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client.c3
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import common;
import std::math;
import std::sort;
import std::io;
const float NEAR_CLIPPING_PLANE = 0.1;
const float FAR_CLIPPING_PLANE = 10.0;
const float FOV = math::PI*0.5;
const float EPS = 1e-6;
const usz SPRITE_POOL_CAPACITY = 1000;
const usz PARTICLE_POOL_CAPACITY = 1000;
const float PARTICLE_LIFETIME = 1.0f;
const float PARTICLE_MAX_SPEED = 8;
const float PARTICLE_DAMP = 0.8;
const float PARTICLE_SCALE = 0.05;
const float ITEM_FREQ = 0.7;
const float ITEM_AMP = 0.07;
const int BOMB_PARTICLE_COUNT = 50;
const bool MINIMAP_SPRITES = true;
const float MINIMAP_SPRITE_SIZE = 0.2;
const float MINIMAP_SCALE = 0.07;
def Color = char[<4>];
// WARNING! Must be synchronized with AssetSound in client.mts
enum AssetSound {
BOMB_BLAST,
BOMB_RICOCHET,
ITEM_PICKUP,
}
// TODO: Use std::math::random instead (when you finally figure out how to use it)
extern fn float platform_random();
extern fn void platform_play_sound(AssetSound sound, float player_position_x, float player_position_y, float object_position_x, float object_position_y);
extern fn bool platform_is_offline_mode();
struct Image {
usz width;
usz height;
Color[*] pixels;
}
fn usz image_width(Image *image) @extern("image_width") @wasm {
return image.width;
}
fn usz image_height(Image *image) @extern("image_height") @wasm {
return image.height;
}
fn Color *image_pixels(Image *image) @extern("image_pixels") @wasm {
return &image.pixels[0];
}
fn Image* allocate_image(usz width, usz height) @extern("allocate_image") @wasm {
Image* image = mem::calloc(Image.sizeof + Color.sizeof*width*height);
image.width = width;
image.height = height;
return image;
}
struct Sprite {
Image *image;
// TODO: Use Vector3 instead
// We can't do it right now due to some alignment restriction stuff
Vector2 position;
float z;
float scale;
IVector2 crop_position;
IVector2 crop_size;
float dist; // Actual distance.
float pdist; // Perpendicular distance.
float t; // Normalized horizontal position on the screen
}
struct SpritePool {
Sprite[SPRITE_POOL_CAPACITY] items;
int length;
Sprite*[SPRITE_POOL_CAPACITY] visible_items;
int visible_length;
}
fn SpritePool *allocate_sprite_pool() @extern("allocate_sprite_pool") @wasm {
return mem::new(SpritePool);
}
fn void reset_sprite_pool(SpritePool *sprite_pool) @extern("reset_sprite_pool") @wasm {
sprite_pool.length = 0;
sprite_pool.visible_length = 0;
}
fn Vector2 from_polar(float angle, float len) {
return {math::cos(angle)*len, math::sin(angle)*len};
}
struct Particle {
float lifetime;
// TODO: Use Vector3 instead
// We can't do it right now due to some alignment restriction stuff
Vector2 position;
float position_z;
Vector2 velocity;
float velocity_z;
}
struct ParticlePool {
Particle[PARTICLE_POOL_CAPACITY] items;
int length;
}
fn ParticlePool *allocate_particle_pool() @extern("allocate_particle_pool") @wasm {
return mem::new(ParticlePool);
}
struct Camera {
Vector2 position;
float direction;
Vector2 fovLeft;
Vector2 fovRight;
}
fn void Camera.update(Camera *camera) {
float halfFov = FOV*0.5;
float fovLen = NEAR_CLIPPING_PLANE/math::cos(halfFov);
camera.fovLeft = from_polar(camera.direction-halfFov, fovLen) + camera.position;
camera.fovRight = from_polar(camera.direction+halfFov, fovLen) + camera.position;
}
fn float *allocate_zbuffer(int width) @extern("allocate_zbuffer") @wasm
