tanks/ctanks.c

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#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
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#include "ctanks.h"
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/* Debugging help */
#define DUMPf(fmt, args...) fprintf(stderr, "%s:%s:%d " fmt "\n", __FILE__, __FUNCTION__, __LINE__, ##args)
#define DUMP() DUMPf("")
#define DUMP_d(v) DUMPf("%s = %d", #v, v)
#define DUMP_x(v) DUMPf("%s = 0x%x", #v, v)
#define DUMP_s(v) DUMPf("%s = %s", #v, v)
#define DUMP_c(v) DUMPf("%s = %c", #v, v)
#define DUMP_f(v) DUMPf("%s = %f", #v, v)
#define DUMP_p(v) DUMPf("%s = %p", #v, v)
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#define DUMP_xy(v) DUMPf("%s = (%f, %f)", #v, v[0], v[1]);
#define DUMP_angle(v) DUMPf("%s = %.3fπ", #v, (v/PI));
#define sq(x) ((x) * (x))
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void
tank_init(struct tank *tank, tank_run_func *run, void *udata)
{
memset(tank, 0, sizeof(*tank));
tank->run = run;
tank->udata = udata;
}
int
tank_fire_ready(struct tank *tank)
{
return (! tank->turret.recharge);
}
void
tank_fire(struct tank *tank)
{
tank->turret.firing = tank_fire_ready(tank);
}
void
tank_set_speed(struct tank *tank, float left, float right)
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{
tank->speed.desired[0] = min(max(left, -100), 100);
tank->speed.desired[1] = min(max(right, -100), 100);
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}
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float
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tank_get_turret(struct tank *tank)
{
return tank->turret.current;
}
void
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tank_set_turret(struct tank *tank, float angle)
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{
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tank->turret.desired = fmodf(angle, 2*PI);
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}
int
tank_get_sensor(struct tank *tank, int sensor_num)
{
if ((sensor_num < 0) || (sensor_num > TANK_MAX_SENSORS)) {
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return 0;
}
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return tank->sensors[sensor_num].triggered;
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}
void
tank_set_led(struct tank *tank, int active)
{
tank->led = active;
}
static void
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rotate_point(float angle, float point[2])
{
float cos_, sin_;
float new[2];
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cos_ = cosf(angle);
sin_ = sinf(angle);
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new[0] = point[0]*cos_ - point[1]*sin_;
new[1] = point[0]*sin_ + point[1]*cos_;
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point[0] = new[0];
point[1] = new[1];
}
static void
tanks_fire_cannon(struct tanks_game *game,
struct tank *this,
struct tank *that,
float vector[2],
float dist2)
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{
float theta = this->angle + this->turret.current;
float rpos[2];
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/* If someone's a crater, this is easy */
if (this->killer || that->killer) {
return;
}
/* Did they collide? */
if (dist2 < TANK_COLLISION_ADJ2) {
this->killer = that;
this->cause_death = "collision";
that->killer = this;
that->cause_death = "collision";
return;
}
/* No need to check if it's not even firing */
if (! this->turret.firing) {
return;
}
/* Also no need to check if it's outside cannon range */
if (dist2 > TANK_CANNON_ADJ2) {
return;
}
/* Did this shoot that? Rotate point by turret degrees, and if |y| <
TANK_RADIUS, we have a hit. */
rpos[0] = vector[0];
rpos[1] = vector[1];
rotate_point(-theta, rpos);
if ((rpos[0] > 0) && (fabsf(rpos[1]) < TANK_RADIUS)) {
that->killer = this;
that->cause_death = "shot";
}
}
static void
tanks_sensor_calc(struct tanks_game *game,
struct tank *this,
struct tank *that,
float vector[2],
float dist2)
{
int i;
/* If someone's a crater, this is easy */
if (this->killer || that->killer) {
return;
}
/* If they're not inside the max sensor, just skip it */
if (dist2 > TANK_SENSOR_ADJ2) {
return;
}
/* Calculate sensors */
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for (i = 0; i < TANK_MAX_SENSORS; i += 1) {
float theta;
float rpos[2];
float m_r, m_s;
if (0 == this->sensors[i].range) {
/* Sensor doesn't exist */
continue;
