# pragma once
# include "buildsettings.h"
# define MAX_BOX_TYPES 64
# define ZOOM_MIN 0.10 // smaller means you can zoom out more
# define ZOOM_MAX 1500.0 // bigger means you can zoom in more
# define MAX_PLAYERS 16
# define MAX_SUNS 8
# define MAX_ENTITIES 1024 * 25
# define BOX_SIZE 0.25f
# define MERGE_MAX_DIST (BOX_SIZE / 2.0f + 0.01f)
# define PLAYER_SIZE ((cpVect){.x = BOX_SIZE, .y = BOX_SIZE})
# define PLAYER_MASS 0.5f
# ifdef FAT_THRUSTERS
# define PLAYER_JETPACK_FORCE 200.0f
# else
# define PLAYER_JETPACK_FORCE 3.5f
# endif
# define PLAYER_JETPACK_TORQUE 0.05f
# define MISSILE_RANGE 4.0f
# define MISSILE_BURN_TIME 1.5f
# define MISSILE_ARM_TIME 0.5f
# define MISSILE_BURN_FORCE 4.0f
# define MISSILE_MASS 1.0f
// how many missiles grown per second
# define MISSILE_DAMAGE_THRESHOLD 0.2f
# define MISSILE_CHARGE_RATE 0.5f
// centered on the sprite
# define MISSILE_SPRITE_SIZE ((cpVect){.x = BOX_SIZE, .y = BOX_SIZE})
# define MISSILE_COLLIDER_SIZE ((cpVect){.x = BOX_SIZE * 0.5f, .y = BOX_SIZE * 0.5f})
// distance at which things become geostationary and no more solar power!
# define PLAYER_JETPACK_ROTATION_ENERGY_PER_SECOND 0.2f
# define PLAYER_JETPACK_SPICE_PER_SECOND 0.08f
# define SCANNER_ENERGY_USE 0.05f
# define MAX_HAND_REACH 1.0f
# define SCANNER_SCAN_RATE 0.5f
# define SCANNER_RADIUS 1.0f
# define GOLD_COLLECT_RADIUS 0.3f
# define BUILD_BOX_SNAP_DIST_TO_SHIP 0.2f
# define BOX_MASS 1.0f
# define COLLISION_DAMAGE_SCALING 0.15f
# define THRUSTER_FORCE 24.0f
# define THRUSTER_ENERGY_USED_PER_SECOND 0.005f
# define GYROSCOPE_ENERGY_USED_PER_SECOND 0.005f
# define GYROSCOPE_TORQUE 0.5f
# define CLOAKING_ENERGY_USE 0.1f
# define CLOAKING_PANEL_SIZE BOX_SIZE * 3.0f
# define VISION_RADIUS 12.0f
# define MAX_SERVER_TO_CLIENT 1024 * 512 // maximum size of serialized gamestate buffer
# define MAX_CLIENT_TO_SERVER 1024 * 10 // maximum size of serialized inputs and mic data
# define GRAVITY_CONSTANT 0.1f
# define GRAVITY_SMALLEST 0.01f // used to determine when gravity is clamped to 0.0f
# define INSTANT_DEATH_DISTANCE_FROM_CENTER 4000.0f
# define SOLAR_ENERGY_PER_SECOND 0.09f
# define DAMAGE_TO_PLAYER_PER_BLOCK 0.1f
# define BATTERY_CAPACITY 1.5f
# define PLAYER_ENERGY_RECHARGE_PER_SECOND 0.2
# define EXPLOSION_TIME 0.5f
# define EXPLOSION_DAMAGE_PER_SEC 10.0f
# define EXPLOSION_DAMAGE_THRESHOLD 0.2f // how much damage until it explodes
# define GOLD_UNLOCK_RADIUS 1.0f
# define TIME_BETWEEN_WORLD_SAVE 30.0f
# define MISSILE_EXPLOSION_PUSH 2.5f
# define MISSILE_EXPLOSION_RADIUS 0.4f
# define BOMB_EXPLOSION_PUSH 5.0f
# define BOMB_EXPLOSION_RADIUS 1.0f
// VOIP
# define VOIP_PACKET_BUFFER_SIZE 15 // audio. Must be bigger than 2
# define VOIP_EXPECTED_FRAME_COUNT 240
# define VOIP_SAMPLE_RATE (48000 / 2)
// in seconds
# define VOIP_TIME_PER_PACKET (1.0f / ((float)((float)VOIP_SAMPLE_RATE / VOIP_EXPECTED_FRAME_COUNT)))
# define VOIP_PACKET_MAX_SIZE 4000
# define VOIP_DISTANCE_WHEN_CANT_HEAR (VISION_RADIUS * 0.8f)
// multiplayer
# define TICKS_BEHIND_DO_SNAP 6 // when this many ticks behind, instead of dilating time SNAP to the healthy ticks ahead
# define MAX_MS_SPENT_REPREDICTING 30.0f
# define TIME_BETWEEN_SEND_GAMESTATE (1.0f / 20.0f)
# define TIME_BETWEEN_INPUT_PACKETS (1.0f / 20.0f)
# define TIMESTEP (1.0f / 60.0f) // server required to simulate at this, defines what tick the game is on
# define LOCAL_INPUT_QUEUE_MAX 90 // please god let you not have more than 90 frames of game latency
# define INPUT_QUEUE_MAX 15
// fucks up serialization if you change this, fix it if you do that!
