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521 lines
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C

#pragma once
#define MAX_PLAYERS 8
#define MAX_ENTITIES 1024*2
#define BOX_SIZE 0.25f
#define PLAYER_SIZE ((V2){.x = BOX_SIZE, .y = BOX_SIZE})
#define PLAYER_MASS 0.5f
#define PLAYER_JETPACK_FORCE 2.0f
// #define PLAYER_JETPACK_FORCE 20.0f
#define PLAYER_JETPACK_SPICE_PER_SECOND 0.3f
#define MAX_HAND_REACH 1.0f
#define GOLD_COLLECT_RADIUS 0.3f
#define BUILD_BOX_SNAP_DIST_TO_SHIP 0.2f
#define BOX_MASS 1.0f
#define COLLISION_DAMAGE_SCALING 0.15f
#define THRUSTER_FORCE 4.0f
#define THRUSTER_ENERGY_USED_PER_SECOND 0.05f
#define VISION_RADIUS 16.0f
#define MAX_BYTES_SIZE 1024 * 12 // maximum size of serialized gamestate buffer
#define SUN_RADIUS 10.0f
#define INSTANT_DEATH_DISTANCE_FROM_SUN 300.0f
#define SUN_POS ((V2){50.0f,0.0f})
#define SUN_GRAVITY_STRENGTH (5.0e3f)
#define SOLAR_ENERGY_PER_SECOND 0.02f
#define DAMAGE_TO_PLAYER_PER_BLOCK 0.1f
#define BATTERY_CAPACITY DAMAGE_TO_PLAYER_PER_BLOCK
#define PLAYER_ENERGY_RECHARGE_PER_SECOND 0.1f
#define EXPLOSION_TIME 0.5f
#define EXPLOSION_PUSH_STRENGTH 5.0f
#define EXPLOSION_DAMAGE_PER_SEC 10.0f
#define EXPLOSION_RADIUS 1.0f
#define EXPLOSION_DAMAGE_THRESHOLD 0.2f // how much damage until it explodes
#define GOLD_UNLOCK_RADIUS 1.0f
#define TIMESTEP (1.0f / 60.0f) // not required to simulate at this, but this defines what tick the game is on
#define TIME_BETWEEN_INPUT_PACKETS (1.0f / 20.0f)
#define SERVER_PORT 2551
#define INPUT_BUFFER 6
// must make this header and set the target address, just #define SERVER_ADDRESS "127.0.0.1"
#include "ipsettings.h" // don't leak IP!
// @Robust remove this include somehow, needed for sqrt and cos
#include <math.h>
#include <stdint.h> // tick is unsigned integer
#include <stdio.h> // logging on errors for functions
// including headers from headers bad
#ifndef SOKOL_GP_INCLUDED
void sgp_set_color(float, float, float, float);
// @Robust use double precision for all vectors, when passed back to sokol
// somehow automatically or easily cast to floats
typedef struct sgp_vec2
{
float x, y;
} sgp_vec2;
typedef sgp_vec2 sgp_point;
#endif
#ifndef CHIPMUNK_H
typedef void cpSpace;
typedef void cpBody;
typedef void cpShape;
#endif
#include <stdbool.h>
#ifndef _STDBOOL
#define bool _Bool
#define false 0
#define true 1
#endif
typedef sgp_vec2 V2;
typedef sgp_point P2;
#define Log(...) \
fprintf(stdout, "%s:%d | ", __FILE__, __LINE__); \
fprintf(stdout, __VA_ARGS__)
enum BoxType
{
BoxHullpiece,
BoxThruster,
BoxBattery,
BoxCockpit,
BoxMedbay,
BoxSolarPanel,
BoxExplosive,
BoxLast,
};
enum CompassRotation
{
Right,
Down,
Left,
Up,
RotationLast,
};
// when generation is 0, invalid ID
typedef struct EntityID
{
unsigned int generation; // if 0 then EntityID points to nothing, generation >= 1
unsigned int index; // index into the entity arena
} EntityID;
static bool entityids_same(EntityID a, EntityID b)
{
return (a.generation == b.generation) && (a.index == b.index);
}
// when updated, must update serialization, AND comparison
// function in main.c
typedef struct InputFrame
{
uint64_t tick;
size_t id; // each input has unique, incrementing, I.D, so server doesn't double process inputs. Inputs to server should be ordered from 0-max like biggest id-smallest. This is done so if packet loss server still processes input
V2 movement;
bool seat_action;
EntityID seat_to_inhabit;
V2 hand_pos; // local to player transationally but not rotationally unless field below is not null, then it's local to that grid
// @BeforeShip bounds check on the hand_pos so that players can't reach across the entire map
EntityID grid_hand_pos_local_to; // when not null, hand_pos is local to this grid. this prevents bug where at high speeds the built block is in the wrong place on the selected grid
bool dobuild;
enum BoxType build_type;
enum CompassRotation build_rotation;
} InputFrame;
typedef struct Entity
{
bool exists;
EntityID next_free_entity;
unsigned int generation;
float damage; // used by box and player