}
/* No need to re-check this sensor if it's already firing */
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if (this->sensors[i].triggered) {
continue;
}
/* If the tank is out of range, don't bother */
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if (dist2 > sq(this->sensors[i].range + TANK_RADIUS)) {
continue;
}
/* What is the angle of our sensor? */
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theta = this->angle + this->sensors[i].angle;
if (this->sensors[i].turret) {
theta += this->turret.current;
}
/* Rotate their position by theta */
rpos[0] = vector[0];
rpos[1] = vector[1];
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rotate_point(-theta, rpos);
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/* Sensor is symmetrical, we can consider only top quadrants */
rpos[1] = fabsf(rpos[1]);
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/* Compute inverse slopes to tank and of our sensor */
m_s = 1 / tanf(this->sensors[i].width / 2);
m_r = rpos[0] / rpos[1];
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/* If our inverse slope is less than theirs, they're inside the arc */
if (m_r >= m_s) {
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this->sensors[i].triggered = 1;
continue;
}
/* Now check if the edge of the arc intersects the tank. Do this
just like with firing. */
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rotate_point(this->sensors[i].width / -2, rpos);
if ((rpos[0] > 0) && (fabsf(rpos[1]) < TANK_RADIUS)) {
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this->sensors[i].triggered = 1;
}
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}
}
void
compute_vector(struct tanks_game *game,
float vector[2],
float *dist2,
struct tank *this,
struct tank *that)
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{
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int i;
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/* Establish shortest vector from center of this to center of that,
* taking wrapping into account */
for (i = 0; i < 2; i += 1) {
float halfsize = game->size[i] / 2;
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vector[i] = that->position[i] - this->position[i];
if (vector[i] > halfsize) {
vector[i] = vector[i] - game->size[i];
}
else if (vector[i] < -halfsize) {
vector[i] = game->size[i] + vector[i];
}
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}
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/* Compute distance^2 for range comparisons */
*dist2 = sq(vector[0]) + sq(vector[1]);
}
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void
tanks_move_tank(struct tanks_game *game,
struct tank *tank)
{
int i;
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float movement;
float angle;
int dir = 1;
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/* Rotate the turret */
{
float rot_angle; /* Quickest way there */
/* Constrain rot_angle to between -PI and PI */
rot_angle = tank->turret.desired - tank->turret.current;
while (rot_angle < 0) {
rot_angle += 2*PI;
}
rot_angle = fmodf(PI + rot_angle, 2*PI) - PI;
rot_angle = min(TANK_MAX_TURRET_ROT, rot_angle);
rot_angle = max(-TANK_MAX_TURRET_ROT, rot_angle);
tank->turret.current = fmodf(tank->turret.current + rot_angle, 2*PI);
}
/* Fakey acceleration */
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for (i = 0; i < 2; i += 1) {
if (tank->speed.current[i] == tank->speed.desired[i]) {
/* Do nothing */
} else if (tank->speed.current[i] < tank->speed.desired[i]) {
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tank->speed.current[i] = min(tank->speed.current[i] + TANK_MAX_ACCEL,
tank->speed.desired[i]);
} else {
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tank->speed.current[i] = max(tank->speed.current[i] - TANK_MAX_ACCEL,
tank->speed.desired[i]);
}
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}
/* The simple case */
if (tank->speed.current[0] == tank->speed.current[1]) {
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movement = tank->speed.current[0] * (TANK_TOP_SPEED / 100.0);
angle = 0;
} else {
/* pflarr's original comment:
*
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* The tank drives around in a circle of radius r, which is some
* offset on a line perpendicular to the tank. The distance it
* travels around the circle varies with the speed of each tread,
* and is such that each side of the tank moves an equal angle
* around the circle.
