/
car.c
746 lines (665 loc) · 19.3 KB
/
car.c
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#include <math.h>
#include "renderer.h"
#include "car.h"
#include "defines.h"
#include "map.h"
#include "vector.h"
#include "box.h"
#include "libs/cJSON/cJSON.h"
#include "shell.h"
#define STUN_TIMEOUT 2500
#define TURBO_TIMEOUT 2500
#define INVINCIBLE_TIMEOUT 2500
#define TIPPED_TIMEOUT 500
#define POWERUP_COOLDOWN 1000
Car cars[MAX_CARS];
int cars_count = 0;
const vec2 car_start_dir = {1.0, 0.0};
extern ivec2 map_starting_positions[];
extern ivec2 map_path[];
extern int map_path_length;
extern int map_laps;
extern int ren_offset_x, ren_offset_y;
Car *car_add()
{
if (cars_count >= MAX_CARS) {
printf("Asked to add a new car when we are at max!\n");
return 0;
}
int i = cars_count;
cars_count++;
cars[i].id = i;
cars[i].stunned_at = 0;
cars[i].turbo_at = 0;
cars[i].invincible_at = 0;
cars[i].tipped_at = 0;
cars[i].big_at = 0;
///* DEBUG: re-add once map does deserialization
cars[i].pos.x = map_starting_positions[i].x;
cars[i].pos.y = map_starting_positions[i].y;
// cars[i].pos.x = 500;
// cars[i].pos.y = 200;
cars[i].direction = car_start_dir;
char filename[10];
sprintf(filename, "car%d.bmp", i);
cars[i].texture = ren_load_image_with_dims(filename, &cars[i].width, &cars[i].height);
cars[i].name[0] = '0' + i;
cars[i].name[1] = 0;
for (int j=0; j<TRAIL_LENGTH; j++) {
cars[i].trail[j] = cars[i].pos;
cars[i].trail_l[j] = cars[i].pos;
cars[i].trail_r[j] = cars[i].pos;
}
cars[i].lap_started_at = SDL_GetTicks();
return &cars[i];
}
void cars_start_round()
{
for (int i=0; i<cars_count; i++) {
cars[i].lap_started_at = SDL_GetTicks();
cars[i].picked_up_at = SDL_GetTicks();
}
}
void car_apply_force(Car *car, vec2 force)
{
car->force.x += force.x;
car->force.y += force.y;
}
void car_collison(Car *car1, Car *car2)
{
ivec2 car1_center, car2_center;
car1_center.x = car1->pos.x + car1->width/2;
car1_center.y = car1->pos.y + car1->height/2;
car2_center.x = car2->pos.x + car2->width/2;
car2_center.y = car2->pos.y + car2->height/2;
vec2 difference;
difference.x = car1_center.x - car2_center.x;
difference.y = car1_center.y - car2_center.y;
if (fabsf(difference.x) < (car1->width/2 + car2->width/2) &&
fabsf(difference.y) < (car1->height/2 + car2->height/2))
{
vec_normalize(&difference);
vec_scale(&difference, 3000);
if (!car1->invincible_at) {
car_apply_force(car1, difference);
}
vec_scale(&difference, -1);
if (!car2->invincible_at) {
car_apply_force(car2, difference);
}
if (car1->big_at && !car2->invincible_at) {
car2->tipped_at = SDL_GetTicks();
}
if (car2->big_at && !car1->invincible_at) {
car1->tipped_at = SDL_GetTicks();
}
}
}
void car_move(Car *car)
{
float drag_coeff = CAR_DRAG_COEFF;
float roll_coeff = CAR_ROLL_COEFF;
// Check if we're passing over something funny
ivec2 center;
center.x = car->pos.x + car->width/2;
center.y = car->pos.y + car->height/2;
AreaType type = map_get_type(center);
switch(type){
case MAP_WALL:
vec_scale(&car->velocity, -1);
break;
case MAP_GRASS:
roll_coeff *= 10;
drag_coeff *= 10;
break;
case MAP_BOOST:
roll_coeff = 0;
drag_coeff = 0;
