2007-11-25 19:42:40 +00:00
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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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2008-02-02 12:38:36 +00:00
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#include <string.h>
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2008-08-17 08:52:24 +00:00
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#include "gamecore.hpp"
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2007-09-22 18:55:00 +00:00
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2008-06-12 10:51:48 +00:00
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const char *TUNING_PARAMS::names[] =
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2008-02-02 12:38:36 +00:00
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{
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#define MACRO_TUNING_PARAM(name,value) #name,
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2008-08-17 08:52:24 +00:00
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#include "tuning.hpp"
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2008-02-02 12:38:36 +00:00
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#undef MACRO_TUNING_PARAM
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};
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2008-06-12 10:51:48 +00:00
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bool TUNING_PARAMS::set(int index, float value)
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2008-02-02 12:38:36 +00:00
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{
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if(index < 0 || index >= num())
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return false;
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((tune_param *)this)[index] = value;
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return true;
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}
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2008-06-12 10:51:48 +00:00
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bool TUNING_PARAMS::get(int index, float *value)
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2008-02-02 12:38:36 +00:00
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{
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if(index < 0 || index >= num())
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return false;
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*value = (float)((tune_param *)this)[index];
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return true;
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}
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2008-06-12 10:51:48 +00:00
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bool TUNING_PARAMS::set(const char *name, float value)
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2008-02-02 12:38:36 +00:00
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{
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for(int i = 0; i < num(); i++)
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if(strcmp(name, names[i]) == 0)
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return set(i, value);
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return false;
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}
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2008-06-12 10:51:48 +00:00
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bool TUNING_PARAMS::get(const char *name, float *value)
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2008-02-02 12:38:36 +00:00
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{
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for(int i = 0; i < num(); i++)
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if(strcmp(name, names[i]) == 0)
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return get(i, value);
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return false;
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}
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2007-09-22 18:55:00 +00:00
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// TODO: OPT: rewrite this smarter!
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void move_point(vec2 *inout_pos, vec2 *inout_vel, float elasticity, int *bounces)
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{
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if(bounces)
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*bounces = 0;
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vec2 pos = *inout_pos;
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vec2 vel = *inout_vel;
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if(col_check_point(pos + vel))
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{
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int affected = 0;
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if(col_check_point(pos.x + vel.x, pos.y))
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{
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inout_vel->x *= -elasticity;
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if(bounces)
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(*bounces)++;
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affected++;
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}
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if(col_check_point(pos.x, pos.y + vel.y))
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{
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inout_vel->y *= -elasticity;
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if(bounces)
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(*bounces)++;
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affected++;
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}
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if(affected == 0)
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{
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inout_vel->x *= -elasticity;
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inout_vel->y *= -elasticity;
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}
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}
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else
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{
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*inout_pos = pos + vel;
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}
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}
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2007-12-12 19:52:57 +00:00
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bool test_box(vec2 pos, vec2 size)
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2007-09-25 20:04:54 +00:00
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{
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size *= 0.5f;
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if(col_check_point(pos.x-size.x, pos.y-size.y))
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return true;
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if(col_check_point(pos.x+size.x, pos.y-size.y))
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return true;
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if(col_check_point(pos.x-size.x, pos.y+size.y))
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return true;
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if(col_check_point(pos.x+size.x, pos.y+size.y))
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return true;
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return false;
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}
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2007-09-22 18:55:00 +00:00
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void move_box(vec2 *inout_pos, vec2 *inout_vel, vec2 size, float elasticity)
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{
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// do the move
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vec2 pos = *inout_pos;
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vec2 vel = *inout_vel;
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float distance = length(vel);
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int max = (int)distance;
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if(distance > 0.00001f)
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{
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2007-09-25 20:04:54 +00:00
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//vec2 old_pos = pos;
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float fraction = 1.0f/(float)(max+1);
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2007-09-22 18:55:00 +00:00
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for(int i = 0; i <= max; i++)
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{
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2007-09-25 20:04:54 +00:00
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//float amount = i/(float)max;
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//if(max == 0)
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//amount = 0;
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2007-09-22 18:55:00 +00:00
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2007-09-25 20:04:54 +00:00
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vec2 new_pos = pos + vel*fraction; // TODO: this row is not nice
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2007-12-12 20:05:18 +00:00
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if(test_box(vec2(new_pos.x, new_pos.y), size))
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2007-09-22 18:55:00 +00:00
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{
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2007-12-12 20:05:18 +00:00
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int hits = 0;
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if(test_box(vec2(pos.x, new_pos.y), size))
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2007-09-22 18:55:00 +00:00
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{
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2007-09-25 20:04:54 +00:00
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new_pos.y = pos.y;
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2007-09-25 21:53:14 +00:00
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vel.y *= -elasticity;
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2007-12-12 20:05:18 +00:00
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hits++;
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}
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if(test_box(vec2(new_pos.x, pos.y), size))
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{
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new_pos.x = pos.x;
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vel.x *= -elasticity;
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hits++;
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2007-09-25 20:04:54 +00:00
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}
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2007-12-12 20:05:18 +00:00
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// neither of the tests got a collision.
