/*******************************************************************************
Copyright(C) Jonas 'Sortie' Termansen 2011, 2012, 2013, 2014, 2015.
This program is free software: you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation, either version 3 of the License, or (at your option)
any later version.
This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see .
asteroids.cpp
Single-player space exploration with asteroids!
*******************************************************************************/
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
static inline float RandomFloat()
{
return arc4random() / (float) UINT32_MAX;
}
static inline float RandomFloat(float min, float max)
{
return min + RandomFloat() * (max - min);
}
static inline float DegreeToRadian(float degree)
{
return degree / 180 * M_PI;
}
static inline float RandomAngle()
{
return RandomFloat() * DegreeToRadian(360);
}
static inline uint32_t MakeColor(uint8_t r, uint8_t g, uint8_t b)
{
return b << 0UL | g << 8UL | r << 16UL;
}
static const size_t STARFIELD_WIDTH = 512UL;
static const size_t STARFIELD_HEIGHT = 512UL;
static uint32_t starfield[STARFIELD_WIDTH * STARFIELD_HEIGHT];
void GenerateStarfield(uint32_t* bitmap, size_t width, size_t height)
{
size_t numpixels = width * height;
for ( size_t i = 0; i < numpixels; i++ )
{
uint8_t color = 0;
uint8_t randval;
arc4random_buf(&randval, sizeof(randval));
if ( randval == 5 || randval == 42 || randval == 101 )
arc4random_buf(&color, sizeof(color));
bitmap[i] = MakeColor(color, color, color);
}
}
static const size_t MAXKEYNUM = 512UL;
static bool keysdown[MAXKEYNUM] = { false };
static bool keyspending[MAXKEYNUM] = { false };
static struct timespec key_handled_last[MAXKEYNUM];
bool pop_is_key_just_down(int abskbkey)
{
assert(0 <= abskbkey);
if ( MAXKEYNUM <= (size_t) abskbkey )
return false;
if ( keyspending[abskbkey] )
{
keyspending[abskbkey] = false;
clock_gettime(CLOCK_MONOTONIC, &key_handled_last[abskbkey]);
return true;
}
if ( !keysdown[abskbkey] )
return false;
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
struct timespec elapsed = timespec_sub(now, key_handled_last[abskbkey]);
struct timespec repress_delay = timespec_make(0, 100 * 1000 * 1000);
if ( timespec_lt(elapsed, repress_delay) )
return false;
clock_gettime(CLOCK_MONOTONIC, &key_handled_last[abskbkey]);
return true;
}
void FetchKeyboardInput()
{
// Read the keyboard input from the user.
const unsigned termmode = TERMMODE_KBKEY
| TERMMODE_SIGNAL
| TERMMODE_NONBLOCK;
if ( settermmode(0, termmode) )
error(1, errno, "settermmode");
uint32_t codepoint;
ssize_t numbytes;
while ( 0 < (numbytes = read(0, &codepoint, sizeof(codepoint))) )
{
int kbkey = KBKEY_DECODE(codepoint);
if( !kbkey )
continue;
int abskbkey = (kbkey < 0) ? -kbkey : kbkey;
if ( MAXKEYNUM <= (size_t) abskbkey )
continue;
bool is_key_down_event = 0 < kbkey;
if ( !keysdown[abskbkey] && is_key_down_event )
keyspending[abskbkey] = true;
keysdown[abskbkey] = is_key_down_event;
}
}
static size_t xres;
static size_t yres;
static size_t bpp;
static size_t linesize;
static size_t framesize;
static uint32_t* buf;
static bool gamerunning;
static unsigned long framenum;
