structure changes

This commit is contained in:
gmueller
2011-01-17 21:50:50 +01:00
parent aff6366561
commit 3f00ee4f31
22 changed files with 41 additions and 80 deletions

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/*
* Application.cpp
*
* Created on: 14.01.2011
* Author: gmueller
*/
#include "Application.h"
#include "Time.h"
#include "Network.h"
#include <iostream>
Application::Application() :
running(false), master(false), time(0.0), network(&game) {
}
Application::~Application() {
}
bool Application::isRunning() {
return running;
}
void Application::start() {
std::cout << "[Application] start" << std::endl;
running = true;
}
void Application::stop() {
std::cout << "[Application] stop" << std::endl;
running = false;
}
void Application::initialize(Arguments &arg) {
std::cout << "[Application] initialize" << std::endl;
// setup time
PerformanceTimer::set(0.0);
time = PerformanceTimer::get();
// setup game
game_setup(&game);
game_reset(&game);
// setup schedules
gameUpdateSchudule.setExact(true);
gameUpdateSchudule.setInterval(0.05);
std::string host = arg.getString("-h", std::string());
network.initialize(host);
// setup network
if (host.empty()) {
setMaster(true);
} else {
setMaster(true);
}
// start
start();
}
void Application::shutdown() {
std::cout << "[Application] shutdown" << std::endl;
network.shutdown();
}
void Application::update() {
// update time values
time = PerformanceTimer::get();
dt = time - lastTime;
lastTime = time;
// network stuff
network.service(master ? 1 : 0);
game_update(&game, dt);
if (master && gameUpdateSchudule.next(time)) {
network.sendGameUpdates();
}
}
void Application::setMaster(bool master) {
std::cout << "[Application] setMaster = " << master << std::endl;
this->master = master;
game_set_master(&game, master ? 1 : 0);
}

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/*
* Application.h
*
* Created on: 14.01.2011
* Author: gmueller
*/
#ifndef APPLICATION_H_
#define APPLICATION_H_
#include "game.h"
#include "Schedule.h"
#include "Arguments.h"
#include "Network.h"
class Application {
public:
Application();
virtual ~Application();
virtual void initialize(Arguments &arg);
virtual void update();
virtual void shutdown();
bool isRunning();
virtual void start();
virtual void stop();
inline bool isMaster() {
return master;
}
void setMaster(bool master);
inline game_t *getGame() {
return &game;
}
private:
bool running;
double lastTime;
Schedule gameUpdateSchudule;
bool master;
protected:
game_t game;
Network network;
double dt;
double time;
};
#endif /* APPLICATION_H_ */

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/*
* arguments.hpp
*
* Created on: 06.05.2010
* Author: gmueller
*/
#include <cstdlib>
#include <string>
#include <vector>
#include <stdexcept>
class Arguments {
std::vector<std::string> arguments;
public:
Arguments() {
}
Arguments(size_t c, const char **v) {
for (size_t i = 0; i < c; i++)
arguments.push_back(v[i]);
}
void add(const std::string &argument) {
arguments.push_back(argument);
}
int getCount() {
return arguments.size();
}
bool hasFlag(const std::string &flag) {
size_t i;
for (i = 0; i < arguments.size(); i++) {
if (flag == arguments[i])
return true;
}
return false;
}
int getInt(const std::string &flag, int def) {
size_t i;
for (i = 0; i < arguments.size(); i++) {
if (flag == arguments[i] && (i + 1 < arguments.size()))
return std::atoi(arguments[i + 1].c_str());
}
return def;
}
float getFloat(const std::string &flag, float def) {
size_t i;
for (i = 0; i < arguments.size(); i++) {
if (flag == arguments[i] && (i + 1 < arguments.size()))
return std::atof(arguments[i + 1].c_str());
}
return def;
}
std::string getString(const std::string &flag, const std::string &def) {
size_t i;
for (i = 0; i < arguments.size(); i++) {
if (flag == arguments[i] && (i + 1 < arguments.size()))
return std::string(arguments[i + 1]);
}
return def;
}
std::string getString(const std::string &flag) {
size_t i;
for (i = 0; i < arguments.size(); i++) {
if (flag == arguments[i] && (i + 1 < arguments.size()))
return std::string(arguments[i + 1]);
}
throw std::runtime_error("Arguments: flag " + flag + " not found");
}
void getVector(const std::string &flag, std::vector<std::string> &v) {
size_t i;
// find flag
for (i = 0; i < arguments.size(); i++) {
if (flag == arguments[i])
break;
}
for (i++; i < arguments.size(); i++) {
if (arguments[i][0] != '-')
v.push_back(arguments[i]);
}
}
};

