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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 = 0.35f;
}
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_tobattle (gamestate *gst) {
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->starttime = FLT_MAX;
gst->turn = 0;
gst->coveredtime = 0;
}
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);
army_move(info, ar, m);
army_fire(info, ar, m);
}
}
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