ref: 88e2efdc548c93b45b9f84bcab27b1d437873a65
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 Mobjl moving0 = {.l = &moving0, .lp = &moving0}, *moving = &moving0; static Mobjl * linkmobj(Mobjl *l, Mobj *mo, Mobjl *p) { if(p == nil) p = emalloc(sizeof *p); p->mo = mo; p->l = l->l; p->lp = l; l->l->lp = p; l->l = p; return p; } static void unlinkmobj(Mobjl *ml) { if(ml == nil || ml->l == nil || ml->lp == nil) return; ml->lp->l = ml->l; ml->l->lp = ml->lp; ml->lp = ml->l = nil; } void linktomap(Mobj *mo) { Map *m; m = map + mo->y / Node2Tile * mapwidth + mo->x / Node2Tile; mo->mobjl = linkmobj(mo->f & Fair ? m->ml.lp : &m->ml, mo, mo->mobjl); } static void resetcoords(Mobj *mo) { markmobj(mo, 0); mo->subpx = mo->px << Subpxshift; mo->subpy = mo->py << Subpxshift; markmobj(mo, 1); } static double facemobj(Point p, Mobj *mo) { int dx, dy; double vx, vy, d, θ, θ256, Δθ; dx = p.x - mo->px; dy = p.y - mo->py; d = sqrt(dx * dx + dy * dy); vx = dx / d; vy = dy / d; /* angle in radians [0;2π[ with 0 facing north */ θ = atan2(vy, vx) + PI / 2; if(θ < 0) θ += 2 * PI; else if(θ >= 2 * PI) θ -= 2 * PI; /* movement calculations use values in [0;256[, drawing in [0;32[ */ θ256 = θ * 256.0 / (2 * PI); mo->u = vx; mo->v = vy; Δθ = θ256 - mo->θ; if(Δθ <= -256 / 2) Δθ += 256; else if(Δθ >= 256 / 2) Δθ -= 256; mo->Δθs = Δθ < 0 ? -1: 1; mo->Δθ = fabs(Δθ); return θ256; } static void freemove(Mobj *mo) { unlinkmobj(mo->movingp); mo->pathp = nil; mo->freezefrm = tc % mo->o->pics[mo->state][PTbase].nf; mo->state = OSidle; resetcoords(mo); } static void nextmove(Mobj *mo) { resetcoords(mo); facemobj(*mo->pathp, mo); } static int repath(Point p, Mobj *mo) { freemove(mo); mo->target = p; if(findpath(p, mo) < 0){ mo->θ = facemobj(p, mo); return -1; } mo->movingp = linkmobj(moving, mo, mo->movingp); mo->pathp = mo->paths; mo->state = OSmove; nextmove(mo); return 0; } int moveone(Point p, Mobj *mo, Mobj *block) { if(mo->o->speed == 0){ dprint("move: obj %s can't move\n", mo->o->name); return -1; } setgoal(&p, mo, block); if(repath(p, mo) < 0){ mo->speed = 0.0; dprint("move to %d,%d: %r\n", p.x, p.y); return -1; } return 0; } int spawn(int x, int y, Obj *o, int n) { Mobj *mo; if((mo = mapspawn(x, y, o)) == nil) return -1; mo->team = n; mo->state = OSidle; if(mo->f & Fbuild) team[n].nbuild++; else team[n].nunit++; return 0; } static int tryturn(Mobj *mo) { int r; double Δθ; r = 1; if(mo->Δθ <= mo->o->turn){ r = 0; Δθ = mo->Δθ; }else Δθ = mo->o->turn; mo->θ += mo->Δθs * Δθ; if(mo->θ < 0) mo->θ += 256; else if(mo->θ >= 256) mo->θ -= 256; mo->Δθ -= Δθ; return r; } static void updatespeed(Mobj *mo) { if(1 + mo->pathlen < (mo->speed / 8) * (mo->speed / 8) / 2 / (mo->o->accel / 8)){ mo->speed -= mo->o->accel; if(mo->speed < 0.0) mo->speed = 0.0; }else if(mo->speed < mo->o->speed){ mo->speed += mo->o->accel; if(mo->speed > mo->o->speed) mo->speed = mo->o->speed; } } static int trymove(Mobj *mo) { int