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416 lines
11 KiB
C
416 lines
11 KiB
C
#include <chipmunk.h>
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#include "types.h"
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#include <stdio.h> // assert logging
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// do not use any global variables to process gamestate
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// super try not to depend on external libraries like enet or sokol to keep build process simple,
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// gamestate its own portable submodule. If need to link to other stuff document here:
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// - debug.c for debug drawing
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// - chipmunk
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void __assert(bool cond, const char *file, int line, const char *cond_string)
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{
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if (!cond)
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{
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fprintf(stderr, "%s:%d | Assertion %s failed\n", file, line, cond_string);
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}
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}
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#define assert(condition) __assert(condition, __FILE__, __LINE__, #condition)
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static V2 cp_to_v2(cpVect v)
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{
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return (V2){.x = v.x, .y = v.y};
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}
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static cpVect v2_to_cp(V2 v)
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{
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return cpv(v.x, v.y);
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}
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void initialize(struct GameState *gs)
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{
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gs->space = cpSpaceNew();
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for (int i = 0; i < MAX_PLAYERS; i++)
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{
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reset_player(&gs->players[i]);
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}
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}
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void destroy(struct GameState *gs)
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{
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for (int i = 0; i < gs->num_grids; i++)
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{
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grid_destroy(&gs->grids[i]);
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}
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gs->num_grids = 0;
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cpSpaceDestroy(gs->space);
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gs->space = NULL;
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}
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void reset_player(struct Player *p)
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{
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*p = (struct Player){0};
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p->currently_inhabiting_index = -1;
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}
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struct Box box_new(struct GameState *gs, struct Grid *grid, V2 pos)
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{
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float halfbox = BOX_SIZE / 2.0f;
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cpBB box = cpBBNew(-halfbox + pos.x, -halfbox + pos.y, halfbox + pos.x, halfbox + pos.y);
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cpVect verts[4] = {
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cpv(box.r, box.b),
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cpv(box.r, box.t),
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cpv(box.l, box.t),
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cpv(box.l, box.b),
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};
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struct Box to_return = (struct Box){
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.shape = (cpShape *)cpPolyShapeInitRaw(cpPolyShapeAlloc(), grid->body, 4, verts, 0.0f), // this cast is done in chipmunk, not sure why it works
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};
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// assumed to be grid in inhabit code as well
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cpShapeSetUserData(to_return.shape, (void *)grid);
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cpShapeSetMass(to_return.shape, BOX_MASS);
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cpSpaceAddShape(gs->space, to_return.shape);
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// update the center of mass (can't believe this isn't done for me...)
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// float total_mass = 0.0f;
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// float total_moment_of_inertia = 0.0f;
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// V2 total_pos = {0};
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// for (int i = 0; i < grid->num_boxes; i++)
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// {
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// cpShape *cur_shape = grid->boxes[i].shape;
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// total_mass += cpShapeGetMass(cur_shape);
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// total_moment_of_inertia += cpShapeGetMoment(cur_shape);
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// total_pos = V2add(total_pos, V2scale(cp_to_v2(cpShapeGetCenterOfGravity(cur_shape)), cpShapeGetMass(cur_shape)));
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// }
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// total_pos = V2scale(total_pos, 1.0f / total_mass);
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// @Robust I think moment of inertia calculation is wrong? https://chipmunk-physics.net/forum/viewtopic.php?t=2566
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return to_return;
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}
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struct Grid grid_new(struct GameState *gs, V2 pos)
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{
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assert(gs->space != NULL);
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float halfbox = BOX_SIZE / 2.0f;
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cpBody *body = cpSpaceAddBody(gs->space, cpBodyNew(0.0, 0.0)); // zeros for mass/moment of inertia means automatically calculated from its collision shapes
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cpBodySetPosition(body, v2_to_cp(pos));
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struct Grid to_return = (struct Grid){
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.body = body,
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};
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// box_new(gs, &to_return, (V2){0});
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return to_return;
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}
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void grid_destroy(struct Grid *grid)
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{
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for (int ii = 0; ii < grid->num_boxes; ii++)
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{
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cpShapeFree(grid->boxes[ii].shape);
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grid->boxes[ii].shape = NULL;
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}
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grid->num_boxes = 0;
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cpBodyFree(grid->body);
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grid->body = NULL;
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}
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// center of mass, not the literal position
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V2 grid_com(struct Grid *grid)
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{
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return cp_to_v2(cpBodyLocalToWorld(grid->body, cpBodyGetCenterOfGravity(grid->body)));
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}
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V2 grid_pos(struct Grid *grid)
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{
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return cp_to_v2(cpBodyGetPosition(grid->body));
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}
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V2 grid_vel(struct Grid *grid)
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{
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return cp_to_v2(cpBodyGetVelocity(grid->body));
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}
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float grid_rotation(struct Grid *grid)
