mirror of
https://gitlab.com/sortix/sortix.git
synced 2023-02-13 20:55:38 -05:00
a1c106ce1c
asteroids(1) now uses chvideomode(1) if no driver is active. Made the asteroids game object oriented. Added asteroids to ateroids(1). uptime(2) in asteroids.
841 lines
18 KiB
C++
841 lines
18 KiB
C++
#include <sys/keycodes.h>
|
|
#include <sys/termmode.h>
|
|
#include <stdint.h>
|
|
#include <unistd.h>
|
|
#include <string.h>
|
|
#include <stdarg.h>
|
|
#include <stdlib.h>
|
|
#include <stdio.h>
|
|
#include <fcntl.h>
|
|
#include <errno.h>
|
|
#include <error.h>
|
|
|
|
// This define runs the game without actually setting the video mode and
|
|
// checking whether the frame was actually copied to the screen. useful for
|
|
// debugging the game since you can't see console output.
|
|
//#define HACK_DONT_CHECK_FB
|
|
|
|
// TODO: Hacks that should belong in libm or something.
|
|
extern "C" float sqrtf(float x)
|
|
{
|
|
float ret;
|
|
asm ("fsqrt" : "=t" (ret) : "0" (x));
|
|
return ret;
|
|
}
|
|
|
|
extern "C" void sincosf(float x, float* sinval, float* cosval)
|
|
{
|
|
asm ("fsincos" : "=t" (*cosval), "=u" (*sinval) : "0" (x));
|
|
}
|
|
|
|
const float PI = 3.1415926532f;
|
|
|
|
inline float RandomFloat()
|
|
{
|
|
return (float) rand() / 32768.0f;
|
|
}
|
|
|
|
inline float RandomFloat(float min, float max)
|
|
{
|
|
return min + RandomFloat() * (max - min);
|
|
}
|
|
|
|
inline float DegreeToRadian(float degree)
|
|
{
|
|
return degree / 180 * PI;
|
|
}
|
|
|
|
inline float RandomAngle()
|
|
{
|
|
return RandomFloat() * DegreeToRadian(360);
|
|
}
|
|
|
|
inline uint32_t MakeColor(uint8_t r, uint8_t g, uint8_t b)
|
|
{
|
|
return b << 0UL | g << 8UL | r << 16UL;
|
|
}
|
|
|
|
const size_t STARFIELD_WIDTH = 512UL;
|
|
const size_t STARFIELD_HEIGHT = 512UL;
|
|
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;
|
|
int randval = rand() % 256;
|
|
bool isstar = randval == 5 || randval == 42 || randval == 101;
|
|
if ( isstar ) { color = rand(); }
|
|
bitmap[i] = MakeColor(color, color, color);
|
|
}
|
|
}
|
|
|
|
const size_t MAXKEYNUM = 512UL;
|
|
bool keysdown[MAXKEYNUM] = { false };
|
|
|
|
void FetchKeyboardInput()
|
|
{
|
|
// Read the keyboard input from the user.
|
|
const unsigned termmode = TERMMODE_KBKEY
|
|
| TERMMODE_UNICODE
|
|
| 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);
|
|
int abskbkey = (kbkey < 0) ? -kbkey : kbkey;
|
|
if ( MAXKEYNUM <= abskbkey ) { continue; }
|
|
keysdown[abskbkey] = 0 < kbkey;
|
|
}
|
|
}
|
|
|
|
size_t xres;
|
|
size_t yres;
|
|
int fb;
|
|
size_t bpp;
|
|
size_t linesize;
|
|
size_t framesize;
|
|
uint32_t* buf;
|
|
bool gamerunning;
|
|
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 && x0 < xres && 0 <= y0 & 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;
|
|
}
|
|
|
|
Vector& operator-=(const Vector& rhs)
|
|
{
|
|
x -= rhs.x;
|
|
y -= rhs.y;
|
|
}
|
|
|
|
Vector& operator*=(float scalar)
|
|
{
|
|
x *= scalar;
|
|
y *= scalar;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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 Rotate(float radians) const
|
|
{
|
|
float sinr;
|
|
float cosr;
|
|
sincosf(radians, &sinr, &cosr);
|
|
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;
|
|
|
|
Object* firstobject = NULL;
|
|
Object* lastobject = NULL;
|
|
Vector screenoff;
|
|
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 OnFrame(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() { }
|
|
virtual ~Actor() { }
|
|
|
|
public:
|
|
virtual void OnFrame(float deltatime)
|
|
{
|
|
Think(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;
|
|
|
|
};
|
|
|
|
void Actor::Move(float deltatime)
|
|
{
|
|
vel += acc * deltatime;
|
|
pos += vel * deltatime;
|
|
}
|
|
|
|
class Asteroid : public Actor
|
|
{
|
|
public:
|
|
Asteroid(Vector pos, Vector vel, float size);
|
|
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();
|
|
|
|
private:
|
|
static const size_t MIN_POLYS = 5;
|
|
static const size_t MAX_POLYS = 12;
|
|
static const float MAX_TURN_SPEED = 50.0f;
|
|
size_t numpolygons;
|
|
float slice;
|
|
