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1720 lines
48 KiB
C

#include <chipmunk.h>
#include "types.h"
#include "ipsettings.h" // debug/developer settings
#include <stdio.h> // assert logging
#include <string.h> // memset
// do not use any global variables to process gamestate
// super try not to depend on external libraries like enet or sokol to keep build process simple,
// gamestate its own portable submodule. If need to link to other stuff document here:
// - debug.c for debug drawing
// - chipmunk
enum
{
PLAYERS = 1 << 0,
BOXES = 1 << 1,
};
void __assert(bool cond, const char* file, int line, const char* cond_string)
{
if (!cond)
{
fprintf(stderr, "%s:%d | Assertion %s failed\n", file, line, cond_string);
}
}
#define assert(condition) __assert(condition, __FILE__, __LINE__, #condition)
static V2 cp_to_v2(cpVect v)
{
return (V2) { .x = (float)v.x, .y = (float)v.y };
}
static cpVect v2_to_cp(V2 v)
{
return cpv(v.x, v.y);
}
bool was_entity_deleted(GameState* gs, EntityID id)
{
if (id.generation == 0)
return false; // generation 0 means null entity ID, not a deleted entity
Entity* the_entity = &gs->entities[id.index];
return (!the_entity->exists || the_entity->generation != id.generation);
}
Entity* get_entity_even_if_dead(GameState* gs, EntityID id)
{
if (id.generation == 0)
{
return NULL;
}
assert(id.index < gs->cur_next_entity || gs->cur_next_entity == 0);
assert(id.index < gs->max_entities);
Entity* to_return = &gs->entities[id.index];
// don't validate the generation either
return to_return;
}
// may return null if it doesn't exist anymore
Entity* get_entity(GameState* gs, EntityID id)
{
Entity* to_return = get_entity_even_if_dead(gs, id);
if (was_entity_deleted(gs, id))
return NULL;
return to_return;
}
EntityID get_id(GameState* gs, Entity* e)
{
if (e == NULL)
return (EntityID) { 0 };
size_t index = (e - gs->entities);
assert(index >= 0);
assert(index < gs->cur_next_entity);
return (EntityID) {
.generation = e->generation,
.index = (unsigned int)index,
};
}
static Entity* cp_shape_entity(cpShape* shape)
{
return (Entity*)cpShapeGetUserData(shape);
}
static Entity* cp_body_entity(cpBody* body)
{
return (Entity*)cpBodyGetUserData(body);
}
static GameState* cp_space_gs(cpSpace* space)
{
return (GameState*)cpSpaceGetUserData(space);
}
int grid_num_boxes(GameState* gs, Entity* e)
{
assert(e->is_grid);
int to_return = 0;
BOXES_ITER(gs, cur, e)
to_return++;
return to_return;
}
void box_remove_from_boxes(GameState* gs, Entity* box)
{
assert(box->is_box);
Entity* prev_box = get_entity(gs, box->prev_box);
Entity* next_box = get_entity(gs, box->next_box);
if (prev_box != NULL)
{
if (prev_box->is_box)
prev_box->next_box = get_id(gs, next_box);
else if (prev_box->is_grid)
prev_box->boxes = get_id(gs, next_box);
}
if (next_box != NULL)
{
assert(next_box->is_box);
next_box->prev_box = get_id(gs, prev_box);
}
box->next_box = (EntityID){ 0 };
box->prev_box = (EntityID){ 0 };
}
void on_entity_child_shape(cpBody* body, cpShape* shape, void* data);
// gs is for iterating over all child shapes and destroying those, too
static void destroy_body(GameState* gs, cpBody** body)
{
if (*body != NULL)
{
cpBodyEachShape(*body, on_entity_child_shape, (void*)gs);
cpSpaceRemoveBody(gs->space, *body);
cpBodyFree(*body);
*body = NULL;
}
*body = NULL;
}
void entity_destroy(GameState* gs, Entity* e)
{
assert(e->exists);
if (e->is_grid)
{
BOXES_ITER(gs, cur, e)
entity_destroy(gs, cur);
}
if (e->is_box)
{
box_remove_from_boxes(gs, e);
}
if (e->shape != NULL)
{
cpSpaceRemoveShape(gs->space, e->shape);
cpShapeFree(e->shape);
e->shape = NULL;
}
destroy_body(gs, &e->body);
Entity* front_of_free_list = get_entity(gs, gs->free_list);
if (front_of_free_list != NULL)
assert(!front_of_free_list->exists);
int gen = e->generation;
*e = (Entity){ 0 };
e->generation = gen;
e->next_free_entity = gs->free_list;
gs->free_list = get_id(gs, e);
}
void on_entity_child_shape(cpBody* body, cpShape* shape, void* data)
{
entity_destroy((GameState*)data, cp_shape_entity(shape));
}
Entity* new_entity(GameState* gs)
{
Entity* to_return = NULL;
Entity* possible_free_list = get_entity_even_if_dead(gs, gs->free_list);
if (possible_free_list != NULL)
{
assert(possible_free_list->generation == gs->free_list.generation);
to_return = possible_free_list;
assert(!to_return->exists);
gs->free_list = to_return->next_free_entity;
}
else
{
assert(gs->cur_next_entity < gs->max_entities); // too many entities if fails
to_return = &gs->entities[gs->cur_next_entity];
gs->cur_next_entity++;
}
to_return->generation++;
to_return->exists = true;
return to_return;
}
void create_body(GameState* gs, Entity* e)
{
assert(gs->space != NULL);
if (e->body != NULL)
{
cpSpaceRemoveBody(gs->space, e->body);
cpBodyFree(e->body);
e->body = NULL;
}
cpBody* body = cpSpaceAddBody(gs->space, cpBodyNew(0.0, 0.0)); // zeros for mass/moment of inertia means automatically calculated from its collision shapes
e->body = body;
cpBodySetUserData(e->body, (void*)e);
}
V2 player_vel(GameState* gs, Entity* player)
{
assert(player->is_player);
Entity* potential_seat = get_entity(gs, player->currently_inside_of_box);
if (potential_seat != NULL)
{
return cp_to_v2(cpBodyGetVelocity(get_entity(gs, potential_seat->shape_parent_entity)->body));
}
else
{
return cp_to_v2(cpBodyGetVelocity(player->body));
}
}
void grid_create(GameState* gs, Entity* e)
{
e->is_grid = true;
create_body(gs, e);
