| 1 | /* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ |
| 2 | /* If you are missing that file, acquire a complete release at teeworlds.com. */ |
| 3 | #include "gamecore.h" |
| 4 | |
| 5 | #include "collision.h" |
| 6 | #include "mapitems.h" |
| 7 | #include "teamscore.h" |
| 8 | |
| 9 | #include <base/system.h> |
| 10 | |
| 11 | #include <engine/shared/config.h> |
| 12 | |
| 13 | #include <limits> |
| 14 | |
| 15 | const char *CTuningParams::ms_apNames[] = |
| 16 | { |
| 17 | #define MACRO_TUNING_PARAM(Name, ScriptName, Value, Description) #ScriptName, |
| 18 | #include "tuning.h" |
| 19 | #undef MACRO_TUNING_PARAM |
| 20 | }; |
| 21 | |
| 22 | bool CTuningParams::Set(int Index, float Value) |
| 23 | { |
| 24 | if(Index < 0 || Index >= Num()) |
| 25 | return false; |
| 26 | ((CTuneParam *)this)[Index] = Value; |
| 27 | return true; |
| 28 | } |
| 29 | |
| 30 | bool CTuningParams::Get(int Index, float *pValue) const |
| 31 | { |
| 32 | if(Index < 0 || Index >= Num()) |
| 33 | return false; |
| 34 | *pValue = (float)((CTuneParam *)this)[Index]; |
| 35 | return true; |
| 36 | } |
| 37 | |
| 38 | bool CTuningParams::Set(const char *pName, float Value) |
| 39 | { |
| 40 | for(int i = 0; i < Num(); i++) |
| 41 | if(str_comp_nocase(a: pName, b: Name(Index: i)) == 0) |
| 42 | return Set(Index: i, Value); |
| 43 | return false; |
| 44 | } |
| 45 | |
| 46 | bool CTuningParams::Get(const char *pName, float *pValue) const |
| 47 | { |
| 48 | for(int i = 0; i < Num(); i++) |
| 49 | if(str_comp_nocase(a: pName, b: Name(Index: i)) == 0) |
| 50 | return Get(Index: i, pValue); |
| 51 | |
| 52 | return false; |
| 53 | } |
| 54 | |
| 55 | float CTuningParams::GetWeaponFireDelay(int Weapon) const |
| 56 | { |
| 57 | switch(Weapon) |
| 58 | { |
| 59 | case WEAPON_HAMMER: return (float)m_HammerHitFireDelay / 1000.0f; |
| 60 | case WEAPON_GUN: return (float)m_GunFireDelay / 1000.0f; |
| 61 | case WEAPON_SHOTGUN: return (float)m_ShotgunFireDelay / 1000.0f; |
| 62 | case WEAPON_GRENADE: return (float)m_GrenadeFireDelay / 1000.0f; |
| 63 | case WEAPON_LASER: return (float)m_LaserFireDelay / 1000.0f; |
| 64 | case WEAPON_NINJA: return (float)m_NinjaFireDelay / 1000.0f; |
| 65 | default: dbg_assert_failed("invalid weapon" ); |
| 66 | } |
| 67 | } |
| 68 | |
| 69 | static_assert(std::numeric_limits<char>::is_signed, "char must be signed for StrToInts to work correctly" ); |
| 70 | |
| 71 | void StrToInts(int *pInts, size_t NumInts, const char *pStr) |
| 72 | { |
| 73 | dbg_assert(NumInts > 0, "StrToInts: NumInts invalid" ); |
| 74 | const size_t StrSize = str_length(str: pStr) + 1; |
| 75 | dbg_assert(StrSize <= NumInts * sizeof(int), "StrToInts: string truncated" ); |
| 76 | |
| 77 | for(size_t i = 0; i < NumInts; i++) |
| 78 | { |
| 79 | // Copy to temporary buffer to ensure we don't read past the end of the input string |
| 80 | char aBuf[sizeof(int)] = {0, 0, 0, 0}; |
| 81 | for(size_t c = 0; c < sizeof(int) && i * sizeof(int) + c < StrSize; c++) |
| 82 | { |
| 83 | aBuf[c] = pStr[i * sizeof(int) + c]; |
| 84 | } |
| 85 | pInts[i] = ((aBuf[0] + 128) << 24) | ((aBuf[1] + 128) << 16) | ((aBuf[2] + 128) << 8) | (aBuf[3] + 128); |
| 86 | } |
| 87 | // Last byte is always zero and unused in this format |
| 88 | pInts[NumInts - 1] &= 0xFFFFFF00; |
| 89 | } |
| 90 | |
| 91 | bool IntsToStr(const int *pInts, size_t NumInts, char *pStr, size_t StrSize) |
| 92 | { |
| 93 | dbg_assert(NumInts > 0, "IntsToStr: NumInts invalid" ); |
| 94 | dbg_assert(StrSize >= NumInts * sizeof(int), "IntsToStr: StrSize invalid" ); |
| 95 | |
