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

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#include <new>
#include <stdio.h>
#include <string.h>
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#include <engine/shared/config.h>
#include <engine/server/server.h>
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#include <game/server/gamecontext.h>
#include <game/mapitems.h>
#include <game/server/gamemodes/DDRace.h>
#include <game/server/score.h>
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#include "character.h"
#include "laser.h"
#include "light.h"
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#include "projectile.h"
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//input count
struct CInputCount
{
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int m_Presses;
int m_Releases;
};
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CInputCount CountInput(int Prev, int Cur)
{
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CInputCount c = {0, 0};
Prev &= INPUT_STATE_MASK;
Cur &= INPUT_STATE_MASK;
int i = Prev;
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while(i != Cur)
{
i = (i+1)&INPUT_STATE_MASK;
if(i&1)
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c.m_Presses++;
else
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c.m_Releases++;
}
return c;
}
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MACRO_ALLOC_POOL_ID_IMPL(CCharacter, MAX_CLIENTS)
// Character, "physical" m_pPlayer's part
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CCharacter::CCharacter(CGameWorld *pWorld)
: CEntity(pWorld, NETOBJTYPE_CHARACTER)
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{
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m_ProximityRadius = ms_PhysSize;
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m_Health = 0;
m_Armor = 0;
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}
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void CCharacter::Reset()
{
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Destroy();
}
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bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos)
{
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m_PlayerState = PLAYERSTATE_UNKNOWN;
m_EmoteStop = -1;
m_LastAction = -1;
m_ActiveWeapon = WEAPON_GUN;
m_LastWeapon = WEAPON_HAMMER;
m_QueuedWeapon = -1;
m_CpActive = -2;
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m_pPlayer = pPlayer;
m_Pos = Pos;
m_OlderPos = Pos;
m_OldPos = Pos;
m_RaceState = RACE_NONE;
m_PrevPos = Pos;
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m_Core.Reset();
m_BroadTime = true;
m_BroadCast = true;
m_EyeEmote = true;
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m_Core.Init(&GameServer()->m_World.m_Core, GameServer()->Collision());
m_Core.m_Pos = m_Pos;
GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = &m_Core;
m_ReckoningTick = 0;
mem_zero(&m_SendCore, sizeof(m_SendCore));
mem_zero(&m_ReckoningCore, sizeof(m_ReckoningCore));
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GameServer()->m_World.InsertEntity(this);
m_Alive = true;
if(m_pPlayer->m_RconFreeze) Freeze(-1);
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GameServer()->m_pController->OnCharacterSpawn(this);
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return true;
}
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void CCharacter::Destroy()
{
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GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0;
m_Alive = false;
}
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void CCharacter::SetWeapon(int W)
{
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if(W == m_ActiveWeapon)
return;
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m_LastWeapon = m_ActiveWeapon;
m_QueuedWeapon = -1;
m_ActiveWeapon = W;
GameServer()->CreateSound(m_Pos, SOUND_WEAPON_SWITCH);
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if(m_ActiveWeapon < 0 || m_ActiveWeapon >= NUM_WEAPONS)
m_ActiveWeapon = 0;
}
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bool CCharacter::IsGrounded()
{
if(GameServer()->Collision()->CheckPoint(m_Pos.x+m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5))
return true;
if(GameServer()->Collision()->CheckPoint(m_Pos.x-m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5))
return true;
return false;
}
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void CCharacter::HandleNinja()
{
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if(m_ActiveWeapon != WEAPON_NINJA)
return;
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vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
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if ((Server()->Tick() - m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000))
{
// time's up, return
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m_aWeapons[WEAPON_NINJA].m_Got = false;
m_ActiveWeapon = m_LastWeapon;
if(m_ActiveWeapon == WEAPON_NINJA)
m_ActiveWeapon = WEAPON_GUN;
Direction= normalize(vec2(0,0)) ;
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SetWeapon(m_ActiveWeapon);
return;
}
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// force ninja Weapon
SetWeapon(WEAPON_NINJA);
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m_Ninja.m_CurrentMoveTime--;
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if (m_Ninja.m_CurrentMoveTime == 0)
{
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// reset velocity
m_Core.m_Vel *= 0.2f;
}
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if (m_Ninja.m_CurrentMoveTime > 0)
{
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// Set velocity
m_Core.m_Vel = m_Ninja.m_ActivationDir * g_pData->m_Weapons.m_Ninja.m_Velocity;
vec2 OldPos = m_Pos;
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GameServer()->Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(m_ProximityRadius, m_ProximityRadius), 0.f);
// reset velocity so the client doesn't predict stuff
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m_Core.m_Vel = vec2(0.f, 0.f);
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// check if we Hit anything along the way
{
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CCharacter *aEnts[64];
vec2 Dir = m_Pos - OldPos;
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float Radius = m_ProximityRadius * 2.0f;
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vec2 Center = OldPos + Dir * 0.5f;
int Num = GameServer()->m_World.FindEntities(Center, Radius, (CEntity**)aEnts, 64, NETOBJTYPE_CHARACTER);
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for (int i = 0; i < Num; ++i)
{
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if (aEnts[i] == this)
continue;
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// make sure we haven't Hit this object before
bool bAlreadyHit = false;
for (int j = 0; j < m_NumObjectsHit; j++)
{
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if (m_apHitObjects[j] == aEnts[i])
bAlreadyHit = true;
}
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if (bAlreadyHit)
continue;
// check so we are sufficiently close
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if (distance(aEnts[i]->m_Pos, m_Pos) > (m_ProximityRadius * 2.0f))
continue;
// Hit a m_pPlayer, give him damage and stuffs...
