PixelWars/main.c
2015-01-14 00:29:25 +01:00

272 lines
5.7 KiB
C
Executable File

#include "main.h"
#include "team.h"
#include "tools.h"
#include "generator.h"
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#include <string.h>
typedef struct{
t_dude dude1;
t_dude dude2;
int attack;
} t_fight;
// temp code
t_action purple_update(void* my_info, void* com_data, int my_id);
t_action orange_update(void* my_info, void* com_data, int my_id);
int get_purple_size();
int get_orange_size();
void initWorld(int width, int height){
int i;
// allocations
printf("Allocating memory...\n");
teams = malloc(sizeof(t_team)*NB_TEAMS);
for(i=0; i<NB_TEAMS; i++){
teams[i].team = i;
switch(i){
case ORANGE :
teams[i].dude_size = get_orange_size();
teams[i].update = orange_update;
break;
case PURPLE :
teams[i].dude_size = get_purple_size();
teams[i].update = purple_update;
break;
}
teams[i].nb_dudes = 0;
teams[i].dudes = malloc(sizeof(t_dude)*MAX_DUDES);
teams[i].spawn.x = 0;
teams[i].spawn.y = 0;
teams[i].spawn_food = 10;
teams[i].spawn_count = 0;
}
map = (t_pixel**)malloc(sizeof(t_pixel*)*width);
for(i=0; i<width; i++)
map[i] = (t_pixel*)malloc(sizeof(t_pixel)*height);
// generate map
printf("Generating map...\n");
create_map(width, height);
// create image from map
printf("Creating image from map...\n");
generateImg(width, height);
}
void addFight(t_dude dude, t_dude other_dude){
}
void updateTeam(t_team team){
int i;
t_action action;
for(i=0; i<team.nb_dudes; i++){
action = team.update((void*)(team.dudes[i].custom_data), (void*)(team.dudes[i].com_data), i);
handleAction(action, team.dudes+i);
}
}
t_coord getPos(t_coord coord, int dir){
switch(dir){
case NORTH :
coord.y++;
break;
case SOUTH :
coord.y--;
break;
case WEST :
coord.x++;
break;
case EAST :
coord.x--;
break;
}
return coord;
}
void spawnDudes(){
int i;
t_dude new_dude;
for(i=0; i<NB_TEAMS; i++){
if(teams[i].spawn_food > 0)
teams[i].spawn_count++;
if(teams[i].spawn_count > 10 && map[teams[i].spawn.x][teams[i].spawn.y].type == SPAWN){
teams[i].spawn_food--;
teams[i].spawn_count = 0;
new_dude.pos = teams[i].spawn;
new_dude.team = teams[i].team;
new_dude.inventory = -1;
new_dude.ground = map[teams[i].spawn.x][teams[i].spawn.y];
new_dude.custom_data = malloc(teams[i].dude_size);
memset(new_dude.custom_data, 0, teams[i].dude_size);
new_dude.com_data = NULL;
teams[i].dudes[teams[i].nb_dudes++] = new_dude;
}
}
}
void handleAction(t_action action, t_dude* dude){
t_coord target_pos = getPos(dude->pos, action.dir);
t_pixel target = map[target_pos.x][target_pos.y];
switch(action.type){
case MOVE :
if( target.type != WALL
&& target.type != ROCK
&& target.type != BEDROCK
&& target.type != IRON_ORE
&& target.type != DUDE
&& target.type != TREE
)
add_move(dude, target_pos);
break;
case ATTACK :
printf("forbidden action\n");
//if(target.type == DUDE)
// addFight(dude, *((t_dude*)(target.data)));
break;
case PICK :
printf("forbidden action\n");
// if target is resource :
// put target in inventory
// put grass on target
break;
case PUT :
printf("forbidden action\n");
// if target is grass or road or corpse
// target = inventory
// inventory = NULL
// else if target is spawn and inventory is food
// spawn.food ++
break;
case WORK :
printf("forbidden action\n");
// switch target
// case rock -> stone
// case berries -> food
// case tree -> wood
// case grass -> road
// case road -> grass
// case stone -> wall
// case wood -> sign
// case sign -> wood
// case iron_ore -> iron
// case iron -> sword
// case corpse -> grass
break;
case WAIT :
printf("forbidden action\n");
// ...
break;
case COMMUNICATE :
printf("forbidden action\n");
// if target is sign -> set sign message
// if target is dude -> sent message to dude
break;
}
}
void generateImg(int width, int height){
int i, j;
for(i=0; i<width; i++){
for(j=0; j<height; j++){
putpixel(img, i, j, getColor(map[i][j]));
}
}
}
void initSDL(int width, int height, int fullscreen)
{
srand(time(NULL));
if(fullscreen)
img = SDL_SetVideoMode(width, height, 32, SDL_HWSURFACE | SDL_DOUBLEBUF | SDL_FULLSCREEN);
else
img = SDL_SetVideoMode(width, height, 32, SDL_HWSURFACE | SDL_DOUBLEBUF);
SDL_WM_SetCaption("Pixel Wars", NULL);
SDL_FillRect(img, NULL, SDL_MapRGB(img->format, 255, 255, 255));
if (SDL_Init(SDL_INIT_VIDEO) == -1)
{
fprintf(stderr, "Erreur d'initialisation de la SDL");// and you don't want my french comment :p
exit(EXIT_FAILURE);
}
}
int MAIN
{
SDL_Event event;
int i;
int over = 0;
int wait_time = 100;
int fullscreen = 0;
int width = DEFAULT_WIDTH;
int height = DEFAULT_HEIGHT;
#ifndef _WIN32
argv++;
while(argc > 1){ // pas initialisé sur windows
printf("%s\n", argv[0]);
switch(argv[0][0]){
case 'f' :
fullscreen = 1;
break;
case 't' :
wait_time = atoi(argv[0]+2);
break;
case 'w' :
width = atoi(argv[0]+2);
break;
case 'h' :
height = atoi(argv[0]+2);
break;
default :
break;
}
argv++;
}
#endif
initSDL(width, height, fullscreen);
initWorld(width, height);
SDL_Flip(img);
printf("Launching simulation...\n");
while (!over){
while(SDL_PollEvent(&event)){
switch (event.type){
case SDL_KEYDOWN:
switch(event.key.keysym.sym) {
case SDLK_ESCAPE :
over = 1;
break;
default :
break;
}
break;
case SDL_QUIT:
over = 1;
break;
default :
break;
}
}
spawnDudes();
for(i=0; i<NB_TEAMS; i++)
updateTeam(teams[i]);
resolve_moves();
SDL_Delay(wait_time);
SDL_Flip(img);
}
SDL_FreeSurface(img);
SDL_Quit();
return 0;
}