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

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/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
#include <engine/config.h>
#include <engine/server.h>
#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
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#include <game/server/teams.h>
#include <game/server/gamemodes/DDRace.h>
#include "dragger.h"
const int LENGTH = 700;
CDragger::CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool NW,
int CatchedTeam, int Layer, int Number) :
CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
{
m_Layer = Layer;
m_Number = Number;
m_Pos = Pos;
m_Strength = Strength;
m_EvalTick = Server()->Tick();
m_NW = NW;
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m_CatchedTeam = CatchedTeam;
GameWorld()->InsertEntity(this);
for (int i = 0; i < MAX_CLIENTS; i++)
{
m_SoloIDs[i] = -1;
}
}
void CDragger::Move()
{
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if (m_Target && (!m_Target->IsAlive() || (m_Target->IsAlive()
&& (m_Target->m_Super || m_Target->IsPaused()
|| (m_Layer == LAYER_SWITCH
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&& !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[m_Target->Team()])))))
m_Target = 0;
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mem_zero(m_SoloEnts, sizeof(m_SoloEnts));
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CCharacter *TempEnts[MAX_CLIENTS];
int Num = GameServer()->m_World.FindEntities(m_Pos, LENGTH,
(CEntity**) m_SoloEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
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mem_copy(TempEnts, m_SoloEnts, sizeof(TempEnts));
int Id = -1;
int MinLen = 0;
CCharacter *Temp;
for (int i = 0; i < Num; i++)
{
Temp = m_SoloEnts[i];
if (Temp->Team() != m_CatchedTeam)
{
m_SoloEnts[i] = 0;
continue;
}
if (m_Layer == LAYER_SWITCH
&& !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Temp->Team()])
{
m_SoloEnts[i] = 0;
continue;
}
int Res =
m_NW ? GameServer()->Collision()->IntersectNoLaserNW(m_Pos,
Temp->m_Pos, 0, 0) :
GameServer()->Collision()->IntersectNoLaser(m_Pos,
Temp->m_Pos, 0, 0);
if (Res == 0)
{
int Len = length(Temp->m_Pos - m_Pos);
if (MinLen == 0 || MinLen > Len)
{
MinLen = Len;
Id = i;
}
if (!Temp->Teams()->m_Core.GetSolo(Temp->GetPlayer()->GetCID()))
m_SoloEnts[i] = 0;
}
else
{
m_SoloEnts[i] = 0;
}
}
if (!m_Target)
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m_Target = Id != -1 ? TempEnts[Id] : 0;
if (m_Target)
{
for (int i = 0; i < MAX_CLIENTS; i++)
{
if (m_SoloEnts[i] == m_Target)
m_SoloEnts[i] = 0;
}
}
}
void CDragger::Drag()
{
if (m_Target)
{
CCharacter *Target = m_Target;
for (int i = -1; i < MAX_CLIENTS; i++)
{
if (i >= 0)
Target = m_SoloEnts[i];
if (!Target)
continue;
int Res = 0;
if (!m_NW)
Res = GameServer()->Collision()->IntersectNoLaser(m_Pos,
Target->m_Pos, 0, 0);
else
Res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos,
Target->m_Pos, 0, 0);
if (Res || length(m_Pos - Target->m_Pos) > 700)
{
Target = 0;
if (i == -1)
m_Target = 0;
else
m_SoloEnts[i] = 0;
}
else if (length(m_Pos - Target->m_Pos) > 28)
{
vec2 Temp = Target->Core()->m_Vel
+ (normalize(m_Pos - Target->m_Pos) * m_Strength);
if (Temp.x > 0
&& ((Target->m_TileIndex == TILE_STOP
&& Target->m_TileFlags == ROTATION_270)
|| (Target->m_TileIndexL == TILE_STOP
&& Target->m_TileFlagsL == ROTATION_270)
|| (Target->m_TileIndexL == TILE_STOPS
&& (Target->m_TileFlagsL == ROTATION_90
|| Target->m_TileFlagsL
== ROTATION_270))
|| (Target->m_TileIndexL == TILE_STOPA)
|| (Target->m_TileFIndex == TILE_STOP
&& Target->m_TileFFlags == ROTATION_270)
|| (Target->m_TileFIndexL == TILE_STOP
&& Target->m_TileFFlagsL == ROTATION_270)
|| (Target->m_TileFIndexL == TILE_STOPS
&& (Target->m_TileFFlagsL == ROTATION_90
|| Target->m_TileFFlagsL
== ROTATION_270))
|| (Target->m_TileFIndexL == TILE_STOPA)
