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1386 lines
38 KiB
C
1386 lines
38 KiB
C
#include <chipmunk.h>
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#include "types.h"
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#include "ipsettings.h" // debug/developer settings
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#include <stdio.h> // assert logging
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#include <string.h> // memset
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// do not use any global variables to process gamestate
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// super try not to depend on external libraries like enet or sokol to keep build process simple,
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// gamestate its own portable submodule. If need to link to other stuff document here:
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// - debug.c for debug drawing
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// - chipmunk
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enum
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{
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PLAYERS = 1 << 0,
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BOXES = 1 << 1,
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};
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void __assert(bool cond, const char* file, int line, const char* cond_string)
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{
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if (!cond)
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{
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fprintf(stderr, "%s:%d | Assertion %s failed\n", file, line, cond_string);
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}
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}
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#define assert(condition) __assert(condition, __FILE__, __LINE__, #condition)
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static V2 cp_to_v2(cpVect v)
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{
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return (V2) { .x = (float)v.x, .y = (float)v.y };
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}
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static cpVect v2_to_cp(V2 v)
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{
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return cpv(v.x, v.y);
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}
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bool was_entity_deleted(GameState* gs, EntityID id)
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{
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if (id.generation == 0) return false; // generation 0 means null entity ID, not a deleted entity
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Entity* the_entity = &gs->entities[id.index];
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return (!the_entity->exists || the_entity->generation != id.generation);
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}
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// may return null if it doesn't exist anymore
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Entity* get_entity(GameState* gs, EntityID id)
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{
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if (id.generation == 0)
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{
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return NULL;
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}
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assert(id.index < gs->cur_next_entity);
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assert(id.index < gs->max_entities);
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Entity* to_return = &gs->entities[id.index];
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if (was_entity_deleted(gs, id))
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return NULL;
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return to_return;
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}
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EntityID get_id(GameState* gs, Entity* e)
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{
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if (e == NULL)
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return (EntityID) { 0 };
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size_t index = (e - gs->entities);
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assert(index >= 0);
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assert(index < gs->cur_next_entity);
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return (EntityID) {
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.generation = e->generation,
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.index = (unsigned int)index,
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};
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}
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static Entity* cp_shape_entity(cpShape* shape)
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{
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return (Entity*)cpShapeGetUserData(shape);
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}
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static Entity* cp_body_entity(cpBody* body)
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{
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return (Entity*)cpBodyGetUserData(body);
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}
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static GameState* cp_space_gs(cpSpace* space)
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{
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return (GameState*)cpSpaceGetUserData(space);
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}
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int grid_num_boxes(GameState* gs, Entity* e)
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{
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assert(e->is_grid);
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int to_return = 0;
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BOXES_ITER(gs, cur, e)
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to_return++;
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return to_return;
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}
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void box_remove_from_boxes(GameState* gs, Entity* box)
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{
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assert(box->is_box);
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Entity* prev_box = get_entity(gs, box->prev_box);
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Entity* next_box = get_entity(gs, box->next_box);
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if (prev_box != NULL)
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{
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if (prev_box->is_box)
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prev_box->next_box = get_id(gs, next_box);
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else if (prev_box->is_grid)
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prev_box->boxes = get_id(gs, next_box);
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}
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if (next_box != NULL)
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{
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assert(next_box->is_box);
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next_box->prev_box = get_id(gs, prev_box);
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}
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box->next_box = (EntityID){ 0 };
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box->prev_box = (EntityID){ 0 };
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}
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void on_entity_child_shape(cpBody* body, cpShape* shape, void* data);
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// gs is for iterating over all child shapes and destroying those, too
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static void destroy_body(GameState* gs, cpBody** body)
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{
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if (*body != NULL)
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{
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cpBodyEachShape(*body, on_entity_child_shape, (void*)gs);
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cpSpaceRemoveBody(gs->space, *body);
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cpBodyFree(*body);
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*body = NULL;
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}
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*body = NULL;
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}
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void entity_destroy(GameState* gs, Entity* e)
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{
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assert(e->exists);
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if (e->is_grid)
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{
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BOXES_ITER(gs, cur, e)
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entity_destroy(gs, cur);
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}
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if (e->is_box)
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{
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box_remove_from_boxes(gs, e);
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}
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if (e->shape != NULL)
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{
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cpSpaceRemoveShape(gs->space, e->shape);
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cpShapeFree(e->shape);
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e->shape = NULL;
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}
