ddnet/src/game/server/entities/projectile.cpp

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#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include <engine/shared/config.h>
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#include "projectile.h"
CProjectile::CProjectile(
CGameWorld *pGameWorld,
int Type,
int Owner,
vec2 Pos,
vec2 Dir,
int Span,
bool Freeze,
bool Explosive,
float Force,
int SoundImpact,
int Weapon)
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: CEntity(pGameWorld, NETOBJTYPE_PROJECTILE)
{
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m_Type = Type;
m_Pos = Pos;
m_StartPos = Pos;
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m_Direction = Dir;
m_StartDir = Dir;
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m_LifeSpan = Span;
m_Owner = Owner;
m_Force = Force;
//m_Damage = Damage;
m_Freeze = Freeze;
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m_SoundImpact = SoundImpact;
m_Weapon = Weapon;
m_StartTick = Server()->Tick();
m_Explosive = Explosive;
m_BouncePos=vec2(0,0);
m_ReBouncePos=vec2(0,0);
m_LastBounce=vec2(0,0);
m_PrevLastBounce=vec2(0,0);
m_LastRestart = 0;
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GameWorld()->InsertEntity(this);
}
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void CProjectile::Reset()
{
if(m_LifeSpan > -2)
GameServer()->m_World.DestroyEntity(this);
}
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vec2 CProjectile::GetPos(float Time)
{
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float Curvature = 0;
float Speed = 0;
switch(m_Type)
{
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case WEAPON_GRENADE:
Curvature = GameServer()->Tuning()->m_GrenadeCurvature;
Speed = GameServer()->Tuning()->m_GrenadeSpeed;
break;
case WEAPON_SHOTGUN:
Curvature = GameServer()->Tuning()->m_ShotgunCurvature;
Speed = GameServer()->Tuning()->m_ShotgunSpeed;
break;
case WEAPON_GUN:
Curvature = GameServer()->Tuning()->m_GunCurvature;
Speed = GameServer()->Tuning()->m_GunSpeed;
break;
}
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return CalcPos(m_Pos, m_Direction, Curvature, Speed, Time);
}
void CProjectile::SetBouncing(int Value)
{
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m_Bouncing = Value;
}
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void CProjectile::Tick()
{
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float Pt = (Server()->Tick()-m_StartTick-1)/(float)Server()->TickSpeed();
float Ct = (Server()->Tick()-m_StartTick)/(float)Server()->TickSpeed();
vec2 PrevPos = GetPos(Pt);
vec2 CurPos = GetPos(Ct);
vec2 ColPos;
vec2 NewPos;
vec2 Speed = CurPos - PrevPos;
int Collide = GameServer()->Collision()->IntersectLine(PrevPos, CurPos, &ColPos, &NewPos,false);
CCharacter *OwnerChar;
if(m_Owner >= 0)
OwnerChar = GameServer()->GetPlayerChar(m_Owner);
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CCharacter *TargetChr = GameServer()->m_World.IntersectCharacter(PrevPos, ColPos, (m_Freeze) ? 1.0f : 6.0f, ColPos, OwnerChar);
if(m_LifeSpan > -1)
m_LifeSpan--;
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if( (TargetChr && (g_Config.m_SvHit || TargetChr == OwnerChar)) || Collide)//TODO:TEAM
{
if(m_Explosive/*??*/ && (!TargetChr || (TargetChr && !m_Freeze)))
{
GameServer()->CreateExplosion(ColPos, m_Owner, m_Weapon, false);
GameServer()->CreateSound(ColPos, m_SoundImpact);
}
else if(TargetChr && m_Freeze)
TargetChr->Freeze(Server()->TickSpeed()*3);
if (Collide && m_Bouncing != 0)
{
m_StartTick = Server()->Tick();
m_Pos = NewPos;
if(g_Config.m_SvShotgunReset > m_LastRestart)
{
m_Pos = m_StartPos;
m_Direction = m_StartDir;
