move game to c++
This commit is contained in:
parent
bf00db6c68
commit
1d0dd12b2e
@ -364,7 +364,7 @@ void Client::initialize(Arguments &arg) {
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exit(EXIT_FAILURE);
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}
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game_setup_explosion_callback(&game, explosion_callback, 0);
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game.setup_explosion_callback(explosion_callback, 0);
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setup_opengl();
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setup_explosion();
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quadratic = gluNewQuadric();
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@ -372,8 +372,8 @@ void Client::initialize(Arguments &arg) {
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gluQuadricTexture(quadratic, GL_TRUE);
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if (isMaster()) {
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team_t *team = game_team(&game, 0);
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game.local_player = game_spawn_player(&game, team);
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team_t *team = game.getTeam(0);
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game.local_player = game.spawn_player(team);
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}
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size_t i;
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@ -11,7 +11,6 @@
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#include "Application.h"
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#include "Schedule.h"
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#include "oglfont.h"
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#include "game.h"
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class Client: public Application {
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public:
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@ -42,8 +42,8 @@ void Application::initialize(Arguments &arg) {
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time = PerformanceTimer::get();
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// setup game
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game_setup(&game);
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game_reset(&game);
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game.setup();
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game.reset();
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// setup schedules
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gameUpdateSchudule.setExact(true);
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@ -77,7 +77,7 @@ void Application::update() {
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// network stuff
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network.service(master ? 1 : 0);
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game_update(&game, dt);
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game.update(dt);
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if (master && gameUpdateSchudule.next(time)) {
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network.sendGameUpdates();
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}
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@ -87,5 +87,5 @@ void Application::setMaster(bool master) {
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std::cout << "[Application] setMaster = " << master << std::endl;
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this->master = master;
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game_set_master(&game, master ? 1 : 0);
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game.set_master(master ? 1 : 0);
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}
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@ -8,7 +8,7 @@
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#ifndef APPLICATION_H_
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#define APPLICATION_H_
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#include "game.h"
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#include "Game.h"
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#include "Schedule.h"
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#include "Arguments.h"
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@ -31,7 +31,7 @@ public:
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}
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void setMaster(bool master);
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inline game_t *getGame() {
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inline Game *getGame() {
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return &game;
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}
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@ -42,7 +42,7 @@ private:
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bool master;
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protected:
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game_t game;
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Game game;
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Network network;
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double dt;
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double time;
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@ -3,7 +3,7 @@ include_directories (${GREMLIN_SOURCE_DIR}/src)
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add_library( common
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Application
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game
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Game
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Time
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Network
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)
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386
src/common/Game.cpp
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386
src/common/Game.cpp
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@ -0,0 +1,386 @@
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#include "Game.h"
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#include <stdlib.h>
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#include <math.h>
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#include <stdlib.h>