vec_scale(&car->velocity, 1.2);
break;
case MAP_MUD:
if (car->invincible_at) break;
roll_coeff *= 7;
drag_coeff *= 7;
break;
case MAP_BANANA:
if (car->invincible_at) break;
car->tipped_at = SDL_GetTicks();
break;
case MAP_OIL:
if (car->invincible_at) break;
vec_rotate(&car->direction, 3);
break;
case MAP_ICE:
if (car->invincible_at) break;
if ((rand() % 2) == 1) {
vec_rotate(&car->direction, 4);
} else {
vec_rotate(&car->direction, -4);
}
break;
default:
break;
}
/* Add up forces, resistances etc. */
/* Drag */
car->force.x += -drag_coeff * car->velocity.x * vec_length(car->velocity);
car->force.y += -drag_coeff * car->velocity.y * vec_length(car->velocity);
/* Roll resistance */
car->force.x += -roll_coeff * car->velocity.x;
car->force.y += -roll_coeff * car->velocity.y;
vec2 acceleration = {car->force.x/CAR_MASS, car->force.y/CAR_MASS};
if (car->tipped_at) {
if (SDL_GetTicks() - car->tipped_at > TIPPED_TIMEOUT) {
car->tipped_at = 0;
}
vec_rotate(&car->direction, 100);
}
car->velocity.x += acceleration.x * SECS_PER_FRAME;
car->velocity.y += acceleration.y * SECS_PER_FRAME;
// Check effects
if (car->stunned_at) {
if (SDL_GetTicks() - car->stunned_at > STUN_TIMEOUT) {
car->stunned_at = 0;
car->width *= 2;
car->height *= 2;
}
vec_scale(&car->velocity, 0.9);
}
if (car->turbo_at) {
if (SDL_GetTicks() - car->turbo_at > TURBO_TIMEOUT) {
car->turbo_at = 0;
}
vec_scale(&car->velocity, 1.05);
}
if (car->invincible_at && SDL_GetTicks() - car->invincible_at > INVINCIBLE_TIMEOUT) {
car->invincible_at = 0;
}
if (car->big_at && SDL_GetTicks() - car->big_at > INVINCIBLE_TIMEOUT) {
car->big_at = 0;
car->width /= 2;
car->height /= 2;
}
/* Kill orthogonal velocity */
float drift = 0.9;
if (car->drift)
{
drift = 0.97;
}
car->drift = 0;
vec2 fw, side, fw_velo, side_velo;
vec_copy(car->direction, &fw);
vec_normalize(&fw);
vec_copy(fw, &side);
vec_rotate(&side, 90);
fw_velo.x = fw.x * vec_dot(car->velocity, fw);
fw_velo.y = fw.y * vec_dot(car->velocity, fw);
side_velo.x = side.x * vec_dot(car->velocity, side);
side_velo.y = side.y * vec_dot(car->velocity, side);
car->velocity.x = fw_velo.x + side_velo.x * drift;
car->velocity.y = fw_velo.y + side_velo.y * drift;
car->pos.x += car->velocity.x * SECS_PER_FRAME;
car->pos.y += car->velocity.y * SECS_PER_FRAME;
// Check if we hit a box with powerups
if (car->powerup == POWERUP_NONE && SDL_GetTicks() - car->picked_up_at > POWERUP_COOLDOWN) {
SDL_Rect car_geometry;
car_geometry.x = car->pos.x;
car_geometry.y = car->pos.y;
car_geometry.w = car->width;
car_geometry.h = car->height;
PowerUp powerup = boxes_check_hit(car_geometry);
if (powerup != POWERUP_NONE) {
car->powerup = powerup;
car->picked_up_at = SDL_GetTicks();
}
}
// Check tile/lap count stuff
const int px = center.x / map_tile_width;
const int py = center.y / map_tile_height;
int next_tile = (car->tiles_passed + 1) % map_path_length;
if (map_path[next_tile].x == px && map_path[next_tile].y == py) {
car->tiles_passed++;
if (car->tiles_passed % map_path_length == 0) {
Uint32 new_time = SDL_GetTicks();
if (!car->best_lap_time || new_time - car->lap_started_at < car->best_lap_time) {
