/* (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_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, false); CCharacter *pOwnerChar = 0; if(m_Owner >= 0) pOwnerChar = GameServer()->GetPlayerChar(m_Owner); CCharacter *pTargetChr = GameServer()->m_World.IntersectCharacter(PrevPos, ColPos, m_Freeze ? 1.0f : 6.0f, ColPos, pOwnerChar); if(m_LifeSpan > -1) m_LifeSpan--; int64_t TeamMask = -1LL; bool isWeaponCollide = false; if ( pOwnerChar && pTargetChr && pOwnerChar->IsAlive() && pTargetChr->IsAlive() && !pTargetChr->CanCollide(m_Owner) ) { isWeaponCollide = true; //TeamMask = OwnerChar->Teams()->TeamMask( OwnerChar->Team()); } if (pOwnerChar && pOwnerChar->IsAlive()) { TeamMask = pOwnerChar->Teams()->TeamMask(pOwnerChar->Team(), -1, m_Owner); } else { GameServer()->m_World.DestroyEntity(this); } if( ((pTargetChr && (pOwnerChar ? !(pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_GRENADE) : g_Config.m_SvHit || m_Owner == -1 || pTargetChr == pOwnerChar)) || Collide || GameLayerClipped(CurPos)) && !isWeaponCollide) { if(m_Explosive/*??*/ && (!pTargetChr || (pTargetChr && !m_Freeze))) { GameServer()->CreateExplosion(ColPos, m_Owner, m_Weapon, m_Owner == -1, (!pTargetChr ? -1 : pTargetChr->Team()), (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(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); } else if (!m_Freeze) GameServer()->m_World.DestroyEntity(this); } if(m_LifeSpan == -1) { GameServer()->m_World.DestroyEntity(this); } 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) FillInfo(pProj); } // DDRace void CProjectile::SetBouncing(int Value) { m_Bouncing = Value; }