sortix-mirror/games/asteroids.cpp
Jonas 'Sortie' Termansen 2b72262b4f Relicense Sortix to the ISC license.
I hereby relicense all my work on Sortix under the ISC license as below.

All Sortix contributions by other people are already under this license,
are not substantial enough to be copyrightable, or have been removed.

All imported code from other projects is compatible with this license.

All GPL licensed code from other projects had previously been removed.

Copyright 2011-2016 Jonas 'Sortie' Termansen and contributors.

Permission to use, copy, modify, and distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.

THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
2016-03-05 22:21:50 +01:00

1236 lines
28 KiB
C++

/*
* Copyright (c) 2011, 2012, 2013, 2014, 2015, 2016 Jonas 'Sortie' Termansen.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*
* asteroids.cpp
* Single-player space exploration with asteroids!
*/
#include <sys/keycodes.h>
#include <sys/termmode.h>
#include <assert.h>
#include <errno.h>
#include <error.h>
#include <fcntl.h>
#include <math.h>
#include <signal.h>
#include <stdarg.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <termios.h>
#include <time.h>
#include <timespec.h>
#include <unistd.h>
#include <dispd.h>
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;
}
static struct termios saved_tio;
static void restore_terminal_on_exit(void)
{
tcsetattr(0, TCSAFLUSH, &saved_tio);
}
static void restore_terminal_on_signal(int signum)
{
if ( signum == SIGTSTP )
{
struct termios tio;
tcgetattr(0, &tio);
tcsetattr(0, TCSAFLUSH, &saved_tio);
raise(SIGSTOP);
tcgetattr(0, &saved_tio);
tcsetattr(0, TCSAFLUSH, &tio);
return;
}
tcsetattr(0, TCSAFLUSH, &saved_tio);
raise(signum);
}
int main(int argc, char* argv[])
{
if ( !isatty(0) )
error(1, errno, "standard input");
if ( tcgetattr(0, &saved_tio) < 0 )
error(1, errno, "tcsetattr: standard input");
if ( atexit(restore_terminal_on_exit) != 0 )
error(1, errno, "atexit");
struct sigaction sa;
memset(&sa, 0, sizeof(sa));
sa.sa_handler = restore_terminal_on_signal;
sigaction(SIGTSTP, &sa, NULL);
sa.sa_flags = SA_RESETHAND;
sigaction(SIGINT, &sa, NULL);
sigaction(SIGQUIT, &sa, NULL);
sigaction(SIGTERM, &sa, NULL);
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;
}