ddnet/src/game/gamecore.cpp

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// copyright (c) 2007 magnus auvinen, see licence.txt for more info
#include "gamecore.h"
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const char *CTuningParams::m_apNames[] =
{
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#define MACRO_TUNING_PARAM(Name,ScriptName,Value) #ScriptName,
#include "tuning.h"
#undef MACRO_TUNING_PARAM
};
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bool CTuningParams::Set(int Index, float Value)
{
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if(Index < 0 || Index >= Num())
return false;
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((CTuneParam *)this)[Index] = Value;
return true;
}
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bool CTuningParams::Get(int Index, float *pValue)
{
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if(Index < 0 || Index >= Num())
return false;
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*pValue = (float)((CTuneParam *)this)[Index];
return true;
}
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bool CTuningParams::Set(const char *pName, float Value)
{
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for(int i = 0; i < Num(); i++)
if(str_comp_nocase(pName, m_apNames[i]) == 0)
return Set(i, Value);
return false;
}
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bool CTuningParams::Get(const char *pName, float *pValue)
{
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for(int i = 0; i < Num(); i++)
if(str_comp_nocase(pName, m_apNames[i]) == 0)
return Get(i, pValue);
return false;
}
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float HermiteBasis1(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 VelocityRamp(float Value, float Start, float Range, float Curvature)
{
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if(Value < Start)
return 1.0f;
return 1.0f/powf(Curvature, (Value-Start)/Range);
}
void CCharacterCore::Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore* pTeams)
{
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m_pWorld = pWorld;
m_pCollision = pCollision;
m_pTeams = pTeams;
m_Id = -1;
}
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void CCharacterCore::Reset()
{
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m_Pos = vec2(0,0);
m_Vel = vec2(0,0);
m_HookPos = vec2(0,0);
m_HookDir = vec2(0,0);
m_HookTick = 0;
m_HookState = HOOK_IDLE;
m_HookedPlayer = -1;
m_Jumped = 0;
m_TriggeredEvents = 0;
}
void CCharacterCore::HandleFly()
{
m_Vel.y = -m_pWorld->m_Tuning.m_AirJumpImpulse;
}
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void CCharacterCore::Tick(bool UseInput)
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{
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float PhysSize = 28.0f;
int MapIndex = m_pCollision->GetPureMapIndex(m_Pos);;
int MapIndexL = m_pCollision->GetPureMapIndex(vec2(m_Pos.x + (28/2)+4,m_Pos.y));
int MapIndexR = m_pCollision->GetPureMapIndex(vec2(m_Pos.x - (28/2)-4,m_Pos.y));
int MapIndexT = m_pCollision->GetPureMapIndex(vec2(m_Pos.x,m_Pos.y + (28/2)+4));
int MapIndexB = m_pCollision->GetPureMapIndex(vec2(m_Pos.x,m_Pos.y - (28/2)-4));
//dbg_msg("","N%d L%d R%d B%d T%d",MapIndex,MapIndexL,MapIndexR,MapIndexB,MapIndexT);
m_TileIndex = m_pCollision->GetTileIndex(MapIndex);
m_TileIndexL = m_pCollision->GetTileIndex(MapIndexL);
m_TileIndexR = m_pCollision->GetTileIndex(MapIndexR);
m_TileIndexB = m_pCollision->GetTileIndex(MapIndexB);
m_TileIndexT = m_pCollision->GetTileIndex(MapIndexT);
m_TileFIndex = m_pCollision->GetFTileIndex(MapIndex);
m_TileFIndexL = m_pCollision->GetFTileIndex(MapIndexL);
m_TileFIndexR = m_pCollision->GetFTileIndex(MapIndexR);
m_TileFIndexB = m_pCollision->GetFTileIndex(MapIndexB);
m_TileFIndexT = m_pCollision->GetFTileIndex(MapIndexT);
m_TileSIndex = m_pCollision->GetDTileIndex(MapIndex, m_pTeams->Team(m_Id));
m_TileSIndexL = m_pCollision->GetDTileIndex(MapIndexL, m_pTeams->Team(m_Id));
m_TileSIndexR = m_pCollision->GetDTileIndex(MapIndexR, m_pTeams->Team(m_Id));
m_TileSIndexB = m_pCollision->GetDTileIndex(MapIndexB, m_pTeams->Team(m_Id));
m_TileSIndexT = m_pCollision->GetDTileIndex(MapIndexT, m_pTeams->Team(m_Id));
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m_TriggeredEvents = 0;
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// get ground state
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bool Grounded = false;
if(m_pCollision->CheckPoint(m_Pos.x+PhysSize/2, m_Pos.y+PhysSize/2+5))
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Grounded = true;
if(m_pCollision->CheckPoint(m_Pos.x-PhysSize/2, m_Pos.y+PhysSize/2+5))
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Grounded = true;
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vec2 TargetDirection = normalize(vec2(m_Input.m_TargetX, m_Input.m_TargetY));
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m_Vel.y += m_pWorld->m_Tuning.m_Gravity;