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GameServer()->CreateSound(aEnts[i]->m_Pos, SOUND_NINJA_HIT);
// set his velocity to fast upward (for now)
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if(m_NumObjectsHit < 10)
m_apHitObjects[m_NumObjectsHit++] = aEnts[i];
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aEnts[i]->TakeDamage(vec2(0, 10.0f), g_pData->m_Weapons.m_Ninja.m_pBase->m_Damage, m_pPlayer->GetCID(), WEAPON_NINJA);
}
}
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return;
}
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return;
}
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void CCharacter::DoWeaponSwitch()
{
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// make sure we can switch
if(m_ReloadTimer != 0 || m_QueuedWeapon == -1 || m_aWeapons[WEAPON_NINJA].m_Got)
return;
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// switch Weapon
SetWeapon(m_QueuedWeapon);
}
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void CCharacter::HandleWeaponSwitch()
{
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int WantedWeapon = m_ActiveWeapon;
if(m_QueuedWeapon != -1)
WantedWeapon = m_QueuedWeapon;
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// select Weapon
int Next = CountInput(m_LatestPrevInput.m_NextWeapon, m_LatestInput.m_NextWeapon).m_Presses;
int Prev = CountInput(m_LatestPrevInput.m_PrevWeapon, m_LatestInput.m_PrevWeapon).m_Presses;
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if(Next < 128) // make sure we only try sane stuff
{
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while(Next) // Next Weapon selection
{
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WantedWeapon = (WantedWeapon+1)%NUM_WEAPONS;
if(m_aWeapons[WantedWeapon].m_Got)
Next--;
}
}
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if(Prev < 128) // make sure we only try sane stuff
{
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while(Prev) // Prev Weapon selection
{
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WantedWeapon = (WantedWeapon-1)<0?NUM_WEAPONS-1:WantedWeapon-1;
if(m_aWeapons[WantedWeapon].m_Got)
Prev--;
}
}
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// Direct Weapon selection
if(m_LatestInput.m_WantedWeapon)
WantedWeapon = m_Input.m_WantedWeapon-1;
// check for insane values
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if(WantedWeapon >= 0 && WantedWeapon < NUM_WEAPONS && WantedWeapon != m_ActiveWeapon && m_aWeapons[WantedWeapon].m_Got)
m_QueuedWeapon = WantedWeapon;
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DoWeaponSwitch();
}
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void CCharacter::FireWeapon()
{
if(m_ReloadTimer != 0 /*|| m_FreezeTime > 0*/)
return;
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DoWeaponSwitch();
vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
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bool FullAuto = false;
if(m_ActiveWeapon == WEAPON_GRENADE || m_ActiveWeapon == WEAPON_SHOTGUN || m_ActiveWeapon == WEAPON_RIFLE)
FullAuto = true;
// check if we gonna fire
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bool WillFire = false;
if(CountInput(m_LatestPrevInput.m_Fire, m_LatestInput.m_Fire).m_Presses)
WillFire = true;
if((FullAuto || m_Super) && (m_LatestInput.m_Fire&1) && m_aWeapons[m_ActiveWeapon].m_Ammo)
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WillFire = true;
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if(!WillFire)
return;
// check for ammo
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if(!m_aWeapons[m_ActiveWeapon].m_Ammo)
{
// 125ms is a magical limit of how fast a human can click
m_ReloadTimer = 1 * Server()->TickSpeed();
GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG);
return;
}
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vec2 ProjStartPos = m_Pos+Direction*m_ProximityRadius*0.75f;
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switch(m_ActiveWeapon)
{
case WEAPON_HAMMER:
{
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// reset objects Hit
m_NumObjectsHit = 0;
GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE);
if (!g_Config.m_SvHit) break;
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CCharacter *aEnts[64];
int Hits = 0;
int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*0.5f, (CEntity**)aEnts,
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64, NETOBJTYPE_CHARACTER);
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for (int i = 0; i < Num; ++i)
{
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CCharacter *Target = aEnts[i];
//for DDRace mod or any other mod, which needs hammer hits through the wall remove second condition
if ((Target == this) /*|| GameServer()->Collision()->IntersectLine(ProjStartPos, Target->m_Pos, NULL, NULL)*/)
continue;
// set his velocity to fast upward (for now)
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GameServer()->CreateHammerHit(m_Pos);
aEnts[i]->TakeDamage(vec2(0.f, -1.f), g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage, m_pPlayer->GetCID(), m_ActiveWeapon);
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vec2 Dir;
if (length(Target->m_Pos - m_Pos) > 0.0f)
Dir = normalize(Target->m_Pos - m_Pos);
else
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Dir = vec2(0.f, -1.f);
Target->m_Core.m_Vel += normalize(Dir + vec2(0.f, -1.1f)) * 10.0f * (m_HammerType + 1);
Target->UnFreeze();
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Hits++;
}
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// if we Hit anything, we have to wait for the reload
