Box damage system, box deletion

main
Cameron Murphy Reikes 2 years ago
parent 3e8c289dc1
commit 1f96942dd2

@ -30,9 +30,98 @@ 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);
double total_depth = 0.0f;
for (int i = 0; i < cpArbiterGetCount(arb); i++)
total_depth -= cpArbiterGetDepth(arb, i);
// getbox(a)->damage += ;
// float damage = (total_depth / 0.01) * 0.1f;
float damage = V2length(cp_to_v2(cpArbiterTotalImpulse(arb)));
Log("Collision with damage %f\n", damage*0.25f);
if (damage > 0.05f)
{
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++)
{
reset_player(&gs->players[i]);
@ -40,13 +129,13 @@ void initialize(struct GameState *gs)
}
void destroy(struct GameState *gs)
{
for (int i = 0; i < gs->num_grids; i++)
for (int i = 0; i < MAX_GRIDS; i++)
{
grid_destroy(&gs->grids[i]);
SKIPNULL(gs->grids[i].body);
grid_destroy(gs->space, &gs->grids[i]);
}
gs->num_grids = 0;
cpSpaceDestroy(gs->space);
cpSpaceFree(gs->space);
gs->space = NULL;
}
@ -56,9 +145,10 @@ void reset_player(struct Player *p)
p->currently_inhabiting_index = -1;
}
struct Box box_new(struct GameState *gs, struct Grid *grid, V2 pos)
// 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] = {
@ -68,63 +158,26 @@ struct Box box_new(struct GameState *gs, struct Grid *grid, V2 pos)
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
};
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_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;
cpShapeSetUserData(to_modify->shape, (void *)to_modify);
cpShapeSetMass(to_modify->shape, BOX_MASS);
cpSpaceAddShape(gs->space, to_modify->shape);
}
struct Grid grid_new(struct GameState *gs, V2 pos)
// 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));
struct Grid to_return = (struct Grid){
.body = body,
};
// box_new(gs, &to_return, (V2){0});
return to_return;
cpBodySetUserData(to_modify->body, (void *)to_modify);
}
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)
{
@ -148,7 +201,7 @@ float grid_angular_velocity(struct Grid *grid)
}
V2 box_pos(struct Box *box)
{
struct Grid *g = (struct Grid *)cpShapeGetUserData(box->shape);
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)
@ -224,11 +277,15 @@ void ser_grid(char **out, struct Grid *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++)
for (int i = 0; i < MAX_BOXES_PER_GRID; i++)
{
ser_V2(out, cp_to_v2(cpShapeGetCenterOfGravity(g->boxes[i].shape)));
ser_float(out, g->boxes[i].damage);
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);
}
}
}
@ -247,19 +304,22 @@ void des_grid(char **in, struct Grid *g, struct GameState *gs)
des_float(in, &rot);
des_float(in, &angular_vel);
*g = grid_new(gs, pos);
grid_new(g, 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++)
for (int i = 0; i < MAX_BOXES_PER_GRID; i++)
{
V2 pos = {0};
des_V2(in, &pos);
g->boxes[i] = box_new(gs, g, pos);
des_float(in, &g->boxes[i].damage);
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);
}
}
}
@ -309,13 +369,17 @@ void into_bytes(struct ServerToClient *msg, char *bytes, int *out_len, int max_l
}
// @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++)
for (int i = 0; i < MAX_GRIDS; i++)
{
ser_grid(&bytes, &gs->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;
@ -340,13 +404,16 @@ void from_bytes(struct ServerToClient *msg, char *bytes, int max_len)
LEN_CHECK();
}
des_int(&bytes, &gs->num_grids);
LEN_CHECK();
for (int i = 0; i < gs->num_grids; i++)
for (int i = 0; i < MAX_GRIDS; i++)
{
des_grid(&bytes, &gs->grids[i], gs);
bool exists = false;
des_bool(&bytes, &exists);
LEN_CHECK();
if (exists)
{
des_grid(&bytes, &gs->grids[i], gs);
LEN_CHECK();
}
}
}
@ -361,6 +428,11 @@ void process(struct GameState *gs, float dt)
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
@ -372,9 +444,11 @@ void process(struct GameState *gs, float dt)
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++)
// 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;
@ -392,7 +466,7 @@ void process(struct GameState *gs, float dt)
}
}
else
{
{
p->vel = grid_vel(&gs->grids[p->currently_inhabiting_index]);
p->currently_inhabiting_index = -1;
}

