Ejemplo n.º 1
0
        public static void sol_body_v(float[] v,
                                      s_file fp,
                                      s_body bp)
        {
            if (bp.m_pi >= 0 &&
                fp.m_pv[bp.m_pi].m_f != 0)
            {
                s_path pp = fp.m_pv[bp.m_pi];
                s_path pq = fp.m_pv[pp.m_pi];

                Vec3.v_sub(v, pq.m_p, pp.m_p);
                Vec3.v_scl(v, v, 1.0f / pp.m_t);

                if (pp.m_s != 0)
                {
                    Vec3.v_scl(v, v, derp(bp.m_t / pp.m_t));
                }
            }
            else
            {
                v[0] = 0.0f;
                v[1] = 0.0f;
                v[2] = 0.0f;
            }
        }
Ejemplo n.º 2
0
        public static void sol_body_p(float[] p,
                                      s_file fp,
                                      s_body bp)
        {
            float[] v = new float[3];

            if (bp.m_pi >= 0)
            {
                s_path pp = fp.m_pv[bp.m_pi];
                s_path pq = fp.m_pv[pp.m_pi];

                if (pp.m_s != 0)
                {
                    Vec3.v_sub(v, pq.m_p, pp.m_p);
                    Vec3.v_mad(p, pp.m_p, v, erp(bp.m_t / pp.m_t));
                }
                else
                {
                    Vec3.v_sub(v, pq.m_p, pp.m_p);
                    Vec3.v_mad(p, pp.m_p, v, bp.m_t / pp.m_t);
                }
            }
            else
            {
                p[0] = 0.0f;
                p[1] = 0.0f;
                p[2] = 0.0f;
            }
        }
Ejemplo n.º 3
0
 public static void sol_load_path(IntPtr fin, s_path pp)
 {
     Binary.get_array(fin, pp.m_p, 3);
     Binary.get_float(fin, ref pp.m_t);
     Binary.get_index(fin, ref pp.m_pi);
     Binary.get_index(fin, ref pp.m_f);
     Binary.get_index(fin, ref pp.m_s);
 }
Ejemplo n.º 4
0
        /*
         * Compute the positions of all bodies after DT seconds have passed.
         */
        public static void sol_body_step(s_file fp, float dt)
        {
            int i;

            for (i = 0; i < fp.m_bc; i++)
            {
                s_body bp = fp.m_bv[i];// + i;

                if (bp.m_pi >= 0)
                {
                    s_path pp = fp.m_pv[bp.m_pi];

                    if (pp.m_f != 0)
                    {
                        //volatile
                        float t = bp.m_t;

                        bp.m_t = (t += dt);

                        if (t >= pp.m_t)
                        {
                            bp.m_t  = 0;
                            bp.m_pi = pp.m_pi;

                            cmd.type        = cmd_type.CMD_BODY_TIME;
                            cmd.bodytime.bi = i;
                            cmd.bodytime.t  = bp.m_t;
                            sol_cmd_enq(cmd);

                            cmd.type        = cmd_type.CMD_BODY_PATH;
                            cmd.bodypath.bi = i;
                            cmd.bodypath.pi = bp.m_pi;
                            sol_cmd_enq(cmd);
                        }
                    }
                }
            }
        }
Ejemplo n.º 5
0
        public static void game_run_cmd(Command cmd)
        {
            /*
             * Neverball <= 1.5.1 does not send explicit tilt axes, rotation
             * happens directly around view vectors.  So for compatibility if
             * at the time of receiving tilt angles we have not yet received
             * the tilt axes, we use the view vectors.
             */

            float[] f = new float[3];

            if (client_state != 0)
            {
                s_ball[] up;

                float dt;
                int   i;

                switch (cmd.type)
                {
                case cmd_type.CMD_END_OF_UPDATE:

                    game_run_cmd_got_tilt_axes = 0;

                    if (first_update != 0)
                    {
                        first_update = 0;
                        break;
                    }

                    /* Compute gravity for particle effects. */

                    if (status == (int)GAME.GAME_GOAL)
                    {
                        game_common.game_tilt_grav(f, game_run_cmd_gup, tilt);
                    }
                    else
                    {
                        game_common.game_tilt_grav(f, game_run_cmd_gdn, tilt);
                    }

