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197 lines
5.3 KiB
C++
197 lines
5.3 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 "laser.h"
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#include "character.h"
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#include <game/generated/protocol.h>
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#include <engine/shared/config.h>
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CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner, int Type) :
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CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
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{
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m_Pos = Pos;
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m_Owner = Owner;
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m_Energy = StartEnergy;
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if(pGameWorld->m_WorldConfig.m_IsFNG && m_Energy < 10.f)
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m_Energy = 800.0f;
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m_Dir = Direction;
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m_Bounces = 0;
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m_EvalTick = 0;
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m_TelePos = vec2(0, 0);
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m_WasTele = false;
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m_Type = Type;
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m_TuneZone = GameWorld()->m_WorldConfig.m_UseTuneZones ? Collision()->IsTune(Collision()->GetMapIndex(m_Pos)) : 0;
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GameWorld()->InsertEntity(this);
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DoBounce();
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}
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bool CLaser::HitCharacter(vec2 From, vec2 To)
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{
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vec2 At;
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CCharacter *pOwnerChar = GameWorld()->GetCharacterByID(m_Owner);
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CCharacter *pHit;
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bool DontHitSelf = (g_Config.m_SvOldLaser || !GameWorld()->m_WorldConfig.m_IsDDRace) || (m_Bounces == 0 && !m_WasTele);
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if(pOwnerChar ? (!(pOwnerChar->m_Hit & CCharacter::DISABLE_HIT_LASER) && m_Type == WEAPON_LASER) || (!(pOwnerChar->m_Hit & CCharacter::DISABLE_HIT_SHOTGUN) && m_Type == WEAPON_SHOTGUN) : g_Config.m_SvHit)
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pHit = GameWorld()->IntersectCharacter(m_Pos, To, 0.f, At, DontHitSelf ? pOwnerChar : 0, m_Owner);
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else
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pHit = GameWorld()->IntersectCharacter(m_Pos, To, 0.f, At, DontHitSelf ? pOwnerChar : 0, m_Owner, pOwnerChar);
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if(!pHit || (pHit == pOwnerChar && g_Config.m_SvOldLaser) || (pHit != pOwnerChar && pOwnerChar ? (pOwnerChar->m_Hit & CCharacter::DISABLE_HIT_LASER && m_Type == WEAPON_LASER) || (pOwnerChar->m_Hit & CCharacter::DISABLE_HIT_SHOTGUN && m_Type == WEAPON_SHOTGUN) : !g_Config.m_SvHit))
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return false;
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m_From = From;
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m_Pos = At;
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m_Energy = -1;
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if(m_Type == WEAPON_SHOTGUN)
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{
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vec2 Temp;
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float Strength = GetTuning(m_TuneZone)->m_ShotgunStrength;
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if(g_Config.m_SvOldLaser && pOwnerChar)
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Temp = pHit->Core()->m_Vel + normalize(pOwnerChar->Core()->m_Pos - pHit->Core()->m_Pos) * Strength;
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else
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Temp = pHit->Core()->m_Vel + normalize(m_PrevPos - pHit->Core()->m_Pos) * Strength;
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pHit->Core()->m_Vel = ClampVel(pHit->m_MoveRestrictions, Temp);
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}
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else if(m_Type == WEAPON_LASER)
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{
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pHit->UnFreeze();
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}
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return true;
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}
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void CLaser::DoBounce()
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{
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m_EvalTick = GameWorld()->GameTick();
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if(m_Energy < 0)
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{
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m_MarkedForDestroy = true;
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return;
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}
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m_PrevPos = m_Pos;
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vec2 Coltile;
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int Res;
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int z;
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if(m_WasTele)
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{
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m_PrevPos = m_TelePos;
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m_Pos = m_TelePos;
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m_TelePos = vec2(0, 0);
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}
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vec2 To = m_Pos + m_Dir * m_Energy;
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Res = Collision()->IntersectLineTeleWeapon(m_Pos, To, &Coltile, &To, &z);
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if(Res)
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{
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if(!HitCharacter(m_Pos, To))
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{
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// intersected
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m_From = m_Pos;
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m_Pos = To;
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vec2 TempPos = m_Pos;
