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#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <float.h>
#include <gst.h>
void gst_init (gamestate *gst) {
map_init(&gst->map_editor, MAXMAP, MAXMAP, 32);
army_init(gst->army_bp, &gst->map_editor);
gst->playernum = 1;
gst->state = 0;
gst->starttime = FLT_MAX;
gst->turn = 0;
gst->coveredtime = 0;
gst->turnspeed = 0.75;
}
void gst_destroy (gamestate *gst) {
army_destory(gst->army_bp+0);
map_destroy(&gst->map_editor);
}
void gst_get_maparmy(gamestate *gst, map **m, army **ar) {
if (gst->state == 0) {
*m = &gst->map_editor;
*ar = gst->army_bp+0;
}
if (gst->state == 1) {
*m = &gst->map_battle;
*ar = &gst->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_compute_stats (gamestate *gst, infos *info) {
for (int i=0; i<gst->ar.uslen; i++) {
stats_unit_compute(info, &gst->ar.us[i].info, gst->ustats +i);
}
}
void gst_tobattle (gamestate *gst, infos *info) {
if (gst->playernum == 1) {
//info_load_army(gst->army_bp+1, "army");
gst->army_bp[1] = gst->army_bp[0];
gst->playernum = 2;
}
gst->state = 1;
int maxx = MAXMAP, maxy = MAXMAP;
int dx = 5, dy = 10;
int sx = dx*2+maxx, sy = dy+maxy*2;
map_init(&gst->map_battle, sx, sy, 32);
army_init(&gst->ar, &gst->map_battle);
unit u;
for (int i=0; i<gst->playernum; i++) {
for (int j=0; j<gst->army_bp[i].uslen; j++) {
u = gst->army_bp[i].us[j];
u.owner = i;
if (i==0) {
u.gridpos[0] += dx;
u.gridpos[1] += dy+maxy;
}
if (i==1) {
u.gridpos[0] = maxx-u.gridpos[0]+dx;
u.gridpos[1] = maxy-u.gridpos[1];
}
u.pos[0] = u.gridpos[0]*gst->map_battle.ts;
u.pos[1] = u.gridpos[1]*gst->map_battle.ts;
army_spawn(&gst->ar, &gst->map_battle, u);
gst->ar.us[gst->ar.uslen].owner = i;
}
}
gst_compute_stats(gst, info);
gst_lastpos(gst);
gst->starttime = FLT_MAX;
gst->turn = 0;
gst->coveredtime = 0;
gst->turn_until_finish = 5;
gst->over = 0;
}
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;
// for every unit count how many shots
int counts[MAXUNITS];
for (int j=0;j<MAXUNITS; counts[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) { counts[i]++; }
}
}
// then spawn a bullet for every shot
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 travel_time = 0.1;
float shot_time = time + n*gst->turnspeed;
b.starttime = shot_time;
b.endtime = shot_time + travel_time;
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++) {
counts[gst->ar.us[i].owner] ++;
if (counts[gst->ar.us[i].owner] > max) {
imax = gst->ar.us[i].owner;
max = counts[gst->ar.us[i].owner];
}
}
return imax;
}
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, gst->ustats);
a_dmg dmgs[1024*8];
int fire = army_fire(info, ar, m, dmgs, gst->ustats);
army_upkeep(info, ar, m, gst->ustats);
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 units
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);
stats_unit base; stats_unit_compute(info, &ar->us[i].info, &base);
float amt = ar->us[i].hp / base.frame.hp;
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);
}
}
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