/* (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. */ #include "gamecore.h" #include const char *CTuningParams::ms_apNames[] = { #define MACRO_TUNING_PARAM(Name, ScriptName, Value, Description) #ScriptName, #include "tuning.h" #undef MACRO_TUNING_PARAM }; bool CTuningParams::Set(int Index, float Value) { if(Index < 0 || Index >= Num()) return false; ((CTuneParam *)this)[Index] = Value; return true; } bool CTuningParams::Get(int Index, float *pValue) const { if(Index < 0 || Index >= Num()) return false; *pValue = (float)((CTuneParam *)this)[Index]; return true; } bool CTuningParams::Set(const char *pName, float Value) { for(int i = 0; i < Num(); i++) if(str_comp_nocase(pName, ms_apNames[i]) == 0) return Set(i, Value); return false; } bool CTuningParams::Get(const char *pName, float *pValue) const { for(int i = 0; i < Num(); i++) if(str_comp_nocase(pName, ms_apNames[i]) == 0) return Get(i, pValue); return false; } float HermiteBasis1(float v) { return 2 * v * v * v - 3 * v * v + 1; } float VelocityRamp(float Value, float Start, float Range, float Curvature) { if(Value < Start) return 1.0f; return 1.0f / powf(Curvature, (Value - Start) / Range); } void CCharacterCore::Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore *pTeams, std::map> *pTeleOuts) { m_pWorld = pWorld; m_pCollision = pCollision; m_pTeleOuts = pTeleOuts; m_pTeams = pTeams; m_Id = -1; // fail safe, if core's tuning didn't get updated at all, just fallback to world tuning. m_Tuning = m_pWorld->m_Tuning[g_Config.m_ClDummy]; Reset(); } void CCharacterCore::Reset() { m_Pos = vec2(0, 0); m_Vel = vec2(0, 0); m_NewHook = false; 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; m_TriggeredEvents = 0; m_Hook = true; m_Collision = true; // DDNet Character m_Solo = false; m_Jetpack = false; m_NoCollision = false; m_EndlessHook = false; m_EndlessJump = false; m_NoHammerHit = false; m_NoGrenadeHit = false; m_NoLaserHit = false; m_NoShotgunHit = false; m_NoHookHit = false; m_Super = false; m_HasTelegunGun = false; m_HasTelegunGrenade = false; m_HasTelegunLaser = false; m_FreezeEnd = 0; m_DeepFrozen = false; m_LiveFrozen = false; // never initialize both to 0 m_Input.m_TargetX = 0; m_Input.m_TargetY = -1; } void CCharacterCore::Tick(bool UseInput) { float PhysSize = 28.0f; m_MoveRestrictions = m_pCollision->GetMoveRestrictions(UseInput ? IsSwitchActiveCb : 0, this, m_Pos); m_TriggeredEvents = 0; // get ground state bool Grounded = false; if(m_pCollision->CheckPoint(m_Pos.x + PhysSize / 2, m_Pos.y + PhysSize / 2 + 5)) Grounded = true; if(m_pCollision->CheckPoint(m_Pos.x - PhysSize / 2, m_Pos.y + PhysSize / 2 + 5)) Grounded = true; vec2 TargetDirection = normalize(vec2(m_Input.m_TargetX, m_Input.m_TargetY)); m_Vel.y += m_Tuning.m_Gravity; float MaxSpeed = Grounded ? m_Tuning.m_GroundControlSpeed : m_Tuning.m_AirControlSpeed; float Accel = Grounded ? m_Tuning.m_GroundControlAccel : m_Tuning.m_AirControlAccel; float Friction = Grounded ? m_Tuning.m_GroundFriction : m_Tuning.m_AirFriction; // handle input if(UseInput) { m_Direction = m_Input.m_Direction; // setup angle float tmp_angle = atan2f(m_Input.m_TargetY, m_Input.m_TargetX); if(tmp_angle < -(pi / 2.0f)) { m_Angle = (int)((tmp_angle + (2.0f * pi)) * 256.0f); } else { m_Angle = (int)(tmp_angle * 256.0f); } // handle jump if(m_Input.m_Jump) { if(!