AST3_C/src/main.c

511 lines
12 KiB
C

#include <gint/clock.h>
#include <gint/display.h>
#include <gint/gint.h>
#include <gint/keyboard.h>
#include <gint/std/string.h>
#include <gint/timer.h>
#include "collide.h"
#include "define.h"
#include "drawlevel.h"
#include "menu.h"
#include "save.h"
#include "setlevel.h"
#include "times.h"
#define VACCELERATION 0.2
#define HACCELERATION 0.4
#define MAX_VSPD 9.0
#define FRICTION 0.2
int main(void);
void end(unsigned int frame);
int callback(volatile int *frame_elapsed)
{
*frame_elapsed = 1;
return TIMER_CONTINUE;
}
void game(int *id_level, char mode, char *type)
{
volatile int frame_elapsed = 1;
int timer =
timer_setup(TIMER_ANY, 1000000 / FPS, callback, &frame_elapsed);
timer_start(timer);
char game_loop = 1;
unsigned int frame = 0;
int framelevel = 0;
int player_x = 20, player_y = 20;
char level[351];
char gravity = 0; // 0 down 1 up
char check = 1;
char blackout = 0;
int start_x;
int start_y;
int death_count = 0;
int coin = 0;
char check_coin = 0;
char double_check = 1;
int appear = 10;
int disappear = 13;
float vspd = 1.0;
float hspd = 0.0;
if (*id_level == 10 && *type != 3)
*type = 2;
else if (*type != 3)
*type = 1;
extern bopti_image_t img_speedrun;
set_level(*id_level, level, &start_x, &start_y, &gravity, &appear,
&disappear);
player_x = start_x;
player_y = start_y;
draw_level(level);
while (game_loop) {
while (!frame_elapsed)
sleep();
frame_elapsed = 0;
frame++;
framelevel++;
if (!(frame % 2)) {
draw_level(level);
if (blackout)
draw_blackout(player_x, player_y);
draw_player(player_x, player_y, *type);
if (!mode)
draw_timer(frame);
else
draw_timer(framelevel);
if (*id_level == 0 && !mode) {
dprint(85, 180, C_RGB(245, 245, 0), "SHIFT");
dprint(120, 3, C_RGB(220, 220, 220),
"Keys has effects on blocks");
dprint(15, 67, C_RGB(220, 220, 220),
"Red blocks = death");
dprint(30, 211, C_RGB(220, 220, 220),
"^ special blocks");
dprint(290, 131, C_RGB(110, 110, 110),
"Well done !");
}
if (!mode)
dprint_opt(330, 0, C_RGB(255, 190, 0), C_BLACK,
DTEXT_LEFT, DTEXT_TOP, "Coin : %d",
coin);
dupdate();
}
pollevent();
if (keydown(KEY_OPTN)) {
level[((player_x + 6) / 16) +
((player_y + 6) / 16) * 25] = 'd';
death_count--;
}
// Right collision
if (keydown(KEY_RIGHT)) {
hspd *= 1 - FRICTION;
hspd += (keydown(KEY_RIGHT) - keydown(KEY_LEFT)) *
HACCELERATION;
if (!collide_solid(player_x + round(hspd) + 1, player_y,
level))
player_x += round(hspd);
else if (!collide_solid(player_x + 1, player_y, level))
player_x += 1;
if (player_x >= 388)
player_x = -4;
}
// Left collision
else if (keydown(KEY_LEFT)) {
hspd *= 1 - FRICTION;
hspd += (keydown(KEY_RIGHT) - keydown(KEY_LEFT)) *
HACCELERATION;
if (!collide_solid(player_x + round(hspd) - 1, player_y,
level))
player_x += round(hspd);
else if (!collide_solid(player_x - 1, player_y, level))
player_x -= 1;
if (player_x < -9)
player_x = 384;
} else
hspd = 0;
// Action key
if (keydown(KEY_SHIFT) && !check &&
((collide_solid(player_x, player_y - 1, level) &&
gravity) ||
(collide_solid(player_x, player_y + 1, level) &&
!gravity))) {
vspd = 1;
if (!gravity)
gravity = 1;
else
gravity = 0;
check = 1;
} else if (!keydown(KEY_SHIFT) && check)
check = 0;
// Gravity
if (!gravity) {
if (!collide_solid(player_x, player_y + (int)vspd + 1,
level)) {
if (vspd < MAX_VSPD)
vspd += VACCELERATION;
if (collide(player_x + 1, player_y, level, 'i'))
vspd += 0.15;
if (collide(player_x - 1, player_y, level, 'i'))
vspd += 0.15;
