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engine.c
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#include <time.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <ncurses.h>
#include "engine.h"
#include "player.h"
#include "map.h"
#include "raycaster.h"
const struct timespec FRAME_DELAY = {0, 90000000L};
ENGINE * createEngine(
int rows,
int cols,
char *mapStr,
int mapSize,
int playerStartR,
int playerStartC,
int interfaceHeight,
INTERACTION_FUNCTION interactionFn,
USE_ITEM_FUNCTION useItemFn) {
// setup screen
initscr();
start_color();
initColors();
cbreak();
noecho();
curs_set(FALSE);
WINDOW * parentWindow = newwin(rows, cols, 0, 0);
WINDOW * graphicsWindow = subwin(parentWindow, rows - interfaceHeight, cols, 0, 0);
WINDOW * textWindow = subwin(parentWindow, interfaceHeight, cols, rows - interfaceHeight, 0);
//resizeterm(WIDTH, HEIGHT);
struct Player * player = (struct Player *) calloc(1, sizeof(struct Player));
player->x = playerStartR;
player->y = playerStartC;
player->direction = 0;
player->cameraPlaneX = 0;
player->cameraPlaneY = .66; // Seems to be about the optimal view
struct Interface * interface = (struct Interface *) calloc(1, sizeof(struct Interface));
struct Map *map = calloc(1, sizeof(struct Map));
map->map = mapStr;
map->size = mapSize;
ENGINE * engine = (ENGINE * ) malloc(sizeof(ENGINE));
engine->rows = rows;
engine->cols = cols;
engine->player = player;
engine->map = map;
engine->interface = interface;
engine->interactionFn = interactionFn;
engine->useItemFn = useItemFn;
interface->window = textWindow;
interface->height = interfaceHeight;
engine->parentWindow = parentWindow;
engine->mainWindow = graphicsWindow;
engine->renderMode = RENDER_COLOR;
engine->moveMode = MOVE_MODE_REGULAR;
engine->gameState = STATE_PLAYING;
return engine;
}
void renderFrame(ENGINE *engine){
// werase(engine->mainWindow);
wclear(engine->mainWindow);
raycast(engine->player, engine->map, engine->mainWindow, engine->cols, engine->rows, engine->renderMode);
box(engine->mainWindow, 0, 0);
wrefresh(engine->mainWindow);
}
bool canMove(ENGINE *engine, short direction){
double distance = 1.0;
double finalX = engine->player-> x + cos(engine->player->direction) * distance * direction;
double finalY = engine->player-> y + sin(engine->player->direction) * distance * direction;
char nextPosition = getPositionInMap(engine->map, (int) round(finalY), (int) round(finalX));
if ( !(nextPosition == MAP_OPEN_SPACE || nextPosition > MAP_MARKER_MIN))
return false;
return true;
}
void walkAnimation(ENGINE *engine, short direction){
double moveSpeed = .1;
double distance = 1.0;
double finalX = engine->player-> x + cos(engine->player->direction) * distance * direction;
double finalY = engine->player-> y + sin(engine->player->direction) * distance * direction;
if (engine->moveMode == MOVE_MODE_REGULAR) {
for (double i = 0; i <(int) floor(distance/moveSpeed); i+=1){
walk(engine->player, moveSpeed, direction);
renderFrame(engine);
nanosleep(&FRAME_DELAY, NULL);
}
}
engine->player->x = finalX;
engine->player->y = finalY;
}
void rotationAnimation(ENGINE *engine, double radians, int direction){
double moveSpeed = 0.15;
double finalDirection = engine->player->direction + (radians * direction);
//make sure to keep the camera plane up to date. It needs to be perpendicular to the direction
double finalCameraX = engine->player->cameraPlaneX * cos(radians * direction) - engine->player->cameraPlaneY * sin(radians * direction);
double finalCameraY = engine->player->cameraPlaneX * sin(radians * direction) + engine->player->cameraPlaneY * cos(radians * direction);
if (engine->moveMode == MOVE_MODE_REGULAR) {
for (double i=0; i < (int) floor(fabs(radians/moveSpeed)); i+=1){
rotate(engine->player, moveSpeed, direction);
renderFrame(engine);
nanosleep(&FRAME_DELAY, NULL);
}
}
engine->player->direction = finalDirection;
engine->player->cameraPlaneX = finalCameraX;
engine->player->cameraPlaneY = finalCameraY;
}
void deathAnimation(ENGINE *engine) {
wclear(engine->mainWindow);
death(engine->mainWindow, engine->rows, engine->cols, engine->renderMode, "You have died. Game Over");
wrefresh(engine->mainWindow);
}
void gameLoop(ENGINE *engine){
// this is required to prevent a 1 frame delay. No idea why
nodelay(stdscr, TRUE);
getch();
nodelay(stdscr, FALSE);
updateInterface(engine->interface);
renderFrame(engine);
while (engine->gameState != STATE_END){
if (engine->gameState == STATE_DEAD) {
deathAnimation(engine);
getch();
engine->gameState = STATE_END;
break;
}
char input = getch();
switch(input) {
case 'w':
if (canMove(engine, PLAYER_FORWARDS))
walkAnimation(engine, PLAYER_FORWARDS);
engine->interactionFn(engine, INTERACTION_TYPE_WALK_FORWARD);
break;
case 's':
if (canMove(engine, PLAYER_BACKWARDS))
walkAnimation(engine, PLAYER_BACKWARDS);
engine->interactionFn(engine, INTERACTION_TYPE_WALK_BACK);
break;
case 'a':
rotationAnimation(engine, M_PI/2.0, PLAYER_COUNTER_CLOCKWISE);
engine->interactionFn(engine, INTERACTION_TYPE_TURN_LEFT);
break;
case 'd':
rotationAnimation(engine, M_PI/2.0, PLAYER_CLOCKWISE);
engine->interactionFn(engine, INTERACTION_TYPE_TURN_RIGHT);;
break;
case 'l':
engine->interactionFn(engine, INTERACTION_TYPE_LOOK);
break;
case 't':
engine->interactionFn(engine, INTERACTION_TYPE_TALK);
break;
case '1':
if (engine->interface->inventory[0] != NULL)
engine->useItemFn(engine, engine->interface->inventory[0], 0);
break;
case '2':
if (engine->interface->inventory[1] != NULL)
engine->useItemFn(engine, engine->interface->inventory[1], 1);
break;
case '?':
if (engine->renderMode == RENDER_COLOR)
engine->renderMode = RENDER_CHAR;
else
engine->renderMode = RENDER_COLOR;
break;
case '!':
if (engine->moveMode == MOVE_MODE_REGULAR)
engine->moveMode = MOVE_MODE_INSTANT;
else
engine->moveMode = MOVE_MODE_REGULAR;
break;
default:
break;
}
renderFrame(engine);
updateInterface(engine->interface);
}
}
void shutdown(ENGINE *engine){
delwin(engine->interface->window);
delwin(engine->mainWindow);
delwin(engine->parentWindow);
free(engine->player);
free(engine->interface);
free(engine->map);
free(engine);
endwin();
}