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destroy_body(gs, &e->body);
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Entity* front_of_free_list = get_entity(gs, gs->free_list);
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if (front_of_free_list != NULL)
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assert(!front_of_free_list->exists);
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int gen = e->generation;
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*e = (Entity){ 0 };
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e->generation = gen;
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e->next_free_entity = gs->free_list;
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gs->free_list = get_id(gs, e);
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}
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void on_entity_child_shape(cpBody* body, cpShape* shape, void* data)
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{
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entity_destroy((GameState*)data, cp_shape_entity(shape));
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}
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Entity* new_entity(GameState* gs)
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{
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Entity* to_return = NULL;
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if (get_entity(gs, gs->free_list) != NULL)
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{
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to_return = get_entity(gs, gs->free_list);
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assert(!to_return->exists);
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gs->free_list = to_return->next_free_entity;
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}
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else
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{
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assert(gs->cur_next_entity < gs->max_entities); // too many entities if fails
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to_return = &gs->entities[gs->cur_next_entity];
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gs->cur_next_entity++;
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}
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to_return->generation++;
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to_return->exists = true;
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return to_return;
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}
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void create_body(GameState* gs, Entity* e)
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{
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assert(gs->space != NULL);
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if (e->body != NULL)
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{
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cpSpaceRemoveBody(gs->space, e->body);
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cpBodyFree(e->body);
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e->body = NULL;
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}
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cpBody* body = cpSpaceAddBody(gs->space, cpBodyNew(0.0, 0.0)); // zeros for mass/moment of inertia means automatically calculated from its collision shapes
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e->body = body;
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cpBodySetUserData(e->body, (void*)e);
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}
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V2 player_vel(GameState* gs, Entity* player)
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{
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assert(player->is_player);
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Entity* potential_seat = get_entity(gs, player->currently_inside_of_box);
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if (potential_seat != NULL)
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{
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return cp_to_v2(cpBodyGetVelocity(get_entity(gs, potential_seat->shape_parent_entity)->body));
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}
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else {
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return cp_to_v2(cpBodyGetVelocity(player->body));
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}
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}
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void grid_create(GameState* gs, Entity* e)
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{
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e->is_grid = true;
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create_body(gs, e);
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}
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void entity_set_rotation(Entity* e, float rot)
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{
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assert(e->body != NULL);
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cpBodySetAngle(e->body, rot);
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}
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void entity_set_pos(Entity* e, V2 pos)
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{
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assert(e->is_grid);
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assert(e->body != NULL);
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cpBodySetPosition(e->body, v2_to_cp(pos));
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}
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// size is (1/2 the width, 1/2 the height)
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void create_rectangle_shape(GameState* gs, Entity* e, Entity* parent, V2 pos, V2 size, float mass)
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{
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if (e->shape != NULL)
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{
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cpSpaceRemoveShape(gs->space, e->shape);
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cpShapeFree(e->shape);
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e->shape = NULL;
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}
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cpBB box = cpBBNew(-size.x + pos.x, -size.y + pos.y, size.x + pos.x, size.y + pos.y);
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cpVect verts[4] = {
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cpv(box.r, box.b),
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cpv(box.r, box.t),
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cpv(box.l, box.t),
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cpv(box.l, box.b),
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};
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e->shape_size = size;
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e->shape_parent_entity = get_id(gs, parent);
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e->shape = (cpShape*)cpPolyShapeInitRaw(cpPolyShapeAlloc(), parent->body, 4, verts, 0.0f); // this cast is done in chipmunk, not sure why it works
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cpShapeSetUserData(e->shape, (void*)e);
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cpShapeSetMass(e->shape, mass);
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cpSpaceAddShape(gs->space, e->shape);
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}
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#define PLAYER_SHAPE_FILTER cpShapeFilterNew(CP_NO_GROUP, PLAYERS, CP_ALL_CATEGORIES)
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void create_player(GameState* gs, Entity* e)
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{
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e->is_player = true;
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create_body(gs, e);
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create_rectangle_shape(gs, e, e, (V2) { 0 }, V2scale(PLAYER_SIZE, 0.5f), PLAYER_MASS);
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cpShapeSetFilter(e->shape, PLAYER_SHAPE_FILTER);
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}
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// box must be passed as a parameter as the box added to chipmunk uses this pointer in its
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// user data. pos is in local coordinates. Adds the box to the grid's chain of boxes
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void box_create(GameState* gs, Entity* new_box, Entity* grid, V2 pos)
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{
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new_box->is_box = true;
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assert(gs->space != NULL);
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assert(grid->is_grid);
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float halfbox = BOX_SIZE / 2.0f;
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create_rectangle_shape(gs, new_box, grid, pos, (V2) { halfbox, halfbox }, 1.0f);
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cpShapeSetFilter(new_box->shape, cpShapeFilterNew(CP_NO_GROUP, BOXES, CP_ALL_CATEGORIES));
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new_box->next_box = get_id(gs, get_entity(gs, grid->boxes));
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new_box->prev_box = get_id(gs, grid);
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if (get_entity(gs, new_box->next_box) != NULL)
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{
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get_entity(gs, new_box->next_box)->prev_box = get_id(gs, new_box);
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}
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grid->boxes = get_id(gs, new_box);
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}
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// removes boxes from grid, then ensures that the rule that grids must not have
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// holes in them is applied.