{
float[] zbuffer = mem::new_array(float, width);
return &zbuffer[0];
}
const Color SCENE_FLOOR1 = {0x17, 0x29, 0x29, 0xff};
const Color SCENE_FLOOR2 = {0x2f, 0x41, 0x41, 0xff};
const Color SCENE_CEILING1 = {0x29, 0x17, 0x17, 0xff};
const Color SCENE_CEILING2 = {0x41, 0x2f, 0x2f, 0xff};
fn Color scene_get_floor(Vector2 p) {
if ((p.x.floor() + p.y.floor())%2 == 0) {
return SCENE_FLOOR1;
} else {
return SCENE_FLOOR2;
}
}
fn Color scene_get_ceiling(Vector2 p) {
if ((p.x.floor() + p.y.floor())%2 == 0) {
return SCENE_CEILING1;
} else {
return SCENE_CEILING2;
}
}
fn void render_floor_and_ceiling(Image *display, float position_x, float position_y, float direction) @extern("render_floor_and_ceiling") @wasm {
Camera camera = { .position = {position_x, position_y}, .direction = direction };
camera.update();
int pz = display.height/2;
float bp = (camera.fovLeft - camera.position).length();
for (int y = display.height/2; y < display.height; ++y) {
int sz = display.height - y - 1;
int ap = pz - sz;
float b = (bp/ap)*pz/NEAR_CLIPPING_PLANE;
Vector2 t1 = (camera.fovLeft - camera.position).normalize()*b + camera.position;
Vector2 t2 = (camera.fovRight - camera.position).normalize()*b + camera.position;
// TODO: Render rows up until FAR_CLIPPING_PLANE
// There is a small bug with how we are projecting the floor and ceiling which makes it non-trivial.
// I think we are projecting it too far, and the only reason it works is because we have no
// specific textures at specific places anywhere. So it works completely accidentally.
// We need to fix this bug first.
//
// But if we manage to do that, this optimization should give a decent speed up 'cause we can render
// fewer rows.
for (int x = 0; x < display.width; ++x) {
Vector2 t = t1.lerp(t2, (float)x/display.width);
float fog = (t - camera.position).length();
float[<3>] low = 0;
float[<3>] high = 255;
display.pixels[y*display.width + x] = {(char[<3>])((float[<3>])scene_get_floor(t).rgb*fog).clamp(low, high), 255};
display.pixels[sz*display.width + x] = {(char[<3>])((float[<3>])scene_get_ceiling(t).rgb*fog).clamp(low, high), 255};
}
}
}
fn void render_column_of_wall(Image *display, float *zbuffer, Image *cell, int x, Vector2 p, Vector2 c) {
float strip_height = display.height/zbuffer[x];
float u = 0;
Vector2 t = p - c;
if (math::abs(t.x) < EPS && t.y > 0) {
u = t.y;
} else if (math::abs(t.x - 1) < EPS && t.y > 0) {
u = 1 - t.y;
} else if (math::abs(t.y) < EPS && t.x > 0) {
u = 1 - t.x;
} else {
u = t.x;
}
float y1f = (display.height - strip_height)*0.5f;
int y1 = (int)math::ceil(y1f);
int y2 = (int)math::floor(y1 + strip_height);
int by1 = math::max(0, y1);
int by2 = math::min((int)display.height, y2);
int tx = (int)math::floor(u*cell.width);
float sh = cell.height / strip_height;
float shadow = math::min(1.0f/zbuffer[x]*4.0f, 1.0f);
for (int y = by1; y < by2; ++y) {
int ty = (int)math::floor((y - y1f)*sh);
int destP = y*display.width + x;
int srcP = ty*cell.width + tx;
display.pixels[destP].r = (char)(cell.pixels[srcP].r);
display.pixels[destP].g = (char)(cell.pixels[srcP].g*shadow);
display.pixels[destP].b = (char)(cell.pixels[srcP].b*shadow);
}
}
fn Vector2 hitting_cell(Vector2 p1, Vector2 p2) {
float dx = p2.x - p1.x;
float dy = p2.y - p1.y;
return Vector2{math::floor(p2.x + math::copysign(1.0f, dx)*EPS),
math::floor(p2.y + math::copysign(1.0f, dy)*EPS)};
}
