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1031 lines
32 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);
}
static struct Box *getbox(cpShape *shape)
{
return (struct Box *)cpShapeGetUserData(shape);
}
static struct Grid *find_empty_grid(struct GameState *gs)
{
// @Robust better memory mgmt
struct Grid *empty_grid = NULL;
for (int ii = 0; ii < MAX_GRIDS; ii++)
{
if (gs->grids[ii].body == NULL)
{
empty_grid = &gs->grids[ii];
break;
}
}
// @Robust cleanly fail when not enough grids
assert(empty_grid != NULL);
return empty_grid;
}
static int grid_num_boxes(struct Grid *g)
{
int to_return = 0;
for (int i = 0; i < MAX_BOXES_PER_GRID; i++)
{
SKIPNULL(g->boxes[i].shape);
to_return++;
}
return to_return;
}
static void box_destroy(cpSpace *space, struct Box *box)
{
cpSpaceRemoveShape(space, box->shape);
cpShapeFree(box->shape);
box->shape = NULL;
}
// space should be from gamestate, doesn't accept gamestate parameter so collision
// callbacks can use it
void grid_destroy(cpSpace *space, struct Grid *grid)
{
for (int i = 0; i < MAX_BOXES_PER_GRID; i++)
{
SKIPNULL(grid->boxes[i].shape);
box_destroy(space, &grid->boxes[i]);
}
cpSpaceRemoveBody(space, grid->body);
cpBodyFree(grid->body);
grid->body = NULL;
}
// removes boxe from grid, then ensures that the rule that grids must not have
// holes in them is applied.
// uses these forward declared serialization functions to duplicate a box
void ser_box(char **out, struct Box *b);
void des_box(char **in, struct Box *new_box, struct GameState *gs, struct Grid *g);
static void grid_remove_box(cpSpace *space, struct Grid *grid, struct Box *box)
{
box_destroy(space, box);
struct GameState *gs = (struct GameState *)cpSpaceGetUserData(space);
int num_boxes = grid_num_boxes(grid);
if (num_boxes == 0)
{
grid_destroy(space, grid);
return;
}
if (num_boxes == 1)
return;
// could be a gap between boxes in the grid, separate into multiple grids
// goal: create list of "real grids" from this grid that have boxes which are
// ONLY connected horizontally and vertically. whichever one of these "real grids"
// has the most blocks stays the current grid, so
// if a player is inhabiting this ship it stays that ship.
// The other "real grids" are allocated as new grids
#define MAX_SEPARATE_GRIDS 8
struct Box *separate_grids[MAX_SEPARATE_GRIDS][MAX_BOXES_PER_GRID] = {0};
int cur_separate_grid_index = 0;
int processed_boxes = 0;
struct Box **biggest_separate_grid = separate_grids[0];
int biggest_separate_grid_length = 0;
// process all boxes into separate, but correctly connected, grids
while (processed_boxes < num_boxes)
{
// grab an unprocessed box, one not in separate_grids, to start the flood fill
struct Box *unprocessed = NULL;
for (int i = 0; i < MAX_BOXES_PER_GRID; i++)
{
SKIPNULL(grid->boxes[i].shape);
struct Box *cur = &grid->boxes[i];
bool cur_has_been_processed = false;
for (int sep_i = 0; sep_i < MAX_SEPARATE_GRIDS; sep_i++)
{
for (int sep_box_i = 0; sep_box_i < MAX_BOXES_PER_GRID; sep_box_i++)
{
if (cur == separate_grids[sep_i][sep_box_i])
{
cur_has_been_processed = true;
break;
}
}
if (cur_has_been_processed)
break;
}
if (!cur_has_been_processed)
{
