ddnet/src/game/gamecore.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include "gamecore.h"
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#include <engine/shared/config.h>
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const char *CTuningParams::ms_apNames[] =
{
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#define MACRO_TUNING_PARAM(Name,ScriptName,Value,Description) #ScriptName,
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#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++)
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if(str_comp_nocase(pName, ms_apNames[i]) == 0)
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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++)
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if(str_comp_nocase(pName, ms_apNames[i]) == 0)
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return Get(i, pValue);
return false;
}
float HermiteBasis1(float v)
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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);
}
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void CCharacterCore::Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore *pTeams)
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{
m_pWorld = pWorld;
m_pCollision = pCollision;
m_pTeleOuts = NULL;
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m_pTeams = pTeams;
m_Id = -1;
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m_Hook = true;
m_Collision = true;
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m_JumpedTotal = 0;
m_Jumps = 2;
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}
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void CCharacterCore::Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore *pTeams, std::map<int, std::vector<vec2> > *pTeleOuts)
{
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m_pWorld = pWorld;
m_pCollision = pCollision;
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m_pTeleOuts = pTeleOuts;
m_pTeams = pTeams;
m_Id = -1;
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m_Hook = true;
m_Collision = true;
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m_JumpedTotal = 0;
m_Jumps = 2;
}
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void CCharacterCore::Reset()
{
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m_Pos = vec2(0,0);
m_Vel = vec2(0,0);
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m_NewHook = false;
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m_HookPos = vec2(0,0);
m_HookDir = vec2(0,0);
m_HookTick = 0;
m_HookState = HOOK_IDLE;
m_HookedPlayer = -1;
m_Jumped = 0;
m_JumpedTotal = 0;
m_Jumps = 2;
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m_TriggeredEvents = 0;
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m_Hook = true;
m_Collision = true;
}
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void CCharacterCore::Tick(bool UseInput, bool IsClient)
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{
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float PhysSize = 28.0f;
m_MoveRestrictions = m_pCollision->GetMoveRestrictions(UseInput ? IsSwitchActiveCb : 0, this, m_Pos);
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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[g_Config.m_ClDummy].m_Gravity;
float MaxSpeed = Grounded ? m_pWorld->m_Tuning[g_Config.m_ClDummy].m_GroundControlSpeed : m_pWorld->m_Tuning[g_Config.m_ClDummy].m_AirControlSpeed;
float Accel = Grounded ? m_pWorld->m_Tuning[g_Config.m_ClDummy].m_GroundControlAccel : m_pWorld->m_Tuning[g_Config.m_ClDummy].m_AirControlAccel;
float Friction = Grounded ? m_pWorld->m_Tuning[g_Config.m_ClDummy].m_GroundFriction : m_pWorld->m_Tuning[g_Config.m_ClDummy].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
a = atanf((float)m_Input.m_TargetY/(float)m_Input.m_TargetX);
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if(m_Input.m_TargetX < 0)
a = a+pi;
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[g_Config.m_ClDummy].m_GroundJumpImpulse;
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m_Jumped |= 1;
m_JumpedTotal = 1;
}
else if(!(m_Jumped&2))
{
m_TriggeredEvents |= COREEVENT_AIR_JUMP;
m_Vel.y = -m_pWorld->m_Tuning[g_Config.m_ClDummy].m_AirJumpImpulse;
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m_Jumped |= 3;
m_JumpedTotal++;
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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;
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m_HookTick = SERVER_TICK_SPEED * (1.25f - m_pWorld->m_Tuning[g_Config.m_ClDummy].m_HookDuration);
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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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}
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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);
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if(m_Direction > 0)
m_Vel.x = SaturatedAdd(-MaxSpeed, MaxSpeed, m_Vel.x, Accel);
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if(m_Direction == 0)
m_Vel.x *= Friction;
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// handle jumping
// 1 bit = to keep track if a jump has been made on this input (player is holding space bar)
// 2 bit = to keep track if a air-jump has been made (tee gets dark feet)
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if(Grounded)
{
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m_Jumped &= ~2;