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/*
* network.cpp
*
* Created on: 12.01.2011
* Author: gmueller
*/
#include "Network.h"
#include <iostream>
#include <cmath>
Network::Network(game_t *game) :
game(game), client_peer(0) {
}
void Network::initialize(const std::string &hostname) {
if (enet_initialize() != 0) {
throw "failed to initialize enet";
}
if (hostname.empty()) {
std::cout << "[Network] Start server." << std::endl;
ENetAddress address;
address.host = ENET_HOST_ANY;
address.port = 1234;
host = enet_host_create(&address, 32, 2, 0, 0);
if (host == NULL) {
throw "An error occurred while trying to create an ENet server host.";
}
} else {
std::cout << "[Network] Start client." << std::endl;
ENetAddress address;
ENetEvent event;
host = enet_host_create(NULL, 1, 2, 57600 / 8, 14400 / 8);
if (host == NULL) {
throw "An error occurred while trying to create an ENet client host.";
}
std::cout << "[Network] connect to " << host << std::endl;
enet_address_set_host(&address, hostname.c_str());
address.port = 1234;
/* Initiate the connection, allocating the two channels 0 and 1. */
client_peer = enet_host_connect(host, &address, 2, 0);
if (client_peer == NULL) {
throw "No available peers for initiating an ENet connection.";
}
/* Wait up to 5 seconds for the connection attempt to succeed. */
if (enet_host_service(host, &event, 2000) > 0 && event.type
== ENET_EVENT_TYPE_CONNECT) {
std::cout << "[Network] connected" << host << std::endl;
} else {
/* Either the 5 seconds are up or a disconnect event was */
/* received. Reset the peer in the event the 5 seconds */
/* had run out without any significant event. */
enet_peer_reset(client_peer);
throw "[Network] connection failed.";
}
}
}
void Network::shutdown() {
enet_host_destroy(host);
enet_deinitialize();
}
void Network::sendGameUpdates() {
size_t i;
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
if (game->player[i].status == 0)
continue;
player_update_message_t msg;
msg.msg_id = MESSAGE_PLAYER_UPDATE;
msg.player_id = game->player[i].id;
msg.x = game->player[i].x;
msg.y = game->player[i].y;
msg.z = game->player[i].z;
msg.vx = game->player[i].vx;
msg.vy = game->player[i].vy;
msg.vz = game->player[i].vz;
msg.points = game->player[i].points;
ENetPacket * packet = enet_packet_create(&msg, sizeof(msg), 0);
enet_host_broadcast(host, 0, packet);
}
for (i = 0; i < GAME_TEAM_COUNT; i++) {
team_update_message_t msg;
msg.msg_id = MESSAGE_TEAM_UPDATE;
msg.team_id = game->team[i].id;
msg.points = game->team[i].points;
msg.wins = game->team[i].wins;
ENetPacket * packet = enet_packet_create(&msg, sizeof(msg), 0);
enet_host_broadcast(host, 0, packet);
}
enet_host_flush(host);
}
void Network::dispatch(enet_uint8 *data, size_t length) {
message_t *msg = (message_t *) data;
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);
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->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);
break;
}
case MESSAGE_PLAYER_UPDATE: {
player_update_message_t *um = (player_update_message_t *) data;
player_t *player = game_player(game, um->player_id);
if (player != game->local_player) {
player->x = um->x + um->vx * 0.0001;
player->y = um->y + um->vy * 0.0001;
player->z = um->z + um->vz * 0.0001;
player->vx = um->vx;
player->vy = um->vy;
player->vz = um->vz;
} else {
if (fabs(um->x - player->x) < 10.0) {
player->vx = um->vx + (um->x - player->x);
} else {
player->x = um->x;
player->vx = um->vx;
}
if (fabs(um->y - player->y) < 10.0) {
player->vy = um->vy + (um->y - player->y);
} else {
player->y = um->y;
player->vy = um->vy;
}
if (fabs(um->z - player->z) < 10.0) {
player->vz = um->vz + (um->z - player->z);
} else {
player->z = um->z;
player->vz = um->vz;
}
}
player->points = um->points;
break;
}
case MESSAGE_POINT_UPDATE: {
point_update_mesage_t *msg = (point_update_mesage_t *) data;
point_t *p = &game->point[msg->point_index];