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{
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return cpBodyGetAngle(grid->body);
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}
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float grid_angular_velocity(struct Grid *grid)
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{
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return cpBodyGetAngularVelocity(grid->body);
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}
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V2 box_pos(struct Box *box)
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{
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struct Grid *g = (struct Grid *)cpShapeGetUserData(box->shape);
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return V2add(grid_pos(g), cp_to_v2(cpShapeGetCenterOfGravity(box->shape)));
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}
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float box_rotation(struct Box *box)
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{
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return cpBodyGetAngle(cpShapeGetBody(box->shape));
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}
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#define memwrite(out, variable) \
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for (char b = 0; b < sizeof(variable); b++) \
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{ \
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**out = ((char *)&variable)[b]; \
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*out += 1; \
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}
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#define memread(in, variable_pointer) \
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for (char b = 0; b < sizeof(*variable_pointer); b++) \
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{ \
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((char *)variable_pointer)[b] = **in; \
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*in += 1; \
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}
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void ser_float(char **out, float f)
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{
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memwrite(out, f);
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}
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void des_float(char **in, float *f)
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{
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memread(in, f);
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}
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void ser_int(char **out, int i)
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{
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memwrite(out, i);
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}
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void des_int(char **in, int *i)
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{
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memread(in, i);
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}
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void ser_bool(char **out, bool b)
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{
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**out = (char)b;
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*out += 1;
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}
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void des_bool(char **in, bool *b)
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{
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*b = (bool)**in;
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*in += 1;
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}
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void ser_V2(char **out, V2 v)
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{
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ser_float(out, v.x);
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ser_float(out, v.y);
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}
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void des_V2(char **in, V2 *v)
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{
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des_float(in, &v->x);
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des_float(in, &v->y);
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}
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void ser_grid(char **out, struct Grid *g)
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{
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// grid must not be null, dummy!
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assert(g->body != NULL);
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ser_V2(out, grid_pos(g));
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ser_V2(out, grid_vel(g));
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ser_float(out, grid_rotation(g));
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ser_float(out, grid_angular_velocity(g));
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ser_int(out, g->num_boxes);
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for (int i = 0; i < g->num_boxes; i++)
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{
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ser_V2(out, cp_to_v2(cpShapeGetCenterOfGravity(g->boxes[i].shape)));
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ser_float(out, g->boxes[i].damage);
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}
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}
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// takes gamestate as argument to place box in the gamestates space
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void des_grid(char **in, struct Grid *g, struct GameState *gs)
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{
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assert(g->body == NULL); // destroy the grid before deserializing into it
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V2 pos = {0};
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V2 vel = {0};
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float rot = 0.0f;
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float angular_vel = 0.0f;
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des_V2(in, &pos);
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des_V2(in, &vel);
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des_float(in, &rot);
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des_float(in, &angular_vel);
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*g = grid_new(gs, pos);
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cpBodySetVelocity(g->body, v2_to_cp(vel));
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cpBodySetAngle(g->body, rot);
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cpBodySetAngularVelocity(g->body, angular_vel);
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des_int(in, &g->num_boxes);
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for (int i = 0; i < g->num_boxes; i++)
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{
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V2 pos = {0};
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des_V2(in, &pos);
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g->boxes[i] = box_new(gs, g, pos);
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des_float(in, &g->boxes[i].damage);
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}
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}
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void ser_player(char **out, struct Player *p)
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{
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ser_bool(out, p->connected);
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if (p->connected)
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{
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ser_int(out, p->currently_inhabiting_index);
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ser_V2(out, p->pos);
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ser_V2(out, p->vel);
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ser_V2(out, p->movement);
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ser_bool(out, p->inhabit);
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}
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}
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void des_player(char **in, struct Player *p, struct GameState *gs)
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{
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des_bool(in, &p->connected);
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if (p->connected)
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{
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des_int(in, &p->currently_inhabiting_index);
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des_V2(in, &p->pos);
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des_V2(in, &p->vel);
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des_V2(in, &p->movement);
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des_bool(in, &p->inhabit);
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}
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}
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// @Robust really think about if <= makes more sense than < here...
