#include #define QUEUE_IMPL #include "queue.h" #include "stdbool.h" #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 __flight_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); } } 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 is_burning(Entity *missile) { assert(missile->is_missile); return missile->time_burned_for < MISSILE_BURN_TIME; } 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; } if (!(id.index < gs->cur_next_entity || gs->cur_next_entity == 0)) return NULL; if (!(id.index < gs->max_entities)) return NULL; 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; } bool cloaking_active(GameState *gs, Entity *e) { // cloaking doesn't work for first 1/2 second of game because when initializing // everything needs to be uncloaked return gs->time >= 0.5 && (gs->time - e->time_was_last_cloaked) <= TIMESTEP * 2.0f; } bool is_cloaked(GameState *gs, Entity *e, Entity *this_players_perspective) { assert(this_players_perspective != NULL); assert(this_players_perspective->is_player); bool cloaked = cloaking_active(gs, e); if (e->is_player) { return cloaked && e->owning_squad != this_players_perspective->owning_squad; } else { return cloaked && this_players_perspective->owning_squad != e->last_cloaked_by_squad; } } static BOX_UNLOCKS_TYPE box_unlock_number(enum BoxType box) { assert((BOX_UNLOCKS_TYPE)box < 64); return (BOX_UNLOCKS_TYPE)((BOX_UNLOCKS_TYPE)1 << ((BOX_UNLOCKS_TYPE)box)); } static bool learned_boxes_has_box(BOX_UNLOCKS_TYPE learned, enum BoxType box) { return (learned & box_unlock_number(box)) > 0; } void unlock_box(Player *player, enum BoxType box) { assert(box < MAX_BOX_TYPES); assert(box != BoxInvalid); player->box_unlocks |= box_unlock_number(box); } bool box_unlocked(Player *player, enum BoxType box) { assert(box < MAX_BOX_TYPES); if (box == BoxInvalid) return false; return learned_boxes_has_box(player->box_unlocks, box); } 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); } static GameState *entitys_gamestate(Entity *e) { assert(e->body != NULL || e->shape != NULL); if (e->shape != NULL) { return cp_space_gs(cpShapeGetSpace(e->shape)); } if (e->body != NULL) { return cp_space_gs(cpBodyGetSpace(e->body)); } return NULL; } 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}; } V2 player_vel(GameState *gs, Entity *e); V2 entity_vel(GameState *gs, Entity *e) { assert(e->is_box || e->is_player || e->body != NULL || e->is_explosion); if (e->is_box) return box_vel(e); if (e->is_player) return player_vel(gs, e); if (e->body != NULL) return cp_to_v2(cpBodyGetVelocity(e->body)); if (e->is_explosion) return e->explosion_vel; assert(false); return (V2){0}; } static THREADLOCAL float to_face = 0.0f; static THREADLOCAL float nearest_dist = INFINITY; static THREADLOCAL bool target_found = false; static void on_missile_shape(cpShape *shape, cpContactPointSet *points, void *data) { Entity *launcher = (Entity *)data; Entity *other = cp_shape_entity(shape); GameState *gs = entitys_gamestate(launcher); assert(other->is_box || other->is_player || other->is_missile); V2 to = V2sub(entity_pos(other), entity_pos(launcher)); bool should_attack = true; if (other->is_box && box_grid(other) == box_grid(launcher)) should_attack = false; if (other->owning_squad == launcher->owning_squad) should_attack = false; if (should_attack && V2length(to) < nearest_dist) { target_found = true; nearest_dist = V2length(to); // lookahead by their velocity V2 rel_velocity = V2sub(entity_vel(gs, other), entity_vel(gs, launcher)); float dist = V2dist(entity_pos(other), entity_pos(launcher)); float time_of_travel = sqrtf((2.0f * dist) / (MISSILE_BURN_FORCE / MISSILE_MASS)); V2 other_future_pos = V2add(entity_pos(other), V2scale(rel_velocity, time_of_travel)); V2 adjusted_to = V2sub(other_future_pos, entity_pos(launcher)); to_face = V2angle(adjusted_to); } } LauncherTarget missile_launcher_target(GameState *gs, Entity *launcher) { to_face = 0.0f; cpBody *tmp = cpBodyNew(0.0f, 0.0f); cpBodySetPosition(tmp, v2_to_cp(entity_pos(launcher))); cpShape *circle = cpCircleShapeNew(tmp, MISSILE_RANGE, cpv(0, 0)); nearest_dist = INFINITY; to_face = 0.0f; target_found = false; cpSpaceShapeQuery(gs->space, circle, on_missile_shape, (void *)launcher); cpBodyFree(tmp); cpShapeFree(circle); return (LauncherTarget){.target_found = target_found, .facing_angle = to_face}; } 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(Player *player) { // default box unlocks, required for survival and growth #ifdef UNLOCK_ALL for (enum BoxType t = BoxInvalid + 1; t < BoxLast; t++) unlock_box(player, t); #else unlock_box(player, BoxHullpiece); unlock_box(player, BoxThruster); unlock_box(player, BoxBattery); unlock_box(player, BoxCockpit); unlock_box(player, BoxMedbay); unlock_box(player, BoxSolarPanel); unlock_box(player, BoxScanner); #endif } void create_missile(GameState *gs, Entity *e) { create_body(gs, e); create_rectangle_shape(gs, e, e, (V2){0}, V2scale(MISSILE_COLLIDER_SIZE, 0.5f), PLAYER_MASS); e->is_missile = true; } void create_player_entity(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); } V2 