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275 lines
6.0 KiB
C

#include <chipmunk.h>
#include "types.h"
#include <stdio.h> // assert logging
void __assert(bool cond, const char *file, int line, const char *cond_string)
{
if (!cond)
{
fprintf(stderr, "%s:%d | Assertion %s failed\n", file, line, cond_string);
}
}
#define assert(condition) __assert(condition, __FILE__, __LINE__, #condition)
// do not use any global variables to process gamestate
// super try not to depend on external libraries like enet or sokol to keep build process simple,
// gamestate its own portable submodule. If need to link to other stuff document here:
// - debug.c for debug drawing
// - chipmunk
void initialize(struct GameState *gs)
{
gs->space = cpSpaceNew();
}
void destroy(struct GameState *gs)
{
for (int i = 0; i < MAX_PLAYERS; i++)
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{
box_destroy(&gs->players[i].box);
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}
for (int i = 0; i < gs->num_boxes; i++)
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{
box_destroy(&gs->boxes[i]);
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}
gs->num_boxes = 0;
cpSpaceDestroy(gs->space);
gs->space = NULL;
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}
static V2 cp_to_v2(cpVect v)
{
return (V2){.x = v.x, .y = v.y};
}
static cpVect v2_to_cp(V2 v)
{
return cpv(v.x, v.y);
}
struct Box box_new(struct GameState *gs, V2 pos)
{
assert(gs->space != NULL);
float halfbox = BOX_SIZE / 2.0f;
cpBody *body = cpSpaceAddBody(gs->space, cpBodyNew(BOX_MASS, cpMomentForBox(BOX_MASS, BOX_SIZE, BOX_SIZE)));
cpShape *shape = cpBoxShapeNew(body, BOX_SIZE, BOX_SIZE, 0.0f);
cpSpaceAddShape(gs->space, shape);
cpBodySetPosition(body, v2_to_cp(pos));
return (struct Box){
.body = body,
.shape = shape,
};
}
void box_destroy(struct Box *box)
{
cpShapeFree(box->shape);
cpBodyFree(box->body);
box->shape = NULL;
box->body = NULL;
}
V2 box_pos(struct Box box)
{
return cp_to_v2(cpBodyGetPosition(box.body));
}
V2 box_vel(struct Box box)
{
return cp_to_v2(cpBodyGetVelocity(box.body));
}
float box_rotation(struct Box box)
{
return cpBodyGetAngle(box.body);
}
float box_angular_velocity(struct Box box)
{
return cpBodyGetAngularVelocity(box.body);
}
#define memwrite(out, variable) \
for (char b = 0; b < sizeof(variable); b++) \
{ \
**out = ((char *)&variable)[b]; \
*out += 1; \
}
#define memread(in, variable_pointer) \
for (char b = 0; b < sizeof(*variable_pointer); b++) \
{ \
((char *)variable_pointer)[b] = **in; \
*in += 1; \
}
void ser_float(char **out, float f)
{
memwrite(out, f);
}
void des_float(char **in, float *f)
{
memread(in, f);
}
void ser_int(char **out, int i)
{
memwrite(out, i);
}
void des_int(char **in, int *i)
{
memread(in, i);
}
void ser_bool(char **out, bool b)
{
**out = (char)b;
*out += 1;
}
void des_bool(char **in, bool *b)
{
*b = (bool)**in;
*in += 1;
}
void ser_V2(char **out, V2 v)
{
ser_float(out, v.x);
ser_float(out, v.y);
}
void des_V2(char **in, V2 *v)
{
des_float(in, &v->x);
des_float(in, &v->y);
}
void ser_box(char **out, struct Box *b)
{
// box must not be null, dummy!
assert(b->body != NULL);
ser_V2(out, box_pos(*b));
ser_V2(out, box_vel(*b));
ser_float(out, box_rotation(*b));
ser_float(out, box_angular_velocity(*b));
}
// takes gamestate as argument to place box in the gamestates space
void des_box(char **in, struct Box *b, struct GameState *gs)
{
assert(b->body == NULL); // destroy the box before deserializing into it
V2 pos = {0};
V2 vel = {0};
float rot = 0.0f;
float angular_vel = 0.0f;
des_V2(in, &pos);
des_V2(in, &vel);
des_float(in, &rot);
des_float(in, &angular_vel);
*b = box_new(gs, pos);
cpBodySetVelocity(b->body, v2_to_cp(vel));
cpBodySetAngle(b->body, rot);
cpBodySetAngularVelocity(b->body, angular_vel);
}
void ser_player(char **out, struct Player *p)
{
ser_bool(out, p->connected);
if (p->connected)
{
ser_box(out, &p->box);
ser_V2(out, p->input);
}
}
void des_player(char **in, struct Player *p, struct GameState *gs)
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{
des_bool(in, &p->connected);
if (p->connected)
{
des_box(in, &p->box, gs);
des_V2(in, &p->input);
}
}
// @Robust really think about if <= makes more sense than < here...
#define LEN_CHECK() assert(bytes - original_bytes <= max_len)
void into_bytes(struct ServerToClient *msg, char *bytes, int *out_len, int max_len)
{
assert(msg->cur_gs != NULL);
assert(msg != NULL);
struct GameState *gs = msg->cur_gs;
char *original_bytes = bytes;
ser_int(&bytes, msg->your_player);
for (int i = 0; i < MAX_PLAYERS; i++)
{
ser_player(&bytes, &gs->players[i]);
LEN_CHECK();
}
// @Robust invalid message on num boxes bigger than max boxes
ser_int(&bytes, gs->num_boxes);
LEN_CHECK();
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for (int i = 0; i < gs->num_boxes; i++)
{
ser_box(&bytes, &gs->boxes[i]);
LEN_CHECK();
}
*out_len = bytes - original_bytes;
}
void from_bytes(struct ServerToClient *msg, char *bytes, int max_len)
{
struct GameState *gs = msg->cur_gs;
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char *original_bytes = bytes;
// destroy and free all chipmunk
destroy(gs);
initialize(gs);
des_int(&bytes, &msg->your_player);
LEN_CHECK();
for (int i = 0; i < MAX_PLAYERS; i++)
{
des_player(&bytes, &gs->players[i], gs);
LEN_CHECK();
}
des_int(&bytes, &gs->num_boxes);
LEN_CHECK();
for (int i = 0; i < gs->num_boxes; i++)
{
des_box(&bytes, &gs->boxes[i], gs);
LEN_CHECK();
}
}
void process(struct GameState *gs, float dt)
{
assert(gs->space != NULL);
// process input
for (int i = 0; i < MAX_PLAYERS; i++)
{
struct Player *p = &gs->players[i];
if (!p->connected)
continue;
cpBodyApplyForceAtWorldPoint(p->box.body, v2_to_cp(V2scale(p->input, 5.0f)), v2_to_cp(box_pos(p->box)));
}
cpSpaceStep(gs->space, dt);
}