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#include <assert.h>
#include <stdlib.h>
#include <string.h>
#include "common.h"
#include "player.h"
#include "snapshot.h"
#include "types.h"
#include "physics.h"
struct context *
dp_physics_context_create(size_t snapshots)
{
struct context *ctx = NULL;
if (!(ctx = malloc(sizeof(*ctx))))
return NULL;
memset(ctx, 0, sizeof(*ctx));
ctx->snapshots_len = snapshots;
if (!(ctx->snapshots = malloc(sizeof(*ctx->snapshots) * snapshots)))
{
free(ctx);
return NULL;
}
memset(ctx->snapshots, 0, sizeof(*ctx->snapshots) * snapshots);
return ctx;
}
void
dp_physics_context_free(struct context *ctx)
{
if (!ctx)
return;
if (ctx->snapshots)
free(ctx->snapshots);
free(ctx);
}
struct snapshot *dp_physics_context_get_snapshot(struct context *ctx)
{
size_t i;
struct snapshot *s;
for (i = 0; i < ctx->snapshots_len; i++)
{
s = &ctx->snapshots[i];
if (!s->active)
{
s->active = true;
return s;
}
}
return NULL;
}
void dp_physics_context_return_snapshot(struct context *ctx, struct snapshot *s)
{
size_t i;
assert(s->active);
for (i = 0; i < ctx->snapshots_len; i++)
{
if (s == &ctx->snapshots[i])
{
s->active = false;
}
}
assert(!s->active);
}
static void
dp_physics_tick_player(const struct player *cur, double delta, struct player *next)
{
vec2 acc;
next->state = cur->state;
if (next->state == STATE_REMOVED)
next->state = STATE_INACTIVE;
if (next->state == STATE_INACTIVE)
return;
acc = dp_player_calculate_acceleration(cur);
next->vel = dp_vec2_add(cur->vel, dp_vec2_mul(acc, delta));
next->pos = dp_vec2_add(cur->pos, dp_vec2_mul(next->vel, delta));
}
static void
dp_physics_tick_ball(const struct ball *cur, double delta, struct ball *next)
{
next->state = cur->state;
if (next->state == STATE_REMOVED)
next->state = STATE_INACTIVE;
if (next->state == STATE_INACTIVE)
return;
next->pos = dp_vec2_add(cur->pos, dp_vec2_mul(cur->vel, delta));
}
int
dp_physics_tick(const struct snapshot *cur, double delta, struct snapshot *next)
{
size_t i;
assert(cur->active);
assert(next->active);
for (i = 0; i < LENGTH(cur->players); i++)
{
dp_physics_tick_player(&cur->players[i], delta, &next->players[i]);
}
for (i = 0; i < LENGTH(cur->balls); i++)
{
dp_physics_tick_ball(&cur->balls[i], delta, &next->balls[i]);
}
next->tick = cur->tick + 1;
return 0;
}
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