diff options
Diffstat (limited to 'plugins/game/game.c')
-rw-r--r-- | plugins/game/game.c | 537 |
1 files changed, 298 insertions, 239 deletions
diff --git a/plugins/game/game.c b/plugins/game/game.c index 6f91ca2..152a5c9 100644 --- a/plugins/game/game.c +++ b/plugins/game/game.c @@ -1,24 +1,18 @@ #include <stdio.h> -#include <stdbool.h> #include <stdlib.h> -#include <stddef.h> #include <unistd.h> #include <assert.h> #include <ctype.h> -#include <time.h> #include <signal.h> #include <termios.h> -#include <sys/ioctl.h> #include <math.h> #include <pthread.h> +#include <string.h> #include "game.h" -bool running = true; -double damage_overlay = 0.0; +/* Shared variables */ -int score = 0; - -struct color black = {0, 0, 0}; +struct color black = {0}; struct material wall; struct material air; @@ -26,22 +20,26 @@ struct material outside; struct node map[MAP_WIDTH][MAP_HEIGHT]; -struct entity player; struct list *entities = & (struct list) { .element = &player, .next = NULL, }; +/* Private variables */ + struct entity *entity_collision_map[MAP_WIDTH][MAP_HEIGHT] = {{NULL}}; -struct list *air_functions = NULL; +static bool running = true; +static double damage_overlay = 0.0; +static struct color damage_overlay_color; -struct input_handler *input_handlers[256] = {NULL}; +static struct list *air_functions = NULL; +static struct input_handler *input_handlers[256] = {NULL}; +static struct entity *render_entities[LIGHT * 2 + 1][LIGHT * 2 + 1]; +static struct list *render_components = NULL; +static struct list *globalsteps = NULL; -void quit() -{ - running = false; -} +/* Helper functions */ struct color get_color(const char *str) { @@ -50,45 +48,118 @@ struct color get_color(const char *str) return (struct color) {r, g, b}; } -bool is_outside(int x, int y) +void set_color(struct color color, bool bg) { - return x >= MAP_WIDTH || x < 0 || y >= MAP_HEIGHT || y < 0; + printf("\e[%u;2;%u;%u;%um", bg ? 48 : 38, color.r, color.g, color.b); } -struct node get_node(int x, int y) +void light_color(struct color *color, double light) { - return is_outside(x, y) ? (struct node) {&outside} : map[x][y]; + color->r *= light; + color->g *= light; + color->b *= light; } -bool is_solid(int x, int y) +void mix_color(struct color *color, struct color other, double ratio) { - return get_node(x, y).material->solid; + double ratio_total = ratio + 1; + + color->r = (color->r + other.r * ratio) / ratio_total; + color->g = (color->g + other.g * ratio) / ratio_total; + color->b = (color->b + other.b * ratio) / ratio_total; } -bool move(struct entity *entity, int xoff, int yoff) +void dir_to_xy(enum direction dir, int *x, int *y) { - int x, y; + switch (dir) { + case UP: + (*y)--; + break; + case LEFT: + (*x)--; + break; + case DOWN: + (*y)++; + break; + case RIGHT: + (*x)++; + break; + } +} - x = entity->x + xoff; - y = entity->y + yoff; +struct list *add_element(struct list *list, void *element) +{ + struct list **ptr; - if (is_solid(x, y)) { - if (entity->on_collide) - entity->on_collide(entity, x, y); - return false; - } else if (entity->collide_with_entities && entity_collision_map[x][y]) { - if (entity->on_collide_with_entity) - entity->on_collide_with_entity(entity, entity_collision_map[x][y]); - return false; - } else { - entity_collision_map[entity->x][entity->y] = NULL; - entity->x = x; - entity->y = y; - entity_collision_map[entity->x][entity->y] = entity; - return true; - } + for (ptr = &list; *ptr != NULL; ptr = &(*ptr)->next) + ; + + *ptr = malloc(sizeof(struct