/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #include "game.h" // TODO: OPT: rewrite this smarter! void move_point(vec2 *inout_pos, vec2 *inout_vel, float elasticity, int *bounces) { if(bounces) *bounces = 0; vec2 pos = *inout_pos; vec2 vel = *inout_vel; if(col_check_point(pos + vel)) { int affected = 0; if(col_check_point(pos.x + vel.x, pos.y)) { inout_vel->x *= -elasticity; if(bounces) (*bounces)++; affected++; } if(col_check_point(pos.x, pos.y + vel.y)) { inout_vel->y *= -elasticity; if(bounces) (*bounces)++; affected++; } if(affected == 0) { inout_vel->x *= -elasticity; inout_vel->y *= -elasticity; } } else { *inout_pos = pos + vel; } } static bool test_box(vec2 pos, vec2 size) { size *= 0.5f; if(col_check_point(pos.x-size.x, pos.y-size.y)) return true; if(col_check_point(pos.x+size.x, pos.y-size.y)) return true; if(col_check_point(pos.x-size.x, pos.y+size.y)) return true; if(col_check_point(pos.x+size.x, pos.y+size.y)) return true; return false; } void move_box(vec2 *inout_pos, vec2 *inout_vel, vec2 size, float elasticity) { // do the move vec2 pos = *inout_pos; vec2 vel = *inout_vel; float distance = length(vel); int max = (int)distance; if(distance > 0.00001f) { //vec2 old_pos = pos; float fraction = 1.0f/(float)(max+1); for(int i = 0; i <= max; i++) { //float amount = i/(float)max; //if(max == 0) //amount = 0; vec2 new_pos = pos + vel*fraction; // TODO: this row is not nice if(test_box(new_pos, size)) { if(test_box(vec2(pos.x, new_pos.y), size)) { new_pos.y = pos.y; vel.y *= -elasticity; } if(test_box(vec2(new_pos.x, pos.y), size)) { new_pos.x = pos.x; vel.x *= -elasticity; } } pos = new_pos; } } *inout_pos = pos; *inout_vel = vel; } void player_core::tick() { float phys_size = 28.0f; triggered_events = 0; #define MACRO_CHECK_VELOCITY { dbg_assert(length(vel) < 1000.0f, "velocity error"); } MACRO_CHECK_VELOCITY bool grounded = false; if(col_check_point((int)(pos.x+phys_size/2), (int)(pos.y+phys_size/2+5))) grounded = true; if(col_check_point((int)(pos.x-phys_size/2), (int)(pos.y+phys_size/2+5))) grounded = true; vec2 direction = normalize(vec2(input.target_x, input.target_y)); vel.y += gravity; MACRO_CHECK_VELOCITY float max_speed = grounded ? ground_control_speed : air_control_speed; float accel = grounded ? ground_control_accel : air_control_accel; float friction = grounded ? ground_friction : air_friction; // handle movement if(input.left) vel.x = saturated_add(-max_speed, max_speed, vel.x, -accel); if(input.right) vel.x = saturated_add(-max_speed, max_speed, vel.x, accel); MACRO_CHECK_VELOCITY if(!input.left && !input.right) vel.x *= friction; MACRO_CHECK_VELOCITY // 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) jumped &= ~2; if(input.jump) { if(!(jumped&1)) { if(grounded) { triggered_events |= COREEVENT_GROUND_JUMP; vel.y = -ground_jump_speed; jumped |= 1; } else if(!(jumped&2)) { triggered_events |= COREEVENT_AIR_JUMP; vel.y = -ground_air_speed; jumped |= 3; } } } else jumped &= ~1; MACRO_CHECK_VELOCITY // do hook if(input.hook) { if(hook_state == HOOK_IDLE) { hook_state = HOOK_FLYING; hook_pos = pos; hook_dir = direction; hooked_player = -1; hook_tick = 0; triggered_events |= COREEVENT_HOOK_LAUNCH; } else if(hook_state == HOOK_FLYING) { vec2 new_pos = hook_pos+hook_dir*hook_fire_speed; // Check against other players first for(int i = 0; i < MAX_CLIENTS; i++) { player_core *p = world->players[i]; if(!p || p == this) continue; //if(p != this && !p->dead && distance(p->pos, new_pos) < p->phys_size) if(distance(p->pos, new_pos) < phys_size) { triggered_events |= COREEVENT_HOOK_ATTACH_PLAYER; hook_state = HOOK_GRABBED; hooked_player = i; break; } } /* for(entity *ent = world.first_entity; ent; ent = ent->next_entity) { if(ent && ent->objtype == OBJTYPE_PLAYER) { player *p = (player*)ent; if(p != this && !p->dead && distance(p->pos, new_pos) < p->phys_size) { hook_state = HOOK_GRABBED; hooked_player = p; break; } } }*/ if(hook_state == HOOK_FLYING) { // check against ground if(col_intersect_line(hook_pos, new_pos, &new_pos)) { triggered_events |= COREEVENT_HOOK_ATTACH_GROUND; hook_state = HOOK_GRABBED; hook_pos = new_pos; } else if(distance(pos, new_pos) > hook_length) { triggered_events |= COREEVENT_HOOK_RETRACT; hook_state = HOOK_RETRACTED; } else hook_pos = new_pos; } if(hook_state == HOOK_GRABBED) { //create_sound(pos, SOUND_HOOK_ATTACH); //hook_tick = server_tick(); } } } else { //release_hooked(); hooked_player = -1; hook_state = HOOK_IDLE; hook_pos = pos; } if(hook_state == HOOK_GRABBED) { if(hooked_player != -1) { player_core *p = world->players[hooked_player]; if(p) hook_pos = p->pos; else { // release hook hooked_player = -1; hook_state = HOOK_RETRACTED; hook_pos = pos; } // keep players hooked for a max of 1.5sec //if(server_tick() > hook_tick+(server_tickspeed()*3)/2) //release_hooked(); } // Old version feels much better (to me atleast) if(distance(hook_pos, pos) > 46.0f) { vec2 hookvel = normalize(hook_pos-pos)*hook_drag_accel; // 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 && input.left) || (hookvel.x > 0 && input.right)) hookvel.x *= 0.95f; else hookvel.x *= 0.75f; vec2 new_vel = vel+hookvel; // check if we are under the legal limit for the hook if(length(new_vel) < hook_drag_speed || length(new_vel) < length(vel)) vel = new_vel; // no problem. apply } // release hook hook_tick++; if(hook_tick > SERVER_TICK_SPEED*2) { hooked_player = -1; hook_state = HOOK_RETRACTED; hook_pos = pos; } } MACRO_CHECK_VELOCITY if(true) { for(int i = 0; i < MAX_CLIENTS; i++) { player_core *p = world->players[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(pos, p->pos); vec2 dir = normalize(pos - p->pos); if(d < phys_size*1.25f && d > 1.0f) { float a = phys_size*1.25f - d; vel = vel + dir*a; } MACRO_CHECK_VELOCITY // handle hook influence if(hooked_player == i) { if(d > phys_size*1.50f) // TODO: fix tweakable variable { float accel = hook_drag_accel * (d/hook_length); vel.x = saturated_add(-hook_drag_speed, hook_drag_speed, vel.x, -accel*dir.x); vel.y = saturated_add(-hook_drag_speed, hook_drag_speed, vel.y, -accel*dir.y); MACRO_CHECK_VELOCITY } } } } } void player_core::move() { move_box(&pos, &vel, vec2(28.0f, 28.0f), 0); } void player_core::write(obj_player_core *obj_core) { obj_core->x = (int)pos.x; obj_core->y = (int)pos.y; obj_core->vx = (int)(vel.x*256.0f); obj_core->vy = (int)(vel.y*256.0f); obj_core->hook_state = hook_state; obj_core->hook_tick = hook_tick; obj_core->hook_x = (int)hook_pos.x; obj_core->hook_y = (int)hook_pos.y; obj_core->hook_dx = (int)(hook_dir.x*256.0f); obj_core->hook_dy = (int)(hook_dir.y*256.0f); obj_core->hooked_player = hooked_player; obj_core->jumped = jumped; float a = 0; if(input.target_x == 0) a = atan((float)input.target_y); else a = atan((float)input.target_y/(float)input.target_x); if(input.target_x < 0) a = a+pi; obj_core->angle = (int)(a*256.0f); } void player_core::read(const obj_player_core *obj_core) { pos.x = obj_core->x; pos.y = obj_core->y; vel.x = obj_core->vx/256.0f; vel.y = obj_core->vy/256.0f; hook_state = obj_core->hook_state; hook_tick = obj_core->hook_tick; hook_pos.x = obj_core->hook_x; hook_pos.y = obj_core->hook_y; hook_dir.x = obj_core->hook_dx/256.0f; hook_dir.y = obj_core->hook_dy/256.0f; hooked_player = obj_core->hooked_player; jumped = obj_core->jumped; } void player_core::quantize() { obj_player_core c; write(&c); read(&c); }