}
void entity_set_rotation(Entity* e, float rot)
{
assert(e->body != NULL);
cpBodySetAngle(e->body, rot);
}
void entity_set_pos(Entity* e, V2 pos)
{
assert(e->is_grid);
assert(e->body != NULL);
cpBodySetPosition(e->body, v2_to_cp(pos));
}
// size is (1/2 the width, 1/2 the height)
void create_rectangle_shape(GameState* gs, Entity* e, Entity* parent, V2 pos, V2 size, float mass)
{
if (e->shape != NULL)
{
cpSpaceRemoveShape(gs->space, e->shape);
cpShapeFree(e->shape);
e->shape = NULL;
}
cpBB box = cpBBNew(-size.x + pos.x, -size.y + pos.y, size.x + pos.x, size.y + pos.y);
cpVect verts[4] = {
cpv(box.r, box.b),
cpv(box.r, box.t),
cpv(box.l, box.t),
cpv(box.l, box.b),
};
e->shape_size = size;
e->shape_parent_entity = get_id(gs, parent);
e->shape = (cpShape*)cpPolyShapeInitRaw(cpPolyShapeAlloc(), parent->body, 4, verts, 0.0f); // this cast is done in chipmunk, not sure why it works
cpShapeSetUserData(e->shape, (void*)e);
cpShapeSetMass(e->shape, mass);
cpSpaceAddShape(gs->space, e->shape);
}
#define PLAYER_SHAPE_FILTER cpShapeFilterNew(CP_NO_GROUP, PLAYERS, CP_ALL_CATEGORIES)
void create_player(GameState* gs, Entity* e)
{
e->is_player = true;
e->no_save_to_disk = true;
create_body(gs, e);
create_rectangle_shape(gs, e, e, (V2) { 0 }, V2scale(PLAYER_SIZE, 0.5f), PLAYER_MASS);
cpShapeSetFilter(e->shape, PLAYER_SHAPE_FILTER);
}
void box_add_to_boxes(GameState* gs, Entity* grid, Entity* box_to_add)
{
box_to_add->next_box = get_id(gs, get_entity(gs, grid->boxes));
box_to_add->prev_box = get_id(gs, grid);
if (get_entity(gs, box_to_add->next_box) != NULL)
{
get_entity(gs, box_to_add->next_box)->prev_box = get_id(gs, box_to_add);
}
grid->boxes = get_id(gs, box_to_add);
}
// box must be passed as a parameter as the box added to chipmunk uses this pointer in its
// user data. pos is in local coordinates. Adds the box to the grid's chain of boxes
void box_create(GameState* gs, Entity* new_box, Entity* grid, V2 pos)
{
new_box->is_box = true;
assert(gs->space != NULL);
assert(grid->is_grid);
float halfbox = BOX_SIZE / 2.0f;
create_rectangle_shape(gs, new_box, grid, pos, (V2) { halfbox, halfbox }, 1.0f);
cpShapeSetFilter(new_box->shape, cpShapeFilterNew(CP_NO_GROUP, BOXES, CP_ALL_CATEGORIES));
box_add_to_boxes(gs, grid, new_box);
}
// removes boxes from grid, then ensures that the rule that grids must not have
// holes in them is applied.
static void grid_correct_for_holes(GameState* gs, struct Entity* grid)
{
int num_boxes = grid_num_boxes(gs, grid);
if (num_boxes == 0)
{
entity_destroy(gs, grid);
return;
}
if (num_boxes == 1)
return;
// could be a gap between boxes in the grid, separate into multiple grids
// goal: create list of "real grids" from this grid that have boxes which are
// ONLY connected horizontally and vertically. whichever one of these "real grids"
// has the most blocks stays the current grid, so
// if a player is inhabiting this ship it stays that ship.
// The other "real grids" are allocated as new grids
#define MAX_SEPARATE_GRIDS 8
EntityID separate_grids[MAX_SEPARATE_GRIDS] = { 0 };
int cur_separate_grid_index = 0;
int cur_separate_grid_size = 0;
int processed_boxes = 0;
int biggest_separate_grid_index = 0;
int biggest_separate_grid_length = 0;
// process all boxes into separate, but correctly connected, grids
while (processed_boxes < num_boxes)
{
// grab an unprocessed box, one not in separate_grids, to start the flood fill
Entity* unprocessed = get_entity(gs, grid->boxes);
assert(unprocessed != NULL);
assert(unprocessed->is_box);
box_remove_from_boxes(gs, unprocessed); // no longer in the boxes list of the grid
// flood fill from this unprocessed box, adding each result to cur_separate_grid_index,
// removing each block from the grid
// https://en.wikipedia.org/wiki/Flood_fill
{
// queue stuff @Robust use factored datastructure
EntityID Q = get_id(gs, unprocessed);
Entity* N = NULL;
while (true)
{
assert(!was_entity_deleted(gs, Q));
N = get_entity(gs, Q);
if (N == NULL) // must mean that the queue is empty
break;
Q = N->next_box;
if (true) // if node "inside", this is always true
{
N->next_box = separate_grids[cur_separate_grid_index];
separate_grids[cur_separate_grid_index] = get_id(gs, N);
cur_separate_grid_size++;
processed_boxes++;
V2 cur_local_pos = entity_shape_pos(N);
const V2 dirs[] = {
(V2) {
.x = -1.0f, .y = 0.0f
},
(V2) {
.x = 1.0f, .y = 0.0f
},
(V2) {
.x = 0.0f, .y = 1.0f
},
(V2) {
.x = 0.0f, .y = -1.0f
},
};
int num_dirs = sizeof(dirs) / sizeof(*dirs);
for (int ii = 0; ii < num_dirs; ii++)
{
V2 dir = dirs[ii];
// @Robust @Speed faster method, not O(N^2), of getting the box
// in the direction currently needed
V2 wanted_local_pos = V2add(cur_local_pos, V2scale(dir, BOX_SIZE));
EntityID box_in_direction = (EntityID){ 0 };
BOXES_ITER(gs, cur, grid)
{
if (V2equal(entity_shape_pos(cur), wanted_local_pos, 0.01f))
{
box_in_direction = get_id(gs, cur);
break;
}
}
Entity* newbox = get_entity(gs, box_in_direction);
if (newbox != NULL)
{
box_remove_from_boxes(gs, newbox);
newbox->next_box = Q;
Q = box_in_direction;
}
}
}
}
}
if (cur_separate_grid_size > biggest_separate_grid_length)
{
biggest_separate_grid_length = cur_separate_grid_size;
biggest_separate_grid_index = cur_separate_grid_index;
}
cur_separate_grid_index++;
assert(cur_separate_grid_index < MAX_SEPARATE_GRIDS);
cur_separate_grid_size = 0;
}
// create new grids for all lists of boxes except for the biggest one.
