Some-Shooter-Mooter/source/main.cpp
2014-04-22 03:06:42 +03:00

518 lines
11 KiB
C++

#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
#include "SDL/SDL_ttf.h"
#include "SDL/SDL_mixer.h"
#include "point.h"
#include "entities.h"
#include "projectiles.h"
#include "mainfunctions.h"
#include "weapons.h"
#include <vector>
#include <string>
#include <iostream>
#include <sstream>
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int SCREEN_BPP = 32;
const int FRAMES_PER_SECOND = 60;
SDL_Surface *screen = NULL;
SDL_Surface *map = NULL;
SDL_Surface *player = NULL;
SDL_Surface *bullet = NULL;
SDL_Surface *enemy = NULL;
SDL_Surface *scoreDisplay = NULL;
SDL_Surface *healthDisplay = NULL;
SDL_Color textColor = {255,255,255};
SDL_Event event;
TTF_Font *font = NULL;
Mix_Chunk *bulletSound = NULL;
SDL_Rect playerSlice[8];
SDL_Rect enemySlice[8];
Player playerObject;
Weapon primary;
Weapon secondary;
Weapon melee;
std::vector<BaseProjectile*> projectiles;
std::vector<SDL_Rect> obstacles;
std::vector<Enemy*> enemies;
bool init()
{
if(SDL_Init(SDL_INIT_EVERYTHING)==-1)
{
return false;
}
screen = SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,SDL_SWSURFACE);
if(screen == NULL)
{
return false;
}
if(TTF_Init()==-1)
{
return false;
}
if(Mix_OpenAudio(22050,MIX_DEFAULT_FORMAT,2,4096)==-1)
{
return false;
}
SDL_WM_SetCaption("Some Shooter Mooter", NULL);
return true;
}
bool load_files()
{
player=load_image("player.tga");
enemy=load_image("enemy.tga");
map=load_image("example_map.tga");
font=TTF_OpenFont("tf2professor.ttf",30);
bullet=load_image("bullet.tga",true);
bulletSound=Mix_LoadWAV("bullet.wav");
if((player->w)!=(player->h))
{
return false;
}
if((enemy->w)!=(enemy->h))
{
return false;
}
if((bullet->w)!=(bullet->h))
{
return false;
}
if(((bullet->w)%2)!=0)
{
return false;
}
if(((player->w)%6)!=0)
{
return false;
}
if(((enemy->w)%6)!=0)
{
return false;
}
if(map==NULL)
{
return false;
}
if(player==NULL)
{
return false;
}
if(font==NULL)
{
return false;
}
if(bullet==NULL)
{
return false;
}
int playerSize=(player->w)/3;
playerSlice[0].x=playerSize;
playerSlice[0].y=0;
playerSlice[0].w=playerSize;
playerSlice[0].h=playerSize;
playerSlice[1].x=2*playerSize;
playerSlice[1].y=0;
playerSlice[1].w=playerSize;
playerSlice[1].h=playerSize;
playerSlice[2].x=2*playerSize;
playerSlice[2].y=playerSize;
playerSlice[2].w=playerSize;
playerSlice[2].h=playerSize;
playerSlice[3].x=2*playerSize;
playerSlice[3].y=2*playerSize;
playerSlice[3].w=playerSize;
playerSlice[3].h=playerSize;
playerSlice[4].x=playerSize;
playerSlice[4].y=2*playerSize;
playerSlice[4].w=playerSize;
playerSlice[4].h=playerSize;
playerSlice[5].x=0;
playerSlice[5].y=2*playerSize;
playerSlice[5].w=playerSize;
playerSlice[5].h=playerSize;
playerSlice[6].x=0;
playerSlice[6].y=playerSize;
playerSlice[6].w=playerSize;
playerSlice[6].h=playerSize;
playerSlice[7].x=0;
playerSlice[7].y=0;
playerSlice[7].w=playerSize;
playerSlice[7].h=playerSize;
int enemySize=(enemy->w)/3;
enemySlice[0].x=enemySize;
enemySlice[0].y=0;
enemySlice[0].w=enemySize;
enemySlice[0].h=enemySize;
enemySlice[1].x=2*enemySize;
enemySlice[1].y=0;
enemySlice[1].w=enemySize;
enemySlice[1].h=enemySize;
enemySlice[2].x=2*enemySize;
enemySlice[2].y=enemySize;
enemySlice[2].w=enemySize;
enemySlice[2].h=enemySize;
enemySlice[3].x=2*enemySize;
enemySlice[3].y=2*enemySize;
enemySlice[3].w=enemySize;
enemySlice[3].h=enemySize;
enemySlice[4].x=enemySize;