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vec2 TempDir = m_Dir * 4.0f;
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int f = 0;
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if(Res == -1)
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{
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f = Collision()->GetTile(round_to_int(Coltile.x), round_to_int(Coltile.y));
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Collision()->SetCollisionAt(round_to_int(Coltile.x), round_to_int(Coltile.y), TILE_SOLID);
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}
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Collision()->MovePoint(&TempPos, &TempDir, 1.0f, 0);
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if(Res == -1)
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{
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Collision()->SetCollisionAt(round_to_int(Coltile.x), round_to_int(Coltile.y), f);
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}
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m_Pos = TempPos;
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m_Dir = normalize(TempDir);
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m_Energy -= distance(m_From, m_Pos) + GetTuning(m_TuneZone)->m_LaserBounceCost;
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m_Bounces++;
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m_WasTele = false;
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int BounceNum = GetTuning(m_TuneZone)->m_LaserBounceNum;
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if(m_Bounces > BounceNum)
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m_Energy = -1;
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}
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}
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else
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{
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if(!HitCharacter(m_Pos, To))
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{
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m_From = m_Pos;
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m_Pos = To;
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m_Energy = -1;
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}
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}
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}
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void CLaser::Tick()
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{
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float Delay = GetTuning(m_TuneZone)->m_LaserBounceDelay;
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if(GameWorld()->m_WorldConfig.m_IsVanilla) // predict old physics on vanilla 0.6 servers
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{
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if(GameWorld()->GameTick() > m_EvalTick + (GameWorld()->GameTickSpeed() * Delay / 1000.0f))
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DoBounce();
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}
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else
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{
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if((GameWorld()->GameTick() - m_EvalTick) > (GameWorld()->GameTickSpeed() * Delay / 1000.0f))
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DoBounce();
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}
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}
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CLaser::CLaser(CGameWorld *pGameWorld, int ID, CNetObj_Laser *pLaser) :
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CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
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{
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m_Pos.x = pLaser->m_X;
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m_Pos.y = pLaser->m_Y;
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m_From.x = pLaser->m_FromX;
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m_From.y = pLaser->m_FromY;
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m_EvalTick = pLaser->m_StartTick;
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m_TuneZone = GameWorld()->m_WorldConfig.m_UseTuneZones ? Collision()->IsTune(Collision()->GetMapIndex(m_Pos)) : 0;
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m_Owner = -2;
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m_Energy = GetTuning(m_TuneZone)->m_LaserReach;
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if(pGameWorld->m_WorldConfig.m_IsFNG && m_Energy < 10.f)
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m_Energy = 800.0f;
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m_Dir = m_Pos - m_From;
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if(length(m_Pos - m_From) > 0.001f)
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m_Dir = normalize(m_Dir);
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else
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m_Energy = 0;
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m_Type = WEAPON_LASER;
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m_PrevPos = m_From;
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m_ID = ID;
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}
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void CLaser::FillInfo(CNetObj_Laser *pLaser)
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{
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pLaser->m_X = (int)m_Pos.x;
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pLaser->m_Y = (int)m_Pos.y;
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pLaser->m_FromX = (int)m_From.x;
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pLaser->m_FromY = (int)m_From.y;
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pLaser->m_StartTick = m_EvalTick;
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}
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bool CLaser::Match(CLaser *pLaser)
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{
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if(pLaser->m_EvalTick != m_EvalTick)
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return false;
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if(distance(pLaser->m_From, m_From) > 2.f)
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return false;
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const vec2 ThisDiff = m_Pos - m_From;
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const vec2 OtherDiff = pLaser->m_Pos - pLaser->m_From;
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const float DirError = distance(normalize(OtherDiff) * length(ThisDiff), ThisDiff);
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return DirError <= 2.f;
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}
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