/* (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 "projectile.h" CProjectile::CProjectile ( CGameWorld *pGameWorld, int Type, int Owner, vec2 Pos, vec2 Dir, int Span, bool Freeze, bool Explosive, float Force, int SoundImpact, int Weapon, int Layer, int Number ) : CEntity(pGameWorld, CGameWorld::ENTTYPE_PROJECTILE) { m_Layer = Layer; m_Number = Number; m_Type = Type; m_Pos = Pos; m_Direction = Dir; m_LifeSpan = Span; m_Owner = Owner; m_Force = Force; //m_Damage = Damage; m_Freeze = Freeze; m_SoundImpact = SoundImpact; m_Weapon = Weapon; m_StartTick = Server()->Tick(); m_Explosive = Explosive; 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: Curvature = GameServer()->Tuning()->m_GrenadeCurvature; Speed = GameServer()->Tuning()->m_GrenadeSpeed; break; case WEAPON_SHOTGUN: Curvature = GameServer()->Tuning()->m_ShotgunCurvature; Speed = GameServer()->Tuning()->m_ShotgunSpeed; break; case WEAPON_GUN: Curvature = GameServer()->Tuning()->m_GunCurvature; Speed = GameServer()->Tuning()->m_GunSpeed; break; } return CalcPos(m_Pos, m_Direction, Curvature, Speed, Time); } void CProjectile::SetBouncing(int Value) { m_Bouncing = Value; } 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; vec2 Speed = CurPos - PrevPos; int Collide = GameServer()->Collision()->IntersectLine(PrevPos, CurPos, &ColPos, &NewPos, false); CCharacter *OwnerChar = 0; if(m_Owner >= 0) OwnerChar = GameServer()->GetPlayerChar(m_Owner); CCharacter *TargetChr = GameServer()->m_World.IntersectCharacter(PrevPos, ColPos, (m_Freeze) ? 1.0f : 6.0f, ColPos, OwnerChar); if(m_LifeSpan > -1) m_LifeSpan--; int TeamMask = -1; bool isWeaponCollide = false; if ( OwnerChar && TargetChr && OwnerChar->IsAlive() && TargetChr->IsAlive() && !TargetChr->CanCollide(m_Owner) ) { isWeaponCollide = true; //TeamMask = OwnerChar->Teams()->TeamMask( OwnerChar->Team()); } if (OwnerChar && OwnerChar->IsAlive()) { TeamMask = OwnerChar->Teams()->TeamMask( OwnerChar->Team()); } if( ((TargetChr && (g_Config.m_SvHit || m_Owner == -1 || TargetChr == OwnerChar)) || Collide || GameLayerClipped(CurPos)) && !isWeaponCollide)//TODO:TEAM { if(m_Explosive/*??*/ && (!TargetChr || (TargetChr && !m_Freeze))) { GameServer()->CreateExplosion(ColPos, m_Owner, m_Weapon, m_Owner == -1, (!TargetChr ? -1 : TargetChr->Team()), (m_Owner != -1)? TeamMask : -1); GameServer()->CreateSound(ColPos, m_SoundImpact, (m_Owner != -1)? TeamMask : -1); } else if(TargetChr && m_Freeze && ((m_Layer == LAYER_SWITCH && GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[TargetChr->Team()]) || m_Layer != LAYER_SWITCH)) TargetChr->Freeze(); 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; 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 : -1); GameServer()->m_World.DestroyEntity(this); } else if (!m_Freeze) GameServer()->m_World.DestroyEntity(this); } if (m_LifeSpan == -1) { GameServer()->m_World.DestroyEntity(this); } } 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 * SnapChar = GameServer()->GetPlayerChar(SnappingClient); int Tick = (Server()->Tick()%Server()->TickSpeed())%((m_Explosive)?6:20); if (SnapChar && SnapChar->IsAlive() && (m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[SnapChar->Team()] && (!Tick))) return; if ( SnapChar && m_Owner != -1 && !SnapChar->CanCollide(m_Owner) ) return; CNetObj_Projectile *pProj = static_cast(Server()->SnapNewItem(NETOBJTYPE_PROJECTILE, m_ID, sizeof(CNetObj_Projectile))); if(pProj) FillInfo(pProj); }