hyperkaos/Room.c

496 lines
12 KiB
C
Raw Normal View History

#include <stdio.h>
#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
#include "SDL/SDL_ttf.h"
#include "SDL/SDL_mixer.h"
#include "enum.h"
#include "Engine.h"
#include "Player.h"
#include "Room.h"
#include "HyperKaos.h"
typedef struct timer Timer;
typedef struct textBox TextBox;
#include "extern.h"
Room* newRoom(char* filename, int a)
{
Room* self = (Room*)malloc(sizeof(Room));
self->obstacle = malloc(4*sizeof(SDL_Rect));
self->numberOfObstacles = 0;
self->maxNumberOfObstacles = 4;
self->fgObject = malloc(4*sizeof(FGImage));
self->numberOfObj = 0;
self->maxNumberOfObj = 4;
self->objSpeed = a;
self->objIterator = 0;
self->warps = malloc(4*sizeof(WarpZone));
self->numberOfWarps = 0;
self->maxNumberOfWarps = 4;
self->eventTriggers = malloc(4*sizeof(HyperKaos*));
self->numberOfTriggers = 0;
self->maxNumberOfTriggers =4;
self->people = malloc(4*sizeof(Player*));
self->numberOfPeople = 0;
self->maxNumberOfPeople = 4;
SDL_Rect zeroRect;
zeroRect.x=0;
zeroRect.y=0;
zeroRect.w=320;
zeroRect.h=180;
self->spriteSheet = loadImage(filename);
self->bgImage = loadImage("assets/img/backgrounds/loading.gif");
SDL_BlitSurface(self->spriteSheet, &zeroRect, self->bgImage, &zeroRect);
self->frameNo = 0;
return self;
}
void deleteRoom(Room* target)
{
int i;
free(target->obstacle);
target->obstacle = NULL;
for (i = 0; i < target->numberOfObj; i++)
{
SDL_FreeSurface(target->fgObject[i].spriteSheet);
target->fgObject[i].spriteSheet = NULL;
}
free(target->fgObject);
target->fgObject = NULL;
free(target->warps);
target->warps = NULL;
for (i = 0; i < target->numberOfTriggers; i++)
{
deleteHyperKaos(target->eventTriggers[i]);
}
free(target->eventTriggers);
target->eventTriggers = NULL;
for (i = 0; i < target->numberOfPeople; i++)
{
killPlayer(target->people[i]);
}
free(target->people);
SDL_FreeSurface(target->spriteSheet);
SDL_FreeSurface(target->bgImage);
target->spriteSheet = NULL;
target->bgImage = NULL;
free(target);
}
//
// room bg graphics
//
void changeRSprite(Room* self, SDL_Rect* clip)
{
SDL_Rect zeroOffset;
zeroOffset.x = 0;
zeroOffset.y = 0;
SDL_BlitSurface(self->spriteSheet, clip, self->bgImage, &zeroOffset);
}
void animate(Room* self)
{
SDL_Rect animClip;
animClip.w = 320;
animClip.h = 180;
animClip.x = 0;
if (self->frameNo == 0)
{
animClip.y = 180;
changeRSprite(self, &animClip);
}
if (self->frameNo == 10)
{
animClip.y = 360;
changeRSprite(self, &animClip);
}
if (self->frameNo == 20)
{
animClip.y = 540;
changeRSprite(self, &animClip);
}
if (self->frameNo == 30)
{
animClip.y = 360;
changeRSprite(self, &animClip);
}
if (self->frameNo == 40)
{
animClip.y = 180;
changeRSprite(self, &animClip);
}
if (self->frameNo == 50)
{
animClip.y = 0;
changeRSprite(self, &animClip);
}
self->frameNo++;
if (self->frameNo == 60) self->frameNo = 0;
}
//
// collision detection
//
int checkCollision(Room* self, SDL_Rect* player, SDL_Rect* box)
{
int i;
int playerX = player->x + (player->w)/2;
int playerY = player->y + (player->h)/2;
for (i = 1; i <= self->numberOfObstacles; i++)
{
if ( (playerX >= box->x && playerX <= box->x + box->w)
&& (playerY >= box->y && playerY <= box->y + box->h) )
{
return 1;
}
box++;
}
return 0;
}
int checkWCollision(Room* self, SDL_Rect* player, WarpZone* warpBoxes, int* whichWarp)
{
int i;
int playerX = player->x + (player->w)/2;
int playerY = player->y + (player->h)/2;
for (i = 1; i <= self->numberOfWarps; i++)
{
if ( (playerX >= (warpBoxes->location).x && playerX <= (warpBoxes->location).x + (warpBoxes->location).w)
&& (playerY >= (warpBoxes->location).y && playerY <= (warpBoxes->location).y + (warpBoxes->location).h))
