ddnet/src/game/server/entities/character.cpp
bors[bot] 08f856d741
Merge #5004
5004: add livefreeze commands to rcon r=def- a=edg-l

<!-- What is the motivation for the changes of this pull request -->

## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Edgar Luque <git@edgarluque.com>
Co-authored-by: Edgar <git@edgarluque.com>
2022-04-19 07:35:42 +00:00

2370 lines
72 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 <antibot/antibot_data.h>
#include <engine/shared/config.h>
#include <game/generated/server_data.h>
#include <game/mapitems.h>
#include <game/server/gamecontext.h>
#include <game/server/player.h>
#include <new>
#include "character.h"
#include "laser.h"
#include "projectile.h"
#include "light.h"
#include <game/server/score.h>
#include <game/server/teams.h>
MACRO_ALLOC_POOL_ID_IMPL(CCharacter, MAX_CLIENTS)
// Character, "physical" player's part
CCharacter::CCharacter(CGameWorld *pWorld) :
CEntity(pWorld, CGameWorld::ENTTYPE_CHARACTER, vec2(0, 0), ms_PhysSize)
{
m_Health = 0;
m_Armor = 0;
m_StrongWeakID = 0;
// never intilize both to zero
m_Input.m_TargetX = 0;
m_Input.m_TargetY = -1;
m_LatestPrevPrevInput = m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
}
void CCharacter::Reset()
{
Destroy();
}
bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos)
{
m_EmoteStop = -1;
m_LastAction = -1;
m_LastNoAmmoSound = -1;
m_LastWeapon = WEAPON_HAMMER;
m_QueuedWeapon = -1;
m_LastRefillJumps = false;
m_LastPenalty = false;
m_LastBonus = false;
m_TeleGunTeleport = false;
m_IsBlueTeleGunTeleport = false;
m_Solo = false;
m_pPlayer = pPlayer;
m_Pos = Pos;
mem_zero(&m_LatestPrevPrevInput, sizeof(m_LatestPrevPrevInput));
m_LatestPrevPrevInput.m_TargetY = -1;
m_NumInputs = 0;
m_SpawnTick = Server()->Tick();
m_WeaponChangeTick = Server()->Tick();
Antibot()->OnSpawn(m_pPlayer->GetCID());
m_Core.Reset();
m_Core.Init(&GameServer()->m_World.m_Core, GameServer()->Collision());
m_Core.m_ActiveWeapon = WEAPON_GUN;
m_Core.m_Pos = m_Pos;
GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = &m_Core;
m_ReckoningTick = 0;
mem_zero(&m_SendCore, sizeof(m_SendCore));
mem_zero(&m_ReckoningCore, sizeof(m_ReckoningCore));
GameServer()->m_World.InsertEntity(this);
m_Alive = true;
GameServer()->m_pController->OnCharacterSpawn(this);
DDRaceInit();
m_TuneZone = GameServer()->Collision()->IsTune(GameServer()->Collision()->GetMapIndex(Pos));
m_TuneZoneOld = -1; // no zone leave msg on spawn
m_NeededFaketuning = 0; // reset fake tunings on respawn and send the client
SendZoneMsgs(); // we want a entermessage also on spawn
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone);
Server()->StartRecord(m_pPlayer->GetCID());
return true;
}
void CCharacter::Destroy()
{
GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0;
m_Alive = false;
m_Solo = false;
}
void CCharacter::SetWeapon(int W)
{
if(W == m_Core.m_ActiveWeapon)
return;
m_LastWeapon = m_Core.m_ActiveWeapon;
m_QueuedWeapon = -1;
m_Core.m_ActiveWeapon = W;
GameServer()->CreateSound(m_Pos, SOUND_WEAPON_SWITCH, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
if(m_Core.m_ActiveWeapon < 0 || m_Core.m_ActiveWeapon >= NUM_WEAPONS)
m_Core.m_ActiveWeapon = 0;
}
void CCharacter::SetSolo(bool Solo)
{
m_Solo = Solo;
m_Core.m_Solo = Solo;
Teams()->m_Core.SetSolo(m_pPlayer->GetCID(), Solo);
if(Solo)
m_NeededFaketuning |= FAKETUNE_SOLO;
else
m_NeededFaketuning &= ~FAKETUNE_SOLO;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
void CCharacter::SetLiveFrozen(bool Active)
{
m_LiveFreeze = Active;
m_Core.m_LiveFrozen = Active;
}
bool CCharacter::IsGrounded()
{
if(GameServer()->Collision()->CheckPoint(m_Pos.x + GetProximityRadius() / 2, m_Pos.y + GetProximityRadius() / 2 + 5))
return true;
if(GameServer()->Collision()->CheckPoint(m_Pos.x - GetProximityRadius() / 2, m_Pos.y + GetProximityRadius() / 2 + 5))
return true;
int MoveRestrictionsBelow = GameServer()->Collision()->GetMoveRestrictions(m_Pos + vec2(0, GetProximityRadius() / 2 + 4), 0.0f);
return (MoveRestrictionsBelow & CANTMOVE_DOWN) != 0;
}
void CCharacter::HandleJetpack()
{
vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
bool FullAuto = false;
if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_LASER)
FullAuto = true;
if(m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN)
FullAuto = true;
// check if we gonna fire
bool WillFire = false;
if(CountInput(m_LatestPrevInput.m_Fire, m_LatestInput.m_Fire).m_Presses)
WillFire = true;
if(FullAuto && (m_LatestInput.m_Fire & 1) && m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo)
WillFire = true;
if(!WillFire)
return;
// check for ammo
if(!m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo || m_FreezeTime)
{
return;
}
switch(m_Core.m_ActiveWeapon)
{
case WEAPON_GUN:
{
if(m_Jetpack)
{
float Strength;
if(!m_TuneZone)
Strength = GameServer()->Tuning()->m_JetpackStrength;
else
Strength = GameServer()->TuningList()[m_TuneZone].m_JetpackStrength;
TakeDamage(Direction * -1.0f * (Strength / 100.0f / 6.11f), 0, m_pPlayer->GetCID(), m_Core.m_ActiveWeapon);
}
}
}
}
void CCharacter::HandleNinja()
{
if(m_Core.m_ActiveWeapon != WEAPON_NINJA)
return;
if((Server()->Tick() - m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000))
{
// time's up, return
RemoveNinja();
return;
}
int NinjaTime = m_Ninja.m_ActivationTick + (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000) - Server()->Tick();
if(NinjaTime % Server()->TickSpeed() == 0 && NinjaTime / Server()->TickSpeed() <= 5)
{
GameServer()->CreateDamageInd(m_Pos, 0, NinjaTime / Server()->TickSpeed(), Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
}
m_Armor = clamp(10 - (NinjaTime / 15), 0, 10);
// force ninja Weapon
SetWeapon(WEAPON_NINJA);
m_Ninja.m_CurrentMoveTime--;
if(m_Ninja.m_CurrentMoveTime == 0)
{
// reset velocity
m_Core.m_Vel = m_Ninja.m_ActivationDir * m_Ninja.m_OldVelAmount;
}
if(m_Ninja.m_CurrentMoveTime > 0)
{
// Set velocity
m_Core.m_Vel = m_Ninja.m_ActivationDir * g_pData->m_Weapons.m_Ninja.m_Velocity;
vec2 OldPos = m_Pos;
GameServer()->Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(GetProximityRadius(), GetProximityRadius()), 0.f);
// reset velocity so the client doesn't predict stuff
m_Core.m_Vel = vec2(0.f, 0.f);
// check if we Hit anything along the way
{
CCharacter *aEnts[MAX_CLIENTS];
vec2 Dir = m_Pos - OldPos;
float Radius = GetProximityRadius() * 2.0f;
vec2 Center = OldPos + Dir * 0.5f;
int Num = GameServer()->m_World.FindEntities(Center, Radius, (CEntity **)aEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
// check that we're not in solo part
if(Teams()->m_Core.GetSolo(m_pPlayer->GetCID()))
return;
for(int i = 0; i < Num; ++i)
{
if(aEnts[i] == this)
continue;
// Don't hit players in other teams
if(Team() != aEnts[i]->Team())
continue;
// Don't hit players in solo parts
if(Teams()->m_Core.GetSolo(aEnts[i]->m_pPlayer->GetCID()))
return;
// make sure we haven't Hit this object before
bool bAlreadyHit = false;
for(int j = 0; j < m_NumObjectsHit; j++)
{
if(m_apHitObjects[j] == aEnts[i])
bAlreadyHit = true;
}
if(bAlreadyHit)
continue;
// check so we are sufficiently close
if(distance(aEnts[i]->m_Pos, m_Pos) > (GetProximityRadius() * 2.0f))
continue;
// Hit a player, give him damage and stuffs...