(m_Jumped & 1)) { if(Grounded) { m_TriggeredEvents |= COREEVENT_GROUND_JUMP; m_Vel.y = -m_Tuning.m_GroundJumpImpulse; m_Jumped |= 1; m_JumpedTotal = 1; } else if(!(m_Jumped & 2)) { m_TriggeredEvents |= COREEVENT_AIR_JUMP; m_Vel.y = -m_Tuning.m_AirJumpImpulse; m_Jumped |= 3; m_JumpedTotal++; } } } else m_Jumped &= ~1; // handle hook if(m_Input.m_Hook) { if(m_HookState == HOOK_IDLE) { m_HookState = HOOK_FLYING; m_HookPos = m_Pos + TargetDirection * PhysSize * 1.5f; m_HookDir = TargetDirection; m_HookedPlayer = -1; m_HookTick = (float)SERVER_TICK_SPEED * (1.25f - m_Tuning.m_HookDuration); m_TriggeredEvents |= COREEVENT_HOOK_LAUNCH; } } else { m_HookedPlayer = -1; m_HookState = HOOK_IDLE; m_HookPos = m_Pos; } } // add the speed modification according to players wanted direction 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; // 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) if(Grounded) { m_Jumped &= ~2; m_JumpedTotal = 0; } // do hook if(m_HookState == HOOK_IDLE) { m_HookedPlayer = -1; m_HookState = HOOK_IDLE; m_HookPos = m_Pos; } else if(m_HookState >= HOOK_RETRACT_START && m_HookState < HOOK_RETRACT_END) { m_HookState++; } else if(m_HookState == HOOK_RETRACT_END) { m_HookState = HOOK_RETRACTED; m_TriggeredEvents |= COREEVENT_HOOK_RETRACT; m_HookState = HOOK_RETRACTED; } else if(m_HookState == HOOK_FLYING) { vec2 NewPos = m_HookPos + m_HookDir * m_Tuning.m_HookFireSpeed; if((!m_NewHook && distance(m_Pos, NewPos) > m_Tuning.m_HookLength) || (m_NewHook && distance(m_HookTeleBase, NewPos) > m_Tuning.m_HookLength)) { m_HookState = HOOK_RETRACT_START; NewPos = m_Pos + normalize(NewPos - m_Pos) * m_Tuning.m_HookLength; m_pReset = true; } // make sure that the hook doesn't go though the ground bool GoingToHitGround = false; bool GoingToRetract = false; bool GoingThroughTele = false; int teleNr = 0; int Hit = m_pCollision->IntersectLineTeleHook(m_HookPos, NewPos, &NewPos, 0, &teleNr); //m_NewHook = false; if(Hit) { if(Hit == TILE_NOHOOK) GoingToRetract = true; else if(Hit == TILE_TELEINHOOK) GoingThroughTele = true; else GoingToHitGround = true; m_pReset = true; } // Check against other players first if(this->m_Hook && m_pWorld && m_Tuning.m_PlayerHooking) { float Distance = 0.0f; for(int i = 0; i < MAX_CLIENTS; i++) { CCharacterCore *pCharCore = m_pWorld->m_apCharacters[i]; if(!pCharCore || pCharCore == this || (!(m_Super || pCharCore->m_Super) && ((m_Id != -1 && !m_pTeams->CanCollide(i, m_Id)) || pCharCore->m_Solo || m_Solo))) continue; vec2 ClosestPoint; if(closest_point_on_line(m_HookPos, NewPos, pCharCore->m_Pos, ClosestPoint)) { if(distance(pCharCore->m_Pos, ClosestPoint) < PhysSize + 2.0f) { if(m_HookedPlayer == -1 || distance(m_HookPos, pCharCore->m_Pos) < Distance) { m_TriggeredEvents |= COREEVENT_HOOK_ATTACH_PLAYER; m_HookState = HOOK_GRABBED; m_HookedPlayer = i; Distance = distance(m_HookPos, pCharCore->m_Pos); } } } } } if(m_HookState == HOOK_FLYING) { // check against ground if(GoingToHitGround) { m_TriggeredEvents |= COREEVENT_HOOK_ATTACH_GROUND; m_HookState = HOOK_GRABBED; } else if(GoingToRetract) { m_TriggeredEvents |= COREEVENT_HOOK_HIT_NOHOOK; m_HookState = HOOK_RETRACT_START; } if(GoingThroughTele && m_pWorld && m_pTeleOuts && !m_pTeleOuts->empty() && !