Fix some warnings

main
Cameron Murphy Reikes 2 years ago
parent db273d9b2d
commit e6e3e68a52

@ -17,7 +17,7 @@ enum
BOXES = 1 << 1,
};
void __assert(bool cond, const char *file, int line, const char *cond_string)
void __assert(bool cond, const char* file, int line, const char* cond_string)
{
if (!cond)
{
@ -29,7 +29,7 @@ void __assert(bool cond, const char *file, int line, const char *cond_string)
static V2 cp_to_v2(cpVect v)
{
return (V2){.x = v.x, .y = v.y};
return (V2) { .x = (float)v.x, .y = (float)v.y };
}
static cpVect v2_to_cp(V2 v)
@ -37,15 +37,15 @@ static cpVect v2_to_cp(V2 v)
return cpv(v.x, v.y);
}
bool was_entity_deleted(struct GameState *gs, EntityID id)
bool was_entity_deleted(struct GameState* gs, EntityID id)
{
if(id.generation == 0) return false; // generation 0 means null entity ID, not a deleted entity
Entity *the_entity = &gs->entities[id.index];
if (id.generation == 0) return false; // generation 0 means null entity ID, not a deleted entity
Entity* the_entity = &gs->entities[id.index];
return (!the_entity->exists || the_entity->generation != id.generation);
}
// may return null if it doesn't exist anymore
Entity *get_entity(struct GameState *gs, EntityID id)
Entity* get_entity(struct GameState* gs, EntityID id)
{
if (id.generation == 0)
{
@ -53,43 +53,43 @@ Entity *get_entity(struct GameState *gs, EntityID id)
}
assert(id.index < gs->cur_next_entity);
assert(id.index < gs->max_entities);
Entity *to_return = &gs->entities[id.index];
Entity* to_return = &gs->entities[id.index];
if (was_entity_deleted(gs, id))
return NULL;
return to_return;
}
EntityID get_id(struct GameState *gs, Entity *e)
EntityID get_id(struct GameState* gs, Entity* e)
{
if (e == NULL)
return (EntityID){0};
return (EntityID) { 0 };
int index = e - gs->entities;
size_t index = e - gs->entities;
assert(index >= 0);
assert(index < gs->cur_next_entity);
return (EntityID){
return (EntityID) {
.generation = e->generation,
.index = index,
};
}
static Entity *cp_shape_entity(cpShape *shape)
static Entity* cp_shape_entity(cpShape* shape)
{
return (Entity *)cpShapeGetUserData(shape);
return (Entity*)cpShapeGetUserData(shape);
}
static Entity *cp_body_entity(cpBody *body)
static Entity* cp_body_entity(cpBody* body)
{
return (Entity *)cpBodyGetUserData(body);
return (Entity*)cpBodyGetUserData(body);
}
static struct GameState *cp_space_gs(cpSpace *space)
static struct GameState* cp_space_gs(cpSpace* space)
{
return (struct GameState *)cpSpaceGetUserData(space);
return (struct GameState*)cpSpaceGetUserData(space);
}
int grid_num_boxes(struct GameState *gs, Entity *e)
int grid_num_boxes(struct GameState* gs, Entity* e)
{
assert(e->is_grid);
int to_return = 0;
@ -100,11 +100,11 @@ int grid_num_boxes(struct GameState *gs, Entity *e)
return to_return;
}
void box_remove_from_boxes(GameState *gs, Entity *box)
void box_remove_from_boxes(GameState* gs, Entity* box)
{
assert(box->is_box);
Entity *prev_box = get_entity(gs, box->prev_box);
Entity *next_box = get_entity(gs, box->next_box);
Entity* prev_box = get_entity(gs, box->prev_box);
Entity* next_box = get_entity(gs, box->next_box);
if (prev_box != NULL)
{
if (prev_box->is_box)
@ -117,12 +117,12 @@ void box_remove_from_boxes(GameState *gs, Entity *box)
assert(next_box->is_box);
next_box->prev_box = get_id(gs, prev_box);
}
box->next_box = (EntityID){0};
box->prev_box = (EntityID){0};
box->next_box = (EntityID){ 0 };
box->prev_box = (EntityID){ 0 };
}
void on_entity_child_shape(cpBody* body, cpShape* shape, void* data);
void entity_destroy(GameState *gs, Entity *e)
void entity_destroy(GameState* gs, Entity* e)
{
assert(e->exists);
@ -152,11 +152,11 @@ void entity_destroy(GameState *gs, Entity *e)
e->body = NULL;
e->shape = NULL;
Entity *front_of_free_list = get_entity(gs, gs->free_list);
Entity* front_of_free_list = get_entity(gs, gs->free_list);
if (front_of_free_list != NULL)
