view car.c @ 90:8edae89a3877

compile on Mac OS X
author Atuto SHIROMA <e095729@ie.u-ryukyu.ac.jp>
date Thu, 19 May 2011 16:41:21 +0900
parents ce9ef7dcf2f0
children cb6c6de125dc
line wrap: on
line source

#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
//#include "libps2.h"
//#include "ps2util.h"
#include "field.h"
#include "car.h"
#include "mytype.h"
#include "quotanion.h"
#include "game.h"
#include "stdbool.h"

#define DEFAULT_SET (EFFECT_TEXTURE_USE | EFFECT_ALPHABLEND_UNUSE | EFFECT_SHADING_FLAT)
#define BUFSIZE 256

/* 初期位置と初期方向 */
//static FVECTOR location  = {0, 0, 0, 1};
//static FVECTOR direction = {0, 0, 1, 1};

extern FILE* main_fp;

/* --- field.c --- */
extern int field_rap_increment(int);
extern void field_set_actual(FieldPtr);
extern FieldPtr field_get_actual();


static CarPtr
car_create(int car_id, char *filename, char *texname, float speed_accel,
	   float speed_max, float rot, float brake)
{
    CarPtr car;
    //OBJECT *body;
    //TEXTURE* tex;
    void *free_addr;
    
    //body = ps2util_obj_Create_fromXML(filename);
    //ps2util_obj_Set_effect(body, DEFAULT_SET);

    if (true){//malloc_align16(&free_addr, &car, sizeof(Car)) == -1) {
      //	fprintf(main_fp, "car.c: malloc_align16 error\n");
	exit(EXIT_FAILURE);	
    }
    //car->body           = body;
    car->next           = NULL;
    car->speed          = 0.0;
    car->speed_accel    = speed_accel;
    car->speed_max      = speed_max;
    car->brake          = brake;
    car->rotation_angle = rot;
    car->y_angle        = 0.0;
    car->free_addr      = free_addr;

    //ps2_vu0_copy_vector(car->direction, direction);
    //ps2_vu0_copy_vector(car->location, location);
    //INIT_VECTOR(car->vertical,    0, -1, 0, 1);
    //INIT_VECTOR(car->body->xyz,   0,  0, 0, 1);
    //INIT_VECTOR(car->body->angle, 0,  0, 0, 1);

    //ps2util_obj_Renew_transMatrix(car->body);
    //ps2util_obj_Set_effect(car->body, DEFAULT_SET);

    if (*texname != 'n') {
        //tex = read_png_file(texname);
	//ps2util_tex_Set(tex);
	//ps2util_obj_Set_texture(car->body, tex);
    }

#ifdef DEBUG
    //    fprintf(main_fp, "malloc car addr = %x\n", (int)free_addr);
#endif

   return car;
}

static CarPtr
car_new_readCSV(FILE *fp, int id)
{
    CarPtr new;
    int   car_id;
    float speed_accel, speed_max, brake, rot;
    char  buff[BUFSIZE], *bufp;
    char  carImg[BUFSIZE], texImg[BUFSIZE];
    bool  flag;

    flag = false;

    while ((bufp = fgets(buff, BUFSIZE, fp)) != NULL) {
	bufp++;

	switch (buff[0]) {
	case 'n':
	    if (flag == false) {
		sscanf(bufp, " %d\n", &car_id);
		if (id == car_id) {
		    flag = true;
		}
	    }
	    break;
	case 't':
	    if (flag == true) {
		sscanf(bufp, " %s %s %f %f %f %f\n",
		       carImg, texImg, &speed_accel, &speed_max, &rot, &brake);
		new = car_create(id, carImg, texImg,
				 speed_accel, speed_max, rot, brake);
		return new;
	    }
	    break;
	default:
	    break;
	}
    }

    /* ここまで辿り着いたら読み込み失敗 */
    fprintf(main_fp, "error - car_new_readCSV\n");
    exit(EXIT_FAILURE);
}

CarPtr
car_init(int id)
{
    CarPtr new;
    FILE *fp;
    char *filename = "car/car.dat";

    if (!(fp = fopen(filename, "r"))) {
        fprintf(main_fp, "error read file %s\n", filename);
	exit(EXIT_FAILURE);
    }
    new = car_new_readCSV(fp, id);
    fclose(fp);

    return new;
}

/*---------------------------
  carをY軸で回転させる
  flg: 回転方向 1:右, -1:左
  ---------------------------*/
void
car_swerve(CarPtr car, int flg)
{
  //FMATRIX rot;
  //    FVECTOR v;

    car->y_angle += (float)flg*car->rotation_angle;
    car->y_angle += (car->y_angle < 0) ? 360.0 : 0;
    car->y_angle += (car->y_angle > 360.0) ? -360.0 : 0;

