|
|
|
@ -471,11 +471,18 @@ static cpBool on_damage(cpArbiter* arb, cpSpace* space, cpDataPointer userData)
|
|
|
|
|
entity_b = cp_shape_entity(b);
|
|
|
|
|
|
|
|
|
|
float damage = V2length(cp_to_v2(cpArbiterTotalImpulse(arb))) * COLLISION_DAMAGE_SCALING;
|
|
|
|
|
|
|
|
|
|
if (entity_a->is_box && entity_a->box_type == BoxExplosive)
|
|
|
|
|
entity_a->damage += 2.0f*EXPLOSION_DAMAGE_THRESHOLD;
|
|
|
|
|
if (entity_b->is_box && entity_b->box_type == BoxExplosive)
|
|
|
|
|
entity_b->damage += 2.0f*EXPLOSION_DAMAGE_THRESHOLD;
|
|
|
|
|
|
|
|
|
|
if (damage > 0.05f)
|
|
|
|
|
{
|
|
|
|
|
// Log("Collision with damage %f\n", damage);
|
|
|
|
|
entity_a->damage += damage;
|
|
|
|
|
entity_b->damage += damage;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// b must be the key passed into the post step removed, the key is cast into its shape
|
|
|
|
@ -515,12 +522,6 @@ V2 grid_com(Entity* grid)
|
|
|
|
|
return cp_to_v2(cpBodyLocalToWorld(grid->body, cpBodyGetCenterOfGravity(grid->body)));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
V2 entity_pos(Entity* e)
|
|
|
|
|
{
|
|
|
|
|
assert(!e->is_box);
|
|
|
|
|
// @Robust merge entity_pos with box_pos
|
|
|
|
|
return cp_to_v2(cpBodyGetPosition(e->body));
|
|
|
|
|
}
|
|
|
|
|
V2 grid_vel(Entity* grid)
|
|
|
|
|
{
|
|
|
|
|
return cp_to_v2(cpBodyGetVelocity(grid->body));
|
|
|
|
@ -568,15 +569,20 @@ float entity_shape_mass(Entity* box)
|
|
|
|
|
assert(box->shape != NULL);
|
|
|
|
|
return (float)cpShapeGetMass(box->shape);
|
|
|
|
|
}
|
|
|
|
|
V2 box_pos(Entity* box)
|
|
|
|
|
{
|
|
|
|
|
assert(box->is_box);
|
|
|
|
|
return V2add(entity_pos(box_grid(box)), V2rotate(entity_shape_pos(box), entity_rotation(box_grid(box))));
|
|
|
|
|
}
|
|
|
|
|
float box_rotation(Entity* box)
|
|
|
|
|
{
|
|
|
|
|
return (float)cpBodyGetAngle(cpShapeGetBody(box->shape));
|
|
|
|
|
}
|
|
|
|
|
V2 entity_pos(Entity* e)
|
|
|
|
|
{
|
|
|
|
|
if (e->is_box) {
|
|
|
|
|
return V2add(entity_pos(box_grid(e)), V2rotate(entity_shape_pos(e), entity_rotation(box_grid(e))));
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
assert(e->body != NULL);
|
|
|
|
|
return cp_to_v2(cpBodyGetPosition(e->body));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
struct BodyData
|
|
|
|
|
{
|
|
|
|
@ -711,6 +717,7 @@ void ser_player(SerState* ser, Player* p)
|
|
|
|
|
SER_VAR(&p->connected);
|
|
|
|
|
if (p->connected)
|
|
|
|
|
{
|
|
|
|
|
SER_VAR(&p->unlocked_bombs);
|
|
|
|
|
ser_entityid(ser, &p->entity);
|
|
|
|
|
ser_inputframe(ser, &p->input);
|
|
|
|
|
}
|
|
|
|
@ -779,6 +786,14 @@ void ser_entity(SerState* ser, GameState* gs, Entity* e)
|
|
|
|
|
SER_VAR(&e->goldness);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SER_VAR(&e->is_explosion);
|
|
|
|
|
if (e->is_explosion)
|
|
|
|
|
{
|
|
|
|
|
ser_V2(ser, &e->explosion_pos);
|
|
|
|
|
ser_V2(ser, &e->explosion_vel);
|
|
|
|
|
SER_VAR(&e->explosion_progresss);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SER_VAR(&e->is_grid);
|
|
|
|
|
if (e->is_grid)
|
|
|
|
|
{
|
|
|
|