fn float snap(float x, float dx) {
if (dx > 0) return math::ceil(x + math::copysign(1.0f, dx)*EPS);
if (dx < 0) return math::floor(x + math::copysign(1.0f, dx)*EPS);
return x;
}
fn Vector2 ray_step(Vector2 p1, Vector2 p2) {
// y = k*x + c
// x = (y - c)/k
//
// p1 = (x1, y1)
// p2 = (x2, y2)
//
// | y1 = k*x1 + c
// | y2 = k*x2 + c
//
// dy = y2 - y1
// dx = x2 - x1
// c = y1 - k*x1
// k = dy/dx
Vector2 p3 = p2;
float dx = p2.x - p1.x;
float dy = p2.y - p1.y;
if (dx != 0) {
float k = dy/dx;
float c = p1.y - k*p1.x;
{
float x3 = snap(p2.x, dx);
float y3 = x3*k + c;
p3 = {x3, y3};
}
if (k != 0) {
float y3 = snap(p2.y, dy);
float x3 = (y3 - c)/k;
Vector2 p3t = {x3, y3};
if (p2.distance(p3t) < p2.distance(p3)) {
p3 = p3t;
}
}
} else {
float y3 = snap(p2.y, dy);
float x3 = p2.x;
p3 = {x3, y3};
}
return p3;
}
fn Vector2 cast_ray(Scene *scene, Vector2 p1, Vector2 p2) {
Vector2 start = p1;
while (start.distance(p1) < FAR_CLIPPING_PLANE) {
Vector2 c = hitting_cell(p1, p2);
if (scene.get_tile(c)) break;
Vector2 p3 = ray_step(p1, p2);
p1 = p2;
p2 = p3;
}
return p2;
}
fn void render_walls(Image *display, float *zbuffer,
Image *wall,
float position_x, float position_y, float direction,
Scene *scene) @extern("render_walls") @wasm {
Camera camera = { .position = {position_x, position_y}, .direction = direction };
camera.update();
Vector2 d = from_polar(direction, 1.0f);
for (int x = 0; x < display.width; ++x) {
Vector2 p = cast_ray(scene, camera.position, camera.fovLeft.lerp(camera.fovRight, (float)x/display.width));
Vector2 c = hitting_cell(camera.position, p);
Vector2 v = p - camera.position;
zbuffer[x] = v.dot(d);
if (scene.get_tile(c)) render_column_of_wall(display, zbuffer, wall, x, p, c);
}
}
// TODO: @translate
// It's not really needed right now so it can be translated later
fn void render_minimap(Image *display,
float camera_position_x, float camera_position_y, float camera_direction,
float player_position_x, float player_position_y,
Scene *scene,
SpritePool *sprite_pool) @extern("render_minimap") @wasm {
// ctx.save();
// // A couple of temporary vectors
// const p1 = new Vector2();
// const p2 = new Vector2();
// const cellSize = ctx.canvas.width*MINIMAP_SCALE;
// ctx.translate(ctx.canvas.width*0.03, ctx.canvas.height*0.03);
// ctx.scale(cellSize, cellSize);
// ctx.fillStyle = "#181818";
// ctx.fillRect(0, 0, scene.width, scene.height);
// ctx.lineWidth = 0.05;
// const walls = new Uint8ClampedArray(wasmCommon.memory.buffer, scene.wallsPtr, scene.width*scene.height);
// for (let y = 0; y < scene.height; ++y) {
// for (let x = 0; x < scene.width; ++x) {
// if (sceneGetTile(walls, scene, p1.set(x, y))) {
// ctx.fillStyle = "blue";
// ctx.fillRect(x, y, 1, 1);
// }
// }
// }
// // Grid
// ctx.strokeStyle = "#303030";
// for (let x = 0; x <= scene.width; ++x) {
// strokeLine(ctx, p1.set(x, 0), p2.set(x, scene.height));
// }
// for (let y = 0; y <= scene.height; ++y) {
// strokeLine(ctx, p1.set(0, y), p2.set(scene.width, y));
// }
// ctx.fillStyle = "magenta";
// ctx.fillRect(player.position.x - PLAYER_SIZE*0.5,
// player.position.y - PLAYER_SIZE*0.5,
// PLAYER_SIZE, PLAYER_SIZE);
// ctx.strokeStyle = "magenta";
// strokeLine(ctx, camera.fovLeft, camera.fovRight);
// strokeLine(ctx, camera.position, camera.fovLeft);
// strokeLine(ctx, camera.position, camera.fovRight);
// if (MINIMAP_SPRITES) {
// ctx.strokeStyle = "yellow";