// delete the boxes out of the current grid as I pull boxes into separate ones
// which are no longer connected
for (int sepgrid_i = 0; sepgrid_i < MAX_SEPARATE_GRIDS; sepgrid_i++)
{
EntityID cur_separate_grid = separate_grids[sepgrid_i];
if (get_entity(gs, cur_separate_grid) == NULL)
continue; // this separate grid is empty
Entity* new_grid;
if (sepgrid_i == biggest_separate_grid_index)
{
new_grid = grid;
}
else
{
new_grid = new_entity(gs);
grid_create(gs, new_grid);
cpBodySetPosition(new_grid->body, cpBodyGetPosition(grid->body));
cpBodySetAngle(new_grid->body, cpBodyGetAngle(grid->body));
}
Entity* cur = get_entity(gs, cur_separate_grid);
while (cur != NULL)
{
Entity* next = get_entity(gs, cur->next_box);
box_create(gs, cur, new_grid, entity_shape_pos(cur)); // destroys next/prev fields on cur
cur = next;
}
cpBodySetVelocity(new_grid->body, cpBodyGetVelocityAtWorldPoint(grid->body, v2_to_cp(grid_com(new_grid))));
cpBodySetAngularVelocity(new_grid->body, entity_angular_velocity(grid));
}
}
static void grid_remove_box(GameState* gs, struct Entity* grid, struct Entity* box)
{
assert(grid->is_grid);
assert(box->is_box);
entity_destroy(gs, box);
grid_correct_for_holes(gs, grid);
}
static cpBool on_damage(cpArbiter* arb, cpSpace* space, cpDataPointer userData)
{
cpShape* a, * b;
cpArbiterGetShapes(arb, &a, &b);
Entity* entity_a, * entity_b;
entity_a = cp_shape_entity(a);
entity_b = cp_shape_entity(b);
float damage = V2length(cp_to_v2(cpArbiterTotalImpulse(arb))) * COLLISION_DAMAGE_SCALING;
if (entity_a->is_box && entity_a->box_type == BoxExplosive)
entity_a->damage += 2.0f * EXPLOSION_DAMAGE_THRESHOLD;
if (entity_b->is_box && entity_b->box_type == BoxExplosive)
entity_b->damage += 2.0f * EXPLOSION_DAMAGE_THRESHOLD;
if (damage > 0.05f)
{
// Log("Collision with damage %f\n", damage);
entity_a->damage += damage;
entity_b->damage += damage;
}
// b must be the key passed into the post step removed, the key is cast into its shape
// cpSpaceAddPostStepCallback(space, (cpPostStepFunc)postStepRemove, b, NULL);
// cpSpaceAddPostStepCallback(space, (cpPostStepFunc)postStepRemove, a, NULL);
return true; // keep colliding
}
void initialize(GameState* gs, void* entity_arena, size_t entity_arena_size)
{
*gs = (GameState){ 0 };
memset(entity_arena, 0, entity_arena_size); // SUPER critical. Random vals in the entity data causes big problem
gs->entities = (Entity*)entity_arena;
gs->max_entities = (unsigned int)(entity_arena_size / sizeof(Entity));
gs->space = cpSpaceNew();
cpSpaceSetUserData(gs->space, (cpDataPointer)gs); // needed in the handler
cpCollisionHandler* handler = cpSpaceAddCollisionHandler(gs->space, 0, 0); // @Robust limit collision type to just blocks that can be damaged
handler->postSolveFunc = on_damage;
}
void destroy(GameState* gs)
{
// can't zero out gs data because the entity memory arena is reused
// on deserialization
for (size_t i = 0; i < gs->max_entities; i++)
{
if (gs->entities[i].exists)
entity_destroy(gs, &gs->entities[i]);
}
cpSpaceFree(gs->space);
gs->space = NULL;
for (size_t i = 0; i < gs->cur_next_entity; i++)
{
if (gs->entities[i].exists)
gs->entities[i] = (Entity){ 0 };
}
gs->cur_next_entity = 0;
}
// center of mass, not the literal position
V2 grid_com(Entity* grid)
{
return cp_to_v2(cpBodyLocalToWorld(grid->body, cpBodyGetCenterOfGravity(grid->body)));
}
V2 grid_vel(Entity* grid)
{
return cp_to_v2(cpBodyGetVelocity(grid->body));
}
V2 grid_world_to_local(Entity* grid, V2 world)
{
return cp_to_v2(cpBodyWorldToLocal(grid->body, v2_to_cp(world)));
}
V2 grid_local_to_world(Entity* grid, V2 local)
{
return cp_to_v2(cpBodyLocalToWorld(grid->body, v2_to_cp(local)));
}
// returned snapped position is in world coordinates
V2 grid_snapped_box_pos(Entity* grid, V2 world)
{
V2 local = grid_world_to_local(grid, world);
local.x /= BOX_SIZE;
local.y /= BOX_SIZE;
local.x = roundf(local.x);
local.y = roundf(local.y);
local.x *= BOX_SIZE;
local.y *= BOX_SIZE;
return cp_to_v2(cpBodyLocalToWorld(grid->body, v2_to_cp(local)));
}
float entity_rotation(Entity* grid)
{
return (float)cpBodyGetAngle(grid->body);
}
float entity_angular_velocity(Entity* grid)
{
return (float)cpBodyGetAngularVelocity(grid->body);
}
Entity* box_grid(Entity* box)
{
return (Entity*)cpBodyGetUserData(cpShapeGetBody(box->shape));
}
// in local space
V2 entity_shape_pos(Entity* box)
{
return cp_to_v2(cpShapeGetCenterOfGravity(box->shape));
}
float entity_shape_mass(Entity* box)
{
assert(box->shape != NULL);
return (float)cpShapeGetMass(box->shape);
}
float box_rotation(Entity* box)
{
return (float)cpBodyGetAngle(cpShapeGetBody(box->shape));
}
V2 entity_pos(Entity* e)
{
if (e->is_box)
{
return V2add(entity_pos(box_grid(e)), V2rotate(entity_shape_pos(e), entity_rotation(box_grid(e))));
}
else if (e->is_explosion)
{
return e->explosion_pos;
}
else
{
assert(e->body != NULL);
return cp_to_v2(cpBodyGetPosition(e->body));
}
}
struct BodyData
{
V2 pos;
V2 vel;
float rotation;
float angular_velocity;
};
void populate(cpBody* body, struct BodyData* data)
{
data->pos = cp_to_v2(cpBodyGetPosition(body));
data->vel = cp_to_v2(cpBodyGetVelocity(body));
data->rotation = (float)cpBodyGetAngle(body);
data->angular_velocity = (float)cpBodyGetAngularVelocity(body);
}
void update_from(cpBody* body, struct BodyData* data)
{
cpBodySetPosition(body, v2_to_cp(data->pos));
cpBodySetVelocity(body, v2_to_cp(data->vel));
cpBodySetAngle(body, data->rotation);
cpBodySetAngularVelocity(body, data->angular_velocity);
}
typedef struct SerState
{
char* bytes;
bool serializing;
size_t cursor; // points to next available byte, is the size of current message after serializing something
size_t max_size;
Entity* for_player;
size_t max_entity_index; // for error checking
bool write_varnames;
bool save_or_load_from_disk;
// output
uint32_t version;
} SerState;
typedef struct SerMaybeFailure
