ddnet/src/game/server/entities/character.cpp
2015-01-19 22:14:49 +01:00

2107 lines
82 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 <new>
#include <engine/shared/config.h>
#include <game/server/gamecontext.h>
#include <game/mapitems.h>
#include "character.h"
#include "laser.h"
#include "projectile.h"
#include <stdio.h>
#include <string.h>
#include <engine/server/server.h>
#include <game/server/gamemodes/DDRace.h>
#include <game/server/score.h>
#include "light.h"
MACRO_ALLOC_POOL_ID_IMPL(CCharacter, MAX_CLIENTS)
// Character, "physical" player's part
CCharacter::CCharacter(CGameWorld *pWorld)
: CEntity(pWorld, CGameWorld::ENTTYPE_CHARACTER)
{
m_ProximityRadius = ms_PhysSize;
m_Health = 0;
m_Armor = 0;
}
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_pPlayer = pPlayer;
m_Pos = Pos;
m_Core.Reset();
m_Core.Init(&GameServer()->m_World.m_Core, GameServer()->Collision(), &((CGameControllerDDRace*)GameServer()->m_pController)->m_Teams.m_Core, &((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts);
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);
Teams()->OnCharacterSpawn(GetPlayer()->GetCID());
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;
}
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)
{
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+m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5))
return true;
if(GameServer()->Collision()->CheckPoint(m_Pos.x-m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5))
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_RIFLE)
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)
{
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), g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage, 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
m_Ninja.m_CurrentMoveTime = 0;
m_aWeapons[WEAPON_NINJA].m_Got = false;
m_Core.m_ActiveWeapon = m_LastWeapon;
SetWeapon(m_Core.m_ActiveWeapon);
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 = 10 - (NinjaTime / 15);
// 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(m_ProximityRadius, m_ProximityRadius), 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 = m_ProximityRadius * 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) > (m_ProximityRadius * 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)
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)
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_RIFLE)
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)
{
/*// 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);*/
// Timer stuff to avoid shrieking orchestra caused by unfreeze-plasma
if(m_PainSoundTimer<=0)
{
m_PainSoundTimer = 1 * Server()->TickSpeed();
GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
}
return;
}
vec2 ProjStartPos = m_Pos+Direction*m_ProximityRadius*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()));
if (m_Hit&DISABLE_HIT_HAMMER) break;
CCharacter *apEnts[MAX_CLIENTS];
int Hits = 0;
int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*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)*m_ProximityRadius*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;
if(Temp.x > 0 && ((pTarget->m_TileIndex == TILE_STOP && pTarget->m_TileFlags == ROTATION_270) || (pTarget->m_TileIndexL == TILE_STOP && pTarget->m_TileFlagsL == ROTATION_270) || (pTarget->m_TileIndexL == TILE_STOPS && (pTarget->m_TileFlagsL == ROTATION_90 || pTarget->m_TileFlagsL ==ROTATION_270)) || (pTarget->m_TileIndexL == TILE_STOPA) || (pTarget->m_TileFIndex == TILE_STOP && pTarget->m_TileFFlags == ROTATION_270) || (pTarget->m_TileFIndexL == TILE_STOP && pTarget->m_TileFFlagsL == ROTATION_270) || (pTarget->m_TileFIndexL == TILE_STOPS && (pTarget->m_TileFFlagsL == ROTATION_90 || pTarget->m_TileFFlagsL == ROTATION_270)) || (pTarget->m_TileFIndexL == TILE_STOPA) || (pTarget->m_TileSIndex == TILE_STOP && pTarget->m_TileSFlags == ROTATION_270) || (pTarget->m_TileSIndexL == TILE_STOP && pTarget->m_TileSFlagsL == ROTATION_270) || (pTarget->m_TileSIndexL == TILE_STOPS && (pTarget->m_TileSFlagsL == ROTATION_90 || pTarget->m_TileSFlagsL == ROTATION_270)) || (pTarget->m_TileSIndexL == TILE_STOPA)))
Temp.x = 0;
if(Temp.x < 0 && ((pTarget->m_TileIndex == TILE_STOP && pTarget->m_TileFlags == ROTATION_90) || (pTarget->m_TileIndexR == TILE_STOP && pTarget->m_TileFlagsR == ROTATION_90) || (pTarget->m_TileIndexR == TILE_STOPS && (pTarget->m_TileFlagsR == ROTATION_90 || pTarget->m_TileFlagsR == ROTATION_270)) || (pTarget->m_TileIndexR == TILE_STOPA) || (pTarget->m_TileFIndex == TILE_STOP && pTarget->m_TileFFlags == ROTATION_90) || (pTarget->m_TileFIndexR == TILE_STOP && pTarget->m_TileFFlagsR == ROTATION_90) || (pTarget->m_TileFIndexR == TILE_STOPS && (pTarget->m_TileFFlagsR == ROTATION_90 || pTarget->m_TileFFlagsR == ROTATION_270)) || (pTarget->m_TileFIndexR == TILE_STOPA) || (pTarget->m_TileSIndex == TILE_STOP && pTarget->m_TileSFlags == ROTATION_90) || (pTarget->m_TileSIndexR == TILE_STOP && pTarget->m_TileSFlagsR == ROTATION_90) || (pTarget->m_TileSIndexR == TILE_STOPS && (pTarget->m_TileSFlagsR == ROTATION_90 || pTarget->m_TileSFlagsR == ROTATION_270)) || (pTarget->m_TileSIndexR == TILE_STOPA)))
Temp.x = 0;
if(Temp.y < 0 && ((pTarget->m_TileIndex == TILE_STOP && pTarget->m_TileFlags == ROTATION_180) || (pTarget->m_TileIndexB == TILE_STOP && pTarget->m_TileFlagsB == ROTATION_180) || (pTarget->m_TileIndexB == TILE_STOPS && (pTarget->m_TileFlagsB == ROTATION_0 || pTarget->m_TileFlagsB == ROTATION_180)) || (pTarget->m_TileIndexB == TILE_STOPA) || (pTarget->m_TileFIndex == TILE_STOP && pTarget->m_TileFFlags == ROTATION_180) || (pTarget->m_TileFIndexB == TILE_STOP && pTarget->m_TileFFlagsB == ROTATION_180) || (pTarget->m_TileFIndexB == TILE_STOPS && (pTarget->m_TileFFlagsB == ROTATION_0 || pTarget->m_TileFFlagsB == ROTATION_180)) || (pTarget->m_TileFIndexB == TILE_STOPA) || (pTarget->m_TileSIndex == TILE_STOP && pTarget->m_TileSFlags == ROTATION_180) || (pTarget->m_TileSIndexB == TILE_STOP && pTarget->m_TileSFlagsB == ROTATION_180) || (pTarget->m_TileSIndexB == TILE_STOPS && (pTarget->m_TileSFlagsB == ROTATION_0 || pTarget->m_TileSFlagsB == ROTATION_180)) || (pTarget->m_TileSIndexB == TILE_STOPA)))