# define BOX_UNLOCKS_TYPE uint64_t
// cross platform threadlocal variables
# if defined(WIN32) || defined(_WIN32) || defined(__WIN32__) || defined(__NT__)
# define THREADLOCAL __declspec(thread)
# else
# define THREADLOCAL __thread
# endif
# define ARRLEN(x) (sizeof(x) / sizeof((x)[0]))
# include "cpVect.h" // offers vector functions and types for the structs
# include "miniaudio.h" // @Robust BAD. using miniaudio mutex construct for server thread synchronization. AWFUL!
# include <math.h> // sqrt and cos vector functions
# include <stdint.h> // tick is unsigned integer
# include <stdio.h> // logging on errors for functions
// defined in gamestate.c. Janky
# define flight_assert(condition) __flight_assert(condition, __FILE__, __LINE__, #condition)
// including headers from headers bad
# ifndef CHIPMUNK_H
typedef void cpSpace ;
typedef void cpBody ;
typedef void cpShape ;
# endif
# include "queue.h"
# include <stdbool.h>
# ifndef OPUS_TYPES_H
typedef int opus_int32 ;
# endif
# ifndef _STDBOOL
# define bool _Bool
# define false 0
# define true 1
# endif
extern FILE * log_file ;
# include <time.h> // the time in logging!
void fill_time_string ( char * to_fill , size_t max_length ) ;
# define Log(...) \
{ \
char time_string [ 2048 ] = { 0 } ; \
fill_time_string ( time_string , 2048 ) ; \
fprintf ( stdout , " %s | %s:%d | " , time_string , __FILE__ , __LINE__ ) ; \
fprintf ( stdout , __VA_ARGS__ ) ; \
if ( log_file ! = NULL ) \
{ \
fprintf ( log_file , " %s | %s:%d | " , time_string , __FILE__ , __LINE__ ) ; \
fprintf ( log_file , __VA_ARGS__ ) ; \
} \
}
enum BoxType
{
BoxInvalid , // zero initialized box is invalid!
BoxHullpiece ,
BoxThruster ,
BoxBattery ,
BoxCockpit ,
BoxMedbay ,
BoxSolarPanel ,
BoxExplosive ,
BoxScanner ,
BoxGyroscope ,
BoxCloaking ,
BoxMissileLauncher ,
BoxMerge ,
BoxLast ,
} ;
enum CompassRotation
{
Right ,
Down ,
Left ,
Up ,
RotationLast ,
} ;
enum Squad
{
SquadNone ,
SquadRed ,
SquadGreen ,
SquadBlue ,
SquadPurple ,
SquadLast ,
} ;
// when generation is 0, invalid ID
typedef struct EntityID
{
unsigned int generation ; // VERY IMPORTANT if 0 then EntityID points to nothing, generation >= 1
unsigned int index ; // index into the entity arena
} EntityID ;
static inline bool entityids_same ( EntityID a , EntityID b )
{
return ( a . generation = = b . generation ) & & ( a . index = = b . index ) ;
}
// when updated, must update serialization, comparison in main.c, and the server
// on input received processing function
typedef struct InputFrame
{
uint64_t tick ;
cpVect movement ;
double rotation ;
int take_over_squad ; // -1 means not taking over any squad
bool accept_cur_squad_invite ;
bool reject_cur_squad_invite ;
EntityID invite_this_player ; // null means inviting nobody! @Robust make it so just sends interact pos input, and server processes who to invite. This depends on client side prediction + proper input processing at the right tick.