{
bool failed;
int line;
const char* expression;
} SerMaybeFailure;
const static SerMaybeFailure ser_ok = { 0 };
#define SER_ASSERT(cond) \
if (!(cond)) \
{ \
__assert(false, __FILE__, __LINE__, #cond); \
if (ser->save_or_load_from_disk) \
{ \
Log("While saving/loading, serialization assertion failed %s on line %d\n", #cond, __LINE__); \
} \
else \
{ \
return (SerMaybeFailure){.failed = true, .line = __LINE__, .expression = #cond}; \
} \
}
#define SER_MAYBE_RETURN(maybe_failure) \
{ \
SerMaybeFailure result = maybe_failure; \
if (result.failed) \
return result; \
}
SerMaybeFailure ser_data(SerState* ser, char* data, size_t data_len, const char* name, const char* file, int line)
{
char var_name[512] = { 0 };
snprintf(var_name, 512, "%d%s", line, name); // can't have separator before the name, when comparing names skips past the digit
size_t var_name_len = strlen(var_name);
if (ser->serializing)
{
if (ser->write_varnames)
{
memcpy(ser->bytes + ser->cursor, var_name, var_name_len);
ser->cursor += var_name_len;
}
for (int b = 0; b < data_len; b++)
{
ser->bytes[ser->cursor] = data[b];
ser->cursor += 1;
SER_ASSERT(ser->cursor < ser->max_size);
}
}
else
{
if (ser->write_varnames)
{
char read_name[512] = { 0 };
for (int i = 0; i < var_name_len; i++)
{
read_name[i] = ser->bytes[ser->cursor];
ser->cursor += 1;
SER_ASSERT(ser->cursor <= ser->max_size);
}
read_name[var_name_len] = '\0';
// advance past digits
char* read = read_name;
char* var = var_name;
while (*read >= '0' && *read <= '9')
read++;
while (*var >= '0' && *var <= '9')
var++;
SER_ASSERT(strcmp(read, var) == 0);
}
for (int b = 0; b < data_len; b++)
{
data[b] = ser->bytes[ser->cursor];
ser->cursor += 1;
SER_ASSERT(ser->cursor <= ser->max_size);
}
}
return ser_ok;
}
SerMaybeFailure ser_var(SerState* ser, char* var_pointer, size_t var_size, const char* name, const char* file, int line)
{
return ser_data(ser, var_pointer, var_size, name, file, line);
}
#define SER_DATA(data_pointer, data_length) SER_MAYBE_RETURN(ser_data(ser, data_pointer, data_length, #data_pointer, __FILE__, __LINE__))
#define SER_VAR_NAME(var_pointer, name) SER_MAYBE_RETURN(ser_var(ser, (char *)var_pointer, sizeof(*var_pointer), name, __FILE__, __LINE__))
#define SER_VAR(var_pointer) SER_VAR_NAME(var_pointer, #var_pointer)
enum GameVersion
{
VInitial,
VAddedTest,
VAddedSerToDisk,
VRemovedTest,
VMax, // this minus one will be the version used
};
// @Robust probably get rid of this as separate function, just use SER_VAR
SerMaybeFailure ser_V2(SerState* ser, V2* var)
{
SER_VAR(&var->x);
SER_VAR(&var->y);
SER_ASSERT(!isnan(var->x));
SER_ASSERT(!isnan(var->y));
return ser_ok;
}
SerMaybeFailure ser_bodydata(SerState* ser, struct BodyData* data)
{
SER_MAYBE_RETURN(ser_V2(ser, &data->pos));
SER_MAYBE_RETURN(ser_V2(ser, &data->vel));
SER_VAR(&data->rotation);
SER_VAR(&data->angular_velocity);
SER_ASSERT(!isnan(data->rotation));
SER_ASSERT(!isnan(data->angular_velocity));
return ser_ok;
}
SerMaybeFailure ser_entityid(SerState* ser, EntityID* id)
{
SER_VAR(&id->generation);
SER_VAR(&id->index);
if (id->generation > 0) SER_ASSERT(id->index < ser->max_entity_index);
return ser_ok;
}
SerMaybeFailure ser_inputframe(SerState* ser, InputFrame* i)
{
SER_VAR(&i->tick);
SER_VAR(&i->id);
SER_MAYBE_RETURN(ser_V2(ser, &i->movement));
SER_VAR(&i->seat_action);
SER_MAYBE_RETURN(ser_entityid(ser, &i->seat_to_inhabit));
SER_MAYBE_RETURN(ser_V2(ser, &i->hand_pos));
SER_MAYBE_RETURN(ser_entityid(ser, &i->grid_hand_pos_local_to));
SER_VAR(&i->dobuild);
SER_VAR(&i->build_type);
SER_ASSERT(i->build_type >= 0);
SER_ASSERT(i->build_type < BoxLast);
SER_VAR(&i->build_rotation);
SER_ASSERT(!isnan(i->build_rotation));
return ser_ok;
}
SerMaybeFailure ser_player(SerState* ser, Player* p)
{
SER_VAR(&p->connected);
if (p->connected)
{
SER_VAR(&p->unlocked_bombs);
SER_MAYBE_RETURN(ser_entityid(ser, &p->entity));
SER_MAYBE_RETURN(ser_inputframe(ser, &p->input));
}
return ser_ok;
}
SerMaybeFailure ser_entity(SerState* ser, GameState* gs, Entity* e)
{
SER_VAR(&e->no_save_to_disk); // this is always false when saving to disk?
SER_VAR(&e->generation);
SER_VAR(&e->damage);
int test;
if (ser->version < VRemovedTest && ser->version >= VAddedTest)
SER_VAR(&test);
bool has_body = ser->serializing && e->body != NULL;
SER_VAR(&has_body);
if (has_body)
{
struct BodyData body_data;
if (ser->serializing)
populate(e->body, &body_data);
SER_MAYBE_RETURN(ser_bodydata(ser, &body_data));
if (!ser->serializing)
{
create_body(gs, e);
update_from(e->body, &body_data);
}
}
bool has_shape = ser->serializing && e->shape != NULL;
SER_VAR(&has_shape);
if (has_shape)
{
SER_MAYBE_RETURN(ser_V2(ser, &e->shape_size));
SER_MAYBE_RETURN(ser_entityid(ser, &e->shape_parent_entity));
Entity* parent = get_entity(gs, e->shape_parent_entity);
SER_ASSERT(parent != NULL);
V2 shape_pos;
if (ser->serializing)
shape_pos = entity_shape_pos(e);
SER_MAYBE_RETURN(ser_V2(ser, &shape_pos));
float shape_mass;
if (ser->serializing)
shape_mass = entity_shape_mass(e);
SER_VAR(&shape_mass);
SER_ASSERT(!isnan(shape_mass));
cpShapeFilter filter;
if (ser->serializing)
{
filter = cpShapeGetFilter(e->shape);
}
SER_VAR(&filter.categories);
SER_VAR(&filter.group);
SER_VAR(&filter.mask);
if (!ser->serializing)
{
create_rectangle_shape(gs, e, parent, shape_pos, e->shape_size, shape_mass);
cpShapeSetFilter(e->shape, filter);
}
}
SER_VAR(&e->is_player);
if (e->is_player)
{
SER_ASSERT(e->no_save_to_disk);
SER_MAYBE_RETURN(ser_entityid(ser, &e->currently_inside_of_box));
SER_VAR(&e->goldness);
}
SER_VAR(&e->is_explosion);
if (e->is_explosion)
{
SER_MAYBE_RETURN(ser_V2(ser, &e->explosion_pos));
SER_MAYBE_RETURN(ser_V2(ser, &e->explosion_vel));
SER_VAR(&e->explosion_progresss);
}
SER_VAR(&e->is_grid);
if (e->is_grid)
{
SER_VAR(&e->total_energy_capacity);
SER_MAYBE_RETURN(ser_entityid(ser, &e->boxes));
