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@ -73,22 +73,29 @@ Entity *get_entity(GameState *gs, EntityID id)
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return to_return;
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}
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static uint64_t box_unlock_number(enum BoxType box)
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static BOX_UNLOCKS_TYPE box_unlock_number(enum BoxType box)
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{
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assert((uint64_t)box < 64);
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return (uint64_t)((uint64_t)1 << ((uint64_t)box));
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assert((BOX_UNLOCKS_TYPE)box < 64);
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return (BOX_UNLOCKS_TYPE)((BOX_UNLOCKS_TYPE)1 << ((BOX_UNLOCKS_TYPE)box));
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}
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static bool learned_boxes_has_box(BOX_UNLOCKS_TYPE learned, enum BoxType box)
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{
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return (learned & box_unlock_number(box)) > 0;
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}
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void unlock_box(Player *player, enum BoxType box)
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{
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assert(box < MAX_BOX_TYPES);
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assert(box != BoxInvalid);
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player->box_unlocks |= box_unlock_number(box);
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}
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bool box_unlocked(Player *player, enum BoxType box)
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{
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assert(box < MAX_BOX_TYPES);
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return (player->box_unlocks & box_unlock_number(box)) > 0;
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if(box == BoxInvalid) return false;
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return learned_boxes_has_box(player->box_unlocks, box);
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}
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EntityID get_id(GameState *gs, Entity *e)
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@ -611,6 +618,8 @@ float entity_angular_velocity(Entity *grid)
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}
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Entity *box_grid(Entity *box)
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{
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if(box == NULL) return NULL;
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assert(box->is_box);
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return (Entity *)cpBodyGetUserData(cpShapeGetBody(box->shape));
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}
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// in local space
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@ -787,18 +796,6 @@ SerMaybeFailure ser_var(SerState *ser, char *var_pointer, size_t var_size, const
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enum GameVersion
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{
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VInitial,
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VAddedTest,
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VAddedSerToDisk,
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VRemovedTest,
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VChangedVectorSerializing,
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VAddedLastUsedMedbay,
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VAddedSquads,
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VAddedSquadInvites,
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VRemovedTimeFromDiskSave, // did this to avoid wayy too big a time causing precision problems
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VReallyRemovedTimeFromDiskSave, // apparently last one didn't work
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VRemovedInsideOfMe,
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VSwitchedToUnlocks,
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VAddedPlatonic,
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VMax, // this minus one will be the version used
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};
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@ -839,12 +836,9 @@ SerMaybeFailure ser_inputframe(SerState *ser, InputFrame *i)
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SER_VAR(&i->take_over_squad);
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SER_ASSERT(i->take_over_squad >= 0 || i->take_over_squad == -1);
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SER_ASSERT(i->take_over_squad < SquadLast);
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if (ser->version >= VAddedSquadInvites)
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{
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SER_VAR(&i->accept_cur_squad_invite);
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SER_VAR(&i->reject_cur_squad_invite);
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SER_MAYBE_RETURN(ser_entityid(ser, &i->invite_this_player));
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}
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SER_VAR(&i->accept_cur_squad_invite);
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SER_VAR(&i->reject_cur_squad_invite);
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SER_MAYBE_RETURN(ser_entityid(ser, &i->invite_this_player));
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SER_VAR(&i->seat_action);
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SER_MAYBE_RETURN(ser_V2(ser, &i->hand_pos));
