2016-05-16 00:34:44 +02:00

544 lines
13 KiB
C

#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>
// temp code
t_action purple_update();
t_action orange_update();
t_dude* current_dude;
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].update = orange_update;
break;
case PURPLE :
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 = NB_STARTING_FOOD;
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 updateTeam(t_team team){
int i;
for(i=0; i<team.nb_dudes; i++){
current_dude = team.dudes + i;
team.dudes[i].action = team.update();
if(team.dudes[i].com_data != NULL){
free(team.dudes[i].com_data);
team.dudes[i].com_data = NULL;
}
}
for(i=0; i<team.nb_dudes; i++){
current_dude = team.dudes + i;
handleAction(current_dude);
}
}
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;
}
int getNear(int dir){
t_coord coord = getPos(current_dude->pos, dir);
return map[coord.x][coord.y].type;
}
int getInfo(int dir){
t_coord coord = getPos(current_dude->pos, dir);
t_pixel pixel = map[coord.x][coord.y];
t_dude* dude;
int* n;
switch(pixel.type){
case DUDE :
dude = pixel.data;
return dude->team;
case FOOD :
case WOOD :
case STONE :
case IRON :
case SWORD :
case SPAWN :
n = pixel.data;
return *n;
default :
return -1;
}
}
int getInventory(){
return current_dude->inventory;
}
t_com* getComData(){
return current_dude->com_data;
}
void* getMemory(){
return current_dude->custom_data;
}
int getSuccess(){
return current_dude->success;
}
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].nb_dudes < MAX_DUDES && teams[i].spawn_count > SPAWN_COOLDOWN && 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.success = 1;
new_dude.dead = 0;
new_dude.ground = map[teams[i].spawn.x][teams[i].spawn.y];
new_dude.custom_data = malloc(DUDE_MEMORY);
memset(new_dude.custom_data, 0, DUDE_MEMORY);
new_dude.com_data = NULL;
teams[i].dudes[teams[i].nb_dudes++] = new_dude;
}
}
}
void handleAction(t_dude* dude){
t_action action = dude->action;
t_coord target_pos = getPos(dude->pos, action.dir);
t_pixel target = map[target_pos.x][target_pos.y];
t_dude* target_dude;
int* nb_res;
switch(action.type){
case MOVE :
dude->success = 0;
if( target.type != WALL
&& target.type != ROCK
&& target.type != BEDROCK
&& target.type != IRON_ORE
&& target.type != TREE
&& target.type != LIBRARY
)
add_move(dude, target_pos);
break;
case ATTACK :
dude->success = 0;
if( target.type == DUDE
|| target.type == SPAWN
|| target.type == WALL
|| target.type == LIBRARY
|| target.type == ROAD
){
dude->success = 1;
if(target.type == DUDE)
add_fight(dude, target_pos);
else{
if(target.type == SPAWN){
nb_res = target.data;
teams[*nb_res].spawn_food = 0;
teams[*nb_res].spawn_count = 0;
}
if(target.data != NULL)
free(target.data);
map[target_pos.x][target_pos.y].type = GRASS;
map[target_pos.x][target_pos.y].data = NULL;
}
}
break;
case PICK :
nb_res = target.data;
if(target.type >= FOOD && target.type <= SWORD && dude->inventory == -1){
dude->inventory = target.type;
(*nb_res)--;
if(*nb_res < 1){
free(nb_res);
map[target_pos.x][target_pos.y].type = GRASS;
map[target_pos.x][target_pos.y].data = NULL;
putpixel(img, target_pos.x, target_pos.y, getColor(map[target_pos.x][target_pos.y]));
}
dude->success = 1;
}else
dude->success = 0;
break;
case PUT :
dude->success = 1;
if(dude->inventory != -1 && (target.type == GRASS || target.type == MARK || target.type == dude->inventory)){