list)); + (*ptr)->element = element; + (*ptr)->next = NULL; + + return list; +} + +int clamp(int v, int min, int max) +{ + return v < min ? min : v > max ? max : v; +} + +int max(int a, int b) +{ + return a > b ? a : b; +} + +int min(int a, int b) +{ + return a < b ? a : b; +} + +void *make_buffer(void *ptr, size_t size) +{ + void *buf = malloc(size); + memcpy(buf, ptr, size); + + return buf; +} + +double calculate_dtime(struct timespec from, struct timespec to) +{ + return (double) (to.tv_sec - from.tv_sec) + (double) (to.tv_nsec - from.tv_nsec) / 1000000000.0; } +/* Game-related utility functions */ + +void quit() +{ + running = false; +} + +bool player_dead() +{ + return player.health <= 0; +} + +/* Map functions */ + +struct node get_node(int x, int y) +{ + return is_outside(x, y) ? (struct node) {&outside} : map[x][y]; +} + +bool is_outside(int x, int y) +{ + return x >= MAP_WIDTH || x < 0 || y >= MAP_HEIGHT || y < 0; +} + +bool is_solid(int x, int y) +{ + return get_node(x, y).material->solid; +} + +/* Entity functions */ + bool spawn(struct entity def, int x, int y, void *data) { if (is_solid(x, y)) @@ -114,6 +185,30 @@ bool spawn(struct entity def, int x, int y, void *data) return true; } +bool move(struct entity *entity, int xoff, int yoff) +{ + int x, y; + + x = entity->x + xoff; + y = entity->y + yoff; + + if (is_solid(x, y)) { + if (entity->on_collide) + entity->on_collide(entity, x, y); + return false; + } else if (entity->collide_with_entities && entity_collision_map[x][y]) { + if (entity->on_collide_with_entity) + entity->on_collide_with_entity(entity, entity_collision_map[x][y]); + return false; + } else { + entity_collision_map[entity->x][entity->y] = NULL; + entity->x = x; + entity->y = y; + entity_collision_map[entity->x][entity->y] = entity; + return true; + } +} + void add_health(struct entity *entity, int health) { bool was_alive = entity->health > 0; @@ -129,36 +224,11 @@ void add_health(struct entity *entity, int health) entity->on_death(entity); } -void add_score(int s) -{ - score += s; -} - -bool player_dead() -{ - return player.health <= 0; -} - -struct list *add_element(struct list *list, void *element) -{ - struct list **ptr; - - for (ptr = &list; *ptr != NULL; ptr = &(*ptr)->next) - ; - - *ptr = malloc(sizeof(struct list)); - (*ptr)->element = element; - (*ptr)->next = NULL; - - return list; -} +/* Register callback functions */ void register_air_function(struct generator_function func) { - struct generator_function *buf = malloc(sizeof(struct generator_function)); - *buf = func; - - air_functions = add_element(air_functions, buf); + air_functions = add_element(air_functions, make_buffer(&func, sizeof(struct generator_function))); } void register_input_handler(unsigned char c, struct input_handler handler) @@ -166,33 +236,17 @@ void register_input_handler(unsigned char c, struct input_handler handler) if (input_handlers[c]) return; - struct input_handler *buf = malloc(sizeof(struct input_handler)); - *buf = handler; - - input_handlers[c] = buf; + input_handlers[c] = make_buffer(&handler, sizeof(struct input_handler)); } -void dir_to_xy(int dir, int *x, int *y) +void register_render_component(void (*callback)(struct winsize ws)) { - switch (dir) { - case 0: - (*x)++; - break; - case 1: - (*y)++; - break; - case 2: - (*x)--; - break; - case 3: - (*y)--; - break; - } -} + render_components = add_element(render_components, callback); +}; -int clamp(int v, int min, int max) +void register_globalstep(struct globalstep