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2972 lines
96 KiB
C

#include <chipmunk.h>
#define QUEUE_IMPL
#include "queue.h"
#include "stdbool.h"
#include "types.h"
#define PROFILING_IMPL
#include "profiling.h"
#include "buildsettings.h" // debug/developer settings
#include <stdio.h> // flight_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
#ifdef ASSERT_DO_POPUP_AND_CRASH
#ifdef _WIN32
#ifndef UNICODE
#define UNICODE // I think?
#endif
#include <windows.h>
LPWSTR
fromUTF8(
const char *src,
size_t src_length, /* = 0 */
size_t *out_length /* = NULL */
)
{
if (!src)
{
return NULL;
}
if (src_length == 0)
{
src_length = strlen(src);
}
int length = MultiByteToWideChar(CP_UTF8, 0, src, (int)src_length, 0, 0);
LPWSTR output_buffer = (LPWSTR)malloc((length + 1) * sizeof(wchar_t));
if (output_buffer)
{
MultiByteToWideChar(CP_UTF8, 0, src, (int)src_length, output_buffer, (int)length);
output_buffer[length] = L'\0';
}
if (out_length)
{
*out_length = length;
}
return output_buffer;
}
#endif // win32
#endif // ASSERT_DO_POPUP_AND_CRASH
enum
{
PLAYERS = 1 << 0,
BOXES = 1 << 1,
};
FILE *log_file = NULL;
void quit_with_popup(const char *message_utf8, const char *title_utf8)
{
#ifdef _WIN32
size_t message_out_len = 0;
size_t title_out_len = 0;
LPWSTR message_wchar = fromUTF8(message_utf8, strlen(message_utf8), &message_out_len);
LPWSTR title_wchar = fromUTF8(title_utf8, strlen(title_utf8), &title_out_len);
int msgboxID = MessageBox(
NULL,
message_wchar,
title_wchar,
MB_ICONEXCLAMATION | MB_OK);
(void)msgboxID;
free(message_wchar);
free(title_wchar);
(void)message_out_len;
(void)title_out_len;
#endif
exit(0);
}
void __flight_assert(bool cond, const char *file, int line, const char *cond_string)
{
if (!cond)
{
#define MESSAGE_BUFFER_SIZE 2048
char message_buffer[MESSAGE_BUFFER_SIZE] = {0};
Log("Assertion failure\n"); // so that I have the time in the logs for when the assertion failed. Too lazy to fill a time string here
snprintf(message_buffer, MESSAGE_BUFFER_SIZE, "%s:%d | Assertion %s failed\n", file, line, cond_string);
fprintf(stderr, "%s", message_buffer);
if (log_file != NULL)
{
fprintf(log_file, "%s", message_buffer);
}
#ifdef ASSERT_DO_POPUP_AND_CRASH
char dialogbox_message[MESSAGE_BUFFER_SIZE] = {0};
snprintf(dialogbox_message, MESSAGE_BUFFER_SIZE, "Critical error! Please report this in #bug-reports with a screenshot, description of what you were doing, and the file 'atris.log' located next to the executable\n%s\nClosing now.\n", message_buffer);
quit_with_popup(dialogbox_message, "Assertion Failed");
#endif
}
}
bool is_burning(Entity *missile)
{
flight_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 elapsed_time(gs) >= 0.5 && (elapsed_time(gs) - e->time_was_last_cloaked) <= TIMESTEP * 2.0;
}
bool is_cloaked(GameState *gs, Entity *e, Entity *this_players_perspective)
{
flight_assert(this_players_perspective != NULL);
flight_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)
{
flight_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)
{
flight_assert(box < MAX_BOX_TYPES);
flight_assert(box != BoxInvalid);
player->box_unlocks |= box_unlock_number(box);
}
bool box_unlocked(Player *player, enum BoxType box)
{
flight_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);
flight_assert(index >= 0);
flight_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)
{
flight_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)
{
flight_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)
{
flight_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)
{
flight_assert(next_box->is_box);
next_box->prev_box = get_id(gs, prev_box);
}
box->next_box = (EntityID){0};
box->prev_box = (EntityID){0};
}
cpVect player_vel(GameState *gs, Entity *e);
cpVect entity_vel(GameState *gs, Entity *e)
{
flight_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 (cpBodyGetVelocity(e->body));
if (e->is_explosion)
return e->explosion_vel;
flight_assert(false);
return (cpVect){0};
}
static THREADLOCAL double to_face = 0.0;
static THREADLOCAL double 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);
flight_assert(other->is_box || other->is_player || other->is_missile);
cpVect to = cpvsub(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 && cpvlength(to) < nearest_dist)
{
target_found = true;
nearest_dist = cpvlength(to);
// lookahead by their velocity
cpVect rel_velocity = cpvsub(entity_vel(gs, other), entity_vel(gs, launcher));
double dist = cpvdist(entity_pos(other), entity_pos(launcher));
double time_of_travel = sqrt((2.0 * dist) / (MISSILE_BURN_FORCE / MISSILE_MASS));
cpVect other_future_pos = cpvadd(entity_pos(other), cpvmult(rel_velocity, time_of_travel));
cpVect adjusted_to = cpvsub(other_future_pos, entity_pos(launcher));
to_face = cpvangle(adjusted_to);
}
}
LauncherTarget missile_launcher_target(GameState *gs, Entity *launcher)
{
to_face = 0.0;
cpBody *tmp = cpBodyNew(0.0, 0.0);
cpBodySetPosition(tmp, (entity_pos(launcher)));
cpShape *circle = cpCircleShapeNew(tmp, MISSILE_RANGE, cpv(0, 0));
nearest_dist = INFINITY;
to_face = 0.0;
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)
{
flight_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)
flight_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)
{