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float MaxSpeed = Grounded ? m_pWorld->m_Tuning.m_GroundControlSpeed : m_pWorld->m_Tuning.m_AirControlSpeed;
float Accel = Grounded ? m_pWorld->m_Tuning.m_GroundControlAccel : m_pWorld->m_Tuning.m_AirControlAccel;
float Friction = Grounded ? m_pWorld->m_Tuning.m_GroundFriction : m_pWorld->m_Tuning.m_AirFriction;
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// handle input
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if(UseInput)
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{
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m_Direction = m_Input.m_Direction;
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// setup angle
float a = 0;
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if(m_Input.m_TargetX == 0)
a = atanf((float)m_Input.m_TargetY);
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else
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a = atanf((float)m_Input.m_TargetY/(float)m_Input.m_TargetX);
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if(m_Input.m_TargetX < 0)
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a = a+pi;
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m_Angle = (int)(a*256.0f);
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// handle jump
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if(m_Input.m_Jump)
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{
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if(!(m_Jumped&1))
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{
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if(Grounded)
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{
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m_TriggeredEvents |= COREEVENT_GROUND_JUMP;
m_Vel.y = -m_pWorld->m_Tuning.m_GroundJumpImpulse;
m_Jumped |= 1;
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}
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else if(!(m_Jumped&2))
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{
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m_TriggeredEvents |= COREEVENT_AIR_JUMP;
m_Vel.y = -m_pWorld->m_Tuning.m_AirJumpImpulse;
m_Jumped |= 3;
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}
}
}
else
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m_Jumped &= ~1;
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// handle hook
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if(m_Input.m_Hook)
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{
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if(m_HookState == HOOK_IDLE)
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{
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m_HookState = HOOK_FLYING;
m_HookPos = m_Pos+TargetDirection*PhysSize*1.5f;
m_HookDir = TargetDirection;
m_HookedPlayer = -1;
m_HookTick = 0;
m_TriggeredEvents |= COREEVENT_HOOK_LAUNCH;
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}
}
else
{
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m_HookedPlayer = -1;
m_HookState = HOOK_IDLE;
m_HookPos = m_Pos;
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}
}
// add the speed modification according to players wanted direction
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if(m_Direction < 0)
m_Vel.x = SaturatedAdd(-MaxSpeed, MaxSpeed, m_Vel.x, -Accel);
if(m_Direction > 0)
m_Vel.x = SaturatedAdd(-MaxSpeed, MaxSpeed, m_Vel.x, Accel);
if(m_Direction == 0)
m_Vel.x *= Friction;
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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
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if(Grounded)
m_Jumped &= ~2;
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// do hook
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if(m_HookState == HOOK_IDLE)
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{
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m_HookedPlayer = -1;
m_HookState = HOOK_IDLE;
m_HookPos = m_Pos;
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}
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else if(m_HookState >= HOOK_RETRACT_START && m_HookState < HOOK_RETRACT_END)
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{
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m_HookState++;
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}
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else if(m_HookState == HOOK_RETRACT_END)
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{
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m_HookState = HOOK_RETRACTED;
m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
m_HookState = HOOK_RETRACTED;
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}
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else if(m_HookState == HOOK_FLYING)
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{