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static void grid_correct_for_holes(GameState* gs, struct Entity* grid)
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{
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int num_boxes = grid_num_boxes(gs, grid);
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if (num_boxes == 0)
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{
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entity_destroy(gs, grid);
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return;
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}
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if (num_boxes == 1)
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return;
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// could be a gap between boxes in the grid, separate into multiple grids
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// goal: create list of "real grids" from this grid that have boxes which are
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// ONLY connected horizontally and vertically. whichever one of these "real grids"
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// has the most blocks stays the current grid, so
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// if a player is inhabiting this ship it stays that ship.
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// The other "real grids" are allocated as new grids
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#define MAX_SEPARATE_GRIDS 8
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EntityID separate_grids[MAX_SEPARATE_GRIDS] = { 0 };
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int cur_separate_grid_index = 0;
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int cur_separate_grid_size = 0;
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int processed_boxes = 0;
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int biggest_separate_grid_index = 0;
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int biggest_separate_grid_length = 0;
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// process all boxes into separate, but correctly connected, grids
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while (processed_boxes < num_boxes)
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{
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// grab an unprocessed box, one not in separate_grids, to start the flood fill
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Entity* unprocessed = get_entity(gs, grid->boxes);
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assert(unprocessed != NULL);
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assert(unprocessed->is_box);
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box_remove_from_boxes(gs, unprocessed); // no longer in the boxes list of the grid
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// flood fill from this unprocessed box, adding each result to cur_separate_grid_index,
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// removing each block from the grid
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// https://en.wikipedia.org/wiki/Flood_fill
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{
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// queue stuff @Robust use factored datastructure
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EntityID Q = get_id(gs, unprocessed);
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Entity* N = NULL;
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while (true)
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{
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assert(!was_entity_deleted(gs, Q));
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N = get_entity(gs, Q);
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if (N == NULL) // must mean that the queue is empty
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break;
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Q = N->next_box;
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if (true) // if node "inside", this is always true
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{
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N->next_box = separate_grids[cur_separate_grid_index];
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separate_grids[cur_separate_grid_index] = get_id(gs, N);
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cur_separate_grid_size++;
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processed_boxes++;
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V2 cur_local_pos = entity_shape_pos(N);
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const V2 dirs[] = {
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(V2) {
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.x = -1.0f, .y = 0.0f
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},
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(V2) {
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.x = 1.0f, .y = 0.0f
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},
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(V2) {
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.x = 0.0f, .y = 1.0f
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},
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(V2) {
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.x = 0.0f, .y = -1.0f
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},
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};
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int num_dirs = sizeof(dirs) / sizeof(*dirs);
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for (int ii = 0; ii < num_dirs; ii++)
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{
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V2 dir = dirs[ii];
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// @Robust @Speed faster method, not O(N^2), of getting the box
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// in the direction currently needed
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V2 wanted_local_pos = V2add(cur_local_pos, V2scale(dir, BOX_SIZE));
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EntityID box_in_direction = (EntityID){ 0 };
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BOXES_ITER(gs, cur, grid)
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{
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if (V2equal(entity_shape_pos(cur), wanted_local_pos, 0.01f))
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{
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box_in_direction = get_id(gs, cur);
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break;
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}
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}
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Entity* newbox = get_entity(gs, box_in_direction);
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if (newbox != NULL)
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{
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box_remove_from_boxes(gs, newbox);
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newbox->next_box = Q;
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Q = box_in_direction;
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}
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}
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}
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}
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}
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if (cur_separate_grid_size > biggest_separate_grid_length)
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{
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biggest_separate_grid_length = cur_separate_grid_size;
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biggest_separate_grid_index = cur_separate_grid_index;
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}
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cur_separate_grid_index++;
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assert(cur_separate_grid_index < MAX_SEPARATE_GRIDS);
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cur_separate_grid_size = 0;
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}
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// create new grids for all lists of boxes except for the biggest one.