flight_assert(possible_free_list->generation == gs->free_list.generation);
to_return = possible_free_list;
flight_assert(!to_return->exists);
gs->free_list = to_return->next_free_entity;
}
else
{
flight_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;
}
// pos, mass, radius
EntityID create_sun(GameState *gs, Entity *new_sun, cpVect pos, cpVect vel, double mass, double radius)
{
flight_assert(new_sun != NULL);
new_sun->is_sun = true;
new_sun->sun_pos = pos;
new_sun->sun_vel = vel;
new_sun->sun_mass = mass;
new_sun->sun_radius = radius;
return get_id(gs, new_sun);
}
void create_body(GameState *gs, Entity *e)
{
flight_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);
}
cpVect player_vel(GameState *gs, Entity *player)
{
flight_assert(player->is_player);
Entity *potential_seat = get_entity(gs, player->currently_inside_of_box);
if (potential_seat != NULL && !potential_seat->is_box)
{
Log("Weird ass motherfucking bug where the seat inside of is an explosion or some shit\n");
flight_assert(potential_seat->is_box);
}
else
{
if (potential_seat != NULL)
{
return (cpBodyGetVelocity(get_entity(gs, potential_seat->shape_parent_entity)->body));
}
}
return (cpBodyGetVelocity(player->body));
}
void grid_create(GameState *gs, Entity *e)
{
e->is_grid = true;
create_body(gs, e);
}
void entity_set_rotation(Entity *e, double rot)
{
flight_assert(e->body != NULL);
cpBodySetAngle(e->body, rot);
}
void entity_set_pos(Entity *e, cpVect pos)
{
flight_assert(e->is_grid);
flight_assert(e->body != NULL);
cpBodySetPosition(e->body, (pos));
}
// size is (1/2 the width, 1/2 the height)
void create_rectangle_shape(GameState *gs, Entity *e, Entity *parent, cpVect pos, cpVect size, double 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, 0.0); // 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, BoxGyroscope);
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, (cpVect){0}, cpvmult(MISSILE_COLLIDER_SIZE, 0.5), 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, (cpVect){0}, cpvmult(PLAYER_SIZE, 0.5), 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, cpVect pos)
{
new_box->is_box = true;
flight_assert(gs->space != NULL);
flight_assert(grid->is_grid);
double halfbox = BOX_SIZE / 2.0;
create_rectangle_shape(gs, new_box, grid, pos, (cpVect){halfbox, halfbox}, 1.0);
cpShapeSetFilter(new_box->shape, cpShapeFilterNew(CP_NO_GROUP, BOXES, CP_ALL_CATEGORIES));
box_add_to_boxes(gs, grid, new_box);
}
cpVect box_compass_vector(Entity *box)
{
flight_assert(box->is_box);
cpVect to_return = (cpVect){.x = 1.0, .y = 0.0};
to_return = cpvspin(to_return, rotangle(box->compass_rotation));
return to_return;
}
#include <time.h>
void fill_time_string(char *to_fill, size_t max_length)
{
#ifdef _WIN32
time_t rawtime;
struct tm timeinfo = {0};
time(&rawtime);
localtime_s(&timeinfo, &rawtime);
asctime_s(to_fill, max_length, &timeinfo);
#else
time_t rawtime;
struct tm *timeinfo;
time(&rawtime);
timeinfo = localtime(&rawtime);
char *output = asctime(timeinfo);
size_t length = strlen(output);
strncpy(to_fill, output, length);
#endif
size_t filled_length = strlen(to_fill);
// to_fill[filled_length - 1] = '\0'; // remove the newline
to_fill[filled_length - 2] = '\0'; // remove the newline
to_fill[filled_length - 3] = '\0'; // remove the newline
// to_fill[filled_length - 4] = '\0'; // remove the newline
}
// 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.
#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;
uint32_t 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);
flight_assert(unprocessed != NULL);
flight_assert(unprocessed->is_box);
box_remove_from_boxes(gs, unprocessed); // no longer in the boxes list of the grid
uint32_t biggest_box_index = 0;
// 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)
{
flight_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++;
if (get_id(gs, N).index > biggest_box_index)
{
biggest_box_index = get_id(gs, N).index;
}
cpVect cur_local_pos = entity_shape_pos(N);
const cpVect dirs[] = {
(cpVect){
.x = -1.0, .y = 0.0},
(cpVect){
.x = 1.0, .y = 0.0},
(cpVect){
.x = 0.0, .y = 1.0},
(cpVect){
.x = 0.0, .y = -1.0},
};
int num_dirs = sizeof(dirs) / sizeof(*dirs);
for (int ii = 0; ii < num_dirs; ii++)
{
cpVect 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
cpVect compass_vect = box_compass_vector(N);
if (N->box_type == BoxMerge && N->wants_disconnect && cpvnear(compass_vect, dir, 0.01))
{
}
else
{
cpVect wanted_local_pos = cpvadd(cur_local_pos, cpvmult(dir, BOX_SIZE));
BOXES_ITER(gs, cur, grid)
{
if (cpvnear(entity_shape_pos(cur), wanted_local_pos, 0.01))
{
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 && cpvnear(cpvmult(box_compass_vector(newbox), -1.0), dir, 0.01))
{
newbox = NULL;
}
if (newbox != NULL)
{
box_remove_from_boxes(gs, newbox);
newbox->next_box = Q;
Q = box_in_direction;
}
}
}
}
}
if (biggest_box_index > biggest_separate_grid_length)
{
biggest_separate_grid_length = biggest_box_index;
biggest_separate_grid_index = cur_separate_grid_index;
}
cur_separate_grid_index++;
flight_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;
}
// @Robust do the momentum stuff properly here so no matter which grid stays as the current grid,
// the *SAME RESULT* happens. VERY IMPORTANT for client side prediction to match what the server says.