GameServer()->CreateSound(aEnts[i]->m_Pos, SOUND_NINJA_HIT, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
// set his velocity to fast upward (for now)
if(m_NumObjectsHit < 10)
m_apHitObjects[m_NumObjectsHit++] = aEnts[i];
aEnts[i]->TakeDamage(vec2(0, -10.0f), g_pData->m_Weapons.m_Ninja.m_pBase->m_Damage, m_pPlayer->GetCID(), WEAPON_NINJA);
}
}
return;
}
}
void CCharacter::DoWeaponSwitch()
{
// make sure we can switch
if(m_ReloadTimer != 0 || m_QueuedWeapon == -1 || m_aWeapons[WEAPON_NINJA].m_Got || !m_aWeapons[m_QueuedWeapon].m_Got)
return;
// switch Weapon
SetWeapon(m_QueuedWeapon);
}
void CCharacter::HandleWeaponSwitch()
{
int WantedWeapon = m_Core.m_ActiveWeapon;
if(m_QueuedWeapon != -1)
WantedWeapon = m_QueuedWeapon;
bool Anything = false;
for(int i = 0; i < NUM_WEAPONS - 1; ++i)
if(m_aWeapons[i].m_Got)
Anything = true;
if(!Anything)
return;
// select Weapon
int Next = CountInput(m_LatestPrevInput.m_NextWeapon, m_LatestInput.m_NextWeapon).m_Presses;
int Prev = CountInput(m_LatestPrevInput.m_PrevWeapon, m_LatestInput.m_PrevWeapon).m_Presses;
if(Next < 128) // make sure we only try sane stuff
{
while(Next) // Next Weapon selection
{
WantedWeapon = (WantedWeapon + 1) % NUM_WEAPONS;
if(m_aWeapons[WantedWeapon].m_Got)
Next--;
}
}
if(Prev < 128) // make sure we only try sane stuff
{
while(Prev) // Prev Weapon selection
{
WantedWeapon = (WantedWeapon - 1) < 0 ? NUM_WEAPONS - 1 : WantedWeapon - 1;
if(m_aWeapons[WantedWeapon].m_Got)
Prev--;
}
}
// Direct Weapon selection
if(m_LatestInput.m_WantedWeapon)
WantedWeapon = m_Input.m_WantedWeapon - 1;
// check for insane values
if(WantedWeapon >= 0 && WantedWeapon < NUM_WEAPONS && WantedWeapon != m_Core.m_ActiveWeapon && m_aWeapons[WantedWeapon].m_Got)
m_QueuedWeapon = WantedWeapon;
DoWeaponSwitch();
}
void CCharacter::FireWeapon()
{
if(m_ReloadTimer != 0)
{
if(m_LatestInput.m_Fire & 1)
{
Antibot()->OnHammerFireReloading(m_pPlayer->GetCID());
}
return;
}
DoWeaponSwitch();
vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
bool FullAuto = false;
if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_LASER)
FullAuto = true;
if(m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN)
FullAuto = true;
// allow firing directly after coming out of freeze or being unfrozen
// by something
if(m_FrozenLastTick)
FullAuto = true;
// don't fire hammer when player is deep and sv_deepfly is disabled
if(!g_Config.m_SvDeepfly && m_Core.m_ActiveWeapon == WEAPON_HAMMER && m_DeepFreeze)
return;
// check if we gonna fire
bool WillFire = false;
if(CountInput(m_LatestPrevInput.m_Fire, m_LatestInput.m_Fire).m_Presses)
WillFire = true;
if(FullAuto && (m_LatestInput.m_Fire & 1) && m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo)
WillFire = true;
if(!WillFire)
return;
if(m_FreezeTime)
{
// Timer stuff to avoid shrieking orchestra caused by unfreeze-plasma
if(m_PainSoundTimer <= 0 && !(m_LatestPrevInput.m_Fire & 1))
{
m_PainSoundTimer = 1 * Server()->TickSpeed();
GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
}
return;
}
// check for ammo
if(!m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo)
{
/*// 125ms is a magical limit of how fast a human can click
m_ReloadTimer = 125 * Server()->TickSpeed() / 1000;
GameServer()->CreateSound(m_Pos, SOUND_WEAPON_NOAMMO);*/
return;
}
vec2 ProjStartPos = m_Pos + Direction * GetProximityRadius() * 0.75f;
switch(m_Core.m_ActiveWeapon)
{
case WEAPON_HAMMER:
{
// reset objects Hit
m_NumObjectsHit = 0;
GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
Antibot()->OnHammerFire(m_pPlayer->GetCID());
if(m_Hit & DISABLE_HIT_HAMMER)
break;
CCharacter *apEnts[MAX_CLIENTS];
int Hits = 0;
int Num = GameServer()->m_World.FindEntities(ProjStartPos, GetProximityRadius() * 0.5f, (CEntity **)apEnts,
MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
for(int i = 0; i < Num; ++i)
{
CCharacter *pTarget = apEnts[i];
//if ((pTarget == this) || GameServer()->Collision()->IntersectLine(ProjStartPos, pTarget->m_Pos, NULL, NULL))
if((pTarget == this || (pTarget->IsAlive() && !CanCollide(pTarget->GetPlayer()->GetCID()))))
continue;
// set his velocity to fast upward (for now)
if(length(pTarget->m_Pos - ProjStartPos) > 0.0f)
GameServer()->CreateHammerHit(pTarget->m_Pos - normalize(pTarget->m_Pos - ProjStartPos) * GetProximityRadius() * 0.5f, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
else
GameServer()->CreateHammerHit(ProjStartPos, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
vec2 Dir;
if(length(pTarget->m_Pos - m_Pos) > 0.0f)
Dir = normalize(pTarget->m_Pos - m_Pos);
else
Dir = vec2(0.f, -1.f);
/*pTarget->TakeDamage(vec2(0.f, -1.f) + normalize(Dir + vec2(0.f, -1.1f)) * 10.0f, g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage,
m_pPlayer->GetCID(), m_Core.m_ActiveWeapon);*/
float Strength;
if(!m_TuneZone)
Strength = GameServer()->Tuning()->m_HammerStrength;
else
Strength = GameServer()->TuningList()[m_TuneZone].m_HammerStrength;
vec2 Temp = pTarget->m_Core.m_Vel + normalize(Dir + vec2(0.f, -1.1f)) * 10.0f;
Temp = ClampVel(pTarget->m_MoveRestrictions, Temp);
Temp -= pTarget->m_Core.m_Vel;
pTarget->TakeDamage((vec2(0.f, -1.0f) + Temp) * Strength, g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage,
m_pPlayer->GetCID(), m_Core.m_ActiveWeapon);
pTarget->UnFreeze();
if(m_FreezeHammer)
pTarget->Freeze();
Antibot()->OnHammerHit(m_pPlayer->GetCID(), pTarget->GetPlayer()->GetCID());
Hits++;
}
// if we Hit anything, we have to wait for the reload
if(Hits)
{
float FireDelay;
if(!m_TuneZone)
FireDelay = GameServer()->Tuning()->m_HammerHitFireDelay;
else
FireDelay = GameServer()->TuningList()[m_TuneZone].m_HammerHitFireDelay;
m_ReloadTimer = FireDelay * Server()->TickSpeed() / 1000;
}
}
break;
case WEAPON_GUN:
{
if(!m_Jetpack || !m_pPlayer->m_NinjaJetpack || m_Core.m_HasTelegunGun)
{
int Lifetime;
if(!m_TuneZone)
Lifetime = (int)(Server()->TickSpeed() * GameServer()->Tuning()->m_GunLifetime);
else
Lifetime = (int)(Server()->TickSpeed() * GameServer()->TuningList()[m_TuneZone].m_GunLifetime);
new CProjectile(
GameWorld(),
WEAPON_GUN, //Type
m_pPlayer->GetCID(), //Owner
ProjStartPos, //Pos
Direction, //Dir
Lifetime, //Span
false, //Freeze
false, //Explosive
0, //Force
-1 //SoundImpact
);
GameServer()->CreateSound(m_Pos, SOUND_GUN_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
}
}
break;
case WEAPON_SHOTGUN:
{
/*int ShotSpread = 2;
for(int i = -ShotSpread; i <= ShotSpread; ++i)
{
float Spreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f};
float a = angle(Direction);
a += Spreading[i+2];
float v = 1-(absolute(i)/(float)ShotSpread);
float Speed = mix((float)GameServer()->Tuning()->m_ShotgunSpeeddiff, 1.0f, v);
CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_SHOTGUN,
m_pPlayer->GetCID(),
ProjStartPos,
vec2(cosf(a), sinf(a))*Speed,
(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_ShotgunLifetime),
1, 0, 0, -1);
}
GameServer()->CreateSound(m_Pos, SOUND_SHOTGUN_FIRE);*/
float LaserReach;
if(!m_TuneZone)
LaserReach = GameServer()->Tuning()->m_LaserReach;
else
LaserReach = GameServer()->TuningList()[m_TuneZone].m_LaserReach;
new CLaser(&GameServer()->m_World, m_Pos, Direction, LaserReach, m_pPlayer->GetCID(), WEAPON_SHOTGUN);
GameServer()->CreateSound(m_Pos, SOUND_SHOTGUN_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
}
break;
case WEAPON_GRENADE:
{
int Lifetime;
if(!m_TuneZone)
Lifetime = (int)(Server()->TickSpeed() * GameServer()->Tuning()->m_GrenadeLifetime);
else
Lifetime = (int)(Server()->TickSpeed() * GameServer()->TuningList()[m_TuneZone].m_GrenadeLifetime);
new CProjectile(
GameWorld(),
WEAPON_GRENADE, //Type
m_pPlayer->GetCID(), //Owner
ProjStartPos, //Pos
Direction, //Dir
Lifetime, //Span
false, //Freeze
true, //Explosive
0, //Force
SOUND_GRENADE_EXPLODE //SoundImpact
); //SoundImpact
GameServer()->CreateSound(m_Pos, SOUND_GRENADE_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
}
break;
case WEAPON_LASER:
{
float LaserReach;
if(!m_TuneZone)
LaserReach = GameServer()->Tuning()->m_LaserReach;
else
LaserReach = GameServer()->TuningList()[m_TuneZone].m_LaserReach;
new CLaser(GameWorld(), m_Pos, Direction, LaserReach, m_pPlayer->GetCID(), WEAPON_LASER);
GameServer()->CreateSound(m_Pos, SOUND_LASER_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
}
break;
case WEAPON_NINJA:
{
// reset Hit objects
m_NumObjectsHit = 0;
m_Ninja.m_ActivationDir = Direction;
m_Ninja.m_CurrentMoveTime = g_pData->m_Weapons.m_Ninja.m_Movetime * Server()->TickSpeed() / 1000;
m_Ninja.m_OldVelAmount = length(m_Core.m_Vel);
GameServer()->CreateSound(m_Pos, SOUND_NINJA_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
}
break;
}
m_AttackTick = Server()->Tick();
/*if(m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo > 0) // -1 == unlimited
m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo--;*/
if(!m_ReloadTimer)
{
float FireDelay;
if(!m_TuneZone)
GameServer()->Tuning()->Get(38 + m_Core.m_ActiveWeapon, &FireDelay);
else
GameServer()->TuningList()[m_TuneZone].Get(38 + m_Core.m_ActiveWeapon, &FireDelay);
m_ReloadTimer = FireDelay * Server()->TickSpeed() / 1000;
}
}
void CCharacter::HandleWeapons()
{
//ninja
HandleNinja();
HandleJetpack();
if(m_PainSoundTimer > 0)
m_PainSoundTimer--;
// check reload timer
if(m_ReloadTimer)
{
m_ReloadTimer--;
return;
}
// fire Weapon, if wanted
FireWeapon();
}
void CCharacter::GiveNinja()