if(Hits)
m_ReloadTimer = Server()->TickSpeed()/3;
} break;
case WEAPON_GUN:
{
CProjectile *Proj = new CProjectile
(
GameWorld(),
WEAPON_GUN,//Type
m_pPlayer->GetCID(),//Owner
ProjStartPos,//Pos
Direction,//Dir
(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_GunLifetime),//Span
0,//Freeze
0,//Explosive
0,//Force
-1,//SoundImpact
WEAPON_GUN//Weapon
);
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// pack the Projectile and send it to the client Directly
CNetObj_Projectile p;
Proj->FillInfo(&p);
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CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
Msg.AddInt(1);
for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
Msg.AddInt(((int *)&p)[i]);
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Server()->SendMsg(&Msg, 0, m_pPlayer->GetCID());
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GameServer()->CreateSound(m_Pos, SOUND_GUN_FIRE);
} break;
case WEAPON_SHOTGUN:
{
new CLaser(&GameServer()->m_World, m_Pos, Direction, GameServer()->Tuning()->m_LaserReach, m_pPlayer->GetCID(), 1);
GameServer()->CreateSound(m_Pos, SOUND_SHOTGUN_FIRE);
/*int ShotSpread = 2;
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CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
Msg.AddInt(ShotSpread*2+1);
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for(int i = -ShotSpread; i <= ShotSpread; ++i)
{
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float Spreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f};
float a = GetAngle(Direction);
a += Spreading[i+2];
float v = 1-(absolute(i)/(float)ShotSpread);
float Speed = mix((float)GameServer()->Tuning()->m_ShotgunSpeeddiff, 1.0f, v);
CProjectile *Proj = new CProjectile(GameWorld(), WEAPON_SHOTGUN,
m_pPlayer->GetCID(),
ProjStartPos,
vec2(cosf(a), sinf(a))*Speed,
(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_Shotm_GunLifetime),
1, 0, 0, -1, WEAPON_SHOTGUN);
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// pack the Projectile and send it to the client Directly
CNetObj_Projectile p;
Proj->FillInfo(&p);
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for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
Msg.AddInt(((int *)&p)[i]);
}
Server()->SendMsg(&Msg, 0,m_pPlayer->GetCID());
GameServer()->CreateSound(m_Pos, SOUND_SHOTGUN_FIRE);*/
} break;
case WEAPON_GRENADE:
{
CProjectile *Proj = new CProjectile
(
GameWorld(),
WEAPON_GRENADE,//Type
m_pPlayer->GetCID(),//Owner
ProjStartPos,//Pos
Direction,//Dir
(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_GrenadeLifetime),//Span
0,//Freeze
true,//Explosive
0,//Force
SOUND_GRENADE_EXPLODE,//SoundImpact
WEAPON_GRENADE//Weapon
);//SoundImpact
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// pack the Projectile and send it to the client Directly
CNetObj_Projectile p;
Proj->FillInfo(&p);
CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
Msg.AddInt(1);
for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
Msg.AddInt(((int *)&p)[i]);
Server()->SendMsg(&Msg, 0, m_pPlayer->GetCID());
GameServer()->CreateSound(m_Pos, SOUND_GRENADE_FIRE);
} break;
case WEAPON_RIFLE:
{
new CLaser(GameWorld(), m_Pos, Direction, GameServer()->Tuning()->m_LaserReach, m_pPlayer->GetCID(), 0);
//GameServer()->CreateSound(m_Pos, SOUND_RIFLE_FIRE);
} break;
case WEAPON_NINJA:
{
// reset Hit objects
m_NumObjectsHit = 0;
m_AttackTick = Server()->Tick();
m_Ninja.m_ActivationDir = Direction;
//m_Ninja.m_CurrentMoveTime = g_pData->m_Weapons.m_Ninja.m_Movetime * Server()->TickSpeed() / 1000;
m_Ninja.m_CurrentMoveTime = 10;
//GameServer()->CreateSound(m_Pos, SOUND_NINJA_FIRE);
} break;
}
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m_AttackTick = Server()->Tick();
/*
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if(m_aWeapons[m_ActiveWeapon].m_Ammo > 0) // -1 == unlimited
m_aWeapons[m_ActiveWeapon].m_Ammo--;
*/
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if(!m_ReloadTimer)
m_ReloadTimer = g_pData->m_Weapons.m_aId[m_ActiveWeapon].m_Firedelay * Server()->TickSpeed() / 1000;
}
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void CCharacter::HandleWeapons()
{
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//ninja
HandleNinja();
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vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
// check reload timer
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if(m_ReloadTimer)
{
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m_ReloadTimer--;
return;
}
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// fire Weapon, if wanted
FireWeapon();
/*
// ammo regen
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int AmmoRegenTime = g_pData->m_Weapons.m_aId[m_ActiveWeapon].m_Ammoregentime;
if(AmmoRegenTime)
{
// If equipped and not active, regen ammo?
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if (m_ReloadTimer <= 0)
{
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if (m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart < 0)
m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart = Server()->Tick();
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if ((Server()->Tick() - m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart) >= AmmoRegenTime * Server()->TickSpeed() / 1000)
{
// Add some ammo
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m_aWeapons[m_ActiveWeapon].m_Ammo = min(m_aWeapons[m_ActiveWeapon].m_Ammo + 1, 10);
m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart = -1;
}
}
else
{
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m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart = -1;