| 96 | // Unpack string without validation |
| 97 | size_t StrIndex = 0; |
| 98 | for(size_t IntIndex = 0; IntIndex < NumInts; IntIndex++) |
| 99 | { |
| 100 | const int CurrentInt = pInts[IntIndex]; |
| 101 | pStr[StrIndex] = ((CurrentInt >> 24) & 0xff) - 128; |
| 102 | StrIndex++; |
| 103 | pStr[StrIndex] = ((CurrentInt >> 16) & 0xff) - 128; |
| 104 | StrIndex++; |
| 105 | pStr[StrIndex] = ((CurrentInt >> 8) & 0xff) - 128; |
| 106 | StrIndex++; |
| 107 | pStr[StrIndex] = (CurrentInt & 0xff) - 128; |
| 108 | StrIndex++; |
| 109 | } |
| 110 | // Ensure null-termination |
| 111 | pStr[StrIndex - 1] = '\0'; |
| 112 | |
| 113 | // Ensure valid UTF-8 |
| 114 | if(str_utf8_check(str: pStr)) |
| 115 | { |
| 116 | return true; |
| 117 | } |
| 118 | pStr[0] = '\0'; |
| 119 | return false; |
| 120 | } |
| 121 | |
| 122 | float VelocityRamp(float Value, float Start, float Range, float Curvature) |
| 123 | { |
| 124 | if(Value < Start) |
| 125 | return 1.0f; |
| 126 | return 1.0f / std::pow(x: Curvature, y: (Value - Start) / Range); |
| 127 | } |
| 128 | |
| 129 | void CCharacterCore::Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore *pTeams) |
| 130 | { |
| 131 | m_pWorld = pWorld; |
| 132 | m_pCollision = pCollision; |
| 133 | |
| 134 | m_pTeams = pTeams; |
| 135 | m_Id = -1; |
| 136 | } |
| 137 | |
| 138 | void CCharacterCore::SetCoreWorld(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore *pTeams) |
| 139 | { |
| 140 | m_pWorld = pWorld; |
| 141 | m_pCollision = pCollision; |
| 142 | m_pTeams = pTeams; |
| 143 | } |
| 144 | |
| 145 | void CCharacterCore::Reset() |
| 146 | { |
| 147 | m_Pos = vec2(0, 0); |
| 148 | m_Vel = vec2(0, 0); |
| 149 | m_NewHook = false; |
| 150 | m_HookPos = vec2(0, 0); |
| 151 | m_HookDir = vec2(0, 0); |
| 152 | m_HookTeleBase = vec2(0, 0); |
| 153 | m_HookTick = 0; |
| 154 | m_HookState = HOOK_IDLE; |
| 155 | SetHookedPlayer(-1); |
| 156 | m_AttachedPlayers.clear(); |
| 157 | m_Jumped = 0; |
| 158 | m_JumpedTotal = 0; |
| 159 | m_Jumps = 2; |
| 160 | m_TriggeredEvents = 0; |
| 161 | |
| 162 | // DDNet Character |
| 163 | m_Solo = false; |
| 164 | m_Jetpack = false; |
| 165 | m_CollisionDisabled = false; |
| 166 | m_EndlessHook = false; |
| 167 | m_EndlessJump = false; |
| 168 | m_HammerHitDisabled = false; |
| 169 | m_GrenadeHitDisabled = false; |
| 170 | m_LaserHitDisabled = false; |
| 171 | m_ShotgunHitDisabled = false; |
| 172 | m_HookHitDisabled = false; |
| 173 | m_Super = false; |
| 174 | m_Invincible = false; |
| 175 | m_HasTelegunGun = false; |
| 176 | m_HasTelegunGrenade = false; |
| 177 | m_HasTelegunLaser = false; |
| 178 | m_FreezeStart = 0; |
| 179 | m_FreezeEnd = 0; |
| 180 | m_IsInFreeze = false; |
| 181 | m_DeepFrozen = false; |
| 182 | m_LiveFrozen = false; |
| 183 | |
| 184 | // never initialize both to 0 |
| 185 | m_Input.m_TargetX = 0; |
| 186 | m_Input.m_TargetY = -1; |
| 187 | } |
| 188 | |
| 189 | void CCharacterCore::Tick(bool UseInput, bool DoDeferredTick) |
| 190 | { |
| 191 | m_MoveRestrictions = m_pCollision->GetMoveRestrictions(pfnSwitchActive: UseInput ? IsSwitchActiveCb : nullptr, pUser: this, Pos: m_Pos); |
| 192 | m_TriggeredEvents = 0; |
| 193 | |
| 194 | // get ground state |
| 195 | const bool Grounded = m_pCollision->CheckPoint(x: m_Pos.x + PhysicalSize() / 2, y: m_Pos.y + PhysicalSize() / 2 + 5) || m_pCollision->CheckPoint(x: m_Pos.x - PhysicalSize() / 2, y: m_Pos.y + PhysicalSize() / 2 + 5); |
| 196 | vec2 TargetDirection = normalize(v: vec2(m_Input.m_TargetX, m_Input.m_TargetY)); |
| 197 | |
| 198 | m_Vel.y += m_Tuning.m_Gravity; |
| 199 | |
