ddnet/src/game/server/entities/character.cpp
bors[bot] 47d63317aa
Merge #3826
3826: Respect TuneZone for characters r=def- a=TsFreddie

*I might be totally insane for doing this.
*The effect is only truly noticeable if you have high ping AND dropping packets.*

*clang-tidy's warning doesn't seems to relate to anything I've changed*


Now characters will try to respect TuneZones when ~~evolving and~~ predicting (like projectiles do). Since it is really important to keep TuningList as accurate as possible, I made a TuningList update logic so we try our best to update tunings only for the correct TuneZone (instead of constantly shoving current tuning into TuningList)

And each CCharacterCore now has its own Tunings to avoid any characters influencing GameWorld's tuning. Some server code has to be updated accordingly. I checked the code path, didn't notice anything that would make our server behave differently.

And I guess I should tag @trml myself this time.

## 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
- [x] Changed no physics that affect existing maps (as far as I could tell)
- [ ] 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: Freddie Wang <tsfreddiewang@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
2021-05-23 08:16:57 +00:00

2358 lines
71 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_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
}
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);
if(MoveRestrictionsBelow & CANTMOVE_DOWN)
{
return true;
}
return false;
}
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;
}
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());
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);
CProjectile *pProj = new CProjectile(
GameWorld(),
WEAPON_GUN, //Type
m_pPlayer->GetCID(), //Owner
ProjStartPos, //Pos
Direction, //Dir
Lifetime, //Span
0, //Freeze
0, //Explosive
0, //Force
-1 //SoundImpact
);
// pack the Projectile and send it to the client Directly
CNetObj_Projectile p;
pProj->FillInfo(&p);
CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
Msg.AddInt(1);
for(unsigned i = 0; i < sizeof(CNetObj_Projectile) / sizeof(int); i++)
Msg.AddInt(((int *)&p)[i]);
Server()->SendMsg(&Msg, MSGFLAG_VITAL, m_pPlayer->GetCID());
GameServer()->CreateSound(m_Pos, SOUND_GUN_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
}
}
break;
case WEAPON_SHOTGUN:
{
/*int ShotSpread = 2;
CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
Msg.AddInt(ShotSpread*2+1);
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);
// pack the Projectile and send it to the client Directly
CNetObj_Projectile p;
pProj->FillInfo(&p);
for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
Msg.AddInt(((int *)&p)[i]);
}
Server()->SendMsg(&Msg, MSGFLAG_VITAL, m_pPlayer->GetCID());
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);
CProjectile *pProj = new CProjectile(
GameWorld(),
WEAPON_GRENADE, //Type
m_pPlayer->GetCID(), //Owner
ProjStartPos, //Pos
Direction, //Dir
Lifetime, //Span
0, //Freeze
true, //Explosive
0, //Force
SOUND_GRENADE_EXPLODE //SoundImpact
); //SoundImpact
// pack the Projectile and send it to the client Directly
CNetObj_Projectile p;
pProj->FillInfo(&p);
CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
Msg.AddInt(1);
for(unsigned i = 0; i < sizeof(CNetObj_Projectile) / sizeof(int); i++)
Msg.AddInt(((int *)&p)[i]);
Server()->SendMsg(&Msg, MSGFLAG_VITAL, m_pPlayer->GetCID());
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();
/*
// ammo regen
int AmmoRegenTime = g_pData->m_Weapons.m_aId[m_Core.m_ActiveWeapon].m_Ammoregentime;
if(AmmoRegenTime)
{
// If equipped and not active, regen ammo?
if (m_ReloadTimer <= 0)
{
if (m_aWeapons[m_Core.m_ActiveWeapon].m_AmmoRegenStart < 0)
m_aWeapons[m_Core.m_ActiveWeapon].m_AmmoRegenStart = Server()->Tick();
if ((Server()->Tick() - m_aWeapons[m_Core.m_ActiveWeapon].m_AmmoRegenStart) >= AmmoRegenTime * Server()->TickSpeed() / 1000)
{
// Add some ammo
m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo = minimum(m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo + 1, 10);
m_aWeapons[m_Core.m_ActiveWeapon].m_AmmoRegenStart = -1;
}
}
else
{
m_aWeapons[m_Core.m_ActiveWeapon].m_AmmoRegenStart = -1;
}
}*/
return;
}
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() != -1)
{
Antibot()->OnHookAttach(m_pPlayer->GetCID(), true);
}
}
// Previnput
m_PrevInput = m_Input;
m_PrevPos = m_Core.m_Pos;
return;
}
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 TeamMask = Teams()->TeamMask(Team(), -1, CID);
// Some sounds are triggered client-side for the acting player
// so we need to avoid duplicating them
int64 TeamMaskExceptSelf = Teams()->TeamMask(Team(), CID, CID);
// Some are triggered client-side but only on Sixup
