ddnet/src/game/gamecore.h

178 lines
3.4 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 <generated/protocol.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) const;
bool Get(const char *pName, float *pValue) const;
};
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 Pos, vec2 Velocity, float Curvature, float Speed, float Time)
{
vec2 n;
Time *= Speed;
n.x = Pos.x + Velocity.x*Time;
n.y = Pos.y + Velocity.y*Time + Curvature/10000*(Time*Time);
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,
};
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;
public:
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;
int m_TriggeredEvents;
void Init(CWorldCore *pWorld, CCollision *pCollision);
void Reset();
void Tick(bool UseInput);
void Move();
void Read(const CNetObj_CharacterCore *pObjCore);
void Write(CNetObj_CharacterCore *pObjCore);
void Quantize();
};
#endif