| 200 | float MaxSpeed = Grounded ? m_Tuning.m_GroundControlSpeed : m_Tuning.m_AirControlSpeed; |
| 201 | float Accel = Grounded ? m_Tuning.m_GroundControlAccel : m_Tuning.m_AirControlAccel; |
| 202 | float Friction = Grounded ? m_Tuning.m_GroundFriction : m_Tuning.m_AirFriction; |
| 203 | |
| 204 | // handle input |
| 205 | if(UseInput) |
| 206 | { |
| 207 | m_Direction = m_Input.m_Direction; |
| 208 | |
| 209 | // setup angle |
| 210 | float TmpAngle = std::atan2(y: m_Input.m_TargetY, x: m_Input.m_TargetX); |
| 211 | if(TmpAngle < -(pi / 2.0f)) |
| 212 | { |
| 213 | m_Angle = (int)((TmpAngle + (2.0f * pi)) * 256.0f); |
| 214 | } |
| 215 | else |
| 216 | { |
| 217 | m_Angle = (int)(TmpAngle * 256.0f); |
| 218 | } |
| 219 | |
| 220 | // Special jump cases: |
| 221 | // m_Jumps == -1: A tee may only make one ground jump. Second jumped bit is always set |
| 222 | // m_Jumps == 0: A tee may not make a jump. Second jumped bit is always set |
| 223 | // m_Jumps == 1: A tee may do either a ground jump or an air jump. Second jumped bit is set after the first jump |
| 224 | // The second jumped bit can be overridden by special tiles so that the tee can nevertheless jump. |
| 225 | |
| 226 | // handle jump |
| 227 | if(m_Input.m_Jump) |
| 228 | { |
| 229 | if(!(m_Jumped & 1)) |
| 230 | { |
| 231 | if(Grounded && (!(m_Jumped & 2) || m_Jumps != 0)) |
| 232 | { |
| 233 | m_TriggeredEvents |= COREEVENT_GROUND_JUMP; |
| 234 | m_Vel.y = -m_Tuning.m_GroundJumpImpulse; |
| 235 | if(m_Jumps > 1) |
| 236 | { |
| 237 | m_Jumped |= 1; |
| 238 | } |
| 239 | else |
| 240 | { |
| 241 | m_Jumped |= 3; |
| 242 | } |
| 243 | m_JumpedTotal = 0; |
| 244 | } |
| 245 | else if(!(m_Jumped & 2)) |
| 246 | { |
| 247 | m_TriggeredEvents |= COREEVENT_AIR_JUMP; |
| 248 | m_Vel.y = -m_Tuning.m_AirJumpImpulse; |
| 249 | m_Jumped |= 3; |
| 250 | m_JumpedTotal++; |
| 251 | } |
| 252 | } |
| 253 | } |
| 254 | else |
| 255 | { |
| 256 | m_Jumped &= ~1; |
| 257 | } |
| 258 | |
| 259 | // handle hook |
| 260 | if(m_Input.m_Hook) |
| 261 | { |
| 262 | if(m_HookState == HOOK_IDLE) |
| 263 | { |
| 264 | m_HookState = HOOK_FLYING; |
| 265 | m_HookPos = m_Pos + TargetDirection * PhysicalSize() * 1.5f; |
| 266 | m_HookDir = TargetDirection; |
| 267 | SetHookedPlayer(-1); |
| 268 | m_HookTick = (float)SERVER_TICK_SPEED * (1.25f - m_Tuning.m_HookDuration); |
| 269 | m_TriggeredEvents |= COREEVENT_HOOK_LAUNCH; |
| 270 | } |
| 271 | } |
| 272 | else |
| 273 | { |
| 274 | SetHookedPlayer(-1); |
| 275 | m_HookState = HOOK_IDLE; |
| 276 | m_HookPos = m_Pos; |
| 277 | } |
| 278 | } |
| 279 | |
| 280 | // handle jumping |
| 281 | // 1 bit = to keep track if a jump has been made on this input (player is holding space bar) |
| 282 | // 2 bit = to track if all air-jumps have been used up (tee gets dark feet) |
| 283 | if(Grounded) |
| 284 | { |
| 285 | m_Jumped &= ~2; |
| 286 | m_JumpedTotal = 0; |
| 287 | } |
| 288 | |
| 289 | // add the speed modification according to players wanted direction |
| 290 | if(m_Direction < 0) |
| 291 | m_Vel.x = SaturatedAdd(Min: -MaxSpeed, Max: MaxSpeed, Current: m_Vel.x, Modifier: -Accel); |
| 292 | if(m_Direction > 0) |
| 293 | m_Vel.x = SaturatedAdd(Min: -MaxSpeed, Max: MaxSpeed, Current: m_Vel.x, Modifier: Accel); |
| 294 | if(m_Direction == 0) |
| 295 | m_Vel.x *= Friction; |
| 296 | |
| 297 | // do hook |
| 298 | if(m_HookState == HOOK_IDLE) |
| 299 | { |
| 300 | SetHookedPlayer(-1); |
| 301 | m_HookPos = m_Pos; |
| 302 | } |
| 303 | else if(m_HookState >= HOOK_RETRACT_START && m_HookState < HOOK_RETRACT_END) |
| 304 | { |