}
}
*/
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return;
}
bool CCharacter::GiveWeapon(int Weapon, int Ammo)
{
if(m_aWeapons[Weapon].m_Ammo < g_pData->m_Weapons.m_aId[Weapon].m_Maxammo || !m_aWeapons[Weapon].m_Got)
{
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m_aWeapons[Weapon].m_Got = true;
if(!m_FreezeTime) m_aWeapons[Weapon].m_Ammo = min(g_pData->m_Weapons.m_aId[Weapon].m_Maxammo, Ammo);
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return true;
}
return false;
}
void CCharacter::GiveNinja()
{
if(!m_aWeapons[WEAPON_NINJA].m_Got)
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_NINJA);
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m_Ninja.m_ActivationTick = Server()->Tick();
m_aWeapons[WEAPON_NINJA].m_Got = true;
if (!m_FreezeTime) m_aWeapons[WEAPON_NINJA].m_Ammo = -1;
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m_LastWeapon = m_ActiveWeapon;
m_ActiveWeapon = WEAPON_NINJA;
}
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void CCharacter::SetEmote(int Emote, int Tick)
{
m_EmoteType = Emote;
m_EmoteStop = Tick;
}
void CCharacter::OnPredictedInput(CNetObj_PlayerInput *pNewInput)
{
// check for changes
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if(mem_comp(&m_Input, pNewInput, sizeof(CNetObj_PlayerInput)) != 0)
m_LastAction = Server()->Tick();
// copy new input
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mem_copy(&m_Input, pNewInput, sizeof(m_Input));
m_NumInputs++;
// or are not allowed to aim in the center
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if(m_Input.m_TargetX == 0 && m_Input.m_TargetY == 0)
m_Input.m_TargetY = -1;
}
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void CCharacter::OnDirectInput(CNetObj_PlayerInput *pNewInput)
{
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mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
mem_copy(&m_LatestInput, pNewInput, sizeof(m_LatestInput));
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if(m_NumInputs > 2 && m_pPlayer->GetTeam() != -1)
{
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HandleWeaponSwitch();
FireWeapon();
}
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mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
}
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void CCharacter::Tick()
{
int MapIndex = GameServer()->Collision()->GetMapIndex(m_PrevPos, m_Pos);
int MapIndexL = GameServer()->Collision()->GetMapIndex(vec2(m_Pos.x + m_ProximityRadius/2+1,m_Pos.y), vec2(m_Pos.x + m_ProximityRadius/2+1,m_Pos.y));
int MapIndexR = GameServer()->Collision()->GetMapIndex(vec2(m_Pos.x - m_ProximityRadius/2+1,m_Pos.y), vec2(m_Pos.x - m_ProximityRadius/2+1,m_Pos.y));
int MapIndexT = GameServer()->Collision()->GetMapIndex(vec2(m_Pos.x,m_Pos.y + m_ProximityRadius/2+6), vec2(m_Pos.x,m_Pos.y + m_ProximityRadius/2+6));
int MapIndexB = GameServer()->Collision()->GetMapIndex(vec2(m_Pos.x,m_Pos.y - m_ProximityRadius/2-4), vec2(m_Pos.x,m_Pos.y - m_ProximityRadius/2-4));
int TileIndex = GameServer()->Collision()->GetCollisionDDRace(MapIndex);
int TileFIndex = GameServer()->Collision()->GetFCollisionDDRace(MapIndex);
int TileIndexL = GameServer()->Collision()->GetCollisionDDRace(MapIndexL);
int TileFIndexL = GameServer()->Collision()->GetFCollisionDDRace(MapIndexL);
int TileIndexR = GameServer()->Collision()->GetCollisionDDRace(MapIndexR);
int TileFIndexR = GameServer()->Collision()->GetFCollisionDDRace(MapIndexR);
int TileIndexT = GameServer()->Collision()->GetCollisionDDRace(MapIndexT);
int TileFIndexT = GameServer()->Collision()->GetFCollisionDDRace(MapIndexT);
int TileIndexB = GameServer()->Collision()->GetCollisionDDRace(MapIndexB);
int TileFIndexB = GameServer()->Collision()->GetFCollisionDDRace(MapIndexB);
m_CurrentTile = TileIndex;
m_CurrentFTile = TileFIndex;
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if(m_pPlayer->m_ForceBalanced)
{
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char Buf[128];
str_format(Buf, sizeof(Buf), "You were moved to %s due to team balancing", GameServer()->m_pController->GetTeamName(m_pPlayer->GetTeam()));
GameServer()->SendBroadcast(Buf, m_pPlayer->GetCID());
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m_pPlayer->m_ForceBalanced = false;
}
m_Armor=(m_FreezeTime != -1)?10-(m_FreezeTime/15):0;
if(m_Input.m_Direction != 0 || m_Input.m_Jump != 0)
m_LastMove = Server()->Tick();
if(m_FreezeTime > 0 || m_FreezeTime == -1)
{
if (m_FreezeTime % Server()->TickSpeed() == 0 || m_FreezeTime == -1)
{
GameServer()->CreateDamageInd(m_Pos, 0, m_FreezeTime / Server()->TickSpeed());
}
if(m_FreezeTime != -1)
m_FreezeTime--;
else
m_Ninja.m_ActivationTick = Server()->Tick();
m_Input.m_Direction = 0;
m_Input.m_Jump = 0;
m_Input.m_Hook = 0;
//m_Input.m_Fire = 0;
if (m_FreezeTime == 1) {
UnFreeze();
}
}
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m_Core.m_Input = m_Input;
m_Core.Tick(true);
m_DoSplash = false;
if (g_Config.m_SvEndlessDrag)
m_Core.m_HookTick = 0;
if (m_Super && m_Core.m_Jumped > 1)
m_Core.m_Jumped = 1;
if (m_Super && g_Config.m_SvEndlessSuperHook)
m_Core.m_HookTick = 0;
/*dbg_msg("character","TileIndex=%d , TileFIndex=%d",TileIndex,TileFIndex); //REMOVE*/
//DDRace
char aBuftime[128];
float time = (float)(Server()->Tick() - m_StartTime) / ((float)Server()->TickSpeed());
CPlayerData *pData = GameServer()->Score()->PlayerData(m_pPlayer->GetCID());
if(Server()->Tick() - m_RefreshTime >= Server()->TickSpeed())
{
if (m_RaceState == RACE_STARTED) {
int IntTime = (int)time;
if(m_pPlayer->m_IsUsingRaceClient)
{
CNetMsg_Sv_RaceTime Msg;