Temp.y = 0;
if(Temp.y > 0 && ((pTarget->m_TileIndex == TILE_STOP && pTarget->m_TileFlags == ROTATION_0) || (pTarget->m_TileIndexT == TILE_STOP && pTarget->m_TileFlagsT == ROTATION_0) || (pTarget->m_TileIndexT == TILE_STOPS && (pTarget->m_TileFlagsT == ROTATION_0 || pTarget->m_TileFlagsT == ROTATION_180)) || (pTarget->m_TileIndexT == TILE_STOPA) || (pTarget->m_TileFIndex == TILE_STOP && pTarget->m_TileFFlags == ROTATION_0) || (pTarget->m_TileFIndexT == TILE_STOP && pTarget->m_TileFFlagsT == ROTATION_0) || (pTarget->m_TileFIndexT == TILE_STOPS && (pTarget->m_TileFFlagsT == ROTATION_0 || pTarget->m_TileFFlagsT == ROTATION_180)) || (pTarget->m_TileFIndexT == TILE_STOPA) || (pTarget->m_TileSIndex == TILE_STOP && pTarget->m_TileSFlags == ROTATION_0) || (pTarget->m_TileSIndexT == TILE_STOP && pTarget->m_TileSFlagsT == ROTATION_0) || (pTarget->m_TileSIndexT == TILE_STOPS && (pTarget->m_TileSFlagsT == ROTATION_0 || pTarget->m_TileSFlagsT == ROTATION_180)) || (pTarget->m_TileSIndexT == TILE_STOPA)))
Temp.y = 0;
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();
Hits++;
}
// if we Hit anything, we have to wait for the reload
if(Hits)
m_ReloadTimer = Server()->TickSpeed()/3;
} break;
case WEAPON_GUN:
{
if (!m_Jetpack || !m_pPlayer->m_NinjaJetpack)
{
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
WEAPON_GUN//Weapon
);
// 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, 0, 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 = GetAngle(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, WEAPON_SHOTGUN);
// 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, 0,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
WEAPON_GRENADE//Weapon
);//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, 0, m_pPlayer->GetCID());
GameServer()->CreateSound(m_Pos, SOUND_GRENADE_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
} break;
case WEAPON_RIFLE:
{
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_RIFLE);
GameServer()->CreateSound(m_Pos, SOUND_RIFLE_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)
m_ReloadTimer = g_pData->m_Weapons.m_aId[m_Core.m_ActiveWeapon].m_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 = min(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;
}
bool CCharacter::GiveWeapon(int Weapon, int Ammo)
{
if(m_aWeapons[Weapon].m_Ammo < g_pData->m_Weapons.m_aId[Weapon].m_Maxammo || !m_aWeapons[Weapon].m_Got)
{
m_aWeapons[Weapon].m_Got = true;
if(!m_FreezeTime)
m_aWeapons[Weapon].m_Ammo = min(g_pData->m_Weapons.m_aId[Weapon].m_Maxammo, Ammo);
return true;
}
return false;
}
void CCharacter::GiveNinja()
{
m_Ninja.m_ActivationTick = Server()->Tick();
m_aWeapons[WEAPON_NINJA].m_Got = true;
if (!m_FreezeTime)
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::SetEmote(int Emote, int Tick)
{
m_EmoteType = Emote;
m_EmoteStop = Tick;
}
void CCharacter::OnPredictedInput(CNetObj_PlayerInput *pNewInput)
{
// check for changes
if(mem_comp(&m_Input, 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;
}
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;
if(m_NumInputs > 2 && m_pPlayer->GetTeam() != TEAM_SPECTATORS)
{
HandleWeaponSwitch();
FireWeapon();
}
mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
}
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;
DDRaceTick();
m_Core.m_Input = m_Input;
m_Core.Tick(true, false);
/*// handle death-tiles and leaving gamelayer
if(GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
GameServer()->Collision()->GetCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
GameServer()->Collision()->GetCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
GameLayerClipped(m_Pos))
{
Die(m_pPlayer->GetCID(), WEAPON_WORLD);
}*/
// handle Weapons
HandleWeapons();
DDRacePostCoreTick();
// 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(), &((CGameControllerDDRace*)GameServer()->m_pController)->m_Teams.m_Core, &((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts);
m_ReckoningCore.m_Id = m_pPlayer->GetCID();
m_ReckoningCore.Tick(false, 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 Mask = CmaskAllExceptOne(m_pPlayer->GetCID());
if(Events&COREEVENT_GROUND_JUMP) GameServer()->CreateSound(m_Pos, SOUND_PLAYER_JUMP, Teams()->TeamMask(Team(), m_pPlayer->GetCID()));
if(Events&COREEVENT_HOOK_ATTACH_PLAYER) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_PLAYER, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
if(Events&COREEVENT_HOOK_ATTACH_GROUND) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_GROUND, Teams()->TeamMask(Team(), m_pPlayer->GetCID(), m_pPlayer->GetCID()));
if(Events&COREEVENT_HOOK_HIT_NOHOOK) GameServer()->CreateSound(m_Pos, SOUND_HOOK_NOATTACH, Teams()->TeamMask(Team(), m_pPlayer->GetCID(), m_pPlayer->GetCID()));
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());
// we got to wait 0.5 secs before respawning
m_pPlayer->m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2;
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 for auto respawn after 3 secs
m_pPlayer->m_DieTick = Server()->Tick();
m_Alive = 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 = max(1, Dmg/2);
m_DamageTaken++;
// create healthmod indicator
if(Server()->Tick() < m_DamageTakenTick+25)
{
// make sure that the damage indicators doesn't group together
GameServer()->CreateDamageInd(m_Pos, m_DamageTaken*0.25f, Dmg);
}
else
{
m_DamageTaken = 0;
GameServer()->CreateDamageInd(m_Pos, 0, Dmg);
}
if(Dmg)
{
if(m_Armor)
{
if(Dmg > 1)
{
m_Health--;
Dmg--;
}
if(Dmg > m_Armor)
{
Dmg -= m_Armor;
m_Armor = 0;
}
else
{
m_Armor -= Dmg;
Dmg = 0;
}
}
m_Health -= Dmg;
}
m_DamageTakenTick = Server()->Tick();
// do damage Hit sound
if(From >= 0 && From != m_pPlayer->GetCID() && GameServer()->m_apPlayers[From])
{
int64_t Mask = CmaskOne(From);
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() == TEAM_SPECTATORS && GameServer()->m_apPlayers[i]->m_SpectatorID == From)
Mask |= CmaskOne(i);
}
GameServer()->CreateSound(GameServer()->m_apPlayers[From]->m_ViewPos, SOUND_HIT, Mask);
}
// check for death
if(m_Health <= 0)
{
Die(From, Weapon);
// set attacker's face to happy (taunt!)