player_y += (int)vspd;
} else if (!collide_solid(
player_x, player_y + (int)vspd, level)) {
vspd -= VACCELERATION;
player_y += (int)vspd;
} else if (!collide_solid(player_x, player_y + 1,
level)) {
vspd = 1;
player_y += 1;
} else
vspd = 1;
} else {
if (!collide_solid(player_x, player_y - (int)vspd - 1,
level)) {
if (vspd < MAX_VSPD)
vspd += VACCELERATION;
if (collide(player_x + 1, player_y, level, 'i'))
vspd += 0.15;
if (collide(player_x - 1, player_y, level, 'i'))
vspd += 0.15;
player_y -= (int)vspd;
} else if (!collide_solid(
player_x, player_y - (int)vspd, level)) {
vspd -= VACCELERATION;
player_y -= (int)vspd;
} else if (!collide_solid(player_x, player_y - 1,
level)) {
vspd = 1;
player_y -= 1;
} else
vspd = 1;
}
// Collide with red block
if (collide_dead(player_x, player_y, level)) {
vspd = 1;
player_x = start_x;
player_y = start_y;
if (check_coin)
coin--;
check_coin = 0;
set_level(*id_level, level, &start_x, &start_y,
&gravity, &appear, &disappear);
blackout = 0;
death_count++;
double_check = 1;
framelevel = 0;
if (*id_level == 1 && !mode)
frame = 0;
}
// Collide with the end
if (collide_end(player_x, player_y, level)) {
if (!mode && *id_level != 0)
*id_level += 1;
else
break;
check_coin = 0;
set_level(*id_level, level, &start_x, &start_y,
&gravity, &appear, &disappear);
player_x = start_x;
player_y = start_y;
blackout = 0;
double_check = 1;
framelevel = 0;
if (*id_level == 10 && *type == 1)
*type = 2;
else if (*type != 3)
*type = 1;
if (*id_level == LEVEL_MAX + 1) {
timer_stop(timer);
end(frame);
}
}
if (collide(player_x, player_y, level,
'k')) // Collide with key1 = disappearance of blocks
{
for (int i = 0; level[i] != '\0'; i++) {
if (level[i] == '3')
level[i] = '0';
if (level[i] == 'k')
level[i] = '0';
}
}
if (collide(player_x, player_y, level,
'K')) // Collide with key2 = appearance of blocks
{
for (int i = 0; level[i] != '\0'; i++) {
if (level[i] == 'a')
level[i] = '4';
if (level[i] == 'K')
level[i] = '0';
}
}
if (collide(player_x, player_y, level, 't') &&
!check_coin) // Collide with coin
{
for (int i = 0; level[i] != '\0'; i++) {
if (level[i] == 't') {
level[i] = '0';
break;
}
}
check_coin = 1;
coin++;
}
if (collide(player_x, player_y, level,
'b')) // Collide with blackout block
{
for (int i = 0; level[i] != '\0'; i++) {
if (level[i] == 'b') {
level[i] = '0';
break;
}
}
blackout = 1;
}
if (level[((player_x + 6) / 16) + ((player_y + 6) / 16) * 25] ==
'l') // Collide with change block
{
int x = 0;
int y = 0;
char level2[351] = {0};
int j = 0;
level[((player_x + 6) / 16) +
((player_y + 6) / 16) * 25] = 'P';
for (int i = 349; i != -1; i--) {
level2[j] = level[i];
j++;
}
del_level(level);
strncpy(level, level2, 351);
del_level(level2);
int i = 0;
while (i != 350) {
switch (level[i]) {
case 'P':
player_x = x;
player_y = y;
level[i] = '0';
break;
}
x += 16;
if (x == 16 * 25) {
x = 0;
y += 16;
}
i++;
}
if (!gravity)
gravity = 1;
else
gravity = 0;
}
if (collide(player_x, player_y + (int)vspd + 2, level, 'B') &&
vspd >= 5) // Damaged block
{
if (level[((player_x) / 16) +
((player_y + 25) / 16) * 25] == 'B')
level[((player_x) / 16) +
((player_y + 25) / 16) * 25] = '0';
if (level[((player_x + 12) / 16) +
((player_y + 25) / 16) * 25] == 'B' &&
collide_point(player_x + 12, player_y + 22, level,
'B'))
level[((player_x + 12) / 16) +
((player_y + 25) / 16) * 25] = '0';
vspd = 1.0;
}
if (collide(player_x, player_y - (int)vspd - 2, level, 'B') &&
vspd >= 5) // Damaged block
{
