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510 lines
12 KiB
C++
510 lines
12 KiB
C++
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#include <string.h>
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#include "gamecore.hpp"
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const char *TUNING_PARAMS::names[] =
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{
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#define MACRO_TUNING_PARAM(name,value) #name,
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#include "tuning.hpp"
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#undef MACRO_TUNING_PARAM
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};
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bool TUNING_PARAMS::set(int index, float value)
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{
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if(index < 0 || index >= num())
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return false;
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((tune_param *)this)[index] = value;
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return true;
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}
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bool TUNING_PARAMS::get(int index, float *value)
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{
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if(index < 0 || index >= num())
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return false;
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*value = (float)((tune_param *)this)[index];
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return true;
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}
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bool TUNING_PARAMS::set(const char *name, float value)
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{
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for(int i = 0; i < num(); i++)
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if(strcmp(name, names[i]) == 0)
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return set(i, value);
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return false;
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}
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bool TUNING_PARAMS::get(const char *name, float *value)
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{
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for(int i = 0; i < num(); i++)
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if(strcmp(name, names[i]) == 0)
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return get(i, value);
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return false;
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}
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// TODO: OPT: rewrite this smarter!
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void move_point(vec2 *inout_pos, vec2 *inout_vel, float elasticity, int *bounces)
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{
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if(bounces)
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*bounces = 0;
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vec2 pos = *inout_pos;
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vec2 vel = *inout_vel;
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if(col_check_point(pos + vel))
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{
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int affected = 0;
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if(col_check_point(pos.x + vel.x, pos.y))
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{
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inout_vel->x *= -elasticity;
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if(bounces)
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(*bounces)++;
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affected++;
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}
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if(col_check_point(pos.x, pos.y + vel.y))
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{
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inout_vel->y *= -elasticity;
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if(bounces)
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(*bounces)++;
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affected++;
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}
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if(affected == 0)
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{
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inout_vel->x *= -elasticity;
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inout_vel->y *= -elasticity;
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}
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}
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else
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{
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*inout_pos = pos + vel;
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}
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}
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bool test_box(vec2 pos, vec2 size)
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{
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size *= 0.5f;
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if(col_check_point(pos.x-size.x, pos.y-size.y))
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return true;
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if(col_check_point(pos.x+size.x, pos.y-size.y))
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return true;
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if(col_check_point(pos.x-size.x, pos.y+size.y))
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return true;
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if(col_check_point(pos.x+size.x, pos.y+size.y))
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return true;
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return false;
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}
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void move_box(vec2 *inout_pos, vec2 *inout_vel, vec2 size, float elasticity)
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{
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// do the move
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vec2 pos = *inout_pos;
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vec2 vel = *inout_vel;
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float distance = length(vel);
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int max = (int)distance;
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if(distance > 0.00001f)
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{
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//vec2 old_pos = pos;
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float fraction = 1.0f/(float)(max+1);
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for(int i = 0; i <= max; i++)
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{
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//float amount = i/(float)max;
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//if(max == 0)
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//amount = 0;
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vec2 new_pos = pos + vel*fraction; // TODO: this row is not nice
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if(test_box(vec2(new_pos.x, new_pos.y), size))
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{
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int hits = 0;
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if(test_box(vec2(pos.x, new_pos.y), size))
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{
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new_pos.y = pos.y;
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vel.y *= -elasticity;
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hits++;
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}
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if(test_box(vec2(new_pos.x, pos.y), size))
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{
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new_pos.x = pos.x;
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vel.x *= -elasticity;
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hits++;
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}
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// neither of the tests got a collision.
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// this is a real _corner case_!
