ddnet/src/game/client/prediction/entities/projectile.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 <game/generated/protocol.h>
#include "projectile.h"
#include <engine/shared/config.h>
CProjectile::CProjectile
(
CGameWorld *pGameWorld,
int Type,
int Owner,
vec2 Pos,
vec2 Dir,
int Span,
bool Freeze,
bool Explosive,
float Force,
int SoundImpact,
int Layer,
int Number
)
: CEntity(pGameWorld, CGameWorld::ENTTYPE_PROJECTILE)
{
m_Type = Type;
m_Pos = Pos;
m_Direction = Dir;
m_LifeSpan = Span;
m_Owner = Owner;
m_Force = Force;
m_SoundImpact = SoundImpact;
m_StartTick = GameWorld()->GameTick();
m_Explosive = Explosive;
m_Layer = Layer;
m_Number = Number;
m_Freeze = Freeze;
m_TuneZone = GameWorld()->m_WorldConfig.m_PredictTiles ? Collision()->IsTune(Collision()->GetMapIndex(m_Pos)) : 0;
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GameWorld()->InsertEntity(this);
}
vec2 CProjectile::GetPos(float Time)
{
float Curvature = 0;
float Speed = 0;
CTuningParams *pTuning = GetTuning(m_TuneZone);
switch(m_Type)
{
case WEAPON_GRENADE:
Curvature = pTuning->m_GrenadeCurvature;
Speed = pTuning->m_GrenadeSpeed;
break;
case WEAPON_SHOTGUN:
Curvature = pTuning->m_ShotgunCurvature;
Speed = pTuning->m_ShotgunSpeed;
break;
case WEAPON_GUN:
Curvature = pTuning->m_GunCurvature;
Speed = pTuning->m_GunSpeed;
break;
}
return CalcPos(m_Pos, m_Direction, Curvature, Speed, Time);
}
void CProjectile::Tick()
{
float Pt = (GameWorld()->GameTick()-m_StartTick-1)/(float)GameWorld()->GameTickSpeed();
float Ct = (GameWorld()->GameTick()-m_StartTick)/(float)GameWorld()->GameTickSpeed();
vec2 PrevPos = GetPos(Pt);
vec2 CurPos = GetPos(Ct);
vec2 ColPos;
vec2 NewPos;
int Collide = Collision()->IntersectLine(PrevPos, CurPos, &ColPos, &NewPos);
CCharacter *pOwnerChar = GameWorld()->GetCharacterByID(m_Owner);
CCharacter *pTargetChr = GameWorld()->IntersectCharacter(PrevPos, ColPos, m_Freeze ? 1.0f : 6.0f, ColPos, pOwnerChar, m_Owner);
if(GameWorld()->m_WorldConfig.m_IsSolo && !(m_Type == WEAPON_SHOTGUN && GameWorld()->m_WorldConfig.m_IsDDRace))
pTargetChr = 0;
if(m_LifeSpan > -1)
m_LifeSpan--;
int64_t TeamMask = -1LL;
bool isWeaponCollide = false;
if
(
pOwnerChar &&
pTargetChr &&
pOwnerChar->IsAlive() &&
pTargetChr->IsAlive() &&
!pTargetChr->CanCollide(m_Owner)
)
{
isWeaponCollide = true;
}
if( ((pTargetChr && (pOwnerChar ? !(pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_GRENADE) : g_Config.m_SvHit || m_Owner == -1 || pTargetChr == pOwnerChar)) || Collide || GameLayerClipped(CurPos)) && !isWeaponCollide)
{
if(m_Explosive && (!pTargetChr || (pTargetChr && (!m_Freeze || (m_Type == WEAPON_SHOTGUN && Collide)))))
{
GameWorld()->CreateExplosion(ColPos, m_Owner, m_Type, m_Owner == -1, (!pTargetChr ? -1 : pTargetChr->Team()),
(m_Owner != -1)? TeamMask : -1LL);
}
else if(pTargetChr && m_Freeze && ((m_Layer == LAYER_SWITCH && Collision()->m_pSwitchers[m_Number].m_Status[pTargetChr->Team()]) || m_Layer != LAYER_SWITCH))
pTargetChr->Freeze();
if(Collide && m_Bouncing != 0)
{
m_StartTick = GameWorld()->GameTick();
m_Pos = NewPos+(-(m_Direction*4));
if (m_Bouncing == 1)
m_Direction.x = -m_Direction.x;
else if(m_Bouncing == 2)
m_Direction.y = -m_Direction.y;
if (fabs(m_Direction.x) < 1e-6)
m_Direction.x = 0;
if (fabs(m_Direction.y) < 1e-6)
m_Direction.y = 0;
m_Pos += m_Direction;
}
