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. */
#include "projectile.h"
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#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include <game/server/gamemodes/DDRace.h>
#include <game/server/player.h>
#include <game/version.h>
#include <engine/shared/config.h>
#include <game/server/teams.h>
#include "character.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)
{
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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_StartTick = Server()->Tick();
m_Explosive = Explosive;
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m_Layer = Layer;
m_Number = Number;
m_Freeze = Freeze;
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m_TuneZone = GameServer()->Collision()->IsTune(GameServer()->Collision()->GetMapIndex(m_Pos));
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CCharacter *pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
m_BelongsToPracticeTeam = pOwnerChar && pOwnerChar->Teams()->IsPractice(pOwnerChar->Team());
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GameWorld()->InsertEntity(this);
}
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void CProjectile::Reset()
{
if(m_LifeSpan > -2)
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m_MarkedForDestroy = true;
}
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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)
{
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;
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;
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;
}
break;
}
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return CalcPos(m_Pos, m_Direction, Curvature, Speed, Time);
}
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void CProjectile::Tick()
{
float Pt = (Server()->Tick() - m_StartTick - 1) / (float)Server()->TickSpeed();
float Ct = (Server()->Tick() - m_StartTick) / (float)Server()->TickSpeed();
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vec2 PrevPos = GetPos(Pt);
vec2 CurPos = GetPos(Ct);
vec2 ColPos;
vec2 NewPos;
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int Collide = GameServer()->Collision()->IntersectLine(PrevPos, CurPos, &ColPos, &NewPos);
CCharacter *pOwnerChar = 0;
if(m_Owner >= 0)
pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
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CCharacter *pTargetChr = 0;
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if(pOwnerChar ? !(pOwnerChar->m_Hit & CCharacter::DISABLE_HIT_GRENADE) : g_Config.m_SvHit)
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pTargetChr = GameServer()->m_World.IntersectCharacter(PrevPos, ColPos, m_Freeze ? 1.0f : 6.0f, ColPos, pOwnerChar, m_Owner);
if(m_LifeSpan > -1)
m_LifeSpan--;
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int64_t TeamMask = -1LL;
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bool IsWeaponCollide = false;
if(
pOwnerChar &&
pTargetChr &&
pOwnerChar->IsAlive() &&
pTargetChr->IsAlive() &&
!pTargetChr->CanCollide(m_Owner))
{
IsWeaponCollide = true;
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}
if(pOwnerChar && pOwnerChar->IsAlive())
{
TeamMask = pOwnerChar->Teams()->TeamMask(pOwnerChar->Team(), -1, m_Owner);
}
else if(m_Owner >= 0 && (m_Type != WEAPON_GRENADE || g_Config.m_SvDestroyBulletsOnDeath || m_BelongsToPracticeTeam))
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{
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m_MarkedForDestroy = true;
return;
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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 || (m_Type == WEAPON_SHOTGUN && Collide)))))
{
int Number = 1;
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if(GameServer()->EmulateBug(BUG_GRENADE_DOUBLEEXPLOSION) && m_LifeSpan == -1)
{
Number = 2;
}
for(int i = 0; i < Number; i++)
{
GameServer()->CreateExplosion(ColPos, m_Owner, m_Type, m_Owner == -1, (!pTargetChr ? -1 : pTargetChr->Team()),
(m_Owner != -1) ? TeamMask : -1LL);
GameServer()->CreateSound(ColPos, m_SoundImpact,
(m_Owner != -1) ? TeamMask : -1LL);
}
}
else if(m_Freeze)
{
CCharacter *apEnts[MAX_CLIENTS];
int Num = GameWorld()->FindEntities(CurPos, 1.0f, (CEntity **)apEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
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for(int i = 0; i < Num; ++i)
if(apEnts[i] && (m_Layer != LAYER_SWITCH || (m_Layer == LAYER_SWITCH && m_Number > 0 && GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[apEnts[i]->Team()])))
apEnts[i]->Freeze();
}
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if(pOwnerChar && !GameLayerClipped(ColPos) &&
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((m_Type == WEAPON_GRENADE && pOwnerChar->HasTelegunGrenade()) || (m_Type == WEAPON_GUN && pOwnerChar->HasTelegunGun())))
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{
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int MapIndex = GameServer()->Collision()->GetPureMapIndex(pTargetChr ? pTargetChr->m_Pos : ColPos);
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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;
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if(IsSwitchTeleGun || IsBlueSwitchTeleGun)
{
// Delay specifies which weapon the tile should work for.