step) { - return v < min ? min : v > max ? max : v; + globalsteps = add_element(globalsteps, make_buffer(&step, sizeof(struct globalstep))); } /* Player */ @@ -207,38 +261,95 @@ static void player_damage(struct entity *self, int damage) damage_overlay += (double) damage * 0.5; } +struct entity player = { + .name = "player", + .x = MAP_WIDTH / 2, + .y = MAP_HEIGHT / 2, + .color = {0}, + .use_color = false, + .texture = "🙂", + .remove = false, + .meta = NULL, + .health = 10, + .max_health = 10, + .collide_with_entities = true, + + .on_step = NULL, + .on_collide = NULL, + .on_collide_with_entity = NULL, + .on_spawn = NULL, + .on_remove = NULL, + .on_death = &player_death, + .on_damage = &player_damage, +}; + /* Mapgen */ -static bool check_direction(int x, int y, int dir) +static void mapgen_set_air(int x, int y) +{ + if (is_outside(x, y)) + return; + + if (map[x][y].material == &air) + return; + + map[x][y] = (struct node) {&air}; + + for (struct list *ptr = air_functions; ptr != NULL; ptr = ptr->next) { + struct generator_function *func = ptr->element; + + if (rand() % func->chance == 0) + func->callback(x, y); + } +} + +static void generate_room(int origin_x, int origin_y) +{ + int left = 5 + rand() % 10; + int right = 5 + rand() % 10; + + int up = 0; + int down = 0; + + for (int x = -left; x <= right; x++) { + if (x < 0) { + up += rand() % 2; + down += rand() % 2; + } else { + up -= rand() % 2; + down -= rand() % 2; + } + + for (int y = -up; y <= down; y++) + mapgen_set_air(origin_x + x, origin_y + y); + } +} + +static bool check_direction(int x, int y, enum direction dir) { if (dir % 2 == 0) - return is_solid(x, y + 1) && is_solid(x, y - 1) && (is_solid(x + 1, y) || rand() % 3 > 1) && (is_solid(x - 1, y) || rand() % 3 > 1); - else return is_solid(x + 1, y) && is_solid(x - 1, y) && (is_solid(x, y + 1) || rand() % 3 > 1) && (is_solid(x, y - 1) || rand() % 3 > 1); + else + return is_solid(x, y + 1) && is_solid(x, y - 1) && (is_solid(x + 1, y) || rand() % 3 > 1) && (is_solid(x - 1, y) || rand() % 3 > 1); } -static void generate_corridor(int lx, int ly, int ldir, bool off) +static void generate_corridor(int lx, int ly, enum direction ldir) { if (is_outside(lx, ly)) return; - /* - if (off && rand() % 100 == 0) + if (rand() % 200 == 0) { + generate_room(lx, ly); return; - */ + } - map[lx][ly] = (struct node) {&air}; + mapgen_set_air(lx, ly); - for (struct list *ptr = air_functions; ptr != NULL; ptr = ptr->next) { - struct generator_function *func = ptr->element; + int x, y; - if (! func->chance || rand() % func->chance == 0) { - func->callback(lx, ly); - } - } + enum direction dir; + enum direction ret = (ldir + 2) % 4; - int x, y, dir; - int ret = (ldir + 2) % 4; int limit = 50; do { @@ -254,74 +365,48 @@ static void generate_corridor(int lx, int ly, int ldir, bool off) } while (dir == ret || (! check_direction(x, y, dir) && --limit)); if (limit) - generate_corridor(x, y, dir, off); + generate_corridor(x, y, dir); if (rand() % 20 == 0) - generate_corridor(lx, ly, ldir, true); + generate_corridor(lx, ly, ldir); } static void generate_corridor_random(int x, int y) { - int dir = rand() % 4; + enum direction dir = rand() % 4; - generate_corridor(x, y, dir, false); - generate_corridor(x, y, (dir + 2) % 4, false); + generate_corridor(x, y, dir); + generate_corridor(x, y, (dir + 2) % 4); } /* Rendering */ -void set_color(struct color color, bool bg) -{ - printf("\e[%u;2;%u;%u;%um", bg ? 