ddnet/src/game/server/entities/character.cpp
bors[bot] e9d08a15fd
Merge #6560
6560: Replace EntityEx with new netobjs r=edg-l a=trml

This is a proposal for replacing EntityEx with new netobjects, like suggested in #5860.
- Adds a new DDNetPickup that includes switch number
- a new DDNetProjectile that replaces the old one (which is renamed to DDRaceProjectile)
  - includes switch number, tunezone and velocity/speed (plus a flag that can be used to send velocitiy of player projectiles with full precision)
- switch number and subtype is added to DDNetLaser (to distinguish e.g. draggers with different strength)

The pr removes EntityEx from the server, but keeps compatibility in the client.

<!-- What is the motivation for the changes of this pull request? -->

<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->

## Checklist

- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: trml <trml@users.noreply.github.com>
2023-05-14 08:43:02 +00:00

2321 lines
69 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 "character.h"
#include "laser.h"
#include "pickup.h"
#include "projectile.h"
#include <antibot/antibot_data.h>
#include <engine/antibot.h>
#include <engine/shared/config.h>
#include <game/generated/protocol.h>
#include <game/generated/server_data.h>
#include <game/mapitems.h>
#include <game/server/gamecontext.h>
#include <game/server/gamecontroller.h>
#include <game/server/player.h>
#include <game/server/score.h>
#include <game/server/teams.h>
MACRO_ALLOC_POOL_ID_IMPL(CCharacter, MAX_CLIENTS)
// Character, "physical" player's part
CCharacter::CCharacter(CGameWorld *pWorld, CNetObj_PlayerInput LastInput) :
CEntity(pWorld, CGameWorld::ENTTYPE_CHARACTER, vec2(0, 0), CCharacterCore::PhysicalSize())
{
m_Health = 0;
m_Armor = 0;
m_StrongWeakID = 0;
m_Input = LastInput;
// never initialize both to zero
m_Input.m_TargetX = 0;
m_Input.m_TargetY = -1;
m_LatestPrevPrevInput = m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
m_LastTimeCp = -1;
m_LastTimeCpBroadcasted = -1;
for(float &CurrentTimeCp : m_aCurrentTimeCp)
{
CurrentTimeCp = 0.0f;
}
}
void CCharacter::Reset()
{
Destroy();
}
bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos)
{
m_EmoteStop = -1;
m_LastAction = -1;
m_LastNoAmmoSound = -1;
m_LastWeapon = WEAPON_HAMMER;
m_QueuedWeapon = -1;
m_LastRefillJumps = false;
m_LastPenalty = false;
m_LastBonus = false;
m_TeleGunTeleport = false;
m_IsBlueTeleGunTeleport = false;
m_pPlayer = pPlayer;
m_Pos = Pos;
mem_zero(&m_LatestPrevPrevInput, sizeof(m_LatestPrevPrevInput));
m_LatestPrevPrevInput.m_TargetY = -1;
m_NumInputs = 0;
m_SpawnTick = Server()->Tick();
m_WeaponChangeTick = Server()->Tick();
Antibot()->OnSpawn(m_pPlayer->GetCID());
m_Core.Reset();
m_Core.Init(&GameServer()->m_World.m_Core, Collision());
m_Core.m_ActiveWeapon = WEAPON_GUN;
m_Core.m_Pos = m_Pos;
m_Core.m_Id = m_pPlayer->GetCID();
GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = &m_Core;
m_ReckoningTick = 0;
m_SendCore = CCharacterCore();
m_ReckoningCore = CCharacterCore();
GameServer()->m_World.InsertEntity(this);
m_Alive = true;
GameServer()->m_pController->OnCharacterSpawn(this);
DDRaceInit();
m_TuneZone = Collision()->IsTune(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;
SetSolo(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, TeamMask());
if(m_Core.m_ActiveWeapon < 0 || m_Core.m_ActiveWeapon >= NUM_WEAPONS)
m_Core.m_ActiveWeapon = 0;
}
void CCharacter::SetJetpack(bool Active)
{
m_Core.m_Jetpack = Active;
}
void CCharacter::SetSolo(bool Solo)
{
m_Core.m_Solo = Solo;
Teams()->m_Core.SetSolo(m_pPlayer->GetCID(), Solo);
}
void CCharacter::SetSuper(bool Super)
{
m_Core.m_Super = Super;
if(Super)
{
m_TeamBeforeSuper = Team();
Teams()->SetCharacterTeam(GetPlayer()->GetCID(), TEAM_SUPER);
m_DDRaceState = DDRACE_CHEAT;
}
else
{
Teams()->SetForceCharacterTeam(GetPlayer()->GetCID(), m_TeamBeforeSuper);
}
}
void CCharacter::SetLiveFrozen(bool Active)
{
m_Core.m_LiveFrozen = Active;
}
void CCharacter::SetDeepFrozen(bool Active)
{
m_Core.m_DeepFrozen = Active;
}
bool CCharacter::IsGrounded()
{
if(Collision()->CheckPoint(m_Pos.x + GetProximityRadius() / 2, m_Pos.y + GetProximityRadius() / 2 + 5))
return true;
if(Collision()->CheckPoint(m_Pos.x - GetProximityRadius() / 2, m_Pos.y + GetProximityRadius() / 2 + 5))
return true;
int MoveRestrictionsBelow = Collision()->GetMoveRestrictions(m_Pos + vec2(0, GetProximityRadius() / 2 + 4), 0.0f);
return (MoveRestrictionsBelow & CANTMOVE_DOWN) != 0;
}
void CCharacter::HandleJetpack()
{
vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
bool FullAuto = false;
if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_LASER)
FullAuto = true;
if(m_Core.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_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo)
WillFire = true;
if(!WillFire)
return;
// check for ammo
if(!m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo || m_FreezeTime)
{
return;
}
switch(m_Core.m_ActiveWeapon)
{
case WEAPON_GUN:
{
if(m_Core.m_Jetpack)
{
float Strength;
if(!m_TuneZone)
Strength = GameServer()->Tuning()->m_JetpackStrength;
else
Strength = GameServer()->TuningList()[m_TuneZone].m_JetpackStrength;
TakeDamage(Direction * -1.0f * (Strength / 100.0f / 6.11f), 0, m_pPlayer->GetCID(), m_Core.m_ActiveWeapon);
}
}
}
}
void CCharacter::HandleNinja()
{
if(m_Core.m_ActiveWeapon != WEAPON_NINJA)
return;
if((Server()->Tick() - m_Core.m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000))
{
// time's up, return
RemoveNinja();
return;
}
int NinjaTime = m_Core.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(), TeamMask() & GameServer()->ClientsMaskExcludeClientVersionAndHigher(VERSION_DDNET_NEW_HUD));
}
m_Armor = clamp(10 - (NinjaTime / 15), 0, 10);
// force ninja Weapon
SetWeapon(WEAPON_NINJA);
m_Core.m_Ninja.m_CurrentMoveTime--;
if(m_Core.m_Ninja.m_CurrentMoveTime == 0)
{
// reset velocity
m_Core.m_Vel = m_Core.m_Ninja.m_ActivationDir * m_Core.m_Ninja.m_OldVelAmount;
}
if(m_Core.m_Ninja.m_CurrentMoveTime > 0)
{
// Set velocity
m_Core.m_Vel = m_Core.m_Ninja.m_ActivationDir * g_pData->m_Weapons.m_Ninja.m_Velocity;
vec2 OldPos = m_Pos;
Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(GetProximityRadius(), GetProximityRadius()), 0.f);
// reset velocity so the client doesn't predict stuff
m_Core.m_Vel = vec2(0.f, 0.f);
// check if we Hit anything along the way
{
CEntity *apEnts[MAX_CLIENTS];
float Radius = GetProximityRadius() * 2.0f;
int Num = GameServer()->m_World.FindEntities(OldPos, Radius, apEnts, 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)
{
auto *pChr = static_cast<CCharacter *>(apEnts[i]);
if(pChr == this)
continue;
// Don't hit players in other teams
if(Team() != pChr->Team())
continue;
// Don't hit players in solo parts
if(Teams()->m_Core.GetSolo(pChr->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] == pChr)
bAlreadyHit = true;
}
if(bAlreadyHit)
continue;
// check so we are sufficiently close
if(distance(pChr->m_Pos, m_Pos) > (GetProximityRadius() * 2.0f))
continue;
// Hit a player, give them damage and stuffs...