car->best_lap_time = new_time - car->lap_started_at;
}
printf("laptime %d\n", new_time - car->lap_started_at);
car->lap_started_at = new_time;
}
printf("tiles passed: %d, laps: %d\n", car->tiles_passed, car->tiles_passed / map_path_length);
}
// Update trail
for (int j=1; j<TRAIL_LENGTH; j++) {
car->trail[j-1] = car->trail[j];
car->trail_l[j-1] = car->trail_l[j];
car->trail_r[j-1] = car->trail_r[j];
}
vec2 c;
c.x = car->pos.x - car->width/2;
c.y = car->pos.y - car->height/2;
car->trail[TRAIL_LENGTH-1] = c;
car->trail_l[TRAIL_LENGTH-1] = c;
car->trail_r[TRAIL_LENGTH-1] = c;
float angle = vec_angle(car->direction, car_start_dir) / 180 * PI;
car->trail_r[TRAIL_LENGTH-1].x += sin(angle) * car->width;
car->trail_r[TRAIL_LENGTH-1].y += cos(angle) * car->width;
angle += PI;
car->trail_l[TRAIL_LENGTH-1].x += sin(angle) * car->width;
car->trail_l[TRAIL_LENGTH-1].y += cos(angle) * car->width;
}
void cars_move()
{
for (int i=0; i<cars_count; i++) {
if ((!cars[i].invincible_at) && shells_check_collide(cars[i].pos)) {
cars[i].tipped_at = SDL_GetTicks();
}
for (int j=i+1; j<cars_count; j++)
{
car_collison(&cars[i], &cars[j]);
}
car_move(&cars[i]);
memset(&cars[i].force, 0, sizeof(cars[i].force));
}
}
void bullet_move(Car *car)
{
//TODO: implement me
car_move(car);
}
void car_use_powerup(Car *car)
{
ivec2 pos;
pos.x = car->pos.x;
pos.y = car->pos.y;
switch(car->powerup) {
case POWERUP_NONE:
return;
case POWERUP_BANANA: {
printf("adding bananor\n");
vec2 rot = car->direction;
vec_normalize(&rot);
vec_scale(&rot, 50);
pos.x -= rot.x;
pos.y -= rot.y;
pos.x -= POWERUPS_WIDTH/2;
pos.y -= POWERUPS_HEIGHT/2;
map_add_modifier(MAP_BANANA, pos);
break;
}
case POWERUP_GREEN_SHELL:
printf("adding green shell\n");
shell_add(SHELL_GREEN, car->pos, car->direction);
break;
case POWERUP_RED_SHELL:
printf("adding red shell\n");
shell_add(SHELL_RED, car->pos, car->direction);
break;
case POWERUP_BLUE_SHELL:
printf("adding blue shell\n");
shell_add(SHELL_BLUE, car->pos, car->direction);
break;
case POWERUP_OIL:
printf("adding oil\n");
map_add_modifier(MAP_OIL, pos);
break;
case POWERUP_MUSHROOM:
printf("adding mushram\n");
car->turbo_at = SDL_GetTicks();
break;
case POWERUP_BIG_MUSHROOM:
printf("adding big mushram\n");
car->turbo_at = SDL_GetTicks();
if (!car->big_at) {
car->width *= 2;
car->height *= 2;
}
car->big_at = SDL_GetTicks();
break;
case POWERUP_LIGHTNING: {
printf("triggering lightning\n");
// find all cars in front of us
const int my_dist = map_dist_left_in_tile(car->tiles_passed, car->pos);
for (int i=0; i<cars_count; i++) {
if (car == &cars[i]) {
continue;
}
if (cars[i].tiles_passed < car->tiles_passed) {
continue;
}
const int distance = map_dist_left_in_tile(cars[i].tiles_passed, cars[i].pos);
if (cars[i].tiles_passed > car->tiles_passed || my_dist > distance) {
if (!cars[i].stunned_at) {
cars[i].width /= 2;
cars[i].height /= 2;
}
cars[i].stunned_at = SDL_GetTicks();
cars[i].powerup = POWERUP_NONE;
}
}
break;
}
case POWERUP_STAR:
printf("triggering star\n");
car->turbo_at = SDL_GetTicks();
car->invincible_at = SDL_GetTicks();
if (!car->big_at) {