48 : 38, color.r, color.g, color.b); -} - -void light_color(struct color *color, double light) -{ - color->r *= light; - color->g *= light; - color->b *= light; -} - -void mix_color(struct color *color, struct color other, double ratio) -{ - double ratio_total = ratio + 1; - - color->r = (color->r + other.r * ratio) / ratio_total; - color->g = (color->g + other.g * ratio) / ratio_total; - color->b = (color->b + other.b * ratio) / ratio_total; -} - -static bool render_color(struct color color, double light, bool bg) +static bool render_color(struct color color, double light, bool bg, bool use_color) { if (light <= 0.0) { set_color(black, bg); return false; - } else { + } else if (use_color) { if (damage_overlay > 0.0) - mix_color(&color, get_color("#F20000"), damage_overlay * 2.0); + mix_color(&color, damage_overlay_color, damage_overlay * 2.0); light_color(&color, light); set_color(color, bg); return true; + } else { + return true; } } -static void render(render_entity_list entity_list) +static void render_map(struct winsize ws) { - printf("\e[2J\e[0;0H"); - - struct winsize ws; - ioctl(STDIN_FILENO, TIOCGWINSZ, &ws); - int cols = ws.ws_col / 2 - LIGHT * 2; int rows = ws.ws_row / 2 - LIGHT; int cols_left = ws.ws_col - cols - (LIGHT * 2 + 1) * 2; int rows_left = ws.ws_row - rows - (LIGHT * 2 + 1); - set_color(black, true); - for (int i = 0; i < rows; i++) for (int i = 0; i < ws.ws_col; i++) printf(" "); @@ -341,11 +426,12 @@ static void render(render_entity_list entity_list) double dist = sqrt(x * x + y * y); double light = 1.0 - (double) dist / (double) LIGHT; - render_color(node.material->color, light, true); + render_color(node.material->color, light, true, true); - struct entity *entity = entity_list[x + LIGHT][y + LIGHT]; + struct entity *entity = render_entities[x + LIGHT][y + LIGHT]; + render_entities[x + LIGHT][y + LIGHT] = NULL; - if (entity && render_color(entity->color, light, false)) + if (entity && render_color(entity->color, light, false, entity->use_color)) printf("%s", entity->texture); else printf(" "); @@ -357,60 +443,43 @@ static void render(render_entity_list entity_list) printf(" "); } - for (int i = 0; i < rows_left + 1; i++) + for (int i = 0; i < rows_left; i++) for (int i = 0; i < ws.ws_col; i++) printf(" "); +} - printf("\e[0;0H\e[39m"); - - printf("\e[32m\e[3mScore:\e[23m %d\e[39m", score); - - printf("\e[0;0"); - - for (int i = 0; i < rows; i++) - printf("\n"); - - printf("\t\e[1mInventory\e[22m\n\n"); - printf("\t0x\t\e[3mNothing\e[23m\n"); - - printf("\e[0;0H"); - - for (int i = 0; i < ws.ws_row - 2; i++) - printf("\n"); - - int hearts_cols = ws.ws_col / 2 - player.max_health; +static void render() +{ + printf("\e[2J"); - for (int i = 0; i < hearts_cols; i++) - printf(" "); + struct winsize ws; + ioctl(STDIN_FILENO, TIOCGWINSZ, &ws); - set_color((struct color) {255, 0, 0}, false); + for (struct list *ptr = render_components; ptr != NULL; ptr = ptr->next) { + printf("\e[0m\e[0;0H"); + set_color(black, true); - for (int i = 0; i < player.max_health; i++) { - if (i >= player.health) - set_color(get_color("#5A5A5A"), false); - printf("\u2665 "); + ((void (*)(struct winsize ws)) ptr->element)(ws); } - printf("\e[39m\n"); + fflush(stdout); } /* Input */ -static void handle_input(unsigned char c) +static void handle_interrupt(int signal) { - struct input_handler *handler = input_handlers[c]; + (void) signal; - if (handler && (handler->run_if_dead || ! player_dead())) - handler->callback(); + quit(); } -/* Multithreading */ - -static void handle_interrupt(int signal) +static