| 305 | m_HookState++; |
| 306 | } |
| 307 | else if(m_HookState == HOOK_RETRACT_END) |
| 308 | { |
| 309 | m_TriggeredEvents |= COREEVENT_HOOK_RETRACT; |
| 310 | m_HookState = HOOK_RETRACTED; |
| 311 | } |
| 312 | else if(m_HookState == HOOK_FLYING) |
| 313 | { |
| 314 | vec2 HookBase = m_Pos; |
| 315 | if(m_NewHook) |
| 316 | { |
| 317 | HookBase = m_HookTeleBase; |
| 318 | } |
| 319 | vec2 NewPos = m_HookPos + m_HookDir * m_Tuning.m_HookFireSpeed; |
| 320 | if(distance(a: HookBase, b: NewPos) > m_Tuning.m_HookLength) |
| 321 | { |
| 322 | m_HookState = HOOK_RETRACT_START; |
| 323 | NewPos = HookBase + normalize(v: NewPos - HookBase) * m_Tuning.m_HookLength; |
| 324 | m_Reset = true; |
| 325 | } |
| 326 | |
| 327 | // make sure that the hook doesn't go though the ground |
| 328 | bool GoingToHitGround = false; |
| 329 | bool GoingToRetract = false; |
| 330 | bool GoingThroughTele = false; |
| 331 | int TeleNr = 0; |
| 332 | int Hit = m_pCollision->IntersectLineTeleHook(Pos0: m_HookPos, Pos1: NewPos, pOutCollision: &NewPos, pOutBeforeCollision: nullptr, pTeleNr: &TeleNr); |
| 333 | |
| 334 | if(Hit) |
| 335 | { |
| 336 | if(Hit == TILE_NOHOOK) |
| 337 | GoingToRetract = true; |
| 338 | else if(Hit == TILE_TELEINHOOK) |
| 339 | GoingThroughTele = true; |
| 340 | else |
| 341 | GoingToHitGround = true; |
| 342 | m_Reset = true; |
| 343 | } |
| 344 | |
| 345 | // Check against other players first |
| 346 | if(!m_HookHitDisabled && m_pWorld && m_Tuning.m_PlayerHooking && (m_HookState == HOOK_FLYING || !m_NewHook)) |
| 347 | { |
| 348 | float Distance = 0.0f; |
| 349 | for(int i = 0; i < MAX_CLIENTS; i++) |
| 350 | { |
| 351 | CCharacterCore *pCharCore = m_pWorld->m_apCharacters[i]; |
| 352 | if(!pCharCore || pCharCore == this || (!(m_Super || pCharCore->m_Super) && ((m_Id != -1 && !m_pTeams->CanCollide(ClientId1: i, ClientId2: m_Id)) || pCharCore->m_Solo || m_Solo))) |
| 353 | continue; |
| 354 | |
| 355 | vec2 ClosestPoint; |
| 356 | if(closest_point_on_line(line_pointA: m_HookPos, line_pointB: NewPos, target_point: pCharCore->m_Pos, out_pos&: ClosestPoint)) |
| 357 | { |
| 358 | if(distance(a: pCharCore->m_Pos, b: ClosestPoint) < PhysicalSize() + 2.0f) |
| 359 | { |
| 360 | if(m_HookedPlayer == -1 || distance(a: m_HookPos, b: pCharCore->m_Pos) < Distance) |
| 361 | { |
| 362 | m_TriggeredEvents |= COREEVENT_HOOK_ATTACH_PLAYER; |
| 363 | m_HookState = HOOK_GRABBED; |
| 364 | SetHookedPlayer(i); |
| 365 | Distance = distance(a: m_HookPos, b: pCharCore->m_Pos); |
| 366 | } |
| 367 | } |
| 368 | } |
| 369 | } |
| 370 | } |
| 371 | |
| 372 | if(m_HookState == HOOK_FLYING) |
| 373 | { |
| 374 | // check against ground |
| 375 | if(GoingToHitGround) |
| 376 | { |
| 377 | m_TriggeredEvents |= COREEVENT_HOOK_ATTACH_GROUND; |
| 378 | m_HookState = HOOK_GRABBED; |
| 379 | } |
| 380 | else if(GoingToRetract) |
| 381 | { |
| 382 | m_TriggeredEvents |= COREEVENT_HOOK_HIT_NOHOOK; |
| 383 | m_HookState = HOOK_RETRACT_START; |
| 384 | } |
| 385 | |
| 386 | if(GoingThroughTele && m_pWorld && !m_pCollision->TeleOuts(Number: TeleNr - 1).empty()) |
| 387 | { |
| 388 | m_TriggeredEvents = 0; |
| 389 | SetHookedPlayer(-1); |
| 390 | |
| 391 | m_NewHook = true; |
| 392 | int RandomOut = m_pWorld->RandomOr0(BelowThis: m_pCollision->TeleOuts(Number: TeleNr - 1).size()); |
| 393 | m_HookPos = m_pCollision->TeleOuts(Number: TeleNr - 1)[RandomOut] + TargetDirection * PhysicalSize() * 1.5f; |
| 394 | m_HookDir = TargetDirection; |
| 395 | m_HookTeleBase = m_HookPos; |
| 396 | } |
| 397 | else |
| 398 | { |
| 399 | m_HookPos = NewPos; |
| 400 | } |
