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. */
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#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
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#include <game/server/gamemodes/DDRace.h>
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#include "laser.h"
#include <engine/shared/config.h>
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#include <game/server/teams.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;
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m_TelePos = vec2(0,0);
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m_WasTele = false;
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m_Type = Type;
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m_TuneZone = GameServer()->Collision()->IsTune(GameServer()->Collision()->GetMapIndex(m_Pos));
m_TeamMask = GameServer()->GetPlayerChar(Owner) ? GameServer()->GetPlayerChar(Owner)->Teams()->TeamMask(GameServer()->GetPlayerChar(Owner)->Team(), -1, m_Owner) : 0;
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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_RIFLE) && m_Type == WEAPON_RIFLE) || (!(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_RIFLE && m_Type == WEAPON_RIFLE) || (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)
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;
if(Temp.x > 0 && ((pHit->m_TileIndex == TILE_STOP && pHit->m_TileFlags == ROTATION_270) || (pHit->m_TileIndexL == TILE_STOP && pHit->m_TileFlagsL == ROTATION_270) || (pHit->m_TileIndexL == TILE_STOPS && (pHit->m_TileFlagsL == ROTATION_90 || pHit->m_TileFlagsL ==ROTATION_270)) || (pHit->m_TileIndexL == TILE_STOPA) || (pHit->m_TileFIndex == TILE_STOP && pHit->m_TileFFlags == ROTATION_270) || (pHit->m_TileFIndexL == TILE_STOP && pHit->m_TileFFlagsL == ROTATION_270) || (pHit->m_TileFIndexL == TILE_STOPS && (pHit->m_TileFFlagsL == ROTATION_90 || pHit->m_TileFFlagsL == ROTATION_270)) || (pHit->m_TileFIndexL == TILE_STOPA) || (pHit->m_TileSIndex == TILE_STOP && pHit->m_TileSFlags == ROTATION_270) || (pHit->m_TileSIndexL == TILE_STOP && pHit->m_TileSFlagsL == ROTATION_270) || (pHit->m_TileSIndexL == TILE_STOPS && (pHit->m_TileSFlagsL == ROTATION_90 || pHit->m_TileSFlagsL == ROTATION_270)) || (pHit->m_TileSIndexL == TILE_STOPA)))
Temp.x = 0;
if(Temp.x < 0 && ((pHit->m_TileIndex == TILE_STOP && pHit->m_TileFlags == ROTATION_90) || (pHit->m_TileIndexR == TILE_STOP && pHit->m_TileFlagsR == ROTATION_90) || (pHit->m_TileIndexR == TILE_STOPS && (pHit->m_TileFlagsR == ROTATION_90 || pHit->m_TileFlagsR == ROTATION_270)) || (pHit->m_TileIndexR == TILE_STOPA) || (pHit->m_TileFIndex == TILE_STOP && pHit->m_TileFFlags == ROTATION_90) || (pHit->m_TileFIndexR == TILE_STOP && pHit->m_TileFFlagsR == ROTATION_90) || (pHit->m_TileFIndexR == TILE_STOPS && (pHit->m_TileFFlagsR == ROTATION_90 || pHit->m_TileFFlagsR == ROTATION_270)) || (pHit->m_TileFIndexR == TILE_STOPA) || (pHit->m_TileSIndex == TILE_STOP && pHit->m_TileSFlags == ROTATION_90) || (pHit->m_TileSIndexR == TILE_STOP && pHit->m_TileSFlagsR == ROTATION_90) || (pHit->m_TileSIndexR == TILE_STOPS && (pHit->m_TileSFlagsR == ROTATION_90 || pHit->m_TileSFlagsR == ROTATION_270)) || (pHit->m_TileSIndexR == TILE_STOPA)))
Temp.x = 0;