@ -955,6 +970,34 @@ Entity* closest_to_point_in_radius(GameState* gs, V2 point, float radius)
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static float cur_explosion_damage = 0.0f;
|
|
|
|
|
static V2 explosion_origin = { 0 };
|
|
|
|
|
static void explosion_callback_func(cpShape* shape, cpContactPointSet* points, void* data)
|
|
|
|
|
{
|
|
|
|
|
GameState* gs = (GameState*)data;
|
|
|
|
|
cp_shape_entity(shape)->damage += cur_explosion_damage;
|
|
|
|
|
Entity* parent = get_entity(gs, cp_shape_entity(shape)->shape_parent_entity);
|
|
|
|
|
V2 from_pos = entity_pos(cp_shape_entity(shape));
|
|
|
|
|
V2 impulse = V2scale(V2normalize(V2sub(from_pos, explosion_origin)), EXPLOSION_PUSH_STRENGTH);
|
|
|
|
|
assert(parent->body != NULL);
|
|
|
|
|
cpBodyApplyImpulseAtWorldPoint(parent->body, v2_to_cp(impulse), v2_to_cp(from_pos));
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void do_explosion(GameState* gs, Entity* explosion, float dt)
|
|
|
|
|
{
|
|
|
|
|
cur_explosion_damage = dt * EXPLOSION_DAMAGE_PER_SEC;
|
|
|
|
|
explosion_origin = explosion->explosion_pos;
|
|
|
|
|
|
|
|
|
|
cpBody* tmpbody = cpBodyNew(0.0f, 0.0f);
|
|
|
|
|
cpShape* circle = cpCircleShapeNew(tmpbody, EXPLOSION_RADIUS, v2_to_cp(explosion_origin));
|
|
|
|
|
|
|
|
|
|
cpSpaceShapeQuery(gs->space, circle, explosion_callback_func, (void*)gs);
|
|
|
|
|
|
|
|
|
|
cpShapeFree(circle);
|
|
|
|
|
cpBodyFree(tmpbody);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
V2 box_facing_vector(Entity* box)
|
|
|
|
|
{
|
|
|
|
|
assert(box->is_box);
|
|
|
|
@ -1029,7 +1072,7 @@ void process(GameState* gs, float dt)
|
|
|
|
|
assert(p->is_player);
|
|
|
|
|
|
|
|
|
|
#ifdef INFINITE_RESOURCES
|
|
|
|
|
p->spice_taken_away = 0.0f;
|
|
|
|
|
p->damage = 0.0f;
|
|
|
|
|
#endif
|
|
|
|
|
// update gold win condition
|
|
|
|
|
if (V2length(V2sub(cp_to_v2(cpBodyGetPosition(p->body)), gs->goldpos)) < GOLD_COLLECT_RADIUS)
|
|
|
|
@ -1066,7 +1109,7 @@ void process(GameState* gs, float dt)
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
V2 pilot_seat_exit_spot = V2add(box_pos(the_seat), V2scale(box_facing_vector(the_seat), BOX_SIZE));
|
|
|
|
|
V2 pilot_seat_exit_spot = V2add(entity_pos(the_seat), V2scale(box_facing_vector(the_seat), BOX_SIZE));
|
|
|
|
|
cpBodySetPosition(p->body, v2_to_cp(pilot_seat_exit_spot));
|
|
|
|
|
cpBodySetVelocity(p->body, v2_to_cp(player_vel(gs, p)));
|
|
|
|
|
the_seat->player_who_is_inside_of_me = (EntityID){ 0 };
|
|
|
|
@ -1095,10 +1138,10 @@ void process(GameState* gs, float dt)
|
|
|
|
|
{
|
|
|
|
|
assert(seat_inside_of->is_box);
|
|
|
|
|
cpShapeSetFilter(p->shape, CP_SHAPE_FILTER_NONE); // no collisions while in a seat
|
|
|
|
|
cpBodySetPosition(p->body, v2_to_cp(box_pos(seat_inside_of)));
|
|
|
|
|
cpBodySetPosition(p->body, v2_to_cp(entity_pos(seat_inside_of)));
|
|
|
|
|
|
|
|
|
|
// set thruster thrust from movement
|
|
|
|
|
if(seat_inside_of->box_type == BoxCockpit) {
|
|
|
|
|
if (seat_inside_of->box_type == BoxCockpit) {
|
|
|
|
|
Entity* g = get_entity(gs, seat_inside_of->shape_parent_entity);
|
|
|
|