| 401 | } |
| 402 | } |
| 403 | |
| 404 | if(m_HookState == HOOK_GRABBED) |
| 405 | { |
| 406 | if(m_HookedPlayer != -1 && m_pWorld) |
| 407 | { |
| 408 | CCharacterCore *pCharCore = m_pWorld->m_apCharacters[m_HookedPlayer]; |
| 409 | if(pCharCore && m_Id != -1 && m_pTeams->CanKeepHook(ClientId1: m_Id, ClientId2: pCharCore->m_Id)) |
| 410 | m_HookPos = pCharCore->m_Pos; |
| 411 | else |
| 412 | { |
| 413 | // release hook |
| 414 | SetHookedPlayer(-1); |
| 415 | m_HookState = HOOK_RETRACTED; |
| 416 | m_HookPos = m_Pos; |
| 417 | } |
| 418 | } |
| 419 | |
| 420 | // don't do this hook routine when we are already hooked to a player |
| 421 | if(m_HookedPlayer == -1 && distance(a: m_HookPos, b: m_Pos) > 46.0f) |
| 422 | { |
| 423 | vec2 HookVel = normalize(v: m_HookPos - m_Pos) * m_Tuning.m_HookDragAccel; |
| 424 | // the hook as more power to drag you up then down. |
| 425 | // this makes it easier to get on top of an platform |
| 426 | if(HookVel.y > 0) |
| 427 | HookVel.y *= 0.3f; |
| 428 | |
| 429 | // the hook will boost it's power if the player wants to move |
| 430 | // in that direction. otherwise it will dampen everything abit |
| 431 | if((HookVel.x < 0 && m_Direction < 0) || (HookVel.x > 0 && m_Direction > 0)) |
| 432 | HookVel.x *= 0.95f; |
| 433 | else |
| 434 | HookVel.x *= 0.75f; |
| 435 | |
| 436 | vec2 NewVel = m_Vel + HookVel; |
| 437 | |
| 438 | // check if we are under the legal limit for the hook |
| 439 | const float NewVelLength = length(a: NewVel); |
| 440 | if(NewVelLength < m_Tuning.m_HookDragSpeed || NewVelLength < length(a: m_Vel)) |
| 441 | m_Vel = NewVel; // no problem. apply |
| 442 | } |
| 443 | |
| 444 | // release hook (max default hook time is 1.25 s) |
| 445 | m_HookTick++; |
| 446 | if(m_HookedPlayer != -1 && (m_HookTick > SERVER_TICK_SPEED + SERVER_TICK_SPEED / 5 || (m_pWorld && !m_pWorld->m_apCharacters[m_HookedPlayer]))) |
| 447 | { |
| 448 | SetHookedPlayer(-1); |
| 449 | m_HookState = HOOK_RETRACTED; |
| 450 | m_HookPos = m_Pos; |
| 451 | } |
| 452 | } |
| 453 | |
| 454 | if(DoDeferredTick) |
| 455 | TickDeferred(); |
| 456 | } |
| 457 | |
| 458 | void CCharacterCore::TickDeferred() |
| 459 | { |
| 460 | if(m_pWorld) |
| 461 | { |
| 462 | for(int i = 0; i < MAX_CLIENTS; i++) |
| 463 | { |
| 464 | CCharacterCore *pCharCore = m_pWorld->m_apCharacters[i]; |
| 465 | if(!pCharCore) |
| 466 | continue; |
| 467 | |
| 468 | if(pCharCore == this || (m_Id != -1 && !m_pTeams->CanCollide(ClientId1: m_Id, ClientId2: i))) |
| 469 | continue; // make sure that we don't nudge our self |
| 470 | |
| 471 | if(!(m_Super || pCharCore->m_Super) && (m_Solo || pCharCore->m_Solo)) |
| 472 | continue; |
| 473 | |
| 474 | // handle player <-> player collision |
| 475 | float Distance = distance(a: m_Pos, b: pCharCore->m_Pos); |
| 476 | if(Distance > 0) |
| 477 | { |
| 478 | vec2 Dir = normalize(v: m_Pos - pCharCore->m_Pos); |
| 479 | |
| 480 | bool CanCollide = (m_Super || pCharCore->m_Super) || (!m_CollisionDisabled && !pCharCore->m_CollisionDisabled && m_Tuning.m_PlayerCollision); |
| 481 | |
| 482 | if(CanCollide && Distance < PhysicalSize() * 1.25f) |
| 483 | { |
| 484 | float a = (PhysicalSize() * 1.45f - Distance); |
| 485 | float Velocity = 0.5f; |
| 486 | |
| 487 | // make sure that we don't add excess force by checking the |
| 488 | // direction against the current velocity. if not zero. |
| 489 | if(length(a: m_Vel) > 0.0001f) |
| 490 | Velocity = 1 - (dot(a: normalize(v: m_Vel), b: Dir) + 1) / 2; // Wdouble-promotion don't fix this as this might change game physics |
| 491 | |