assert(!front_of_free_list->exists);
int gen = e->generation;
*e = (Entity){0};
*e = (Entity){ 0 };
e->generation = gen;
e->next_free_entity = gs->free_list;
gs->free_list = get_id(gs, e);
@ -167,9 +167,9 @@ void on_entity_child_shape(cpBody* body, cpShape* shape, void* data)
entity_destroy((GameState*)data, cp_shape_entity(shape));
}
Entity *new_entity(struct GameState *gs)
Entity* new_entity(struct GameState* gs)
{
Entity *to_return = NULL;
Entity* to_return = NULL;
if (get_entity(gs, gs->free_list) != NULL)
{
to_return = get_entity(gs, gs->free_list);
@ -188,7 +188,7 @@ Entity *new_entity(struct GameState *gs)
return to_return;
}
void create_body(struct GameState *gs, Entity *e)
void create_body(struct GameState* gs, Entity* e)
{
assert(gs->space != NULL);
@ -199,18 +199,18 @@ void create_body(struct GameState *gs, Entity *e)
e->body = NULL;
}
cpBody *body = cpSpaceAddBody(gs->space, cpBodyNew(0.0, 0.0)); // zeros for mass/moment of inertia means automatically calculated from its collision shapes
cpBody* body = cpSpaceAddBody(gs->space, cpBodyNew(0.0, 0.0)); // zeros for mass/moment of inertia means automatically calculated from its collision shapes
e->body = body;
cpBodySetUserData(e->body, (void *)e);
cpBodySetUserData(e->body, (void*)e);
}
void grid_create(struct GameState *gs, Entity *e)
void grid_create(struct GameState* gs, Entity* e)
{
e->is_grid = true;
create_body(gs, e);
}
void entity_set_pos(Entity *e, V2 pos)
void entity_set_pos(Entity* e, V2 pos)
{
assert(e->is_grid);
assert(e->body != NULL);
@ -218,7 +218,7 @@ void entity_set_pos(Entity *e, V2 pos)
}
// size is (1/2 the width, 1/2 the height)
void create_rectangle_shape(GameState *gs, Entity *e, Entity *parent, V2 pos, V2 size, float mass)
void create_rectangle_shape(GameState* gs, Entity* e, Entity* parent, V2 pos, V2 size, float mass)
{
if (e->shape != NULL)
{
@ -237,23 +237,23 @@ void create_rectangle_shape(GameState *gs, Entity *e, Entity *parent, V2 pos, V2
e->shape_size = size;
e->shape_parent_entity = get_id(gs, parent);
e->shape = (cpShape *)cpPolyShapeInitRaw(cpPolyShapeAlloc(), parent->body, 4, verts, 0.0f); // this cast is done in chipmunk, not sure why it works
cpShapeSetUserData(e->shape, (void *)e);
e->shape = (cpShape*)cpPolyShapeInitRaw(cpPolyShapeAlloc(), parent->body, 4, verts, 0.0f); // this cast is done in chipmunk, not sure why it works
cpShapeSetUserData(e->shape, (void*)e);
cpShapeSetMass(e->shape, mass);
cpSpaceAddShape(gs->space, e->shape);
}
void create_player(struct GameState *gs, Entity *e)
void create_player(struct GameState* gs, Entity* e)
{
e->is_player = true;
create_body(gs, e);
create_rectangle_shape(gs, e, e, (V2){0}, V2scale(PLAYER_SIZE, 0.5f), PLAYER_MASS);
create_rectangle_shape(gs, e, e, (V2) { 0 }, V2scale(PLAYER_SIZE, 0.5f), PLAYER_MASS);
cpShapeSetFilter(e->shape, cpShapeFilterNew(CP_NO_GROUP, PLAYERS, CP_ALL_CATEGORIES));
}
// box must be passed as a parameter as the box added to chipmunk uses this pointer in its
// user data. pos is in local coordinates. Adds the box to the grid's chain of boxes
void box_create(struct GameState *gs, Entity *new_box, Entity *grid, V2 pos)
void box_create(struct GameState* gs, Entity* new_box, Entity* grid, V2 pos)
{
new_box->is_box = true;
assert(gs->space != NULL);
@ -261,7 +261,7 @@ void box_create(struct GameState *gs, Entity *new_box, Entity *grid, V2 pos)
float halfbox = BOX_SIZE / 2.0f;
create_rectangle_shape(gs, new_box, grid, pos, (V2){halfbox, halfbox}, 1.0f);
create_rectangle_shape(gs, new_box, grid, pos, (V2) { halfbox, halfbox }, 1.0f);
cpShapeSetFilter(new_box->shape, cpShapeFilterNew(CP_NO_GROUP, BOXES, CP_ALL_CATEGORIES));
@ -276,7 +276,7 @@ void box_create(struct GameState *gs, Entity *new_box, Entity *grid, V2 pos)
// removes boxes from grid, then ensures that the rule that grids must not have
// holes in them is applied.