GameServer()->CreateSound(pChr->m_Pos, SOUND_NINJA_HIT, TeamMask());
// set his velocity to fast upward (for now)
if(m_NumObjectsHit < 10)
m_apHitObjects[m_NumObjectsHit++] = pChr;
pChr->TakeDamage(vec2(0, -10.0f), g_pData->m_Weapons.m_Ninja.m_pBase->m_Damage, m_pPlayer->GetCID(), WEAPON_NINJA);
}
}
return;
}
}
void CCharacter::DoWeaponSwitch()
{
// make sure we can switch
if(m_ReloadTimer != 0 || m_QueuedWeapon == -1 || m_Core.m_aWeapons[WEAPON_NINJA].m_Got || !m_Core.m_aWeapons[m_QueuedWeapon].m_Got)
return;
// switch Weapon
SetWeapon(m_QueuedWeapon);
}
void CCharacter::HandleWeaponSwitch()
{
int WantedWeapon = m_Core.m_ActiveWeapon;
if(m_QueuedWeapon != -1)
WantedWeapon = m_QueuedWeapon;
bool Anything = false;
for(int i = 0; i < NUM_WEAPONS - 1; ++i)
if(m_Core.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_Core.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_Core.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_Core.m_aWeapons[WantedWeapon].m_Got)
m_QueuedWeapon = WantedWeapon;
DoWeaponSwitch();
}
void CCharacter::FireWeapon()
{
if(m_ReloadTimer != 0)
{
if(m_LatestInput.m_Fire & 1)
{
Antibot()->OnHammerFireReloading(m_pPlayer->GetCID());
}
return;
}
DoWeaponSwitch();
vec2 MouseTarget = vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY);
vec2 Direction = normalize(MouseTarget);
bool FullAuto = false;
if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_LASER)
FullAuto = true;
if(m_Core.m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN)
FullAuto = true;
// allow firing directly after coming out of freeze or being unfrozen
// by something
if(m_FrozenLastTick)
FullAuto = true;
// don't fire hammer when player is deep and sv_deepfly is disabled
if(!g_Config.m_SvDeepfly && m_Core.m_ActiveWeapon == WEAPON_HAMMER && m_Core.m_DeepFrozen)
return;
// check if we gonna fire
bool WillFire = false;
if(CountInput(m_LatestPrevInput.m_Fire, m_LatestInput.m_Fire).m_Presses)
WillFire = true;
if(FullAuto && (m_LatestInput.m_Fire & 1) && m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo)
WillFire = true;
if(!WillFire)
return;
if(m_FreezeTime)
{
// Timer stuff to avoid shrieking orchestra caused by unfreeze-plasma
if(m_PainSoundTimer <= 0 && !(m_LatestPrevInput.m_Fire & 1))
{
m_PainSoundTimer = 1 * Server()->TickSpeed();
GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG, TeamMask());
}
return;
}
// check for ammo
if(!m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo)
return;
vec2 ProjStartPos = m_Pos + Direction * GetProximityRadius() * 0.75f;
switch(m_Core.m_ActiveWeapon)
{
case WEAPON_HAMMER:
{
// reset objects Hit
m_NumObjectsHit = 0;
GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE, TeamMask());
Antibot()->OnHammerFire(m_pPlayer->GetCID());
if(m_Core.m_HammerHitDisabled)
break;
CEntity *apEnts[MAX_CLIENTS];
int Hits = 0;
int Num = GameServer()->m_World.FindEntities(ProjStartPos, GetProximityRadius() * 0.5f, apEnts,
MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
for(int i = 0; i < Num; ++i)
{
auto *pTarget = static_cast<CCharacter *>(apEnts[i]);
//if ((pTarget == this) || Collision()->IntersectLine(ProjStartPos, pTarget->m_Pos, NULL, NULL))
if((pTarget == this || (pTarget->IsAlive() && !CanCollide(pTarget->GetPlayer()->GetCID()))))
continue;
// set his velocity to fast upward (for now)
if(length(pTarget->m_Pos - ProjStartPos) > 0.0f)
GameServer()->CreateHammerHit(pTarget->m_Pos - normalize(pTarget->m_Pos - ProjStartPos) * GetProximityRadius() * 0.5f, TeamMask());
else
GameServer()->CreateHammerHit(ProjStartPos, TeamMask());
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);
float Strength;
if(!m_TuneZone)
Strength = GameServer()->Tuning()->m_HammerStrength;
else
Strength = GameServer()->TuningList()[m_TuneZone].m_HammerStrength;
vec2 Temp = pTarget->m_Core.m_Vel + normalize(Dir + vec2(0.f, -1.1f)) * 10.0f;
Temp = ClampVel(pTarget->m_MoveRestrictions, Temp);
Temp -= pTarget->m_Core.m_Vel;
pTarget->TakeDamage((vec2(0.f, -1.0f) + Temp) * Strength, g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage,
m_pPlayer->GetCID(), m_Core.m_ActiveWeapon);
pTarget->UnFreeze();
if(m_FreezeHammer)
pTarget->Freeze();
Antibot()->OnHammerHit(m_pPlayer->GetCID(), pTarget->GetPlayer()->GetCID());
Hits++;
}
// if we Hit anything, we have to wait for the reload
if(Hits)
{
float FireDelay;
if(!m_TuneZone)
FireDelay = GameServer()->Tuning()->m_HammerHitFireDelay;
else
FireDelay = GameServer()->TuningList()[m_TuneZone].m_HammerHitFireDelay;
m_ReloadTimer = FireDelay * Server()->TickSpeed() / 1000;
}
}
break;
case WEAPON_GUN:
{
if(!m_Core.m_Jetpack || !m_pPlayer->m_NinjaJetpack || m_Core.m_HasTelegunGun)
{
int Lifetime;
if(!m_TuneZone)
Lifetime = (int)(Server()->TickSpeed() * GameServer()->Tuning()->m_GunLifetime);
else
Lifetime = (int)(Server()->TickSpeed() * GameServer()->TuningList()[m_TuneZone].m_GunLifetime);
new CProjectile(
GameWorld(),
WEAPON_GUN, //Type
m_pPlayer->GetCID(), //Owner
ProjStartPos, //Pos
Direction, //Dir
Lifetime, //Span
false, //Freeze
false, //Explosive
-1, //SoundImpact
MouseTarget //InitDir
);
GameServer()->CreateSound(m_Pos, SOUND_GUN_FIRE, TeamMask());
}
}
break;
case WEAPON_SHOTGUN:
{
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, TeamMask());
}
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);
new CProjectile(
GameWorld(),
WEAPON_GRENADE, //Type
m_pPlayer->GetCID(), //Owner
ProjStartPos, //Pos
Direction, //Dir
Lifetime, //Span
false, //Freeze
true, //Explosive
SOUND_GRENADE_EXPLODE, //SoundImpact
MouseTarget // MouseTarget
);
GameServer()->CreateSound(m_Pos, SOUND_GRENADE_FIRE, TeamMask());
}
break;
case WEAPON_LASER:
{
float LaserReach;
if(!m_TuneZone)
LaserReach = GameServer()->Tuning()->m_LaserReach;
else
LaserReach = GameServer()->TuningList()[m_TuneZone].m_LaserReach;
new CLaser(GameWorld(), m_Pos, Direction, LaserReach, m_pPlayer->GetCID(), WEAPON_LASER);
GameServer()->CreateSound(m_Pos, SOUND_LASER_FIRE, TeamMask());
}
break;
case WEAPON_NINJA:
{
// reset Hit objects
m_NumObjectsHit = 0;
m_Core.m_Ninja.m_ActivationDir = Direction;
m_Core.m_Ninja.m_CurrentMoveTime = g_pData->m_Weapons.m_Ninja.m_Movetime * Server()->TickSpeed() / 1000;
m_Core.m_Ninja.m_OldVelAmount = length(m_Core.m_Vel);
GameServer()->CreateSound(m_Pos, SOUND_NINJA_FIRE, TeamMask());
}
break;
}
m_AttackTick = Server()->Tick();
if(!m_ReloadTimer)
{
float FireDelay;
if(!m_TuneZone)
GameServer()->Tuning()->Get(38 + m_Core.m_ActiveWeapon, &FireDelay);
else
GameServer()->TuningList()[m_TuneZone].Get(38 + m_Core.m_ActiveWeapon, &FireDelay);
m_ReloadTimer = FireDelay * Server()->TickSpeed() / 1000;
}
}
void CCharacter::HandleWeapons()
{
//ninja
HandleNinja();
HandleJetpack();
if(m_PainSoundTimer > 0)
m_PainSoundTimer--;
// check reload timer
if(m_ReloadTimer)
{
m_ReloadTimer--;
return;
}
// fire Weapon, if wanted
FireWeapon();
}
void CCharacter::GiveNinja()
{
m_Core.m_Ninja.m_ActivationTick = Server()->Tick();
m_Core.m_aWeapons[WEAPON_NINJA].m_Got = true;
m_Core.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_Core.m_aWeapons[WEAPON_NINJA].m_Got)
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_NINJA, TeamMask());
}
void CCharacter::RemoveNinja()
{
m_Core.m_Ninja.m_CurrentMoveTime = 0;
m_Core.m_aWeapons[WEAPON_NINJA].m_Got = false;
m_Core.m_ActiveWeapon = m_LastWeapon;