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// this is a real _corner case_!
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if(hits == 0)
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2007-09-25 20:04:54 +00:00
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{
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2007-12-12 20:05:18 +00:00
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new_pos.y = pos.y;
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vel.y *= -elasticity;
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2007-09-25 20:04:54 +00:00
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new_pos.x = pos.x;
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2007-09-25 21:53:14 +00:00
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vel.x *= -elasticity;
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2007-09-22 18:55:00 +00:00
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}
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}
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2007-09-25 20:04:54 +00:00
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pos = new_pos;
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2007-09-22 18:55:00 +00:00
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}
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}
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*inout_pos = pos;
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*inout_vel = vel;
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}
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2008-03-16 22:32:17 +00:00
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float hermite_basis1(float v)
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{
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return 2*v*v*v - 3*v*v+1;
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}
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float velocity_ramp(float value, float start, float range, float curvature)
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{
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if(value < start)
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return 1.0f;
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return 1.0f/pow(curvature, (value-start)/range);
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}
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2008-02-24 18:41:02 +00:00
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2008-07-06 11:21:21 +00:00
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void CHARACTER_CORE::reset()
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2008-02-24 18:41:02 +00:00
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{
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pos = vec2(0,0);
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vel = vec2(0,0);
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hook_pos = vec2(0,0);
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hook_dir = vec2(0,0);
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hook_tick = 0;
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hook_state = HOOK_IDLE;
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hooked_player = -1;
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jumped = 0;
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triggered_events = 0;
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}
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2008-09-23 07:43:41 +00:00
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void CHARACTER_CORE::tick(bool use_input)
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2007-09-22 18:55:00 +00:00
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{
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float phys_size = 28.0f;
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2007-12-09 12:40:34 +00:00
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triggered_events = 0;
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2007-09-22 18:55:00 +00:00
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2008-09-23 07:43:41 +00:00
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// get ground state
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2007-09-22 18:55:00 +00:00
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bool grounded = false;
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2008-11-16 22:07:46 +00:00
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if(col_check_point(pos.x+phys_size/2, pos.y+phys_size/2+5))
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2007-09-22 18:55:00 +00:00
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grounded = true;
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2008-11-16 22:07:46 +00:00
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if(col_check_point(pos.x-phys_size/2, pos.y+phys_size/2+5))
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2007-09-22 18:55:00 +00:00
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grounded = true;
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2008-09-23 07:43:41 +00:00
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vec2 target_direction = normalize(vec2(input.target_x, input.target_y));
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2007-09-22 18:55:00 +00:00
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2008-02-02 12:38:36 +00:00
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vel.y += world->tuning.gravity;
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2007-09-22 18:55:00 +00:00
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2008-02-02 12:38:36 +00:00
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float max_speed = grounded ? world->tuning.ground_control_speed : world->tuning.air_control_speed;
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float accel = grounded ? world->tuning.ground_control_accel : world->tuning.air_control_accel;
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float friction = grounded ? world->tuning.ground_friction : world->tuning.air_friction;
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2007-09-22 18:55:00 +00:00
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2008-09-23 07:43:41 +00:00