static void grid_remove_box(struct GameState *gs, struct Entity *grid, struct Entity *box)
static void grid_remove_box(struct GameState* gs, struct Entity* grid, struct Entity* box)
{
assert(grid->is_grid);
assert(box->is_box);
@ -300,7 +300,7 @@ static void grid_remove_box(struct GameState *gs, struct Entity *grid, struct En
// The other "real grids" are allocated as new grids
#define MAX_SEPARATE_GRIDS 8
EntityID separate_grids[MAX_SEPARATE_GRIDS] = {0};
EntityID separate_grids[MAX_SEPARATE_GRIDS] = { 0 };
int cur_separate_grid_index = 0;
int cur_separate_grid_size = 0;
int processed_boxes = 0;
@ -312,7 +312,7 @@ static void grid_remove_box(struct GameState *gs, struct Entity *grid, struct En
while (processed_boxes < num_boxes)
{
// grab an unprocessed box, one not in separate_grids, to start the flood fill
Entity *unprocessed = get_entity(gs, grid->boxes);
Entity* unprocessed = get_entity(gs, grid->boxes);
assert(unprocessed != NULL);
assert(unprocessed->is_box);
box_remove_from_boxes(gs, unprocessed); // no longer in the boxes list of the grid
@ -323,7 +323,7 @@ static void grid_remove_box(struct GameState *gs, struct Entity *grid, struct En
{
// queue stuff @Robust use factored datastructure
EntityID Q = get_id(gs, unprocessed);
Entity *N = NULL;
Entity* N = NULL;
while (true)
{
assert(!was_entity_deleted(gs, Q));
@ -340,10 +340,18 @@ static void grid_remove_box(struct GameState *gs, struct Entity *grid, struct En
V2 cur_local_pos = entity_shape_pos(N);
const V2 dirs[] = {
(V2){.x = -1.0f, .y = 0.0f},
(V2){.x = 1.0f, .y = 0.0f},
(V2){.x = 0.0f, .y = 1.0f},
(V2){.x = 0.0f, .y = -1.0f},
(V2) {
.x = -1.0f, .y = 0.0f
},
(V2) {
.x = 1.0f, .y = 0.0f
},
(V2) {
.x = 0.0f, .y = 1.0f
},
(V2) {
.x = 0.0f, .y = -1.0f
},
};
int num_dirs = sizeof(dirs) / sizeof(*dirs);
@ -353,7 +361,7 @@ static void grid_remove_box(struct GameState *gs, struct Entity *grid, struct En
// @Robust @Speed faster method, not O(N^2), of getting the box
// in the direction currently needed
V2 wanted_local_pos = V2add(cur_local_pos, V2scale(dir, BOX_SIZE));
EntityID box_in_direction = (EntityID){0};
EntityID box_in_direction = (EntityID){ 0 };
BOXES_ITER(gs, cur, grid)
{
if (V2cmp(entity_shape_pos(cur), wanted_local_pos, 0.01f))
@ -363,7 +371,7 @@ static void grid_remove_box(struct GameState *gs, struct Entity *grid, struct En
}
}
Entity *newbox = get_entity(gs, box_in_direction);
Entity* newbox = get_entity(gs, box_in_direction);
if (newbox != NULL)
{
box_remove_from_boxes(gs, newbox);
@ -394,7 +402,7 @@ static void grid_remove_box(struct GameState *gs, struct Entity *grid, struct En
if (get_entity(gs, cur_separate_grid) == NULL)
continue; // this separate grid is empty
Entity *new_grid;
Entity* new_grid;
if (sepgrid_i == biggest_separate_grid_index)
{
new_grid = grid;
@ -407,23 +415,23 @@ static void grid_remove_box(struct GameState *gs, struct Entity *grid, struct En
cpBodySetAngle(new_grid->body, cpBodyGetAngle(grid->body));
}
Entity *cur = get_entity(gs, cur_separate_grid);
Entity* cur = get_entity(gs, cur_separate_grid);
while (cur != NULL)
{
Entity *next = get_entity(gs, cur->next_box);
Entity* next = get_entity(gs, cur->next_box);
box_create(gs, cur, new_grid, entity_shape_pos(cur)); // destroys next/prev fields on cur
cur = next;
}
cpBodySetVelocity(new_grid->body, cpBodyGetVelocityAtWorldPoint(grid->body, v2_to_cp(grid_com(new_grid))));
cpBodySetAngularVelocity(new_grid->body, grid_angular_velocity(grid));
cpBodySetAngularVelocity(new_grid->body, entity_angular_velocity(grid));
}
}
static void postStepRemove(cpSpace *space, void *key, void *data)
static void postStepRemove(cpSpace* space, void* key, void* data)
{
cpShape *b = (cpShape *)key;
Entity *e = cp_shape_entity(b);
cpShape* b = (cpShape*)key;
Entity* e = cp_shape_entity(b);
// @Robust why not just do these deletions in the update loop? save on a lot of complexity
if (e->damage > 1.0f)
{
@ -432,12 +440,12 @@ static void postStepRemove(cpSpace *space, void *key, void *data)
}
}
static cpBool on_damage(cpArbiter *arb, cpSpace *space, cpDataPointer userData)
static cpBool on_damage(cpArbiter* arb, cpSpace* space, cpDataPointer userData)
{
cpShape *a, *b;
cpShape* a, * b;
cpArbiterGetShapes(arb, &a, &b);
Entity *entity_a, *entity_b;