car->width *= 2;
car->height *= 2;
}
car->big_at = SDL_GetTicks();
break;
default:
printf("tried to trigger unknown powerup: %d\n", car->powerup);
break;
}
car->powerup = POWERUP_NONE;
}
cJSON *car_serialize(Car *car)
{
cJSON *root, *dir, *velo, *pos;
root = cJSON_CreateObject();
cJSON_AddNumberToObject(root, "id", car->id);
cJSON_AddItemToObject(root, "direction", dir = cJSON_CreateObject());
cJSON_AddNumberToObject(dir, "x", car->direction.x);
cJSON_AddNumberToObject(dir, "y", car->direction.y);
cJSON_AddItemToObject(root, "velocity", velo = cJSON_CreateObject());
cJSON_AddNumberToObject(velo, "x", car->velocity.x);
cJSON_AddNumberToObject(velo, "y", car->velocity.y);
ivec2 center;
center.x = car->pos.x + car->width/2;
center.y = car->pos.y + car->height/2;
cJSON_AddItemToObject(root, "pos", pos = cJSON_CreateObject());
cJSON_AddNumberToObject(pos, "x", center.x);
cJSON_AddNumberToObject(pos, "y", center.y);
cJSON_AddNumberToObject(root, "drift", car->drift);
cJSON_AddNumberToObject(root, "width", car->width);
cJSON_AddNumberToObject(root, "height", car->height);
cJSON *powerup;
switch(car->powerup) {
case POWERUP_BANANA:
powerup = cJSON_CreateString("banana");
break;
case POWERUP_GREEN_SHELL:
powerup = cJSON_CreateString("greenshell");
break;
case POWERUP_RED_SHELL:
powerup = cJSON_CreateString("redshell");
break;
case POWERUP_BLUE_SHELL:
powerup = cJSON_CreateString("blueshell");
break;
case POWERUP_OIL:
powerup = cJSON_CreateString("oil");
break;
case POWERUP_MUSHROOM:
powerup = cJSON_CreateString("mushroom");
break;
case POWERUP_BIG_MUSHROOM:
powerup = cJSON_CreateString("bigmushroom");
break;
case POWERUP_LIGHTNING:
powerup = cJSON_CreateString("lightning");
break;
case POWERUP_STAR:
powerup = cJSON_CreateString("star");
break;
case POWERUP_NONE:
default:
powerup = cJSON_CreateString("none");
break;
}
cJSON_AddItemToObject(root, "powerup", powerup);
return root;
}
void car_deserialize(cJSON *root)
{
Car *car = NULL;
cJSON *cur, *x, *y;
cur = cJSON_GetObjectItem(root, "id");
for (int i = 0; i < cars_count; i++)
{
if (cars[i].id == cur->valueint)
{
car = &cars[i];
break;
}
}
if (car == NULL)
return;
cur = cJSON_GetObjectItem(root, "direction");
x = cJSON_GetObjectItem(cur, "x");
car->direction.x = x->valuedouble;
y = cJSON_GetObjectItem(cur, "y");
car->direction.y = y->valuedouble;
cur = cJSON_GetObjectItem(root, "velocity");
x = cJSON_GetObjectItem(cur, "x");
car->velocity.x = x->valuedouble;
y = cJSON_GetObjectItem(cur, "y");
car->velocity.y = y->valuedouble;
cur = cJSON_GetObjectItem(root, "drift");
car->drift = cur->valueint;
cur = cJSON_GetObjectItem(root, "width");
car->width = cur->valueint;
cur = cJSON_GetObjectItem(root, "height");
car->height = cur->valueint;
cur = cJSON_GetObjectItem(root, "pos");
x = cJSON_GetObjectItem(cur, "x");
car->pos.x = x->valuedouble;
car->pos.x -= car->width/2;
y = cJSON_GetObjectItem(cur, "y");
car->pos.y = y->valuedouble;
car->pos.y -= car->height/2;
cur = cJSON_GetObjectItem(root, "powerup");
const char *powerup = cur->valuestring;
if (!strcmp(powerup, "banana")) {
car->powerup = POWERUP_BANANA;