if (From >= 0 && From != m_pPlayer->GetCID() && GameServer()->m_apPlayers[From])
{
CCharacter *pChr = GameServer()->m_apPlayers[From]->GetCharacter();
if (pChr)
{
pChr->m_EmoteType = EMOTE_HAPPY;
pChr->m_EmoteStop = Server()->Tick() + Server()->TickSpeed();
}
}
return false;
}
if (Dmg > 2)
GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG);
else
GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_SHORT);*/
if (!m_Jetpack || m_Core.m_ActiveWeapon != WEAPON_GUN)
{
m_EmoteType = EMOTE_PAIN;
m_EmoteStop = Server()->Tick() + 500 * Server()->TickSpeed() / 1000;
}
vec2 Temp = m_Core.m_Vel + Force;
if(Temp.x > 0 && ((m_TileIndex == TILE_STOP && m_TileFlags == ROTATION_270) || (m_TileIndexL == TILE_STOP && m_TileFlagsL == ROTATION_270) || (m_TileIndexL == TILE_STOPS && (m_TileFlagsL == ROTATION_90 || m_TileFlagsL ==ROTATION_270)) || (m_TileIndexL == TILE_STOPA) || (m_TileFIndex == TILE_STOP && m_TileFFlags == ROTATION_270) || (m_TileFIndexL == TILE_STOP && m_TileFFlagsL == ROTATION_270) || (m_TileFIndexL == TILE_STOPS && (m_TileFFlagsL == ROTATION_90 || m_TileFFlagsL == ROTATION_270)) || (m_TileFIndexL == TILE_STOPA) || (m_TileSIndex == TILE_STOP && m_TileSFlags == ROTATION_270) || (m_TileSIndexL == TILE_STOP && m_TileSFlagsL == ROTATION_270) || (m_TileSIndexL == TILE_STOPS && (m_TileSFlagsL == ROTATION_90 || m_TileSFlagsL == ROTATION_270)) || (m_TileSIndexL == TILE_STOPA)))
Temp.x = 0;
if(Temp.x < 0 && ((m_TileIndex == TILE_STOP && m_TileFlags == ROTATION_90) || (m_TileIndexR == TILE_STOP && m_TileFlagsR == ROTATION_90) || (m_TileIndexR == TILE_STOPS && (m_TileFlagsR == ROTATION_90 || m_TileFlagsR == ROTATION_270)) || (m_TileIndexR == TILE_STOPA) || (m_TileFIndex == TILE_STOP && m_TileFFlags == ROTATION_90) || (m_TileFIndexR == TILE_STOP && m_TileFFlagsR == ROTATION_90) || (m_TileFIndexR == TILE_STOPS && (m_TileFFlagsR == ROTATION_90 || m_TileFFlagsR == ROTATION_270)) || (m_TileFIndexR == TILE_STOPA) || (m_TileSIndex == TILE_STOP && m_TileSFlags == ROTATION_90) || (m_TileSIndexR == TILE_STOP && m_TileSFlagsR == ROTATION_90) || (m_TileSIndexR == TILE_STOPS && (m_TileSFlagsR == ROTATION_90 || m_TileSFlagsR == ROTATION_270)) || (m_TileSIndexR == TILE_STOPA)))
Temp.x = 0;
if(Temp.y < 0 && ((m_TileIndex == TILE_STOP && m_TileFlags == ROTATION_180) || (m_TileIndexB == TILE_STOP && m_TileFlagsB == ROTATION_180) || (m_TileIndexB == TILE_STOPS && (m_TileFlagsB == ROTATION_0 || m_TileFlagsB == ROTATION_180)) || (m_TileIndexB == TILE_STOPA) || (m_TileFIndex == TILE_STOP && m_TileFFlags == ROTATION_180) || (m_TileFIndexB == TILE_STOP && m_TileFFlagsB == ROTATION_180) || (m_TileFIndexB == TILE_STOPS && (m_TileFFlagsB == ROTATION_0 || m_TileFFlagsB == ROTATION_180)) || (m_TileFIndexB == TILE_STOPA) || (m_TileSIndex == TILE_STOP && m_TileSFlags == ROTATION_180) || (m_TileSIndexB == TILE_STOP && m_TileSFlagsB == ROTATION_180) || (m_TileSIndexB == TILE_STOPS && (m_TileSFlagsB == ROTATION_0 || m_TileSFlagsB == ROTATION_180)) || (m_TileSIndexB == TILE_STOPA)))
Temp.y = 0;
if(Temp.y > 0 && ((m_TileIndex == TILE_STOP && m_TileFlags == ROTATION_0) || (m_TileIndexT == TILE_STOP && m_TileFlagsT == ROTATION_0) || (m_TileIndexT == TILE_STOPS && (m_TileFlagsT == ROTATION_0 || m_TileFlagsT == ROTATION_180)) || (m_TileIndexT == TILE_STOPA) || (m_TileFIndex == TILE_STOP && m_TileFFlags == ROTATION_0) || (m_TileFIndexT == TILE_STOP && m_TileFFlagsT == ROTATION_0) || (m_TileFIndexT == TILE_STOPS && (m_TileFFlagsT == ROTATION_0 || m_TileFFlagsT == ROTATION_180)) || (m_TileFIndexT == TILE_STOPA) || (m_TileSIndex == TILE_STOP && m_TileSFlags == ROTATION_0) || (m_TileSIndexT == TILE_STOP && m_TileSFlagsT == ROTATION_0) || (m_TileSIndexT == TILE_STOPS && (m_TileSFlagsT == ROTATION_0 || m_TileSFlagsT == ROTATION_180)) || (m_TileSIndexT == TILE_STOPA)))
Temp.y = 0;
m_Core.m_Vel = Temp;
return true;
}
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* SnapChar = GameServer()->GetPlayerChar(SnappingClient);
CPlayer* SnapPlayer = GameServer()->m_apPlayers[SnappingClient];
if((SnapPlayer->GetTeam() == TEAM_SPECTATORS || SnapPlayer->m_Paused) && SnapPlayer->m_SpectatorID != -1
&& !CanCollide(SnapPlayer->m_SpectatorID) && !SnapPlayer->m_ShowOthers)
return;
if( SnapPlayer->GetTeam() != TEAM_SPECTATORS && !SnapPlayer->m_Paused && SnapChar && !SnapChar->m_Super
&& !CanCollide(SnappingClient) && !SnapPlayer->m_ShowOthers)
return;
if((SnapPlayer->GetTeam() == TEAM_SPECTATORS || SnapPlayer->m_Paused) && SnapPlayer->m_SpectatorID == -1
&& !CanCollide(SnappingClient) && SnapPlayer->m_SpecTeam)
return;
}
if (m_Paused)
return;
CNetObj_Character *pCharacter = static_cast<CNetObj_Character *>(Server()->SnapNewItem(NETOBJTYPE_CHARACTER, id, sizeof(CNetObj_Character)));
if(!pCharacter)
return;
// write down the m_Core
if(!m_ReckoningTick || GameServer()->m_World.m_Paused)
{
// no dead reckoning when paused because the client doesn't know
// how far to perform the reckoning
pCharacter->m_Tick = 0;
m_Core.Write(pCharacter);
}
else
{
pCharacter->m_Tick = m_ReckoningTick;
m_SendCore.Write(pCharacter);
}
// set emote
if (m_EmoteStop < Server()->Tick())
{
m_EmoteType = m_pPlayer->m_DefEmote;
m_EmoteStop = -1;
}
if (pCharacter->m_HookedPlayer != -1)
{
if (!Server()->Translate(pCharacter->m_HookedPlayer, SnappingClient))
pCharacter->m_HookedPlayer = -1;
}
pCharacter->m_Emote = m_EmoteType;
pCharacter->m_AmmoCount = 0;
pCharacter->m_Health = 0;
pCharacter->m_Armor = 0;
if (m_DeepFreeze)
{
if (pCharacter->m_Emote == EMOTE_NORMAL)
pCharacter->m_Emote = EMOTE_PAIN;
pCharacter->m_Weapon = WEAPON_NINJA;
pCharacter->m_AmmoCount = 0;
}
else if (m_FreezeTime > 0 || m_FreezeTime == -1)
{
if (pCharacter->m_Emote == EMOTE_NORMAL)
pCharacter->m_Emote = EMOTE_BLINK;
pCharacter->m_Weapon = WEAPON_NINJA;
pCharacter->m_AmmoCount = 0;
}
else if (m_pPlayer->m_NinjaJetpack && m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN)
{
pCharacter->m_Emote = EMOTE_HAPPY,
pCharacter->m_Weapon = WEAPON_NINJA;
pCharacter->m_AmmoCount = 10;
}
else
pCharacter->m_Weapon = m_Core.m_ActiveWeapon;
pCharacter->m_AttackTick = m_AttackTick;
pCharacter->m_Direction = m_Input.m_Direction;
if(m_pPlayer->GetCID() == SnappingClient || SnappingClient == -1 ||
