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2017464282
Freeze and Unfreeze tiles added to switch layer too.
304 lines
6.1 KiB
C++
304 lines
6.1 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/math.h>
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#include <base/system.h>
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#include <map>
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#include <vector>
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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 <math.h>
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#include "mapitems.h"
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#include "prng.h"
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#include "teamscore.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)
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{
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m_Value = (int)(v * 100.0f);
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return *this;
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}
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CTuneParam &operator=(float v)
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{
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m_Value = (int)(v * 100.0f);
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return *this;
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}
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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()
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{
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return sizeof(CTuningParams) / sizeof(int);
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}
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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) const;
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bool Get(const char *pName, float *pValue) const;
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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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#if defined(__GNUC__) && __GNUC__ >= 7
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wstringop-overflow" // false positive
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#endif
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// null terminate
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pStr[-1] = 0;
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#if defined(__GNUC__) && __GNUC__ >= 7
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#pragma GCC diagnostic pop
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#endif
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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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m_pPrng = 0;
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}
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int RandomOr0(int BelowThis)
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{
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if(BelowThis <= 1 || !m_pPrng)
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{
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return 0;
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}
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// This makes the random number slightly biased if `BelowThis`
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// is not a power of two, but we have decided that this is not
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// significant for DDNet and favored the simple implementation.
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return m_pPrng->RandomBits() % BelowThis;
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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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CPrng *m_pPrng;
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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 = nullptr, std::map<int, std::vector<vec2>> *pTeleOuts = nullptr);
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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 SetTeamsCore(CTeamsCore *pTeams);
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void SetTeleOuts(std::map<int, std::vector<vec2>> *pTeleOuts);
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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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bool m_LiveFrozen;
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CTuningParams m_Tuning;
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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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