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156 lines
2.4 KiB
C

#pragma once
// @Robust remove this include somehow, needed for sqrt and cos
#include <math.h>
// including headers from headers bad
#ifndef SOKOL_GP_INCLUDED
typedef struct sgp_vec2
{
float x, y;
} sgp_vec2;
typedef sgp_vec2 sgp_point;
#endif
#include <stdbool.h>
#ifndef _STDBOOL
#define bool _Bool
#define false 0
#define true 1
#endif
typedef sgp_vec2 V2;
typedef sgp_point P2;
#define Log(...) \
fprintf(stdout, "%s:%d | ", __FILE__, __LINE__); \
fprintf(stdout, __VA_ARGS__)
#define MAX_BOXES 32
#define MAX_PLAYERS 4
#define BOX_SIZE 0.5f
struct Body
{
P2 position;
P2 old_position;
2 years ago
float rotation;
float old_rotation;
V2 acceleration;
2 years ago
float angular_acceleration;
};
struct Player
{
struct Body body;
bool connected;
V2 input;
};
struct GameState
{
struct Player players[MAX_PLAYERS];
int num_boxes;
struct Box
{
struct Body body;
} boxes[MAX_BOXES];
};
struct ServerToClient
{
struct GameState cur_gs;
int your_player;
};
struct ClientToServer
{
V2 input;
};
// server
void server(void *data);
// gamestate
void process(struct GameState *gs, float dt); // does in place
// debug draw
void dbg_drawall();
void dbg_line(V2 from, V2 to);
void dbg_rect(V2 center);
// all the math is static so that it can be defined in each compilation unit its included in
#define PI 3.14159f
static V2 V2add(V2 a, V2 b)
{
return (V2){
.x = a.x + b.x,
.y = a.y + b.y,
};
}
static V2 V2scale(V2 a, float f)
{
return (V2){
.x = a.x * f,
.y = a.y * f,
};
}
static float V2length(V2 v)
{
return sqrtf(v.x * v.x + v.y * v.y);
}
static V2 V2normalize(V2 v)
{
return V2scale(v, 1.0f / V2length(v));
}
static float V2dot(V2 a, V2 b)
{
return a.x * b.x + a.y * b.y;
}
static float V2projectvalue(V2 vec, V2 onto)
{
float length_onto = V2length(onto);
return V2dot(vec, onto) / (length_onto * length_onto);
}
static V2 V2project(V2 vec, V2 onto)
{
return V2scale(onto, V2projectvalue(vec, onto));
}
static V2 V2rotate(V2 vec, float theta)
{
return (V2){
.x = vec.x * cos(theta) - vec.y * sin(theta),
.y = vec.x * sin(theta) + vec.y * cos(theta),
};
}
// also known as atan2
static float V2angle(V2 vec)
{
return atan2f(vec.y, vec.x);
}
static V2 V2sub(V2 a, V2 b)
{
return (V2){
.x = a.x - b.x,
.y = a.y - b.y,
};
}