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// delete the boxes out of the current grid as I pull boxes into separate ones
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// which are no longer connected
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for (int sepgrid_i = 0; sepgrid_i < MAX_SEPARATE_GRIDS; sepgrid_i++)
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{
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EntityID cur_separate_grid = separate_grids[sepgrid_i];
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if (get_entity(gs, cur_separate_grid) == NULL)
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continue; // this separate grid is empty
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Entity* new_grid;
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if (sepgrid_i == biggest_separate_grid_index)
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{
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new_grid = grid;
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}
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else
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{
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new_grid = new_entity(gs);
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grid_create(gs, new_grid);
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cpBodySetPosition(new_grid->body, cpBodyGetPosition(grid->body));
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cpBodySetAngle(new_grid->body, cpBodyGetAngle(grid->body));
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}
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Entity* cur = get_entity(gs, cur_separate_grid);
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while (cur != NULL)
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{
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Entity* next = get_entity(gs, cur->next_box);
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box_create(gs, cur, new_grid, entity_shape_pos(cur)); // destroys next/prev fields on cur
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cur = next;
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}
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cpBodySetVelocity(new_grid->body, cpBodyGetVelocityAtWorldPoint(grid->body, v2_to_cp(grid_com(new_grid))));
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cpBodySetAngularVelocity(new_grid->body, entity_angular_velocity(grid));
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}
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}
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static void grid_remove_box(GameState* gs, struct Entity* grid, struct Entity* box)
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{
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assert(grid->is_grid);
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assert(box->is_box);
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entity_destroy(gs, box);
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grid_correct_for_holes(gs, grid);
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}
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static cpBool on_damage(cpArbiter* arb, cpSpace* space, cpDataPointer userData)
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{
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cpShape* a, * b;
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cpArbiterGetShapes(arb, &a, &b);
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Entity* entity_a, * entity_b;
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entity_a = cp_shape_entity(a);
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entity_b = cp_shape_entity(b);
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float damage = V2length(cp_to_v2(cpArbiterTotalImpulse(arb))) * COLLISION_DAMAGE_SCALING;
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if (entity_a->is_box && entity_a->box_type == BoxExplosive)
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entity_a->damage += 2.0f * EXPLOSION_DAMAGE_THRESHOLD;
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if (entity_b->is_box && entity_b->box_type == BoxExplosive)
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entity_b->damage += 2.0f * EXPLOSION_DAMAGE_THRESHOLD;
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if (damage > 0.05f)
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{
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// Log("Collision with damage %f\n", damage);
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entity_a->damage += damage;
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entity_b->damage += damage;
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}
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// b must be the key passed into the post step removed, the key is cast into its shape
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//cpSpaceAddPostStepCallback(space, (cpPostStepFunc)postStepRemove, b, NULL);
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//cpSpaceAddPostStepCallback(space, (cpPostStepFunc)postStepRemove, a, NULL);
