mirror of
https://gitlab.com/sortix/sortix.git
synced 2023-02-13 20:55:38 -05:00
1198 lines
27 KiB
C++
1198 lines
27 KiB
C++
/*******************************************************************************
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Copyright(C) Jonas 'Sortie' Termansen 2011, 2012, 2013, 2014, 2015.
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This program is free software: you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation, either version 3 of the License, or (at your option)
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any later version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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more details.
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You should have received a copy of the GNU General Public License along with
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this program. If not, see <http://www.gnu.org/licenses/>.
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asteroids.cpp
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Single-player space exploration with asteroids!
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*******************************************************************************/
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#include <sys/keycodes.h>
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#include <sys/termmode.h>
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#include <assert.h>
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#include <errno.h>
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#include <error.h>
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#include <fcntl.h>
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#include <math.h>
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#include <stdarg.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <time.h>
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#include <timespec.h>
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#include <unistd.h>
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#include <dispd.h>
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static inline float RandomFloat()
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{
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return arc4random() / (float) UINT32_MAX;
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}
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static inline float RandomFloat(float min, float max)
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{
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return min + RandomFloat() * (max - min);
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}
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static inline float DegreeToRadian(float degree)
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{
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return degree / 180 * M_PI;
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}
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static inline float RandomAngle()
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{
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return RandomFloat() * DegreeToRadian(360);
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}
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static inline uint32_t MakeColor(uint8_t r, uint8_t g, uint8_t b)
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{
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return b << 0UL | g << 8UL | r << 16UL;
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}
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static const size_t STARFIELD_WIDTH = 512UL;
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static const size_t STARFIELD_HEIGHT = 512UL;
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static uint32_t starfield[STARFIELD_WIDTH * STARFIELD_HEIGHT];
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void GenerateStarfield(uint32_t* bitmap, size_t width, size_t height)
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{
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size_t numpixels = width * height;
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for ( size_t i = 0; i < numpixels; i++ )
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{
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uint8_t color = 0;
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uint8_t randval;
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arc4random_buf(&randval, sizeof(randval));
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if ( randval == 5 || randval == 42 || randval == 101 )
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arc4random_buf(&color, sizeof(color));
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bitmap[i] = MakeColor(color, color, color);
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}
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}
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static const size_t MAXKEYNUM = 512UL;
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static bool keysdown[MAXKEYNUM] = { false };
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static bool keyspending[MAXKEYNUM] = { false };
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static struct timespec key_handled_last[MAXKEYNUM];
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bool pop_is_key_just_down(int abskbkey)
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{
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assert(0 <= abskbkey);
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if ( MAXKEYNUM <= (size_t) abskbkey )
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return false;
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if ( keyspending[abskbkey] )
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{
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keyspending[abskbkey] = false;
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clock_gettime(CLOCK_MONOTONIC, &key_handled_last[abskbkey]);
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return true;
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}
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if ( !keysdown[abskbkey] )
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return false;
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struct timespec now;
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clock_gettime(CLOCK_MONOTONIC, &now);
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struct timespec elapsed = timespec_sub(now, key_handled_last[abskbkey]);
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struct timespec repress_delay = timespec_make(0, 100 * 1000 * 1000);
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if ( timespec_lt(elapsed, repress_delay) )
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return false;
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clock_gettime(CLOCK_MONOTONIC, &key_handled_last[abskbkey]);
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return true;
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}
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void FetchKeyboardInput()
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{
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// Read the keyboard input from the user.