Msg.m_Time = IntTime;
Msg.m_Check = 0;
if(m_CpActive != -1 && m_CpTick > Server()->Tick())
{
if(pData->m_BestTime && pData->m_aBestCpTime[m_CpActive] != 0)
{
float Diff = (m_CpCurrent[m_CpActive] - pData->m_aBestCpTime[m_CpActive])*100;
Msg.m_Check = (int)Diff;
}
}
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, m_pPlayer->GetCID());
}
else
{
if(m_BroadTime)
str_format(aBuftime, sizeof(aBuftime), "%dm %ds", IntTime/60, IntTime%60);
else
str_format(aBuftime, sizeof(aBuftime), "");
if(m_CpActive != -1 && m_CpTick > Server()->Tick())
{
if(pData->m_BestTime && pData->m_aBestCpTime[m_CpActive] != 0)
{
char aTmp[128];
float Diff = m_CpCurrent[m_CpActive] - pData->m_aBestCpTime[m_CpActive];
str_format(aTmp, sizeof(aTmp), "\nCheckpoint | Diff : %+5.2f", Diff);
strcat(aBuftime, aTmp);
}
}
if( g_Config.m_SvBroadcast[0] != 0 && m_BroadCast)
{
char aTmp[128];
str_format(aTmp, sizeof(aTmp), "\n%s\n", g_Config.m_SvBroadcast);
strcat(aBuftime, aTmp);
}
GameServer()->SendBroadcast(aBuftime, m_pPlayer->GetCID());
}
}
else
{
if( g_Config.m_SvBroadcast[0] != 0) {
char aTmp[128];
str_format(aTmp, sizeof(aTmp), "%s\n", g_Config.m_SvBroadcast);
strcat(aBuftime, aTmp);
GameServer()->SendBroadcast(g_Config.m_SvBroadcast, m_pPlayer->GetCID());
}
}
m_RefreshTime = Server()->Tick();
}
int cp = GameServer()->Collision()->IsCheckpoint(MapIndex);
if(cp != -1 && m_RaceState == RACE_STARTED && cp > m_CpActive)
{
m_CpActive = cp;
m_CpCurrent[cp] = time;
m_CpTick = Server()->Tick() + Server()->TickSpeed()*2;
}
if(((TileIndex == TILE_BEGIN) || (TileFIndex == TILE_BEGIN)) && (m_RaceState == RACE_NONE || m_RaceState == RACE_STARTED))
{
m_StartTime = Server()->Tick();
m_RefreshTime = Server()->Tick();
m_RaceState = RACE_STARTED;
}
if(((TileIndex == TILE_END) || (TileFIndex == TILE_END)) && m_RaceState == RACE_STARTED)
{
char aBuf[128];
m_CpActive=-2;
str_format(aBuf, sizeof(aBuf), "%s finished in: %d minute(s) %5.2f second(s)", Server()->ClientName(m_pPlayer->GetCID()), (int)time/60, time-((int)time/60*60));
if(!g_Config.m_SvHideScore)
GameServer()->SendChatTarget(m_pPlayer->GetCID(), aBuf);
else
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
if(time - pData->m_BestTime < 0)
{
// new record \o/
str_format(aBuf, sizeof(aBuf), "New record: %5.2f second(s) better", time - pData->m_BestTime);
if(!g_Config.m_SvHideScore)
GameServer()->SendChatTarget(m_pPlayer->GetCID(), aBuf);
else
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
}
if(!pData->m_BestTime || time < pData->m_BestTime)
{
// update the score
pData->Set(time, m_CpCurrent);
if(str_comp_num(Server()->ClientName(m_pPlayer->GetCID()), "nameless tee", 12) != 0)
GameServer()->Score()->SaveScore(m_pPlayer->GetCID(), time, this);
}
// update server best time
if(GameServer()->m_pController->m_CurrentRecord == 0 || time < GameServer()->m_pController->m_CurrentRecord)
{
// check for nameless
if(str_comp_num(Server()->ClientName(m_pPlayer->GetCID()), "nameless tee", 12) != 0) {
GameServer()->m_pController->m_CurrentRecord = time;
//dbg_msg("character", "Finish");
// GetPlayer()->SendServerRecord();
}
}
m_RaceState = RACE_NONE;
// set player score
if(!GameServer()->Score()->PlayerData(m_pPlayer->GetCID())->m_CurrentTime || GameServer()->Score()->PlayerData(m_pPlayer->GetCID())->m_CurrentTime > time)
{
GameServer()->Score()->PlayerData(m_pPlayer->GetCID())->m_CurrentTime = time;
// send it to all players
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->m_IsUsingRaceClient)
{
if(g_Config.m_SvHideScore || i == m_pPlayer->GetCID())
{
CNetMsg_Sv_PlayerTime Msg;
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char aBuf[16];
str_format(aBuf, sizeof(aBuf), "%.0f", time*100.0f); // damn ugly but the only way i know to do it
int TimeToSend;
sscanf(aBuf, "%d", &TimeToSend);
Msg.m_Time = TimeToSend;
Msg.m_Cid = m_pPlayer->GetCID();
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, i);
}
}
}
}
int TTime = 0-(int)time;
if(m_pPlayer->m_Score < TTime)
m_pPlayer->m_Score = TTime;
}
if(((TileIndex == TILE_FREEZE) || (TileFIndex == TILE_FREEZE)) && !m_Super)
{
Freeze(Server()->TickSpeed()*3);
}
else if((TileIndex == TILE_UNFREEZE) || (TileFIndex == TILE_UNFREEZE))
{
UnFreeze();
}
if((TileIndexT == TILE_STOPA || TileFIndexT == TILE_STOPA || TileIndex == TILE_STOPT || TileIndexT == TILE_STOPT || TileFIndex == TILE_STOPT || TileFIndexT == TILE_STOPT || TileIndexT == TILE_STOPV || TileFIndexT == TILE_STOPV) && m_Core.m_Vel.y > 0)
{
m_Core.m_Pos.y = m_PrevPos.y;
m_Core.m_Vel.y = 0;
m_Core.m_Jumped = 0;
}
if((TileIndexB == TILE_STOPA || TileFIndexB == TILE_STOPA || TileIndex == TILE_STOPB || TileIndexB == TILE_STOPB || TileFIndex == TILE_STOPB || TileFIndexB == TILE_STOPB|| TileIndexB == TILE_STOPV || TileFIndexB == TILE_STOPV) && m_Core.m_Vel.y < 0)
{
m_Core.m_Pos.y = m_PrevPos.y;
m_Core.m_Vel.y = 0;
}
if((TileIndexR == TILE_STOPA || TileFIndexR == TILE_STOPA || TileIndex == TILE_STOPR || TileIndexR == TILE_STOPR || TileFIndex == TILE_STOPR || TileFIndexR == TILE_STOPR || TileIndexR == TILE_STOPH || TileFIndexR == TILE_STOPH) && m_Core.m_Vel.x < 0)
{
m_Core.m_Pos.x = m_PrevPos.x;
m_Core.m_Vel.x = 0;
}
if((TileIndexL == TILE_STOPA || TileFIndexL == TILE_STOPA || TileIndex == TILE_STOPL || TileIndexL == TILE_STOPL || TileFIndex == TILE_STOPL || TileFIndexL == TILE_STOPL || TileIndexL == TILE_STOPH || TileFIndexL == TILE_STOPH) && m_Core.m_Vel.x > 0)
{
m_Core.m_Pos.x = m_PrevPos.x;
m_Core.m_Vel.x = 0;
}
if (TileIndex == TILE_BOOST_L || TileFIndex == TILE_BOOST_L)
{
if(m_PrevPos.x-m_Pos.x<0)
m_Core.m_Vel.x += m_Core.m_Vel.x *-0.5;
