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 | #ifndef GAME_GAMECORE_H |
4 | #define GAME_GAMECORE_H |
5 | |
6 | #include <base/vmath.h> |
7 | |
8 | #include <map> |
9 | #include <set> |
10 | #include <vector> |
11 | |
12 | #include <engine/shared/protocol.h> |
13 | #include <game/generated/protocol.h> |
14 | |
15 | #include "prng.h" |
16 | |
17 | class CCollision; |
18 | class CTeamsCore; |
19 | |
20 | class CTuneParam |
21 | { |
22 | int m_Value; |
23 | |
24 | public: |
25 | void Set(int v) { m_Value = v; } |
26 | int Get() const { return m_Value; } |
27 | CTuneParam &operator=(int v) |
28 | { |
29 | m_Value = (int)(v * 100.0f); |
30 | return *this; |
31 | } |
32 | CTuneParam &operator=(float v) |
33 | { |
34 | m_Value = (int)(v * 100.0f); |
35 | return *this; |
36 | } |
37 | operator float() const { return m_Value / 100.0f; } |
38 | }; |
39 | |
40 | class CTuningParams |
41 | { |
42 | static const char *ms_apNames[]; |
43 | |
44 | public: |
45 | CTuningParams() |
46 | { |
47 | #define MACRO_TUNING_PARAM(Name, ScriptName, Value, Description) m_##Name.Set((int)((Value)*100.0f)); |
48 | #include "tuning.h" |
49 | #undef MACRO_TUNING_PARAM |
50 | } |
51 | |
52 | #define MACRO_TUNING_PARAM(Name, ScriptName, Value, Description) CTuneParam m_##Name; |
53 | #include "tuning.h" |
54 | #undef MACRO_TUNING_PARAM |
55 | |
56 | static int Num() |
57 | { |
58 | return sizeof(CTuningParams) / sizeof(int); |
59 | } |
60 | bool Set(int Index, float Value); |
61 | bool Set(const char *pName, float Value); |
62 | bool Get(int Index, float *pValue) const; |
63 | bool Get(const char *pName, float *pValue) const; |
64 | static const char *Name(int Index) { return ms_apNames[Index]; } |
65 | float GetWeaponFireDelay(int Weapon) const; |
66 | }; |
67 | |
68 | // Do not use these function unless for legacy code! |
69 | void StrToInts(int *pInts, size_t NumInts, const char *pStr); |
70 | bool IntsToStr(const int *pInts, size_t NumInts, char *pStr, size_t StrSize); |
71 | |
72 | inline vec2 CalcPos(vec2 Pos, vec2 Velocity, float Curvature, float Speed, float Time) |
73 | { |
74 | vec2 n; |
75 | Time *= Speed; |
76 | n.x = Pos.x + Velocity.x * Time; |
77 | n.y = Pos.y + Velocity.y * Time + Curvature / 10000 * (Time * Time); |
78 | return n; |
79 | } |
80 | |
81 | template<typename T> |
82 | inline T SaturatedAdd(T Min, T Max, T Current, T Modifier) |
83 | { |
84 | if(Modifier < 0) |
85 | { |
86 | if(Current < Min) |
87 | return Current; |
88 | Current += Modifier; |
89 | if(Current < Min) |
90 | Current = Min; |
91 | return Current; |
92 | } |
93 | else |
94 | { |
95 | if(Current > Max) |
96 | return Current; |
97 | Current += Modifier; |
98 | if(Current > Max) |
99 | Current = Max; |
100 | return Current; |
101 | } |
102 | } |
103 | |
104 | float VelocityRamp(float Value, float Start, float Range, float Curvature); |
105 | |
106 | // hooking stuff |
107 | enum |
108 | { |
109 | HOOK_RETRACTED = -1, |
110 | HOOK_IDLE = 0, |
111 | HOOK_RETRACT_START = 1, |
112 | HOOK_RETRACT_END = 3, |
113 | HOOK_FLYING, |
114 | HOOK_GRABBED, |
115 | |
116 | COREEVENT_GROUND_JUMP = 0x01, |
117 | COREEVENT_AIR_JUMP = 0x02, |
118 | COREEVENT_HOOK_LAUNCH = 0x04, |
119 | COREEVENT_HOOK_ATTACH_PLAYER = 0x08, |
120 | COREEVENT_HOOK_ATTACH_GROUND = 0x10, |
121 | COREEVENT_HOOK_HIT_NOHOOK = 0x20, |
122 | COREEVENT_HOOK_RETRACT = 0x40, |
123 | // COREEVENT_HOOK_TELE=0x80, |
124 | }; |
125 | |
126 | // show others values - do not change them |
127 | enum |
128 | { |
129 | SHOW_OTHERS_NOT_SET = -1, // show others value before it is set |
130 | SHOW_OTHERS_OFF = 0, // show no other players in solo or other teams |
131 | SHOW_OTHERS_ON = 1, // show all other players in solo and other teams |
132 | SHOW_OTHERS_ONLY_TEAM = 2 // show players that are in solo and are in the same team |
133 | }; |
134 | |
135 | struct SSwitchers |
136 | { |
137 | bool m_aStatus[MAX_CLIENTS]; |
138 | bool m_Initial; |
139 | int m_aEndTick[MAX_CLIENTS]; |
140 | int m_aType[MAX_CLIENTS]; |
141 | int m_aLastUpdateTick[MAX_CLIENTS]; |
142 | }; |
143 | |
144 | class CWorldCore |
145 | { |
146 | public: |
147 | CWorldCore() |
148 | { |
149 | for(auto &pCharacter : m_apCharacters) |
150 | { |