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double rand2() {
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float u = (float) rand() / (float) RAND_MAX;
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return 2.0 * (u - 0.5);
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}
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void reset_team(team_t *team) {
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team->points = 0;
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}
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void reset_player(player_t *player) {
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if (player->team) {
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player->x = player->team->x + 100;
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player->y = player->team->y;
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player->z = player->team->z;
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} else {
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player->x = 0;
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player->y = 0;
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player->z = 0;
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}
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player->vx = 0.;
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player->vy = 0.;
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player->vz = 0.;
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}
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void reset_point(point_t *point) {
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point->status = 1;
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point->x = 1000 + 500.0 * rand2();
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point->y = 500.0 * rand2();
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point->z = 500.0 * rand2();
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}
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void setup_team(team_t *team, uint8_t id) {
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team->id = id;
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team->color[0] = .5f + .5f * (id & (1 << 0));
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team->color[1] = .5f + .5f * (id & (1 << 1));
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team->color[2] = .5f + .5f * (id & (1 << 2));
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team->color[3] = 1.0f;
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team->x = 2000.0 * (id & (1 << 0));
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team->y = 2000.0 * (id & (1 << 1));
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team->z = 2000.0 * (id & (1 << 2));
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team->points = 0;
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team->wins = 0;
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}
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void setup_player(player_t *player) {
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player->id = 0;
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player->status = 0;
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player->team = NULL;
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player->x = 0.0;
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player->y = 0.0;
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player->z = 0.0;
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player->vx = 0.0;
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player->vy = 0.0;
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player->vz = 0.0;
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}
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void setup_point(point_t *point) {
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point->status = 0;
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point->x = 0.0;
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point->y = 0.0;
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point->z = 0.0;
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}
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void setup_bomb(bomb_t *bomb) {
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bomb->status = 0;
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bomb->x = 0.0;
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bomb->y = 0.0;
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bomb->z = 0.0;
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}
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void Game::setup() {
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size_t i;
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for (i = 0; i < GAME_TEAM_COUNT; i++)
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setup_team(&team[i], i);
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for (i = 0; i < GAME_BOMB_COUNT; i++)
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setup_bomb(&bomb[i]);
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for (i = 0; i < GAME_PLAYER_COUNT; i++)
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setup_player(&player[i]);
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for (i = 0; i < GAME_POINT_COUNT; i++)
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setup_point(&point[i]);
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max_player_id = 0;
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master = 0;
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updateTime = 0.0;
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explosion_callback = 0;
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local_player = 0;
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}
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void Game::reset() {
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size_t i;
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for (i = 0; i < GAME_TEAM_COUNT; i++)
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reset_team(&team[i]);
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for (i = 0; i < GAME_BOMB_COUNT; i++)
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setup_bomb(&bomb[i]);
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for (i = 0; i < GAME_PLAYER_COUNT; i++)
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reset_player(&player[i]);
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for (i = 0; i < GAME_POINT_COUNT; i++)