else if(m_LastBooster != TileIndex || m_LastFBooster != TileFIndex)
m_Core.m_Vel.x += m_Core.m_Vel.x*0.5;
}
if (TileIndex == TILE_BOOST_R || TileFIndex == TILE_BOOST_R)
{
if(m_PrevPos.x-m_Pos.x>0)
m_Core.m_Vel.x += m_Core.m_Vel.x *-0.5;
else if(m_LastBooster != TileIndex || m_LastFBooster != TileFIndex)
m_Core.m_Vel.x += m_Core.m_Vel.x*0.5;
}
if (TileIndex == TILE_BOOST_D || TileFIndex == TILE_BOOST_D)
{
if(m_PrevPos.y-m_Pos.y>0)
m_Core.m_Vel.y += m_Core.m_Vel.y *-0.5;
else if(m_LastBooster != TileIndex || m_LastFBooster != TileFIndex)
m_Core.m_Vel.y += m_Core.m_Vel.y*0.5;
}
if (TileIndex == TILE_BOOST_U || TileFIndex == TILE_BOOST_U)
{
if(m_PrevPos.y-m_Pos.y<0)
m_Core.m_Vel.y += m_Core.m_Vel.y *-0.5;
else if(m_LastBooster != TileIndex || m_LastFBooster != TileFIndex)
m_Core.m_Vel.y += m_Core.m_Vel.y*0.5;
}
if ((TileIndex == TILE_BOOST_L2 || TileFIndex == TILE_BOOST_L2) && (m_LastBooster != TileIndex || m_LastFBooster != TileFIndex))
{
if(m_PrevPos.x-m_Pos.x<0)
m_Core.m_Vel.x = m_Core.m_Vel.x *-1.1;
else
m_Core.m_Vel.x += m_Core.m_Vel.x*1.1;
}
if ((TileIndex == TILE_BOOST_R2|| TileFIndex == TILE_BOOST_R2) && (m_LastBooster != TileIndex || m_LastFBooster != TileFIndex))
{
if(m_Core.m_Vel.x < 0)
m_Core.m_Vel.x = m_Core.m_Vel.x *-1.1;
else
m_Core.m_Vel.x += m_Core.m_Vel.x*1.1;
}
if ((TileIndex == TILE_BOOST_D2 || TileFIndex == TILE_BOOST_D2) && (m_LastBooster != TileIndex || m_LastFBooster != TileFIndex))
{
if(m_PrevPos.y-m_Pos.y>0)
m_Core.m_Vel.y = m_Core.m_Vel.y *-1.1;
else
m_Core.m_Vel.y += m_Core.m_Vel.y*1.1;
}
if ((TileIndex == TILE_BOOST_U2 || TileFIndex == TILE_BOOST_U2) && (m_LastBooster != TileIndex || m_LastFBooster != TileFIndex))
{
if(m_PrevPos.y-m_Pos.y<0)
m_Core.m_Vel.y = m_Core.m_Vel.y *-1.1;
else
m_Core.m_Vel.y += m_Core.m_Vel.y*1.1;
}
m_LastBooster = TileIndex;
m_LastFBooster = TileFIndex;
// handle speedup tiles
if(GameServer()->Collision()->IsSpeedup((int)m_Core.m_Pos.x, (int)m_Core.m_Pos.y))
{
vec2 Direction;
int Force;
GameServer()->Collision()->GetSpeedup((int)m_Core.m_Pos.x, (int)m_Core.m_Pos.y, &Direction, &Force);
m_Core.m_Vel += Direction*Force;
}
int z = GameServer()->Collision()->IsTeleport(m_Pos.x, m_Pos.y);
if(z)
{
m_Core.m_HookedPlayer = -1;
m_Core.m_HookState = HOOK_RETRACTED;
m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
m_Core.m_HookState = HOOK_RETRACTED;
m_Core.m_Pos = ((CGameControllerDDRace*)GameServer()->m_pController)->m_pTeleporter[z-1];
m_Core.m_HookPos = m_Core.m_Pos;
}
// handle death-tiles
if((GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
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GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
GameServer()->Collision()->GetCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
GameServer()->Collision()->GetCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
GameServer()->Collision()->GetFCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
GameServer()->Collision()->GetFCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
GameServer()->Collision()->GetFCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
GameServer()->Collision()->GetFCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH)&&
!m_Super)
{
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Die(m_pPlayer->GetCID(), WEAPON_WORLD);
}
// kill player when leaving gamelayer
if((int)m_Pos.x/32 < -200 || (int)m_Pos.x/32 > GameServer()->Collision()->GetWidth()+200 ||
(int)m_Pos.y/32 < -200 || (int)m_Pos.y/32 > GameServer()->Collision()->GetHeight()+200)
{
Die(m_pPlayer->GetCID(), WEAPON_WORLD);
}
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// handle Weapons
HandleWeapons();
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m_PlayerState = m_Input.m_PlayerState;
// Previnput
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m_PrevInput = m_Input;
if (!m_Doored)
{
m_OlderPos = m_OldPos;
m_OldPos = m_Core.m_Pos;
}
m_PrevPos = m_Core.m_Pos;
return;
}
float point_distance(vec2 point, vec2 line_start, vec2 line_end)
{
float res = -1.0f;
vec2 dir = normalize(line_end-line_start);
for(int i = 0; i < length(line_end-line_start); i++)
{
vec2 step = dir;
step.x *= i;
step.y *= i;
float dist = distance(step+line_start, point);
if(res < 0 || dist < res)
res = dist;
}
return res;
}
void CCharacter::ResetPos()
{
m_Core.m_Pos = m_OlderPos;
//core.pos-=core.vel;
m_Core.m_Vel = vec2(0,0);
if(m_Core.m_Jumped >= 2)
m_Core.m_Jumped = 1;
}
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void CCharacter::TickDefered()
{
2008-09-23 07:43:41 +00:00
// advance the dummy
{
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CWorldCore TempWorld;
m_ReckoningCore.Init(&TempWorld, GameServer()->Collision());
m_ReckoningCore.Tick(false);
m_ReckoningCore.Move();
m_ReckoningCore.Quantize();
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}
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//lastsentcore
vec2 StartPos = m_Core.m_Pos;
vec2 StartVel = m_Core.m_Vel;
bool StuckBefore = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
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m_Core.Move();
if(m_Doored)
{
ResetPos();
m_Doored = false;
}
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bool StuckAfterMove = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
m_Core.Quantize();
bool StuckAfterQuant = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
m_Pos = m_Core.m_Pos;
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if(!StuckBefore && (StuckAfterMove || StuckAfterQuant))
{
// Hackish solution to get rid of strict-aliasing warning
union
{
float f;
unsigned u;
}StartPosX, StartPosY, StartVelX, StartVelY;
