KlassischeKeplerKriege/game/state/state.cpp

433 lines
11 KiB
C++

#include "state.hpp"
#include <cmath>
#include <glm/vec2.hpp>
#include <glm/vec3.hpp>
#include <glm/gtx/norm.hpp>
#include "missile_hit_type.hpp"
#include "object.hpp"
#include "missile.hpp"
#include "player.hpp"
#include "planet.hpp"
#include "ship.hpp"
#include "commands.hpp"
#include "trace.hpp"
#include "explosion.hpp"
#include "util.hpp"
namespace game {
void State::init(int numPlanets, bool devMode)
{
m_nextId = 0;
m_time = 0.0;
m_shipRadius = 0.02;
m_maxMissileDistance = 2.0;
m_playerRespawnTime = 2.0;
m_defaultEnergy = 10.0;
m_maxNumTraces = 10;
m_developerMode = devMode;
Planet::Material mat = Planet::Material::Rock;
for (int i=0; i<numPlanets; i++) {
switch(i) {
case 0:
mat = Planet::Material::Sun;
break;
case 1:
case 2:
mat = Planet::Material::Water;
break;
case 3:
case 4:
mat = Planet::Material::Sand;
break;
case 5:
mat = Planet::Material::Metal;
break;
default:
mat = Planet::Material::Rock;
}
glm::vec2 pos;
float radius = 0.03 + 0.07*util::randf_0_1();
if (i == 0) {
// sun is bigger but not too big
radius += 0.05;
if (radius > 0.9) {
radius = 0.9;
}
}
bool tooNearToCenter = true;
bool collidesWithOtherPlanet = true;
// distribute but not in the center and not next to other planets
int tries = 0;
do {
pos = util::randv2_m1_1();
collidesWithOtherPlanet = false;
tooNearToCenter = glm::length(pos) < 0.1;
if (!tooNearToCenter) {
for (const Planet *other : planets) {
float d = glm::distance(other->position, pos);
float extraDist = (other->material == Planet::Material::Sun)
? 4.0
: 1.0;
if (d < extraDist*other->radius + radius) {
collidesWithOtherPlanet = true;
break;
}
}
}
} while((collidesWithOtherPlanet || tooNearToCenter) && tries++ < 1000);
planets.push_back(new Planet(pos, i, radius, mat));
}
}
bool State::spawnShipForPlayer(Player *player)
{
glm::vec2 spawnPos;
if (!findFreePositionWithRadius(5.0 * m_shipRadius, spawnPos)) {
return false;
}
player->ship = new Ship(spawnPos, m_shipRadius);
ships.push_back(player->ship);
player->energy = m_defaultEnergy;
return true;
}
int State::addPlayer()
{
int playerId = m_nextId++;
Player *player = new Player(playerId);
players.push_back(player);
return playerId;
}
void State::quitPlayer(int playerId)
{
std::cout << playerId << " quit" << std::endl;
Player *player = playerForId(playerId);
if (player != nullptr) {
for (Missile *missile : player->missiles) {
missile->player = nullptr;
}
players.remove(player);
}
}
void State::clear(int playerId)
{
std::cout << playerId << " clear" << std::endl;
}
void State::setName(int playerId, std::string name)
{
// discard if not unique
for (const Player *other : players) {
if (name == other->name) {
std::cout << "name '" << name << "' already given to player #" << other->id << std::endl;
return;
}
}
playerForId(playerId)->name = name;
}
void State::setSpeed(int playerId, double speed)
{
playerForId(playerId)->speed = speed;
}
void State::advancePlayerShipSpawns(float dt)
{
(void) dt;
for (Player *player : players) {
if (!player->alive) {
player->deadTimeCounter += dt;
if (player->deadTimeCounter >= m_playerRespawnTime) {
player->deadTimeCounter = 0;
player->alive = true;
std::cout<<"respawning player " << player->id << " now!" << std::endl;
}
}
if (player->alive && player->ship == NULL) {
if (!spawnShipForPlayer(player)) {
std::cout<<"could not spawn ship for player!" << std::endl;
}
}
}
}
void State::advancePlayerCommands(float dt)
{
(void) dt;
for (Player *player : players) {
if (player->alive) {
player->energy += dt;
}
// try to execute as much queued commands as possible.
