ddnet/src/game/server/entities/projectile.cpp

448 lines
12 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 "projectile.h"
#include "character.h"
#include <engine/shared/config.h>
#include <game/generated/protocol.h>
#include <game/mapitems.h>
#include <game/server/gamecontext.h>
#include <game/server/gamemodes/DDRace.h>
CProjectile::CProjectile(
CGameWorld *pGameWorld,
int Type,
int Owner,
vec2 Pos,
vec2 Dir,
int Span,
bool Freeze,
bool Explosive,
int SoundImpact,
vec2 InitDir,
int Layer,
int Number) :
CEntity(pGameWorld, CGameWorld::ENTTYPE_PROJECTILE)
{
m_Type = Type;
m_Pos = Pos;
m_Direction = Dir;
m_LifeSpan = Span;
m_Owner = Owner;
//m_Damage = Damage;
m_SoundImpact = SoundImpact;
m_StartTick = Server()->Tick();
m_Explosive = Explosive;
m_Layer = Layer;
m_Number = Number;
m_Freeze = Freeze;
m_InitDir = InitDir;
m_TuneZone = GameServer()->Collision()->IsTune(GameServer()->Collision()->GetMapIndex(m_Pos));
CCharacter *pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
m_BelongsToPracticeTeam = pOwnerChar && pOwnerChar->Teams()->IsPractice(pOwnerChar->Team());
GameWorld()->InsertEntity(this);
}
void CProjectile::Reset()
{
m_MarkedForDestroy = true;
}
vec2 CProjectile::GetPos(float Time)
{
float Curvature = 0;
float Speed = 0;
switch(m_Type)
{
case WEAPON_GRENADE:
if(!m_TuneZone)
{
Curvature = Tuning()->m_GrenadeCurvature;
Speed = Tuning()->m_GrenadeSpeed;
}
else
{
Curvature = TuningList()[m_TuneZone].m_GrenadeCurvature;
Speed = TuningList()[m_TuneZone].m_GrenadeSpeed;
}
break;
case WEAPON_SHOTGUN:
if(!m_TuneZone)
{
Curvature = Tuning()->m_ShotgunCurvature;
Speed = Tuning()->m_ShotgunSpeed;
}
else
{
Curvature = TuningList()[m_TuneZone].m_ShotgunCurvature;
Speed = TuningList()[m_TuneZone].m_ShotgunSpeed;
}
break;
case WEAPON_GUN:
if(!m_TuneZone)
{
Curvature = Tuning()->m_GunCurvature;
Speed = Tuning()->m_GunSpeed;
}
else
{
Curvature = TuningList()[m_TuneZone].m_GunCurvature;
Speed = TuningList()[m_TuneZone].m_GunSpeed;
}
break;
}
return CalcPos(m_Pos, m_Direction, Curvature, Speed, Time);
}
void CProjectile::Tick()
{
float Pt = (Server()->Tick() - m_StartTick - 1) / (float)Server()->TickSpeed();
float Ct = (Server()->Tick() - m_StartTick) / (float)Server()->TickSpeed();
vec2 PrevPos = GetPos(Pt);
vec2 CurPos = GetPos(Ct);
vec2 ColPos;
vec2 NewPos;
int Collide = GameServer()->Collision()->IntersectLine(PrevPos, CurPos, &ColPos, &NewPos);
CCharacter *pOwnerChar = 0;
if(m_Owner >= 0)
pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
CCharacter *pTargetChr = 0;
if(pOwnerChar ? !pOwnerChar->GrenadeHitDisabled() : g_Config.m_SvHit)
pTargetChr = GameServer()->m_World.IntersectCharacter(PrevPos, ColPos, m_Freeze ? 1.0f : 6.0f, ColPos, pOwnerChar, m_Owner);
if(m_LifeSpan > -1)
m_LifeSpan--;
CClientMask TeamMask = CClientMask().set();
bool IsWeaponCollide = false;
if(
pOwnerChar &&
pTargetChr &&
pOwnerChar->IsAlive() &&
pTargetChr->IsAlive() &&
!pTargetChr->CanCollide(m_Owner))