}
SER_VAR(&e->is_box);
if (e->is_box)
{
SER_VAR(&e->box_type);
SER_VAR(&e->always_visible);
SER_VAR(&e->is_explosion_unlock);
SER_MAYBE_RETURN(ser_entityid(ser, &e->next_box));
SER_MAYBE_RETURN(ser_entityid(ser, &e->prev_box));
SER_VAR(&e->compass_rotation);
SER_VAR(&e->indestructible);
SER_VAR(&e->thrust);
SER_VAR(&e->wanted_thrust);
SER_VAR(&e->energy_used);
SER_VAR(&e->sun_amount);
SER_MAYBE_RETURN(ser_entityid(ser, &e->player_who_is_inside_of_me));
}
return ser_ok;
}
SerMaybeFailure ser_opus_packets(SerState* ser, OpusBuffer* mic_or_speaker_data)
{
bool no_more_packets = false;
if (ser->serializing)
{
int queued = num_queued_packets(mic_or_speaker_data);
for (int i = 0; i < queued; i++)
{
SER_VAR(&no_more_packets);
OpusPacket* cur = pop_packet(mic_or_speaker_data);
bool isnull = cur == NULL;
SER_VAR(&isnull);
if (!isnull)
{
SER_VAR(&cur->length);
SER_DATA(cur->data, cur->length);
}
}
no_more_packets = true;
SER_VAR(&no_more_packets);
}
else
{
while (true)
{
SER_VAR(&no_more_packets);
if (no_more_packets) break;
OpusPacket* cur = push_packet(mic_or_speaker_data);
OpusPacket dummy;
if (cur == NULL) cur = &dummy; // throw away this packet
bool isnull = false;
SER_VAR(&isnull);
if (!isnull)
{
SER_VAR(&cur->length);
SER_ASSERT(cur->length < VOIP_PACKET_MAX_SIZE);
SER_ASSERT(cur->length >= 0);
SER_DATA(cur->data, cur->length);
}
}
}
return ser_ok;
}
SerMaybeFailure ser_server_to_client(SerState* ser, ServerToClient* s)
{
SER_VAR(&ser->version);
SER_ASSERT(ser->version >= 0);
SER_ASSERT(ser->version < VMax);
if (!ser->save_or_load_from_disk)
SER_MAYBE_RETURN(ser_opus_packets(ser, s->playback_buffer));
GameState* gs = s->cur_gs;
int cur_next_entity = 0;
if (ser->serializing)
cur_next_entity = gs->cur_next_entity;
SER_VAR(&cur_next_entity);
SER_ASSERT(cur_next_entity <= ser->max_entity_index);
if (!ser->serializing)
{
// avoid a memset here very expensive. que rico!
destroy(gs);
initialize(gs, gs->entities, gs->max_entities * sizeof(*gs->entities));
gs->cur_next_entity = 0; // updated on deserialization
}
SER_VAR(&s->your_player);
SER_VAR(&gs->time);
SER_MAYBE_RETURN(ser_V2(ser, &gs->goldpos));
if (!ser->save_or_load_from_disk)
{
// @Robust save player data with their ID or something somehow. Like local backup of their account
for (size_t i = 0; i < MAX_PLAYERS; i++)
{
SER_MAYBE_RETURN(ser_player(ser, &gs->players[i]));
}
}
if (ser->serializing)
{
bool entities_done = false;
for (size_t i = 0; i < gs->cur_next_entity; i++)
{
Entity* e = &gs->entities[i];
#define SER_ENTITY() \
SER_VAR(&entities_done); \
SER_VAR(&i); \
SER_MAYBE_RETURN(ser_entity(ser, gs, e))
if (e->exists && !(ser->save_or_load_from_disk && e->no_save_to_disk))
{
if (!e->is_box && !e->is_grid)
{
SER_ENTITY();
}
if (e->is_grid)
{
bool serialized_grid_yet = false;
// serialize boxes always after bodies, so that by the time the boxes
// are loaded in the parent body is loaded in and can be referenced.
BOXES_ITER(gs, cur, e)
{
bool this_box_in_range = (ser->for_player == NULL || (ser->for_player != NULL && V2distsqr(entity_pos(ser->for_player), entity_pos(cur)) < VISION_RADIUS * VISION_RADIUS));
if (cur->always_visible)
this_box_in_range = true;
if (this_box_in_range)
{
if (!serialized_grid_yet)
{
serialized_grid_yet = true;
SER_ENTITY();
}
// serialize this box
EntityID cur_id = get_id(gs, cur);
SER_ASSERT(cur_id.index < gs->max_entities);
SER_VAR(&entities_done);
size_t the_index = (size_t)cur_id.index; // super critical. Type of &i is size_t. @Robust add debug info in serialization for what size the expected type is, maybe string nameof the type
SER_VAR_NAME(&the_index, "&i");
SER_MAYBE_RETURN(ser_entity(ser, gs, cur));
}
}
}
}
#undef SER_ENTITY
}
entities_done = true;
SER_VAR(&entities_done);
}
else
{
Entity* last_grid = NULL;
while (true)
{
bool entities_done = false;
SER_VAR(&entities_done);
if (entities_done)
break;
size_t next_index;
SER_VAR_NAME(&next_index, "&i");
SER_ASSERT(next_index < gs->max_entities);
SER_ASSERT(next_index >= 0);
Entity* e = &gs->entities[next_index];
e->exists = true;
// unsigned int possible_next_index = (unsigned int)(next_index + 2); // plus two because player entity refers to itself on deserialization
unsigned int possible_next_index = (unsigned int)(next_index + 1);
gs->cur_next_entity = gs->cur_next_entity < possible_next_index ? possible_next_index : gs->cur_next_entity;
SER_MAYBE_RETURN(ser_entity(ser, gs, e));
if (e->is_box)
{
SER_ASSERT(last_grid != NULL);
SER_ASSERT(get_entity(gs, e->shape_parent_entity) != NULL);
SER_ASSERT(last_grid == get_entity(gs, e->shape_parent_entity));
e->prev_box = (EntityID){ 0 };
e->next_box = (EntityID){ 0 };
box_add_to_boxes(gs, last_grid, e);
}
if (e->is_grid)
{
e->boxes = (EntityID){ 0 };
last_grid = e;
}
}
for (size_t i = 0; i < gs->cur_next_entity; i++)
{
Entity* e = &gs->entities[i];
if (!e->exists)
{
if (e->generation == 0)
e->generation = 1; // 0 generation reference is invalid, means null
e->next_free_entity = gs->free_list;
gs->free_list = get_id(gs, e);
}
}
}
return ser_ok;
}
// for_this_player can be null then the entire world will be sent
bool server_to_client_serialize(struct ServerToClient* msg, char* bytes, size_t* out_len, size_t max_len, Entity* for_this_player, bool to_disk)
{
assert(msg->cur_gs != NULL);
assert(msg != NULL);
SerState ser = (SerState){
.bytes = bytes,
.serializing = true,
.cursor = 0,
.max_size = max_len,
.for_player = for_this_player,
.max_entity_index = msg->cur_gs->cur_next_entity,
.version = VMax - 1,
};
if (for_this_player == NULL) // @Robust jank
{
ser.save_or_load_from_disk = true;
}
ser.write_varnames = to_disk;
#ifdef WRITE_VARNAMES
ser.write_varnames = true;
#endif
SerMaybeFailure result = ser_server_to_client(&ser, msg);
*out_len = ser.cursor + 1; // @Robust not sure why I need to add one to cursor, ser.cursor should be the length..