unprocessed = cur;
break;
}
}
assert(unprocessed != NULL);
// flood fill from this unprocessed box, adding each result to a new separate grid
// https://en.wikipedia.org/wiki/Flood_fill
struct Box **cur_separate_grid = separate_grids[cur_separate_grid_index];
cur_separate_grid_index++;
int separate_grid_i = 0;
{
// queue stuff @Robust use factored datastructure
struct Box *Q[MAX_BOXES_PER_GRID] = {0};
int Q_i = 0;
Q[Q_i] = unprocessed;
Q_i++;
struct Box *N = NULL;
while (Q_i > 0)
{
N = Q[Q_i - 1];
Q_i--;
if (true) // if node "inside", this is always true
{
cur_separate_grid[separate_grid_i] = N;
separate_grid_i++;
processed_boxes++;
V2 cur_local_pos = box_local_pos(N);
const V2 dirs[] = {
(V2){.x = -1.0f, .y = 0.0f},
(V2){.x = 1.0f, .y = 0.0f},
(V2){.x = 0.0f, .y = 1.0f},
(V2){.x = 0.0f, .y = -1.0f},
};
int num_dirs = sizeof(dirs) / sizeof(*dirs);
for (int ii = 0; ii < num_dirs; ii++)
{
V2 dir = dirs[ii];
// @Robust faster method, not O(N^2), of getting the box
// in the direction currently needed
V2 wanted_local_pos = V2add(cur_local_pos, V2scale(dir, BOX_SIZE));
struct Box *box_in_direction = NULL;
for (int iii = 0; iii < MAX_BOXES_PER_GRID; iii++)
{
SKIPNULL(grid->boxes[iii].shape);
if (V2cmp(box_local_pos(&grid->boxes[iii]), wanted_local_pos, 0.01f))
{
box_in_direction = &grid->boxes[iii];
break;
}
}
if (box_in_direction != NULL)
{
// make sure not already added to the separate grid
bool already_in_separate_grid = false;
for (int sepgrid_i = 0; sepgrid_i < MAX_BOXES_PER_GRID; sepgrid_i++)
{
if (cur_separate_grid[sepgrid_i] == NULL)
break; // assumed to be end of the current separate grid list
if (cur_separate_grid[sepgrid_i] == box_in_direction)
{
already_in_separate_grid = true;
break;
}
}
if (!already_in_separate_grid)
{
Q[Q_i] = box_in_direction;
Q_i++;
}
}
}
}
}
}
if (separate_grid_i > biggest_separate_grid_length)
{
biggest_separate_grid_length = separate_grid_i;
biggest_separate_grid = cur_separate_grid;
}
}
// create new grids for all lists of boxes except for the biggest one.
// delete the boxes out of the current grid as I pull boxes into separate ones
// which are no longer connected
for (int sepgrid_i = 0; sepgrid_i < MAX_SEPARATE_GRIDS; sepgrid_i++)
{
if (separate_grids[sepgrid_i] == biggest_separate_grid)
continue; // leave the boxes of the biggest separate untouched
struct Box **cur_separate_grid = separate_grids[sepgrid_i];
int cur_sepgrid_i = 0;
if (cur_separate_grid[cur_sepgrid_i] == NULL)
continue; // this separate grid is empty
struct Grid *new_grid = find_empty_grid(gs);
grid_new(new_grid, gs, grid_pos(grid)); // all grids have same pos but different center of mass (com)
cpBodySetAngle(new_grid->body, grid_rotation(grid));
int new_grid_box_i = 0;
while (cur_separate_grid[cur_sepgrid_i] != NULL)
{
char box_bytes[128];
char *cur = box_bytes;
// duplicate the box by serializing it then deserializing it
ser_box(&cur, cur_separate_grid[cur_sepgrid_i]);
cur = box_bytes;
des_box(&cur, &new_grid->boxes[new_grid_box_i], gs, new_grid);
cur_sepgrid_i++;
new_grid_box_i++;
}
cpBodySetVelocity(new_grid->body, cpBodyGetVelocityAtWorldPoint(grid->body, v2_to_cp(grid_com(new_grid))));
