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| author | Magnus Auvinen <magnus.auvinen@gmail.com> | 2007-12-15 10:24:49 +0000 |
|---|---|---|
| committer | Magnus Auvinen <magnus.auvinen@gmail.com> | 2007-12-15 10:24:49 +0000 |
| commit | a2566b3ebd93e0bbc55a920a7be08054a9377f11 (patch) | |
| tree | 44a4612805d894168fe4b3b4c065fccc1a1686e9 /src/game/game.cpp | |
| parent | ac9873056aa1fe529b098f19ff31e9ffa0e016a2 (diff) | |
| download | zcatch-a2566b3ebd93e0bbc55a920a7be08054a9377f11.tar.gz zcatch-a2566b3ebd93e0bbc55a920a7be08054a9377f11.zip | |
cleaned up code structure a bit
Diffstat (limited to 'src/game/game.cpp')
| -rw-r--r-- | src/game/game.cpp | 411 |
1 files changed, 0 insertions, 411 deletions
diff --git a/src/game/game.cpp b/src/game/game.cpp deleted file mode 100644 index 29e4da14..00000000 --- a/src/game/game.cpp +++ /dev/null @@ -1,411 +0,0 @@ -/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ -#include "game.h" - -// TODO: OPT: rewrite this smarter! -void move_point(vec2 *inout_pos, vec2 *inout_vel, float elasticity, int *bounces) -{ - if(bounces) - *bounces = 0; - - vec2 pos = *inout_pos; - vec2 vel = *inout_vel; - if(col_check_point(pos + vel)) - { - int affected = 0; - if(col_check_point(pos.x + vel.x, pos.y)) - { - inout_vel->x *= -elasticity; - if(bounces) - (*bounces)++; - affected++; - } - - if(col_check_point(pos.x, pos.y + vel.y)) - { - inout_vel->y *= -elasticity; - if(bounces) - (*bounces)++; - affected++; - } - - if(affected == 0) - { - inout_vel->x *= -elasticity; - inout_vel->y *= -elasticity; - } - } - else - { - *inout_pos = pos + vel; - } -} - -bool test_box(vec2 pos, vec2 size) -{ - size *= 0.5f; - if(col_check_point(pos.x-size.x, pos.y-size.y)) - return true; - if(col_check_point(pos.x+size.x, pos.y-size.y)) - return true; - if(col_check_point(pos.x-size.x, pos.y+size.y)) - return true; - if(col_check_point(pos.x+size.x, pos.y+size.y)) - return true; - return false; -} - -void move_box(vec2 *inout_pos, vec2 *inout_vel, vec2 size, float elasticity) -{ - // do the move - vec2 pos = *inout_pos; - vec2 vel = *inout_vel; - - float distance = length(vel); - int max = (int)distance; - - if(distance > 0.00001f) - { - //vec2 old_pos = pos; - float fraction = 1.0f/(float)(max+1); - for(int i = 0; i <= max; i++) - { - //float amount = i/(float)max; - //if(max == 0) - //amount = 0; - - vec2 new_pos = pos + vel*fraction; // TODO: this row is not nice - - if(test_box(vec2(new_pos.x, new_pos.y), size)) - { - int hits = 0; - - if(test_box(vec2(pos.x, new_pos.y), size)) - { - new_pos.y = pos.y; - vel.y *= -elasticity; - hits++; - } - - if(test_box(vec2(new_pos.x, pos.y), size)) - { - new_pos.x = pos.x; - vel.x *= -elasticity; - hits++; - } - - // neither of the tests got a collision. - // this is a real _corner case_! - if(hits == 0) - { - new_pos.y = pos.y; - vel.y *= -elasticity; - new_pos.x = pos.x; - vel.x *= -elasticity; - } - } - - pos = new_pos; - } - } - - *inout_pos = pos; - *inout_vel = vel; -} - -void player_core::tick() -{ - float phys_size = 28.0f; - triggered_events = 0; - - #define MACRO_CHECK_VELOCITY { dbg_assert(length(vel) < 1000.0f, "velocity error"); } - - MACRO_CHECK_VELOCITY - - bool grounded = false; - if(col_check_point((int)(pos.x+phys_size/2), (int)(pos.y+phys_size/2+5))) - grounded = true; - if(col_check_point((int)(pos.x-phys_size/2), (int)(pos.y+phys_size/2+5))) - grounded = true; - - vec2 direction = normalize(vec2(input.target_x, input.target_y)); - - vel.y += gravity; - - MACRO_CHECK_VELOCITY - - float max_speed = grounded ? ground_control_speed : air_control_speed; - float accel = grounded ? ground_control_accel : air_control_accel; - float friction = grounded ? ground_friction : air_friction; - - // handle movement - if(input.left) - vel.x = saturated_add(-max_speed, max_speed, vel.x, -accel); - if(input.right) - vel.x = saturated_add(-max_speed, max_speed, vel.x, accel); - - MACRO_CHECK_VELOCITY - - if(!input.left && !input.right) - vel.x *= friction; - - MACRO_CHECK_VELOCITY - - // handle jumping - // 1 bit = to keep track if a jump has been made on this input - // 2 bit = to keep track if a air-jump has been made - if(grounded) - jumped &= ~2; - - if(input.jump) - { - if(!(jumped&1)) - { - if(grounded) - { - triggered_events |= COREEVENT_GROUND_JUMP; - vel.y = -ground_jump_speed; - jumped |= 1; - } - else if(!(jumped&2)) - { - triggered_events |= COREEVENT_AIR_JUMP; - vel.y = -ground_air_speed; - jumped |= 3; - } - } - } - else - jumped &= ~1; - - MACRO_CHECK_VELOCITY - - // do hook - if(input.hook) - { - if(hook_state == HOOK_IDLE) - { - hook_state = HOOK_FLYING; - hook_pos = pos; - hook_dir = direction; - hooked_player = -1; - hook_tick = 0; - triggered_events |= COREEVENT_HOOK_LAUNCH; - } - else if(hook_state == HOOK_FLYING) - { - vec2 new_pos = hook_pos+hook_dir*hook_fire_speed; - - // Check against other players first - for(int i = 0; i < MAX_CLIENTS; i++) - { - player_core *p = world->players[i]; - if(!p || p == this) - continue; - - //if(p != this && !p->dead && distance(p->pos, new_pos) < p->phys_size) - if(distance(p->pos, new_pos) < phys_size) - { - triggered_events |= COREEVENT_HOOK_ATTACH_PLAYER; - hook_state = HOOK_GRABBED; - hooked_player = i; - break; - } - } - /* - for(entity *ent = world.first_entity; ent; ent = ent->next_entity) - { - if(ent && ent->objtype == OBJTYPE_PLAYER) - { - player *p = (player*)ent; - if(p != this && !p->dead && distance(p->pos, new_pos) < p->phys_size) - { - hook_state = HOOK_GRABBED; - hooked_player = p; - break; - } - } - }*/ - - if(hook_state == HOOK_FLYING) - { - // check against ground - if(col_intersect_line(hook_pos, new_pos, &new_pos)) - { - triggered_events |= COREEVENT_HOOK_ATTACH_GROUND; - hook_state = HOOK_GRABBED; - hook_pos = new_pos; - } - else if(distance(pos, new_pos) > hook_length) - { - triggered_events |= COREEVENT_HOOK_RETRACT; - hook_state = HOOK_RETRACTED; - } - else - hook_pos = new_pos; - } - - if(hook_state == HOOK_GRABBED) - { - //create_sound(pos, SOUND_HOOK_ATTACH); - //hook_tick = server_tick(); - } - } - } - else - { - //release_hooked(); - hooked_player = -1; - hook_state = HOOK_IDLE; - hook_pos = pos; - } - - if(hook_state == HOOK_GRABBED) - { - if(hooked_player != -1) - { - player_core *p = world->players[hooked_player]; - if(p) - hook_pos = p->pos; - else - { - // release hook - hooked_player = -1; - hook_state = HOOK_RETRACTED; - hook_pos = pos; - } - - // keep players hooked for a max of 1.5sec - //if(server_tick() > hook_tick+(server_tickspeed()*3)/2) - //release_hooked(); - } - - // Old version feels much better (to me atleast) - if(distance(hook_pos, pos) > 46.0f) - { - vec2 hookvel = normalize(hook_pos-pos)*hook_drag_accel; - // the hook as more power to drag you up then down. - // this makes it easier to get on top of an platform - if(hookvel.y > 0) - hookvel.y *= 0.3f; - - // the hook will boost it's power if the player wants to move - // in that direction. otherwise it will dampen everything abit - if((hookvel.x < 0 && input.left) || (hookvel.x > 0 && input.right)) - hookvel.x *= 0.95f; - else - hookvel.x *= 0.75f; - - vec2 new_vel = vel+hookvel; - - // check if we are under the legal limit for the hook - if(length(new_vel) < hook_drag_speed || length(new_vel) < length(vel)) - vel = new_vel; // no problem. apply - - } - - // release hook - hook_tick++; - if(hooked_player != -1 && hook_tick > SERVER_TICK_SPEED*2) - { - hooked_player = -1; - hook_state = HOOK_RETRACTED; - hook_pos = pos; - } - } - - MACRO_CHECK_VELOCITY - - if(true) - { - for(int i = 0; i < MAX_CLIENTS; i++) - { - player_core *p = world->players[i]; - if(!p) - continue; - - //player *p = (player*)ent; - if(p == this) // || !(p->flags&FLAG_ALIVE) - continue; // make sure that we don't nudge our self - - // handle player <-> player collision - float d = distance(pos, p->pos); - vec2 dir = normalize(pos - p->pos); - if(d < phys_size*1.25f && d > 1.0f) - { - float a = phys_size*1.25f - d; - vel = vel + dir*a; - } - - MACRO_CHECK_VELOCITY - - // handle hook influence - if(hooked_player == i) - { - if(d > phys_size*1.50f) // TODO: fix tweakable variable - { - float accel = hook_drag_accel * (d/hook_length); - vel.x = saturated_add(-hook_drag_speed, hook_drag_speed, vel.x, -accel*dir.x); - vel.y = saturated_add(-hook_drag_speed, hook_drag_speed, vel.y, -accel*dir.y); - - MACRO_CHECK_VELOCITY - } - } - } - } -} - -void player_core::move() -{ - move_box(&pos, &vel, vec2(28.0f, 28.0f), 0); -} - -void player_core::write(obj_player_core *obj_core) -{ - obj_core->x = (int)pos.x; - obj_core->y = (int)pos.y; - obj_core->vx = (int)(vel.x*256.0f); - obj_core->vy = (int)(vel.y*256.0f); - obj_core->hook_state = hook_state; - obj_core->hook_tick = hook_tick; - obj_core->hook_x = (int)hook_pos.x; - obj_core->hook_y = (int)hook_pos.y; - obj_core->hook_dx = (int)(hook_dir.x*256.0f); - obj_core->hook_dy = (int)(hook_dir.y*256.0f); - obj_core->hooked_player = hooked_player; - obj_core->jumped = jumped; - - float a = 0; - if(input.target_x == 0) - a = atan((float)input.target_y); - else - a = atan((float)input.target_y/(float)input.target_x); - - if(input.target_x < 0) - a = a+pi; - - obj_core->angle = (int)(a*256.0f); -} - -void player_core::read(const obj_player_core *obj_core) -{ - pos.x = obj_core->x; - pos.y = obj_core->y; - vel.x = obj_core->vx/256.0f; - vel.y = obj_core->vy/256.0f; - hook_state = obj_core->hook_state; - hook_tick = obj_core->hook_tick; - hook_pos.x = obj_core->hook_x; - hook_pos.y = obj_core->hook_y; - hook_dir.x = obj_core->hook_dx/256.0f; - hook_dir.y = obj_core->hook_dy/256.0f; - hooked_player = obj_core->hooked_player; - jumped = obj_core->jumped; -} - -void player_core::quantize() -{ - obj_player_core c; - write(&c); - read(&c); -} - |