Entity* entity_a, * entity_b;
entity_a = cp_shape_entity(a);
entity_b = cp_shape_entity(b);
@ -456,18 +464,18 @@ static cpBool on_damage(cpArbiter *arb, cpSpace *space, cpDataPointer userData)
return true; // keep colliding
}
void initialize(struct GameState *gs, void *entity_arena, int entity_arena_size)
void initialize(struct GameState* gs, void* entity_arena, int entity_arena_size)
{
*gs = (struct GameState){0};
*gs = (struct GameState){ 0 };
memset(entity_arena, 0, entity_arena_size); // SUPER critical. Random vals in the entity data causes big problem
gs->entities = (Entity *)entity_arena;
gs->entities = (Entity*)entity_arena;
gs->max_entities = entity_arena_size / sizeof(Entity);
gs->space = cpSpaceNew();
cpSpaceSetUserData(gs->space, (cpDataPointer)gs); // needed in the handler
cpCollisionHandler *handler = cpSpaceAddCollisionHandler(gs->space, 0, 0); // @Robust limit collision type to just blocks that can be damaged
cpCollisionHandler* handler = cpSpaceAddCollisionHandler(gs->space, 0, 0); // @Robust limit collision type to just blocks that can be damaged
handler->postSolveFunc = on_damage;
}
void destroy(struct GameState *gs)
void destroy(struct GameState* gs)
{
// can't zero out gs data because the entity memory arena is reused
// on deserialization
@ -481,29 +489,29 @@ void destroy(struct GameState *gs)
gs->cur_next_entity = 0;
}
// center of mass, not the literal position
V2 grid_com(Entity *grid)
V2 grid_com(Entity* grid)
{
return cp_to_v2(cpBodyLocalToWorld(grid->body, cpBodyGetCenterOfGravity(grid->body)));
}
V2 entity_pos(Entity *grid)
V2 entity_pos(Entity* grid)
{
return cp_to_v2(cpBodyGetPosition(grid->body));
}
V2 grid_vel(Entity *grid)
V2 grid_vel(Entity* grid)
{
return cp_to_v2(cpBodyGetVelocity(grid->body));
}
V2 grid_world_to_local(Entity *grid, V2 world)
V2 grid_world_to_local(Entity* grid, V2 world)
{
return cp_to_v2(cpBodyWorldToLocal(grid->body, v2_to_cp(world)));
}
V2 grid_local_to_world(Entity *grid, V2 local)
V2 grid_local_to_world(Entity* grid, V2 local)
{
return cp_to_v2(cpBodyLocalToWorld(grid->body, v2_to_cp(local)));
}
// returned snapped position is in world coordinates
V2 grid_snapped_box_pos(Entity *grid, V2 world)
V2 grid_snapped_box_pos(Entity* grid, V2 world)
{
V2 local = grid_world_to_local(grid, world);
local.x /= BOX_SIZE;
@ -515,36 +523,36 @@ V2 grid_snapped_box_pos(Entity *grid, V2 world)
return cp_to_v2(cpBodyLocalToWorld(grid->body, v2_to_cp(local)));
}
float entity_rotation(Entity *grid)
float entity_rotation(Entity* grid)
{
return cpBodyGetAngle(grid->body);
return (float)cpBodyGetAngle(grid->body);
}
float grid_angular_velocity(Entity *grid)
float entity_angular_velocity(Entity* grid)
{
return cpBodyGetAngularVelocity(grid->body);
return (float)cpBodyGetAngularVelocity(grid->body);
}
Entity *box_grid(Entity *box)
Entity* box_grid(Entity* box)
{
return (Entity *)cpBodyGetUserData(cpShapeGetBody(box->shape));
return (Entity*)cpBodyGetUserData(cpShapeGetBody(box->shape));
}
// in local space
V2 entity_shape_pos(Entity *box)
V2 entity_shape_pos(Entity* box)
{
return cp_to_v2(cpShapeGetCenterOfGravity(box->shape));
}
float entity_shape_mass(Entity *box)
float entity_shape_mass(Entity* box)
{
assert(box->shape != NULL);
return cpShapeGetMass(box->shape);
return (float)cpShapeGetMass(box->shape);
}
V2 box_pos(Entity *box)
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)
float box_rotation(Entity* box)
{
return cpBodyGetAngle(cpShapeGetBody(box->shape));
return (float)cpBodyGetAngle(cpShapeGetBody(box->shape));
}
struct BodyData
@ -555,7 +563,7 @@ struct BodyData
float angular_velocity;
};
void populate(cpBody *body, struct BodyData *data)
void populate(cpBody* body, struct BodyData* data)
{
data->pos = cp_to_v2(cpBodyGetPosition(body));
data->vel = cp_to_v2(cpBodyGetVelocity(body));
@ -563,7 +571,7 @@ void populate(cpBody *body, struct BodyData *data)
data->angular_velocity = (float)cpBodyGetAngularVelocity(body);
}
void update_from(cpBody *body, struct BodyData *data)
void update_from(cpBody* body, struct BodyData* data)
{
cpBodySetPosition(body, v2_to_cp(data->pos));
cpBodySetVelocity(body, v2_to_cp(data->vel));
@ -571,71 +579,73 @@ void update_from(cpBody *body, struct BodyData *data)
cpBodySetAngularVelocity(body, data->angular_velocity);