m_StartTick = Server()->Tick();
}
if (m_Bouncing == 1)
{
m_PrevLastBounce.x = m_LastBounce.x;
m_LastBounce.x = m_Pos.x;
if(!m_BouncePos.x)
m_BouncePos.x=m_Pos.x;
else if (!m_ReBouncePos.x)
m_ReBouncePos.x=m_Pos.x;
m_Direction.x =- m_Direction.x;
if(!((m_PrevLastBounce.x+1 == m_BouncePos.x || m_PrevLastBounce.x-1 == m_BouncePos.x || m_PrevLastBounce.x == m_BouncePos.x) && (m_LastBounce.x == m_ReBouncePos.x || m_LastBounce.x+1 == m_ReBouncePos.x || m_LastBounce.x-1 == m_ReBouncePos.x)) && !((m_LastBounce.x == m_BouncePos.x || m_LastBounce.x+1 == m_BouncePos.x || m_LastBounce.x-1 == m_BouncePos.x) && (m_PrevLastBounce.x+1 == m_ReBouncePos.x || m_PrevLastBounce.x-1 == m_ReBouncePos.x || m_PrevLastBounce.x == m_ReBouncePos.x)))
{
/*int bx=(int)m_BouncePos.x;
int rbx=(int)m_ReBouncePos.x;
int lbx=(int)m_LastBounce.x;
int plbx=(int)m_PrevLastBounce.x;
dbg_msg("m_BouncePos","%d",bx);
dbg_msg("m_ReBouncePos","%d",rbx);
dbg_msg("m_LastBounce","%d",lbx);
dbg_msg("m_PrevLastBounce","%d",plbx);
m_Pos.x=m_AvgPos.x;*/
g_Config.m_SvShotgunReset++;
dbg_msg("CrazyShotgun","Warning Horizontal Crazy Shotgun Out of bounds");
/*int x=(int)m_Pos.x;
dbg_msg("RePos","%d",x);*/
}
}
else if (m_Bouncing == 2)
{
m_PrevLastBounce.y = m_LastBounce.y;
m_LastBounce.y = m_Pos.y;
if(!m_BouncePos.y)
m_BouncePos.y=m_Pos.y;
else if (!m_ReBouncePos.y)
m_ReBouncePos.y=m_Pos.y;
m_Direction.y =- m_Direction.y;
if(!((m_PrevLastBounce.y+1 == m_BouncePos.y || m_PrevLastBounce.y-1 == m_BouncePos.y || m_PrevLastBounce.y == m_BouncePos.y) && (m_LastBounce.y == m_ReBouncePos.y || m_LastBounce.y+1 == m_ReBouncePos.y || m_LastBounce.y-1 == m_ReBouncePos.y)) && !((m_LastBounce.y == m_BouncePos.y || m_LastBounce.y+1 == m_BouncePos.y || m_LastBounce.y-1 == m_BouncePos.y) && (m_PrevLastBounce.y+1 == m_ReBouncePos.y || m_PrevLastBounce.y-1 == m_ReBouncePos.y || m_PrevLastBounce.y == m_ReBouncePos.y)))
{
/*int by=(int)m_BouncePos.y;
int rby=(int)m_ReBouncePos.y;
int lby=(int)m_LastBounce.y;
int plby=(int)m_PrevLastBounce.y;
dbg_msg("m_BouncePos","%d",by);
dbg_msg("m_ReBouncePos","%d",rby);
dbg_msg("m_LastBounce","%d",lby);
dbg_msg("m_PrevLastBounce","%d",plby);
m_Pos=m_AvgPos;*/
g_Config.m_SvShotgunReset++;
dbg_msg("CrazyShotgun","Warning Vertical Crazy Shotgun Out of bounds");
/*int y=(int)m_Pos.y;
dbg_msg("RePos","%d",y);*/
}
}
m_Pos += m_Direction;
}
else if (m_Weapon == WEAPON_GUN)
{
GameServer()->CreateDamageInd(CurPos, -atan2(m_Direction.x, m_Direction.y), 10);
GameServer()->m_World.DestroyEntity(this);
}
else
if (!m_Freeze)
GameServer()->m_World.DestroyEntity(this);
}
if (m_LifeSpan == -1)
{
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GameServer()->m_World.DestroyEntity(this);
}
}
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void CProjectile::FillInfo(CNetObj_Projectile *pProj)
{
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pProj->m_X = (int)m_Pos.x;
pProj->m_Y = (int)m_Pos.y;
pProj->m_VelX = (int)(m_Direction.x*100.0f);
pProj->m_VelY = (int)(m_Direction.y*100.0f);
pProj->m_StartTick = m_StartTick;
pProj->m_Type = m_Type;
}
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void CProjectile::Snap(int SnappingClient)
{
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float Ct = (Server()->Tick()-m_StartTick)/(float)Server()->TickSpeed();
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if(NetworkClipped(SnappingClient, GetPos(Ct)))
return;
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CNetObj_Projectile *pProj = static_cast<CNetObj_Projectile *>(Server()->SnapNewItem(NETOBJTYPE_PROJECTILE, m_Id, sizeof(CNetObj_Projectile)));
FillInfo(pProj);
}