float polydists[MAX_POLYS+1];
|
|
float size;
|
|
float angle;
|
|
float turnspeed;
|
|
|
|
};
|
|
|
|
Asteroid::Asteroid(Vector pos, Vector vel, float size)
|
|
{
|
|
this->pos = pos;
|
|
this->vel = vel;
|
|
this->size = size;
|
|
angle = 0.0f;
|
|
turnspeed = DegreeToRadian(MAX_TURN_SPEED) * (RandomFloat() * 2.0f - 1.0f);
|
|
numpolygons = MIN_POLYS + rand() % (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);
|
|
float slice = DegreeToRadian(360.0f) / (float) numpolygons;
|
|
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);
|
|
}
|
|
if ( MINIMUM_SIZE <= sizeb )
|
|
{
|
|
Vector astvel = vel.Rotate(RandomFloat(0.0, -MAX_ANGLE)) * 1.2;
|
|
new Asteroid(pos - axis, astvel, sizeb);
|
|
}
|
|
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, 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();
|
|
|
|
private:
|
|
float ttl;
|
|
|
|
};
|
|
|
|
Missile::Missile(Vector pos, Vector vel, float ttl)
|
|
{
|
|
this->pos = pos;
|
|
this->vel = vel;
|
|
this->ttl = ttl;
|
|
}
|
|
|
|
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 + vel * (MISSILE_LEN / vel.Size());
|
|
DrawLine(shipcolor, from.x, from.y, to.x, to.y);
|
|
}
|
|
|
|
Missile::~Missile()
|
|
{
|
|
}
|
|
|
|
class Spaceship : public Actor
|
|
{
|
|
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 firing);
|
|
|
|
private:
|
|
bool turnleft;
|
|
bool turnright;
|
|
bool moveforward;
|
|
bool movebackward;
|
|
bool firing;
|
|
float shipangle;
|
|
|
|
};
|
|
|
|
Spaceship::Spaceship(float shipangle, Vector pos, Vector vel, Vector acc)
|
|
{
|
|
this->shipangle = shipangle;
|
|
this->pos = pos;
|
|
this->vel = vel;
|
|
this->acc = acc;
|
|
turnleft = turnright = moveforward = movebackward = firing = 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;
|
|
if ( !ast->InsideMe(pos) ) { continue; }
|
|
ast->OnHit();
|
|
pos.y = 16384 - pos.y;
|
|
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; }
|
|
acc = Vector(shipaccel, 0.0).Rotate(shipangle);
|
|
float shipspeed = vel.Size();
|
|
float maxspeed = 50.0f;
|
|
if ( maxspeed < shipspeed ) { vel *= maxspeed / shipspeed; }
|
|
if ( firing )
|
|
{
|
|
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);
|
|
new Missile(spawnpos, spawnvel, ttl);
|
|
}
|
|
}
|
|
|
|
void Spaceship::Render()
|
|
{
|
|
Vector screenpos = pos - screenoff;
|
|
// TODO: Ideally these should be global constants, but global constructors
|
|
// are _not_ called upon process initiazation on Sortix yet.
|
|
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(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 firing)
|
|
{
|
|
this->firing = firing;
|
|
}
|
|
|
|
uintmax_t lastframeat;
|
|
|
|
void GameLogic()
|
|
{
|
|
uintmax_t now;
|
|
do uptime(&now);
|
|
while ( now == lastframeat);
|
|
unsigned long deltausecs = now - lastframeat;
|
|
lastframeat = now;
|
|
float deltatime = deltausecs / 1000000.0f;
|
|
float timescale = 3.0;
|
|
deltatime *= timescale;
|
|
Object* first = firstobject;
|
|
Object* obj;
|
|
for ( obj = first; obj; obj = obj->NextObj() ) { obj->GCBirth(); }
|
|
playership->SetThrust(keysdown[KBKEY_UP], keysdown[KBKEY_DOWN]);
|
|
playership->SetTurn(keysdown[KBKEY_LEFT], keysdown[KBKEY_RIGHT]);
|
|
playership->SetFiring(keysdown[KBKEY_SPACE]);
|
|
keysdown[KBKEY_SPACE] = false;
|
|
for ( obj = first; obj; obj = obj->NextObj() )
|
|
{
|
|
if ( !obj->GCIsBorn() ) { continue; }
|
|
obj->OnFrame(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 FlushBuffer()
|
|
{
|
|
lseek(fb, 0, SEEK_SET);
|
|
if ( writeall(fb, buf, framesize) < framesize )
|
|
{
|
|
#ifndef HACK_DONT_CHECK_FB
|
|
error(1, errno, "writing to framebuffer");
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void RunFrame()
|
|
{
|
|
FetchKeyboardInput();
|
|
GameLogic();
|
|
Render();
|
|
FlushBuffer();
|
|
}
|
|
|
|
char* GetCurrentVideoMode()
|
|
{
|
|
FILE* fp = fopen("/dev/video/mode", "r");
|
|
if ( !fp ) { return NULL; }
|
|
char* mode = NULL;
|
|
size_t n = 0;
|
|
getline(&mode, &n, fp);
|
|
fclose(fp);
|
|
return mode;
|
|
}
|
|
|
|
// TODO: This should be in libc and not use libmaxsi.
