// copyright (c) 2007 magnus auvinen, see licence.txt for more info #include "gamecore.h" #include "server/entities/character.h" const char *CTuningParams::m_apNames[] = { #define MACRO_TUNING_PARAM(Name,ScriptName,Value) #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) { 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, m_apNames[i]) == 0) return Set(i, Value); return false; } bool CTuningParams::Get(const char *pName, float *pValue) { for(int i = 0; i < Num(); i++) if(str_comp_nocase(pName, m_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) { m_pWorld = pWorld; m_pCollision = pCollision; } void CCharacterCore::Reset() { 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::Tick(bool UseInput) { float PhysSize = 28.0f; m_TriggeredEvents = 0; // get ground state bool Grounded = false; if(m_pCollision->CheckPoint(m_Pos.x+PhysSize/2, m_Pos.y+PhysSize/2+5) || m_pCollision->FCheckPoint(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) || m_pCollision->FCheckPoint(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_pWorld->m_Tuning.m_Gravity; 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; // handle input if(UseInput) { m_Direction = m_Input.m_Direction; // setup angle float a = 0; if(m_Input.m_TargetX == 0) a = atanf((float)m_Input.m_TargetY); else a = atanf((float)m_Input.m_TargetY/(float)m_Input.m_TargetX); if(m_Input.m_TargetX < 0) a = a+pi; m_Angle = (int)(a*256.0f); // handle jump if(m_Input.m_Jump) { if(!(m_Jumped&1)) { if(Grounded) { m_TriggeredEvents |= COREEVENT_GROUND_JUMP; m_Vel.y = -m_pWorld->m_Tuning.m_GroundJumpImpulse; m_Jumped |= 1; } else if(!(m_Jumped&2)) { m_TriggeredEvents |= COREEVENT_AIR_JUMP; m_Vel.y = -m_pWorld->m_Tuning.m_AirJumpImpulse; m_Jumped |= 3; } } } 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 = 0; 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 // 2 bit = to keep track if a air-jump has been made if(Grounded) m_Jumped &= ~2; // 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_pWorld->m_Tuning.m_HookFireSpeed; if(distance(m_Pos, NewPos) > m_pWorld->m_Tuning.m_HookLength) { m_HookState = HOOK_RETRACT_START; NewPos = m_Pos + normalize(NewPos-m_Pos) * m_pWorld->m_Tuning.m_HookLength; m_pReset = true; } // make sure that the hook doesn't go though the ground bool GoingToHitGround = false; bool GoingToRetract = false; int Hit = m_pCollision->IntersectLine(m_HookPos, NewPos, &NewPos, 0,true); if(Hit) { if(Hit&CCollision::COLFLAG_NOHOOK) GoingToRetract = true; else GoingToHitGround = true; m_pReset = true; } // Check against other players first if(m_pWorld && m_pWorld->m_Tuning.m_PlayerHooking) { float Dist = 0.0f; for(int i = 0; i < MAX_CLIENTS; i++) { CCharacterCore *p = m_pWorld->m_apCharacters[i]; if(!p || p == this) continue; vec2 ClosestPoint = closest_point_on_line(m_HookPos, NewPos, p->m_Pos); if(distance(p->m_Pos, ClosestPoint) < PhysSize+2.0f) { if (m_HookedPlayer == -1 || distance(m_HookPos, p->m_Pos) < Dist) { m_TriggeredEvents |= COREEVENT_HOOK_ATTACH_PLAYER; m_HookState = HOOK_GRABBED; m_HookedPlayer = i; Dist = distance(m_HookPos, p->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; } m_HookPos = NewPos; } } if(m_HookState == HOOK_GRABBED) { if(m_HookedPlayer != -1) { CCharacterCore *p = m_pWorld->m_apCharacters[m_HookedPlayer]; // if(p/*&&*/) { //CCharacter* pl = GameServer()->m_apPlayers[m_HookedPlayer]->GetCharacter(); //if (pl->m_RaceState != RACE_PAUSE) m_HookPos = p->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_pWorld->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_pWorld->m_Tuning.m_HookDragSpeed || length(NewVel) < length(m_Vel)) m_Vel = NewVel; // no problem. apply } // release hook (max hook time is 1.25 m_HookTick++; if(m_HookedPlayer != -1 && (m_HookTick > SERVER_TICK_SPEED+SERVER_TICK_SPEED/5 || !m_pWorld->m_apCharacters[m_HookedPlayer])) { m_HookedPlayer = -1; m_HookState = HOOK_RETRACTED; m_HookPos = m_Pos; } } if(m_pWorld/* && m_pWorld->m_Tuning.m_PlayerCollision*/) { for(int i = 0; i < MAX_CLIENTS; i++) { CCharacterCore *p = m_pWorld->m_apCharacters[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(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; } } // handle hook influence if(m_HookedPlayer == i) { if(d > PhysSize*1.50f) // TODO: fix tweakable variable { float Accel = m_pWorld->m_Tuning.m_HookDragAccel * (d/m_pWorld->m_Tuning.m_HookLength); float DragSpeed = m_pWorld->m_Tuning.m_HookDragSpeed; // add force to the hooked player p->m_Vel.x = SaturatedAdd(-DragSpeed, DragSpeed, p->m_Vel.x, Accel*Dir.x*1.5f); p->m_Vel.y = SaturatedAdd(-DragSpeed, DragSpeed, p->m_Vel.y, Accel*Dir.y*1.5f); // add a little bit force to the guy who has the grip m_Vel.x = SaturatedAdd(-DragSpeed, DragSpeed, m_Vel.x, -Accel*Dir.x*0.25f); m_Vel.y = SaturatedAdd(-DragSpeed, DragSpeed, m_Vel.y, -Accel*Dir.y*0.25f); } } } } // 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_pWorld->m_Tuning.m_VelrampStart, m_pWorld->m_Tuning.m_VelrampRange, m_pWorld->m_Tuning.m_VelrampCurvature); 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); } void CCharacterCore::Write(CNetObj_CharacterCore *pObjCore) { pObjCore->m_X = round(m_Pos.x); pObjCore->m_Y = round(m_Pos.y); 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; } 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::Quantize() { CNetObj_CharacterCore Core; Write(&Core); Read(&Core); }