void DrawLine(uint32_t color, long x0, long y0, long x1, long y1)
{
long dx = labs(x1-x0);
long sx = x0 < x1 ? 1 : -1;
long dy = labs(y1-y0);
long sy = y0 < y1 ? 1 : -1;
long err = (dx>dy ? dx : -dy)/2L;
long e2;
while ( true )
{
if ( 0 <= x0 && (size_t) x0 < xres && 0 <= y0 && (size_t) y0 < yres )
{
size_t index = y0 * linesize + x0;
buf[index] = color;
}
if ( x0 == x1 && y0 == y1 )
break;
e2 = err;
if ( e2 > -dx )
{
err -= dy;
x0 += sx;
}
if ( e2 < dy )
{
err += dx;
y0 += sy;
}
}
}
class Vector
{
public:
float x;
float y;
public:
Vector(float x = 0.0f, float y = 0.0f) : x(x), y(y) { }
Vector& operator=(const Vector& rhs)
{
if ( this != &rhs )
{
x = rhs.x;
y = rhs.y;
}
return *this;
}
Vector& operator+=(const Vector& rhs)
{
x += rhs.x;
y += rhs.y;
return *this;
}
Vector& operator-=(const Vector& rhs)
{
x -= rhs.x;
y -= rhs.y;
return *this;
}
Vector& operator*=(float scalar)
{
x *= scalar;
y *= scalar;
return *this;
}
Vector& operator/=(float scalar)
{
x /= scalar;
y /= scalar;
return *this;
}
const Vector operator+(const Vector& other) const
{
Vector ret(*this); ret += other; return ret;
}
const Vector operator-(const Vector& other) const
{
Vector ret(*this); ret -= other; return ret;
}
const Vector operator*(float scalar) const
{
Vector ret(*this); ret *= scalar; return ret;
}
const Vector operator/(float scalar) const
{
Vector ret(*this); ret /= scalar; return ret;
}
bool operator==(const Vector& other) const
{
return x == other.x && y == other.y;
}
bool operator!=(const Vector& other) const
{
return !(*this == other);
}
float Dot(const Vector& other) const
{
return x * other.x + y * other.y;
}
float SquaredSize() const
{
return x*x + y*y;
}
float Size() const
{
return sqrtf(SquaredSize());
}
float DistanceTo(const Vector& other) const
{
return (other - *this).Size();
}
const Vector Normalize() const
{
float size = Size();
if ( size == 0.0 )
size = 1.0f;
return *this / size;
}
const Vector Rotate(float radians) const
{
float sinr = sinf(radians);
float cosr = cosf(radians);
float newx = x * cosr - y * sinr;
float newy = x * sinr + y * cosr;
return Vector(newx, newy);
}
const Vector RotateAround(float radians, const Vector& off) const
{
return Vector(*this - off).Rotate(radians) + off;
}
};
bool AboveLine(const Vector& a, const Vector& b, const Vector& p)
{
Vector ba = b - a;
Vector bahat = Vector(ba.y, -ba.x);
Vector bp = p - a;
return 0.0 <= bahat.Dot(bp);
}
bool InsideTriangle(const Vector& a, const Vector& b, const Vector& c,
const Vector& p)
{
return !AboveLine(a, b, p) && !AboveLine(b, c, p) && !AboveLine(c, a, p);
}
class Object;
class Actor;
class Spaceship;
static Object* firstobject = NULL;
static Object* lastobject = NULL;
static Vector screenoff;
static Spaceship* playership = NULL;
class Object
{
public:
Object()
{
gcborn = false;
gcdead = false;
if ( !firstobject )
{
firstobject = lastobject = this;
prevobj = nextobj = NULL;
}
else
{
lastobject->nextobj = this;
this->prevobj = lastobject;
this->nextobj = NULL;
lastobject = this;
}
};
virtual ~Object()
{
if ( !prevobj )
firstobject = nextobj;
else
prevobj->nextobj = nextobj;
if ( !nextobj )
lastobject = prevobj;
else
nextobj->prevobj = prevobj;
}
public:
