ref: b6b6450f8124515cd61191ca5dd5dd2244d689c0
dir: /sim.c/
#include <u.h> #include <libc.h> #include <thread.h> #include <draw.h> #include "dat.h" #include "fns.h" Team team[Nteam], *curteam; int nteam; int initres[Nresource], foodcap; static Lobj vlist = {.lo = &vlist, .lp = &vlist }; /* FIXME: drone graphics * - idle -> one frame, but moving is animated * - moving animation in all rotations * ; page /sys/games/lib/sce/drone1.00.00.bit drone.grp.00^`{for(i in 018 034 051 068 085) echo $i}^.bit * => all remaining frames (085 is same as first) * idle frame is actually last moving frame * - attack animation in all rotations * - gather animation in all rotations * => starting from 102 * - death animation * - burrow animation * => find out ranges in drone grp */ /* FIXME: compose is broken when scaling */ /* FIXME: networking: recvbuf and sendbuf for accumulating messages to flush * to all clients */ /* FIXME: acceleration, deceleration, turning speed (360°) */ /* FIXME: compose: clip like drawpic or toss */ /* FIXME: minerals: 4 spaces in every direction forbidding cc placement */ /* FIXME: resource tiles: take 2x1 tiles, drawn on top of rest * -> actual (immutable) object, not terrain (remove resource= from * terrain shit, move to objects) * -> minerals: min0?.grp, three types depending on abundance, with * several variants each * -> Geyser.grp (terrain pal?) */ /* FIXME: rip mineral sprites and implement terrain objects layer */ /* FIXME: buildings are aligned to map grid, while units are aligned to * path grid -> building placement uses Map, not Path */ /* FIXME: verify that path node centering does in fact work correctly, esp * viz blockmap and .subp; if it does, do centering at spawn */ /* FIXME: fix land spawning to always work if adjacent space can be found */ /* FIXME: once spawning is fixed, remove race-specific mentions and units from * map spec, having only starts instead, resolving to a race's cc and spawning * 4 workers by default (marked in db) */ /* FIXME: - networking . server: spawn server + local client (by default) . client: connect to server . both initialize a simulation, but only the server modifies state - command line: choose whether or not to spawn a server and/or a client (default: both) - always spawn a server, always initialize loopback channel to it; client should do the same amount of work but the server always has the last word . don't systematically announce a port - client: join observers on connect - program a lobby for both client and server . server: kick/ban ip's, rate limit, set teams and rules . master client -> server priviledges . master client == local client . if spawning a server only, local client just implements the lobby and a console interface, same as lobby, for controlling the server . client: choose slot */ /* FIXME: db: build tree specification */ static Lobj * lalloc(Mobj *mo, ulong sz) { Lobj *lo, *l; lo = emalloc(sz * sizeof *lo); for(l=lo; sz>0; sz--, l++) l->mo = mo; return lo; } void llink(Lobj *lo, Lobj *lp) { lo->lo = lp->lo; lo->lp = lp; lp->lo->lp = lo; lp->lo = lo; } void lunlink(Lobj *lo) { lo->lp->lo = lo->lo; lo->lo->lp = lo->lp; } static void lfree(Lobj *lo) { lunlink(lo); free(lo); } static void freepath(Mobj *mo) { if(mo->path == nil) return; free(mo->path); mo->path = mo->pathp = mo->pathe = nil; lunlink(mo->vl); } static void nextpath(Mobj *mo) { int Δθ, vx, vy; double θ, l; Point p; p = *mo->pathp++; vx = p.x - mo->p.x; vy = p.y - mo->p.y; l = sqrt(vx * vx + vy * vy); mo->vx = vx / l; mo->vy = vy / l; mo->vv = mo->o->speed; θ = atan2(mo->vy, mo->vx) + PI / 2; if(θ < 0) θ += 2 * PI; else if(θ >= 2 * PI) θ -= 2 * PI; Δθ = (θ / (2*PI) * 360) / (90. / (Nrot/4)) - mo->θ; if(Δθ <= -Nrot / 2) Δθ += Nrot; else if(Δθ >= Nrot / 2) Δθ -= Nrot; mo->Δθ = Δθ; } static int repath(Mobj *mo, Point *p) { freepath(mo); if(findpath(mo, p) < 0){ fprint(2, "repath: move to %d,%d: %r\n", p->x, p->y); return -1; } if(mo->vl == nil) mo->vl = lalloc(mo, 1); llink(mo->vl, vlist.lp); mo->pics = mo->o->pmove.p != nil ? &mo->o->pmove : &mo->o->pidle; nextpath(mo); return 0; } static int canmove(int x, int y, Mobj **op) { /* FIXME: attempt to move in the given direction even if impassible */ USED(x, y, op); return 1; } int move(int x, int y, Mobj **op) { Mobj *mo, **mp; Point p; if(!canmove(x, y, op)) return -1; for(mp=op; (mo=*mp)!