int64 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 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)
{
if(Emote == EMOTE_NORMAL)
Emote = m_DeepFreeze ? EMOTE_PAIN : EMOTE_BLINK;
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 == -1 ||
(!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)
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)));
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;
}
}
void CCharacter::Snap(int SnappingClient)
{
int ID = m_pPlayer->GetCID();
if(SnappingClient > -1 && !Server()->Translate(ID, SnappingClient))
return;
if(NetworkClipped(SnappingClient))
return;
if(SnappingClient > -1)
{
CCharacter *pSnapChar = GameServer()->GetPlayerChar(SnappingClient);
CPlayer *pSnapPlayer = GameServer()->m_apPlayers[SnappingClient];
if(pSnapPlayer->GetTeam() == TEAM_SPECTATORS || pSnapPlayer->IsPaused())
{
if(pSnapPlayer->m_SpectatorID != -1 && !CanCollide(pSnapPlayer->m_SpectatorID) && (pSnapPlayer->m_ShowOthers == 0 || (pSnapPlayer->m_ShowOthers == 2 && !SameTeam(pSnapPlayer->m_SpectatorID))))
return;
else if(pSnapPlayer->m_SpectatorID == -1 && !CanCollide(SnappingClient) && pSnapPlayer->m_SpecTeam)
return;
}
else if(pSnapChar && !pSnapChar->m_Super && !CanCollide(SnappingClient) && (pSnapPlayer->m_ShowOthers == 0 || (pSnapPlayer->m_ShowOthers == 2 && !SameTeam(SnappingClient))))
return;
}
if(m_Paused)
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;
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)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()->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()->GetCollisionAt(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;
// 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()->IsSwitch(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()->IsSwitch(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()->IsSwitch(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()->IsSwitch(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()->IsSwitch(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()->IsSwitch(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()->IsSwitch(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()->IsSwitch(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()->IsSwitch(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()->IsSwitch(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()->IsSwitch(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()->IsSwitch(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()->IsSwitch(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()->IsSwitch(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()->IsSwitch(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()->IsSwitch(MapIndex) == TILE_JUMP)
{
int newJumps = GameServer()->Collision()->GetSwitchDelay(MapIndex);
if(newJumps != m_Core.m_Jumps)
{
char aBuf[256];
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()->IsSwitch(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 == 3 || 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()->IsSwitch(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 == 3 || 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()->IsSwitch(MapIndex) != TILE_ADD_TIME)
{
m_LastPenalty = false;
}
if(GameServer()->Collision()->IsSwitch(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].size())
{
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].size())
{
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].size())
{
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))
{
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].size())
{
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))
{
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_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 == 3 || Team() > TEAM_FLOCK) && Team() >= TEAM_FLOCK && Team() < TEAM_SUPER))
{
int index = GameServer()->Collision()->GetPureMapIndex(m_Pos);
int tile = GameServer()->Collision()->GetTileIndex(index);
int ftile = GameServer()->Collision()->GetFTileIndex(index);
if(IsGrounded() && tile != TILE_FREEZE && tile != TILE_DFREEZE && ftile != TILE_FREEZE && ftile != TILE_DFREEZE && !m_DeepFreeze)
{
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 == 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 deactived");
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 == 2 && Team == TEAM_FLOCK)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Please join a team before you start");
m_LastStartWarning = Server()->Tick();
}
}
void CCharacter::Rescue()
{
if(m_SetSavePos && !m_Super)
{
if(m_LastRescue + (int64)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)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);
}
}