p->status = msg->status;
p->x = msg->x;
p->y = msg->y;
p->z = msg->z;
break;
}
case MESSAGE_PLAYER_ACCELERATE: {
player_accelerate_message_t *um = (player_accelerate_message_t *) data;
player_t *player = game_player(game, um->player_id);
player->vx += um->x;
player->vy += um->y;
player->vz += um->z;
break;
}
case MESSAGE_BOMB_DROP: {
bomb_drop_meesage_t *m = (bomb_drop_meesage_t *) data;
bomb_t *bomb = game_spawn_bomb(game);
if (bomb == NULL)
return;
bomb->x = m->x + m->vx * 0.0001;
bomb->y = m->y + m->vy * 0.0001;
bomb->z = m->z + m->vz * 0.0001;
bomb->vx = m->vx;
bomb->vy = m->vy;
bomb->vz = m->vz;
bomb->ttl = m->ttl;
if (client_peer == NULL) {
ENetPacket * packet = enet_packet_create(data, length,
ENET_PACKET_FLAG_RELIABLE);
enet_host_broadcast(host, 0, packet);
}
break;
}
case MESSAGE_TEAM_UPDATE: {
team_update_message_t *m = (team_update_message_t *) data;
team_t *team = game_team(game, m->team_id);
if (team == NULL)
return;
team->points = m->points;
team->wins = m->wins;
break;
}
};
}
void Network::service(uint32_t timeout) {
ENetEvent event;
if (host == 0)
throw "not connected";
/* Wait up to 1000 milliseconds for an event. */
while (enet_host_service(host, &event, timeout) > 0) {
switch (event.type) {
case ENET_EVENT_TYPE_CONNECT: {
std::cout << "A new client connected from "
<< event.peer->address.host << " "
<< event.peer->address.port << std::endl;
// bring new client up to date
size_t i;
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
if (game->player[i].status == 0)
continue;
// send player spawn message
player_spawn_message_t spwan_msg;
spwan_msg.msg_id = MESSAGE_PLAYER_SPAWN;
spwan_msg.team_id = game->player[i].team->id;
spwan_msg.player_id = game->player[i].id;
ENetPacket * packet = enet_packet_create(&spwan_msg,
sizeof(spwan_msg), ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(event.peer, 0, packet);
}
for (i = 0; i < GAME_POINT_COUNT; i++) {
if (game->point[i].status == 0)
continue;
point_update_mesage_t msg;
msg.msg_id = MESSAGE_POINT_UPDATE;
msg.point_index = i;
msg.status = game->point[i].status;
msg.x = game->point[i].x;
msg.y = game->point[i].y;
msg.z = game->point[i].z;
ENetPacket * packet = enet_packet_create(&msg, sizeof(msg),
ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(event.peer, 0, packet);
}
team_t *team = game_team_with_least_players(game);
player_t *player = game_spawn_player(game, team);
event.peer->data = player;
// send player spawn message
player_spawn_message_t spwan_msg;
spwan_msg.msg_id = MESSAGE_PLAYER_SPAWN;
spwan_msg.team_id = team->id;
spwan_msg.player_id = player->id;
ENetPacket * packet = enet_packet_create(&spwan_msg,
sizeof(spwan_msg), ENET_PACKET_FLAG_RELIABLE);
enet_host_broadcast(host, 0, packet);
// send team and player
accept_message_t msg;
msg.msg_id = MESSAGE_ACCEPT;
msg.player_id = player->id;
packet = enet_packet_create(&msg, sizeof(msg),
ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(event.peer, 0, packet);
// send state
}
break;
case ENET_EVENT_TYPE_RECEIVE: {
dispatch(event.packet->data, event.packet->dataLength);
enet_packet_destroy(event.packet);
break;
}
case ENET_EVENT_TYPE_DISCONNECT:
//printf("%s disconected.\n", event.peer -> data);
{
/* Reset the peer's client information. */
player_t *player = (player_t *) event.peer->data;
player->status = 0;
player->team = 0;
// send player spawn message
player_kill_message_t msg;
msg.msg_id = MESSAGE_PLAYER_KILL;
msg.player_id = player->id;
ENetPacket * packet = enet_packet_create(&msg, sizeof(msg),
ENET_PACKET_FLAG_RELIABLE);
enet_host_broadcast(host, 0, packet);
}
event.peer->data = NULL;
break;
}
}
}
void Network::sendMessage(uint8_t *data, size_t length) {
if (client_peer) {
ENetPacket * packet = enet_packet_create(data, length,
ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(client_peer, 0, packet);
} else {
dispatch(data, length);
}
}

