/* (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 #include #include #include #include #include #include #include "character.h" #include "laser.h" #include "projectile.h" #include "light.h" #include #include MACRO_ALLOC_POOL_ID_IMPL(CCharacter, MAX_CLIENTS) // Character, "physical" player's part CCharacter::CCharacter(CGameWorld *pWorld) : CEntity(pWorld, CGameWorld::ENTTYPE_CHARACTER, vec2(0, 0), ms_PhysSize) { m_Health = 0; m_Armor = 0; m_StrongWeakID = 0; // never intilize both to zero m_Input.m_TargetX = 0; m_Input.m_TargetY = -1; m_LatestPrevPrevInput = m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input; } void CCharacter::Reset() { Destroy(); } bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos) { m_EmoteStop = -1; m_LastAction = -1; m_LastNoAmmoSound = -1; m_LastWeapon = WEAPON_HAMMER; m_QueuedWeapon = -1; m_LastRefillJumps = false; m_LastPenalty = false; m_LastBonus = false; m_TeleGunTeleport = false; m_IsBlueTeleGunTeleport = false; m_Solo = false; m_pPlayer = pPlayer; m_Pos = Pos; mem_zero(&m_LatestPrevPrevInput, sizeof(m_LatestPrevPrevInput)); m_LatestPrevPrevInput.m_TargetY = -1; m_SpawnTick = Server()->Tick(); m_WeaponChangeTick = Server()->Tick(); Antibot()->OnSpawn(m_pPlayer->GetCID()); m_Core.Reset(); m_Core.Init(&GameServer()->m_World.m_Core, GameServer()->Collision()); m_Core.m_ActiveWeapon = WEAPON_GUN; m_Core.m_Pos = m_Pos; GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = &m_Core; m_ReckoningTick = 0; mem_zero(&m_SendCore, sizeof(m_SendCore)); mem_zero(&m_ReckoningCore, sizeof(m_ReckoningCore)); GameServer()->m_World.InsertEntity(this); m_Alive = true; GameServer()->m_pController->OnCharacterSpawn(this); DDRaceInit(); m_TuneZone = GameServer()->Collision()->IsTune(GameServer()->Collision()->GetMapIndex(Pos)); m_TuneZoneOld = -1; // no zone leave msg on spawn m_NeededFaketuning = 0; // reset fake tunings on respawn and send the client SendZoneMsgs(); // we want a entermessage also on spawn GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); Server()->StartRecord(m_pPlayer->GetCID()); return true; } void CCharacter::Destroy() { GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0; m_Alive = false; m_Solo = false; } void CCharacter::SetWeapon(int W) { if(W == m_Core.m_ActiveWeapon) return; m_LastWeapon = m_Core.m_ActiveWeapon; m_QueuedWeapon = -1; m_Core.m_ActiveWeapon = W; GameServer()->CreateSound(m_Pos, SOUND_WEAPON_SWITCH, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID())); if(m_Core.m_ActiveWeapon < 0 || m_Core.m_ActiveWeapon >= NUM_WEAPONS) m_Core.m_ActiveWeapon = 0; } void CCharacter::SetSolo(bool Solo) { m_Solo = Solo; m_Core.m_Solo = Solo; Teams()->m_Core.SetSolo(m_pPlayer->GetCID(), Solo); if(Solo) m_NeededFaketuning |= FAKETUNE_SOLO; else m_NeededFaketuning &= ~FAKETUNE_SOLO; GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings } bool CCharacter::IsGrounded() { if(GameServer()->Collision()->CheckPoint(m_Pos.x + GetProximityRadius() / 2, m_Pos.y + GetProximityRadius() / 2 + 5)) return true; if(GameServer()->Collision()->CheckPoint(m_Pos.x - GetProximityRadius() / 2, m_Pos.y + GetProximityRadius() / 2 + 5)) return true; int MoveRestrictionsBelow = GameServer()->Collision()->GetMoveRestrictions(m_Pos + vec2(0, GetProximityRadius() / 2 + 4), 0.0f); if(MoveRestrictionsBelow & CANTMOVE_DOWN) { return true; } return false; } void CCharacter::HandleJetpack() { vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY)); bool FullAuto = false; if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_LASER) FullAuto = true; if(m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN) FullAuto = true; // check if we gonna fire bool WillFire = false; if(CountInput(m_LatestPrevInput.m_Fire, m_LatestInput.m_Fire).m_Presses) WillFire = true; if(FullAuto && (m_LatestInput.m_Fire & 1) && m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo) WillFire = true; if(!WillFire) return; // check for ammo if(!m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo || m_FreezeTime) { return; } switch(m_Core.m_ActiveWeapon) { case WEAPON_GUN: { if(m_Jetpack) { float Strength; if(!m_TuneZone) Strength = GameServer()->Tuning()->m_JetpackStrength; else Strength = GameServer()->TuningList()[m_TuneZone].m_JetpackStrength; TakeDamage(Direction * -1.0f * (Strength / 100.0f / 6.11f), 0, m_pPlayer->GetCID(), m_Core.m_ActiveWeapon); } } } } void CCharacter::HandleNinja() { if(m_Core.m_ActiveWeapon != WEAPON_NINJA) return; if((Server()->Tick() - m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000)) { // time's up, return RemoveNinja(); return; } int NinjaTime = m_Ninja.m_ActivationTick + (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000) - Server()->Tick(); if(NinjaTime % Server()->TickSpeed() == 0 && NinjaTime / Server()->TickSpeed() <= 5) { GameServer()->CreateDamageInd(m_Pos, 0, NinjaTime / Server()->TickSpeed(), Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID())); } m_Armor = clamp(10 - (NinjaTime / 15), 0, 10); // force ninja Weapon SetWeapon(WEAPON_NINJA); m_Ninja.m_CurrentMoveTime--; if(m_Ninja.m_CurrentMoveTime == 0) { // reset velocity m_Core.m_Vel = m_Ninja.m_ActivationDir * m_Ninja.m_OldVelAmount; } if(m_Ninja.m_CurrentMoveTime > 0) { // Set velocity m_Core.m_Vel = m_Ninja.m_ActivationDir * g_pData->m_Weapons.m_Ninja.m_Velocity; vec2 OldPos = m_Pos; GameServer()->Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(GetProximityRadius(), GetProximityRadius()), 0.f); // reset velocity so the client doesn't predict stuff m_Core.m_Vel = vec2(0.f, 0.f); // check if we Hit anything along the way { CCharacter *aEnts[MAX_CLIENTS]; vec2 Dir = m_Pos - OldPos; float Radius = GetProximityRadius() * 2.0f; vec2 Center = OldPos + Dir * 0.5f; int Num = GameServer()->m_World.FindEntities(Center, Radius, (CEntity **)aEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER); // check that we're not in solo part if(Teams()->m_Core.GetSolo(m_pPlayer->GetCID())) return; for(int i = 0; i < Num; ++i) { if(aEnts[i] == this) continue; // Don't hit players in other teams if(Team() != aEnts[i]->Team()) continue; // Don't hit players in solo parts if(Teams()->m_Core.GetSolo(aEnts[i]->m_pPlayer->GetCID())) return; // make sure we haven't Hit this object before bool bAlreadyHit = false; for(int j = 0; j < m_NumObjectsHit; j++) { if(m_apHitObjects[j] == aEnts[i]) bAlreadyHit = true; } if(bAlreadyHit) continue; // check so we are sufficiently close if(distance(aEnts[i]->m_Pos, m_Pos) > (GetProximityRadius() * 2.0f)) continue; // Hit a player, give him damage and stuffs... GameServer()->CreateSound(aEnts[i]->m_Pos, SOUND_NINJA_HIT, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID())); // set his velocity to fast upward (for now) if(m_NumObjectsHit < 10) m_apHitObjects[m_NumObjectsHit++] = aEnts[i]; aEnts[i]->TakeDamage(vec2(0, -10.0f), g_pData->m_Weapons.m_Ninja.m_pBase->m_Damage, m_pPlayer->GetCID(), WEAPON_NINJA); } } return; } return; } void CCharacter::DoWeaponSwitch() { // make sure we can switch if(m_ReloadTimer != 0 || m_QueuedWeapon == -1 || m_aWeapons[WEAPON_NINJA].m_Got || !m_aWeapons[m_QueuedWeapon].m_Got) return; // switch Weapon SetWeapon(m_QueuedWeapon); } void CCharacter::HandleWeaponSwitch() { int WantedWeapon = m_Core.m_ActiveWeapon; if(m_QueuedWeapon != -1) WantedWeapon = m_QueuedWeapon; bool Anything = false; for(int i = 0; i < NUM_WEAPONS - 1; ++i) if(m_aWeapons[i].m_Got) Anything = true; if(!Anything) return; // select Weapon int Next = CountInput(m_LatestPrevInput.m_NextWeapon, m_LatestInput.m_NextWeapon).m_Presses; int Prev = CountInput(m_LatestPrevInput.m_PrevWeapon, m_LatestInput.m_PrevWeapon).m_Presses; if(Next < 128) // make sure we only try sane stuff { while(Next) // Next Weapon selection { WantedWeapon = (WantedWeapon + 1) % NUM_WEAPONS; if(m_aWeapons[WantedWeapon].m_Got) Next--; } } if(Prev < 128) // make sure we only try sane stuff { while(Prev) // Prev Weapon selection { WantedWeapon = (WantedWeapon - 1) < 0 ? NUM_WEAPONS - 1 : WantedWeapon - 1; if(m_aWeapons[WantedWeapon].m_Got) Prev--; } } // Direct Weapon selection if(m_LatestInput.m_WantedWeapon) WantedWeapon = m_Input.m_WantedWeapon - 1; // check for insane values if(WantedWeapon >= 0 && WantedWeapon < NUM_WEAPONS && WantedWeapon != m_Core.m_ActiveWeapon && m_aWeapons[WantedWeapon].m_Got) m_QueuedWeapon = WantedWeapon; DoWeaponSwitch(); } void CCharacter::FireWeapon() { if(m_ReloadTimer != 0) { if(m_LatestInput.m_Fire & 1) { Antibot()->OnHammerFireReloading(m_pPlayer->GetCID()); } return; } DoWeaponSwitch(); vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY)); bool FullAuto = false; if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_LASER) FullAuto = true; if(m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN) FullAuto = true; // allow firing directly after coming out of freeze or being unfrozen // by something if(m_FrozenLastTick) FullAuto = true; // don't fire hammer when player is deep and sv_deepfly is disabled if(!g_Config.m_SvDeepfly && m_Core.m_ActiveWeapon == WEAPON_HAMMER && m_DeepFreeze) return; // check if we gonna fire bool WillFire = false; if(CountInput(m_LatestPrevInput.m_Fire, m_LatestInput.m_Fire).m_Presses) WillFire = true; if(FullAuto && (m_LatestInput.m_Fire & 1) && m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo) WillFire = true; if(!WillFire) return; if(m_FreezeTime) { // Timer stuff to avoid shrieking orchestra caused by unfreeze-plasma if(m_PainSoundTimer <= 0 && !