if (result.failed)
{
Log("Failed to serialize on line %d because of %s\n", result.line, result.expression);
return false;
}
else
{
return true;
}
}
bool server_to_client_deserialize(struct ServerToClient* msg, char* bytes, size_t max_len, bool from_disk)
{
assert(msg->cur_gs != NULL);
assert(msg != NULL);
SerState servar = (SerState){
.bytes = bytes,
.serializing = false,
.cursor = 0,
.max_size = max_len,
.max_entity_index = msg->cur_gs->max_entities,
.save_or_load_from_disk = from_disk,
};
if (from_disk)
servar.write_varnames = true;
#ifdef WRITE_VARNAMES
servar.write_varnames = true;
#endif
SerState* ser = &servar;
SerMaybeFailure result = ser_server_to_client(ser, msg);
if (result.failed)
{
Log("Failed to deserialize server to client on line %d because of %s\n", result.line, result.expression);
return false;
}
else
{
return true;
}
}
SerMaybeFailure ser_client_to_server(SerState* ser, ClientToServer* msg)
{
SER_VAR(&ser->version);
SER_MAYBE_RETURN(ser_opus_packets(ser, msg->mic_data));
for (int i = 0; i < INPUT_BUFFER; i++)
{
SER_MAYBE_RETURN(ser_inputframe(ser, &msg->inputs[i]));
}
return ser_ok;
}
bool client_to_server_serialize(GameState* gs, struct ClientToServer* msg, char* bytes, size_t* out_len, size_t max_len)
{
SerState ser = (SerState){
.bytes = bytes,
.serializing = true,
.cursor = 0,
.max_size = max_len,
.for_player = NULL,
.max_entity_index = gs->cur_next_entity,
.version = VMax - 1,
};
#ifdef WRITE_VARNAMES
ser.write_varnames = true;
#endif
SerMaybeFailure result = ser_client_to_server(&ser, msg);
*out_len = ser.cursor + 1; // see other comment for server to client
if (result.failed)
{
Log("Failed to serialize client to server because %s was false, line %d\n", result.expression, result.line);
return false;
}
else
{
return true;
}
}
bool client_to_server_deserialize(GameState* gs, struct ClientToServer* msg, char* bytes, size_t max_len)
{
SerState servar = (SerState){
.bytes = bytes,
.serializing = false,
.cursor = 0,
.max_size = max_len,
.max_entity_index = gs->cur_next_entity,
.save_or_load_from_disk = false,
};
#ifdef WRITE_VARNAMES
servar.write_varnames = true;
#endif
SerState* ser = &servar;
SerMaybeFailure result = ser_client_to_server(ser, msg);
if (result.failed)
{
Log("Failed to deserialize client to server on line %d because of %s\n", result.line, result.expression);
return false;
}
else
{
return true;
}
}
// has to be global var because can only get this information
static cpShape* closest_to_point_in_radius_result = NULL;
static float closest_to_point_in_radius_result_largest_dist = 0.0f;
static void closest_point_callback_func(cpShape* shape, cpContactPointSet* points, void* data)
{
assert(points->count == 1);
if (!cp_shape_entity(shape)->is_box)
return;
float dist = V2length(cp_to_v2(cpvsub(points->points[0].pointA, points->points[0].pointB)));
// float dist = -points->points[0].distance;
if (dist > closest_to_point_in_radius_result_largest_dist)
{
closest_to_point_in_radius_result_largest_dist = dist;
closest_to_point_in_radius_result = shape;
}
}
Entity* closest_to_point_in_radius(GameState* gs, V2 point, float radius)
{
closest_to_point_in_radius_result = NULL;
closest_to_point_in_radius_result_largest_dist = 0.0f;
cpBody* tmpbody = cpBodyNew(0.0f, 0.0f);
cpShape* circle = cpCircleShapeNew(tmpbody, radius, v2_to_cp(point));
cpSpaceShapeQuery(gs->space, circle, closest_point_callback_func, NULL);
cpShapeFree(circle);
cpBodyFree(tmpbody);
if (closest_to_point_in_radius_result != NULL)
{
// @Robust query here for only boxes that are part of ships, could get nasty...
return cp_body_entity(cpShapeGetBody(closest_to_point_in_radius_result));
}
return NULL;
}
static float cur_explosion_damage = 0.0f;
static V2 explosion_origin = { 0 };
static void explosion_callback_func(cpShape* shape, cpContactPointSet* points, void* data)
{
GameState* gs = (GameState*)data;
cp_shape_entity(shape)->damage += cur_explosion_damage;
Entity* parent = get_entity(gs, cp_shape_entity(shape)->shape_parent_entity);
V2 from_pos = entity_pos(cp_shape_entity(shape));
V2 impulse = V2scale(V2normalize(V2sub(from_pos, explosion_origin)), EXPLOSION_PUSH_STRENGTH);
assert(parent->body != NULL);
cpBodyApplyImpulseAtWorldPoint(parent->body, v2_to_cp(impulse), v2_to_cp(from_pos));
}
static void do_explosion(GameState* gs, Entity* explosion, float dt)
{
cur_explosion_damage = dt * EXPLOSION_DAMAGE_PER_SEC;
explosion_origin = explosion->explosion_pos;
cpBody* tmpbody = cpBodyNew(0.0f, 0.0f);
cpShape* circle = cpCircleShapeNew(tmpbody, EXPLOSION_RADIUS, v2_to_cp(explosion_origin));
cpSpaceShapeQuery(gs->space, circle, explosion_callback_func, (void*)gs);
cpShapeFree(circle);
cpBodyFree(tmpbody);
}
V2 box_facing_vector(Entity* box)
{
assert(box->is_box);
V2 to_return = (V2){ .x = 1.0f, .y = 0.0f };
to_return = V2rotate(to_return, rotangle(box->compass_rotation));
to_return = V2rotate(to_return, box_rotation(box));
return to_return;
}
V2 thruster_force(Entity* box)
{
return V2scale(box_facing_vector(box), -box->thrust * THRUSTER_FORCE);
}
uint64_t tick(GameState* gs)
{
return (uint64_t)floor(gs->time / ((double)TIMESTEP));
}
V2 get_world_hand_pos(GameState* gs, InputFrame* input, Entity* player)
{
Entity* potential_grid = get_entity(gs, input->grid_hand_pos_local_to);
if (potential_grid != NULL)
{
return grid_local_to_world(potential_grid, input->hand_pos);
}
else
{
return V2add(entity_pos(player), input->hand_pos);
}
}
// return true if used the energy
bool possibly_use_energy(GameState* gs, Entity* grid, float wanted_energy)
{
BOXES_ITER(gs, possible_battery, grid)
{
if (possible_battery->box_type == BoxBattery && (BATTERY_CAPACITY - possible_battery->energy_used) > wanted_energy)
{
possible_battery->energy_used += wanted_energy;
return true;
}
}
return false;
}
void entity_ensure_in_orbit(Entity* e)
{
cpVect pos = v2_to_cp(V2sub(entity_pos(e), SUN_POS));
cpFloat r = cpvlength(pos);
cpFloat v = cpfsqrt(SUN_GRAVITY_STRENGTH / r) / r;
cpBodySetVelocity(e->body, cpvmult(cpvperp(pos), v));
}
V2 box_vel(Entity* box)
{
assert(box->is_box);
