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201 lines
3.7 KiB
C++
201 lines
3.7 KiB
C++
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#ifndef GAME_GAME_H
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#define GAME_GAME_H
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#include <base/system.h>
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#include <base/math.hpp>
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#include <engine/e_common_interface.h>
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#include <math.h>
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#include "collision.hpp"
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#include <game/generated/g_protocol.hpp>
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struct TUNING_PARAMS
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{
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TUNING_PARAMS()
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{
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const float ticks_per_second = 50.0f;
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#define MACRO_TUNING_PARAM(name,value) name.set((int)(value*100.0f));
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#include "tuning.hpp"
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#undef MACRO_TUNING_PARAM
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}
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static const char *names[];
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#define MACRO_TUNING_PARAM(name,value) tune_param name;
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#include "tuning.hpp"
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#undef MACRO_TUNING_PARAM
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static int num() { return sizeof(TUNING_PARAMS)/sizeof(int); }
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bool set(int index, float value);
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bool set(const char *name, float value);
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bool get(int index, float *value);
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bool get(const char *name, float *value);
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};
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inline vec2 get_direction(int angle)
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{
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float a = angle/256.0f;
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return vec2(cosf(a), sinf(a));
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}
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inline vec2 get_dir(float a)
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{
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return vec2(cosf(a), sinf(a));
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}
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inline float get_angle(vec2 dir)
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{
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float a = atan(dir.y/dir.x);
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if(dir.x < 0)
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a = a+pi;
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return a;
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}
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inline void str_to_ints(int *ints, int num, const char *str)
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{
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int index = 0;
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while(num)
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{
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char buf[4] = {0,0,0,0};
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for(int c = 0; c < 4 && str[index]; c++, index++)
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buf[c] = str[index];
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*ints = (buf[0]<<24)|(buf[1]<<16)|(buf[2]<<8)|buf[3];
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ints++;
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num--;
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}
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// null terminate
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ints[-1] &= 0xffffff00;
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}
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inline void ints_to_str(const int *ints, int num, char *str)
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{
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while(num)
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{
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str[0] = ((*ints)>>24)&0xff;
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str[1] = ((*ints)>>16)&0xff;
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str[2] = ((*ints)>>8)&0xff;
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str[3] = (*ints)&0xff;
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str += 4;
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ints++;
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num--;
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}
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// null terminate
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str[-1] = 0;
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}
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inline vec2 calc_pos(vec2 p, vec2 v, float curvature, float speed, float t)
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{
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vec2 n;
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t *= speed;
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n.x = p.x + v.x*t;
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n.y = p.y + v.y*t + curvature/10000*(t*t);
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return n;
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}
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template<typename T>
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inline T saturated_add(T min, T max, T current, T modifier)
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{
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if(modifier < 0)
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{
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if(current < min)
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return current;
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current += modifier;
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if(current < min)
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current = min;
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return current;
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}
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else
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{
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if(current > max)
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return current;
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current += modifier;
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if(current > max)
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current = max;
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return current;
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}
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}
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void move_point(vec2 *inout_pos, vec2 *inout_vel, float elasticity, int *bounces);
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void move_box(vec2 *inout_pos, vec2 *inout_vel, vec2 size, float elasticity);
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bool test_box(vec2 pos, vec2 size);
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float velocity_ramp(float value, float start, float range, float curvature);
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// hooking stuff
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enum
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{
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HOOK_RETRACTED=-1,
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HOOK_IDLE=0,
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HOOK_RETRACT_START=1,
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HOOK_RETRACT_END=3,
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HOOK_FLYING,
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HOOK_GRABBED,
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COREEVENT_GROUND_JUMP=0x01,
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COREEVENT_AIR_JUMP=0x02,
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COREEVENT_HOOK_LAUNCH=0x04,
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COREEVENT_HOOK_ATTACH_PLAYER=0x08,
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COREEVENT_HOOK_ATTACH_GROUND=0x10,
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COREEVENT_HOOK_HIT_NOHOOK=0x20,
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COREEVENT_HOOK_RETRACT=0x40,
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};
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class WORLD_CORE
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{
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public:
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WORLD_CORE()
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{
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mem_zero(characters, sizeof(characters));
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}
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TUNING_PARAMS tuning;
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class CHARACTER_CORE *characters[MAX_CLIENTS];
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};
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class CHARACTER_CORE
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{
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public:
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WORLD_CORE *world;
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vec2 pos;
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vec2 vel;
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vec2 hook_pos;
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vec2 hook_dir;
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int hook_tick;
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int hook_state;
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int hooked_player;
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int jumped;
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int direction;
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int angle;
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NETOBJ_PLAYER_INPUT input;
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int triggered_events;
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void reset();
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void tick(bool use_input);
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void move();
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void read(const NETOBJ_CHARACTER_CORE *obj_core);
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void write(NETOBJ_CHARACTER_CORE *obj_core);
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void quantize();
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};
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#define LERP(a,b,t) (a + (b-a) * t)
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#define min(a, b) ( a > b ? b : a)
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#define max(a, b) ( a > b ? a : b)
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inline bool col_check_point(float x, float y) { return col_is_solid((int)x, (int)y) != 0; }
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inline bool col_check_point(vec2 p) { return col_check_point(p.x, p.y); }
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#endif
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