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. */
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#include "dragger.h"
#include "character.h"
#include "dragger_beam.h"
#include <engine/server.h>
#include <engine/shared/config.h>
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#include <game/generated/protocol.h>
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#include <game/mapitems.h>
#include <game/version.h>
#include <game/server/gamecontext.h>
#include <game/server/player.h>
#include <game/server/teams.h>
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CDragger::CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool IgnoreWalls, int Layer, int Number) :
CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
{
m_Pos = Pos;
m_Strength = Strength;
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m_IgnoreWalls = IgnoreWalls;
m_Layer = Layer;
m_Number = Number;
m_EvalTick = Server()->Tick();
for(auto &TargetId : m_aTargetIdInTeam)
{
TargetId = -1;
}
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mem_zero(m_apDraggerBeam, sizeof(m_apDraggerBeam));
GameWorld()->InsertEntity(this);
}
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void CDragger::Tick()
{
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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)
{
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m_Core = GameServer()->Collision()->CpSpeed(index, Flags);
}
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m_Pos += m_Core;
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// Adopt the new position for all outgoing laser beams
for(auto &DraggerBeam : m_apDraggerBeam)
{
if(DraggerBeam != nullptr)
{
DraggerBeam->SetPos(m_Pos);
}
}
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LookForPlayersToDrag();
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}
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}
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void CDragger::LookForPlayersToDrag()
{
// Create a list of players who are in the range of the dragger
CCharacter *apPlayersInRange[MAX_CLIENTS];
mem_zero(apPlayersInRange, sizeof(apPlayersInRange));
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int NumPlayersInRange = GameServer()->m_World.FindEntities(m_Pos,
g_Config.m_SvDraggerRange - CCharacterCore::PhysicalSize(),
(CEntity **)apPlayersInRange, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
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// The closest player (within range) in a team is selected as the target
int aClosestTargetIdInTeam[MAX_CLIENTS];
bool aCanStillBeTeamTarget[MAX_CLIENTS];
bool aIsTarget[MAX_CLIENTS];
int aMinDistInTeam[MAX_CLIENTS];
mem_zero(aCanStillBeTeamTarget, sizeof(aCanStillBeTeamTarget));
mem_zero(aMinDistInTeam, sizeof(aMinDistInTeam));
mem_zero(aIsTarget, sizeof(aIsTarget));
for(int &TargetId : aClosestTargetIdInTeam)
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{
TargetId = -1;
}
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for(int i = 0; i < NumPlayersInRange; i++)
{
CCharacter *pTarget = apPlayersInRange[i];
const int &TargetTeam = pTarget->Team();
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// Do not create a dragger beam for super player
if(TargetTeam == TEAM_SUPER)
{
continue;
}
// If the dragger is disabled for the target's team, no dragger beam will be generated
if(m_Layer == LAYER_SWITCH && m_Number > 0 &&
!Switchers()[m_Number].m_aStatus[TargetTeam])
{
continue;
}
// Dragger beams can be created only for reachable, alive players
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int IsReachable =
m_IgnoreWalls ?