virtual bool IsA(const char* classname)
{
return !strcmp(classname, "Object");
}
virtual void PreFrame() { }
virtual void OnFrame(float /*deltatime*/) { }
virtual void PostFrame(float /*deltatime*/) { }
virtual void Render() { }
private:
bool gcborn;
bool gcdead;
Object* prevobj;
Object* nextobj;
public:
bool GCIsBorn() const { return gcborn; }
bool GCIsDead() const { return gcdead; }
bool GCIsAlive() const { return GCIsBorn() && !GCIsDead(); }
void GCDie() { gcdead = true; }
void GCBirth() { gcborn = true; }
Object* NextObj() const { return nextobj; }
};
class Actor : public Object
{
public:
Actor() { mass = 1.0; }
virtual ~Actor() { }
public:
virtual void PreFrame()
{
force = Vector(0, 0);
otherforce = Vector(0, 0);
}
virtual void OnFrame(float deltatime)
{
Think(deltatime);
}
virtual void PostFrame(float deltatime)
{
Move(deltatime);
}
virtual bool IsA(const char* classname)
{
return !strcmp(classname, "Actor") || Object::IsA(classname);
}
virtual void Move(float deltatime);
virtual void Think(float /*deltatime*/) { }
virtual void Render() { }
public:
Vector pos;
Vector vel;
Vector acc;
Vector force;
Vector otherforce;
float mass;
};
void Actor::Move(float deltatime)
{
acc = (force + otherforce) / mass;
vel += acc * deltatime;
pos += vel * deltatime;
}
enum AsteroidType
{
TYPE_NORMAL,
TYPE_CRYSTAL,
TYPE_NOT_CRYSTAL,
};
class Asteroid : public Actor
{
public:
Asteroid(Vector pos, Vector vel, float size, AsteroidType type = TYPE_NORMAL);
virtual ~Asteroid() { }
virtual bool IsA(const char* classname)
{
return !strcmp(classname, "Asteroid") || Actor::IsA(classname);
}
virtual void Move(float deltatime);
virtual void Render();
private:
Vector Point(size_t id);
public:
bool InsideMe(const Vector& p);
void OnHit();
float Size() const { return size; }
AsteroidType Type() const { return type; }
private:
static const size_t MIN_POLYS = 5;
static const size_t MAX_POLYS = 12;
static constexpr float MAX_TURN_SPEED = 50.0f;
size_t numpolygons;
float slice;
float polydists[MAX_POLYS+1];
float size;
float angle;
float turnspeed;
AsteroidType type;
};
Asteroid::Asteroid(Vector pos, Vector vel, float size, AsteroidType type)
{
this->pos = pos;
this->vel = vel;
this->size = size;
this->type = type;
float MASS_PER_UNIT = 1.0;
this->mass = MASS_PER_UNIT * 4.0f / 3.0f * size * size * size;
if ( type == TYPE_NORMAL )
{
const float CRYSTAL_CHANCE = 0.1f;
const float MAX_SIZE = 64.0;
if ( RandomFloat() < CRYSTAL_CHANCE && size < MAX_SIZE )
this->type = TYPE_CRYSTAL;
}
angle = 0.0f;
turnspeed = DegreeToRadian(MAX_TURN_SPEED) * (RandomFloat() * 2.0f - 1.0f);
numpolygons = MIN_POLYS + arc4random_uniform(MAX_POLYS - MIN_POLYS);
slice = DegreeToRadian(360.0f) / (float) numpolygons;
for ( size_t i = 0; i < numpolygons; i++ )
{
polydists[i] = (RandomFloat() + 1.0) * size / 2.0;
}
polydists[numpolygons] = polydists[0];
}
void Asteroid::Move(float deltatime)
{
Actor::Move(deltatime);
angle += turnspeed * deltatime;
}
Vector Asteroid::Point(size_t i)
{
float rot = i * slice + angle;
return Vector(polydists[i], 0.0).Rotate(rot);
}
bool Asteroid::InsideMe(const Vector& p)
{
const Vector& center = pos;
for ( size_t i = 0; i < numpolygons; i++ )
{
