pch, textd);
+ SDL_SetTextureColorMod(textd->tex_small, 0, 0, 0);
+ }
} \ No newline at end of file
diff --git a/gst/gst.h b/gst/gst.h
index 171e213..ad0a685 100644
--- a/gst/gst.h
+++ b/gst/gst.h
@@ -4,6 +4,11 @@
#include <info.h>
#include <units.h>
#include <map.h>
+#include <fxs.h>
+#include <render_text.h>
+
+#include <SDL.h>
+#include <SDL_mixer.h>
#define MAXMAP 10
@@ -13,6 +18,7 @@ typedef struct {
int playernum;
map map_battle;
army ar;
+ float ar_lastpos[MAXUNITS][2];
int state;
float cam[2];
float starttime;
@@ -26,8 +32,12 @@ typedef struct {
void gst_init (gamestate *gst);
void gst_destroy (gamestate *gst);
void gst_get_maparmy(gamestate *gst, map **m, army **ar);
+
void gst_tobattle (gamestate *gst);
void gst_toeditor (gamestate *gst);
-void gst_process (gamestate *gst, infos *info, float t);
+
+void gst_process (gamestate *gst, infos *info, fxs *fx, float t);
+void gst_render (SDL_Renderer *rend, SDL_Texture *txsprites, txtd *textd,
+ gamestate *gst, infos *info, float t);
#endif \ No newline at end of file
diff --git a/gst/units.c b/gst/units.c
index 89c9489..b699e26 100644
--- a/gst/units.c
+++ b/gst/units.c
@@ -184,7 +184,7 @@ int army_move (infos *info, army *ar, map *m) {
return iter;
}
-int army_fire (infos *info, army *ar, map *m) {
+int army_fire (infos *info, army *ar, map *m, a_dmg dmgs[]) {
for (int i=0; i<ar->uslen; i++) {
unit *u = ar->us+i;
int lw = u->info.levels[LEVEL_CHASSIS];
@@ -192,7 +192,7 @@ int army_fire (infos *info, army *ar, map *m) {
u->cooldown[j] += 1;
}
}
- struct dmg { unit *u; float dam; } dmgs[1024*8]; int dmgslen = 0;
+ int dmgslen = 0;
unit *t[32];
for (int i=0; i<ar->uslen; i++) {
unit *u = ar->us+i;
@@ -205,7 +205,8 @@ int army_fire (infos *info, army *ar, map *m) {
float range = info_unit_get_range(info, &u->info, j);
unit_search(info, ar, m, u, t, range);
if (t[0]!=NULL) {
- dmgs[dmgslen].u = t[0];
+ dmgs[dmgslen].u = u;
+ dmgs[dmgslen].t = t[0];
dmgs[dmgslen].dam = info_unit_get_damage_target(
info, &u->info, j, &t[0]->info);
dmgslen++;
@@ -216,9 +217,9 @@ int army_fire (infos *info, army *ar, map *m) {
}
}
for (int i=0; i<dmgslen; i++) {
- dmgs[i].u->hp -= dmgs[i].dam;
- if (dmgs[i].u->hp <= 0) {
- unit_dead(ar, m, dmgs[i].u);
+ dmgs[i].t->hp -= dmgs[i].dam;
+ if (dmgs[i].t->hp <= 0) {
+ unit_dead(ar, m, dmgs[i].t);
}
}
return dmgslen;
diff --git a/gst/units.h b/gst/units.h
index d574b79..c7cc575 100644
--- a/gst/units.h
+++ b/gst/units.h
@@ -31,12 +31,15 @@ typedef struct army_ {
void unit_init (infos *info, army *ar, map *m,
int x, int y, info_unit *iu, int owner, unit *u);
void unit_remove (army *ar, map *m, unit *u);
+
void army_grid_init(army *ar);
void army_init (army *ar, map *m);
void army_destory(army *ar);
void army_spawn (army *ar, map *m, unit u);
int army_move (infos *info, army *ar, map *m);
-int army_fire (infos *info, army *ar, map *m);
+
+typedef struct { unit *u, *t; float dam; } a_dmg;
+int army_fire (infos *info, army *ar, map *m, a_dmg dmgs[]);
void army_upkeep (infos *info, army *ar, map *m);
#endif \ No newline at end of file