StartPosX.f = StartPos.x;
StartPosY.f = StartPos.y;
StartVelX.f = StartVel.x;
StartVelY.f = StartVel.y;
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "STUCK!!! %d %d %d %f %f %f %f %x %x %x %x",
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StuckBefore,
StuckAfterMove,
StuckAfterQuant,
StartPos.x, StartPos.y,
StartVel.x, StartVel.y,
StartPosX.u, StartPosY.u,
StartVelX.u, StartVelY.u);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
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}
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int Events = m_Core.m_TriggeredEvents;
int Mask = CmaskAllExceptOne(m_pPlayer->GetCID());
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if(Events&COREEVENT_GROUND_JUMP) GameServer()->CreateSound(m_Pos, SOUND_PLAYER_JUMP, Mask);
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if(Events&COREEVENT_HOOK_ATTACH_PLAYER) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_PLAYER, CmaskAll());
if(Events&COREEVENT_HOOK_ATTACH_GROUND) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_GROUND, Mask);
if(Events&COREEVENT_HOOK_HIT_NOHOOK) GameServer()->CreateSound(m_Pos, SOUND_HOOK_NOATTACH, Mask);
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if(m_pPlayer->GetTeam() == -1)
{
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m_Pos.x = m_Input.m_TargetX;
m_Pos.y = m_Input.m_TargetY;
}
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// update the m_SendCore if needed
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{
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CNetObj_Character Predicted;
CNetObj_Character Current;
mem_zero(&Predicted, sizeof(Predicted));
mem_zero(&Current, sizeof(Current));
m_ReckoningCore.Write(&Predicted);
m_Core.Write(&Current);
// only allow dead reackoning for a top of 3 seconds
if(m_Core.m_pReset || m_ReckoningTick+Server()->TickSpeed()*3 < Server()->Tick() || mem_comp(&Predicted, &Current, sizeof(CNetObj_Character)) != 0)
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{
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m_ReckoningTick = Server()->Tick();
m_SendCore = m_Core;
m_ReckoningCore = m_Core;
m_Core.m_pReset = false;
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}
}
}
bool CCharacter::Freeze(int Time)
{
if ((Time <= 1 || m_Super || m_FreezeTime == -1) && Time != -1)
return false;
if (m_FreezeTick < Server()->Tick() - Server()->TickSpeed())
{
for(int i=0;i<NUM_WEAPONS;i++)
if(m_aWeapons[i].m_Got)
{
m_aWeapons[i].m_Ammo = 0;
}
m_Armor=0;
m_FreezeTime=Time;
m_FreezeTick=Server()->Tick();
return true;
}
return false;
}
bool CCharacter::Freeze()
{
int Time = Server()->TickSpeed()*3;
if (Time <= 1 || m_Super || m_FreezeTime == -1)
return false;
if (m_FreezeTick < Server()->Tick() - Server()->TickSpeed())
{
for(int i=0;i<NUM_WEAPONS;i++)
if(m_aWeapons[i].m_Got)
{
m_aWeapons[i].m_Ammo = 0;
}
m_Armor=0;
m_Ninja.m_ActivationTick = Server()->Tick();
m_FreezeTime=Time;
m_FreezeTick=Server()->Tick();
return true;
}
return false;
}
bool CCharacter::UnFreeze()
{
if (m_FreezeTime>0)
{
m_Armor=10;
for(int i=0;i<NUM_WEAPONS;i++)
if(m_aWeapons[i].m_Got)
{
m_aWeapons[i].m_Ammo = -1;
}
if(!m_aWeapons[m_ActiveWeapon].m_Got) m_ActiveWeapon=WEAPON_GUN;
m_FreezeTime=0;
m_FreezeTick=0;
return true;
}
return false;
}
void CCharacter::GiveAllWeapons()
{
for(int i=1;i<NUM_WEAPONS-1;i++)
{
m_aWeapons[i].m_Got = true;
if(!m_FreezeTime) m_aWeapons[i].m_Ammo = -1;
}
return;
}
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bool CCharacter::IncreaseHealth(int Amount)
{
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if(m_Health >= 10)
return false;
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m_Health = clamp(m_Health+Amount, 0, 10);
return true;
}
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bool CCharacter::IncreaseArmor(int Amount)
{
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if(m_Armor >= 10)
return false;
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m_Armor = clamp(m_Armor+Amount, 0, 10);
return true;
}
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void CCharacter::Die(int Killer, int Weapon)
{
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int ModeSpecial = GameServer()->m_pController->OnCharacterDeath(this, GameServer()->m_apPlayers[Killer], Weapon);
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "kill killer='%d:%s' victim='%d:%s' weapon=%d special=%d",
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Killer, Server()->ClientName(Killer),
m_pPlayer->GetCID(), Server()->ClientName(m_pPlayer->GetCID()), Weapon, ModeSpecial);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
// send the kill message
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CNetMsg_Sv_KillMsg Msg;
Msg.m_Killer = Killer;
Msg.m_Victim = m_pPlayer->GetCID();
Msg.m_Weapon = Weapon;
Msg.m_ModeSpecial = ModeSpecial;
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, -1);
// a nice sound
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GameServer()->CreateSound(m_Pos, SOUND_PLAYER_DIE);
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// this is for auto respawn after 3 secs
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m_pPlayer->m_DieTick = Server()->Tick();
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m_Alive = false;
GameServer()->m_World.RemoveEntity(this);
GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0;
GameServer()->CreateDeath(m_Pos, m_pPlayer->GetCID());
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// we got to wait 0.5 secs before respawning