!GameServer()->Collision()->IntersectNoLaserNW(m_Pos, pTarget->m_Pos, 0, 0) :
!GameServer()->Collision()->IntersectNoLaser(m_Pos, pTarget->m_Pos, 0, 0);
if(IsReachable && pTarget->IsAlive())
{
const int &TargetClientId = pTarget->GetPlayer()->GetCID();
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// Solo players are dragged independently from the rest of the team
if(pTarget->Teams()->m_Core.GetSolo(TargetClientId))
{
aIsTarget[TargetClientId] = true;
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}
else
{
int Distance = distance(pTarget->m_Pos, m_Pos);
if(aMinDistInTeam[TargetTeam] == 0 || aMinDistInTeam[TargetTeam] > Distance)
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{
aMinDistInTeam[TargetTeam] = Distance;
aClosestTargetIdInTeam[TargetTeam] = TargetClientId;
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}
aCanStillBeTeamTarget[TargetClientId] = true;
}
}
}
// Set the closest player for each team as a target if the team does not have a target player yet
for(int i = 0; i < MAX_CLIENTS; i++)
{
if((m_aTargetIdInTeam[i] != -1 && !aCanStillBeTeamTarget[m_aTargetIdInTeam[i]]) || m_aTargetIdInTeam[i] == -1)
{
m_aTargetIdInTeam[i] = aClosestTargetIdInTeam[i];
}
if(m_aTargetIdInTeam[i] != -1)
{
aIsTarget[m_aTargetIdInTeam[i]] = true;
}
}
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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// Create Dragger Beams which have not been created yet
if(aIsTarget[i] && m_apDraggerBeam[i] == nullptr)
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{
m_apDraggerBeam[i] = new CDraggerBeam(&GameServer()->m_World, this, m_Pos, m_Strength, m_IgnoreWalls, i, m_Layer, m_Number);
// The generated dragger beam is placed in the first position in the tick sequence and would therefore
// no longer be executed automatically in this tick. To execute the dragger beam nevertheless already
// this tick we call it manually (we do this to keep the old game logic)
m_apDraggerBeam[i]->Tick();
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}
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// Remove dragger beams that have not yet been deleted
else if(!aIsTarget[i] && m_apDraggerBeam[i] != nullptr)
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{
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m_apDraggerBeam[i]->Reset();
}
}
}
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void CDragger::RemoveDraggerBeam(int ClientID)
{
m_apDraggerBeam[ClientID] = nullptr;
}
void CDragger::Reset()
{
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m_MarkedForDestroy = true;
}
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void CDragger::Snap(int SnappingClient)
{
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// Only players with the dragger in their field of view or who want to see everything will receive the snap
if(NetworkClipped(SnappingClient))
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return;
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// Send the dragger in its resting position if the player would not otherwise see a dragger beam
for(int i = 0; i < MAX_CLIENTS; i++)
{
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if(m_apDraggerBeam[i] != nullptr)
{
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CCharacter *pChar = GameServer()->GetPlayerChar(i);
if(pChar && pChar->CanSnapCharacter(SnappingClient))
{
return;
}
}
}
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int SnappingClientVersion = SnappingClient != SERVER_DEMO_CLIENT ?
GameServer()->GetClientVersion(SnappingClient) :
CLIENT_VERSIONNR;
CNetObj_EntityEx *pEntData = 0;
if(SnappingClientVersion >= VERSION_DDNET_SWITCH)
{
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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;
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pEntData->m_EntityClass = clamp(ENTITYCLASS_DRAGGER_WEAK + round_to_int(m_Strength) - 1,
(int)ENTITYCLASS_DRAGGER_WEAK, (int)ENTITYCLASS_DRAGGER_STRONG);
}
}
else
{
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// Emulate turned off blinking dragger for old clients
CCharacter *pChar = GameServer()->GetPlayerChar(SnappingClient);
if(SnappingClient != SERVER_DEMO_CLIENT &&
(GameServer()->m_apPlayers[SnappingClient]->GetTeam() == TEAM_SPECTATORS ||
GameServer()->m_apPlayers[SnappingClient]->IsPaused()) &&
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GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID != SPEC_FREEVIEW)
pChar = GameServer()->GetPlayerChar(GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID);
int Tick = (Server()->Tick() % Server()->TickSpeed()) % 11;
if(pChar && m_Layer == LAYER_SWITCH && m_Number > 0 &&
!Switchers()[m_Number].m_aStatus[pChar->Team()] && !Tick)
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return;
}
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CNetObj_Laser *pObjLaser = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(
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NETOBJTYPE_LASER, GetID(), sizeof(CNetObj_Laser)));
if(!pObjLaser)
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return;
pObjLaser->m_X = (int)m_Pos.x;
pObjLaser->m_Y = (int)m_Pos.y;
pObjLaser->m_FromX = (int)m_Pos.x;
pObjLaser->m_FromY = (int)m_Pos.y;
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if(pEntData)
{
pObjLaser->m_StartTick = 0;
}
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else
{
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int StartTick = m_EvalTick;
if(StartTick < Server()->Tick() - 4)
StartTick = Server()->Tick() - 4;
else if(StartTick > Server()->Tick())
StartTick = Server()->Tick();
pObjLaser->m_StartTick = StartTick;
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}
}