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return true; // keep colliding
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}
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void initialize(GameState* gs, void* entity_arena, size_t entity_arena_size)
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{
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*gs = (GameState){ 0 };
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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;
|
|
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 {
|
|
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);
|
|
}
|
|
|
|
//#define WRITE_VARNAMES // debugging feature horrible for network
|
|
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;
|
|
} SerState;
|
|
void ser_var(SerState* ser, char* var_pointer, size_t var_size, const char* name, const char* file, int line)
|
|
{
|
|
#ifdef WRITE_VARNAMES
|
|
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);
|
|
#endif
|
|
if (ser->serializing)
|
|
{
|
|
|
|
#ifdef WRITE_VARNAMES
|
|
memcpy(ser->bytes + ser->cursor, var_name, var_name_len);
|
|
ser->cursor += var_name_len;
|
|
#endif
|
|
for (int b = 0; b < var_size; b++)
|
|
{
|
|
ser->bytes[ser->cursor] = var_pointer[b];
|
|
ser->cursor += 1;
|
|
assert(ser->cursor < ser->max_size);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
#ifdef 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;
|
|
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++;
|
|
if (strcmp(read, var) != 0)
|
|
{
|
|
printf("%s:%d | Expected variable %s but got %sn\n", file, line, var_name, read_name);
|
|
*(char*)NULL = 0;
|
|
}
|
|
}
|
|
#endif
|
|
for (int b = 0; b < var_size; b++)
|
|
{
|
|
var_pointer[b] = ser->bytes[ser->cursor];
|
|
ser->cursor += 1;
|
|
assert(ser->cursor < ser->max_size);
|
|
}
|
|
}
|
|
|
|
}
|
|
#define SER_VAR_NAME(var_pointer, name) ser_var(ser, (char*)var_pointer, sizeof(*var_pointer), name, __FILE__, __LINE__)
|
|
#define SER_VAR(var_pointer) SER_VAR_NAME(var_pointer, #var_pointer)
|
|
|
|
// @Robust probably get rid of this as separate function, just use SER_VAR
|
|
void ser_V2(SerState* ser, V2* var)
|
|
{
|
|
SER_VAR(&var->x);
|
|
SER_VAR(&var->y);
|
|
}
|
|
|
|
void ser_bodydata(SerState* ser, struct BodyData* data)
|
|
{
|
|
ser_V2(ser, &data->pos);
|
|
ser_V2(ser, &data->vel);
|
|
SER_VAR(&data->rotation);
|
|
SER_VAR(&data->angular_velocity);
|
|
}
|
|
|
|
void ser_entityid(SerState* ser, EntityID* id)
|
|
{
|
|
SER_VAR(&id->generation);
|
|
SER_VAR(&id->index);
|
|
}
|
|
|
|
void ser_inputframe(SerState* ser, InputFrame* i)
|
|
{
|
|
SER_VAR(&i->tick);
|
|
SER_VAR(&i->movement);
|
|
|
|
SER_VAR(&i->seat_action);
|
|
ser_entityid(ser, &i->seat_to_inhabit);
|
|
SER_VAR(&i->hand_pos);
|
|
ser_entityid(ser, &i->grid_hand_pos_local_to);
|
|
|
|
SER_VAR(&i->dobuild);
|
|
SER_VAR(&i->build_type);
|
|
SER_VAR(&i->build_rotation);
|
|
}
|
|
|
|
void ser_player(SerState* ser, Player* p)
|
|
{
|
|
SER_VAR(&p->connected);
|
|
if (p->connected)
|
|
{
|
|
SER_VAR(&p->unlocked_bombs);
|
|
ser_entityid(ser, &p->entity);
|
|
ser_inputframe(ser, &p->input);
|
|
}
|
|
}
|
|
|
|
void ser_entity(SerState* ser, GameState* gs, Entity* e)
|
|
{
|
|
SER_VAR(&e->generation);
|
|
SER_VAR(&e->damage);
|
|
|
|
bool has_body = ser->serializing && e->body != NULL;
|
|
SER_VAR(&has_body);
|
|
|
|
if (has_body)
|
|
{
|
|
struct BodyData body_data;
|
|
if (ser->serializing)
|
|
populate(e->body, &body_data);
|
|
ser_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_V2(ser, &e->shape_size);
|
|
ser_entityid(ser, &e->shape_parent_entity);
|
|
Entity* parent = get_entity(gs, e->shape_parent_entity);
|
|
assert(parent != NULL);
|
|
|
|
V2 shape_pos;
|
|
if (ser->serializing)
|
|
shape_pos = entity_shape_pos(e);
|
|
SER_VAR(&shape_pos);
|
|
|
|
float shape_mass;
|
|
if (ser->serializing)
|
|
shape_mass = entity_shape_mass(e);
|
|
SER_VAR(&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_entityid(ser, &e->currently_inside_of_box);
|
|
SER_VAR(&e->goldness);
|
|
}
|
|
|
|
SER_VAR(&e->is_explosion);
|
|
if (e->is_explosion)
|
|
{
|
|
ser_V2(ser, &e->explosion_pos);
|
|
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_entityid(ser, &e->boxes);
|
|
}
|
|
|
|
SER_VAR(&e->is_box);
|
|
if (e->is_box)
|
|
{
|
|
SER_VAR(&e->box_type);
|
|
SER_VAR(&e->is_explosion_unlock);
|
|
ser_entityid(ser, &e->next_box);
|
|
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_entityid(ser, &e->player_who_is_inside_of_me);
|
|
}
|
|
}
|
|
|
|
void ser_server_to_client(SerState* ser, ServerToClient* s)
|
|
{
|
|
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);
|
|
|
|
if (!ser->serializing)
|
|
{
|
|
destroy(gs);
|
|
memset((void*)gs->entities, 0, sizeof(*gs->entities) * gs->max_entities);
|
|
initialize(gs, gs->entities, gs->max_entities * sizeof(*gs->entities));
|
|
gs->cur_next_entity = cur_next_entity;
|
|
}
|
|
|
|
SER_VAR(&s->your_player);
|
|
SER_VAR(&gs->time);
|
|
|
|
ser_V2(ser, &gs->goldpos);
|
|
|
|
for (size_t i = 0; i < MAX_PLAYERS; i++)
|
|
{
|
|
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];
|
|
if (e->exists && !e->is_box) // boxes are serialized after their parent entities, their grid.
