#include #include "types.h" #include "ipsettings.h" // debug/developer settings #include // assert logging #include // memset // 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 enum { PLAYERS = 1 << 0, BOXES = 1 << 1, }; 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 = (float)v.x, .y = (float)v.y }; } static cpVect v2_to_cp(V2 v) { return cpv(v.x, v.y); } bool was_entity_deleted(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]; return (!the_entity->exists || the_entity->generation != id.generation); } Entity* get_entity_even_if_dead(GameState* gs, EntityID id) { if (id.generation == 0) { return NULL; } assert(id.index < gs->cur_next_entity || gs->cur_next_entity == 0); assert(id.index < gs->max_entities); Entity* to_return = &gs->entities[id.index]; // don't validate the generation either return to_return; } // may return null if it doesn't exist anymore Entity* get_entity(GameState* gs, EntityID id) { Entity* to_return = get_entity_even_if_dead(gs, id); if (was_entity_deleted(gs, id)) return NULL; return to_return; } EntityID get_id(GameState* gs, Entity* e) { if (e == NULL) return (EntityID) { 0 }; size_t index = (e - gs->entities); assert(index >= 0); assert(index < gs->cur_next_entity); return (EntityID) { .generation = e->generation, .index = (unsigned int)index, }; } static Entity* cp_shape_entity(cpShape* shape) { return (Entity*)cpShapeGetUserData(shape); } static Entity* cp_body_entity(cpBody* body) { return (Entity*)cpBodyGetUserData(body); } static GameState* cp_space_gs(cpSpace* space) { return (GameState*)cpSpaceGetUserData(space); } int grid_num_boxes(GameState* gs, Entity* e) { assert(e->is_grid); int to_return = 0; BOXES_ITER(gs, cur, e) to_return++; return to_return; } 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); if (prev_box != NULL) { if (prev_box->is_box) prev_box->next_box = get_id(gs, next_box); else if (prev_box->is_grid) prev_box->boxes = get_id(gs, next_box); } if (next_box != NULL) { assert(next_box->is_box); next_box->prev_box = get_id(gs, prev_box); } box->next_box = (EntityID){ 0 }; box->prev_box = (EntityID){ 0 }; } void on_entity_child_shape(cpBody* body, cpShape* shape, void* data); // gs is for iterating over all child shapes and destroying those, too static void destroy_body(GameState* gs, cpBody** body) { if (*body != NULL) { cpBodyEachShape(*body, on_entity_child_shape, (void*)gs); cpSpaceRemoveBody(gs->space, *body); cpBodyFree(*body); *body = NULL; } *body = NULL; } void entity_destroy(GameState* gs, Entity* e) { assert(e->exists); if (e->is_grid) { BOXES_ITER(gs, cur, e) entity_destroy(gs, cur); } if (e->is_box) { box_remove_from_boxes(gs, e); } if (e->shape != NULL) { cpSpaceRemoveShape(gs->space, e->shape); cpShapeFree(e->shape); e->shape = NULL; } destroy_body(gs, &e->body); 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->generation = gen; e->next_free_entity = gs->free_list; gs->free_list = get_id(gs, e); } void on_entity_child_shape(cpBody* body, cpShape* shape, void* data) { entity_destroy((GameState*)data, cp_shape_entity(shape)); } Entity* new_entity(GameState* gs) { Entity* to_return = NULL; Entity* possible_free_list = get_entity_even_if_dead(gs, gs->free_list); if (possible_free_list != NULL) { assert(possible_free_list->generation == gs->free_list.generation); to_return = possible_free_list; assert(!to_return->exists); gs->free_list = to_return->next_free_entity; } else { assert(gs->cur_next_entity < gs->max_entities); // too many entities if fails to_return = &gs->entities[gs->cur_next_entity]; gs->cur_next_entity++; } to_return->generation++; to_return->exists = true; return to_return; } void create_body(GameState* gs, Entity* e) { assert(gs->space != NULL); if (e->body != NULL) { cpSpaceRemoveBody(gs->space, e->body); cpBodyFree(e->body); 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 e->body = body; cpBodySetUserData(e->body, (void*)e); } V2 player_vel(GameState* gs, Entity* player) { assert(player->is_player); Entity* potential_seat = get_entity(gs, player->currently_inside_of_box); if (potential_seat != NULL) { return cp_to_v2(cpBodyGetVelocity(get_entity(gs, potential_seat->shape_parent_entity)->body)); } else { return cp_to_v2(cpBodyGetVelocity(player->body)); } } void grid_create(GameState* gs, Entity* e) { e->is_grid = true; create_body(gs, e); } void entity_set_rotation(Entity* e, float rot) { assert(e->body != NULL); cpBodySetAngle(e->body, rot); } void entity_set_pos(Entity* e, V2 pos) { assert(e->is_grid); assert(e->body != NULL); cpBodySetPosition(e->body, v2_to_cp(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) { if (e->shape != NULL) { cpSpaceRemoveShape(gs->space, e->shape); cpShapeFree(e->shape); e->shape = NULL; } cpBB box = cpBBNew(-size.x + pos.x, -size.y + pos.y, size.x + pos.x, size.y + 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), }; 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); cpShapeSetMass(e->shape, mass); cpSpaceAddShape(gs->space, e->shape); } #define PLAYER_SHAPE_FILTER cpShapeFilterNew(CP_NO_GROUP, PLAYERS, CP_ALL_CATEGORIES) void create_player(GameState* gs, Entity* e) { e->is_player = true; e->no_save_to_disk = true; create_body(gs, e); create_rectangle_shape(gs, e, e, (V2) { 0 }, V2scale(PLAYER_SIZE, 0.5f), PLAYER_MASS); cpShapeSetFilter(e->shape, PLAYER_SHAPE_FILTER); } void box_add_to_boxes(GameState* gs, Entity* grid, Entity* box_to_add) { box_to_add->next_box = get_id(gs, get_entity(gs, grid->boxes)); box_to_add->prev_box = get_id(gs, grid); if (get_entity(gs, box_to_add->next_box) != NULL) { get_entity(gs, box_to_add->next_box)->prev_box = get_id(gs, box_to_add); } grid->boxes = get_id(gs, box_to_add); } // 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(GameState* gs, Entity* new_box, Entity* grid, V2 pos) { new_box->is_box = true; assert(gs->space != NULL); assert(grid->is_grid); float halfbox = BOX_SIZE / 2.0f; 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)); box_add_to_boxes(gs, grid, new_box); } // removes boxes from grid, then ensures that the rule that grids must not have // holes in them is applied. static void grid_correct_for_holes(GameState* gs, struct Entity* grid) { int num_boxes = grid_num_boxes(gs, grid); if (num_boxes == 0) { entity_destroy(gs, grid); return; } if (num_boxes == 1) return; // could be a gap between boxes in the grid, separate into multiple grids // goal: create list of "real grids" from this grid that have boxes which are // ONLY connected horizontally and vertically. whichever one of these "real grids" // has the most blocks stays the current grid, so // if a player is inhabiting this ship it stays that ship. // The other "real grids" are allocated as new grids #define MAX_SEPARATE_GRIDS 8 EntityID separate_grids[MAX_SEPARATE_GRIDS] = { 0 }; int cur_separate_grid_index = 0; int cur_separate_grid_size = 0; int processed_boxes = 0; int biggest_separate_grid_index = 0; int biggest_separate_grid_length = 0; // process all boxes into separate, but correctly connected, grids 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); assert(unprocessed != NULL); assert(unprocessed->is_box); box_remove_from_boxes(gs, unprocessed); // no longer in the boxes list of the grid // flood fill from this unprocessed box, adding each result to cur_separate_grid_index, // removing each block from the grid // https://en.wikipedia.org/wiki/Flood_fill { // queue stuff @Robust use factored datastructure EntityID Q = get_id(gs, unprocessed); Entity* N = NULL; while (true) { assert(!was_entity_deleted(gs, Q)); N = get_entity(gs, Q); if (N == NULL) // must mean that the queue is empty break; Q = N->next_box; if (true) // if node "inside", this is always true { N->next_box = separate_grids[cur_separate_grid_index]; separate_grids[cur_separate_grid_index] = get_id(gs, N); cur_separate_grid_size++; processed_boxes++; 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 }, }; int num_dirs = sizeof(dirs) / sizeof(*dirs); for (int ii = 0; ii < num_dirs; ii++) { V2 dir = dirs[ii]; // @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 }; BOXES_ITER(gs, cur, grid) { if (V2equal(entity_shape_pos(cur), wanted_local_pos, 0.01f)) { box_in_direction = get_id(gs, cur); break; } } Entity* newbox = get_entity(gs, box_in_direction); if (newbox != NULL) { box_remove_from_boxes(gs, newbox); newbox->next_box = Q; Q = box_in_direction; } } } } } if (cur_separate_grid_size > biggest_separate_grid_length) { biggest_separate_grid_length = cur_separate_grid_size; biggest_separate_grid_index = cur_separate_grid_index; } cur_separate_grid_index++; assert(cur_separate_grid_index < MAX_SEPARATE_GRIDS); cur_separate_grid_size = 0; } // create new grids for all lists of boxes except for the biggest one. // delete the boxes out of the current grid as I pull boxes into separate ones // which are no longer connected for (int sepgrid_i = 0; sepgrid_i < MAX_SEPARATE_GRIDS; sepgrid_i++) { EntityID cur_separate_grid = separate_grids[sepgrid_i]; if (get_entity(gs, cur_separate_grid) == NULL) continue; // this separate grid is empty Entity* new_grid; if (sepgrid_i == biggest_separate_grid_index) { new_grid = grid; } else { new_grid = new_entity(gs); grid_create(gs, new_grid); cpBodySetPosition(new_grid->body, cpBodyGetPosition(grid->body)); cpBodySetAngle(new_grid->body, cpBodyGetAngle(grid->body)); } Entity* cur = get_entity(gs, cur_separate_grid); while (cur != NULL) { 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, entity_angular_velocity(grid)); } } static