#include #include #include #include #include "ctanks.h" /* 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) #define DUMP_xy(v) DUMPf("%s = (%f, %f)", #v, v[0], v[1]); #define DUMP_angle(v) DUMPf("%s = %.3fτ", #v, (v/TAU)); #define sq(x) ((x) * (x)) 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) { tank->speed.desired[0] = min(max(left, -100), 100); tank->speed.desired[1] = min(max(right, -100), 100); } float tank_get_turret(struct tank *tank) { return tank->turret.current; } void tank_set_turret(struct tank *tank, float angle) { tank->turret.desired = fmodf(angle, TAU); } int tank_get_sensor(struct tank *tank, int sensor_num) { if ((sensor_num < 0) || (sensor_num > TANK_MAX_SENSORS)) { return 0; } return tank->sensors[sensor_num].triggered; } void tank_set_led(struct tank *tank, int active) { tank->led = active; } static void rotate_point(float angle, float point[2]) { float cos_, sin_; float new[2]; cos_ = cosf(angle); sin_ = sinf(angle); new[0] = point[0]*cos_ - point[1]*sin_; new[1] = point[0]*sin_ + point[1]*cos_; 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) { float theta = this->angle + this->turret.current; float rpos[2]; /* If someone's a crater, this is easy (unless we were just killed by the other one, in which case we have to check the other direction) */ if ((this->killer && this->killer != that) || that->killer) { return; } /* Did they collide? */ if ((!this->killer) && 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 */ 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 */ if (this->sensors[i].triggered) { continue; } /* If the tank is out of range, don't bother */ if (dist2 > sq(this->sensors[i].range + TANK_RADIUS)) { continue; } /* What is the angle of our sensor? */ 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]; rotate_point(-theta, rpos); /* Sensor is symmetrical, we can consider only top quadrants */ rpos[1] = fabsf(rpos[1]); /* Compute inverse slopes to tank and of our sensor */ m_s = 1 / tanf(this->sensors[i].width / 2); m_r = rpos[0] / rpos[1]; /* If our inverse slope is less than theirs, they're inside the arc */ if (m_r >= m_s) { this->sensors[i].triggered = 1; continue; } /* Now check if the edge of the arc intersects the tank. Do this just like with firing. */ rotate_point(this->sensors[i].width / -2, rpos); if ((rpos[0] > 0) && (fabsf(rpos[1]) < TANK_RADIUS)) { this->sensors[i].triggered = 1; } } } void compute_vector(struct tanks_game *game, float vector[2], float *dist2, struct tank *this, struct tank *that) { int i; /* 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; 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]; } } /* Compute distance^2 for range comparisons */ *dist2 = sq(vector[0]) + sq(vector[1]); } void tanks_move_tank(struct tanks_game *game, struct tank *tank) { int i; float movement; float angle; int dir = 1; /* 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 += TAU; } rot_angle = fmodf(PI + rot_angle, TAU) - 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, TAU); } /* Fakey acceleration */ 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]) { tank->speed.current[i] = min(tank->speed.current[i] + TANK_MAX_ACCEL, tank->speed.desired[i]); } else { tank->speed.current[i] = max(tank->speed.current[i] - TANK_MAX_ACCEL, tank->speed.desired[i]); } } /* The simple case */ if (tank->speed.current[0] == tank->speed.current[1]) { movement = tank->speed.current[0] * (TANK_TOP_SPEED / 100.0); angle = 0; } else { /* pflarr's original comment: * * 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; float r; float theta; /* 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. */ friction = TANK_FRICTION * (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 */ if (fabsf(v[0]) > abs(v[1])) { Si = v[1]; So = v[0]; dir = 1; } else { Si = v[0]; So = v[1]; dir = -1; } /* Radius of circle to outside tread (use similar triangles) */ r = So * (TANK_RADIUS * 2) / (So - Si); /* pflarr: The fraction of the circle traveled is equal to the speed of the outer tread over the circumference of the circle: Ft = So/(tau*r) The angle traveled is: theta = Ft * tau This reduces to a simple theta = So/r We multiply it by dir to adjust for the direction of rotation */ theta = So/r * dir; movement = r * tanf(theta); angle = theta; } /* Now move the tank */ tank->angle = fmodf(tank->angle + angle + TAU, TAU); { float m[2]; m[0] = cosf(tank->angle) * movement * dir; m[1] = sinf(tank->angle) * movement * dir; for (i = 0; i < 2; i += 1) { tank->position[i] = fmodf(tank->position[i] + m[i] + game->size[i], game->size[i]); } } } void tanks_run_turn(struct tanks_game *game, struct tank *tanks, int ntanks) { int i, j; float vector[2]; float dist2; /* distance squared */ /* It takes (at least) two to tank-o */ if (ntanks < 2) { return; } /* Charge cannons and reset sensors */ 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; } 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 */ 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); } } /* 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 */ 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); } } }