m_JumpedTotal = 0;
}
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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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{
vec2 NewPos = m_HookPos+m_HookDir*m_pWorld->m_Tuning[g_Config.m_ClDummy].m_HookFireSpeed;
if((!m_NewHook && distance(m_Pos, NewPos) > m_pWorld->m_Tuning[g_Config.m_ClDummy].m_HookLength)
|| (m_NewHook && distance(m_HookTeleBase, NewPos) > m_pWorld->m_Tuning[g_Config.m_ClDummy].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[g_Config.m_ClDummy].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;
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bool GoingThroughTele = false;
int teleNr = 0;
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int Hit = m_pCollision->IntersectLineTeleHook(m_HookPos, NewPos, &NewPos, 0, &teleNr);
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//m_NewHook = false;
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if(Hit)
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{
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if(Hit == TILE_NOHOOK)
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GoingToRetract = true;
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else if (Hit == TILE_TELEINHOOK)
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GoingThroughTele = 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
if(this->m_Hook && m_pWorld && m_pWorld->m_Tuning[g_Config.m_ClDummy].m_PlayerHooking)
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{
float Distance = 0.0f;
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for(int i = 0; i < MAX_CLIENTS; i++)
{
CCharacterCore *pCharCore = m_pWorld->m_apCharacters[i];
if(!pCharCore || pCharCore == this || !m_pTeams->CanCollide(i, m_Id))
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continue;
vec2 ClosestPoint = closest_point_on_line(m_HookPos, NewPos, pCharCore->m_Pos);
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if(distance(pCharCore->m_Pos, ClosestPoint) < PhysSize+2.0f)
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{
if (m_HookedPlayer == -1 || distance(m_HookPos, pCharCore->m_Pos) < Distance)
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{
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m_TriggeredEvents |= COREEVENT_HOOK_ATTACH_PLAYER;
m_HookState = HOOK_GRABBED;
m_HookedPlayer = i;
Distance = distance(m_HookPos, pCharCore->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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}
if(GoingThroughTele && m_pTeleOuts && m_pTeleOuts->size() && (*m_pTeleOuts)[teleNr-1].size())
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{
m_TriggeredEvents = 0;
m_HookedPlayer = -1;
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m_NewHook = true;
int Num = (*m_pTeleOuts)[teleNr-1].size();
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m_HookPos = (*m_pTeleOuts)[teleNr-1][(Num==1)?0:rand() % Num]+TargetDirection*PhysSize*1.5f;
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m_HookDir = TargetDirection;
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m_HookTeleBase = m_HookPos;
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}
else
{
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 *pCharCore = m_pWorld->m_apCharacters[m_HookedPlayer];
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if(pCharCore && (IsClient || m_pTeams->CanKeepHook(m_Id, pCharCore->m_Id)))
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m_HookPos = pCharCore->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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{
vec2 HookVel = normalize(m_HookPos-m_Pos)*m_pWorld->m_Tuning[g_Config.m_ClDummy].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
if((HookVel.x < 0 && m_Direction < 0) || (HookVel.x > 0 && m_Direction > 0))
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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
if(length(NewVel) < m_pWorld->m_Tuning[g_Config.m_ClDummy].m_HookDragSpeed || length(NewVel) < length(m_Vel))
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m_Vel = NewVel; // no problem. apply
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}
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// release hook (max default hook time is 1.25 s)
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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)
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{
for(int i = 0; i < MAX_CLIENTS; i++)
{
CCharacterCore *pCharCore = m_pWorld->m_apCharacters[i];
if(!pCharCore)
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continue;
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//player *p = (player*)ent;
//if(pCharCore == this) // || !(p->flags&FLAG_ALIVE)
if(pCharCore == this || (m_Id != -1 && !m_pTeams->CanCollide(m_Id, i)))
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continue; // make sure that we don't nudge our self
// handle player <-> player collision
float Distance = distance(m_Pos, pCharCore->m_Pos);
vec2 Dir = normalize(m_Pos - pCharCore->m_Pos);
if(pCharCore->m_Collision && this->m_Collision && m_pWorld->m_Tuning[g_Config.m_ClDummy].m_PlayerCollision && Distance < PhysSize*1.25f && Distance > 0.0f)
{
float a = (PhysSize*1.45f - Distance);
float Velocity = 0.5f;
// make sure that we don't add excess force by checking the
// direction against the current velocity. if not zero.