void grid_remove_box(GameState* gs, struct Entity* grid, struct Entity* box) { assert(grid->is_grid); assert(box->is_box); entity_destroy(gs, box); grid_correct_for_holes(gs, grid); } static cpBool on_damage(cpArbiter* arb, cpSpace* space, cpDataPointer userData) { cpShape* a, * b; cpArbiterGetShapes(arb, &a, &b); Entity* entity_a, * entity_b; entity_a = cp_shape_entity(a); 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 // cpSpaceAddPostStepCallback(space, (cpPostStepFunc)postStepRemove, b, NULL); // cpSpaceAddPostStepCallback(space, (cpPostStepFunc)postStepRemove, a, NULL); return true; // keep colliding } void initialize(GameState* gs, void* entity_arena, size_t entity_arena_size) { *gs = (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->max_entities = (unsigned int)(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 handler->postSolveFunc = on_damage; } void destroy(GameState* gs) { // can't zero out gs data because the entity memory arena is reused // on deserialization for (size_t i = 0; i < gs->max_entities; i++) { if (gs->entities[i].exists) entity_destroy(gs, &gs->entities[i]); } cpSpaceFree(gs->space); gs->space = NULL; for (size_t i = 0; i < gs->cur_next_entity; i++) { if (gs->entities[i].exists) gs->entities[i] = (Entity){ 0 }; } gs->cur_next_entity = 0; } // center of mass, not the literal position V2 grid_com(Entity* grid) { return cp_to_v2(cpBodyLocalToWorld(grid->body, cpBodyGetCenterOfGravity(grid->body))); } V2 grid_vel(Entity* grid) { return cp_to_v2(cpBodyGetVelocity(grid->body)); } 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) { 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 local = grid_world_to_local(grid, 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 entity_rotation(Entity* grid) { return (float)cpBodyGetAngle(grid->body); } float entity_angular_velocity(Entity* grid) { return (float)cpBodyGetAngularVelocity(grid->body); } Entity* box_grid(Entity* box) { return (Entity*)cpBodyGetUserData(cpShapeGetBody(box->shape)); } // in local space V2 entity_shape_pos(Entity* box) { return cp_to_v2(cpShapeGetCenterOfGravity(box->shape)); } float entity_shape_mass(Entity* box) { assert(box->shape != NULL); return (float)cpShapeGetMass(box->shape); } 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 if (e->is_explosion) { return e->explosion_pos; } else { assert(e->body != NULL); return cp_to_v2(cpBodyGetPosition(e->body)); } } struct BodyData { V2 pos; V2 vel; float rotation; float angular_velocity; }; void populate(cpBody* body, struct BodyData* data) { data->pos = cp_to_v2(cpBodyGetPosition(body)); data->vel = cp_to_v2(cpBodyGetVelocity(body)); data->rotation = (float)cpBodyGetAngle(body); data->angular_velocity = (float)cpBodyGetAngularVelocity(body); } void update_from(cpBody* body, struct BodyData* data) { cpBodySetPosition(body, v2_to_cp(data->pos)); cpBodySetVelocity(body, v2_to_cp(data->vel)); cpBodySetAngle(body, data->rotation); cpBodySetAngularVelocity(body, data->angular_velocity); } typedef struct SerState { char* bytes; bool serializing; size_t cursor; // points to next available byte, is the size of current message after serializing something size_t max_size; Entity* for_player; size_t max_entity_index; // for error checking bool write_varnames; bool save_or_load_from_disk; // output uint32_t version; } SerState; typedef struct SerMaybeFailure { bool failed; int line; const char* expression; } SerMaybeFailure; const static SerMaybeFailure ser_ok = { 0 }; #define SER_ASSERT(cond) \ if (!(cond)) \ { \ __assert(false, __FILE__, __LINE__, #cond); \ if (ser->save_or_load_from_disk) \ { \ Log("While saving/loading, serialization assertion failed %s on line %d\n", #cond, __LINE__); \ } \ else \ { \ return (SerMaybeFailure){.failed = true, .line = __LINE__, .expression = #cond}; \ } \ } #define SER_MAYBE_RETURN(maybe_failure) \ { \ SerMaybeFailure result = maybe_failure; \ if (result.failed) \ return result; \ } SerMaybeFailure ser_data(SerState* ser, char* data, size_t data_len, const char* name, const char* file, int line) { char var_name[512] = { 0 }; size_t var_name_len = 0; if(ser->write_varnames) { snprintf(var_name, 512, "%d%s", line, name); // can't have separator before the name, when comparing names skips past the digit var_name_len = strlen(var_name); } if (ser->serializing) { if (ser->write_varnames) { memcpy(ser->bytes + ser->cursor, var_name, var_name_len); ser->cursor += var_name_len; } for (int b = 0; b < data_len; b++) { ser->bytes[ser->cursor] = data[b]; ser->cursor += 1; SER_ASSERT(ser->cursor < ser->max_size); } } else { if (ser->write_varnames) { char read_name[512] = { 0 }; size_t just_field_name = strlen(name); int i = 0; int nondigit_i = 0; while (true) { read_name[i] = ser->bytes[ser->cursor]; if (nondigit_i == 0 && read_name[i] >= '0' && read_name[i] <= '9') { // still a digit if (i >= 10) { // 10 is way too many digits for a line number... return (SerMaybeFailure) { .expression = "Way too many digits as a line number before a field name", .failed = true, .line = __LINE__, }; } } else { nondigit_i += 1; } i++; ser->cursor += 1; SER_ASSERT(ser->cursor <= ser->max_size); if (nondigit_i >= just_field_name) break; } read_name[i + 1] = '\0'; // advance past digits char* read = read_name; char* var = var_name; while (*read >= '0' && *read <= '9') read++; while (*var >= '0' && *var <= '9') var++; SER_ASSERT(strcmp(read, var) == 0); } for (int b = 0; b < data_len; b++) { data[b] = ser->bytes[ser->cursor]; ser->cursor += 1; SER_ASSERT(ser->cursor <= ser->max_size); } } return ser_ok; } SerMaybeFailure ser_var(SerState* ser, char* var_pointer, size_t var_size, const char* name, const char* file, int line) { return ser_data(ser, var_pointer, var_size, name, file, line); } #define SER_DATA(data_pointer, data_length) SER_MAYBE_RETURN(ser_data(ser, data_pointer, data_length, #data_pointer, __FILE__, __LINE__)) #define SER_VAR_NAME(var_pointer, name) SER_MAYBE_RETURN(ser_var(ser, (char *)var_pointer, sizeof(*var_pointer), name, __FILE__, __LINE__)) #define SER_VAR(var_pointer) SER_VAR_NAME(var_pointer, #var_pointer) enum GameVersion { VInitial, VAddedTest, VAddedSerToDisk, VRemovedTest, VChangedVectorSerializing, VMax, // this minus one will be the version used }; // @Robust probably get rid of this as separate function, just use SER_VAR SerMaybeFailure ser_V2(SerState* ser, V2* var) { SER_VAR(&var->x); SER_VAR(&var->y); SER_ASSERT(!isnan(var->x)); SER_ASSERT(!isnan(var->y)); return ser_ok; } SerMaybeFailure ser_bodydata(SerState* ser, struct BodyData* data) { SER_MAYBE_RETURN(ser_V2(ser, &data->pos)); SER_MAYBE_RETURN(ser_V2(ser, &data->vel)); SER_VAR(&data->rotation); SER_VAR(&data->angular_velocity); SER_ASSERT(!isnan(data->rotation)); SER_ASSERT(!isnan(data->angular_velocity)); return ser_ok; } SerMaybeFailure ser_entityid(SerState* ser, EntityID* id) { SER_VAR(&id->generation); SER_VAR(&id->index); if (id->generation > 0) SER_ASSERT(id->index < ser->max_entity_index); return ser_ok; } SerMaybeFailure ser_inputframe(SerState* ser, InputFrame* i) { SER_VAR(&i->tick); SER_VAR(&i->id); SER_MAYBE_RETURN(ser_V2(ser, &i->movement)); SER_VAR(&i->seat_action); SER_MAYBE_RETURN(ser_entityid(ser, &i->seat_to_inhabit)); SER_MAYBE_RETURN(ser_V2(ser, &i->hand_pos)); SER_MAYBE_RETURN(ser_entityid(ser, &i->grid_hand_pos_local_to)); SER_VAR(&i->dobuild); SER_VAR(&i->build_type); SER_ASSERT(i->build_type >= 0); SER_ASSERT(i->build_type < BoxLast); SER_VAR(&i->build_rotation); return ser_ok; } SerMaybeFailure ser_player(SerState* ser, Player* p) { SER_VAR(&p->connected); if (p->connected) { SER_VAR(&p->unlocked_bombs); SER_MAYBE_RETURN(ser_entityid(ser, &p->entity)); SER_MAYBE_RETURN(ser_inputframe(ser, &p->input)); } return ser_ok; } SerMaybeFailure ser_entity(SerState* ser, GameState* gs, Entity* e) { SER_VAR(&e->no_save_to_disk); // this is always false when saving to disk? SER_VAR(&e->generation); SER_VAR(&e->damage); int test; if (ser->version < VRemovedTest && ser->version >= VAddedTest) SER_VAR(&test); bool has_body = ser->serializing && e->body != NULL; SER_VAR(&has_body); if (has_body) { struct BodyData body_data; if (ser->serializing) populate(e->body, &body_data); SER_MAYBE_RETURN(ser_bodydata(ser, &body_data)); if (!ser->serializing) { create_body(gs, e); update_from(e->body, &body_data); } } bool has_shape = ser->serializing && e->shape != NULL; SER_VAR(&has_shape); if (has_shape) { SER_MAYBE_RETURN(ser_V2(ser, &e->shape_size)); SER_MAYBE_RETURN(ser_entityid(ser, &e->shape_parent_entity)); Entity* parent = get_entity(gs, e->shape_parent_entity); SER_ASSERT(parent != NULL); V2 shape_pos; if (ser->serializing) shape_pos = entity_shape_pos(e); if (ser->version < VChangedVectorSerializing) { SER_VAR(&shape_pos); } else { SER_MAYBE_RETURN(ser_V2(ser, &shape_pos)); } float shape_mass; if (ser->serializing) shape_mass = entity_shape_mass(e); SER_VAR(&shape_mass); SER_ASSERT(!isnan(shape_mass)); cpShapeFilter filter; if (ser->serializing) { filter = cpShapeGetFilter(e->shape); } SER_VAR(&filter.categories); SER_VAR(&filter.group); SER_VAR(&filter.mask); if (!ser->serializing) { create_rectangle_shape(gs, e, parent, shape_pos, e->shape_size, shape_mass); cpShapeSetFilter(e->shape, filter); } } SER_VAR(&e->is_player); if (e->is_player) { SER_ASSERT(e->no_save_to_disk); SER_MAYBE_RETURN(ser_entityid(ser, &e->currently_inside_of_box)); SER_VAR(&e->goldness); } SER_VAR(&e->is_explosion); if (e->is_explosion) { SER_MAYBE_RETURN(ser_V2(ser, &e->explosion_pos)); SER_MAYBE_RETURN(ser_V2(ser, &e->explosion_vel)); SER_VAR(&e->explosion_progresss); } SER_VAR(&e->is_grid); if (e->is_grid) { SER_VAR(&e->total_energy_capacity); SER_MAYBE_RETURN(ser_entityid(ser, &e->boxes)); } SER_VAR(&e->is_box); if (e->is_box) { SER_VAR(&e->box_type); SER_VAR(&e->always_visible); SER_VAR(&e->is_explosion_unlock); SER_MAYBE_RETURN(ser_entityid(ser, &e->next_box)); SER_MAYBE_RETURN(ser_entityid(ser, &e->prev_box)); SER_VAR(&e->compass_rotation); SER_VAR(&e->indestructible); SER_VAR(&e->thrust); SER_VAR(&e->wanted_thrust); SER_VAR(&e->energy_used); SER_VAR(&e->sun_amount); SER_MAYBE_RETURN(ser_entityid(ser, &e->player_who_is_inside_of_me)); } return ser_ok; } SerMaybeFailure ser_opus_packets(SerState* ser, OpusBuffer* mic_or_speaker_data) { bool no_more_packets = false; if (ser->serializing) { int queued = num_queued_packets(mic_or_speaker_data); for (int i = 0; i < queued; i++) { SER_VAR(&no_more_packets); OpusPacket* cur = pop_packet(mic_or_speaker_data); bool isnull = cur == NULL; SER_VAR(&isnull); if (!isnull) { SER_VAR(&cur->length); SER_DATA(cur->data, cur->length); } } no_more_packets = true; SER_VAR(&no_more_packets); } else { while (true) { SER_VAR(&no_more_packets); if (no_more_packets) break; OpusPacket* cur = push_packet(mic_or_speaker_data); OpusPacket dummy; if (cur == NULL) cur = &dummy; // throw away this packet bool isnull = false; SER_VAR(&isnull); if (!isnull) { SER_VAR(&cur->length); SER_ASSERT(cur->length < VOIP_PACKET_MAX_SIZE); SER_ASSERT(cur->length >= 0); SER_DATA(cur->data, cur->length); } } } return ser_ok; } SerMaybeFailure ser_server_to_client(SerState* ser, ServerToClient* s) { SER_VAR(&ser->version); SER_ASSERT(ser->version >= 0); SER_ASSERT(ser->version < VMax); if (!ser->save_or_load_from_disk) SER_MAYBE_RETURN(ser_opus_packets(ser, s->playback_buffer)); GameState* gs = s->cur_gs; int cur_next_entity = 0; if (ser->serializing) cur_next_entity = gs->cur_next_entity; SER_VAR(&cur_next_entity); SER_ASSERT(cur_next_entity <= ser->max_entity_index); if (!ser->serializing) { // avoid a memset here very expensive. que rico! destroy(gs); initialize(gs, gs->entities, gs->max_entities * sizeof(*gs->entities)); gs->cur_next_entity = 0; // updated on deserialization } SER_VAR(&s->your_player); SER_VAR(&gs->time); SER_MAYBE_RETURN(ser_V2(ser, &gs->goldpos)); if (!ser->save_or_load_from_disk) { // @Robust save player data with their ID or something somehow. Like local backup of their account for (size_t i = 0; i < MAX_PLAYERS; i++) { SER_MAYBE_RETURN(ser_player(ser, &gs->players[i])); } } if (ser->serializing) { bool entities_done = false; for (size_t i = 0; i < gs->cur_next_entity; i++) { Entity* e = &gs->entities[i]; #define SER_ENTITY() \ SER_VAR(&entities_done); \ SER_VAR(&i); \ SER_MAYBE_RETURN(ser_entity(ser, gs, e)) if (e->exists && !(ser->save_or_load_from_disk && e->no_save_to_disk)) { if (!e->is_box && !e->is_grid) { SER_ENTITY(); } if (e->is_grid) { bool serialized_grid_yet = false; // 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. BOXES_ITER(gs, cur, e) { bool this_box_in_range = (ser->for_player == NULL || (ser->for_player != NULL && V2distsqr(entity_pos(ser->for_player), entity_pos(cur)) < VISION_RADIUS * VISION_RADIUS)); if (cur->always_visible) this_box_in_range = true; if (this_box_in_range) { if (!serialized_grid_yet) { serialized_grid_yet = true; SER_ENTITY(); } // serialize this box EntityID cur_id = get_id(gs, cur); SER_ASSERT(cur_id.index < gs->max_entities); SER_VAR(&entities_done); size_t the_index = (size_t)cur_id.index; // super critical. Type of &i is size_t. @Robust add debug info in serialization for what size the expected type is, maybe string nameof the type SER_VAR_NAME(&the_index, "&i"); SER_MAYBE_RETURN(ser_entity(ser, gs, cur)); } } } } #undef SER_ENTITY } entities_done = true; SER_VAR(&entities_done); } else { Entity* last_grid = NULL; while (true) { bool entities_done = false; SER_VAR(&entities_done); if (entities_done) break; size_t next_index; SER_VAR_NAME(&next_index, "&i"); SER_ASSERT(next_index < gs->max_entities); SER_ASSERT(next_index >= 0); Entity* e = &gs->entities[next_index]; e->exists = true; // unsigned int possible_next_index = (unsigned int)(next_index + 2); // plus two because player entity refers to itself on deserialization unsigned int possible_next_index = (unsigned int)(next_index + 1); gs->cur_next_entity = gs->cur_next_entity < possible_next_index ? possible_next_index : gs->cur_next_entity; SER_MAYBE_RETURN(ser_entity(ser, gs, e)); if (e->is_box) { SER_ASSERT(last_grid != NULL); SER_ASSERT(get_entity(gs, e->shape_parent_entity) != NULL); SER_ASSERT(last_grid == get_entity(gs, e->shape_parent_entity)); e->prev_box = (EntityID){ 0 }; e->next_box = (EntityID){ 0 }; box_add_to_boxes(gs, last_grid, e); } if (e->is_grid) { e->boxes = (EntityID){ 0 }; last_grid = e; } } for (size_t i = 0; i < gs->cur_next_entity; i++) { Entity* e = &gs->entities[i]; if (!e->exists) { if (e->generation == 0) e->generation = 1; // 0 generation reference is invalid, means null e->next_free_entity = gs->free_list; gs->free_list = get_id(gs, e); } } } return ser_ok; } // for_this_player can be null then the entire world will be sent bool server_to_client_serialize(struct ServerToClient* msg, char* bytes, size_t* out_len, size_t max_len, Entity* for_this_player, bool to_disk) { assert(msg->cur_gs != NULL); assert(msg != NULL); SerState ser = (SerState){ .bytes = bytes, .serializing = true, .cursor = 0, .max_size = max_len, .for_player = for_this_player, .max_entity_index = msg->cur_gs->cur_next_entity, .version = VMax - 1, }; if (for_this_player == NULL) // @Robust jank { ser.save_or_load_from_disk = true; } ser.write_varnames = to_disk; #ifdef WRITE_VARNAMES ser.write_varnames = true; #endif SerMaybeFailure result = ser_server_to_client(&ser, msg); *out_len = ser.cursor + 1; // @Robust not sure why I need to add one to cursor, ser.cursor should be the length.. if (result.failed) { Log("Failed to serialize on line %d because of %s\n", result.line, result.expression); return false; } else { return true; } } bool server_to_client_deserialize(struct ServerToClient* msg, char* bytes, size_t max_len, bool from_disk) { assert(msg->cur_gs != NULL); assert(msg != NULL); SerState servar = (SerState){ .bytes = bytes, .serializing = false, .cursor = 0, .max_size = max_len, .max_entity_index = msg->cur_gs->max_entities, .save_or_load_from_disk = from_disk, }; if (from_disk) servar.write_varnames = true; #ifdef WRITE_VARNAMES servar.write_varnames = true; #endif SerState* ser = &servar; SerMaybeFailure result = ser_server_to_client(ser, msg); if (result.failed) { Log("Failed to deserialize server to client on line %d because of %s\n", result.line, result.expression); return false; } else { return true; } } SerMaybeFailure ser_client_to_server(SerState* ser, ClientToServer* msg) { SER_VAR(&ser->version); SER_MAYBE_RETURN(ser_opus_packets(ser, msg->mic_data)); for (int i = 0; i < INPUT_BUFFER; i++) { SER_MAYBE_RETURN(ser_inputframe(ser, &msg->inputs[i])); } return ser_ok; } bool client_to_server_serialize(GameState* gs, struct ClientToServer* msg, char* bytes, size_t* out_len, size_t max_len) { SerState ser = (SerState){ .bytes = bytes, .serializing = true, .cursor = 0, .max_size = max_len, .for_player = NULL, .max_entity_index = gs->cur_next_entity, .version = VMax - 1, }; #ifdef WRITE_VARNAMES ser.write_varnames = true; #endif SerMaybeFailure result = ser_client_to_server(&ser, msg); *out_len = ser.cursor + 1; // see other comment for server to client if (result.failed) { Log("Failed to serialize client to server because %s was false, line %d\n", result.expression, result.line); return false; } else { return true; } } bool client_to_server_deserialize(GameState* gs, struct ClientToServer* msg, char* bytes, size_t max_len) { SerState servar = (SerState){ .bytes = bytes, .serializing = false, .cursor = 0, .max_size = max_len, .max_entity_index = gs->cur_next_entity, .save_or_load_from_disk = false, }; #ifdef WRITE_VARNAMES servar.write_varnames = true; #endif SerState* ser = &servar; SerMaybeFailure result = ser_client_to_server(ser, msg); if (result.failed) { Log("Failed to deserialize client to server on line %d because of %s\n", result.line, result.expression); return false; } else { return true; } } // 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); if (!cp_shape_entity(shape)->is_box) return; 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; } } Entity* closest_to_point_in_radius(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 cp_body_entity(cpShapeGetBody(closest_to_point_in_radius_result)); } 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); 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)); return to_return; } V2 thruster_force(Entity* box) { return V2scale(box_facing_vector(box), -box->thrust * THRUSTER_FORCE); } uint64_t tick(GameState* gs) { return (uint64_t)floor(gs->time / ((double)TIMESTEP)); } V2 get_world_hand_pos(GameState* gs, InputFrame* input, Entity* player) { Entity* potential_grid = get_entity(gs, input->grid_hand_pos_local_to); if (potential_grid != NULL) { return grid_local_to_world(potential_grid, input->hand_pos); } else { return V2add(entity_pos(player), input->hand_pos); } } // return true if used the energy bool possibly_use_energy(GameState* gs, Entity* grid, float wanted_energy) { BOXES_ITER(gs, possible_battery, grid) { if (possible_battery->box_type == BoxBattery && (BATTERY_CAPACITY - possible_battery->energy_used) > wanted_energy) { possible_battery->energy_used += wanted_energy; return true; } } return false; } void entity_ensure_in_orbit(Entity* e) { cpVect pos = v2_to_cp(V2sub(entity_pos(e), SUN_POS)); cpFloat r = cpvlength(pos); cpFloat v = cpfsqrt(SUN_GRAVITY_STRENGTH / r) / r; cpBodySetVelocity(e->body, cpvmult(cpvperp(pos), v)); } V2 box_vel(Entity* box) { assert(box->is_box); Entity* grid = box_grid(box); return cp_to_v2(cpBodyGetVelocityAtWorldPoint(grid->body, v2_to_cp(entity_pos(box)))); } EntityID create_spacestation(GameState* gs) { #define BOX_AT_TYPE(grid, pos, type) \ { \ Entity *box = new_entity(gs); \ box_create(gs, box, grid, pos); \ box->box_type = type; \ box->indestructible = indestructible; \ box->always_visible = true; \ box->no_save_to_disk = true; \ } #define BOX_AT(grid, pos) BOX_AT_TYPE(grid, pos, BoxHullpiece) bool indestructible = false; Entity* grid = new_entity(gs); grid_create(gs, grid); grid->no_save_to_disk = true; entity_set_pos(grid, (V2) { -150.0f, 0.0f }); entity_ensure_in_orbit(grid); Entity* explosion_box = new_entity(gs); box_create(gs, explosion_box, grid, (V2) { 0 }); explosion_box->is_explosion_unlock = true; explosion_box->no_save_to_disk = true; BOX_AT_TYPE(grid, ((V2){BOX_SIZE, 0}), BoxExplosive); BOX_AT_TYPE(grid, ((V2){BOX_SIZE * 2, 0}), BoxHullpiece); BOX_AT_TYPE(grid, ((V2){BOX_SIZE * 3, 0}), BoxHullpiece); BOX_AT_TYPE(grid, ((V2){BOX_SIZE * 4, 0}), BoxHullpiece); indestructible = true; for (float y = -BOX_SIZE * 5.0; y <= BOX_SIZE * 5.0; y += BOX_SIZE) { BOX_AT_TYPE(grid, ((V2){BOX_SIZE * 5.0, y}), BoxHullpiece); } for (float x = -BOX_SIZE * 5.0; x <= BOX_SIZE * 5.0; x += BOX_SIZE) { BOX_AT_TYPE(grid, ((V2){x, BOX_SIZE * 5.0}), BoxHullpiece); BOX_AT_TYPE(grid, ((V2){x, -BOX_SIZE * 5.0}), BoxHullpiece); } indestructible = false; BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, BOX_SIZE * 5.0}), BoxExplosive); BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, BOX_SIZE * 3.0}), BoxExplosive); BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, BOX_SIZE * 1.0}), BoxExplosive); BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, -BOX_SIZE * 2.0}), BoxExplosive); BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, -BOX_SIZE * 3.0}), BoxExplosive); BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, -BOX_SIZE * 5.0}), BoxExplosive); return get_id(gs, grid); } void exit_seat(GameState* gs, Entity* seat_in, Entity* player) { V2 pilot_seat_exit_spot = V2add(entity_pos(seat_in), V2scale(box_facing_vector(seat_in), BOX_SIZE)); cpBodySetPosition(player->body, v2_to_cp(pilot_seat_exit_spot)); cpBodySetVelocity(player->body, v2_to_cp(player_vel(gs, player))); } void process(GameState* gs, float dt) { assert(gs->space != NULL); assert(dt == TIMESTEP); // @TODO fix tick being incremented every time gs->time += dt; // process input PLAYERS_ITER(gs->players, player) { Entity* p = get_entity(gs, player->entity); if (p == NULL) { p = new_entity(gs); create_player(gs, p); player->entity = get_id(gs, p); Entity* medbay = get_entity(gs, player->last_used_medbay); if (medbay != NULL) { exit_seat(gs, medbay, p); } entity_ensure_in_orbit(p); } assert(p->is_player); #ifdef INFINITE_RESOURCES p->damage = 0.0f; #endif // update gold win condition if (V2length(V2sub(cp_to_v2(cpBodyGetPosition(p->body)), gs->goldpos)) < GOLD_COLLECT_RADIUS) { p->goldness += 0.1f; p->damage = 0.0f; gs->goldpos = (V2){ .x = hash11((float)gs->time) * 20.0f, .y = hash11((float)gs->time - 13.6f) * 20.0f }; } #if 1 V2 world_hand_pos = get_world_hand_pos(gs, &player->input, p); if (player->input.seat_action) { player->input.seat_action = false; // "handle" the input Entity* seat_maybe_in = get_entity(gs, p->currently_inside_of_box); if (seat_maybe_in == NULL) // not in any seat { cpPointQueryInfo query_info = { 0 }; cpShape* result = cpSpacePointQueryNearest(gs->space, v2_to_cp(world_hand_pos), 0.1f, cpShapeFilterNew(CP_NO_GROUP, CP_ALL_CATEGORIES, BOXES), &query_info); if (result != NULL) { Entity* potential_seat = cp_shape_entity(result); assert(potential_seat->is_box); if (potential_seat->box_type == BoxCockpit || potential_seat->box_type == BoxMedbay) // @Robust check by feature flag instead of box type { // don't let players get inside of cockpits that somebody else is already inside of if (get_entity(gs, potential_seat->player_who_is_inside_of_me) == NULL) { p->currently_inside_of_box = get_id(gs, potential_seat); potential_seat->player_who_is_inside_of_me = get_id(gs, p); player->last_used_medbay = p->currently_inside_of_box; } } } else { Log("No seat to get into for a player at point %f %f\n", world_hand_pos.x, world_hand_pos.y); } } else { exit_seat(gs, seat_maybe_in, p); seat_maybe_in->player_who_is_inside_of_me = (EntityID){ 0 }; p->currently_inside_of_box = (EntityID){ 0 }; } } #endif // process movement { // no cheating by making movement bigger than length 1 float movement_strength = V2length(player->input.movement); if (movement_strength != 0.0f) { player->input.movement = V2scale(V2normalize(player->input.movement), clamp(V2length(player->input.movement), 0.0f, 1.0f)); } Entity* seat_inside_of = get_entity(gs, p->currently_inside_of_box); if (seat_inside_of == NULL) { cpShapeSetFilter(p->shape, PLAYER_SHAPE_FILTER); cpBodyApplyForceAtWorldPoint(p->body, v2_to_cp(V2scale(player->input.movement, PLAYER_JETPACK_FORCE)), cpBodyGetPosition(p->body)); p->damage += movement_strength * dt * PLAYER_JETPACK_SPICE_PER_SECOND; } else { 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(entity_pos(seat_inside_of))); cpBodySetVelocity(p->body, v2_to_cp(box_vel(seat_inside_of))); // set thruster thrust from movement if (seat_inside_of->box_type == BoxCockpit) { Entity* g = get_entity(gs, seat_inside_of->shape_parent_entity); V2 target_direction = { 0 }; if (V2length(player->input.movement) > 0.0f) { target_direction = V2normalize(player->input.movement); } BOXES_ITER(gs, cur, g) { if (cur->box_type != BoxThruster) continue; float wanted_thrust = -V2dot(target_direction, box_facing_vector(cur)); wanted_thrust = clamp01(wanted_thrust); cur->wanted_thrust = wanted_thrust; } } } } #if 1 // building if (player->input.dobuild) { 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 }; V2 world_build = world_hand_pos; // @Robust sanitize this input so player can't build on any grid in the world Entity* target_grid = get_entity(gs, player->input.grid_hand_pos_local_to); 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); if (!cur_box->indestructible) { Entity* cur_grid = cp_body_entity(cpShapeGetBody(nearest)); 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) { Entity* new_grid = new_entity(gs); grid_create(gs, new_grid); p->damage += DAMAGE_TO_PLAYER_PER_BLOCK; entity_set_pos(new_grid, world_build); 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, v2_to_cp(player_vel(gs, p))); } else { Entity* new_box = new_entity(gs); box_create(gs, new_box, target_grid, grid_world_to_local(target_grid, world_build)); grid_correct_for_holes(gs, target_grid); // no holey ship for you! new_box->box_type = player->input.build_type; new_box->compass_rotation = player->input.build_rotation; p->damage += DAMAGE_TO_PLAYER_PER_BLOCK; } } #endif if (p->damage >= 1.0f) { entity_destroy(gs, p); player->entity = (EntityID){ 0 }; } p->damage = clamp01(p->damage); } if (get_entity(gs, gs->cur_spacestation) == NULL) { gs->cur_spacestation = create_spacestation(gs); } // process entities for (size_t i = 0; i < gs->cur_next_entity; i++) { Entity* e = &gs->entities[i]; if (!e->exists) continue; if (e->is_explosion_unlock) { PLAYERS_ITER(gs->players, player) { Entity* player_entity = get_entity(gs, player->entity); if (player_entity != NULL && V2length(V2sub(entity_pos(player_entity), entity_pos(e))) < GOLD_UNLOCK_RADIUS) { player->unlocked_bombs = true; } } } if (e->body != NULL) { 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)) { entity_destroy(gs, e); continue; } if (sqdist < (SUN_RADIUS * SUN_RADIUS)) { e->damage += 10.0f * dt; } cpVect g = cpvmult(p, -SUN_GRAVITY_STRENGTH / (sqdist * cpfsqrt(sqdist))); 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); } } if (e->is_grid) { // calculate how much energy solar panels provide float energy_to_add = 0.0f; BOXES_ITER(gs, cur, e) { if (cur->box_type == BoxSolarPanel) { 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; } } // apply all of the energy to all connected batteries BOXES_ITER(gs, cur, e) { if (energy_to_add <= 0.0f) break; if (cur->box_type == BoxBattery) { float energy_sucked_up_by_battery = cur->energy_used < energy_to_add ? cur->energy_used : energy_to_add; cur->energy_used -= energy_sucked_up_by_battery; energy_to_add -= energy_sucked_up_by_battery; } assert(energy_to_add >= 0.0f); } // use the energy, stored in the batteries, in various boxes BOXES_ITER(gs, cur, e) { if (cur->box_type == BoxThruster) { float energy_to_consume = cur->wanted_thrust * THRUSTER_ENERGY_USED_PER_SECOND * dt; cur->thrust = 0.0f; 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(entity_pos(cur))); } } if (cur->box_type == BoxMedbay) { Entity* potential_meatbag_to_heal = get_entity(gs, cur->player_who_is_inside_of_me); if (potential_meatbag_to_heal != NULL) { float energy_to_recharge = fminf(potential_meatbag_to_heal->damage, PLAYER_ENERGY_RECHARGE_PER_SECOND * dt); if (possibly_use_energy(gs, e, energy_to_recharge)) { potential_meatbag_to_heal->damage -= energy_to_recharge; } } } } } } cpSpaceStep(gs->space, dt); }