@ -134,7 +134,7 @@ static void frame(void)
struct ServerToClient msg = {
.cur_gs = &gs,
};
// @Robust maximum acceptable message size?
// @Robust @BeforeShip maximum acceptable message size?
from_bytes(&msg, event.packet->data, event.packet->dataLength);
myplayer = msg.your_player;
enet_packet_destroy(event.packet);
@ -219,7 +219,7 @@ static void frame(void)
if (!p->connected)
continue;
static float opacities[MAX_PLAYERS] = {1.0f};
opacities[i] = lerp(opacities[i], p->currently_inhabiting_index == -1 ? 1.0f : 0.1f, dt*7.0f);
opacities[i] = lerp(opacities[i], p->currently_inhabiting_index == -1 ? 1.0f : 0.1f, dt * 7.0f);
sgp_set_color(1.0f, 1.0f, 1.0f, opacities[i]);
sgp_push_transform();
float psize = 0.1f;
@ -238,11 +238,13 @@ static void frame(void)
// grids
{
for (int i = 0; i < gs.num_grids; i++)
for (int i = 0; i < MAX_GRIDS; i++)
{
SKIPNULL(gs.grids[i].body);
struct Grid *g = &gs.grids[i];
for (int ii = 0; ii < g->num_boxes; ii++)
for (int ii = 0; ii < MAX_BOXES_PER_GRID; ii++)
{
SKIPNULL(g->boxes[ii].shape);
struct Box *b = &g->boxes[ii];
sgp_set_color(0.5f, 0.5f, 0.5f, 1.0f);
sgp_push_transform();
@ -253,7 +255,13 @@ static void frame(void)
sgp_draw_line(bpos.x + halfbox, bpos.y - halfbox, bpos.x + halfbox, bpos.y + halfbox); // right
sgp_draw_line(bpos.x - halfbox, bpos.y + halfbox, bpos.x + halfbox, bpos.y + halfbox); // bottom
sgp_draw_line(bpos.x - halfbox, bpos.y - halfbox, bpos.x + halfbox, bpos.y + halfbox); // diagonal
// sgp_draw_filled_rect(box_pos(b).x - halfbox, box_pos(b).y - halfbox, BOX_SIZE, BOX_SIZE);
if (b->damage > 0.01f)
{
Log("Damage: %f\n", b->damage);
}
sgp_set_color(0.5f, 0.1f, 0.1f, b->damage);
sgp_draw_filled_rect(box_pos(b).x - halfbox, box_pos(b).y - halfbox, BOX_SIZE, BOX_SIZE);
sgp_pop_transform();
}
sgp_set_color(1.0f, 0.0f, 0.0f, 1.0f);

@ -19,27 +19,35 @@ void server(void *data)
// box haven
if(true)
{
gs.grids[0] = grid_new(&gs, (V2){.x = 0.75f, .y = 0.0});
gs.grids[0].boxes[0] = box_new(&gs, &gs.grids[0], (V2){0});
gs.grids[0].boxes[1] = box_new(&gs, &gs.grids[0], (V2){0, 0.5f});
gs.grids[0].boxes[2] = box_new(&gs, &gs.grids[0], (V2){0, 1.0f});
gs.grids[0].boxes[3] = box_new(&gs, &gs.grids[0], (V2){0.5f, 1.0f});
gs.grids[0].num_boxes = 4;
gs.grids[1] = grid_new(&gs, (V2){.x = -0.75f, .y = 0.0});
gs.grids[1].boxes[0] = box_new(&gs, &gs.grids[1], (V2){0});
gs.grids[1].num_boxes = 1;
gs.num_grids = 2;
grid_new(&gs.grids[0], &gs, (V2){.x = 0.75f, .y = 0.0});
box_new(&gs.grids[0].boxes[0],&gs, &gs.grids[0], (V2){0});
box_new(&gs.grids[0].boxes[1],&gs, &gs.grids[0], (V2){0, 0.5f});
box_new(&gs.grids[0].boxes[2],&gs, &gs.grids[0], (V2){0, 1.0f});
box_new(&gs.grids[0].boxes[3],&gs, &gs.grids[0], (V2){0.5f, 1.0f});
grid_new(&gs.grids[1], &gs, (V2){.x = -0.75f, .y = 0.0});
box_new(&gs.grids[1].boxes[0],&gs, &gs.grids[1], (V2){0});
grid_new(&gs.grids[2], &gs, (V2){.x = -0.75f, .y = 0.5});
box_new(&gs.grids[2].boxes[0],&gs, &gs.grids[2], (V2){0});
}
// two boxes
if (false)
{
grid_new(&gs.grids[0], &gs, (V2){.x = 0.75f, .y = 0.0});
box_new(&gs.grids[0].boxes[0],&gs, &gs.grids[0], (V2){0});
grid_new(&gs.grids[1], &gs, (V2){.x = -1.75f, .y = 0.0});
box_new(&gs.grids[1].boxes[1],&gs, &gs.grids[1], (V2){1});
}
// one box policy
if (false)
{
gs.grids[0] = grid_new(&gs, (V2){.x = 0.75f, .y = 0.0});
gs.grids[0].boxes[0] = box_new(&gs, &gs.grids[0], (V2){0});
gs.num_grids = 1;
gs.grids[0].num_boxes = 1;
grid_new(&gs.grids[0], &gs, (V2){.x = 0.75f, .y = 0.0});
box_new(&gs.grids[0].boxes[0],&gs, &gs.grids[0], (V2){0});
}
if (enet_initialize() != 0)

@ -61,13 +61,14 @@ struct GameState
V2 movement;
bool inhabit;
} players[MAX_PLAYERS];
int num_grids;
// if body or shape is null, then that grid/box has been freed
// important that this memory does not move around, each box shape in it has a pointer to its grid struct, stored in the box's shapes user_data
struct Grid
{
cpBody *body;
int num_boxes;
struct Box
{
cpShape *shape;
@ -102,14 +103,13 @@ void from_bytes(struct ServerToClient *gs, char *bytes, int max_len);
void reset_player(struct Player *p);
// grid
struct Grid grid_new(struct GameState *gs, V2 pos);
void grid_destroy(struct Grid *grid);
void grid_new(struct Grid *to_modify, struct GameState *gs, V2 pos);
V2 grid_com(struct Grid *grid);
V2 grid_pos(struct Grid *grid);
V2 grid_vel(struct Grid *grid);
float grid_rotation(struct Grid *grid);
float grid_angular_velocity(struct Grid *grid);
struct Box box_new(struct GameState *gs, struct Grid *grid, V2 pos);
void box_new(struct Box *to_modify, struct GameState *gs, struct Grid *grid, V2 pos);
V2 box_pos(struct Box *box);
float box_rotation(struct Box *box);
@ -118,6 +118,11 @@ void dbg_drawall();
void dbg_line(V2 from, V2 to);
void dbg_rect(V2 center);
// helper
#define SKIPNULL(thing) \
if (thing == NULL) \
continue
// all the math is static so that it can be defined in each compilation unit its included in
#define PI 3.14159f

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