cpBody* body; // used by grid, player, and box
cpShape* shape; // must be a box so shape_size can be set appropriately, and serialized
// for serializing the shape
// @Robust remove shape_parent_entity from this struct, use the shape's body to figure out
// what the shape's parent entity is
EntityID shape_parent_entity; // can't be zero if shape is nonzero
V2 shape_size;
// player
bool is_player;
EntityID currently_inside_of_box;
float goldness; // how much the player is a winner
// explosion
bool is_explosion;
V2 explosion_pos;
V2 explosion_vel;
float explosion_progresss; // in seconds
// grids
bool is_grid;
float total_energy_capacity;
EntityID boxes;
// boxes
bool is_box;
enum BoxType box_type;
bool is_explosion_unlock;
EntityID next_box;
EntityID prev_box; // doubly linked so can remove in middle of chain
enum CompassRotation compass_rotation;
bool indestructible;
float wanted_thrust; // the thrust command applied to the thruster
float thrust; // the actual thrust it can provide based on energy sources in the grid
float energy_used; // battery
float sun_amount; // solar panel, between 0 and 1
EntityID player_who_is_inside_of_me;
} Entity;
typedef struct Player
{
bool connected;
bool unlocked_bombs;
EntityID entity;
InputFrame input;
} Player;
// gotta update the serialization functions when this changes
typedef struct GameState
{
cpSpace* space;
double time;
V2 goldpos;
Player players[MAX_PLAYERS];
EntityID cur_spacestation;
// Entity arena
// ent:ity pointers can't move around because of how the physics engine handles user data.
// if you really need this, potentially refactor to store entity IDs instead of pointers
// in the shapes and bodies of chipmunk. Would require editing the library I think
Entity* entities;
unsigned int max_entities; // maximum number of entities possible in the entities list
unsigned int cur_next_entity; // next entity to pass on request of a new entity if the free list is empty
EntityID free_list;
} GameState;
#define PLAYERS_ITER(players, cur) for(Player * cur = players; cur < players+MAX_PLAYERS; cur++) if(cur->connected)
#define PI 3.14159f
// returns in radians
static float rotangle(enum CompassRotation rot)
{
switch (rot)
{
case Right:
return 0.0f;
break;
case Down:
return -PI / 2.0f;
break;
case Left:
return -PI;
break;
case Up:
return -3.0f * PI / 2.0f;
break;
default:
Log("Unknown rotation %d\n", rot);
return -0.0f;
break;
}
}
typedef struct ServerToClient
{
struct GameState* cur_gs;
int your_player;
} ServerToClient;
struct ClientToServer
{
InputFrame inputs[INPUT_BUFFER];
};
// server
void server(void* data); // data parameter required from thread api...
// gamestate
EntityID create_spacestation(GameState* gs);
void initialize(struct GameState* gs, void* entity_arena, size_t entity_arena_size);
void destroy(struct GameState* gs);
void process(struct GameState* gs, float dt); // does in place
Entity* closest_to_point_in_radius(struct GameState* gs, V2 point, float radius);
uint64_t tick(struct GameState* gs);
void into_bytes(struct ServerToClient* gs, char* out_bytes, size_t* out_len, size_t max_len);
void from_bytes(struct ServerToClient* gs, char* bytes, size_t max_len);
// entities
Entity* get_entity(struct GameState* gs, EntityID id);
Entity* new_entity(struct GameState* gs);
EntityID get_id(struct GameState* gs, Entity* e);
V2 entity_pos(Entity* e);
void entity_set_rotation(Entity* e, float rot);
void entity_set_pos(Entity* e, V2 pos);
float entity_rotation(Entity* e);
void entity_ensure_in_orbit(Entity* e);
void entity_destroy(GameState* gs, Entity* e);
#define BOX_CHAIN_ITER(gs, cur, starting_box) for (Entity *cur = get_entity(gs, starting_box); cur != NULL; cur = get_entity(gs, cur->next_box))
#define BOXES_ITER(gs, cur, grid_entity_ptr) BOX_CHAIN_ITER(gs, cur, (grid_entity_ptr)->boxes)
// player
void player_destroy(struct Player* p);
void player_new(struct Player* p);
// grid
void grid_create(struct GameState* gs, Entity* e);
void box_create(struct GameState* gs, Entity* new_box, Entity* grid, V2 pos);