|
|
{
|
|
SER_VAR(&entities_done);
|
|
SER_VAR(&i);
|
|
ser_entity(ser, gs, e);
|
|
if (e->is_grid)
|
|
{
|
|
// 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)
|
|
{
|
|
EntityID cur_id = get_id(gs, cur);
|
|
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_entity(ser, gs, cur);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
entities_done = true;
|
|
SER_VAR(&entities_done);
|
|
}
|
|
else
|
|
{
|
|
while (true)
|
|
{
|
|
bool entities_done = false;
|
|
SER_VAR(&entities_done);
|
|
if (entities_done)
|
|
break;
|
|
size_t next_index;
|
|
SER_VAR_NAME(&next_index, "&i");
|
|
assert(next_index < gs->max_entities);
|
|
Entity* e = &gs->entities[next_index];
|
|
e->exists = true;
|
|
ser_entity(ser, gs, e);
|
|
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;
|
|
}
|
|
for (size_t i = 0; i < gs->cur_next_entity; i++)
|
|
{
|
|
Entity* e = &gs->entities[i];
|
|
if (!e->exists)
|
|
{
|
|
e->next_free_entity = gs->free_list;
|
|
gs->free_list = get_id(gs, e);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void into_bytes(struct ServerToClient* msg, char* bytes, size_t* out_len, size_t max_len)
|
|
{
|
|
assert(msg->cur_gs != NULL);
|
|
assert(msg != NULL);
|
|
|
|
SerState ser = (SerState){
|
|
.bytes = bytes,
|
|
.serializing = true,
|
|
.cursor = 0,
|
|
.max_size = max_len,
|
|
};
|
|
|
|
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..
|
|
}
|
|
|
|
void from_bytes(struct ServerToClient* msg, char* bytes, size_t max_len)
|
|
{
|
|
assert(msg->cur_gs != NULL);
|
|
assert(msg != NULL);
|
|
|
|
SerState ser = (SerState){
|
|
.bytes = bytes,
|
|
.serializing = false,
|
|
.cursor = 0,
|
|
.max_size = max_len,
|
|
};
|
|
|
|
ser_server_to_client(&ser, msg);
|
|
}
|
|
|
|
// 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));
|
|
}
|
|
|
|
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; }
|
|
#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, (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;
|
|
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 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_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* the_seat = get_entity(gs, p->currently_inside_of_box);
|
|
if (the_seat == 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
|
|
{
|
|
p->currently_inside_of_box = get_id(gs, potential_seat);
|
|
potential_seat->player_who_is_inside_of_me = get_id(gs, p);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Log("No seat to get into for a player at point %f %f\n", world_hand_pos.x, world_hand_pos.y);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
V2 pilot_seat_exit_spot = V2add(entity_pos(the_seat), V2scale(box_facing_vector(the_seat), BOX_SIZE));
|
|
cpBodySetPosition(p->body, v2_to_cp(pilot_seat_exit_spot));
|
|
cpBodySetVelocity(p->body, v2_to_cp(player_vel(gs, p)));
|
|
the_seat->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)));
|
|
|
|
// 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))
|
|
{
|
|
entity_destroy(gs, e);
|
|
continue;
|
|
}
|
|
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);
|
|
} |