box_compass_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)); return to_return; } // 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]; EntityID box_in_direction = (EntityID){0}; // @Robust @Speed faster method, not O(N^2), of getting the box // in the direction currently needed V2 compass_vect = box_compass_vector(N); if (N->box_type == BoxMerge && N->wants_disconnect && V2equal(compass_vect, dir, 0.01f)) { } else { V2 wanted_local_pos = V2add(cur_local_pos, V2scale(dir, BOX_SIZE)); 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 && newbox->box_type == BoxMerge && newbox->wants_disconnect && V2equal(V2scale(box_compass_vector(newbox), -1.0f), dir, 0.01f)) { newbox = NULL; } 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 void 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); Entity *potential_missiles[] = {entity_a, entity_b}; for (Entity **missile_ptr = potential_missiles; missile_ptr - potential_missiles < ARRLEN(potential_missiles); missile_ptr++) { Entity *missile = entity_a; cpVect (*getPointFunc)(const cpArbiter *arb, int i) = NULL; if (missile == entity_a) getPointFunc = cpArbiterGetPointA; if (missile == entity_b) getPointFunc = cpArbiterGetPointB; if (missile->is_missile) { int count = cpArbiterGetCount(arb); for (int i = 0; i < count; i++) { cpVect collision_point = getPointFunc(arb, i); V2 local_collision_point = cp_to_v2(cpBodyWorldToLocal(missile->body, collision_point)); if (local_collision_point.x > MISSILE_COLLIDER_SIZE.x * 0.2f) { missile->damage += MISSILE_DAMAGE_THRESHOLD * 2.0f; } } } } // if(entity_a->is_missile) {getPointFunc = cpArbiterGetPointA; // if(entity_b->is_missile) getPointFunc = cpArbiterGetPointB; 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); } // must be called with zero initialized game state, because copies the server side computing! void initialize(GameState *gs, void *entity_arena, size_t entity_arena_size) { bool is_server_side = gs->server_side_computing; *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; gs->server_side_computing = is_server_side; } 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) { assert(grid->is_grid); 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))); } // for boxes does not include box's compass rotation float entity_rotation(Entity *e) { assert(e->body != NULL || e->shape != NULL); if (e->body != NULL) return (float)cpBodyGetAngle(e->body); else return (float)cpBodyGetAngle(cpShapeGetBody(e->shape)); } float entity_angular_velocity(Entity *grid) { return (float)cpBodyGetAngularVelocity(grid->body); } Entity *box_grid(Entity *box) { if (box == NULL) return NULL; assert(box->is_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 { unsigned 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)) \ { \ __flight_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) { // deserialize and check the var name // skip past the digits size_t num_digits = 0; while (ser->bytes[ser->cursor] >= '0' && ser->bytes[ser->cursor] <= '9') { ser->cursor += 1; SER_ASSERT(ser->cursor <= ser->max_size); num_digits += 1; if (num_digits >= 10) { return (SerMaybeFailure){ .expression = "Way too many digits as a line number before a field name", .failed = true, .line = __LINE__, }; } } // cursor is now on a non digit, the start of the name char read_name[512] = {0}; size_t just_field_name_length = strlen(name); for (size_t i = 0; i < just_field_name_length; i++) { read_name[i] = ser->bytes[ser->cursor]; ser->cursor += 1; SER_ASSERT(ser->cursor <= ser->max_size); } // now compare! SER_ASSERT(strcmp(read_name, name) == 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, VMoreBoxes, VMissileMerge, 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_MAYBE_RETURN(ser_V2(ser, &i->movement)); SER_VAR(&i->rotation); SER_VAR(&i->take_over_squad); SER_ASSERT(i->take_over_squad >= 0 || i->take_over_squad == -1); SER_ASSERT(i->take_over_squad < SquadLast); SER_VAR(&i->accept_cur_squad_invite); SER_VAR(&i->reject_cur_squad_invite); SER_MAYBE_RETURN(ser_entityid(ser, &i->invite_this_player)); SER_VAR(&i->seat_action); SER_MAYBE_RETURN(ser_V2(ser, &i->hand_pos)); 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_no_player(SerState *ser) { bool connected = false; SER_VAR_NAME(&connected, "&p->connected"); return ser_ok; } SerMaybeFailure ser_player(SerState *ser, Player *p) { SER_VAR(&p->connected); if (p->connected) { SER_VAR(&p->box_unlocks); SER_VAR(&p->squad); SER_MAYBE_RETURN(ser_entityid(ser, &p->entity)); SER_MAYBE_RETURN(ser_entityid(ser, &p->last_used_medbay)); 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); // @Robust this is always false when saving to disk? SER_VAR(&e->generation); SER_VAR(&e->damage); 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); 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); } } if (ser->version >= VMoreBoxes && !ser->save_or_load_from_disk) SER_VAR(&e->time_was_last_cloaked); if (ser->version >= VMissileMerge) SER_VAR(&e->owning_squad); 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)); if (ser->version < VMissileMerge) { SER_VAR_NAME(&e->owning_squad, "&e->presenting_squad"); } SER_VAR(&e->squad_invited_to); 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)); } if (ser->version >= VMissileMerge) { SER_VAR(&e->is_missile) if (e->is_missile) { SER_VAR(&e->time_burned_for); } } SER_VAR(&e->is_box); if (e->is_box) { SER_VAR(&e->box_type); SER_VAR(&e->is_platonic); if (ser->version >= VMoreBoxes) SER_VAR(&e->owning_squad); SER_VAR(&e->always_visible); 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); switch (e->box_type) { case BoxMedbay: case BoxCockpit: if (!ser->save_or_load_from_disk) SER_MAYBE_RETURN(ser_entityid(ser, &e->player_who_is_inside_of_me)); break; case BoxThruster: case BoxGyroscope: SER_VAR(&e->thrust); SER_VAR(&e->wanted_thrust); break; case BoxBattery: SER_VAR(&e->energy_used); break; case BoxSolarPanel: SER_VAR(&e->sun_amount); break; case BoxScanner: SER_MAYBE_RETURN(ser_entityid(ser, &e->currently_scanning)); SER_VAR(&e->currently_scanning_progress); SER_VAR(&e->blueprints_learned); SER_VAR(&e->scanner_head_rotate); SER_VAR(&e->platonic_nearest_direction); SER_VAR(&e->platonic_detection_strength); break; case BoxCloaking: SER_VAR(&e->cloaking_power); break; case BoxMissileLauncher: SER_VAR(&e->missile_construction_charge); break; default: break; } } return ser_ok; } SerMaybeFailure ser_opus_packets(SerState *ser, Queue *mic_or_speaker_data) { bool no_more_packets = false; if (ser->serializing) { size_t queued = queue_num_elements(mic_or_speaker_data); for (size_t i = 0; i < queued; i++) { SER_VAR(&no_more_packets); OpusPacket *cur = (OpusPacket *)queue_pop_element(mic_or_speaker_data); bool isnull = cur == NULL; SER_VAR(&isnull); if (!isnull && cur != NULL) // cur != NULL is to suppress VS warning { SER_VAR(&cur->length); SER_DATA((char *)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 = (OpusPacket *)queue_push_element(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((char *)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->audio_playback_buffer)); GameState *gs = s->cur_gs; // completely reset and destroy all gamestate data 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 } 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); SER_VAR(&s->your_player); SER_VAR(&gs->time); SER_MAYBE_RETURN(ser_V2(ser, &gs->goldpos)); if (!ser->save_or_load_from_disk) // don't save player info to disk, this is filled on connection/disconnection { // @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++) { if (get_entity(gs, gs->players[i].entity) != NULL && is_cloaked(gs, get_entity(gs, gs->players[i].entity), ser->for_player)) { SER_MAYBE_RETURN(ser_no_player(ser)); } else { 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 DONT_SEND_BECAUSE_CLOAKED(entity) (!ser->save_or_load_from_disk && ser->for_player != NULL && is_cloaked(gs, entity, ser->for_player)) #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) && !DONT_SEND_BECAUSE_CLOAKED(e)) { 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_box, e) { bool this_box_in_range = ser->save_or_load_from_disk; this_box_in_range |= ser->for_player == NULL; this_box_in_range |= (ser->for_player != NULL && V2distsqr(entity_pos(ser->for_player), entity_pos(cur_box)) < VISION_RADIUS * VISION_RADIUS); // only in vision radius if (DONT_SEND_BECAUSE_CLOAKED(cur_box)) this_box_in_range = false; if (cur_box->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_box); 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_box)); } } } } #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, unsigned 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, unsigned 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; } } // only serializes up to the maximum inputs the server holds SerMaybeFailure ser_client_to_server(SerState *ser, ClientToServer *msg) { SER_VAR(&ser->version); SER_MAYBE_RETURN(ser_opus_packets(ser, msg->mic_data)); // serialize input packets size_t num; if (ser->serializing) { num = queue_num_elements(msg->input_data); if (num > INPUT_QUEUE_MAX) num = INPUT_QUEUE_MAX; } SER_VAR(&num); SER_ASSERT(num <= INPUT_QUEUE_MAX); if (ser->serializing) { size_t to_skip = queue_num_elements(msg->input_data) - num; size_t i = 0; QUEUE_ITER(msg->input_data, cur_header) { if (i < to_skip) { i++; } else { InputFrame *cur = (InputFrame *)cur_header->data; SER_MAYBE_RETURN(ser_inputframe(ser, cur)); } } } else { for (size_t i = 0; i < num; i++) { InputFrame *new_frame = (InputFrame *)queue_push_element(msg->input_data); SER_ASSERT(new_frame != NULL); SER_MAYBE_RETURN(ser_inputframe(ser, new_frame)); } } return ser_ok; } bool client_to_server_serialize(GameState *gs, struct ClientToServer *msg, unsigned 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, unsigned 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; } } static THREADLOCAL Entity *grid_to_exclude = NULL; static bool merge_filter(Entity *potential_merge) { assert(grid_to_exclude != NULL); assert(grid_to_exclude->is_grid); return potential_merge->is_box && potential_merge->box_type == BoxMerge && box_grid(potential_merge) != grid_to_exclude; } static void cloaking_shield_callback_func(cpShape *shape, cpContactPointSet *points, void *data) { Entity *from_cloaking_box = (Entity *)data; GameState *gs = entitys_gamestate(from_cloaking_box); Entity *to_cloak = cp_shape_entity(shape); to_cloak->time_was_last_cloaked = gs->time; to_cloak->last_cloaked_by_squad = from_cloaking_box->owning_squad; } // has to be global var because can only get this information static THREADLOCAL cpShape *closest_to_point_in_radius_result = NULL; static THREADLOCAL float closest_to_point_in_radius_result_largest_dist = 0.0f; static THREADLOCAL bool (*closest_to_point_in_radius_filter_func)(Entity *); static void closest_point_callback_func(cpShape *shape, cpContactPointSet *points, void *data) { assert(points->count == 1); Entity *e = cp_shape_entity(shape); if (!e->is_box) return; 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))); // 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; } } // 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); 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_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) { 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 = box_compass_vector(box); to_return = V2rotate(to_return, box_rotation(box)); return to_return; } enum CompassRotation facing_vector_to_compass(Entity *grid_to_transplant_to, Entity *grid_facing_vector_from, V2 facing_vector) { assert(grid_to_transplant_to->body != NULL); assert(grid_to_transplant_to->is_grid); V2 local_to_from = grid_world_to_local(grid_facing_vector_from, V2add(entity_pos(grid_facing_vector_from), facing_vector)); Log("local %f %f\n", local_to_from.x, local_to_from.y); V2 from_target = V2add(entity_pos(grid_to_transplant_to), facing_vector); V2 local_target = grid_world_to_local(grid_to_transplant_to, from_target); V2 local_facing = local_target; enum CompassRotation dirs[] = { Right, Left, Up, Down}; int smallest = -1; float smallest_dist = INFINITY; for (int i = 0; i < ARRLEN(dirs); i++) { V2 point = V2rotate((V2){.x = 1.0f}, rotangle(dirs[i])); float dist = V2dist(point, local_facing); if (dist < smallest_dist) { smallest_dist = dist; smallest = i; } } assert(smallest != -1); return dirs[smallest]; } 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)); } Entity *grid_to_build_on(GameState *gs, V2 world_hand_pos) { 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) { Entity *potential_grid = grid_to_build_on(gs, world_hand_pos); if (potential_grid != NULL) { world_hand_pos = grid_snapped_box_pos(potential_grid, world_hand_pos); } return world_hand_pos; } V2 get_world_hand_pos(GameState *gs, InputFrame *input, Entity *player) { return potentially_snap_hand_pos(gs, V2add(entity_pos(player), input->hand_pos)); } bool batteries_have_capacity_for(GameState *gs, Entity *grid, float *energy_left_over, float energy_to_use) { float seen_energy = 0.0f; BOXES_ITER(gs, possible_battery, grid) { if (possible_battery->box_type == BoxBattery) { Entity *battery = possible_battery; seen_energy += BATTERY_CAPACITY - battery->energy_used; if (seen_energy >= energy_to_use + *energy_left_over) return true; } } return false; } // returns any energy unable to burn float batteries_use_energy(GameState *gs, Entity *grid, float *energy_left_over, float energy_to_use) { if (*energy_left_over > 0.0f) { float energy_to_use_from_leftover = fminf(*energy_left_over, energy_to_use); *energy_left_over -= energy_to_use_from_leftover; energy_to_use -= energy_to_use_from_leftover; } BOXES_ITER(gs, possible_battery, grid) { if (possible_battery->box_type == BoxBattery) { Entity *battery = possible_battery; float energy_to_burn_from_this_battery = fminf(BATTERY_CAPACITY - battery->energy_used, energy_to_use); battery->energy_used += energy_to_burn_from_this_battery; energy_to_use -= energy_to_burn_from_this_battery; if (energy_to_use <= 0.0f) return 0.0f; } } return energy_to_use; } float entity_mass(Entity *m) { if (m->body != NULL) return (float)cpBodyGetMass(m->body); else if (m->is_box) return BOX_MASS; else { assert(false); return 0.0f; } } float sun_gravity_accel_at_point(V2 p, Entity *entity_with_gravity) { if (V2length(V2sub(p, SUN_POS)) > SUN_NO_MORE_ELECTRICITY_OR_GRAVITY) return 0.0f; V2 rel_vector = V2sub(entity_pos(entity_with_gravity), SUN_POS); float mass = entity_mass(entity_with_gravity); assert(mass != 0.0f); float distance = V2length(rel_vector); // return (GRAVITY_CONSTANT * (SUN_MASS * mass / (distance * distance))) / mass; // the mass divides out return (GRAVITY_CONSTANT * (SUN_MASS / (distance * distance))); } void entity_ensure_in_orbit(Entity *e) { assert(e->body != NULL); cpVect pos = v2_to_cp(V2sub(entity_pos(e), SUN_POS)); cpFloat r = cpvlength(pos); cpFloat v = cpfsqrt(sun_gravity_accel_at_point(cp_to_v2(pos), e) / 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)))); } void create_bomb_station(GameState *gs, V2 pos, enum BoxType platonic_type) { enum CompassRotation rot = Right; #define BOX_AT_TYPE(grid, pos, type) \ { \ Entity *box = new_entity(gs); \ box_create(gs, box, grid, pos); \ box->box_type = type; \ box->compass_rotation = rot; \ box->indestructible = indestructible; \ } #define BOX_AT(grid, pos) BOX_AT_TYPE(grid, pos, BoxHullpiece) bool indestructible = false; Entity *grid = new_entity(gs); grid_create(gs, grid); entity_set_pos(grid, pos); Entity *platonic_box = new_entity(gs); box_create(gs, platonic_box, grid, (V2){0}); platonic_box->box_type = platonic_type; platonic_box->is_platonic = 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); entity_ensure_in_orbit(grid); } void create_hard_shell_station(GameState *gs, V2 pos, enum BoxType platonic_type) { enum CompassRotation rot = Right; bool indestructible = false; Entity *grid = new_entity(gs); grid_create(gs, grid); entity_set_pos(grid, pos); Entity *platonic_box = new_entity(gs); box_create(gs, platonic_box, grid, (V2){0}); platonic_box->box_type = platonic_type; platonic_box->is_platonic = true; 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); 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); } entity_ensure_in_orbit(grid); indestructible = false; } void create_initial_world(GameState *gs) { #ifdef DEBUG_WORLD Log("Creating debug world\n"); create_bomb_station(gs, (V2){-5.0f, 0.0f}, BoxExplosive); create_bomb_station(gs, (V2){0.0f, 5.0f}, BoxGyroscope); create_hard_shell_station(gs, (V2){-5.0f, 5.0f}, BoxCloaking); bool indestructible = false; float theta = deg2rad(65.0f); V2 from = (V2){BOX_SIZE * 4.0f, -1}; enum CompassRotation rot = Right; { Entity *grid = new_entity(gs); grid_create(gs, grid); entity_set_pos(grid, V2add(from, V2rotate((V2){.x = -BOX_SIZE * 9.0f}, theta))); cpBodySetAngle(grid->body, theta + PI); rot = Left; BOX_AT_TYPE(grid, ((V2){0.0f, 0.0f}), BoxMerge); BOX_AT(grid, ((V2){0.0f, -BOX_SIZE})); BOX_AT_TYPE(grid, ((V2){BOX_SIZE, 0.0f}), BoxMerge); entity_ensure_in_orbit(grid); } { Entity *grid = new_entity(gs); grid_create(gs, grid); entity_set_pos(grid, from); cpBodySetAngle(grid->body, theta); rot = Left; BOX_AT_TYPE(grid, ((V2){-BOX_SIZE, 0.0f}), BoxMerge); rot = Down; BOX_AT_TYPE(grid, ((V2){0.0f, 0.0f}), BoxMerge); rot = Up; BOX_AT_TYPE(grid, ((V2){0.0f, BOX_SIZE}), BoxMerge); cpBodySetVelocity(grid->body, v2_to_cp(V2rotate((V2){-0.4f, 0.0f}, theta))); entity_ensure_in_orbit(grid); } #else create_bomb_station(gs, (V2){-50.0f, 0.0f}, BoxExplosive); create_hard_shell_station(gs, (V2){0.0f, 100.0f}, BoxGyroscope); create_bomb_station(gs, (V2){0.0f, -100.0f}, BoxCloaking); create_bomb_station(gs, (V2){100.0f, 100.0f}, BoxMissileLauncher); create_hard_shell_station(gs, (V2){50.0f, 100.0f}, BoxMerge); #endif } void exit_seat(GameState *gs, Entity *seat_in, Entity *p) { V2 pilot_seat_exit_spot = V2add(entity_pos(seat_in), V2scale(box_facing_vector(seat_in), BOX_SIZE)); cpBodySetPosition(p->body, v2_to_cp(pilot_seat_exit_spot)); // cpBodySetVelocity(p->body, v2_to_cp(player_vel(gs, p))); cpBodySetVelocity(p->body, cpBodyGetVelocity(box_grid(seat_in)->body)); } void process_fixed_timestep(GameState *gs) { process(gs, TIMESTEP); } void process(GameState *gs, float dt) { assert(gs->space != NULL); gs->time += dt; // process input PLAYERS_ITER(gs->players, player) { if (player->input.take_over_squad >= 0) { if (player->input.take_over_squad == SquadNone) { player->squad = SquadNone; } else { bool squad_taken = false; PLAYERS_ITER(gs->players, other_player) { if (other_player->squad == player->input.take_over_squad) { squad_taken = true; break; } } if (!squad_taken) player->squad = player->input.take_over_squad; } player->input.take_over_squad = -1; } // squad invites Entity *possibly_to_invite = get_entity(gs, player->input.invite_this_player); if (player->input.invite_this_player.generation > 0) player->input.invite_this_player = (EntityID){0}; // just in case if (player->squad != SquadNone && possibly_to_invite != NULL && possibly_to_invite->is_player) { possibly_to_invite->squad_invited_to = player->squad; } Entity *p = get_entity(gs, player->entity); // player respawning if (p == NULL) { p = new_entity(gs); create_player_entity(gs, p); player->entity = get_id(gs, p); Entity *medbay = get_entity(gs, player->last_used_medbay); entity_ensure_in_orbit(p); if (medbay != NULL) { exit_seat(gs, medbay, p); p->damage = 0.95f; } } assert(p->is_player); p->owning_squad = player->squad; if (p->squad_invited_to != SquadNone) { if (player->input.accept_cur_squad_invite) { player->squad = p->squad_invited_to; p->squad_invited_to = SquadNone; player->input.accept_cur_squad_invite = false; } if (player->input.reject_cur_squad_invite) { p->squad_invited_to = SquadNone; player->input.reject_cur_squad_invite = false; } } #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 == BoxScanner) // learn everything from the scanner { player->box_unlocks |= potential_seat->blueprints_learned; } if (potential_seat->box_type == BoxMerge) // disconnect! { potential_seat->wants_disconnect = true; grid_correct_for_holes(gs, box_grid(potential_seat)); assert(potential_seat->exists); assert(potential_seat->is_box); assert(potential_seat->box_type == BoxMerge); } 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); if (potential_seat->box_type == BoxMedbay) 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 V2 movement_this_tick = (V2){0}; float rotation_this_tick = 0.0f; if (V2length(player->input.movement) > 0.0f) { movement_this_tick = V2scale(V2normalize(player->input.movement), clamp(V2length(player->input.movement), 0.0f, 1.0f)); player->input.movement = (V2){0}; } if (fabsf(player->input.rotation) > 0.0f) { rotation_this_tick = player->input.rotation; if (rotation_this_tick > 1.0f) rotation_this_tick = 1.0f; if (rotation_this_tick < -1.0f) rotation_this_tick = -1.0f; player->input.rotation = 0.0f; } Entity *seat_inside_of = get_entity(gs, p->currently_inside_of_box); // strange rare bug I saw happen, related to explosives, but no idea how to // reproduce. @Robust put a breakpoint here, reproduce, and fix it! if (seat_inside_of != NULL && !seat_inside_of->is_box) { Log("Strange thing happened where player was in non box seat!\n"); seat_inside_of = NULL; p->currently_inside_of_box = (EntityID){0}; } if (seat_inside_of == NULL) { cpShapeSetFilter(p->shape, PLAYER_SHAPE_FILTER); cpBodyApplyForceAtWorldPoint(p->body, v2_to_cp(V2scale(movement_this_tick, PLAYER_JETPACK_FORCE)), cpBodyGetPosition(p->body)); cpBodySetTorque(p->body, rotation_this_tick * PLAYER_JETPACK_TORQUE); p->damage += V2length(movement_this_tick) * dt * PLAYER_JETPACK_SPICE_PER_SECOND; p->damage += fabsf(rotation_this_tick) * dt * PLAYER_JETPACK_ROTATION_ENERGY_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))); // share cloaking with box p->time_was_last_cloaked = seat_inside_of->time_was_last_cloaked; p->last_cloaked_by_squad = seat_inside_of->last_cloaked_by_squad; // 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(movement_this_tick) > 0.0f) { target_direction = V2normalize(movement_this_tick); } BOXES_ITER(gs, cur, g) { if (cur->box_type == BoxThruster) { float wanted_thrust = -V2dot(target_direction, box_facing_vector(cur)); wanted_thrust = clamp01(wanted_thrust); cur->wanted_thrust = wanted_thrust; } if (cur->box_type == BoxGyroscope) { cur->wanted_thrust = rotation_this_tick; } } } } } #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 = grid_to_build_on(gs, world_hand_pos); cpShape *maybe_box_to_destroy = cpSpacePointQueryNearest(gs->space, v2_to_cp(world_build), 0.01f, cpShapeFilterNew(CP_NO_GROUP, CP_ALL_CATEGORIES, BOXES), &info); if (maybe_box_to_destroy != NULL) { Entity *cur_box = cp_shape_entity(maybe_box_to_destroy); if (!cur_box->indestructible && !cur_box->is_platonic) { Entity *cur_grid = cp_body_entity(cpShapeGetBody(maybe_box_to_destroy)); 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 (box_unlocked(player, player->input.build_type)) { // creating a box p->damage += DAMAGE_TO_PLAYER_PER_BLOCK; V2 created_box_position; if (p->damage < 1.0f) // player can't create a box that kills them by making it { if (target_grid == NULL) { Entity *new_grid = new_entity(gs); grid_create(gs, new_grid); entity_set_pos(new_grid, world_build); cpBodySetVelocity(new_grid->body, v2_to_cp(player_vel(gs, p))); target_grid = new_grid; created_box_position = (V2){0}; } else { created_box_position = grid_world_to_local(target_grid, world_build); } Entity *new_box = new_entity(gs); box_create(gs, new_box, target_grid, created_box_position); new_box->owning_squad = player->squad; 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; if (new_box->box_type == BoxScanner) new_box->blueprints_learned = player->box_unlocks; if (new_box->box_type == BoxBattery) new_box->energy_used = BATTERY_CAPACITY; } } } #endif if (p->damage >= 1.0f) { entity_destroy(gs, p); player->entity = (EntityID){0}; } p->damage = clamp01(p->damage); } // process entities for (size_t i = 0; i < gs->cur_next_entity; i++) { Entity *e = &gs->entities[i]; if (!e->exists) continue; // sun processing { cpVect pos_rel_sun = v2_to_cp(V2sub(entity_pos(e), SUN_POS)); cpFloat sqdist = cpvlengthsq(pos_rel_sun); if (e->body != NULL && sqdist > (INSTANT_DEATH_DISTANCE_FROM_SUN * INSTANT_DEATH_DISTANCE_FROM_SUN)) { bool platonic_found = false; if (e->is_grid) { BOXES_ITER(gs, cur_box, e) { if (cur_box->is_platonic) { platonic_found = true; break; } } } if (platonic_found) { cpBody *body = e->body; cpBodySetVelocity(body, cpvmult(cpBodyGetVelocity(body), -0.5)); cpVect rel_to_sun = cpvsub(cpBodyGetPosition(body), v2_to_cp(SUN_POS)); cpBodySetPosition(body, cpvadd(v2_to_cp(SUN_POS), cpvmult(cpvnormalize(rel_to_sun), INSTANT_DEATH_DISTANCE_FROM_SUN))); } else { entity_destroy(gs, e); } continue; } if (!e->is_grid) // grids aren't damaged (this edge case sucks!) { sqdist = cpvlengthsq(cpvsub(v2_to_cp(entity_pos(e)), v2_to_cp(SUN_POS))); if (sqdist < (SUN_RADIUS * SUN_RADIUS)) { e->damage += 10.0f * dt; } } if (e->body != NULL) { cpVect g = cpvmult(pos_rel_sun, -sun_gravity_accel_at_point(entity_pos(e), e) / (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_missile) { if (is_burning(e)) { e->time_burned_for += dt; cpBodyApplyForceAtWorldPoint(e->body, v2_to_cp(V2rotate((V2){.x = MISSILE_BURN_FORCE, .y = 0.0f}, entity_rotation(e))), v2_to_cp(entity_pos(e))); } if (e->damage >= MISSILE_DAMAGE_THRESHOLD) { Entity *explosion = new_entity(gs); explosion->is_explosion = true; explosion->explosion_pos = entity_pos(e); explosion->explosion_vel = cp_to_v2(cpBodyGetVelocity(e->body)); entity_destroy(gs, e); } } if (e->is_box) { if (e->is_platonic) { e->damage = 0.0f; gs->platonic_positions[(int)e->box_type] = entity_pos(e); } 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)); if (!e->is_platonic) grid_remove_box(gs, get_entity(gs, e->shape_parent_entity), e); } if (e->box_type == BoxMerge) { Entity *from_merge = e; assert(from_merge != NULL); grid_to_exclude = box_grid(from_merge); Entity *other_merge = closest_box_to_point_in_radius(gs, entity_pos(from_merge), MERGE_MAX_DIST, merge_filter); if (other_merge == NULL && from_merge->wants_disconnect) from_merge->wants_disconnect = false; if (!from_merge->wants_disconnect && other_merge != NULL && !other_merge->wants_disconnect) { assert(box_grid(from_merge) != box_grid(other_merge)); Entity *from_grid = box_grid(from_merge); Entity *other_grid = box_grid(other_merge); // the merges are near eachother, but are they facing eachother... bool from_facing_other = V2dot(box_facing_vector(from_merge), V2normalize(V2sub(entity_pos(other_merge), entity_pos(from_merge)))) > 0.8f; bool other_facing_from = V2dot(box_facing_vector(other_merge), V2normalize(V2sub(entity_pos(from_merge), entity_pos(other_merge)))) > 0.8f; // using this stuff to detect if when the other grid's boxes are snapped, they'll be snapped // to be next to the from merge box V2 actual_new_pos = grid_snapped_box_pos(from_grid, entity_pos(other_merge)); V2 needed_new_pos = V2add(entity_pos(from_merge), V2scale(box_facing_vector(from_merge), BOX_SIZE)); if (from_facing_other && other_facing_from && V2equal(needed_new_pos, actual_new_pos, 0.01f)) { // do the merge V2 facing_vector_needed = V2scale(box_facing_vector(from_merge), -1.0f); V2 current_facing_vector = box_facing_vector(other_merge); float angle_diff = V2anglediff(current_facing_vector, facing_vector_needed); if (angle_diff == FLT_MIN) angle_diff = 0.0f; assert(!isnan(angle_diff)); cpBodySetAngle(other_grid->body, cpBodyGetAngle(other_grid->body) + angle_diff); V2 moved_because_angle_change = V2sub(needed_new_pos, entity_pos(other_merge)); cpBodySetPosition(other_grid->body, v2_to_cp(V2add(entity_pos(other_grid), moved_because_angle_change))); // V2 snap_movement_vect = V2sub(actual_new_pos, entity_pos(other_merge)); V2 snap_movement_vect = (V2){0}; Entity *cur = get_entity(gs, other_grid->boxes); other_grid->boxes = (EntityID){0}; while (cur != NULL) { Entity *next = get_entity(gs, cur->next_box); V2 world = entity_pos(cur); enum CompassRotation new_rotation = facing_vector_to_compass(from_grid, other_grid, box_facing_vector(cur)); cur->compass_rotation = new_rotation; V2 new_cur_pos = grid_snapped_box_pos(from_grid, V2add(snap_movement_vect, world)); box_create(gs, cur, from_grid, grid_world_to_local(from_grid, new_cur_pos)); // destroys next/prev fields on cur assert(box_grid(cur) == box_grid(from_merge)); cur = next; } entity_destroy(gs, other_grid); } } } if (e->damage >= 1.0f) { grid_remove_box(gs, get_entity(gs, e->shape_parent_entity), e); } } if (e->is_grid) { Entity *grid = e; // calculate how much energy solar panels provide float energy_to_add = 0.0f; BOXES_ITER(gs, cur_box, grid) { if (cur_box->box_type == BoxSolarPanel) { cur_box->sun_amount = clamp01(V2dot(box_facing_vector(cur_box), V2normalize(V2sub(SUN_POS, entity_pos(cur_box))))); // less sun the farther away you are! cur_box->sun_amount *= lerp(1.0f, 0.0f, clamp01(V2length(V2sub(entity_pos(cur_box), SUN_POS)) / SUN_NO_MORE_ELECTRICITY_OR_GRAVITY)); energy_to_add += cur_box->sun_amount * SOLAR_ENERGY_PER_SECOND * dt; } } // apply all of the energy to all connected batteries BOXES_ITER(gs, cur, grid) { 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); } // any energy_to_add existing now can also be used to power thrusters/medbay float non_battery_energy_left_over = energy_to_add; // use the energy, stored in the batteries, in various boxes BOXES_ITER(gs, cur_box, grid) { if (cur_box->box_type == BoxThruster) { float energy_to_consume = cur_box->wanted_thrust * THRUSTER_ENERGY_USED_PER_SECOND * dt; if (energy_to_consume > 0.0f) { cur_box->thrust = 0.0f; float energy_unconsumed = batteries_use_energy(gs, grid, &non_battery_energy_left_over, energy_to_consume); cur_box->thrust = (1.0f - energy_unconsumed / energy_to_consume) * cur_box->wanted_thrust; if (cur_box->thrust >= 0.0f) cpBodyApplyForceAtWorldPoint(grid->body, v2_to_cp(thruster_force(cur_box)), v2_to_cp(entity_pos(cur_box))); } } if (cur_box->box_type == BoxGyroscope) { float energy_to_consume = fabsf(cur_box->wanted_thrust * GYROSCOPE_ENERGY_USED_PER_SECOND * dt); if (energy_to_consume > 0.0f) { cur_box->thrust = 0.0f; float energy_unconsumed = batteries_use_energy(gs, grid, &non_battery_energy_left_over, energy_to_consume); cur_box->thrust = (1.0f - energy_unconsumed / energy_to_consume) * cur_box->wanted_thrust; if (fabsf(cur_box->thrust) >= 0.0f) cpBodySetTorque(grid->body, cpBodyGetTorque(grid->body) + cur_box->thrust * GYROSCOPE_TORQUE); } } if (cur_box->box_type == BoxMedbay) { Entity *potential_meatbag_to_heal = get_entity(gs, cur_box->player_who_is_inside_of_me); if (potential_meatbag_to_heal != NULL) { float wanted_energy_use = fminf(potential_meatbag_to_heal->damage, PLAYER_ENERGY_RECHARGE_PER_SECOND * dt); if (wanted_energy_use > 0.0f) { float energy_unconsumed = batteries_use_energy(gs, grid, &non_battery_energy_left_over, wanted_energy_use); potential_meatbag_to_heal->damage -= (1.0f - energy_unconsumed / wanted_energy_use) * wanted_energy_use; } } } if (cur_box->box_type == BoxCloaking) { float energy_unconsumed = batteries_use_energy(gs, grid, &non_battery_energy_left_over, CLOAKING_ENERGY_USE * dt); if (energy_unconsumed >= CLOAKING_ENERGY_USE * dt) { cur_box->cloaking_power = lerp(cur_box->cloaking_power, 0.0, dt * 3.0f); } else { cur_box->cloaking_power = lerp(cur_box->cloaking_power, 1.0, dt * 3.0f); cpBody *tmp = cpBodyNew(0.0, 0.0); cpBodySetPosition(tmp, v2_to_cp(entity_pos(cur_box))); cpBodySetAngle(tmp, entity_rotation(cur_box)); // subtract a little from the panel size so that boxes just at the boundary of the panel // aren't (sometimes cloaked)/(sometimes not) from floating point imprecision cpShape *box_shape = cpBoxShapeNew(tmp, CLOAKING_PANEL_SIZE - 0.03f, CLOAKING_PANEL_SIZE - 0.03f, 0.0); cpSpaceShapeQuery(gs->space, box_shape, cloaking_shield_callback_func, (void *)cur_box); cpShapeFree(box_shape); cpBodyFree(tmp); } } if (cur_box->box_type == BoxMissileLauncher) { LauncherTarget target = missile_launcher_target(gs, cur_box); if (cur_box->missile_construction_charge < 1.0f) { float want_use_energy = dt * MISSILE_CHARGE_RATE; float energy_charged = want_use_energy - batteries_use_energy(gs, grid, &non_battery_energy_left_over, want_use_energy); cur_box->missile_construction_charge += energy_charged; } if (target.target_found && cur_box->missile_construction_charge >= 1.0f) { cur_box->missile_construction_charge = 0.0f; Entity *new_missile = new_entity(gs); create_missile(gs, new_missile); new_missile->owning_squad = cur_box->owning_squad; // missiles have teams and attack eachother! float missile_spawn_dist = sqrtf((BOX_SIZE / 2.0f) * (BOX_SIZE / 2.0f) * 2.0f) + MISSILE_COLLIDER_SIZE.x / 2.0f + 0.1f; cpBodySetPosition(new_missile->body, v2_to_cp(V2add(entity_pos(cur_box), V2rotate((V2){.x = missile_spawn_dist, 0.0f}, target.facing_angle)))); cpBodySetAngle(new_missile->body, target.facing_angle); cpBodySetVelocity(new_missile->body, v2_to_cp(box_vel(cur_box))); } } if (cur_box->box_type == BoxScanner) { // set the nearest platonic solid! only on server as only the server sees everything if (gs->server_side_computing) { float energy_unconsumed = batteries_use_energy(gs, grid, &non_battery_energy_left_over, SCANNER_ENERGY_USE * dt); if (energy_unconsumed >= SCANNER_ENERGY_USE * dt) { cur_box->platonic_detection_strength = 0.0f; cur_box->platonic_nearest_direction = (V2){0}; } else { V2 from_pos = entity_pos(cur_box); V2 nearest = {0}; float nearest_dist = INFINITY; for (int i = 0; i < MAX_BOX_TYPES; i++) { V2 cur_pos = gs->platonic_positions[i]; if (V2length(cur_pos) > 0.0f) // zero is uninitialized, the platonic solid doesn't exist (probably) @Robust do better { float length_to_cur = V2dist(from_pos, cur_pos); if (length_to_cur < nearest_dist) { nearest_dist = length_to_cur; nearest = cur_pos; } } } if (nearest_dist < INFINITY) { cur_box->platonic_nearest_direction = V2normalize(V2sub(nearest, from_pos)); cur_box->platonic_detection_strength = fmaxf(0.1f, 1.0f - fminf(1.0f, nearest_dist / 100.0f)); } else { cur_box->platonic_nearest_direction = (V2){0}; cur_box->platonic_detection_strength = 0.0f; } } } // unlock the nearest platonic solid! scanner_has_learned = cur_box->blueprints_learned; Entity *to_learn = closest_box_to_point_in_radius(gs, entity_pos(cur_box), SCANNER_RADIUS, scanner_filter); if (to_learn != NULL) assert(to_learn->is_box); EntityID new_id = get_id(gs, to_learn); if (!entityids_same(cur_box->currently_scanning, new_id)) { cur_box->currently_scanning_progress = 0.0f; cur_box->currently_scanning = new_id; } float target_head_rotate_speed = cur_box->platonic_detection_strength > 0.0f ? 3.0f : 0.0f; if (to_learn != NULL) { cur_box->currently_scanning_progress += dt * SCANNER_SCAN_RATE; target_head_rotate_speed *= 30.0f * cur_box->currently_scanning_progress; } else cur_box->currently_scanning_progress = 0.0f; if (cur_box->currently_scanning_progress >= 1.0f) { cur_box->blueprints_learned |= box_unlock_number(to_learn->box_type); } cur_box->scanner_head_rotate_speed = lerp(cur_box->scanner_head_rotate_speed, target_head_rotate_speed, dt * 3.0f); cur_box->scanner_head_rotate += cur_box->scanner_head_rotate_speed * dt; cur_box->scanner_head_rotate = fmodf(cur_box->scanner_head_rotate, 2.0f * PI); } } } } cpSpaceStep(gs->space, dt); }