if (level[((player_x) / 16) +
((player_y - (int)vspd - 2) / 16) * 25] ==
'B')
level[((player_x) / 16) +
((player_y - (int)vspd - 2) / 16) * 25] =
'0';
if (level[((player_x + 12) / 16) +
((player_y - (int)vspd - 2) / 16) * 25] ==
'B' &&
collide_point(player_x + 12, player_y - 12, level,
'B'))
level[((player_x + 12) / 16) +
((player_y - (int)vspd - 2) / 16) * 25] =
'0';
vspd = 1.0;
}
collide_replace(player_x, player_y, level, 'h',
'y'); // Appear block
if (!collide(player_x, player_y, level, 'y') &&
double_check) // Appear block
{
for (int i = 0; level[i] != '\0'; i++) {
if (level[i] == 'y') {
double_check = 1;
break;
} else if (level[i] == 'h') {
double_check = 1;
break;
} else
double_check =
0; // This loop is executed only
// when an h or y is on the level
}
for (int i = 0; level[i] != '\0'; ++i) {
if (level[i] == 'y') {
level[i] = 'H';
}
}
}
if (level[((player_x + 6) / 16) + ((player_y + 6) / 16) * 25] ==
'S') // Switch block
{
level[((player_x + 6) / 16) +
((player_y + 6) / 16) * 25] = '0';
vspd = 1.0;
if (!gravity)
gravity = 1;
else
gravity = 0;
}
if ((framelevel / FPS) > disappear)
for (int i = 0; level[i] != '\0'; i++)
if (level[i] == 'c')
level[i] = '0'; // after x seconds
// blocks disappear
if ((framelevel / FPS) > appear)
for (int i = 0; level[i] != '\0'; i++)
if (level[i] == 'm')
level[i] = 'C'; // after x seconds
// blocks appear
if (player_y >= 212)
player_y = -4;
if (player_y < -6)
player_y = 212;
// Menu
if (keydown_any(KEY_EXIT, KEY_MENU, 0)) {
char menu_loop = 1;
char selected = 0;
int Y_POS = 18;
char buffer = 1;
while (menu_loop) {
clearevents();
dclear(C_WHITE);
draw_level(level);
draw_player(player_x, player_y, *type);
dimage(0, 0, &img_speedrun);
selected += keydown(KEY_DOWN) - keydown(KEY_UP);
if (selected == 2)
selected = 0;
else if (selected == -1)
selected = 1;
dtext(32, Y_POS, C_BLACK, "CONTINUE");
if (!mode)
dtext(32, Y_POS + 12, C_BLACK, "MENU");
else
dtext(32, Y_POS + 12, C_BLACK,
"SPEEDRUN MENU");
dtext(16, Y_POS + (selected * 12), C_BLACK,
">");
dprint(180, 45, C_RGB(83, 255, 0), "LEVEL : %d",
*id_level);
dprint(320, 3, C_RGB(255, 178, 0), "COIN : %d",
coin);
dprint(311, 17, C_RGB(150, 16, 16),
"DEATH : %d", death_count);
dupdate();
if (keydown_any(KEY_SHIFT, KEY_EXE, 0)) {
switch (selected) {
case 0:
menu_loop = 0;
break;
case 1:
menu_loop = 0;
game_loop = 0;
break;
}
}
if (keydown_any(KEY_EXIT, KEY_MENU, 0)) {
if (!buffer) {
menu_loop = 0;
game_loop = 0;
break;
}
} else
buffer = 0;
while (keydown_any(KEY_UP, KEY_DOWN, 0))
clearevents();
}
}
}
timer_stop(timer);
// when a level is quit
if (mode) {
if (*id_level == 0)
*id_level = 1;
if (game_loop) // end of a level with level selection
{
float framefloat = framelevel;
draw_end(framelevel, *id_level, 0);
savetimes(framefloat, *id_level);
sleep_ms(3000);
}
if (!speed_menu(id_level)) {
mode = 1;
death_count = 0;
game(id_level, mode, type);
} else
main();
} else
main();
}
void end(unsigned int frame)
{
draw_end((int)frame, 15, 2);
sleep_ms(7000);
main();
}
int main(void)
{
char mode = 0;
char type = 1;
char valeur = start_menu(&type);
if (!valeur) // normal game (level selection)
{
int id_level = 1;
if (!speed_menu(&id_level)) {
mode = 1;
game(&id_level, mode, &type);
} else
main();
} else if (valeur == 1) {
int id_level = 1;
mode = 0;
game(&id_level, mode, &type);
} else if (valeur == 2) {
int id_level = 0;
game(&id_level, mode, &type);
}
gint_setrestart(1);
gint_osmenu();
main();
return 0;
}