// Tried to use something consistent on the server and client like current entity index but DID NOT WORK
if (sepgrid_i != biggest_separate_grid_index)
{
cpBodySetVelocity(new_grid->body, cpBodyGetVelocityAtWorldPoint(grid->body, (grid_com(new_grid))));
cpBodySetAngularVelocity(new_grid->body, entity_angular_velocity(grid) / fmax(1.0, cpvdist(entity_pos(new_grid), entity_pos(grid))));
}
}
}
static void grid_remove_box(GameState *gs, struct Entity *grid, struct Entity *box)
{
flight_assert(grid->is_grid);
flight_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);
cpVect local_collision_point = (cpBodyWorldToLocal(missile->body, collision_point));
if (local_collision_point.x > MISSILE_COLLIDER_SIZE.x * 0.2)
{
missile->damage += MISSILE_DAMAGE_THRESHOLD * 2.0;
}
}
}
}
// if(entity_a->is_missile) {getPointFunc = cpArbiterGetPointA;
// if(entity_b->is_missile) getPointFunc = cpArbiterGetPointB;
double damage = cpvlength((cpArbiterTotalImpulse(arb))) * COLLISION_DAMAGE_SCALING;
if (entity_a->is_box && entity_a->box_type == BoxExplosive)
entity_a->damage += 2.0 * EXPLOSION_DAMAGE_THRESHOLD;
if (entity_b->is_box && entity_b->box_type == BoxExplosive)
entity_b->damage += 2.0 * EXPLOSION_DAMAGE_THRESHOLD;
if (damage > 0.05)
{
// 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->cur_next_entity; i++)
{
if (gs->entities[i].exists)
{
entity_destroy(gs, &gs->entities[i]);
gs->entities[i] = (Entity){0};
}
}
cpSpaceFree(gs->space);
gs->space = NULL;
gs->cur_next_entity = 0;
}
// center of mass, not the literal position
cpVect grid_com(Entity *grid)
{
return (cpBodyLocalToWorld(grid->body, cpBodyGetCenterOfGravity(grid->body)));
}
cpVect grid_vel(Entity *grid)
{
return (cpBodyGetVelocity(grid->body));
}
cpVect grid_world_to_local(Entity *grid, cpVect world)
{
return (cpBodyWorldToLocal(grid->body, (world)));
}
cpVect grid_local_to_world(Entity *grid, cpVect local)
{
flight_assert(grid->is_grid);
return (cpBodyLocalToWorld(grid->body, (local)));
}
// returned snapped position is in world coordinates
cpVect grid_snapped_box_pos(Entity *grid, cpVect world)
{
cpVect local = grid_world_to_local(grid, world);
local.x /= BOX_SIZE;
local.y /= BOX_SIZE;
local.x = round(local.x);
local.y = round(local.y);
local.x *= BOX_SIZE;
local.y *= BOX_SIZE;
return (cpBodyLocalToWorld(grid->body, (local)));
}
// for boxes does not include box's compass rotation
double entity_rotation(Entity *e)
{
flight_assert(e->body != NULL || e->shape != NULL);
if (e->body != NULL)
return (float)cpBodyGetAngle(e->body);
else
return (float)cpBodyGetAngle(cpShapeGetBody(e->shape));
}
double entity_angular_velocity(Entity *grid)
{
return (float)cpBodyGetAngularVelocity(grid->body);
}
Entity *box_grid(Entity *box)
{
if (box == NULL)
return NULL;
flight_assert(box->is_box);
return (Entity *)cpBodyGetUserData(cpShapeGetBody(box->shape));
}
// in local space
cpVect entity_shape_pos(Entity *box)
{
return (cpShapeGetCenterOfGravity(box->shape));
}
double entity_shape_mass(Entity *box)
{
flight_assert(box->shape != NULL);
return (float)cpShapeGetMass(box->shape);
}
double box_rotation(Entity *box)
{
return (float)cpBodyGetAngle(cpShapeGetBody(box->shape));
}
cpVect entity_pos(Entity *e)
{
if (e->is_box)
{
return cpvadd(entity_pos(box_grid(e)), cpvspin(entity_shape_pos(e), entity_rotation(box_grid(e))));
}
else if (e->is_explosion)
{
return e->explosion_pos;
}
else if (e->is_sun)
{
return e->sun_pos;
}
else
{
flight_assert(e->body != NULL);
return (cpBodyGetPosition(e->body));
}
}
struct BodyData
{
cpVect pos;
cpVect vel;
double rotation;
double angular_velocity;
};
void populate(cpBody *body, struct BodyData *data)
{
data->pos = (cpBodyGetPosition(body));
data->vel = (cpBodyGetVelocity(body));
data->rotation = (float)cpBodyGetAngle(body);
data->angular_velocity = (float)cpBodyGetAngularVelocity(body);
}
void update_from(cpBody *body, struct BodyData *data)
{
cpBodySetPosition(body, (data->pos));
cpBodySetVelocity(body, (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;
uint32_t git_release_tag;
} 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,
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, cpVect *var)
{
SER_VAR(&var->x);
SER_VAR(&var->y);
SER_ASSERT(!isnan(var->x));
SER_ASSERT(!isnan(var->y));
return ser_ok;
}
// for when you only need 32 bit float precision in a vector2,
// but it's a double
SerMaybeFailure ser_fV2(SerState *ser, cpVect *var)
{
float x;
float y;
if (ser->serializing)
{
x = (float)var->x;
y = (float)var->y;
}
SER_VAR(&x);
SER_VAR(&y);
SER_ASSERT(!isnan(x));
SER_ASSERT(!isnan(y));
var->x = x;
var->y = y;
return ser_ok;
}
SerMaybeFailure ser_f(SerState *ser, double *d)
{
float f;
if (ser->serializing)
f = (float)*d;
SER_VAR(&f);
SER_ASSERT(!isnan(f));
*d = f;
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_fV2(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_fV2(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_MAYBE_RETURN(ser_f(ser, &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_fV2(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);
cpVect shape_pos;
if (ser->serializing)
shape_pos = entity_shape_pos(e);
SER_MAYBE_RETURN(ser_fV2(ser, &shape_pos));
double 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->save_or_load_from_disk)
{
SER_MAYBE_RETURN(ser_f(ser, &e->time_was_last_cloaked));
}
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));
SER_VAR(&e->squad_invited_to);
SER_MAYBE_RETURN(ser_f(ser, &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_MAYBE_RETURN(ser_f(ser, &e->explosion_progress));
SER_MAYBE_RETURN(ser_f(ser, &e->explosion_push_strength));
SER_MAYBE_RETURN(ser_f(ser, &e->explosion_radius));
}