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reset_point(&point[i]);
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}
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player_t *Game::getFreePlayer() {
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size_t i;
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for (i = 0; i < GAME_PLAYER_COUNT; i++) {
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if (player[i].status == 0)
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return &player[i];
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}
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return NULL;
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}
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player_t *Game::spawn_player(team_t *team) {
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player_t *player = getFreePlayer();
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player->team = team;
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player->status = 1;
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player->id = max_player_id++;
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reset_player(player);
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return player;
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}
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player_t *Game::spawn_player_id(team_t *team, uint16_t id) {
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player_t *player = getFreePlayer();
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player->team = team;
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player->id = id;
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if (max_player_id < id)
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max_player_id = id;
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player->status = 1;
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player->x = team->x + 100;
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player->y = team->y;
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player->z = team->z;
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player->vx = 0.;
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player->vy = 0.;
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player->vz = 0.;
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return player;
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}
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void Game::update_players(double dt) {
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size_t i;
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for (i = 0; i < GAME_PLAYER_COUNT; i++) {
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player_t *p = &player[i];
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if (p->status == 0)
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return;
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if (p->vx > 1000.0)
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p->vx = 1000.0;
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if (p->vy > 1000.0)
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p->vy = 1000.0;
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if (p->vz > 1000.0)
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p->vz = 1000.0;
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p->x += p->vx * dt;
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p->y += p->vy * dt;
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p->z += p->vz * dt;
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double distance2 = pow(p->x - p->team->x, 2)
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+ pow(p->y - p->team->y, 2) + pow(p->z - p->team->z, 2);
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if (distance2 < 10000) {
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p->team->points += p->points;
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p->points = 0;
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}
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if (p->x < (-1000 + 10)) {
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p->x = (-1000 + 10);
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p->vx *= -1;
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} else if (p->x > (5000 - 10)) {
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p->x = (5000 - 10);
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p->vx *= -1;
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}
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if (p->y < (-3000 + 10)) {
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p->y = (-3000 + 10);
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p->vy *= -1;
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} else if (p->y > (3000 - 10)) {
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p->y = (3000 - 10);
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p->vy *= -1;
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}
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if (p->z < (-3000 + 10)) {
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p->z = (-3000 + 10);
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p->vz *= -1;
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} else if (p->z > (3000 - 10)) {
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p->z = (3000 - 10);
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p->vz *= -1;
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}
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}
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}
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void Game::explode_bomb(bomb_t *bomb) {
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size_t i, j;
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for (i = 0; i < GAME_PLAYER_COUNT; i++) {
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player_t *p = &player[i];
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if (p->status == 0)
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continue;
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double distance2 = pow(p->x - bomb->x, 2) + pow(p->y - bomb->y, 2)
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+ pow(p->z - bomb->z, 2);
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if (distance2 < pow(150., 2.)) {
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if (explosion_callback)