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if(hits == 0)
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{
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new_pos.y = pos.y;
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vel.y *= -elasticity;
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new_pos.x = pos.x;
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vel.x *= -elasticity;
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}
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}
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pos = new_pos;
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}
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}
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*inout_pos = pos;
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*inout_vel = vel;
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}
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float hermite_basis1(float v)
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{
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return 2*v*v*v - 3*v*v+1;
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}
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float velocity_ramp(float value, float start, float range, float curvature)
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{
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if(value < start)
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return 1.0f;
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return 1.0f/pow(curvature, (value-start)/range);
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}
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void CHARACTER_CORE::reset()
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{
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pos = vec2(0,0);
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vel = vec2(0,0);
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hook_pos = vec2(0,0);
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hook_dir = vec2(0,0);
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hook_tick = 0;
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hook_state = HOOK_IDLE;
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hooked_player = -1;
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jumped = 0;
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triggered_events = 0;
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}
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void CHARACTER_CORE::tick(bool use_input)
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{
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float phys_size = 28.0f;
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triggered_events = 0;
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// get ground state
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bool grounded = false;
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if(col_check_point((int)(pos.x+phys_size/2), (int)(pos.y+phys_size/2+5)))
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grounded = true;
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if(col_check_point((int)(pos.x-phys_size/2), (int)(pos.y+phys_size/2+5)))
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grounded = true;
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vec2 target_direction = normalize(vec2(input.target_x, input.target_y));
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vel.y += world->tuning.gravity;
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float max_speed = grounded ? world->tuning.ground_control_speed : world->tuning.air_control_speed;
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float accel = grounded ? world->tuning.ground_control_accel : world->tuning.air_control_accel;
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float friction = grounded ? world->tuning.ground_friction : world->tuning.air_friction;
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// handle input
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if(use_input)
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{
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direction = input.direction;
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// setup angle
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float a = 0;
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if(input.target_x == 0)
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a = atan((float)input.target_y);
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else
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a = atan((float)input.target_y/(float)input.target_x);
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if(input.target_x < 0)
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a = a+pi;
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angle = (int)(a*256.0f);
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// handle jump
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if(input.jump)
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{
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if(!(jumped&1))
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{
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if(grounded)
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{
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triggered_events |= COREEVENT_GROUND_JUMP;
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vel.y = -world->tuning.ground_jump_impulse;
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jumped |= 1;
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}
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else if(!(jumped&2))
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{
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triggered_events |= COREEVENT_AIR_JUMP;
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vel.y = -world->tuning.air_jump_impulse;
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jumped |= 3;
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}
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}
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}
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else
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jumped &= ~1;
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// handle hook
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if(input.hook)
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{
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if(hook_state == HOOK_IDLE)
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{
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hook_state = HOOK_FLYING;
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hook_pos = pos+target_direction*phys_size*1.5f;
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hook_dir = target_direction;
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hooked_player = -1;
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hook_tick = 0;
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triggered_events |= COREEVENT_HOOK_LAUNCH;
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}
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}
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else
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{
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hooked_player = -1;
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hook_state = HOOK_IDLE;
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hook_pos = pos;
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}
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}
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// add the speed modification according to players wanted direction
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if(direction < 0)
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vel.x = saturated_add(-max_speed, max_speed, vel.x, -accel);
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if(direction > 0)
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vel.x = saturated_add(-max_speed, max_speed, vel.x, accel);
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if(direction == 0)
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vel.x *= friction;
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// handle jumping
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// 1 bit = to keep track if a jump has been made on this input
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// 2 bit = to keep track if a air-jump has been made
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if(grounded)
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jumped &= ~2;
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// do hook
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if(hook_state == HOOK_IDLE)
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{
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hooked_player = -1;
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hook_state = HOOK_IDLE;
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hook_pos = pos;
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}
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else if(hook_state >= HOOK_RETRACT_START && hook_state < HOOK_RETRACT_END)
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{
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hook_state++;
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}
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else if(hook_state == HOOK_RETRACT_END)
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{
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hook_state = HOOK_RETRACTED;
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triggered_events |= COREEVENT_HOOK_RETRACT;
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hook_state = HOOK_RETRACTED;
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}
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else if(hook_state == HOOK_FLYING)
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{
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vec2 new_pos = hook_pos+hook_dir*world->tuning.hook_fire_speed;
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if(distance(pos, new_pos) > world->tuning.hook_length)
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{
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hook_state = HOOK_RETRACT_START;
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new_pos = pos + normalize(new_pos-pos) * world->tuning.hook_length;
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}
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// make sure that the hook doesn't go though the ground
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bool going_to_hit_ground = false;
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bool going_to_retract = false;
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int hit = col_intersect_line(hook_pos, new_pos, &new_pos);
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if(hit)
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{
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if(hit&COLFLAG_NOHOOK)
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going_to_retract = true;
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else
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going_to_hit_ground = true;
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}
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// Check against other players first
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if(world)
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{
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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CHARACTER_CORE *p = world->characters[i];
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if(!p || p == this)
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continue;
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vec2 closest_point = closest_point_on_line(hook_pos, new_pos, p->pos);
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if(distance(p->pos, closest_point) < phys_size+2.0f)
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{
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triggered_events |= COREEVENT_HOOK_ATTACH_PLAYER;
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hook_state = HOOK_GRABBED;
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hooked_player = i;
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break;
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}
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}
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}
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if(hook_state == HOOK_FLYING)
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{
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// check against ground
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if(going_to_hit_ground)
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{
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triggered_events |= COREEVENT_HOOK_ATTACH_GROUND;
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hook_state = HOOK_GRABBED;
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}
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else if(going_to_retract)
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{
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triggered_events |= COREEVENT_HOOK_HIT_NOHOOK;
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hook_state = HOOK_RETRACT_START;
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}
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hook_pos = new_pos;
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}
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}
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if(hook_state == HOOK_GRABBED)
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{
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if(hooked_player != -1)
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{
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CHARACTER_CORE *p = world->characters[hooked_player];
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if(p)
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hook_pos = p->pos;
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else
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{
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// release hook
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hooked_player = -1;
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hook_state = HOOK_RETRACTED;
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hook_pos = pos;
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}
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// keep players hooked for a max of 1.5sec
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//if(server_tick() > hook_tick+(server_tickspeed()*3)/2)
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//release_hooked();
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}
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// don't do this hook rutine when we are hook to a player
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if(hooked_player == -1 && distance(hook_pos, pos) > 46.0f)
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{
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vec2 hookvel = normalize(hook_pos-pos)*world->tuning.hook_drag_accel;
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// the hook as more power to drag you up then down.