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const unsigned termmode = TERMMODE_KBKEY
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| TERMMODE_SIGNAL
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| TERMMODE_NONBLOCK;
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if ( settermmode(0, termmode) )
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error(1, errno, "settermmode");
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uint32_t codepoint;
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ssize_t numbytes;
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while ( 0 < (numbytes = read(0, &codepoint, sizeof(codepoint))) )
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{
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int kbkey = KBKEY_DECODE(codepoint);
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if( !kbkey )
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continue;
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int abskbkey = (kbkey < 0) ? -kbkey : kbkey;
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if ( MAXKEYNUM <= (size_t) abskbkey )
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continue;
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bool is_key_down_event = 0 < kbkey;
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if ( !keysdown[abskbkey] && is_key_down_event )
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keyspending[abskbkey] = true;
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keysdown[abskbkey] = is_key_down_event;
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}
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}
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static size_t xres;
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static size_t yres;
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static size_t bpp;
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static size_t linesize;
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static size_t framesize;
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static uint32_t* buf;
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static bool gamerunning;
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static unsigned long framenum;
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void DrawLine(uint32_t color, long x0, long y0, long x1, long y1)
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{
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long dx = labs(x1-x0);
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long sx = x0 < x1 ? 1 : -1;
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long dy = labs(y1-y0);
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long sy = y0 < y1 ? 1 : -1;
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long err = (dx>dy ? dx : -dy)/2L;
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long e2;
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while ( true )
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{
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if ( 0 <= x0 && (size_t) x0 < xres && 0 <= y0 && (size_t) y0 < yres )
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{
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size_t index = y0 * linesize + x0;
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buf[index] = color;
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}
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if ( x0 == x1 && y0 == y1 )
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break;
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e2 = err;
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if ( e2 > -dx )
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{
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err -= dy;
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x0 += sx;
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}
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if ( e2 < dy )
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{
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err += dx;
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y0 += sy;
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}
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}
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}
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class Vector
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{
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public:
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float x;
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float y;
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public:
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Vector(float x = 0.0f, float y = 0.0f) : x(x), y(y) { }
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Vector& operator=(const Vector& rhs)
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{
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if ( this != &rhs )
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{
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x = rhs.x;
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y = rhs.y;
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}
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return *this;
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}
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Vector& operator+=(const Vector& rhs)
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{
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x += rhs.x;
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y += rhs.y;
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return *this;
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}
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Vector& operator-=(const Vector& rhs)
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{
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x -= rhs.x;
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y -= rhs.y;
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return *this;
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}
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Vector& operator*=(float scalar)
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{
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x *= scalar;
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y *= scalar;
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return *this;
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}
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Vector& operator/=(float scalar)
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{
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x /= scalar;
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y /= scalar;
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return *this;
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}
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const Vector operator+(const Vector& other) const
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{
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Vector ret(*this); ret += other; return ret;
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}
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const Vector operator-(const Vector& other) const
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{
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Vector ret(*this); ret -= other; return ret;
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}
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const Vector operator*(float scalar) const
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{
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Vector ret(*this); ret *= scalar; return ret;
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}
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const Vector operator/(float scalar) const
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{
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Vector ret(*this); ret /= scalar; return ret;
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}
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bool operator==(const Vector& other) const
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{
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return x == other.x && y == other.y;
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}
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bool operator!=(const Vector& other) const
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{
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return !(*this == other);
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}
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float Dot(const Vector& other) const
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{
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return x * other.x + y * other.y;
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}
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float SquaredSize() const
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{
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return x*x + y*y;
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}
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float Size() const
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{
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return sqrtf(SquaredSize());
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}
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float DistanceTo(const Vector& other) const