{
IsWeaponCollide = true;
}
if(pOwnerChar && pOwnerChar->IsAlive())
{
TeamMask = pOwnerChar->TeamMask();
}
else if(m_Owner >= 0 && (m_Type != WEAPON_GRENADE || g_Config.m_SvDestroyBulletsOnDeath || m_BelongsToPracticeTeam))
{
m_MarkedForDestroy = true;
return;
}
if(((pTargetChr && (pOwnerChar ? !pOwnerChar->GrenadeHitDisabled() : g_Config.m_SvHit || m_Owner == -1 || pTargetChr == pOwnerChar)) || Collide || GameLayerClipped(CurPos)) && !IsWeaponCollide)
{
if(m_Explosive /*??*/ && (!pTargetChr || (pTargetChr && (!m_Freeze || (m_Type == WEAPON_SHOTGUN && Collide)))))
{
int Number = 1;
if(GameServer()->EmulateBug(BUG_GRENADE_DOUBLEEXPLOSION) && m_LifeSpan == -1)
{
Number = 2;
}
for(int i = 0; i < Number; i++)
{
GameServer()->CreateExplosion(ColPos, m_Owner, m_Type, m_Owner == -1, (!pTargetChr ? -1 : pTargetChr->Team()),
(m_Owner != -1) ? TeamMask : CClientMask().set());
GameServer()->CreateSound(ColPos, m_SoundImpact,
(m_Owner != -1) ? TeamMask : CClientMask().set());
}
}
else if(m_Freeze)
{
CEntity *apEnts[MAX_CLIENTS];
int Num = GameWorld()->FindEntities(CurPos, 1.0f, apEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
for(int i = 0; i < Num; ++i)
{
auto *pChr = static_cast<CCharacter *>(apEnts[i]);
if(pChr && (m_Layer != LAYER_SWITCH || (m_Layer == LAYER_SWITCH && m_Number > 0 && Switchers()[m_Number].m_aStatus[pChr->Team()])))
pChr->Freeze();
}
}
if(pOwnerChar && !GameLayerClipped(ColPos) &&
((m_Type == WEAPON_GRENADE && pOwnerChar->HasTelegunGrenade()) || (m_Type == WEAPON_GUN && pOwnerChar->HasTelegunGun())))
{
int MapIndex = GameServer()->Collision()->GetPureMapIndex(pTargetChr ? pTargetChr->m_Pos : ColPos);
int TileFIndex = GameServer()->Collision()->GetFTileIndex(MapIndex);
bool IsSwitchTeleGun = GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_ALLOW_TELE_GUN;
bool IsBlueSwitchTeleGun = GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_ALLOW_BLUE_TELE_GUN;
if(IsSwitchTeleGun || IsBlueSwitchTeleGun)
{
// Delay specifies which weapon the tile should work for.
// Delay = 0 means all.
int delay = GameServer()->Collision()->GetSwitchDelay(MapIndex);
if(delay == 1 && m_Type != WEAPON_GUN)
IsSwitchTeleGun = IsBlueSwitchTeleGun = false;
if(delay == 2 && m_Type != WEAPON_GRENADE)
IsSwitchTeleGun = IsBlueSwitchTeleGun = false;
if(delay == 3 && m_Type != WEAPON_LASER)
IsSwitchTeleGun = IsBlueSwitchTeleGun = false;
}
if(TileFIndex == TILE_ALLOW_TELE_GUN || TileFIndex == TILE_ALLOW_BLUE_TELE_GUN || IsSwitchTeleGun || IsBlueSwitchTeleGun || pTargetChr)
{
bool Found;
vec2 PossiblePos;
if(!Collide)
Found = GetNearestAirPosPlayer(pTargetChr ? pTargetChr->m_Pos : ColPos, &PossiblePos);
else
Found = GetNearestAirPos(NewPos, CurPos, &PossiblePos);
if(Found)
{
pOwnerChar->m_TeleGunPos = PossiblePos;
pOwnerChar->m_TeleGunTeleport = true;
pOwnerChar->m_IsBlueTeleGunTeleport = TileFIndex == TILE_ALLOW_BLUE_TELE_GUN || IsBlueSwitchTeleGun;
}
}
}