|
|
#include <libmaxsi/platform.h>
|
|
#include <libmaxsi/error.h>
|
|
#include <libmaxsi/string.h>
|
|
using namespace Maxsi;
|
|
bool ReadParamString(const char* str, ...)
|
|
{
|
|
if ( String::Seek(str, '\n') ) { Error::Set(EINVAL); }
|
|
const char* keyname;
|
|
va_list args;
|
|
while ( *str )
|
|
{
|
|
size_t varlen = String::Reject(str, ",");
|
|
if ( !varlen ) { str++; continue; }
|
|
size_t namelen = String::Reject(str, "=");
|
|
if ( !namelen ) { Error::Set(EINVAL); goto cleanup; }
|
|
if ( !str[namelen] ) { Error::Set(EINVAL); goto cleanup; }
|
|
if ( varlen < namelen ) { Error::Set(EINVAL); goto cleanup; }
|
|
size_t valuelen = varlen - 1 /*=*/ - namelen;
|
|
char* name = String::Substring(str, 0, namelen);
|
|
if ( !name ) { goto cleanup; }
|
|
char* value = String::Substring(str, namelen+1, valuelen);
|
|
if ( !value ) { delete[] name; goto cleanup; }
|
|
va_start(args, str);
|
|
while ( (keyname = va_arg(args, const char*)) )
|
|
{
|
|
char** nameptr = va_arg(args, char**);
|
|
if ( String::Compare(keyname, name) ) { continue; }
|
|
*nameptr = value;
|
|
break;
|
|
}
|
|
va_end(args);
|
|
if ( !keyname ) { delete[] value; }
|
|
delete[] name;
|
|
str += varlen;
|
|
str += String::Accept(str, ",");
|
|
}
|
|
return true;
|
|
|
|
cleanup:
|
|
va_start(args, str);
|
|
while ( (keyname = va_arg(args, const char*)) )
|
|
{
|
|
char** nameptr = va_arg(args, char**);
|
|
delete[] *nameptr; *nameptr = NULL;
|
|
}
|
|
va_end(args);
|
|
return false;
|
|
}
|
|
|
|
int atoi_safe(const char* str)
|
|
{
|
|
if ( !str ) { return 0; }
|
|
return atoi(str);
|
|
}
|
|
|
|
void InitGame()
|
|
{
|
|
uptime(&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[])
|
|
{
|
|
#ifndef HACK_DONT_CHECK_FB
|
|
char* vidmode = GetCurrentVideoMode();
|
|
if ( !vidmode ) { perror("Cannot detect current video mode"); exit(1); }
|
|
char* widthstr = NULL;
|
|
char* heightstr = NULL;
|
|
if ( !ReadParamString(vidmode, "width", &widthstr, "height", &heightstr, NULL) )
|
|
{
|
|
error(1, errno, "Can't parse video mode: %s", vidmode);
|
|
}
|
|
xres = atoi_safe(widthstr); delete[] widthstr; widthstr = NULL;
|
|
yres = atoi_safe(heightstr); delete[] heightstr; heightstr = NULL;
|
|
if ( !xres || !yres )
|
|
{
|
|
const char* chvideomode = "chvideomode";
|
|
execlp(chvideomode, chvideomode, argv[0], NULL);
|
|
perror(chvideomode);
|
|
exit(127);
|
|
}
|
|
#else
|
|
xres = 1280;
|
|
yres = 720;
|
|
#endif
|
|
|
|
fb = open("/dev/video/fb", O_WRONLY);
|
|
#ifndef HACK_DONT_CHECK_FB
|
|
if ( fb < 0 ) { error(1, errno, "open: /dev/video/fb"); }
|
|
#endif
|
|
bpp = sizeof(uint32_t);
|
|
linesize = xres;
|
|
framesize = yres * linesize * bpp;
|
|
buf = new uint32_t[framesize / sizeof(uint32_t)];
|
|
InitGame();
|
|
gamerunning = true;
|
|
for ( framenum = 0; gamerunning; framenum++ )
|
|
{
|
|
RunFrame();
|
|
}
|
|
close(fb);
|
|
return 0;
|
|
}
|