151 | pCharacter = nullptr; |
152 | } |
153 | m_pPrng = nullptr; |
154 | } |
155 | |
156 | int RandomOr0(int BelowThis) |
157 | { |
158 | if(BelowThis <= 1 || !m_pPrng) |
159 | { |
160 | return 0; |
161 | } |
162 | // This makes the random number slightly biased if `BelowThis` |
163 | // is not a power of two, but we have decided that this is not |
164 | // significant for DDNet and favored the simple implementation. |
165 | return m_pPrng->RandomBits() % BelowThis; |
166 | } |
167 | |
168 | CTuningParams m_aTuning[2]; |
169 | class CCharacterCore *m_apCharacters[MAX_CLIENTS]; |
170 | CPrng *m_pPrng; |
171 | |
172 | void InitSwitchers(int HighestSwitchNumber); |
173 | std::vector<SSwitchers> m_vSwitchers; |
174 | }; |
175 | |
176 | class CCharacterCore |
177 | { |
178 | CWorldCore *m_pWorld = nullptr; |
179 | CCollision *m_pCollision; |
180 | |
181 | public: |
182 | static constexpr float PhysicalSize() { return 28.0f; }; |
183 | static constexpr vec2 PhysicalSizeVec2() { return vec2(28.0f, 28.0f); }; |
184 | vec2 m_Pos; |
185 | vec2 m_Vel; |
186 | |
187 | vec2 m_HookPos; |
188 | vec2 m_HookDir; |
189 | vec2 m_HookTeleBase; |
190 | int m_HookTick; |
191 | int m_HookState; |
192 | std::set<int> m_AttachedPlayers; |
193 | int HookedPlayer() const { return m_HookedPlayer; } |
194 | void SetHookedPlayer(int HookedPlayer); |
195 | |
196 | int m_ActiveWeapon; |
197 | struct WeaponStat |
198 | { |
199 | int m_AmmoRegenStart; |
200 | int m_Ammo; |
201 | int m_Ammocost; |
202 | bool m_Got; |
203 | } m_aWeapons[NUM_WEAPONS]; |
204 | |
205 | // ninja |
206 | struct |
207 | { |
208 | vec2 m_ActivationDir; |
209 | int m_ActivationTick; |
210 | int m_CurrentMoveTime; |
211 | int m_OldVelAmount; |
212 | } m_Ninja; |
213 | |
214 | bool m_NewHook; |
215 | |
216 | int m_Jumped; |
217 | // m_JumpedTotal counts the jumps performed in the air |
218 | int m_JumpedTotal; |
219 | int m_Jumps; |
220 | |
221 | int m_Direction; |
222 | int m_Angle; |
223 | CNetObj_PlayerInput m_Input; |
224 | |
225 | int m_TriggeredEvents; |
226 | |
227 | void Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore *pTeams = nullptr); |
228 | void SetCoreWorld(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore *pTeams); |
229 | void Reset(); |
230 | void TickDeferred(); |
231 | void Tick(bool UseInput, bool DoDeferredTick = true); |
232 | void Move(); |
233 | |
234 | void Read(const CNetObj_CharacterCore *pObjCore); |
235 | void Write(CNetObj_CharacterCore *pObjCore) const; |
236 | void Quantize(); |
237 | |
238 | // DDRace |
239 | int m_Id; |
240 | bool m_Reset; |
241 | CCollision *Collision() { return m_pCollision; } |
242 | |
243 | int m_Colliding; |
244 | bool m_LeftWall; |
245 | |
246 | // DDNet Character |
247 | void SetTeamsCore(CTeamsCore *pTeams); |
248 | void ReadDDNet(const CNetObj_DDNetCharacter *pObjDDNet); |
249 | bool m_Solo; |
250 | bool m_Jetpack; |
251 | bool m_CollisionDisabled; |
252 | bool m_EndlessHook; |
253 | bool m_EndlessJump; |
254 | bool m_HammerHitDisabled; |
255 | bool m_GrenadeHitDisabled; |
256 | bool m_LaserHitDisabled; |
257 | bool m_ShotgunHitDisabled; |
258 | bool m_HookHitDisabled; |
259 | bool m_Super; |
260 | bool m_HasTelegunGun; |
261 | bool m_HasTelegunGrenade; |
262 | bool m_HasTelegunLaser; |
263 | int m_FreezeStart; |
264 | int m_FreezeEnd; |
265 | bool m_IsInFreeze; |
266 | bool m_DeepFrozen; |
267 | bool m_LiveFrozen; |
268 | CTuningParams m_Tuning; |
269 | |
270 | private: |
271 | CTeamsCore *m_pTeams; |
272 | int m_MoveRestrictions; |
273 | int m_HookedPlayer; |
274 | static bool IsSwitchActiveCb(int Number, void *pUser); |
275 | }; |
276 | |
277 | // input count |
278 | struct CInputCount |
279 | { |
280 | int m_Presses; |
281 | int m_Releases; |
282 | }; |
283 | |
284 | inline CInputCount CountInput(int Prev, int Cur) |
285 | { |
286 | CInputCount c = {.m_Presses: 0, .m_Releases: 0}; |
287 | Prev &= INPUT_STATE_MASK; |
288 | Cur &= INPUT_STATE_MASK; |
289 | int i = Prev; |
290 | |
291 | while(i != Cur) |
292 | { |
293 | i = (i + 1) & INPUT_STATE_MASK; |
294 | if(i & 1) |
295 | c.m_Presses++; |
296 | else |
297 | c.m_Releases++; |
298 | } |
299 | |
300 | return c; |
301 | } |
302 | |
303 | #endif |
304 | |