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

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include "laser.h"
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#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
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#include <game/server/gamemodes/DDRace.h>
#include <engine/shared/config.h>
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#include <game/server/teams.h>
#include "character.h"
CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner, int Type) :
CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
{
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m_Pos = Pos;
m_Owner = Owner;
m_Energy = StartEnergy;
m_Dir = Direction;
m_Bounces = 0;
m_EvalTick = 0;
m_TelePos = vec2(0, 0);
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m_WasTele = false;
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m_Type = Type;
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m_TeleportCancelled = false;
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m_IsBlueTeleport = false;
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m_TuneZone = GameServer()->Collision()->IsTune(GameServer()->Collision()->GetMapIndex(m_Pos));
CCharacter *pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
m_TeamMask = pOwnerChar ? pOwnerChar->Teams()->TeamMask(pOwnerChar->Team(), -1, m_Owner) : 0;
m_BelongsToPracticeTeam = pOwnerChar && pOwnerChar->Teams()->IsPractice(pOwnerChar->Team());
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GameWorld()->InsertEntity(this);
DoBounce();
}
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bool CLaser::HitCharacter(vec2 From, vec2 To)
{
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vec2 At;
CCharacter *pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
CCharacter *pHit;
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bool pDontHitSelf = g_Config.m_SvOldLaser || (m_Bounces == 0 && !m_WasTele);
if(pOwnerChar ? (!(pOwnerChar->m_Hit & CCharacter::DISABLE_HIT_LASER) && m_Type == WEAPON_LASER) || (!(pOwnerChar->m_Hit & CCharacter::DISABLE_HIT_SHOTGUN) && m_Type == WEAPON_SHOTGUN) : g_Config.m_SvHit)
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pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, pDontHitSelf ? pOwnerChar : 0, m_Owner);
else
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pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, pDontHitSelf ? pOwnerChar : 0, m_Owner, pOwnerChar);
if(!pHit || (pHit == pOwnerChar && g_Config.m_SvOldLaser) || (pHit != pOwnerChar && pOwnerChar ? (pOwnerChar->m_Hit & CCharacter::DISABLE_HIT_LASER && m_Type == WEAPON_LASER) || (pOwnerChar->m_Hit & CCharacter::DISABLE_HIT_SHOTGUN && m_Type == WEAPON_SHOTGUN) : !g_Config.m_SvHit))
return false;
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m_From = From;
m_Pos = At;
m_Energy = -1;
if(m_Type == WEAPON_SHOTGUN)
{
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vec2 Temp;
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float Strength;
if(!m_TuneZone)
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Strength = GameServer()->Tuning()->m_ShotgunStrength;
else
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Strength = GameServer()->TuningList()[m_TuneZone].m_ShotgunStrength;
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if(!g_Config.m_SvOldLaser)
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Temp = pHit->Core()->m_Vel + normalize(m_PrevPos - pHit->Core()->m_Pos) * Strength;
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else if(pOwnerChar)
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Temp = pHit->Core()->m_Vel + normalize(pOwnerChar->Core()->m_Pos - pHit->Core()->m_Pos) * Strength;
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else
Temp = pHit->Core()->m_Vel;
pHit->Core()->m_Vel = ClampVel(pHit->m_MoveRestrictions, Temp);
}
else if(m_Type == WEAPON_LASER)
{
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pHit->UnFreeze();
}
return true;
}
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void CLaser::DoBounce()
{
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m_EvalTick = Server()->Tick();
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if(m_Energy < 0)
{
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m_MarkedForDestroy = true;
return;
}
m_PrevPos = m_Pos;
vec2 Coltile;
int Res;
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int z;
if(m_WasTele)
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{
m_PrevPos = m_TelePos;
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m_Pos = m_TelePos;
m_TelePos = vec2(0, 0);
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}
vec2 To = m_Pos + m_Dir * m_Energy;
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Res = GameServer()->Collision()->IntersectLineTeleWeapon(m_Pos, To, &Coltile, &To, &z);
if(Res)
{
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if(!HitCharacter(m_Pos, To))
{
// intersected
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m_From = m_Pos;
m_Pos = To;
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vec2 TempPos = m_Pos;
vec2 TempDir = m_Dir * 4.0f;
int f = 0;
if(Res == -1)
{
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f = GameServer()->Collision()->GetTile(round_to_int(Coltile.x), round_to_int(Coltile.y));
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GameServer()->Collision()->SetCollisionAt(round_to_int(Coltile.x), round_to_int(Coltile.y), TILE_SOLID);
}
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GameServer()->Collision()->MovePoint(&TempPos, &TempDir, 1.0f, 0);
if(Res == -1)
{
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GameServer()->Collision()->SetCollisionAt(round_to_int(Coltile.x), round_to_int(Coltile.y), f);
}
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m_Pos = TempPos;
m_Dir = normalize(TempDir);
if(!m_TuneZone)
m_Energy -= distance(m_From, m_Pos) + GameServer()->Tuning()->m_LaserBounceCost;
else
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m_Energy -= distance(m_From, m_Pos) + GameServer()->TuningList()[m_TuneZone].m_LaserBounceCost;
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CGameControllerDDRace *pControllerDDRace = (CGameControllerDDRace *)GameServer()->m_pController;
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if(Res == TILE_TELEINWEAPON && !pControllerDDRace->m_TeleOuts[z - 1].empty())
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{
int TeleOut = GameServer()->m_World.m_Core.RandomOr0(pControllerDDRace->m_TeleOuts[z - 1].size());
m_TelePos = pControllerDDRace->m_TeleOuts[z - 1][TeleOut];
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m_WasTele = true;
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}
else
{
m_Bounces++;
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m_WasTele = false;
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}
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int BounceNum = GameServer()->Tuning()->m_LaserBounceNum;
if(m_TuneZone)
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BounceNum = GameServer()->TuningList()[m_TuneZone].m_LaserBounceNum;
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if(m_Bounces > BounceNum)
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m_Energy = -1;
GameServer()->CreateSound(m_Pos, SOUND_LASER_BOUNCE, m_TeamMask);
}
}
else
{
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if(!HitCharacter(m_Pos, To))
{
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m_From = m_Pos;
m_Pos = To;
m_Energy = -1;
}
}
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CCharacter *pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
if(m_Owner >= 0 && m_Energy <= 0 && !m_TeleportCancelled && pOwnerChar &&
pOwnerChar->IsAlive() && pOwnerChar->HasTelegunLaser() && m_Type == WEAPON_LASER)
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{
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vec2 PossiblePos;
bool Found = false;
// Check if the laser hits a player.