Vector from = Point(i) + pos;
Vector to = Point(i+1) + pos;
if ( InsideTriangle(from, to, center, p) )
return true;
}
return false;
}
void Asteroid::Render()
{
Vector screenpos = pos - screenoff;
uint32_t color = MakeColor(200, 200, 200);
if ( type == TYPE_CRYSTAL )
color = MakeColor(100, 100, 255);
for ( size_t i = 0; i < numpolygons; i++ )
{
Vector from = Point(i) + screenpos;
Vector to = Point(i+1) + screenpos;
DrawLine(color, from.x, from.y, to.x, to.y);
}
}
void Asteroid::OnHit()
{
if ( !GCIsAlive() )
return;
Vector axis = Vector(size/2.0f, 0.0f).Rotate(RandomAngle());
float sizea = RandomFloat(size*0.3, size*0.7);
float sizeb = RandomFloat(size*0.3, size*0.7);
const float MINIMUM_SIZE = 6.0;
const float MAX_ANGLE = DegreeToRadian(45);
if ( MINIMUM_SIZE <= sizea )
{
Vector astvel = vel.Rotate(RandomFloat(0.0, MAX_ANGLE)) * 1.2;
new Asteroid(pos + axis, astvel, sizea, type);
}
if ( MINIMUM_SIZE <= sizeb )
{
Vector astvel = vel.Rotate(RandomFloat(0.0, -MAX_ANGLE)) * 1.2;
new Asteroid(pos - axis, astvel, sizeb, type);
}
GCDie();
}
class AsteroidField : public Actor
{
public:
AsteroidField() { }
virtual ~AsteroidField() { }
virtual bool IsA(const char* classname)
{
return !strcmp(classname, "AsteroidField") || Actor::IsA(classname);
}
public:
virtual void Think(float deltatime);
};
void AsteroidField::Think(float /*deltatime*/)
{
float spawndist = 1500.0f;
float maxdist = 1.5 * spawndist;
size_t minimumasteroids = 200;
size_t numasteroids = 0;
Vector center = ((Actor*)playership)->pos;
for ( Object* obj = firstobject; obj; obj = obj->NextObj() )
{
if ( !obj->IsA("Asteroid") )
continue;
Asteroid* ast = (Asteroid*) obj;
numasteroids++;
float dist = ast->pos.DistanceTo(center);
if ( spawndist < dist ) { ast->GCDie(); }
}
for ( ; numasteroids < minimumasteroids; numasteroids++ )
{
float dist = RandomFloat(spawndist, maxdist);
Vector astpos = Vector(dist, 0.0f).Rotate(RandomAngle()) + center;
float minsize = 4.0;
float maxsize = 120.0f;
float maxspeed = 80.0f;
float size = RandomFloat(minsize, maxsize);
float speed = RandomFloat() * maxspeed;
Vector astvel = Vector(speed, 0.0).Rotate(RandomAngle());
new Asteroid(astpos, astvel, size);
}
}
class Missile : public Actor
{
public:
Missile(Vector pos, Vector vel, Vector direction, float ttl);
virtual bool IsA(const char* classname)
{
return !strcmp(classname, "Missile") || Actor::IsA(classname);
}
virtual void Think(float deltatime);
virtual void Render();
virtual ~Missile();
protected:
float ttl;
Vector direction;
};
Missile::Missile(Vector pos, Vector vel, Vector direction, float ttl)
{
this->pos = pos;
this->vel = vel;
this->ttl = ttl;
this->direction = direction;
}
void Missile::Think(float deltatime)
{
ttl -= deltatime;
if ( ttl < 0 ) { GCDie(); }
for ( Object* obj = firstobject; obj; obj = obj->NextObj() )
{
if ( !obj->GCIsAlive() )
continue;
if ( !obj->IsA("Asteroid") )
continue;
Asteroid* ast = (Asteroid*) obj;
if ( !ast->InsideMe(pos) )
continue;
ast->OnHit();
GCDie();
}
}
void Missile::Render()
{
Vector screenpos = pos - screenoff;
uint32_t shipcolor = MakeColor(31, 255, 31);
const float MISSILE_LEN = 5.0f;
Vector from = screenpos;
Vector to = screenpos + direction * (MISSILE_LEN / direction.Size());