// ctx.fillStyle = "white"
// for (let i = 0; i < spritePool.length; ++i) {
// const sprite = spritePool.items[i];
// ctx.fillRect(sprite.position.x - MINIMAP_SPRITE_SIZE*0.5,
// sprite.position.y - MINIMAP_SPRITE_SIZE*0.5,
// MINIMAP_SPRITE_SIZE, MINIMAP_SPRITE_SIZE);
// }
// const sp = new Vector2();
// for (let sprite of visibleSprites) {
// strokeLine(ctx, player.position, sprite.position);
// sp.copy(sprite.position).sub(player.position).norm().scale(sprite.dist).add(player.position);
// ctx.fillRect(sp.x - MINIMAP_SPRITE_SIZE*0.5,
// sp.y - MINIMAP_SPRITE_SIZE*0.5,
// MINIMAP_SPRITE_SIZE, MINIMAP_SPRITE_SIZE);
// }
// }
// ctx.restore();
}
fn void cull_and_sort_sprites(float camera_position_x, float camera_position_y, float camera_direction,
SpritePool *sprite_pool) @extern("cull_and_sort_sprites") @wasm {
Camera camera = { .position = {camera_position_x, camera_position_y}, .direction = camera_direction };
camera.update();
Vector2 dir = from_polar(camera_direction, 1.0f);
Vector2 fov = camera.fovRight - camera.fovLeft;
sprite_pool.visible_length = 0;
for (int i = 0; i < sprite_pool.length; ++i) {
Sprite *sprite = &sprite_pool.items[i];
Vector2 sp = sprite.position - camera.position;
float spl = sp.length();
if (spl <= NEAR_CLIPPING_PLANE) continue; // Sprite is too close
if (spl >= FAR_CLIPPING_PLANE) continue; // Sprite is too far
float cos = sp.dot(dir)/spl;
// TODO: @perf the sprites that are invisible on the screen but within FOV 180° are not culled
// It may or may not impact the performance of renderSprites()
if (cos < 0) continue; // Sprite is outside of the maximal FOV 180°
sprite.dist = NEAR_CLIPPING_PLANE/cos;
sp = (sp.normalize()*sprite.dist) + camera.position - camera.fovLeft;
sprite.t = sp.length()/fov.length()*math::copysign(1.0f, sp.dot(fov));
sprite.pdist = (sprite.position - camera.position).dot(dir);
// TODO: I'm not sure if these checks are necessary considering the `spl <= NEAR_CLIPPING_PLANE` above
if (sprite.pdist < NEAR_CLIPPING_PLANE) continue;
if (sprite.pdist >= FAR_CLIPPING_PLANE) continue;
sprite_pool.visible_items[sprite_pool.visible_length++] = sprite;
}
quicksort(sprite_pool.visible_items[0..sprite_pool.visible_length-1],
fn int(Sprite *a, Sprite *b) => (int)math::copysign(1.0f, b.pdist - a.pdist));
}
fn void push_sprite(SpritePool *sprite_pool, Image *image, float x, float y, float z, float scale, int crop_position_x, int crop_position_y, int crop_size_x, int crop_size_y) @extern("push_sprite") @wasm {
if (sprite_pool.length >= SPRITE_POOL_CAPACITY) return;
usz last = sprite_pool.length;
sprite_pool.items[last].image = image;
sprite_pool.items[last].position.x = x;
sprite_pool.items[last].position.y = y;
sprite_pool.items[last].z = z;
sprite_pool.items[last].scale = scale;
sprite_pool.items[last].pdist = 0;
sprite_pool.items[last].dist = 0;
sprite_pool.items[last].t = 0;
sprite_pool.items[last].crop_position.x = crop_position_x;
sprite_pool.items[last].crop_position.y = crop_position_y;
sprite_pool.items[last].crop_size.x = crop_size_x;
sprite_pool.items[last].crop_size.y = crop_size_y;
sprite_pool.length += 1;
}
fn void render_sprites(Image *display, float *zbuffer, SpritePool *sprite_pool) @extern("render_sprites") @wasm {
for (int i = 0; i < sprite_pool.visible_length; ++i) {
Sprite *sprite = sprite_pool.visible_items[i];
float cx = display.width*sprite.t;
float cy = display.height*0.5f;