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// handle input
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if(use_input)
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{
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direction = input.direction;
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// setup angle
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float a = 0;
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if(input.target_x == 0)
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a = atan((float)input.target_y);
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else
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a = atan((float)input.target_y/(float)input.target_x);
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if(input.target_x < 0)
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a = a+pi;
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angle = (int)(a*256.0f);
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// handle jump
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if(input.jump)
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{
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if(!(jumped&1))
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{
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if(grounded)
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{
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triggered_events |= COREEVENT_GROUND_JUMP;
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vel.y = -world->tuning.ground_jump_impulse;
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jumped |= 1;
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}
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else if(!(jumped&2))
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{
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triggered_events |= COREEVENT_AIR_JUMP;
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vel.y = -world->tuning.air_jump_impulse;
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jumped |= 3;
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}
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}
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}
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else
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jumped &= ~1;
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// handle hook
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if(input.hook)
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{
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if(hook_state == HOOK_IDLE)
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{
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hook_state = HOOK_FLYING;
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hook_pos = pos+target_direction*phys_size*1.5f;
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hook_dir = target_direction;
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hooked_player = -1;
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hook_tick = 0;
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triggered_events |= COREEVENT_HOOK_LAUNCH;
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}
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}
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else
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{
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hooked_player = -1;
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hook_state = HOOK_IDLE;
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hook_pos = pos;
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}
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}
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// add the speed modification according to players wanted direction
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if(direction < 0)
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2007-09-22 18:55:00 +00:00
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vel.x = saturated_add(-max_speed, max_speed, vel.x, -accel);
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2008-09-23 07:43:41 +00:00
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if(direction > 0)
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2007-09-22 18:55:00 +00:00
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vel.x = saturated_add(-max_speed, max_speed, vel.x, accel);
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2008-09-23 07:43:41 +00:00
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if(direction == 0)
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2007-09-22 18:55:00 +00:00
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vel.x *= friction;
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// handle jumping
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2007-12-09 09:48:53 +00:00
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// 1 bit = to keep track if a jump has been made on this input
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// 2 bit = to keep track if a air-jump has been made
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if(grounded)
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jumped &= ~2;
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2008-09-23 07:43:41 +00:00
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// do hook
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if(hook_state == HOOK_IDLE)
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2007-09-22 18:55:00 +00:00
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{
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2008-09-23 07:43:41 +00:00
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hooked_player = -1;
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hook_state = HOOK_IDLE;
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hook_pos = pos;
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2007-09-22 18:55:00 +00:00
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}
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2008-09-23 07:43:41 +00:00
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else if(hook_state >= HOOK_RETRACT_START && hook_state < HOOK_RETRACT_END)
