200 lines
6.4 KiB
C
200 lines
6.4 KiB
C
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#include "objects.h"
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#include "message.h"
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CLIENT_OBJECTS* cl_create_objects(CLIENT_OBJECTS* objects, int ship_size, int bullet_size, int comet_size, int explosion_size)
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{
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if(!objects)
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{
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CLIENT_OBJECTS* objects = (CLIENT_OBJECTS*)malloc(sizeof(CLIENT_OBJECTS));
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show_message_error(objects, "Failed to allocate space for CLIENT_OBJECTS");
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}
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objects->ship_size = ship_size;
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objects->bullet_size = bullet_size;
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objects->comet_size = comet_size;
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objects->explosion_size = explosion_size;
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objects->ships = cl_create_ships(ship_size);
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objects->bullets = cl_create_bullets(bullet_size);
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objects->comets = cl_create_comets(comet_size);
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objects->explosions = cl_create_explosions(explosion_size);
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return objects;
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}
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void cl_free_objects(CLIENT_OBJECTS* objects)
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{
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cl_destroy_objects(objects);
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free(objects);
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}
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void cl_destroy_objects(CLIENT_OBJECTS* objects)
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{
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if(objects->ship_size > 0)
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{
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for(int i = 0; i < objects->ship_size; i++)
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free(objects->ships[i]);
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free(objects->ships);
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}
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if(objects->bullet_size > 0)
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{
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for(int i = 0; i < objects->bullet_size; i++)
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free(objects->bullets[i]);
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free(objects->bullets);
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}
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if(objects->comet_size > 0)
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{
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for(int i = 0; i < objects->comet_size; i++)
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free(objects->comets[i]);
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free(objects->comets);
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}
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if(objects->explosion_size > 0)
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{
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for(int i = 0; i < objects->explosion_size; i++)
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free(objects->explosions[i]);
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free(objects->explosions);
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}
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}
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static CLIENT_SHIP** cl_create_ships(int size)
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{
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CLIENT_SHIP** ships = (CLIENT_SHIP**)malloc(sizeof(CLIENT_SHIP*) * size);
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show_message_error(ships, "Failed to allocate space for CLIENT_SHIP collection");
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for(int i = 0; i < size; i++)
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{
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ships[i] = (CLIENT_SHIP*)malloc(sizeof(CLIENT_SHIP));
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show_message_error(ships[i], "Failed to allocate space for CLIENT_SHIP");
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ships[i]->image = NULL;
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}
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return ships;
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}
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static CLIENT_BULLET** cl_create_bullets(int size)
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{
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CLIENT_BULLET** bullets = (CLIENT_BULLET**)malloc(sizeof(CLIENT_BULLET*) * size);
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show_message_error(bullets, "Failed to allocate space for CLIENT_BULLET collection");
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for(int i = 0; i < size; i++)
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{
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bullets[i] = (CLIENT_BULLET*)malloc(sizeof(CLIENT_BULLET));
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show_message_error(bullets[i], "Failed to allocate space for CLIENT_BULLET");
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}
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return bullets;
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}
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static CLIENT_COMET** cl_create_comets(int size)
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{
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CLIENT_COMET** comets = (CLIENT_COMET**)malloc(sizeof(CLIENT_COMET*) * size);
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show_message_error(comets, "Failed to allocate space for CLIENT_COMET collection");
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for(int i = 0; i < size; i++)
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{
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comets[i] = (CLIENT_COMET*)malloc(sizeof(CLIENT_COMET));
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show_message_error(comets[i], "Failed to allocate space for CLIENT_COMET");
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comets[i]->image = NULL;
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}
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return comets;
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}
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static CLIENT_EXPLOSION** cl_create_explosions(int size)
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{
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CLIENT_EXPLOSION** explosions = (CLIENT_EXPLOSION**)malloc(sizeof(CLIENT_EXPLOSION*) * size);
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show_message_error(explosions, "Failed to allocate space for CLIENT_EXPLOSION collection");
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for(int i = 0; i < size; i++)
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{
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explosions[i] = (CLIENT_EXPLOSION*)malloc(sizeof(CLIENT_EXPLOSION));
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show_message_error(explosions[i], "Failed to allocate space for CLIENT_EXPLOSION");
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explosions[i]->image = NULL;
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}
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return explosions;
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}
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void cl_init_ships(CLIENT_OBJECTS* objects, int key_ship, int ID, int animation_columns, int animation_direction, int animation_row, int boundx, int boundy, int cur_frame,
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int frame_count, int frame_delay, int frame_height, int frame_width, ALLEGRO_BITMAP* image, int lives, int max_frame, int score, int speed, int x, int y)
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{
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CLIENT_SHIP* ship = objects->ships[key_ship];
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ship->ID = ID;
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ship->animation_columns = animation_columns;
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ship->animation_direction = animation_direction;
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ship->animation_row = animation_row;
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ship->boundx = boundx;
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ship->boundy = boundy;
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ship->cur_frame = cur_frame;
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ship->frame_count = frame_count;
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ship->frame_delay = frame_delay;
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ship->frame_height = frame_height;
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ship->frame_width = frame_width;
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ship->image = image;
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ship->lives = lives;
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ship->max_frame = max_frame;
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ship->score = score;
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ship->speed = speed;
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ship->x = x;
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ship->y = y;
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ship->active = true;
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}
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void cl_init_bullets(CLIENT_OBJECTS* objects, int key_bullet, int ID, int speed, int x, int y)
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{
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CLIENT_BULLET* bullet = objects->bullets[key_bullet];
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bullet->ID = ID;
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bullet->live = false;
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bullet->speed = speed;
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bullet->x = x;
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bullet->y = y;
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bullet->active = true;
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}
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void cl_init_comets(CLIENT_OBJECTS* objects, int key_comet, int ID, int animation_columns, int animation_direction, int boundx, int boundy, int cur_frame,
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int frame_count, int frame_delay, int frame_height, int frame_width, ALLEGRO_BITMAP* image, int max_frame, int speed, int x, int y)
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{
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CLIENT_COMET* comet = objects->comets[key_comet];
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comet->ID = ID;
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comet->animation_columns = animation_columns;
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comet->animation_direction = animation_direction;
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comet->boundx = boundx;
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comet->boundy = boundy;
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comet->cur_frame = cur_frame;
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comet->frame_count = frame_count;
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comet->frame_delay = frame_delay;
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comet->frame_height = frame_height;
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comet->frame_width = frame_width;
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comet->image = image;
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comet->max_frame = max_frame;
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comet->speed = speed;
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comet->live = false;
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comet->x = x;
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comet->y = y;
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}
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void cl_init_explosions(CLIENT_OBJECTS* objects, int key_explosion, int animation_columns, int animation_direction, int cur_frame,
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int frame_count, int frame_delay, int frame_height, int frame_width, ALLEGRO_BITMAP* image, int max_frame, int x, int y)
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{
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CLIENT_EXPLOSION* explosion = objects->explosions[key_explosion];
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explosion->animation_columns = animation_columns;
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explosion->animation_direction = animation_direction;
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explosion->cur_frame = cur_frame;
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explosion->frame_count = frame_count;
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explosion->frame_delay = frame_delay;
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explosion->frame_height = frame_height;
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explosion->frame_width = frame_width;
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explosion->image = image;
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explosion->live = false;
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explosion->max_frame = max_frame;
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explosion->x = x;
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explosion->y = y;
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}
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