if (length(m_Vel) > 0.0001)
Velocity = 1-(dot(normalize(m_Vel), Dir)+1)/2;
m_Vel += Dir*a*(Velocity*0.75f);
m_Vel *= 0.85f;
}
// handle hook influence
if(m_Hook && m_HookedPlayer == i && m_pWorld->m_Tuning[g_Config.m_ClDummy].m_PlayerHooking)
{
if(Distance > PhysSize*1.50f) // TODO: fix tweakable variable
{
float Accel = m_pWorld->m_Tuning[g_Config.m_ClDummy].m_HookDragAccel * (Distance/m_pWorld->m_Tuning[g_Config.m_ClDummy].m_HookLength);
float DragSpeed = m_pWorld->m_Tuning[g_Config.m_ClDummy].m_HookDragSpeed;
vec2 Temp;
// add force to the hooked player
Temp.x = SaturatedAdd(-DragSpeed, DragSpeed, pCharCore->m_Vel.x, Accel*Dir.x*1.5f);
Temp.y = SaturatedAdd(-DragSpeed, DragSpeed, pCharCore->m_Vel.y, Accel*Dir.y*1.5f);
pCharCore->m_Vel = ClampVel(pCharCore->m_MoveRestrictions, Temp);
// add a little bit force to the guy who has the grip
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);
m_Vel = ClampVel(m_MoveRestrictions, Temp);
}
}
}
if (m_HookState != HOOK_FLYING)
{
m_NewHook = false;
}
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int Index = m_pCollision->GetPureMapIndex(m_Pos);
if(g_Config.m_ClPredictDDRace && IsClient && m_pCollision->IsSpeedup(Index))
{
vec2 Direction, MaxVel, TempVel = m_Vel;
int Force, MaxSpeed = 0;
float TeeAngle, SpeederAngle, DiffAngle, SpeedLeft, TeeSpeed;
m_pCollision->GetSpeedup(Index, &Direction, &Force, &MaxSpeed);
if(Force == 255 && MaxSpeed)
{
m_Vel = Direction * (MaxSpeed/5);
}
else
{
if(MaxSpeed > 0 && MaxSpeed < 5) MaxSpeed = 5;
if(MaxSpeed > 0)
{
if(Direction.x > 0.0000001f)
SpeederAngle = -atan(Direction.y / Direction.x);
else if(Direction.x < 0.0000001f)
SpeederAngle = atan(Direction.y / Direction.x) + 2.0f * asin(1.0f);
else if(Direction.y > 0.0000001f)
SpeederAngle = asin(1.0f);
else
SpeederAngle = asin(-1.0f);
if(SpeederAngle < 0)
SpeederAngle = 4.0f * asin(1.0f) + SpeederAngle;
if(TempVel.x > 0.0000001f)
TeeAngle = -atan(TempVel.y / TempVel.x);
else if(TempVel.x < 0.0000001f)
TeeAngle = atan(TempVel.y / TempVel.x) + 2.0f * asin(1.0f);
else if(TempVel.y > 0.0000001f)
TeeAngle = asin(1.0f);
else
TeeAngle = asin(-1.0f);
if(TeeAngle < 0)
TeeAngle = 4.0f * asin(1.0f) + TeeAngle;
TeeSpeed = sqrt(pow(TempVel.x, 2) + pow(TempVel.y, 2));
DiffAngle = SpeederAngle - TeeAngle;
SpeedLeft = MaxSpeed / 5.0f - cos(DiffAngle) * TeeSpeed;
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if(abs((int)SpeedLeft) > Force && SpeedLeft > 0.0000001f)
TempVel += Direction * Force;
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else if(abs((int)SpeedLeft) > Force)
TempVel += Direction * -Force;
else
TempVel += Direction * SpeedLeft;
}
else
TempVel += Direction * Force;
m_Vel = ClampVel(m_MoveRestrictions, TempVel);
}
}
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// jetpack and ninjajetpack prediction
if(IsClient && UseInput && (m_Input.m_Fire&1) && (m_ActiveWeapon == WEAPON_GUN || m_ActiveWeapon == WEAPON_NINJA)) {
m_Vel += TargetDirection * -1.0f * (m_pWorld->m_Tuning[g_Config.m_ClDummy].m_JetpackStrength / 100.0f / 6.11f);
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}
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if(g_Config.m_ClPredictDDRace && IsClient)
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{
m_Vel = ClampVel(m_MoveRestrictions, m_Vel);
if(m_MoveRestrictions&CANTMOVE_DOWN)
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{
m_Jumped = 0;
m_JumpedTotal = 0;
}
}
}
// 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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}
void CCharacterCore::Move()
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{