}
#define WRITE_VARNAMES true // debugging feature horrible for network
#define WRITE_VARNAMES // debugging feature horrible for network
typedef struct SerState
{
char *bytes;
char* bytes;
bool serializing;
int cursor; // points to next available byte, is the size of current message after serializing something
int max_size;
size_t cursor; // points to next available byte, is the size of current message after serializing something
size_t max_size;
} SerState;
#define SER_VAR_NAME(var_pointer, name) \
{ \
const char *var_name = name; \
size_t var_name_len = 0; \
if (WRITE_VARNAMES) \
{ \
var_name_len = strlen(var_name); \
} \
if (ser->serializing) \
{ \
if (WRITE_VARNAMES) \
{ \
memcpy(ser->bytes + ser->cursor, var_name, var_name_len); \
ser->cursor += var_name_len; \
} \
for (int b = 0; b < sizeof(*var_pointer); b++) \
{ \
ser->bytes[ser->cursor] = ((char *)var_pointer)[b]; \
ser->cursor += 1; \
assert(ser->cursor < ser->max_size); \
} \
} \
else \
{ \
if (WRITE_VARNAMES) \
{ \
char *read_name = malloc(sizeof *read_name * (var_name_len + 1)); \
for (int i = 0; i < var_name_len; i++) \
{ \
read_name[i] = ser->bytes[ser->cursor]; \
ser->cursor += 1; \
assert(ser->cursor < ser->max_size); \
} \
read_name[var_name_len] = '\0'; \
if (strcmp(read_name, var_name) != 0) \
{ \
printf("%s:%d | Expected variable %s but got %s\n", __FILE__, __LINE__, var_name, read_name); \
} \
free(read_name); \
} \
for (int b = 0; b < sizeof(*var_pointer); b++) \
{ \
((char *)var_pointer)[b] = ser->bytes[ser->cursor]; \
ser->cursor += 1; \
assert(ser->cursor < ser->max_size); \
} \
} \
void ser_var(SerState* ser, char* var_pointer, size_t var_size, const char* name)
{
const char* var_name = name;
#ifdef WRITE_VARNAMES
size_t var_name_len = strlen(var_name);
#endif
if (ser->serializing)
{
#ifdef WRITE_VARNAMES
memcpy(ser->bytes + ser->cursor, var_name, var_name_len);
ser->cursor += var_name_len;
#endif
for (int b = 0; b < var_size; b++)
{
ser->bytes[ser->cursor] = var_pointer[b];
ser->cursor += 1;
assert(ser->cursor < ser->max_size);
}
}
else
{
#ifdef WRITE_VARNAMES
{
char read_name[1024] = { 0 };
for (int i = 0; i < var_name_len; i++)
{
read_name[i] = ser->bytes[ser->cursor];
ser->cursor += 1;
assert(ser->cursor < ser->max_size);
}
read_name[var_name_len] = '\0';
if (strcmp(read_name, var_name) != 0)
{
printf("%s:%d | Expected variable %s but got %sn\n", __FILE__, __LINE__, var_name, read_name);
*(char*)NULL = 0;
}
}
#endif
for (int b = 0; b < var_size; b++)
{
var_pointer[b] = ser->bytes[ser->cursor];
ser->cursor += 1;
assert(ser->cursor < ser->max_size);
}
}
}
#define SER_VAR_NAME(var_pointer, name) ser_var(ser, (char*)var_pointer, sizeof(var_pointer), name)
#define SER_VAR(var_pointer) SER_VAR_NAME(var_pointer, #var_pointer)
void ser_V2(SerState *ser, V2 *var)
void ser_V2(SerState* ser, V2* var)
{
SER_VAR(&var->x);
SER_VAR(&var->y);
}
void ser_bodydata(SerState *ser, struct BodyData *data)
void ser_bodydata(SerState* ser, struct BodyData* data)
{
ser_V2(ser, &data->pos);
ser_V2(ser, &data->vel);
@ -643,13 +653,13 @@ void ser_bodydata(SerState *ser, struct BodyData *data)
SER_VAR(&data->angular_velocity);
}
void ser_entityid(SerState *ser, EntityID *id)
void ser_entityid(SerState* ser, EntityID* id)
{
SER_VAR(&id->generation);
SER_VAR(&id->index);
}
void ser_inputframe(SerState *ser, struct InputFrame *i)
void ser_inputframe(SerState* ser, struct InputFrame* i)
{
SER_VAR(&i->movement);
SER_VAR(&i->inhabit);
@ -660,7 +670,7 @@ void ser_inputframe(SerState *ser, struct InputFrame *i)
ser_entityid(ser, &i->grid_to_build_on);
}
void ser_player(SerState *ser, struct Player *p)
void ser_player(SerState* ser, struct Player* p)
{
SER_VAR(&p->connected);
if (p->connected)
@ -670,7 +680,7 @@ void ser_player(SerState *ser, struct Player *p)
}
}
void ser_entity(SerState *ser, struct GameState *gs, Entity *e)
void ser_entity(SerState* ser, struct GameState* gs, Entity* e)
{
SER_VAR(&e->generation);
SER_VAR(&e->damage);
@ -708,16 +718,16 @@ void ser_entity(SerState *ser, struct GameState *gs, Entity *e)
float shape_mass;
if (ser->serializing)
shape_mass = entity_shape_mass(e);
SER_VAR(&shape_mass)
SER_VAR(&shape_mass);
Entity * parent = get_entity(gs, e->shape_parent_entity);
if(parent == NULL)