(m_LatestPrevInput.m_Fire & 1)) { m_PainSoundTimer = 1 * Server()->TickSpeed(); GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID())); } return; } // check for ammo if(!m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo) { /*// 125ms is a magical limit of how fast a human can click m_ReloadTimer = 125 * Server()->TickSpeed() / 1000; GameServer()->CreateSound(m_Pos, SOUND_WEAPON_NOAMMO);*/ return; } vec2 ProjStartPos = m_Pos + Direction * GetProximityRadius() * 0.75f; switch(m_Core.m_ActiveWeapon) { case WEAPON_HAMMER: { // reset objects Hit m_NumObjectsHit = 0; GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID())); Antibot()->OnHammerFire(m_pPlayer->GetCID()); if(m_Hit & DISABLE_HIT_HAMMER) break; CCharacter *apEnts[MAX_CLIENTS]; int Hits = 0; int Num = GameServer()->m_World.FindEntities(ProjStartPos, GetProximityRadius() * 0.5f, (CEntity **)apEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER); for(int i = 0; i < Num; ++i) { CCharacter *pTarget = apEnts[i]; //if ((pTarget == this) || GameServer()->Collision()->IntersectLine(ProjStartPos, pTarget->m_Pos, NULL, NULL)) if((pTarget == this || (pTarget->IsAlive() && !CanCollide(pTarget->GetPlayer()->GetCID())))) continue; // set his velocity to fast upward (for now) if(length(pTarget->m_Pos - ProjStartPos) > 0.0f) GameServer()->CreateHammerHit(pTarget->m_Pos - normalize(pTarget->m_Pos - ProjStartPos) * GetProximityRadius() * 0.5f, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID())); else GameServer()->CreateHammerHit(ProjStartPos, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID())); vec2 Dir; if(length(pTarget->m_Pos - m_Pos) > 0.0f) Dir = normalize(pTarget->m_Pos - m_Pos); else Dir = vec2(0.f, -1.f); /*pTarget->TakeDamage(vec2(0.f, -1.f) + normalize(Dir + vec2(0.f, -1.1f)) * 10.0f, g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage, m_pPlayer->GetCID(), m_Core.m_ActiveWeapon);*/ float Strength; if(!m_TuneZone) Strength = GameServer()->Tuning()->m_HammerStrength; else Strength = GameServer()->TuningList()[m_TuneZone].m_HammerStrength; vec2 Temp = pTarget->m_Core.m_Vel + normalize(Dir + vec2(0.f, -1.1f)) * 10.0f; Temp = ClampVel(pTarget->m_MoveRestrictions, Temp); Temp -= pTarget->m_Core.m_Vel; pTarget->TakeDamage((vec2(0.f, -1.0f) + Temp) * Strength, g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage, m_pPlayer->GetCID(), m_Core.m_ActiveWeapon); pTarget->UnFreeze(); if(m_FreezeHammer) pTarget->Freeze(); Antibot()->OnHammerHit(m_pPlayer->GetCID()); Hits++; } // if we Hit anything, we have to wait for the reload if(Hits) { float FireDelay; if(!m_TuneZone) FireDelay = GameServer()->Tuning()->m_HammerHitFireDelay; else FireDelay = GameServer()->TuningList()[m_TuneZone].m_HammerHitFireDelay; m_ReloadTimer = FireDelay * Server()->TickSpeed() / 1000; } } break; case WEAPON_GUN: { if(!m_Jetpack || !m_pPlayer->m_NinjaJetpack || m_Core.m_HasTelegunGun) { int Lifetime; if(!m_TuneZone) Lifetime = (int)(Server()->TickSpeed() * GameServer()->Tuning()->m_GunLifetime); else Lifetime = (int)(Server()->TickSpeed() * GameServer()->TuningList()[m_TuneZone].m_GunLifetime); CProjectile *pProj = new CProjectile( GameWorld(), WEAPON_GUN, //Type m_pPlayer->GetCID(), //Owner ProjStartPos, //Pos Direction, //Dir Lifetime, //Span 0, //Freeze 0, //Explosive 0, //Force -1 //SoundImpact ); // pack the Projectile and send it to the client Directly CNetObj_Projectile p; pProj->FillInfo(&p); CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE); Msg.AddInt(1); for(unsigned i = 0; i < sizeof(CNetObj_Projectile) / sizeof(int); i++) Msg.AddInt(((int *)&p)[i]); Server()->SendMsg(&Msg, MSGFLAG_VITAL, m_pPlayer->GetCID()); GameServer()->CreateSound(m_Pos, SOUND_GUN_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID())); } } break; case WEAPON_SHOTGUN: { /*int ShotSpread = 2; CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE); Msg.AddInt(ShotSpread*2+1); for(int i = -ShotSpread; i <= ShotSpread; ++i) { float Spreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f}; float a = angle(Direction); a += Spreading[i+2]; float v = 1-(absolute(i)/(float)ShotSpread); float Speed = mix((float)GameServer()->Tuning()->m_ShotgunSpeeddiff, 1.0f, v); CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_SHOTGUN, m_pPlayer->GetCID(), ProjStartPos, vec2(cosf(a), sinf(a))*Speed, (int)(Server()->TickSpeed()*GameServer()->Tuning()->m_ShotgunLifetime), 1, 0, 0, -1); // pack the Projectile and send it to the client Directly CNetObj_Projectile p; pProj->FillInfo(&p); for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++) Msg.AddInt(((int *)&p)[i]); } Server()->SendMsg(&Msg, MSGFLAG_VITAL, m_pPlayer->GetCID()); GameServer()->CreateSound(m_Pos, SOUND_SHOTGUN_FIRE);*/ float LaserReach; if(!m_TuneZone) LaserReach = GameServer()->Tuning()->m_LaserReach; else LaserReach = GameServer()->TuningList()[m_TuneZone].m_LaserReach; new CLaser(&GameServer()->m_World, m_Pos, Direction, LaserReach, m_pPlayer->GetCID(), WEAPON_SHOTGUN); GameServer()->CreateSound(m_Pos, SOUND_SHOTGUN_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID())); } break; case WEAPON_GRENADE: { int Lifetime; if(!m_TuneZone) Lifetime = (int)(Server()->TickSpeed() * GameServer()->Tuning()->m_GrenadeLifetime); else Lifetime = (int)(Server()->TickSpeed() * GameServer()->TuningList()[m_TuneZone].m_GrenadeLifetime); CProjectile *pProj = new CProjectile( GameWorld(), WEAPON_GRENADE, //Type m_pPlayer->GetCID(), //Owner ProjStartPos, //Pos Direction, //Dir Lifetime, //Span 0, //Freeze true, //Explosive 0, //Force SOUND_GRENADE_EXPLODE //SoundImpact ); //SoundImpact // pack the Projectile and send it to the client Directly CNetObj_Projectile p; pProj->FillInfo(&p); CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE); Msg.AddInt(1); for(unsigned i = 0; i < sizeof(CNetObj_Projectile) / sizeof(int); i++) Msg.AddInt(((int *)&p)[i]); Server()->SendMsg(&Msg, MSGFLAG_VITAL, m_pPlayer->GetCID()); GameServer()->CreateSound(m_Pos, SOUND_GRENADE_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID())); } break; case WEAPON_LASER: { float LaserReach; if(!m_TuneZone) LaserReach = GameServer()->Tuning()->m_LaserReach; else LaserReach = GameServer()->TuningList()[m_TuneZone].m_LaserReach; new CLaser(GameWorld(), m_Pos, Direction, LaserReach, m_pPlayer->GetCID(), WEAPON_LASER); GameServer()->CreateSound(m_Pos, SOUND_LASER_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID())); } break; case WEAPON_NINJA: { // reset Hit objects m_NumObjectsHit = 0; m_Ninja.m_ActivationDir = Direction; m_Ninja.m_CurrentMoveTime = g_pData->m_Weapons.m_Ninja.m_Movetime * Server()->TickSpeed() / 1000; m_Ninja.m_OldVelAmount = length(m_Core.m_Vel); GameServer()->CreateSound(m_Pos, SOUND_NINJA_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID())); } break; } m_AttackTick = Server()->Tick(); /*if(m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo > 0) // -1 == unlimited m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo--;*/ if(!m_ReloadTimer) { float FireDelay; if(!m_TuneZone) GameServer()->Tuning()->Get(38 + m_Core.m_ActiveWeapon, &FireDelay); else GameServer()->TuningList()[m_TuneZone].Get(38 + m_Core.m_ActiveWeapon, &FireDelay); m_ReloadTimer = FireDelay * Server()->TickSpeed() / 1000; } } void CCharacter::HandleWeapons() { //ninja HandleNinja(); HandleJetpack(); if(m_PainSoundTimer > 0) m_PainSoundTimer--; // check reload timer if(m_ReloadTimer) { m_ReloadTimer--; return; } // fire Weapon, if wanted FireWeapon(); /* // ammo regen int AmmoRegenTime = g_pData->m_Weapons.m_aId[m_Core.m_ActiveWeapon].m_Ammoregentime; if(AmmoRegenTime) { // If equipped and not active, regen ammo? if (m_ReloadTimer <= 0) { if (m_aWeapons[m_Core.m_ActiveWeapon].m_AmmoRegenStart < 0) m_aWeapons[m_Core.m_ActiveWeapon].m_AmmoRegenStart = Server()->Tick(); if ((Server()->Tick() - m_aWeapons[m_Core.m_ActiveWeapon].m_AmmoRegenStart) >= AmmoRegenTime * Server()->TickSpeed() / 1000) { // Add some ammo m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo = minimum(m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo + 1, 10); m_aWeapons[m_Core.m_ActiveWeapon].m_AmmoRegenStart = -1; } } else { m_aWeapons[m_Core.m_ActiveWeapon].m_AmmoRegenStart = -1; } }*/ return; } void CCharacter::GiveNinja() { m_Ninja.m_ActivationTick = Server()->Tick(); m_aWeapons[WEAPON_NINJA].m_Got = true; m_aWeapons[WEAPON_NINJA].m_Ammo = -1; if(m_Core.m_ActiveWeapon != WEAPON_NINJA) m_LastWeapon = m_Core.m_ActiveWeapon; m_Core.m_ActiveWeapon = WEAPON_NINJA; if(!m_aWeapons[WEAPON_NINJA].m_Got) GameServer()->CreateSound(m_Pos, SOUND_PICKUP_NINJA, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID())); } void CCharacter::RemoveNinja() { m_Ninja.m_CurrentMoveTime = 0; m_aWeapons[WEAPON_NINJA].m_Got = false; m_Core.m_ActiveWeapon = m_LastWeapon; SetWeapon(m_Core.m_ActiveWeapon); } void CCharacter::SetEmote(int Emote, int Tick) { m_EmoteType = Emote; m_EmoteStop = Tick; } void CCharacter::OnPredictedInput(CNetObj_PlayerInput *pNewInput) { // check for changes if(mem_comp(&m_SavedInput, pNewInput, sizeof(CNetObj_PlayerInput)) != 0) m_LastAction = Server()->Tick(); // copy new input mem_copy(&m_Input, pNewInput, sizeof(m_Input)); m_NumInputs++; // it is not allowed to aim in the center if(m_Input.m_TargetX == 0 && m_Input.m_TargetY == 0) m_Input.m_TargetY = -1; mem_copy(&m_SavedInput, &m_Input, sizeof(m_SavedInput)); } void CCharacter::OnDirectInput(CNetObj_PlayerInput *pNewInput) { mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput)); mem_copy(&m_LatestInput, pNewInput, sizeof(m_LatestInput)); // it is not allowed to aim in the center if(m_LatestInput.m_TargetX == 0 && m_LatestInput.m_TargetY == 0) m_LatestInput.m_TargetY = -1; Antibot()->OnDirectInput(m_pPlayer->GetCID()); if(m_NumInputs > 2 && m_pPlayer->GetTeam() != TEAM_SPECTATORS) { HandleWeaponSwitch(); FireWeapon(); } mem_copy(&m_LatestPrevPrevInput, &m_LatestPrevInput, sizeof(m_LatestInput)); mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput)); } void CCharacter::ResetHook() { m_Core.m_HookedPlayer = -1; m_Core.m_HookState = HOOK_RETRACTED; m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT; m_Core.m_HookPos = m_Core.m_Pos; } void CCharacter::ResetInput() { m_Input.m_Direction = 0; //m_Input.m_Hook = 0; // simulate releasing the fire button if((m_Input.m_Fire & 1) != 0) m_Input.m_Fire++; m_Input.m_Fire &= INPUT_STATE_MASK; m_Input.m_Jump = 0; m_LatestPrevInput = m_LatestInput = m_Input; } void CCharacter::Tick() { /*if(m_pPlayer->m_ForceBalanced) { char Buf[128]; str_format(Buf, sizeof(Buf), "You were moved to %s due to team balancing", GameServer()->m_pController->GetTeamName(m_pPlayer->GetTeam())); GameServer()->SendBroadcast(Buf, m_pPlayer->GetCID()); m_pPlayer->m_ForceBalanced = false; }*/ if(m_Paused) return; // set emote if(m_EmoteStop < Server()->Tick()) { m_EmoteType = m_pPlayer->GetDefaultEmote(); m_EmoteStop = -1; } DDRaceTick(); Antibot()->OnCharacterTick(m_pPlayer->GetCID()); m_Core.m_Input = m_Input; m_Core.Tick(true); if(!m_PrevInput.m_Hook && m_Input.m_Hook && !(m_Core.m_TriggeredEvents & COREEVENT_HOOK_ATTACH_PLAYER)) { Antibot()->OnHookAttach(m_pPlayer->GetCID(), false); } // handle Weapons HandleWeapons(); DDRacePostCoreTick(); if(m_Core.m_TriggeredEvents & COREEVENT_HOOK_ATTACH_PLAYER) { if(m_Core.m_HookedPlayer != -1 && GameServer()->m_apPlayers[m_Core.m_HookedPlayer]->GetTeam() != -1) { Antibot()->OnHookAttach(m_pPlayer->GetCID(), true); } } // Previnput m_PrevInput = m_Input; m_PrevPos = m_Core.m_Pos; return; } void CCharacter::TickDefered() { // advance the dummy { CWorldCore TempWorld; m_ReckoningCore.Init(&TempWorld, GameServer()->Collision(), &Teams()->m_Core, m_pTeleOuts); m_ReckoningCore.m_Id = m_pPlayer->GetCID(); m_ReckoningCore.Tick(false); m_ReckoningCore.Move(); m_ReckoningCore.Quantize(); } //lastsentcore vec2 StartPos = m_Core.m_Pos; vec2 StartVel = m_Core.m_Vel; bool StuckBefore = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f)); m_Core.m_Id = m_pPlayer->GetCID(); m_Core.Move(); bool StuckAfterMove = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f)); m_Core.Quantize(); bool StuckAfterQuant = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f)); m_Pos = m_Core.m_Pos; if(!StuckBefore && (StuckAfterMove || StuckAfterQuant)) { // Hackish solution to get rid of strict-aliasing warning union { float f; unsigned u; } StartPosX, StartPosY, StartVelX, StartVelY; StartPosX.f = StartPos.x; StartPosY.f = StartPos.y; StartVelX.f = StartVel.x; StartVelY.f = StartVel.y; char aBuf[256]; str_format(aBuf, sizeof(aBuf), "STUCK!!! %d %d %d %f %f %f %f %x %x %x %x", StuckBefore, StuckAfterMove, StuckAfterQuant, StartPos.x, StartPos.y, StartVel.x, StartVel.y, StartPosX.u, StartPosY.u, StartVelX.u, StartVelY.u); GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf); } { int Events = m_Core.m_TriggeredEvents; int CID = m_pPlayer->GetCID(); int64_t TeamMask = Teams()->TeamMask(Team(), -1, CID); // Some sounds are triggered client-side for the acting player // so we need to avoid duplicating them int64_t TeamMaskExceptSelf = Teams()->TeamMask(Team(), CID, CID); // Some are triggered client-side but only on Sixup int64_t TeamMaskExceptSelfIfSixup = Server()->IsSixup(CID) ? TeamMaskExceptSelf : TeamMask; if(Events & COREEVENT_GROUND_JUMP) GameServer()->CreateSound(m_Pos, SOUND_PLAYER_JUMP, TeamMaskExceptSelf); if(Events & COREEVENT_HOOK_ATTACH_PLAYER) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_PLAYER, TeamMaskExceptSelfIfSixup); if(Events & COREEVENT_HOOK_ATTACH_GROUND) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_GROUND, TeamMaskExceptSelf); if(Events & COREEVENT_HOOK_HIT_NOHOOK) GameServer()->CreateSound(m_Pos, SOUND_HOOK_NOATTACH, TeamMaskExceptSelf); } if(m_pPlayer->GetTeam() == TEAM_SPECTATORS) { m_Pos.x = m_Input.m_TargetX; m_Pos.y = m_Input.m_TargetY; } // update the m_SendCore if needed { CNetObj_Character Predicted; CNetObj_Character Current; mem_zero(&Predicted, sizeof(Predicted)); mem_zero(&Current, sizeof(Current)); m_ReckoningCore.Write(&Predicted); m_Core.Write(&Current); // only allow dead reackoning for a top of 3 seconds if(m_Core.m_pReset || m_ReckoningTick + Server()->TickSpeed() * 3 < Server()->Tick() || mem_comp(&Predicted, &Current, sizeof(CNetObj_Character)) != 0) { m_ReckoningTick = Server()->Tick(); m_SendCore = m_Core; m_ReckoningCore = m_Core; m_Core.m_pReset = false; } } } void CCharacter::TickPaused() { ++m_AttackTick; ++m_DamageTakenTick; ++m_Ninja.m_ActivationTick; ++m_ReckoningTick; if(m_LastAction != -1) ++m_LastAction; if(m_aWeapons[m_Core.m_ActiveWeapon].m_AmmoRegenStart > -1) ++m_aWeapons[m_Core.m_ActiveWeapon].m_AmmoRegenStart; if(m_EmoteStop > -1) ++m_EmoteStop; } bool CCharacter::IncreaseHealth(int Amount) { if(m_Health >= 10) return false; m_Health = clamp(m_Health + Amount, 0, 10); return true; } bool CCharacter::IncreaseArmor(int Amount) { if(m_Armor >= 10) return false; m_Armor = clamp(m_Armor + Amount, 0, 10); return true; } void CCharacter::Die(int Killer, int Weapon) { if(Server()->IsRecording(m_pPlayer->GetCID())) Server()->StopRecord(m_pPlayer->GetCID()); int ModeSpecial = GameServer()->m_pController->OnCharacterDeath(this, GameServer()->m_apPlayers[Killer], Weapon); char aBuf[256]; str_format(aBuf, sizeof(aBuf), "kill killer='%d:%s' victim='%d:%s' weapon=%d special=%d", Killer, Server()->ClientName(Killer), m_pPlayer->GetCID(), Server()->ClientName(m_pPlayer->GetCID()), Weapon, ModeSpecial); GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf); // send the kill message CNetMsg_Sv_KillMsg Msg; Msg.m_Killer = Killer; Msg.m_Victim = m_pPlayer->GetCID(); Msg.m_Weapon = Weapon; Msg.m_ModeSpecial = ModeSpecial; Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, -1); // a