{
m_Ninja.m_ActivationTick = Server()->Tick();
m_aWeapons[WEAPON_NINJA].m_Got = true;
m_aWeapons[WEAPON_NINJA].m_Ammo = -1;
if(m_Core.m_ActiveWeapon != WEAPON_NINJA)
m_LastWeapon = m_Core.m_ActiveWeapon;
m_Core.m_ActiveWeapon = WEAPON_NINJA;
if(!m_aWeapons[WEAPON_NINJA].m_Got)
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_NINJA, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
}
void CCharacter::RemoveNinja()
{
m_Ninja.m_CurrentMoveTime = 0;
m_aWeapons[WEAPON_NINJA].m_Got = false;
m_Core.m_ActiveWeapon = m_LastWeapon;
SetWeapon(m_Core.m_ActiveWeapon);
}
void CCharacter::SetEmote(int Emote, int Tick)
{
m_EmoteType = Emote;
m_EmoteStop = Tick;
}
void CCharacter::OnPredictedInput(CNetObj_PlayerInput *pNewInput)
{
// check for changes
if(mem_comp(&m_SavedInput, pNewInput, sizeof(CNetObj_PlayerInput)) != 0)
m_LastAction = Server()->Tick();
// copy new input
mem_copy(&m_Input, pNewInput, sizeof(m_Input));
m_NumInputs++;
// it is not allowed to aim in the center
if(m_Input.m_TargetX == 0 && m_Input.m_TargetY == 0)
m_Input.m_TargetY = -1;
mem_copy(&m_SavedInput, &m_Input, sizeof(m_SavedInput));
}
void CCharacter::OnDirectInput(CNetObj_PlayerInput *pNewInput)
{
mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
mem_copy(&m_LatestInput, pNewInput, sizeof(m_LatestInput));
// it is not allowed to aim in the center
if(m_LatestInput.m_TargetX == 0 && m_LatestInput.m_TargetY == 0)
m_LatestInput.m_TargetY = -1;
Antibot()->OnDirectInput(m_pPlayer->GetCID());
if(m_NumInputs > 2 && m_pPlayer->GetTeam() != TEAM_SPECTATORS)
{
HandleWeaponSwitch();
FireWeapon();
}
mem_copy(&m_LatestPrevPrevInput, &m_LatestPrevInput, sizeof(m_LatestInput));
mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
}
void CCharacter::ResetHook()
{
m_Core.m_HookedPlayer = -1;
m_Core.m_HookState = HOOK_RETRACTED;
m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
m_Core.m_HookPos = m_Core.m_Pos;
}
void CCharacter::ResetInput()
{
m_Input.m_Direction = 0;
//m_Input.m_Hook = 0;
// simulate releasing the fire button
if((m_Input.m_Fire & 1) != 0)
m_Input.m_Fire++;
m_Input.m_Fire &= INPUT_STATE_MASK;
m_Input.m_Jump = 0;
m_LatestPrevInput = m_LatestInput = m_Input;
}
void CCharacter::Tick()
{
/*if(m_pPlayer->m_ForceBalanced)
{
char Buf[128];
str_format(Buf, sizeof(Buf), "You were moved to %s due to team balancing", GameServer()->m_pController->GetTeamName(m_pPlayer->GetTeam()));
GameServer()->SendBroadcast(Buf, m_pPlayer->GetCID());
m_pPlayer->m_ForceBalanced = false;
}*/
if(m_Paused)
return;
// set emote
if(m_EmoteStop < Server()->Tick())
{
m_EmoteType = m_pPlayer->GetDefaultEmote();
m_EmoteStop = -1;
}
DDRaceTick();
Antibot()->OnCharacterTick(m_pPlayer->GetCID());
m_Core.m_Input = m_Input;
m_Core.Tick(true);
if(!m_PrevInput.m_Hook && m_Input.m_Hook && !(m_Core.m_TriggeredEvents & COREEVENT_HOOK_ATTACH_PLAYER))
{
Antibot()->OnHookAttach(m_pPlayer->GetCID(), false);
}
// handle Weapons
HandleWeapons();
DDRacePostCoreTick();
if(m_Core.m_TriggeredEvents & COREEVENT_HOOK_ATTACH_PLAYER)
{
if(m_Core.m_HookedPlayer != -1 && GameServer()->m_apPlayers[m_Core.m_HookedPlayer]->GetTeam() != TEAM_SPECTATORS)
{
Antibot()->OnHookAttach(m_pPlayer->GetCID(), true);
}
}
// Previnput
m_PrevInput = m_Input;
m_PrevPos = m_Core.m_Pos;
}
void CCharacter::TickDefered()
{
// advance the dummy
{
CWorldCore TempWorld;
m_ReckoningCore.Init(&TempWorld, GameServer()->Collision(), &Teams()->m_Core, m_pTeleOuts);
m_ReckoningCore.m_Id = m_pPlayer->GetCID();
m_ReckoningCore.Tick(false);
m_ReckoningCore.Move();
m_ReckoningCore.Quantize();
}
//lastsentcore
vec2 StartPos = m_Core.m_Pos;
vec2 StartVel = m_Core.m_Vel;
bool StuckBefore = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
m_Core.m_Id = m_pPlayer->GetCID();
m_Core.Move();
bool StuckAfterMove = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
m_Core.Quantize();
bool StuckAfterQuant = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
m_Pos = m_Core.m_Pos;
if(!StuckBefore && (StuckAfterMove || StuckAfterQuant))
{
// Hackish solution to get rid of strict-aliasing warning
union
{
float f;
unsigned u;
} StartPosX, StartPosY, StartVelX, StartVelY;
StartPosX.f = StartPos.x;
StartPosY.f = StartPos.y;
StartVelX.f = StartVel.x;
StartVelY.f = StartVel.y;
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "STUCK!!! %d %d %d %f %f %f %f %x %x %x %x",
StuckBefore,
StuckAfterMove,
StuckAfterQuant,
StartPos.x, StartPos.y,
StartVel.x, StartVel.y,
StartPosX.u, StartPosY.u,
StartVelX.u, StartVelY.u);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
}
{
int Events = m_Core.m_TriggeredEvents;
int CID = m_pPlayer->GetCID();
int64_t TeamMask = Teams()->TeamMask(Team(), -1, CID);
// Some sounds are triggered client-side for the acting player
// so we need to avoid duplicating them
int64_t TeamMaskExceptSelf = Teams()->TeamMask(Team(), CID, CID);
// Some are triggered client-side but only on Sixup
int64_t TeamMaskExceptSelfIfSixup = Server()->IsSixup(CID) ? TeamMaskExceptSelf : TeamMask;
if(Events & COREEVENT_GROUND_JUMP)
GameServer()->CreateSound(m_Pos, SOUND_PLAYER_JUMP, TeamMaskExceptSelf);
if(Events & COREEVENT_HOOK_ATTACH_PLAYER)
GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_PLAYER, TeamMaskExceptSelfIfSixup);
if(Events & COREEVENT_HOOK_ATTACH_GROUND)
GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_GROUND, TeamMaskExceptSelf);
if(Events & COREEVENT_HOOK_HIT_NOHOOK)
GameServer()->CreateSound(m_Pos, SOUND_HOOK_NOATTACH, TeamMaskExceptSelf);
}
if(m_pPlayer->GetTeam() == TEAM_SPECTATORS)
{
m_Pos.x = m_Input.m_TargetX;
m_Pos.y = m_Input.m_TargetY;
}
// update the m_SendCore if needed
{
CNetObj_Character Predicted;
CNetObj_Character Current;
mem_zero(&Predicted, sizeof(Predicted));
mem_zero(&Current, sizeof(Current));
m_ReckoningCore.Write(&Predicted);
m_Core.Write(&Current);
// only allow dead reackoning for a top of 3 seconds
if(m_Core.m_pReset || m_ReckoningTick + Server()->TickSpeed() * 3 < Server()->Tick() || mem_comp(&Predicted, &Current, sizeof(CNetObj_Character)) != 0)
{
m_ReckoningTick = Server()->Tick();
m_SendCore = m_Core;
m_ReckoningCore = m_Core;
m_Core.m_pReset = false;
}
}
}
void CCharacter::TickPaused()
{
++m_AttackTick;
++m_DamageTakenTick;
++m_Ninja.m_ActivationTick;
++m_ReckoningTick;
if(m_LastAction != -1)
++m_LastAction;
if(m_aWeapons[m_Core.m_ActiveWeapon].m_AmmoRegenStart > -1)
++m_aWeapons[m_Core.m_ActiveWeapon].m_AmmoRegenStart;
if(m_EmoteStop > -1)
++m_EmoteStop;
}
bool CCharacter::IncreaseHealth(int Amount)
{
if(m_Health >= 10)
return false;
m_Health = clamp(m_Health + Amount, 0, 10);
return true;
}
bool CCharacter::IncreaseArmor(int Amount)
{
if(m_Armor >= 10)
return false;
m_Armor = clamp(m_Armor + Amount, 0, 10);
return true;
}
void CCharacter::Die(int Killer, int Weapon)
{
if(Server()->IsRecording(m_pPlayer->GetCID()))
Server()->StopRecord(m_pPlayer->GetCID());
int ModeSpecial = GameServer()->m_pController->OnCharacterDeath(this, GameServer()->m_apPlayers[Killer], Weapon);
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "kill killer='%d:%s' victim='%d:%s' weapon=%d special=%d",
Killer, Server()->ClientName(Killer),
m_pPlayer->GetCID(), Server()->ClientName(m_pPlayer->GetCID()), Weapon, ModeSpecial);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
// send the kill message
CNetMsg_Sv_KillMsg Msg;
Msg.m_Killer = Killer;
Msg.m_Victim = m_pPlayer->GetCID();
Msg.m_Weapon = Weapon;
Msg.m_ModeSpecial = ModeSpecial;
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, -1);
// a nice sound
GameServer()->CreateSound(m_Pos, SOUND_PLAYER_DIE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
// this is to rate limit respawning to 3 secs
m_pPlayer->m_PreviousDieTick = m_pPlayer->m_DieTick;
m_pPlayer->m_DieTick = Server()->Tick();
m_Alive = false;
m_Solo = false;
GameServer()->m_World.RemoveEntity(this);
GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0;
GameServer()->CreateDeath(m_Pos, m_pPlayer->GetCID(), Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
Teams()->OnCharacterDeath(GetPlayer()->GetCID(), Weapon);
}
bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon)
{
/*m_Core.m_Vel += Force;
if(GameServer()->m_pController->IsFriendlyFire(m_pPlayer->GetCID(), From) && !g_Config.m_SvTeamdamage)
return false;
// m_pPlayer only inflicts half damage on self
if(From == m_pPlayer->GetCID())
Dmg = maximum(1, Dmg/2);
m_DamageTaken++;
// create healthmod indicator
if(Server()->Tick() < m_DamageTakenTick+25)
{
// make sure that the damage indicators doesn't group together
GameServer()->CreateDamageInd(m_Pos, m_DamageTaken*0.25f, Dmg);
}
else
{
m_DamageTaken = 0;
GameServer()->CreateDamageInd(m_Pos, 0, Dmg);
}
if(Dmg)
{
if(m_Armor)
{
if(Dmg > 1)
{
m_Health--;
Dmg--;
}
if(Dmg > m_Armor)
{
Dmg -= m_Armor;
m_Armor = 0;
}
else
{
m_Armor -= Dmg;
Dmg = 0;
}
}
m_Health -= Dmg;
}
m_DamageTakenTick = Server()->Tick();
// do damage Hit sound
if(From >= 0 && From != m_pPlayer->GetCID() && GameServer()->m_apPlayers[From])
{
int64_t Mask = CmaskOne(From);
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() == TEAM_SPECTATORS && GameServer()->m_apPlayers[i]->m_SpectatorID == From)
Mask |= CmaskOne(i);
}
GameServer()->CreateSound(GameServer()->m_apPlayers[From]->m_ViewPos, SOUND_HIT, Mask);
}
// check for death
if(m_Health <= 0)
{
Die(From, Weapon);
// set attacker's face to happy (taunt!)