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vec2 NewPos = m_HookPos+m_HookDir*m_pWorld->m_Tuning.m_HookFireSpeed;
if(distance(m_Pos, NewPos) > m_pWorld->m_Tuning.m_HookLength)
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{
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m_HookState = HOOK_RETRACT_START;
NewPos = m_Pos + normalize(NewPos-m_Pos) * m_pWorld->m_Tuning.m_HookLength;
m_pReset = true;
}
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// make sure that the hook doesn't go though the ground
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bool GoingToHitGround = false;
bool GoingToRetract = false;
int Hit = m_pCollision->IntersectLine(m_HookPos, NewPos, &NewPos, 0,true);
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if(Hit)
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{
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if(Hit&CCollision::COLFLAG_NOHOOK)
GoingToRetract = true;
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else
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GoingToHitGround = true;
m_pReset = true;
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}
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// Check against other players first
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if(m_pWorld && m_pWorld->m_Tuning.m_PlayerHooking)
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{
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float Dist = 0.0f;
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for(int i = 0; i < MAX_CLIENTS; i++)
{
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CCharacterCore *p = m_pWorld->m_apCharacters[i];
char aBuf[512];
str_format(aBuf, sizeof(aBuf), "ThisId = %d Id = %d Team = %d", m_Id, i, m_pTeams->Team(i));
dbg_msg("GameCore", aBuf);
if(!p || p == this || !m_pTeams->CanCollide(i, m_Id))
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continue;
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vec2 ClosestPoint = closest_point_on_line(m_HookPos, NewPos, p->m_Pos);
if(distance(p->m_Pos, ClosestPoint) < PhysSize+2.0f)
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{
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if (m_HookedPlayer == -1 || distance(m_HookPos, p->m_Pos) < Dist)
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{
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m_TriggeredEvents |= COREEVENT_HOOK_ATTACH_PLAYER;
m_HookState = HOOK_GRABBED;
m_HookedPlayer = i;
Dist = distance(m_HookPos, p->m_Pos);
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}
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}
}
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}
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if(m_HookState == HOOK_FLYING)
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{
// check against ground
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if(GoingToHitGround)
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{
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m_TriggeredEvents |= COREEVENT_HOOK_ATTACH_GROUND;
m_HookState = HOOK_GRABBED;
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}
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else if(GoingToRetract)
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{
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m_TriggeredEvents |= COREEVENT_HOOK_HIT_NOHOOK;
m_HookState = HOOK_RETRACT_START;
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}
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m_HookPos = NewPos;
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}
}
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if(m_HookState == HOOK_GRABBED)
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{
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if(m_HookedPlayer != -1)
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{
CCharacterCore *p = m_pWorld->m_apCharacters[m_HookedPlayer];
//
if(p/*&&*/)
{
//CCharacter* pl = GameServer()->m_apPlayers[m_HookedPlayer]->GetCharacter();
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//if (pl->m_DDRaceState != DDRACE_PAUSE)
m_HookPos = p->m_Pos;
}
else
{
// release hook
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m_HookedPlayer = -1;
m_HookState = HOOK_RETRACTED;
m_HookPos = m_Pos;
}
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// keep players hooked for a max of 1.5sec
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//if(Server()->Tick() > hook_tick+(Server()->TickSpeed()*3)/2)
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//release_hooked();
}
// don't do this hook rutine when we are hook to a player
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if(m_HookedPlayer == -1 && distance(m_HookPos, m_Pos) > 46.0f)
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{
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vec2 HookVel = normalize(m_HookPos-m_Pos)*m_pWorld->m_Tuning.m_HookDragAccel;
