Mercurial > MadButterfly
view examples/tank/tank_main.c @ 352:4350aa369149
Use jQuery UI components.
author | wycc |
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date | Mon, 09 Mar 2009 01:27:33 +0800 |
parents | 5235aded379c |
children | c693cd8c6e23 |
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#include <math.h> #include <sys/time.h> #include <string.h> #include <mb.h> #include <mb_tools.h> #include "svgs.h" /*! \defgroup tank Example Tank * @{ */ /*! \brief Tile types in a map. */ enum { MUD, ROC, BRI, BSH }; /*! \brief Map of the game. */ static char map[12][16] = { { MUD, MUD, MUD, MUD, MUD, MUD, MUD, MUD, MUD, MUD, MUD, MUD, MUD, MUD, MUD, MUD}, { MUD, ROC, ROC, ROC, MUD, BSH, BSH, ROC, BSH, ROC, MUD, BSH, BSH, ROC, ROC, MUD}, { MUD, MUD, BRI, MUD, MUD, MUD, MUD, MUD, MUD, MUD, MUD, BRI, MUD, MUD, BSH, MUD}, { BRI, MUD, MUD, MUD, MUD, MUD, BRI, MUD, BRI, MUD, MUD, MUD, MUD, MUD, MUD, MUD}, { MUD, MUD, BRI, MUD, BRI, BSH, BRI, BRI, BRI, BRI, BSH, ROC, ROC, MUD, BRI, MUD}, { MUD, BRI, BRI, MUD, BRI, MUD, BRI, MUD, ROC, MUD, MUD, MUD, MUD, MUD, MUD, MUD}, { MUD, MUD, MUD, MUD, MUD, MUD, MUD, MUD, MUD, MUD, MUD, BRI, BRI, BRI, BRI, MUD}, { MUD, BRI, MUD, BRI, BRI, MUD, BRI, BRI, BSH, BRI, MUD, MUD, MUD, MUD, MUD, MUD}, { MUD, BRI, MUD, MUD, MUD, MUD, MUD, MUD, MUD, MUD, MUD, BRI, BRI, MUD, BRI, BRI}, { MUD, BRI, MUD, BRI, BRI, MUD, BRI, BRI, BRI, BRI, MUD, BRI, MUD, MUD, MUD, MUD}, { MUD, BSH, MUD, BRI, MUD, MUD, BRI, MUD, MUD, BRI, MUD, MUD, MUD, BRI, BRI, MUD}, { MUD, MUD, MUD, MUD, MUD, MUD, BRI, MUD, MUD, BRI, MUD, BRI, MUD, MUD, MUD, MUD} }; #define MAP_W 16 #define MAP_H 12 /* @} */ /*! \defgroup bullet_elf Bullet Elf * \ingroup tank * @{ */ /*! \brief Information about bullet elf */ struct _tank_bullet { redraw_man_t *rdman; coord_t *coord_pos; coord_t *coord_rot; bullet_t *bullet_obj; int start_map_x, start_map_y; int direction; mb_progm_t *progm; mb_timeval_t start_time; observer_t *ob_redraw; mb_timer_t *hit_tmr; mb_tman_t *tman; }; typedef struct _tank_bullet tank_bullet_t; /*! \brief The direction a bullet is going. */ enum { BU_UP = 0, BU_RIGHT, BU_DOWN, BU_LEFT }; /* @} */ /*! \defgroup tank_elf Tank Elf * \brief Tank elf module provides control functions of tanks in game. * \ingroup tank * @{ */ /*! \brief Information about a tank elf. */ struct _tank { coord_t *coord_pos; /*!< \brief coordinate for position */ coord_t *coord_rot; /*!< \brief coordinate for rotation */ coord_t *coord_center; int map_x, map_y; int direction; mb_progm_t *progm; tank_bullet_t *bullet; struct _tank_rt *tank_rt; /*!