if (From >= 0 && From != m_pPlayer->GetCID() && GameServer()->m_apPlayers[From])
{
CCharacter *pChr = GameServer()->m_apPlayers[From]->GetCharacter();
if (pChr)
{
pChr->m_EmoteType = EMOTE_HAPPY;
pChr->m_EmoteStop = Server()->Tick() + Server()->TickSpeed();
}
}
return false;
}
if (Dmg > 2)
GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG);
else
GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_SHORT);*/
if(Dmg)
{
m_EmoteType = EMOTE_PAIN;
m_EmoteStop = Server()->Tick() + 500 * Server()->TickSpeed() / 1000;
}
vec2 Temp = m_Core.m_Vel + Force;
m_Core.m_Vel = ClampVel(m_MoveRestrictions, Temp);
return true;
}
//TODO: Move the emote stuff to a function
void CCharacter::SnapCharacter(int SnappingClient, int ID)
{
CCharacterCore *pCore;
int Tick, Emote = m_EmoteType, Weapon = m_Core.m_ActiveWeapon, AmmoCount = 0,
Health = 0, Armor = 0;
if(!m_ReckoningTick || GameServer()->m_World.m_Paused)
{
Tick = 0;
pCore = &m_Core;
}
else
{
Tick = m_ReckoningTick;
pCore = &m_SendCore;
}
// change eyes and use ninja graphic if player is frozen
if(m_DeepFreeze || m_FreezeTime > 0 || m_FreezeTime == -1 || m_LiveFreeze)
{
if(Emote == EMOTE_NORMAL)
Emote = (m_DeepFreeze || m_LiveFreeze) ? EMOTE_PAIN : EMOTE_BLINK;
if(m_DeepFreeze || m_FreezeTime > 0 || m_FreezeTime == -1)
Weapon = WEAPON_NINJA;
}
// This could probably happen when m_Jetpack changes instead
// jetpack and ninjajetpack prediction
if(m_pPlayer->GetCID() == SnappingClient)
{
if(m_Jetpack && Weapon != WEAPON_NINJA)
{
if(!(m_NeededFaketuning & FAKETUNE_JETPACK))
{
m_NeededFaketuning |= FAKETUNE_JETPACK;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone);
}
}
else
{
if(m_NeededFaketuning & FAKETUNE_JETPACK)
{
m_NeededFaketuning &= ~FAKETUNE_JETPACK;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone);
}
}
}
// change eyes, use ninja graphic and set ammo count if player has ninjajetpack
if(m_pPlayer->m_NinjaJetpack && m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN && !m_DeepFreeze && !(m_FreezeTime > 0 || m_FreezeTime == -1) && !m_Core.m_HasTelegunGun)
{
if(Emote == EMOTE_NORMAL)
Emote = EMOTE_HAPPY;
Weapon = WEAPON_NINJA;
AmmoCount = 10;
}
if(m_pPlayer->GetCID() == SnappingClient || SnappingClient == SERVER_DEMO_CLIENT ||
(!g_Config.m_SvStrictSpectateMode && m_pPlayer->GetCID() == GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID))
{
Health = m_Health;
Armor = m_Armor;
if(m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo > 0)
AmmoCount = (!m_FreezeTime) ? m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo : 0;
}
if(GetPlayer()->m_Afk || GetPlayer()->IsPaused())
{
if(m_FreezeTime > 0 || m_FreezeTime == -1 || m_DeepFreeze || m_LiveFreeze)
Emote = EMOTE_NORMAL;
else
Emote = EMOTE_BLINK;
}
if(Emote == EMOTE_NORMAL)
{
if(250 - ((Server()->Tick() - m_LastAction) % (250)) < 5)
Emote = EMOTE_BLINK;
}
if(!Server()->IsSixup(SnappingClient))
{
CNetObj_Character *pCharacter = static_cast<CNetObj_Character *>(Server()->SnapNewItem(NETOBJTYPE_CHARACTER, ID, sizeof(CNetObj_Character)));
if(!pCharacter)
return;
pCore->Write(pCharacter);
pCharacter->m_Tick = Tick;
pCharacter->m_Emote = Emote;
if(pCharacter->m_HookedPlayer != -1)
{
if(!Server()->Translate(pCharacter->m_HookedPlayer, SnappingClient))
pCharacter->m_HookedPlayer = -1;
}
pCharacter->m_AttackTick = m_AttackTick;
pCharacter->m_Direction = m_Input.m_Direction;
pCharacter->m_Weapon = Weapon;
pCharacter->m_AmmoCount = AmmoCount;
pCharacter->m_Health = Health;
pCharacter->m_Armor = Armor;
pCharacter->m_PlayerFlags = GetPlayer()->m_PlayerFlags;
}
else
{
protocol7::CNetObj_Character *pCharacter = static_cast<protocol7::CNetObj_Character *>(Server()->SnapNewItem(NETOBJTYPE_CHARACTER, ID, sizeof(protocol7::CNetObj_Character)));
if(!pCharacter)
return;
pCore->Write(reinterpret_cast<CNetObj_CharacterCore *>(static_cast<protocol7::CNetObj_CharacterCore *>(pCharacter)));
if(pCharacter->m_Angle > (int)(pi * 256.0f))
{
pCharacter->m_Angle -= (int)(2.0f * pi * 256.0f);
}
pCharacter->m_Tick = Tick;
pCharacter->m_Emote = Emote;
pCharacter->m_AttackTick = m_AttackTick;
pCharacter->m_Direction = m_Input.m_Direction;
pCharacter->m_Weapon = Weapon;
pCharacter->m_AmmoCount = AmmoCount;
if(m_FreezeTime > 0 || m_FreezeTime == -1 || m_DeepFreeze)
pCharacter->m_AmmoCount = m_FreezeTick + g_Config.m_SvFreezeDelay * Server()->TickSpeed();
else if(Weapon == WEAPON_NINJA)
pCharacter->m_AmmoCount = m_Ninja.m_ActivationTick + g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000;
pCharacter->m_Health = Health;
pCharacter->m_Armor = Armor;
pCharacter->m_TriggeredEvents = 0;
}
}
bool CCharacter::CanSnapCharacter(int SnappingClient)
{
if(SnappingClient == SERVER_DEMO_CLIENT)
return true;
CCharacter *pSnapChar = GameServer()->GetPlayerChar(SnappingClient);
CPlayer *pSnapPlayer = GameServer()->m_apPlayers[SnappingClient];
if(pSnapPlayer->GetTeam() == TEAM_SPECTATORS || pSnapPlayer->IsPaused())
{
if(pSnapPlayer->m_SpectatorID != SPEC_FREEVIEW && !CanCollide(pSnapPlayer->m_SpectatorID) && (pSnapPlayer->m_ShowOthers == SHOW_OTHERS_OFF || (pSnapPlayer->m_ShowOthers == SHOW_OTHERS_ONLY_TEAM && !SameTeam(pSnapPlayer->m_SpectatorID))))
return false;
else if(pSnapPlayer->m_SpectatorID == SPEC_FREEVIEW && !CanCollide(SnappingClient) && pSnapPlayer->m_SpecTeam && !SameTeam(SnappingClient))
return false;
}
else if(pSnapChar && !pSnapChar->m_Super && !CanCollide(SnappingClient) && (pSnapPlayer->m_ShowOthers == SHOW_OTHERS_OFF || (pSnapPlayer->m_ShowOthers == SHOW_OTHERS_ONLY_TEAM && !SameTeam(SnappingClient))))
return false;
return true;
}
void CCharacter::Snap(int SnappingClient)
{
int ID = m_pPlayer->GetCID();
if(!Server()->Translate(ID, SnappingClient))
return;
if(NetworkClipped(SnappingClient) || !CanSnapCharacter(SnappingClient))
return;
SnapCharacter(SnappingClient, ID);
CNetObj_DDNetCharacter *pDDNetCharacter = static_cast<CNetObj_DDNetCharacter *>(Server()->SnapNewItem(NETOBJTYPE_DDNETCHARACTER, ID, sizeof(CNetObj_DDNetCharacter)));
if(!pDDNetCharacter)
return;
pDDNetCharacter->m_Flags = 0;
if(m_Solo)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_SOLO;
if(m_Super)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_SUPER;
if(m_EndlessHook)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_ENDLESS_HOOK;
if(!m_Core.m_Collision || !GameServer()->Tuning()->m_PlayerCollision)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_COLLISION;
if(!m_Core.m_Hook || !GameServer()->Tuning()->m_PlayerHooking)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_HOOK;
if(m_SuperJump)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_ENDLESS_JUMP;
if(m_Jetpack)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_JETPACK;
if(m_Hit & DISABLE_HIT_GRENADE)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_GRENADE_HIT;
if(m_Hit & DISABLE_HIT_HAMMER)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_HAMMER_HIT;
if(m_Hit & DISABLE_HIT_LASER)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_LASER_HIT;
if(m_Hit & DISABLE_HIT_SHOTGUN)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_SHOTGUN_HIT;
if(m_Core.m_HasTelegunGun)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_TELEGUN_GUN;
if(m_Core.m_HasTelegunGrenade)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_TELEGUN_GRENADE;
if(m_Core.m_HasTelegunLaser)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_TELEGUN_LASER;
if(m_aWeapons[WEAPON_HAMMER].m_Got)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_HAMMER;
if(m_aWeapons[WEAPON_GUN].m_Got)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_GUN;
if(m_aWeapons[WEAPON_SHOTGUN].m_Got)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_SHOTGUN;
if(m_aWeapons[WEAPON_GRENADE].m_Got)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_GRENADE;
if(m_aWeapons[WEAPON_LASER].m_Got)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_LASER;
if(m_Core.m_ActiveWeapon == WEAPON_NINJA)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_NINJA;
if(m_Core.m_LiveFrozen)
{
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_MOVEMENTS;
}
pDDNetCharacter->m_FreezeEnd = m_DeepFreeze ? -1 : m_FreezeTime == 0 ? 0 : Server()->Tick() + m_FreezeTime;
pDDNetCharacter->m_Jumps = m_Core.m_Jumps;
pDDNetCharacter->m_TeleCheckpoint = m_TeleCheckpoint;