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2007-09-22 18:55:00 +00:00
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{
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2008-09-23 07:43:41 +00:00
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hook_state++;
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}
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else if(hook_state == HOOK_RETRACT_END)
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{
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hook_state = HOOK_RETRACTED;
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triggered_events |= COREEVENT_HOOK_RETRACT;
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hook_state = HOOK_RETRACTED;
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}
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else if(hook_state == HOOK_FLYING)
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{
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vec2 new_pos = hook_pos+hook_dir*world->tuning.hook_fire_speed;
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if(distance(pos, new_pos) > world->tuning.hook_length)
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2008-03-22 13:03:52 +00:00
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{
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2008-09-23 07:43:41 +00:00
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hook_state = HOOK_RETRACT_START;
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new_pos = pos + normalize(new_pos-pos) * world->tuning.hook_length;
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2008-03-19 23:08:26 +00:00
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}
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2008-09-23 07:43:41 +00:00
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// make sure that the hook doesn't go though the ground
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bool going_to_hit_ground = false;
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2008-09-23 14:38:13 +00:00
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bool going_to_retract = false;
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int hit = col_intersect_line(hook_pos, new_pos, &new_pos);
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if(hit)
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{
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if(hit&COLFLAG_NOHOOK)
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going_to_retract = true;
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else
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going_to_hit_ground = true;
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}
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2007-09-22 18:55:00 +00:00
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2008-09-23 07:43:41 +00:00
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// Check against other players first
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if(world)
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{
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2009-01-09 22:41:26 +00:00
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float dist = 0.0f;
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2007-09-22 18:55:00 +00:00
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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2008-07-06 11:21:21 +00:00
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CHARACTER_CORE *p = world->characters[i];
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2007-09-22 18:55:00 +00:00
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if(!p || p == this)
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continue;
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2008-03-19 23:08:26 +00:00
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vec2 closest_point = closest_point_on_line(hook_pos, new_pos, p->pos);
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2008-03-20 00:52:23 +00:00
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if(distance(p->pos, closest_point) < phys_size+2.0f)
|
2007-09-22 18:55:00 +00:00
|
|
|
{
|
2009-01-09 22:41:26 +00:00
|
|
|
if (hooked_player == -1 || distance (hook_pos, p->pos) < dist)
|
|
|
|
{
|
|
|
|
triggered_events |= COREEVENT_HOOK_ATTACH_PLAYER;
|
|
|
|
hook_state = HOOK_GRABBED;
|
|
|
|
hooked_player = i;
|
|
|
|
dist = distance (hook_pos, p->pos);
|
|
|
|
}
|
2007-09-22 18:55:00 +00:00
|
|
|
}
|
|
|
|
}
|
2008-09-23 07:43:41 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if(hook_state == HOOK_FLYING)
|
|
|
|
{
|
|
|
|
// check against ground
|
|
|
|
if(going_to_hit_ground)
|
2007-09-22 18:55:00 +00:00
|
|
|
{
|
2008-09-23 07:43:41 +00:00
|
|
|
triggered_events |= COREEVENT_HOOK_ATTACH_GROUND;
|
|
|
|
hook_state = HOOK_GRABBED;
|
2007-09-22 18:55:00 +00:00
|
|
|
}
|
2008-09-23 14:38:13 +00:00
|
|
|
else if(going_to_retract)
|
|
|
|
{
|
|
|
|
triggered_events |= COREEVENT_HOOK_HIT_NOHOOK;
|
|
|
|
hook_state = HOOK_RETRACT_START;
|
|
|
|
}
|
2008-09-23 07:43:41 +00:00
|
|
|
|
|
|
|
hook_pos = new_pos;
|
2007-09-22 18:55:00 +00:00
|
|
|
}
|
|
|
|
}
|
2007-12-09 15:56:56 +00:00
|
|
|
|
2007-09-22 18:55:00 +00:00
|
|
|
if(hook_state == HOOK_GRABBED)
|
|
|
|
{
|
|
|
|
if(hooked_player != -1)
|
|
|
|
{
|
2008-07-06 11:21:21 +00:00
|
|
|
CHARACTER_CORE *p = world->characters[hooked_player];
|
2007-09-22 18:55:00 +00:00
|
|
|
if(p)
|
|
|
|
hook_pos = p->pos;
|
2007-12-09 15:58:24 +00:00
|
|
|
else
|
|
|
|
{
|
|
|
|
// release hook
|
|
|
|
hooked_player = -1;
|
|
|
|
hook_state = HOOK_RETRACTED;
|
|
|
|
hook_pos = pos;
|
|
|
|
}
|
2007-09-22 18:55:00 +00:00
|
|
|
|
|
|
|
// keep players hooked for a max of 1.5sec
|
|
|
|
//if(server_tick() > hook_tick+(server_tickspeed()*3)/2)
|
|
|
|
//release_hooked();
|
|
|
|
}
|
|
|
|
|
2007-12-15 10:49:47 +00:00
|
|
|
// don't do this hook rutine when we are hook to a player
|
|
|
|
if(hooked_player == -1 && distance(hook_pos, pos) > 46.0f)
|
2007-09-22 18:55:00 +00:00
|
|
|
{
|
2008-02-02 12:38:36 +00:00
|
|
|
vec2 hookvel = normalize(hook_pos-pos)*world->tuning.hook_drag_accel;
|
2007-09-22 18:55:00 +00:00
|
|
|
// the hook as more power to drag you up then down.