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explosion_callback(p->x, p->y, p->z, explosion_callback_data);
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p->x = p->team->x + 100;
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p->y = p->team->y;
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p->z = p->team->z;
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p->vx = 0.;
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p->vy = 0.;
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p->vz = 0.;
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for (j = 0; j < p->points; j++) {
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point_t *point = spawn_point();
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point->x = p->x + 20.0 * rand2();
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point->y = p->x + 20.0 * rand2();
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point->z = p->x + 20.0 * rand2();
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}
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p->points = 0;
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}
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}
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}
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void Game::update_bombs(double dt) {
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size_t i;
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for (i = 0; i < GAME_BOMB_COUNT; i++) {
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bomb_t *b = &bomb[i];
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if (b->status == 0)
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continue;
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b->x += b->vx * dt;
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b->y += b->vy * dt;
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b->z += b->vz * dt;
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b->ttl -= dt;
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if (b->x < (-1000 + 10)) {
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b->x = (-1000 + 10);
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b->ttl = -0.1;
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} else if (b->x > (5000 - 10)) {
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b->x = (5000 - 10);
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b->ttl = -0.1;
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} else if (b->y < (-3000 + 10)) {
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b->y = (-3000 + 10);
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b->ttl = -0.1;
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} else if (b->y > (3000 - 10)) {
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b->y = (3000 - 10);
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b->ttl = -0.1;
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} else if (b->z < (-3000 + 10)) {
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b->z = (-3000 + 10);
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b->ttl = -0.1;
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} else if (b->z > (3000 - 10)) {
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b->z = (3000 - 10);
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b->ttl = -0.1;
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}
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if (b->ttl < 0) {
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if (b->status == 1) {
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if (explosion_callback)
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explosion_callback(b->x, b->y, b->z,
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explosion_callback_data);
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b->status = 2;
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} else if (b->ttl < -0.2) {
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if (master) {
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explode_bomb(b);
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}
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b->status = 0;
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}
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}
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}
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}
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void Game::update_point(point_t *point) {
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size_t i;
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for (i = 0; i < GAME_PLAYER_COUNT; i++) {
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player_t *P = &player[i];
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if (P->status == 0)
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continue;
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double distance2 = pow(P->x - point->x, 2) + pow(P->y - point->y, 2)
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+ pow(P->z - point->z, 2);
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if (distance2 > 1000.0)
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continue;
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point->status = 0;
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P->points += 1;
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}
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}
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void Game::update_points(double dt) {
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size_t i;
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for (i = 0; i < GAME_POINT_COUNT; i++) {
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point_t *p = &point[i];
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if (p->status == 0)
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continue;
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update_point(p);
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}
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}
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void Game::update(double dt) {
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const double delta = 1. / 120.;
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updateTime += dt;
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while (updateTime > delta) {