cpBodySetAngularVelocity(new_grid->body, grid_angular_velocity(grid));
cur_sepgrid_i = 0;
while (cur_separate_grid[cur_sepgrid_i] != NULL)
{
box_destroy(space, cur_separate_grid[cur_sepgrid_i]);
cur_sepgrid_i++;
}
}
}
static void postStepRemove(cpSpace *space, void *key, void *data)
{
cpShape *b = (cpShape *)key;
if (getbox(b)->damage > 1.0f)
{
grid_remove_box(space, (struct Grid *)cpBodyGetUserData(cpShapeGetBody(b)), getbox(b));
}
}
static cpBool on_damage(cpArbiter *arb, cpSpace *space, cpDataPointer userData)
{
cpShape *a, *b;
cpArbiterGetShapes(arb, &a, &b);
float damage = V2length(cp_to_v2(cpArbiterTotalImpulse(arb))) * 0.25f;
if (damage > 0.05f)
{
// Log("Collision with damage %f\n", damage);
getbox(a)->damage += damage;
getbox(b)->damage += damage;
}
// b must be the key passed into the post step removed, the key is cast into its shape
cpSpaceAddPostStepCallback(space, (cpPostStepFunc)postStepRemove, b, NULL);
cpSpaceAddPostStepCallback(space, (cpPostStepFunc)postStepRemove, a, NULL);
return true; // keep colliding
}
void initialize(struct GameState *gs)
{
gs->space = cpSpaceNew();
cpSpaceSetUserData(gs->space, (cpDataPointer)gs); // needed in the handler
cpCollisionHandler *handler = cpSpaceAddCollisionHandler(gs->space, 0, 0); // @Robust limit collision type to just blocks that can be damaged
// handler->beginFunc = begin;
handler->postSolveFunc = on_damage;
// handler->postSolveFunc = postStepRemove;
for (int i = 0; i < MAX_PLAYERS; i++)
2 years ago
{
reset_player(&gs->players[i]);
2 years ago
}
}
void destroy(struct GameState *gs)
{
for (int i = 0; i < MAX_GRIDS; i++)
2 years ago
{
SKIPNULL(gs->grids[i].body);
grid_destroy(gs->space, &gs->grids[i]);
2 years ago
}
cpSpaceFree(gs->space);
gs->space = NULL;
2 years ago
}
void reset_player(struct Player *p)
{
*p = (struct Player){0};
p->currently_inhabiting_index = -1;
}
// box must be passed as a parameter as the box added to chipmunk uses this pointer in its
// user data. pos is in local coordinates
void box_new(struct Box *to_modify, struct GameState *gs, struct Grid *grid, V2 pos)
{
*to_modify = (struct Box){0};
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),
};
to_modify->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_modify->shape, (void *)to_modify);
cpShapeSetMass(to_modify->shape, BOX_MASS);
cpSpaceAddShape(gs->space, to_modify->shape);
}
// the grid pointer passed gets referenced by the body
void grid_new(struct Grid *to_modify, 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
to_modify->body = body;
cpBodySetPosition(body, v2_to_cp(pos));
cpBodySetUserData(to_modify->body, (void *)to_modify);
}
// 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));
}
V2 grid_world_to_local(struct Grid *grid, V2 world)
{
return cp_to_v2(cpBodyWorldToLocal(grid->body, v2_to_cp(world)));
}
V2 grid_local_to_world(struct Grid *grid, V2 local)
{
return cp_to_v2(cpBodyLocalToWorld(grid->body, v2_to_cp(local)));
}
// returned snapped position is in world coordinates
V2 grid_snapped_box_pos(struct Grid *grid, V2 world)
{
V2 local = grid_world_to_local(grid, world);
local.x /= BOX_SIZE;
local.y /= BOX_SIZE;