Entity* parent = get_entity(gs, e->shape_parent_entity);
if (parent == NULL)
{
printf("Null shape parent\n");
}
if (!ser->serializing)
{
create_rectangle_shape(gs, e, parent , shape_pos, e->shape_size, shape_mass);
create_rectangle_shape(gs, e, parent, shape_pos, e->shape_size, shape_mass);
}
}
@ -748,9 +758,9 @@ void ser_entity(SerState *ser, struct GameState *gs, Entity *e)
}
}
void ser_server_to_client(SerState *ser, ServerToClient *s)
void ser_server_to_client(SerState* ser, ServerToClient* s)
{
struct GameState *gs = s->cur_gs;
struct GameState* gs = s->cur_gs;
int cur_next_entity = 0;
if (ser->serializing)
@ -760,7 +770,7 @@ void ser_server_to_client(SerState *ser, ServerToClient *s)
if (!ser->serializing)
{
destroy(gs);
memset((void *)gs->entities, 0, sizeof(*gs->entities) * gs->max_entities);
memset((void*)gs->entities, 0, sizeof(*gs->entities) * gs->max_entities);
initialize(gs, gs->entities, gs->max_entities * sizeof(*gs->entities));
gs->cur_next_entity = cur_next_entity;
}
@ -779,15 +789,15 @@ void ser_server_to_client(SerState *ser, ServerToClient *s)
{
for (int i = 0; i < gs->cur_next_entity; i++)
{
Entity *e = &gs->entities[i];
Entity* e = &gs->entities[i];
if (e->exists)
{
if(e->is_player)
if (e->is_player)
{
SER_VAR(&i);
ser_entity(ser, gs, e);
}
else if(e->is_grid)
else if (e->is_grid)
{
// serialize boxes always after bodies, so that by the time the boxes
// are loaded in the parent body is loaded in and can be referenced.
@ -814,14 +824,14 @@ void ser_server_to_client(SerState *ser, ServerToClient *s)
if (next_index == -1)
break;
assert(next_index < gs->max_entities);
Entity *e = &gs->entities[next_index];
Entity* e = &gs->entities[next_index];
e->exists = true;
ser_entity(ser, gs, e);
gs->cur_next_entity = max(gs->cur_next_entity, next_index + 1);
}
for (int i = 0; i < gs->cur_next_entity; i++)
{
Entity *e = &gs->entities[i];
Entity* e = &gs->entities[i];
if (!e->exists)
{
e->next_free_entity = gs->free_list;
@ -831,7 +841,7 @@ void ser_server_to_client(SerState *ser, ServerToClient *s)
}
}
void into_bytes(struct ServerToClient *msg, char *bytes, int *out_len, int max_len)
void into_bytes(struct ServerToClient* msg, char* bytes, size_t * out_len, size_t max_len)
{
assert(msg->cur_gs != NULL);
assert(msg != NULL);
@ -847,7 +857,7 @@ void into_bytes(struct ServerToClient *msg, char *bytes, int *out_len, int max_l
*out_len = ser.cursor + 1; // @Robust not sure why I need to add one to cursor, ser.cursor should be the length..
}
void from_bytes(struct ServerToClient *msg, char *bytes, int max_len)
void from_bytes(struct ServerToClient* msg, char* bytes, size_t max_len)
{
assert(msg->cur_gs != NULL);
assert(msg != NULL);
@ -863,9 +873,9 @@ void from_bytes(struct ServerToClient *msg, char *bytes, int max_len)
}
// has to be global var because can only get this information
static cpShape *closest_to_point_in_radius_result = NULL;
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)
static void closest_point_callback_func(cpShape* shape, cpContactPointSet* points, void* data)
{
assert(points->count == 1);
if (!cp_shape_entity(shape)->is_box)
@ -879,13 +889,13 @@ static void closest_point_callback_func(cpShape *shape, cpContactPointSet *point
}
}
Entity *closest_to_point_in_radius(struct GameState *gs, V2 point, float radius)
Entity* 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));
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);
@ -900,10 +910,10 @@ Entity *closest_to_point_in_radius(struct GameState *gs, V2 point, float radius)
return NULL;
}
V2 thruster_direction(Entity *box)
V2 thruster_direction(Entity* box)
{
assert(box->is_box && box->box_type == BoxThruster);
V2 to_return = (V2){.x = 1.0f, .y = 0.0f};
V2 to_return = (V2){ .x = 1.0f, .y = 0.0f };
to_return = V2rotate(to_return, rotangle(box->compass_rotation));
to_return = V2rotate(to_return, box_rotation(box));
@ -911,17 +921,17 @@ V2 thruster_direction(Entity *box)
return to_return;
}
V2 thruster_force(Entity *box)
V2 thruster_force(Entity* box)
{
return V2scale(thruster_direction(box), -box->thrust * THRUSTER_FORCE);
}
uint64_t tick(struct GameState *gs)
uint64_t tick(struct GameState* gs)
{
return (uint64_t)floor(gs->time / ((double)TIMESTEP));
}
void process(struct GameState *gs, float dt)