(!g_Config.m_SvStrictSpectateMode && m_pPlayer->GetCID() == GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID))
{
pCharacter->m_Health = m_Health;
pCharacter->m_Armor = m_Armor;
if(m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo > 0)
//pCharacter->m_AmmoCount = m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo;
pCharacter->m_AmmoCount = (!m_FreezeTime)?m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo:0;
}
if(GetPlayer()->m_Afk || GetPlayer()->m_Paused)
pCharacter->m_Emote = EMOTE_BLINK;
if(pCharacter->m_Emote == EMOTE_NORMAL)
{
if(250 - ((Server()->Tick() - m_LastAction)%(250)) < 5)
pCharacter->m_Emote = EMOTE_BLINK;
}
if(m_pPlayer->m_Halloween)
{
if(1200 - ((Server()->Tick() - m_LastAction)%(1200)) < 5)
{
GameServer()->SendEmoticon(m_pPlayer->GetCID(), EMOTICON_GHOST);
}
}
pCharacter->m_PlayerFlags = GetPlayer()->m_PlayerFlags;
}
int CCharacter::NetworkClipped(int SnappingClient)
{
return NetworkClipped(SnappingClient, m_Pos);
}
int CCharacter::NetworkClipped(int SnappingClient, vec2 CheckPos)
{
if(SnappingClient == -1 || GameServer()->m_apPlayers[SnappingClient]->m_ShowAll)
return 0;
float dx = GameServer()->m_apPlayers[SnappingClient]->m_ViewPos.x-CheckPos.x;
float dy = GameServer()->m_apPlayers[SnappingClient]->m_ViewPos.y-CheckPos.y;
if(absolute(dx) > 1000.0f || absolute(dy) > 800.0f)
return 1;
if(distance(GameServer()->m_apPlayers[SnappingClient]->m_ViewPos, CheckPos) > 4000.0f)
return 1;
return 0;
}
// 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());
}
CGameTeams* CCharacter::Teams()
{
return &((CGameControllerDDRace*)GameServer()->m_pController)->m_Teams;
}
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->m_ClientVersion >= VERSION_DDRACE &&
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 == 1 || m_pPlayer->m_TimerType == 2) && m_DDRaceState == DDRACE_STARTED && m_LastBroadcast + Server()->TickSpeed() * g_Config.m_SvTimeInBroadcastInterval <= Server()->Tick())
{
char aBuftime[64];
int IntTime = (int)((float)(Server()->Tick() - m_StartTime) / ((float)Server()->TickSpeed()));
str_format(aBuftime, sizeof(aBuftime), "%s%d:%s%d", ((IntTime/60) > 9)?"":"0", IntTime/60, ((IntTime%60) > 9)?"":"0", IntTime%60);
GameServer()->SendBroadcast(aBuftime, m_pPlayer->GetCID());
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+m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
GameServer()->Collision()->GetCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
GameServer()->Collision()->GetFCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
GameServer()->Collision()->GetFCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
GameServer()->Collision()->GetFCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
GameServer()->Collision()->GetCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH) &&
!m_Super && !(Team() && Teams()->TeeFinished(m_pPlayer->GetCID())))
{
Die(m_pPlayer->GetCID(), WEAPON_WORLD);
return;
}
if (GameLayerClipped(m_Pos) && !(Team() && Teams()->TeeFinished(m_pPlayer->GetCID())))
{
Die(m_pPlayer->GetCID(), WEAPON_WORLD);
return;
}
if(Index < 0)
return;
// handle speedup tiles
if(GameServer()->Collision()->IsSpeedup(Index))
{
vec2 Direction, MaxVel, 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;
//dbg_msg("speedup tile start","Direction %f %f, Force %d, Max Speed %d", (Direction).x,(Direction).y, Force, MaxSpeed);
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;
//dbg_msg("speedup tile debug","MaxSpeed %i, TeeSpeed %f, SpeedLeft %f, SpeederAngle %f, TeeAngle %f", MaxSpeed, TeeSpeed, SpeedLeft, SpeederAngle, TeeAngle);
if(abs(SpeedLeft) > Force && SpeedLeft > 0.0000001f)
TempVel += Direction * Force;
else if(abs(SpeedLeft) > Force)
TempVel += Direction * -Force;
else
TempVel += Direction * SpeedLeft;
}
else
TempVel += Direction * Force;
if(TempVel.x > 0 && ((m_TileIndex == TILE_STOP && m_TileFlags == ROTATION_270) || (m_TileIndexL == TILE_STOP && m_TileFlagsL == ROTATION_270) || (m_TileIndexL == TILE_STOPS && (m_TileFlagsL == ROTATION_90 || m_TileFlagsL ==ROTATION_270)) || (m_TileIndexL == TILE_STOPA) || (m_TileFIndex == TILE_STOP && m_TileFFlags == ROTATION_270) || (m_TileFIndexL == TILE_STOP && m_TileFFlagsL == ROTATION_270) || (m_TileFIndexL == TILE_STOPS && (m_TileFFlagsL == ROTATION_90 || m_TileFFlagsL == ROTATION_270)) || (m_TileFIndexL == TILE_STOPA) || (m_TileSIndex == TILE_STOP && m_TileSFlags == ROTATION_270) || (m_TileSIndexL == TILE_STOP && m_TileSFlagsL == ROTATION_270) || (m_TileSIndexL == TILE_STOPS && (m_TileSFlagsL == ROTATION_90 || m_TileSFlagsL == ROTATION_270)) || (m_TileSIndexL == TILE_STOPA)))
TempVel.x = 0;
if(TempVel.x < 0 && ((m_TileIndex == TILE_STOP && m_TileFlags == ROTATION_90) || (m_TileIndexR == TILE_STOP && m_TileFlagsR == ROTATION_90) || (m_TileIndexR == TILE_STOPS && (m_TileFlagsR == ROTATION_90 || m_TileFlagsR == ROTATION_270)) || (m_TileIndexR == TILE_STOPA) || (m_TileFIndex == TILE_STOP && m_TileFFlags == ROTATION_90) || (m_TileFIndexR == TILE_STOP && m_TileFFlagsR == ROTATION_90) || (m_TileFIndexR == TILE_STOPS && (m_TileFFlagsR == ROTATION_90 || m_TileFFlagsR == ROTATION_270)) || (m_TileFIndexR == TILE_STOPA) || (m_TileSIndex == TILE_STOP && m_TileSFlags == ROTATION_90) || (m_TileSIndexR == TILE_STOP && m_TileSFlagsR == ROTATION_90) || (m_TileSIndexR == TILE_STOPS && (m_TileSFlagsR == ROTATION_90 || m_TileSFlagsR == ROTATION_270)) || (m_TileSIndexR == TILE_STOPA)))
TempVel.x = 0;
if(TempVel.y < 0 && ((m_TileIndex == TILE_STOP && m_TileFlags == ROTATION_180) || (m_TileIndexB == TILE_STOP && m_TileFlagsB == ROTATION_180) || (m_TileIndexB == TILE_STOPS && (m_TileFlagsB == ROTATION_0 || m_TileFlagsB == ROTATION_180)) || (m_TileIndexB == TILE_STOPA) || (m_TileFIndex == TILE_STOP && m_TileFFlags == ROTATION_180) || (m_TileFIndexB == TILE_STOP && m_TileFFlagsB == ROTATION_180) || (m_TileFIndexB == TILE_STOPS && (m_TileFFlagsB == ROTATION_0 || m_TileFFlagsB == ROTATION_180)) || (m_TileFIndexB == TILE_STOPA) || (m_TileSIndex == TILE_STOP && m_TileSFlags == ROTATION_180) || (m_TileSIndexB == TILE_STOP && m_TileSFlagsB == ROTATION_180) || (m_TileSIndexB == TILE_STOPS && (m_TileSFlagsB == ROTATION_0 || m_TileSFlagsB == ROTATION_180)) || (m_TileSIndexB == TILE_STOPA)))
