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 "dragger.h"
#include <engine/config.h>
#include <engine/server.h>
#include <engine/shared/config.h>
#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
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#include <game/server/gamemodes/DDRace.h>
#include <game/server/player.h>
#include <game/server/teams.h>
#include <game/version.h>
#include "character.h"
CDragger::CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool NW,
int CaughtTeam, int Layer, int Number) :
CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
{
m_TargetID = -1;
m_Layer = Layer;
m_Number = Number;
m_Pos = Pos;
m_Strength = Strength;
m_EvalTick = Server()->Tick();
m_NW = NW;
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m_CaughtTeam = CaughtTeam;
GameWorld()->InsertEntity(this);
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for(int &SoloID : m_SoloIDs)
{
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SoloID = -1;
}
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for(int &SoloEntID : m_SoloEntIDs)
{
SoloEntID = -1;
}
}
void CDragger::Move()
{
if(m_TargetID >= 0)
{
CCharacter *pTarget = GameServer()->GetPlayerChar(m_TargetID);
if(!pTarget || pTarget->m_Super || pTarget->IsPaused() || (m_Layer == LAYER_SWITCH && m_Number && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pTarget->Team()]))
{
m_TargetID = -1;
}
}
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CCharacter *TempEnts[MAX_CLIENTS];
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mem_zero(TempEnts, sizeof(TempEnts));
for(int &SoloEntID : m_SoloEntIDs)
{
SoloEntID = -1;
}
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int Num = GameServer()->m_World.FindEntities(m_Pos, g_Config.m_SvDraggerRange,
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(CEntity **)TempEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
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int Id = -1;
int MinLen = 0;
CCharacter *Temp;
for(int i = 0; i < Num; i++)
{
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Temp = TempEnts[i];
m_SoloEntIDs[i] = Temp->GetPlayer()->GetCID();
if(Temp->Team() != m_CaughtTeam)
{
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m_SoloEntIDs[i] = -1;
continue;
}
if(m_Layer == LAYER_SWITCH && m_Number && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Temp->Team()])
{
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m_SoloEntIDs[i] = -1;
continue;
}
int Res =
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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()))
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m_SoloEntIDs[i] = -1;
}
else
{
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m_SoloEntIDs[i] = -1;
}
}
if(m_TargetID < 0)
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m_TargetID = Id != -1 ? TempEnts[Id]->GetPlayer()->GetCID() : -1;
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if(m_TargetID >= 0)
{
const CCharacter *pTarget = GameServer()->GetPlayerChar(m_TargetID);
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for(auto &SoloEntID : m_SoloEntIDs)
{
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if(GameServer()->GetPlayerChar(SoloEntID) == pTarget)
SoloEntID = -1;
}
}
}
void CDragger::Drag()
{
if(m_TargetID < 0)
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return;
CCharacter *pTarget = GameServer()->GetPlayerChar(m_TargetID);
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for(int i = -1; i < MAX_CLIENTS; i++)
{
if(i >= 0)
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pTarget = GameServer()->GetPlayerChar(m_SoloEntIDs[i]);
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if(!pTarget)
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continue;
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int Res = 0;
if(!m_NW)
Res = GameServer()->Collision()->IntersectNoLaser(m_Pos,
pTarget->m_Pos, 0, 0);
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else
Res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos,
pTarget->m_Pos, 0, 0);
if(Res || length(m_Pos - pTarget->m_Pos) > g_Config.m_SvDraggerRange)
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{
pTarget = 0;
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if(i == -1)
m_TargetID = -1;
else
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m_SoloEntIDs[i] = -1;
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}
else if(length(m_Pos - pTarget->m_Pos) > 28)
