ddnet/src/game/g_game.h

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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#ifndef GAME_GAME_H
#define GAME_GAME_H
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#include <engine/e_system.h>
#include <engine/e_common_interface.h>
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#include <game/g_math.h>
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#include <math.h>
#include "g_collision.h"
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#include "g_protocol.h"
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inline vec2 get_direction(int angle)
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{
float a = angle/256.0f;
return vec2(cosf(a), sinf(a));
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}
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inline vec2 get_dir(float a)
{
return vec2(cosf(a), sinf(a));
}
inline float get_angle(vec2 dir)
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{
float a = atan(dir.y/dir.x);
if(dir.x < 0)
a = a+pi;
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return a;
}
inline vec2 calc_pos(vec2 p, vec2 v, float gravity, float t)
{
vec2 n;
n.x = p.x + v.x*t;
n.y = p.y + v.y*t - gravity*(t*t);
return n;
}
template<typename T>
inline T saturated_add(T min, T max, T current, T modifier)
{
if(modifier < 0)
{
if(current < min)
return current;
current += modifier;
if(current < min)
current = min;
return current;
}
else
{
if(current > max)
return current;
current += modifier;
if(current > max)
current = max;
return current;
}
}
void move_point(vec2 *inout_pos, vec2 *inout_vel, float elasticity, int *bounces);
void move_box(vec2 *inout_pos, vec2 *inout_vel, vec2 size, float elasticity);
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bool test_box(vec2 pos, vec2 size);
// hooking stuff
enum
{
HOOK_RETRACTED=-1,
HOOK_IDLE=0,
HOOK_FLYING,
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HOOK_GRABBED,
COREEVENT_GROUND_JUMP=0x01,
COREEVENT_AIR_JUMP=0x02,
COREEVENT_HOOK_LAUNCH=0x04,
COREEVENT_HOOK_ATTACH_PLAYER=0x08,
COREEVENT_HOOK_ATTACH_GROUND=0x10,
COREEVENT_HOOK_RETRACT=0x20,
};
class world_core
{
public:
world_core()
{
mem_zero(players, sizeof(players));
}
class player_core *players[MAX_CLIENTS];
};
class player_core
{
public:
world_core *world;
vec2 pos;
vec2 vel;
vec2 hook_pos;
vec2 hook_dir;
int hook_tick;
int hook_state;
int hooked_player;
int jumped;
player_input input;
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int triggered_events;
void tick();
void move();
void read(const obj_player_core *obj_core);
void write(obj_player_core *obj_core);
void quantize();
};
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#define LERP(a,b,t) (a + (b-a) * t)
#define min(a, b) ( a > b ? b : a)
#define max(a, b) ( a > b ? a : b)
inline bool col_check_point(float x, float y) { return col_is_solid((int)x, (int)y) != 0; }
inline bool col_check_point(vec2 p) { return col_check_point(p.x, p.y); }
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#endif