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207 lines
2.7 KiB
C
207 lines
2.7 KiB
C
#include <baselib/system.h>
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#include <baselib/math.h>
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#include <math.h>
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#include "../engine/interface.h"
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#include "mapres_col.h"
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inline baselib::vec2 get_direction(int angle)
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{
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float a = angle/256.0f;
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return baselib::vec2(cosf(a), sinf(a));
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}
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inline float get_angle(baselib::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+baselib::pi;
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return a;
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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_check_point((int)x, (int)y) != 0; }
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inline bool col_check_point(baselib::vec2 p) { return col_check_point(p.x, p.y); }
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// Network stuff
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enum
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{
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OBJTYPE_NULL=0,
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OBJTYPE_GAME,
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OBJTYPE_PLAYER,
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OBJTYPE_PROJECTILE,
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OBJTYPE_POWERUP,
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OBJTYPE_FLAG,
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EVENT_EXPLOSION,
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EVENT_DAMAGEINDICATION,
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EVENT_SOUND,
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EVENT_SMOKE,
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EVENT_SPAWN,
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EVENT_DEATH,
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};
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enum
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{
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MSG_NULL=0,
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MSG_SAY,
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MSG_CHAT,
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MSG_SETNAME,
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MSG_KILLMSG,
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MSG_SWITCHTEAM,
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MSG_JOIN,
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MSG_QUIT,
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};
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enum
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{
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EMOTE_NORMAL=0,
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EMOTE_BLINK,
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EMOTE_WINK,
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EMOTE_PAIN,
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EMOTE_HAPPY,
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};
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enum
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{
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STATE_UNKNOWN=0,
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STATE_PLAYING,
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STATE_IN_MENU,
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STATE_CHATTING,
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};
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struct player_input
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{
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int left;
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int right;
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int target_x;
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int target_y;
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int jump;
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int fire;
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int hook;
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int blink;
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int activeweapon;
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int state;
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};
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struct ev_explosion
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{
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int x, y;
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};
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struct ev_spawn
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{
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int x, y;
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};
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struct ev_death
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{
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int x, y;
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};
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struct ev_sound
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{
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int x, y;
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int sound; // if (0x80000000 flag is set -> looping) if (0x40000000 is set -> stop looping
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};
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struct ev_damageind
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{
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int x, y;
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int angle;
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};
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struct obj_game
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{
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int round_start_tick;
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int game_over;
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int sudden_death;
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int paused;
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int score_limit;
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int time_limit;
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int gametype;
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};
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struct obj_projectile
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{
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int type;
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int x, y;
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int vx, vy; // should be an angle instead
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};
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struct obj_powerup
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{
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int x, y;
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int type; // why do we need two types?
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int subtype;
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};
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struct obj_flag
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{
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int x, y;
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int team;
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};
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struct obj_player
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{
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int local;
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int clientid;
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int state;
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int health;
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int armor;
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int ammocount;
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int x, y;
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int vx, vy;
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int angle;
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int weapon; // current active weapon
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int attacktick; // num attack ticks left of current attack
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int score;
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int latency;
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int latency_flux;
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int emote;
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int hook_active;
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int hook_x, hook_y;
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int team;
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};
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struct mapres_spawnpoint
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{
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int x, y;
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int type;
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};
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struct mapres_item
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{
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int x, y;
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int type;
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};
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enum
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{
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MAPRES_SPAWNPOINT=1,
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MAPRES_ITEM=2,
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ITEM_NULL=0,
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ITEM_WEAPON_GUN=0x00010001,
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ITEM_WEAPON_SHOTGUN=0x00010002,
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ITEM_WEAPON_ROCKET=0x00010003,
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ITEM_WEAPON_SNIPER=0x00010004,
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ITEM_WEAPON_HAMMER=0x00010005,
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ITEM_HEALTH =0x00020001,
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ITEM_ARMOR=0x00030001,
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ITEM_NINJA=0x00040001,
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};
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