DrawLine(shipcolor, from.x, from.y, to.x, to.y);
}
Missile::~Missile()
{
}
class Attractor : public Actor
{
public:
Attractor(Vector pos, Vector vel, float growtomass, float rate);
virtual ~Attractor() { }
virtual bool IsA(const char* classname)
{
return !strcmp(classname, "Attractor") || Actor::IsA(classname);
}
virtual void Think(float deltatime);
virtual void Render();
public:
float size;
float growtomass;
float rate;
float accel;
float age;
};
Attractor::Attractor(Vector pos, Vector vel, float growtomass, float rate)
{
this->pos = pos;
this->vel = vel;
this->growtomass = growtomass;
this->rate = rate;
this->size = 1.0f;
this->mass = 1.0f;
this->rate = 0.0;
this->accel = 20000.0;
this->age = 0.0f;
}
void Attractor::Think(float deltatime)
{
growtomass = 20000000.0;
rate += deltatime * accel;
mass += deltatime * rate;
size += 5 * deltatime;
age += deltatime;
float sofar = 2.5 * age;
mass = sofar*sofar*sofar*sofar;
size = age*age;
if ( 1.5*60 <= age )
{
GCDie();
return;
}
for ( Object* obj = firstobject; obj; obj = obj->NextObj() )
{
if ( obj == this )
continue;
if ( !obj->GCIsAlive() )
continue;
if ( !obj->IsA("Actor") )
continue;
if ( obj->IsA("Attractor") )
continue;
//if ( obj->IsA("Spaceship") )
// continue;
Actor* other = (Actor*) obj;
Vector relative = pos - other->pos;
float distsq = relative.SquaredSize();
if ( distsq < size ) { distsq = size; }
float forcesize = mass * other->mass / distsq;
Vector force = relative.Normalize() * forcesize;
other->force += force;
this->force -= force;
if ( distsq < size*size && other->IsA("Asteroid") )
{
Asteroid* ast = (Asteroid*) other;
if ( RandomFloat() < 0.05f )
ast->OnHit();
}
}
}
void Attractor::Render()
{
const size_t NUM_SIDES = 128;
float slice = DegreeToRadian(360.0f / NUM_SIDES);
for ( size_t i = 0; i < NUM_SIDES; i++ )
{
Vector screenpos = pos - screenoff;
uint32_t color = MakeColor(255, 0, 0);
Vector from = screenpos + Vector(size, 0.0f).Rotate((i+0)*slice);
Vector to = screenpos + Vector(size, 0.0f).Rotate((i+1)*slice);
DrawLine(color, from.x, from.y, to.x, to.y);
}
}
class Firework : public Missile
{
public:
Firework(Vector pos, Vector vel, Vector direction, float ttl);
virtual bool IsA(const char* classname)
{
return !strcmp(classname, "Firework") || Actor::IsA(classname);
}
virtual void Think(float deltatime);
};
class Spaceship : public Actor
{
protected:
Spaceship() { }
public:
Spaceship(float shipangle,
Vector pos = Vector(0, 0),
Vector vel = Vector(0, 0),
Vector acc = Vector(0, 0));
virtual ~Spaceship();
public:
virtual bool IsA(const char* classname)
{
return !strcmp(classname, "Spaceship") || Actor::IsA(classname);
}
virtual void Think(float deltatime);
virtual void Render();
public:
void SetThrust(bool forward, bool backward);
void SetTurn(bool turnleft, bool turnright);
void SetFiring(bool missile, bool firework, bool attractor);
protected:
bool turnleft;
bool turnright;
bool moveforward;
bool movebackward;
bool missile, firework, attractor;
float shipangle;
};
Spaceship::Spaceship(float shipangle, Vector pos, Vector vel, Vector acc)
{
this->shipangle = shipangle;
this->pos = pos;
this->vel = vel;
this->acc = acc;
this->mass = 1.0;