|
|
|
|
// this makes it easier to get on top of an platform
|
|
|
|
if(hookvel.y > 0)
|
|
|
|
hookvel.y *= 0.3f;
|
|
|
|
|
|
|
|
// the hook will boost it's power if the player wants to move
|
|
|
|
// in that direction. otherwise it will dampen everything abit
|
2008-09-23 07:43:41 +00:00
|
|
|
if((hookvel.x < 0 && direction < 0) || (hookvel.x > 0 && direction > 0))
|
2007-09-22 18:55:00 +00:00
|
|
|
hookvel.x *= 0.95f;
|
|
|
|
else
|
|
|
|
hookvel.x *= 0.75f;
|
|
|
|
|
|
|
|
vec2 new_vel = vel+hookvel;
|
2008-01-29 21:39:41 +00:00
|
|
|
|
2007-09-22 18:55:00 +00:00
|
|
|
// check if we are under the legal limit for the hook
|
2008-02-02 12:38:36 +00:00
|
|
|
if(length(new_vel) < world->tuning.hook_drag_speed || length(new_vel) < length(vel))
|
2007-09-22 18:55:00 +00:00
|
|
|
vel = new_vel; // no problem. apply
|
2007-10-28 11:30:25 +00:00
|
|
|
|
2007-09-22 18:55:00 +00:00
|
|
|
}
|
2007-12-09 15:56:56 +00:00
|
|
|
|
|
|
|
// release hook
|
|
|
|
hook_tick++;
|
2008-10-17 21:42:32 +00:00
|
|
|
if(hooked_player != -1 && (hook_tick > SERVER_TICK_SPEED*2 || !world->characters[hooked_player]))
|
2007-12-09 15:56:56 +00:00
|
|
|
{
|
|
|
|
hooked_player = -1;
|
|
|
|
hook_state = HOOK_RETRACTED;
|
|
|
|
hook_pos = pos;
|
|
|
|
}
|
2007-09-22 18:55:00 +00:00
|
|
|
}
|
|
|
|
|
2008-09-23 07:43:41 +00:00
|
|
|
if(world)
|
2007-09-22 18:55:00 +00:00
|
|
|
{
|
|
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
|
|
{
|
2008-07-06 11:21:21 +00:00
|
|
|
CHARACTER_CORE *p = world->characters[i];
|
2007-09-22 18:55:00 +00:00
|
|
|
if(!p)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
//player *p = (player*)ent;
|
|
|
|
if(p == this) // || !(p->flags&FLAG_ALIVE)
|
|
|
|
continue; // make sure that we don't nudge our self
|
|
|
|
|
|
|
|
// handle player <-> player collision
|
|
|
|
float d = distance(pos, p->pos);
|
|
|
|
vec2 dir = normalize(pos - p->pos);
|
2007-10-28 11:30:25 +00:00
|
|
|
if(d < phys_size*1.25f && d > 1.0f)
|
2007-09-22 18:55:00 +00:00
|
|
|
{
|
2008-01-20 15:19:30 +00:00
|
|
|
float a = (phys_size*1.45f - d);
|
2007-12-15 10:49:47 +00:00
|
|
|
|
|
|
|
// make sure that we don't add excess force by checking the
|
|
|
|
// direction against the current velocity
|
|
|
|
vec2 veldir = normalize(vel);
|
|
|
|
float v = 1-(dot(veldir, dir)+1)/2;
|
2008-01-20 15:19:30 +00:00
|
|
|
vel = vel + dir*a*(v*0.75f);
|
|
|
|
vel = vel * 0.85f;
|
2007-09-22 18:55:00 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// handle hook influence
|
|
|
|
if(hooked_player == i)
|
|
|
|
{
|
|
|
|
if(d > phys_size*1.50f) // TODO: fix tweakable variable
|
|
|
|
{
|
2008-02-02 12:38:36 +00:00
|
|
|
float accel = world->tuning.hook_drag_accel * (d/world->tuning.hook_length);
|
|
|
|
float drag_speed = world->tuning.hook_drag_speed;
|
2007-12-15 10:49:47 +00:00
|
|
|
|
|
|
|
// add force to the hooked player
|
2008-02-02 12:38:36 +00:00
|
|
|
p->vel.x = saturated_add(-drag_speed, drag_speed, p->vel.x, accel*dir.x*1.5f);
|
|
|
|
p->vel.y = saturated_add(-drag_speed, drag_speed, p->vel.y, accel*dir.y*1.5f);
|
2007-12-15 10:49:47 +00:00
|
|
|
|
|
|
|