pDDNetCharacter->m_StrongWeakID = m_StrongWeakID;
}
// DDRace
bool CCharacter::CanCollide(int ClientID)
{
return Teams()->m_Core.CanCollide(GetPlayer()->GetCID(), ClientID);
}
bool CCharacter::SameTeam(int ClientID)
{
return Teams()->m_Core.SameTeam(GetPlayer()->GetCID(), ClientID);
}
int CCharacter::Team()
{
return Teams()->m_Core.Team(m_pPlayer->GetCID());
}
void CCharacter::SetTeleports(std::map<int, std::vector<vec2>> *pTeleOuts, std::map<int, std::vector<vec2>> *pTeleCheckOuts)
{
m_pTeleOuts = pTeleOuts;
m_pTeleCheckOuts = pTeleCheckOuts;
m_Core.m_pTeleOuts = pTeleOuts;
}
void CCharacter::FillAntibot(CAntibotCharacterData *pData)
{
pData->m_Pos = m_Pos;
pData->m_Vel = m_Core.m_Vel;
pData->m_Angle = m_Core.m_Angle;
pData->m_HookedPlayer = m_Core.m_HookedPlayer;
pData->m_SpawnTick = m_SpawnTick;
pData->m_WeaponChangeTick = m_WeaponChangeTick;
pData->m_aLatestInputs[0].m_TargetX = m_LatestInput.m_TargetX;
pData->m_aLatestInputs[0].m_TargetY = m_LatestInput.m_TargetY;
pData->m_aLatestInputs[1].m_TargetX = m_LatestPrevInput.m_TargetX;
pData->m_aLatestInputs[1].m_TargetY = m_LatestPrevInput.m_TargetY;
pData->m_aLatestInputs[2].m_TargetX = m_LatestPrevPrevInput.m_TargetX;
pData->m_aLatestInputs[2].m_TargetY = m_LatestPrevPrevInput.m_TargetY;
}
void CCharacter::HandleBroadcast()
{
CPlayerData *pData = GameServer()->Score()->PlayerData(m_pPlayer->GetCID());
if(m_DDRaceState == DDRACE_STARTED && m_CpLastBroadcast != m_CpActive &&
m_CpActive > -1 && m_CpTick > Server()->Tick() && m_pPlayer->GetClientVersion() == VERSION_VANILLA &&
pData->m_BestTime && pData->m_aBestCpTime[m_CpActive] != 0)
{
char aBroadcast[128];
float Diff = m_CpCurrent[m_CpActive] - pData->m_aBestCpTime[m_CpActive];
str_format(aBroadcast, sizeof(aBroadcast), "Checkpoint | Diff : %+5.2f", Diff);
GameServer()->SendBroadcast(aBroadcast, m_pPlayer->GetCID());
m_CpLastBroadcast = m_CpActive;
m_LastBroadcast = Server()->Tick();
}
else if((m_pPlayer->m_TimerType == CPlayer::TIMERTYPE_BROADCAST || m_pPlayer->m_TimerType == CPlayer::TIMERTYPE_GAMETIMER_AND_BROADCAST) && m_DDRaceState == DDRACE_STARTED && m_LastBroadcast + Server()->TickSpeed() * g_Config.m_SvTimeInBroadcastInterval <= Server()->Tick())
{
char aBuf[32];
int Time = (int64_t)100 * ((float)(Server()->Tick() - m_StartTime) / ((float)Server()->TickSpeed()));
str_time(Time, TIME_HOURS, aBuf, sizeof(aBuf));
GameServer()->SendBroadcast(aBuf, m_pPlayer->GetCID(), false);
m_CpLastBroadcast = m_CpActive;
m_LastBroadcast = Server()->Tick();
}
}
void CCharacter::HandleSkippableTiles(int Index)
{
// handle death-tiles and leaving gamelayer
if((GameServer()->Collision()->GetCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
GameServer()->Collision()->GetCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
GameServer()->Collision()->GetCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
GameServer()->Collision()->GetCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
GameServer()->Collision()->GetFCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
GameServer()->Collision()->GetFCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
GameServer()->Collision()->GetFCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
GameServer()->Collision()->GetFCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH) &&
!m_Super && !(Team() && Teams()->TeeFinished(m_pPlayer->GetCID())))
{
Die(m_pPlayer->GetCID(), WEAPON_WORLD);
return;
}
if(GameLayerClipped(m_Pos))
{
Die(m_pPlayer->GetCID(), WEAPON_WORLD);
return;
}
if(Index < 0)
return;
// handle speedup tiles
if(GameServer()->Collision()->IsSpeedup(Index))
{
vec2 Direction, TempVel = m_Core.m_Vel;
int Force, MaxSpeed = 0;
float TeeAngle, SpeederAngle, DiffAngle, SpeedLeft, TeeSpeed;
GameServer()->Collision()->GetSpeedup(Index, &Direction, &Force, &MaxSpeed);
if(Force == 255 && MaxSpeed)
{
m_Core.m_Vel = Direction * (MaxSpeed / 5);
}
else
{
if(MaxSpeed > 0 && MaxSpeed < 5)
MaxSpeed = 5;
if(MaxSpeed > 0)
{
if(Direction.x > 0.0000001f)
SpeederAngle = -atan(Direction.y / Direction.x);
else if(Direction.x < 0.0000001f)
SpeederAngle = atan(Direction.y / Direction.x) + 2.0f * asin(1.0f);
else if(Direction.y > 0.0000001f)
SpeederAngle = asin(1.0f);
else
SpeederAngle = asin(-1.0f);
if(SpeederAngle < 0)
SpeederAngle = 4.0f * asin(1.0f) + SpeederAngle;
if(TempVel.x > 0.0000001f)
TeeAngle = -atan(TempVel.y / TempVel.x);
else if(TempVel.x < 0.0000001f)
TeeAngle = atan(TempVel.y / TempVel.x) + 2.0f * asin(1.0f);
else if(TempVel.y > 0.0000001f)
TeeAngle = asin(1.0f);
else
TeeAngle = asin(-1.0f);
if(TeeAngle < 0)
TeeAngle = 4.0f * asin(1.0f) + TeeAngle;
TeeSpeed = sqrt(pow(TempVel.x, 2) + pow(TempVel.y, 2));
DiffAngle = SpeederAngle - TeeAngle;
SpeedLeft = MaxSpeed / 5.0f - cos(DiffAngle) * TeeSpeed;
if(abs((int)SpeedLeft) > Force && SpeedLeft > 0.0000001f)
TempVel += Direction * Force;
else if(abs((int)SpeedLeft) > Force)
TempVel += Direction * -Force;
else
TempVel += Direction * SpeedLeft;
}
else
TempVel += Direction * Force;
m_Core.m_Vel = ClampVel(m_MoveRestrictions, TempVel);
}
}
}
bool CCharacter::IsSwitchActiveCb(int Number, void *pUser)
{
CCharacter *pThis = (CCharacter *)pUser;
CCollision *pCollision = pThis->GameServer()->Collision();
return pCollision->m_pSwitchers && pThis->Team() != TEAM_SUPER && pCollision->m_pSwitchers[Number].m_Status[pThis->Team()];
}
void CCharacter::HandleTiles(int Index)
{
int MapIndex = Index;
//int PureMapIndex = GameServer()->Collision()->GetPureMapIndex(m_Pos);
m_TileIndex = GameServer()->Collision()->GetTileIndex(MapIndex);
m_TileFIndex = GameServer()->Collision()->GetFTileIndex(MapIndex);
m_MoveRestrictions = GameServer()->Collision()->GetMoveRestrictions(IsSwitchActiveCb, this, m_Pos, 18.0f, MapIndex);
if(Index < 0)
{
m_LastRefillJumps = false;
m_LastPenalty = false;
m_LastBonus = false;
return;
}
int cp = GameServer()->Collision()->IsCheckpoint(MapIndex);
if(cp != -1 && m_DDRaceState == DDRACE_STARTED && cp > m_CpActive)
{
m_CpActive = cp;
m_CpCurrent[cp] = m_Time;
m_CpTick = Server()->Tick() + Server()->TickSpeed() * 2;
if(m_pPlayer->GetClientVersion() >= VERSION_DDRACE)
{
CPlayerData *pData = GameServer()->Score()->PlayerData(m_pPlayer->GetCID());
CNetMsg_Sv_DDRaceTime Msg;
Msg.m_Time = (int)m_Time;
Msg.m_Check = 0;
Msg.m_Finish = 0;
if(m_CpActive != -1 && m_CpTick > Server()->Tick())
{
if(pData->m_BestTime && pData->m_aBestCpTime[m_CpActive] != 0)
{
float Diff = (m_CpCurrent[m_CpActive] - pData->m_aBestCpTime[m_CpActive]) * 100;
Msg.m_Check = (int)Diff;
}
}
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, m_pPlayer->GetCID());
}
}
int cpf = GameServer()->Collision()->IsFCheckpoint(MapIndex);
if(cpf != -1 && m_DDRaceState == DDRACE_STARTED && cpf > m_CpActive)
{
m_CpActive = cpf;
m_CpCurrent[cpf] = m_Time;
m_CpTick = Server()->Tick() + Server()->TickSpeed() * 2;
if(m_pPlayer->GetClientVersion() >= VERSION_DDRACE)
{
CPlayerData *pData = GameServer()->Score()->PlayerData(m_pPlayer->GetCID());
CNetMsg_Sv_DDRaceTime Msg;
Msg.m_Time = (int)m_Time;
Msg.m_Check = 0;
Msg.m_Finish = 0;
if(m_CpActive != -1 && m_CpTick > Server()->Tick())
{
if(pData->m_BestTime && pData->m_aBestCpTime[m_CpActive] != 0)
{
float Diff = (m_CpCurrent[m_CpActive] - pData->m_aBestCpTime[m_CpActive]) * 100;
Msg.m_Check = (int)Diff;
}
}
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, m_pPlayer->GetCID());
}
}
int tcp = GameServer()->Collision()->IsTCheckpoint(MapIndex);
if(tcp)
m_TeleCheckpoint = tcp;
GameServer()->m_pController->HandleCharacterTiles(this, Index);
// freeze
if(((m_TileIndex == TILE_FREEZE) || (m_TileFIndex == TILE_FREEZE)) && !m_Super && !m_DeepFreeze)
Freeze();
else if(((m_TileIndex == TILE_UNFREEZE) || (m_TileFIndex == TILE_UNFREEZE)) && !m_DeepFreeze)
UnFreeze();
// deep freeze
if(((m_TileIndex == TILE_DFREEZE) || (m_TileFIndex == TILE_DFREEZE)) && !m_Super && !m_DeepFreeze)
m_DeepFreeze = true;
else if(((m_TileIndex == TILE_DUNFREEZE) || (m_TileFIndex == TILE_DUNFREEZE)) && !m_Super && m_DeepFreeze)
m_DeepFreeze = false;
// live freeze
if(((m_TileIndex == TILE_LFREEZE) || (m_TileFIndex == TILE_LFREEZE)) && !m_Super)
{
SetLiveFrozen(true);
}
else if(((m_TileIndex == TILE_LUNFREEZE) || (m_TileFIndex == TILE_LUNFREEZE)) && !m_Super)
{
SetLiveFrozen(false);
}
// endless hook
