2010-05-29 07:25:38 +00:00
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#include <game/generated/protocol.h>
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#include <game/server/gamecontext.h>
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2010-07-29 05:21:18 +00:00
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#include <engine/shared/config.h>
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2010-05-29 07:25:38 +00:00
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#include "projectile.h"
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2008-08-14 18:25:44 +00:00
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2010-05-29 07:25:38 +00:00
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CProjectile::CProjectile(CGameWorld *pGameWorld, int Type, int Owner, vec2 Pos, vec2 Dir, int Span,
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2010-07-29 05:21:18 +00:00
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bool Freeze, bool Explosive, float Force, int SoundImpact, int Weapon)
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: CEntity(pGameWorld, NETOBJTYPE_PROJECTILE)
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2008-08-14 18:25:44 +00:00
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{
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2010-05-29 07:25:38 +00:00
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m_Type = Type;
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m_Pos = Pos;
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m_Direction = Dir;
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m_LifeSpan = Span;
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m_Owner = Owner;
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m_Force = Force;
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2010-07-29 05:21:18 +00:00
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//m_Damage = Damage;
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m_Freeze = Freeze;
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2010-05-29 07:25:38 +00:00
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m_SoundImpact = SoundImpact;
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m_Weapon = Weapon;
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m_StartTick = Server()->Tick();
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m_Explosive = Explosive;
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GameWorld()->InsertEntity(this);
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2008-08-14 18:25:44 +00:00
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}
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2010-05-29 07:25:38 +00:00
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void CProjectile::Reset()
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2008-08-14 18:25:44 +00:00
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{
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if(m_LifeSpan > -2)
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GameServer()->m_World.DestroyEntity(this);
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2008-08-14 18:25:44 +00:00
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}
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2010-05-29 07:25:38 +00:00
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vec2 CProjectile::GetPos(float Time)
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{
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float Curvature = 0;
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float Speed = 0;
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switch(m_Type)
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{
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2010-05-29 07:25:38 +00:00
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case WEAPON_GRENADE:
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Curvature = GameServer()->Tuning()->m_GrenadeCurvature;
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Speed = GameServer()->Tuning()->m_GrenadeSpeed;
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break;
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case WEAPON_SHOTGUN:
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Curvature = GameServer()->Tuning()->m_ShotgunCurvature;
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Speed = GameServer()->Tuning()->m_ShotgunSpeed;
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break;
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case WEAPON_GUN:
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Curvature = GameServer()->Tuning()->m_GunCurvature;
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Speed = GameServer()->Tuning()->m_GunSpeed;
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break;
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}
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return CalcPos(m_Pos, m_Direction, Curvature, Speed, Time);
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2008-08-14 18:25:44 +00:00
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}
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2010-08-14 10:46:54 +00:00
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void CProjectile::SetBouncing(int Value) {
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m_Bouncing = Value;
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}
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void CProjectile::Tick()
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{
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float Pt = (Server()->Tick()-m_StartTick-1)/(float)Server()->TickSpeed();
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float Ct = (Server()->Tick()-m_StartTick)/(float)Server()->TickSpeed();
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vec2 PrevPos = GetPos(Pt);
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vec2 CurPos = GetPos(Ct);
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vec2 ColPos;
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vec2 NewPos;
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vec2 Speed = CurPos - PrevPos;
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2010-08-21 02:20:01 +00:00
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int Collide = GameServer()->Collision()->IntersectLine(PrevPos, CurPos, &ColPos, &NewPos,false);
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CCharacter *OwnerChar;
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2010-07-29 05:21:18 +00:00
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if(m_Owner >= 0)
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OwnerChar = GameServer()->GetPlayerChar(m_Owner);
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2010-08-14 10:46:54 +00:00
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CCharacter *TargetChr = GameServer()->m_World.IntersectCharacter(PrevPos, ColPos, (m_Freeze) ? 1.0f : 6.0f, ColPos, OwnerChar);
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if(m_LifeSpan > -1)
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m_LifeSpan--;
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if( (TargetChr && (g_Config.m_SvHit || TargetChr == OwnerChar)) || Collide)
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{
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if(m_Explosive/*??*/ && (!TargetChr || (TargetChr && !m_Freeze)))
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{
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GameServer()->CreateExplosion(ColPos, m_Owner, m_Weapon, false);
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GameServer()->CreateSound(ColPos, m_SoundImpact);
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}
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else if(TargetChr && m_Freeze)
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TargetChr->Freeze(Server()->TickSpeed()*3);
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if (Collide && m_Bouncing != 0)
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{
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m_StartTick = Server()->Tick();
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m_Pos = NewPos;
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if (m_Bouncing == 1)
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m_Direction.x = -m_Direction.x;
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else if (m_Bouncing == 2)
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m_Direction.y =- m_Direction.y;
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m_Pos += m_Direction;
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}
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else if (m_Weapon == WEAPON_GUN)
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{
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GameServer()->CreateDamageInd(CurPos, -atan2(m_Direction.x, m_Direction.y), 10);
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GameServer()->m_World.DestroyEntity(this);
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}
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else
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if (!m_Freeze)
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GameServer()->m_World.DestroyEntity(this);
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}
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if (m_LifeSpan == -1)
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{
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GameServer()->m_World.DestroyEntity(this);
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}
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}
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void CProjectile::FillInfo(CNetObj_Projectile *pProj)
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{
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pProj->m_X = (int)m_Pos.x;
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pProj->m_Y = (int)m_Pos.y;
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pProj->m_VelX = (int)(m_Direction.x*100.0f);
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pProj->m_VelY = (int)(m_Direction.y*100.0f);
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pProj->m_StartTick = m_StartTick;
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pProj->m_Type = m_Type;
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}
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void CProjectile::Snap(int SnappingClient)
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{
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float Ct = (Server()->Tick()-m_StartTick)/(float)Server()->TickSpeed();
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2010-05-29 07:25:38 +00:00
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if(NetworkClipped(SnappingClient, GetPos(Ct)))
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return;
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CNetObj_Projectile *pProj = static_cast<CNetObj_Projectile *>(Server()->SnapNewItem(NETOBJTYPE_PROJECTILE, m_Id, sizeof(CNetObj_Projectile)));
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FillInfo(pProj);
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2008-08-14 18:25:44 +00:00
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}
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