< \brief for bullet to check * hitting on tanks. */ }; typedef struct _tank tank_t; enum { TD_UP = 0, TD_RIGHT, TD_DOWN, TD_LEFT }; /* @} */ typedef struct _tank_rt tank_rt_t; /*! \brief Runtime information for tank, this game/example. */ struct _tank_rt { tank_t *tank1; tank1_t *tank1_o; tank_t *tank2; tank2_t *tank2_o; int n_enemy; tank_t *tank_enemies[10]; tank_en_t *tank_enemies_o[10]; tank_t *tanks[12]; int n_tanks; void *map[12][16]; X_MB_runtime_t *mb_rt; observer_t *kb_observer; }; /*! \ingroup tank_elf * @{ */ static tank_t *tank_new(coord_t *coord_pos, coord_t *coord_rot, int map_x, int map_y, tank_rt_t *tank_rt) { tank_t *tank; redraw_man_t *rdman; tank = O_ALLOC(tank_t); if(tank == NULL) return NULL; rdman = X_MB_rdman(tank_rt->mb_rt); tank->coord_pos = coord_pos; tank->coord_rot = coord_rot; tank->map_x = map_x; tank->map_y = map_y; tank->direction = TD_UP; tank->progm = NULL; tank->bullet = NULL; tank->tank_rt = tank_rt; memset(coord_pos->matrix, 0, sizeof(co_aix[6])); coord_pos->matrix[0] = 1; coord_pos->matrix[2] = map_x * 50; coord_pos->matrix[4] = 1; coord_pos->matrix[5] = map_y * 50; rdman_coord_changed(rdman, coord_pos); return tank; } static void tank_free(tank_t *tank, X_MB_runtime_t *xmb_rt) { mb_tman_t *tman; if(tank->progm) { tman = X_MB_tman(xmb_rt); mb_progm_abort(tank->progm); } free(tank); } /*! \brief Clean program for a tank. * * It is called when the program is completed. */ static void clean_tank_progm_handler(event_t *event, void *arg) { tank_t *tank = (tank_t *)arg; mb_progm_free(tank->progm); tank->progm = NULL; } #define PI 3.1415926 static void tank_move(tank_t *tank, int direction, tank_rt_t *tank_rt) { X_MB_runtime_t *xmb_rt = tank_rt->mb_rt; redraw_man_t *rdman; mb_tman_t *tman; ob_factory_t *factory; /* for the program */ mb_progm_t *progm; subject_t *comp_sub; mb_word_t *word; mb_timeval_t start, playing; mb_timeval_t now; /* for position */ co_aix sh_x, sh_y; /* for direction */ float ang1, ang2; float rot_diff; int i; static co_aix shift_xy[][2] = {{0, -50}, {50, 0}, {0, 50}, {-50, 0}}; static int map_shift[4][2] = {{0, -1}, {1, 0}, {0, 1}, {-1, 0}}; static float angles[4] = {0, PI / 2, PI , PI * 3 / 2}; static float rotations[7] = {PI / 2, PI , -PI / 2, 0, PI / 2, PI , -PI / 2}; if(tank->progm != NULL) return; /* * Keep inside the map. */ if(direction == tank->direction) { switch(direction) { case TD_UP: if(tank->map_y == 0) return; if(map[tank->map_y - 1][tank->map_x] != MUD) return; break; case TD_RIGHT: if(tank->map_x >= (MAP_W - 1)) return; if(map[tank->map_y][tank->map_x + 1] != MUD) return; break; case TD_DOWN: if(tank->map_y >= (MAP_H - 1)) return; if(map[tank->map_y + 1][tank->map_x] != MUD) return; break; case TD_LEFT: if(tank->map_x == 0) return; if(map[tank->map_y][tank->map_x - 1] != MUD) return; break; } tank->map_x += map_shift[direction][0]; tank->map_y += map_shift[direction][1]; for(i = 0; i < tank_rt->n_tanks; i++) { if(tank != tank_rt->tanks[i] && tank->map_x == tank_rt->tanks[i]->map_x && tank->map_y == tank_rt->tanks[i]->map_y) { tank->map_x -= map_shift[direction][0]; tank->map_y -= map_shift[direction][1]; return; } } } rdman = X_MB_rdman(xmb_rt); tman = X_MB_tman(xmb_rt); factory = X_MB_ob_factory(xmb_rt); progm = mb_progm_new(1, rdman); tank->progm = progm; MB_TIMEVAL_SET(&start, 0, 0); MB_TIMEVAL_SET(&playing, 0, 500000); word = mb_progm_next_word(progm, &start, &playing); if(direction == tank->direction) { /* Shift/move */ sh_x = shift_xy[direction][0]; sh_y = shift_xy[direction][1]; mb_shift_new(sh_x, sh_y, tank->coord_pos, word); } else { /* Change direction */ rot_diff = rotations[3 - tank->direction + direction]; ang1 = angles[tank->direction]; ang2 = ang1 + rot_diff; mb_rotate_new(ang1, ang2, tank->coord_rot, word); tank->direction = direction; } /* Clean program when it is completed. */ comp_sub = mb_progm_get_complete(progm); subject_add_observer(comp_sub, clean_tank_progm_handler, tank); get_now(&now); mb_progm_start(progm, tman, &now); } /* @} */ /*! \ingroup bullet_elf * @{ */ /*! \brief Make coord objects for bullet elfs. */ static void make_bullet_elf_coords(redraw_man_t *rdman, coord_t **coord_pos, coord_t **coord_rot, coord_t **coord_center) { coord_t *coord_back; *coord_pos = rdman_coord_new(rdman, rdman->root_coord); coord_back = rdman_coord_new(rdman, *coord_pos); coord_back->matrix[2] = 25; coord_back->matrix[5] = 25; rdman_coord_changed(rdman, coord_back); *coord_rot = rdman_coord_new(rdman, coord_back); *coord_center = rdman_coord_new(rdman, *coord_rot); (*coord_center)->matrix[2] = -5; (*coord_center)->matrix[5] = +15; rdman_coord_changed(rdman, *coord_center); } static tank_bullet_t *tank_bullet_new(redraw_man_t *rdman, int map_x, int map_y, int direction) { tank_bullet_t *bullet; coord_t *coord_center; co_aix *matrix; static float _sins[] = { 0, 1, 0, -1}; static float _coss[] = { 1, 0, -1, 0}; float _sin, _cos; bullet = O_ALLOC(tank_bullet_t); bullet->rdman = rdman; make_bullet_elf_coords(rdman, &bullet->coord_pos, &bullet->coord_rot, &coord_center); bullet->bullet_obj = bullet_new(rdman, coord_center); bullet->start_map_x = map_x; bullet->start_map_y = map_y; bullet->direction = direction; bullet->progm = NULL; matrix = bullet->coord_pos->matrix; matrix[2] = map_x * 50; matrix[5] = map_y * 50; rdman_coord_changed(rdman, bullet->coord_pos); _sin = _sins[direction]; _cos = _coss[direction]; matrix = bullet->coord_rot->matrix; matrix[0] = _cos; matrix[1] = -_sin; matrix[3] = _sin; matrix[4] = _cos; return bullet; } static void tank_bullet_free(tank_bullet_t *bullet) { bullet_free(bullet->bullet_obj); rdman_coord_subtree_free(bullet->rdman, bullet->coord_pos); } static void bullet_go_out_map(event_t *event, void *arg) { tank_t *tank = (tank_t *)arg; tank_bullet_t *bullet; redraw_man_t *rdman; bullet = tank->bullet; rdman = bullet->rdman; if(bullet->hit_tmr != NULL) mb_tman_remove(bullet->tman, bullet->hit_tmr); coord_hide(bullet->coord_pos); rdman_coord_changed(rdman, bullet->coord_pos); bullet = tank->bullet; mb_progm_free(bullet->progm); tank_bullet_free(tank->bullet); tank->bullet = NULL; } static void bullet_bang(tank_bullet_t *bullet, int