local.x = roundf(local.x);
local.y = roundf(local.y);
local.x *= BOX_SIZE;
local.y *= BOX_SIZE;
return cp_to_v2(cpBodyLocalToWorld(grid->body, v2_to_cp(local)));
}
float grid_rotation(struct Grid *grid)
{
return cpBodyGetAngle(grid->body);
}
float grid_angular_velocity(struct Grid *grid)
{
return cpBodyGetAngularVelocity(grid->body);
}
struct Grid *box_grid(struct Box *box)
{
return (struct Grid *)cpBodyGetUserData(cpShapeGetBody(box->shape));
}
V2 box_local_pos(struct Box *box)
{
return cp_to_v2(cpShapeGetCenterOfGravity(box->shape));
}
V2 box_pos(struct Box *box)
{
return V2add(grid_pos(box_grid(box)), V2rotate(box_local_pos(box), grid_rotation(box_grid(box))));
}
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_double(char **out, double d)
{
memwrite(out, d);
}
void des_double(char **in, double *d)
{
memread(in, d);
}
void ser_int(char **out, int i)
{
memwrite(out, i);
}
void des_int(char **in, int *i)
{
memread(in, i);
}
void ser_uint64(char **out, uint64_t i)
{
memwrite(out, i);
}
void des_uint64(char **in, uint64_t *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)
{
ser_V2(out, cp_to_v2(cpShapeGetCenterOfGravity(b->shape)));
ser_int(out, b->type); // @Robust separate enum serialization that checks for out of bounds enum
ser_int(out, b->compass_rotation);
ser_float(out, b->thrust);
ser_float(out, b->energy_used);
ser_float(out, b->damage);
}
void des_box(char **in, struct Box *new_box, struct GameState *gs, struct Grid *g)
{
V2 pos = {0};
des_V2(in, &pos);
box_new(new_box, gs, g, pos);
des_int(in, (int *)&new_box->type);
des_int(in, (int *)&new_box->compass_rotation);
des_float(in, &new_box->thrust);
des_float(in, &new_box->energy_used);
des_float(in, &new_box->damage);
}
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_float(out, g->total_energy_capacity);
for (int i = 0; i < MAX_BOXES_PER_GRID; i++)
{
bool exists = g->boxes[i].shape != NULL;
ser_bool(out, exists);
if (exists)
{
ser_box(out, &g->boxes[i]);
}
}
}
// 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);
grid_new(g, gs, pos);
cpBodySetVelocity(g->body, v2_to_cp(vel));
cpBodySetAngle(g->body, rot);
cpBodySetAngularVelocity(g->body, angular_vel);
des_float(in, &g->total_energy_capacity);
// iterate over every box like this so box index is preserved on deserialization
for (int i = 0; i < MAX_BOXES_PER_GRID; i++)
{
bool exists = false;
des_bool(in, &exists);
if (exists)
{
des_box(in, &g->boxes[i], gs, g);
}
}
}
void ser_inputframe(char **out, struct InputFrame *i)
{
ser_V2(out, i->movement);
ser_bool(out, i->inhabit);
ser_V2(out, i->build);
ser_bool(out, i->dobuild);
ser_int(out, i->build_type);
ser_int(out, i->build_rotation);
ser_int(out, i->grid_index);
}
void des_inputframe(char **in, struct InputFrame *i)
{
des_V2(in, &i->movement);
des_bool(in, &i->inhabit);
des_V2(in, &i->build);
des_bool(in, &i->dobuild);
des_int(in, (int *)&i->build_type);
des_int(in, (int *)&i->build_rotation);
des_int(in, &i->grid_index);
}
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_float(out, p->spice_taken_away);
ser_float(out, p->goldness);
ser_inputframe(out, &p->input);
}
}
void des_player(char **in, struct Player *p, struct GameState *gs)