|| (Target->m_TileSIndex == TILE_STOP
&& Target->m_TileSFlags == ROTATION_270)
|| (Target->m_TileSIndexL == TILE_STOP
&& Target->m_TileSFlagsL == ROTATION_270)
|| (Target->m_TileSIndexL == TILE_STOPS
&& (Target->m_TileSFlagsL == ROTATION_90
|| Target->m_TileSFlagsL
== ROTATION_270))
|| (Target->m_TileSIndexL == TILE_STOPA)))
Temp.x = 0;
if (Temp.x < 0
&& ((Target->m_TileIndex == TILE_STOP
&& Target->m_TileFlags == ROTATION_90)
|| (Target->m_TileIndexR == TILE_STOP
&& Target->m_TileFlagsR == ROTATION_90)
|| (Target->m_TileIndexR == TILE_STOPS
&& (Target->m_TileFlagsR == ROTATION_90
|| Target->m_TileFlagsR
== ROTATION_270))
|| (Target->m_TileIndexR == TILE_STOPA)
|| (Target->m_TileFIndex == TILE_STOP
&& Target->m_TileFFlags == ROTATION_90)
|| (Target->m_TileFIndexR == TILE_STOP
&& Target->m_TileFFlagsR == ROTATION_90)
|| (Target->m_TileFIndexR == TILE_STOPS
&& (Target->m_TileFFlagsR == ROTATION_90
|| Target->m_TileFFlagsR
== ROTATION_270))
|| (Target->m_TileFIndexR == TILE_STOPA)
|| (Target->m_TileSIndex == TILE_STOP
&& Target->m_TileSFlags == ROTATION_90)
|| (Target->m_TileSIndexR == TILE_STOP
&& Target->m_TileSFlagsR == ROTATION_90)
|| (Target->m_TileSIndexR == TILE_STOPS
&& (Target->m_TileSFlagsR == ROTATION_90
|| Target->m_TileSFlagsR
== ROTATION_270))
|| (Target->m_TileSIndexR == TILE_STOPA)))
Temp.x = 0;
if (Temp.y < 0
&& ((Target->m_TileIndex == TILE_STOP
&& Target->m_TileFlags == ROTATION_180)
|| (Target->m_TileIndexB == TILE_STOP
&& Target->m_TileFlagsB == ROTATION_180)
|| (Target->m_TileIndexB == TILE_STOPS
&& (Target->m_TileFlagsB == ROTATION_0
|| Target->m_TileFlagsB
== ROTATION_180))
|| (Target->m_TileIndexB == TILE_STOPA)
|| (Target->m_TileFIndex == TILE_STOP
&& Target->m_TileFFlags == ROTATION_180)
|| (Target->m_TileFIndexB == TILE_STOP
&& Target->m_TileFFlagsB == ROTATION_180)
|| (Target->m_TileFIndexB == TILE_STOPS
&& (Target->m_TileFFlagsB == ROTATION_0
|| Target->m_TileFFlagsB
== ROTATION_180))
|| (Target->m_TileFIndexB == TILE_STOPA)
|| (Target->m_TileSIndex == TILE_STOP
&& Target->m_TileSFlags == ROTATION_180)
|| (Target->m_TileSIndexB == TILE_STOP
&& Target->m_TileSFlagsB == ROTATION_180)
|| (Target->m_TileSIndexB == TILE_STOPS
&& (Target->m_TileSFlagsB == ROTATION_0
|| Target->m_TileSFlagsB
== ROTATION_180))
|| (Target->m_TileSIndexB == TILE_STOPA)))
Temp.y = 0;
if (Temp.y > 0
&& ((Target->m_TileIndex == TILE_STOP
&& Target->m_TileFlags == ROTATION_0)
|| (Target->m_TileIndexT == TILE_STOP
&& Target->m_TileFlagsT == ROTATION_0)
|| (Target->m_TileIndexT == TILE_STOPS
&& (Target->m_TileFlagsT == ROTATION_0
|| Target->m_TileFlagsT
== ROTATION_180))
|| (Target->m_TileIndexT == TILE_STOPA)
|| (Target->m_TileFIndex == TILE_STOP
&& Target->m_TileFFlags == ROTATION_0)
|| (Target->m_TileFIndexT == TILE_STOP
&& Target->m_TileFFlagsT == ROTATION_0)
|| (Target->m_TileFIndexT == TILE_STOPS
&& (Target->m_TileFFlagsT == ROTATION_0
|| Target->m_TileFFlagsT
== ROTATION_180))
|| (Target->m_TileFIndexT == TILE_STOPA)
|| (Target->m_TileSIndex == TILE_STOP
&& Target->m_TileSFlags == ROTATION_0)
|| (Target->m_TileSIndexT == TILE_STOP
&& Target->m_TileSFlagsT == ROTATION_0)
|| (Target->m_TileSIndexT == TILE_STOPS
&& (Target->m_TileSFlagsT == ROTATION_0
|| Target->m_TileSFlagsT
== ROTATION_180))
|| (Target->m_TileSIndexT == TILE_STOPA)))
Temp.y = 0;
Target->Core()->m_Vel = Temp;
}
}
}
}
void CDragger::Reset()
{
GameServer()->m_World.DestroyEntity(this);
}
void CDragger::Tick()
{
if (((CGameControllerDDRace*) GameServer()->m_pController)->m_Teams.GetTeamState(
m_CatchedTeam) == CGameTeams::TEAMSTATE_EMPTY)
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return;
if (Server()->Tick() % int(Server()->TickSpeed() * 0.15f) == 0)
{
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int Flags;
m_EvalTick = Server()->Tick();
int index = GameServer()->Collision()->IsMover(m_Pos.x, m_Pos.y,
&Flags);