SER_VAR(&e->is_sun);
if (e->is_sun)
{
SER_MAYBE_RETURN(ser_V2(ser, &e->sun_vel));
SER_MAYBE_RETURN(ser_V2(ser, &e->sun_pos));
SER_MAYBE_RETURN(ser_f(ser, &e->sun_mass));
SER_MAYBE_RETURN(ser_f(ser, &e->sun_radius));
}
SER_VAR(&e->is_grid);
if (e->is_grid)
{
SER_MAYBE_RETURN(ser_f(ser, &e->total_energy_capacity));
SER_MAYBE_RETURN(ser_entityid(ser, &e->boxes));
}
SER_VAR(&e->is_missile)
if (e->is_missile)
{
SER_MAYBE_RETURN(ser_f(ser, &e->time_burned_for));
}
SER_VAR(&e->is_box);
if (e->is_box)
{
SER_VAR(&e->box_type);
SER_VAR(&e->is_platonic);
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_MAYBE_RETURN(ser_f(ser, &e->thrust));
SER_MAYBE_RETURN(ser_f(ser, &e->wanted_thrust));
break;
case BoxBattery:
SER_MAYBE_RETURN(ser_f(ser, &e->energy_used));
break;
case BoxSolarPanel:
SER_MAYBE_RETURN(ser_f(ser, &e->sun_amount));
break;
case BoxScanner:
SER_MAYBE_RETURN(ser_entityid(ser, &e->currently_scanning));
SER_MAYBE_RETURN(ser_f(ser, &e->currently_scanning_progress));
SER_VAR(&e->blueprints_learned);
SER_MAYBE_RETURN(ser_f(ser, &e->scanner_head_rotate));
SER_MAYBE_RETURN(ser_fV2(ser, &e->platonic_nearest_direction));
SER_MAYBE_RETURN(ser_f(ser, &e->platonic_detection_strength));
break;
case BoxCloaking:
SER_MAYBE_RETURN(ser_f(ser, &e->cloaking_power));
break;
case BoxMissileLauncher:
SER_MAYBE_RETURN(ser_f(ser, &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);
SER_VAR(&ser->git_release_tag);
if (ser->git_release_tag > GIT_RELEASE_TAG)
{
char msg[2048] = {0};
snprintf(msg, 2048, "Current game build %d is old, download the server's build %d! The most recent one in discord!\n", GIT_RELEASE_TAG, ser->git_release_tag);
quit_with_popup(msg, "Old Game Build");
SER_ASSERT(ser->git_release_tag <= GIT_RELEASE_TAG);
}
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
PROFILE_SCOPE("Destroy old gamestate")
{
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->tick);
SER_VAR(&gs->subframe_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]));
}
}
}
for (int i = 0; i < MAX_SUNS; i++)
{
bool suns_done = get_entity(gs, gs->suns[i]) == NULL;
SER_VAR(&suns_done);
if (suns_done)
break;
SER_MAYBE_RETURN(ser_entityid(ser, &gs->suns[i]));
}
if (ser->serializing)
{
PROFILE_SCOPE("Serialize entities")
{
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 && cpvdistsq(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
{
PROFILE_SCOPE("Deserialize entities")
{
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;
}
}
PROFILE_SCOPE("Add to free list")
{
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)
{
flight_assert(msg->cur_gs != NULL);
flight_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)
{
flight_assert(msg->cur_gs != NULL);
flight_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)
{
flight_assert(grid_to_exclude != NULL);
flight_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 = elapsed_time(gs);
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 double closest_to_point_in_radius_result_largest_dist = 0.0;
static THREADLOCAL bool (*closest_to_point_in_radius_filter_func)(Entity *);
static void closest_point_callback_func(cpShape *shape, cpContactPointSet *points, void *data)
{
flight_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;
double dist = cpvlength((cpvsub(points->points[0].pointA, points->points[0].pointB)));
// double 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, cpVect point, double radius, bool (*filter_func)(Entity *))
{
closest_to_point_in_radius_result = NULL;
closest_to_point_in_radius_result_largest_dist = 0.0;
closest_to_point_in_radius_filter_func = filter_func;
cpBody *tmpbody = cpBodyNew(0.0, 0.0);
cpShape *circle = cpCircleShapeNew(tmpbody, radius, (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 double cur_explosion_damage = 0.0;
static cpVect explosion_origin = {0};
static double explosion_push_strength = 0.0;
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);
cpVect from_pos = entity_pos(cp_shape_entity(shape));
cpVect impulse = cpvmult(cpvnormalize(cpvsub(from_pos, explosion_origin)), explosion_push_strength);
flight_assert(parent->body != NULL);
cpBodyApplyImpulseAtWorldPoint(parent->body, (impulse), (from_pos));
}
static void do_explosion(GameState *gs, Entity *explosion, double dt)
{
cpBody *tmpbody = cpBodyNew(0.0, 0.0);
cpShape *circle = cpCircleShapeNew(tmpbody, explosion->explosion_radius, (explosion_origin));
cur_explosion_damage = dt * EXPLOSION_DAMAGE_PER_SEC;
explosion_origin = explosion->explosion_pos;
explosion_push_strength = explosion->explosion_push_strength;
cpSpaceShapeQuery(gs->space, circle, explosion_callback_func, (void *)gs);
cpShapeFree(circle);
cpBodyFree(tmpbody);
}
cpVect box_facing_vector(Entity *box)
{
flight_assert(box->is_box);
cpVect to_return = (cpVect){.x = 1.0, .y = 0.0};
to_return = box_compass_vector(box);
to_return = cpvspin(to_return, box_rotation(box));
return to_return;
}
enum CompassRotation facing_vector_to_compass(Entity *grid_to_transplant_to, Entity *grid_facing_vector_from, cpVect facing_vector)
{
flight_assert(grid_to_transplant_to->body != NULL);
flight_assert(grid_to_transplant_to->is_grid);
cpVect from_target = cpvadd(entity_pos(grid_to_transplant_to), facing_vector);
cpVect local_target = grid_world_to_local(grid_to_transplant_to, from_target);
cpVect local_facing = local_target;
enum CompassRotation dirs[] = {
Right,
Left,
Up,
Down};
int smallest = -1;
double smallest_dist = INFINITY;
for (int i = 0; i < ARRLEN(dirs); i++)
{
cpVect point = cpvspin((cpVect){.x = 1.0}, rotangle(dirs[i]));
double dist = cpvdist(point, local_facing);
if (dist < smallest_dist)
{
smallest_dist = dist;
smallest = i;
}
}