| 492 | m_Vel += Dir * a * (Velocity * 0.75f); |
| 493 | m_Vel *= 0.85f; |
| 494 | } |
| 495 | |
| 496 | // handle hook influence |
| 497 | if(!m_HookHitDisabled && m_HookedPlayer == i && m_Tuning.m_PlayerHooking) |
| 498 | { |
| 499 | if(Distance > PhysicalSize() * 1.50f) |
| 500 | { |
| 501 | float HookAccel = m_Tuning.m_HookDragAccel * (Distance / m_Tuning.m_HookLength); |
| 502 | float DragSpeed = m_Tuning.m_HookDragSpeed; |
| 503 | |
| 504 | vec2 Temp; |
| 505 | // add force to the hooked player |
| 506 | Temp.x = SaturatedAdd(Min: -DragSpeed, Max: DragSpeed, Current: pCharCore->m_Vel.x, Modifier: HookAccel * Dir.x * 1.5f); |
| 507 | Temp.y = SaturatedAdd(Min: -DragSpeed, Max: DragSpeed, Current: pCharCore->m_Vel.y, Modifier: HookAccel * Dir.y * 1.5f); |
| 508 | pCharCore->m_Vel = ClampVel(MoveRestriction: pCharCore->m_MoveRestrictions, Vel: Temp); |
| 509 | // add a little bit force to the guy who has the grip |
| 510 | Temp.x = SaturatedAdd(Min: -DragSpeed, Max: DragSpeed, Current: m_Vel.x, Modifier: -HookAccel * Dir.x * 0.25f); |
| 511 | Temp.y = SaturatedAdd(Min: -DragSpeed, Max: DragSpeed, Current: m_Vel.y, Modifier: -HookAccel * Dir.y * 0.25f); |
| 512 | m_Vel = ClampVel(MoveRestriction: m_MoveRestrictions, Vel: Temp); |
| 513 | } |
| 514 | } |
| 515 | } |
| 516 | } |
| 517 | |
| 518 | if(m_HookState != HOOK_FLYING) |
| 519 | { |
| 520 | m_NewHook = false; |
| 521 | } |
| 522 | } |
| 523 | |
| 524 | // clamp the velocity to something sane |
| 525 | if(length(a: m_Vel) > 6000) |
| 526 | m_Vel = normalize(v: m_Vel) * 6000; |
| 527 | } |
| 528 | |
| 529 | void CCharacterCore::Move() |
| 530 | { |
| 531 | float RampValue = VelocityRamp(Value: length(a: m_Vel) * 50, Start: m_Tuning.m_VelrampStart, Range: m_Tuning.m_VelrampRange, Curvature: m_Tuning.m_VelrampCurvature); |
| 532 | |
| 533 | m_Vel.x = m_Vel.x * RampValue; |
| 534 | |
| 535 | vec2 NewPos = m_Pos; |
| 536 | |
| 537 | vec2 OldVel = m_Vel; |
| 538 | bool Grounded = false; |
| 539 | m_pCollision->MoveBox(pInoutPos: &NewPos, pInoutVel: &m_Vel, Size: PhysicalSizeVec2(), |
| 540 | Elasticity: vec2(m_Tuning.m_GroundElasticityX, |
| 541 | m_Tuning.m_GroundElasticityY), |
| 542 | pGrounded: &Grounded); |
| 543 | |
| 544 | if(Grounded) |
| 545 | { |
| 546 | m_Jumped &= ~2; |
| 547 | m_JumpedTotal = 0; |
| 548 | } |
| 549 | |
| 550 | m_Colliding = 0; |
| 551 | if(m_Vel.x < 0.001f && m_Vel.x > -0.001f) |
| 552 | { |
| 553 | if(OldVel.x > 0) |
| 554 | m_Colliding = 1; |
| 555 | else if(OldVel.x < 0) |
| 556 | m_Colliding = 2; |
| 557 | } |
| 558 | else |
| 559 | m_LeftWall = true; |
| 560 | |
| 561 | m_Vel.x = m_Vel.x * (1.0f / RampValue); |
| 562 | |
| 563 | if(m_pWorld && (m_Super || (m_Tuning.m_PlayerCollision && !m_CollisionDisabled && !m_Solo))) |
| 564 | { |
| 565 | // check player collision |
| 566 | float Distance = distance(a: m_Pos, b: NewPos); |
| 567 | if(Distance > 0) |
| 568 | { |
| 569 | int End = Distance + 1; |
| 570 | vec2 LastPos = m_Pos; |
| 571 | for(int i = 0; i < End; i++) |
| 572 | { |
| 573 | float a = i / Distance; |
| 574 | vec2 Pos = mix(a: m_Pos, b: NewPos, amount: a); |
| 575 | for(int p = 0; p < MAX_CLIENTS; p++) |
| 576 | { |
| 577 | CCharacterCore *pCharCore = m_pWorld->m_apCharacters[p]; |
| 578 | if(!pCharCore || pCharCore == this) |
| 579 | continue; |
| 580 | if((!(pCharCore->m_Super || m_Super) && (m_Solo || pCharCore->m_Solo || pCharCore->m_CollisionDisabled || (m_Id != -1 && !m_pTeams->CanCollide(ClientId1: m_Id, ClientId2: p))))) |
| 581 | continue; |
| 582 | float D = distance(a: Pos, b: pCharCore->m_Pos); |