if(Collide && m_Bouncing != 0)
{
m_StartTick = Server()->Tick();
m_Pos = NewPos + (-(m_Direction * 4));
if(m_Bouncing == 1)
m_Direction.x = -m_Direction.x;
else if(m_Bouncing == 2)
m_Direction.y = -m_Direction.y;
if(absolute(m_Direction.x) < 1e-6f)
m_Direction.x = 0;
if(absolute(m_Direction.y) < 1e-6f)
m_Direction.y = 0;
m_Pos += m_Direction;
}
else if(m_Type == WEAPON_GUN)
{
GameServer()->CreateDamageInd(CurPos, -std::atan2(m_Direction.x, m_Direction.y), 10, (m_Owner != -1) ? TeamMask : CClientMask().set());
m_MarkedForDestroy = true;
return;
}
else
{
if(!m_Freeze)
{
m_MarkedForDestroy = true;
return;
}
}
}
if(m_LifeSpan == -1)
{
if(m_Explosive)
{
if(m_Owner >= 0)
pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
TeamMask = CClientMask().set();
if(pOwnerChar && pOwnerChar->IsAlive())
{
TeamMask = pOwnerChar->TeamMask();
}
GameServer()->CreateExplosion(ColPos, m_Owner, m_Type, m_Owner == -1, (!pOwnerChar ? -1 : pOwnerChar->Team()),
(m_Owner != -1) ? TeamMask : CClientMask().set());
GameServer()->CreateSound(ColPos, m_SoundImpact,
(m_Owner != -1) ? TeamMask : CClientMask().set());
}
m_MarkedForDestroy = true;
return;
}
int x = GameServer()->Collision()->GetIndex(PrevPos, CurPos);
int z;
if(g_Config.m_SvOldTeleportWeapons)
z = GameServer()->Collision()->IsTeleport(x);
else
z = GameServer()->Collision()->IsTeleportWeapon(x);
if(z && !GameServer()->Collision()->TeleOuts(z - 1).empty())
{
int TeleOut = GameServer()->m_World.m_Core.RandomOr0(GameServer()->Collision()->TeleOuts(z - 1).size());
m_Pos = GameServer()->Collision()->TeleOuts(z - 1)[TeleOut];
m_StartTick = Server()->Tick();
}
}
void CProjectile::TickPaused()
{
++m_StartTick;
}
void CProjectile::FillInfo(CNetObj_Projectile *pProj)
{
pProj->m_X = (int)m_Pos.x;
pProj->m_Y = (int)m_Pos.y;
pProj->m_VelX = (int)(m_Direction.x * 100.0f);
pProj->m_VelY = (int)(m_Direction.y * 100.0f);
pProj->m_StartTick = m_StartTick;
pProj->m_Type = m_Type;
}
void CProjectile::Snap(int SnappingClient)
{
float Ct = (Server()->Tick() - m_StartTick) / (float)Server()->TickSpeed();
if(NetworkClipped(SnappingClient, GetPos(Ct)))
return;
int SnappingClientVersion = GameServer()->GetClientVersion(SnappingClient);
if(SnappingClientVersion < VERSION_DDNET_ENTITY_NETOBJS)
{
CCharacter *pSnapChar = GameServer()->GetPlayerChar(SnappingClient);
int Tick = (Server()->Tick() % Server()->TickSpeed()) % ((m_Explosive) ? 6 : 20);
if(pSnapChar && pSnapChar->IsAlive() && (m_Layer == LAYER_SWITCH && m_Number > 0 && !Switchers()[m_Number].m_aStatus[pSnapChar->Team()] && (!Tick)))
return;
}
CCharacter *pOwnerChar = 0;
CClientMask TeamMask = CClientMask().set();
if(m_Owner >= 0)
pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
if(pOwnerChar && pOwnerChar->IsAlive())
TeamMask = pOwnerChar->TeamMask();
if(SnappingClient != SERVER_DEMO_CLIENT && m_Owner != -1 && !TeamMask.test(SnappingClient))
return;
CNetObj_DDRaceProjectile DDRaceProjectile;