flight_assert(smallest != -1);
return dirs[smallest];
}
cpVect thruster_force(Entity *box)
{
return cpvmult(box_facing_vector(box), -box->thrust * THRUSTER_FORCE);
}
uint64_t tick(GameState *gs)
{
return gs->tick;
}
double elapsed_time(GameState *gs)
{
return ((double)gs->tick * TIMESTEP) + gs->subframe_time;
}
Entity *grid_to_build_on(GameState *gs, cpVect world_hand_pos)
{
return box_grid(closest_box_to_point_in_radius(gs, world_hand_pos, BUILD_BOX_SNAP_DIST_TO_SHIP, NULL));
}
cpVect potentially_snap_hand_pos(GameState *gs, cpVect 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;
}
cpVect get_world_hand_pos(GameState *gs, InputFrame *input, Entity *player)
{
return potentially_snap_hand_pos(gs, cpvadd(entity_pos(player), input->hand_pos));
}
bool batteries_have_capacity_for(GameState *gs, Entity *grid, double *energy_left_over, double energy_to_use)
{
double seen_energy = 0.0;
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
double batteries_use_energy(GameState *gs, Entity *grid, double *energy_left_over, double energy_to_use)
{
if (*energy_left_over > 0.0)
{
double energy_to_use_from_leftover = fmin(*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;
double energy_to_burn_from_this_battery = fmin(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 <= 0.0)
return 0.0;
}
}
return energy_to_use;
}
double sun_dist_no_gravity(Entity *sun)
{
// return (GRAVITY_CONSTANT * (SUN_MASS * mass / (distance * distance))) / mass;
// 0.01 = (GRAVITY_CONSTANT * (SUN_MASS / (distance_sqr)));
// 0.01 / GRAVITY_CONSTANT = SUN_MASS / distance_sqr;
// distance = sqrt( SUN_MASS / (0.01 / GRAVITY_CONSTANT) )
return sqrt(sun->sun_mass / (GRAVITY_SMALLEST / GRAVITY_CONSTANT));
}
double entity_mass(Entity *m)
{
if (m->body != NULL)
return (float)cpBodyGetMass(m->body);
else if (m->is_box)
return BOX_MASS;
else if (m->is_sun)
return m->sun_mass;
else
{
flight_assert(false);
return 0.0;
}
}
cpVect sun_gravity_accel_for_entity(Entity *entity_with_gravity, Entity *sun)
{
#ifdef NO_GRAVITY
return (cpVect){0};
#else
if (cpvlength(cpvsub(entity_pos(entity_with_gravity), entity_pos(sun))) > sun_dist_no_gravity(sun))
return (cpVect){0};
cpVect rel_vector = cpvsub(entity_pos(entity_with_gravity), entity_pos(sun));
double mass = entity_mass(entity_with_gravity);
flight_assert(mass != 0.0);
double distance_sqr = cpvlengthsq(rel_vector);
// return (GRAVITY_CONSTANT * (SUN_MASS * mass / (distance * distance))) / mass;
// the mass divides out
// on top
double accel_magnitude = (GRAVITY_CONSTANT * (sun->sun_mass / (distance_sqr)));
if (distance_sqr <= sun->sun_radius)
{
accel_magnitude *= -1.0;
if (distance_sqr <= sun->sun_radius * 0.25)
accel_magnitude = 0.0;
}
cpVect towards_sun = cpvnormalize(cpvmult(rel_vector, -1.0));
return cpvmult(towards_sun, accel_magnitude);
#endif // NO_GRAVITY
}
void entity_set_velocity(Entity *e, cpVect vel)
{
if (e->body != NULL)
cpBodySetVelocity(e->body, (vel));
else if (e->is_sun)
e->sun_vel = vel;
else
flight_assert(false);
}
void entity_ensure_in_orbit(GameState *gs, Entity *e)
{
cpVect total_new_vel = {0};
SUNS_ITER(gs)
{
cpVect gravity_accel = sun_gravity_accel_for_entity(e, i.sun);
if (cpvlength(gravity_accel) > 0.0)
{
double dist = cpvlength(cpvsub(entity_pos(e), entity_pos(i.sun)));
cpVect orthogonal_to_gravity = cpvnormalize(cpvspin(gravity_accel, PI / 2.0));
cpVect wanted_vel = cpvmult(orthogonal_to_gravity, sqrt(cpvlength(gravity_accel) * dist));
total_new_vel = cpvadd(total_new_vel, (wanted_vel));
}
}
entity_set_velocity(e, (total_new_vel));
// cpVect pos = (cpvsub(entity_pos(e), SUN_POS));
// cpFloat r = cpvlength(pos);
// cpFloat v = cpfsqrt(sun_gravity_accel_at_point((pos), e) / r) / r;
// cpBodySetVelocity(e->body, cpvmult(cpvperp(pos), v));
}
cpVect box_vel(Entity *box)
{
flight_assert(box->is_box);
Entity *grid = box_grid(box);
return (cpBodyGetVelocityAtWorldPoint(grid->body, (entity_pos(box))));
}
void create_bomb_station(GameState *gs, cpVect 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, (cpVect){0});
platonic_box->box_type = platonic_type;
platonic_box->is_platonic = true;
BOX_AT_TYPE(grid, ((cpVect){BOX_SIZE, 0}), BoxExplosive);
BOX_AT_TYPE(grid, ((cpVect){BOX_SIZE * 2, 0}), BoxHullpiece);
BOX_AT_TYPE(grid, ((cpVect){BOX_SIZE * 3, 0}), BoxHullpiece);
BOX_AT_TYPE(grid, ((cpVect){BOX_SIZE * 4, 0}), BoxHullpiece);
indestructible = true;
for (double y = -BOX_SIZE * 5.0; y <= BOX_SIZE * 5.0; y += BOX_SIZE)
{
BOX_AT_TYPE(grid, ((cpVect){BOX_SIZE * 5.0, y}), BoxHullpiece);
}
for (double x = -BOX_SIZE * 5.0; x <= BOX_SIZE * 5.0; x += BOX_SIZE)
{
BOX_AT_TYPE(grid, ((cpVect){x, BOX_SIZE * 5.0}), BoxHullpiece);
BOX_AT_TYPE(grid, ((cpVect){x, -BOX_SIZE * 5.0}), BoxHullpiece);
}
indestructible = false;
BOX_AT_TYPE(grid, ((cpVect){-BOX_SIZE * 6.0, BOX_SIZE * 5.0}), BoxExplosive);
BOX_AT_TYPE(grid, ((cpVect){-BOX_SIZE * 6.0, BOX_SIZE * 3.0}), BoxExplosive);
BOX_AT_TYPE(grid, ((cpVect){-BOX_SIZE * 6.0, BOX_SIZE * 1.0}), BoxExplosive);
BOX_AT_TYPE(grid, ((cpVect){-BOX_SIZE * 6.0, -BOX_SIZE * 2.0}), BoxExplosive);
BOX_AT_TYPE(grid, ((cpVect){-BOX_SIZE * 6.0, -BOX_SIZE * 3.0}), BoxExplosive);
BOX_AT_TYPE(grid, ((cpVect){-BOX_SIZE * 6.0, -BOX_SIZE * 5.0}), BoxExplosive);
entity_ensure_in_orbit(gs, grid);
}
void create_hard_shell_station(GameState *gs, cpVect 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, (cpVect){0});
platonic_box->box_type = platonic_type;
platonic_box->is_platonic = true;
BOX_AT_TYPE(grid, ((cpVect){BOX_SIZE * 2, 0}), BoxHullpiece);
BOX_AT_TYPE(grid, ((cpVect){BOX_SIZE * 3, 0}), BoxHullpiece);
BOX_AT_TYPE(grid, ((cpVect){BOX_SIZE * 4, 0}), BoxHullpiece);
indestructible = true;