if(((m_TileIndex == TILE_EHOOK_ENABLE) || (m_TileFIndex == TILE_EHOOK_ENABLE)))
{
SetEndlessHook(true);
}
else if(((m_TileIndex == TILE_EHOOK_DISABLE) || (m_TileFIndex == TILE_EHOOK_DISABLE)))
{
SetEndlessHook(false);
}
// hit others
if(((m_TileIndex == TILE_HIT_DISABLE) || (m_TileFIndex == TILE_HIT_DISABLE)) && m_Hit != (DISABLE_HIT_GRENADE | DISABLE_HIT_HAMMER | DISABLE_HIT_LASER | DISABLE_HIT_SHOTGUN))
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hit others");
m_Hit = DISABLE_HIT_GRENADE | DISABLE_HIT_HAMMER | DISABLE_HIT_LASER | DISABLE_HIT_SHOTGUN;
m_Core.m_NoShotgunHit = true;
m_Core.m_NoGrenadeHit = true;
m_Core.m_NoHammerHit = true;
m_Core.m_NoLaserHit = true;
m_NeededFaketuning |= FAKETUNE_NOHAMMER;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
else if(((m_TileIndex == TILE_HIT_ENABLE) || (m_TileFIndex == TILE_HIT_ENABLE)) && m_Hit != HIT_ALL)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can hit others");
m_Hit = HIT_ALL;
m_Core.m_NoShotgunHit = false;
m_Core.m_NoGrenadeHit = false;
m_Core.m_NoHammerHit = false;
m_Core.m_NoLaserHit = false;
m_NeededFaketuning &= ~FAKETUNE_NOHAMMER;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
// collide with others
if(((m_TileIndex == TILE_NPC_DISABLE) || (m_TileFIndex == TILE_NPC_DISABLE)) && m_Core.m_Collision)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't collide with others");
m_Core.m_Collision = false;
m_Core.m_NoCollision = true;
m_NeededFaketuning |= FAKETUNE_NOCOLL;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
else if(((m_TileIndex == TILE_NPC_ENABLE) || (m_TileFIndex == TILE_NPC_ENABLE)) && !m_Core.m_Collision)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can collide with others");
m_Core.m_Collision = true;
m_Core.m_NoCollision = false;
m_NeededFaketuning &= ~FAKETUNE_NOCOLL;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
// hook others
if(((m_TileIndex == TILE_NPH_DISABLE) || (m_TileFIndex == TILE_NPH_DISABLE)) && m_Core.m_Hook)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hook others");
m_Core.m_Hook = false;
m_Core.m_NoHookHit = true;
m_NeededFaketuning |= FAKETUNE_NOHOOK;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
else if(((m_TileIndex == TILE_NPH_ENABLE) || (m_TileFIndex == TILE_NPH_ENABLE)) && !m_Core.m_Hook)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can hook others");
m_Core.m_Hook = true;
m_Core.m_NoHookHit = false;
m_NeededFaketuning &= ~FAKETUNE_NOHOOK;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
// unlimited air jumps
if(((m_TileIndex == TILE_UNLIMITED_JUMPS_ENABLE) || (m_TileFIndex == TILE_UNLIMITED_JUMPS_ENABLE)) && !m_SuperJump)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You have unlimited air jumps");
m_SuperJump = true;
m_Core.m_EndlessJump = true;
if(m_Core.m_Jumps == 0)
{
m_NeededFaketuning &= ~FAKETUNE_NOJUMP;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
}
else if(((m_TileIndex == TILE_UNLIMITED_JUMPS_DISABLE) || (m_TileFIndex == TILE_UNLIMITED_JUMPS_DISABLE)) && m_SuperJump)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You don't have unlimited air jumps");
m_SuperJump = false;
m_Core.m_EndlessJump = false;
if(m_Core.m_Jumps == 0)
{
m_NeededFaketuning |= FAKETUNE_NOJUMP;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
}
// walljump
if((m_TileIndex == TILE_WALLJUMP) || (m_TileFIndex == TILE_WALLJUMP))
{
if(m_Core.m_Vel.y > 0 && m_Core.m_Colliding && m_Core.m_LeftWall)
{
m_Core.m_LeftWall = false;
m_Core.m_JumpedTotal = m_Core.m_Jumps - 1;
m_Core.m_Jumped = 1;
}
}
// jetpack gun
if(((m_TileIndex == TILE_JETPACK_ENABLE) || (m_TileFIndex == TILE_JETPACK_ENABLE)) && !m_Jetpack)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You have a jetpack gun");
m_Jetpack = true;
m_Core.m_Jetpack = true;
}
else if(((m_TileIndex == TILE_JETPACK_DISABLE) || (m_TileFIndex == TILE_JETPACK_DISABLE)) && m_Jetpack)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You lost your jetpack gun");
m_Jetpack = false;
m_Core.m_Jetpack = false;
}
// refill jumps
if(((m_TileIndex == TILE_REFILL_JUMPS) || (m_TileFIndex == TILE_REFILL_JUMPS)) && !m_LastRefillJumps)
{
m_Core.m_JumpedTotal = 0;
m_Core.m_Jumped = 0;
m_LastRefillJumps = true;
}
if((m_TileIndex != TILE_REFILL_JUMPS) && (m_TileFIndex != TILE_REFILL_JUMPS))
{
m_LastRefillJumps = false;
}
// Teleport gun
if(((m_TileIndex == TILE_TELE_GUN_ENABLE) || (m_TileFIndex == TILE_TELE_GUN_ENABLE)) && !m_Core.m_HasTelegunGun)
{
m_Core.m_HasTelegunGun = true;
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport gun enabled");
}
else if(((m_TileIndex == TILE_TELE_GUN_DISABLE) || (m_TileFIndex == TILE_TELE_GUN_DISABLE)) && m_Core.m_HasTelegunGun)
{
m_Core.m_HasTelegunGun = false;
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport gun disabled");
}
if(((m_TileIndex == TILE_TELE_GRENADE_ENABLE) || (m_TileFIndex == TILE_TELE_GRENADE_ENABLE)) && !m_Core.m_HasTelegunGrenade)
{
m_Core.m_HasTelegunGrenade = true;
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport grenade enabled");
}
else if(((m_TileIndex == TILE_TELE_GRENADE_DISABLE) || (m_TileFIndex == TILE_TELE_GRENADE_DISABLE)) && m_Core.m_HasTelegunGrenade)
{
m_Core.m_HasTelegunGrenade = false;
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport grenade disabled");
}
if(((m_TileIndex == TILE_TELE_LASER_ENABLE) || (m_TileFIndex == TILE_TELE_LASER_ENABLE)) && !m_Core.m_HasTelegunLaser)
{
m_Core.m_HasTelegunLaser = true;
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport laser enabled");
}
else if(((m_TileIndex == TILE_TELE_LASER_DISABLE) || (m_TileFIndex == TILE_TELE_LASER_DISABLE)) && m_Core.m_HasTelegunLaser)
{
m_Core.m_HasTelegunLaser = false;
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport laser disabled");
}
// stopper
if(m_Core.m_Vel.y > 0 && (m_MoveRestrictions & CANTMOVE_DOWN))
{
m_Core.m_Jumped = 0;
m_Core.m_JumpedTotal = 0;
}
m_Core.m_Vel = ClampVel(m_MoveRestrictions, m_Core.m_Vel);
// handle switch tiles
if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_SWITCHOPEN && Team() != TEAM_SUPER && GameServer()->Collision()->GetSwitchNumber(MapIndex) > 0)
{
GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()] = true;
GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_EndTick[Team()] = 0;
GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Type[Team()] = TILE_SWITCHOPEN;
}
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_SWITCHTIMEDOPEN && Team() != TEAM_SUPER && GameServer()->Collision()->GetSwitchNumber(MapIndex) > 0)
{
GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()] = true;
GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_EndTick[Team()] = Server()->Tick() + 1 + GameServer()->Collision()->GetSwitchDelay(MapIndex) * Server()->TickSpeed();
GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Type[Team()] = TILE_SWITCHTIMEDOPEN;
}
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_SWITCHTIMEDCLOSE && Team() != TEAM_SUPER && GameServer()->Collision()->GetSwitchNumber(MapIndex) > 0)
{
GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()] = false;
GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_EndTick[Team()] = Server()->Tick() + 1 + GameServer()->Collision()->GetSwitchDelay(MapIndex) * Server()->TickSpeed();
GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Type[Team()] = TILE_SWITCHTIMEDCLOSE;
}
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_SWITCHCLOSE && Team() != TEAM_SUPER && GameServer()->Collision()->GetSwitchNumber(MapIndex) > 0)
{
GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()] = false;
GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_EndTick[Team()] = 0;
GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Type[Team()] = TILE_SWITCHCLOSE;
}
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_FREEZE && Team() != TEAM_SUPER)
{
if(GameServer()->Collision()->GetSwitchNumber(MapIndex) == 0 || GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()])
Freeze(GameServer()->Collision()->GetSwitchDelay(MapIndex));
}
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_DFREEZE && Team() != TEAM_SUPER)
{
if(GameServer()->Collision()->GetSwitchNumber(MapIndex) == 0 || GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()])
m_DeepFreeze = true;
}
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_DUNFREEZE && Team() != TEAM_SUPER)
