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376 lines
10 KiB
C++
376 lines
10 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <game/generated/protocol.h>
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#include <game/server/gamecontext.h>
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#include <game/server/gamemodes/DDRace.h>
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#include "projectile.h"
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#include <engine/shared/config.h>
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#include <game/server/teams.h>
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CProjectile::CProjectile
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(
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CGameWorld *pGameWorld,
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int Type,
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int Owner,
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vec2 Pos,
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vec2 Dir,
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int Span,
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bool Freeze,
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bool Explosive,
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float Force,
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int SoundImpact,
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int Weapon,
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int Layer,
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int Number
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)
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: CEntity(pGameWorld, CGameWorld::ENTTYPE_PROJECTILE)
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{
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m_Type = Type;
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m_Pos = Pos;
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m_Direction = Dir;
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m_InitialLifeSpan = Span;
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m_LifeSpan = Span;
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m_Owner = Owner;
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m_Force = Force;
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//m_Damage = Damage;
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m_SoundImpact = SoundImpact;
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m_Weapon = Weapon;
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m_StartTick = Server()->Tick();
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m_Explosive = Explosive;
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m_Layer = Layer;
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m_Number = Number;
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m_Freeze = Freeze;
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m_TuneZone = GameServer()->Collision()->IsTune(GameServer()->Collision()->GetMapIndex(m_Pos));
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GameWorld()->InsertEntity(this);
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}
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void CProjectile::Reset()
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{
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if(m_LifeSpan > -2)
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GameServer()->m_World.DestroyEntity(this);
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}
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vec2 CProjectile::GetPos(float Time)
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{
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float Curvature = 0;
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float Speed = 0;
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switch(m_Type)
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{
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case WEAPON_GRENADE:
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if (!m_TuneZone)
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{
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Curvature = GameServer()->Tuning()->m_GrenadeCurvature;
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Speed = GameServer()->Tuning()->m_GrenadeSpeed;
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}
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else
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{
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Curvature = GameServer()->TuningList()[m_TuneZone].m_GrenadeCurvature;
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Speed = GameServer()->TuningList()[m_TuneZone].m_GrenadeSpeed;
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}
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break;
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case WEAPON_SHOTGUN:
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if (!m_TuneZone)
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{
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Curvature = GameServer()->Tuning()->m_ShotgunCurvature;
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Speed = GameServer()->Tuning()->m_ShotgunSpeed;
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}
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else
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{
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Curvature = GameServer()->TuningList()[m_TuneZone].m_ShotgunCurvature;
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Speed = GameServer()->TuningList()[m_TuneZone].m_ShotgunSpeed;
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}
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break;
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case WEAPON_GUN:
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if (!m_TuneZone)
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{
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Curvature = GameServer()->Tuning()->m_GunCurvature;
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Speed = GameServer()->Tuning()->m_GunSpeed;
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}
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else
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{
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Curvature = GameServer()->TuningList()[m_TuneZone].m_GunCurvature;
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Speed = GameServer()->TuningList()[m_TuneZone].m_GunSpeed;
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}
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break;
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}
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return CalcPos(m_Pos, m_Direction, Curvature, Speed, Time);
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}
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void CProjectile::Tick()
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{
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float Pt = (Server()->Tick()-m_StartTick-1)/(float)Server()->TickSpeed();
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float Ct = (Server()->Tick()-m_StartTick)/(float)Server()->TickSpeed();
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vec2 PrevPos = GetPos(Pt);
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vec2 CurPos = GetPos(Ct);
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vec2 ColPos;
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vec2 NewPos;
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int Collide = GameServer()->Collision()->IntersectLine(PrevPos, CurPos, &ColPos, &NewPos);
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CCharacter *pOwnerChar = 0;
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if(m_Owner >= 0)
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pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
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CCharacter *pTargetChr = GameServer()->m_World.IntersectCharacter(PrevPos, ColPos, m_Freeze ? 1.0f : 6.0f, ColPos, pOwnerChar, m_Owner);
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if(m_LifeSpan > -1)
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m_LifeSpan--;
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int64_t TeamMask = -1LL;
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bool IsWeaponCollide = false;
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if
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(
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pOwnerChar &&
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pTargetChr &&
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pOwnerChar->IsAlive() &&
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pTargetChr->IsAlive() &&