TempVel.y = 0;
if(TempVel.y > 0 && ((m_TileIndex == TILE_STOP && m_TileFlags == ROTATION_0) || (m_TileIndexT == TILE_STOP && m_TileFlagsT == ROTATION_0) || (m_TileIndexT == TILE_STOPS && (m_TileFlagsT == ROTATION_0 || m_TileFlagsT == ROTATION_180)) || (m_TileIndexT == TILE_STOPA) || (m_TileFIndex == TILE_STOP && m_TileFFlags == ROTATION_0) || (m_TileFIndexT == TILE_STOP && m_TileFFlagsT == ROTATION_0) || (m_TileFIndexT == TILE_STOPS && (m_TileFFlagsT == ROTATION_0 || m_TileFFlagsT == ROTATION_180)) || (m_TileFIndexT == TILE_STOPA) || (m_TileSIndex == TILE_STOP && m_TileSFlags == ROTATION_0) || (m_TileSIndexT == TILE_STOP && m_TileSFlagsT == ROTATION_0) || (m_TileSIndexT == TILE_STOPS && (m_TileSFlagsT == ROTATION_0 || m_TileSFlagsT == ROTATION_180)) || (m_TileSIndexT == TILE_STOPA)))
TempVel.y = 0;
m_Core.m_Vel = TempVel;
//dbg_msg("speedup tile end","(Direction*Force) %f %f m_Core.m_Vel%f %f",(Direction*Force).x,(Direction*Force).y,m_Core.m_Vel.x,m_Core.m_Vel.y);
//dbg_msg("speedup tile end","Direction %f %f, Force %d, Max Speed %d", (Direction).x,(Direction).y, Force, MaxSpeed);
}
}
}
void CCharacter::HandleTiles(int Index)
{
CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController;
int MapIndex = Index;
//int PureMapIndex = GameServer()->Collision()->GetPureMapIndex(m_Pos);
float Offset = 4.0f;
int MapIndexL = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x + (m_ProximityRadius / 2) + Offset, m_Pos.y));
int MapIndexR = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x - (m_ProximityRadius / 2) - Offset, m_Pos.y));
int MapIndexT = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x, m_Pos.y + (m_ProximityRadius / 2) + Offset));
int MapIndexB = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x, m_Pos.y - (m_ProximityRadius / 2) - Offset));
//dbg_msg("","N%d L%d R%d B%d T%d",MapIndex,MapIndexL,MapIndexR,MapIndexB,MapIndexT);
m_TileIndex = GameServer()->Collision()->GetTileIndex(MapIndex);
m_TileFlags = GameServer()->Collision()->GetTileFlags(MapIndex);
m_TileIndexL = GameServer()->Collision()->GetTileIndex(MapIndexL);
m_TileFlagsL = GameServer()->Collision()->GetTileFlags(MapIndexL);
m_TileIndexR = GameServer()->Collision()->GetTileIndex(MapIndexR);
m_TileFlagsR = GameServer()->Collision()->GetTileFlags(MapIndexR);
m_TileIndexB = GameServer()->Collision()->GetTileIndex(MapIndexB);
m_TileFlagsB = GameServer()->Collision()->GetTileFlags(MapIndexB);
m_TileIndexT = GameServer()->Collision()->GetTileIndex(MapIndexT);
m_TileFlagsT = GameServer()->Collision()->GetTileFlags(MapIndexT);
m_TileFIndex = GameServer()->Collision()->GetFTileIndex(MapIndex);
m_TileFFlags = GameServer()->Collision()->GetFTileFlags(MapIndex);
m_TileFIndexL = GameServer()->Collision()->GetFTileIndex(MapIndexL);
m_TileFFlagsL = GameServer()->Collision()->GetFTileFlags(MapIndexL);
m_TileFIndexR = GameServer()->Collision()->GetFTileIndex(MapIndexR);
m_TileFFlagsR = GameServer()->Collision()->GetFTileFlags(MapIndexR);
m_TileFIndexB = GameServer()->Collision()->GetFTileIndex(MapIndexB);
m_TileFFlagsB = GameServer()->Collision()->GetFTileFlags(MapIndexB);
m_TileFIndexT = GameServer()->Collision()->GetFTileIndex(MapIndexT);
m_TileFFlagsT = GameServer()->Collision()->GetFTileFlags(MapIndexT);//
m_TileSIndex = (GameServer()->Collision()->m_pSwitchers && GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetDTileNumber(MapIndex)].m_Status[Team()])?(Team() != TEAM_SUPER)? GameServer()->Collision()->GetDTileIndex(MapIndex) : 0 : 0;
m_TileSFlags = (GameServer()->Collision()->m_pSwitchers && GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetDTileNumber(MapIndex)].m_Status[Team()])?(Team() != TEAM_SUPER)? GameServer()->Collision()->GetDTileFlags(MapIndex) : 0 : 0;
m_TileSIndexL = (GameServer()->Collision()->m_pSwitchers && GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetDTileNumber(MapIndexL)].m_Status[Team()])?(Team() != TEAM_SUPER)? GameServer()->Collision()->GetDTileIndex(MapIndexL) : 0 : 0;
m_TileSFlagsL = (GameServer()->Collision()->m_pSwitchers && GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetDTileNumber(MapIndexL)].m_Status[Team()])?(Team() != TEAM_SUPER)? GameServer()->Collision()->GetDTileFlags(MapIndexL) : 0 : 0;
m_TileSIndexR = (GameServer()->Collision()->m_pSwitchers && GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetDTileNumber(MapIndexR)].m_Status[Team()])?(Team() != TEAM_SUPER)? GameServer()->Collision()->GetDTileIndex(MapIndexR) : 0 : 0;
m_TileSFlagsR = (GameServer()->Collision()->m_pSwitchers && GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetDTileNumber(MapIndexR)].m_Status[Team()])?(Team() != TEAM_SUPER)? GameServer()->Collision()->GetDTileFlags(MapIndexR) : 0 : 0;
m_TileSIndexB = (GameServer()->Collision()->m_pSwitchers && GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetDTileNumber(MapIndexB)].m_Status[Team()])?(Team() != TEAM_SUPER)? GameServer()->Collision()->GetDTileIndex(MapIndexB) : 0 : 0;
m_TileSFlagsB = (GameServer()->Collision()->m_pSwitchers && GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetDTileNumber(MapIndexB)].m_Status[Team()])?(Team() != TEAM_SUPER)? GameServer()->Collision()->GetDTileFlags(MapIndexB) : 0 : 0;
m_TileSIndexT = (GameServer()->Collision()->m_pSwitchers && GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetDTileNumber(MapIndexT)].m_Status[Team()])?(Team() != TEAM_SUPER)? GameServer()->Collision()->GetDTileIndex(MapIndexT) : 0 : 0;
m_TileSFlagsT = (GameServer()->Collision()->m_pSwitchers && GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetDTileNumber(MapIndexT)].m_Status[Team()])?(Team() != TEAM_SUPER)? GameServer()->Collision()->GetDTileFlags(MapIndexT) : 0 : 0;
//dbg_msg("Tiles","%d, %d, %d, %d, %d", m_TileSIndex, m_TileSIndexL, m_TileSIndexR, m_TileSIndexB, m_TileSIndexT);
//Sensitivity
int S1 = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x + m_ProximityRadius / 3.f, m_Pos.y - m_ProximityRadius / 3.f));
int S2 = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x + m_ProximityRadius / 3.f, m_Pos.y + m_ProximityRadius / 3.f));
int S3 = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x - m_ProximityRadius / 3.f, m_Pos.y - m_ProximityRadius / 3.f));
