/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #ifndef GAME_GAME_H #define GAME_GAME_H #include #include #include #include "g_math.h" #include "g_collision.h" #include "g_protocol.h" struct tuning_params { tuning_params() { const float ticks_per_second = 50.0f; #define MACRO_TUNING_PARAM(name,value) name = value; #include "g_tuning.h" #undef MACRO_TUNING_PARAM } static const char *names[]; #define MACRO_TUNING_PARAM(name,value) tune_param name; #include "g_tuning.h" #undef MACRO_TUNING_PARAM static int num() { return sizeof(tuning_params)/sizeof(int); } bool set(int index, float value); bool set(const char *name, float value); bool get(int index, float *value); bool get(const char *name, float *value); }; inline vec2 get_direction(int angle) { float a = angle/256.0f; return vec2(cosf(a), sinf(a)); } inline vec2 get_dir(float a) { return vec2(cosf(a), sinf(a)); } inline float get_angle(vec2 dir) { float a = atan(dir.y/dir.x); if(dir.x < 0) a = a+pi; return a; } inline vec2 calc_pos(vec2 p, vec2 v, float curvature, float speed, float t) { vec2 n; t *= speed; n.x = p.x + v.x*t; n.y = p.y + v.y*t + curvature/10000*(t*t); return n; } template inline T saturated_add(T min, T max, T current, T modifier) { if(modifier < 0) { if(current < min) return current; current += modifier; if(current < min) current = min; return current; } else { if(current > max) return current; current += modifier; if(current > max) current = max; return current; } } void move_point(vec2 *inout_pos, vec2 *inout_vel, float elasticity, int *bounces); void move_box(vec2 *inout_pos, vec2 *inout_vel, vec2 size, float elasticity); bool test_box(vec2 pos, vec2 size); float velocity_ramp(float value, float start, float range, float curvature); // hooking stuff enum { HOOK_RETRACTED=-1, HOOK_IDLE=0, HOOK_RETRACT_START=1, HOOK_RETRACT_END=3, HOOK_FLYING, HOOK_GRABBED, COREEVENT_GROUND_JUMP=0x01, COREEVENT_AIR_JUMP=0x02, COREEVENT_HOOK_LAUNCH=0x04, COREEVENT_HOOK_ATTACH_PLAYER=0x08, COREEVENT_HOOK_ATTACH_GROUND=0x10, COREEVENT_HOOK_RETRACT=0x20, }; class world_core { public: world_core() { mem_zero(players, sizeof(players)); } tuning_params tuning; class player_core *players[MAX_CLIENTS]; }; class player_core { public: world_core *world; vec2 pos; vec2 vel; vec2 hook_pos; vec2 hook_dir; int hook_tick; int hook_state; int hooked_player; int jumped; NETOBJ_PLAYER_INPUT input; int triggered_events; void reset(); void tick(); void move(); void read(const NETOBJ_PLAYER_CORE *obj_core); void write(NETOBJ_PLAYER_CORE *obj_core); void quantize(); }; #define LERP(a,b,t) (a + (b-a) * t) #define min(a, b) ( a > b ? b : a) #define max(a, b) ( a > b ? a : b) inline bool col_check_point(float x, float y) { return col_is_solid((int)x, (int)y) != 0; } inline bool col_check_point(vec2 p) { return col_check_point(p.x, p.y); } #endif