ddnet/src/game/g_game.cpp

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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#include "g_game.h"
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// TODO: OPT: rewrite this smarter!
void move_point(vec2 *inout_pos, vec2 *inout_vel, float elasticity, int *bounces)
{
if(bounces)
*bounces = 0;
vec2 pos = *inout_pos;
vec2 vel = *inout_vel;
if(col_check_point(pos + vel))
{
int affected = 0;
if(col_check_point(pos.x + vel.x, pos.y))
{
inout_vel->x *= -elasticity;
if(bounces)
(*bounces)++;
affected++;
}
if(col_check_point(pos.x, pos.y + vel.y))
{
inout_vel->y *= -elasticity;
if(bounces)
(*bounces)++;
affected++;
}
if(affected == 0)
{
inout_vel->x *= -elasticity;
inout_vel->y *= -elasticity;
}
}
else
{
*inout_pos = pos + vel;
}
}
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bool test_box(vec2 pos, vec2 size)
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{
size *= 0.5f;
if(col_check_point(pos.x-size.x, pos.y-size.y))
return true;
if(col_check_point(pos.x+size.x, pos.y-size.y))
return true;
if(col_check_point(pos.x-size.x, pos.y+size.y))
return true;
if(col_check_point(pos.x+size.x, pos.y+size.y))
return true;
return false;
}
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void move_box(vec2 *inout_pos, vec2 *inout_vel, vec2 size, float elasticity)
{
// do the move
vec2 pos = *inout_pos;
vec2 vel = *inout_vel;
float distance = length(vel);
int max = (int)distance;
if(distance > 0.00001f)
{
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//vec2 old_pos = pos;
float fraction = 1.0f/(float)(max+1);
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for(int i = 0; i <= max; i++)
{
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//float amount = i/(float)max;
//if(max == 0)
//amount = 0;
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vec2 new_pos = pos + vel*fraction; // TODO: this row is not nice
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if(test_box(vec2(new_pos.x, new_pos.y), size))
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{
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int hits = 0;
if(test_box(vec2(pos.x, new_pos.y), size))
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{
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new_pos.y = pos.y;
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vel.y *= -elasticity;
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hits++;
}
if(test_box(vec2(new_pos.x, pos.y), size))
{
new_pos.x = pos.x;
vel.x *= -elasticity;
hits++;
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}
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// neither of the tests got a collision.
// this is a real _corner case_!
if(hits == 0)
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{
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new_pos.y = pos.y;
vel.y *= -elasticity;
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new_pos.x = pos.x;
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vel.x *= -elasticity;
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}
}
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pos = new_pos;
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}
}
*inout_pos = pos;
*inout_vel = vel;
}
void player_core::tick()
{
float phys_size = 28.0f;
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triggered_events = 0;
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#define MACRO_CHECK_VELOCITY { dbg_assert(length(vel) < 1000.0f, "velocity error"); }
MACRO_CHECK_VELOCITY
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bool grounded = false;
if(col_check_point((int)(pos.x+phys_size/2), (int)(pos.y+phys_size/2+5)))
grounded = true;
if(col_check_point((int)(pos.x-phys_size/2), (int)(pos.y+phys_size/2+5)))
grounded = true;
vec2 direction = normalize(vec2(input.target_x, input.target_y));
vel.y += gravity;
MACRO_CHECK_VELOCITY
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float max_speed = grounded ? ground_control_speed : air_control_speed;
float accel = grounded ? ground_control_accel : air_control_accel;
float friction = grounded ? ground_friction : air_friction;
// handle movement
if(input.left)
vel.x = saturated_add(-max_speed, max_speed, vel.x, -accel);
if(input.right)
vel.x = saturated_add(-max_speed, max_speed, vel.x, accel);
MACRO_CHECK_VELOCITY
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if(!input.left && !input.right)
vel.x *= friction;
MACRO_CHECK_VELOCITY
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// handle jumping
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// 1 bit = to keep track if a jump has been made on this input
// 2 bit = to keep track if a air-jump has been made
if(grounded)
jumped &= ~2;
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if(input.jump)
{
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if(!(jumped&1))
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{
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if(grounded)
{
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triggered_events |= COREEVENT_GROUND_JUMP;
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vel.y = -ground_jump_speed;
jumped |= 1;
}
else if(!(jumped&2))
{
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triggered_events |= COREEVENT_AIR_JUMP;
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vel.y = -ground_air_speed;
jumped |= 3;
}
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}
}
else