nice sound GameServer()->CreateSound(m_Pos, SOUND_PLAYER_DIE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID())); // this is to rate limit respawning to 3 secs m_pPlayer->m_PreviousDieTick = m_pPlayer->m_DieTick; m_pPlayer->m_DieTick = Server()->Tick(); m_Alive = false; m_Solo = false; GameServer()->m_World.RemoveEntity(this); GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0; GameServer()->CreateDeath(m_Pos, m_pPlayer->GetCID(), Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID())); Teams()->OnCharacterDeath(GetPlayer()->GetCID(), Weapon); } bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon) { /*m_Core.m_Vel += Force; if(GameServer()->m_pController->IsFriendlyFire(m_pPlayer->GetCID(), From) && !g_Config.m_SvTeamdamage) return false; // m_pPlayer only inflicts half damage on self if(From == m_pPlayer->GetCID()) Dmg = maximum(1, Dmg/2); m_DamageTaken++; // create healthmod indicator if(Server()->Tick() < m_DamageTakenTick+25) { // make sure that the damage indicators doesn't group together GameServer()->CreateDamageInd(m_Pos, m_DamageTaken*0.25f, Dmg); } else { m_DamageTaken = 0; GameServer()->CreateDamageInd(m_Pos, 0, Dmg); } if(Dmg) { if(m_Armor) { if(Dmg > 1) { m_Health--; Dmg--; } if(Dmg > m_Armor) { Dmg -= m_Armor; m_Armor = 0; } else { m_Armor -= Dmg; Dmg = 0; } } m_Health -= Dmg; } m_DamageTakenTick = Server()->Tick(); // do damage Hit sound if(From >= 0 && From != m_pPlayer->GetCID() && GameServer()->m_apPlayers[From]) { int64_t Mask = CmaskOne(From); for(int i = 0; i < MAX_CLIENTS; i++) { if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() == TEAM_SPECTATORS && GameServer()->m_apPlayers[i]->m_SpectatorID == From) Mask |= CmaskOne(i); } GameServer()->CreateSound(GameServer()->m_apPlayers[From]->m_ViewPos, SOUND_HIT, Mask); } // check for death if(m_Health <= 0) { Die(From, Weapon); // set attacker's face to happy (taunt!) if (From >= 0 && From != m_pPlayer->GetCID() && GameServer()->m_apPlayers[From]) { CCharacter *pChr = GameServer()->m_apPlayers[From]->GetCharacter(); if (pChr) { pChr->m_EmoteType = EMOTE_HAPPY; pChr->m_EmoteStop = Server()->Tick() + Server()->TickSpeed(); } } return false; } if (Dmg > 2) GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG); else GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_SHORT);*/ if(Dmg) { m_EmoteType = EMOTE_PAIN; m_EmoteStop = Server()->Tick() + 500 * Server()->TickSpeed() / 1000; } vec2 Temp = m_Core.m_Vel + Force; m_Core.m_Vel = ClampVel(m_MoveRestrictions, Temp); return true; } //TODO: Move the emote stuff to a function void CCharacter::SnapCharacter(int SnappingClient, int ID) { CCharacterCore *pCore; int Tick, Emote = m_EmoteType, Weapon = m_Core.m_ActiveWeapon, AmmoCount = 0, Health = 0, Armor = 0; if(!m_ReckoningTick || GameServer()->m_World.m_Paused) { Tick = 0; pCore = &m_Core; } else { Tick = m_ReckoningTick; pCore = &m_SendCore; } // change eyes and use ninja graphic if player is frozen if(m_DeepFreeze || m_FreezeTime > 0 || m_FreezeTime == -1) { if(Emote == EMOTE_NORMAL) Emote = m_DeepFreeze ? EMOTE_PAIN : EMOTE_BLINK; Weapon = WEAPON_NINJA; } // This could probably happen when m_Jetpack changes instead // jetpack and ninjajetpack prediction if(m_pPlayer->GetCID() == SnappingClient) { if(m_Jetpack && Weapon != WEAPON_NINJA) { if(!(m_NeededFaketuning & FAKETUNE_JETPACK)) { m_NeededFaketuning |= FAKETUNE_JETPACK; GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); } } else { if(m_NeededFaketuning & FAKETUNE_JETPACK) { m_NeededFaketuning &= ~FAKETUNE_JETPACK; GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); } } } // change eyes, use ninja graphic and set ammo count if player has ninjajetpack if(m_pPlayer->m_NinjaJetpack && m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN && !m_DeepFreeze && !(m_FreezeTime > 0 || m_FreezeTime == -1) && !m_Core.m_HasTelegunGun) { if(Emote == EMOTE_NORMAL) Emote = EMOTE_HAPPY; Weapon = WEAPON_NINJA; AmmoCount = 10; } if(m_pPlayer->GetCID() == SnappingClient || SnappingClient == -1 || (!g_Config.m_SvStrictSpectateMode && m_pPlayer->GetCID() == GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID)) { Health = m_Health; Armor = m_Armor; if(m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo > 0) AmmoCount = (!m_FreezeTime) ? m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo : 0; } if(GetPlayer()->m_Afk || GetPlayer()->IsPaused()) { if(m_FreezeTime > 0 || m_FreezeTime == -1 || m_DeepFreeze) Emote = EMOTE_NORMAL; else Emote = EMOTE_BLINK; } if(Emote == EMOTE_NORMAL) { if(250 - ((Server()->Tick() - m_LastAction) % (250)) < 5) Emote = EMOTE_BLINK; } if(!Server()->IsSixup(SnappingClient)) { CNetObj_Character *pCharacter = static_cast(Server()->SnapNewItem(NETOBJTYPE_CHARACTER, ID, sizeof(CNetObj_Character))); if(!pCharacter) return; pCore->Write(pCharacter); pCharacter->m_Tick = Tick; pCharacter->m_Emote = Emote; if(pCharacter->m_HookedPlayer != -1) { if(!Server()->Translate(pCharacter->m_HookedPlayer, SnappingClient)) pCharacter->m_HookedPlayer = -1; } pCharacter->m_AttackTick = m_AttackTick; pCharacter->m_Direction = m_Input.m_Direction; pCharacter->m_Weapon = Weapon; pCharacter->m_AmmoCount = AmmoCount; pCharacter->m_Health = Health; pCharacter->m_Armor = Armor; pCharacter->m_PlayerFlags = GetPlayer()->m_PlayerFlags; } else { protocol7::CNetObj_Character *pCharacter = static_cast(Server()->SnapNewItem(NETOBJTYPE_CHARACTER, ID, sizeof(protocol7::CNetObj_Character))); if(!pCharacter) return; pCore->Write(reinterpret_cast(static_cast(pCharacter))); pCharacter->m_Tick = Tick; pCharacter->m_Emote = Emote; pCharacter->m_AttackTick = m_AttackTick; pCharacter->m_Direction = m_Input.m_Direction; pCharacter->m_Weapon = Weapon; pCharacter->m_AmmoCount = AmmoCount; if(m_FreezeTime > 0 || m_FreezeTime == -1 || m_DeepFreeze) pCharacter->m_AmmoCount = m_FreezeTick + g_Config.m_SvFreezeDelay * Server()->TickSpeed(); else if(Weapon == WEAPON_NINJA) pCharacter->m_AmmoCount = m_Ninja.m_ActivationTick + g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000; pCharacter->m_Health = Health; pCharacter->m_Armor = Armor; pCharacter->m_TriggeredEvents = 0; } } bool CCharacter::CanSnapCharacter(int SnappingClient) { if(SnappingClient < 0) return true; CCharacter *pSnapChar = GameServer()->GetPlayerChar(SnappingClient); CPlayer *pSnapPlayer = GameServer()->m_apPlayers[SnappingClient]; if(pSnapPlayer->GetTeam() == TEAM_SPECTATORS || pSnapPlayer->IsPaused()) { if(pSnapPlayer->m_SpectatorID != -1 && !CanCollide(pSnapPlayer->m_SpectatorID) && (pSnapPlayer->m_ShowOthers == 0 || (pSnapPlayer->m_ShowOthers == 2 && !SameTeam(pSnapPlayer->m_SpectatorID)))) return false; else if(pSnapPlayer->m_SpectatorID == -1 && !CanCollide(SnappingClient) && pSnapPlayer->m_SpecTeam) return false; } else if(pSnapChar && !pSnapChar->m_Super && !CanCollide(SnappingClient) && (pSnapPlayer->m_ShowOthers == 0 || (pSnapPlayer->m_ShowOthers == 2 && !SameTeam(SnappingClient)))) return false; return true; } void CCharacter::Snap(int SnappingClient) { int ID = m_pPlayer->GetCID(); if(SnappingClient > -1 && !Server()->Translate(ID, SnappingClient)) return; if(NetworkClipped(SnappingClient) || !CanSnapCharacter(SnappingClient)) return; SnapCharacter(SnappingClient, ID); CNetObj_DDNetCharacter *pDDNetCharacter = static_cast(Server()->SnapNewItem(NETOBJTYPE_DDNETCHARACTER, ID, sizeof(CNetObj_DDNetCharacter))); if(!pDDNetCharacter) return; pDDNetCharacter->m_Flags = 0; if(m_Solo) pDDNetCharacter->m_Flags |= CHARACTERFLAG_SOLO; if(m_Super) pDDNetCharacter->m_Flags |= CHARACTERFLAG_SUPER; if(m_EndlessHook) pDDNetCharacter->m_Flags |= CHARACTERFLAG_ENDLESS_HOOK; if(!m_Core.m_Collision || !GameServer()->Tuning()->m_PlayerCollision) pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_COLLISION; if(!m_Core.m_Hook || !GameServer()->Tuning()->m_PlayerHooking) pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_HOOK; if(m_SuperJump) pDDNetCharacter->m_Flags |= CHARACTERFLAG_ENDLESS_JUMP; if(m_Jetpack) pDDNetCharacter->m_Flags |= CHARACTERFLAG_JETPACK; if(m_Hit & DISABLE_HIT_GRENADE) pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_GRENADE_HIT; if(m_Hit & DISABLE_HIT_HAMMER) pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_HAMMER_HIT; if(m_Hit & DISABLE_HIT_LASER) pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_LASER_HIT; if(m_Hit & DISABLE_HIT_SHOTGUN) pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_SHOTGUN_HIT; if(m_Core.m_HasTelegunGun) pDDNetCharacter->m_Flags |= CHARACTERFLAG_TELEGUN_GUN; if(m_Core.m_HasTelegunGrenade) pDDNetCharacter->m_Flags |= CHARACTERFLAG_TELEGUN_GRENADE; if(m_Core.m_HasTelegunLaser) pDDNetCharacter->m_Flags |= CHARACTERFLAG_TELEGUN_LASER; if(m_aWeapons[WEAPON_HAMMER].m_Got) pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_HAMMER; if(m_aWeapons[WEAPON_GUN].m_Got) pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_GUN; if(m_aWeapons[WEAPON_SHOTGUN].m_Got) pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_SHOTGUN; if(m_aWeapons[WEAPON_GRENADE].m_Got) pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_GRENADE; if(m_aWeapons[WEAPON_LASER].m_Got) pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_LASER; if(m_Core.m_ActiveWeapon == WEAPON_NINJA) pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_NINJA; pDDNetCharacter->m_FreezeEnd = m_DeepFreeze ? -1 : m_FreezeTime == 0 ? 