} else if (!strcmp(powerup, "greenshell")) {
car->powerup = POWERUP_GREEN_SHELL;
} else if (!strcmp(powerup, "redshell")) {
car->powerup = POWERUP_RED_SHELL;
} else if (!strcmp(powerup, "blueshell")) {
car->powerup = POWERUP_BLUE_SHELL;
} else if (!strcmp(powerup, "oil")) {
car->powerup = POWERUP_OIL;
} else if (!strcmp(powerup, "mushroom")) {
car->powerup = POWERUP_MUSHROOM;
} else if (!strcmp(powerup, "bigmushroom")) {
car->powerup = POWERUP_BIG_MUSHROOM;
} else if (!strcmp(powerup, "lightning")) {
car->powerup = POWERUP_LIGHTNING;
} else if (!strcmp(powerup, "star")) {
car->powerup = POWERUP_STAR;
} else {
car->powerup = POWERUP_NONE;
}
}
// Not the world's most efficient implementation, but it's just 4 cars at max
Car *car_get_leader()
{
if (cars_count == 0) {
return 0;
}
Car *leader = &cars[0];
// Find the highest amount of tiles passed
for (int i=1; i<cars_count; i++) {
if (cars[i].tiles_passed > leader->tiles_passed) {
leader = &cars[i];
}
}
// in case of ties, we need to check the distance inside a tile
for (int i=0; i<cars_count; i++) {
if (cars[i].tiles_passed < leader->tiles_passed) {
continue;
}
int distance = map_dist_left_in_tile(cars[i].tiles_passed, cars[i].pos);
int leader_dist = map_dist_left_in_tile(leader->tiles_passed, leader->pos);
if (distance < leader_dist) {
leader = &cars[i];
}
}
return leader;
}
void cars_render(SDL_Renderer *ren)
{
SDL_SetRenderDrawBlendMode(ren, SDL_BLENDMODE_BLEND);
for (int i=0; i<cars_count; i++) {
int r = 0xff, g = 0xff, b = 0xff;
if (i == 0) {
r = 0xff; g = 0; b = 0;
} else if (i == 1) {
r = 0xa0; g = 0xa0; b = 0xff;
} else if (i == 2) {
r = 0; g = 0xff; b = 0xa0;
} else if (i == 3) {
r = 0xff; g = 0xff; b = 0x0;
}
// Draw trail
int ox = cars[i].width / 2;
int oy = cars[i].height / 2;
for (int j=0; j<TRAIL_LENGTH-1; j++) {
SDL_SetRenderDrawColor(ren, r, g, b, j * 0xff / TRAIL_LENGTH);
vec2 pos1 = cars[i].trail[j];
vec2 pos2 = cars[i].trail[j+1];
pos1.x += ren_offset_x;
pos1.y += ren_offset_y;
pos2.x += ren_offset_x;
pos2.y += ren_offset_y;
SDL_RenderDrawLine(ren, pos1.x + ox, pos1.y + oy, pos2.x + ox, pos2.y + oy);
pos1 = cars[i].trail_l[j];
pos2 = cars[i].trail_l[j+1];
pos1.x += ren_offset_x;
pos1.y += ren_offset_y;
pos2.x += ren_offset_x;
pos2.y += ren_offset_y;
SDL_RenderDrawLine(ren, pos1.x + ox, pos1.y + oy, pos2.x + ox, pos2.y + oy);
pos1 = cars[i].trail_r[j];
pos2 = cars[i].trail_r[j+1];
pos1.x += ren_offset_x;
pos1.y += ren_offset_y;
pos2.x += ren_offset_x;
pos2.y += ren_offset_y;
SDL_RenderDrawLine(ren, pos1.x + ox, pos1.y + oy, pos2.x + ox, pos2.y + oy);
}
// Draw the car itself
SDL_Rect target;
target.x = cars[i].pos.x + ren_offset_x - cars[i].width;
target.y = cars[i].pos.y + ren_offset_y - cars[i].height;
target.w = cars[i].width * 2;
target.h = cars[i].height * 2;
SDL_RenderCopyEx(ren, cars[i].texture, 0, &target, vec_angle(car_start_dir, cars[i].direction), 0, 0);
// Draw list in top-left corner
const int vertical_position = 5 + (POWERUPS_HEIGHT + 5) * cars[i].id;
target.x = 5;
target.y = vertical_position - 2;
target.h = POWERUPS_HEIGHT + 3;
target.w = 700;
