ddnet/src/game/client/prediction/entities/projectile.cpp

230 lines
6.1 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 <engine/shared/config.h>
#include <game/client/projectile_data.h>
#include <game/generated/protocol.h>
#include <game/mapitems.h>
#include "character.h"
#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 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_SoundImpact = SoundImpact;
m_StartTick = GameWorld()->GameTick();
m_Explosive = Explosive;
m_Layer = Layer;
m_Number = Number;
m_Freeze = Freeze;
m_TuneZone = GameWorld()->m_WorldConfig.m_UseTuneZones ? Collision()->IsTune(Collision()->GetMapIndex(m_Pos)) : 0;
GameWorld()->InsertEntity(this);
}
vec2 CProjectile::GetPos(float Time)
{
float Curvature = 0;
float Speed = 0;
CTuningParams *pTuning = GetTuning(m_TuneZone);
switch(m_Type)
{
case WEAPON_GRENADE:
Curvature = pTuning->m_GrenadeCurvature;
Speed = pTuning->m_GrenadeSpeed;
break;
case WEAPON_SHOTGUN:
Curvature = pTuning->m_ShotgunCurvature;
Speed = pTuning->m_ShotgunSpeed;
break;
case WEAPON_GUN:
Curvature = pTuning->m_GunCurvature;
Speed = pTuning->m_GunSpeed;
break;
}
return CalcPos(m_Pos, m_Direction, Curvature, Speed, Time);
}
void CProjectile::Tick()
{
float Pt = (GameWorld()->GameTick() - m_StartTick - 1) / (float)GameWorld()->GameTickSpeed();
float Ct = (GameWorld()->GameTick() - m_StartTick) / (float)GameWorld()->GameTickSpeed();
vec2 PrevPos = GetPos(Pt);
vec2 CurPos = GetPos(Ct);
vec2 ColPos;
vec2 NewPos;
int Collide = Collision()->IntersectLine(PrevPos, CurPos, &ColPos, &NewPos);
CCharacter *pOwnerChar = GameWorld()->GetCharacterByID(m_Owner);
CCharacter *pTargetChr = GameWorld()->IntersectCharacter(PrevPos, ColPos, m_Freeze ? 1.0f : 6.0f, ColPos, pOwnerChar, m_Owner);
if(GameWorld()->m_WorldConfig.m_IsSolo && !(m_Type == WEAPON_SHOTGUN && GameWorld()->m_WorldConfig.m_IsDDRace))
pTargetChr = 0;
if(m_LifeSpan > -1)
m_LifeSpan--;
bool isWeaponCollide = false;
if(
pOwnerChar &&
pTargetChr &&
!pTargetChr->CanCollide(m_Owner))
{
isWeaponCollide = true;
}
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)))))
{
GameWorld()->CreateExplosion(ColPos, m_Owner, m_Type, m_Owner == -1, (!pTargetChr ? -1 : pTargetChr->Team()), -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 && m_Number < (int)Switchers().size() && Switchers()[m_Number].m_Status[apEnts[i]->Team()])))
apEnts[i]->Freeze();
}
if(Collide && m_Bouncing != 0)
{
m_StartTick = GameWorld()->GameTick();
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-6f)
m_Direction.x = 0;
if(fabs(m_Direction.y) < 1e-6f)
m_Direction.y = 0;
m_Pos += m_Direction;
}
else if(m_Type == WEAPON_GUN)
{
m_MarkedForDestroy = true;
}
else if(!m_Freeze)
m_MarkedForDestroy = true;
}
if(m_LifeSpan == -1)
{
if(m_Explosive)
{
if(m_Owner >= 0)
pOwnerChar = GameWorld()->GetCharacterByID(m_Owner);
GameWorld()->CreateExplosion(ColPos, m_Owner, m_Type, m_Owner == -1, (!pOwnerChar ? -1 : pOwnerChar->Team()), -1LL);
}
m_MarkedForDestroy = true;
}
}
// DDRace
void CProjectile::SetBouncing(int Value)
{
m_Bouncing = Value;
}
CProjectile::CProjectile(CGameWorld *pGameWorld, int ID, CProjectileData *pProj, const CNetObj_EntityEx *pEntEx) :
CEntity(pGameWorld, CGameWorld::ENTTYPE_PROJECTILE)
{
m_Pos = pProj->m_StartPos;
m_Direction = pProj->m_StartVel;
if(pProj->m_ExtraInfo)
{
m_Owner = pProj->m_Owner;
m_Explosive = pProj->m_Explosive;
m_Bouncing = pProj->m_Bouncing;
m_Freeze = pProj->m_Freeze;
}
else
{
m_Owner = -1;
m_Bouncing = 0;
m_Freeze = false;
m_Explosive = (pProj->m_Type == WEAPON_GRENADE) && (fabs(1.0f - length(m_Direction)) < 0.015f);
}
m_Type = pProj->m_Type;
m_StartTick = pProj->m_StartTick;
m_TuneZone = pProj->m_TuneZone;
int Lifetime = 20 * GameWorld()->GameTickSpeed();
m_SoundImpact = -1;
if(m_Type == WEAPON_GRENADE)
{
Lifetime = GetTuning(m_TuneZone)->m_GrenadeLifetime * GameWorld()->GameTickSpeed();
m_SoundImpact = SOUND_GRENADE_EXPLODE;
}
else if(m_Type == WEAPON_GUN)
Lifetime = GetTuning(m_TuneZone)->m_GunLifetime * GameWorld()->GameTickSpeed();
else if(m_Type == WEAPON_SHOTGUN && !GameWorld()->m_WorldConfig.m_IsDDRace)
Lifetime = GetTuning(m_TuneZone)->m_ShotgunLifetime * GameWorld()->GameTickSpeed();
m_LifeSpan = Lifetime - (pGameWorld->GameTick() - m_StartTick);
m_ID = ID;
m_Layer = LAYER_GAME;
m_Number = 0;
if(pEntEx)
{
m_Layer = LAYER_SWITCH;
m_Number = pEntEx->m_SwitchNumber;
}
}
CProjectileData CProjectile::GetData() const
{
CProjectileData Result;
Result.m_StartPos = m_Pos;
Result.m_StartVel = m_Direction;
Result.m_Type = m_Type;
Result.m_StartTick = m_StartTick;
Result.m_ExtraInfo = true;
Result.m_Owner = m_Owner;
Result.m_Explosive = m_Explosive;
Result.m_Bouncing = m_Bouncing;
Result.m_Freeze = m_Freeze;
Result.m_TuneZone = m_TuneZone;
return Result;
}
bool CProjectile::Match(CProjectile *pProj)
{
if(pProj->m_Type != m_Type)
return false;
if(pProj->m_StartTick != m_StartTick)
return false;
if(distance(pProj->m_Pos, m_Pos) > 2.f)
return false;
if(distance(pProj->m_Direction, m_Direction) > 2.f)
return false;
return true;
}