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!pTargetChr->CanCollide(m_Owner)
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)
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{
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IsWeaponCollide = true;
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}
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if (pOwnerChar && pOwnerChar->IsAlive())
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{
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TeamMask = pOwnerChar->Teams()->TeamMask(pOwnerChar->Team(), -1, m_Owner);
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}
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else if (m_Owner >= 0)
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{
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GameServer()->m_World.DestroyEntity(this);
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return;
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}
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if( ((pTargetChr && (pOwnerChar ? !(pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_GRENADE) : g_Config.m_SvHit || m_Owner == -1 || pTargetChr == pOwnerChar)) || Collide || GameLayerClipped(CurPos)) && !IsWeaponCollide)
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{
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if(m_Explosive/*??*/ && (!pTargetChr || (pTargetChr && (!m_Freeze || (m_Weapon == WEAPON_SHOTGUN && Collide)))))
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{
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int Number = 1;
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if(GameServer()->EmulateBug(BUG_GRENADE_DOUBLEEXPLOSION) && m_LifeSpan == -1 && m_InitialLifeSpan == 0)
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{
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Number = 2;
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}
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for(int i = 0; i < Number; i++)
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{
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GameServer()->CreateExplosion(ColPos, m_Owner, m_Weapon, m_Owner == -1, (!pTargetChr ? -1 : pTargetChr->Team()),
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(m_Owner != -1)? TeamMask : -1LL);
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GameServer()->CreateSound(ColPos, m_SoundImpact,
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(m_Owner != -1)? TeamMask : -1LL);
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}
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}
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else if(pTargetChr && m_Freeze && ((m_Layer == LAYER_SWITCH && GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pTargetChr->Team()]) || m_Layer != LAYER_SWITCH))
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pTargetChr->Freeze();
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if (pOwnerChar && ColPos && !GameLayerClipped(ColPos))
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{
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bool IsTeleValid = false;
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switch (m_Type)
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{
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case WEAPON_GRENADE:
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{
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if (pOwnerChar->m_HasTeleGrenade)
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IsTeleValid = true;
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break;
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}
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case WEAPON_GUN:
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{
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if (pOwnerChar->m_HasTeleGun)
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IsTeleValid = true;
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break;
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}
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}
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if (IsTeleValid)
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{
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int MapIndex = GameServer()->Collision()->GetPureMapIndex(round_to_int(pTargetChr ? pTargetChr->m_Pos.x : ColPos.x),
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round_to_int(pTargetChr ? pTargetChr->m_Pos.y : ColPos.y));
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int TileIndex = GameServer()->Collision()->GetTileIndex(MapIndex);
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int TileFIndex = GameServer()->Collision()->GetFTileIndex(MapIndex);
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bool IsTileValid = false;
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if ((m_Type == WEAPON_GUN || m_Type == WEAPON_GRENADE) && (TileIndex != TILE_NO_TELE_GUN && TileFIndex != TILE_NO_TELE_GUN))
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IsTileValid = true;
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if (IsTileValid)
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{
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bool Found;
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vec2 PossiblePos;
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if (pTargetChr)
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Found = GetNearestAirPosPlayer(pTargetChr->m_Pos, &PossiblePos);
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else
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Found = GetNearestAirPos(ColPos, &PossiblePos);
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if (Found && PossiblePos)
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{
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GameServer()->CreateDeath(pOwnerChar->Core()->m_Pos, pOwnerChar->GetPlayer()->GetCID(),
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(m_Owner != -1) ? TeamMask : -1LL);
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pOwnerChar->Core()->m_Pos = PossiblePos;
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pOwnerChar->Core()->m_Vel = vec2(0, 0);
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GameServer()->CreateDeath(PossiblePos, pOwnerChar->GetPlayer()->GetCID(), (m_Owner != -1) ? TeamMask : -1LL);
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GameServer()->CreateSound(PossiblePos, SOUND_WEAPON_SPAWN, (m_Owner != -1) ? TeamMask : -1LL);
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}
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}
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}
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}
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if(Collide && m_Bouncing != 0)
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{
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m_StartTick = Server()->Tick();
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m_Pos = NewPos+(-(m_Direction*4));
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if (m_Bouncing == 1)
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m_Direction.x = -m_Direction.x;
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else if(m_Bouncing == 2)
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m_Direction.y = -m_Direction.y;
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if (fabs(m_Direction.x) < 1e-6)
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m_Direction.x = 0;
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if (fabs(m_Direction.y) < 1e-6)
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m_Direction.y = 0;
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m_Pos += m_Direction;
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}
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else if (m_Weapon == WEAPON_GUN)
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{
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GameServer()->CreateDamageInd(CurPos, -atan2(m_Direction.x, m_Direction.y), 10, (m_Owner != -1)? TeamMask : -1LL);
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GameServer()->m_World.DestroyEntity(this);
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return;
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}
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else
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{
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if (!m_Freeze)
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{
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GameServer()->m_World.DestroyEntity(this);
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return;
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}
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}
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}