Entity* grid = box_grid(box);
return cp_to_v2(cpBodyGetVelocityAtWorldPoint(grid->body, v2_to_cp(entity_pos(box))));
}
EntityID create_spacestation(GameState* gs)
{
#define BOX_AT_TYPE(grid, pos, type) \
{ \
Entity *box = new_entity(gs); \
box_create(gs, box, grid, pos); \
box->box_type = type; \
box->indestructible = indestructible; \
box->always_visible = true; \
box->no_save_to_disk = true; \
}
#define BOX_AT(grid, pos) BOX_AT_TYPE(grid, pos, BoxHullpiece)
bool indestructible = false;
Entity* grid = new_entity(gs);
grid_create(gs, grid);
grid->no_save_to_disk = true;
entity_set_pos(grid, (V2) { -150.0f, 0.0f });
entity_ensure_in_orbit(grid);
Entity* explosion_box = new_entity(gs);
box_create(gs, explosion_box, grid, (V2) { 0 });
explosion_box->is_explosion_unlock = true;
explosion_box->no_save_to_disk = true;
BOX_AT_TYPE(grid, ((V2){BOX_SIZE, 0}), BoxExplosive);
BOX_AT_TYPE(grid, ((V2){BOX_SIZE * 2, 0}), BoxHullpiece);
BOX_AT_TYPE(grid, ((V2){BOX_SIZE * 3, 0}), BoxHullpiece);
BOX_AT_TYPE(grid, ((V2){BOX_SIZE * 4, 0}), BoxHullpiece);
indestructible = true;
for (float y = -BOX_SIZE * 5.0; y <= BOX_SIZE * 5.0; y += BOX_SIZE)
{
BOX_AT_TYPE(grid, ((V2){BOX_SIZE * 5.0, y}), BoxHullpiece);
}
for (float x = -BOX_SIZE * 5.0; x <= BOX_SIZE * 5.0; x += BOX_SIZE)
{
BOX_AT_TYPE(grid, ((V2){x, BOX_SIZE * 5.0}), BoxHullpiece);
BOX_AT_TYPE(grid, ((V2){x, -BOX_SIZE * 5.0}), BoxHullpiece);
}
indestructible = false;
BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, BOX_SIZE * 5.0}), BoxExplosive);
BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, BOX_SIZE * 3.0}), BoxExplosive);
BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, BOX_SIZE * 1.0}), BoxExplosive);
BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, -BOX_SIZE * 2.0}), BoxExplosive);
BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, -BOX_SIZE * 3.0}), BoxExplosive);
BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, -BOX_SIZE * 5.0}), BoxExplosive);
return get_id(gs, grid);
}
void exit_seat(GameState* gs, Entity* seat_in, Entity* player)
{
V2 pilot_seat_exit_spot = V2add(entity_pos(seat_in), V2scale(box_facing_vector(seat_in), BOX_SIZE));
cpBodySetPosition(player->body, v2_to_cp(pilot_seat_exit_spot));
cpBodySetVelocity(player->body, v2_to_cp(player_vel(gs, player)));
}
void process(GameState* gs, float dt)
{
assert(gs->space != NULL);
assert(dt == TIMESTEP); // @TODO fix tick being incremented every time
gs->time += dt;
// process input
PLAYERS_ITER(gs->players, player)
{
Entity* p = get_entity(gs, player->entity);
if (p == NULL)
{
p = new_entity(gs);
create_player(gs, p);
player->entity = get_id(gs, p);
Entity* medbay = get_entity(gs, player->last_used_medbay);
if (medbay != NULL)
{
exit_seat(gs, medbay, p);
}
entity_ensure_in_orbit(p);
}
assert(p->is_player);
#ifdef INFINITE_RESOURCES
p->damage = 0.0f;
#endif
// update gold win condition
if (V2length(V2sub(cp_to_v2(cpBodyGetPosition(p->body)), gs->goldpos)) < GOLD_COLLECT_RADIUS)
{
p->goldness += 0.1f;
p->damage = 0.0f;
gs->goldpos = (V2){ .x = hash11((float)gs->time) * 20.0f, .y = hash11((float)gs->time - 13.6f) * 20.0f };
}
#if 1
V2 world_hand_pos = get_world_hand_pos(gs, &player->input, p);
if (player->input.seat_action)
{
player->input.seat_action = false; // "handle" the input
Entity* seat_maybe_in = get_entity(gs, p->currently_inside_of_box);
if (seat_maybe_in == NULL) // not in any seat
{
cpPointQueryInfo query_info = { 0 };
cpShape* result = cpSpacePointQueryNearest(gs->space, v2_to_cp(world_hand_pos), 0.1f, cpShapeFilterNew(CP_NO_GROUP, CP_ALL_CATEGORIES, BOXES), &query_info);
if (result != NULL)
{
Entity* potential_seat = cp_shape_entity(result);
assert(potential_seat->is_box);
if (potential_seat->box_type == BoxCockpit || potential_seat->box_type == BoxMedbay) // @Robust check by feature flag instead of box type
{
// don't let players get inside of cockpits that somebody else is already inside of
if (get_entity(gs, potential_seat->player_who_is_inside_of_me) == NULL)
{
p->currently_inside_of_box = get_id(gs, potential_seat);
potential_seat->player_who_is_inside_of_me = get_id(gs, p);
player->last_used_medbay = p->currently_inside_of_box;
}
}
}
else
{
Log("No seat to get into for a player at point %f %f\n", world_hand_pos.x, world_hand_pos.y);
}
}
else
{
exit_seat(gs, seat_maybe_in, p);
seat_maybe_in->player_who_is_inside_of_me = (EntityID){ 0 };
p->currently_inside_of_box = (EntityID){ 0 };
}
}
#endif
// process movement
{
// no cheating by making movement bigger than length 1
float movement_strength = V2length(player->input.movement);
if (movement_strength != 0.0f)
{
player->input.movement = V2scale(V2normalize(player->input.movement), clamp(V2length(player->input.movement), 0.0f, 1.0f));
}
Entity* seat_inside_of = get_entity(gs, p->currently_inside_of_box);
if (seat_inside_of == NULL)
{
cpShapeSetFilter(p->shape, PLAYER_SHAPE_FILTER);
cpBodyApplyForceAtWorldPoint(p->body, v2_to_cp(V2scale(player->input.movement, PLAYER_JETPACK_FORCE)), cpBodyGetPosition(p->body));
p->damage += movement_strength * dt * PLAYER_JETPACK_SPICE_PER_SECOND;
}
else
{
assert(seat_inside_of->is_box);
cpShapeSetFilter(p->shape, CP_SHAPE_FILTER_NONE); // no collisions while in a seat
cpBodySetPosition(p->body, v2_to_cp(entity_pos(seat_inside_of)));
cpBodySetVelocity(p->body, v2_to_cp(box_vel(seat_inside_of)));
// set thruster thrust from movement
if (seat_inside_of->box_type == BoxCockpit)
{
Entity* g = get_entity(gs, seat_inside_of->shape_parent_entity);
V2 target_direction = { 0 };
if (V2length(player->input.movement) > 0.0f)
{
target_direction = V2normalize(player->input.movement);
}
BOXES_ITER(gs, cur, g)
{
if (cur->box_type != BoxThruster)
continue;
float wanted_thrust = -V2dot(target_direction, box_facing_vector(cur));
wanted_thrust = clamp01(wanted_thrust);
cur->wanted_thrust = wanted_thrust;
}
}
}
}
#if 1 // building
if (player->input.dobuild)
{
player->input.dobuild = false; // handle the input. if didn't do this, after destruction of hovered box, would try to build on its grid with grid_index...