void process(struct GameState* gs, float dt)
{
assert(gs->space != NULL);
@ -931,10 +941,10 @@ void process(struct GameState *gs, float dt)
// process input
for (int i = 0; i < MAX_PLAYERS; i++)
{
struct Player *player = &gs->players[i];
struct Player* player = &gs->players[i];
if (!player->connected)
continue;
Entity *p = get_entity(gs, player->entity);
Entity* p = get_entity(gs, player->entity);
if (p == NULL)
{
p = new_entity(gs);
@ -948,15 +958,15 @@ void process(struct GameState *gs, float dt)
{
p->goldness += 0.1;
p->spice_taken_away = 0.0f;
gs->goldpos = (V2){.x = hash11(gs->time) * 20.0f, .y = hash11(gs->time - 13.6f) * 20.0f};
gs->goldpos = (V2){ .x = hash11(gs->time) * 20.0f, .y = hash11(gs->time - 13.6f) * 20.0f };
}
if (get_entity(gs, p->currently_piloting_seat) == NULL)
{
p->currently_piloting_seat = (EntityID){0};
p->currently_piloting_seat = (EntityID){ 0 };
}
// @Todo do getting inside pilot seat
// @Todo do getting inside pilot seat
#if 0
if (p->input.inhabit)
{
@ -965,12 +975,12 @@ void process(struct GameState *gs, float dt)
{
// @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), 0.1f, cpShapeFilterNew(CP_NO_GROUP, CP_ALL_CATEGORIES, CP_ALL_CATEGORIES), &query_info);
cpPointQueryInfo query_info = { 0 };
cpShape* result = cpSpacePointQueryNearest(gs->space, v2_to_cp(p->pos), 0.1f, 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));
struct Grid* g = (struct Grid*)cpBodyGetUserData(cpShapeGetBody(result));
int ship_to_inhabit = -1;
for (int ii = 0; ii < MAX_GRIDS; ii++)
{
@ -1024,10 +1034,10 @@ void process(struct GameState *gs, float dt)
}
cpBodyApplyForceAtWorldPoint(p->body, v2_to_cp(V2scale(player->input.movement, PLAYER_JETPACK_FORCE)), cpBodyGetPosition(p->body));
p->spice_taken_away += movement_strength * dt * PLAYER_JETPACK_SPICE_PER_SECOND;
// @Todo do pilot seat
// @Todo do pilot seat
#if 0
{
struct Grid *g = &gs->grids[p->currently_inhabiting_index];
struct Grid* g = &gs->grids[p->currently_inhabiting_index];
V2 target_new_pos = V2lerp(p->pos, grid_com(g), dt * 20.0f);
p->vel = V2scale(V2sub(target_new_pos, p->pos), 1.0f / dt); // set vel correctly so newly built grids have the correct velocity copied from it
@ -1035,7 +1045,7 @@ void process(struct GameState *gs, float dt)
{
float energy_available = g->total_energy_capacity;
V2 target_direction = {0};
V2 target_direction = { 0 };
if (V2length(p->input.movement) > 0.0f)
{
target_direction = V2normalize(p->input.movement);
@ -1069,39 +1079,39 @@ void process(struct GameState *gs, float dt)
{
player->input.dobuild = false; // handle the input. if didn't do this, after destruction of hovered box, would try to build on its grid with grid_index...
cpPointQueryInfo info = {0};
cpPointQueryInfo info = { 0 };
V2 world_build = player->input.build;
// @Robust sanitize this input so player can't build on any grid in the world
Entity *target_grid = get_entity(gs, player->input.grid_to_build_on);
Entity* target_grid = get_entity(gs, player->input.grid_to_build_on);
if (target_grid != NULL)
{
world_build = grid_local_to_world(target_grid, player->input.build);
}
cpShape *nearest = cpSpacePointQueryNearest(gs->space, v2_to_cp(world_build), 0.01f, cpShapeFilterNew(CP_NO_GROUP, CP_ALL_CATEGORIES, BOXES), &info);
cpShape* nearest = cpSpacePointQueryNearest(gs->space, v2_to_cp(world_build), 0.01f, cpShapeFilterNew(CP_NO_GROUP, CP_ALL_CATEGORIES, BOXES), &info);
if (nearest != NULL)
{
Entity *cur_box = cp_shape_entity(nearest);
Entity *cur_grid = cp_body_entity(cpShapeGetBody(nearest));
Entity* cur_box = cp_shape_entity(nearest);
Entity* cur_grid = cp_body_entity(cpShapeGetBody(nearest));
grid_remove_box(gs, cur_grid, cur_box);
p->spice_taken_away -= 0.1f;
}
else if (target_grid == NULL)
{
Entity *new_grid = new_entity(gs);
Entity* new_grid = new_entity(gs);
grid_create(gs, new_grid);
p->spice_taken_away += 0.1f;
entity_set_pos(new_grid, world_build);
Entity *new_box = new_entity(gs);
box_create(gs, new_box, new_grid, (V2){0});
Entity* new_box = new_entity(gs);
box_create(gs, new_box, new_grid, (V2) { 0 });
new_box->box_type = player->input.build_type;
new_box->compass_rotation = player->input.build_rotation;
cpBodySetVelocity(new_grid->body, cpBodyGetVelocity(p->body));
}
else
{
