9 #define SPEED (0.015 / 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 // Цифры взяты с потолка, но вроде неплохо подобраны
21 Player g_player
[MAX_PLAYERS
];
22 Bullet g_bullet
[MAX_BULLETS
];
26 void g_player_set(unsigned int id
, bool live
, float x
, float y
, float r
, float vx
, float vy
, float vr
, int shoot
) {
27 assert(id
< MAX_PLAYERS
);
28 g_player
[id
] = (Player
) {
40 void g_bullet_set(unsigned int id
, unsigned int owner
, bool live
, float x
, float y
, float vx
, float vy
, int tick
) {
41 assert(id
< MAX_BULLETS
);
42 assert(owner
< MAX_PLAYERS
);
43 g_bullet
[id
] = (Bullet
) {
54 static int freebullet() {
55 for(int i
= 0; i
< MAX_BULLETS
; i
++)
61 static void moveplayer(int id
, float speed
) {
62 if(fabs(g_player
[id
].vx
) < MAX_SPEED
)
63 g_player
[id
].vx
+= speed
* cos(g_player
[id
].r
* 2 * M_PI
);
64 if(fabs(g_player
[id
].vy
) < MAX_SPEED
)
65 g_player
[id
].vy
+= speed
* sin(g_player
[id
].r
* 2 * M_PI
);
68 static void roteplayer(int id
, float speed
) {
69 g_player
[id
].vr
+= speed
;
70 if(fabs(g_player
[id
].vr
) > MAX_ROTATE
)
71 g_player
[id
].vr
= copysignf(MAX_ROTATE
, g_player
[id
].vr
);
74 static void fireplayer(int id
) {
79 if(g_player
[id
].shoot
< PLAYER_SHOOT
)
82 g_player
[id
].shoot
= 0;
85 float vx
= BULL_SPEED
* cos(g_player
[id
].r
* 2 * M_PI
);
86 float vy
= BULL_SPEED
* sin(g_player
[id
].r
* 2 * M_PI
);
87 g_bullet_set(j
, id
, true, g_player
[id
].x
, g_player
[id
].y
, vx
, vy
, 0);
91 static void checkspacebound(float * a
) {
94 x
= copysign(fmodf(x
, 1) + 1, -1 * x
);
98 static float length(float x1
, float y1
, float x2
, float y2
) {
99 return sqrtf(powf(x1
- x2
, 2) + powf(y1
- y2
, 2));
102 static bool collide(float x1
, float y1
, float r1
, float x2
, float y2
, float r2
) {
103 return ((length(x1
, y1
, x2
, y2
) - r1
- r2
) <= 0);
106 static void gravity(float * vx
, float * vy
, float x
, float y
) {
107 *vx
+= copysign(G
* M_STAR
* M_SHIP
/ length(0, 0, x
, y
), x
* -1);
108 *vy
+= copysign(G
* M_STAR
* M_SHIP
/ length(0, 0, x
, y
), y
* -1);
111 void g_player_does(unsigned int id
, DoesBits code
) {
112 assert(id
< MAX_PLAYERS
);
115 moveplayer(id
, SPEED
);
117 moveplayer(id
, -SPEED
);
119 roteplayer(id
, -ROTATE
);
121 roteplayer(id
, ROTATE
);
127 for(int i
= 0; i
< MAX_PLAYERS
; i
++) {
128 if(g_player
[i
].live
) {
129 g_player
[i
].updated
= true;
130 g_player
[i
].x
+= g_player
[i
].vx
;
131 g_player
[i
].y
+= g_player
[i
].vy
;
132 g_player
[i
].r
+= g_player
[i
].vr
;
134 gravity(&g_player
[i
].vx
, &g_player
[i
].vy
, g_player
[i
].x
, g_player
[i
].y
);
136 checkspacebound(&g_player
[i
].x
);
137 checkspacebound(&g_player
[i
].y
);
140 if(g_player
[i
].shoot
> PLAYER_SHOOT
)
141 g_player
[i
].shoot
= PLAYER_SHOOT
;
143 if(collide(g_player
[i
].x
, g_player
[i
].y
, PLAYER_SIZE
, 0, 0, STAR_SIZE
))
144 g_player
[i
].live
= false;
148 for(int i
= 0; i
< MAX_BULLETS
; i
++) {
149 if(g_bullet
[i
].live
) {
150 g_bullet
[i
].updated
= true;
151 g_bullet
[i
].tick
+= 1;
152 g_bullet
[i
].x
+= g_bullet
[i
].vx
;
153 g_bullet
[i
].y
+= g_bullet
[i
].vy
;
155 checkspacebound(&g_bullet
[i
].x
);
156 checkspacebound(&g_bullet
[i
].y
);
158 //gravity(&g_bullet[i].vx, &g_bullet[i].vy, g_bullet[i].x, g_bullet[i].y);
160 for(int j
= 0; j
< MAX_PLAYERS
; j
++)
162 if(collide(g_bullet
[i
].x
, g_bullet
[i
].y
, 0.0001, g_player
[j
].x
, g_player
[j
].y
, PLAYER_SIZE
))
163 if(j
!= g_bullet
[i
].owner
)
164 g_player
[j
].live
= false;
166 if(g_bullet
[i
].tick
> BULLET_TIME
)
167 g_bullet
[i
].live
= false;
172 void g_init(bool server_mode
) {
173 svmode
= server_mode
;