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// this makes it easier to get on top of an platform
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if(hookvel.y > 0)
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hookvel.y *= 0.3f;
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// the hook will boost it's power if the player wants to move
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// in that direction. otherwise it will dampen everything abit
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if((hookvel.x < 0 && direction < 0) || (hookvel.x > 0 && direction > 0))
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hookvel.x *= 0.95f;
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else
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hookvel.x *= 0.75f;
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vec2 new_vel = vel+hookvel;
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// check if we are under the legal limit for the hook
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if(length(new_vel) < world->tuning.hook_drag_speed || length(new_vel) < length(vel))
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vel = new_vel; // no problem. apply
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}
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// release hook
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hook_tick++;
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if(hooked_player != -1 && hook_tick > SERVER_TICK_SPEED*2)
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{
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hooked_player = -1;
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hook_state = HOOK_RETRACTED;
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hook_pos = pos;
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}
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}
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if(world)
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{
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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CHARACTER_CORE *p = world->characters[i];
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if(!p)
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continue;
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//player *p = (player*)ent;
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if(p == this) // || !(p->flags&FLAG_ALIVE)
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continue; // make sure that we don't nudge our self
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// handle player <-> player collision
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float d = distance(pos, p->pos);
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vec2 dir = normalize(pos - p->pos);
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if(d < phys_size*1.25f && d > 1.0f)
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{
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float a = (phys_size*1.45f - d);
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// make sure that we don't add excess force by checking the
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// direction against the current velocity
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vec2 veldir = normalize(vel);
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float v = 1-(dot(veldir, dir)+1)/2;
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vel = vel + dir*a*(v*0.75f);
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vel = vel * 0.85f;
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}
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// handle hook influence
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if(hooked_player == i)
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{
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if(d > phys_size*1.50f) // TODO: fix tweakable variable
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{
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float accel = world->tuning.hook_drag_accel * (d/world->tuning.hook_length);
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float drag_speed = world->tuning.hook_drag_speed;
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// add force to the hooked player
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p->vel.x = saturated_add(-drag_speed, drag_speed, p->vel.x, accel*dir.x*1.5f);
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p->vel.y = saturated_add(-drag_speed, drag_speed, p->vel.y, accel*dir.y*1.5f);
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// add a little bit force to the guy who has the grip
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vel.x = saturated_add(-drag_speed, drag_speed, vel.x, -accel*dir.x*0.25f);
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vel.y = saturated_add(-drag_speed, drag_speed, vel.y, -accel*dir.y*0.25f);
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}
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}
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}
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}
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// clamp the velocity to something sane
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if(length(vel) > 6000)
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vel = normalize(vel) * 6000;
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}
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void CHARACTER_CORE::move()
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{
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float rampvalue = velocity_ramp(length(vel)*50, world->tuning.velramp_start, world->tuning.velramp_range, world->tuning.velramp_curvature);
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vel.x = vel.x*rampvalue;
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move_box(&pos, &vel, vec2(28.0f, 28.0f), 0);
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vel.x = vel.x*(1.0f/rampvalue);
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}
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void CHARACTER_CORE::write(NETOBJ_CHARACTER_CORE *obj_core)
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{
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obj_core->x = (int)pos.x;
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obj_core->y = (int)pos.y;
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obj_core->vx = (int)(vel.x*256.0f);
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obj_core->vy = (int)(vel.y*256.0f);
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obj_core->hook_state = hook_state;
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obj_core->hook_tick = hook_tick;
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obj_core->hook_x = (int)hook_pos.x;
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obj_core->hook_y = (int)hook_pos.y;
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obj_core->hook_dx = (int)(hook_dir.x*256.0f);
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obj_core->hook_dy = (int)(hook_dir.y*256.0f);
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obj_core->hooked_player = hooked_player;
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obj_core->jumped = jumped;
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obj_core->direction = direction;
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obj_core->angle = angle;
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}
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void CHARACTER_CORE::read(const NETOBJ_CHARACTER_CORE *obj_core)
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{
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pos.x = obj_core->x;
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pos.y = obj_core->y;
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vel.x = obj_core->vx/256.0f;
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vel.y = obj_core->vy/256.0f;
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hook_state = obj_core->hook_state;
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hook_tick = obj_core->hook_tick;
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hook_pos.x = obj_core->hook_x;
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hook_pos.y = obj_core->hook_y;
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hook_dir.x = obj_core->hook_dx/256.0f;
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hook_dir.y = obj_core->hook_dy/256.0f;
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hooked_player = obj_core->hooked_player;
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jumped = obj_core->jumped;
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direction = obj_core->direction;
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angle = obj_core->angle;
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}
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void CHARACTER_CORE::quantize()
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{
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NETOBJ_CHARACTER_CORE c;
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write(&c);
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read(&c);
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}
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