bool seat_action ;
cpVect hand_pos ; // local to player transationally but not rotationally
bool dobuild ;
enum BoxType build_type ;
enum CompassRotation build_rotation ;
} InputFrame ;
typedef struct Entity
{
bool exists ;
EntityID next_free_entity ;
unsigned int generation ;
bool no_save_to_disk ; // stuff generated later on, like player's bodies or space stations that respawn.
double damage ; // used by box and player
cpBody * body ; // used by grid, player, and box
cpShape * shape ; // must be a box so shape_size can be set appropriately, and serialized
// players and boxes can be cloaked
// If this is within 2 timesteps of the current game time, the entity is invisible.
double time_was_last_cloaked ;
enum Squad last_cloaked_by_squad ;
// for serializing the shape
// @Robust remove shape_parent_entity from this struct, use the shape's body to figure out
// what the shape's parent entity is
EntityID shape_parent_entity ; // can't be zero if shape is nonzero
cpVect shape_size ;
// player
bool is_player ;
enum Squad owning_squad ; // also controls what the player can see, because of cloaking!
EntityID currently_inside_of_box ;
enum Squad squad_invited_to ; // if squad none, then no squad invite
double goldness ; // how much the player is a winner
// explosion
bool is_explosion ;
cpVect explosion_pos ;
cpVect explosion_vel ;
double explosion_progress ; // in seconds
double explosion_push_strength ;
double explosion_radius ;
// sun
bool is_sun ;
cpVect sun_vel ;
cpVect sun_pos ;
double sun_mass ;
double sun_radius ;
// missile
bool is_missile ;
double time_burned_for ; // until MISSILE_BURN_TIME. Before MISSILE_ARM_TIME cannot explode
// grids
bool is_grid ;
double total_energy_capacity ;
EntityID boxes ;
// boxes
bool is_box ;
enum BoxType box_type ;
bool is_platonic ; // can't be destroyed, unaffected by physical forces
bool always_visible ; // always serialized to the player. @Robust check if not used
EntityID next_box ; // for the grid!
EntityID prev_box ; // doubly linked so can remove in middle of chain
enum CompassRotation compass_rotation ;
bool indestructible ;
// merger
bool wants_disconnect ; // don't serialized, termporary value not used across frames
// missile launcher
double missile_construction_charge ;
// used by medbay and cockpit
EntityID player_who_is_inside_of_me ;
// only serialized when box_type is thruster or gyroscope, used for both. Thrust
// can mean rotation thrust!
double wanted_thrust ; // the thrust command applied to the thruster
double thrust ; // the actual thrust it can provide based on energy sources in the grid
// only serialized when box_type is battery
double energy_used ; // battery, between 0 battery capacity. You have to look through code to figure out what that is! haha sucker!
// only serialized when box_type is solar panel
double sun_amount ; // solar panel, between 0 and 1
// cloaking only
double cloaking_power ; // 0.0 if unable to be used because no power, 1.0 if fully cloaking!
// scanner only stuff!
EntityID currently_scanning ;
double currently_scanning_progress ; // when 1.0, scans it!
BOX_UNLOCKS_TYPE blueprints_learned ;
double scanner_head_rotate_speed ; // not serialized, cosmetic
double scanner_head_rotate ;
cpVect platonic_nearest_direction ; // normalized
double platonic_detection_strength ; // from zero to one
} Entity ;
typedef struct Player
{
bool connected ;
BOX_UNLOCKS_TYPE box_unlocks ; // each bit is that box's unlock
enum Squad squad ;
EntityID entity ;
EntityID last_used_medbay ;
InputFrame input ;
} Player ;
// use i.sun to access the current sun's pointer
typedef struct SunIter
{
int i ;
Entity * sun ;
} SunIter ;
# define SUNS_ITER(gs_ptr) \
for ( SunIter i = { 0 } ; i . i < MAX_SUNS ; i . i + + ) \
if ( ( i . sun = get_entity ( gs_ptr , ( gs_ptr ) - > suns [ i . i ] ) ) ! = NULL )
// gotta update the serialization functions when this changes
typedef struct GameState
{
cpSpace * space ;
uint64_t tick ;
double subframe_time ; // @Robust remove this, I don't think it's used anymore
cpVect goldpos ;
Player players [ MAX_PLAYERS ] ;
EntityID suns [ MAX_SUNS ] ; // can't have holes in it for serialization
cpVect platonic_positions [ MAX_BOX_TYPES ] ; // don't want to search over every entity to get the nearest platonic box!
bool server_side_computing ; // some things only the server should know and calculate, like platonic locations
// Entity arena
// ent:ity pointers can't move around because of how the physics engine handles user data.