| 583 | if(D < PhysicalSize()) |
| 584 | { |
| 585 | if(a > 0.0f) |
| 586 | m_Pos = LastPos; |
| 587 | else if(distance(a: NewPos, b: pCharCore->m_Pos) > D) |
| 588 | m_Pos = NewPos; |
| 589 | return; |
| 590 | } |
| 591 | } |
| 592 | LastPos = Pos; |
| 593 | } |
| 594 | } |
| 595 | } |
| 596 | |
| 597 | m_Pos = NewPos; |
| 598 | } |
| 599 | |
| 600 | void CCharacterCore::Write(CNetObj_CharacterCore *pObjCore) const |
| 601 | { |
| 602 | pObjCore->m_X = round_to_int(f: m_Pos.x); |
| 603 | pObjCore->m_Y = round_to_int(f: m_Pos.y); |
| 604 | |
| 605 | pObjCore->m_VelX = round_to_int(f: m_Vel.x * 256.0f); |
| 606 | pObjCore->m_VelY = round_to_int(f: m_Vel.y * 256.0f); |
| 607 | pObjCore->m_HookState = m_HookState; |
| 608 | pObjCore->m_HookTick = m_HookTick; |
| 609 | pObjCore->m_HookX = round_to_int(f: m_HookPos.x); |
| 610 | pObjCore->m_HookY = round_to_int(f: m_HookPos.y); |
| 611 | pObjCore->m_HookDx = round_to_int(f: m_HookDir.x * 256.0f); |
| 612 | pObjCore->m_HookDy = round_to_int(f: m_HookDir.y * 256.0f); |
| 613 | pObjCore->m_HookedPlayer = m_HookedPlayer; |
| 614 | pObjCore->m_Jumped = m_Jumped; |
| 615 | pObjCore->m_Direction = m_Direction; |
| 616 | pObjCore->m_Angle = m_Angle; |
| 617 | } |
| 618 | |
| 619 | void CCharacterCore::Read(const CNetObj_CharacterCore *pObjCore) |
| 620 | { |
| 621 | m_Pos.x = pObjCore->m_X; |
| 622 | m_Pos.y = pObjCore->m_Y; |
| 623 | m_Vel.x = pObjCore->m_VelX / 256.0f; |
| 624 | m_Vel.y = pObjCore->m_VelY / 256.0f; |
| 625 | m_HookState = pObjCore->m_HookState; |
| 626 | m_HookTick = pObjCore->m_HookTick; |
| 627 | m_HookPos.x = pObjCore->m_HookX; |
| 628 | m_HookPos.y = pObjCore->m_HookY; |
| 629 | m_HookDir.x = pObjCore->m_HookDx / 256.0f; |
| 630 | m_HookDir.y = pObjCore->m_HookDy / 256.0f; |
| 631 | SetHookedPlayer(pObjCore->m_HookedPlayer); |
| 632 | m_Jumped = pObjCore->m_Jumped; |
| 633 | m_Direction = pObjCore->m_Direction; |
| 634 | m_Angle = pObjCore->m_Angle; |
| 635 | } |
| 636 | |
| 637 | void CCharacterCore::ReadDDNet(const CNetObj_DDNetCharacter *pObjDDNet) |
| 638 | { |
| 639 | // Collision |
| 640 | m_Solo = pObjDDNet->m_Flags & CHARACTERFLAG_SOLO; |
| 641 | m_Jetpack = pObjDDNet->m_Flags & CHARACTERFLAG_JETPACK; |
| 642 | m_CollisionDisabled = pObjDDNet->m_Flags & CHARACTERFLAG_COLLISION_DISABLED; |
| 643 | m_HammerHitDisabled = pObjDDNet->m_Flags & CHARACTERFLAG_HAMMER_HIT_DISABLED; |
| 644 | m_ShotgunHitDisabled = pObjDDNet->m_Flags & CHARACTERFLAG_SHOTGUN_HIT_DISABLED; |
| 645 | m_GrenadeHitDisabled = pObjDDNet->m_Flags & CHARACTERFLAG_GRENADE_HIT_DISABLED; |
| 646 | m_LaserHitDisabled = pObjDDNet->m_Flags & CHARACTERFLAG_LASER_HIT_DISABLED; |
| 647 | m_HookHitDisabled = pObjDDNet->m_Flags & CHARACTERFLAG_HOOK_HIT_DISABLED; |
| 648 | m_Super = pObjDDNet->m_Flags & CHARACTERFLAG_SUPER; |
| 649 | m_Invincible = pObjDDNet->m_Flags & CHARACTERFLAG_INVINCIBLE; |
| 650 | |
| 651 | // Endless |
| 652 | m_EndlessHook = pObjDDNet->m_Flags & CHARACTERFLAG_ENDLESS_HOOK; |
| 653 | m_EndlessJump = pObjDDNet->m_Flags & CHARACTERFLAG_ENDLESS_JUMP; |
| 654 | |
| 655 | // Freeze |
| 656 | m_FreezeEnd = pObjDDNet->m_FreezeEnd; |
| 657 | m_DeepFrozen = pObjDDNet->m_FreezeEnd == -1; |
| 658 | m_LiveFrozen = (pObjDDNet->m_Flags & CHARACTERFLAG_MOVEMENTS_DISABLED) != 0; |
| 659 | |
| 660 | // Telegun |
| 661 | m_HasTelegunGrenade = pObjDDNet->m_Flags & CHARACTERFLAG_TELEGUN_GRENADE; |
| 662 | m_HasTelegunGun = pObjDDNet->m_Flags & CHARACTERFLAG_TELEGUN_GUN; |
| 663 | m_HasTelegunLaser = pObjDDNet->m_Flags & CHARACTERFLAG_TELEGUN_LASER; |
| 664 | |
| 665 | // Weapons |