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jumped &= ~1;
MACRO_CHECK_VELOCITY
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// do hook
if(input.hook)
{
if(hook_state == HOOK_IDLE)
{
hook_state = HOOK_FLYING;
hook_pos = pos;
hook_dir = direction;
hooked_player = -1;
hook_tick = 0;
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triggered_events |= COREEVENT_HOOK_LAUNCH;
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}
else if(hook_state == HOOK_FLYING)
{
vec2 new_pos = hook_pos+hook_dir*hook_fire_speed;
// Check against other players first
for(int i = 0; i < MAX_CLIENTS; i++)
{
player_core *p = world->players[i];
if(!p || p == this)
continue;
//if(p != this && !p->dead && distance(p->pos, new_pos) < p->phys_size)
if(distance(p->pos, new_pos) < phys_size)
{
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triggered_events |= COREEVENT_HOOK_ATTACH_PLAYER;
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hook_state = HOOK_GRABBED;
hooked_player = i;
break;
}
}
/*
for(entity *ent = world.first_entity; ent; ent = ent->next_entity)
{
if(ent && ent->objtype == OBJTYPE_PLAYER)
{
player *p = (player*)ent;
if(p != this && !p->dead && distance(p->pos, new_pos) < p->phys_size)
{
hook_state = HOOK_GRABBED;
hooked_player = p;
break;
}
}
}*/
if(hook_state == HOOK_FLYING)
{
// check against ground
if(col_intersect_line(hook_pos, new_pos, &new_pos))
{
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triggered_events |= COREEVENT_HOOK_ATTACH_GROUND;
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hook_state = HOOK_GRABBED;
hook_pos = new_pos;
}
else if(distance(pos, new_pos) > hook_length)
{
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triggered_events |= COREEVENT_HOOK_RETRACT;
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hook_state = HOOK_RETRACTED;
}
else
hook_pos = new_pos;
}
if(hook_state == HOOK_GRABBED)
{
//create_sound(pos, SOUND_HOOK_ATTACH);
//hook_tick = server_tick();
}
}
}
else
{
//release_hooked();
hooked_player = -1;
hook_state = HOOK_IDLE;
hook_pos = pos;
}
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if(hook_state == HOOK_GRABBED)
{
if(hooked_player != -1)
{
player_core *p = world->players[hooked_player];
if(p)
hook_pos = p->pos;
else
{
// release hook
hooked_player = -1;
hook_state = HOOK_RETRACTED;
hook_pos = pos;
}
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// keep players hooked for a max of 1.5sec
//if(server_tick() > hook_tick+(server_tickspeed()*3)/2)
//release_hooked();
}
// Old version feels much better (to me atleast)
if(distance(hook_pos, pos) > 46.0f)
{
vec2 hookvel = normalize(hook_pos-pos)*hook_drag_accel;
// 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
if((hookvel.x < 0 && input.left) || (hookvel.x > 0 && input.right))
hookvel.x *= 0.95f;
else
hookvel.x *= 0.75f;
vec2 new_vel = vel+hookvel;
// check if we are under the legal limit for the hook
if(length(new_vel) < hook_drag_speed || length(new_vel) < length(vel))
vel = new_vel; // no problem. apply
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}
// release hook
hook_tick++;
if(hooked_player != -1 && hook_tick > SERVER_TICK_SPEED*2)
{
hooked_player = -1;
hook_state = HOOK_RETRACTED;
hook_pos = pos;
}
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}
MACRO_CHECK_VELOCITY
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if(true)
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
player_core *p = world->players[i];
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);
if(d < phys_size*1.25f && d > 1.0f)
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{
float a = phys_size*1.25f - d;
vel = vel + dir*a;
}
MACRO_CHECK_VELOCITY
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// handle hook influence
if(hooked_player == i)
{
if(d > phys_size*1.50f) // TODO: fix tweakable variable
{
float accel = hook_drag_accel * (d/hook_length);
vel.x = saturated_add(-hook_drag_speed, hook_drag_speed, vel.x, -accel*dir.x);
vel.y = saturated_add(-hook_drag_speed, hook_drag_speed, vel.y, -accel*dir.y);
MACRO_CHECK_VELOCITY
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}
}
}
}
}
void player_core::move()
{
move_box(&pos, &vel, vec2(28.0f, 28.0f), 0);
}
void player_core::write(obj_player_core *obj_core)
{
obj_core->x = (int)pos.x;
obj_core->y = (int)pos.y;
obj_core->vx = (int)(vel.x*256.0f);
obj_core->vy = (int)(vel.y*256.0f);
obj_core->hook_state = hook_state;
obj_core->hook_tick = hook_tick;
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obj_core->hook_x = (int)hook_pos.x;
obj_core->hook_y = (int)hook_pos.y;
obj_core->hook_dx = (int)(hook_dir.x*256.0f);
obj_core->hook_dy = (int)(hook_dir.y*256.0f);
obj_core->hooked_player = hooked_player;
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obj_core->jumped = jumped;
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float a = 0;
if(input.target_x == 0)
a = atan((float)input.target_y);
else
a = atan((float)input.target_y/(float)input.target_x);
if(input.target_x < 0)
a = a+pi;
obj_core->angle = (int)(a*256.0f);
}
void player_core::read(const obj_player_core *obj_core)
{
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;
hook_tick = obj_core->hook_tick;
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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;
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jumped = obj_core->jumped;
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}
void player_core::quantize()
{
obj_player_core c;
write(&c);
read(&c);
}