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if(m_LifeSpan == -1)
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{
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if(m_Explosive)
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{
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if(m_Owner >= 0)
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pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
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int64_t TeamMask = -1LL;
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if (pOwnerChar && pOwnerChar->IsAlive())
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{
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TeamMask = pOwnerChar->Teams()->TeamMask(pOwnerChar->Team(), -1, m_Owner);
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}
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GameServer()->CreateExplosion(ColPos, m_Owner, m_Weapon, m_Owner == -1, (!pOwnerChar ? -1 : pOwnerChar->Team()),
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(m_Owner != -1)? TeamMask : -1LL);
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GameServer()->CreateSound(ColPos, m_SoundImpact,
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(m_Owner != -1)? TeamMask : -1LL);
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}
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GameServer()->m_World.DestroyEntity(this);
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return;
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}
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int x = GameServer()->Collision()->GetIndex(PrevPos, CurPos);
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int z;
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if (g_Config.m_SvOldTeleportWeapons)
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z = GameServer()->Collision()->IsTeleport(x);
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else
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z = GameServer()->Collision()->IsTeleportWeapon(x);
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if (z && ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[z-1].size())
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{
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int Num = ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[z-1].size();
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m_Pos = ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[z-1][(!Num)?Num:rand() % Num];
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m_StartTick = Server()->Tick();
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}
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}
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void CProjectile::TickPaused()
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{
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++m_StartTick;
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}
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void CProjectile::FillInfo(CNetObj_Projectile *pProj)
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{
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pProj->m_X = (int)m_Pos.x;
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pProj->m_Y = (int)m_Pos.y;
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pProj->m_VelX = (int)(m_Direction.x*100.0f);
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pProj->m_VelY = (int)(m_Direction.y*100.0f);
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pProj->m_StartTick = m_StartTick;
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pProj->m_Type = m_Type;
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}
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void CProjectile::Snap(int SnappingClient)
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{
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float Ct = (Server()->Tick()-m_StartTick)/(float)Server()->TickSpeed();
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if(NetworkClipped(SnappingClient, GetPos(Ct)))
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return;
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CCharacter* pSnapChar = GameServer()->GetPlayerChar(SnappingClient);
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int Tick = (Server()->Tick()%Server()->TickSpeed())%((m_Explosive)?6:20);
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if (pSnapChar && pSnapChar->IsAlive() && (m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pSnapChar->Team()] && (!Tick)))
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return;
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CCharacter *pOwnerChar = 0;
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int64_t TeamMask = -1LL;
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if(m_Owner >= 0)
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pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
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if (pOwnerChar && pOwnerChar->IsAlive())
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TeamMask = pOwnerChar->Teams()->TeamMask(pOwnerChar->Team(), -1, m_Owner);
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if(m_Owner != -1 && !CmaskIsSet(TeamMask, SnappingClient))
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return;
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CNetObj_Projectile *pProj = static_cast<CNetObj_Projectile *>(Server()->SnapNewItem(NETOBJTYPE_PROJECTILE, m_ID, sizeof(CNetObj_Projectile)));
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if(pProj)
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{
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if(SnappingClient > -1 && GameServer()->m_apPlayers[SnappingClient] && GameServer()->m_apPlayers[SnappingClient]->m_ClientVersion >= VERSION_DDNET_ANTIPING_PROJECTILE)
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FillExtraInfo(pProj);
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else
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FillInfo(pProj);
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}
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}
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// DDRace
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void CProjectile::SetBouncing(int Value)
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{
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m_Bouncing = Value;
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}
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void CProjectile::FillExtraInfo(CNetObj_Projectile *pProj)
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{
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const int MaxPos = 0x7fffffff/100;
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if(abs((int)m_Pos.y)+1 >= MaxPos || abs((int)m_Pos.x)+1 >= MaxPos)
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{
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//If the modified data would be too large to fit in an integer, send normal data instead
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FillInfo(pProj);
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return;
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}
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//Send additional/modified info, by modifiying the fields of the netobj
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float Angle = -atan2f(m_Direction.x, m_Direction.y);
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int Data = 0;
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Data |= (abs(m_Owner) & 255)<<0;
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if(m_Owner < 0)
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Data |= 1<<8;
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Data |= 1<<9; //This bit tells the client to use the extra info
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Data |= (m_Bouncing & 3)<<10;
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if(m_Explosive)
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Data |= 1<<12;
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if(m_Freeze)
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Data |= 1<<13;
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pProj->m_X = (int)(m_Pos.x * 100.0f);
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pProj->m_Y = (int)(m_Pos.y * 100.0f);
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pProj->m_VelX = (int)(Angle * 1000000.0f);
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pProj->m_VelY = Data;
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pProj->m_StartTick = m_StartTick;
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pProj->m_Type = m_Type;
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}
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