int S4 = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x - m_ProximityRadius / 3.f, m_Pos.y + m_ProximityRadius / 3.f));
int Tile1 = GameServer()->Collision()->GetTileIndex(S1);
int Tile2 = GameServer()->Collision()->GetTileIndex(S2);
int Tile3 = GameServer()->Collision()->GetTileIndex(S3);
int Tile4 = GameServer()->Collision()->GetTileIndex(S4);
int FTile1 = GameServer()->Collision()->GetFTileIndex(S1);
int FTile2 = GameServer()->Collision()->GetFTileIndex(S2);
int FTile3 = GameServer()->Collision()->GetFTileIndex(S3);
int FTile4 = GameServer()->Collision()->GetFTileIndex(S4);
//dbg_msg("","N%d L%d R%d B%d T%d",m_TileIndex,m_TileIndexL,m_TileIndexR,m_TileIndexB,m_TileIndexT);
//dbg_msg("","N%d L%d R%d B%d T%d",m_TileFIndex,m_TileFIndexL,m_TileFIndexR,m_TileFIndexB,m_TileFIndexT);
if(Index < 0)
{
m_LastRefillJumps = false;
m_LastPenalty = 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->m_ClientVersion >= 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->m_ClientVersion >= 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;
// start
if(((m_TileIndex == TILE_BEGIN) || (m_TileFIndex == TILE_BEGIN) || FTile1 == TILE_BEGIN || FTile2 == TILE_BEGIN || FTile3 == TILE_BEGIN || FTile4 == TILE_BEGIN || Tile1 == TILE_BEGIN || Tile2 == TILE_BEGIN || Tile3 == TILE_BEGIN || Tile4 == TILE_BEGIN) && (m_DDRaceState == DDRACE_NONE || m_DDRaceState == DDRACE_FINISHED || (m_DDRaceState == DDRACE_STARTED && !Team())))
{
bool CanBegin = true;
if(g_Config.m_SvResetPickups)
{
for (int i = WEAPON_SHOTGUN; i < NUM_WEAPONS; ++i)
{
m_aWeapons[i].m_Got = false;
if(m_Core.m_ActiveWeapon == i)
m_Core.m_ActiveWeapon = WEAPON_GUN;
}
}
if(g_Config.m_SvTeam == 2 && (Team() == TEAM_FLOCK || Teams()->Count(Team()) <= 1))
{
if(m_LastStartWarning < Server()->Tick() - 3 * Server()->TickSpeed())
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(),"Server admin requires you to be in a team and with other tees to start");
m_LastStartWarning = Server()->Tick();
}
Die(GetPlayer()->GetCID(), WEAPON_WORLD);
CanBegin = false;
}
if(CanBegin)
{
Teams()->OnCharacterStart(m_pPlayer->GetCID());
m_CpActive = -2;
} else {
}
}
// finish
if(((m_TileIndex == TILE_END) || (m_TileFIndex == TILE_END) || FTile1 == TILE_END || FTile2 == TILE_END || FTile3 == TILE_END || FTile4 == TILE_END || Tile1 == TILE_END || Tile2 == TILE_END || Tile3 == TILE_END || Tile4 == TILE_END) && m_DDRaceState == DDRACE_STARTED)
Controller->m_Teams.OnCharacterFinish(m_pPlayer->GetCID());
// 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_START) || (m_TileFIndex == TILE_EHOOK_START)) && !m_EndlessHook)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Endless hook has been activated");
m_EndlessHook = true;
}
else if(((m_TileIndex == TILE_EHOOK_END) || (m_TileFIndex == TILE_EHOOK_END)) && m_EndlessHook)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Endless hook has been deactivated");
m_EndlessHook = false;
}
// hit others
if(((m_TileIndex == TILE_HIT_END) || (m_TileFIndex == TILE_HIT_END)) && m_Hit != (DISABLE_HIT_GRENADE|DISABLE_HIT_HAMMER|DISABLE_HIT_RIFLE|DISABLE_HIT_SHOTGUN))
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hit others");
m_Hit = DISABLE_HIT_GRENADE|DISABLE_HIT_HAMMER|DISABLE_HIT_RIFLE|DISABLE_HIT_SHOTGUN;
}
else if(((m_TileIndex == TILE_HIT_START) || (m_TileFIndex == TILE_HIT_START)) && m_Hit != HIT_ALL)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can hit others");
m_Hit = HIT_ALL;
}
// collide with others
if(((m_TileIndex == TILE_NPC_END) || (m_TileFIndex == TILE_NPC_END)) && m_Core.m_Collision)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't collide with others");
m_Core.m_Collision = false;
m_NeededFaketuning |= FAKETUNE_NOCOLL;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
else if(((m_TileIndex == TILE_NPC_START) || (m_TileFIndex == TILE_NPC_START)) && !m_Core.m_Collision)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can collide with others");
m_Core.m_Collision = true;
m_NeededFaketuning &= ~FAKETUNE_NOCOLL;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
// hook others
if(((m_TileIndex == TILE_NPH_END) || (m_TileFIndex == TILE_NPH_END)) && m_Core.m_Hook)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hook others");
m_Core.m_Hook = false;
m_NeededFaketuning |= FAKETUNE_NOHOOK;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
else if(((m_TileIndex == TILE_NPH_START) || (m_TileFIndex == TILE_NPH_START)) && !m_Core.m_Hook)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can hook others");
m_Core.m_Hook = true;
m_NeededFaketuning &= ~FAKETUNE_NOHOOK;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
// unlimited air jumps
if(((m_TileIndex == TILE_SUPER_START) || (m_TileFIndex == TILE_SUPER_START)) && !m_SuperJump)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You have unlimited air jumps");
m_SuperJump = 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_SUPER_END) || (m_TileFIndex == TILE_SUPER_END)) && m_SuperJump)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You don't have unlimited air jumps");
m_SuperJump = 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_START) || (m_TileFIndex == TILE_JETPACK_START)) && !m_Jetpack)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You have a jetpack gun");
m_Jetpack = true;
m_NeededFaketuning |= FAKETUNE_JETPACK;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
else if(((m_TileIndex == TILE_JETPACK_END) || (m_TileFIndex == TILE_JETPACK_END)) && m_Jetpack)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You lost your jetpack gun");
m_Jetpack = false;
m_NeededFaketuning &= ~FAKETUNE_JETPACK;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
// solo part
if(((m_TileIndex == TILE_SOLO_START) || (m_TileFIndex == TILE_SOLO_START)) && !Teams()->m_Core.GetSolo(m_pPlayer->GetCID()))
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You are now in a solo part.");
SetSolo(true);
}
else if(((m_TileIndex == TILE_SOLO_END) || (m_TileFIndex == TILE_SOLO_END)) && Teams()->m_Core.GetSolo(m_pPlayer->GetCID()))
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You are now out of the solo part.");
SetSolo(false);
}
// refill jumps