// if you really need this, potentially refactor to store entity IDs instead of pointers
// in the shapes and bodies of chipmunk. Would require editing the library I think
Entity * entities ;
unsigned int max_entities ; // maximum number of entities possible in the entities list
unsigned int cur_next_entity ; // next entity to pass on request of a new entity if the free list is empty
EntityID free_list ;
} GameState ;
# define PLAYERS_ITER(players, cur) \
for ( Player * cur = players ; cur < players + MAX_PLAYERS ; cur + + ) \
if ( cur - > connected )
# define PI 3.14159f
# define TAU (PI * 2.0f)
// returns in radians
static inline double rotangle ( enum CompassRotation rot )
{
switch ( rot )
{
case Right :
return 0.0f ;
break ;
case Down :
return - PI / 2.0f ;
break ;
case Left :
return - PI ;
break ;
case Up :
return - 3.0f * PI / 2.0f ;
break ;
default :
Log ( " Unknown rotation %d \n " , rot ) ;
return - 0.0f ;
break ;
}
}
typedef struct OpusPacket
{
opus_int32 length ;
unsigned char data [ VOIP_PACKET_MAX_SIZE ] ;
} OpusPacket ;
typedef struct ServerToClient
{
struct GameState * cur_gs ;
Queue * audio_playback_buffer ;
int your_player ;
} ServerToClient ;
typedef struct ClientToServer
{
Queue * mic_data ; // on serialize, flushes this of packets. On deserialize, fills it
Queue * input_data ; // does not flush on serialize! must be in order of tick
} ClientToServer ;
# define DeferLoop(start, end) \
for ( int _i_ = ( ( start ) , 0 ) ; _i_ = = 0 ; _i_ + = 1 , ( end ) )
// server
void server ( void * info ) ; // data parameter required from thread api...
void create_player ( Player * player ) ;
bool box_unlocked ( Player * player , enum BoxType box ) ;
// gamestate
void create_initial_world ( GameState * gs ) ;
void initialize ( struct GameState * gs , void * entity_arena , size_t entity_arena_size ) ;
void destroy ( struct GameState * gs ) ;
void process_fixed_timestep ( GameState * gs ) ;
// if is subframe, doesn't always increment the tick. When enough
// subframe time has been processed, increments the tick
void process ( struct GameState * gs , double dt ) ; // does in place
Entity * closest_box_to_point_in_radius ( struct GameState * gs , cpVect point , double radius , bool ( * filter_func ) ( Entity * ) ) ;
uint64_t tick ( struct GameState * gs ) ;
double elapsed_time ( GameState * gs ) ;
double sun_dist_no_gravity ( Entity * sun ) ;
void quit_with_popup ( const char * message_utf8 , const char * title_utf8 ) ;
// all of these return if successful or not
bool server_to_client_serialize ( struct ServerToClient * msg , unsigned char * bytes , size_t * out_len , size_t max_len , Entity * for_this_player , bool to_disk ) ;
bool server_to_client_deserialize ( struct ServerToClient * msg , unsigned char * bytes , size_t max_len , bool from_disk ) ;
bool client_to_server_deserialize ( GameState * gs , struct ClientToServer * msg , unsigned char * bytes , size_t max_len ) ;
bool client_to_server_serialize ( GameState * gs , struct ClientToServer * msg , unsigned char * bytes , size_t * out_len , size_t max_len ) ;
// entities
bool is_burning ( Entity * missile ) ;
Entity * get_entity ( struct GameState * gs , EntityID id ) ;
Entity * new_entity ( struct GameState * gs ) ;
EntityID get_id ( struct GameState * gs , Entity * e ) ;
cpVect entity_pos ( Entity * e ) ;
void entity_set_rotation ( Entity * e , double rot ) ;
void entity_set_pos ( Entity * e , cpVect pos ) ;
double entity_rotation ( Entity * e ) ;
void entity_ensure_in_orbit ( GameState * gs , Entity * e ) ;
void entity_destroy ( GameState * gs , Entity * e ) ;
# define BOX_CHAIN_ITER(gs, cur, starting_box) for (Entity *cur = get_entity(gs, starting_box); cur != NULL; cur = get_entity(gs, cur->next_box))
# define BOXES_ITER(gs, cur, grid_entity_ptr) BOX_CHAIN_ITER(gs, cur, (grid_entity_ptr)->boxes)
typedef struct LauncherTarget