float RampValue = VelocityRamp(length(m_Vel)*50, m_pWorld->m_Tuning[g_Config.m_ClDummy].m_VelrampStart, m_pWorld->m_Tuning[g_Config.m_ClDummy].m_VelrampRange, m_pWorld->m_Tuning[g_Config.m_ClDummy].m_VelrampCurvature);
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m_Vel.x = m_Vel.x*RampValue;
vec2 NewPos = m_Pos;
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vec2 OldVel = m_Vel;
m_pCollision->MoveBox(IsSwitchActiveCb, this, &NewPos, &m_Vel, vec2(28.0f, 28.0f), 0.0f, true);
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m_Colliding = 0;
if(m_Vel.x < 0.001 && m_Vel.x > -0.001)
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{
if(OldVel.x > 0)
m_Colliding = 1;
else if(OldVel.x < 0)
m_Colliding = 2;
}
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else
m_LeftWall = true;
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m_Vel.x = m_Vel.x*(1.0f/RampValue);
if(m_pWorld && m_pWorld->m_Tuning[g_Config.m_ClDummy].m_PlayerCollision && this->m_Collision)
{
// check player collision
float Distance = distance(m_Pos, NewPos);
int End = Distance+1;
vec2 LastPos = m_Pos;
for(int i = 0; i < End; i++)
{
float a = i/Distance;
vec2 Pos = mix(m_Pos, NewPos, a);
for(int p = 0; p < MAX_CLIENTS; p++)
{
CCharacterCore *pCharCore = m_pWorld->m_apCharacters[p];
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if(!pCharCore || pCharCore == this || !pCharCore->m_Collision || (m_Id != -1 && !m_pTeams->CanCollide(m_Id, p)))
continue;
float D = distance(Pos, pCharCore->m_Pos);
if(D < 28.0f && D > 0.0f)
{
if(a > 0.0f)
m_Pos = LastPos;
else if(distance(NewPos, pCharCore->m_Pos) > D)
m_Pos = NewPos;
return;
}
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else if(D <= 0.001f && D >= -0.001f)
{
if(a > 0.0f)
m_Pos = LastPos;
else if(distance(NewPos, pCharCore->m_Pos) > D)
m_Pos = NewPos;
return;
}
}
LastPos = Pos;
}
}
m_Pos = NewPos;
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}
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void CCharacterCore::Write(CNetObj_CharacterCore *pObjCore)
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{
pObjCore->m_X = round_to_int(m_Pos.x);
pObjCore->m_Y = round_to_int(m_Pos.y);
pObjCore->m_VelX = round_to_int(m_Vel.x*256.0f);
pObjCore->m_VelY = round_to_int(m_Vel.y*256.0f);
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pObjCore->m_HookState = m_HookState;
pObjCore->m_HookTick = m_HookTick;
pObjCore->m_HookX = round_to_int(m_HookPos.x);
pObjCore->m_HookY = round_to_int(m_HookPos.y);
pObjCore->m_HookDx = round_to_int(m_HookDir.x*256.0f);
pObjCore->m_HookDy = round_to_int(m_HookDir.y*256.0f);
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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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}
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// DDRace
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bool CCharacterCore::IsSwitchActiveCb(int Number, void *pUser)
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{
CCharacterCore *pThis = (CCharacterCore *)pUser;
if(pThis->m_Id < 0 || !pThis->Collision()->m_pSwitchers)
{
return false;
}
if(pThis->m_pTeams->Team(pThis->m_Id) == (pThis->m_pTeams->m_IsDDRace16 ? VANILLA_TEAM_SUPER : TEAM_SUPER))
{
return false;
}
return pThis->Collision()->m_pSwitchers[Number].m_Status[pThis->m_pTeams->Team(pThis->m_Id)];
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}
void CCharacterCore::LimitVel(vec2 *pVel)
{
*pVel = ClampVel(m_MoveRestrictions, *pVel);
}
void CCharacterCore::ApplyForce(vec2 Force)
{
vec2 Temp = m_Vel + Force;
LimitVel(&Temp);
m_Vel = Temp;
}