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@ -863,20 +857,11 @@ SerMaybeFailure ser_player(SerState *ser, Player *p)
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SER_VAR(&p->connected);
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if (p->connected)
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{
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if (ser->version >= VSwitchedToUnlocks)
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{
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SER_VAR(&p->box_unlocks);
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}
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else
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{
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bool throwaway;
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SER_VAR_NAME(&throwaway, "&p->unlocked_bombs");
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}
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if (ser->version >= VAddedSquads)
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SER_VAR(&p->squad);
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SER_VAR(&p->box_unlocks);
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SER_VAR(&p->squad);
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SER_MAYBE_RETURN(ser_entityid(ser, &p->entity));
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if (ser->version >= VAddedLastUsedMedbay)
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SER_MAYBE_RETURN(ser_entityid(ser, &p->last_used_medbay));
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SER_MAYBE_RETURN(ser_entityid(ser, &p->last_used_medbay));
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SER_MAYBE_RETURN(ser_inputframe(ser, &p->input));
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}
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@ -889,10 +874,6 @@ SerMaybeFailure ser_entity(SerState *ser, GameState *gs, Entity *e)
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SER_VAR(&e->generation);
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SER_VAR(&e->damage);
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|
int test;
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if (ser->version < VRemovedTest && ser->version >= VAddedTest)
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|
SER_VAR(&test);
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|
|
bool has_body = ser->serializing && e->body != NULL;
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|
SER_VAR(&has_body);
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@ -922,14 +903,7 @@ SerMaybeFailure ser_entity(SerState *ser, GameState *gs, Entity *e)
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|
V2 shape_pos;
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|
|
if (ser->serializing)
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|
shape_pos = entity_shape_pos(e);
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|
if (ser->version < VChangedVectorSerializing)
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|
{
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|
SER_VAR(&shape_pos);
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|
}
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else
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|
|
{
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|
|
SER_MAYBE_RETURN(ser_V2(ser, &shape_pos));
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|
}
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|
SER_MAYBE_RETURN(ser_V2(ser, &shape_pos));
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|
float shape_mass;
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|
if (ser->serializing)
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@ -958,10 +932,8 @@ SerMaybeFailure ser_entity(SerState *ser, GameState *gs, Entity *e)
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SER_ASSERT(e->no_save_to_disk);
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SER_MAYBE_RETURN(ser_entityid(ser, &e->currently_inside_of_box));
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if (ser->version >= VAddedSquads)
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|
SER_VAR(&e->presenting_squad);
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|
if (ser->version >= VAddedSquadInvites)
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|
SER_VAR(&e->squad_invited_to);
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|
SER_VAR(&e->presenting_squad);
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|
SER_VAR(&e->squad_invited_to);
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|
SER_VAR(&e->goldness);
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|
}
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|
@ -984,37 +956,39 @@ SerMaybeFailure ser_entity(SerState *ser, GameState *gs, Entity *e)
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|
if (e->is_box)
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|
{
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|
SER_VAR(&e->box_type);
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|
SER_VAR(&e->is_platonic);
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|
SER_VAR(&e->always_visible);
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|
if (ser->version >= VAddedPlatonic)
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|
|
SER_VAR(&e->is_platonic);
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|
|
if (ser->version <= VSwitchedToUnlocks)
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|
|
{
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|
|
bool throwaway;
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|
|
SER_VAR_NAME(&throwaway, "&e->is_explosion_unlock");
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|
|
}
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|
|
SER_MAYBE_RETURN(ser_entityid(ser, &e->next_box));
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|
SER_MAYBE_RETURN(ser_entityid(ser, &e->prev_box));
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|
SER_VAR(&e->compass_rotation);