2 years ago
{
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_float(in, &p->spice_taken_away);
des_float(in, &p->goldness);
des_inputframe(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);
LEN_CHECK();
ser_uint64(&bytes, gs->tick);
ser_double(&bytes, gs->time);
LEN_CHECK();
ser_V2(&bytes, gs->goldpos);
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
for (int i = 0; i < MAX_GRIDS; i++)
{
bool exists = gs->grids[i].body != NULL;
ser_bool(&bytes, exists);
LEN_CHECK();
if (exists)
{
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;
2 years ago
char *original_bytes = bytes;
destroy(gs);
initialize(gs);
des_int(&bytes, &msg->your_player);
LEN_CHECK();
des_uint64(&bytes, &gs->tick);
LEN_CHECK();
des_double(&bytes, &gs->time);
LEN_CHECK();
des_V2(&bytes, &gs->goldpos);
LEN_CHECK();
for (int i = 0; i < MAX_PLAYERS; i++)
{
des_player(&bytes, &gs->players[i], gs);
LEN_CHECK();
}
for (int i = 0; i < MAX_GRIDS; i++)
{
bool exists = false;
des_bool(&bytes, &exists);
LEN_CHECK();
if (exists)
{
des_grid(&bytes, &gs->grids[i], gs);
LEN_CHECK();
}
}
}
// has to be global var because can only get this information
static cpShape *closest_to_point_in_radius_result = NULL;
static float closest_to_point_in_radius_result_largest_dist = 0.0f;
static void closest_point_callback_func(cpShape *shape, cpContactPointSet *points, void *data)
{
assert(points->count == 1);
float dist = V2length(cp_to_v2(cpvsub(points->points[0].pointA, points->points[0].pointB)));
// float dist = -points->points[0].distance;
if (dist > closest_to_point_in_radius_result_largest_dist)
{
closest_to_point_in_radius_result_largest_dist = dist;
closest_to_point_in_radius_result = shape;
}
}
struct Grid *closest_to_point_in_radius(struct GameState *gs, V2 point, float radius)
{
closest_to_point_in_radius_result = NULL;
closest_to_point_in_radius_result_largest_dist = 0.0f;
cpBody *tmpbody = cpBodyNew(0.0f, 0.0f);
cpShape *circle = cpCircleShapeNew(tmpbody, radius, v2_to_cp(point));
cpSpaceShapeQuery(gs->space, circle, closest_point_callback_func, NULL);
cpShapeFree(circle);
cpBodyFree(tmpbody);
if (closest_to_point_in_radius_result != NULL)
{
// @Robust query here for only boxes that are part of ships, could get nasty...
return (struct Grid *)cpBodyGetUserData(cpShapeGetBody(closest_to_point_in_radius_result));
}
return NULL;
}
V2 thruster_direction(struct Box *box)
{
assert(box->type == BoxThruster);
V2 to_return = (V2){.x = 1.0f, .y = 0.0f};
to_return = V2rotate(to_return, rotangle(box->compass_rotation));
to_return = V2rotate(to_return, box_rotation(box));
return to_return;
}
V2 thruster_force(struct Box *box)
{
return V2scale(thruster_direction(box), -box->thrust * THRUSTER_FORCE);
}
uint64_t tick(struct GameState *gs)
{
return (uint64_t)floor(gs->time / ((double)TIMESTEP));
}
void process(struct GameState *gs, float dt)
{
assert(gs->space != NULL);
assert(dt == TIMESTEP); // @TODO fix tick being incremented every time
gs->tick += 1;
gs->time += dt;
// process input
for (int i = 0; i < MAX_PLAYERS; i++)
{
struct Player *p = &gs->players[i];
if (!p->connected)
continue;
// update gold win condition