=nil; mp++){ /* FIXME: offset sprite size */ p = (Point){x & ~Tlsubmask, y & ~Tlsubmask}; if(mo->o->speed != 0 && repath(mo, &p) < 0) continue; } return 0; } /* FIXME: we're not actually spawning a unit at a location, are we? it's a * unit or structure that spawns a unit, the placement is determined based on * available space -> the spawning mechanism works the same; initial units are * always the same and are spawned in the same manner */ static int canspawn(Map *m, Mobj *mo) { Point p; /* FIXME: find space, unless not a unit */ p.x = m->tx * (Tlwidth / Tlsubwidth); p.y = m->ty * (Tlheight / Tlsubheight); if(isblocked(&p, mo)){ werrstr("no available space"); return 0; } return 1; } int spawn(Map *m, Obj *o, int n) { Mobj *mo; mo = emalloc(sizeof *mo); mo->o = o; mo->p.x = m->x; mo->p.y = m->y; if(!canspawn(m, mo)){ free(mo); return -1; } mo->x = m->x / Tlsubwidth; mo->y = m->y / Tlsubheight; mo->team = n; mo->f = o->f; mo->hp = o->hp; mo->zl = lalloc(mo, 1); llink(mo->zl, &m->lo); mo->blk = lalloc(mo, mo->o->w * (Tlwidth / Tlsubwidth) * mo->o->h * (Tlheight / Tlsubheight)); setblk(mo, 0); mo->pics = &mo->o->pidle; if(mo->f & Fbuild) team[n].nbuild++; else team[n].nunit++; return 0; } static void tryturn(Mobj *mo) { int Δθ; Δθ = mo->Δθ < 0 ? -1 : 1; mo->θ = mo->θ + Δθ & Nrot - 1; mo->Δθ -= Δθ; } static int trymove(Mobj *mo) { int Δr, sx, sy; Point subΔr, subp, p, pp; subΔr.x = mo->vx * mo->vv * (1 << Tlshift); subΔr.y = mo->vy * mo->vv * (1 << Tlshift); sx = subΔr.x < 0 ? -1 : 1; sy = subΔr.y < 0 ? -1 : 1; subΔr.x *= sx; subΔr.y *= sy; Δr = sx * (mo->pathp[-1].x - mo->p.x << Tlshift) - mo->subp.x; if(subΔr.x > Δr) subΔr.x = Δr; Δr = sy * (mo->pathp[-1].y - mo->p.y << Tlshift) - mo->subp.y; if(subΔr.y > Δr) subΔr.y = Δr; while(subΔr.x > 0 || subΔr.y > 0){ p = mo->p; subp = mo->subp; if(subΔr.x > 0){ Δr = (Tlsubwidth << Tlshift) - subp.x; if(Δr <= subΔr.x){ p.x += sx * Tlsubwidth; subp.x = 0; }else{ subp.x += subΔr.x; p.x += sx * (subp.x >> Tlshift); subp.x &= (1 << Tlshift) - 1; } subΔr.x -= Δr; } if(subΔr.y > 0){ Δr = (Tlsubheight << Tlshift) - subp.y; if(Δr <= subΔr.y){ p.y += sy * Tlsubheight; subp.y = 0; }else{ subp.y += subΔr.y; p.y += sy * (subp.y >> Tlshift); subp.y &= (1 << Tlshift) - 1; } subΔr.y -= Δr; } pp.x = p.x / Tlsubwidth; pp.y = p.y / Tlsubheight; if(mo->x != pp.x || mo->y != pp.y){ if(isblocked(&pp, mo)) return -1; setblk(mo, 1); mo->x = pp.x; mo->y = pp.y; setblk(mo, 0); } mo->subp = subp; mo->p = p; } return 0; } static void stepmove(Mobj *mo) { Point pp; Map *m, *m´; /* FIXME: constant turn speed for now, but is it always so? */ /* FIXME: too slow */ if(mo->Δθ != 0){ tryturn(mo); return; } m = map + mo->y / (Tlheight / Tlsubheight) * mapwidth + mo->x / (Tlwidth / Tlsubwidth); /* FIXME: update speed (based on range from src and to target?) */ /* FIXME: update speed: accel, decel, turning speed */ if(trymove(mo) < 0){ mo->vv = 0.0; pp = mo->pathe[-1]; fprint(2, "mo %#p blocked at %d,%d goal %d,%d\n", mo, mo->x * Tlsubwidth, mo->y * Tlsubheight, mo->pathp[-1].x, mo->pathp[-1].y); /* FIXME: if path now blocked, move towards target anyway */ repath(mo, &pp); return; } if(mo->p.x == mo->pathp[-1].x && mo->p.y == mo->pathp[-1].y){ if(mo->pathp < mo->pathe) nextpath(mo); else{ freepath(mo); mo->pics = &mo->o->pidle; } } m´ = map + mo->y / (Tlheight / Tlsubheight) * mapwidth + mo->x / (Tlwidth / Tlsubwidth); if(m != m´){ lunlink(mo->zl); llink(mo->zl, &m´->lo); } } void stepsim(void) { Lobj *lo; for(lo=vlist.lo; lo!=&vlist; lo=lo->lo) stepmove(lo->mo); } static void initsim(void) { Team *t; if(nteam < 2) sysfatal("initgame: the only winning move is not to play"); for(t=team; t<=team+nteam; t++) memcpy(t->r, initres, sizeof initres); } void initsv(void) { initsim(); listennet(); }