ddnet/src/game/server/entities/dragger.cpp
2020-11-05 07:53:04 +01:00

276 lines
6.6 KiB
C++

/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
#include "dragger.h"
#include <engine/config.h>
#include <engine/server.h>
#include <engine/shared/config.h>
#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include <game/server/gamemodes/DDRace.h>
#include <game/server/teams.h>
CDragger::CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool NW,
int CaughtTeam, int Layer, int Number) :
CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
{
m_Target = 0;
m_Layer = Layer;
m_Number = Number;
m_Pos = Pos;
m_Strength = Strength;
m_EvalTick = Server()->Tick();
m_NW = NW;
m_CaughtTeam = CaughtTeam;
GameWorld()->InsertEntity(this);
for(int &SoloID : m_SoloIDs)
{
SoloID = -1;
}
}
void CDragger::Move()
{
if(m_Target && (!m_Target->IsAlive() || (m_Target->IsAlive() && (m_Target->m_Super || m_Target->IsPaused() || (m_Layer == LAYER_SWITCH && m_Number && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[m_Target->Team()])))))
m_Target = 0;
mem_zero(m_SoloEnts, sizeof(m_SoloEnts));
CCharacter *TempEnts[MAX_CLIENTS];
int Num = GameServer()->m_World.FindEntities(m_Pos, g_Config.m_SvDraggerRange,
(CEntity **)m_SoloEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
mem_copy(TempEnts, m_SoloEnts, sizeof(TempEnts));
int Id = -1;
int MinLen = 0;
CCharacter *Temp;
for(int i = 0; i < Num; i++)
{
Temp = m_SoloEnts[i];
if(Temp->Team() != m_CaughtTeam)
{
m_SoloEnts[i] = 0;
continue;
}
if(m_Layer == LAYER_SWITCH && m_Number && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Temp->Team()])
{
m_SoloEnts[i] = 0;
continue;
}
int Res =
m_NW ?
GameServer()->Collision()->IntersectNoLaserNW(m_Pos, Temp->m_Pos, 0, 0) :
GameServer()->Collision()->IntersectNoLaser(m_Pos, Temp->m_Pos, 0, 0);
if(Res == 0)
{
int Len = length(Temp->m_Pos - m_Pos);
if(MinLen == 0 || MinLen > Len)
{
MinLen = Len;
Id = i;
}
if(!Temp->Teams()->m_Core.GetSolo(Temp->GetPlayer()->GetCID()))
m_SoloEnts[i] = 0;
}
else
{
m_SoloEnts[i] = 0;
}
}
if(!m_Target)
{
m_Target = Id != -1 ? TempEnts[Id] : 0;
}
else
{
for(auto &SoloEnt : m_SoloEnts)
{
if(SoloEnt == m_Target)
SoloEnt = 0;
}
}
}
void CDragger::Drag()
{
if(!m_Target)
return;
CCharacter *Target = m_Target;
for(int i = -1; i < MAX_CLIENTS; i++)
{
if(i >= 0)
Target = m_SoloEnts[i];
if(!Target)
continue;
int Res = 0;
if(!m_NW)
Res = GameServer()->Collision()->IntersectNoLaser(m_Pos,
Target->m_Pos, 0, 0);
else
Res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos,
Target->m_Pos, 0, 0);
if(Res || length(m_Pos - Target->m_Pos) > g_Config.m_SvDraggerRange)
{
Target = 0;
if(i == -1)
m_Target = 0;
else
m_SoloEnts[i] = 0;
}
else if(length(m_Pos - Target->m_Pos) > 28)
{
vec2 Temp = Target->Core()->m_Vel + (normalize(m_Pos - Target->m_Pos) * m_Strength);
Target->Core()->m_Vel = ClampVel(Target->m_MoveRestrictions, Temp);
}
}
}
void CDragger::Reset()
{
GameServer()->m_World.DestroyEntity(this);
}
void CDragger::Tick()
{
if(((CGameControllerDDRace *)GameServer()->m_pController)->m_Teams.GetTeamState(m_CaughtTeam) == CGameTeams::TEAMSTATE_EMPTY)
return;
if(Server()->Tick() % int(Server()->TickSpeed() * 0.15f) == 0)