for (double y = -BOX_SIZE * 5.0; y <= BOX_SIZE * 5.0; y += BOX_SIZE)
{
BOX_AT_TYPE(grid, ((cpVect){BOX_SIZE * 5.0, y}), BoxHullpiece);
BOX_AT_TYPE(grid, ((cpVect){-BOX_SIZE * 5.0, y}), BoxHullpiece);
}
for (double x = -BOX_SIZE * 5.0; x <= BOX_SIZE * 5.0; x += BOX_SIZE)
{
BOX_AT_TYPE(grid, ((cpVect){x, BOX_SIZE * 5.0}), BoxHullpiece);
BOX_AT_TYPE(grid, ((cpVect){x, -BOX_SIZE * 5.0}), BoxHullpiece);
}
entity_ensure_in_orbit(gs, grid);
indestructible = false;
}
void create_initial_world(GameState *gs)
{
EntityID suns[] = {
create_sun(gs, new_entity(gs), ((cpVect){800.0, 0.0}), ((cpVect){0.0, 0.0}), 1000000.0, 30.0),
create_sun(gs, new_entity(gs), ((cpVect){800.0, 50.0}), ((cpVect){50.0, 0.0}), 10000.0, 20.0),
create_sun(gs, new_entity(gs), ((cpVect){800.0, -50.0}), ((cpVect){-50.0, 0.0}), 10000.0, 20.0),
create_sun(gs, new_entity(gs), ((cpVect){-2500.0, -50.0}), ((cpVect){0.0, 0.0}), 100000.0, 20.0),
};
for (int i = 0; i < ARRLEN(suns); i++)
{
gs->suns[i] = suns[i];
}
#ifndef DEBUG_WORLD
Log("Creating release world\n");
create_bomb_station(gs, (cpVect){800.0, 800.0}, BoxExplosive);
// create_hard_shell_station(gs, (cpVect){800.0, 400.0}, BoxGyroscope);
create_bomb_station(gs, (cpVect){800.0, -800.0}, BoxCloaking);
create_bomb_station(gs, (cpVect){1600.0, 800.0}, BoxMissileLauncher);
create_hard_shell_station(gs, (cpVect){-2500.0, 200.0}, BoxMerge);
#else
Log("Creating debug world\n");
// pos, mass, radius
create_bomb_station(gs, (cpVect){-5.0, 0.0}, BoxExplosive);
create_bomb_station(gs, (cpVect){0.0, 5.0}, BoxGyroscope);
create_hard_shell_station(gs, (cpVect){-5.0, 5.0}, BoxCloaking);
bool indestructible = false;
double theta = deg2rad(65.0);
cpVect from = (cpVect){BOX_SIZE * 4.0, -1};
enum CompassRotation rot = Right;
{
Entity *grid = new_entity(gs);
grid_create(gs, grid);
entity_set_pos(grid, cpvadd(from, cpvspin((cpVect){.x = -BOX_SIZE * 9.0}, theta)));
cpBodySetAngle(grid->body, theta + PI);
rot = Left;
BOX_AT_TYPE(grid, ((cpVect){0.0, 0.0}), BoxMerge);
BOX_AT(grid, ((cpVect){0.0, -BOX_SIZE}));
BOX_AT_TYPE(grid, ((cpVect){BOX_SIZE, 0.0}), BoxMerge);
entity_ensure_in_orbit(gs, 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, ((cpVect){-BOX_SIZE, 0.0}), BoxMerge);
rot = Down;
BOX_AT_TYPE(grid, ((cpVect){0.0, 0.0}), BoxMerge);
rot = Up;
BOX_AT_TYPE(grid, ((cpVect){0.0, BOX_SIZE}), BoxMerge);
cpBodySetVelocity(grid->body, (cpvspin((cpVect){-0.4, 0.0}, theta)));
entity_ensure_in_orbit(gs, grid);
}
#endif
}
void exit_seat(GameState *gs, Entity *seat_in, Entity *p)
{
cpVect pilot_seat_exit_spot = cpvadd(entity_pos(seat_in), cpvmult(box_facing_vector(seat_in), BOX_SIZE));
cpBodySetPosition(p->body, (pilot_seat_exit_spot));
// cpBodySetVelocity(p->body, (player_vel(gs, p)));
cpBodySetVelocity(p->body, cpBodyGetVelocity(box_grid(seat_in)->body));
}
void process(struct GameState *gs, double dt)
{
PROFILE_SCOPE("Gameplay processing")
{
flight_assert(gs->space != NULL);
gs->tick++;
PROFILE_SCOPE("sun gravity")
{
SUNS_ITER(gs)
{
Entity *from_sun = i.sun;
cpVect accel = {0};
SUNS_ITER(gs)
{
Entity *other_sun = i.sun;
if (other_sun != from_sun)
{
accel = cpvadd(accel, sun_gravity_accel_for_entity(from_sun, other_sun));
}
}
#ifndef NO_GRAVITY
from_sun->sun_vel = cpvadd(from_sun->sun_vel, cpvmult(accel, dt));
from_sun->sun_pos = cpvadd(from_sun->sun_pos, cpvmult(from_sun->sun_vel, dt));
if (cpvlength(from_sun->sun_pos) >= INSTANT_DEATH_DISTANCE_FROM_CENTER)
{
from_sun->sun_vel = cpvmult(from_sun->sun_vel, -0.8);
from_sun->sun_pos = cpvmult(cpvnormalize(from_sun->sun_pos), INSTANT_DEATH_DISTANCE_FROM_CENTER);
}
#endif
}
}
PROFILE_SCOPE("input processing")
{
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(gs, p);
if (medbay != NULL)
{
exit_seat(gs, medbay, p);
p->damage = 0.95;
}
}
flight_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 = 0.0;
#endif
// update gold win condition
if (cpvlength(cpvsub((cpBodyGetPosition(p->body)), gs->goldpos)) < GOLD_COLLECT_RADIUS)
{
p->goldness += 0.1;
p->damage = 0.0;
gs->goldpos = (cpVect){.x = hash11((float)elapsed_time(gs)) * 20.0, .y = hash11((float)elapsed_time(gs) - 13.6) * 20.0};
}
#if 1
cpVect 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, (world_hand_pos), 0.1, cpShapeFilterNew(CP_NO_GROUP, CP_ALL_CATEGORIES, BOXES), &query_info);
if (result != NULL)
{
Entity *potential_seat = cp_shape_entity(result);
flight_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));
flight_assert(potential_seat->exists);
flight_assert(potential_seat->is_box);
flight_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
cpVect movement_this_tick = (cpVect){0};
double rotation_this_tick = 0.0;
if (cpvlength(player->input.movement) > 0.0)
{
movement_this_tick = cpvmult(cpvnormalize(player->input.movement), clamp(cpvlength(player->input.movement), 0.0, 1.0));
player->input.movement = (cpVect){0};
}
if (fabs(player->input.rotation) > 0.0)
{
rotation_this_tick = player->input.rotation;
if (rotation_this_tick > 1.0)
rotation_this_tick = 1.0;
if (rotation_this_tick < -1.0)
rotation_this_tick = -1.0;
player->input.rotation = 0.0;
}
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, (cpvmult(movement_this_tick, PLAYER_JETPACK_FORCE)), cpBodyGetPosition(p->body));
cpBodySetTorque(p->body, rotation_this_tick * PLAYER_JETPACK_TORQUE);
p->damage += cpvlength(movement_this_tick) * dt * PLAYER_JETPACK_SPICE_PER_SECOND;
p->damage += fabs(rotation_this_tick) * dt * PLAYER_JETPACK_ROTATION_ENERGY_PER_SECOND;
}
else
{
flight_assert(seat_inside_of->is_box);
cpShapeSetFilter(p->shape, CP_SHAPE_FILTER_NONE); // no collisions while in a seat
cpBodySetPosition(p->body, (entity_pos(seat_inside_of)));
cpBodySetVelocity(p->body, (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);
