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//#define LCB_NO_CONSOLE
#include <SDL.h>
#include <SDL_mixer.h>
#include <stdio.h>
#include <math.h>
#include <jsonparse.h>
#include <render_text.h>
#include <graphicsettings.h>
#include <button.h>
#include <mkb.h>
#include <vec.h>
#include <net.h>
#include <units.h>
#include <map.h>
#include <info.h>
#include <hud.h>
#include <gst.h>
//The music that will be played
Mix_Music *gMusic = NULL;
//The sound effects that will be used
Mix_Chunk *sounds[16];
int main( int argc, char* args[] ) {
net_init();
graphic_settings gs = { 1250, 700 };
SDL_Window* window = NULL;
SDL_Surface* screenSurface = NULL;
SDL_Renderer* rend = NULL;
SDL_Init(SDL_INIT_VIDEO);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0");
window = SDL_CreateWindow("DESCRIPT", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, gs.resx, gs.resy, SDL_WINDOW_SHOWN
| SDL_WINDOW_RESIZABLE);
screenSurface = SDL_GetWindowSurface(window);
rend = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
// render text init
txtd textd; char_width_init(textd.cw);
SDL_Surface* image = SDL_LoadBMP("content/gf.bmp");
textd.tex = SDL_CreateTextureFromSurface(rend, image);
SDL_SetTextureColorMod(textd.tex, 0, 0, 0);
SDL_Surface* imagesmall = SDL_LoadBMP("content/gfsmall.bmp");
SDL_Texture* txsmall = SDL_CreateTextureFromSurface(rend, imagesmall);
SDL_SetTextureColorMod(txsmall, 0, 0, 0);
SDL_Surface* sprites = SDL_LoadBMP("content/sprites.bmp");
SDL_Texture* txsprites = SDL_CreateTextureFromSurface(rend, sprites);
Mix_OpenAudio( 44100, MIX_DEFAULT_FORMAT, 2, 2048 );
#define SOUND_MOUSE_OVER 0
sounds[SOUND_MOUSE_OVER] = Mix_LoadWAV(
"content/sounds/mouse_over.wav" );
#define SOUND_MOUSE_CLICK_0 1
sounds[SOUND_MOUSE_CLICK_0] = Mix_LoadWAV(
"content/sounds/mouse_click_0.wav" );
#define SOUND_MOUSE_WHEEL 2
sounds[SOUND_MOUSE_WHEEL] = Mix_LoadWAV(
"content/sounds/mouse_wheel.wav" );
#define SOUND_SUCCESS 3
sounds[SOUND_SUCCESS] = Mix_LoadWAV(
"content/sounds/success.wav" );
Mix_Volume(-1,MIX_MAX_VOLUME/16);
// Mix_PlayChannel( -1, mouse_over, 0 );
// frame timing
const double FRAME_TIME = (double)1/60; // delta time for 60 FPS
double last_time = SDL_GetTicks();
double frame_counter = 0;
double tot_time = 0;
double unprocessed_time = 0;
int frames = 0;
// mouse and keyboard
MKb mkb;
mkb_init(&mkb);
// info
infos info;
info_load(&info);
gamestate gst;
gst_init(&gst);
gst.cam[0] = -gs.resx/2+gst.map_editor.sx*gst.map_editor.ts/2;
gst.cam[1] = -gs.resy/2+gst.map_editor.sy*gst.map_editor.ts/2;
// hud
hud _hud;
hud_init(&gs, &_hud, &textd);
_hud.og.army_listlen = info_army_get_list(_hud.og.army_list);
if (_hud.og.army_listlen > 0)
info_load_army(gst.army_bp+0, _hud.og.army_list[0]);
info_load_playername(_hud.og.playername);
float mlast[2] = {0, 0};
// sockets
net_client netc;
net_server nets;
int server = 0;
bool quit = false;
SDL_Event e;
while(!quit) {
while(SDL_PollEvent(&e) != 0) {
if(e.type == SDL_QUIT) {
quit = true;
}
if(e.type == SDL_WINDOWEVENT
&& e.window.event == SDL_WINDOWEVENT_RESIZED ) {
gs.resx = e.window.data1; gs.resy = e.window.data2;
SDL_SetWindowSize(window, gs.resx, gs.resy);
hud_resize(&gs, &_hud, &textd);
}
mkb_event(&mkb, &e);
}
bool render = false;
double startTime = SDL_GetTicks();
double passedTime = (startTime - last_time)/1000;
last_time = startTime;
unprocessed_time += passedTime;
frame_counter += passedTime;
tot_time += passedTime;
if (frame_counter >= 1.0) {
//printf("FPS: %i | %f ms\n", frames, 1000.0 / ((double)frames));
frames = 0;
frame_counter = 0;
}
while (unprocessed_time > FRAME_TIME) {
float mp[2] = { mkb.mx, mkb.my };
if (mkb.mclick[1] == 1) {
float delta[2] = { mkb.mx-mlast[0], mkb.my-mlast[1] };
vec2_sub(gst.cam, gst.cam, delta);
}
/*
if (mkb_search(&mkb, SDL_SCANCODE_E)) {
map *m; army *ar;
gst_get_maparmy(&gst, &m, &ar);
army_move(&info, ar, m);
army_fire(&info, ar, m);
}*/
hud_process(&gs, &_hud, &mkb, &info,
gst.army_bp+0, &gst.map_editor, &textd, &gst,
&netc, &nets, sounds);
if (gst.state == 1) {
gst_process(&gst, &info, tot_time);
}
render = true;
unprocessed_time -= FRAME_TIME;
mlast[0] = mkb.mx; mlast[1] = mkb.my;
mkb_process(&mkb);
}
if (render) {
SDL_SetRenderDrawColor(rend, 255, 255, 255, 255);
SDL_RenderClear(rend);
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);
}
}
// render enemies
for (int i=0; i<ar->uslen; i++) {
if (ar->us[i].hp <= 0) continue;
float x = ar->us[i].pos[0];
float y = ar->us[i].pos[1];
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(txsmall, 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, txsmall);
SDL_SetTextureColorMod(txsmall, 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, txsmall);
SDL_SetTextureColorMod(txsmall, 0, 0, 0);
}
hud_render(&_hud, rend, &textd, &mkb, &info, txsprites, &gst,
tot_time);
SDL_RenderPresent(rend);
frames++;
}
else {
SDL_Delay(1);
}
}
Mix_FreeMusic(gMusic);
SDL_DestroyWindow(window);
Mix_Quit();
SDL_Quit();
net_client_close(&netc);
gst_destroy(&gst);
return 0;
}
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