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p_game.c
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p_game.c
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#include <stdlib.h>
#include <stdio.h>
#include "main.h"
#include "pm.h"
#include "p_engine.h"
#include "p_render.h"
#include "p_game.h"
#include "c_player.h"
#include "c_enemy.h"
#include "c_map.h"
#include "c_audio.h"
#include "c_point.h"
#include "c_sched.h"
#include "c_item.h"
void p_game_init (proc_t * self)
{
game_t * game = (game_t *) malloc(sizeof(struct game_s));
__GUARD(game, "game_t obj");
engine_t * engine = (engine_t *) pm_get(self->pm, "engine")->mem;
if (game == NULL)
{
IERROR("Failed to create game object");
return;
}
// ----------------------------------------
// -- Render Splash before loading stuff
ALLEGRO_BITMAP * splash = al_load_bitmap("./DATA/res0/splash.png");
al_draw_scaled_bitmap(splash, 0, 0, 1280, 720, 0, 0, engine->buffer_width, engine->buffer_height, 0);
al_flip_display();
// INVOKE: create random map UNLESS loading saved game
// ALSO: Get random door spawn and set it below along with the first preloaded map obj
game->engine = engine; // expose engine
// Create and load vital stuff
game->sched = sched_ctor();
game->viz = NULL;
game->player = player_ctor(engine);
game->enemy = enemy_ctor(game);
game->item = item_ctor(game);
game_init_audio(game);
game->map = map_ctor(game);
game->pm = self->pm;
al_destroy_bitmap(splash);
// wait for correct time frame
game->sched->syncro = time(NULL) + 2;
// Actaull load game
// sv_load_game(game, engine->save_no);
// map_load(game);
// enable renderer process
pm_run(self->pm, "render");
// remember game obj in heap
self->mem = (void *) game;
// run shceduler list
p_game_sched_list (game);
// hide mouse cursor
al_hide_mouse_cursor(game->engine->display);
}
/* good horror has to have good musci eh? */
void p_game_ambience_update (sched_t * sched, void * ptr, int val)
{
audio_play_master((audio_t *) ptr, "ambience");
yield(sched, p_game_ambience_update, ptr, val, (60 + 56) * 1000);
}
void p_game_beg_cap_end (sched_t * sched, void * ptr, int val)
{
game_t * game = (game_t *) ptr;
audio_play_master(game->audio, "begcap1");
render_use_captions(game->pm, "Zanim to korkowate bydle mnie dopadnie", 2);
}
void p_game_beg_cap_beg (sched_t * sched, void * ptr, int val)
{
game_t * game = (game_t *) ptr;
audio_play_master(game->audio, "begcap0");
render_use_captions(game->pm, "Muszę odnaleźć starożytny artefakt", 2);
yield(sched, p_game_beg_cap_end, ptr, val, 3500);
}
void p_game_sched_list (game_t * self)
{
yield(self->sched, enemy_update, self, 0, 1);
yield(self->sched, task_create_point, self, 0, 1);
yield(self->sched, item_dir_suggest, self, 0, 3000);
yield(self->sched, item_pickup_tip, self, 0, 250);
yield(self->sched, p_game_ambience_update, self->audio, 0, 1500);
yield(self->sched, p_game_beg_cap_beg, self, 0, 3 * 1000);
map_update_animated_textures(self->sched, self->map, 0);
// map_update_animated_textures (game->map, (long) engine->ticks);
}
void p_game_update (proc_t * self)
{
game_t * game = (game_t *) self->mem;
engine_t * engine = (engine_t *) self->pm->proc_list->mem;
// player_update(game->player, game);
// enemy_update(game->enemy, game);
// player_update(game);
player_update(game);
sched_update(game->sched, engine);
// ipc update
if (game->engine->ipc.target == 666)
{
if (game->engine->ipc.code == 21) // quit now
{
game->player->is_alive = false;
pm_run(game->pm, "menu");
pm_stop(game->pm, "render");
pm_stop(game->pm, "game");
}
else if (game->engine->ipc.code > 50 && game->engine->ipc.code < 60)
{
int save_id = game->engine->ipc.code % 10;
printf("\tLoad save game state %d\n", save_id);
}
else if (game->engine->ipc.code > 60 && game->engine->ipc.code < 70)
{
int no = game->engine->ipc.code % 10;
// call all save()'s
printf("\tsaving game as %d\n", no);
map_save(game, no);
player_save(game, no);
item_save(game, no);
enemy_save(game, no);
points_save(game, no);
}
/* 9x is init() ACK */
game->engine->ipc.code = 0;
}
al_hide_mouse_cursor(game->engine->display);
// printf("Player pos %f %f\n", game->player->x, game->player->y);
}
void p_game_dtor (proc_t * self)
{
game_t * game = (game_t *) self->mem;
// 0. Kill Renderer
// 1. Destroy Map Graph
// 2. Destroy Trailing Nodes
// 3. Destroy Player
viz_dtor(game);
player_dtor(game->player);
audio_dtor(game->audio);
enemy_dtor(game->enemy);
sched_dtor(game->sched);
item_dtor(game->item);
map_dtor(game->map);
// 4. Destroy Cork
// 5. Destroy Game Object
__UNGUARD(game, "game_t obj");
free(game);
}
/*
Global sounds, used on every single map
*/
void game_init_audio (game_t * self)
{
// load all of the samples
self->audio = audio_ctor();
// audio_load(self->audio, "aud", "step");
audio_load(self->audio, "aud", "miss");
audio_load(self->audio, "aud", "hit");
audio_load(self->audio, "aud", "quote_dir_30");
audio_load(self->audio, "aud", "quote_dir_60");
audio_load(self->audio, "aud", "quote_dir_120");
audio_load(self->audio, "aud", "quote_dir_wrong");
audio_load(self->audio, "aud", "quote_pos_further");
audio_load(self->audio, "aud", "quote_pos_closer");
audio_load(self->audio, "aud", "quote_pos_near");
audio_load(self->audio, "aud", "cork_door");
audio_load(self->audio, "aud", "cork_expl");
audio_load(self->audio, "aud", "chase");
audio_load(self->audio, "aud", "pain");
audio_load(self->audio, "aud", "ambience");
audio_load(self->audio, "aud", "begcap0");
audio_load(self->audio, "aud", "begcap1");
}