cpVect target_direction = {0};
if (cpvlength(movement_this_tick) > 0.0)
{
target_direction = cpvnormalize(movement_this_tick);
}
BOXES_ITER(gs, cur, g)
{
if (cur->box_type == BoxThruster)
{
double wanted_thrust = -cpvdot(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};
cpVect 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, (world_build), 0.01, 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;
cpVect created_box_position;
if (p->damage < 1.0) // 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, (player_vel(gs, p)));
target_grid = new_grid;
created_box_position = (cpVect){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 >= 1.0)
{
entity_destroy(gs, p);
player->entity = (EntityID){0};
}
p->damage = clamp01(p->damage);
}
}
PROFILE_SCOPE("process entities")
{
for (size_t i = 0; i < gs->cur_next_entity; i++)
{
Entity *e = &gs->entities[i];
if (!e->exists)
continue;
// PROFILE_SCOPE("instant death")
{
cpFloat dist_from_center = cpvlengthsq((entity_pos(e)));
if (e->body != NULL && dist_from_center > (INSTANT_DEATH_DISTANCE_FROM_CENTER * INSTANT_DEATH_DISTANCE_FROM_CENTER))
{
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_center = cpvsub(cpBodyGetPosition(body), (cpVect){0});
cpBodySetPosition(body, cpvmult(cpvnormalize(rel_to_center), INSTANT_DEATH_DISTANCE_FROM_CENTER));
}
else
{
entity_destroy(gs, e);
}
continue;
}
}
// sun processing for this current entity
#ifndef NO_SUNS
PROFILE_SCOPE("this entity sun processing")
{
SUNS_ITER(gs)
{
cpVect pos_rel_sun = (cpvsub(entity_pos(e), (entity_pos(i.sun))));
cpFloat sqdist = cpvlengthsq(pos_rel_sun);
if (!e->is_grid) // grids aren't damaged (this edge case sucks!)
{
PROFILE_SCOPE("Grid processing")
{
sqdist = cpvlengthsq(cpvsub((entity_pos(e)), (entity_pos(i.sun))));
if (sqdist < (i.sun->sun_radius * i.sun->sun_radius))
{
e->damage += 10.0 * dt;
}
}
}
if (e->body != NULL)
{
PROFILE_SCOPE("Body processing")
{
cpVect accel = sun_gravity_accel_for_entity(e, i.sun);
cpVect new_vel = entity_vel(gs, e);
new_vel = cpvadd(new_vel, cpvmult(accel, dt));
cpBodySetVelocity(e->body, (new_vel));
}
}
}
}
#endif
if (e->is_explosion)
{
PROFILE_SCOPE("Explosion")
{
e->explosion_progress += dt;
e->explosion_pos = cpvadd(e->explosion_pos, cpvmult(e->explosion_vel, dt));
do_explosion(gs, e, dt);
if (e->explosion_progress >= EXPLOSION_TIME)
{
entity_destroy(gs, e);
}
}
}
if (e->is_missile)
{
PROFILE_SCOPE("Missile")
{
if (is_burning(e))
{
e->time_burned_for += dt;
cpBodyApplyForceAtWorldPoint(e->body, (cpvspin((cpVect){.x = MISSILE_BURN_FORCE, .y = 0.0}, entity_rotation(e))), (entity_pos(e)));
}
if (e->damage >= MISSILE_DAMAGE_THRESHOLD && e->time_burned_for >= MISSILE_ARM_TIME)
{
Entity *explosion = new_entity(gs);
explosion->is_explosion = true;
explosion->explosion_pos = entity_pos(e);
explosion->explosion_vel = (cpBodyGetVelocity(e->body));
explosion->explosion_push_strength = MISSILE_EXPLOSION_PUSH;
explosion->explosion_radius = MISSILE_EXPLOSION_RADIUS;
entity_destroy(gs, e);
}
}
}
if (e->is_box)
{
// PROFILE_SCOPE("Box processing")
{
if (e->is_platonic)
{
e->damage = 0.0;
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));
explosion->explosion_push_strength = BOMB_EXPLOSION_PUSH;
explosion->explosion_radius = BOMB_EXPLOSION_RADIUS;
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;
flight_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)
{
flight_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 = cpvdot(box_facing_vector(from_merge), cpvnormalize(cpvsub(entity_pos(other_merge), entity_pos(from_merge)))) > 0.8;
bool other_facing_from = cpvdot(box_facing_vector(other_merge), cpvnormalize(cpvsub(entity_pos(from_merge), entity_pos(other_merge)))) > 0.8;
// 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
cpVect actual_new_pos = grid_snapped_box_pos(from_grid, entity_pos(other_merge));
cpVect needed_new_pos = cpvadd(entity_pos(from_merge), cpvmult(box_facing_vector(from_merge), BOX_SIZE));
if (from_facing_other && other_facing_from && cpvnear(needed_new_pos, actual_new_pos, 0.01))
{
// do the merge
cpVect facing_vector_needed = cpvmult(box_facing_vector(from_merge), -1.0);
cpVect current_facing_vector = box_facing_vector(other_merge);
double angle_diff = cpvanglediff(current_facing_vector, facing_vector_needed);
if (angle_diff == FLT_MIN)
angle_diff = 0.0;
flight_assert(!isnan(angle_diff));
cpBodySetAngle(other_grid->body, cpBodyGetAngle(other_grid->body) + angle_diff);
cpVect moved_because_angle_change = cpvsub(needed_new_pos, entity_pos(other_merge));
cpBodySetPosition(other_grid->body, (cpvadd(entity_pos(other_grid), moved_because_angle_change)));
// cpVect snap_movement_vect = cpvsub(actual_new_pos, entity_pos(other_merge));
cpVect snap_movement_vect = (cpVect){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);
cpVect 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;
cpVect new_cur_pos = grid_snapped_box_pos(from_grid, cpvadd(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
flight_assert(box_grid(cur) == box_grid(from_merge));
cur = next;
}
entity_destroy(gs, other_grid);
}
}
}
if (e->damage >= 1.0)
{
grid_remove_box(gs, get_entity(gs, e->shape_parent_entity), e);
}
}
}
if (e->is_grid)
{
// PROFILE_SCOPE("Grid processing")
{
Entity *grid = e;
// calculate how much energy solar panels provide
double energy_to_add = 0.0;
BOXES_ITER(gs, cur_box, grid)
{
if (cur_box->box_type == BoxSolarPanel)
{
cur_box->sun_amount = 0.0;
SUNS_ITER(gs)
{
double new_sun = clamp01(fabs(cpvdot(box_facing_vector(cur_box), cpvnormalize(cpvsub(entity_pos(i.sun), entity_pos(cur_box))))));
// less sun the farther away you are!