|
|
|
|
|
|
V2 target_direction = { 0 };
|
|
|
|
@ -1133,7 +1176,7 @@ void process(GameState* gs, float dt)
|
|
|
|
|
{
|
|
|
|
|
Entity* cur_box = cp_shape_entity(nearest);
|
|
|
|
|
Entity* cur_grid = cp_body_entity(cpShapeGetBody(nearest));
|
|
|
|
|
p->damage -= DAMAGE_TO_PLAYER_PER_BLOCK*((BATTERY_CAPACITY - cur_box->energy_used)/BATTERY_CAPACITY);
|
|
|
|
|
p->damage -= DAMAGE_TO_PLAYER_PER_BLOCK * ((BATTERY_CAPACITY - cur_box->energy_used) / BATTERY_CAPACITY);
|
|
|
|
|
grid_remove_box(gs, cur_grid, cur_box);
|
|
|
|
|
}
|
|
|
|
|
else if (target_grid == NULL)
|
|
|
|
@ -1179,7 +1222,7 @@ void process(GameState* gs, float dt)
|
|
|
|
|
{
|
|
|
|
|
cpVect p = cpvsub(cpBodyGetPosition(e->body), v2_to_cp(SUN_POS));
|
|
|
|
|
cpFloat sqdist = cpvlengthsq(p);
|
|
|
|
|
if(sqdist > (INSTANT_DEATH_DISTANCE_FROM_SUN*INSTANT_DEATH_DISTANCE_FROM_SUN))
|
|
|
|
|
if (sqdist > (INSTANT_DEATH_DISTANCE_FROM_SUN * INSTANT_DEATH_DISTANCE_FROM_SUN))
|
|
|
|
|
{
|
|
|
|
|
entity_destroy(gs, e);
|
|
|
|
|
continue;
|
|
|
|
@ -1194,8 +1237,27 @@ void process(GameState* gs, float dt)
|
|
|
|
|
cpBodyUpdateVelocity(e->body, g, 1.0f, dt);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (e->is_explosion)
|
|
|
|
|
{
|
|
|
|
|
e->explosion_progresss += dt;
|
|
|
|
|
e->explosion_pos = V2add(e->explosion_pos, V2scale(e->explosion_vel, dt));
|
|
|
|
|
do_explosion(gs, e, dt);
|
|
|
|
|
if (e->explosion_progresss >= EXPLOSION_TIME)
|
|
|
|
|
{
|
|
|
|
|
entity_destroy(gs, e);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (e->is_box)
|
|
|
|
|
{
|
|
|
|
|
if (e->box_type == BoxExplosive && e->damage >= EXPLOSION_DAMAGE_THRESHOLD)
|
|
|
|
|
{
|
|
|
|
|
Entity* explosion = new_entity(gs);
|
|
|
|
|
explosion->is_explosion = true;
|
|
|
|
|
explosion->explosion_pos = entity_pos(e);
|
|
|
|
|
explosion->explosion_vel = grid_vel(box_grid(e));
|
|
|
|
|
grid_remove_box(gs, get_entity(gs, e->shape_parent_entity), e);
|
|
|
|
|
}
|
|
|
|
|
if (e->damage >= 1.0f)
|
|
|
|
|
{
|
|
|
|
|
grid_remove_box(gs, get_entity(gs, e->shape_parent_entity), e);
|
|
|
|
@ -1208,7 +1270,7 @@ void process(GameState* gs, float dt)
|
|
|
|
|
BOXES_ITER(gs, cur, e)
|
|
|
|
|
{
|
|
|
|
|
if (cur->box_type == BoxSolarPanel) {
|
|
|
|
|
cur->sun_amount = clamp01(V2dot(box_facing_vector(cur), V2normalize(V2sub(SUN_POS, box_pos(cur)))));
|
|
|
|
|
cur->sun_amount = clamp01(V2dot(box_facing_vector(cur), V2normalize(V2sub(SUN_POS, entity_pos(cur)))));
|
|
|
|
|
energy_to_add += cur->sun_amount * SOLAR_ENERGY_PER_SECOND * dt;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -1237,7 +1299,7 @@ void process(GameState* gs, float dt)
|
|
|
|
|
if (possibly_use_energy(gs, e, energy_to_consume))
|
|
|
|
|
{
|
|
|
|
|
cur->thrust = cur->wanted_thrust;
|
|
|
|
|
cpBodyApplyForceAtWorldPoint(e->body, v2_to_cp(thruster_force(cur)), v2_to_cp(box_pos(cur)));
|
|
|
|
|
cpBodyApplyForceAtWorldPoint(e->body, v2_to_cp(thruster_force(cur)), v2_to_cp(entity_pos(cur)));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (cur->box_type == BoxMedbay)
|
|
|
|
|