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|
SER_VAR(&e->indestructible);
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|
SER_VAR(&e->thrust);
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|
SER_VAR(&e->wanted_thrust);
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|
SER_VAR(&e->energy_used);
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|
SER_VAR(&e->sun_amount);
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|
|
if (ser->version >= VAddedPlatonic)
|
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|
|
|
switch (e->box_type)
|
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|
|
{
|
|
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|
|
case BoxMedbay:
|
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|
|
case BoxCockpit:
|
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|
|
|
if (!ser->save_or_load_from_disk)
|
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|
|
SER_MAYBE_RETURN(ser_entityid(ser, &e->player_who_is_inside_of_me));
|
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|
|
|
break;
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|
|
case BoxThruster:
|
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|
|
|
SER_VAR(&e->thrust);
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|
|
|
|
SER_VAR(&e->wanted_thrust);
|
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|
|
|
break;
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|
|
case BoxBattery:
|
|
|
|
|
SER_VAR(&e->energy_used);
|
|
|
|
|
break;
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|
|
case BoxSolarPanel:
|
|
|
|
|
SER_VAR(&e->sun_amount);
|
|
|
|
|
break;
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|
|
|
case BoxScanner:
|
|
|
|
|
SER_MAYBE_RETURN(ser_entityid(ser, &e->currently_scanning));
|
|
|
|
|
SER_VAR(&e->currently_scanning_progress);
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|
|
SER_VAR(&e->blueprints_learned);
|
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|
|
SER_VAR(&e->scanner_head_rotate);
|
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|
|
SER_VAR(&e->platonic_nearest_direction);
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|
|
SER_VAR(&e->platonic_detection_strength);
|
|
|
|
|
}
|
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|
|
|
|
|
|
|
|
if (ser->version >= VRemovedInsideOfMe && ser->save_or_load_from_disk)
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
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|
else
|
|
|
|
|
{
|
|
|
|
|
SER_MAYBE_RETURN(ser_entityid(ser, &e->player_who_is_inside_of_me));
|
|
|
|
|
break;
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|
|
default:
|
|
|
|
|
break;
|
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|
|
}
|
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|
|
}
|
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|
@ -1094,13 +1068,7 @@ SerMaybeFailure ser_server_to_client(SerState *ser, ServerToClient *s)
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|
|
SER_ASSERT(cur_next_entity <= ser->max_entity_index);
|
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|
|
|
|
|
|
|
|
SER_VAR(&s->your_player);
|
|
|
|
|
if (ser->version >= VReallyRemovedTimeFromDiskSave && ser->save_or_load_from_disk)
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
SER_VAR(&gs->time);
|
|
|
|
|
}
|
|
|
|
|
SER_VAR(&gs->time);
|
|
|
|
|
|
|
|
|
|
SER_MAYBE_RETURN(ser_V2(ser, &gs->goldpos));
|
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|
|
|
|
|
|
|
@ -1389,10 +1357,15 @@ bool client_to_server_deserialize(GameState *gs, struct ClientToServer *msg, uns
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|
|
// has to be global var because can only get this information
|
|
|
|
|
static THREADLOCAL cpShape *closest_to_point_in_radius_result = NULL;
|
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|
|
|
static THREADLOCAL float closest_to_point_in_radius_result_largest_dist = 0.0f;
|
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|
|
|
static THREADLOCAL bool (*closest_to_point_in_radius_filter_func)(Entity *);
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|
|
|
static void closest_point_callback_func(cpShape *shape, cpContactPointSet *points, void *data)
|
|
|
|
|
{
|
|
|
|
|
assert(points->count == 1);
|
|
|
|
|
if (!cp_shape_entity(shape)->is_box)
|
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|
|
|
Entity *e = cp_shape_entity(shape);
|
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|
|
|
if (!e->is_box)
|
|
|
|
|
return;
|
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|
|
|
|
|
|
|
|
if (closest_to_point_in_radius_filter_func != NULL && !closest_to_point_in_radius_filter_func(e))
|
|
|
|
|
return;
|
|
|
|
|
float dist = V2length(cp_to_v2(cpvsub(points->points[0].pointA, points->points[0].pointB)));
|
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|
|
|
// float dist = -points->points[0].distance;
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|
|
@ -1403,11 +1376,13 @@ static void closest_point_callback_func(cpShape *shape, cpContactPointSet *point
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|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Entity *closest_to_point_in_radius(GameState *gs, V2 point, float radius)
|
|
|
|
|
// filter func null means everything is ok, if it's not null and returns false, that means
|
|
|
|
|
// exclude it from the selection. This returns the closest box entity!
|
|
|
|
|
Entity *closest_box_to_point_in_radius(struct GameState *gs, V2 point, float radius, bool (*filter_func)(Entity *))
|
|
|
|
|
{
|
|
|
|
|
closest_to_point_in_radius_result = NULL;
|
|
|
|
|
closest_to_point_in_radius_result_largest_dist = 0.0f;
|
|
|
|
|
|
|
|
|
|
closest_to_point_in_radius_filter_func = filter_func;
|
|
|
|
|
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);
|
|
|
|
@ -1418,12 +1393,22 @@ Entity *closest_to_point_in_radius(GameState *gs, V2 point, float radius)
|
|
|
|
|
if (closest_to_point_in_radius_result != NULL)
|
|
|
|
|
{
|
|
|
|
|
// @Robust query here for only boxes that are part of ships, could get nasty...