                    /* Step particle, goal and jump effects. */

                    if (ups > 0)
                    {
                        dt = 1.0f / (float)ups;

                        if (goal_e != 0 && goal_k < 1.0f)
                        {
                            goal_k += dt;
                        }

                        if (jump_b != 0)
                        {
                            jump_dt += dt;

                            if (1.0f < jump_dt)
                            {
                                jump_b = 0;
                            }
                        }

                        Part.part_step(f, dt);
                    }

                    break;

                case cmd_type.CMD_MAKE_BALL:
                    /* Allocate a new ball and mark it as the current ball. */

                    up = new s_ball[file.m_uc + 1];
                    {
                        for (i = 0; i < file.m_uc; i++)
                        {
                            up[i] = file.m_uv[i];
                        }
                        up[file.m_uc] = new s_ball();
                    }
                    {
                        file.m_uv = up;
                        curr_ball = file.m_uc;
                        file.m_uc++;
                    }
                    break;

                case cmd_type.CMD_MAKE_ITEM:
                    /* Allocate and initialise a new item. */
                {
                    s_item[] hp = new s_item[file.m_hc + 1];
                    {
                        for (i = 0; i < file.m_hc; i++)
                        {
                            hp[i] = file.m_hv[i];
                        }
                    }
                    {
                        s_item h = new s_item();

                        Vec3.v_cpy(h.m_p, cmd.mkitem.p);

                        h.m_t = cmd.mkitem.t;
                        h.m_n = cmd.mkitem.n;

                        file.m_hv            = hp;
                        file.m_hv[file.m_hc] = h;
                        file.m_hc++;
                    }
                }

                break;

                case cmd_type.CMD_PICK_ITEM:
                    /* Set up particle effects and discard the item. */
                {
                    s_item hp = file.m_hv[cmd.pkitem.hi];

                    Item.item_color(hp, f);
                    Part.part_burst(hp.m_p, f);

                    hp.m_t = Solid.ITEM_NONE;
                }

                break;

                case cmd_type.CMD_TILT_ANGLES:
                    if (game_run_cmd_got_tilt_axes == 0)
                    {
                        game_common.game_tilt_axes(tilt, view_e);
                    }

                    tilt.rx = cmd.tiltangles.x;
                    tilt.rz = cmd.tiltangles.z;
                    break;

                case cmd_type.CMD_SOUND:
                    /* Play the sound, then free its file name. */

                    if (cmd.sound.n != null)
                    {
                        Audio.audio_play(cmd.sound.n, cmd.sound.a);

                        /*
                         * FIXME Command memory management should be done
                         * elsewhere and done properly.
                         */

                        cmd.sound.n = null;
                    }
                    break;

                case cmd_type.CMD_TIMER:
                    timer = cmd.timer.t;
                    break;

                case cmd_type.CMD_STATUS:
                    status = cmd.status.t;
                    break;

                case cmd_type.CMD_COINS:
                    coins = cmd.coins.n;
                    break;

                case cmd_type.CMD_JUMP_ENTER:
                    jump_b  = 1;
                    jump_e  = 0;
                    jump_dt = 0.0f;
                    break;

                case cmd_type.CMD_JUMP_EXIT:
                    jump_e = 1;
                    break;

                case cmd_type.CMD_BODY_PATH:
                    file.m_bv[cmd.bodypath.bi].m_pi = cmd.bodypath.pi;
                    break;

                case cmd_type.CMD_BODY_TIME:
                    file.m_bv[cmd.bodytime.bi].m_t = cmd.bodytime.t;
                    break;

                case cmd_type.CMD_GOAL_OPEN:
                    /*
                     * Enable the goal and make sure it's fully visible if
                     * this is the first update.
                     */

                    if (goal_e == 0)
                    {
                        goal_e = 1;
                        goal_k = first_update != 0 ? 1.0f : 0.0f;
                    }
                    break;

                case cmd_type.CMD_SWCH_ENTER:
                    file.m_xv[cmd.swchenter.xi].m_e = 1;
                    break;