float maxSpriteSize = display.height/sprite.pdist;
float spriteSize = maxSpriteSize*sprite.scale;
int x1 = (int)math::floor(cx - spriteSize*0.5f);
int x2 = (int)math::floor(x1 + spriteSize - 1.0f);
int bx1 = math::max(0, x1);
int bx2 = math::min(display.width-1, x2);
int y1 = (int)math::floor(cy + maxSpriteSize*0.5f - maxSpriteSize*sprite.z);
int y2 = (int)math::floor(y1 + spriteSize - 1);
int by1 = math::max(0, y1);
int by2 = math::min(display.height-1, y2);
Color *src = &sprite.image.pixels[0];
Color *dest = &display.pixels[0];
for (int x = bx1; x <= bx2; ++x) {
if (sprite.pdist < zbuffer[x]) {
for (int y = by1; y <= by2; ++y) {
int tx = (int)math::floor((float)(x - x1)/spriteSize*sprite.crop_size.x);
int ty = (int)math::floor((float)(y - y1)/spriteSize*sprite.crop_size.y);
int srcP = (ty + sprite.crop_position.y)*sprite.image.width + (tx + sprite.crop_position.x);
int destP = y*display.width + x;
float alpha = src[srcP].a/255.0f;
dest[destP].r = (char)(dest[destP].r*(1 - alpha) + src[srcP].r*alpha);
dest[destP].g = (char)(dest[destP].g*(1 - alpha) + src[srcP].g*alpha);
dest[destP].b = (char)(dest[destP].b*(1 - alpha) + src[srcP].b*alpha);
}
}
}
}
}
fn void emit_particle(float source_x, float source_y, float source_z, ParticlePool *particle_pool) @extern("emit_particle") @wasm {
foreach (&particle: particle_pool.items) {
if (particle.lifetime <= 0) {
particle.lifetime = PARTICLE_LIFETIME;
particle.position.x = source_x;
particle.position.y = source_y;
particle.position_z = source_z;
float angle = platform_random()*2.0f*(float)math::PI;
particle.velocity.x = math::cos(angle);
particle.velocity.y = math::sin(angle);
particle.velocity_z = platform_random()*0.5f + 0.5f;
float velocity_mag = PARTICLE_MAX_SPEED*platform_random();
particle.velocity *= velocity_mag;
particle.velocity_z *= velocity_mag;
break;
}
}
}
fn void update_particles(Image *image, SpritePool *sprite_pool, float deltaTime, Scene *scene, ParticlePool *particle_pool) @extern("update_particles") @wasm {
foreach (&particle: particle_pool.items) {
if (particle.lifetime > 0) {
particle.lifetime -= deltaTime;
particle.velocity_z -= common::BOMB_GRAVITY*deltaTime;
Vector2 new_position = particle.position + particle.velocity*deltaTime;
if (scene.get_tile(new_position)) {
float dx = math::abs(math::floor(particle.position.x) - math::floor(new_position.x));
float dy = math::abs(math::floor(particle.position.y) - math::floor(new_position.y));
if (dx > 0) particle.velocity.x *= -1;
if (dy > 0) particle.velocity.y *= -1;
particle.velocity *= PARTICLE_DAMP;
} else {
particle.position = new_position;
}
float nz = particle.position_z + particle.velocity_z*deltaTime;
if (nz < PARTICLE_SCALE || nz > 1.0) {
particle.velocity_z *= -1;
particle.velocity *= PARTICLE_DAMP;
} else {
particle.position_z = nz;
}
if (particle.lifetime > 0) {
push_sprite(sprite_pool,
image,
particle.position.x, particle.position.y, particle.position_z,
PARTICLE_SCALE,
0, 0, image.width, image.height);
}
}
}
}
fn void kill_all_items(Item[]* items) @extern("kill_all_items") @wasm {
foreach (&item: *items) {
item.alive = false;
}
}
fn bool verify_items_collected_batch_message(Message *message) @extern("verify_items_collected_batch_message") @wasm {
if (message.size < ItemsCollectedBatchMessage.sizeof) return false;
if ((message.size - ItemsCollectedBatchMessage.sizeof)%int.sizeof != 0) return false;