{
*whichWarp = i-1;
return 1;
}
warpBoxes++;
}
return 0;
}
int checkKCollision(Room* self, SDL_Rect* player, HyperKaos** triggers, int* whichTrigger, int* kType)
{
int i;
int playerX = player->x + (player->w)/2;
int playerY = player->y + (player->h)/2;
for (i = 1; i <= self->numberOfTriggers; i++)
{
if ( (playerX > ((*triggers)->domain).x && playerX < ((*triggers)->domain).x + ((*triggers)->domain).w)
&& (playerY > ((*triggers)->domain).y && playerY < ((*triggers)->domain).y + ((*triggers)->domain).h) )
{
if ((*triggers)->eventType == 0)
{
*whichTrigger = i-1;
*kType = 0;
return 1;
}
else
{
*whichTrigger = i-1;
*kType = 1;
return 1;
}
}
triggers++;
}
return 0;
}
//
// obstacles
//
void addObstacle(Room* self, int x, int y, int w, int h)
{
int i;
if (self->numberOfObstacles+1 > self->maxNumberOfObstacles)
{
self->maxNumberOfObstacles *= 2;
SDL_Rect* temp = malloc(self->maxNumberOfObstacles*sizeof(SDL_Rect));
for (i = 0; i < self->numberOfObstacles; i++)
temp[i] = self->obstacle[i];
free(self->obstacle);
self->obstacle = temp;
temp = NULL;
}
self->obstacle[self->numberOfObstacles].x = x;
self->obstacle[self->numberOfObstacles].y = y;
self->obstacle[self->numberOfObstacles].w = w;
self->obstacle[self->numberOfObstacles].h = h;
self->numberOfObstacles++;
}
void deleteObstacle(Room* self, int i)
{
int j;
SDL_Rect* temp = malloc(self->maxNumberOfObstacles*sizeof(SDL_Rect));
for (j = 0; j < i; j++)
temp[j] = self->obstacle[j];
for (j = i + 1; j < self->numberOfObstacles; j++)
temp[j-1] = self->obstacle[j];
free(self->obstacle);
self->obstacle = temp;
temp = NULL;
self->numberOfObstacles--;
}
//
// fg objects
//
void addFgObj(Room* self, int x, int y, int w, int h, char* filename, int f, int dual, int alpha)
{
int i;
if (self->numberOfObj+1 > self->maxNumberOfObj)
{
self->maxNumberOfObj *= 2;
FGImage* temp = malloc(self->maxNumberOfObj*sizeof(FGImage));;
for (i = 0; i < self->numberOfObj; i++)
temp[i] = self->fgObject[i];
free(self->fgObject);
self->fgObject = temp;
temp = NULL;
}
self->fgObject[self->numberOfObj].location.x = x;
self->fgObject[self->numberOfObj].location.y = y;
self->fgObject[self->numberOfObj].location.w = w;
self->fgObject[self->numberOfObj].location.h = h;
self->fgObject[self->numberOfObj].frames = f;
self->fgObject[self->numberOfObj].frameNow = 0;
self->fgObject[self->numberOfObj].dualLayer = dual;
self->fgObject[self->numberOfObj].spriteSheet = loadImage(filename);
if (alpha != 255)
SDL_SetAlpha(self->fgObject[self->numberOfObj].spriteSheet, SDL_SRCALPHA|SDL_RLEACCEL, alpha);
self->numberOfObj++;
}
void deleteFgObj(Room* self, int i)
{
int j;
FGImage* temp = malloc(self->maxNumberOfObj*sizeof(FGImage));
for (j = 0; j < i; j++)
temp[j] = self->fgObject[j];
for (j = i + 1; j < self->numberOfObj; j++)
temp[j-1] = self->fgObject[j];
free(self->fgObject[i].spriteSheet);
free(self->fgObject);
self->fgObject = temp;
temp = NULL;
self->numberOfObj--;
}
void drawFgObjects1(Room* self)
{
int i;
SDL_Rect clip;
clip.y = 0;
if (self->numberOfObj != 0)
{
self->objIterator++;
for (i = 0; i < self->numberOfObj; i++)
{
clip.w = self->fgObject[i].location.w;
clip.x = self->fgObject[i].frameNow*clip.w;
clip.h = self->fgObject[i].location.h;
applySurface(self->fgObject[i].location.x, self->fgObject[i].location.y, self->fgObject[i].spriteSheet, screen, &clip );
if (self->objIterator == self->objSpeed)
self->fgObject[i].frameNow++;
if (self->fgObject[i].frameNow == self->fgObject[i].frames)
self->fgObject[i].frameNow = 0;
}
if (self->objIterator == self->objSpeed)
self->objIterator = 0;