|
|
|
|
|
return cp_body_entity(cpShapeGetBody(closest_to_point_in_radius_result));
|
|
|
|
|
return cp_shape_entity(closest_to_point_in_radius_result);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static THREADLOCAL BOX_UNLOCKS_TYPE scanner_has_learned = 0;
|
|
|
|
|
static bool scanner_filter(Entity *e)
|
|
|
|
|
{
|
|
|
|
|
if (!e->is_box)
|
|
|
|
|
return false;
|
|
|
|
|
if (learned_boxes_has_box(scanner_has_learned, e->box_type))
|
|
|
|
|
return false;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static float cur_explosion_damage = 0.0f;
|
|
|
|
|
static V2 explosion_origin = {0};
|
|
|
|
|
static void explosion_callback_func(cpShape *shape, cpContactPointSet *points, void *data)
|
|
|
|
@ -1474,7 +1459,7 @@ uint64_t tick(GameState *gs)
|
|
|
|
|
|
|
|
|
|
Entity *grid_to_build_on(GameState *gs, V2 world_hand_pos)
|
|
|
|
|
{
|
|
|
|
|
return closest_to_point_in_radius(gs, world_hand_pos, BUILD_BOX_SNAP_DIST_TO_SHIP);
|
|
|
|
|
return box_grid(closest_box_to_point_in_radius(gs, world_hand_pos, BUILD_BOX_SNAP_DIST_TO_SHIP, NULL));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
V2 potentially_snap_hand_pos(GameState *gs, V2 world_hand_pos)
|
|
|
|
@ -1561,7 +1546,7 @@ EntityID create_initial_world(GameState *gs)
|
|
|
|
|
bool indestructible = false;
|
|
|
|
|
Entity *grid = new_entity(gs);
|
|
|
|
|
grid_create(gs, grid);
|
|
|
|
|
entity_set_pos(grid, (V2){-16.0f, 0.0f});
|
|
|
|
|
entity_set_pos(grid, (V2){-5.0f, 0.0f});
|
|
|
|
|
entity_ensure_in_orbit(grid);
|
|
|
|
|
Entity *explosion_box = new_entity(gs);
|
|
|
|
|
box_create(gs, explosion_box, grid, (V2){0});
|
|
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@ -1796,7 +1781,7 @@ void process(GameState *gs, float dt)
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grid_remove_box(gs, cur_grid, cur_box);
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}
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}
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else
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else if(box_unlocked(player, player->input.build_type))
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{
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// creating a box
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p->damage += DAMAGE_TO_PLAYER_PER_BLOCK;
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@ -1821,6 +1806,7 @@ void process(GameState *gs, float dt)
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grid_correct_for_holes(gs, target_grid); // no holey ship for you!
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new_box->box_type = player->input.build_type;
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new_box->compass_rotation = player->input.build_rotation;
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if(new_box->box_type == BoxScanner) new_box->blueprints_learned = player->box_unlocks;
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if (new_box->box_type == BoxBattery)
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new_box->energy_used = BATTERY_CAPACITY;
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}
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@ -1954,7 +1940,7 @@ void process(GameState *gs, float dt)
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}
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if (cur_box->box_type == BoxScanner)
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{
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// set the nearest platonic solid!
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// set the nearest platonic solid! only on server as only the server sees everything
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if (gs->server_side_computing)
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{
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float energy_unconsumed = batteries_use_energy(gs, grid, &non_battery_energy_left_over, SCANNER_ENERGY_USE * dt);
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@ -1993,6 +1979,30 @@ void process(GameState *gs, float dt)
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}
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}
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}
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// unlock the nearest platonic solid!
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scanner_has_learned = cur_box->blueprints_learned;
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Entity *to_learn = closest_box_to_point_in_radius(gs, entity_pos(cur_box), SCANNER_RADIUS, scanner_filter);
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if(to_learn != NULL)
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assert(to_learn->is_box);
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EntityID new_id = get_id(gs, to_learn);
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if(!entityids_same(cur_box->currently_scanning, new_id))
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{
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cur_box->currently_scanning_progress = 0.0f;
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cur_box->currently_scanning = new_id;
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}
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if(to_learn != NULL)
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cur_box->currently_scanning_progress += dt*SCANNER_SCAN_RATE;
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else
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cur_box->currently_scanning_progress = 0.0f;
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if(cur_box->currently_scanning_progress >= 1.0f)
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{
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cur_box->blueprints_learned |= box_unlock_number(to_learn->box_type);
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}
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cur_box->scanner_head_rotate_speed = lerp(cur_box->scanner_head_rotate_speed, cur_box->platonic_detection_strength > 0.0f ? 3.0f : 0.0f, dt * 3.0f);
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cur_box->scanner_head_rotate += cur_box->scanner_head_rotate_speed * dt;
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cur_box->scanner_head_rotate = fmodf(cur_box->scanner_head_rotate, 2.0f * PI);
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