else if (m_Type == WEAPON_GUN)
{
GameWorld()->DestroyEntity(this);
}
else
if (!m_Freeze)
GameWorld()->DestroyEntity(this);
}
if(m_LifeSpan == -1)
{
if(m_Explosive)
{
if(m_Owner >= 0)
pOwnerChar = GameWorld()->GetCharacterByID(m_Owner);
int64_t TeamMask = -1LL;
GameWorld()->CreateExplosion(ColPos, m_Owner, m_Type, m_Owner == -1, (!pOwnerChar ? -1 : pOwnerChar->Team()),
(m_Owner != -1)? TeamMask : -1LL);
}
GameWorld()->DestroyEntity(this);
}
}
// DDRace
void CProjectile::SetBouncing(int Value)
{
m_Bouncing = Value;
}
CProjectile::CProjectile(CGameWorld *pGameWorld, int ID, CNetObj_Projectile *pProj)
: CEntity(pGameWorld, CGameWorld::ENTTYPE_PROJECTILE)
{
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ExtractInfo(pProj, &m_Pos, &m_Direction);
if(UseExtraInfo(pProj))
ExtractExtraInfo(pProj, &m_Owner, &m_Explosive, &m_Bouncing, &m_Freeze);
else
{
m_Owner = -1;
m_Bouncing = m_Freeze = 0;
m_Explosive = (pProj->m_Type == WEAPON_GRENADE) && (fabs(1.0f - length(m_Direction)) < 0.015f);
}
m_Type = m_Type = pProj->m_Type;
m_StartTick = pProj->m_StartTick;
m_TuneZone = GameWorld()->m_WorldConfig.m_PredictTiles ? Collision()->IsTune(Collision()->GetMapIndex(m_Pos)) : 0;
int Lifetime = 20 * GameWorld()->GameTickSpeed();
m_SoundImpact = -1;
if(m_Type == WEAPON_GRENADE)
{
Lifetime = GetTuning(m_TuneZone)->m_GrenadeLifetime * GameWorld()->GameTickSpeed();
m_SoundImpact = SOUND_GRENADE_EXPLODE;
}
else if(m_Type == WEAPON_GUN)
Lifetime = GetTuning(m_TuneZone)->m_GunLifetime * GameWorld()->GameTickSpeed();
else if(m_Type == WEAPON_SHOTGUN && !GameWorld()->m_WorldConfig.m_IsDDRace)
Lifetime = GetTuning(m_TuneZone)->m_ShotgunLifetime * GameWorld()->GameTickSpeed();
m_LifeSpan = Lifetime - (pGameWorld->GameTick() - m_StartTick);
m_ID = ID;
}
void CProjectile::FillInfo(CNetObj_Projectile *pProj)
{
pProj->m_X = (int)m_Pos.x;
pProj->m_Y = (int)m_Pos.y;
pProj->m_VelX = (int)(m_Direction.x*100.0f);
pProj->m_VelY = (int)(m_Direction.y*100.0f);
pProj->m_StartTick = m_StartTick;
pProj->m_Type = m_Type;
}
void CProjectile::FillExtraInfo(CNetObj_Projectile *pProj)
{
const int MaxPos = 0x7fffffff/100;
if(abs((int)m_Pos.y)+1 >= MaxPos || abs((int)m_Pos.x)+1 >= MaxPos)
{
//If the modified data would be too large to fit in an integer, send normal data instead
FillInfo(pProj);
return;
}
//Send additional/modified info, by modifiying the fields of the netobj
float Angle = -atan2f(m_Direction.x, m_Direction.y);
int Data = 0;
Data |= (abs(m_Owner) & 255)<<0;
if(m_Owner < 0)
Data |= 1<<8;
Data |= 1<<9; //This bit tells the client to use the extra info
Data |= (m_Bouncing & 3)<<10;
if(m_Explosive)
Data |= 1<<12;
if(m_Freeze)
Data |= 1<<13;
pProj->m_X = (int)(m_Pos.x * 100.0f);
pProj->m_Y = (int)(m_Pos.y * 100.0f);
pProj->m_VelX = (int)(Angle * 1000000.0f);
pProj->m_VelY = Data;
pProj->m_StartTick = m_StartTick;
pProj->m_Type = m_Type;
}
bool CProjectile::Match(CProjectile *pProj)
{
if(pProj->m_Type != m_Type)
return false;
if(pProj->m_StartTick != m_StartTick)
return false;
if(distance(pProj->m_Pos, m_Pos) > 2.f)
return false;
if(distance(pProj->m_Direction, m_Direction) > 2.f)
return false;
return true;
}
int CProjectile::NetworkClipped(vec2 ViewPos)
{
float Ct = (GameWorld()->GameTick()-m_StartTick)/(float)GameWorld()->GameTickSpeed();
return ((CEntity*) this)->NetworkClipped(GetPos(Ct), ViewPos);
}