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in_game_state.c
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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <errno.h>
#include <ctype.h>
#include "bots.h"
#include "camera.h"
#include "game_mode.h"
#include "input.h"
#include "player.h"
#include "player_ability.h"
#include "render.h"
#include "net.h"
#include "game_state.h"
#include "rand.h"
#include "in_game_state.h"
#include "weapon.h"
const KeyBindings DEFAULT_KEY_BINDINGS = {
.up = KEY_W,
.down = KEY_S,
.left = KEY_A,
.right = KEY_D,
.ability = KEY_Q,
};
void enter_in_game(GamePage* game_page, GameState* game_state) {
// If we just came from the main menu
KeyBindings key_bindings = DEFAULT_KEY_BINDINGS;
char* username = NULL;
char* ip_addr = NULL;
bool hosting = false;
UninitGameMode* uninit_game_modes = NULL;
uint64_t num_game_modes;
uint64_t current_game_mode_index = 0;
uint8_t num_bots = 0;
if (*game_page == MainMenu) {
MainMenuState* main_menu_state = &game_state->main_menu_state;
if (main_menu_state->key_bindings != NULL) {
key_bindings = *main_menu_state->key_bindings;
}
hosting = main_menu_state->hosting;
username = main_menu_state->username;
ip_addr = main_menu_state->ip_addr;
uninit_game_modes = main_menu_state->uninit_game_modes;
num_bots = main_menu_state->num_bots;
num_game_modes = main_menu_state->num_game_modes;
current_game_mode_index = main_menu_state->current_game_mode_index;
}
if (username == NULL) {
username = calloc(1, 20);
memcpy(username, "shooter2_c player", 18);
}
if (ip_addr == NULL) {
ip_addr = malloc(16);
memcpy(ip_addr, "127.0.0.1", 10);
}
Camera2D camera = { 0 };
camera.offset = (Vector2){ (float)SCREEN_WIDTH / 2.0, (float)SCREEN_HEIGHT / 2.0 };
camera.rotation = 0.0;
camera.zoom = 1.0;
Map map = new_map("maps/untitled.custom");
GameModeData game_mode_data = init_gamemode_data(uninit_game_modes[current_game_mode_index].rt, &map);
uint8_t num_players = 255;
Player* players = malloc(num_players * sizeof(Player));
uint16_t num_projectiles = 0;
Projectile* projectiles = NULL;
for (uint8_t i = 0; i < num_players; i += 1) {
char* new_player_username = NULL;
if (i == 0) {
new_player_username = username;
}
players[i] = new_player(game_state->main_menu_state.ability, game_state->main_menu_state.weapon, Grenade, &map, new_player_username, &game_mode_data, NULL);
}
if (hosting) {
// Start at the second bot since the first one is always the main player
for (uint8_t i = 1; i < game_state->main_menu_state.num_bots + 1; i += 1) {
Player* player = &players[i];
Ability ability;
Weapon weapon;
Bot* bot_data = new_bot("bots/simple.wasm", &ability, &weapon);
char* username = malloc(20);
sprintf(username, "Bot %u", i);
*player = new_player(ability, weapon, Grenade, &map, username, &game_mode_data, bot_data);
player->assigned_id = true;
player->id = rand();
player->health = PLAYER_MAX_HEALTH;
add_player_to_team(player, &map, &game_mode_data);
}
}
NetworkInfo network_info = init_networking(hosting, game_state->main_menu_state.ip_addr, &players[0], &game_mode_data, &map);
InGameState new_game_state = {
.default_ability = game_state->main_menu_state.ability,
.default_weapon = game_state->main_menu_state.weapon,
.players = players,
.num_players = num_players,
.projectiles = projectiles,
.num_projectiles = num_projectiles,
.game_mode_data = game_mode_data,
.camera = camera,
.map = map,
.network_info = network_info,
.key_bindings = key_bindings,
.uninit_game_modes = uninit_game_modes,
.num_game_modes = num_game_modes,
.current_game_mode_index = current_game_mode_index,
};
game_state->in_game_state = new_game_state;
*game_page = InGame;
}
void exit_in_game(GameState* game_state, GamePage* game_page, GamePage new_game_page) {
InGameState* in_game_state = &game_state->in_game_state;
free(in_game_state->map.objects);
free(in_game_state->projectiles);
free(in_game_state->network_info.addrs_to_send_to.item_list);
for (uint8_t i = 0; i < in_game_state->game_mode_data.num_teams; i += 1) {
//free(in_game_state->game_mode_data.teams->players);
}
//free(in_game_state->game_mode_data.teams);
#ifdef __unix__
int t = true;
setsockopt(in_game_state->network_info.socket, SOL_SOCKET,SO_REUSEADDR, &t, sizeof(int));
if (close(in_game_state->network_info.socket) != 0) {
fprintf(stderr, "Failed to shutdown socket\n");
printf("errno: %d\n", errno);
}
#endif
#ifdef __WIN32__
if (closesocket(in_game_state->network_info.socket) != 0) {
fprintf(stderr, "Failed to shutdown socket\n");
printf("errno: %d\n", errno);
}
#endif
enter_state(game_page, game_state, new_game_page);
}
void run_in_game_state(GamePage* game_page, GameState* game_state) {
InGameState* in_game_state = &game_state->in_game_state;
update_player_cooldowns(in_game_state->players, in_game_state->num_players);
player_input(&in_game_state->players[0], &in_game_state->key_bindings, &in_game_state->map, true);
sync_teams_bots(in_game_state->players, in_game_state->num_players, &in_game_state->game_mode_data);
run_bots(in_game_state->players, in_game_state->num_players, &in_game_state->map);
handle_networking(&in_game_state->network_info, in_game_state->players, in_game_state->num_players, &in_game_state->game_mode_data, &in_game_state->map);
use_weapons(in_game_state->players, in_game_state->num_players, &in_game_state->projectiles, &in_game_state->num_projectiles);
update_projectiles(&in_game_state->projectiles, &in_game_state->num_projectiles, in_game_state->players, in_game_state->num_players, &in_game_state->map, &in_game_state->game_mode_data);
move_camera(&in_game_state->camera, &in_game_state->map, in_game_state->players[0].pos_x, in_game_state->players[0].pos_y);
respawn_players(in_game_state->players, in_game_state->num_players, &in_game_state->map, &in_game_state->game_mode_data);
sync_players_to_teams(in_game_state->players, in_game_state->num_players, &in_game_state->game_mode_data);
bool player_won = calculate_scores(&in_game_state->winning_team, &in_game_state->game_mode_data);
if (in_game_state->countdown_frames_to_main_menu == 0) {
if (player_won) {
in_game_state->countdown_frames_to_main_menu = 5 * 60;
}
} else {
in_game_state->countdown_frames_to_main_menu -= 1;
}
render(in_game_state->camera, in_game_state->players, in_game_state->num_players, &in_game_state->game_mode_data, in_game_state->projectiles, in_game_state->num_projectiles, &in_game_state->map, in_game_state->winning_team, player_won);
if (player_won && in_game_state->countdown_frames_to_main_menu == 0) {
exit_in_game(game_state, game_page, MainMenu);
}
}