bool pDontHitSelf = g_Config.m_SvOldLaser || (m_Bounces == 0 && !m_WasTele);
vec2 At;
CCharacter *pHit;
if(pOwnerChar ? (!(pOwnerChar->m_Hit & CCharacter::DISABLE_HIT_LASER) && m_Type == WEAPON_LASER) : g_Config.m_SvHit)
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pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, pDontHitSelf ? pOwnerChar : 0, m_Owner);
else
pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, pDontHitSelf ? pOwnerChar : 0, m_Owner, pOwnerChar);
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if(pHit)
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Found = GetNearestAirPosPlayer(pHit->m_Pos, &PossiblePos);
else
Found = GetNearestAirPos(m_Pos, m_From, &PossiblePos);
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if(Found)
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{
pOwnerChar->m_TeleGunPos = PossiblePos;
pOwnerChar->m_TeleGunTeleport = true;
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pOwnerChar->m_IsBlueTeleGunTeleport = m_IsBlueTeleport;
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}
}
else if(m_Owner >= 0)
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{
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int MapIndex = GameServer()->Collision()->GetPureMapIndex(Coltile);
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int TileFIndex = GameServer()->Collision()->GetFTileIndex(MapIndex);
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bool IsSwitchTeleGun = GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_ALLOW_TELE_GUN;
bool IsBlueSwitchTeleGun = GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_ALLOW_BLUE_TELE_GUN;
int IsTeleInWeapon = GameServer()->Collision()->IsTeleportWeapon(MapIndex);
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if(!IsTeleInWeapon)
{
if(IsSwitchTeleGun || IsBlueSwitchTeleGun)
{
// Delay specifies which weapon the tile should work for.
// Delay = 0 means all.
int delay = GameServer()->Collision()->GetSwitchDelay(MapIndex);
if((delay != 3 && delay != 0) && m_Type == WEAPON_LASER)
{
IsSwitchTeleGun = IsBlueSwitchTeleGun = false;
}
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}
m_IsBlueTeleport = TileFIndex == TILE_ALLOW_BLUE_TELE_GUN || IsBlueSwitchTeleGun;
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// Teleport is canceled if the last bounce tile is not a TILE_ALLOW_TELE_GUN.
// Teleport also works if laser didn't bounce.
m_TeleportCancelled =
m_Type == WEAPON_LASER && (TileFIndex != TILE_ALLOW_TELE_GUN && TileFIndex != TILE_ALLOW_BLUE_TELE_GUN && !IsSwitchTeleGun && !IsBlueSwitchTeleGun);
}
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}
//m_Owner = -1;
}
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void CLaser::Reset()
{
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m_MarkedForDestroy = true;
}
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void CLaser::Tick()
{
if((g_Config.m_SvDestroyLasersOnDeath || m_BelongsToPracticeTeam) && m_Owner >= 0)
{
CCharacter *pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
if(!(pOwnerChar && pOwnerChar->IsAlive()))
{
Reset();
}
}
float Delay;
if(m_TuneZone)
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Delay = GameServer()->TuningList()[m_TuneZone].m_LaserBounceDelay;
else
Delay = GameServer()->Tuning()->m_LaserBounceDelay;
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if((Server()->Tick() - m_EvalTick) > (Server()->TickSpeed() * Delay / 1000.0f))
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DoBounce();
}
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void CLaser::TickPaused()
{
++m_EvalTick;
}
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void CLaser::Snap(int SnappingClient)
{
if(NetworkClipped(SnappingClient) && NetworkClipped(SnappingClient, m_From))
return;
CCharacter *OwnerChar = 0;
if(m_Owner >= 0)
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OwnerChar = GameServer()->GetPlayerChar(m_Owner);
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if(!OwnerChar)
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return;
CCharacter *pOwnerChar = 0;
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int64_t TeamMask = -1LL;
if(m_Owner >= 0)
pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
if(pOwnerChar && pOwnerChar->IsAlive())
TeamMask = pOwnerChar->Teams()->TeamMask(pOwnerChar->Team(), -1, m_Owner);
if(SnappingClient != SERVER_DEMO_CLIENT && !CmaskIsSet(TeamMask, SnappingClient))
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return;
CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, GetID(), sizeof(CNetObj_Laser)));
if(!pObj)
return;
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pObj->m_X = (int)m_Pos.x;
pObj->m_Y = (int)m_Pos.y;
pObj->m_FromX = (int)m_From.x;
pObj->m_FromY = (int)m_From.y;
pObj->m_StartTick = m_EvalTick;
}
void CLaser::SwapClients(int Client1, int Client2)
{
m_Owner = m_Owner == Client1 ? Client2 : m_Owner == Client2 ? Client1 : m_Owner;
}