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https://github.com/ddnet/ddnet.git
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299 lines
5.8 KiB
C++
299 lines
5.8 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_GAMECORE_H
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#define GAME_GAMECORE_H
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#include <base/system.h>
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#include <base/math.h>
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#include <map>
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#include <vector>
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#include <math.h>
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#include "collision.h"
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#include <engine/shared/protocol.h>
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#include <game/generated/protocol.h>
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#include "teamscore.h"
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#include "mapitems.h"
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class CTuneParam
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{
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int m_Value;
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public:
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void Set(int v) { m_Value = v; }
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int Get() const { return m_Value; }
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CTuneParam &operator = (int v) { m_Value = (int)(v*100.0f); return *this; }
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CTuneParam &operator = (float v) { m_Value = (int)(v*100.0f); return *this; }
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operator float() const { return m_Value/100.0f; }
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};
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class CTuningParams
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{
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public:
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CTuningParams()
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{
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const float TicksPerSecond = 50.0f;
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#define MACRO_TUNING_PARAM(Name,ScriptName,Value,Description) m_##Name.Set((int)(Value*100.0f));
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#include "tuning.h"
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#undef MACRO_TUNING_PARAM
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}
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static const char *ms_apNames[];
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#define MACRO_TUNING_PARAM(Name,ScriptName,Value,Description) CTuneParam m_##Name;
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#include "tuning.h"
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#undef MACRO_TUNING_PARAM
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static int Num() { return sizeof(CTuningParams)/sizeof(int); }
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bool Set(int Index, float Value);
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bool Set(const char *pName, float Value);
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bool Get(int Index, float *pValue);
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bool Get(const char *pName, float *pValue);
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};
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inline vec2 GetDirection(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 GetDir(float Angle)
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{
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return vec2(cosf(Angle), sinf(Angle));
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}
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inline float GetAngle(vec2 Dir)
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{
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if(Dir.x == 0 && Dir.y == 0)
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return 0.0f;
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float a = atanf(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 StrToInts(int *pInts, int Num, const char *pStr)
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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 aBuf[4] = {0,0,0,0};
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#ifdef __GNUC__
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Warray-bounds" // false positive
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#endif
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for(int c = 0; c < 4 && pStr[Index]; c++, Index++)
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aBuf[c] = pStr[Index];
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#ifdef __GNUC__
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#pragma GCC diagnostic pop
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#endif
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*pInts = ((aBuf[0]+128)<<24)|((aBuf[1]+128)<<16)|((aBuf[2]+128)<<8)|(aBuf[3]+128);
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pInts++;
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Num--;
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}
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// null terminate
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pInts[-1] &= 0xffffff00;
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}
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inline void IntsToStr(const int *pInts, int Num, char *pStr)
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{
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while(Num)
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{
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pStr[0] = (((*pInts)>>24)&0xff)-128;
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pStr[1] = (((*pInts)>>16)&0xff)-128;
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pStr[2] = (((*pInts)>>8)&0xff)-128;
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pStr[3] = ((*pInts)&0xff)-128;
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pStr += 4;
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pInts++;
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Num--;
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}
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// null terminate
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pStr[-1] = 0;
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}
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inline vec2 CalcPos(vec2 Pos, vec2 Velocity, float Curvature, float Speed, float Time)
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{
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vec2 n;
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Time *= Speed;
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n.x = Pos.x + Velocity.x*Time;
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n.y = Pos.y + Velocity.y*Time + Curvature/10000*(Time*Time);
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return n;
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}
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template<typename T>
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inline T SaturatedAdd(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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float VelocityRamp(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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//COREEVENT_HOOK_TELE=0x80,
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};
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class CWorldCore
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{
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public:
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CWorldCore()
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{
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mem_zero(m_apCharacters, sizeof(m_apCharacters));
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}
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CTuningParams m_Tuning[2];
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class CCharacterCore *m_apCharacters[MAX_CLIENTS];
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};
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class CCharacterCore
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{
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friend class CCharacter;
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CWorldCore *m_pWorld;
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CCollision *m_pCollision;
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std::map<int, std::vector<vec2> > *m_pTeleOuts;
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public:
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vec2 m_Pos;
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vec2 m_Vel;
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bool m_Hook;
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bool m_Collision;
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vec2 m_HookPos;
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vec2 m_HookDir;
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vec2 m_HookTeleBase;
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int m_HookTick;
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int m_HookState;
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int m_HookedPlayer;
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int m_ActiveWeapon;
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bool m_NewHook;
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int m_Jumped;
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int m_JumpedTotal;
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int m_Jumps;
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int m_Direction;
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int m_Angle;
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CNetObj_PlayerInput m_Input;
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int m_TriggeredEvents;
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void Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore *pTeams);
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void Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore *pTeams, std::map<int, std::vector<vec2> > *pTeleOuts);
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void Reset();
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void Tick(bool UseInput);
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void Move();
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void Read(const CNetObj_CharacterCore *pObjCore);
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void Write(CNetObj_CharacterCore *pObjCore);
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void Quantize();
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// DDRace
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int m_Id;
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bool m_pReset;
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class CCollision *Collision() { return m_pCollision; }
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vec2 m_LastVel;
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int m_Colliding;
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bool m_LeftWall;
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// DDnet Character
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void ReadDDNet(const CNetObj_DDNetCharacter *pObjDDNet);
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bool m_Solo;
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bool m_Jetpack;
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bool m_NoCollision;
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bool m_EndlessHook;
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bool m_EndlessJump;
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bool m_NoHammerHit;
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bool m_NoGrenadeHit;
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bool m_NoLaserHit;
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bool m_NoShotgunHit;
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bool m_NoHookHit;
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bool m_Super;
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bool m_HasTelegunGun;
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bool m_HasTelegunGrenade;
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bool m_HasTelegunLaser;
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int m_FreezeEnd;
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bool m_DeepFrozen;
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// Caps the given velocity according to the current set of stoppers
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// that the character is affected by.
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vec2 LimitVel(vec2 Vel);
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void ApplyForce(vec2 Force);
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private:
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CTeamsCore *m_pTeams;
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int m_MoveRestrictions;
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static bool IsSwitchActiveCb(int Number, void *pUser);
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};
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//input count
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struct CInputCount
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{
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int m_Presses;
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int m_Releases;
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};
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inline CInputCount CountInput(int Prev, int Cur)
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{
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CInputCount c = {0, 0};
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Prev &= INPUT_STATE_MASK;
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Cur &= INPUT_STATE_MASK;
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int i = Prev;
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while(i != Cur)
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{
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i = (i+1)&INPUT_STATE_MASK;
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if(i&1)
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c.m_Presses++;
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else
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c.m_Releases++;
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}
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return c;
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}
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#endif
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