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{
vec2 Temp = pTarget->Core()->m_Vel + (normalize(m_Pos - pTarget->m_Pos) * m_Strength);
pTarget->Core()->m_Vel = ClampVel(pTarget->m_MoveRestrictions, Temp);
}
}
}
void CDragger::Reset()
{
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m_MarkedForDestroy = true;
}
void CDragger::Tick()
{
if(((CGameControllerDDRace *)GameServer()->m_pController)->m_Teams.GetTeamState(m_CaughtTeam) == 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);
if(index)
{
m_Core = GameServer()->Collision()->CpSpeed(index, Flags);
}
m_Pos += m_Core;
Move();
}
Drag();
}
void CDragger::Snap(int SnappingClient)
{
if(((CGameControllerDDRace *)GameServer()->m_pController)->m_Teams.GetTeamState(m_CaughtTeam) == CGameTeams::TEAMSTATE_EMPTY)
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return;
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if(NetworkClipped(SnappingClient, m_Pos))
return;
CCharacter *pChar = GameServer()->GetPlayerChar(SnappingClient);
if(SnappingClient != SERVER_DEMO_CLIENT && (GameServer()->m_apPlayers[SnappingClient]->GetTeam() == TEAM_SPECTATORS || GameServer()->m_apPlayers[SnappingClient]->IsPaused()) && GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID != SPEC_FREEVIEW)
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pChar = GameServer()->GetPlayerChar(GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID);
if(pChar && pChar->Team() != m_CaughtTeam)
return;
int SnappingClientVersion = SnappingClient != SERVER_DEMO_CLIENT ? GameServer()->GetClientVersion(SnappingClient) : CLIENT_VERSIONNR;
CNetObj_EntityEx *pEntData = 0;
if(SnappingClientVersion >= VERSION_DDNET_SWITCH)
{
pEntData = static_cast<CNetObj_EntityEx *>(Server()->SnapNewItem(NETOBJTYPE_ENTITYEX, GetID(), sizeof(CNetObj_EntityEx)));
if(pEntData)
{
pEntData->m_SwitchNumber = m_Number;
pEntData->m_Layer = m_Layer;
pEntData->m_EntityClass = clamp(ENTITYCLASS_DRAGGER_WEAK + round_to_int(m_Strength) - 1, (int)ENTITYCLASS_DRAGGER_WEAK, (int)ENTITYCLASS_DRAGGER_STRONG);
}
}
CCharacter *pTarget = m_TargetID < 0 ? 0 : GameServer()->GetPlayerChar(m_TargetID);
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for(int &SoloID : m_SoloIDs)
{
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if(SoloID == -1)
break;
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Server()->SnapFreeID(SoloID);
SoloID = -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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{
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pTarget = GameServer()->GetPlayerChar(m_SoloEntIDs[i]);
if(!pTarget)
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continue;
}
if(pTarget && NetworkClipped(SnappingClient, pTarget->m_Pos))
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continue;
if(i != -1 || SnappingClientVersion < VERSION_DDNET_SWITCH)
{
int Tick = (Server()->Tick() % Server()->TickSpeed()) % 11;
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if(pChar && m_Layer == LAYER_SWITCH && m_Number && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pChar->Team()] && (!Tick))
continue;
}
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// send to spectators only active draggers and some inactive from team 0
if(!pChar && !pTarget && m_CaughtTeam != 0)
continue;
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if(pChar && pTarget && pTarget->GetPlayer()->GetCID() != pChar->GetPlayer()->GetCID() && ((pChar->GetPlayer()->m_ShowOthers == SHOW_OTHERS_OFF && (pChar->Teams()->m_Core.GetSolo(SnappingClient) || pChar->Teams()->m_Core.GetSolo(pTarget->GetPlayer()->GetCID()))) || (pChar->GetPlayer()->m_ShowOthers == SHOW_OTHERS_ONLY_TEAM && !pTarget->SameTeam(SnappingClient))))
{
continue;
}
CNetObj_Laser *obj;
if(i == -1)
{
obj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(
NETOBJTYPE_LASER, GetID(), 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;
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obj->m_X = (int)m_Pos.x;
obj->m_Y = (int)m_Pos.y;
if(pTarget)
{
obj->m_FromX = (int)pTarget->m_Pos.x;
obj->m_FromY = (int)pTarget->m_Pos.y;
}
else
{
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obj->m_FromX = (int)m_Pos.x;
obj->m_FromY = (int)m_Pos.y;
}
if(pEntData && i == -1)
{
obj->m_StartTick = 0;
}
else
{
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)
{
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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];
// }
//}