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Game::update_players(delta);
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Game::update_bombs(delta);
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Game::update_points(delta);
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updateTime -= delta;
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}
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}
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size_t Game::active_team_players(team_t *team) {
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size_t i, count = 0;
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for (i = 0; i < GAME_PLAYER_COUNT; i++) {
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if (player[i].status == 0)
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continue;
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if (player[i].team == team)
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count++;
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}
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return count;
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}
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team_t *Game::team_with_least_players() {
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size_t i, count = -1;
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team_t *t = NULL;
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for (i = 0; i < GAME_TEAM_COUNT; i++) {
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size_t players = active_team_players(&team[i]);
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if (players < count) {
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count = players;
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t = &team[i];
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}
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}
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return t;
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}
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team_t *Game::getTeam(uint16_t id) {
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size_t i;
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for (i = 0; i < GAME_TEAM_COUNT; i++) {
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if (team[i].id == id) {
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return &team[i];
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}
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}
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return NULL;
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}
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player_t *Game::getPlayer(uint16_t id) {
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size_t i;
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for (i = 0; i < GAME_PLAYER_COUNT; i++) {
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if (player[i].id == id) {
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return &player[i];
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}
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}
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return NULL;
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}
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bomb_t *Game::spawn_bomb() {
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size_t i;
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for (i = 0; i < GAME_BOMB_COUNT; i++) {
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if (bomb[i].status == 0) {
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bomb[i].status = 1;
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return &bomb[i];
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}
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}
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return NULL;
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}
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point_t *Game::spawn_point() {
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size_t i;
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for (i = 0; i < GAME_POINT_COUNT; i++) {
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if (point[i].status == 0) {
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point[i].status = 1;
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return &point[i];
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}
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}
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return NULL;
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}
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void Game::setup_explosion_callback(void(*explosion_callback)(double x,
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double y, double z, void *data), void *data) {
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this->explosion_callback = explosion_callback;
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explosion_callback_data = data;
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}
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void Game::set_master(int master) {
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this->master = master;
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}
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81
src/common/Game.h
Normal file
81
src/common/Game.h
Normal file
@ -0,0 +1,81 @@
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#ifndef GREMLIN_GAME_H
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#define GREMLIN_GAME_H
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#include "common.h"
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typedef struct team_t team_t;
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typedef struct player_t player_t;
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class Game;
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#define GAME_TEAM_COUNT 2
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#define GAME_PLAYER_COUNT 64
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#define GAME_BOMB_COUNT (GAME_PLAYER_COUNT * 5)
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#define GAME_POINT_COUNT 50
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struct player_t {
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uint16_t id;
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uint16_t status;