// add a little bit force to the guy who has the grip
|
2008-02-02 12:38:36 +00:00
|
|
|
vel.x = saturated_add(-drag_speed, drag_speed, vel.x, -accel*dir.x*0.25f);
|
|
|
|
vel.y = saturated_add(-drag_speed, drag_speed, vel.y, -accel*dir.y*0.25f);
|
2007-09-22 18:55:00 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2008-01-20 15:19:30 +00:00
|
|
|
|
|
|
|
// clamp the velocity to something sane
|
2008-03-16 22:32:17 +00:00
|
|
|
if(length(vel) > 6000)
|
|
|
|
vel = normalize(vel) * 6000;
|
2007-09-22 18:55:00 +00:00
|
|
|
}
|
|
|
|
|
2008-07-06 11:21:21 +00:00
|
|
|
void CHARACTER_CORE::move()
|
2007-09-22 18:55:00 +00:00
|
|
|
{
|
2008-03-16 22:32:17 +00:00
|
|
|
float rampvalue = velocity_ramp(length(vel)*50, world->tuning.velramp_start, world->tuning.velramp_range, world->tuning.velramp_curvature);
|
|
|
|
|
|
|
|
vel.x = vel.x*rampvalue;
|
2007-09-22 18:55:00 +00:00
|
|
|
move_box(&pos, &vel, vec2(28.0f, 28.0f), 0);
|
2008-03-16 22:32:17 +00:00
|
|
|
vel.x = vel.x*(1.0f/rampvalue);
|
2007-09-22 18:55:00 +00:00
|
|
|
}
|
|
|
|
|
2008-07-06 11:21:21 +00:00
|
|
|
void CHARACTER_CORE::write(NETOBJ_CHARACTER_CORE *obj_core)
|
2007-09-22 18:55:00 +00:00
|
|
|
{
|
2008-11-16 22:07:46 +00:00
|
|
|
obj_core->x = round(pos.x);
|
|
|
|
obj_core->y = round(pos.y);
|
|
|
|
|
|
|
|
obj_core->vx = round(vel.x*256.0f);
|
|
|
|
obj_core->vy = round(vel.y*256.0f);
|
2007-09-22 18:55:00 +00:00
|
|
|
obj_core->hook_state = hook_state;
|
2007-12-09 15:56:56 +00:00
|
|
|
obj_core->hook_tick = hook_tick;
|
2008-11-16 22:07:46 +00:00
|
|
|
obj_core->hook_x = round(hook_pos.x);
|
|
|
|
obj_core->hook_y = round(hook_pos.y);
|
|
|
|
obj_core->hook_dx = round(hook_dir.x*256.0f);
|
|
|
|
obj_core->hook_dy = round(hook_dir.y*256.0f);
|
2007-09-22 18:55:00 +00:00
|
|
|
obj_core->hooked_player = hooked_player;
|
2007-12-09 09:48:53 +00:00
|
|
|
obj_core->jumped = jumped;
|
2008-09-23 07:43:41 +00:00
|
|
|
obj_core->direction = direction;
|
|
|
|
obj_core->angle = angle;
|
2007-09-22 18:55:00 +00:00
|
|
|
}
|
|
|
|
|
2008-07-06 11:21:21 +00:00
|
|
|
void CHARACTER_CORE::read(const NETOBJ_CHARACTER_CORE *obj_core)
|
2007-09-22 18:55:00 +00:00
|
|
|
{
|
|
|
|
pos.x = obj_core->x;
|
|
|
|
pos.y = obj_core->y;
|
|
|
|
vel.x = obj_core->vx/256.0f;
|
|
|
|
vel.y = obj_core->vy/256.0f;
|
|
|
|
hook_state = obj_core->hook_state;
|
2007-12-09 15:56:56 +00:00
|
|
|
hook_tick = obj_core->hook_tick;
|
2007-09-22 18:55:00 +00:00
|
|
|
hook_pos.x = obj_core->hook_x;
|
|
|
|
hook_pos.y = obj_core->hook_y;
|
|
|
|
hook_dir.x = obj_core->hook_dx/256.0f;
|
|
|
|
hook_dir.y = obj_core->hook_dy/256.0f;
|
|
|
|
hooked_player = obj_core->hooked_player;
|
2007-12-09 09:48:53 +00:00
|
|
|
jumped = obj_core->jumped;
|
2008-09-23 07:43:41 +00:00
|
|
|
direction = obj_core->direction;
|
|
|
|
angle = obj_core->angle;
|
2007-09-22 18:55:00 +00:00
|
|
|
}
|
|
|
|
|
2008-07-06 11:21:21 +00:00
|
|
|
void CHARACTER_CORE::quantize()
|
2007-09-22 18:55:00 +00:00
|
|
|
{
|
2008-07-06 11:21:21 +00:00
|
|
|
NETOBJ_CHARACTER_CORE c;
|
2007-09-22 18:55:00 +00:00
|
|
|
write(&c);
|
|
|
|
read(&c);
|
|
|
|
}
|
|
|
|
|