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416 lines
11 KiB
C

#include <chipmunk.h>
#include "types.h"
#include <stdio.h> // assert logging
// 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 __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)
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);
}
void initialize(struct GameState *gs)
{
gs->space = cpSpaceNew();
for (int i = 0; i < MAX_PLAYERS; i++)
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{
reset_player(&gs->players[i]);
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}
}
void destroy(struct GameState *gs)
{
for (int i = 0; i < gs->num_grids; i++)
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{
grid_destroy(&gs->grids[i]);
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}
gs->num_grids = 0;
cpSpaceDestroy(gs->space);
gs->space = NULL;
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}
void reset_player(struct Player *p)
{
*p = (struct Player){0};
p->currently_inhabiting_index = -1;
}
struct Box box_new(struct GameState *gs, struct Grid *grid, V2 pos)
{
float halfbox = BOX_SIZE / 2.0f;
cpBB box = cpBBNew(-halfbox + pos.x, -halfbox + pos.y, halfbox + pos.x, halfbox + pos.y);
cpVect verts[4] = {
cpv(box.r, box.b),
cpv(box.r, box.t),
cpv(box.l, box.t),
cpv(box.l, box.b),
};
struct Box to_return = (struct Box){
.shape = (cpShape *)cpPolyShapeInitRaw(cpPolyShapeAlloc(), grid->body, 4, verts, 0.0f), // this cast is done in chipmunk, not sure why it works
};
// assumed to be grid in inhabit code as well
cpShapeSetUserData(to_return.shape, (void *)grid);
cpShapeSetMass(to_return.shape, BOX_MASS);
cpSpaceAddShape(gs->space, to_return.shape);
// update the center of mass (can't believe this isn't done for me...)
// float total_mass = 0.0f;
// float total_moment_of_inertia = 0.0f;
// V2 total_pos = {0};
// for (int i = 0; i < grid->num_boxes; i++)
// {
// cpShape *cur_shape = grid->boxes[i].shape;
// total_mass += cpShapeGetMass(cur_shape);
// total_moment_of_inertia += cpShapeGetMoment(cur_shape);
// total_pos = V2add(total_pos, V2scale(cp_to_v2(cpShapeGetCenterOfGravity(cur_shape)), cpShapeGetMass(cur_shape)));
// }
// total_pos = V2scale(total_pos, 1.0f / total_mass);
// @Robust I think moment of inertia calculation is wrong? https://chipmunk-physics.net/forum/viewtopic.php?t=2566
return to_return;
}
struct Grid grid_new(struct GameState *gs, V2 pos)
{
assert(gs->space != NULL);
float halfbox = BOX_SIZE / 2.0f;
cpBody *body = cpSpaceAddBody(gs->space, cpBodyNew(0.0, 0.0)); // zeros for mass/moment of inertia means automatically calculated from its collision shapes
cpBodySetPosition(body, v2_to_cp(pos));
struct Grid to_return = (struct Grid){
.body = body,
};
// box_new(gs, &to_return, (V2){0});
return to_return;
}
void grid_destroy(struct Grid *grid)
{
for (int ii = 0; ii < grid->num_boxes; ii++)
{
cpShapeFree(grid->boxes[ii].shape);
grid->boxes[ii].shape = NULL;
}
grid->num_boxes = 0;
cpBodyFree(grid->body);
grid->body = NULL;
}
// center of mass, not the literal position
V2 grid_com(struct Grid *grid)
{
return cp_to_v2(cpBodyLocalToWorld(grid->body, cpBodyGetCenterOfGravity(grid->body)));
}
V2 grid_pos(struct Grid *grid)
{
return cp_to_v2(cpBodyGetPosition(grid->body));
}
V2 grid_vel(struct Grid *grid)
{
return cp_to_v2(cpBodyGetVelocity(grid->body));
}
float grid_rotation(struct Grid *grid)
{
return cpBodyGetAngle(grid->body);
}
float grid_angular_velocity(struct Grid *grid)
{
return cpBodyGetAngularVelocity(grid->body);
}
V2 box_pos(struct Box *box)
{
struct Grid *g = (struct Grid *)cpShapeGetUserData(box->shape);
return V2add(grid_pos(g), cp_to_v2(cpShapeGetCenterOfGravity(box->shape)));
}
float box_rotation(struct Box *box)
{
return cpBodyGetAngle(cpShapeGetBody(box->shape));
}
#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_grid(char **out, struct Grid *g)
{
// grid must not be null, dummy!