if(target.type == GRASS || target.type == MARK){
map[target_pos.x][target_pos.y].type = dude->inventory;
nb_res = malloc(sizeof(int));
*nb_res = 1;
map[target_pos.x][target_pos.y].data = nb_res;
}else{
nb_res = target.data;
(*nb_res)++;
}
dude->inventory = -1;
putpixel(img, target_pos.x, target_pos.y, getColor(map[target_pos.x][target_pos.y]));
}else if(target.type == SPAWN && dude->inventory == FOOD){
dude->inventory = -1;
nb_res = (int*)target.data;
teams[*nb_res].spawn_food++;
}else{
printf("put failed : trying to put %d in %d\n", dude->inventory, target.type);
dude->success = 0;
}
break;
case WORK :
dude->success = 1;
switch(target.type){
case ROCK :
map[target_pos.x][target_pos.y].type = STONE;
nb_res = malloc(sizeof(int));
*nb_res = 1;
map[target_pos.x][target_pos.y].data = nb_res;
break;
case BERRIES :
map[target_pos.x][target_pos.y].type = FOOD;
nb_res = malloc(sizeof(int));
*nb_res = 1;
map[target_pos.x][target_pos.y].data = nb_res;
break;
case TREE :
map[target_pos.x][target_pos.y].type = WOOD;
nb_res = malloc(sizeof(int));
*nb_res = 1;
map[target_pos.x][target_pos.y].data = nb_res;
break;
case IRON_ORE :
map[target_pos.x][target_pos.y].type = IRON;
nb_res = malloc(sizeof(int));
*nb_res = 1;
map[target_pos.x][target_pos.y].data = nb_res;
break;
case GRASS :
map[target_pos.x][target_pos.y].type = MARK;
map[target_pos.x][target_pos.y].data = NULL;
break;
case MARK :
map[target_pos.x][target_pos.y].type = GRASS;
map[target_pos.x][target_pos.y].data = NULL;
break;
case WOOD :
nb_res = target.data;
switch(*nb_res){
case 1 :
free(target.data);
map[target_pos.x][target_pos.y].type = WALL;
map[target_pos.x][target_pos.y].data = NULL;
break;
case 2 :
free(target.data);
map[target_pos.x][target_pos.y].type = LIBRARY;
map[target_pos.x][target_pos.y].data = malloc(128);
memset(map[target_pos.x][target_pos.y].data, 0, 128);
default :
dude->success = 0;
break;
}
break;
case STONE :
nb_res = target.data;
if(*nb_res != 1)
dude->success = 0;
else{
free(target.data);
map[target_pos.x][target_pos.y].type = ROAD;
map[target_pos.x][target_pos.y].data = NULL;
}
break;
case IRON :
nb_res = target.data;
if(*nb_res != 1)
dude->success = 0;
else
map[target_pos.x][target_pos.y].type = SWORD;
break;
default :
dude->success = 0;
break;
}
if(dude->success)
putpixel(img, target_pos.x, target_pos.y, getColor(map[target_pos.x][target_pos.y]));
break;
case WAIT :
dude->success = 1;
break;
case COMMUNICATE :
switch(target.type){
// TODO : conflicts are not handled in a fair way
case DUDE :
printf("message to dude\n");
action.com_data.flag = (action.dir+2)%4;
target_dude = target.data;
if(target_dude->com_data == NULL){
target_dude->com_data = malloc(sizeof(t_com));
*(target_dude->com_data) = action.com_data;
dude->success = 1;
}else
dude->success = 0;
break;
case LIBRARY :
if(action.com_data.flag & READ){
if(dude->com_data == NULL){
action.com_data.flag = action.dir;
dude->com_data = malloc(sizeof(t_com));
*(dude->com_data) = action.com_data;
memcpy(dude->com_data + sizeof(int), target.data + (action.com_data.flag | 3), 32);
}else{
dude->success = 0;
break;
}
}else{
memcpy(target.data + action.com_data.flag, action.com_data.data, 32);
}
dude->success = 1;
break;
default :
dude->success = 0;
break;
}
break;
}
}
void generateImg(int width, int height){
img = SDL_CreateRGBSurface(0, width, height, 32, 0, 0, 0, 0);