}
}
void drawFgObjects2(Room* self)
{
int i;
SDL_Rect clip;
clip.y = 0;
if (self->numberOfObj != 0)
{
self->objIterator++;
for (i = 0; i < self->numberOfObj; i++)
{
if (self->fgObject[i].dualLayer)
{
clip.w = self->fgObject[i].location.w;
clip.x = self->fgObject[i].frameNow*clip.w;
clip.h = self->fgObject[i].location.h;
clip.y = clip.h;
applySurface(self->fgObject[i].location.x, self->fgObject[i].location.y, self->fgObject[i].spriteSheet, screen, &clip );
if (self->objIterator == self->objSpeed)
self->fgObject[i].frameNow++;
if (self->fgObject[i].frameNow == self->fgObject[i].frames)
self->fgObject[i].frameNow = 0;
}
}
if (self->objIterator == self->objSpeed)
self->objIterator = 0;
}
}
//
// warps
//
void addWarp(Room* self, int x, int y, int w, int h, enum dataChunks toChunk, int goesTo, int goesX, int goesY)
{
int i;
if (self->numberOfWarps+1 > self->maxNumberOfWarps)
{
self->maxNumberOfWarps *= 2;
WarpZone* temp = malloc(self->maxNumberOfWarps*sizeof(WarpZone));
for (i = 0; i < self->numberOfWarps; i++)
temp[i] = self->warps[i];
free(self->warps);
self->warps = temp;
temp = NULL;
}
self->warps[self->numberOfWarps].x = goesX;
self->warps[self->numberOfWarps].y = goesY;
self->warps[self->numberOfWarps].location.x = x;
self->warps[self->numberOfWarps].location.y = y;
self->warps[self->numberOfWarps].location.w = w;
self->warps[self->numberOfWarps].location.h = h;
self->warps[self->numberOfWarps].chunk = toChunk;
self->warps[self->numberOfWarps++].destination = goesTo;
}
void deleteWarp(Room* self, int i)
{
int j;
WarpZone* temp = malloc(self->maxNumberOfWarps*sizeof(WarpZone));
for (j = 0; j < i; j++)
temp[j] = self->warps[j];
for (j = i + 1; j < self->numberOfWarps; j++)
temp[j-1] = self->warps[j];
free(self->warps);
self->warps = temp;
temp = NULL;
self->numberOfWarps--;
}
//
// event triggers
//
void addTrigger(Room* self, HyperKaos* newTrigger)
{
int i;
if (self->numberOfTriggers+1 > self->maxNumberOfTriggers)
{
self->maxNumberOfTriggers *= 2;
HyperKaos** temp = malloc(self->maxNumberOfTriggers*sizeof(HyperKaos*));
for (i = 0; i < self->numberOfTriggers; i++)
temp[i] = self->eventTriggers[i];
free(self->eventTriggers);
self->eventTriggers = temp;
temp = NULL;
}
self->eventTriggers[self->numberOfTriggers++] = newTrigger;
}
void deleteTrigger(Room* self, int i)
{
int j;
HyperKaos** temp = malloc(self->maxNumberOfTriggers*sizeof(HyperKaos*));
for (j = 0; j < i; j++)
temp[j] = self->eventTriggers[j];
for (j = i + 1; j < self->numberOfTriggers; j++)
temp[j-1] = self->eventTriggers[j];
deleteHyperKaos(self->eventTriggers[i]);
free(self->eventTriggers);
self->eventTriggers = temp;
temp = NULL;
self->numberOfTriggers--;
}
void addPerson(Room* self, Player* newPlayer)
{
int i;
if (self->numberOfPeople+1 > self->maxNumberOfPeople)
{
self->maxNumberOfPeople *= 2;
Player** temp = malloc(self->maxNumberOfPeople*sizeof(Player*));
for (i = 0; i < self->numberOfPeople; i++)
temp[i] = self->people[i];
free(self->people);
self->people = temp;
temp = NULL;
}
self->people[self->numberOfPeople++] = newPlayer;
}
void deletePerson(Room* self, int i)
{
int j;
Player** temp = malloc(self->maxNumberOfPeople*sizeof(Player*));
for (j = 0; j < i; j++)
temp[j] = self->people[j];
for (j = i + 1; j < self->numberOfPeople; j++)
temp[j-1] = self->people[j];
killPlayer(self->people[i]);
free(self->people);
self->people = temp;
temp = NULL;
self->numberOfPeople--;
}
void drawPeople(Room* self)
{
int i;
for (i = 0; i < self->numberOfPeople; i++)
{
drawPlayer(self->people[i]);
}
}
//
// warp
//
void warpto(Room* destination)
{
rightHere = destination;
}