index 219141884dd23ba9a59b2643135c78fcd83568e5..896fb8eb25cdddf5a8de56e0b801df122877b1cd 100644 (file)
--- a/game.c
+++ b/game.c
#include "game.h"
-#define SPEED 0.00006
-#define ROTATE 0.00004
-#define BULL_SPEED 0.008
+#define SPEED (0.000006 * TICK_DELAY)
+#define ROTATE (0.000006 * TICK_DELAY)
+#define BULL_SPEED (0.0008 * TICK_DELAY)
Player g_player[MAX_PLAYERS];
Bullet g_bullet[MAX_BULLETS];
-void g_player_set(unsigned int id, bool live, float x, float y, float r, float vx, float vy, float vr) {
+static bool svmode;
+
+void g_player_set(unsigned int id, bool live, float x, float y, float r, float vx, float vy, float vr, int shoot) {
assert(id < MAX_PLAYERS);
g_player[id] = (Player) {
.updated = true,
if(j < 0)
return;
- float vx = BULL_SPEED * cos(g_player[id].r * 2 * M_PI);
- float vy = BULL_SPEED * sin(g_player[id].r * 2 * M_PI);
- g_bullet_set(j, id, true, g_player[id].x, g_player[id].y, vx, vy, 0);
+ if(g_player[id].shoot < PLAYER_SHOOT)
+ return;
+
+ g_player[id].shoot = 0;
+
+ if(svmode) {
+ float vx = BULL_SPEED * cos(g_player[id].r * 2 * M_PI);
+ float vy = BULL_SPEED * sin(g_player[id].r * 2 * M_PI);
+ g_bullet_set(j, id, true, g_player[id].x, g_player[id].y, vx, vy, 0);
+ }
}
static void checkspacebound(float * a) {
return ((l - r1 - r2) <= 0);
}
-void g_player_does(unsigned int id, DoesCode code) {
+void g_player_does(unsigned int id, DoesBits code) {
assert(id < MAX_PLAYERS);
- g_player[id].updated = true;
- switch(code) {
- case DOES_UP: moveplayer(id, SPEED); break;
- case DOES_DOWN: moveplayer(id, -SPEED); break;
- case DOES_LEFT: roteplayer(id, -ROTATE); break;
- case DOES_RIGHT: roteplayer(id, ROTATE); break;
- case DOES_FIRE: fireplayer(id); break;
- }
+
+ if(code.up)
+ moveplayer(id, SPEED);
+ if(code.down)
+ moveplayer(id, -SPEED);
+ if(code.left)
+ roteplayer(id, -ROTATE);
+ if(code.right)
+ roteplayer(id, ROTATE);
+ if(code.fire)
+ fireplayer(id);
}
void g_update() {
g_player[i].r += g_player[i].vr;
checkspacebound(&g_player[i].x);
checkspacebound(&g_player[i].y);
+
+ ++g_player[i].shoot;
+ if(g_player[i].shoot > PLAYER_SHOOT)
+ g_player[i].shoot = PLAYER_SHOOT;
}
}
}
}
}
+
+void g_init(bool server_mode) {
+ svmode = server_mode;
+ // TODO memset & co
+}