if(((m_TileIndex == TILE_REFILL_JUMPS) || (m_TileFIndex == TILE_REFILL_JUMPS)) && !m_LastRefillJumps)
{
m_Core.m_JumpedTotal = 0;
m_LastRefillJumps = true;
}
if((m_TileIndex != TILE_REFILL_JUMPS) && (m_TileFIndex != TILE_REFILL_JUMPS))
{
m_LastRefillJumps = false;
}
// stopper
if(((m_TileIndex == TILE_STOP && m_TileFlags == ROTATION_270) || (m_TileIndexL == TILE_STOP && m_TileFlagsL == ROTATION_270) || (m_TileIndexL == TILE_STOPS && (m_TileFlagsL == ROTATION_90 || m_TileFlagsL ==ROTATION_270)) || (m_TileIndexL == TILE_STOPA) || (m_TileFIndex == TILE_STOP && m_TileFFlags == ROTATION_270) || (m_TileFIndexL == TILE_STOP && m_TileFFlagsL == ROTATION_270) || (m_TileFIndexL == TILE_STOPS && (m_TileFFlagsL == ROTATION_90 || m_TileFFlagsL == ROTATION_270)) || (m_TileFIndexL == TILE_STOPA) || (m_TileSIndex == TILE_STOP && m_TileSFlags == ROTATION_270) || (m_TileSIndexL == TILE_STOP && m_TileSFlagsL == ROTATION_270) || (m_TileSIndexL == TILE_STOPS && (m_TileSFlagsL == ROTATION_90 || m_TileSFlagsL == ROTATION_270)) || (m_TileSIndexL == TILE_STOPA)) && m_Core.m_Vel.x > 0)
{
if((int)GameServer()->Collision()->GetPos(MapIndexL).x)
if((int)GameServer()->Collision()->GetPos(MapIndexL).x < (int)m_Core.m_Pos.x)
m_Core.m_Pos = m_PrevPos;
m_Core.m_Vel.x = 0;
}
if(((m_TileIndex == TILE_STOP && m_TileFlags == ROTATION_90) || (m_TileIndexR == TILE_STOP && m_TileFlagsR == ROTATION_90) || (m_TileIndexR == TILE_STOPS && (m_TileFlagsR == ROTATION_90 || m_TileFlagsR == ROTATION_270)) || (m_TileIndexR == TILE_STOPA) || (m_TileFIndex == TILE_STOP && m_TileFFlags == ROTATION_90) || (m_TileFIndexR == TILE_STOP && m_TileFFlagsR == ROTATION_90) || (m_TileFIndexR == TILE_STOPS && (m_TileFFlagsR == ROTATION_90 || m_TileFFlagsR == ROTATION_270)) || (m_TileFIndexR == TILE_STOPA) || (m_TileSIndex == TILE_STOP && m_TileSFlags == ROTATION_90) || (m_TileSIndexR == TILE_STOP && m_TileSFlagsR == ROTATION_90) || (m_TileSIndexR == TILE_STOPS && (m_TileSFlagsR == ROTATION_90 || m_TileSFlagsR == ROTATION_270)) || (m_TileSIndexR == TILE_STOPA)) && m_Core.m_Vel.x < 0)
{
if((int)GameServer()->Collision()->GetPos(MapIndexR).x)
if((int)GameServer()->Collision()->GetPos(MapIndexR).x > (int)m_Core.m_Pos.x)
m_Core.m_Pos = m_PrevPos;
m_Core.m_Vel.x = 0;
}
if(((m_TileIndex == TILE_STOP && m_TileFlags == ROTATION_180) || (m_TileIndexB == TILE_STOP && m_TileFlagsB == ROTATION_180) || (m_TileIndexB == TILE_STOPS && (m_TileFlagsB == ROTATION_0 || m_TileFlagsB == ROTATION_180)) || (m_TileIndexB == TILE_STOPA) || (m_TileFIndex == TILE_STOP && m_TileFFlags == ROTATION_180) || (m_TileFIndexB == TILE_STOP && m_TileFFlagsB == ROTATION_180) || (m_TileFIndexB == TILE_STOPS && (m_TileFFlagsB == ROTATION_0 || m_TileFFlagsB == ROTATION_180)) || (m_TileFIndexB == TILE_STOPA) || (m_TileSIndex == TILE_STOP && m_TileSFlags == ROTATION_180) || (m_TileSIndexB == TILE_STOP && m_TileSFlagsB == ROTATION_180) || (m_TileSIndexB == TILE_STOPS && (m_TileSFlagsB == ROTATION_0 || m_TileSFlagsB == ROTATION_180)) || (m_TileSIndexB == TILE_STOPA)) && m_Core.m_Vel.y < 0)
{
if((int)GameServer()->Collision()->GetPos(MapIndexB).y)
if((int)GameServer()->Collision()->GetPos(MapIndexB).y > (int)m_Core.m_Pos.y)
m_Core.m_Pos = m_PrevPos;
m_Core.m_Vel.y = 0;
}
if(((m_TileIndex == TILE_STOP && m_TileFlags == ROTATION_0) || (m_TileIndexT == TILE_STOP && m_TileFlagsT == ROTATION_0) || (m_TileIndexT == TILE_STOPS && (m_TileFlagsT == ROTATION_0 || m_TileFlagsT == ROTATION_180)) || (m_TileIndexT == TILE_STOPA) || (m_TileFIndex == TILE_STOP && m_TileFFlags == ROTATION_0) || (m_TileFIndexT == TILE_STOP && m_TileFFlagsT == ROTATION_0) || (m_TileFIndexT == TILE_STOPS && (m_TileFFlagsT == ROTATION_0 || m_TileFFlagsT == ROTATION_180)) || (m_TileFIndexT == TILE_STOPA) || (m_TileSIndex == TILE_STOP && m_TileSFlags == ROTATION_0) || (m_TileSIndexT == TILE_STOP && m_TileSFlagsT == ROTATION_0) || (m_TileSIndexT == TILE_STOPS && (m_TileSFlagsT == ROTATION_0 || m_TileSFlagsT == ROTATION_180)) || (m_TileSIndexT == TILE_STOPA)) && m_Core.m_Vel.y > 0)
{
//dbg_msg("","%f %f",GameServer()->Collision()->GetPos(MapIndex).y,m_Core.m_Pos.y);
if((int)GameServer()->Collision()->GetPos(MapIndexT).y)
if((int)GameServer()->Collision()->GetPos(MapIndexT).y < (int)m_Core.m_Pos.y)
m_Core.m_Pos = m_PrevPos;
m_Core.m_Vel.y = 0;
m_Core.m_Jumped = 0;
m_Core.m_JumpedTotal = 0;
}
// handle switch tiles
if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_SWITCHOPEN && Team() != TEAM_SUPER)
{
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()->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()->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()->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)
{
Freeze(GameServer()->Collision()->GetSwitchDelay(MapIndex));
}
else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_DFREEZE && Team() != TEAM_SUPER && 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 && GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()])
{
m_DeepFreeze = false;
}
else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_START && 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;
}
else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_END && !(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;
}
else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_START && 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;
}
else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_END && !(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;
}
else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_START && 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;
}
else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_END && !(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;
}
else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_START && m_Hit&DISABLE_HIT_RIFLE && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_RIFLE)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can shoot others with rifle");
m_Hit &= ~DISABLE_HIT_RIFLE;
}
else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_END && !(m_Hit&DISABLE_HIT_RIFLE) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_RIFLE)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can't shoot others with rifle");