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m_pPlayer->m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2;
}
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bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon)
{
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m_Core.m_Vel += Force;
/*
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if(GameServer()->m_pController->IsFriendlyFire(m_pPlayer->GetCID(), From) && !g_Config.m_SvTeamdamage)
return false;
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// m_pPlayer only inflicts half damage on self
if(From == m_pPlayer->GetCID())
Dmg = max(1, Dmg/2);
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m_DamageTaken++;
// create healthmod indicator
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if(Server()->Tick() < m_DamageTakenTick+25)
{
// make sure that the damage indicators doesn't group together
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GameServer()->CreateDamageInd(m_Pos, m_DamageTaken*0.25f, Dmg);
}
else
{
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m_DamageTaken = 0;
GameServer()->CreateDamageInd(m_Pos, 0, Dmg);
}
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if(Dmg)
{
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if(m_Armor)
{
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if(Dmg > 1)
{
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m_Health--;
Dmg--;
}
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if(Dmg > m_Armor)
{
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Dmg -= m_Armor;
m_Armor = 0;
}
else
{
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m_Armor -= Dmg;
Dmg = 0;
}
}
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m_Health -= Dmg;
}
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m_DamageTakenTick = Server()->Tick();
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// do damage Hit sound
if(From >= 0 && From != m_pPlayer->GetCID() && GameServer()->m_apPlayers[From])
GameServer()->CreateSound(GameServer()->m_apPlayers[From]->m_ViewPos, SOUND_HIT, CmaskOne(From));
// check for death
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if(m_Health <= 0)
{
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Die(From, Weapon);
return false;
}
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if (Dmg > 2)
GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG);
else
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GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_SHORT);
*/
// set attacker's face to happy (taunt!)
/*if(g_Config.m_SvEmotionalTees)
{
if (From >= 0 && From != m_pPlayer->GetCID() && GameServer()->m_apPlayers[From])
{
CCharacter *pChr = GameServer()->m_apPlayers[From]->GetCharacter();
if (pChr)
{
pChr->m_EmoteType = EMOTE_HAPPY;
pChr->m_EmoteStop = Server()->Tick() + Server()->TickSpeed();
}
}*///Removed you can set your emote via /emoteEMOTENAME
//set the attacked face to pain
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m_EmoteType = EMOTE_PAIN;
m_EmoteStop = Server()->Tick() + 500 * Server()->TickSpeed() / 1000;
return true;
}
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void CCharacter::Snap(int SnappingClient)
{
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if(NetworkClipped(SnappingClient))
return;
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CNetObj_Character *Character = static_cast<CNetObj_Character *>(Server()->SnapNewItem(NETOBJTYPE_CHARACTER, m_pPlayer->GetCID(), sizeof(CNetObj_Character)));
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// write down the m_Core
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if(!m_ReckoningTick || GameServer()->m_World.m_Paused)
{
// no dead reckoning when paused because the client doesn't know
// how far to perform the reckoning
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Character->m_Tick = 0;
m_Core.Write(Character);
}
else
{
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Character->m_Tick = m_ReckoningTick;
m_SendCore.Write(Character);
}
if(m_DoSplash) {
Character->m_Jumped = 3;
}
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// set emote
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if (m_EmoteStop < Server()->Tick())
{
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m_EmoteType = EMOTE_NORMAL;
m_EmoteStop = -1;
}
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Character->m_Emote = m_EmoteType;
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Character->m_AmmoCount = 0;
Character->m_Health = 0;
Character->m_Armor = 0;
if (m_FreezeTime > 0 || m_FreezeTime == -1)
{
Character->m_Emote = EMOTE_PAIN;
Character->m_Weapon = WEAPON_NINJA;
Character->m_AmmoCount = 0;
}
else
Character->m_Weapon = m_ActiveWeapon;
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Character->m_AttackTick = m_AttackTick;
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Character->m_Direction = m_Input.m_Direction;
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if(m_pPlayer->GetCID() == SnappingClient)
{
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Character->m_Health = m_Health;
Character->m_Armor = m_Armor;
if(m_aWeapons[m_ActiveWeapon].m_Ammo > 0)
Character->m_AmmoCount = (!m_FreezeTime)?m_aWeapons[m_ActiveWeapon].m_Ammo:0;
}
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if (Character->m_Emote == EMOTE_NORMAL)
{
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if(250 - ((Server()->Tick() - m_LastAction)%(250)) < 5)
Character->m_Emote = EMOTE_BLINK;
}
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Character->m_PlayerState = m_PlayerState;
}