SetWeapon(m_Core.m_ActiveWeapon);
}
void CCharacter::SetEmote(int Emote, int Tick)
{
m_EmoteType = Emote;
m_EmoteStop = Tick;
}
void CCharacter::OnPredictedInput(CNetObj_PlayerInput *pNewInput)
{
// check for changes
if(mem_comp(&m_SavedInput, pNewInput, sizeof(CNetObj_PlayerInput)) != 0)
m_LastAction = Server()->Tick();
// copy new input
mem_copy(&m_Input, pNewInput, sizeof(m_Input));
// it is not allowed to aim in the center
if(m_Input.m_TargetX == 0 && m_Input.m_TargetY == 0)
m_Input.m_TargetY = -1;
mem_copy(&m_SavedInput, &m_Input, sizeof(m_SavedInput));
}
void CCharacter::OnDirectInput(CNetObj_PlayerInput *pNewInput)
{
mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
mem_copy(&m_LatestInput, pNewInput, sizeof(m_LatestInput));
m_NumInputs++;
// it is not allowed to aim in the center
if(m_LatestInput.m_TargetX == 0 && m_LatestInput.m_TargetY == 0)
m_LatestInput.m_TargetY = -1;
Antibot()->OnDirectInput(m_pPlayer->GetCID());
if(m_NumInputs > 1 && m_pPlayer->GetTeam() != TEAM_SPECTATORS)
{
HandleWeaponSwitch();
FireWeapon();
}
mem_copy(&m_LatestPrevPrevInput, &m_LatestPrevInput, sizeof(m_LatestInput));
mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
}
void CCharacter::ResetHook()
{
m_Core.SetHookedPlayer(-1);
m_Core.m_HookState = HOOK_RETRACTED;
m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
m_Core.m_HookPos = m_Core.m_Pos;
}
void CCharacter::ResetInput()
{
m_Input.m_Direction = 0;
// 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::PreTick()
{
if(m_StartTime > Server()->Tick())
{
// Prevent the player from getting a negative time
// The main reason why this can happen is because of time penalty tiles
// However, other reasons are hereby also excluded
GameServer()->SendChatTarget(m_pPlayer->GetCID(), "You died of old age");
Die(m_pPlayer->GetCID(), WEAPON_WORLD);
}
if(m_Paused)
return;
// set emote
if(m_EmoteStop < Server()->Tick())
{
m_EmoteType = m_pPlayer->GetDefaultEmote();
m_EmoteStop = -1;
}
DDRaceTick();
Antibot()->OnCharacterTick(m_pPlayer->GetCID());
m_Core.m_Input = m_Input;
m_Core.Tick(true, !g_Config.m_SvNoWeakHook);
}
void CCharacter::Tick()
{
if(g_Config.m_SvNoWeakHook)
{
if(m_Paused)
return;
m_Core.TickDeferred();
}
else
{
PreTick();
}
if(!m_PrevInput.m_Hook && m_Input.m_Hook && !(m_Core.m_TriggeredEvents & COREEVENT_HOOK_ATTACH_PLAYER))
{
Antibot()->OnHookAttach(m_pPlayer->GetCID(), false);
}
// handle Weapons
HandleWeapons();
DDRacePostCoreTick();
if(m_Core.m_TriggeredEvents & COREEVENT_HOOK_ATTACH_PLAYER)
{
if(m_Core.m_HookedPlayer != -1 && GameServer()->m_apPlayers[m_Core.m_HookedPlayer]->GetTeam() != TEAM_SPECTATORS)
{
Antibot()->OnHookAttach(m_pPlayer->GetCID(), true);
}
}
// Previnput
m_PrevInput = m_Input;
m_PrevPos = m_Core.m_Pos;
}
void CCharacter::TickDeferred()
{
// advance the dummy
{
CWorldCore TempWorld;
m_ReckoningCore.Init(&TempWorld, Collision(), &Teams()->m_Core, m_pTeleOuts);
m_ReckoningCore.m_Id = m_pPlayer->GetCID();
m_ReckoningCore.Tick(false);
m_ReckoningCore.Move();
m_ReckoningCore.Quantize();
}
//lastsentcore
vec2 StartPos = m_Core.m_Pos;
vec2 StartVel = m_Core.m_Vel;
bool StuckBefore = Collision()->TestBox(m_Core.m_Pos, CCharacterCore::PhysicalSizeVec2());
m_Core.m_Id = m_pPlayer->GetCID();
m_Core.Move();
bool StuckAfterMove = Collision()->TestBox(m_Core.m_Pos, CCharacterCore::PhysicalSizeVec2());
m_Core.Quantize();
bool StuckAfterQuant = Collision()->TestBox(m_Core.m_Pos, CCharacterCore::PhysicalSizeVec2());
m_Pos = m_Core.m_Pos;
if(!StuckBefore && (StuckAfterMove || StuckAfterQuant))
{
// Hackish solution to get rid of strict-aliasing warning
union
{
float f;
unsigned u;
} StartPosX, StartPosY, StartVelX, StartVelY;
StartPosX.f = StartPos.x;
StartPosY.f = StartPos.y;
StartVelX.f = StartVel.x;
StartVelY.f = StartVel.y;
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "STUCK!!! %d %d %d %f %f %f %f %x %x %x %x",
StuckBefore,
StuckAfterMove,
StuckAfterQuant,
StartPos.x, StartPos.y,
StartVel.x, StartVel.y,
StartPosX.u, StartPosY.u,
StartVelX.u, StartVelY.u);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
}
{
int Events = m_Core.m_TriggeredEvents;
int CID = m_pPlayer->GetCID();
CClientMask TeamMask = Teams()->TeamMask(Team(), -1, CID);
// Some sounds are triggered client-side for the acting player
// so we need to avoid duplicating them
CClientMask TeamMaskExceptSelf = Teams()->TeamMask(Team(), CID, CID);
// Some are triggered client-side but only on Sixup
CClientMask TeamMaskExceptSelfIfSixup = Server()->IsSixup(CID) ? TeamMaskExceptSelf : TeamMask;
if(Events & COREEVENT_GROUND_JUMP)
GameServer()->CreateSound(m_Pos, SOUND_PLAYER_JUMP, TeamMaskExceptSelf);
if(Events & COREEVENT_HOOK_ATTACH_PLAYER)
GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_PLAYER, TeamMaskExceptSelfIfSixup);
if(Events & COREEVENT_HOOK_ATTACH_GROUND)
GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_GROUND, TeamMaskExceptSelf);
if(Events & COREEVENT_HOOK_HIT_NOHOOK)
GameServer()->CreateSound(m_Pos, SOUND_HOOK_NOATTACH, TeamMaskExceptSelf);
}
if(m_pPlayer->GetTeam() == TEAM_SPECTATORS)
{
m_Pos.x = m_Input.m_TargetX;
m_Pos.y = m_Input.m_TargetY;
}
// update the m_SendCore if needed
{
CNetObj_Character Predicted;
CNetObj_Character Current;
mem_zero(&Predicted, sizeof(Predicted));
mem_zero(&Current, sizeof(Current));
m_ReckoningCore.Write(&Predicted);
m_Core.Write(&Current);
// only allow dead reackoning for a top of 3 seconds
if(m_Core.m_Reset || 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_Reset = false;
}
}
}
void CCharacter::TickPaused()
{
++m_AttackTick;
++m_DamageTakenTick;
++m_Core.m_Ninja.m_ActivationTick;
++m_ReckoningTick;
if(m_LastAction != -1)
++m_LastAction;
if(m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_AmmoRegenStart > -1)
++m_Core.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, bool SendKillMsg)
{
if(Server()->IsRecording(m_pPlayer->GetCID()))
Server()->StopRecord(m_pPlayer->GetCID());
int ModeSpecial = GameServer()->m_pController->OnCharacterDeath(this, GameServer()->m_apPlayers[Killer], Weapon);
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "kill killer='%d:%s' victim='%d:%s' weapon=%d special=%d",
Killer, Server()->ClientName(Killer),
m_pPlayer->GetCID(), Server()->ClientName(m_pPlayer->GetCID()), Weapon, ModeSpecial);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
// send the kill message
if(SendKillMsg && (Team() == TEAM_FLOCK || Teams()->Count(Team()) == 1 || Teams()->GetTeamState(Team()) == CGameTeams::TEAMSTATE_OPEN))
{
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, TeamMask());
// this is to rate limit respawning to 3 secs
m_pPlayer->m_PreviousDieTick = m_pPlayer->m_DieTick;
m_pPlayer->m_DieTick = Server()->Tick();
m_Alive = false;
SetSolo(false);
GameServer()->m_World.RemoveEntity(this);
GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0;
GameServer()->CreateDeath(m_Pos, m_pPlayer->GetCID(), TeamMask());
Teams()->OnCharacterDeath(GetPlayer()->GetCID(), Weapon);
}
bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon)
{
if(Dmg)
{
m_EmoteType = EMOTE_PAIN;
m_EmoteStop = Server()->Tick() + 500 * Server()->TickSpeed() / 1000;
}
vec2 Temp = m_Core.m_Vel + Force;
m_Core.m_Vel = ClampVel(m_MoveRestrictions, Temp);
return true;
}
//TODO: Move the emote stuff to a function
