ddnet/src/game/gamecore.h
2011-01-06 05:46:10 +02:00

248 lines
4.7 KiB
C++

/* (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. */
#ifndef GAME_GAMECORE_H
#define GAME_GAMECORE_H
#include <base/system.h>
#include <base/math.h>
#include <math.h>
#include "collision.h"
#include <engine/shared/protocol.h>
#include <game/generated/protocol.h>
#include "teamscore.h"
#include "mapitems.h"
class CTuneParam
{
int m_Value;
public:
void Set(int v) { m_Value = v; }
int Get() const { return m_Value; }
CTuneParam &operator = (int v) { m_Value = (int)(v*100.0f); return *this; }
CTuneParam &operator = (float v) { m_Value = (int)(v*100.0f); return *this; }
operator float() const { return m_Value/100.0f; }
};
class CTuningParams
{
public:
CTuningParams()
{
const float TicksPerSecond = 50.0f;
#define MACRO_TUNING_PARAM(Name,ScriptName,Value) m_##Name.Set((int)(Value*100.0f));
#include "tuning.h"
#undef MACRO_TUNING_PARAM
}
static const char *m_apNames[];
#define MACRO_TUNING_PARAM(Name,ScriptName,Value) CTuneParam m_##Name;
#include "tuning.h"
#undef MACRO_TUNING_PARAM
static int Num() { return sizeof(CTuningParams)/sizeof(int); }
bool Set(int Index, float Value);
bool Set(const char *pName, float Value);
bool Get(int Index, float *pValue);
bool Get(const char *pName, float *pValue);
};
inline vec2 GetDirection(int Angle)
{
float a = Angle/256.0f;
return vec2(cosf(a), sinf(a));
}
inline vec2 GetDir(float a)
{
return vec2(cosf(a), sinf(a));
}
inline float GetAngle(vec2 Dir)
{
if(Dir.x == 0 && Dir.y == 0)
return 0.0f;
float a = atanf(Dir.y/Dir.x);
if(Dir.x < 0)
a = a+pi;
return a;
}
inline void StrToInts(int *pInts, int Num, const char *pStr)
{
int Index = 0;
while(Num)
{
char aBuf[4] = {0,0,0,0};
for(int c = 0; c < 4 && pStr[Index]; c++, Index++)
aBuf[c] = pStr[Index];
*pInts = ((aBuf[0]+128)<<24)|((aBuf[1]+128)<<16)|((aBuf[2]+128)<<8)|(aBuf[3]+128);
pInts++;
Num--;
}
// null terminate
pInts[-1] &= 0xffffff00;
}
inline void IntsToStr(const int *pInts, int Num, char *pStr)
{
while(Num)
{
pStr[0] = (((*pInts)>>24)&0xff)-128;
pStr[1] = (((*pInts)>>16)&0xff)-128;
pStr[2] = (((*pInts)>>8)&0xff)-128;
pStr[3] = ((*pInts)&0xff)-128;
pStr += 4;
pInts++;
Num--;
}
// null terminate
pStr[-1] = 0;
}
inline vec2 CalcPos(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<typename T>
inline T SaturatedAdd(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;
}
}
float VelocityRamp(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_HIT_NOHOOK=0x20,
COREEVENT_HOOK_RETRACT=0x40,
};
class CWorldCore
{
public:
CWorldCore()
{
mem_zero(m_apCharacters, sizeof(m_apCharacters));
}
CTuningParams m_Tuning;
class CCharacterCore *m_apCharacters[MAX_CLIENTS];
};
class CCharacterCore
{
CWorldCore *m_pWorld;
CCollision *m_pCollision;
CTeamsCore* m_pTeams;
int m_TileIndex;
int m_TileFlags;
int m_TileFIndex;
int m_TileFFlags;
int m_TileSIndex;
int m_TileSFlags;
int m_TileIndexL;
int m_TileFlagsL;
int m_TileFIndexL;
int m_TileFFlagsL;
int m_TileSIndexL;
int m_TileSFlagsL;
int m_TileIndexR;
int m_TileFlagsR;
int m_TileFIndexR;
int m_TileFFlagsR;
int m_TileSIndexR;
int m_TileSFlagsR;
int m_TileIndexT;
int m_TileFlagsT;
int m_TileFIndexT;
int m_TileFFlagsT;
int m_TileSIndexT;
int m_TileSFlagsT;
int m_TileIndexB;
int m_TileFlagsB;
int m_TileFIndexB;
int m_TileFFlagsB;
int m_TileSIndexB;
int m_TileSFlagsB;
bool IsRightTeam(int MapIndex);
public:
int m_Id;
vec2 m_Pos;
vec2 m_Vel;
vec2 m_HookPos;
vec2 m_HookDir;
int m_HookTick;
int m_HookState;
int m_HookedPlayer;
int m_Jumped;
int m_Direction;
int m_Angle;
CNetObj_PlayerInput m_Input;
bool m_pReset;
int m_TriggeredEvents;
class CCollision *Collision() { return m_pCollision; }
void Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore* pTeams);
void Reset();
void Tick(bool UseInput);
void HandleFly();
void Move();
void Read(const CNetObj_CharacterCore *pObjCore);
void Write(CNetObj_CharacterCore *pObjCore);
void Quantize();
};
#endif