ddnet/src/game/server/entities/projectile.cpp
bors[bot] 92fc95d742
Merge #2202
2202: Send DDNet version early in the connection process r=Learath2 a=heinrich5991

This gets rid of the problem that we don't know whether we should send
full snapshots to clients because they haven't told us about them being
DDNet yet.

Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
2020-05-27 17:49:31 +00:00

373 lines
10 KiB
C++

/* (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 <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include <game/server/gamemodes/DDRace.h>
#include "projectile.h"
#include <engine/shared/config.h>
#include <game/server/teams.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));
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 = 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))
{
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_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 && GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[apEnts[i]->Team()])))
apEnts[i]->Freeze();
}
if (pOwnerChar && ColPos && !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()->IsSwitch(MapIndex) == TILE_ALLOW_TELE_GUN;
bool IsBlueSwitchTeleGun = GameServer()->Collision()->IsSwitch(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->m_Pos, &PossiblePos);
else
Found = GetNearestAirPos(NewPos, CurPos, &PossiblePos);
if (Found && PossiblePos)
{
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);
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_Type, 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);
CGameControllerDDRace *pControllerDDRace = (CGameControllerDDRace *)GameServer()->m_pController;
if (z && pControllerDDRace->m_TeleOuts[z-1].size())
{
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;
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<CNetObj_Projectile *>(Server()->SnapNewItem(NETOBJTYPE_PROJECTILE, m_ID, sizeof(CNetObj_Projectile)));
if(pProj)
{
if(SnappingClient > -1 && GameServer()->m_apPlayers[SnappingClient] && GameServer()->m_apPlayers[SnappingClient]->GetClientVersion() >= 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;
}