while (player->hasCommandInQueue()) {
Command *command = player->peekCommand();
if (!command->ready(player, this)) {
break;
}
command->apply(player, this);
player->popCommand();
}
}
}
void State::playerKillsPlayer(Player *killer, Player *victim)
{
if (killer == nullptr || victim == nullptr) {
std::cerr <<"error: killer / victim is NULL!" << std::endl;
exit(-1);
return;
}
std::cout<<"player " << killer->id << " killed " << victim->id << std::endl;
// destroy ship
ships.remove(victim->ship);
delete(victim->ship);
victim->ship = nullptr;
victim->alive = false;
victim->deadTimeCounter = 0.0;
// TODO
// add points
// TODO
// message
}
void State::advancePlayerMissiles(float dt)
{
// advance missiles
for (Player *player : players) {
std::vector<Missile*> rm;
for (Missile *missile : player->missiles) {
//std::cout<<"missile: " << (long unsigned int) missile << std::endl;
const Missile::Event evt = missile->advance(this, dt);
const bool isHit = (evt.hit != Hit::Nothing);
if (missile->trace != nullptr) {
missile->trace->addPointFromMissile(isHit); // force point if missile gets destroyed a
}
if (!isHit) {
continue;
}
bool spawnExplosion = true;
switch(evt.hit) {
case Hit::Planet:
// TODO: add black spot on the planet.
// TODO: if water planet, add waves
// TODO: if gas planet, add nice gas explosion effect
// and start burning on this spot for some time.
//std::cout<<"hit Planet" << std::endl;
break;
case Hit::Ship:
//std::cout<<"hit Player" << std::endl;
playerKillsPlayer(playerForId(evt.playerIdKiller), playerForId(evt.playerIdVictim));
break;
case Hit::BorderOfUniverse:
//std::cout<<"missile left the universe." << std::endl;
spawnExplosion = false;
break;
default:
break;
}
if (spawnExplosion) {
addExplosionFromHit(&evt);
}
if (missile->trace != nullptr) {
missile->trace->finish();
}
rm.push_back(missile);
}
for (Missile *missile : rm) {
player->missiles.remove(missile);
delete(missile);
}
}
}
void State::advanceExplosions(float dt)
{
std::vector<Explosion*> rm;
for (Explosion *explosion : explosions) {
explosion->age += dt;
if (explosion->age >= explosion->maxAge) {
rm.push_back(explosion);
}
}
for (Explosion *explosion : rm) {
explosions.remove(explosion);
delete(explosion);
}
}
void State::advance(float dt)
{
m_time += dt;
advancePlayerShipSpawns(dt);
advanceExplosions(dt);
advanceTraceAges(dt);
advancePlayerCommands(dt);
advancePlayerMissiles(dt);
}
Player *State::playerForId(int playerId)
{
for (Player *p : players) {
if (p->id == playerId) {
return p;
}
}
return nullptr;
}
bool State::findFreePositionWithRadius(float radius, glm::vec2 &pos)
{
bool first = ships.size() == 0;
int tries = 0;
while(true) {
bool noCollision = true;
//pos = glm::linearRand2(-1.0, 1.0);
if (first) {
first = false;
pos = glm::vec2(0.0, 0.0);
} else {
pos = glm::vec2(util::randf_0_1(), util::randf_m1_1());
}
for (Planet *p : planets) {
if (glm::distance(p->position, pos) <= radius) {
noCollision = false;
break;
}
}
if (noCollision) {
return true;
}
if (tries++ >= 1000) {
pos = glm::vec2(0.0, 0.0);
return false;
}
}
}
void State::commandForPlayer(int playerId, game::Command *cmd)
{
Player *player = playerForId(playerId);
if (player != nullptr) {
player->addCommand(cmd);
}
}
void State::addTrace(Trace *trace)
{
//int count = 0;
//for (Trace *old : traces) {
// if (old->playerId == trace->playerId) {
// count++;
// }
//}
//if (count > m_maxNumTraces) {
//}
traces.push_back(trace);
}
void State::deleteTrace(Trace *trace)
{
if (trace->missile != nullptr) {
// delete backlink.
// XXX: there's a missile without a trace now.
trace->missile->trace = nullptr;
}
delete(trace);
}
void State::addExplosionFromHit(const Missile::Event *evt)
{
if (evt->hit == Hit::Nothing || evt->hit == Hit::BorderOfUniverse) {
return;
}
explosions.push_back(new Explosion(evt->position, evt->hit));
}
void State::advanceTraceAges(float dt)
{
std::vector<Trace*> rm;
for (Trace *trace : traces) {
if (trace->missile == nullptr) {
trace->age += dt;
if (trace->age >= trace->maxAge) {
rm.push_back(trace);
}
}
}
for (Trace *trace : rm) {
traces.remove(trace);
deleteTrace(trace);
}
}
}