m_Hit |= DISABLE_HIT_RIFLE;
}
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_PENALTY && !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 (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;
}
if(GameServer()->Collision()->IsSwitch(MapIndex) != TILE_PENALTY)
{
m_LastPenalty = false;
}
int z = GameServer()->Collision()->IsTeleport(MapIndex);
if(!g_Config.m_SvOldTeleportHook && !g_Config.m_SvOldTeleportWeapons && z && Controller->m_TeleOuts[z-1].size())
{
if (m_Super)
return;
int Num = Controller->m_TeleOuts[z-1].size();
m_Core.m_Pos = Controller->m_TeleOuts[z-1][(!Num)?Num:rand() % Num];
if(!g_Config.m_SvTeleportHoldHook)
{
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;
}
return;
}
int evilz = GameServer()->Collision()->IsEvilTeleport(MapIndex);
if(evilz && Controller->m_TeleOuts[evilz-1].size())
{
if (m_Super)
return;
int Num = Controller->m_TeleOuts[evilz-1].size();
m_Core.m_Pos = Controller->m_TeleOuts[evilz-1][(!Num)?Num:rand() % Num];
if (!g_Config.m_SvOldTeleportHook && !g_Config.m_SvOldTeleportWeapons)
{
m_Core.m_Vel = vec2(0,0);
if(!g_Config.m_SvTeleportHoldHook)
{
m_Core.m_HookedPlayer = -1;
m_Core.m_HookState = HOOK_RETRACTED;
m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
GameWorld()->ReleaseHooked(GetPlayer()->GetCID());
m_Core.m_HookPos = m_Core.m_Pos;
}
}
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(Controller->m_TeleCheckOuts[k].size())
{
m_Core.m_HookedPlayer = -1;
m_Core.m_HookState = HOOK_RETRACTED;
m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
int Num = Controller->m_TeleCheckOuts[k].size();
m_Core.m_Pos = Controller->m_TeleCheckOuts[k][(!Num)?Num:rand() % Num];
GameWorld()->ReleaseHooked(GetPlayer()->GetCID());
m_Core.m_Vel = vec2(0,0);
m_Core.m_HookPos = m_Core.m_Pos;
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_HookedPlayer = -1;
m_Core.m_HookState = HOOK_RETRACTED;
m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
m_Core.m_Pos = SpawnPos;
GameWorld()->ReleaseHooked(GetPlayer()->GetCID());
m_Core.m_Vel = vec2(0,0);
m_Core.m_HookPos = m_Core.m_Pos;
}
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(Controller->m_TeleCheckOuts[k].size())
{
m_Core.m_HookedPlayer = -1;
m_Core.m_HookState = HOOK_RETRACTED;
m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
int Num = Controller->m_TeleCheckOuts[k].size();
m_Core.m_Pos = Controller->m_TeleCheckOuts[k][(!Num)?Num:rand() % Num];
m_Core.m_HookPos = m_Core.m_Pos;
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_HookedPlayer = -1;
m_Core.m_HookState = HOOK_RETRACTED;
m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
m_Core.m_Pos = SpawnPos;
m_Core.m_HookPos = m_Core.m_Pos;
}
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_pWorld->m_Tuning[g_Config.m_ClDummy] = GameServer()->TuningList()[m_TuneZone]; // throw tunings from specific zone into gamecore
else
m_Core.m_pWorld->m_Tuning[g_Config.m_ClDummy] = *GameServer()->Tuning();
if (m_TuneZone != m_TuneZoneOld) // dont send tunigs all the time
{
// send zone msgs
SendZoneMsgs();
}
}
void CCharacter::SendZoneMsgs()
{
// send zone leave msg
if (m_TuneZoneOld >= 0 && GameServer()->m_ZoneLeaveMsg[m_TuneZoneOld]) // m_TuneZoneOld >= 0: avoid zone leave msgs on spawn
{
const char* cur = GameServer()->m_ZoneLeaveMsg[m_TuneZoneOld];
const char* pos;
while ((pos = str_find(cur, "\\n")))
{
char aBuf[256];
str_copy(aBuf, cur, pos - cur + 1);
aBuf[pos - cur + 1] = '\0';
cur = pos + 2;
GameServer()->SendChatTarget(m_pPlayer->GetCID(), aBuf);
}
GameServer()->SendChatTarget(m_pPlayer->GetCID(), cur);
}
// send zone enter msg
if (GameServer()->m_ZoneEnterMsg[m_TuneZone])
{
const char* cur = GameServer()->m_ZoneEnterMsg[m_TuneZone];
const char* pos;
while ((pos = str_find(cur, "\\n")))
{
char aBuf[256];
str_copy(aBuf, cur, pos - cur + 1);
aBuf[pos - cur + 1] = '\0';
cur = pos + 2;
GameServer()->SendChatTarget(m_pPlayer->GetCID(), aBuf);
}
GameServer()->SendChatTarget(m_pPlayer->GetCID(), cur);
}
}
void CCharacter::DDRaceTick()
{
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
m_Core.m_Id = GetPlayer()->GetCID();
}
void CCharacter::DDRacePostCoreTick()
{
m_Time = (float)(Server()->Tick() - m_StartTime) / ((float)Server()->TickSpeed());
if (m_pPlayer->m_DefEmoteReset >= 0 && m_pPlayer->m_DefEmoteReset <= Server()->Tick())
{
m_pPlayer->m_DefEmoteReset = -1;
m_EmoteType = m_pPlayer->m_DefEmote = EMOTE_NORMAL;
m_EmoteStop = -1;
}
if (m_EndlessHook || (m_Super && g_Config.m_SvEndlessSuperHook))
m_Core.m_HookTick = 0;
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);
// handle Anti-Skip tiles
std::list < int > Indices = GameServer()->Collision()->GetMapIndices(m_PrevPos, m_Pos);
if(!Indices.empty())
for(std::list < int >::iterator i = Indices.begin(); i != Indices.end(); i++)
{
HandleTiles(*i);
//dbg_msg("Running","%d", *i);
}
else
{
HandleTiles(CurrentIndex);
//dbg_msg("Running","%d", CurrentIndex);
}
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)
{
for(int i = 0; i < NUM_WEAPONS; i++)
if(m_aWeapons[i].m_Got)
{
m_aWeapons[i].m_Ammo = 0;
}
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;
for(int i=0;i<NUM_WEAPONS;i++)
if(m_aWeapons[i].m_Got)
{
m_aWeapons[i].m_Ammo = -1;
}
if(!m_aWeapons[m_Core.m_ActiveWeapon].m_Got)
m_Core.m_ActiveWeapon = WEAPON_GUN;
m_FreezeTime = 0;
m_FreezeTick = 0;
if (m_Core.m_ActiveWeapon==WEAPON_HAMMER) m_ReloadTimer = 0;
return true;
}
return false;
}
void CCharacter::GiveAllWeapons()
{
for(int i=1;i<NUM_WEAPONS-1;i++)
{
m_aWeapons[i].m_Got = true;
if(!m_FreezeTime) m_aWeapons[i].m_Ammo = -1;
}
return;
}
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
{
m_Core.m_HookedPlayer = -1;
m_Core.m_HookState = HOOK_RETRACTED;
m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
}
}
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_LastBroadcast = 0;
m_TeamBeforeSuper = 0;
m_Core.m_Id = GetPlayer()->GetCID();
if(g_Config.m_SvTeam == 2)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(),"Please join a team before you start");
m_LastStartWarning = Server()->Tick();
}
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_RIFLE|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;
}
}
}
}
}