2010-11-20 10:37:14 +00:00
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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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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#include "projectile.h"
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2008-08-14 18:25:44 +00:00
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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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2010-09-08 16:22:11 +00:00
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#include <game/server/teams.h>
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2008-08-14 18:25:44 +00:00
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2010-08-30 23:45:42 +00:00
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CProjectile::CProjectile
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(
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2010-08-23 21:40:23 +00:00
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CGameWorld *pGameWorld,
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int Type,
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int Owner,
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vec2 Pos,
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vec2 Dir,
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int Span,
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bool Freeze,
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bool Explosive,
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float Force,
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int SoundImpact,
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2010-11-13 13:22:19 +00:00
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int Weapon,
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int Layer,
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int Number
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2010-08-30 23:45:42 +00:00
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)
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2011-01-19 17:27:50 +00:00
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: CEntity(pGameWorld, CGameWorld::ENTTYPE_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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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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2011-04-11 22:27:52 +00:00
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2011-04-09 06:41:31 +00:00
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m_Layer = Layer;
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m_Number = Number;
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m_Freeze = Freeze;
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2010-05-29 07:25:38 +00:00
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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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2010-07-29 05:21:18 +00:00
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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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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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float Curvature = 0;
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float Speed = 0;
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2011-04-13 18:37:12 +00:00
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2010-05-29 07:25:38 +00:00
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switch(m_Type)
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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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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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2011-04-13 18:37:12 +00:00
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2010-05-29 07:25:38 +00:00
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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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2011-04-13 18:37:12 +00:00
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2010-05-29 07:25:38 +00:00
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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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2008-08-14 18:25:44 +00:00
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}
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2011-04-13 18:37:12 +00:00
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2010-05-29 07:25:38 +00:00
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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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2010-05-29 07:25:38 +00:00
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void CProjectile::Tick()
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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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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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2010-07-29 05:21:18 +00:00
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vec2 ColPos;
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vec2 NewPos;
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vec2 Speed = CurPos - PrevPos;
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2010-09-06 22:06:43 +00:00
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int Collide = GameServer()->Collision()->IntersectLine(PrevPos, CurPos, &ColPos, &NewPos, false);
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2011-07-21 01:13:59 +00:00
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CCharacter *pOwnerChar = 0;
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2008-08-14 18:25:44 +00:00
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2010-07-29 05:21:18 +00:00
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if(m_Owner >= 0)
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2011-07-21 01:13:59 +00:00
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pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
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2011-04-09 06:41:31 +00:00
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2011-07-21 01:13:59 +00:00
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CCharacter *pTargetChr = GameServer()->m_World.IntersectCharacter(PrevPos, ColPos, m_Freeze ? 1.0f : 6.0f, ColPos, pOwnerChar);
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2008-08-14 18:25:44 +00:00
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2010-07-29 05:21:18 +00:00
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if(m_LifeSpan > -1)
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m_LifeSpan--;
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2011-04-13 23:27:49 +00:00
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2010-09-22 19:01:09 +00:00
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int TeamMask = -1;
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2010-08-31 12:29:03 +00:00
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bool isWeaponCollide = false;
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2010-10-02 01:25:42 +00:00
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if
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(
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2011-07-21 01:13:59 +00:00
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pOwnerChar &&
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pTargetChr &&
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pOwnerChar->IsAlive() &&
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pTargetChr->IsAlive() &&
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!pTargetChr->CanCollide(m_Owner)
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2010-10-02 01:25:42 +00:00
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)
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{
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2010-09-22 19:01:09 +00:00
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isWeaponCollide = true;
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2010-10-23 12:15:29 +00:00
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//TeamMask = OwnerChar->Teams()->TeamMask( OwnerChar->Team());
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2010-09-22 19:01:09 +00:00