cpPointQueryInfo info = { 0 };
V2 world_build = world_hand_pos;
// @Robust sanitize this input so player can't build on any grid in the world
Entity* target_grid = get_entity(gs, player->input.grid_hand_pos_local_to);
cpShape* nearest = cpSpacePointQueryNearest(gs->space, v2_to_cp(world_build), 0.01f, cpShapeFilterNew(CP_NO_GROUP, CP_ALL_CATEGORIES, BOXES), &info);
if (nearest != NULL)
{
Entity* cur_box = cp_shape_entity(nearest);
if (!cur_box->indestructible)
{
Entity* cur_grid = cp_body_entity(cpShapeGetBody(nearest));
p->damage -= DAMAGE_TO_PLAYER_PER_BLOCK * ((BATTERY_CAPACITY - cur_box->energy_used) / BATTERY_CAPACITY);
grid_remove_box(gs, cur_grid, cur_box);
}
}
else if (target_grid == NULL)
{
Entity* new_grid = new_entity(gs);
grid_create(gs, new_grid);
p->damage += DAMAGE_TO_PLAYER_PER_BLOCK;
entity_set_pos(new_grid, world_build);
Entity* new_box = new_entity(gs);
box_create(gs, new_box, new_grid, (V2) { 0 });
new_box->box_type = player->input.build_type;
new_box->compass_rotation = player->input.build_rotation;
cpBodySetVelocity(new_grid->body, v2_to_cp(player_vel(gs, p)));
}
else
{
Entity* new_box = new_entity(gs);
box_create(gs, new_box, target_grid, grid_world_to_local(target_grid, world_build));
grid_correct_for_holes(gs, target_grid); // no holey ship for you!
new_box->box_type = player->input.build_type;
new_box->compass_rotation = player->input.build_rotation;
p->damage += DAMAGE_TO_PLAYER_PER_BLOCK;
}
}
#endif
if (p->damage >= 1.0f)
{
entity_destroy(gs, p);
player->entity = (EntityID){ 0 };
}
p->damage = clamp01(p->damage);
}
if (get_entity(gs, gs->cur_spacestation) == NULL)
{
gs->cur_spacestation = create_spacestation(gs);
}
// process entities
for (size_t i = 0; i < gs->cur_next_entity; i++)
{
Entity* e = &gs->entities[i];
if (!e->exists)
continue;
if (e->is_explosion_unlock)
{
PLAYERS_ITER(gs->players, player)
{
Entity* player_entity = get_entity(gs, player->entity);
if (player_entity != NULL && V2length(V2sub(entity_pos(player_entity), entity_pos(e))) < GOLD_UNLOCK_RADIUS)
{
player->unlocked_bombs = true;
}
}
}
if (e->body != NULL)
{
cpVect p = cpvsub(cpBodyGetPosition(e->body), v2_to_cp(SUN_POS));
cpFloat sqdist = cpvlengthsq(p);
if (sqdist > (INSTANT_DEATH_DISTANCE_FROM_SUN * INSTANT_DEATH_DISTANCE_FROM_SUN))
{
entity_destroy(gs, e);
continue;
}
if (sqdist < (SUN_RADIUS * SUN_RADIUS))
{
e->damage += 10.0f * dt;
}
cpVect g = cpvmult(p, -SUN_GRAVITY_STRENGTH / (sqdist * cpfsqrt(sqdist)));
cpBodyUpdateVelocity(e->body, g, 1.0f, dt);
}
if (e->is_explosion)
{
e->explosion_progresss += dt;
e->explosion_pos = V2add(e->explosion_pos, V2scale(e->explosion_vel, dt));
do_explosion(gs, e, dt);
if (e->explosion_progresss >= EXPLOSION_TIME)
{
entity_destroy(gs, e);
}
}
if (e->is_box)
{
if (e->box_type == BoxExplosive && e->damage >= EXPLOSION_DAMAGE_THRESHOLD)
{
Entity* explosion = new_entity(gs);
explosion->is_explosion = true;
explosion->explosion_pos = entity_pos(e);
explosion->explosion_vel = grid_vel(box_grid(e));
grid_remove_box(gs, get_entity(gs, e->shape_parent_entity), e);
}
if (e->damage >= 1.0f)
{
grid_remove_box(gs, get_entity(gs, e->shape_parent_entity), e);
}
}
if (e->is_grid)
{
// calculate how much energy solar panels provide
float energy_to_add = 0.0f;
BOXES_ITER(gs, cur, e)
{
if (cur->box_type == BoxSolarPanel)
{
cur->sun_amount = clamp01(V2dot(box_facing_vector(cur), V2normalize(V2sub(SUN_POS, entity_pos(cur)))));
energy_to_add += cur->sun_amount * SOLAR_ENERGY_PER_SECOND * dt;
}
}
// apply all of the energy to all connected batteries
BOXES_ITER(gs, cur, e)
{
if (energy_to_add <= 0.0f)
break;
if (cur->box_type == BoxBattery)
{
float energy_sucked_up_by_battery = cur->energy_used < energy_to_add ? cur->energy_used : energy_to_add;
cur->energy_used -= energy_sucked_up_by_battery;
energy_to_add -= energy_sucked_up_by_battery;
}
assert(energy_to_add >= 0.0f);
}
// use the energy, stored in the batteries, in various boxes
BOXES_ITER(gs, cur, e)
{
if (cur->box_type == BoxThruster)
{
float energy_to_consume = cur->wanted_thrust * THRUSTER_ENERGY_USED_PER_SECOND * dt;
cur->thrust = 0.0f;
if (possibly_use_energy(gs, e, energy_to_consume))
{
cur->thrust = cur->wanted_thrust;
cpBodyApplyForceAtWorldPoint(e->body, v2_to_cp(thruster_force(cur)), v2_to_cp(entity_pos(cur)));
}
}
if (cur->box_type == BoxMedbay)
{
Entity* potential_meatbag_to_heal = get_entity(gs, cur->player_who_is_inside_of_me);
if (potential_meatbag_to_heal != NULL)
{
float energy_to_recharge = fminf(potential_meatbag_to_heal->damage, PLAYER_ENERGY_RECHARGE_PER_SECOND * dt);
if (possibly_use_energy(gs, e, energy_to_recharge))
{
potential_meatbag_to_heal->damage -= energy_to_recharge;
}
}
}
}
}
}
cpSpaceStep(gs->space, dt);
}