    //    ps2_vu0_unit_matrix(rot);
    //    ps2_vu0_rot_matrix_y(rot, rot, degree2radian((float)flg*car->rotation_angle));
    //    ps2_vu0_copy_vector(v, car->direction);
    //    ps2_vu0_apply_matrix(car->direction, rot, v); 
}

/*----------------------------
  carを加速・減速する
  (flg == 1) ? 加速 : 減速
  ---------------------------*/
void
car_accelerate(CarPtr car, int flg)
{
    car->speed += (flg == 1) ? car->speed_accel : -car->brake;
    car->speed = (car->speed < 0) ? 0 : car->speed;
    car->speed = (car->speed > car->speed_max) ? car->speed_max : car->speed;
}


/*---------------------------------
  進行後のcarに対してコース面の内外判定を行い、
  : 現在のコース
  : 現在のコースの次のコース
  : 現在のコースの前のコース
  に存在すればTRUEを返す
  どのコースにも居ない(壁に衝突した)場合は
  FALSEを返す。
  ---------------------------------*/
static bool
car_field_check(CarPtr car)
{
    FieldPtr p;
    FieldPtr f = field_get_actual();

    // 現在のコースで衝突・内外判定
    p = f;
    if (true){//(col_detect(&p->colface, car->vertical, car->location) == true) {
    	goto FIELD_CHECK_OK;
    }

    // 現在のコースの次に隣接するコースで衝突・内外判定
    p = f->next;
    if (true){//if (col_detect(&p->colface, car->vertical, car->location) == true) {
	if (field_rap_increment(1)) {
	    game->rap++;
	}
	goto FIELD_CHECK_OK;
    }

    // 現在のコースの前に隣接するコースで衝突・内外判定
    p = f->prev;
    if (true){//if (col_detect(&p->colface, car->vertical, car->location) == true) {
	field_rap_increment(-1);
	goto FIELD_CHECK_OK;
    }

    // どのコース上にも居ない(壁に衝突)
    return false;

  FIELD_CHECK_OK:
    field_set_actual(p);
    return true;
}


/*------------------------------
  速度speedと向きdirectionから
  進行後の位置locationを求める。
  また、進行後の衝突判定も行う。
  ------------------------------*/
static void
car_move(CarPtr car)
{
  //FVECTOR mov, prev_location;
    
  //    ps2_vu0_scale_vector(mov, car->direction, car->speed);
  //    ps2_vu0_copy_vector(prev_location, car->location);
  //    ps2_vu0_add_vector(car->location, car->location, mov);

    if (car_field_check(car) == false) {
      //	ps2_vu0_copy_vector(car->location, prev_location);
	car->speed = car->speed*0.5;
    }
}


static void
car_axis_rotation(CarPtr car)
{
  //    FMATRIX pose, yrot, yrotinv;

    //    ps2_vu0_unit_matrix(yrot);
    //    ps2_vu0_rot_matrix_y(yrot, yrot, -degree2radian(car->y_angle));
    //    ps2_vu0_unit_matrix(yrotinv);
    //    ps2_vu0_rot_matrix_y(yrotinv, yrotinv, degree2radian(car->y_angle));

    {
      //	FVECTOR yd = {0, -1, 0, 1};
      //	FVECTOR rotaxis;
      //	FVECTOR q;
	
	//	ps2_vu0_outer_product(rotaxis, car->vertical, yd);
	{
	  //	    float scale=1/NORM(rotaxis);
	  //	    rotaxis[0] *= scale;
	  //	    rotaxis[1] *= scale;
	  //	    rotaxis[2] *= scale;
	}
	
	//	quotanion(q, rotaxis, acos(ps2_vu0_inner_product(yd, car->vertical)/(NORM(yd)*NORM(car->vertical))));
	//	quotanion_rotmatrix(pose, q);
    }

    //    ps2_vu0_mul_matrix(pose, yrot, pose);
    //    ps2_vu0_mul_matrix(pose, pose, yrotinv);
    //    ps2_vu0_copy_matrix(car->body->transfer, pose);
    //    ps2_vu0_rot_matrix_y(car->body->transfer, car->body->transfer, degree2radian(car->y_angle));
}

void
car_update(CarPtr car)
{
    // 移動
    car_move(car);

    // 摩擦による速度減少
    car->speed -= 0.005;
    car->speed = (car->speed < 0) ? 0 : car->speed;

    // 傾き
    car_axis_rotation(car);
}

void
car_destroy(CarPtr p)
{
  //    TEXTURE *t;

  //    if ((t = p->body->surfaces->texture)) {
      //	ps2util_tex_Exclude(t);
      //	free_texture(t);
  //    }
    //    ps2util_obj_Free(p->body);
    //    free(p->free_addr);

#ifdef DEBUG
    //    fprintf(main_fp, "free car addr = %x\n", (int)p->free_addr);
#endif
}