void CCharacter::SnapCharacter(int SnappingClient, int ID)
{
int SnappingClientVersion = GameServer()->GetClientVersion(SnappingClient);
CCharacterCore *pCore;
int Tick, Emote = m_EmoteType, Weapon = m_Core.m_ActiveWeapon, AmmoCount = 0,
Health = 0, Armor = 0;
if(!m_ReckoningTick || GameServer()->m_World.m_Paused)
{
Tick = 0;
pCore = &m_Core;
}
else
{
Tick = m_ReckoningTick;
pCore = &m_SendCore;
}
// change eyes and use ninja graphic if player is frozen
if(m_Core.m_DeepFrozen || m_FreezeTime > 0 || m_Core.m_LiveFrozen)
{
if(Emote == EMOTE_NORMAL)
Emote = (m_Core.m_DeepFrozen || m_Core.m_LiveFrozen) ? EMOTE_PAIN : EMOTE_BLINK;
if((m_Core.m_DeepFrozen || m_FreezeTime > 0) && SnappingClientVersion < VERSION_DDNET_NEW_HUD)
Weapon = WEAPON_NINJA;
}
// solo, collision, jetpack and ninjajetpack prediction
if(m_pPlayer->GetCID() == SnappingClient)
{
int Faketuning = 0;
if(m_pPlayer->GetClientVersion() < VERSION_DDNET_NEW_HUD)
{
if(m_Core.m_Jetpack && Weapon != WEAPON_NINJA)
Faketuning |= FAKETUNE_JETPACK;
if(m_Core.m_Solo)
Faketuning |= FAKETUNE_SOLO;
if(m_Core.m_HammerHitDisabled)
Faketuning |= FAKETUNE_NOHAMMER;
if(m_Core.m_CollisionDisabled)
Faketuning |= FAKETUNE_NOCOLL;
if(m_Core.m_HookHitDisabled)
Faketuning |= FAKETUNE_NOHOOK;
if(!m_Core.m_EndlessJump && m_Core.m_Jumps == 0)
Faketuning |= FAKETUNE_NOJUMP;
}
if(Faketuning != m_NeededFaketuning)
{
m_NeededFaketuning = Faketuning;
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
}
}
// change eyes, use ninja graphic and set ammo count if player has ninjajetpack
if(m_pPlayer->m_NinjaJetpack && m_Core.m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN && !m_Core.m_DeepFrozen && m_FreezeTime == 0 && !m_Core.m_HasTelegunGun)
{
if(Emote == EMOTE_NORMAL)
Emote = EMOTE_HAPPY;
Weapon = WEAPON_NINJA;
AmmoCount = 10;
}
if(m_pPlayer->GetCID() == SnappingClient || SnappingClient == SERVER_DEMO_CLIENT ||
(!g_Config.m_SvStrictSpectateMode && m_pPlayer->GetCID() == GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID))
{
Health = m_Health;
Armor = m_Armor;
if(m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo > 0)
AmmoCount = (m_FreezeTime == 0) ? m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo : 0;
}
if(GetPlayer()->IsAfk() || GetPlayer()->IsPaused())
{
if(m_FreezeTime > 0 || m_Core.m_DeepFrozen || m_Core.m_LiveFrozen)
Emote = EMOTE_NORMAL;
else
Emote = EMOTE_BLINK;
}
if(Emote == EMOTE_NORMAL)
{
if(250 - ((Server()->Tick() - m_LastAction) % (250)) < 5)
Emote = EMOTE_BLINK;
}
if(!Server()->IsSixup(SnappingClient))
{
CNetObj_Character *pCharacter = Server()->SnapNewItem<CNetObj_Character>(ID);
if(!pCharacter)
return;
pCore->Write(pCharacter);
pCharacter->m_Tick = Tick;
pCharacter->m_Emote = Emote;
if(pCharacter->m_HookedPlayer != -1)
{
if(!Server()->Translate(pCharacter->m_HookedPlayer, SnappingClient))
pCharacter->m_HookedPlayer = -1;
}
pCharacter->m_AttackTick = m_AttackTick;
pCharacter->m_Direction = m_Input.m_Direction;
pCharacter->m_Weapon = Weapon;
pCharacter->m_AmmoCount = AmmoCount;
pCharacter->m_Health = Health;
pCharacter->m_Armor = Armor;
pCharacter->m_PlayerFlags = GetPlayer()->m_PlayerFlags;
}
else
{
protocol7::CNetObj_Character *pCharacter = Server()->SnapNewItem<protocol7::CNetObj_Character>(ID);
if(!pCharacter)
return;
pCore->Write(reinterpret_cast<CNetObj_CharacterCore *>(static_cast<protocol7::CNetObj_CharacterCore *>(pCharacter)));
if(pCharacter->m_Angle > (int)(pi * 256.0f))
{
pCharacter->m_Angle -= (int)(2.0f * pi * 256.0f);
}
pCharacter->m_Tick = Tick;
pCharacter->m_Emote = Emote;
pCharacter->m_AttackTick = m_AttackTick;
pCharacter->m_Direction = m_Input.m_Direction;
pCharacter->m_Weapon = Weapon;
pCharacter->m_AmmoCount = AmmoCount;
if(m_FreezeTime > 0 || m_Core.m_DeepFrozen)
pCharacter->m_AmmoCount = m_Core.m_FreezeStart + g_Config.m_SvFreezeDelay * Server()->TickSpeed();
else if(Weapon == WEAPON_NINJA)
pCharacter->m_AmmoCount = m_Core.m_Ninja.m_ActivationTick + g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000;
pCharacter->m_Health = Health;
pCharacter->m_Armor = Armor;
pCharacter->m_TriggeredEvents = 0;
}
}
bool CCharacter::CanSnapCharacter(int SnappingClient)
{
if(SnappingClient == SERVER_DEMO_CLIENT)
return true;
CCharacter *pSnapChar = GameServer()->GetPlayerChar(SnappingClient);
CPlayer *pSnapPlayer = GameServer()->m_apPlayers[SnappingClient];
if(pSnapPlayer->GetTeam() == TEAM_SPECTATORS || pSnapPlayer->IsPaused())
{
if(pSnapPlayer->m_SpectatorID != SPEC_FREEVIEW && !CanCollide(pSnapPlayer->m_SpectatorID) && (pSnapPlayer->m_ShowOthers == SHOW_OTHERS_OFF || (pSnapPlayer->m_ShowOthers == SHOW_OTHERS_ONLY_TEAM && !SameTeam(pSnapPlayer->m_SpectatorID))))
return false;
else if(pSnapPlayer->m_SpectatorID == SPEC_FREEVIEW && !CanCollide(SnappingClient) && pSnapPlayer->m_SpecTeam && !SameTeam(SnappingClient))
return false;
}
else if(pSnapChar && !pSnapChar->m_Core.m_Super && !CanCollide(SnappingClient) && (pSnapPlayer->m_ShowOthers == SHOW_OTHERS_OFF || (pSnapPlayer->m_ShowOthers == SHOW_OTHERS_ONLY_TEAM && !SameTeam(SnappingClient))))
return false;
return true;
}
void CCharacter::Snap(int SnappingClient)
{
int ID = m_pPlayer->GetCID();
if(!Server()->Translate(ID, SnappingClient))
return;
if(!CanSnapCharacter(SnappingClient))
{
return;
}
// A player may not be clipped away if his hook or a hook attached to him is in the field of view
bool PlayerAndHookNotInView = NetworkClippedLine(SnappingClient, m_Pos, m_Core.m_HookPos);
bool AttachedHookInView = false;
if(PlayerAndHookNotInView)
{
for(const auto &AttachedPlayerID : m_Core.m_AttachedPlayers)
{
CCharacter *pOtherPlayer = GameServer()->GetPlayerChar(AttachedPlayerID);
if(pOtherPlayer && pOtherPlayer->m_Core.m_HookedPlayer == ID)
{
if(!NetworkClippedLine(SnappingClient, m_Pos, pOtherPlayer->m_Pos))
{
AttachedHookInView = true;
break;
}
}
}
}
if(PlayerAndHookNotInView && !AttachedHookInView)
{
return;
}
SnapCharacter(SnappingClient, ID);
CNetObj_DDNetCharacter *pDDNetCharacter = Server()->SnapNewItem<CNetObj_DDNetCharacter>(ID);
if(!pDDNetCharacter)
return;
pDDNetCharacter->m_Flags = 0;
if(m_Core.m_Solo)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_SOLO;
if(m_Core.m_Super)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_SUPER;
if(m_Core.m_EndlessHook)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_ENDLESS_HOOK;
if(m_Core.m_CollisionDisabled || !GameServer()->Tuning()->m_PlayerCollision)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_COLLISION_DISABLED;
if(m_Core.m_HookHitDisabled || !GameServer()->Tuning()->m_PlayerHooking)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_HOOK_HIT_DISABLED;
if(m_Core.m_EndlessJump)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_ENDLESS_JUMP;
if(m_Core.m_Jetpack)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_JETPACK;
if(m_Core.m_HammerHitDisabled)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_HAMMER_HIT_DISABLED;
if(m_Core.m_ShotgunHitDisabled)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_SHOTGUN_HIT_DISABLED;
if(m_Core.m_GrenadeHitDisabled)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_GRENADE_HIT_DISABLED;
if(m_Core.m_LaserHitDisabled)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_LASER_HIT_DISABLED;
if(m_Core.m_HasTelegunGun)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_TELEGUN_GUN;