if (V2length(V2sub(p->pos, gs->goldpos)) < GOLD_COLLECT_RADIUS)
{
p->goldness += 0.1;
p->spice_taken_away = 0.0f;
gs->goldpos = (V2){.x = hash11(gs->time) * 20.0f, .y = hash11(gs->time - 13.6f) * 20.0f};
}
if (gs->grids[p->currently_inhabiting_index].body == NULL)
{
p->currently_inhabiting_index = -1;
}
if (p->input.inhabit)
{
p->input.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), 0.1f, cpShapeFilterNew(CP_NO_GROUP, CP_ALL_CATEGORIES, CP_ALL_CATEGORIES), &query_info);
if (result != NULL)
{
// result is assumed to be a box shape
struct Grid *g = (struct Grid *)cpBodyGetUserData(cpShapeGetBody(result));
int ship_to_inhabit = -1;
for (int ii = 0; ii < MAX_GRIDS; ii++)
{
SKIPNULL(gs->grids[ii].body);
if (&gs->grids[ii] == g)
{
ship_to_inhabit = ii;
break;
}
}
// don't allow inhabiting a grid that's already inhabited
for (int ii = 0; ii < MAX_PLAYERS; ii++)
{
if (gs->players[ii].currently_inhabiting_index == ship_to_inhabit)
{
Log("Attempted to inhabit already taken ship\n");
ship_to_inhabit = -1;
}
}
if (ship_to_inhabit == -1)
{
Log("Couldn't find ship to inhabit even though point collision returned something\n");
}
else
{
p->currently_inhabiting_index = ship_to_inhabit;
}
}
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;
}
}
// process movement
{
// no cheating by making movement bigger than length 1
if (V2length(p->input.movement) != 0.0f)
{
p->input.movement = V2scale(V2normalize(p->input.movement), clamp(V2length(p->input.movement), 0.0f, 1.0f));
}
if (p->currently_inhabiting_index == -1)
{
// @Robust make sure movement vector is normalized so player can't cheat
p->vel = V2add(p->vel, V2scale(p->input.movement, dt * 0.5f));
p->spice_taken_away += dt * 0.15f * V2length(p->input.movement);
}
else
{
struct Grid *g = &gs->grids[p->currently_inhabiting_index];
V2 target_new_pos = V2lerp(p->pos, grid_com(g), dt * 20.0f);
p->vel = V2scale(V2sub(target_new_pos, p->pos), 1.0f / dt); // set vel correctly so newly built grids have the correct velocity copied from it
// set thruster thrust from movement
{
float energy_available = g->total_energy_capacity;
V2 target_direction = {0};
if (V2length(p->input.movement) > 0.0f)
{
target_direction = V2normalize(p->input.movement);
}
for (int ii = 0; ii < MAX_BOXES_PER_GRID; ii++)
{
SKIPNULL(g->boxes[ii].shape);
if (g->boxes[ii].type != BoxThruster)
continue;
float wanted_thrust = -V2dot(target_direction, thruster_direction(&g->boxes[ii]));
wanted_thrust = clamp01(wanted_thrust);
float needed_energy = wanted_thrust * THRUSTER_ENERGY_USED_PER_SECOND * dt;
energy_available -= needed_energy;
if (energy_available > 0.0f)
g->boxes[ii].thrust = wanted_thrust;
else
g->boxes[ii].thrust = 0.0f;
}
}
// cpBodyApplyForceAtWorldPoint(g->body, v2_to_cp(V2scale(p->input.movement, 5.0f)), v2_to_cp(grid_com(g)));
// bigger the ship, the more efficient the spice usage
}
p->pos = V2add(p->pos, V2scale(p->vel, dt));
}
if (p->input.dobuild)
{
p->input.dobuild = false; // handle the input. if didn't do this, after destruction of hovered box, would try to build on its grid with grid_index...
cpPointQueryInfo info = {0};
// @Robust make sure to query only against boxes...