{
if(GameServer()->Collision()->GetSwitchNumber(MapIndex) == 0 || GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()])
m_DeepFreeze = false;
}
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_LFREEZE && Team() != TEAM_SUPER)
{
if(GameServer()->Collision()->GetSwitchNumber(MapIndex) == 0 || GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()])
{
m_LiveFreeze = true;
m_Core.m_LiveFrozen = true;
}
}
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_LUNFREEZE && Team() != TEAM_SUPER)
{
if(GameServer()->Collision()->GetSwitchNumber(MapIndex) == 0 || GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()])
{
m_LiveFreeze = false;
m_Core.m_LiveFrozen = false;
}
}
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_HAMMER && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can hammer hit others");
m_Hit &= ~DISABLE_HIT_HAMMER;
m_NeededFaketuning &= ~FAKETUNE_NOHAMMER;
m_Core.m_NoHammerHit = false;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_HAMMER) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hammer hit others");
m_Hit |= DISABLE_HIT_HAMMER;
m_NeededFaketuning |= FAKETUNE_NOHAMMER;
m_Core.m_NoHammerHit = true;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_SHOTGUN && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can shoot others with shotgun");
m_Hit &= ~DISABLE_HIT_SHOTGUN;
m_Core.m_NoShotgunHit = false;
}
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_SHOTGUN) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't shoot others with shotgun");
m_Hit |= DISABLE_HIT_SHOTGUN;
m_Core.m_NoShotgunHit = true;
}
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_GRENADE && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can shoot others with grenade");
m_Hit &= ~DISABLE_HIT_GRENADE;
m_Core.m_NoGrenadeHit = false;
}
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_GRENADE) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't shoot others with grenade");
m_Hit |= DISABLE_HIT_GRENADE;
m_Core.m_NoGrenadeHit = true;
}
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_LASER && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can shoot others with laser");
m_Hit &= ~DISABLE_HIT_LASER;
m_Core.m_NoLaserHit = false;
}
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_LASER) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't shoot others with laser");
m_Hit |= DISABLE_HIT_LASER;
m_Core.m_NoLaserHit = true;
}
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_JUMP)
{
int NewJumps = GameServer()->Collision()->GetSwitchDelay(MapIndex);
if(NewJumps == 255)
{
NewJumps = -1;
}
if(NewJumps != m_Core.m_Jumps)
{
char aBuf[256];
if(NewJumps == -1)
str_format(aBuf, sizeof(aBuf), "You only have your ground jump now");
else if(NewJumps == 1)
str_format(aBuf, sizeof(aBuf), "You can jump %d time", NewJumps);
else
str_format(aBuf, sizeof(aBuf), "You can jump %d times", NewJumps);
GameServer()->SendChatTarget(GetPlayer()->GetCID(), aBuf);
if(NewJumps == 0 && !m_SuperJump)
{
m_NeededFaketuning |= FAKETUNE_NOJUMP;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
else if(m_Core.m_Jumps == 0)
{
m_NeededFaketuning &= ~FAKETUNE_NOJUMP;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
m_Core.m_Jumps = NewJumps;
}
}
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_ADD_TIME && !m_LastPenalty)
{
int min = GameServer()->Collision()->GetSwitchDelay(MapIndex);
int sec = GameServer()->Collision()->GetSwitchNumber(MapIndex);
int Team = Teams()->m_Core.Team(m_Core.m_Id);
m_StartTime -= (min * 60 + sec) * Server()->TickSpeed();
if((g_Config.m_SvTeam == SV_TEAM_FORCED_SOLO || Team != TEAM_FLOCK) && Team != TEAM_SUPER)
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(Teams()->m_Core.Team(i) == Team && i != m_Core.m_Id && GameServer()->m_apPlayers[i])
{
CCharacter *pChar = GameServer()->m_apPlayers[i]->GetCharacter();
if(pChar)
pChar->m_StartTime = m_StartTime;
}
}
}
m_LastPenalty = true;
}
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_SUBTRACT_TIME && !m_LastBonus)
{
int min = GameServer()->Collision()->GetSwitchDelay(MapIndex);
int sec = GameServer()->Collision()->GetSwitchNumber(MapIndex);
int Team = Teams()->m_Core.Team(m_Core.m_Id);
m_StartTime += (min * 60 + sec) * Server()->TickSpeed();
if(m_StartTime > Server()->Tick())
m_StartTime = Server()->Tick();
if((g_Config.m_SvTeam == SV_TEAM_FORCED_SOLO || Team != TEAM_FLOCK) && Team != TEAM_SUPER)
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(Teams()->m_Core.Team(i) == Team && i != m_Core.m_Id && GameServer()->m_apPlayers[i])
{
CCharacter *pChar = GameServer()->m_apPlayers[i]->GetCharacter();
if(pChar)
pChar->m_StartTime = m_StartTime;
}
}
}
m_LastBonus = true;
}
if(GameServer()->Collision()->GetSwitchType(MapIndex) != TILE_ADD_TIME)
{
m_LastPenalty = false;
}
if(GameServer()->Collision()->GetSwitchType(MapIndex) != TILE_SUBTRACT_TIME)
{
m_LastBonus = false;
}
int z = GameServer()->Collision()->IsTeleport(MapIndex);
if(!g_Config.m_SvOldTeleportHook && !g_Config.m_SvOldTeleportWeapons && z && !(*m_pTeleOuts)[z - 1].empty())
{
if(m_Super)
return;
int TeleOut = m_Core.m_pWorld->RandomOr0((*m_pTeleOuts)[z - 1].size());
m_Core.m_Pos = (*m_pTeleOuts)[z - 1][TeleOut];
if(!g_Config.m_SvTeleportHoldHook)
{
ResetHook();
}
if(g_Config.m_SvTeleportLoseWeapons)
ResetPickups();
return;
}
int evilz = GameServer()->Collision()->IsEvilTeleport(MapIndex);
if(evilz && !(*m_pTeleOuts)[evilz - 1].empty())
{
if(m_Super)
return;
int TeleOut = m_Core.m_pWorld->RandomOr0((*m_pTeleOuts)[evilz - 1].size());
m_Core.m_Pos = (*m_pTeleOuts)[evilz - 1][TeleOut];
if(!g_Config.m_SvOldTeleportHook && !g_Config.m_SvOldTeleportWeapons)
{
m_Core.m_Vel = vec2(0, 0);
if(!g_Config.m_SvTeleportHoldHook)
{
ResetHook();
GameWorld()->ReleaseHooked(GetPlayer()->GetCID());
}
if(g_Config.m_SvTeleportLoseWeapons)
{
ResetPickups();
}
}
return;
}
if(GameServer()->Collision()->IsCheckEvilTeleport(MapIndex))
{
if(m_Super)
return;
// first check if there is a TeleCheckOut for the current recorded checkpoint, if not check previous checkpoints
for(int k = m_TeleCheckpoint - 1; k >= 0; k--)
{
if(!(*m_pTeleCheckOuts)[k].empty())
{
int TeleOut = m_Core.m_pWorld->RandomOr0((*m_pTeleCheckOuts)[k].size());
m_Core.m_Pos = (*m_pTeleCheckOuts)[k][TeleOut];
m_Core.m_Vel = vec2(0, 0);
if(!g_Config.m_SvTeleportHoldHook)
{
ResetHook();
GameWorld()->ReleaseHooked(GetPlayer()->GetCID());
}
return;
}
}
// if no checkpointout have been found (or if there no recorded checkpoint), teleport to start
vec2 SpawnPos;
if(GameServer()->m_pController->CanSpawn(m_pPlayer->GetTeam(), &SpawnPos, GameServer()->GetDDRaceTeam(GetPlayer()->GetCID())))
{
m_Core.m_Pos = SpawnPos;
m_Core.m_Vel = vec2(0, 0);
if(!g_Config.m_SvTeleportHoldHook)
{
ResetHook();
GameWorld()->ReleaseHooked(GetPlayer()->GetCID());
}
}
return;
}
if(GameServer()->Collision()->IsCheckTeleport(MapIndex))
{
if(m_Super)
return;
// first check if there is a TeleCheckOut for the current recorded checkpoint, if not check previous checkpoints
for(int k = m_TeleCheckpoint - 1; k >= 0; k--)
{
if(!(*m_pTeleCheckOuts)[k].empty())
{
int TeleOut = m_Core.m_pWorld->RandomOr0((*m_pTeleCheckOuts)[k].size());
m_Core.m_Pos = (*m_pTeleCheckOuts)[k][TeleOut];
if(!g_Config.m_SvTeleportHoldHook)
{
ResetHook();
}
return;
}
}
// if no checkpointout have been found (or if there no recorded checkpoint), teleport to start
vec2 SpawnPos;
if(GameServer()->m_pController->CanSpawn(m_pPlayer->GetTeam(), &SpawnPos, GameServer()->GetDDRaceTeam(GetPlayer()->GetCID())))
{
m_Core.m_Pos = SpawnPos;
if(!g_Config.m_SvTeleportHoldHook)
{
ResetHook();
}
}
return;
}
}
void CCharacter::HandleTuneLayer()
{
m_TuneZoneOld = m_TuneZone;
int CurrentIndex = GameServer()->Collision()->GetMapIndex(m_Pos);
m_TuneZone = GameServer()->Collision()->IsTune(CurrentIndex);
if(m_TuneZone)
m_Core.m_Tuning = GameServer()->TuningList()[m_TuneZone]; // throw tunings from specific zone into gamecore
else
m_Core.m_Tuning = *GameServer()->Tuning();
if(m_TuneZone != m_TuneZoneOld) // don't send tunigs all the time
{
// send zone msgs
SendZoneMsgs();
}
}
void CCharacter::SendZoneMsgs()
{
// send zone leave msg
// (m_TuneZoneOld >= 0: avoid zone leave msgs on spawn)
if(m_TuneZoneOld >= 0 && GameServer()->m_aaZoneLeaveMsg[m_TuneZoneOld])