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double x, y, z;
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double rx, ry, rz, rw;
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double vx, vy, vz;
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team_t *team;
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uint16_t points;
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};
|
||||
|
||||
struct bomb_t {
|
||||
uint8_t status;
|
||||
double x, y, z;
|
||||
double vx, vy, vz;
|
||||
double ttl;
|
||||
};
|
||||
|
||||
struct point_t {
|
||||
uint8_t status;
|
||||
double x, y, z;
|
||||
};
|
||||
|
||||
struct team_t {
|
||||
uint16_t id;
|
||||
double x, y, z;
|
||||
float color[4];
|
||||
uint16_t points;
|
||||
uint16_t wins;
|
||||
};
|
||||
|
||||
class Game {
|
||||
public:
|
||||
team_t team[GAME_TEAM_COUNT];
|
||||
player_t player[GAME_PLAYER_COUNT];
|
||||
bomb_t bomb[GAME_BOMB_COUNT];
|
||||
point_t point[GAME_POINT_COUNT];
|
||||
int16_t max_player_id;
|
||||
int master;
|
||||
double updateTime;
|
||||
player_t *local_player;
|
||||
void(*explosion_callback)(double x, double y, double z, void *data);
|
||||
void *explosion_callback_data;
|
||||
|
||||
void setup();
|
||||
void reset();
|
||||
team_t *team_with_least_players();
|
||||
player_t *spawn_player(team_t *team);
|
||||
player_t *spawn_player_id(team_t *team, uint16_t id);
|
||||
team_t *getTeam(uint16_t id);
|
||||
player_t *getPlayer(uint16_t id);
|
||||
bomb_t *getBomb(uint16_t index);
|
||||
void update_players(double dt);
|
||||
bomb_t *spawn_bomb();
|
||||
point_t *spawn_point();
|
||||
void update_bombs(double dt);
|
||||
void update_points(double dt);
|
||||
void update(double dt);
|
||||
void setup_explosion_callback(void(*explosion_callback)(double x, double y,
|
||||
double z, void *data), void *data);
|
||||
void set_master(int master);
|
||||
player_t *getFreePlayer();
|
||||
void explode_bomb(bomb_t *bomb);
|
||||
void update_point(point_t *point);
|
||||
size_t active_team_players(team_t *team);
|
||||
};
|
||||
|
||||
#endif
|
@ -10,7 +10,7 @@
|
||||
#include <iostream>
|
||||
#include <cmath>
|
||||
|
||||
Network::Network(game_t *game) :
|
||||
Network::Network(Game *game) :
|
||||
game(game), client_peer(0) {
|
||||
}
|
||||
|
||||
@ -108,25 +108,25 @@ void Network::dispatch(enet_uint8 *data, size_t length) {
|
||||
switch (msg->msg_id) {
|
||||
case MESSAGE_PLAYER_SPAWN: {
|
||||
player_spawn_message_t *sm = (player_spawn_message_t *) data;
|
||||
team_t *team = game_team(game, sm->team_id);
|
||||
player_t *player = game_spawn_player_id(game, team, sm->player_id);
|
||||
team_t *team = game->getTeam(sm->team_id);
|
||||
player_t *player = game->spawn_player_id(team, sm->player_id);
|
||||
break;
|
||||
}
|
||||
case MESSAGE_PLAYER_KILL: {
|
||||
player_kill_message_t *sm = (player_kill_message_t *) data;
|
||||
player_t *player = game_player(game, sm->player_id);
|
||||
player_t *player = game->getPlayer(sm->player_id);
|
||||
player->status = 0;
|
||||
player->team = 0;
|
||||
break;
|
||||
}
|
||||
case MESSAGE_ACCEPT: {
|
||||
accept_message_t *am = (accept_message_t *) data;
|
||||
game->local_player = game_player(game, am->player_id);
|
||||
game->local_player = game->getPlayer(am->player_id);
|
||||
break;
|
||||
}
|
||||
case MESSAGE_PLAYER_UPDATE: {
|
||||
player_update_message_t *um = (player_update_message_t *) data;
|
||||
player_t *player = game_player(game, um->player_id);
|
||||
player_t *player = game->getPlayer(um->player_id);
|
||||
if (player != game->local_player) {
|
||||
player->x = um->x + um->vx * 0.0001;
|
||||
player->y = um->y + um->vy * 0.0001;
|
||||
@ -168,7 +168,7 @@ void Network::dispatch(enet_uint8 *data, size_t length) {
|
||||
}
|
||||
case MESSAGE_PLAYER_ACCELERATE: {
|
||||
player_accelerate_message_t *um = (player_accelerate_message_t *) data;
|
||||
player_t *player = game_player(game, um->player_id);
|
||||
player_t *player = game->getPlayer(um->player_id);
|
||||
player->vx += um->x;
|
||||
player->vy += um->y;
|
||||
player->vz += um->z;
|
||||
@ -176,7 +176,7 @@ void Network::dispatch(enet_uint8 *data, size_t length) {
|
||||
}
|
||||
case MESSAGE_BOMB_DROP: {
|
||||
bomb_drop_meesage_t *m = (bomb_drop_meesage_t *) data;
|
||||
bomb_t *bomb = game_spawn_bomb(game);
|
||||
bomb_t *bomb = game->spawn_bomb();
|
||||
if (bomb == NULL)
|
||||
return;
|
||||
bomb->x = m->x + m->vx * 0.0001;
|
||||
@ -195,7 +195,7 @@ void Network::dispatch(enet_uint8 *data, size_t length) {
|
||||
}
|
||||
case MESSAGE_TEAM_UPDATE: {
|
||||
team_update_message_t *m = (team_update_message_t *) data;
|
||||
team_t *team = game_team(game, m->team_id);
|
||||
team_t *team = game->getTeam(m->team_id);
|
||||
if (team == NULL)
|
||||
return;
|
||||
team->points = m->points;
|
||||
@ -249,8 +249,8 @@ void Network::service(uint32_t timeout) {
|
||||
enet_peer_send(event.peer, 0, packet);
|
||||
}
|
||||
|
||||
team_t *team = game_team_with_least_players(game);
|
||||
player_t *player = game_spawn_player(game, team);
|
||||
team_t *team = game->team_with_least_players();
|
||||
player_t *player = game->spawn_player(team);
|
||||
event.peer->data = player;
|
||||
|
||||
// send player spawn message
|
||||
|
@ -8,7 +8,7 @@
|
||||
#ifndef NETWORK_H_
|
||||
#define NETWORK_H_
|
||||
|
||||
#include "game.h"
|
||||
#include "Game.h"
|
||||
#include "common.h"
|
||||
|
||||
#include <enet/enet.h>
|
||||
@ -91,7 +91,7 @@ struct team_update_message_t {
|
||||
|
||||
class Network {
|
||||
public:
|
||||
Network(game_t *game);
|
||||
Network(Game* game);
|
||||
void initialize(const std::string &host);
|
||||
void shutdown();
|
||||
void dispatch(uint8_t *data, size_t length);
|
||||
@ -99,7 +99,7 @@ public:
|
||||
void sendGameUpdates();
|
||||
void sendMessage(uint8_t *data, size_t length);
|
||||
protected:
|
||||
game_t *game;
|
||||
Game *game;
|
||||
ENetHost *host;
|
||||
ENetPeer *client_peer;
|
||||
};
|
||||
|
@ -1,387 +0,0 @@
|
||||
#include "game.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
double rand2() {
|
||||
float u = (float) rand() / (float) RAND_MAX;
|
||||
return 2.0 * (u - 0.5);
|
||||
}
|
||||
|
||||
void game_reset_team(team_t *team) {
|
||||
team->points = 0;
|
||||
}
|
||||
|
||||
void game_reset_player(player_t *player) {
|
||||
if (player->team) {
|
||||
player->x = player->team->x + 100;
|
||||
player->y = player->team->y;
|
||||
player->z = player->team->z;
|
||||
} else {
|
||||
player->x = 0;
|
||||
player->y = 0;
|
||||