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// the hook as more power to drag you up then down.
// this makes it easier to get on top of an platform
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if(HookVel.y > 0)
HookVel.y *= 0.3f;
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// the hook will boost it's power if the player wants to move
// in that direction. otherwise it will dampen everything abit
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if((HookVel.x < 0 && m_Direction < 0) || (HookVel.x > 0 && m_Direction > 0))
HookVel.x *= 0.95f;
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else
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HookVel.x *= 0.75f;
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vec2 NewVel = m_Vel+HookVel;
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// check if we are under the legal limit for the hook
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if(length(NewVel) < m_pWorld->m_Tuning.m_HookDragSpeed || length(NewVel) < length(m_Vel))
m_Vel = NewVel; // no problem. apply
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}
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// release hook (max hook time is 1.25
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m_HookTick++;
if(m_HookedPlayer != -1 && (m_HookTick > SERVER_TICK_SPEED+SERVER_TICK_SPEED/5 || !m_pWorld->m_apCharacters[m_HookedPlayer]))
{
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m_HookedPlayer = -1;
m_HookState = HOOK_RETRACTED;
m_HookPos = m_Pos;
}
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}
if(m_pWorld/* && m_pWorld->m_Tuning.m_PlayerCollision*/)
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{
for(int i = 0; i < MAX_CLIENTS; i++)
{
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CCharacterCore *p = m_pWorld->m_apCharacters[i];
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if(!p)
continue;
//player *p = (player*)ent;
if(p == this || (m_Id != -1 && !m_pTeams->CanCollide(m_Id, i))) { // || !(p->flags&FLAG_ALIVE)
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continue; // make sure that we don't nudge our self
}
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// handle player <-> player collision
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float d = distance(m_Pos, p->m_Pos);
vec2 Dir = normalize(m_Pos - p->m_Pos);
if (m_pWorld->m_Tuning.m_PlayerCollision) {
if(d < PhysSize*1.25f && d > 1.0f)
{
float a = (PhysSize*1.45f - d);
// make sure that we don't add excess force by checking the
// direction against the current velocity
vec2 VelDir = normalize(m_Vel);
float v = 1-(dot(VelDir, Dir)+1)/2;
m_Vel = m_Vel + Dir*a*(v*0.75f);
m_Vel = m_Vel * 0.85f;
}
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}
// handle hook influence
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if(m_HookedPlayer == i)
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{
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if(d > PhysSize*1.50f) // TODO: fix tweakable variable
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{
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float Accel = m_pWorld->m_Tuning.m_HookDragAccel * (d/m_pWorld->m_Tuning.m_HookLength);
float DragSpeed = m_pWorld->m_Tuning.m_HookDragSpeed;
vec2 Temp = p->m_Vel;
Temp.x = SaturatedAdd(-DragSpeed, DragSpeed, p->m_Vel.x, Accel*Dir.x*1.5f);
Temp.y = SaturatedAdd(-DragSpeed, DragSpeed, p->m_Vel.y, Accel*Dir.y*1.5f);
if(Temp.x > 0 && (p->m_TileIndex == TILE_STOPL || p->m_TileIndexL == TILE_STOPL || p->m_TileIndexL == TILE_STOPH || p->m_TileIndexL == TILE_STOPA || p->m_TileFIndex == TILE_STOPL || p->m_TileFIndexL == TILE_STOPL || p->m_TileFIndexL == TILE_STOPH || p->m_TileFIndexL == TILE_STOPA || p->m_TileSIndex == TILE_STOPL || p->m_TileSIndexL == TILE_STOPL || p->m_TileSIndexL == TILE_STOPH || p->m_TileSIndexL == TILE_STOPA))
Temp.x = 0;
if(Temp.x < 0 && (p->m_TileIndex == TILE_STOPR || p->m_TileIndexR == TILE_STOPR || p->m_TileIndexR == TILE_STOPH || p->m_TileIndexR == TILE_STOPA || p->m_TileFIndex == TILE_STOPR || p->m_TileFIndexR == TILE_STOPR || p->m_TileFIndexR == TILE_STOPH || p->m_TileFIndexR == TILE_STOPA || p->m_TileSIndex == TILE_STOPR || p->m_TileSIndexR == TILE_STOPR || p->m_TileSIndexR == TILE_STOPH || p->m_TileSIndexR == TILE_STOPA))
Temp.x = 0;
if(Temp.y < 0 && (p->m_TileIndex == TILE_STOPB || p->m_TileIndexB == TILE_STOPB || p->m_TileIndexB == TILE_STOPV || p->m_TileIndexB == TILE_STOPA || p->m_TileFIndex == TILE_STOPB || p->m_TileFIndexB == TILE_STOPB || p->m_TileFIndexB == TILE_STOPV || p->m_TileFIndexB == TILE_STOPA || p->m_TileSIndex == TILE_STOPB || p->m_TileSIndexB == TILE_STOPB || p->m_TileSIndexB == TILE_STOPV || p->m_TileSIndexB == TILE_STOPA))
Temp.y = 0;