// Delay = 0 means all.
int delay = GameServer()->Collision()->GetSwitchDelay(MapIndex);
if(delay == 1 && m_Type != WEAPON_GUN)
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IsSwitchTeleGun = IsBlueSwitchTeleGun = false;
if(delay == 2 && m_Type != WEAPON_GRENADE)
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IsSwitchTeleGun = IsBlueSwitchTeleGun = false;
if(delay == 3 && m_Type != WEAPON_LASER)
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IsSwitchTeleGun = IsBlueSwitchTeleGun = false;
}
if(TileFIndex == TILE_ALLOW_TELE_GUN || TileFIndex == TILE_ALLOW_BLUE_TELE_GUN || IsSwitchTeleGun || IsBlueSwitchTeleGun || pTargetChr)
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{
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bool Found;
vec2 PossiblePos;
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if(!Collide)
Found = GetNearestAirPosPlayer(pTargetChr ? pTargetChr->m_Pos : ColPos, &PossiblePos);
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else
Found = GetNearestAirPos(NewPos, CurPos, &PossiblePos);
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if(Found)
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{
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pOwnerChar->m_TeleGunPos = PossiblePos;
pOwnerChar->m_TeleGunTeleport = true;
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pOwnerChar->m_IsBlueTeleGunTeleport = TileFIndex == TILE_ALLOW_BLUE_TELE_GUN || IsBlueSwitchTeleGun;
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}
}
}
if(Collide && m_Bouncing != 0)
{
m_StartTick = Server()->Tick();
m_Pos = NewPos + (-(m_Direction * 4));
if(m_Bouncing == 1)
m_Direction.x = -m_Direction.x;
else if(m_Bouncing == 2)
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m_Direction.y = -m_Direction.y;
if(fabs(m_Direction.x) < 1e-6)
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m_Direction.x = 0;
if(fabs(m_Direction.y) < 1e-6)
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m_Direction.y = 0;
m_Pos += m_Direction;
}
else if(m_Type == WEAPON_GUN)
{
GameServer()->CreateDamageInd(CurPos, -atan2(m_Direction.x, m_Direction.y), 10, (m_Owner != -1) ? TeamMask : -1LL);
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m_MarkedForDestroy = true;
return;
}
else
{
if(!m_Freeze)
{
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m_MarkedForDestroy = true;
return;
}
}
}
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if(m_LifeSpan == -1)
{
if(m_Explosive)
{
if(m_Owner >= 0)
pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
TeamMask = -1LL;
if(pOwnerChar && pOwnerChar->IsAlive())
{
TeamMask = pOwnerChar->Teams()->TeamMask(pOwnerChar->Team(), -1, m_Owner);
}
GameServer()->CreateExplosion(ColPos, m_Owner, m_Type, m_Owner == -1, (!pOwnerChar ? -1 : pOwnerChar->Team()),
(m_Owner != -1) ? TeamMask : -1LL);
GameServer()->CreateSound(ColPos, m_SoundImpact,
(m_Owner != -1) ? TeamMask : -1LL);
}
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m_MarkedForDestroy = true;
return;
}
int x = GameServer()->Collision()->GetIndex(PrevPos, CurPos);
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int z;
if(g_Config.m_SvOldTeleportWeapons)
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z = GameServer()->Collision()->IsTeleport(x);
else
z = GameServer()->Collision()->IsTeleportWeapon(x);