new_sun *= lerp(1.0, 0.0, clamp01(cpvlength(cpvsub(entity_pos(cur_box), entity_pos(i.sun))) / sun_dist_no_gravity(i.sun)));
cur_box->sun_amount += new_sun;
}
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 <= 0.0)
break;
if (cur->box_type == BoxBattery)
{
double 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;
}
flight_assert(energy_to_add >= 0.0);
}
// any energy_to_add existing now can also be used to power thrusters/medbay
double 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)
{
double energy_to_consume = cur_box->wanted_thrust * THRUSTER_ENERGY_USED_PER_SECOND * dt;
if (energy_to_consume > 0.0)
{
cur_box->thrust = 0.0;
double energy_unconsumed = batteries_use_energy(gs, grid, &non_battery_energy_left_over, energy_to_consume);
cur_box->thrust = (1.0 - energy_unconsumed / energy_to_consume) * cur_box->wanted_thrust;
if (cur_box->thrust >= 0.0)
cpBodyApplyForceAtWorldPoint(grid->body, (thruster_force(cur_box)), (entity_pos(cur_box)));
}
}
if (cur_box->box_type == BoxGyroscope)
{
double energy_to_consume = fabs(cur_box->wanted_thrust * GYROSCOPE_ENERGY_USED_PER_SECOND * dt);
if (energy_to_consume > 0.0)
{
cur_box->thrust = 0.0;
double energy_unconsumed = batteries_use_energy(gs, grid, &non_battery_energy_left_over, energy_to_consume);
cur_box->thrust = (1.0 - energy_unconsumed / energy_to_consume) * cur_box->wanted_thrust;
if (fabs(cur_box->thrust) >= 0.0)
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)
{
double wanted_energy_use = fmin(potential_meatbag_to_heal->damage, PLAYER_ENERGY_RECHARGE_PER_SECOND * dt);
if (wanted_energy_use > 0.0)
{
double energy_unconsumed = batteries_use_energy(gs, grid, &non_battery_energy_left_over, wanted_energy_use);
potential_meatbag_to_heal->damage -= (1.0 - energy_unconsumed / wanted_energy_use) * wanted_energy_use;
}
}
}
if (cur_box->box_type == BoxCloaking)
{
double 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 * 3.0);
}
else
{
cur_box->cloaking_power = lerp(cur_box->cloaking_power, 1.0, dt * 3.0);
cpBody *tmp = cpBodyNew(0.0, 0.0);
cpBodySetPosition(tmp, (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 - 0.03, CLOAKING_PANEL_SIZE - 0.03, 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 < 1.0)
{
double want_use_energy = dt * MISSILE_CHARGE_RATE;
double 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 >= 1.0)
{
cur_box->missile_construction_charge = 0.0;
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!
double missile_spawn_dist = sqrt((BOX_SIZE / 2.0) * (BOX_SIZE / 2.0) * 2.0) + MISSILE_COLLIDER_SIZE.x / 2.0 + 0.1;
cpBodySetPosition(new_missile->body, (cpvadd(entity_pos(cur_box), cpvspin((cpVect){.x = missile_spawn_dist, 0.0}, target.facing_angle))));
cpBodySetAngle(new_missile->body, target.facing_angle);
cpBodySetVelocity(new_missile->body, (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)
{
double 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 = 0.0;
cur_box->platonic_nearest_direction = (cpVect){0};
}
else
{
cpVect from_pos = entity_pos(cur_box);
cpVect nearest = {0};
double nearest_dist = INFINITY;
for (int i = 0; i < MAX_BOX_TYPES; i++)
{
cpVect cur_pos = gs->platonic_positions[i];
if (cpvlength(cur_pos) > 0.0) // zero is uninitialized, the platonic solid doesn't exist (probably) @Robust do better
{
double length_to_cur = cpvdist(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 = cpvnormalize(cpvsub(nearest, from_pos));
cur_box->platonic_detection_strength = fmax(0.1, 1.0 - fmin(1.0, nearest_dist / 100.0));
}
else
{
cur_box->platonic_nearest_direction = (cpVect){0};
cur_box->platonic_detection_strength = 0.0;
}
}
}
// 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)
flight_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 = 0.0;
cur_box->currently_scanning = new_id;
}
double target_head_rotate_speed = cur_box->platonic_detection_strength > 0.0 ? 3.0 : 0.0;
if (to_learn != NULL)
{
cur_box->currently_scanning_progress += dt * SCANNER_SCAN_RATE;
target_head_rotate_speed *= 30.0 * cur_box->currently_scanning_progress;
}
else
cur_box->currently_scanning_progress = 0.0;
if (cur_box->currently_scanning_progress >= 1.0)
{
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 * 3.0);
cur_box->scanner_head_rotate += cur_box->scanner_head_rotate_speed * dt;
cur_box->scanner_head_rotate = fmod(cur_box->scanner_head_rotate, 2.0 * PI);
}
}
}
}
}
}
PROFILE_SCOPE("chipmunk physics processing")
{
cpSpaceStep(gs->space, dt);
}
}
}