map_x, int map_y) { redraw_man_t *rdman; mb_tman_t *tman; mb_progm_t *progm; mb_word_t *word; mb_timeval_t start, playing; mb_timeval_t now; bang_t *bang; co_aix *matrix; rdman = bullet->rdman; tman = bullet->tman; bang = bang_new(rdman, rdman->root_coord); matrix = bang->root_coord->matrix; matrix[2] = map_x * 50; matrix[5] = map_y * 50; rdman_coord_changed(rdman, bang->root_coord); progm = mb_progm_new(3, rdman); MB_TIMEVAL_SET(&start, 1, 0); MB_TIMEVAL_SET(&playing, 0, 0); word = mb_progm_next_word(progm, &start, &playing); mb_visibility_new(VIS_HIDDEN, bang->root_coord, word); MB_TIMEVAL_SET(&start, 1, 500000); word = mb_progm_next_word(progm, &start, &playing); mb_visibility_new(VIS_VISIBLE, bang->root_coord, word); MB_TIMEVAL_SET(&start, 2, 500000); word = mb_progm_next_word(progm, &start, &playing); mb_visibility_new(VIS_HIDDEN, bang->root_coord, word); mb_subtree_free_new(bang->root_coord, word); mb_progm_free_completed(progm); get_now(&now); mb_progm_start(progm, tman, &now); } /*! \brief To check if a bullet hits walls or tanks. */ static void bullet_hit_chk(const mb_timeval_t *tmo, const mb_timeval_t *now, void *arg) { tank_t *tank = (tank_t *)arg; tank_rt_t *tank_rt = tank->tank_rt; tank_t *tank_hitted; tank_bullet_t *bullet; mb_timeval_t diff, next; mb_timeval_t unit_tm; float move_units_f; int move_units; int x, y; int dir; int i; static int move_adj[][2] = {{0, -1}, {1, 0}, {0, 1}, {-1, 0}}; bullet = tank->bullet; bullet->hit_tmr = NULL; /* clear hit timer that bullet_go_out_map() * can not remove it & currupt memory. */ MB_TIMEVAL_CP(&diff, now); MB_TIMEVAL_DIFF(&diff, &bullet->start_time); MB_TIMEVAL_SET(&unit_tm, 0, 250000); move_units_f = MB_TIMEVAL_DIV(&diff, &unit_tm); move_units = floorl(move_units_f); dir = bullet->direction; x = bullet->start_map_x + move_adj[dir][0] * move_units; y = bullet->start_map_y + move_adj[dir][1] * move_units; if(map[y][x] != MUD) { mb_progm_abort(bullet->progm); bullet_go_out_map(NULL, tank); bullet_bang(bullet, x, y); return; } /*! \todo Move tanks into a list. */ for(i = 0; i < tank_rt->n_enemy; i++) { tank_hitted = tank_rt->tank_enemies[i]; if(tank_hitted == tank) continue; if(tank_hitted->map_x == x && tank_hitted->map_y == y) { mb_progm_abort(bullet->progm); bullet_go_out_map(NULL, tank); bullet_bang(bullet, x, y); return; } } if(tank_rt->tank1 != tank) { tank_hitted = tank_rt->tank1; if(tank_hitted->map_x == x && tank_hitted->map_y == y) { mb_progm_abort(bullet->progm); bullet_go_out_map(NULL, tank); bullet_bang(bullet, x, y); return; } } if(tank_rt->tank2 != tank) { tank_hitted = tank_rt->tank2; if(tank_hitted->map_x == x && tank_hitted->map_y == y) { mb_progm_abort(bullet->progm); bullet_go_out_map(NULL, tank); bullet_bang(bullet, x, y); return; } } MB_TIMEVAL_SET(&next, 0, 100000); MB_TIMEVAL_ADD(&next, now); bullet->hit_tmr = mb_tman_timeout(bullet->tman, &next, bullet_hit_chk, arg); } /*! \brief