Entity *new_box = new_entity(gs);
Entity* new_box = new_entity(gs);
box_create(gs, new_box, target_grid, grid_world_to_local(target_grid, world_build));
new_box->box_type = player->input.build_type;
new_box->compass_rotation = player->input.build_rotation;
@ -1112,19 +1122,19 @@ void process(struct GameState *gs, float dt)
if (p->spice_taken_away >= 1.0f)
{
entity_destroy(gs, p);
player->entity = (EntityID){0};
player->entity = (EntityID){ 0 };
}
p->spice_taken_away = clamp01(p->spice_taken_away);
}
// @Todo add thrust from thruster blocks
// @Todo add thrust from thruster blocks
#if 0
for (int i = 0; i < MAX_GRIDS; i++)
{
SKIPNULL(gs->grids[i].body);
struct Box *batteries[MAX_BOXES_PER_GRID] = {0};
struct Box* batteries[MAX_BOXES_PER_GRID] = { 0 };
int cur_battery = 0;
for (int ii = 0; ii < MAX_BOXES_PER_GRID; ii++)
{
@ -1145,7 +1155,7 @@ void process(struct GameState *gs, float dt)
if (gs->grids[i].boxes[ii].type == BoxThruster)
{
float energy_to_consume = gs->grids[i].boxes[ii].thrust * THRUSTER_ENERGY_USED_PER_SECOND * dt;
struct Box *max_capacity_battery = NULL;
struct Box* max_capacity_battery = NULL;
float max_capacity_battery_energy_used = 1.0f;
for (int iii = 0; iii < batteries_len; iii++)
{

@ -353,7 +353,7 @@ static void frame(void)
// and other validation instead of just casting to a struct
// "Alignment of structure members can be different even among different compilers on the same platform, let alone different platforms."
// ^^ need serialization strategy that accounts for this if multiple platforms is happening https://stackoverflow.com/questions/28455163/how-can-i-portably-send-a-c-struct-through-a-network-socket
struct ServerToClient msg = {
ServerToClient msg = (ServerToClient){
.cur_gs = &gs,
};
// @Robust @BeforeShip maximum acceptable message size?

@ -161,8 +161,8 @@ typedef struct GameState
// 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;
int max_entities; // maximum number of entities possible in the entities list
int cur_next_entity; // next entity to pass on request of a new entity if the free list is empty
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;
@ -212,8 +212,8 @@ void destroy(struct GameState *gs);
void process(struct GameState *gs, float dt); // does in place
Entity *closest_to_point_in_radius(struct GameState *gs, V2 point, float radius);
uint64_t tick(struct GameState *gs);
void into_bytes(struct ServerToClient *gs, char *out_bytes, int *out_len, int max_len);
void from_bytes(struct ServerToClient *gs, char *bytes, int max_len);
void into_bytes(struct ServerToClient *gs, char *out_bytes, size_t * out_len, size_t max_len);
void from_bytes(struct ServerToClient *gs, char *bytes, size_t max_len);
// entities
Entity *get_entity(struct GameState *gs, EntityID id);
@ -237,7 +237,7 @@ V2 grid_vel(Entity *grid);
V2 grid_local_to_world(Entity *grid, V2 local);
V2 grid_world_to_local(Entity *grid, V2 world);
V2 grid_snapped_box_pos(Entity *grid, V2 world); // returns the snapped pos in world coords
float grid_angular_velocity(Entity *grid);
float entity_angular_velocity(Entity *grid);
V2 entity_shape_pos(Entity *box);
V2 box_pos(Entity *box);
float box_rotation(Entity *box);
@ -313,8 +313,8 @@ static V2 V2project(V2 vec, V2 onto)
static V2 V2rotate(V2 vec, float theta)
{
return (V2){
.x = vec.x * cos(theta) - vec.y * sin(theta),
.y = vec.x * sin(theta) + vec.y * cos(theta),
.x = vec.x * cosf(theta) - vec.y * sinf(theta),
.y = vec.x * sinf(theta) + vec.y * cosf(theta),
};
}
@ -339,7 +339,7 @@ static bool V2cmp(V2 a, V2 b, float eps)
static inline float clamp01(float f)
{
return fmax(0.0f, fmin(f, 1.0f));
return fmaxf(0.0f, fminf(f, 1.0f));
}
static inline float clamp(float f, float minimum, float maximum)
@ -373,8 +373,8 @@ static V2 V2lerp(V2 a, V2 b, float factor)
// for random generation
static float hash11(float p)
{
p = fract(p * .1031);
p *= p + 33.33;
p = fract(p * .1031f);
p *= p + 33.33f;
p *= p + p;
return fract(p);
}
@ -387,9 +387,9 @@ typedef struct Color
static Color colhex(int r, int g, int b)
{
return (Color){
.r = (float)r / 255.0,
.g = (float)g / 255.0,
.b = (float)b / 255.0,
.r = (float)r / 255.0f,
.g = (float)g / 255.0f,
.b = (float)b / 255.0f,
.a = 1.0f,
};
}

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