player->z = 0;
|
||||
}
|
||||
player->vx = 0.;
|
||||
player->vy = 0.;
|
||||
player->vz = 0.;
|
||||
}
|
||||
|
||||
void game_reset_point(point_t *point) {
|
||||
point->status = 1;
|
||||
point->x = 1000 + 500.0 * rand2();
|
||||
point->y = 500.0 * rand2();
|
||||
point->z = 500.0 * rand2();
|
||||
}
|
||||
|
||||
void game_setup_team(team_t *team, uint8_t id) {
|
||||
team->id = id;
|
||||
team->color[0] = .5f + .5f * (id & (1 << 0));
|
||||
team->color[1] = .5f + .5f * (id & (1 << 1));
|
||||
team->color[2] = .5f + .5f * (id & (1 << 2));
|
||||
team->color[3] = 1.0f;
|
||||
|
||||
team->x = 2000.0 * (id & (1 << 0));
|
||||
team->y = 2000.0 * (id & (1 << 1));
|
||||
team->z = 2000.0 * (id & (1 << 2));
|
||||
|
||||
team->points = 0;
|
||||
team->wins = 0;
|
||||
}
|
||||
|
||||
void game_setup_player(player_t *player) {
|
||||
player->id = 0;
|
||||
player->status = 0;
|
||||
player->team = NULL;
|
||||
player->x = 0.0;
|
||||
player->y = 0.0;
|
||||
player->z = 0.0;
|
||||
player->vx = 0.0;
|
||||
player->vy = 0.0;
|
||||
player->vz = 0.0;
|
||||
}
|
||||
|
||||
void game_setup_point(point_t *point) {
|
||||
point->status = 0;
|
||||
point->x = 0.0;
|
||||
point->y = 0.0;
|
||||
point->z = 0.0;
|
||||
}
|
||||
|
||||
void game_setup_bomb(bomb_t *bomb) {
|
||||
bomb->status = 0;
|
||||
bomb->x = 0.0;
|
||||
bomb->y = 0.0;
|
||||
bomb->z = 0.0;
|
||||
}
|
||||
|
||||
void game_setup(game_t *game) {
|
||||
size_t i;
|
||||
|
||||
for (i = 0; i < GAME_TEAM_COUNT; i++)
|
||||
game_setup_team(&game->team[i], i);
|
||||
|
||||
for (i = 0; i < GAME_BOMB_COUNT; i++)
|
||||
game_setup_bomb(&game->bomb[i]);
|
||||
|
||||
for (i = 0; i < GAME_PLAYER_COUNT; i++)
|
||||
game_setup_player(&game->player[i]);
|
||||
|
||||
for (i = 0; i < GAME_POINT_COUNT; i++)
|
||||
game_setup_point(&game->point[i]);
|
||||
|
||||
game->max_player_id = 0;
|
||||
game->master = 0;
|
||||
game->updateTime = 0.0;
|
||||
game->explosion_callback = 0;
|
||||
game->local_player = 0;
|
||||
}
|
||||
|
||||
void game_reset(game_t *game) {
|
||||
size_t i;
|
||||
|
||||
for (i = 0; i < GAME_TEAM_COUNT; i++)
|
||||
game_reset_team(&game->team[i]);
|
||||
|
||||
for (i = 0; i < GAME_BOMB_COUNT; i++)
|
||||
game_setup_bomb(&game->bomb[i]);
|
||||
|
||||
for (i = 0; i < GAME_PLAYER_COUNT; i++)
|
||||
game_reset_player(&game->player[i]);
|
||||
|
||||
for (i = 0; i < GAME_POINT_COUNT; i++)
|
||||
game_reset_point(&game->point[i]);
|
||||
}
|
||||
|
||||
player_t *_game_free_player(game_t *game) {
|
||||
size_t i;
|
||||
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
|
||||
if (game->player[i].status == 0)
|
||||
return &game->player[i];
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
player_t *game_spawn_player(game_t *game, team_t *team) {
|
||||
player_t *player = _game_free_player(game);
|
||||
player->team = team;
|
||||
player->status = 1;
|
||||
player->id = game->max_player_id++;
|
||||
game_reset_player(player);
|
||||
return player;
|
||||
}
|
||||
|
||||
player_t *game_spawn_player_id(game_t *game, team_t *team, uint16_t id) {
|
||||
player_t *player = _game_free_player(game);
|
||||
player->team = team;
|
||||
player->id = id;
|
||||
if (game->max_player_id < id)
|
||||
game->max_player_id = id;
|
||||
player->status = 1;
|
||||
player->x = team->x + 100;
|
||||
player->y = team->y;
|
||||
player->z = team->z;
|
||||
player->vx = 0.;
|
||||
player->vy = 0.;
|
||||
player->vz = 0.;
|
||||
return player;
|
||||
}
|
||||
|
||||
void game_update_players(game_t *game, double dt) {
|
||||
size_t i;
|
||||
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
|
||||
player_t *player = &game->player[i];
|
||||
if (player->status == 0)
|
||||
return;
|
||||
if (player->vx > 1000.0)
|
||||
player->vx = 1000.0;
|
||||
if (player->vy > 1000.0)
|
||||
player->vy = 1000.0;
|
||||
if (player->vz > 1000.0)
|
||||
player->vz = 1000.0;
|
||||
player->x += player->vx * dt;
|
||||
player->y += player->vy * dt;
|
||||
player->z += player->vz * dt;
|
||||
|
||||
double distance2 = pow(player->x - player->team->x, 2) + pow(player->y
|
||||
- player->team->y, 2) + pow(player->z - player->team->z, 2);
|
||||
if (distance2 < 10000) {
|
||||
player->team->points += player->points;
|
||||
player->points = 0;
|
||||
}
|
||||
|
||||
if (player->x < (-1000 + 10)) {
|
||||
player->x = (-1000 + 10);
|
||||
player->vx *= -1;
|
||||
} else if (player->x > (5000 - 10)) {
|
||||
player->x = (5000 - 10);
|
||||
player->vx *= -1;
|
||||
}
|
||||
|
||||
if (player->y < (-3000 + 10)) {
|
||||
player->y = (-3000 + 10);
|
||||
player->vy *= -1;
|
||||
} else if (player->y > (3000 - 10)) {
|
||||
player->y = (3000 - 10);
|
||||
player->vy *= -1;
|
||||
}
|
||||
|
||||
if (player->z < (-3000 + 10)) {
|
||||
player->z = (-3000 + 10);
|
||||
player->vz *= -1;
|
||||
} else if (player->z > (3000 - 10)) {
|
||||
player->z = (3000 - 10);
|
||||
player->vz *= -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void _explode_bomb(game_t *game, bomb_t *bomb) {
|
||||
size_t i, j;
|
||||
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
|
||||
player_t *player = &game->player[i];
|
||||
if (player->status == 0)
|
||||
continue;
|
||||
double distance2 = pow(player->x - bomb->x, 2) + pow(player->y
|
||||
- bomb->y, 2) + pow(player->z - bomb->z, 2);
|
||||
if (distance2 < pow(150., 2.)) {
|
||||
if (game->explosion_callback)
|
||||
game->explosion_callback(player->x, player->y, player->z,
|
||||
game->explosion_callback_data);
|
||||
player->x = player->team->x + 100;
|
||||
player->y = player->team->y;
|
||||
player->z = player->team->z;
|
||||
player->vx = 0.;
|
||||
player->vy = 0.;
|
||||
player->vz = 0.;
|
||||
for (j = 0; j < player->points; j++) {
|
||||
point_t *point = game_spawn_point(game);
|
||||
point->x = player->x + 20.0 * rand2();
|
||||
point->y = player->x + 20.0 * rand2();
|
||||
point->z = player->x + 20.0 * rand2();
|
||||
}
|
||||
player->points = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void game_update_bombs(game_t *game, double dt) {
|
||||
size_t i;
|
||||
for (i = 0; i < GAME_BOMB_COUNT; i++) {
|
||||
bomb_t *bomb = &game->bomb[i];
|
||||
if (bomb->status == 0)
|
||||
continue;
|
||||
bomb->x += bomb->vx * dt;
|
||||
bomb->y += bomb->vy * dt;
|
||||
bomb->z += bomb->vz * dt;
|
||||
bomb->ttl -= dt;
|
||||
|
||||
if (bomb->x < (-1000 + 10)) {
|
||||
bomb->x = (-1000 + 10);
|
||||
bomb->ttl = -0.1;
|
||||
} else if (bomb->x > (5000 - 10)) {
|
||||
bomb->x = (5000 - 10);
|
||||
bomb->ttl = -0.1;
|
||||