(*m_pTeleOuts)[teleNr - 1].empty()) { m_TriggeredEvents = 0; m_HookedPlayer = -1; m_NewHook = true; int RandomOut = m_pWorld->RandomOr0((*m_pTeleOuts)[teleNr - 1].size()); m_HookPos = (*m_pTeleOuts)[teleNr - 1][RandomOut] + TargetDirection * PhysSize * 1.5f; m_HookDir = TargetDirection; m_HookTeleBase = m_HookPos; } else { m_HookPos = NewPos; } } } if(m_HookState == HOOK_GRABBED) { if(m_HookedPlayer != -1 && m_pWorld) { CCharacterCore *pCharCore = m_pWorld->m_apCharacters[m_HookedPlayer]; if(pCharCore && m_Id != -1 && m_pTeams->CanKeepHook(m_Id, pCharCore->m_Id)) m_HookPos = pCharCore->m_Pos; else { // release hook m_HookedPlayer = -1; m_HookState = HOOK_RETRACTED; m_HookPos = m_Pos; } // keep players hooked for a max of 1.5sec //if(Server()->Tick() > hook_tick+(Server()->TickSpeed()*3)/2) //release_hooked(); } // don't do this hook rutine when we are hook to a player if(m_HookedPlayer == -1 && distance(m_HookPos, m_Pos) > 46.0f) { vec2 HookVel = normalize(m_HookPos - m_Pos) * m_Tuning.m_HookDragAccel; // 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 && m_Direction < 0) || (HookVel.x > 0 && m_Direction > 0)) HookVel.x *= 0.95f; else HookVel.x *= 0.75f; vec2 NewVel = m_Vel + HookVel; // check if we are under the legal limit for the hook if(length(NewVel) < m_Tuning.m_HookDragSpeed || length(NewVel) < length(m_Vel)) m_Vel = NewVel; // no problem. apply } // release hook (max default hook time is 1.25 s) m_HookTick++; if(m_HookedPlayer != -1 && (m_HookTick > SERVER_TICK_SPEED + SERVER_TICK_SPEED / 5 || (m_pWorld && !m_pWorld->m_apCharacters[m_HookedPlayer]))) { m_HookedPlayer = -1; m_HookState = HOOK_RETRACTED; m_HookPos = m_Pos; } } if(m_pWorld) { for(int i = 0; i < MAX_CLIENTS; i++) { CCharacterCore *pCharCore = m_pWorld->m_apCharacters[i]; if(!pCharCore) continue; //player *p = (player*)ent; //if(pCharCore == this) // || !(p->flags&FLAG_ALIVE) if(pCharCore == this || (m_Id != -1 && !m_pTeams->CanCollide(m_Id, i))) continue; // make sure that we don't nudge our self if(!(m_Super || pCharCore->m_Super) && (m_Solo || pCharCore->m_Solo)) continue; // handle player <-> player collision float Distance = distance(m_Pos, pCharCore->m_Pos); if(Distance > 0) { vec2 Dir = normalize(m_Pos - pCharCore->m_Pos); bool CanCollide = (m_Super || pCharCore->m_Super) || (pCharCore->m_Collision && m_Collision && !m_NoCollision && !pCharCore->m_NoCollision && m_Tuning.m_PlayerCollision); if(CanCollide && 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) > 0.0001f) Velocity = 1 - (dot(normalize(m_Vel), Dir) + 1) / 2; // Wdouble-promotion don't fix this as this might change game physics m_Vel += Dir * a * (Velocity * 0.75f); m_Vel *= 0.85f; } // handle hook influence if(m_Hook && m_HookedPlayer == i && m_Tuning.m_PlayerHooking) { if(Distance > PhysSize * 1.50f) // TODO: fix tweakable variable { float HookAccel = m_Tuning.m_HookDragAccel * (Distance / m_Tuning.m_HookLength); float DragSpeed = m_Tuning.m_HookDragSpeed; vec2 Temp; // add force to the hooked player Temp.x = SaturatedAdd(-DragSpeed, DragSpeed, pCharCore->m_Vel.x, HookAccel * Dir.x * 1.5f); Temp.y = SaturatedAdd(-DragSpeed, DragSpeed, pCharCore->m_Vel.y, HookAccel * 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, -HookAccel * Dir.x * 0.25f); Temp.y = SaturatedAdd(-DragSpeed, DragSpeed, m_Vel.y, -HookAccel * Dir.y * 0.25f); m_Vel = ClampVel(m_MoveRestrictions, Temp); } } } } if(m_HookState != HOOK_FLYING) { m_NewHook = false; } } // clamp the velocity to something sane if(length(m_Vel) > 6000) m_Vel = normalize(m_Vel) * 6000; } void CCharacterCore::Move() { float