| 666 | m_aWeapons[WEAPON_HAMMER].m_Got = (pObjDDNet->m_Flags & CHARACTERFLAG_WEAPON_HAMMER) != 0; |
| 667 | m_aWeapons[WEAPON_GUN].m_Got = (pObjDDNet->m_Flags & CHARACTERFLAG_WEAPON_GUN) != 0; |
| 668 | m_aWeapons[WEAPON_SHOTGUN].m_Got = (pObjDDNet->m_Flags & CHARACTERFLAG_WEAPON_SHOTGUN) != 0; |
| 669 | m_aWeapons[WEAPON_GRENADE].m_Got = (pObjDDNet->m_Flags & CHARACTERFLAG_WEAPON_GRENADE) != 0; |
| 670 | m_aWeapons[WEAPON_LASER].m_Got = (pObjDDNet->m_Flags & CHARACTERFLAG_WEAPON_LASER) != 0; |
| 671 | m_aWeapons[WEAPON_NINJA].m_Got = (pObjDDNet->m_Flags & CHARACTERFLAG_WEAPON_NINJA) != 0; |
| 672 | |
| 673 | // Available jumps |
| 674 | m_Jumps = pObjDDNet->m_Jumps; |
| 675 | |
| 676 | // Display Information |
| 677 | // We only accept the display information when it is received, which means it is not -1 in each case. |
| 678 | if(pObjDDNet->m_JumpedTotal != -1) |
| 679 | { |
| 680 | m_JumpedTotal = pObjDDNet->m_JumpedTotal; |
| 681 | } |
| 682 | if(pObjDDNet->m_NinjaActivationTick != -1) |
| 683 | { |
| 684 | m_Ninja.m_ActivationTick = pObjDDNet->m_NinjaActivationTick; |
| 685 | } |
| 686 | if(pObjDDNet->m_FreezeStart != -1) |
| 687 | { |
| 688 | m_FreezeStart = pObjDDNet->m_FreezeStart; |
| 689 | m_IsInFreeze = pObjDDNet->m_Flags & CHARACTERFLAG_IN_FREEZE; |
| 690 | } |
| 691 | } |
| 692 | |
| 693 | void CCharacterCore::Quantize() |
| 694 | { |
| 695 | CNetObj_CharacterCore Core; |
| 696 | Write(pObjCore: &Core); |
| 697 | Read(pObjCore: &Core); |
| 698 | } |
| 699 | |
| 700 | void CCharacterCore::SetHookedPlayer(int HookedPlayer) |
| 701 | { |
| 702 | if(HookedPlayer != m_HookedPlayer) |
| 703 | { |
| 704 | if(m_HookedPlayer != -1 && m_Id != -1 && m_pWorld) |
| 705 | { |
| 706 | CCharacterCore *pCharCore = m_pWorld->m_apCharacters[m_HookedPlayer]; |
| 707 | if(pCharCore) |
| 708 | { |
| 709 | pCharCore->m_AttachedPlayers.erase(x: m_Id); |
| 710 | } |
| 711 | } |
| 712 | if(HookedPlayer != -1 && m_Id != -1 && m_pWorld) |
| 713 | { |
| 714 | CCharacterCore *pCharCore = m_pWorld->m_apCharacters[HookedPlayer]; |
| 715 | if(pCharCore) |
| 716 | { |
| 717 | pCharCore->m_AttachedPlayers.insert(x: m_Id); |
| 718 | } |
| 719 | } |
| 720 | m_HookedPlayer = HookedPlayer; |
| 721 | } |
| 722 | } |
| 723 | |
| 724 | // DDRace |
| 725 | |
| 726 | void CCharacterCore::SetTeamsCore(CTeamsCore *pTeams) |
| 727 | { |
| 728 | m_pTeams = pTeams; |
| 729 | } |
| 730 | |
| 731 | bool CCharacterCore::IsSwitchActiveCb(int Number, void *pUser) |
| 732 | { |
| 733 | CCharacterCore *pThis = (CCharacterCore *)pUser; |
| 734 | if(pThis->m_pWorld && !pThis->m_pWorld->m_vSwitchers.empty()) |
| 735 | if(pThis->m_Id != -1 && pThis->m_pTeams->Team(ClientId: pThis->m_Id) != (pThis->m_pTeams->m_IsDDRace16 ? VANILLA_TEAM_SUPER : TEAM_SUPER)) |
| 736 | return pThis->m_pWorld->m_vSwitchers[Number].m_aStatus[pThis->m_pTeams->Team(ClientId: pThis->m_Id)]; |
| 737 | return false; |
| 738 | } |
| 739 | |
| 740 | void CWorldCore::InitSwitchers(int HighestSwitchNumber) |
| 741 | { |
| 742 | if(HighestSwitchNumber > 0) |
| 743 | m_vSwitchers.resize(new_size: HighestSwitchNumber + 1); |
| 744 | else |
| 745 | m_vSwitchers.clear(); |
| 746 | |
| 747 | for(auto &Switcher : m_vSwitchers) |
| 748 | { |
| 749 | Switcher.m_Initial = true; |
| 750 | for(int j = 0; j < NUM_DDRACE_TEAMS; j++) |
| 751 | { |
| 752 | Switcher.m_aStatus[j] = true; |
| 753 | Switcher.m_aEndTick[j] = 0; |
| 754 | Switcher.m_aType[j] = 0; |
| 755 | Switcher.m_aLastUpdateTick[j] = 0; |
| 756 | } |
| 757 | } |
| 758 | } |
| 759 | |
| 760 | const CTuningParams CTuningParams::DEFAULT; |
| 761 | |