SDL_SetRenderDrawColor(ren, r, g, b, 0x7f);
SDL_RenderFillRect(ren, &target);
SDL_RenderDrawRect(ren, &target);
target.x = 5;
target.y = vertical_position;
target.h = POWERUPS_HEIGHT;
target.w = POWERUPS_HEIGHT * cars[i].width / cars[i].height;
SDL_RenderCopy(ren, cars[i].texture, 0, &target);
// Draw powerup in top-left corner
ivec2 powerup_pos;
powerup_pos.x = 50;
powerup_pos.y = vertical_position;
if (cars[i].powerup != POWERUP_NONE) {
powerup_render(ren, cars[i].powerup, powerup_pos);
}
target.h = POWERUPS_HEIGHT + 1;
target.w = POWERUPS_WIDTH + 1;
target.x = powerup_pos.x - 1;
target.y = powerup_pos.y - 1;
SDL_SetRenderDrawColor(ren, r, g, b, 0xff);
SDL_RenderDrawRect(ren, &target);
// draw name
render_string(cars[i].name, target.x + POWERUPS_WIDTH + 20, target.y + 5, 22);
// Draw progress thing
target.x = target.x + POWERUPS_WIDTH + 320;
target.y = vertical_position + 5;
target.h = 22;
target.w = 22 * (cars[i].tiles_passed % map_path_length) / map_path_length + 1;
SDL_SetRenderDrawColor(ren, r, g, b, 0x7f);
SDL_RenderFillRect(ren, &target);
target.w = 22;
SDL_RenderDrawRect(ren, &target);
// Draw lap count
char laps_string[64];
snprintf(laps_string, 64, "%d/%d laps", cars[i].tiles_passed / map_path_length, map_laps);
render_string(laps_string, target.x + 2, target.y, 22);
// Draw lap time
target.y = vertical_position;
render_time(SDL_GetTicks() - cars[i].lap_started_at, target.x + POWERUPS_WIDTH + 175, target.y, 11);
if (cars[i].best_lap_time) {
render_time(cars[i].best_lap_time, target.x + POWERUPS_WIDTH + 175, target.y + 16, 11);
}
}
}
void car_turn_left(Car *car)
{
vec_rotate(&car->direction, -3);
}
void car_turn_right(Car *car)
{
vec_rotate(&car->direction, 3);
}
void car_accelerate(Car *car)
{
vec2 force = car->direction;
vec_scale(&force, 2500);
car_apply_force(car, force);
}
void car_decelerate(Car *car)
{
vec2 force = car->direction;
vec_scale(&force, -2500);
car_apply_force(car, force);
}
int cars_finished()
{
const int total_length = map_path_length * map_laps;
for (int i=0; i<cars_count; i++) {
if (cars[i].tiles_passed >= total_length) {
return 1;
}
}
return 0;
}
static int car_compare(const void *first, const void *second)
{
const Car *car1 = (Car*)first;
const Car *car2 = (Car*)second;
if (car1->tiles_passed < car2->tiles_passed) {
return 1;
} else if (car1->tiles_passed > car2->tiles_passed) {
return -1;
} else {
const int dist1 = map_dist_left_in_tile(car1->tiles_passed, car1->pos);
const int dist2 = map_dist_left_in_tile(car2->tiles_passed, car2->pos);
return dist2 - dist1;
}
}
Car *cars_get_sorted()
{
Car *sorted = malloc(sizeof(Car) * cars_count);
memcpy(sorted, cars, sizeof(Car) * cars_count);
qsort(sorted, cars_count, sizeof(Car), car_compare);
return sorted;
}
Car *car_get_closest(vec2 pos)
{
Car *ret = &cars[0];
double min_dist = hypot(pos.x - ret->pos.x, pos.y - ret->pos.y);
for (int i=1; i<cars_count; i++) {
const double dist = hypot(pos.x - cars[i].pos.x, pos.y - cars[i].pos.y);
if (dist < min_dist) {
min_dist = dist;
ret = &cars[i];
}
}
return ret;
}
/* vim: set ts=8 sw=8 tw=0 noexpandtab cindent softtabstop=8 :*/