{
const char *pCur = GameServer()->m_aaZoneLeaveMsg[m_TuneZoneOld];
const char *pPos;
while((pPos = str_find(pCur, "\\n")))
{
char aBuf[256];
str_copy(aBuf, pCur, pPos - pCur + 1);
aBuf[pPos - pCur + 1] = '\0';
pCur = pPos + 2;
GameServer()->SendChatTarget(m_pPlayer->GetCID(), aBuf);
}
GameServer()->SendChatTarget(m_pPlayer->GetCID(), pCur);
}
// send zone enter msg
if(GameServer()->m_aaZoneEnterMsg[m_TuneZone])
{
const char *pCur = GameServer()->m_aaZoneEnterMsg[m_TuneZone];
const char *pPos;
while((pPos = str_find(pCur, "\\n")))
{
char aBuf[256];
str_copy(aBuf, pCur, pPos - pCur + 1);
aBuf[pPos - pCur + 1] = '\0';
pCur = pPos + 2;
GameServer()->SendChatTarget(m_pPlayer->GetCID(), aBuf);
}
GameServer()->SendChatTarget(m_pPlayer->GetCID(), pCur);
}
}
IAntibot *CCharacter::Antibot()
{
return GameServer()->Antibot();
}
void CCharacter::SetTeams(CGameTeams *pTeams)
{
m_pTeams = pTeams;
m_Core.SetTeamsCore(&m_pTeams->m_Core);
}
void CCharacter::SetRescue()
{
m_RescueTee.Save(this);
m_SetSavePos = true;
}
void CCharacter::DDRaceTick()
{
mem_copy(&m_Input, &m_SavedInput, sizeof(m_Input));
m_Armor = (m_FreezeTime >= 0) ? 10 - (m_FreezeTime / 15) : 0;
if(m_Input.m_Direction != 0 || m_Input.m_Jump != 0)
m_LastMove = Server()->Tick();
if(m_LiveFreeze && !m_Super)
{
m_Input.m_Direction = 0;
m_Input.m_Jump = 0;
// Hook is possible in live freeze
}
if(m_FreezeTime > 0 || m_FreezeTime == -1)
{
if(m_FreezeTime % Server()->TickSpeed() == Server()->TickSpeed() - 1 || m_FreezeTime == -1)
{
GameServer()->CreateDamageInd(m_Pos, 0, (m_FreezeTime + 1) / Server()->TickSpeed(), Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
}
if(m_FreezeTime > 0)
m_FreezeTime--;
else
m_Ninja.m_ActivationTick = Server()->Tick();
m_Input.m_Direction = 0;
m_Input.m_Jump = 0;
m_Input.m_Hook = 0;
if(m_FreezeTime == 1)
UnFreeze();
}
HandleTuneLayer(); // need this before coretick
// look for save position for rescue feature
if(g_Config.m_SvRescue || ((g_Config.m_SvTeam == SV_TEAM_FORCED_SOLO || Team() > TEAM_FLOCK) && Team() >= TEAM_FLOCK && Team() < TEAM_SUPER))
{
int Index = GameServer()->Collision()->GetPureMapIndex(m_Pos);
const int aTiles[] = {
GameServer()->Collision()->GetTileIndex(Index),
GameServer()->Collision()->GetFTileIndex(Index),
GameServer()->Collision()->GetSwitchType(Index)};
if(IsGrounded() && !m_DeepFreeze)
{
bool IsInFreeze = false;
for(const int Tile : aTiles)
{
if(Tile == TILE_FREEZE || Tile == TILE_DFREEZE || Tile == TILE_LFREEZE)
{
IsInFreeze = true;
break;
}
}
if(!IsInFreeze)
{
SetRescue();
}
}
}
m_Core.m_Id = GetPlayer()->GetCID();
}
void CCharacter::DDRacePostCoreTick()
{
m_Time = (float)(Server()->Tick() - m_StartTime) / ((float)Server()->TickSpeed());
if(m_EndlessHook || (m_Super && g_Config.m_SvEndlessSuperHook))
m_Core.m_HookTick = 0;
m_FrozenLastTick = false;
if(m_DeepFreeze && !m_Super)
Freeze();
if(m_Core.m_Jumps == -1 && !m_Super)
m_Core.m_Jumped |= 2;
else if(m_Core.m_Jumps == 0 && !m_Super)
m_Core.m_Jumped = 3;
else if(m_Core.m_Jumps == 1 && m_Core.m_Jumped > 0)
m_Core.m_Jumped = 3;
else if(m_Core.m_JumpedTotal < m_Core.m_Jumps - 1 && m_Core.m_Jumped > 1)
m_Core.m_Jumped = 1;
if((m_Super || m_SuperJump) && m_Core.m_Jumped > 1)
m_Core.m_Jumped = 1;
int CurrentIndex = GameServer()->Collision()->GetMapIndex(m_Pos);
HandleSkippableTiles(CurrentIndex);
if(!m_Alive)
return;
// handle Anti-Skip tiles
std::list<int> Indices = GameServer()->Collision()->GetMapIndices(m_PrevPos, m_Pos);
if(!Indices.empty())
{
for(int &Index : Indices)
{
HandleTiles(Index);
if(!m_Alive)
return;
}
}
else
{
HandleTiles(CurrentIndex);
if(!m_Alive)
return;
}
// teleport gun
if(m_TeleGunTeleport)
{
GameServer()->CreateDeath(m_Pos, m_pPlayer->GetCID(), Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
m_Core.m_Pos = m_TeleGunPos;
if(!m_IsBlueTeleGunTeleport)
m_Core.m_Vel = vec2(0, 0);
GameServer()->CreateDeath(m_TeleGunPos, m_pPlayer->GetCID(), Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
GameServer()->CreateSound(m_TeleGunPos, SOUND_WEAPON_SPAWN, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
m_TeleGunTeleport = false;
m_IsBlueTeleGunTeleport = false;
}
HandleBroadcast();
}
bool CCharacter::Freeze(int Seconds)
{
if((Seconds <= 0 || m_Super || m_FreezeTime == -1 || m_FreezeTime > Seconds * Server()->TickSpeed()) && Seconds != -1)
return false;
if(m_FreezeTick < Server()->Tick() - Server()->TickSpeed() || Seconds == -1)
{
m_Armor = 0;
m_FreezeTime = Seconds == -1 ? Seconds : Seconds * Server()->TickSpeed();
m_FreezeTick = Server()->Tick();
return true;
}
return false;
}
bool CCharacter::Freeze()
{
return Freeze(g_Config.m_SvFreezeDelay);
}
bool CCharacter::UnFreeze()
{
if(m_FreezeTime > 0)
{
m_Armor = 10;
if(!m_aWeapons[m_Core.m_ActiveWeapon].m_Got)
m_Core.m_ActiveWeapon = WEAPON_GUN;
m_FreezeTime = 0;
m_FreezeTick = 0;
m_FrozenLastTick = true;
return true;
}
return false;
}
void CCharacter::GiveWeapon(int Weapon, bool Remove)
{
if(Weapon == WEAPON_NINJA)
{
if(Remove)
RemoveNinja();
else
GiveNinja();
return;
}
if(Remove)
{
if(GetActiveWeapon() == Weapon)
SetActiveWeapon(WEAPON_GUN);
}
else
{
m_aWeapons[Weapon].m_Ammo = -1;
}
m_aWeapons[Weapon].m_Got = !Remove;
}
void CCharacter::GiveAllWeapons()
{
for(int i = WEAPON_GUN; i < NUM_WEAPONS - 1; i++)
{
GiveWeapon(i);
}
}
void CCharacter::ResetPickups()
{
for(int i = WEAPON_SHOTGUN; i < NUM_WEAPONS - 1; i++)
{
m_aWeapons[i].m_Got = false;
if(m_Core.m_ActiveWeapon == i)
m_Core.m_ActiveWeapon = WEAPON_GUN;
}
}
void CCharacter::SetEndlessHook(bool Enable)
{
if(m_EndlessHook == Enable)
{
return;
}
GameServer()->SendChatTarget(GetPlayer()->GetCID(), Enable ? "Endless hook has been activated" : "Endless hook has been deactivated");
m_EndlessHook = Enable;
m_Core.m_EndlessHook = Enable;
}
void CCharacter::Pause(bool Pause)
{
m_Paused = Pause;
if(Pause)
{
GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0;
GameServer()->m_World.RemoveEntity(this);
if(m_Core.m_HookedPlayer != -1) // Keeping hook would allow cheats
{
ResetHook();
GameWorld()->ReleaseHooked(GetPlayer()->GetCID());
}
}
else
{
m_Core.m_Vel = vec2(0, 0);
GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = &m_Core;
GameServer()->m_World.InsertEntity(this);
}
}
void CCharacter::DDRaceInit()
{
m_Paused = false;
m_DDRaceState = DDRACE_NONE;
m_PrevPos = m_Pos;
m_SetSavePos = false;
m_LastBroadcast = 0;
m_TeamBeforeSuper = 0;
m_Core.m_Id = GetPlayer()->GetCID();
m_TeleCheckpoint = 0;
m_EndlessHook = g_Config.m_SvEndlessDrag;
m_Hit = g_Config.m_SvHit ? HIT_ALL : DISABLE_HIT_GRENADE | DISABLE_HIT_HAMMER | DISABLE_HIT_LASER | DISABLE_HIT_SHOTGUN;
m_SuperJump = false;
m_Jetpack = false;
m_Core.m_Jumps = 2;
m_FreezeHammer = false;
int Team = Teams()->m_Core.Team(m_Core.m_Id);
if(Teams()->TeamLocked(Team))
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(Teams()->m_Core.Team(i) == Team && i != m_Core.m_Id && GameServer()->m_apPlayers[i])
{
CCharacter *pChar = GameServer()->m_apPlayers[i]->GetCharacter();
if(pChar)
{
m_DDRaceState = pChar->m_DDRaceState;
m_StartTime = pChar->m_StartTime;
}
}
}
}
if(g_Config.m_SvTeam == SV_TEAM_MANDATORY && Team == TEAM_FLOCK)
{
GameServer()->SendStartWarning(GetPlayer()->GetCID(), "Please join a team before you start");
}
}
void CCharacter::Rescue()
{
if(m_SetSavePos && !m_Super)
{
if(m_LastRescue + (int64_t)g_Config.m_SvRescueDelay * Server()->TickSpeed() > Server()->Tick())
{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "You have to wait %d seconds until you can rescue yourself", (int)((m_LastRescue + (int64_t)g_Config.m_SvRescueDelay * Server()->TickSpeed() - Server()->Tick()) / Server()->TickSpeed()));
GameServer()->SendChatTarget(GetPlayer()->GetCID(), aBuf);
return;
}
float StartTime = m_StartTime;
m_RescueTee.Load(this, Team());
// Don't load these from saved tee:
m_Core.m_Vel = vec2(0, 0);
m_Core.m_HookState = HOOK_IDLE;
m_StartTime = StartTime;
m_SavedInput.m_Direction = 0;
m_SavedInput.m_Jump = 0;
// simulate releasing the fire button
if((m_SavedInput.m_Fire & 1) != 0)
m_SavedInput.m_Fire++;
m_SavedInput.m_Fire &= INPUT_STATE_MASK;
m_SavedInput.m_Hook = 0;
m_pPlayer->Pause(CPlayer::PAUSE_NONE, true);
}
}
int64_t CCharacter::TeamMask()
{
return Teams()->TeamMask(Team(), -1, GetPlayer()->GetCID());
}