binding-of-isaac/src/entities.c

147 lines
5.6 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <assert.h>
#include <math.h>
#include <stdbool.h>
#include <unistd.h>
#include <termios.h>
#include <limits.h>
#include <time.h>
#include "hash.h"
#include "structure.h"
#include "base.h"
#include "display.h"
#include "proj.h"
#include "entities.h"
// ------------------------------------------------------------------------------------------------------------------------------------------------ //
bool is_colliding_with_map(cube_0* cb) {
for(int k = 0; k < current_room->map_size; k++) {
for(int d = 0; d < 8; d++) {
if(distance_pt_cube_0_3d(cb->x+cb->w*(d%2==0), cb->y+cb->h*((d/2)%2==0), cb->z+cb->d*((d/4)%2==0), current_room->map[k]) <= 0.01) {
return true;
}
}
}
return false;
}
bool is_colliding_with_tp(cube_0* cb) {
for(int k = 0; k < current_room->tps_size; k++) {
for(int d = 0; d < 8; d++) {
if(distance_pt_cube_0_3d(cb->x+cb->w*(d%2==0), cb->y+cb->h*((d/2)%2==0), cb->z+cb->d*((d/4)%2==0), current_room->tps[k]->hitbox) <= 0.01) {
return true;
}
}
}
return false;
}
// ------------------------------------------------------------------------------------------------------------------------------------------------ //
void update_entity(entity* ent, float dtime) {
(*ent->updatePos)(ent->pos->x, ent->pos->y, ent->pos->z, ent->pos->w, ent->pos->h, ent->pos->d, ent->pos->hz_angle, ent->pos->vt_angle, dtime, ent, ent->pos);
}
void update_entities(float dtime) {
for(int k = 0; k < current_room->ent_len; k++) {
if(current_room->ents[k]->updatePos != NULL) {
//printf("e\n");
update_entity(current_room->ents[k], dtime);
}
}
}
// ------------------------------------------------------------------------------------------------------------------------------------------------ //
void speen(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret) {
ret->hz_angle += ((double)dtime)*1.5;
}
void speen2(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret) {
ret->hz_angle += ((double)dtime)*2.5;
if((int)(5.0*ret->hz_angle) != (int)(5.0*(ret->hz_angle - ((double)dtime)*22.5))) {
double dx = (x+w/2 - camx);
double dy = (y+h/2 - camy);
double dz = (z+d/2 - camz);
double total = sqrt(dx*dx + dy*dy + dz*dz);
dx = 17.0*dx/total;
dy = 17.0*dy/total;
dz = 17.0*dz/total;
appendProj(x+w/2, y+h/2, z+d/2, 0.1, 0.1, 0.1, -dx, -dy, -dz, 0.0, 0.0, 0.0, 255, 0, 0, 10, 3.0);
}
}
void speen3(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret) {
ret->vt_angle += ((double)dtime)*2.5;
}
// metad{1,2,3} = og pos
// metad{4,5,6} = amplitudes
// metai{1} = frequency multiplier
// metai{2} = frequency divider
// metai{3} = phase
void moving_xyz(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret) {
ret->x = ent->metad1 + ent->metad4*cos((double)(ent->metai1*sim_time/ent->metai2 + ent->metai3*3.14159/180.0));
ret->y = ent->metad2 + ent->metad5*cos((double)(ent->metai1*sim_time/ent->metai2 + ent->metai3*3.14159/180.0));
ret->z = ent->metad3 + ent->metad6*cos((double)(ent->metai1*sim_time/ent->metai2 + ent->metai3*3.14159/180.0));
//printf("%lf %lf %lf\n", ret->x, ret->y, ret->z);
}
void detectHit(float dtime, int* hp, int* dmg, entity* ent, cube_0* ret) {
if(ret->red == 193) {
ret->red = 0;
ret->green = 192;
ret->blue = 0;
coins += *hp;
player_hp -= (*dmg);
if(*dmg != 0) {
fade_dmg = 255;
}
*hp = 0;
}
}
void translatePlayer(float dtime, int* hp, int* dmg, entity* ent, cube_0* ret) {
double dx = ent->metad4*(cos((double)(ent->metai1*(sim_time+(double)dtime)/ent->metai2 + ent->metai3*3.14159/180.0))-cos((double)(ent->metai1*sim_time/ent->metai2 + ent->metai3*3.14159/180.0)));
double dy = ent->metad5*(cos((double)(ent->metai1*(sim_time+(double)dtime)/ent->metai2 + ent->metai3*3.14159/180.0))-cos((double)(ent->metai1*sim_time/ent->metai2 + ent->metai3*3.14159/180.0)));
double dz = ent->metad6*(cos((double)(ent->metai1*(sim_time+(double)dtime)/ent->metai2 + ent->metai3*3.14159/180.0))-cos((double)(ent->metai1*sim_time/ent->metai2 + ent->metai3*3.14159/180.0)));
//fx += dx/(dtime*dtime);
fy += dy/(dtime*dtime);
//fz += dz/(dtime*dtime);
}
void go_to_player(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret) {
double dx = (x+w/2 - camx);
double dy = (y+h/2 - camy);
double dz = (z+d/2 - camz);
double total = sqrt(dx*dx + dy*dy + dz*dz);
dx = 11.0*dx/total;
dy = 11.0*dy/total;
dz = 11.0*dz/total;
ret->x -= dtime*dx;
if(is_colliding_with_map(ret) || is_colliding_with_tp(ret)) {
ret->x += dtime*dx;
}
ret->y -= dtime*dy;
if(is_colliding_with_map(ret) || is_colliding_with_tp(ret)) {
ret->y += dtime*dy;
}
ret->z -= dtime*dz;
if(is_colliding_with_map(ret) || is_colliding_with_tp(ret)) {
ret->z += dtime*dz;
}
if((int)(ret->x+ret->y+ret->z) != (int)(ret->x+ret->y+ret->z-dx-dy-dz)) {
}
}
void explodeOnHit(float dtime, int* hp, int* dmg, entity* ent, cube_0* ret) {
player_hp -= (*dmg);
if(*dmg != 0) {
fade_dmg = 255;
}
*hp = 0;
}