/* (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 "projectile.h" #include #include 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) { m_Type = Type; m_Pos = Pos; m_Direction = Dir; m_InitialLifeSpan = Span; m_LifeSpan = Span; m_Owner = Owner; m_Force = Force; //m_Damage = Damage; m_SoundImpact = SoundImpact; m_Weapon = Weapon; m_StartTick = Server()->Tick(); m_Explosive = Explosive; m_Layer = Layer; m_Number = Number; m_Freeze = Freeze; m_TuneZone = GameServer()->Collision()->IsTune(GameServer()->Collision()->GetMapIndex(m_Pos)); GameWorld()->InsertEntity(this); } void CProjectile::Reset() { if(m_LifeSpan > -2) GameServer()->m_World.DestroyEntity(this); } vec2 CProjectile::GetPos(float Time) { float Curvature = 0; float Speed = 0; 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; } 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; } 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; } return CalcPos(m_Pos, m_Direction, Curvature, Speed, Time); } void CProjectile::Tick() { 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); 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, m_Owner); if(m_LifeSpan > -1) m_LifeSpan--; int64_t TeamMask = -1LL; bool IsWeaponCollide = false; if ( pOwnerChar && pTargetChr && pOwnerChar->IsAlive() && pTargetChr->IsAlive() && !pTargetChr->CanCollide(m_Owner) ) { IsWeaponCollide = true; } if (pOwnerChar && pOwnerChar->IsAlive()) { TeamMask = pOwnerChar->Teams()->TeamMask(pOwnerChar->Team(), -1, m_Owner); } else if (m_Owner >= 0) { GameServer()->m_World.DestroyEntity(this); return; } 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_Weapon == WEAPON_SHOTGUN && Collide))))) { int Number = 1; if(GameServer()->EmulateBug(BUG_GRENADE_DOUBLEEXPLOSION) && m_LifeSpan == -1 && m_InitialLifeSpan == 0) { Number = 2; } for(int i = 0; i < Number; i++) { GameServer()->CreateExplosion(ColPos, m_Owner, m_Weapon, m_Owner == -1, (!pTargetChr ? -1 : pTargetChr->Team()), (m_Owner != -1)? TeamMask : -1LL); GameServer()->CreateSound(ColPos, m_SoundImpact, (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 (pOwnerChar && ColPos && !GameLayerClipped(ColPos)) { bool IsTeleValid = false; switch (m_Type) { case WEAPON_GRENADE: { if (pOwnerChar->m_HasTeleGrenade) IsTeleValid = true; } break; case WEAPON_GUN: { if (pOwnerChar->m_HasTeleGun) IsTeleValid = true; } break; } if (IsTeleValid) { int MapIndex = GameServer()->Collision()->GetPureMapIndex(round_to_int(pTargetChr ? pTargetChr->m_Pos.x : ColPos.x), round_to_int(pTargetChr ? pTargetChr->m_Pos.y : ColPos.y)); int TileIndex = GameServer()->Collision()->GetTileIndex(MapIndex); int TileFIndex = GameServer()->Collision()->GetFTileIndex(MapIndex); bool IsTileValid = false; if ((m_Type == WEAPON_GUN || m_Type == WEAPON_GRENADE) && (TileIndex != TILE_NO_TELE_GUN && TileFIndex != TILE_NO_TELE_GUN)) IsTileValid = true; if (IsTileValid) { bool Found; vec2 PossiblePos; if (pTargetChr) Found = GetNearestAirPosPlayer(pTargetChr->m_Pos, &PossiblePos); else Found = GetNearestAirPos(ColPos, &PossiblePos); if (Found && PossiblePos) { GameServer()->CreateDeath(pOwnerChar->Core()->m_Pos, pOwnerChar->GetPlayer()->GetCID(), (m_Owner != -1) ? TeamMask : -1LL); pOwnerChar->Core()->m_Pos = PossiblePos; pOwnerChar->Core()->m_Vel = vec2(0, 