RampValue = VelocityRamp(length(m_Vel) * 50, m_Tuning.m_VelrampStart, m_Tuning.m_VelrampRange, m_Tuning.m_VelrampCurvature); m_Vel.x = m_Vel.x * RampValue; vec2 NewPos = m_Pos; vec2 OldVel = m_Vel; m_pCollision->MoveBox(&NewPos, &m_Vel, vec2(28.0f, 28.0f), 0); m_Colliding = 0; if(m_Vel.x < 0.001f && m_Vel.x > -0.001f) { if(OldVel.x > 0) m_Colliding = 1; else if(OldVel.x < 0) m_Colliding = 2; } else m_LeftWall = true; m_Vel.x = m_Vel.x * (1.0f / RampValue); if(m_pWorld && (m_Super || (m_Tuning.m_PlayerCollision && m_Collision && !m_NoCollision && !m_Solo))) { // check player collision float Distance = distance(m_Pos, NewPos); if(Distance > 0) { 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]; if(!pCharCore || pCharCore == this) continue; if((!(pCharCore->m_Super || m_Super) && (m_Solo || pCharCore->m_Solo || !pCharCore->m_Collision || pCharCore->m_NoCollision || (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; } } LastPos = Pos; } } } m_Pos = NewPos; } void CCharacterCore::Write(CNetObj_CharacterCore *pObjCore) { 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); 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); pObjCore->m_HookedPlayer = m_HookedPlayer; pObjCore->m_Jumped = m_Jumped; pObjCore->m_Direction = m_Direction; pObjCore->m_Angle = m_Angle; } void CCharacterCore::Read(const CNetObj_CharacterCore *pObjCore) { 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; } void CCharacterCore::ReadDDNet(const CNetObj_DDNetCharacter *pObjDDNet) { // Collision m_Solo = pObjDDNet->m_Flags & CHARACTERFLAG_SOLO; m_Jetpack = pObjDDNet->m_Flags & CHARACTERFLAG_JETPACK; m_NoCollision = pObjDDNet->m_Flags & CHARACTERFLAG_NO_COLLISION; m_NoHammerHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_HAMMER_HIT; m_NoGrenadeHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_GRENADE_HIT; m_NoLaserHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_LASER_HIT; m_NoShotgunHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_SHOTGUN_HIT; m_NoHookHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_HOOK; m_Super = pObjDDNet->m_Flags & CHARACTERFLAG_SUPER; m_Hook = !m_NoHookHit; m_Collision = !m_NoCollision; // Endless m_EndlessHook = pObjDDNet->m_Flags & CHARACTERFLAG_ENDLESS_HOOK; m_EndlessJump = pObjDDNet->m_Flags & CHARACTERFLAG_ENDLESS_JUMP; // Freeze m_FreezeEnd = pObjDDNet->m_FreezeEnd; m_DeepFrozen = pObjDDNet->m_FreezeEnd == -1; m_LiveFrozen = (pObjDDNet->m_Flags & CHARACTERFLAG_NO_MOVEMENTS) != 0; // Telegun m_HasTelegunGrenade = pObjDDNet->m_Flags & CHARACTERFLAG_TELEGUN_GRENADE; m_HasTelegunGun = pObjDDNet->m_Flags & CHARACTERFLAG_TELEGUN_GUN; m_HasTelegunLaser = pObjDDNet->m_Flags & CHARACTERFLAG_TELEGUN_LASER; m_Jumps = pObjDDNet->m_Jumps; } void CCharacterCore::Quantize() { CNetObj_CharacterCore Core; Write(&Core); Read(&Core); } // DDRace void CCharacterCore::SetTeamsCore(CTeamsCore *pTeams) { m_pTeams = pTeams; } void CCharacterCore::SetTeleOuts(std::map> *pTeleOuts) { m_pTeleOuts = pTeleOuts; } bool CCharacterCore::IsSwitchActiveCb(int Number, void *pUser) { CCharacterCore *pThis = (CCharacterCore *)pUser; if(pThis->Collision()->m_pSwitchers) if(pThis->m_Id != -1 && pThis->m_pTeams->Team(pThis->m_Id) != (pThis->m_pTeams->m_IsDDRace16 ? VANILLA_TEAM_SUPER : TEAM_SUPER)) return pThis->Collision()->m_pSwitchers[Number].m_Status[pThis->m_pTeams->Team(pThis->m_Id)]; return false; }