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CGameControllerDDRace *pControllerDDRace = (CGameControllerDDRace *)GameServer()->m_pController;
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if(z && !pControllerDDRace->m_TeleOuts[z - 1].empty())
{
int TeleOut = GameServer()->m_World.m_Core.RandomOr0(pControllerDDRace->m_TeleOuts[z - 1].size());
m_Pos = pControllerDDRace->m_TeleOuts[z - 1][TeleOut];
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);
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pProj->m_StartTick = m_StartTick;
pProj->m_Type = m_Type;
}
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void CProjectile::Snap(int SnappingClient)
{
float Ct = (Server()->Tick() - m_StartTick) / (float)Server()->TickSpeed();
if(NetworkClipped(SnappingClient, GetPos(Ct)))
return;
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if(m_LifeSpan == -2)
{
CNetObj_EntityEx *pEntData = static_cast<CNetObj_EntityEx *>(Server()->SnapNewItem(NETOBJTYPE_ENTITYEX, GetID(), sizeof(CNetObj_EntityEx)));
if(!pEntData)
return;
pEntData->m_SwitchNumber = m_Number;
pEntData->m_Layer = m_Layer;
pEntData->m_EntityClass = ENTITYCLASS_PROJECTILE;
}
int SnappingClientVersion = SnappingClient != SERVER_DEMO_CLIENT ? GameServer()->GetClientVersion(SnappingClient) : CLIENT_VERSIONNR;
if(SnappingClientVersion < VERSION_DDNET_SWITCH)
{
CCharacter *pSnapChar = GameServer()->GetPlayerChar(SnappingClient);
int Tick = (Server()->Tick() % Server()->TickSpeed()) % ((m_Explosive) ? 6 : 20);
if(pSnapChar && pSnapChar->IsAlive() && (m_Layer == LAYER_SWITCH && m_Number > 0 && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pSnapChar->Team()] && (!Tick)))
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 && m_Owner != -1 && !CmaskIsSet(TeamMask, SnappingClient))
return;
CNetObj_DDNetProjectile DDNetProjectile;
if(SnappingClientVersion >= VERSION_DDNET_ANTIPING_PROJECTILE && FillExtraInfo(&DDNetProjectile))
{
int Type = SnappingClientVersion < VERSION_DDNET_MSG_LEGACY ? (int)NETOBJTYPE_PROJECTILE : NETOBJTYPE_DDNETPROJECTILE;
void *pProj = Server()->SnapNewItem(Type, GetID(), sizeof(DDNetProjectile));
if(!pProj)
{
return;
}
mem_copy(pProj, &DDNetProjectile, sizeof(DDNetProjectile));
}
else
{
CNetObj_Projectile *pProj = static_cast<CNetObj_Projectile *>(Server()->SnapNewItem(NETOBJTYPE_PROJECTILE, GetID(), sizeof(CNetObj_Projectile)));
if(!pProj)
{
return;
}
FillInfo(pProj);
}
}
void CProjectile::SwapClients(int Client1, int Client2)
{
m_Owner = m_Owner == Client1 ? Client2 : m_Owner == Client2 ? Client1 : m_Owner;
}
// DDRace
void CProjectile::SetBouncing(int Value)
{
m_Bouncing = Value;
}
bool CProjectile::FillExtraInfo(CNetObj_DDNetProjectile *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
return false;
}
//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 |= PROJECTILEFLAG_NO_OWNER;
//This bit tells the client to use the extra info
Data |= PROJECTILEFLAG_IS_DDNET;
// PROJECTILEFLAG_BOUNCE_HORIZONTAL, PROJECTILEFLAG_BOUNCE_VERTICAL
Data |= (m_Bouncing & 3) << 10;
if(m_Explosive)
Data |= PROJECTILEFLAG_EXPLOSIVE;
if(m_Freeze)
Data |= PROJECTILEFLAG_FREEZE;
pProj->m_X = (int)(m_Pos.x * 100.0f);
pProj->m_Y = (int)(m_Pos.y * 100.0f);
pProj->m_Angle = (int)(Angle * 1000000.0f);
pProj->m_Data = Data;
pProj->m_StartTick = m_StartTick;
pProj->m_Type = m_Type;
return true;
}