0 : Server()->Tick() + m_FreezeTime; pDDNetCharacter->m_Jumps = m_Core.m_Jumps; pDDNetCharacter->m_TeleCheckpoint = m_TeleCheckpoint; pDDNetCharacter->m_StrongWeakID = m_StrongWeakID; } // DDRace bool CCharacter::CanCollide(int ClientID) { return Teams()->m_Core.CanCollide(GetPlayer()->GetCID(), ClientID); } bool CCharacter::SameTeam(int ClientID) { return Teams()->m_Core.SameTeam(GetPlayer()->GetCID(), ClientID); } int CCharacter::Team() { return Teams()->m_Core.Team(m_pPlayer->GetCID()); } void CCharacter::SetTeleports(std::map> *pTeleOuts, std::map> *pTeleCheckOuts) { m_pTeleOuts = pTeleOuts; m_pTeleCheckOuts = pTeleCheckOuts; m_Core.m_pTeleOuts = pTeleOuts; } void CCharacter::FillAntibot(CAntibotCharacterData *pData) { pData->m_Pos = m_Pos; pData->m_Vel = m_Core.m_Vel; pData->m_Angle = m_Core.m_Angle; pData->m_HookedPlayer = m_Core.m_HookedPlayer; pData->m_SpawnTick = m_SpawnTick; pData->m_WeaponChangeTick = m_WeaponChangeTick; pData->m_aLatestInputs[0].m_TargetX = m_LatestInput.m_TargetX; pData->m_aLatestInputs[0].m_TargetY = m_LatestInput.m_TargetY; pData->m_aLatestInputs[1].m_TargetX = m_LatestPrevInput.m_TargetX; pData->m_aLatestInputs[1].m_TargetY = m_LatestPrevInput.m_TargetY; pData->m_aLatestInputs[2].m_TargetX = m_LatestPrevPrevInput.m_TargetX; pData->m_aLatestInputs[2].m_TargetY = m_LatestPrevPrevInput.m_TargetY; } void CCharacter::HandleBroadcast() { CPlayerData *pData = GameServer()->Score()->PlayerData(m_pPlayer->GetCID()); if(m_DDRaceState == DDRACE_STARTED && m_CpLastBroadcast != m_CpActive && m_CpActive > -1 && m_CpTick > Server()->Tick() && m_pPlayer->GetClientVersion() == VERSION_VANILLA && pData->m_BestTime && pData->m_aBestCpTime[m_CpActive] != 0) { char aBroadcast[128]; float Diff = m_CpCurrent[m_CpActive] - pData->m_aBestCpTime[m_CpActive]; str_format(aBroadcast, sizeof(aBroadcast), "Checkpoint | Diff : %+5.2f", Diff); GameServer()->SendBroadcast(aBroadcast, m_pPlayer->GetCID()); m_CpLastBroadcast = m_CpActive; m_LastBroadcast = Server()->Tick(); } else if((m_pPlayer->m_TimerType == CPlayer::TIMERTYPE_BROADCAST || m_pPlayer->m_TimerType == CPlayer::TIMERTYPE_GAMETIMER_AND_BROADCAST) && m_DDRaceState == DDRACE_STARTED && m_LastBroadcast + Server()->TickSpeed() * g_Config.m_SvTimeInBroadcastInterval <= Server()->Tick()) { char aBuf[32]; int Time = (int64_t)100 * ((float)(Server()->Tick() - m_StartTime) / ((float)Server()->TickSpeed())); str_time(Time, TIME_HOURS, aBuf, sizeof(aBuf)); GameServer()->SendBroadcast(aBuf, m_pPlayer->GetCID(), false); m_CpLastBroadcast = m_CpActive; m_LastBroadcast = Server()->Tick(); } } void CCharacter::HandleSkippableTiles(int Index) { // handle death-tiles and leaving gamelayer if((GameServer()->Collision()->GetCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH || GameServer()->Collision()->GetCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH || GameServer()->Collision()->GetCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH || GameServer()->Collision()->GetCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH || GameServer()->Collision()->GetFCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH || GameServer()->Collision()->GetFCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH || GameServer()->Collision()->GetFCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH || GameServer()->Collision()->GetFCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH) && !m_Super && !(Team() && Teams()->TeeFinished(m_pPlayer->GetCID()))) { Die(m_pPlayer->GetCID(), WEAPON_WORLD); return; } if(GameLayerClipped(m_Pos)) { Die(m_pPlayer->GetCID(), WEAPON_WORLD); return; } if(Index < 0) return; // handle speedup tiles if(GameServer()->Collision()->IsSpeedup(Index)) { vec2 Direction, TempVel = m_Core.m_Vel; int Force, MaxSpeed = 0; float TeeAngle, SpeederAngle, DiffAngle, SpeedLeft, TeeSpeed; GameServer()->Collision()->GetSpeedup(Index, &Direction, &Force, &MaxSpeed); if(Force == 255 && MaxSpeed) { m_Core.m_Vel = Direction * (MaxSpeed / 5); } else { if(MaxSpeed > 0 && MaxSpeed < 5) MaxSpeed = 5; if(MaxSpeed > 0) { if(Direction.x > 0.0000001f) SpeederAngle = -atan(Direction.y / Direction.x); else if(Direction.x < 0.0000001f) SpeederAngle = atan(Direction.y / Direction.x) + 2.0f * asin(1.0f); else if(Direction.y > 0.0000001f) SpeederAngle = asin(1.0f); else SpeederAngle = asin(-1.0f); if(SpeederAngle < 0) SpeederAngle = 4.0f * asin(1.0f) + SpeederAngle; if(TempVel.x > 0.0000001f) TeeAngle = -atan(TempVel.y / TempVel.x); else if(TempVel.x < 0.0000001f) TeeAngle = atan(TempVel.y / TempVel.x) + 2.0f * asin(1.0f); else if(TempVel.y > 0.0000001f) TeeAngle = asin(1.0f); else TeeAngle = asin(-1.0f); if(TeeAngle < 0) TeeAngle = 4.0f * asin(1.0f) + TeeAngle; TeeSpeed = sqrt(pow(TempVel.x, 2) + pow(TempVel.y, 2)); DiffAngle = SpeederAngle - TeeAngle; SpeedLeft = MaxSpeed / 5.0f - cos(DiffAngle) * TeeSpeed; if(abs((int)SpeedLeft) > Force && SpeedLeft > 0.0000001f) TempVel += Direction * Force; else if(abs((int)SpeedLeft) > Force) TempVel += Direction * -Force; else TempVel += Direction * SpeedLeft; } else TempVel += Direction * Force; m_Core.m_Vel = ClampVel(m_MoveRestrictions, TempVel); } } } bool CCharacter::IsSwitchActiveCb(int Number, void *pUser) { CCharacter *pThis = (CCharacter *)pUser; CCollision *pCollision = pThis->GameServer()->Collision(); return pCollision->m_pSwitchers && pThis->Team() != TEAM_SUPER && pCollision->m_pSwitchers[Number].m_Status[pThis->Team()]; } void CCharacter::HandleTiles(int Index) { int MapIndex = Index; //int PureMapIndex = GameServer()->Collision()->GetPureMapIndex(m_Pos); m_TileIndex = GameServer()->Collision()->GetTileIndex(MapIndex); m_TileFIndex = GameServer()->Collision()->GetFTileIndex(MapIndex); m_MoveRestrictions = GameServer()->Collision()->GetMoveRestrictions(IsSwitchActiveCb, this, m_Pos, 18.0f, MapIndex); if(Index < 0) { m_LastRefillJumps = false; m_LastPenalty = false; m_LastBonus = false; return; } int cp = GameServer()->Collision()->IsCheckpoint(MapIndex); if(cp != -1 && m_DDRaceState == DDRACE_STARTED && cp > m_CpActive) { m_CpActive = cp; m_CpCurrent[cp] = m_Time; m_CpTick = Server()->Tick() + Server()->TickSpeed() * 2; if(m_pPlayer->GetClientVersion() >= VERSION_DDRACE) { CPlayerData *pData = GameServer()->Score()->PlayerData(m_pPlayer->GetCID()); CNetMsg_Sv_DDRaceTime Msg; Msg.m_Time = (int)m_Time; Msg.m_Check = 0; Msg.m_Finish = 0; if(m_CpActive != -1 && m_CpTick > Server()->Tick()) { if(pData->m_BestTime && pData->m_aBestCpTime[m_CpActive] != 0) { float Diff = (m_CpCurrent[m_CpActive] - pData->m_aBestCpTime[m_CpActive]) * 100; Msg.m_Check = (int)Diff; } } Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, m_pPlayer->GetCID()); } } int cpf = GameServer()->Collision()->IsFCheckpoint(MapIndex); if(cpf != -1 && m_DDRaceState == DDRACE_STARTED && cpf > m_CpActive) { m_CpActive = cpf; m_CpCurrent[cpf] = m_Time; m_CpTick = Server()->Tick() + Server()->TickSpeed() * 2; if(m_pPlayer->GetClientVersion() >= VERSION_DDRACE) { CPlayerData *pData = GameServer()->Score()->PlayerData(m_pPlayer->GetCID()); CNetMsg_Sv_DDRaceTime Msg; Msg.m_Time = (int)m_Time; Msg.m_Check = 0; Msg.m_Finish = 0; if(m_CpActive != -1 && m_CpTick > Server()->Tick()) { if(pData->m_BestTime && pData->m_aBestCpTime[m_CpActive] != 0) { float Diff = (m_CpCurrent[m_CpActive] - pData->m_aBestCpTime[m_CpActive]) * 100; Msg.m_Check = (int)Diff; } } Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, m_pPlayer->GetCID()); } } int