if(m_Core.m_HasTelegunGrenade)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_TELEGUN_GRENADE;
if(m_Core.m_HasTelegunLaser)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_TELEGUN_LASER;
if(m_Core.m_aWeapons[WEAPON_HAMMER].m_Got)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_HAMMER;
if(m_Core.m_aWeapons[WEAPON_GUN].m_Got)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_GUN;
if(m_Core.m_aWeapons[WEAPON_SHOTGUN].m_Got)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_SHOTGUN;
if(m_Core.m_aWeapons[WEAPON_GRENADE].m_Got)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_GRENADE;
if(m_Core.m_aWeapons[WEAPON_LASER].m_Got)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_LASER;
if(m_Core.m_ActiveWeapon == WEAPON_NINJA)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_NINJA;
if(m_Core.m_LiveFrozen)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_MOVEMENTS_DISABLED;
pDDNetCharacter->m_FreezeEnd = m_Core.m_DeepFrozen ? -1 : m_FreezeTime == 0 ? 0 : Server()->Tick() + m_FreezeTime;
pDDNetCharacter->m_Jumps = m_Core.m_Jumps;
pDDNetCharacter->m_TeleCheckpoint = m_TeleCheckpoint;
pDDNetCharacter->m_StrongWeakID = m_StrongWeakID;
// Display Information
pDDNetCharacter->m_JumpedTotal = m_Core.m_JumpedTotal;
pDDNetCharacter->m_NinjaActivationTick = m_Core.m_Ninja.m_ActivationTick;
pDDNetCharacter->m_FreezeStart = m_Core.m_FreezeStart;
if(m_Core.m_IsInFreeze)
{
pDDNetCharacter->m_Flags |= CHARACTERFLAG_IN_FREEZE;
}
if(Teams()->IsPractice(Team()))
{
pDDNetCharacter->m_Flags |= CHARACTERFLAG_PRACTICE_MODE;
}
pDDNetCharacter->m_TargetX = m_Core.m_Input.m_TargetX;
pDDNetCharacter->m_TargetY = m_Core.m_Input.m_TargetY;
}
// DDRace
bool CCharacter::CanCollide(int ClientID)
{
return Teams()->m_Core.CanCollide(GetPlayer()->GetCID(), ClientID);
}
bool CCharacter::SameTeam(int ClientID)
{
return Teams()->m_Core.SameTeam(GetPlayer()->GetCID(), ClientID);
}
int CCharacter::Team()
{
return Teams()->m_Core.Team(m_pPlayer->GetCID());
}
void CCharacter::SetTeleports(std::map<int, std::vector<vec2>> *pTeleOuts, std::map<int, std::vector<vec2>> *pTeleCheckOuts)
{
m_pTeleOuts = pTeleOuts;
m_pTeleCheckOuts = pTeleCheckOuts;
m_Core.m_pTeleOuts = pTeleOuts;
}
void CCharacter::FillAntibot(CAntibotCharacterData *pData)
{
pData->m_Pos = m_Pos;
pData->m_Vel = m_Core.m_Vel;
pData->m_Angle = m_Core.m_Angle;
pData->m_HookedPlayer = m_Core.m_HookedPlayer;
pData->m_SpawnTick = m_SpawnTick;
pData->m_WeaponChangeTick = m_WeaponChangeTick;
pData->m_aLatestInputs[0].m_TargetX = m_LatestInput.m_TargetX;
pData->m_aLatestInputs[0].m_TargetY = m_LatestInput.m_TargetY;
pData->m_aLatestInputs[1].m_TargetX = m_LatestPrevInput.m_TargetX;
pData->m_aLatestInputs[1].m_TargetY = m_LatestPrevInput.m_TargetY;
pData->m_aLatestInputs[2].m_TargetX = m_LatestPrevPrevInput.m_TargetX;
pData->m_aLatestInputs[2].m_TargetY = m_LatestPrevPrevInput.m_TargetY;
}
void CCharacter::HandleBroadcast()
{
CPlayerData *pData = GameServer()->Score()->PlayerData(m_pPlayer->GetCID());
if(m_DDRaceState == DDRACE_STARTED && m_pPlayer->GetClientVersion() == VERSION_VANILLA &&
m_LastTimeCpBroadcasted != m_LastTimeCp && m_LastTimeCp > -1 &&
m_TimeCpBroadcastEndTick > Server()->Tick() && pData->m_BestTime && pData->m_aBestTimeCp[m_LastTimeCp] != 0)
{
char aBroadcast[128];
float Diff = m_aCurrentTimeCp[m_LastTimeCp] - pData->m_aBestTimeCp[m_LastTimeCp];
str_format(aBroadcast, sizeof(aBroadcast), "Checkpoint | Diff : %+5.2f", Diff);
GameServer()->SendBroadcast(aBroadcast, m_pPlayer->GetCID());
m_LastTimeCpBroadcasted = m_LastTimeCp;
m_LastBroadcast = Server()->Tick();
}
else if((m_pPlayer->m_TimerType == CPlayer::TIMERTYPE_BROADCAST || m_pPlayer->m_TimerType == CPlayer::TIMERTYPE_GAMETIMER_AND_BROADCAST) && m_DDRaceState == DDRACE_STARTED && m_LastBroadcast + Server()->TickSpeed() * g_Config.m_SvTimeInBroadcastInterval <= Server()->Tick())
{
char aBuf[32];
int Time = (int64_t)100 * ((float)(Server()->Tick() - m_StartTime) / ((float)Server()->TickSpeed()));
str_time(Time, TIME_HOURS, aBuf, sizeof(aBuf));
GameServer()->SendBroadcast(aBuf, m_pPlayer->GetCID(), false);
m_LastTimeCpBroadcasted = m_LastTimeCp;
m_LastBroadcast = Server()->Tick();
}
}
void CCharacter::HandleSkippableTiles(int Index)
{
// handle death-tiles and leaving gamelayer
if((Collision()->GetCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetFCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetFCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetFCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetFCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH) &&
!m_Core.m_Super && !(Team() && Teams()->TeeFinished(m_pPlayer->GetCID())))
{
Die(m_pPlayer->GetCID(), WEAPON_WORLD);
return;
}
if(GameLayerClipped(m_Pos))
{
Die(m_pPlayer->GetCID(), WEAPON_WORLD);
return;
}
if(Index < 0)
return;
// handle speedup tiles
if(Collision()->IsSpeedup(Index))
{
vec2 Direction, TempVel = m_Core.m_Vel;
int Force, MaxSpeed = 0;
float TeeAngle, SpeederAngle, DiffAngle, SpeedLeft, TeeSpeed;
Collision()->GetSpeedup(Index, &Direction, &Force, &MaxSpeed);
if(Force == 255 && MaxSpeed)
{
m_Core.m_Vel = Direction * (MaxSpeed / 5);
}
else
{
if(MaxSpeed > 0 && MaxSpeed < 5)
MaxSpeed = 5;
if(MaxSpeed > 0)
{
if(Direction.x > 0.0000001f)
SpeederAngle = -std::atan(Direction.y / Direction.x);
else if(Direction.x < 0.0000001f)
SpeederAngle = std::atan(Direction.y / Direction.x) + 2.0f * std::asin(1.0f);
else if(Direction.y > 0.0000001f)
SpeederAngle = std::asin(1.0f);
else
SpeederAngle = std::asin(-1.0f);
if(SpeederAngle < 0)
SpeederAngle = 4.0f * std::asin(1.0f) + SpeederAngle;
if(TempVel.x > 0.0000001f)
TeeAngle = -std::atan(TempVel.y / TempVel.x);
else if(TempVel.x < 0.0000001f)
TeeAngle = std::atan(TempVel.y / TempVel.x) + 2.0f * std::asin(1.0f);
else if(TempVel.y > 0.0000001f)
TeeAngle = std::asin(1.0f);
else
TeeAngle = std::asin(-1.0f);
if(TeeAngle < 0)
TeeAngle = 4.0f * std::asin(1.0f) + TeeAngle;
TeeSpeed = std::sqrt(std::pow(TempVel.x, 2) + std::pow(TempVel.y, 2));
DiffAngle = SpeederAngle - TeeAngle;
SpeedLeft = MaxSpeed / 5.0f - std::cos(DiffAngle) * TeeSpeed;
if(absolute((int)SpeedLeft) > Force && SpeedLeft > 0.0000001f)
TempVel += Direction * Force;
else if(absolute((int)SpeedLeft) > Force)
TempVel += Direction * -Force;
else
TempVel += Direction * SpeedLeft;
}
else
TempVel += Direction * Force;
m_Core.m_Vel = ClampVel(m_MoveRestrictions, TempVel);
}
}
}
bool CCharacter::IsSwitchActiveCb(int Number, void *pUser)
{
CCharacter *pThis = (CCharacter *)pUser;
auto &aSwitchers = pThis->Switchers();
return !aSwitchers.empty() && pThis->Team() != TEAM_SUPER && aSwitchers[Number].m_aStatus[pThis->Team()];
}
void CCharacter::SetTimeCheckpoint(int TimeCheckpoint)
{
if(TimeCheckpoint > -1 && m_DDRaceState == DDRACE_STARTED && m_aCurrentTimeCp[TimeCheckpoint] == 0.0f && m_Time != 0.0f)
{
m_LastTimeCp = TimeCheckpoint;
m_aCurrentTimeCp[m_LastTimeCp] = m_Time;
m_TimeCpBroadcastEndTick = Server()->Tick() + Server()->TickSpeed() * 2;
if(m_pPlayer->GetClientVersion() >= VERSION_DDRACE)
{
CPlayerData *pData = GameServer()->Score()->PlayerData(m_pPlayer->GetCID());
if(pData->m_BestTime && pData->m_aBestTimeCp[m_LastTimeCp] != 0.0f)
{
CNetMsg_Sv_DDRaceTime Msg;
Msg.m_Time = (int)(m_Time * 100.0f);
Msg.m_Finish = 0;
