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531 lines
14 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 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;
}
static void grid_remove_box(cpSpace *space, struct Grid *grid, struct Box *box)
{
box_destroy(space, box);
if (grid_num_boxes(grid) == 0)
{
grid_destroy(space, grid);
}
}
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();
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
void box_new(struct Box *to_modify, 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),
};
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_snapped_box_pos(struct Grid *grid, V2 world)
{
V2 local = cp_to_v2(cpBodyWorldToLocal(grid->body, v2_to_cp(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);
}
V2 box_pos(struct Box *box)
{
struct Grid *g = (struct Grid *)cpBodyGetUserData(cpShapeGetBody(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));
for (int i = 0; i < MAX_BOXES_PER_GRID; i++)
{
bool exists = g->boxes[i].shape != NULL;
ser_bool(out, exists);
if (exists)
{
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);
grid_new(g, gs, pos);
cpBodySetVelocity(g->body, v2_to_cp(vel));
cpBodySetAngle(g->body, rot);
cpBodySetAngularVelocity(g->body, angular_vel);
for (int i = 0; i < MAX_BOXES_PER_GRID; i++)
{
bool exists = false;
des_bool(in, &exists);
if (exists)
{
V2 pos = {0};
des_V2(in, &pos);
box_new(&g->boxes[i], 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)
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_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
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 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();
}
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;
}
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 (gs->grids[p->currently_inhabiting_index].body == NULL)
{
p->currently_inhabiting_index = -1;
}
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)
{
// result is assumed to be a box shape
struct Grid *g = (struct Grid *)cpBodyGetUserData(cpShapeGetBody(result));
for (int ii = 0; ii < MAX_GRIDS; ii++)
{
SKIPNULL(gs->grids[ii].body);
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);
}