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#define LEN_CHECK() assert(bytes - original_bytes <= max_len)
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void into_bytes(struct ServerToClient *msg, char *bytes, int *out_len, int max_len)
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{
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assert(msg->cur_gs != NULL);
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assert(msg != NULL);
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struct GameState *gs = msg->cur_gs;
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char *original_bytes = bytes;
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ser_int(&bytes, msg->your_player);
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LEN_CHECK();
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for (int i = 0; i < MAX_PLAYERS; i++)
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{
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ser_player(&bytes, &gs->players[i]);
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LEN_CHECK();
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}
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// @Robust invalid message on num boxes bigger than max boxes
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ser_int(&bytes, gs->num_grids);
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LEN_CHECK();
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for (int i = 0; i < gs->num_grids; i++)
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{
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ser_grid(&bytes, &gs->grids[i]);
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LEN_CHECK();
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}
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*out_len = bytes - original_bytes;
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}
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void from_bytes(struct ServerToClient *msg, char *bytes, int max_len)
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{
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struct GameState *gs = msg->cur_gs;
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char *original_bytes = bytes;
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// destroy and free all chipmunk
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destroy(gs);
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initialize(gs);
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des_int(&bytes, &msg->your_player);
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LEN_CHECK();
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for (int i = 0; i < MAX_PLAYERS; i++)
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{
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des_player(&bytes, &gs->players[i], gs);
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LEN_CHECK();
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}
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des_int(&bytes, &gs->num_grids);
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LEN_CHECK();
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for (int i = 0; i < gs->num_grids; i++)
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{
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des_grid(&bytes, &gs->grids[i], gs);
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LEN_CHECK();
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}
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}
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void process(struct GameState *gs, float dt)
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{
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assert(gs->space != NULL);
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// process input
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for (int i = 0; i < MAX_PLAYERS; i++)
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{
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struct Player *p = &gs->players[i];
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if (!p->connected)
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continue;
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if (p->inhabit)
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{
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p->inhabit = false; // "handle" the input
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if (p->currently_inhabiting_index == -1)
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{
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// @Robust mask to only ship boxes of things the player can inhabit
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cpPointQueryInfo query_info = {0};
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cpShape *result = cpSpacePointQueryNearest(gs->space, v2_to_cp(p->pos), 0.1, cpShapeFilterNew(CP_NO_GROUP, CP_ALL_CATEGORIES, CP_ALL_CATEGORIES), &query_info);
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if (result != NULL)
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{
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struct Grid *g = (struct Grid *)cpShapeGetUserData(result);
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for (int ii = 0; ii < gs->num_grids; ii++)
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{
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if (&gs->grids[ii] == g)
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{
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p->currently_inhabiting_index = ii;
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break;
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}
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}
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if (p->currently_inhabiting_index == -1)
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{
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Log("Couldn't find ship to inhabit even though point collision returned something\n");
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}
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}
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else
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{
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Log("No ship above player at point %f %f\n", p->pos.x, p->pos.y);
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}
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}
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else
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{
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p->vel = grid_vel(&gs->grids[p->currently_inhabiting_index]);
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p->currently_inhabiting_index = -1;
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}
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}
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if (p->currently_inhabiting_index == -1)
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{
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p->vel = V2lerp(p->vel, p->movement, dt * 5.0f);
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p->pos = V2add(p->pos, V2scale(p->vel, dt));
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}
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else
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{
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struct Grid *g = &gs->grids[p->currently_inhabiting_index];
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p->pos = V2lerp(p->pos, grid_com(g), dt * 20.0f);
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cpBodyApplyForceAtWorldPoint(g->body, v2_to_cp(V2scale(p->movement, 5.0f)), v2_to_cp(grid_com(g)));
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}
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// cpBodyApplyForceAtWorldPoint(p->box.body, v2_to_cp(V2scale(p->input, 5.0f)), v2_to_cp(box_pos(p->box)));
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}
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cpSpaceStep(gs->space, dt);
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} |