float Diff = (m_aCurrentTimeCp[m_LastTimeCp] - pData->m_aBestTimeCp[m_LastTimeCp]) * 100;
Msg.m_Check = (int)Diff;
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, m_pPlayer->GetCID());
}
}
}
}
void CCharacter::HandleTiles(int Index)
{
int MapIndex = Index;
//int PureMapIndex = Collision()->GetPureMapIndex(m_Pos);
m_TileIndex = Collision()->GetTileIndex(MapIndex);
m_TileFIndex = Collision()->GetFTileIndex(MapIndex);
m_MoveRestrictions = Collision()->GetMoveRestrictions(IsSwitchActiveCb, this, m_Pos, 18.0f, MapIndex);
if(Index < 0)
{
m_LastRefillJumps = false;
m_LastPenalty = false;
m_LastBonus = false;
return;
}
SetTimeCheckpoint(Collision()->IsTimeCheckpoint(MapIndex));
SetTimeCheckpoint(Collision()->IsFTimeCheckpoint(MapIndex));
int TeleCheckpoint = Collision()->IsTeleCheckpoint(MapIndex);
if(TeleCheckpoint)
m_TeleCheckpoint = TeleCheckpoint;
GameServer()->m_pController->HandleCharacterTiles(this, Index);
// freeze
if(((m_TileIndex == TILE_FREEZE) || (m_TileFIndex == TILE_FREEZE)) && !m_Core.m_Super && !m_Core.m_DeepFrozen)
{
Freeze();
}
else if(((m_TileIndex == TILE_UNFREEZE) || (m_TileFIndex == TILE_UNFREEZE)) && !m_Core.m_DeepFrozen)
UnFreeze();
// deep freeze
if(((m_TileIndex == TILE_DFREEZE) || (m_TileFIndex == TILE_DFREEZE)) && !m_Core.m_Super && !m_Core.m_DeepFrozen)
m_Core.m_DeepFrozen = true;
else if(((m_TileIndex == TILE_DUNFREEZE) || (m_TileFIndex == TILE_DUNFREEZE)) && !m_Core.m_Super && m_Core.m_DeepFrozen)
m_Core.m_DeepFrozen = false;
// live freeze
if(((m_TileIndex == TILE_LFREEZE) || (m_TileFIndex == TILE_LFREEZE)) && !m_Core.m_Super)
{
m_Core.m_LiveFrozen = true;
}
else if(((m_TileIndex == TILE_LUNFREEZE) || (m_TileFIndex == TILE_LUNFREEZE)) && !m_Core.m_Super)
{
m_Core.m_LiveFrozen = false;
}
// endless hook
if(((m_TileIndex == TILE_EHOOK_ENABLE) || (m_TileFIndex == TILE_EHOOK_ENABLE)))
{
SetEndlessHook(true);
}
else if(((m_TileIndex == TILE_EHOOK_DISABLE) || (m_TileFIndex == TILE_EHOOK_DISABLE)))
{
SetEndlessHook(false);
}
// hit others
if(((m_TileIndex == TILE_HIT_DISABLE) || (m_TileFIndex == TILE_HIT_DISABLE)) && (!m_Core.m_HammerHitDisabled || !m_Core.m_ShotgunHitDisabled || !m_Core.m_GrenadeHitDisabled || !m_Core.m_LaserHitDisabled))
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hit others");
m_Core.m_HammerHitDisabled = true;
m_Core.m_ShotgunHitDisabled = true;
m_Core.m_GrenadeHitDisabled = true;
m_Core.m_LaserHitDisabled = true;
}
else if(((m_TileIndex == TILE_HIT_ENABLE) || (m_TileFIndex == TILE_HIT_ENABLE)) && (m_Core.m_HammerHitDisabled || m_Core.m_ShotgunHitDisabled || m_Core.m_GrenadeHitDisabled || m_Core.m_LaserHitDisabled))
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can hit others");
m_Core.m_ShotgunHitDisabled = false;
m_Core.m_GrenadeHitDisabled = false;
m_Core.m_HammerHitDisabled = false;
m_Core.m_LaserHitDisabled = false;
}
// collide with others
if(((m_TileIndex == TILE_NPC_DISABLE) || (m_TileFIndex == TILE_NPC_DISABLE)) && !m_Core.m_CollisionDisabled)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't collide with others");
m_Core.m_CollisionDisabled = true;
}
else if(((m_TileIndex == TILE_NPC_ENABLE) || (m_TileFIndex == TILE_NPC_ENABLE)) && m_Core.m_CollisionDisabled)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can collide with others");
m_Core.m_CollisionDisabled = false;
}
// hook others
if(((m_TileIndex == TILE_NPH_DISABLE) || (m_TileFIndex == TILE_NPH_DISABLE)) && !m_Core.m_HookHitDisabled)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hook others");
m_Core.m_HookHitDisabled = true;
}
else if(((m_TileIndex == TILE_NPH_ENABLE) || (m_TileFIndex == TILE_NPH_ENABLE)) && m_Core.m_HookHitDisabled)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can hook others");
m_Core.m_HookHitDisabled = false;
}
// unlimited air jumps
if(((m_TileIndex == TILE_UNLIMITED_JUMPS_ENABLE) || (m_TileFIndex == TILE_UNLIMITED_JUMPS_ENABLE)) && !m_Core.m_EndlessJump)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You have unlimited air jumps");
m_Core.m_EndlessJump = true;
}
else if(((m_TileIndex == TILE_UNLIMITED_JUMPS_DISABLE) || (m_TileFIndex == TILE_UNLIMITED_JUMPS_DISABLE)) && m_Core.m_EndlessJump)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You don't have unlimited air jumps");
m_Core.m_EndlessJump = false;
}
// 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 >= 2 ? m_Core.m_Jumps - 2 : 0;
m_Core.m_Jumped = 1;
}
}
// jetpack gun
if(((m_TileIndex == TILE_JETPACK_ENABLE) || (m_TileFIndex == TILE_JETPACK_ENABLE)) && !m_Core.m_Jetpack)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You have a jetpack gun");
m_Core.m_Jetpack = true;
}
else if(((m_TileIndex == TILE_JETPACK_DISABLE) || (m_TileFIndex == TILE_JETPACK_DISABLE)) && m_Core.m_Jetpack)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You lost your jetpack gun");
m_Core.m_Jetpack = false;
}
// refill jumps
if(((m_TileIndex == TILE_REFILL_JUMPS) || (m_TileFIndex == TILE_REFILL_JUMPS)) && !m_LastRefillJumps)
{
m_Core.m_JumpedTotal = 0;
m_Core.m_Jumped = 0;
m_LastRefillJumps = true;
}
if((m_TileIndex != TILE_REFILL_JUMPS) && (m_TileFIndex != TILE_REFILL_JUMPS))
{
m_LastRefillJumps = false;
}
// Teleport gun
if(((m_TileIndex == TILE_TELE_GUN_ENABLE) || (m_TileFIndex == TILE_TELE_GUN_ENABLE)) && !m_Core.m_HasTelegunGun)
{
m_Core.m_HasTelegunGun = true;
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport gun enabled");
}
else if(((m_TileIndex == TILE_TELE_GUN_DISABLE) || (m_TileFIndex == TILE_TELE_GUN_DISABLE)) && m_Core.m_HasTelegunGun)
{
m_Core.m_HasTelegunGun = false;
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport gun disabled");
}
if(((m_TileIndex == TILE_TELE_GRENADE_ENABLE) || (m_TileFIndex == TILE_TELE_GRENADE_ENABLE)) && !m_Core.m_HasTelegunGrenade)
{
m_Core.m_HasTelegunGrenade = true;
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport grenade enabled");
}
else if(((m_TileIndex == TILE_TELE_GRENADE_DISABLE) || (m_TileFIndex == TILE_TELE_GRENADE_DISABLE)) && m_Core.m_HasTelegunGrenade)
{
m_Core.m_HasTelegunGrenade = false;
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport grenade disabled");
}
if(((m_TileIndex == TILE_TELE_LASER_ENABLE) || (m_TileFIndex == TILE_TELE_LASER_ENABLE)) && !m_Core.m_HasTelegunLaser)
{
m_Core.m_HasTelegunLaser = true;
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport laser enabled");
}
else if(((m_TileIndex == TILE_TELE_LASER_DISABLE) || (m_TileFIndex == TILE_TELE_LASER_DISABLE)) && m_Core.m_HasTelegunLaser)
{
m_Core.m_HasTelegunLaser = false;
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport laser disabled");
}
// stopper
if(m_Core.m_Vel.y > 0 && (m_MoveRestrictions & CANTMOVE_DOWN))
{
m_Core.m_Jumped = 0;
m_Core.m_JumpedTotal = 0;
}
m_Core.m_Vel = ClampVel(m_MoveRestrictions, m_Core.m_Vel);
// handle switch tiles
if(Collision()->GetSwitchType(MapIndex) == TILE_SWITCHOPEN && Team() != TEAM_SUPER && Collision()->GetSwitchNumber(MapIndex) > 0)
{
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()] = true;
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aEndTick[Team()] = 0;
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aType[Team()] = TILE_SWITCHOPEN;
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aLastUpdateTick[Team()] = Server()->Tick();
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_SWITCHTIMEDOPEN && Team() != TEAM_SUPER && Collision()->GetSwitchNumber(MapIndex) > 0)