if(Temp.y > 0 && (p->m_TileIndex == TILE_STOPT || p->m_TileIndexT == TILE_STOPT || p->m_TileIndexT == TILE_STOPV || p->m_TileIndexT == TILE_STOPA || p->m_TileFIndex == TILE_STOPT || p->m_TileFIndexT == TILE_STOPT || p->m_TileFIndexT == TILE_STOPV || p->m_TileFIndexT == TILE_STOPA || p->m_TileSIndex == TILE_STOPT || p->m_TileSIndexT == TILE_STOPT || p->m_TileSIndexT == TILE_STOPV || p->m_TileSIndexT == TILE_STOPA))
Temp.y = 0;
// add force to the hooked player
p->m_Vel = Temp;
Temp.x = SaturatedAdd(-DragSpeed, DragSpeed, m_Vel.x, -Accel*Dir.x*0.25f);
Temp.y = SaturatedAdd(-DragSpeed, DragSpeed, m_Vel.y, -Accel*Dir.y*0.25f);
if(Temp.x > 0 && (m_TileIndex == TILE_STOPL || m_TileIndexL == TILE_STOPL || m_TileIndexL == TILE_STOPH || m_TileIndexL == TILE_STOPA || m_TileFIndex == TILE_STOPL || m_TileFIndexL == TILE_STOPL || m_TileFIndexL == TILE_STOPH || m_TileFIndexL == TILE_STOPA || m_TileSIndex == TILE_STOPL || m_TileSIndexL == TILE_STOPL || m_TileSIndexL == TILE_STOPH || m_TileSIndexL == TILE_STOPA))
Temp.x = 0;
if(Temp.x < 0 && (m_TileIndex == TILE_STOPR || m_TileIndexR == TILE_STOPR || m_TileIndexR == TILE_STOPH || m_TileIndexR == TILE_STOPA || m_TileFIndex == TILE_STOPR || m_TileFIndexR == TILE_STOPR || m_TileFIndexR == TILE_STOPH || m_TileFIndexR == TILE_STOPA || m_TileSIndex == TILE_STOPR || m_TileSIndexR == TILE_STOPR || m_TileSIndexR == TILE_STOPH || m_TileSIndexR == TILE_STOPA))
Temp.x = 0;
if(Temp.y < 0 && (m_TileIndex == TILE_STOPB || m_TileIndexB == TILE_STOPB || m_TileIndexB == TILE_STOPV || m_TileIndexB == TILE_STOPA || m_TileFIndex == TILE_STOPB || m_TileFIndexB == TILE_STOPB || m_TileFIndexB == TILE_STOPV || m_TileFIndexB == TILE_STOPA || m_TileSIndex == TILE_STOPB || m_TileSIndexB == TILE_STOPB || m_TileSIndexB == TILE_STOPV || m_TileSIndexB == TILE_STOPA))
Temp.y = 0;
if(Temp.y > 0 && (m_TileIndex == TILE_STOPT || m_TileIndexT == TILE_STOPT || m_TileIndexT == TILE_STOPV || m_TileIndexT == TILE_STOPA || m_TileFIndex == TILE_STOPT || m_TileFIndexT == TILE_STOPT || m_TileFIndexT == TILE_STOPV || m_TileFIndexT == TILE_STOPA || m_TileSIndex == TILE_STOPT || m_TileSIndexT == TILE_STOPT || m_TileSIndexT == TILE_STOPV || m_TileSIndexT == TILE_STOPA))
Temp.y = 0;
// add a little bit force to the guy who has the grip
m_Vel = Temp;
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}
}
}
}
// clamp the velocity to something sane
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if(length(m_Vel) > 6000)
m_Vel = normalize(m_Vel) * 6000;
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}
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void CCharacterCore::Move()
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{
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float RampValue = VelocityRamp(length(m_Vel)*50, m_pWorld->m_Tuning.m_VelrampStart, m_pWorld->m_Tuning.m_VelrampRange, m_pWorld->m_Tuning.m_VelrampCurvature);
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m_Vel.x = m_Vel.x*RampValue;
m_pCollision->MoveBox(&m_Pos, &m_Vel, vec2(28.0f, 28.0f), 0);
m_Vel.x = m_Vel.x*(1.0f/RampValue);
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}
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void CCharacterCore::Write(CNetObj_CharacterCore *pObjCore)
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{
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pObjCore->m_X = round(m_Pos.x);
pObjCore->m_Y = round(m_Pos.y);
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pObjCore->m_VelX = round(m_Vel.x*256.0f);
pObjCore->m_VelY = round(m_Vel.y*256.0f);
pObjCore->m_HookState = m_HookState;
pObjCore->m_HookTick = m_HookTick;
pObjCore->m_HookX = round(m_HookPos.x);
pObjCore->m_HookY = round(m_HookPos.y);
pObjCore->m_HookDx = round(m_HookDir.x*256.0f);
pObjCore->m_HookDy = round(m_HookDir.y*256.0f);
pObjCore->m_HookedPlayer = m_HookedPlayer;
pObjCore->m_Jumped = m_Jumped;
pObjCore->m_Direction = m_Direction;
pObjCore->m_Angle = m_Angle;
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}
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void CCharacterCore::Read(const CNetObj_CharacterCore *pObjCore)
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{
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m_Pos.x = pObjCore->m_X;
m_Pos.y = pObjCore->m_Y;
m_Vel.x = pObjCore->m_VelX/256.0f;
m_Vel.y = pObjCore->m_VelY/256.0f;
m_HookState = pObjCore->m_HookState;
m_HookTick = pObjCore->m_HookTick;
m_HookPos.x = pObjCore->m_HookX;
m_HookPos.y = pObjCore->m_HookY;
m_HookDir.x = pObjCore->m_HookDx/256.0f;
m_HookDir.y = pObjCore->m_HookDy/256.0f;
m_HookedPlayer = pObjCore->m_HookedPlayer;
m_Jumped = pObjCore->m_Jumped;
m_Direction = pObjCore->m_Direction;
m_Angle = pObjCore->m_Angle;
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}
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void CCharacterCore::Quantize()
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{
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CNetObj_CharacterCore Core;
Write(&Core);
Read(&Core);
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}