                case cmd_type.CMD_SWCH_TOGGLE:
                    file.m_xv[cmd.swchtoggle.xi].m_f =
                        file.m_xv[cmd.swchtoggle.xi].m_f == 0 ? 1 : 0;
                    break;

                case cmd_type.CMD_SWCH_EXIT:
                    file.m_xv[cmd.swchexit.xi].m_e = 0;
                    break;

                case cmd_type.CMD_UPDATES_PER_SECOND:
                    ups = cmd.ups.n;
                    break;

                case cmd_type.CMD_BALL_RADIUS:
                    file.m_uv[curr_ball].m_r = cmd.ballradius.r;
                    break;

                case cmd_type.CMD_CLEAR_ITEMS:
                    if (file.m_hv != null)
                    {
                        file.m_hv = null;
                    }
                    file.m_hc = 0;
                    break;

                case cmd_type.CMD_CLEAR_BALLS:
                    if (file.m_uv != null)
                    {
                        file.m_uv = null;
                    }
                    file.m_uc = 0;
                    break;

                case cmd_type.CMD_BALL_POSITION:
                    Vec3.v_cpy(file.m_uv[curr_ball].m_p, cmd.ballpos.p);
                    break;

                case cmd_type.CMD_BALL_BASIS:
                    Vec3.v_cpy(file.m_uv[curr_ball].m_e[0], cmd.ballbasis.e[0]);
                    Vec3.v_cpy(file.m_uv[curr_ball].m_e[1], cmd.ballbasis.e[1]);

                    Vec3.v_crs(file.m_uv[curr_ball].m_e[2],
                               file.m_uv[curr_ball].m_e[0],
                               file.m_uv[curr_ball].m_e[1]);
                    break;

                case cmd_type.CMD_VIEW_POSITION:
                    Vec3.v_cpy(view_p, cmd.viewpos.p);
                    break;

                case cmd_type.CMD_VIEW_CENTER:
                    Vec3.v_cpy(view_c, cmd.viewcenter.c);
                    break;

                case cmd_type.CMD_VIEW_BASIS:
                    Vec3.v_cpy(view_e[0], cmd.viewbasis.e[0]);
                    Vec3.v_cpy(view_e[1], cmd.viewbasis.e[1]);

                    Vec3.v_crs(view_e[2], view_e[0], view_e[1]);

                    break;

                case cmd_type.CMD_CURRENT_BALL:
                    curr_ball = cmd.currball.ui;
                    break;

                case cmd_type.CMD_PATH_FLAG:
                    file.m_pv[cmd.pathflag.pi].m_f = cmd.pathflag.f;
                    break;

                case cmd_type.CMD_STEP_SIMULATION:
                    /*
                     * Simulate body motion.
                     *
                     * This is done on the client side due to replay file size
                     * concerns and isn't done as part of cmd_type.CMD_END_OF_UPDATE to
                     * match the server state as closely as possible.  Body
                     * time is still synchronised with the server on a
                     * semi-regular basis and path indices are handled through
                     * cmd_type.CMD_BODY_PATH, thus this code doesn't need to be as
                     * sophisticated as sol_body_step.
                     */

                    dt = cmd.stepsim.dt;

                    for (i = 0; i < file.m_bc; i++)
                    {
                        s_body bp = file.m_bv[i];    // + i;

                        if (bp.m_pi >= 0)
                        {
                            s_path pp = file.m_pv[bp.m_pi];

                            if (pp.m_f != 0)
                            {
                                bp.m_t += dt;
                            }
                        }
                    }
                    break;

                case cmd_type.CMD_MAP:

                    /*
                     * Note if the loaded map matches the server's
                     * expectations. (No, this doesn't actually load a map,
                     * yet.  Something else somewhere else does.)
                     */

                    cmd.map.name = null;

                    game_compat_map = version_x == cmd.map.version.x ? 1 : 0;
                    break;

                case cmd_type.CMD_TILT_AXES:
                    game_run_cmd_got_tilt_axes = 1;
                    Vec3.v_cpy(tilt.x, cmd.tiltaxes.x);
                    Vec3.v_cpy(tilt.z, cmd.tiltaxes.z);
                    break;

                case cmd_type.CMD_NONE:
                case cmd_type.CMD_MAX:
                    break;
                }
            }
        }