0); GameServer()->CreateDeath(PossiblePos, pOwnerChar->GetPlayer()->GetCID(), (m_Owner != -1) ? TeamMask : -1LL); GameServer()->CreateSound(PossiblePos, SOUND_WEAPON_SPAWN, (m_Owner != -1) ? TeamMask : -1LL); } } } } 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) m_Direction.y = -m_Direction.y; if (fabs(m_Direction.x) < 1e-6) m_Direction.x = 0; if (fabs(m_Direction.y) < 1e-6) m_Direction.y = 0; m_Pos += m_Direction; } else if (m_Weapon == WEAPON_GUN) { GameServer()->CreateDamageInd(CurPos, -atan2(m_Direction.x, m_Direction.y), 10, (m_Owner != -1)? TeamMask : -1LL); GameServer()->m_World.DestroyEntity(this); return; } else { if (!m_Freeze) { GameServer()->m_World.DestroyEntity(this); return; } } } if(m_LifeSpan == -1) { if(m_Explosive) { if(m_Owner >= 0) pOwnerChar = GameServer()->GetPlayerChar(m_Owner); int64_t TeamMask = -1LL; if (pOwnerChar && pOwnerChar->IsAlive()) { TeamMask = pOwnerChar->Teams()->TeamMask(pOwnerChar->Team(), -1, m_Owner); } GameServer()->CreateExplosion(ColPos, m_Owner, m_Weapon, m_Owner == -1, (!pOwnerChar ? -1 : pOwnerChar->Team()), (m_Owner != -1)? TeamMask : -1LL); GameServer()->CreateSound(ColPos, m_SoundImpact, (m_Owner != -1)? TeamMask : -1LL); } GameServer()->m_World.DestroyEntity(this); return; } int x = GameServer()->Collision()->GetIndex(PrevPos, CurPos); 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(); } } void CProjectile::TickPaused() { ++m_StartTick; } void CProjectile::FillInfo(CNetObj_Projectile *pProj) { pProj->m_X = (int)m_Pos.x; pProj->m_Y = (int)m_Pos.y; pProj->m_VelX = (int)(m_Direction.x*100.0f); pProj->m_VelY = (int)(m_Direction.y*100.0f); pProj->m_StartTick = m_StartTick; pProj->m_Type = m_Type; } void CProjectile::Snap(int SnappingClient) { float Ct = (Server()->Tick()-m_StartTick)/(float)Server()->TickSpeed(); if(NetworkClipped(SnappingClient, GetPos(Ct))) return; CCharacter* pSnapChar = GameServer()->GetPlayerChar(SnappingClient); 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))) 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(Server()->SnapNewItem(NETOBJTYPE_PROJECTILE, m_ID, sizeof(CNetObj_Projectile))); if(pProj) { if(SnappingClient > -1 && GameServer()->m_apPlayers[SnappingClient] && GameServer()->m_apPlayers[SnappingClient]->m_ClientVersion >= VERSION_DDNET_ANTIPING_PROJECTILE) FillExtraInfo(pProj); else FillInfo(pProj); } } // DDRace void CProjectile::SetBouncing(int Value) { m_Bouncing = Value; } void CProjectile::FillExtraInfo(CNetObj_Projectile *pProj) { const int MaxPos = 0x7fffffff/100; if(abs((int)m_Pos.y)+1 >= MaxPos || abs((int)m_Pos.x)+1 >= MaxPos) { //If the modified data would be too large to fit in an integer, send normal data instead FillInfo(pProj); return; } //Send additional/modified info, by modifiying the fields of the netobj float Angle = -atan2f(m_Direction.x, m_Direction.y); int Data = 0; Data |= (abs(m_Owner) & 255)<<0; if(m_Owner < 0) Data |= 1<<8; Data |= 1<<9; //This bit tells the client to use the extra info Data |= (m_Bouncing & 3)<<10; if(m_Explosive) Data |= 1<<12; if(m_Freeze) Data |= 1<<13; pProj->m_X = (int)(m_Pos.x * 100.0f); pProj->m_Y = (int)(m_Pos.y * 100.0f); pProj->m_VelX = (int)(Angle * 1000000.0f); pProj->m_VelY = Data; pProj->m_StartTick = m_StartTick; pProj->m_Type = m_Type; }