enemySlice[4].y=2*enemySize;
enemySlice[4].w=enemySize;
enemySlice[4].h=enemySize;
enemySlice[5].x=0;
enemySlice[5].y=2*enemySize;
enemySlice[5].w=enemySize;
enemySlice[5].h=enemySize;
enemySlice[6].x=0;
enemySlice[6].y=enemySize;
enemySlice[6].w=enemySize;
enemySlice[6].h=enemySize;
enemySlice[7].x=0;
enemySlice[7].y=0;
enemySlice[7].w=enemySize;
enemySlice[7].h=enemySize;
//Origin,Size,Direction,MapSize,&obstacles,Speed,Health,Max Health,&enemies)
playerObject.init(Point(playerSize/2,playerSize/2),playerSize,0,Point(map->w,map->h),&obstacles,8,100,100,&enemies);
//Type,Projectile Type,Projectile Speed,ROF,DMG,&projectiles)
primary.init(0,0,20,4,2,&projectiles);
secondary.init(1,0,15,2,4,&projectiles);
melee.init(2,0,10,1,6,&projectiles);
SDL_Rect test;
test.x=632;
test.y=632;
test.w=103;
test.h=103;
obstacles.push_back(test);
test.x=1185;
test.y=632;
test.w=103;
test.h=103;
obstacles.push_back(test);
test.x=1185;
test.y=1185;
test.w=103;
test.h=103;
obstacles.push_back(test);
test.x=632;
test.y=1185;
test.w=103;
test.h=103;
obstacles.push_back(test);
if(bulletSound==NULL)
{
return false;
}
return true;
}
void cleanup()
{
SDL_FreeSurface(map);
SDL_FreeSurface(player);
for(std::vector<BaseProjectile*>::iterator it=projectiles.begin();it!=projectiles.end();)
{
delete *it;
projectiles.erase(it);
}
for(std::vector<Enemy*>::iterator it=enemies.begin();it!=enemies.end();)
{
delete *it;
enemies.erase(it);
}
Mix_FreeChunk(bulletSound);
TTF_CloseFont(font);
Mix_CloseAudio();
TTF_Quit();
SDL_Quit();
}
int main(int argc, char* args[])
{
bool quit=false;
int moveDirection;
int currentWeapon=0;
bool fireSound=false;
Uint8 *keyStates=SDL_GetKeyState(NULL);
Uint32 moveTimer=0;
Uint32 fps=0;
Uint32 changeWeapon=0;
Uint32 spawnTimer=0;
int spawnPlace=0;
int score=0;
int health;
std::ostringstream temp;
std::string temp2;
if(init()==false)
{
return 1;
}
if(load_files()==false)
{
return 1;
}
while(quit==false)
{
fps=SDL_GetTicks();
while(SDL_PollEvent(&event))
{
if(event.type==SDL_QUIT)
{
quit=true;
}
if(event.type==SDL_KEYDOWN)
{
switch(event.key.keysym.sym)
{
case SDLK_1:
if(currentWeapon!=0)
{
changeWeapon=SDL_GetTicks();
}
currentWeapon=0;
break;
case SDLK_2:
if(currentWeapon!=1)
{
changeWeapon=SDL_GetTicks();
}
currentWeapon=1;
break;
case SDLK_3:
if(currentWeapon!=2)
{
changeWeapon=SDL_GetTicks();
}
currentWeapon=2;
break;
}
}
}
if((SDL_GetTicks()-spawnTimer)>=5000-250*(score/10))
{
if(spawnPlace==0)
{
enemies.push_back(new Enemy(Point(960,245),Point(map->w,map->h),4,(enemy->w)/3,4,&obstacles,10,10,&enemies,2,&playerObject));
spawnPlace++;
}
else if(spawnPlace==1)
{
enemies.push_back(new Enemy(Point(1675,960),Point(map->w,map->h),6,(enemy->w)/3,4,&obstacles,10,10,&enemies,2,&playerObject));
spawnPlace++;
}
else if(spawnPlace==2)
{
enemies.push_back(new Enemy(Point(960,1675),Point(map->w,map->h),0,(enemy->w)/3,4,&obstacles,10,10,&enemies,2,&playerObject));
spawnPlace++;
}
else
{
enemies.push_back(new Enemy(Point(245,960),Point(map->w,map->h),2,(enemy->w)/3,4,&obstacles,10,10,&enemies,2,&playerObject));
spawnPlace=0;
}
spawnTimer=SDL_GetTicks();
}
if((SDL_GetTicks()-moveTimer)>=50)
{
if(keyStates[SDLK_w]&&(!keyStates[SDLK_a])&&(!keyStates[SDLK_s])&&(!keyStates[SDLK_d]))
{
moveTimer=SDL_GetTicks();
moveDirection=0;
}
else if(keyStates[SDLK_w]&&(!keyStates[SDLK_a])&&(!keyStates[SDLK_s])&&(keyStates[SDLK_d]))
{
moveTimer=SDL_GetTicks();
moveDirection=1;
}