ItemsCollectedBatchMessage* items_collected_batch_message = (ItemsCollectedBatchMessage*)message;
if (items_collected_batch_message.kind != MessageKind.ITEM_COLLECTED) return false;
return true;
}
fn bool apply_items_collected_batch_message_to_level_items(ItemsCollectedBatchMessage *message, Item[]* items, float player_position_x, float player_position_y) @extern("apply_items_collected_batch_message_to_level_items") @wasm {
usz count = (message.size - ItemsCollectedBatchMessage.sizeof)/int.sizeof;
for (usz i = 0; i < count; ++i) {
int itemIndex = message.ids[i];
if (!(0 <= itemIndex && itemIndex < items.len)) {
io::printn(string::tformat("Received bogus-amogus ItemCollected message from server. Invalid index %d", itemIndex));
return false;
}
Item *item = &(*items)[itemIndex];
if (item.alive) {
item.alive = false;
platform_play_sound(ITEM_PICKUP, player_position_x, player_position_y, item.position.x, item.position.y);
}
}
return true;
}
fn bool verify_items_spawned_batch_message(Message *message) @extern("verify_items_spawned_batch_message") @wasm {
if (message.size < ItemsSpawnedBatchMessage.sizeof) return false;
if ((message.size - ItemsSpawnedBatchMessage.sizeof)%ItemSpawned.sizeof != 0) return false;
ItemsSpawnedBatchMessage* items_spawned_batch_message = (ItemsSpawnedBatchMessage*)message;
if (items_spawned_batch_message.kind != MessageKind.ITEM_SPAWNED) return false;
return true;
}
fn bool apply_items_spawned_batch_message_to_level_items(ItemsSpawnedBatchMessage *message, Item[]* items) @extern("apply_items_spawned_batch_message_to_level_items") @wasm {
usz count = (message.size - ItemsCollectedBatchMessage.sizeof)/ItemSpawned.sizeof;
for (usz i = 0; i < count; ++i) {
int itemIndex = message.items[i].itemIndex;
if (!(0 <= itemIndex && itemIndex < items.len)) {
io::printn(string::tformat("Received bogus-amogus ItemSpawned message from server. Invalid item index %d", itemIndex));
return false;
}
Item *item = &(*items)[itemIndex];
item.alive = true;
item.kind = message.items[i].itemKind;
item.position.x = message.items[i].x;
item.position.y = message.items[i].y;
}
return true;
}
fn void render_items(SpritePool *sprite_pool, Item[]* items, float time, Image *key_image, Image *bomb_image) @extern("render_items") @wasm {
foreach (item: *items) {
if (item.alive) {
float z = 0.25f + ITEM_AMP - ITEM_AMP*math::sin(ITEM_FREQ*(float)math::PI*time + item.position.x + item.position.y);
switch (item.kind) {
case KEY:
push_sprite(sprite_pool,
key_image,
item.position.x, item.position.y, z,
0.25f,
0, 0,
key_image.width, key_image.height);
case BOMB:
push_sprite(sprite_pool,
bomb_image,
item.position.x, item.position.y, z,
0.25f,
0, 0,
bomb_image.width, bomb_image.height);
}
}
}
}
fn void update_items_offline(Item[]* items, float player_position_x, float player_position_y) {
foreach (item_index, item: *items) {
if (common::collect_item(player_position_x, player_position_y, items, item_index)) {
platform_play_sound(ITEM_PICKUP, player_position_x, player_position_y, item.position.x, item.position.y);
}
}
}
fn void update_items(SpritePool *sprite_pool, float time, float player_position_x, float player_position_y, Item[] *items, Image *key_image, Image *bomb_image) @extern("update_items") @wasm {
// Rendering the items as sprites
render_items(sprite_pool, items, time, key_image, bomb_image);
// Offline mode. Updating items state without asking the server.