tcp = GameServer()->Collision()->IsTCheckpoint(MapIndex); if(tcp) m_TeleCheckpoint = tcp; GameServer()->m_pController->HandleCharacterTiles(this, Index); // freeze if(((m_TileIndex == TILE_FREEZE) || (m_TileFIndex == TILE_FREEZE)) && !m_Super && !m_DeepFreeze) Freeze(); else if(((m_TileIndex == TILE_UNFREEZE) || (m_TileFIndex == TILE_UNFREEZE)) && !m_DeepFreeze) UnFreeze(); // deep freeze if(((m_TileIndex == TILE_DFREEZE) || (m_TileFIndex == TILE_DFREEZE)) && !m_Super && !m_DeepFreeze) m_DeepFreeze = true; else if(((m_TileIndex == TILE_DUNFREEZE) || (m_TileFIndex == TILE_DUNFREEZE)) && !m_Super && m_DeepFreeze) m_DeepFreeze = false; // endless hook if(((m_TileIndex == TILE_EHOOK_ENABLE) || (m_TileFIndex == TILE_EHOOK_ENABLE))) { SetEndlessHook(true); } else if(((m_TileIndex == TILE_EHOOK_DISABLE) || (m_TileFIndex == TILE_EHOOK_DISABLE))) { SetEndlessHook(false); } // hit others if(((m_TileIndex == TILE_HIT_DISABLE) || (m_TileFIndex == TILE_HIT_DISABLE)) && m_Hit != (DISABLE_HIT_GRENADE | DISABLE_HIT_HAMMER | DISABLE_HIT_LASER | DISABLE_HIT_SHOTGUN)) { GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hit others"); m_Hit = DISABLE_HIT_GRENADE | DISABLE_HIT_HAMMER | DISABLE_HIT_LASER | DISABLE_HIT_SHOTGUN; m_Core.m_NoShotgunHit = true; m_Core.m_NoGrenadeHit = true; m_Core.m_NoHammerHit = true; m_Core.m_NoLaserHit = true; m_NeededFaketuning |= FAKETUNE_NOHAMMER; GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings } else if(((m_TileIndex == TILE_HIT_ENABLE) || (m_TileFIndex == TILE_HIT_ENABLE)) && m_Hit != HIT_ALL) { GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can hit others"); m_Hit = HIT_ALL; m_Core.m_NoShotgunHit = false; m_Core.m_NoGrenadeHit = false; m_Core.m_NoHammerHit = false; m_Core.m_NoLaserHit = false; m_NeededFaketuning &= ~FAKETUNE_NOHAMMER; GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings } // collide with others if(((m_TileIndex == TILE_NPC_DISABLE) || (m_TileFIndex == TILE_NPC_DISABLE)) && m_Core.m_Collision) { GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't collide with others"); m_Core.m_Collision = false; m_Core.m_NoCollision = true; m_NeededFaketuning |= FAKETUNE_NOCOLL; GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings } else if(((m_TileIndex == TILE_NPC_ENABLE) || (m_TileFIndex == TILE_NPC_ENABLE)) && !m_Core.m_Collision) { GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can collide with others"); m_Core.m_Collision = true; m_Core.m_NoCollision = false; m_NeededFaketuning &= ~FAKETUNE_NOCOLL; GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings } // hook others if(((m_TileIndex == TILE_NPH_DISABLE) || (m_TileFIndex == TILE_NPH_DISABLE)) && m_Core.m_Hook) { GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hook others"); m_Core.m_Hook = false; m_Core.m_NoHookHit = true; m_NeededFaketuning |= FAKETUNE_NOHOOK; GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings } else if(((m_TileIndex == TILE_NPH_ENABLE) || (m_TileFIndex == TILE_NPH_ENABLE)) && !m_Core.m_Hook) { GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can hook others"); m_Core.m_Hook = true; m_Core.m_NoHookHit = false; m_NeededFaketuning &= ~FAKETUNE_NOHOOK; GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings } // unlimited air jumps if(((m_TileIndex == TILE_UNLIMITED_JUMPS_ENABLE) || (m_TileFIndex == TILE_UNLIMITED_JUMPS_ENABLE)) && !m_SuperJump) { GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You have unlimited air jumps"); m_SuperJump = true; m_Core.m_EndlessJump = true; if(m_Core.m_Jumps == 0) { m_NeededFaketuning &= ~FAKETUNE_NOJUMP; GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings } } else if(((m_TileIndex == TILE_UNLIMITED_JUMPS_DISABLE) || (m_TileFIndex == TILE_UNLIMITED_JUMPS_DISABLE)) && m_SuperJump) { GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You don't have unlimited air jumps"); m_SuperJump = false; m_Core.m_EndlessJump = false; if(m_Core.m_Jumps == 0) { m_NeededFaketuning |= FAKETUNE_NOJUMP; GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings } } // walljump if((m_TileIndex == TILE_WALLJUMP) || (m_TileFIndex == TILE_WALLJUMP)) { if(m_Core.m_Vel.y > 0 && m_Core.m_Colliding && m_Core.m_LeftWall) { m_Core.m_LeftWall = false; m_Core.m_JumpedTotal = m_Core.m_Jumps - 1; m_Core.m_Jumped = 1; } } // jetpack gun if(((m_TileIndex == TILE_JETPACK_ENABLE) || (m_TileFIndex == TILE_JETPACK_ENABLE)) && !m_Jetpack) { GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You have a jetpack gun"); m_Jetpack = true; m_Core.m_Jetpack = true; } else if(((m_TileIndex == TILE_JETPACK_DISABLE) || (m_TileFIndex == TILE_JETPACK_DISABLE)) && m_Jetpack) { GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You lost your jetpack gun"); m_Jetpack = false; m_Core.m_Jetpack = false; } // refill jumps if(((m_TileIndex == TILE_REFILL_JUMPS) || (m_TileFIndex == TILE_REFILL_JUMPS)) && !m_LastRefillJumps) { m_Core.m_JumpedTotal = 0; m_Core.m_Jumped = 0; m_LastRefillJumps = true; } if((m_TileIndex != TILE_REFILL_JUMPS) && (m_TileFIndex != TILE_REFILL_JUMPS)) { m_LastRefillJumps = false; } // Teleport gun if(((m_TileIndex == TILE_TELE_GUN_ENABLE) || (m_TileFIndex == TILE_TELE_GUN_ENABLE)) && !m_Core.m_HasTelegunGun) { m_Core.m_HasTelegunGun = true; GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport gun enabled"); } else if(((m_TileIndex == TILE_TELE_GUN_DISABLE) || (m_TileFIndex == TILE_TELE_GUN_DISABLE)) && m_Core.m_HasTelegunGun) { m_Core.m_HasTelegunGun = false; GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport gun disabled"); } if(((m_TileIndex == TILE_TELE_GRENADE_ENABLE) || (m_TileFIndex == TILE_TELE_GRENADE_ENABLE)) && !m_Core.m_HasTelegunGrenade) { m_Core.m_HasTelegunGrenade = true; GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport grenade enabled"); } else if(((m_TileIndex == TILE_TELE_GRENADE_DISABLE) || (m_TileFIndex == TILE_TELE_GRENADE_DISABLE)) && m_Core.m_HasTelegunGrenade) { m_Core.m_HasTelegunGrenade = false; GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport grenade disabled"); } if(((m_TileIndex == TILE_TELE_LASER_ENABLE) || (m_TileFIndex == TILE_TELE_LASER_ENABLE)) && !m_Core.m_HasTelegunLaser) { m_Core.m_HasTelegunLaser = true; GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport laser enabled"); } else if(((m_TileIndex == TILE_TELE_LASER_DISABLE) || (m_TileFIndex == TILE_TELE_LASER_DISABLE)) && m_Core.m_HasTelegunLaser) { m_Core.m_HasTelegunLaser = false; GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport laser disabled"); } // stopper if(m_Core.m_Vel.y > 0 && (m_MoveRestrictions & CANTMOVE_DOWN)) { m_Core.m_Jumped = 0; m_Core.m_JumpedTotal = 0; } m_Core.m_Vel = ClampVel(m_MoveRestrictions, m_Core.m_Vel); // handle switch tiles if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_SWITCHOPEN && Team() != TEAM_SUPER && GameServer()->Collision()->GetSwitchNumber(MapIndex) > 0) { GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()] = true; GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_EndTick[Team()] = 0; GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Type[Team()] = TILE_SWITCHOPEN; } else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_SWITCHTIMEDOPEN && Team() != TEAM_SUPER && GameServer()->Collision()->GetSwitchNumber(MapIndex) > 0) { GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()] = true; GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_EndTick[Team()] = Server()->Tick() + 1 + GameServer()->Collision()->GetSwitchDelay(MapIndex) * Server()->TickSpeed(); GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Type[Team()] = TILE_SWITCHTIMEDOPEN; } else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_SWITCHTIMEDCLOSE && Team() != TEAM_SUPER && GameServer()->Collision()->GetSwitchNumber(MapIndex) > 0) { GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()] = false; GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_EndTick[Team()] = Server()->Tick() + 1 + GameServer()->Collision()->GetSwitchDelay(MapIndex) * Server()->TickSpeed(); GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Type[Team()] = TILE_SWITCHTIMEDCLOSE; } else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_SWITCHCLOSE && Team() != TEAM_SUPER && GameServer()->Collision()->GetSwitchNumber(MapIndex) > 0) { GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()] = false; GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_EndTick[Team()] = 0; GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Type[Team()] = TILE_SWITCHCLOSE; } else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_FREEZE && Team() != TEAM_SUPER) { if(GameServer()->Collision()->GetSwitchNumber(MapIndex) == 0 || GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()]) Freeze(GameServer()->Collision()->GetSwitchDelay(MapIndex)); } else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_DFREEZE && Team() != TEAM_SUPER) { if(GameServer()->Collision()->GetSwitchNumber(MapIndex) == 0 || GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()]) m_DeepFreeze = true; } else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_DUNFREEZE && Team() != TEAM_SUPER) { if(GameServer()->Collision()->GetSwitchNumber(MapIndex) == 0 || GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()]) m_DeepFreeze = false; } else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_HAMMER && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER) { GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can hammer hit others"); m_Hit &= ~DISABLE_HIT_HAMMER; m_NeededFaketuning &= ~FAKETUNE_NOHAMMER; m_Core.m_NoHammerHit = false; GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings } else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_HAMMER) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER) { GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hammer hit others"); m_Hit |= DISABLE_HIT_HAMMER; m_NeededFaketuning |= FAKETUNE_NOHAMMER; m_Core.m_NoHammerHit = true; GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings } else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_SHOTGUN && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN) { GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can shoot others with shotgun"); m_Hit &= ~DISABLE_HIT_SHOTGUN; m_Core.m_NoShotgunHit = false; } else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_SHOTGUN) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN) { GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't shoot others with shotgun"); m_Hit |= DISABLE_HIT_SHOTGUN; m_Core.m_NoShotgunHit = true; } else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_GRENADE && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE) { GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can shoot others with grenade"); m_Hit &= ~DISABLE_HIT_GRENADE; m_Core.m_NoGrenadeHit = false; } else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_GRENADE) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE) { GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't shoot others with grenade"); m_Hit |= DISABLE_HIT_GRENADE; m_Core.m_NoGrenadeHit = true; } else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_LASER && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER) { GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can shoot others with laser"); m_Hit &= ~DISABLE_HIT_LASER; m_Core.m_NoLaserHit = false; } else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_LASER) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER) { GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't shoot others with laser"); m_Hit |= DISABLE_HIT_LASER; m_Core.m_NoLaserHit = true; } else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_JUMP) { int newJumps = GameServer()->Collision()->GetSwitchDelay(MapIndex); if(newJumps != m_Core.m_Jumps) { char aBuf[256]; if(newJumps == 1) str_format(aBuf, sizeof(aBuf), "You can jump %d time", newJumps); else str_format(aBuf, sizeof(aBuf), "You can jump %d times", newJumps); GameServer()->SendChatTarget(GetPlayer()->GetCID(), aBuf); if(newJumps == 0 && !m_SuperJump) { m_NeededFaketuning |= FAKETUNE_NOJUMP; GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings } else if(m_Core.m_Jumps == 0) { m_NeededFaketuning &= ~FAKETUNE_NOJUMP; GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings } m_Core.m_Jumps = newJumps; } } else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_ADD_TIME && !m_LastPenalty) { int min = GameServer()->Collision()->GetSwitchDelay(MapIndex); int sec = GameServer()->Collision()->GetSwitchNumber(MapIndex); int Team = Teams()->m_Core.Team(m_Core.m_Id); m_StartTime -= (min * 60 + sec) * Server()->TickSpeed(); if((g_Config.m_SvTeam == 3 || Team != TEAM_FLOCK) && Team != TEAM_SUPER) { for(int i = 0; i < MAX_CLIENTS; i++) { if(Teams()->m_Core.Team(i) == Team && i != m_Core.m_Id && GameServer()->m_apPlayers[i]) { CCharacter *pChar = GameServer()->m_apPlayers[i]->GetCharacter(); if(pChar) pChar->m_StartTime = m_StartTime; } } } m_LastPenalty = true; } else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_SUBTRACT_TIME && !m_LastBonus) { int min = GameServer()->Collision()->GetSwitchDelay(MapIndex); int sec = GameServer()->Collision()->GetSwitchNumber(MapIndex); int Team = Teams()->m_Core.Team(m_Core.m_Id); m_StartTime += (min * 60 + sec) * Server()->TickSpeed(); if(m_StartTime > Server()->Tick()) m_StartTime = Server()->Tick(); if((g_Config.m_SvTeam == 3 || Team != TEAM_FLOCK) && Team != TEAM_SUPER) { for(int i = 0; i < MAX_CLIENTS; i++) { if(Teams()->m_Core.Team(i) == Team && i != m_Core.m_Id && GameServer()->m_apPlayers[i]) { CCharacter *pChar = GameServer()->m_apPlayers[i]->GetCharacter(); if(pChar) pChar->m_StartTime = m_StartTime; } } } m_LastBonus = true; } if(GameServer()->Collision()->IsSwitch(MapIndex) != TILE_ADD_TIME) { m_LastPenalty = false; } if(GameServer()->Collision()->IsSwitch(MapIndex) != TILE_SUBTRACT_TIME) { m_LastBonus = false; } int z = GameServer()->Collision()->IsTeleport(MapIndex); if(!g_Config.m_SvOldTeleportHook && !g_Config.m_SvOldTeleportWeapons && z && (*m_pTeleOuts)[z - 1].size()) { if(m_Super) return; int TeleOut = m_Core.m_pWorld->RandomOr0((*m_pTeleOuts)[z - 1].size()); m_Core.m_Pos = (*m_pTeleOuts)[z - 1][TeleOut]; if(!g_Config.m_SvTeleportHoldHook) { ResetHook(); } if(g_Config.m_SvTeleportLoseWeapons) ResetPickups(); return; } int evilz = GameServer()->Collision()->IsEvilTeleport(MapIndex); if(evilz && (*m_pTeleOuts)[evilz - 1].size()) { if(m_Super) return; int TeleOut = m_Core.m_pWorld->RandomOr0((*m_pTeleOuts)[evilz - 1].size()); m_Core.m_Pos = (*m_pTeleOuts)[evilz - 1][TeleOut]; if(!g_Config.m_SvOldTeleportHook && !g_Config.m_SvOldTeleportWeapons) { m_Core.m_Vel = vec2(0, 0); if(!g_Config.m_SvTeleportHoldHook) { ResetHook(); GameWorld()->ReleaseHooked(GetPlayer()->GetCID()); } if(g_Config.m_SvTeleportLoseWeapons) { ResetPickups(); } } return; } if(GameServer()->Collision()->IsCheckEvilTeleport(MapIndex)) { if(m_Super) return; // first check if there is a TeleCheckOut for the current recorded checkpoint, if not check previous checkpoints for(int k = m_TeleCheckpoint - 1; k >= 0; k--) { if((*m_pTeleCheckOuts)[k].size()) { int TeleOut = m_Core.m_pWorld->RandomOr0((*m_pTeleCheckOuts)[k].size()); m_Core.m_Pos = (*m_pTeleCheckOuts)[k][TeleOut]; m_Core.m_Vel = vec2(0, 0); if(!g_Config.m_SvTeleportHoldHook) { ResetHook(); GameWorld()->ReleaseHooked(GetPlayer()->GetCID()); } return; } } // if no checkpointout have been found (or if there no recorded checkpoint), teleport to start vec2 SpawnPos; if(GameServer()->m_pController->CanSpawn(m_pPlayer->GetTeam(), &SpawnPos)) { m_Core.m_Pos = SpawnPos; m_Core.m_Vel = vec2(0, 0); if(!g_Config.m_SvTeleportHoldHook) { ResetHook(); GameWorld()->ReleaseHooked(GetPlayer()->GetCID()); } } return; } if(GameServer()->Collision()->IsCheckTeleport(MapIndex)) { if(m_Super) return; // first check if there is a TeleCheckOut for the current recorded checkpoint, if not check previous checkpoints for(int k = m_TeleCheckpoint - 1; k >= 0; k--) { if((*m_pTeleCheckOuts)[k].size()) { int TeleOut = m_Core.m_pWorld->RandomOr0((*m_pTeleCheckOuts)[k].size()); m_Core.m_Pos = (*m_pTeleCheckOuts)[k][TeleOut]; if(!g_Config.m_SvTeleportHoldHook) { ResetHook(); } return; } } // if no checkpointout have been found (or if there no recorded checkpoint), teleport to start vec2 SpawnPos; if(GameServer()->m_pController->CanSpawn(m_pPlayer->GetTeam(), &SpawnPos)) { m_Core.m_Pos = SpawnPos; if(!g_Config.m_SvTeleportHoldHook) { ResetHook(); } } return; } } void CCharacter::HandleTuneLayer() { m_TuneZoneOld = m_TuneZone; int CurrentIndex = GameServer()->Collision()->GetMapIndex(m_Pos); m_TuneZone = GameServer()->Collision()->IsTune(CurrentIndex); if(m_TuneZone) m_Core.m_Tuning = GameServer()->TuningList()[m_TuneZone]; // throw