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/*
* network.h
*
* Created on: 12.01.2011
* Author: gmueller
*/
#ifndef NETWORK_H_
#define NETWORK_H_
#include "game.h"
#include "common.h"
#include <enet/enet.h>
#include <string>
#define MESSAGE_PLAYER_SPAWN 0
#define MESSAGE_PLAYER_KILL 1
#define MESSAGE_ACCEPT 2
#define MESSAGE_PLAYER_UPDATE 3
#define MESSAGE_PLAYER_ACCELERATE 4
#define MESSAGE_BOMB_DROP 5
#define MESSAGE_BOMB_UPDATE 6
#define MESSAGE_POINT_UPDATE 7
#define MESSAGE_TEAM_UPDATE 8
typedef struct message_t {
uint16_t msg_id;
} message_t;
typedef struct player_spawn_message_t {
uint16_t msg_id;
uint8_t team_id;
uint16_t player_id;
} player_spawn_message_t;
typedef struct player_kill_message_t {
uint16_t msg_id;
uint16_t player_id;
} player_kill_message_t;
typedef struct accept_message_t {
uint16_t msg_id;
uint16_t player_id;
} accept_message_t;
typedef struct player_update_message_t {
uint16_t msg_id;
uint16_t player_id;
unsigned int session;
double x, y, z;
double vx, vy, vz;
uint16_t points;
} player_update_message_t;
typedef struct player_accelerate_message_t {
uint16_t msg_id;
uint16_t player_id;
double x, y, z;
} player_accelerate_message_t;
typedef struct bomb_drop_meesage_t {
uint16_t msg_id;
double x, y, z;
double vx, vy, vz;
double ttl;
} bomb_drop_meesage_t;
typedef struct bomb_update_meesage_t {
uint16_t msg_id;
uint16_t bomb_index;
double x, y, z;
double vx, vy, vz;
double ttl;
} bomb_update_meesage_t;
typedef struct point_update_mesage_t {
uint16_t msg_id;
uint16_t point_index;
uint8_t status;
double x, y, z;
} point_update_meesage_t;
struct team_update_message_t {
uint16_t msg_id;
uint16_t team_id;
uint16_t points;
uint16_t wins;
};
class Network {
public:
Network(game_t *game);
void initialize(const std::string &host);
void shutdown();
void dispatch(uint8_t *data, size_t length);
void service(uint32_t timeout);
void sendGameUpdates();
void sendMessage(uint8_t *data, size_t length);
protected:
game_t *game;
ENetHost *host;
ENetPeer *client_peer;
};
#endif /* NETWORK_H_ */