turnleft = turnright = moveforward = movebackward = missile = \
attractor = firework = false;
}
Spaceship::~Spaceship()
{
}
void Spaceship::Think(float deltatime)
{
for ( Object* obj = firstobject; obj; obj = obj->NextObj() )
{
if ( !obj->GCIsAlive() )
continue;
if ( !obj->IsA("Asteroid") )
continue;
Asteroid* ast = (Asteroid*) obj;
bool iscrystal = ast->Type() == TYPE_CRYSTAL;
bool isinside = false;
if ( iscrystal )
{
Vector relative = pos - ast->pos;
float distsq = relative.SquaredSize();
if ( distsq < 4.0 * 4.0 )
isinside = true;
if ( distsq < 100 )
distsq = 100;
float constant = 2000.0;
float forcesize = constant * mass * ast->mass / distsq;
Vector force = relative.Normalize() * forcesize;
ast->force += force;
}
isinside = isinside || ast->InsideMe(pos);
if ( isinside && iscrystal )
{
ast->GCDie();
continue;
}
else if ( isinside && IsA("Botship") )
{
ast->OnHit();
GCDie();
return;
}
else if ( isinside )
{
ast->OnHit();
pos.y = 16384 - pos.y;
vel = Vector();
break;
}
}
const float turnspeed = 100.0;
const float turnamount = turnspeed * deltatime;
if ( turnleft )
shipangle -= DegreeToRadian(turnamount);
if ( turnright )
shipangle += DegreeToRadian(turnamount);
float shipaccelamount = 15.0;
float shipaccel = 0.0;
if ( moveforward )
shipaccel += shipaccelamount;
if ( movebackward )
shipaccel -= shipaccelamount;
force += Vector(shipaccel, 0.0).Rotate(shipangle) * mass;
float shipspeed = vel.Size();
float maxspeed = 50.0f;
//if ( maxspeed < shipspeed )
// vel *= maxspeed / shipspeed;
if ( maxspeed < shipspeed )
{
Vector backforce = vel.Normalize() * -shipaccelamount * mass;
force += backforce;
}
if ( missile || firework || attractor )
{
float ttl = 8.0;
float speed = 120.0;
const Vector P3(16.0f, 0.0f);
Vector spawnpos = pos + P3.Rotate(shipangle) * 1.1;
Vector spawnvel = Vector(speed, 0.0).Rotate(shipangle);
if ( missile )
new Missile(spawnpos, vel + spawnvel, spawnvel, ttl);
if ( firework )
new Firework(spawnpos, vel + spawnvel, spawnvel, 0.0);
if ( attractor )
new Attractor(spawnpos, vel + spawnvel, 10000.0, 1.001);
}
}
void Spaceship::Render()
{
Vector screenpos = pos - screenoff;
const Vector P1(-8.0f, 8.0f);
const Vector P2(-8.0f, -8.0f);
const Vector P3(16.0f, 0.0f);
Vector p1 = P1.Rotate(shipangle) + screenpos;
Vector p2 = P2.Rotate(shipangle) + screenpos;
Vector p3 = P3.Rotate(shipangle) + screenpos;
uint32_t shipcolor = MakeColor(200, 200, 200);
if ( this == playership )
shipcolor = MakeColor(255, 255, 255);
DrawLine(shipcolor, p1.x, p1.y, p2.x, p2.y);
DrawLine(shipcolor, p2.x, p2.y, p3.x, p3.y);
DrawLine(shipcolor, p1.x, p1.y, p3.x, p3.y);
}
void Spaceship::SetThrust(bool forward, bool backward)
{
this->moveforward = forward;
this->movebackward = backward;
}
void Spaceship::SetTurn(bool turnleft, bool turnright)
{
this->turnleft = turnleft;
this->turnright = turnright;
}
void Spaceship::SetFiring(bool missile, bool firework, bool attractor)
{
this->missile = missile;
this->firework = firework;
this->attractor = attractor;
}
class Botship : public Spaceship
{
public:
Botship(float shipangle,
Vector pos = Vector(0, 0),
Vector vel = Vector(0, 0),
Vector acc = Vector(0, 0));
virtual ~Botship();
public:
virtual bool IsA(const char* classname)