tunings from specific zone into gamecore else m_Core.m_Tuning = *GameServer()->Tuning(); if(m_TuneZone != m_TuneZoneOld) // don't send tunigs all the time { // send zone msgs SendZoneMsgs(); } } void CCharacter::SendZoneMsgs() { // send zone leave msg // (m_TuneZoneOld >= 0: avoid zone leave msgs on spawn) if(m_TuneZoneOld >= 0 && GameServer()->m_aaZoneLeaveMsg[m_TuneZoneOld]) { const char *pCur = GameServer()->m_aaZoneLeaveMsg[m_TuneZoneOld]; const char *pPos; while((pPos = str_find(pCur, "\\n"))) { char aBuf[256]; str_copy(aBuf, pCur, pPos - pCur + 1); aBuf[pPos - pCur + 1] = '\0'; pCur = pPos + 2; GameServer()->SendChatTarget(m_pPlayer->GetCID(), aBuf); } GameServer()->SendChatTarget(m_pPlayer->GetCID(), pCur); } // send zone enter msg if(GameServer()->m_aaZoneEnterMsg[m_TuneZone]) { const char *pCur = GameServer()->m_aaZoneEnterMsg[m_TuneZone]; const char *pPos; while((pPos = str_find(pCur, "\\n"))) { char aBuf[256]; str_copy(aBuf, pCur, pPos - pCur + 1); aBuf[pPos - pCur + 1] = '\0'; pCur = pPos + 2; GameServer()->SendChatTarget(m_pPlayer->GetCID(), aBuf); } GameServer()->SendChatTarget(m_pPlayer->GetCID(), pCur); } } IAntibot *CCharacter::Antibot() { return GameServer()->Antibot(); } void CCharacter::SetTeams(CGameTeams *pTeams) { m_pTeams = pTeams; m_Core.SetTeamsCore(&m_pTeams->m_Core); } void CCharacter::SetRescue() { m_RescueTee.Save(this); m_SetSavePos = true; } void CCharacter::DDRaceTick() { mem_copy(&m_Input, &m_SavedInput, sizeof(m_Input)); m_Armor = (m_FreezeTime >= 0) ? 10 - (m_FreezeTime / 15) : 0; if(m_Input.m_Direction != 0 || m_Input.m_Jump != 0) m_LastMove = Server()->Tick(); if(m_FreezeTime > 0 || m_FreezeTime == -1) { if(m_FreezeTime % Server()->TickSpeed() == Server()->TickSpeed() - 1 || m_FreezeTime == -1) { GameServer()->CreateDamageInd(m_Pos, 0, (m_FreezeTime + 1) / Server()->TickSpeed(), Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID())); } if(m_FreezeTime > 0) m_FreezeTime--; else m_Ninja.m_ActivationTick = Server()->Tick(); m_Input.m_Direction = 0; m_Input.m_Jump = 0; m_Input.m_Hook = 0; if(m_FreezeTime == 1) UnFreeze(); } HandleTuneLayer(); // need this before coretick // look for save position for rescue feature if(g_Config.m_SvRescue || ((g_Config.m_SvTeam == 3 || Team() > TEAM_FLOCK) && Team() >= TEAM_FLOCK && Team() < TEAM_SUPER)) { int Index = GameServer()->Collision()->GetPureMapIndex(m_Pos); const int aTiles[] = { GameServer()->Collision()->GetTileIndex(Index), GameServer()->Collision()->GetFTileIndex(Index), GameServer()->Collision()->IsSwitch(Index)}; if(IsGrounded() && !m_DeepFreeze) { bool IsInFreeze = false; for(const int Tile : aTiles) { if(Tile == TILE_FREEZE || Tile == TILE_DFREEZE) { IsInFreeze = true; break; } } if(!IsInFreeze) { SetRescue(); } } } m_Core.m_Id = GetPlayer()->GetCID(); } void CCharacter::DDRacePostCoreTick() { m_Time = (float)(Server()->Tick() - m_StartTime) / ((float)Server()->TickSpeed()); if(m_EndlessHook || (m_Super && g_Config.m_SvEndlessSuperHook)) m_Core.m_HookTick = 0; m_FrozenLastTick = false; if(m_DeepFreeze && !m_Super) Freeze(); if(m_Core.m_Jumps == 0 && !m_Super) m_Core.m_Jumped = 3; else if(m_Core.m_Jumps == 1 && m_Core.m_Jumped > 0) m_Core.m_Jumped = 3; else if(m_Core.m_JumpedTotal < m_Core.m_Jumps - 1 && m_Core.m_Jumped > 1) m_Core.m_Jumped = 1; if((m_Super || m_SuperJump) && m_Core.m_Jumped > 1) m_Core.m_Jumped = 1; int CurrentIndex = GameServer()->Collision()->GetMapIndex(m_Pos); HandleSkippableTiles(CurrentIndex); if(!m_Alive) return; // handle Anti-Skip tiles std::list Indices = GameServer()->Collision()->GetMapIndices(m_PrevPos, m_Pos); if(!Indices.empty()) { for(int &Index : Indices) { HandleTiles(Index); if(!m_Alive) return; } } else { HandleTiles(CurrentIndex); if(!m_Alive) return; } // teleport gun if(m_TeleGunTeleport) { GameServer()->CreateDeath(m_Pos, m_pPlayer->GetCID(), Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID())); m_Core.m_Pos = m_TeleGunPos; if(!m_IsBlueTeleGunTeleport) m_Core.m_Vel = vec2(0, 0); GameServer()->CreateDeath(m_TeleGunPos, m_pPlayer->GetCID(), Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID())); GameServer()->CreateSound(m_TeleGunPos, SOUND_WEAPON_SPAWN, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID())); m_TeleGunTeleport = false; m_IsBlueTeleGunTeleport = false; } HandleBroadcast(); } bool CCharacter::Freeze(int Seconds) { if((Seconds <= 0 || m_Super || m_FreezeTime == -1 || m_FreezeTime > Seconds * Server()->TickSpeed()) && Seconds != -1) return false; if(m_FreezeTick < Server()->Tick() - Server()->TickSpeed() || Seconds == -1) { m_Armor = 0; m_FreezeTime = Seconds == -1 ? Seconds : Seconds * Server()->TickSpeed(); m_FreezeTick = Server()->Tick(); return true; } return false; } bool CCharacter::Freeze() { return Freeze(g_Config.m_SvFreezeDelay); } bool CCharacter::UnFreeze() { if(m_FreezeTime > 0) { m_Armor = 10; if(!m_aWeapons[m_Core.m_ActiveWeapon].m_Got) m_Core.m_ActiveWeapon = WEAPON_GUN; m_FreezeTime = 0; m_FreezeTick = 0; m_FrozenLastTick = true; return true; } return false; } void CCharacter::GiveWeapon(int Weapon, bool Remove) { if(Weapon == WEAPON_NINJA) { if(Remove) RemoveNinja(); else GiveNinja(); return; } if(Remove) { if(GetActiveWeapon() == Weapon) SetActiveWeapon(WEAPON_GUN); } else { m_aWeapons[Weapon].m_Ammo = -1; } m_aWeapons[Weapon].m_Got = !Remove; } void CCharacter::GiveAllWeapons() { for(int i = WEAPON_GUN; i < NUM_WEAPONS - 1; i++) { GiveWeapon(i); } } void CCharacter::ResetPickups() { for(int i = WEAPON_SHOTGUN; i < NUM_WEAPONS - 1; i++) { m_aWeapons[i].m_Got = false; if(m_Core.m_ActiveWeapon == i) m_Core.m_ActiveWeapon = WEAPON_GUN; } } void CCharacter::SetEndlessHook(bool Enable) { if(m_EndlessHook == Enable) { return; } GameServer()->SendChatTarget(GetPlayer()->GetCID(), Enable ? "Endless hook has been activated" : "Endless hook has been deactivated"); m_EndlessHook = Enable; m_Core.m_EndlessHook = Enable; } void CCharacter::Pause(bool Pause) { m_Paused = Pause; if(Pause) { GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0; GameServer()->m_World.RemoveEntity(this); if(m_Core.m_HookedPlayer != -1) // Keeping hook would allow cheats { ResetHook(); GameWorld()->ReleaseHooked(GetPlayer()->GetCID()); } } else { m_Core.m_Vel = vec2(0, 0); GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = &m_Core; GameServer()->m_World.InsertEntity(this); } } void CCharacter::DDRaceInit() { m_Paused = false; m_DDRaceState = DDRACE_NONE; m_PrevPos = m_Pos; m_SetSavePos = false; m_LastBroadcast = 0; m_TeamBeforeSuper = 0; m_Core.m_Id = GetPlayer()->GetCID(); m_TeleCheckpoint = 0; m_EndlessHook = g_Config.m_SvEndlessDrag; m_Hit = g_Config.m_SvHit ? HIT_ALL : DISABLE_HIT_GRENADE | DISABLE_HIT_HAMMER | DISABLE_HIT_LASER | DISABLE_HIT_SHOTGUN; m_SuperJump = false; m_Jetpack = false; m_Core.m_Jumps = 2; m_FreezeHammer = false; int Team = Teams()->m_Core.Team(m_Core.m_Id); if(Teams()->TeamLocked(Team)) { for(int i = 0; i < MAX_CLIENTS; i++) { if(Teams()->m_Core.Team(i) == Team && i != m_Core.m_Id && GameServer()->m_apPlayers[i]) { CCharacter *pChar = GameServer()->m_apPlayers[i]->GetCharacter(); if(pChar) { m_DDRaceState = pChar->m_DDRaceState; m_StartTime = pChar->m_StartTime; } } } } if(g_Config.m_SvTeam == 2 && Team == TEAM_FLOCK) { GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Please join a team before you start"); m_LastStartWarning = Server()->Tick(); } } void CCharacter::Rescue() { if(m_SetSavePos && !m_Super) { if(m_LastRescue + (int64_t)g_Config.m_SvRescueDelay * Server()->TickSpeed() > Server()->Tick()) { char aBuf[256]; str_format(aBuf, sizeof(aBuf), "You have to wait %d seconds until you can rescue yourself", (int)((m_LastRescue + (int64_t)g_Config.m_SvRescueDelay * Server()->TickSpeed() - Server()->Tick()) / Server()->TickSpeed())); GameServer()->SendChatTarget(GetPlayer()->GetCID(), aBuf); return; } float StartTime = m_StartTime; m_RescueTee.Load(this, Team()); // Don't load these from saved tee: m_Core.m_Vel = vec2(0, 0); m_Core.m_HookState = HOOK_IDLE; m_StartTime = StartTime; m_SavedInput.m_Direction = 0; m_SavedInput.m_Jump = 0; // simulate releasing the fire button if((m_SavedInput.m_Fire & 1) != 0) m_SavedInput.m_Fire++; m_SavedInput.m_Fire &= INPUT_STATE_MASK; m_SavedInput.m_Hook = 0; m_pPlayer->Pause(CPlayer::PAUSE_NONE, true); } } int64_t CCharacter::TeamMask() { return Teams()->TeamMask(Team(), -1, GetPlayer()->GetCID()); }