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/*
* Schedule.h
*
* Created on: 12.06.2010
* Author: gmueller
*/
#ifndef SCHEDULE_H_
#define SCHEDULE_H_
class Schedule {
double last;
double interval;
bool exact;
bool paused;
public:
Schedule() :
last(0.0), interval(1.0), exact(true), paused(false) {
}
void init(double now) {
last = now;
}
void setInterval(double interval) {
this->interval = interval;
}
double getInterval() {
return interval;
}
void setExact(bool exact) {
this->exact = exact;
}
void setPaused(bool paused) {
this->paused = paused;
}
bool next(double now) {
if (now > (last + interval)) {
if (exact)
last += interval;
else
last = now;
if (paused)
return false;
else
return true;
} else {
return false;
}
}
};
#endif /* SCHEDULE_H_ */

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/*
* Timer.cpp
*
* Created on: 12.01.2011
* Author: gmueller
*/
#include "Time.h"
#ifdef _WIN32
#define MEAN_AND_LEAN
#include <windows.h>
static bool _hasPerformanceCounter;
static unsigned int _t0_32;
static __int64 _t0_64;
static double _resolution = 0.0;
static bool _initialized = false;
static void _init() {
__int64 freq;
// Check if we have a performance counter
if( QueryPerformanceFrequency( (LARGE_INTEGER *)&freq ) )
{
// Performance counter is available => use it!
_hasPerformanceCounter = true;
// Counter resolution is 1 / counter frequency
_resolution = 1.0 / (double)freq;
// Set start time for timer
QueryPerformanceCounter( (LARGE_INTEGER *)&_t0_64 );
}
else
{
// No performace counter available => use the tick counter
_hasPerformanceCounter = 0;
// Counter resolution is 1 ms
_resolution = 0.001;
// Set start time for timer
_t0_32 = timeGetTime();
}
}
double PerformanceTimer::get() {
if (_initialized == false)
_init();
double t;
__int64 t_64;
if( _hasPerformanceCounter ) {
QueryPerformanceCounter( (LARGE_INTEGER *)&t_64 );
t = (double)(t_64 - _t0_64);
}
else
{
t = (double)(timeGetTime() - _t0_32);
}
// Calculate the current time in seconds
return t * _resolution;
}
void PerformanceTimer::set(double t) {
if (_initialized == false)
_init();
__int64 t_64;
if( _hasPerformanceCounter )
{
QueryPerformanceCounter( (LARGE_INTEGER *)&t_64 );
_t0_64 = t_64 - (__int64)(t/_resolution);
}
else
{
_t0_32 = timeGetTime() - (int)(t*1000.0);
}
}
#else
#include <sys/time.h>
static double _resolution = 0.0;
static long long _t0 = 0;
static bool _initialized = false;
static void _init() {
// "Resolution" is 1 us
_resolution = 1e-6;
// Set start-time for timer
struct timeval tv;
gettimeofday(&tv, 0);
_t0 = (long long) tv.tv_sec * (long long) 1000000 + (long long) tv.tv_usec;
_initialized = true;
}
double PerformanceTimer::get() {
if (_initialized == false)
_init();
struct timeval tv;
gettimeofday(&tv, 0);
long long t = (long long) tv.tv_sec * (long long) 1000000
+ (long long) tv.tv_usec;
return (double) (t - _t0) * _resolution;
}
void PerformanceTimer::set(double t) {
if (_initialized == false)
_init();
long long t1;
struct timeval tv;
gettimeofday(&tv, 0);
t1 = (long long) tv.tv_sec * (long long) 1000000 + (long long) tv.tv_usec;
// Calulate new starting time
_t0 = t1 - (long long) (t / _resolution);
}
#endif // else _WIN32

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/*
* Timer.h
*
* Created on: 12.01.2011
* Author: gmueller
*/
#ifndef TIME_H_
#define TIME_H_
class PerformanceTimer {
public:
static double get();
static void set(double);
};
#endif /* TIME_H_ */

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#ifndef GREMLIN_COMMON_H
#define GREMLIN_COMMON_H
#ifdef _MSC_VER
typedef __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef __int16 int16_t;
typedef unsigned __int16 uint16_t;
typedef __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef __int64 int64_t;
typedef unsigned __int64 uint64_t;
#else
#include <stddef.h>
#include <stdint.h>
#include <stdbool.h>
#endif
#endif

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#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;
}

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src/common/game.h Normal file
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#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