9 #define SPEED (0.03 / TICK)
10 #define ROTATE (0.03 / TICK)
11 #define BULL_SPEED (0.4 / TICK)
13 #define MAX_SPEED (0.3 / TICK)
14 #define MAX_ROTATE (0.3 / TICK)
16 Player g_player
[MAX_PLAYERS
];
17 Bullet g_bullet
[MAX_BULLETS
];
21 void g_player_set(unsigned int id
, bool live
, float x
, float y
, float r
, float vx
, float vy
, float vr
, int shoot
) {
22 assert(id
< MAX_PLAYERS
);
23 g_player
[id
] = (Player
) {
35 void g_bullet_set(unsigned int id
, unsigned int owner
, bool live
, float x
, float y
, float vx
, float vy
, int tick
) {
36 assert(id
< MAX_BULLETS
);
37 assert(owner
< MAX_PLAYERS
);
38 g_bullet
[id
] = (Bullet
) {
49 static int freebullet() {
50 for(int i
= 0; i
< MAX_BULLETS
; i
++)
56 static void moveplayer(int id
, float speed
) {
57 g_player
[id
].vx
+= speed
* cos(g_player
[id
].r
* 2 * M_PI
);
58 g_player
[id
].vy
+= speed
* sin(g_player
[id
].r
* 2 * M_PI
);
60 if(fabs(g_player
[id
].vx
) > MAX_SPEED
)
61 g_player
[id
].vx
= copysignf(MAX_SPEED
, g_player
[id
].vx
);
62 if(fabs(g_player
[id
].vy
) > MAX_SPEED
)
63 g_player
[id
].vy
= copysignf(MAX_SPEED
, g_player
[id
].vy
);
66 static void roteplayer(int id
, float speed
) {
67 g_player
[id
].vr
+= speed
;
68 if(fabs(g_player
[id
].vr
) > MAX_ROTATE
)
69 g_player
[id
].vr
= copysignf(MAX_ROTATE
, g_player
[id
].vr
);
72 static void fireplayer(int id
) {
77 if(g_player
[id
].shoot
< PLAYER_SHOOT
)
80 g_player
[id
].shoot
= 0;
83 float vx
= BULL_SPEED
* cos(g_player
[id
].r
* 2 * M_PI
);
84 float vy
= BULL_SPEED
* sin(g_player
[id
].r
* 2 * M_PI
);
85 g_bullet_set(j
, id
, true, g_player
[id
].x
, g_player
[id
].y
, vx
, vy
, 0);
89 static void checkspacebound(float * a
) {
98 static bool collide(float x1
, float y1
, float r1
, float x2
, float y2
, float r2
) {
99 float l
= sqrtf(powf(x1
- x2
, 2) + powf(y1
- y2
, 2));
100 return ((l
- r1
- r2
) <= 0);
103 void g_player_does(unsigned int id
, DoesBits code
) {
104 assert(id
< MAX_PLAYERS
);
107 moveplayer(id
, SPEED
);
109 moveplayer(id
, -SPEED
);
111 roteplayer(id
, -ROTATE
);
113 roteplayer(id
, ROTATE
);
119 for(int i
= 0; i
< MAX_PLAYERS
; i
++) {
120 if(g_player
[i
].live
) {
121 g_player
[i
].updated
= true;
122 g_player
[i
].x
+= g_player
[i
].vx
;
123 g_player
[i
].y
+= g_player
[i
].vy
;
124 g_player
[i
].r
+= g_player
[i
].vr
;
125 checkspacebound(&g_player
[i
].x
);
126 checkspacebound(&g_player
[i
].y
);
129 if(g_player
[i
].shoot
> PLAYER_SHOOT
)
130 g_player
[i
].shoot
= PLAYER_SHOOT
;
134 for(int i
= 0; i
< MAX_BULLETS
; i
++) {
135 if(g_bullet
[i
].live
) {
136 g_bullet
[i
].updated
= true;
137 g_bullet
[i
].tick
+= 1;
138 g_bullet
[i
].x
+= g_bullet
[i
].vx
;
139 g_bullet
[i
].y
+= g_bullet
[i
].vy
;
141 checkspacebound(&g_bullet
[i
].x
);
142 checkspacebound(&g_bullet
[i
].y
);
144 for(int j
= 0; j
< MAX_PLAYERS
; j
++)
146 if(collide(g_bullet
[i
].x
, g_bullet
[i
].y
, 0.0001, g_player
[j
].x
, g_player
[j
].y
, PLAYER_SIZE
))
147 if(j
!= g_bullet
[i
].owner
)
148 g_player
[j
].live
= false;
150 if(g_bullet
[i
].tick
> BULLET_TIME
)
151 g_bullet
[i
].live
= false;
156 void g_init(bool server_mode
) {
157 svmode
= server_mode
;