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{
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return (other - *this).Size();
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}
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const Vector Normalize() const
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{
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float size = Size();
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if ( size == 0.0 )
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size = 1.0f;
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return *this / size;
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}
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const Vector Rotate(float radians) const
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{
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float sinr = sinf(radians);
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float cosr = cosf(radians);
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float newx = x * cosr - y * sinr;
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float newy = x * sinr + y * cosr;
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return Vector(newx, newy);
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}
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const Vector RotateAround(float radians, const Vector& off) const
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{
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return Vector(*this - off).Rotate(radians) + off;
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}
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};
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bool AboveLine(const Vector& a, const Vector& b, const Vector& p)
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{
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Vector ba = b - a;
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Vector bahat = Vector(ba.y, -ba.x);
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Vector bp = p - a;
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return 0.0 <= bahat.Dot(bp);
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}
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bool InsideTriangle(const Vector& a, const Vector& b, const Vector& c,
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const Vector& p)
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{
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return !AboveLine(a, b, p) && !AboveLine(b, c, p) && !AboveLine(c, a, p);
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}
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class Object;
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class Actor;
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class Spaceship;
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static Object* firstobject = NULL;
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static Object* lastobject = NULL;
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static Vector screenoff;
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static Spaceship* playership = NULL;
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class Object
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{
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public:
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Object()
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{
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gcborn = false;
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gcdead = false;
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if ( !firstobject )
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{
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firstobject = lastobject = this;
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prevobj = nextobj = NULL;
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}
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else
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{
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lastobject->nextobj = this;
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this->prevobj = lastobject;
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this->nextobj = NULL;
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lastobject = this;
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}
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};
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virtual ~Object()
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{
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if ( !prevobj )
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firstobject = nextobj;
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else
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prevobj->nextobj = nextobj;
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if ( !nextobj )
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lastobject = prevobj;
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else
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nextobj->prevobj = prevobj;
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}
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public:
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virtual bool IsA(const char* classname)
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{
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return !strcmp(classname, "Object");
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}
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virtual void PreFrame() { }
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virtual void OnFrame(float /*deltatime*/) { }
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virtual void PostFrame(float /*deltatime*/) { }
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virtual void Render() { }
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private:
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bool gcborn;
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bool gcdead;
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Object* prevobj;
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Object* nextobj;
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public:
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bool GCIsBorn() const { return gcborn; }
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bool GCIsDead() const { return gcdead; }
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bool GCIsAlive() const { return GCIsBorn() && !GCIsDead(); }
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void GCDie() { gcdead = true; }
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void GCBirth() { gcborn = true; }
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Object* NextObj() const { return nextobj; }
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};
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class Actor : public Object
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{
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public:
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Actor() { mass = 1.0; }
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virtual ~Actor() { }
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public:
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virtual void PreFrame()
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{
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force = Vector(0, 0);
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otherforce = Vector(0, 0);
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}
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virtual void OnFrame(float deltatime)
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{
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Think(deltatime);
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}
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virtual void PostFrame(float deltatime)
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{
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Move(deltatime);
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}
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virtual bool IsA(const char* classname)
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{
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return !strcmp(classname, "Actor") || Object::IsA(classname);
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}
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virtual void Move(float deltatime);
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virtual void Think(float /*deltatime*/) { }
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virtual void Render() { }
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public:
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Vector pos;
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Vector vel;
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Vector acc;
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Vector force;
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Vector otherforce;
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float mass;
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};
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void Actor::Move(float deltatime)
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{
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acc = (force + otherforce) / mass;
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vel += acc * deltatime;
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pos += vel * deltatime;