assert(g->body != NULL);
ser_V2(out, grid_pos(g));
ser_V2(out, grid_vel(g));
ser_float(out, grid_rotation(g));
ser_float(out, grid_angular_velocity(g));
ser_int(out, g->num_boxes);
for (int i = 0; i < g->num_boxes; i++)
{
ser_V2(out, cp_to_v2(cpShapeGetCenterOfGravity(g->boxes[i].shape)));
ser_float(out, g->boxes[i].damage);
}
}
// takes gamestate as argument to place box in the gamestates space
void des_grid(char **in, struct Grid *g, struct GameState *gs)
{
assert(g->body == NULL); // destroy the grid 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);
*g = grid_new(gs, pos);
cpBodySetVelocity(g->body, v2_to_cp(vel));
cpBodySetAngle(g->body, rot);
cpBodySetAngularVelocity(g->body, angular_vel);
des_int(in, &g->num_boxes);
for (int i = 0; i < g->num_boxes; i++)
{
V2 pos = {0};
des_V2(in, &pos);
g->boxes[i] = box_new(gs, g, pos);
des_float(in, &g->boxes[i].damage);
}
}
void ser_player(char **out, struct Player *p)
{
ser_bool(out, p->connected);
if (p->connected)
{
ser_int(out, p->currently_inhabiting_index);
ser_V2(out, p->pos);
ser_V2(out, p->vel);
ser_V2(out, p->movement);
ser_bool(out, p->inhabit);
}
}
void des_player(char **in, struct Player *p, struct GameState *gs)
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{
des_bool(in, &p->connected);
if (p->connected)
{
des_int(in, &p->currently_inhabiting_index);
des_V2(in, &p->pos);
des_V2(in, &p->vel);
des_V2(in, &p->movement);
des_bool(in, &p->inhabit);
}
}
// @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);
LEN_CHECK();
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_grids);
LEN_CHECK();
for (int i = 0; i < gs->num_grids; i++)
{
ser_grid(&bytes, &gs->grids[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_grids);
LEN_CHECK();
for (int i = 0; i < gs->num_grids; i++)
{
des_grid(&bytes, &gs->grids[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;
if (p->inhabit)
{
p->inhabit = false; // "handle" the input
if (p->currently_inhabiting_index == -1)
{
// @Robust mask to only ship boxes of things the player can inhabit
cpPointQueryInfo query_info = {0};
cpShape *result = cpSpacePointQueryNearest(gs->space, v2_to_cp(p->pos), 0.1, cpShapeFilterNew(CP_NO_GROUP, CP_ALL_CATEGORIES, CP_ALL_CATEGORIES), &query_info);
if (result != NULL)
{
struct Grid *g = (struct Grid *)cpShapeGetUserData(result);
for (int ii = 0; ii < gs->num_grids; ii++)
{
if (&gs->grids[ii] == g)
{
p->currently_inhabiting_index = ii;
break;
}
}
if (p->currently_inhabiting_index == -1)
{
Log("Couldn't find ship to inhabit even though point collision returned something\n");
}
}
else
{
Log("No ship above player at point %f %f\n", p->pos.x, p->pos.y);
}
}
else
{
p->vel = grid_vel(&gs->grids[p->currently_inhabiting_index]);
p->currently_inhabiting_index = -1;
}
}
if (p->currently_inhabiting_index == -1)
{
p->vel = V2lerp(p->vel, p->movement, dt * 5.0f);
p->pos = V2add(p->pos, V2scale(p->vel, dt));
}
else
{
struct Grid *g = &gs->grids[p->currently_inhabiting_index];
p->pos = V2lerp(p->pos, grid_com(g), dt * 20.0f);
cpBodyApplyForceAtWorldPoint(g->body, v2_to_cp(V2scale(p->movement, 5.0f)), v2_to_cp(grid_com(g)));
}
// cpBodyApplyForceAtWorldPoint(p->box.body, v2_to_cp(V2scale(p->input, 5.0f)), v2_to_cp(box_pos(p->box)));
}
cpSpaceStep(gs->space, dt);
}