{
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()] = true;
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aEndTick[Team()] = Server()->Tick() + 1 + Collision()->GetSwitchDelay(MapIndex) * Server()->TickSpeed();
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aType[Team()] = TILE_SWITCHTIMEDOPEN;
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aLastUpdateTick[Team()] = Server()->Tick();
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_SWITCHTIMEDCLOSE && Team() != TEAM_SUPER && Collision()->GetSwitchNumber(MapIndex) > 0)
{
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()] = false;
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aEndTick[Team()] = Server()->Tick() + 1 + Collision()->GetSwitchDelay(MapIndex) * Server()->TickSpeed();
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aType[Team()] = TILE_SWITCHTIMEDCLOSE;
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aLastUpdateTick[Team()] = Server()->Tick();
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_SWITCHCLOSE && Team() != TEAM_SUPER && Collision()->GetSwitchNumber(MapIndex) > 0)
{
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()] = false;
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aEndTick[Team()] = 0;
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aType[Team()] = TILE_SWITCHCLOSE;
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aLastUpdateTick[Team()] = Server()->Tick();
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_FREEZE && Team() != TEAM_SUPER)
{
if(Collision()->GetSwitchNumber(MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()])
{
Freeze(Collision()->GetSwitchDelay(MapIndex));
}
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_DFREEZE && Team() != TEAM_SUPER)
{
if(Collision()->GetSwitchNumber(MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()])
m_Core.m_DeepFrozen = true;
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_DUNFREEZE && Team() != TEAM_SUPER)
{
if(Collision()->GetSwitchNumber(MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()])
m_Core.m_DeepFrozen = false;
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_LFREEZE && Team() != TEAM_SUPER)
{
if(Collision()->GetSwitchNumber(MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()])
{
m_Core.m_LiveFrozen = true;
}
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_LUNFREEZE && Team() != TEAM_SUPER)
{
if(Collision()->GetSwitchNumber(MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()])
{
m_Core.m_LiveFrozen = false;
}
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_HammerHitDisabled && Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can hammer hit others");
m_Core.m_HammerHitDisabled = false;
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Core.m_HammerHitDisabled) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hammer hit others");
m_Core.m_HammerHitDisabled = true;
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_ShotgunHitDisabled && Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can shoot others with shotgun");
m_Core.m_ShotgunHitDisabled = false;
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Core.m_ShotgunHitDisabled) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't shoot others with shotgun");
m_Core.m_ShotgunHitDisabled = true;
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_GrenadeHitDisabled && Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can shoot others with grenade");
m_Core.m_GrenadeHitDisabled = false;
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Core.m_GrenadeHitDisabled) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't shoot others with grenade");
m_Core.m_GrenadeHitDisabled = true;
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_LaserHitDisabled && Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can shoot others with laser");
m_Core.m_LaserHitDisabled = false;
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Core.m_LaserHitDisabled) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
{
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't shoot others with laser");
m_Core.m_LaserHitDisabled = true;
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_JUMP)
{
int NewJumps = Collision()->GetSwitchDelay(MapIndex);
if(NewJumps == 255)
{
NewJumps = -1;
}
if(NewJumps != m_Core.m_Jumps)
{
char aBuf[256];
if(NewJumps == -1)
str_copy(aBuf, "You only have your ground jump now");
else 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);
m_Core.m_Jumps = NewJumps;
}
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_ADD_TIME && !m_LastPenalty)
{
int min = Collision()->GetSwitchDelay(MapIndex);
int sec = Collision()->GetSwitchNumber(MapIndex);
int Team = Teams()->m_Core.Team(m_Core.m_Id);
m_StartTime -= (min * 60 + sec) * Server()->TickSpeed();
if((g_Config.m_SvTeam == SV_TEAM_FORCED_SOLO || Team != TEAM_FLOCK) && Team != TEAM_SUPER)
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(Teams()->m_Core.Team(i) == Team && i != m_Core.m_Id && GameServer()->m_apPlayers[i])
{
CCharacter *pChar = GameServer()->m_apPlayers[i]->GetCharacter();
if(pChar)
pChar->m_StartTime = m_StartTime;
}
}
}
m_LastPenalty = true;
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_SUBTRACT_TIME && !m_LastBonus)
{
int min = Collision()->GetSwitchDelay(MapIndex);
int sec = Collision()->GetSwitchNumber(MapIndex);
int Team = Teams()->m_Core.Team(m_Core.m_Id);
m_StartTime += (min * 60 + sec) * Server()->TickSpeed();
if(m_StartTime > Server()->Tick())
m_StartTime = Server()->Tick();
if((g_Config.m_SvTeam == SV_TEAM_FORCED_SOLO || Team != TEAM_FLOCK) && Team != TEAM_SUPER)
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(Teams()->m_Core.Team(i) == Team && i != m_Core.m_Id && GameServer()->m_apPlayers[i])
{
CCharacter *pChar = GameServer()->m_apPlayers[i]->GetCharacter();
if(pChar)
pChar->m_StartTime = m_StartTime;
}
}
}
m_LastBonus = true;
}
if(Collision()->GetSwitchType(MapIndex) != TILE_ADD_TIME)
{
m_LastPenalty = false;
}
if(Collision()->GetSwitchType(MapIndex) != TILE_SUBTRACT_TIME)
{
m_LastBonus = false;
}
int z = Collision()->IsTeleport(MapIndex);
if(!g_Config.m_SvOldTeleportHook && !g_Config.m_SvOldTeleportWeapons && z && !(*m_pTeleOuts)[z - 1].empty())
{
if(m_Core.m_Super)
return;
int TeleOut = m_Core.m_pWorld->RandomOr0((*m_pTeleOuts)[z - 1].size());
m_Core.m_Pos = (*m_pTeleOuts)[z - 1][TeleOut];
if(!g_Config.m_SvTeleportHoldHook)
{
ResetHook();
}
if(g_Config.m_SvTeleportLoseWeapons)
ResetPickups();
return;
}
int evilz = Collision()->IsEvilTeleport(MapIndex);
if(evilz && !(*m_pTeleOuts)[evilz - 1].empty())
{
if(m_Core.m_Super)
return;
int TeleOut = m_Core.m_pWorld->RandomOr0((*m_pTeleOuts)[evilz - 1].size());
m_Core.m_Pos = (*m_pTeleOuts)[evilz - 1][TeleOut];
if(!g_Config.m_SvOldTeleportHook && !g_Config.m_SvOldTeleportWeapons)
{
m_Core.m_Vel = vec2(0, 0);
if(!g_Config.m_SvTeleportHoldHook)
{
ResetHook();
GameWorld()->ReleaseHooked(GetPlayer()->GetCID());
}
if(g_Config.m_SvTeleportLoseWeapons)
{
ResetPickups();
}
}
return;
}
if(Collision()->IsCheckEvilTeleport(MapIndex))
{
if(m_Core.m_Super)
return;
// first check if there is a TeleCheckOut for the current recorded checkpoint, if not check previous checkpoints