*
* Sounds good to me. pflarr's calculations here are fantastico,
* there's nothing whatsoever to change. */
float friction;
float v[2];
float So, Si;
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float r;
float theta;
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/* The first thing Paul's code does is find "friction", which seems
to be a penalty for having the treads go in opposite directions.
This probably plays hell with precisely-planned tanks, which I
find very ha ha. */
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friction = .75 * (fabsf(tank->speed.current[0] - tank->speed.current[1]) / 200);
v[0] = tank->speed.current[0] * (1 - friction) * (TANK_TOP_SPEED / 100.0);
v[1] = tank->speed.current[1] * (1 - friction) * (TANK_TOP_SPEED / 100.0);
/* Outside and inside speeds */
So = max(v[0], v[1]);
Si = min(v[0], v[1]);
dir = (v[0] > v[1]) ? 1 : -1;
/* Radius of circle to outside tread (use similar triangles) */
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r = So * (TANK_RADIUS * 2) / (So - Si);
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/* pflarr:
The fraction of the circle traveled is equal to the speed
of the outer tread over the circumference of the circle:
Ft = So/(2*pi*r)
The angle traveled is:
theta = Ft * 2*pi
This reduces to a simple
theta = So/r
We multiply it by dir to adjust for the direction of rotation
*/
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theta = So/r * dir;
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movement = r * tanf(theta);
angle = theta;
}
/* Now move the tank */
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tank->angle = fmodf(tank->angle + angle + 2*PI, 2*PI);
{
float m[2];
m[0] = cosf(tank->angle) * movement * dir;
m[1] = sinf(tank->angle) * movement * dir;
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for (i = 0; i < 2; i += 1) {
tank->position[i] = fmodf(tank->position[i] + m[i] + game->size[i],
game->size[i]);
}
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}
}
void
tanks_run_turn(struct tanks_game *game, struct tank *tanks, int ntanks)
{
int i, j;
float vector[2];
float dist2; /* distance squared */
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/* It takes (at least) two to tank-o */
if (ntanks < 2) {
return;
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}
/* Charge cannons and reset sensors */
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for (i = 0; i < ntanks; i += 1) {
if (tanks[i].turret.firing) {
tanks[i].turret.firing = 0;
tanks[i].turret.recharge = TANK_CANNON_RECHARGE;
}
if (tanks[i].killer) continue;
if (tanks[i].turret.recharge) {
tanks[i].turret.recharge -= 1;
}
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for (j = 0; j < TANK_MAX_SENSORS; j += 1) {
tanks[i].sensors[j].triggered = 0;
}
}
/* Move tanks */
for (i = 0; i < ntanks; i += 1) {
if (tanks[i].killer) continue;
tanks_move_tank(game, &(tanks[i]));
}
/* Probe sensors */
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for (i = 0; i < ntanks; i += 1) {
if (tanks[i].killer) continue;
for (j = i + 1; j < ntanks; j += 1) {
struct tank *this = &tanks[i];
struct tank *that = &tanks[j];
compute_vector(game, vector, &dist2, this, that);
tanks_sensor_calc(game, this, that, vector, dist2);
vector[0] = -vector[0];
vector[1] = -vector[1];
tanks_sensor_calc(game, that, this, vector, dist2);
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}
}
/* Run programs */
for (i = 0; i < ntanks; i += 1) {
if (tanks[i].killer) continue;
tanks[i].run(&tanks[i], tanks[i].udata);
}
/* Fire cannons and check for crashes */
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for (i = 0; i < ntanks; i += 1) {
if (tanks[i].killer) continue;
for (j = i + 1; j < ntanks; j += 1) {
struct tank *this = &tanks[i];
struct tank *that = &tanks[j];
compute_vector(game, vector, &dist2, this, that);
tanks_fire_cannon(game, this, that, vector, dist2);
vector[0] = -vector[0];
vector[1] = -vector[1];
tanks_fire_cannon(game, that, this, vector, dist2);
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}
}
}