{
int Flags;
m_EvalTick = Server()->Tick();
int index = GameServer()->Collision()->IsMover(m_Pos.x, m_Pos.y,
&Flags);
if(index)
{
m_Core = GameServer()->Collision()->CpSpeed(index, Flags);
}
m_Pos += m_Core;
Move();
}
Drag();
return;
}
void CDragger::Snap(int SnappingClient)
{
if(((CGameControllerDDRace *)GameServer()->m_pController)->m_Teams.GetTeamState(m_CaughtTeam) == CGameTeams::TEAMSTATE_EMPTY)
return;
CCharacter *Target = m_Target;
for(int &SoloID : m_SoloIDs)
{
if(SoloID == -1)
break;
Server()->SnapFreeID(SoloID);
SoloID = -1;
}
int pos = 0;
for(int i = -1; i < MAX_CLIENTS; i++)
{
if(i >= 0)
{
Target = m_SoloEnts[i];
if(!Target)
continue;
}
if(Target)
{
if(NetworkClipped(SnappingClient, m_Pos) && NetworkClipped(SnappingClient, Target->m_Pos))
continue;
}
else if(NetworkClipped(SnappingClient, m_Pos))
continue;
CCharacter *Char = GameServer()->GetPlayerChar(SnappingClient);
if(SnappingClient > -1 && (GameServer()->m_apPlayers[SnappingClient]->GetTeam() == -1 || GameServer()->m_apPlayers[SnappingClient]->IsPaused()) && GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID != SPEC_FREEVIEW)
Char = GameServer()->GetPlayerChar(GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID);
int Tick = (Server()->Tick() % Server()->TickSpeed()) % 11;
if(Char && Char->IsAlive() && (m_Layer == LAYER_SWITCH && m_Number && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()] && (!Tick)))
continue;
if(Char && Char->IsAlive())
{
if(Char->Team() != m_CaughtTeam)
continue;
}
else
{
// send to spectators only active draggers and some inactive from team 0
if(!((Target && Target->IsAlive()) || m_CaughtTeam == 0))
continue;
}
if(Char && Char->IsAlive() && Target && Target->IsAlive() && Target->GetPlayer()->GetCID() != Char->GetPlayer()->GetCID() && (Char->GetPlayer()->m_ShowOthers == 0 || (Char->GetPlayer()->m_ShowOthers == 2 && (Char->Teams()->m_Core.GetSolo(SnappingClient) || Char->Teams()->m_Core.GetSolo(Target->GetPlayer()->GetCID())))))
{
continue;
}
CNetObj_Laser *obj;
if(i == -1)
{
obj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(
NETOBJTYPE_LASER, m_ID, sizeof(CNetObj_Laser)));
}
else
{
m_SoloIDs[pos] = Server()->SnapNewID();
obj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem( // TODO: Have to free IDs again?
NETOBJTYPE_LASER, m_SoloIDs[pos], sizeof(CNetObj_Laser)));
pos++;
}
if(!obj)
continue;
obj->m_X = (int)m_Pos.x;
obj->m_Y = (int)m_Pos.y;
if(Target)
{
obj->m_FromX = (int)Target->m_Pos.x;
obj->m_FromY = (int)Target->m_Pos.y;
}
else
{
obj->m_FromX = (int)m_Pos.x;
obj->m_FromY = (int)m_Pos.y;
}
int StartTick = m_EvalTick;
if(StartTick < Server()->Tick() - 4)
StartTick = Server()->Tick() - 4;
else if(StartTick > Server()->Tick())
StartTick = Server()->Tick();
obj->m_StartTick = StartTick;
}
}
CDraggerTeam::CDraggerTeam(CGameWorld *pGameWorld, vec2 Pos, float Strength,
bool NW, int Layer, int Number)
{
for(int i = 0; i < MAX_CLIENTS; ++i)
{
m_Draggers[i] = new CDragger(pGameWorld, Pos, Strength, NW, i, Layer, Number);
}
}
//CDraggerTeam::~CDraggerTeam()
//{
// for (int i = 0; i < MAX_CLIENTS; ++i)
// {
// delete m_Draggers[i];
// }
//}