/* (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" #include "character.h" #include #include #include #include #include CProjectile::CProjectile( CGameWorld *pGameWorld, int Type, int Owner, vec2 Pos, vec2 Dir, int Span, bool Freeze, bool Explosive, int SoundImpact, vec2 InitDir, 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_Damage = Damage; m_SoundImpact = SoundImpact; m_StartTick = Server()->Tick(); m_Explosive = Explosive; m_Layer = Layer; m_Number = Number; m_Freeze = Freeze; m_InitDir = InitDir; m_TuneZone = GameServer()->Collision()->IsTune(GameServer()->Collision()->GetMapIndex(m_Pos)); CCharacter *pOwnerChar = GameServer()->GetPlayerChar(m_Owner); m_BelongsToPracticeTeam = pOwnerChar && pOwnerChar->Teams()->IsPractice(pOwnerChar->Team()); GameWorld()->InsertEntity(this); } void CProjectile::Reset() { m_MarkedForDestroy = true; } vec2 CProjectile::GetPos(float Time) { float Curvature = 0; float Speed = 0; switch(m_Type) { case WEAPON_GRENADE: if(!m_TuneZone) { Curvature = Tuning()->m_GrenadeCurvature; Speed = Tuning()->m_GrenadeSpeed; } else { Curvature = TuningList()[m_TuneZone].m_GrenadeCurvature; Speed = TuningList()[m_TuneZone].m_GrenadeSpeed; } break; case WEAPON_SHOTGUN: if(!m_TuneZone) { Curvature = Tuning()->m_ShotgunCurvature; Speed = Tuning()->m_ShotgunSpeed; } else { Curvature = TuningList()[m_TuneZone].m_ShotgunCurvature; Speed = TuningList()[m_TuneZone].m_ShotgunSpeed; } break; case WEAPON_GUN: if(!m_TuneZone) { Curvature = Tuning()->m_GunCurvature; Speed = Tuning()->m_GunSpeed; } else { Curvature = TuningList()[m_TuneZone].m_GunCurvature; Speed = 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 = 0; if(pOwnerChar ? !pOwnerChar->GrenadeHitDisabled() : g_Config.m_SvHit) pTargetChr = GameServer()->m_World.IntersectCharacter(PrevPos, ColPos, m_Freeze ? 1.0f : 6.0f, ColPos, pOwnerChar, m_Owner); if(m_LifeSpan > -1) m_LifeSpan--; CClientMask TeamMask = CClientMask().set(); bool IsWeaponCollide = false; if( pOwnerChar && pTargetChr && pOwnerChar->IsAlive() && pTargetChr->IsAlive() && !pTargetChr->CanCollide(m_Owner)) { IsWeaponCollide = true; } if(pOwnerChar && pOwnerChar->IsAlive()) { TeamMask = pOwnerChar->TeamMask(); } else if(m_Owner >= 0 && (m_Type != WEAPON_GRENADE || g_Config.m_SvDestroyBulletsOnDeath || m_BelongsToPracticeTeam)) { m_MarkedForDestroy = true; return; } if(((pTargetChr && (pOwnerChar ? !pOwnerChar->GrenadeHitDisabled() : 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; 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 : CClientMask().set()); GameServer()->CreateSound(ColPos, m_SoundImpact, (m_Owner != -1) ? TeamMask : CClientMask().set()); } } else if(m_Freeze) { CEntity *apEnts[MAX_CLIENTS]; int Num = GameWorld()->FindEntities(CurPos, 1.0f, apEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER); for(int i = 0; i < Num; ++i) { auto *pChr = static_cast(apEnts[i]); if(pChr && (m_Layer != LAYER_SWITCH || (m_Layer == LAYER_SWITCH && m_Number > 0 && Switchers()[m_Number].m_aStatus[pChr->Team()]))) pChr->Freeze(); } } if(pOwnerChar && !GameLayerClipped(ColPos) && ((m_Type == WEAPON_GRENADE && pOwnerChar->HasTelegunGrenade()) || (m_Type == WEAPON_GUN && pOwnerChar->HasTelegunGun()))) { int MapIndex = GameServer()->Collision()->GetPureMapIndex(pTargetChr ? pTargetChr->m_Pos : ColPos); int TileFIndex = GameServer()->Collision()->GetFTileIndex(MapIndex); bool IsSwitchTeleGun = GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_ALLOW_TELE_GUN; bool IsBlueSwitchTeleGun = GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_ALLOW_BLUE_TELE_GUN; 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) IsSwitchTeleGun = IsBlueSwitchTeleGun = false; if(delay == 2 && m_Type != WEAPON_GRENADE) IsSwitchTeleGun = IsBlueSwitchTeleGun = false; if(delay == 3 && m_Type != WEAPON_LASER) IsSwitchTeleGun = IsBlueSwitchTeleGun = false; } if(TileFIndex == TILE_ALLOW_TELE_GUN || TileFIndex == TILE_ALLOW_BLUE_TELE_GUN || IsSwitchTeleGun || IsBlueSwitchTeleGun || pTargetChr) { bool Found; vec2 PossiblePos; if(!Collide) Found = GetNearestAirPosPlayer(pTargetChr ? pTargetChr->m_Pos : ColPos, &PossiblePos); else Found = GetNearestAirPos(NewPos, CurPos, &PossiblePos); if(Found) { pOwnerChar->m_TeleGunPos = PossiblePos; pOwnerChar->m_TeleGunTeleport = true; pOwnerChar->m_IsBlueTeleGunTeleport = TileFIndex == TILE_ALLOW_BLUE_TELE_GUN || IsBlueSwitchTeleGun; } } } 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(absolute(m_Direction.x) < 1e-6f) m_Direction.x = 0; if(absolute(m_Direction.y) < 1e-6f) m_Direction.y = 0; m_Pos += m_Direction; } else if(m_Type == WEAPON_GUN) { GameServer()->CreateDamageInd(CurPos, -std::atan2(m_Direction.x, m_Direction.y), 10, (m_Owner != -1) ? TeamMask : CClientMask().set()); m_MarkedForDestroy = true; return; } else { if(!m_Freeze) { m_MarkedForDestroy = true; return; } } } if(m_LifeSpan == -1) { if(m_Explosive) { if(m_Owner >= 0) pOwnerChar = GameServer()->GetPlayerChar(m_Owner); TeamMask = CClientMask().set(); if(pOwnerChar && pOwnerChar->IsAlive()) { TeamMask = pOwnerChar->TeamMask(); } GameServer()->CreateExplosion(ColPos, m_Owner, m_Type, m_Owner == -1, (!pOwnerChar ? -1 : pOwnerChar->Team()), (m_Owner != -1) ? TeamMask : CClientMask().set()); GameServer()->CreateSound(ColPos, m_SoundImpact, (m_Owner != -1) ? TeamMask : CClientMask().set()); } m_MarkedForDestroy = true; 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 && !GameServer()->m_pController->m_TeleOuts[z - 1].empty()) { int TeleOut = GameServer()->m_World.m_Core.RandomOr0(GameServer()->m_pController->m_TeleOuts[z - 1].size()); m_Pos = GameServer()->m_pController->m_TeleOuts[z - 1][TeleOut]; 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; int SnappingClientVersion = GameServer()->GetClientVersion(SnappingClient); if(SnappingClientVersion < VERSION_DDNET_ENTITY_NETOBJS) { 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 && !Switchers()[m_Number].m_aStatus[pSnapChar->Team()] && (!Tick))) return; } CCharacter *pOwnerChar = 0; CClientMask TeamMask = CClientMask().set(); if(m_Owner >= 0) pOwnerChar = GameServer()->GetPlayerChar(m_Owner); if(pOwnerChar && pOwnerChar->IsAlive()) TeamMask = pOwnerChar->TeamMask(); if(SnappingClient != SERVER_DEMO_CLIENT && m_Owner != -1 && !TeamMask.test(SnappingClient)) return; CNetObj_DDRaceProjectile DDRaceProjectile; if(SnappingClientVersion >= VERSION_DDNET_ENTITY_NETOBJS) { CNetObj_DDNetProjectile *pDDNetProjectile = static_cast(Server()->SnapNewItem(NETOBJTYPE_DDNETPROJECTILE, GetId(), sizeof(CNetObj_DDNetProjectile))); if(!pDDNetProjectile) { return; } FillExtraInfo(pDDNetProjectile); } else if(SnappingClientVersion >= VERSION_DDNET_ANTIPING_PROJECTILE && FillExtraInfoLegacy(&DDRaceProjectile)) { int Type = SnappingClientVersion < VERSION_DDNET_MSG_LEGACY ? (int)NETOBJTYPE_PROJECTILE : NETOBJTYPE_DDRACEPROJECTILE; void *pProj = Server()->SnapNewItem(Type, GetId(), sizeof(DDRaceProjectile)); if(!pProj) { return; } mem_copy(pProj, &DDRaceProjectile, sizeof(DDRaceProjectile)); } else { CNetObj_Projectile *pProj = Server()->SnapNewItem(GetId()); 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::FillExtraInfoLegacy(CNetObj_DDRaceProjectile *pProj) { const int MaxPos = 0x7fffffff / 100; if(absolute((int)m_Pos.y) + 1 >= MaxPos || absolute((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 modifying the fields of the netobj float Angle = -std::atan2(m_Direction.x, m_Direction.y); int Data = 0; Data |= (absolute(m_Owner) & 255) << 0; if(m_Owner < 0) Data |= LEGACYPROJECTILEFLAG_NO_OWNER; //This bit tells the client to use the extra info Data |= LEGACYPROJECTILEFLAG_IS_DDNET; // LEGACYPROJECTILEFLAG_BOUNCE_HORIZONTAL, LEGACYPROJECTILEFLAG_BOUNCE_VERTICAL Data |= (m_Bouncing & 3) << 10; if(m_Explosive) Data |= LEGACYPROJECTILEFLAG_EXPLOSIVE; if(m_Freeze) Data |= LEGACYPROJECTILEFLAG_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; } void CProjectile::FillExtraInfo(CNetObj_DDNetProjectile *pProj) { int Flags = 0; if(m_Bouncing & 1) { Flags |= PROJECTILEFLAG_BOUNCE_HORIZONTAL; } if(m_Bouncing & 2) { Flags |= PROJECTILEFLAG_BOUNCE_VERTICAL; } if(m_Explosive) { Flags |= PROJECTILEFLAG_EXPLOSIVE; } if(m_Freeze) { Flags |= PROJECTILEFLAG_FREEZE; } if(m_Owner < 0) { pProj->m_VelX = round_to_int(m_Direction.x * 1e6f); pProj->m_VelY = round_to_int(m_Direction.y * 1e6f); } else { pProj->m_VelX = round_to_int(m_InitDir.x); pProj->m_VelY = round_to_int(m_InitDir.y); Flags |= PROJECTILEFLAG_NORMALIZE_VEL; } pProj->m_X = round_to_int(m_Pos.x * 100.0f); pProj->m_Y = round_to_int(m_Pos.y * 100.0f); pProj->m_Type = m_Type; pProj->m_StartTick = m_StartTick; pProj->m_Owner = m_Owner; pProj->m_Flags = Flags; pProj->m_SwitchNumber = m_Number; pProj->m_TuneZone = m_TuneZone; }