} else if (bomb->y < (-3000 + 10)) {
|
||||
bomb->y = (-3000 + 10);
|
||||
bomb->ttl = -0.1;
|
||||
} else if (bomb->y > (3000 - 10)) {
|
||||
bomb->y = (3000 - 10);
|
||||
bomb->ttl = -0.1;
|
||||
} else if (bomb->z < (-3000 + 10)) {
|
||||
bomb->z = (-3000 + 10);
|
||||
bomb->ttl = -0.1;
|
||||
} else if (bomb->z > (3000 - 10)) {
|
||||
bomb->z = (3000 - 10);
|
||||
bomb->ttl = -0.1;
|
||||
}
|
||||
|
||||
if (bomb->ttl < 0) {
|
||||
if (bomb->status == 1) {
|
||||
if (game->explosion_callback)
|
||||
game->explosion_callback(bomb->x, bomb->y, bomb->z,
|
||||
game->explosion_callback_data);
|
||||
bomb->status = 2;
|
||||
} else if (bomb->ttl < -0.2) {
|
||||
if (game->master) {
|
||||
_explode_bomb(game, bomb);
|
||||
}
|
||||
bomb->status = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void _update_point(game_t *game, point_t *point) {
|
||||
size_t i;
|
||||
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
|
||||
player_t *player = &game->player[i];
|
||||
if (player->status == 0)
|
||||
continue;
|
||||
double distance2 = pow(player->x - point->x, 2) + pow(player->y
|
||||
- point->y, 2) + pow(player->z - point->z, 2);
|
||||
if (distance2 > 1000.0)
|
||||
continue;
|
||||
point->status = 0;
|
||||
player->points += 1;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void game_update_points(game_t *game, double dt) {
|
||||
size_t i;
|
||||
for (i = 0; i < GAME_POINT_COUNT; i++) {
|
||||
point_t *point = &game->point[i];
|
||||
if (point->status == 0)
|
||||
continue;
|
||||
_update_point(game, point);
|
||||
}
|
||||
}
|
||||
|
||||
void game_update(game_t *game, double dt) {
|
||||
const double delta = 1. / 120.;
|
||||
game->updateTime += dt;
|
||||
while (game->updateTime > delta) {
|
||||
game_update_players(game, delta);
|
||||
game_update_bombs(game, delta);
|
||||
game_update_points(game, delta);
|
||||
game->updateTime -= delta;
|
||||
}
|
||||
}
|
||||
|
||||
size_t game_active_team_players(game_t *game, team_t *team) {
|
||||
size_t i, count = 0;
|
||||
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
|
||||
if (game->player[i].status == 0)
|
||||
continue;
|
||||
if (game->player[i].team == team)
|
||||
count++;
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
team_t *game_team_with_least_players(game_t *game) {
|
||||
size_t i, count = -1;
|
||||
team_t *team = NULL;
|
||||
for (i = 0; i < GAME_TEAM_COUNT; i++) {
|
||||
size_t players = game_active_team_players(game, &game->team[i]);
|
||||
if (players < count) {
|
||||
count = players;
|
||||
team = &game->team[i];
|
||||
}
|
||||
}
|
||||
return team;
|
||||
}
|
||||
|
||||
team_t *game_team(game_t *game, uint16_t id) {
|
||||
size_t i;
|
||||
for (i = 0; i < GAME_TEAM_COUNT; i++) {
|
||||
if (game->team[i].id == id) {
|
||||
return &game->team[i];
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
player_t *game_player(game_t *game, uint16_t id) {
|
||||
size_t i;
|
||||
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
|
||||
if (game->player[i].id == id) {
|
||||
return &game->player[i];
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
bomb_t *game_spawn_bomb(game_t *game) {
|
||||
size_t i;
|
||||
for (i = 0; i < GAME_BOMB_COUNT; i++) {
|
||||
if (game->bomb[i].status == 0) {
|
||||
game->bomb[i].status = 1;
|
||||
return &game->bomb[i];
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
point_t *game_spawn_point(game_t *game) {
|
||||
size_t i;
|
||||
for (i = 0; i < GAME_POINT_COUNT; i++) {
|
||||
if (game->point[i].status == 0) {
|
||||
game->point[i].status = 1;
|
||||
return &game->point[i];
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void game_setup_explosion_callback(game_t *game, void(*explosion_callback)(
|
||||
double x, double y, double z, void *data), void *data) {
|
||||
game->explosion_callback = explosion_callback;
|
||||
game->explosion_callback_data = data;
|
||||
}
|
||||
|
||||
void game_set_master(game_t *game, int master) {
|
||||
game->master = master;
|
||||
}
|
@ -1,76 +0,0 @@
|
||||
#ifndef GREMLIN_GAME_H
|
||||
#define GREMLIN_GAME_H
|
||||
|
||||
#include "common.h"
|
||||
|
||||
typedef struct team_t team_t;
|
||||
typedef struct player_t player_t;
|
||||
typedef struct game_t game_t;
|
||||
|
||||
#define GAME_TEAM_COUNT 2
|
||||
#define GAME_PLAYER_COUNT 64
|
||||
#define GAME_BOMB_COUNT (GAME_PLAYER_COUNT * 5)
|
||||
#define GAME_POINT_COUNT 50
|
||||
|
||||
struct player_t {
|
||||
uint16_t id;
|
||||
uint16_t status;
|
||||
double x, y, z;
|
||||
double rx, ry, rz, rw;
|
||||
double vx, vy, vz;
|
||||
team_t *team;
|
||||
uint16_t points;
|
||||
};
|
||||
|
||||
struct bomb_t {
|
||||
uint8_t status;
|
||||
double x, y, z;
|
||||
double vx, vy, vz;
|
||||
double ttl;
|
||||
};
|
||||
|
||||
struct point_t {
|
||||
uint8_t status;
|
||||
double x, y, z;
|
||||
};
|
||||
|
||||
struct team_t {
|
||||
uint16_t id;
|
||||
double x, y, z;
|
||||
float color[4];
|
||||
uint16_t points;
|
||||
uint16_t wins;
|
||||
};
|
||||
|
||||
struct game_t {
|
||||
team_t team[GAME_TEAM_COUNT];
|
||||
player_t player[GAME_PLAYER_COUNT];
|
||||
bomb_t bomb[GAME_BOMB_COUNT];
|
||||
point_t point[GAME_POINT_COUNT];
|
||||
int16_t max_player_id;
|
||||
int master;
|
||||
double updateTime;
|
||||
player_t *local_player;
|
||||
void(*explosion_callback)(double x, double y, double z, void *data);
|
||||
void *explosion_callback_data;
|
||||
};
|
||||
|
||||
extern void game_setup(game_t *game);
|
||||
extern void game_reset(game_t *game);
|
||||
extern team_t *game_team_with_least_players(game_t *game);
|
||||
extern player_t *game_spawn_player(game_t *game, team_t *team);
|
||||
extern player_t *game_spawn_player_id(game_t *game, team_t *team, uint16_t id);
|
||||
extern team_t *game_team(game_t *game, uint16_t id);
|
||||
extern player_t *game_player(game_t *game, uint16_t id);
|
||||
extern bomb_t *game_bomb(game_t *game, uint16_t index);
|
||||
extern void game_update_players(game_t *game, double dt);
|
||||
extern bomb_t *game_spawn_bomb(game_t *game);
|
||||
extern point_t *game_spawn_point(game_t *game);
|
||||
extern void game_update_bombs(game_t *game, double dt);
|
||||
extern void game_update_points(game_t *game, double dt);
|
||||
extern void game_update(game_t *game, double dt);
|
||||
extern void game_setup_explosion_callback(game_t *game,
|
||||
void(*explosion_callback)(double x, double y, double z, void *data),
|
||||
void *data);
|
||||
extern void game_set_master(game_t *game, int master);
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user