else if(!keyStates[SDLK_w]&&(!keyStates[SDLK_a])&&(!keyStates[SDLK_s])&&(keyStates[SDLK_d]))
{
moveTimer=SDL_GetTicks();
moveDirection=2;
}
else if(!keyStates[SDLK_w]&&(!keyStates[SDLK_a])&&(keyStates[SDLK_s])&&(keyStates[SDLK_d]))
{
moveTimer=SDL_GetTicks();
moveDirection=3;
}
else if(!keyStates[SDLK_w]&&(!keyStates[SDLK_a])&&(keyStates[SDLK_s])&&(!keyStates[SDLK_d]))
{
moveTimer=SDL_GetTicks();
moveDirection=4;
}
else if(!keyStates[SDLK_w]&&(keyStates[SDLK_a])&&(keyStates[SDLK_s])&&(!keyStates[SDLK_d]))
{
moveTimer=SDL_GetTicks();
moveDirection=5;
}
else if(!keyStates[SDLK_w]&&(keyStates[SDLK_a])&&(!keyStates[SDLK_s])&&(!keyStates[SDLK_d]))
{
moveTimer=SDL_GetTicks();
moveDirection=6;
}
else if(keyStates[SDLK_w]&&(keyStates[SDLK_a])&&(!keyStates[SDLK_s])&&(!keyStates[SDLK_d]))
{
moveTimer=SDL_GetTicks();
moveDirection=7;
}
else
{
moveDirection=-1;
}
}
if(keyStates[SDLK_ESCAPE])
{
quit=true;
}
if(keyStates[SDLK_SPACE])
{
if(currentWeapon==0)
{
if(SDL_GetTicks()-changeWeapon>=500)
{
fireSound=primary.fire(playerObject,Point(map->w,map->h),bullet->w,&obstacles, &enemies);
}
}
else if(currentWeapon==1)
{
if(SDL_GetTicks()-changeWeapon>=500)
{
fireSound=secondary.fire(playerObject,Point(map->w,map->h),bullet->w,&obstacles, &enemies);
}
}
else if(currentWeapon==2)
{
if(SDL_GetTicks()-changeWeapon>=500)
{
fireSound=melee.fire(playerObject,Point(map->w,map->h),bullet->w,&obstacles, &enemies);
}
}
if(fireSound==true)
{
if(Mix_PlayChannel(-1,bulletSound,0)==-1)
{
return 1;
}
}
}
SDL_FillRect(screen,&screen->clip_rect,SDL_MapRGB(screen->format,0x00,0x00,0x00));
if(moveDirection!=-1)
{
playerObject.move(moveDirection);
}
apply_surface(((SCREEN_WIDTH/2)-((playerObject.getPosition()).getX())),((SCREEN_HEIGHT/2)-((playerObject.getPosition()).getY())),map,screen);
for(std::vector<BaseProjectile*>::iterator it=projectiles.begin();it!=projectiles.end();it++)
{
apply_surface((((SCREEN_WIDTH/2)-((playerObject.getPosition().getX())-((*(*it)).getPosition().getX())))-((*(*it)).getSize()/2)),(((SCREEN_HEIGHT/2)-((playerObject.getPosition().getY())-((*(*it)).getPosition().getY())))-((*(*it)).getSize()/2)),bullet,screen);
if((*(*it)).hitScan()==true)
{
delete *it;
projectiles.erase(it);
it--;
}
}
for(std::vector<Enemy*>::iterator it=enemies.begin();it!=enemies.end();it++)
{
if((*(*it)).getHealth()==0)
{
score++;
if(score==100)
{
playerObject.heal(10);
}
delete *it;
enemies.erase(it);
it--;
}
else
{
(*(*it)).move();
apply_surface((((SCREEN_WIDTH/2)-((playerObject.getPosition().getX())-((*(*it)).getPosition().getX())))-((*(*it)).getSize()/2)),(((SCREEN_HEIGHT/2)-((playerObject.getPosition().getY())-((*(*it)).getPosition().getY())))-((*(*it)).getSize()/2)),enemy,screen,&enemySlice[(*(*it)).getDirection()]);
}
}
health=playerObject.getHealth();
apply_surface((SCREEN_WIDTH/2)-(player->w/6),((SCREEN_HEIGHT/2)-(player->h/6)),player,screen,&playerSlice[playerObject.getDirection()]);
temp.str("");
temp<<health;
temp2=temp.str();
healthDisplay=TTF_RenderText_Solid(font,temp2.c_str(),textColor);
temp.str("");
temp<<score;
temp2=temp.str();
scoreDisplay=TTF_RenderText_Solid(font,temp2.c_str(),textColor);
apply_surface(0,0,healthDisplay,screen);
apply_surface(200,0,scoreDisplay,screen);
if(SDL_Flip(screen)==-1)
{
return 1;
}
if(playerObject.getHealth()==0)
{
quit=true;
}
if((SDL_GetTicks()-fps)<(1000/FRAMES_PER_SECOND))
{
SDL_Delay((1000/FRAMES_PER_SECOND)-(SDL_GetTicks()-fps));
}
}
cleanup();
return 0;
}