ddnet/src/game/server/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. */
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#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include <game/server/gamemodes/DDRace.h>
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#include "projectile.h"
#include <engine/shared/config.h>
#include <game/server/teams.h>
CProjectile::CProjectile
(
CGameWorld *pGameWorld,
int Type,
int Owner,
vec2 Pos,
vec2 Dir,
int Span,
bool Freeze,
bool Explosive,
float Force,
int SoundImpact,
int Weapon,
int Layer,
int Number
)
: CEntity(pGameWorld, CGameWorld::ENTTYPE_PROJECTILE)
{
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m_Type = Type;
m_Pos = Pos;
m_Direction = Dir;
m_LifeSpan = Span;
m_Owner = Owner;
m_Force = Force;
//m_Damage = Damage;
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m_SoundImpact = SoundImpact;
m_Weapon = Weapon;
m_StartTick = Server()->Tick();
m_Explosive = Explosive;
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m_Layer = Layer;
m_Number = Number;
m_Freeze = Freeze;
m_TuneZone = GameServer()->GetPlayerChar(m_Owner)->m_TuneZone;
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GameWorld()->InsertEntity(this);
}
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void CProjectile::Reset()
{
if(m_LifeSpan > -2)
GameServer()->m_World.DestroyEntity(this);
}
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vec2 CProjectile::GetPos(float Time)
{
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float Curvature = 0;
float Speed = 0;
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switch(m_Type)
{
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case WEAPON_GRENADE:
if (!m_TuneZone)
{
Curvature = GameServer()->Tuning()->m_GrenadeCurvature;
Speed = GameServer()->Tuning()->m_GrenadeSpeed;
}
else
{
Curvature = (GameServer()->TuningList()+m_TuneZone)->m_GrenadeCurvature;
Speed = (GameServer()->TuningList()+m_TuneZone)->m_GrenadeSpeed;
}
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break;
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case WEAPON_SHOTGUN:
if (!m_TuneZone)
{
Curvature = GameServer()->Tuning()->m_ShotgunCurvature;
Speed = GameServer()->Tuning()->m_ShotgunSpeed;
}
else
{
Curvature = (GameServer()->TuningList()+m_TuneZone)->m_ShotgunCurvature;
Speed = (GameServer()->TuningList()+m_TuneZone)->m_ShotgunSpeed;
}
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break;
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case WEAPON_GUN:
if (!m_TuneZone)
{
Curvature = GameServer()->Tuning()->m_GunCurvature;
Speed = GameServer()->Tuning()->m_GunSpeed;
}
else
{
Curvature = (GameServer()->TuningList()+m_TuneZone)->m_GunCurvature;
Speed = (GameServer()->TuningList()+m_TuneZone)->m_GunSpeed;
}
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break;
}
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return CalcPos(m_Pos, m_Direction, Curvature, Speed, Time);
}
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void CProjectile::Tick()
{
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float Pt = (Server()->Tick()-m_StartTick-1)/(float)Server()->TickSpeed();
float Ct = (Server()->Tick()-m_StartTick)/(float)Server()->TickSpeed();
vec2 PrevPos = GetPos(Pt);
vec2 CurPos = GetPos(Ct);
vec2 ColPos;
vec2 NewPos;
int Collide = GameServer()->Collision()->IntersectLine(PrevPos, CurPos, &ColPos, &NewPos, false);
CCharacter *pOwnerChar = 0;
if(m_Owner >= 0)
pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
CCharacter *pTargetChr = GameServer()->m_World.IntersectCharacter(PrevPos, ColPos, m_Freeze ? 1.0f : 6.0f, ColPos, pOwnerChar);
if(m_LifeSpan > -1)
m_LifeSpan--;
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int64_t TeamMask = -1LL;
bool isWeaponCollide = false;
if
(
pOwnerChar &&
pTargetChr &&
pOwnerChar->IsAlive() &&
pTargetChr->IsAlive() &&
!pTargetChr->CanCollide(m_Owner)
)
{
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isWeaponCollide = true;
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//TeamMask = OwnerChar->Teams()->TeamMask( OwnerChar->Team());
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}
if (pOwnerChar && pOwnerChar->IsAlive())
{
TeamMask = pOwnerChar->Teams()->TeamMask(pOwnerChar->Team(), -1, m_Owner);
}
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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)))
{
GameServer()->CreateExplosion(ColPos, m_Owner, m_Weapon, m_Owner == -1, (!pTargetChr ? -1 : pTargetChr->Team()),
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(m_Owner != -1)? TeamMask : -1LL);
GameServer()->CreateSound(ColPos, m_SoundImpact,
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(m_Owner != -1)? TeamMask : -1LL);
}
else if(pTargetChr && m_Freeze && ((m_Layer == LAYER_SWITCH && GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pTargetChr->Team()]) || m_Layer != LAYER_SWITCH))
pTargetChr->Freeze();
if(Collide && m_Bouncing != 0)
{
m_StartTick = Server()->Tick();
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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;
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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_Weapon == WEAPON_GUN)
{
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GameServer()->CreateDamageInd(CurPos, -atan2(m_Direction.x, m_Direction.y), 10, (m_Owner != -1)? TeamMask : -1LL);
GameServer()->m_World.DestroyEntity(this);
}
else
if (!m_Freeze)
GameServer()->m_World.DestroyEntity(this);
}
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if(m_LifeSpan == -1)
{
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GameServer()->m_World.DestroyEntity(this);
}
int x = GameServer()->Collision()->GetIndex(PrevPos, CurPos);
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int z;
if (g_Config.m_SvOldTeleportWeapons)
z = GameServer()->Collision()->IsTeleport(x);
else
z = GameServer()->Collision()->IsTeleportWeapon(x);
if (z && ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[z-1].size())
{
int Num = ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[z-1].size();
m_Pos = ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[z-1][(!Num)?Num:rand() % Num];
m_StartTick = Server()->Tick();
}
}
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void CProjectile::TickPaused()
{
++m_StartTick;
}
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void CProjectile::FillInfo(CNetObj_Projectile *pProj)
{
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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;
}
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void CProjectile::Snap(int SnappingClient)
{
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float Ct = (Server()->Tick()-m_StartTick)/(float)Server()->TickSpeed();
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if(NetworkClipped(SnappingClient, GetPos(Ct)))
return;
CCharacter* pSnapChar = GameServer()->GetPlayerChar(SnappingClient);
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int Tick = (Server()->Tick()%Server()->TickSpeed())%((m_Explosive)?6:20);
if (pSnapChar && pSnapChar->IsAlive() && (m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pSnapChar->Team()] && (!Tick)))
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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(m_Owner != -1 && !CmaskIsSet(TeamMask, SnappingClient))
return;
CNetObj_Projectile *pProj = static_cast<CNetObj_Projectile *>(Server()->SnapNewItem(NETOBJTYPE_PROJECTILE, m_ID, sizeof(CNetObj_Projectile)));
if(pProj)
FillInfo(pProj);
}
// DDRace
void CProjectile::SetBouncing(int Value)
{
m_Bouncing = Value;
}