{
return !strcmp(classname, "Botship") || Spaceship::IsA(classname);
}
virtual void Think(float deltatime);
private:
float firedelay;
};
Botship::Botship(float shipangle, Vector pos, Vector vel, Vector acc)
{
this->shipangle = shipangle;
this->pos = pos;
this->vel = vel;
this->acc = acc;
this->mass = 1.0;
turnleft = false;
turnright = false;
moveforward = false;
movebackward = false;
missile = false;
attractor = false;
firework = false;
firedelay = 0.0f;
}
Botship::~Botship()
{
}
void Botship::Think(float deltatime)
{
if ( 0.0f < firedelay )
firedelay -= deltatime;
const float PLAYER_MAX_DIST = 512.0f;
float playerdist = (playership->pos - pos).Size();
bool needreturn = PLAYER_MAX_DIST < playerdist;
Actor* target = NULL;
bool movetotarget = false;
Asteroid* asttarget = NULL;
float targetsafety = 0.0f;
for ( Object* obj = firstobject; !needreturn && obj; obj = obj->NextObj() )
{
if ( !obj->GCIsAlive() )
continue;
if ( !obj->IsA("Asteroid") )
continue;
Asteroid* ast = (Asteroid*) obj;
if ( ast->Type() == TYPE_CRYSTAL )
continue;
Vector mypos = pos + vel * 2.0f;
Vector astdir = ast->pos - mypos;
float safety = astdir.Size() / (ast->vel.Size() * sqrtf(ast->Size()));
if ( !asttarget || safety < targetsafety )
asttarget = ast, targetsafety = safety;
}
target = asttarget;
if ( needreturn )
target = playership, movetotarget = true;
moveforward = movebackward = missile = false;
if ( (missile = asttarget && !needreturn && firedelay <= 0.0f) )
firedelay = 0.3;
if ( target )
{
// Estimate the location of the target.
Vector targetdir = target->pos - pos;
float missile_speed = 120.0;
float firetime = targetdir.Size() / missile_speed;
Vector projectedpos = target->pos + target->vel * firetime;
Vector projecteddir = projectedpos - pos;
// Further estimate the location of the target.
float firetimeg2 = projecteddir.Size() / missile_speed;
Vector projectedposg2 = target->pos + target->vel * firetimeg2;
Vector projecteddirg2 = projectedposg2 - pos;
// Calculate which direction to look in.
Vector forward = Vector(1.0, 0.0).Rotate(shipangle);
Vector forwardhat(-forward.y, forward.x);
float dotproduct = forwardhat.Dot(projecteddirg2);
turnright = 0.0f < dotproduct;
turnleft = !turnright;
}
if ( target && movetotarget )
moveforward = true;
Spaceship::Think(deltatime);
}
Firework::Firework(Vector pos, Vector vel, Vector dir, float ttl) : Missile(pos, vel, dir, ttl)
{
}
void Firework::Think(float deltatime)
{
ttl -= deltatime;
if ( ttl < 0 )
{
// Explode in a shower of 8 missiles
const float MISSILE_TTL = 3.0;
const float MISSILE_SPEED = 8.0;
const size_t NUM_MISSILES = 8;
const Vector velocity = Vector(MISSILE_SPEED, 0);
const float offsetangle = RandomAngle();
const float angle = 2 * M_PI / NUM_MISSILES;
for ( size_t i = 0; i < NUM_MISSILES; i++ )
{
Vector dir = velocity.Rotate(offsetangle + angle * i);
new Missile(pos, vel + dir, dir, MISSILE_TTL);
}
GCDie();
return;
}
for ( Object* obj = firstobject; obj; obj = obj->NextObj() )
{
if ( !obj->GCIsAlive() )
continue;
if ( !obj->IsA("Asteroid") )
continue;
Asteroid* ast = (Asteroid*) obj;
if ( !ast->InsideMe(pos) )
continue;
// Fireworks taken out by asteroids before explosion.
