/* (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 #include #include #include #include #include #include #include "character.h" CProjectile::CProjectile( CGameWorld *pGameWorld, int Type, int Owner, vec2 Pos, vec2 Dir, int Span, bool Freeze, bool Explosive, float Force, int SoundImpact, 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_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)); CCharacter *pOwnerChar = GameServer()->GetPlayerChar(m_Owner); m_BelongsToPracticeTeam = pOwnerChar && pOwnerChar->Teams()->IsPractice(pOwnerChar->Team()); GameWorld()->InsertEntity(this); } void CProjectile::Reset() { if(m_LifeSpan > -2) m_MarkedForDestroy = true; } 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 = 0; if(pOwnerChar ? !(pOwnerChar->m_Hit & CCharacter::DISABLE_HIT_GRENADE) : 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--; 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 && (m_Type != WEAPON_GRENADE || g_Config.m_SvDestroyBulletsOnDeath || m_BelongsToPracticeTeam)) { m_MarkedForDestroy = true; 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_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 : -1LL); GameServer()->CreateSound(ColPos, m_SoundImpact, (m_Owner != -1) ? TeamMask : -1LL); } } else if(m_Freeze) { CCharacter *apEnts[MAX_CLIENTS]; int Num = GameWorld()->FindEntities(CurPos, 1.0f, (CEntity **)apEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER); for(int i = 0; i < Num; ++i) if(apEnts[i] && (m_Layer != LAYER_SWITCH || (m_Layer == LAYER_SWITCH && m_Number > 0 && GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[apEnts[i]->Team()]))) apEnts[i]->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(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_Type == WEAPON_GUN) { GameServer()->CreateDamageInd(CurPos, -atan2(m_Direction.x, m_Direction.y), 10, (m_Owner != -1) ? TeamMask : -1LL); 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 = -1LL; if(pOwnerChar && pOwnerChar->IsAlive()) { TeamMask = pOwnerChar->Teams()->TeamMask(pOwnerChar->Team(), -1, m_Owner); } GameServer()->CreateExplosion(ColPos, m_Owner, m_Type, m_Owner == -1, (!pOwnerChar ? -1 : pOwnerChar->Team()), (m_Owner != -1) ? TeamMask : -1LL); GameServer()->CreateSound(ColPos, m_SoundImpact, (m_Owner != -1) ? TeamMask : -1LL); } 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); CGameControllerDDRace *pControllerDDRace = (CGameControllerDDRace *)GameServer()->m_pController; if(z && !pControllerDDRace->m_TeleOuts[z - 1].empty()) { int TeleOut = GameServer()->m_World.m_Core.RandomOr0(pControllerDDRace->m_TeleOuts[z - 1].size()); m_Pos = pControllerDDRace->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; if(m_LifeSpan == -2) { CNetObj_EntityEx *pEntData = static_cast(Server()->SnapNewItem(NETOBJTYPE_ENTITYEX, GetID(), sizeof(CNetObj_EntityEx))); if(!pEntData) return; pEntData->m_SwitchNumber = m_Number; pEntData->m_Layer = m_Layer; pEntData->m_EntityClass = ENTITYCLASS_PROJECTILE; } int SnappingClientVersion = SnappingClient != SERVER_DEMO_CLIENT ? GameServer()->GetClientVersion(SnappingClient) : CLIENT_VERSIONNR; if(SnappingClientVersion < VERSION_DDNET_SWITCH) { 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 && !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(SnappingClient != SERVER_DEMO_CLIENT && m_Owner != -1 && !CmaskIsSet(TeamMask, SnappingClient)) return; CNetObj_DDNetProjectile DDNetProjectile; if(SnappingClientVersion >= VERSION_DDNET_ANTIPING_PROJECTILE && FillExtraInfo(&DDNetProjectile)) { int Type = SnappingClientVersion < VERSION_DDNET_MSG_LEGACY ? (int)NETOBJTYPE_PROJECTILE : NETOBJTYPE_DDNETPROJECTILE; void *pProj = Server()->SnapNewItem(Type, GetID(), sizeof(DDNetProjectile)); if(!pProj) { return; } mem_copy(pProj, &DDNetProjectile, sizeof(DDNetProjectile)); } else { CNetObj_Projectile *pProj = static_cast(Server()->SnapNewItem(NETOBJTYPE_PROJECTILE, GetID(), sizeof(CNetObj_Projectile))); 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::FillExtraInfo(CNetObj_DDNetProjectile *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 return false; } //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 |= PROJECTILEFLAG_NO_OWNER; //This bit tells the client to use the extra info Data |= PROJECTILEFLAG_IS_DDNET; // PROJECTILEFLAG_BOUNCE_HORIZONTAL, PROJECTILEFLAG_BOUNCE_VERTICAL Data |= (m_Bouncing & 3) << 10; if(m_Explosive) Data |= PROJECTILEFLAG_EXPLOSIVE; if(m_Freeze) Data |= PROJECTILEFLAG_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; }