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}
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2011-07-21 01:13:59 +00:00
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if (pOwnerChar && pOwnerChar->IsAlive())
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2010-10-02 01:25:42 +00:00
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{
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2011-07-21 01:13:59 +00:00
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TeamMask = pOwnerChar->Teams()->TeamMask( pOwnerChar->Team());
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2010-10-02 01:25:42 +00:00
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}
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2011-07-25 20:16:20 +00:00
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if( ((pTargetChr && (pOwnerChar ? !(pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_GRENADE) : g_Config.m_SvHit || m_Owner == -1 || pTargetChr == pOwnerChar)) || Collide || GameLayerClipped(CurPos)) && !isWeaponCollide)//TODO:TEAM
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2010-08-31 12:29:03 +00:00
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{
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2011-07-21 01:13:59 +00:00
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if(m_Explosive/*??*/ && (!pTargetChr || (pTargetChr && !m_Freeze)))
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2010-07-29 05:21:18 +00:00
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{
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2011-07-21 01:13:59 +00:00
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GameServer()->CreateExplosion(ColPos, m_Owner, m_Weapon, m_Owner == -1, (!pTargetChr ? -1 : pTargetChr->Team()),
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2010-09-22 19:01:09 +00:00
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(m_Owner != -1)? TeamMask : -1);
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2011-04-09 06:41:31 +00:00
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GameServer()->CreateSound(ColPos, m_SoundImpact,
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2010-09-22 19:01:09 +00:00
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(m_Owner != -1)? TeamMask : -1);
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2010-07-29 05:21:18 +00:00
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}
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2011-07-21 01:13:59 +00:00
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else if(pTargetChr && m_Freeze && ((m_Layer == LAYER_SWITCH && GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pTargetChr->Team()]) || m_Layer != LAYER_SWITCH))
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pTargetChr->Freeze();
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2010-09-06 22:06:43 +00:00
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if(Collide && m_Bouncing != 0)
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2010-07-29 05:21:18 +00:00
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{
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m_StartTick = Server()->Tick();
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2010-10-11 18:19:13 +00:00
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m_Pos = NewPos+(-(m_Direction*4));
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2010-07-29 05:21:18 +00:00
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if (m_Bouncing == 1)
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2010-09-06 22:06:43 +00:00
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m_Direction.x = -m_Direction.x;
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else if(m_Bouncing == 2)
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2010-08-23 23:21:35 +00:00
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m_Direction.y =- m_Direction.y;
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2010-07-29 05:21:18 +00:00
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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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2010-10-02 01:25:42 +00:00
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GameServer()->CreateDamageInd(CurPos, -atan2(m_Direction.x, m_Direction.y), 10, (m_Owner != -1)? TeamMask : -1);
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2010-07-29 05:21:18 +00:00
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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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2011-04-11 22:27:52 +00:00
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if(m_LifeSpan == -1)
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2010-07-29 05:21:18 +00:00
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{
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2010-05-29 07:25:38 +00:00
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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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}
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2010-05-29 07:25:38 +00:00
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void CProjectile::FillInfo(CNetObj_Projectile *pProj)
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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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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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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::Snap(int SnappingClient)
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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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float Ct = (Server()->Tick()-m_StartTick)/(float)Server()->TickSpeed();
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2011-04-13 18:37:12 +00:00
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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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2008-08-14 18:25:44 +00:00
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return;
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2011-07-21 01:13:59 +00:00
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CCharacter* pSnapChar = GameServer()->GetPlayerChar(SnappingClient);
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2010-11-14 10:13:11 +00:00
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int Tick = (Server()->Tick()%Server()->TickSpeed())%((m_Explosive)?6:20);
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2011-07-21 01:13:59 +00:00
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if (pSnapChar && pSnapChar->IsAlive() && (m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pSnapChar->Team()] && (!Tick)))
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2011-04-19 13:15:40 +00:00
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return;
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2010-11-14 09:36:00 +00:00
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2011-07-21 01:13:59 +00:00
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if(pSnapChar && m_Owner != -1 && !pSnapChar->CanCollide(m_Owner))
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2010-10-02 01:25:42 +00:00
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return;
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2011-04-09 06:41:31 +00:00
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2011-02-12 10:40:36 +00:00
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CNetObj_Projectile *pProj = static_cast<CNetObj_Projectile *>(Server()->SnapNewItem(NETOBJTYPE_PROJECTILE, m_ID, sizeof(CNetObj_Projectile)));
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2010-12-16 02:29:08 +00:00
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if(pProj)
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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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2011-04-09 06:41:31 +00:00
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// DDRace
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void CProjectile::SetBouncing(int Value)
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{
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m_Bouncing = Value;
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}
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