GCDie();
}
}
struct timespec lastframeat;
void GameLogic()
{
struct timespec now;
do clock_gettime(CLOCK_MONOTONIC, &now);
while ( timespec_eq(now, lastframeat) );
struct timespec delta = timespec_sub(now, lastframeat);
float deltatime = delta.tv_sec + delta.tv_nsec / 1E9f;
lastframeat = now;
float timescale = 3.0;
deltatime *= timescale;
Object* first = firstobject;
Object* obj;
for ( obj = first; obj; obj = obj->NextObj() )
obj->GCBirth();
bool key_a = pop_is_key_just_down(KBKEY_A);
bool key_b = pop_is_key_just_down(KBKEY_B);
bool key_space = pop_is_key_just_down(KBKEY_SPACE);
bool key_lctrl = pop_is_key_just_down(KBKEY_LCTRL);
playership->SetThrust(keysdown[KBKEY_UP], keysdown[KBKEY_DOWN]);
playership->SetTurn(keysdown[KBKEY_LEFT], keysdown[KBKEY_RIGHT]);
playership->SetFiring(key_space, key_lctrl, key_a);
bool makebot = key_b;
if ( makebot )
new Botship(RandomAngle(), playership->pos, playership->vel);
for ( obj = first; obj; obj = obj->NextObj() )
{
if ( !obj->GCIsBorn() )
continue;
obj->PreFrame();
}
for ( obj = first; obj; obj = obj->NextObj() )
{
if ( !obj->GCIsBorn() )
continue;
obj->OnFrame(deltatime);
}
for ( obj = first; obj; obj = obj->NextObj() )
{
if ( !obj->GCIsBorn() )
continue;
obj->PostFrame(deltatime);
}
for ( obj = first; obj; )
{
Object* todelete = obj;
obj = obj->NextObj();
if ( !todelete->GCIsDead() )
continue;
delete todelete;
}
}
void Render()
{
screenoff = playership->pos - Vector(xres/2.0, yres/2.0);
size_t staroffx = (size_t) screenoff.x;
size_t staroffy = (size_t) screenoff.y;
for ( size_t y = 0; y < yres; y++ )
{
uint32_t* line = buf + y * linesize;
for ( size_t x = 0; x < xres; x++ )
{
size_t fieldx = (x+staroffx) % STARFIELD_WIDTH;
size_t fieldy = (y+staroffy) % STARFIELD_HEIGHT;
size_t fieldindex = fieldy * STARFIELD_HEIGHT + fieldx;
line[x] = starfield[fieldindex];
}
}
for ( Object* obj = firstobject; obj; obj = obj->NextObj() )
{
obj->Render();
}
}
void RunFrame(struct dispd_window* window)
{
struct dispd_framebuffer* fb = dispd_begin_render(window);
if ( !fb )
{
error(0, 0, "unable to begin rendering dispd window");
gamerunning = false;
return;
}
xres = dispd_get_framebuffer_width(fb);
yres = dispd_get_framebuffer_height(fb);
bpp = dispd_get_framebuffer_format(fb);
linesize = dispd_get_framebuffer_pitch(fb) / (bpp / 8);
framesize = dispd_get_framebuffer_pitch(fb) * yres;
buf = (uint32_t*) dispd_get_framebuffer_data(fb);
FetchKeyboardInput();
GameLogic();
Render();
dispd_finish_render(fb);
}
void InitGame()
{
clock_gettime(CLOCK_MONOTONIC, &lastframeat);
GenerateStarfield(starfield, STARFIELD_WIDTH, STARFIELD_HEIGHT);
playership = new Spaceship(0.0, Vector(0, 0), Vector(4.0f, 0));
new AsteroidField;
}
int main(int argc, char* argv[])
{
if ( !dispd_initialize(&argc, &argv) )
error(1, 0, "couldn't initialize dispd library");
struct dispd_session* session = dispd_attach_default_session();
if ( !session )
error(1, 0, "couldn't attach to dispd default session");
if ( !dispd_session_setup_game_rgba(session) )
error(1, 0, "couldn't setup dispd rgba session");
struct dispd_window* window = dispd_create_window_game_rgba(session);
if ( !window )
error(1, 0, "couldn't create dispd rgba window");
InitGame();
gamerunning = true;
for ( framenum = 0; gamerunning; framenum++ )
RunFrame(window);
dispd_destroy_window(window);
dispd_detach_session(session);
return 0;
}