{
bool target_found ;
double facing_angle ; // in global coords
} LauncherTarget ;
LauncherTarget missile_launcher_target ( GameState * gs , Entity * launcher ) ;
// grid
void grid_create ( struct GameState * gs , Entity * e ) ;
void box_create ( struct GameState * gs , Entity * new_box , Entity * grid , cpVect pos ) ;
Entity * box_grid ( Entity * box ) ;
cpVect grid_com ( Entity * grid ) ;
cpVect grid_vel ( Entity * grid ) ;
cpVect box_vel ( Entity * box ) ;
cpVect grid_local_to_world ( Entity * grid , cpVect local ) ;
cpVect grid_world_to_local ( Entity * grid , cpVect world ) ;
cpVect grid_snapped_box_pos ( Entity * grid , cpVect world ) ; // returns the snapped pos in world coords
double entity_angular_velocity ( Entity * grid ) ;
cpVect entity_shape_pos ( Entity * box ) ;
double box_rotation ( Entity * box ) ;
// thruster
cpVect box_facing_vector ( Entity * box ) ;
cpVect thruster_force ( Entity * box ) ;
// debug draw
void dbg_drawall ( ) ;
void dbg_line ( cpVect from , cpVect to ) ;
void dbg_rect ( cpVect center ) ;
typedef struct ServerThreadInfo
{
ma_mutex info_mutex ;
const char * world_save ;
bool should_quit ;
} ServerThreadInfo ;
// all the math is static so that it can be defined in each compilation unit its included in
typedef struct AABB
{
double x , y , width , height ;
} AABB ;
static inline AABB centered_at ( cpVect point , cpVect size )
{
return ( AABB ) {
. x = point . x - size . x / 2.0f ,
. y = point . y - size . y / 2.0f ,
. width = size . x ,
. height = size . y ,
} ;
}
static inline bool has_point ( AABB aabb , cpVect point )
{
return point . x > aabb . x & & point . x < aabb . x + aabb . width & & point . y > aabb . y & & point . y < aabb . y + aabb . height ;
}
static inline double cpvprojectval ( cpVect vec , cpVect onto )
{
double length_onto = cpvlength ( onto ) ;
return cpvdot ( vec , onto ) / ( length_onto * length_onto ) ;
}
// spins around by theta
static inline cpVect cpvspin ( cpVect vec , double theta )
{
return ( cpVect ) {
. x = vec . x * cos ( theta ) - vec . y * sin ( theta ) ,
. y = vec . x * sin ( theta ) + vec . y * cos ( theta ) ,
} ;
}
// also known as atan2
static inline double cpvangle ( cpVect vec )
{
return atan2 ( vec . y , vec . x ) ;
}
static double sign ( double f )
{
if ( f > = 0.0f )
return 1.0f ;
else
return - 1.0f ;
}
static inline double clamp01 ( double f )
{
return fmax ( 0.0f , fmin ( f , 1.0f ) ) ;
}
static inline double clamp ( double f , double minimum , double maximum )
{
if ( f < minimum )
return minimum ;
if ( f > maximum )
return maximum ;
return f ;
}
static inline double cpvanglediff ( cpVect a , cpVect b )
{
double acos_input = cpvdot ( a , b ) / ( cpvlength ( a ) * cpvlength ( b ) ) ;
acos_input = clamp ( acos_input , - 1.0f , 1.0f ) ;
flight_assert ( acos_input > = - 1.0f & & acos_input < = 1.0f ) ;
return acos ( acos_input ) * sign ( cpvdot ( a , b ) ) ;
}
static inline double fract ( double f )
{
return f - floor ( f ) ;
}
static inline double lerp ( double a , double b , double f )
{
return a * ( 1.0f - f ) + ( b * f ) ;
}
static inline double lerp_angle ( double p_from , double p_to , double p_weight )
{
double difference = fmod ( p_to - p_from , ( float ) TAU ) ;
double distance = fmod ( 2.0f * difference , ( float ) TAU ) - difference ;
return p_from + distance * p_weight ;
}
static inline cpVect cpvfloor ( cpVect p )
{
return ( cpVect ) { floor ( p . x ) , floor ( p . y ) } ;
}
static inline cpVect cpvfract ( cpVect p )
{
return ( cpVect ) { fract ( p . x ) , fract ( p . y ) } ;
}
// for random generation
static inline double hash11 ( double p )
{
p = fract ( p * .1031f ) ;
p * = p + 33.33f ;
p * = p + p ;
return fract ( p ) ;
}
static inline double deg2rad ( double deg )
{
return ( deg / 360.0f ) * 2.0f * PI ;
}