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if (index)
{
m_Core = GameServer()->Collision()->CpSpeed(index, Flags);
}
m_Pos += m_Core;
Move();
}
Drag();
return;
}
void CDragger::Snap(int SnappingClient)
{
if (((CGameControllerDDRace*) GameServer()->m_pController)->m_Teams.GetTeamState(
m_CatchedTeam) == CGameTeams::TEAMSTATE_EMPTY)
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return;
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CCharacter *Target = m_Target;
for (int i = 0; i < MAX_CLIENTS; i++)
{
if (m_SoloIDs[i] == -1)
break;
Server()->SnapFreeID(m_SoloIDs[i]);
m_SoloIDs[i] = -1;
}
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int pos = 0;
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for (int i = -1; i < MAX_CLIENTS; i++)
{
if (i >= 0)
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{
Target = m_SoloEnts[i];
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if (!Target)
continue;
}
if (Target)
{
if (NetworkClipped(SnappingClient, m_Pos)
&& NetworkClipped(SnappingClient, Target->m_Pos))
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continue;
}
else if (NetworkClipped(SnappingClient, m_Pos))
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continue;
CCharacter * Char = GameServer()->GetPlayerChar(SnappingClient);
if(SnappingClient > -1 && (GameServer()->m_apPlayers[SnappingClient]->GetTeam() == -1
|| GameServer()->m_apPlayers[SnappingClient]->m_Paused)
&& GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID != SPEC_FREEVIEW)
Char = GameServer()->GetPlayerChar(GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID);
int Tick = (Server()->Tick() % Server()->TickSpeed()) % 11;
if (Char && Char->IsAlive()
&& (m_Layer == LAYER_SWITCH
&& !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()]
&& (!Tick)))
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continue;
if (Char && Char->IsAlive())
{
if (Char->Team() != m_CatchedTeam)
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continue;
}
else
{
// send to spectators only active draggers and some inactive from team 0
if (!((Target && Target->IsAlive()) || m_CatchedTeam == 0))
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continue;
}
if (Char && Char->IsAlive() && Target && Target->IsAlive() && Target->GetPlayer()->GetCID() != Char->GetPlayer()->GetCID() && !Char->GetPlayer()->m_ShowOthers &&
(Char->Teams()->m_Core.GetSolo(SnappingClient) || Char->Teams()->m_Core.GetSolo(Target->GetPlayer()->GetCID())))
{
continue;
}
CNetObj_Laser *obj;
if (i == -1)
{
obj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(
NETOBJTYPE_LASER, m_ID, sizeof(CNetObj_Laser)));
}
else
{
m_SoloIDs[pos] = Server()->SnapNewID();
obj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem( // TODO: Have to free IDs again?
NETOBJTYPE_LASER, m_SoloIDs[pos], sizeof(CNetObj_Laser)));
pos++;
}
if (!obj)
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continue;
obj->m_X = (int) m_Pos.x;
obj->m_Y = (int) m_Pos.y;
if (Target)
{
obj->m_FromX = (int) Target->m_Pos.x;
obj->m_FromY = (int) Target->m_Pos.y;
}
else
{
obj->m_FromX = (int) m_Pos.x;
obj->m_FromY = (int) m_Pos.y;
}
int StartTick = m_EvalTick;
if (StartTick < Server()->Tick() - 4)
StartTick = Server()->Tick() - 4;
else if (StartTick > Server()->Tick())
StartTick = Server()->Tick();
obj->m_StartTick = StartTick;
}
}
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CDraggerTeam::CDraggerTeam(CGameWorld *pGameWorld, vec2 Pos, float Strength,
bool NW, int Layer, int Number)
{
for (int i = 0; i < MAX_CLIENTS; ++i)
{
m_Draggers[i] = new CDragger(pGameWorld, Pos, Strength, NW, i, Layer,
Number);
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}
}
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//CDraggerTeam::~CDraggerTeam() {
//for(int i = 0; i < MAX_CLIENTS; ++i) {
// delete m_Draggers[i];
//}
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//}