x, y, px, py, sx, sy, Δx, Δy, Δu, Δv, Δrx, Δry, Δpx, Δpy; double dx, dy; markmobj(mo, 0); px = mo->px; py = mo->py; sx = mo->subpx; sy = mo->subpy; Δu = mo->u * (1 << Subpxshift); Δv = mo->v * (1 << Subpxshift); Δx = abs(Δu); Δy = abs(Δv); Δrx = fabs(mo->u * mo->speed) * (1 << Subpxshift); Δry = fabs(mo->v * mo->speed) * (1 << Subpxshift); Δpx = abs((mo->pathp->x << Subpxshift) - sx); Δpy = abs((mo->pathp->y << Subpxshift) - sy); if(Δpx < Δrx) Δrx = Δpx; if(Δpy < Δry) Δry = Δpy; while(Δrx > 0 || Δry > 0){ x = mo->x; y = mo->y; if(Δrx > 0){ sx += Δu; Δrx -= Δx; if(Δrx < 0) sx += mo->u < 0 ? -Δrx : Δrx; x = (sx >> Subpxshift) + ((sx & Subpxmask) != 0); x /= Nodewidth; } if(Δry > 0){ sy += Δv; Δry -= Δy; if(Δry < 0) sy += mo->v < 0 ? -Δry : Δry; y = (sy >> Subpxshift) + ((sy & Subpxmask) != 0); y /= Nodewidth; } if(isblocked(x, y, mo->o)) goto end; /* disallow corner coasting */ if(x != mo->x && y != mo->y && (isblocked(x, mo->y, mo->o) || isblocked(mo->x, y, mo->o))){ dprint("detected corner coasting %d,%d vs %d,%d\n", x, y, mo->x, mo->y); goto end; } mo->subpx = sx; mo->subpy = sy; mo->px = sx >> Subpxshift; mo->py = sy >> Subpxshift; mo->x = mo->px / Nodewidth; mo->y = mo->py / Nodeheight; } markmobj(mo, 1); dx = mo->px - px; dx *= dx; dy = mo->py - py; dy *= dy; mo->pathlen -= sqrt(dx + dy) / Nodewidth; return 0; end: werrstr("trymove: can't move to %d,%d", x, y); mo->subpx = mo->px << Subpxshift; mo->subpy = mo->py << Subpxshift; markmobj(mo, 1); dx = mo->px - px; dx *= dx; dy = mo->py - py; dy *= dy; mo->pathlen -= sqrt(dx + dy) / Nodewidth; return -1; } static int domove(Mobj *mo) { int r; updatespeed(mo); unlinkmobj(mo->mobjl); r = trymove(mo); linktomap(mo); return r; } static void stepmove(Mobj *mo) { int n; n = 0; restart: n++; if(tryturn(mo)) return; if(domove(mo) < 0){ if(n > 1){ fprint(2, "stepmove: %s %#p bug inducing infinite loop!\n", mo->o->name, mo); return; } dprint("stepmove: failed to move: %r\n"); if(repath(mo->target, mo) < 0){ dprint("stepmove: %s %#p moving towards target: %r\n", mo->o->name, mo); mo->speed = 0.0; return; } goto restart; } if(mo->px == mo->pathp->x && mo->py == mo->pathp->y){ mo->pathp++; if(mo->pathp < mo->pathe){ nextmove(mo); return; }else if(mo->x == mo->target.x && mo->y == mo->target.y){ mo->npatherr = 0; mo->speed = 0.0; freemove(mo); return; } dprint("stepmove: %s %#p reached final node, but not target\n", mo->o->name, mo); if(mo->goalblocked && isblocked(mo->target.x, mo->target.y, mo->o)){ dprint("stepmove: %s %#p goal still blocked, stopping\n", mo->o->name, mo); mo->speed = 0.0; freemove(mo); return; } if(mo->npatherr++ > 1 || repath(mo->target, mo) < 0){ dprint("stepmove: %s %#p trying to find target: %r\n", mo->o->name, mo); mo->npatherr = 0; mo->speed = 0.0; freemove(mo); } } } void stepsim(void) { Mobjl *ml, *oml; for(oml=moving->l, ml=oml->l; oml!=moving; oml=ml, ml=ml->l) stepmove(oml->mo); } 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); }