if(SnappingClientVersion >= VERSION_DDNET_ENTITY_NETOBJS)
{
CNetObj_DDNetProjectile *pDDNetProjectile = static_cast<CNetObj_DDNetProjectile *>(Server()->SnapNewItem(NETOBJTYPE_DDNETPROJECTILE, GetId(), sizeof(CNetObj_DDNetProjectile)));
if(!pDDNetProjectile)
{
return;
}
FillExtraInfo(pDDNetProjectile);
}
else if(SnappingClientVersion >= VERSION_DDNET_ANTIPING_PROJECTILE && FillExtraInfoLegacy(&DDRaceProjectile))
{
int Type = SnappingClientVersion < VERSION_DDNET_MSG_LEGACY ? (int)NETOBJTYPE_PROJECTILE : NETOBJTYPE_DDRACEPROJECTILE;
void *pProj = Server()->SnapNewItem(Type, GetId(), sizeof(DDRaceProjectile));
if(!pProj)
{
return;
}
mem_copy(pProj, &DDRaceProjectile, sizeof(DDRaceProjectile));
}
else
{
CNetObj_Projectile *pProj = Server()->SnapNewItem<CNetObj_Projectile>(GetId());
if(!pProj)
{
return;
}
FillInfo(pProj);
}
}
void CProjectile::SwapClients(int Client1, int Client2)
{
m_Owner = m_Owner == Client1 ? Client2 : m_Owner == Client2 ? Client1 : m_Owner;
}
// DDRace
void CProjectile::SetBouncing(int Value)
{
m_Bouncing = Value;
}
bool CProjectile::FillExtraInfoLegacy(CNetObj_DDRaceProjectile *pProj)
{
const int MaxPos = 0x7fffffff / 100;
if(absolute((int)m_Pos.y) + 1 >= MaxPos || absolute((int)m_Pos.x) + 1 >= MaxPos)
{
//If the modified data would be too large to fit in an integer, send normal data instead
return false;
}
//Send additional/modified info, by modifying the fields of the netobj
float Angle = -std::atan2(m_Direction.x, m_Direction.y);
int Data = 0;
Data |= (absolute(m_Owner) & 255) << 0;
if(m_Owner < 0)
Data |= LEGACYPROJECTILEFLAG_NO_OWNER;
//This bit tells the client to use the extra info
Data |= LEGACYPROJECTILEFLAG_IS_DDNET;
// LEGACYPROJECTILEFLAG_BOUNCE_HORIZONTAL, LEGACYPROJECTILEFLAG_BOUNCE_VERTICAL
Data |= (m_Bouncing & 3) << 10;
if(m_Explosive)
Data |= LEGACYPROJECTILEFLAG_EXPLOSIVE;
if(m_Freeze)
Data |= LEGACYPROJECTILEFLAG_FREEZE;
pProj->m_X = (int)(m_Pos.x * 100.0f);
pProj->m_Y = (int)(m_Pos.y * 100.0f);
pProj->m_Angle = (int)(Angle * 1000000.0f);
pProj->m_Data = Data;
pProj->m_StartTick = m_StartTick;
pProj->m_Type = m_Type;
return true;
}
void CProjectile::FillExtraInfo(CNetObj_DDNetProjectile *pProj)
{
int Flags = 0;
if(m_Bouncing & 1)
{
Flags |= PROJECTILEFLAG_BOUNCE_HORIZONTAL;
}
if(m_Bouncing & 2)
{
Flags |= PROJECTILEFLAG_BOUNCE_VERTICAL;
}
if(m_Explosive)
{
Flags |= PROJECTILEFLAG_EXPLOSIVE;
}
if(m_Freeze)
{
Flags |= PROJECTILEFLAG_FREEZE;
}
if(m_Owner < 0)
{
pProj->m_VelX = round_to_int(m_Direction.x * 1e6f);
pProj->m_VelY = round_to_int(m_Direction.y * 1e6f);
}
else
{
pProj->m_VelX = round_to_int(m_InitDir.x);
pProj->m_VelY = round_to_int(m_InitDir.y);
Flags |= PROJECTILEFLAG_NORMALIZE_VEL;
}
pProj->m_X = round_to_int(m_Pos.x * 100.0f);
pProj->m_Y = round_to_int(m_Pos.y * 100.0f);
pProj->m_Type = m_Type;
pProj->m_StartTick = m_StartTick;
pProj->m_Owner = m_Owner;
pProj->m_Flags = Flags;
pProj->m_SwitchNumber = m_Number;
pProj->m_TuneZone = m_TuneZone;
}