if(Temp.y < 0 && ((pHit->m_TileIndex == TILE_STOP && pHit->m_TileFlags == ROTATION_180) || (pHit->m_TileIndexB == TILE_STOP && pHit->m_TileFlagsB == ROTATION_180) || (pHit->m_TileIndexB == TILE_STOPS && (pHit->m_TileFlagsB == ROTATION_0 || pHit->m_TileFlagsB == ROTATION_180)) || (pHit->m_TileIndexB == TILE_STOPA) || (pHit->m_TileFIndex == TILE_STOP && pHit->m_TileFFlags == ROTATION_180) || (pHit->m_TileFIndexB == TILE_STOP && pHit->m_TileFFlagsB == ROTATION_180) || (pHit->m_TileFIndexB == TILE_STOPS && (pHit->m_TileFFlagsB == ROTATION_0 || pHit->m_TileFFlagsB == ROTATION_180)) || (pHit->m_TileFIndexB == TILE_STOPA) || (pHit->m_TileSIndex == TILE_STOP && pHit->m_TileSFlags == ROTATION_180) || (pHit->m_TileSIndexB == TILE_STOP && pHit->m_TileSFlagsB == ROTATION_180) || (pHit->m_TileSIndexB == TILE_STOPS && (pHit->m_TileSFlagsB == ROTATION_0 || pHit->m_TileSFlagsB == ROTATION_180)) || (pHit->m_TileSIndexB == TILE_STOPA)))
Temp.y = 0;
if(Temp.y > 0 && ((pHit->m_TileIndex == TILE_STOP && pHit->m_TileFlags == ROTATION_0) || (pHit->m_TileIndexT == TILE_STOP && pHit->m_TileFlagsT == ROTATION_0) || (pHit->m_TileIndexT == TILE_STOPS && (pHit->m_TileFlagsT == ROTATION_0 || pHit->m_TileFlagsT == ROTATION_180)) || (pHit->m_TileIndexT == TILE_STOPA) || (pHit->m_TileFIndex == TILE_STOP && pHit->m_TileFFlags == ROTATION_0) || (pHit->m_TileFIndexT == TILE_STOP && pHit->m_TileFFlagsT == ROTATION_0) || (pHit->m_TileFIndexT == TILE_STOPS && (pHit->m_TileFFlagsT == ROTATION_0 || pHit->m_TileFFlagsT == ROTATION_180)) || (pHit->m_TileFIndexT == TILE_STOPA) || (pHit->m_TileSIndex == TILE_STOP && pHit->m_TileSFlags == ROTATION_0) || (pHit->m_TileSIndexT == TILE_STOP && pHit->m_TileSFlagsT == ROTATION_0) || (pHit->m_TileSIndexT == TILE_STOPS && (pHit->m_TileSFlagsT == ROTATION_0 || pHit->m_TileSFlagsT == ROTATION_180)) || (pHit->m_TileSIndexT == TILE_STOPA)))
Temp.y = 0;
pHit->Core()->m_Vel = Temp;
}
else if (m_Type == WEAPON_RIFLE)
{
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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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GameServer()->m_World.DestroyEntity(this);
return;
}
m_PrevPos = m_Pos;
vec2 Coltile;
int Res;
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int z;
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if (m_WasTele)
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{
m_PrevPos = m_TelePos;
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m_Pos = m_TelePos;
m_TelePos = vec2(0,0);
}
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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if (Res == TILE_TELEINWEAPON && ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[z-1].size())
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{
int Num = ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[z-1].size();
m_TelePos = ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[z-1][(!Num)?Num:rand() % Num];
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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;
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GameServer()->CreateSound(m_Pos, SOUND_RIFLE_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;
}
}
//m_Owner = -1;
}
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void CLaser::Reset()
{
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GameServer()->m_World.DestroyEntity(this);
}
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void CLaser::Tick()
{
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)
{
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if(NetworkClipped(SnappingClient))
return;
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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;
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(!CmaskIsSet(TeamMask, SnappingClient))
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return;
CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_ID, 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;
}