void handle_input(unsigned char c) { - (void) signal; + struct input_handler *handler = input_handlers[c]; - running = false; + if (handler && (handler->run_if_dead || ! player_dead())) + handler->callback(); } static void *input_thread(void *unused) @@ -425,60 +494,8 @@ static void *input_thread(void *unused) /* Main Game */ -__attribute__ ((constructor)) static void init() -{ - wall = (struct material) { - .solid = true, - .color = get_color("#5B2F00"), - }; - - air = (struct material) { - .solid = false, - .color = get_color("#FFE027"), - }; - - outside = (struct material) { - .solid = true, - .color = black, - }; - - player = (struct entity) { - .name = "player", - .x = MAP_WIDTH / 2, - .y = MAP_HEIGHT / 2, - .color = get_color("#00FFFF"), - .texture = "🙂", - .remove = false, - .meta = NULL, - .health = 10, - .max_health = 10, - .collide_with_entities = true, - - .on_step = NULL, - .on_collide = NULL, - .on_collide_with_entity = NULL, - .on_spawn = NULL, - .on_remove = NULL, - .on_death = &player_death, - .on_damage = &player_damage, - }; - - entity_collision_map[player.x][player.y] = &player; - - for (int x = 0; x < MAP_WIDTH; x++) - for (int y = 0; y < MAP_HEIGHT; y++) - map[x][y] = (struct node) {&wall}; - - register_input_handler('q', (struct input_handler) { - .run_if_dead = true, - .callback = &quit, - }); -} - void game() { - srand(time(0)); - struct sigaction sa; sa.sa_handler = &handle_interrupt; sigaction(SIGINT, &sa, NULL); @@ -504,11 +521,18 @@ void game() while (running) { clock_gettime(CLOCK_REALTIME, &ts); - double dtime = (double) (ts.tv_sec - ts_old.tv_sec) + (double) (ts.tv_nsec - ts_old.tv_nsec) / 1000000000.0; + double dtime = calculate_dtime(ts_old, ts); ts_old = ts; bool dead = player_dead(); + for (struct list *ptr = globalsteps; ptr != NULL; ptr = ptr->next) { + struct globalstep *step = ptr->element; + + if (step->run_if_dead || ! dead) + step->callback(dtime); + } + if (! dead && damage_overlay > 0.0) { damage_overlay -= dtime; @@ -516,8 +540,6 @@ void game() damage_overlay = 0.0; } - render_entity_list render_list = {{NULL}}; - for (struct list **ptr = &entities; *ptr != NULL; ) { struct entity *entity = (*ptr)->element; @@ -549,7 +571,7 @@ void game() bool visible = abs(dx) <= LIGHT && abs(dy) <= LIGHT; if (visible) - render_list[dx + LIGHT][dy + LIGHT] = entity; + render_entities[dx + LIGHT][dy + LIGHT] = entity; if (! dead && entity->on_step) entity->on_step(entity, (struct entity_step_data) { @@ -562,7 +584,7 @@ void game() ptr = &(*ptr)->next; } - render(render_list); + render(); // there is no such thing as glfwSwapBuffers, so we just wait 1 / 60 seconds to prevent artifacts usleep(1000000 / 60); @@ -572,6 +594,43 @@ void game() tcsetattr(STDIN_FILENO, TCSANOW, &oldtio); } +/* Initializer function */ + +__attribute__ ((constructor)) static void init() +{ + srand(time(0)); + + wall = (struct material) { + .solid = true, + .color = get_color("#5B2F00"), + }; + + air = (struct material) { + .solid = false, + .color = get_color("#FFE027"), + }; + + outside = (struct material) { + .solid = true, + .color = black, + }; + + entity_collision_map[player.x][player.y] = &player; + + for (int x = 0; x < MAP_WIDTH; x++) + for (int y = 0; y < MAP_HEIGHT; y++) + map[x][y] = (struct node) {&wall}; + + register_input_handler('q', (struct input_handler) { + .run_if_dead = true, + .callback = &quit, + }); + + register_render_component(&render_map); + + damage_overlay_color = get_color("#F20000"); +} + /* Use later */ /* |