if (platform_is_offline_mode()) {
update_items_offline(items, player_position_x, player_position_y);
}
}
fn void explode_bomb(float bomb_position_x, float bomb_position_y, float bomb_position_z, float player_position_x, float player_position_y, ParticlePool *particle_pool) {
platform_play_sound(BOMB_BLAST, player_position_x, player_position_y, bomb_position_x, bomb_position_y);
for (int i = 0; i < BOMB_PARTICLE_COUNT; ++i) {
emit_particle(bomb_position_x, bomb_position_y, bomb_position_z, particle_pool);
}
}
fn void update_bombs_on_client_side(SpritePool *sprite_pool, ParticlePool *particle_pool, Image *bomb_image, Scene *scene, float player_position_x, float player_position_y, float delta_time, Bombs *bombs) @extern("update_bombs_on_client_side") @wasm {
foreach (&bomb: *bombs) {
if (bomb.lifetime > 0) {
push_sprite(sprite_pool, bomb_image, bomb.position.x, bomb.position.y, bomb.position_z, common::BOMB_SCALE, 0, 0, bomb_image.width, bomb_image.height);
if (common::update_bomb(bomb, scene, delta_time)) {
platform_play_sound(BOMB_RICOCHET, player_position_x, player_position_y, bomb.position.x, bomb.position.y);
}
if (platform_is_offline_mode() && bomb.lifetime <= 0) {
explode_bomb(bomb.position.x, bomb.position.y, bomb.position_z, player_position_x, player_position_y, particle_pool);
}
}
}
}
fn bool verify_bombs_spawned_batch_message(Message *message) @extern("verify_bombs_spawned_batch_message") @wasm {
if (message.size < BombsSpawnedBatchMessage.sizeof) return false;
if ((message.size - BombsSpawnedBatchMessage.sizeof)%BombSpawned.sizeof != 0) return false;
BombsSpawnedBatchMessage* bombs_spawned_batch_message = (BombsSpawnedBatchMessage*)message;
if (bombs_spawned_batch_message.kind != MessageKind.BOMB_SPAWNED) return false;
return true;
}
fn bool apply_bombs_spawned_batch_message_to_level_items(BombsSpawnedBatchMessage *message, Bombs *bombs) @extern("apply_bombs_spawned_batch_message_to_level_items") @wasm {
usz count = (message.size - BombsSpawnedBatchMessage.sizeof)/BombSpawned.sizeof;
for (usz i = 0; i < count; ++i) {
int bombIndex = message.bombs[i].bombIndex;
if (!(0 <= bombIndex && bombIndex < bombs.len)) {
io::printn(string::tformat("Received bogus-amogus BombSpawned message from server. Invalid bomb index %d", bombIndex));
return false;
}
Bomb *bomb = &(*bombs)[bombIndex];
bomb.lifetime = message.bombs[i].lifetime;
bomb.position.x = message.bombs[i].x;
bomb.position.y = message.bombs[i].y;
bomb.position_z = message.bombs[i].z;
bomb.velocity.x = message.bombs[i].dx;
bomb.velocity.y = message.bombs[i].dy;
bomb.velocity_z = message.bombs[i].dz;
}
return true;
}
fn bool verify_bombs_exploded_batch_message(Message *message) @extern("verify_bombs_exploded_batch_message") @wasm {
if (message.size < BombsExplodedBatchMessage.sizeof) return false;
if ((message.size - BombsExplodedBatchMessage.sizeof)%BombExploded.sizeof != 0) return false;
BombsExplodedBatchMessage* bombs_exploded_batch_message = (BombsExplodedBatchMessage*)message;
if (bombs_exploded_batch_message.kind != MessageKind.BOMB_EXPLODED) return false;
return true;
}
fn bool apply_bombs_exploded_batch_message_to_level_items(BombsExplodedBatchMessage *message, Bombs *bombs, float player_position_x, float player_position_y, ParticlePool *particle_pool) @extern("apply_bombs_exploded_batch_message_to_level_items") @wasm {
usz count = (message.size - BombsExplodedBatchMessage.sizeof)/BombExploded.sizeof;
for (usz i = 0; i < count; ++i) {
int bombIndex = message.bombs[i].bombIndex;
if (!(0 <= bombIndex && bombIndex < bombs.len)) {
io::printn(string::tformat("Received bogus-amogus BombExploded message from server. Invalid bomb index %d", bombIndex));
return false;
}
Bomb *bomb = &(*bombs)[bombIndex];
bomb.lifetime = 0.0;
bomb.position.x = message.bombs[i].x;
bomb.position.y = message.bombs[i].y;
bomb.position_z = message.bombs[i].z;
explode_bomb(bomb.position.x, bomb.position.y, bomb.position_z, player_position_x, player_position_y, particle_pool);
}
return true;
}
fn void entry() @init(2048) @private {
// NOTE: ideally we need to override os::native_fputc_fn as well
// because io::printn uses it to print newline at the end of the
// message. But since js_write() in server.mts is implemented as a
// single console.log(), that newline is added implicitly anyway.
os::native_fwrite_fn = fn usz!(void* f, char[] buffer) {
common::platform_write(&buffer[0], buffer.len);
return buffer.len;
};
common::temp_mark = allocator::temp().used;
}