To fire a bullet for a tank. */ static void tank_fire_bullet(tank_rt_t *tank_rt, tank_t *tank) { X_MB_runtime_t *xmb_rt; redraw_man_t *rdman; int map_x, map_y; int shift_x, shift_y; int shift_len; int dir; tank_bullet_t *bullet; mb_progm_t *progm; mb_word_t *word; mb_action_t *act; mb_timeval_t start, playing; mb_timeval_t now, next; mb_tman_t *tman; subject_t *subject; static int map_xy_adj[][2] = {{0, -1}, {1, 0}, {0, 1}, {-1, 0}}; if(tank->bullet != NULL) return; xmb_rt = tank_rt->mb_rt; rdman = X_MB_rdman(xmb_rt); tman = X_MB_tman(xmb_rt); dir = tank->direction; map_x = tank->map_x + map_xy_adj[dir][0]; map_y = tank->map_y + map_xy_adj[dir][1]; switch(dir) { case TD_UP: shift_len = map_y + 1; shift_x = 0; shift_y = -shift_len * 50; break; case TD_RIGHT: shift_len = 16 - map_x; shift_x = shift_len * 50; shift_y = 0; break; case TD_DOWN: shift_len = 12 - map_y; shift_x = 0; shift_y = shift_len * 50; break; case TD_LEFT: shift_len = map_x + 1; shift_x = -shift_len * 50; shift_y = 0; break; } if(shift_len <= 0) return; tank->bullet = tank_bullet_new(rdman, map_x, map_y, dir); bullet = tank->bullet; bullet->tman = tman; progm = mb_progm_new(2, rdman); MB_TIMEVAL_SET(&start, 0, 0); MB_TIMEVAL_SET(&playing, shift_len / 4, (shift_len % 4) * 250000); word = mb_progm_next_word(progm, &start, &playing); act = mb_shift_new(shift_x, shift_y, bullet->coord_pos, word); bullet->progm = progm; /*! \todo Simplify the procdure of using observer pattern. */ subject = mb_progm_get_complete(progm); subject_add_observer(subject, bullet_go_out_map, tank); get_now(&now); MB_TIMEVAL_CP(&bullet->start_time, &now); mb_progm_start(progm, tman, &now); MB_TIMEVAL_SET(&next, 0, 100000); MB_TIMEVAL_ADD(&next, &now); bullet->hit_tmr = mb_tman_timeout(tman, &next, bullet_hit_chk, tank); } /* @} */ /*! \ingroup tank * @{ */ #define CHANGE_POS(g, x, y) do { \ (g)->root_coord->matrix[0] = 1.0; \ (g)->root_coord->matrix[2] = x; \ (g)->root_coord->matrix[4] = 1.0; \ (g)->root_coord->matrix[5] = y; \ rdman_coord_changed(rdman, (g)->root_coord); \ } while(0) static void keyboard_handler(event_t *event, void *arg) { X_kb_event_t *xkey = (X_kb_event_t *)event; tank_rt_t *tank_rt = (tank_rt_t *)arg; int direction; if(xkey->event.type != EVT_KB_PRESS) return; switch(xkey->sym) { case 0xff51: /* left */ direction = TD_LEFT; tank_move(tank_rt->tank1, direction, tank_rt); break; case 0xff52: /* up */ direction = TD_UP; tank_move(tank_rt->tank1, direction, tank_rt); break; case 0xff53: /* right */ direction = TD_RIGHT; tank_move(tank_rt->tank1, direction, tank_rt); break; case 0xff54: /* down */ direction = TD_DOWN; tank_move(tank_rt->tank1, direction, tank_rt); break; case 0x20: /* space */ tank_fire_bullet(tank_rt, tank_rt->tank1); break; case 0xff0d: /* enter */ default: return; } } static void init_keyboard(tank_rt_t *tank_rt) { X_MB_runtime_t *mb_rt; subject_t *kbevents; redraw_man_t *rdman; mb_rt = tank_rt->mb_rt; kbevents = X_MB_kbevents(mb_rt); rdman = X_MB_rdman(mb_rt); tank_rt->kb_observer = subject_add_observer(kbevents, keyboard_handler, tank_rt); } /*! \brief Make coord objects to decorate elfs (tanks). * * These coords are used to shift (move) and rotate decorated graphic. * The coords can easy work of programmer to manipulate geometry of * decorated graphic. */ static void make_elf_coords(redraw_man_t *rdman, coord_t **coord_pos, coord_t **coord_rot, coord_t **coord_center) { coord_t *coord_back; *coord_pos = rdman_coord_new(rdman, rdman->root_coord); coord_back = rdman_coord_new(rdman, *coord_pos); coord_back->matrix[2] = 25; coord_back->matrix[5] = 25; rdman_coord_changed(rdman, coord_back); *coord_rot = rdman_coord_new(rdman, coord_back); *coord_center = rdman_coord_new(rdman, *coord_rot); (*coord_center)->matrix[2] = -25; (*coord_center)->matrix[5] = -25; rdman_coord_changed(rdman, *coord_center); } void initial_tank(tank_rt_t *tank_rt, X_MB_runtime_t *mb_rt) { redraw_man_t *rdman; /* for map areas */ mud_t *mud; brick_t *brick; rock_t *rock; bush_t *bush; /* for tanks */ coord_t *coord_center, *coord_pos, *coord_rot; tank1_t *tank1_o; tank2_t *tank2_o; tank_en_t *tank_en_o; int i, j; rdman = X_MB_rdman(mb_rt); tank_rt->mb_rt = mb_rt; for(i = 0; i < 12; i++) { for(j = 0; j < 16; j++) { switch(map[i][j]) { case MUD: mud = mud_new(rdman, rdman->root_coord); CHANGE_POS(mud, j * 50, i * 50); tank_rt->map[i][j] = (void *)mud; break; case BRI: brick = brick_new(rdman, rdman->root_coord); CHANGE_POS(brick, j * 50, i * 50); tank_rt->map[i][j] = (void *)brick; break; case ROC: rock = rock_new(rdman, rdman->root_coord); CHANGE_POS(rock, j * 50, i * 50); tank_rt->map[i][j] = (void *)rock; break; case BSH: bush = bush_new(rdman, rdman->root_coord); CHANGE_POS(bush, j * 50, i * 50); tank_rt->map[i][j] = (void *)bush; break; } } } make_elf_coords(rdman, &coord_pos, &coord_rot, &coord_center); tank1_o = tank1_new(rdman, coord_center); tank_rt->tank1 = tank_new(coord_pos, coord_rot, 5, 11, tank_rt); tank_rt->tank1_o = tank1_o; make_elf_coords(rdman, &coord_pos, &coord_rot, &coord_center); tank2_o = tank2_new(rdman, coord_center); tank_rt->tank2 = tank_new(coord_pos, coord_rot, 10, 11, tank_rt); tank_rt->tank2_o = tank2_o; for(i = 0; i < 3; i++) { make_elf_coords(rdman, &coord_pos, &coord_rot, &coord_center); tank_en_o = tank_en_new(rdman, coord_center); tank_rt->tank_enemies[i] = tank_new(coord_pos, coord_rot, i * 3 + 3, 0, tank_rt); tank_rt->tank_enemies_o[i] = tank_en_o; tank_rt->tanks[i] = tank_rt->tank_enemies[i]; } tank_rt->n_enemy = i; tank_rt->tanks[i++] =tank_rt->tank1; tank_rt->tanks[i++] =tank_rt->tank2; tank_rt->n_tanks = i; init_keyboard(tank_rt); } int main(int argc, char *const argv[]) { X_MB_runtime_t *rt; tank_rt_t tank_rt; rt = X_MB_new(":0.0", 800, 600); initial_tank(&tank_rt, rt); X_MB_handle_connection(rt); X_MB_free(rt); } /* @} */