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}
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enum AsteroidType
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{
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TYPE_NORMAL,
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TYPE_CRYSTAL,
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TYPE_NOT_CRYSTAL,
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};
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class Asteroid : public Actor
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{
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public:
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Asteroid(Vector pos, Vector vel, float size, AsteroidType type = TYPE_NORMAL);
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virtual ~Asteroid() { }
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virtual bool IsA(const char* classname)
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{
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return !strcmp(classname, "Asteroid") || Actor::IsA(classname);
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}
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virtual void Move(float deltatime);
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virtual void Render();
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private:
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Vector Point(size_t id);
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public:
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bool InsideMe(const Vector& p);
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void OnHit();
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float Size() const { return size; }
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AsteroidType Type() const { return type; }
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private:
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static const size_t MIN_POLYS = 5;
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static const size_t MAX_POLYS = 12;
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static constexpr float MAX_TURN_SPEED = 50.0f;
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size_t numpolygons;
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float slice;
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float polydists[MAX_POLYS+1];
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float size;
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float angle;
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float turnspeed;
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AsteroidType type;
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};
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Asteroid::Asteroid(Vector pos, Vector vel, float size, AsteroidType type)
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{
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this->pos = pos;
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this->vel = vel;
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this->size = size;
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this->type = type;
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float MASS_PER_UNIT = 1.0;
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this->mass = MASS_PER_UNIT * 4.0f / 3.0f * size * size * size;
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if ( type == TYPE_NORMAL )
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{
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const float CRYSTAL_CHANCE = 0.1f;
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const float MAX_SIZE = 64.0;
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if ( RandomFloat() < CRYSTAL_CHANCE && size < MAX_SIZE )
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this->type = TYPE_CRYSTAL;
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}
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angle = 0.0f;
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turnspeed = DegreeToRadian(MAX_TURN_SPEED) * (RandomFloat() * 2.0f - 1.0f);
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numpolygons = MIN_POLYS + arc4random_uniform(MAX_POLYS - MIN_POLYS);
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slice = DegreeToRadian(360.0f) / (float) numpolygons;
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for ( size_t i = 0; i < numpolygons; i++ )
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{
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polydists[i] = (RandomFloat() + 1.0) * size / 2.0;
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}
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polydists[numpolygons] = polydists[0];
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}
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void Asteroid::Move(float deltatime)
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{
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Actor::Move(deltatime);
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angle += turnspeed * deltatime;
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}
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Vector Asteroid::Point(size_t i)
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{
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float rot = i * slice + angle;
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return Vector(polydists[i], 0.0).Rotate(rot);
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}
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|
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bool Asteroid::InsideMe(const Vector& p)
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{
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const Vector& center = pos;
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for ( size_t i = 0; i < numpolygons; i++ )
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{
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Vector from = Point(i) + pos;
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Vector to = Point(i+1) + pos;
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if ( InsideTriangle(from, to, center, p) )
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return true;
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}
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return false;
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}
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|
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void Asteroid::Render()
|
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{
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Vector screenpos = pos - screenoff;
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uint32_t color = MakeColor(200, 200, 200);
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if ( type == TYPE_CRYSTAL )
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color = MakeColor(100, 100, 255);
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for ( size_t i = 0; i < numpolygons; i++ )
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{
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Vector from = Point(i) + screenpos;
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Vector to = Point(i+1) + screenpos;
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DrawLine(color, from.x, from.y, to.x, to.y);
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}
|
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}
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|
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void Asteroid::OnHit()
|
|
{
|
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if ( !GCIsAlive() )
|
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return;
|
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Vector axis = Vector(size/2.0f, 0.0f).Rotate(RandomAngle());
|
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float sizea = RandomFloat(size*0.3, size*0.7);
|
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float sizeb = RandomFloat(size*0.3, size*0.7);
|
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const float MINIMUM_SIZE = 6.0;
|
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const float MAX_ANGLE = DegreeToRadian(45);
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if ( MINIMUM_SIZE <= sizea )
|
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{
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Vector astvel = vel.Rotate(RandomFloat(0.0, MAX_ANGLE)) * 1.2;
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new Asteroid(pos + axis, astvel, sizea, type);
|
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}
|
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if ( MINIMUM_SIZE <= sizeb )
|
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{
|
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Vector astvel = vel.Rotate(RandomFloat(0.0, -MAX_ANGLE)) * 1.2;
|
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new Asteroid(pos - axis, astvel, sizeb, type);
|
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}
|
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GCDie();
|
|
}
|
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|
|
class AsteroidField : public Actor
|
|
{
|
|
public:
|
|
AsteroidField() { }
|
|
virtual ~AsteroidField() { }
|
|
virtual bool IsA(const char* classname)
|
|
{
|
|
return !strcmp(classname, "AsteroidField") || Actor::IsA(classname);
|
|
}
|
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|
|
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;
|
|
}
|