V2 grid_com(Entity* grid);
V2 grid_vel(Entity* grid);
V2 grid_local_to_world(Entity* grid, V2 local);
V2 grid_world_to_local(Entity* grid, V2 world);
V2 grid_snapped_box_pos(Entity* grid, V2 world); // returns the snapped pos in world coords
float entity_angular_velocity(Entity* grid);
V2 entity_shape_pos(Entity* box);
float box_rotation(Entity* box);
// thruster
V2 box_facing_vector(Entity* box);
V2 thruster_force(Entity* box);
// debug draw
void dbg_drawall();
void dbg_line(V2 from, V2 to);
void dbg_rect(V2 center);
// helper
#define SKIPNULL(thing) \
if (thing == NULL) \
continue
// all the math is static so that it can be defined in each compilation unit its included in
typedef struct AABB
{
float x, y, width, height;
} AABB;
static bool has_point(AABB aabb, V2 point)
{
return point.x > aabb.x && point.x < aabb.x + aabb.width && point.y > aabb.y && point.y < aabb.y + aabb.height;
}
static V2 V2add(V2 a, V2 b)
{
return (V2) {
.x = a.x + b.x,
.y = a.y + b.y,
};
}
static V2 V2scale(V2 a, float f)
{
return (V2) {
.x = a.x * f,
.y = a.y * f,
};
}
static float V2length(V2 v)
{
return sqrtf(v.x * v.x + v.y * v.y);
}
static V2 V2normalize(V2 v)
{
return V2scale(v, 1.0f / V2length(v));
}
static float V2dot(V2 a, V2 b)
{
return a.x * b.x + a.y * b.y;
}
static float V2projectvalue(V2 vec, V2 onto)
{
float length_onto = V2length(onto);
return V2dot(vec, onto) / (length_onto * length_onto);
}
static V2 V2project(V2 vec, V2 onto)
{
return V2scale(onto, V2projectvalue(vec, onto));
}
static V2 V2rotate(V2 vec, float theta)
{
return (V2) {
.x = vec.x * cosf(theta) - vec.y * sinf(theta),
.y = vec.x * sinf(theta) + vec.y * cosf(theta),
};
}
// also known as atan2
static float V2angle(V2 vec)
{
return atan2f(vec.y, vec.x);
}
static V2 V2sub(V2 a, V2 b)
{
return (V2) {
.x = a.x - b.x,
.y = a.y - b.y,
};
}
static bool V2equal(V2 a, V2 b, float eps)
{
return V2length(V2sub(a, b)) < eps;
}
static inline float clamp01(float f)
{
return fmaxf(0.0f, fminf(f, 1.0f));
}
static inline float clamp(float f, float minimum, float maximum)
{
if (f < minimum)
return minimum;
if (f > maximum)
return maximum;
return f;
}
static float fract(float f)
{
return f - floorf(f);
}
static float lerp(float a, float b, float f)
{
return a * (1.0f - f) + (b * f);
}
static V2 V2floor(V2 p)
{
return (V2) { floorf(p.x), floorf(p.y) };
}
static V2 V2fract(V2 p)
{
return (V2) { fract(p.x), fract(p.y) };
}
/*
float noise(V2 p)
{
V2 id = V2floor(p);
V2 f = V2fract(p);
V2 u = V2dot(f, f) * (3.0f - 2.0f * f);
return mix(mix(random(id + V2(0.0, 0.0)),
random(id + V2(1.0, 0.0)), u.x),
mix(random(id + V2(0.0, 1.0)),
random(id + V2(1.0, 1.0)), u.x),
u.y);
}
float fbm(V2 p)
{
float f = 0.0;
float gat = 0.0;
for (float octave = 0.; octave < 5.; ++octave)
{
float la = pow(2.0, octave);
float ga = pow(0.5, octave + 1.);
f += ga * noise(la * p);
gat += ga;
}
f = f / gat;
return f;
}
*/
static V2 V2lerp(V2 a, V2 b, float factor)
{
V2 to_return = { 0 };
to_return.x = lerp(a.x, b.x, factor);
to_return.y = lerp(a.y, b.y, factor);
return to_return;
}
// for random generation
static float hash11(float p)
{
p = fract(p * .1031f);
p *= p + 33.33f;
p *= p + p;
return fract(p);
}
typedef struct Color
{
float r, g, b, a;
} Color;
static Color colhex(int r, int g, int b)
{
return (Color) {
.r = (float)r / 255.0f,
.g = (float)g / 255.0f,
.b = (float)b / 255.0f,
.a = 1.0f,
};
}
static Color colhexcode(int hexcode)
{
// 0x020509;
int r = (hexcode >> 16) & 0xFF;
int g = (hexcode >> 8) & 0xFF;
int b = (hexcode >> 0) & 0xFF;
return colhex(r, g, b);
}
static Color Collerp(Color a, Color b, float factor)
{
Color to_return = { 0 };
to_return.r = lerp(a.r, b.r, factor);
to_return.g = lerp(a.g, b.g, factor);
to_return.b = lerp(a.b, b.b, factor);
to_return.a = lerp(a.a, b.a, factor);
return to_return;
}
static void set_color(Color c)
{
sgp_set_color(c.r, c.g, c.b, c.a);
}
#define WHITE \
(Color) { .r = 1.0f, .g = 1.0f, .b = 1.0f, .a = 1.0f }
#define RED \
(Color) { .r = 1.0f, .g = 0.0f, .b = 0.0f, .a = 1.0f }
#define GOLD colhex(255, 215, 0)