about summary refs log tree commit diff
path: root/src/game/g_game.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/game/g_game.cpp')
-rw-r--r--src/game/g_game.cpp411
1 files changed, 411 insertions, 0 deletions
diff --git a/src/game/g_game.cpp b/src/game/g_game.cpp
new file mode 100644
index 00000000..e5b36ea0
--- /dev/null
+++ b/src/game/g_game.cpp
@@ -0,0 +1,411 @@
+/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
+#include "g_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);
+}
+