V2 world_build = p->input.build;
if (p->input.grid_index != -1)
{
world_build = grid_local_to_world(&gs->grids[p->input.grid_index], p->input.build);
}
cpShape *nearest = cpSpacePointQueryNearest(gs->space, v2_to_cp(world_build), 0.01f, cpShapeFilterNew(CP_NO_GROUP, CP_ALL_CATEGORIES, CP_ALL_CATEGORIES), &info);
if (nearest != NULL)
{
struct Box *cur_box = (struct Box *)cpShapeGetUserData(nearest);
struct Grid *cur_grid = (struct Grid *)cpBodyGetUserData(cpShapeGetBody(nearest));
grid_remove_box(gs->space, cur_grid, cur_box);
p->spice_taken_away -= 0.1f;
}
else if (p->input.grid_index == -1)
{
struct Grid *empty_grid = find_empty_grid(gs);
p->spice_taken_away += 0.2f;
grid_new(empty_grid, gs, world_build);
box_new(&empty_grid->boxes[0], gs, empty_grid, (V2){0});
empty_grid->boxes[0].type = p->input.build_type;
empty_grid->boxes[0].compass_rotation = p->input.build_rotation;
cpBodySetVelocity(empty_grid->body, v2_to_cp(p->vel));
}
else
{
struct Grid *g = &gs->grids[p->input.grid_index];
struct Box *empty_box = NULL;
for (int ii = 0; ii < MAX_BOXES_PER_GRID; ii++)
{
if (g->boxes[ii].shape == NULL)
{
empty_box = &g->boxes[ii];
break;
}
}
// @Robust cleanly fail when not enough boxes
assert(empty_box != NULL);
p->spice_taken_away += 0.1f;
box_new(empty_box, gs, g, grid_world_to_local(g, world_build));
empty_box->type = p->input.build_type;
empty_box->compass_rotation = p->input.build_rotation;
}
}
if (p->spice_taken_away >= 1.0f)
{
reset_player(p);
p->connected = true;
}
p->spice_taken_away = clamp01(p->spice_taken_away);
}
// add thrust from thruster blocks
for (int i = 0; i < MAX_GRIDS; i++)
{
SKIPNULL(gs->grids[i].body);
struct Box *batteries[MAX_BOXES_PER_GRID] = {0};
int cur_battery = 0;
for (int ii = 0; ii < MAX_BOXES_PER_GRID; ii++)
{
SKIPNULL(gs->grids[i].boxes[ii].shape);
if (gs->grids[i].boxes[ii].type == BoxBattery)
{
assert(cur_battery < MAX_BOXES_PER_GRID);
batteries[cur_battery] = &gs->grids[i].boxes[ii];
cur_battery++;
}
}
int batteries_len = cur_battery;
float thruster_energy_consumption_per_second = 0.0f;
for (int ii = 0; ii < MAX_BOXES_PER_GRID; ii++)
{
SKIPNULL(gs->grids[i].boxes[ii].shape);
if (gs->grids[i].boxes[ii].type == BoxThruster)
{
float energy_to_consume = gs->grids[i].boxes[ii].thrust * THRUSTER_ENERGY_USED_PER_SECOND * dt;
struct Box *max_capacity_battery = NULL;
float max_capacity_battery_energy_used = 1.0f;
for (int iii = 0; iii < batteries_len; iii++)
{
if (batteries[iii]->energy_used < max_capacity_battery_energy_used)
{
max_capacity_battery = batteries[iii];
max_capacity_battery_energy_used = batteries[iii]->energy_used;
}
}
if (max_capacity_battery != NULL && (1.0f - max_capacity_battery->energy_used) > energy_to_consume)
{
max_capacity_battery->energy_used += energy_to_consume;
cpBodyApplyForceAtWorldPoint(gs->grids[i].body, v2_to_cp(thruster_force(&gs->grids[i].boxes[ii])), v2_to_cp(box_pos(&gs->grids[i].boxes[ii])));
}
}
}
gs->grids[i].total_energy_capacity = 0.0f;
for (int ii = 0; ii < batteries_len; ii++)
{
gs->grids[i].total_energy_capacity += 1.0f - batteries[ii]->energy_used;
}
}
cpSpaceStep(gs->space, dt);
}