int i, j;
for(i=0; i<width; i++){
for(j=0; j<height; j++){
putpixel(img, i, j, getColor(map[i][j]));
}
}
}
SDL_Surface* initSDL(int width, int height, int fullscreen)
{
SDL_Surface* screen;
srand(time(NULL));
if(fullscreen)
screen = SDL_SetVideoMode(width, height, 32, SDL_HWSURFACE | SDL_DOUBLEBUF | SDL_FULLSCREEN);
else
screen = SDL_SetVideoMode(width, height, 32, SDL_HWSURFACE | SDL_DOUBLEBUF);
SDL_WM_SetCaption("Pixel Wars", NULL);
SDL_FillRect(screen, NULL, SDL_MapRGB(screen->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);
}
return screen;
}
int screen_to_img(int pos_screen, int zoom ,int offset){
return pos_screen/zoom + offset;
}
void render(SDL_Surface* screen, int x_offset, int y_offset, int zoom_level){
int i, j, x, y;
int pos_x,pos_y;
pos_x = x_offset - img->w/(2*zoom_level);
pos_y = y_offset - img->h/(2*zoom_level);
SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, 0, 0, 0));
for(i=0; i<screen->w; i++){
for(j=0; j<screen->h; j++){
//new version
x = screen_to_img(i,zoom_level,pos_x);
y = screen_to_img(j,zoom_level,pos_y);
//old version
//x = (i - img->w/2 )/zoom_level + x_offset;
//y = (j - img->h/2 )/zoom_level + y_offset;
if(x >= 0 && x < img->w && y >= 0 && y < img->h)
putpixel(screen, i, j, getpixel(img, x, y));
}
}
}
int MAIN
{
SDL_Surface* screen;
SDL_Event event;
int i;
int paused = 0;
int x_offset = 0;
int y_offset = 0;
int zoom_level = DEFAULT_STARTING_ZOOM;
int over = 0;
int time = 0;
int wait_time = 100;
int new_time = 0;
int remaining_time = -1;
int fullscreen = 0;
int width = DEFAULT_GAME_WIDTH;
int height = DEFAULT_GAME_HEIGHT;
int disp_width = DEFAULT_WINDOW_WIDTH;
int disp_height = DEFAULT_WINDOW_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 'w' :
width = atoi(argv[0]+2);
disp_width = 2*width;
break;
case 'h' :
height = atoi(argv[0]+2);
disp_height = 2*height;
break;
default :
break;
}
argv++;
argc--;
}
#endif
screen = initSDL(disp_width, disp_height, fullscreen);
initWorld(width, height);
SDL_Flip(img);
x_offset = width/2;
y_offset = height/2;
printf("Launching simulation...\n");
time = SDL_GetTicks();
while (!over){
while(SDL_PollEvent(&event)){
switch (event.type){
case SDL_KEYDOWN:
switch(event.key.keysym.sym) {
case SDLK_ESCAPE :
over = 1;
break;
case SDLK_z :
y_offset -= 5;
break;
case SDLK_s :
y_offset += 5;
break;
case SDLK_q :
x_offset -= 5;
break;
case SDLK_d :
x_offset += 5;
break;
case SDLK_UP :
wait_time *= 2;
break;
case SDLK_DOWN :
if(wait_time > 2)
wait_time /= 2;
break;
case SDLK_LEFT :
zoom_level++;
break;
case SDLK_RIGHT :
zoom_level--;
if(zoom_level < 1)
zoom_level = 1;
break;
case SDLK_SPACE :
paused = !paused;
break;
default :
break;
}
break;
case SDL_MOUSEMOTION:
x_offset += event.motion.xrel;
y_offset += event.motion.yrel;
break;
case SDL_QUIT:
over = 1;
break;
default :
break;
}
}
/* check x and y offset*/
if (x_offset < 0) x_offset=0;
if (x_offset > width) x_offset=width;
if (y_offset < 0) y_offset=0;
if(y_offset > height) y_offset=height;
new_time = SDL_GetTicks();
remaining_time -= new_time - time;
time = new_time;
if(remaining_time < 0 && !paused){
spawnDudes();
for(i=0; i<NB_TEAMS; i++)
updateTeam(teams[i]);
resolve_moves();
remaining_time = wait_time;
}
render(screen, x_offset, y_offset, zoom_level);
SDL_Delay(30);
SDL_Flip(screen);
}
SDL_FreeSurface(screen);
SDL_Quit();
return 0;
}