for(int k = m_TeleCheckpoint - 1; k >= 0; k--)
{
if(!(*m_pTeleCheckOuts)[k].empty())
{
int TeleOut = m_Core.m_pWorld->RandomOr0((*m_pTeleCheckOuts)[k].size());
m_Core.m_Pos = (*m_pTeleCheckOuts)[k][TeleOut];
m_Core.m_Vel = vec2(0, 0);
if(!g_Config.m_SvTeleportHoldHook)
{
ResetHook();
GameWorld()->ReleaseHooked(GetPlayer()->GetCID());
}
return;
}
}
// if no checkpointout have been found (or if there no recorded checkpoint), teleport to start
vec2 SpawnPos;
if(GameServer()->m_pController->CanSpawn(m_pPlayer->GetTeam(), &SpawnPos, GameServer()->GetDDRaceTeam(GetPlayer()->GetCID())))
{
m_Core.m_Pos = SpawnPos;
m_Core.m_Vel = vec2(0, 0);
if(!g_Config.m_SvTeleportHoldHook)
{
ResetHook();
GameWorld()->ReleaseHooked(GetPlayer()->GetCID());
}
}
return;
}
if(Collision()->IsCheckTeleport(MapIndex))
{
if(m_Core.m_Super)
return;
// first check if there is a TeleCheckOut for the current recorded checkpoint, if not check previous checkpoints
for(int k = m_TeleCheckpoint - 1; k >= 0; k--)
{
if(!(*m_pTeleCheckOuts)[k].empty())
{
int TeleOut = m_Core.m_pWorld->RandomOr0((*m_pTeleCheckOuts)[k].size());
m_Core.m_Pos = (*m_pTeleCheckOuts)[k][TeleOut];
if(!g_Config.m_SvTeleportHoldHook)
{
ResetHook();
}
return;
}
}
// if no checkpointout have been found (or if there no recorded checkpoint), teleport to start
vec2 SpawnPos;
if(GameServer()->m_pController->CanSpawn(m_pPlayer->GetTeam(), &SpawnPos, GameServer()->GetDDRaceTeam(GetPlayer()->GetCID())))
{
m_Core.m_Pos = SpawnPos;
if(!g_Config.m_SvTeleportHoldHook)
{
ResetHook();
}
}
return;
}
}
void CCharacter::HandleTuneLayer()
{
m_TuneZoneOld = m_TuneZone;
int CurrentIndex = Collision()->GetMapIndex(m_Pos);
m_TuneZone = Collision()->IsTune(CurrentIndex);
if(m_TuneZone)
m_Core.m_Tuning = GameServer()->TuningList()[m_TuneZone]; // throw tunings from specific zone into gamecore
else
m_Core.m_Tuning = *GameServer()->Tuning();
if(m_TuneZone != m_TuneZoneOld) // don't send tunigs all the time
{
// send zone msgs
SendZoneMsgs();
}
}
void CCharacter::SendZoneMsgs()
{
// send zone leave msg
// (m_TuneZoneOld >= 0: avoid zone leave msgs on spawn)
if(m_TuneZoneOld >= 0 && GameServer()->m_aaZoneLeaveMsg[m_TuneZoneOld][0])
{
const char *pCur = GameServer()->m_aaZoneLeaveMsg[m_TuneZoneOld];
const char *pPos;
while((pPos = str_find(pCur, "\\n")))
{
char aBuf[256];
str_copy(aBuf, pCur, pPos - pCur + 1);
aBuf[pPos - pCur + 1] = '\0';
pCur = pPos + 2;
GameServer()->SendChatTarget(m_pPlayer->GetCID(), aBuf);
}
GameServer()->SendChatTarget(m_pPlayer->GetCID(), pCur);
}
// send zone enter msg
if(GameServer()->m_aaZoneEnterMsg[m_TuneZone][0])
{
const char *pCur = GameServer()->m_aaZoneEnterMsg[m_TuneZone];
const char *pPos;
while((pPos = str_find(pCur, "\\n")))
{
char aBuf[256];
str_copy(aBuf, pCur, pPos - pCur + 1);
aBuf[pPos - pCur + 1] = '\0';
pCur = pPos + 2;
GameServer()->SendChatTarget(m_pPlayer->GetCID(), aBuf);
}
GameServer()->SendChatTarget(m_pPlayer->GetCID(), pCur);
}
}
IAntibot *CCharacter::Antibot()
{
return GameServer()->Antibot();
}
void CCharacter::SetTeams(CGameTeams *pTeams)
{
m_pTeams = pTeams;
m_Core.SetTeamsCore(&m_pTeams->m_Core);
}
void CCharacter::SetRescue()
{
m_RescueTee.Save(this);
m_SetSavePos = true;
}
void CCharacter::DDRaceTick()
{
mem_copy(&m_Input, &m_SavedInput, sizeof(m_Input));
m_Armor = clamp(10 - (m_FreezeTime / 15), 0, 10);
if(m_Input.m_Direction != 0 || m_Input.m_Jump != 0)
m_LastMove = Server()->Tick();
if(m_Core.m_LiveFrozen && !m_Core.m_Super)
{
m_Input.m_Direction = 0;
m_Input.m_Jump = 0;
// Hook is possible in live freeze
}
if(m_FreezeTime > 0)
{
if(m_FreezeTime % Server()->TickSpeed() == Server()->TickSpeed() - 1)
{
GameServer()->CreateDamageInd(m_Pos, 0, (m_FreezeTime + 1) / Server()->TickSpeed(), TeamMask() & GameServer()->ClientsMaskExcludeClientVersionAndHigher(VERSION_DDNET_NEW_HUD));
}
m_FreezeTime--;
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
// check if the tee is in any type of freeze
int Index = Collision()->GetPureMapIndex(m_Pos);
const int aTiles[] = {
Collision()->GetTileIndex(Index),
Collision()->GetFTileIndex(Index),
Collision()->GetSwitchType(Index)};
m_Core.m_IsInFreeze = false;
for(const int Tile : aTiles)
{
if(Tile == TILE_FREEZE || Tile == TILE_DFREEZE || Tile == TILE_LFREEZE)
{
m_Core.m_IsInFreeze = true;
break;
}
}
// check for nearby health pickups (also freeze)
bool InHealthPickup = false;
if(!m_Core.m_IsInFreeze)
{
CEntity *apEnts[9];
int Num = GameWorld()->FindEntities(m_Pos, GetProximityRadius() + CPickup::ms_CollisionExtraSize, apEnts, std::size(apEnts), CGameWorld::ENTTYPE_PICKUP);
for(int i = 0; i < Num; ++i)
{
CPickup *pPickup = static_cast<CPickup *>(apEnts[i]);
if(pPickup->Type() == POWERUP_HEALTH)
{
// This uses a separate variable InHealthPickup instead of setting m_Core.m_IsInFreeze
// as the latter causes freezebars to flicker when standing in the freeze range of a
// health pickup. When the same code for client prediction is added, the freezebars
// still flicker, but only when standing at the edge of the health pickup's freeze range.
InHealthPickup = true;
break;
}
}
}
// look for save position for rescue feature
if(g_Config.m_SvRescue || ((g_Config.m_SvTeam == SV_TEAM_FORCED_SOLO || Team() > TEAM_FLOCK) && Team() >= TEAM_FLOCK && Team() < TEAM_SUPER))
{
if(!m_Core.m_IsInFreeze && IsGrounded() && !m_Core.m_DeepFrozen && !InHealthPickup)
{
SetRescue();
}
}
m_Core.m_Id = GetPlayer()->GetCID();
}
void CCharacter::DDRacePostCoreTick()
{
m_Time = (float)(Server()->Tick() - m_StartTime) / ((float)Server()->TickSpeed());
if(m_Core.m_EndlessHook || (m_Core.m_Super && g_Config.m_SvEndlessSuperHook))
m_Core.m_HookTick = 0;
m_FrozenLastTick = false;
if(m_Core.m_DeepFrozen && !m_Core.m_Super)
Freeze();
// following jump rules can be overridden by tiles, like Refill Jumps, Stopper and Wall Jump
if(m_Core.m_Jumps == -1)
{
// The player has only one ground jump, so his feet are always dark
m_Core.m_Jumped |= 2;
}
else if(m_Core.m_Jumps == 0)
{
// The player has no jumps at all, so his feet are always dark
m_Core.m_Jumped |= 2;
}
else if(m_Core.m_Jumps == 1 && m_Core.m_Jumped > 0)
{
// If the player has only one jump, each jump is the last one
m_Core.m_Jumped |= 2;
}
else if(m_Core.m_JumpedTotal < m_Core.m_Jumps - 1 && m_Core.m_Jumped > 1)
{
// The player has not yet used up all his jumps, so his feet remain light
m_Core.m_Jumped = 1;
}
if((m_Core.m_Super || m_Core.m_EndlessJump) && m_Core.m_Jumped > 1)
{
// Super players and players with infinite jumps always have light feet
m_Core.m_Jumped = 1;
}
int CurrentIndex = Collision()->GetMapIndex(m_Pos);
HandleSkippableTiles(CurrentIndex);
if(!m_Alive)
return;
// handle Anti-Skip tiles
std::list<int> Indices = Collision()->GetMapIndices(m_PrevPos, m_Pos);
if(!Indices.empty())
{
for(int &Index : Indices)
{
HandleTiles(Index);
if(!m_Alive)
return;
}
}
else
{
HandleTiles(CurrentIndex);
if(!m_Alive)
return;
}
// teleport gun
if(m_TeleGunTeleport)
{
GameServer()->CreateDeath(m_Pos, m_pPlayer->GetCID(), TeamMask());
m_Core.m_Pos = m_TeleGunPos;
if(!m_IsBlueTeleGunTeleport)
m_Core.m_Vel = vec2(0, 0);
GameServer()->CreateDeath(m_TeleGunPos, m_pPlayer->GetCID(), TeamMask());
GameServer()->CreateSound(m_TeleGunPos, SOUND_WEAPON_SPAWN, TeamMask());
m_TeleGunTeleport = false;
m_IsBlueTeleGunTeleport = false;
}
HandleBroadcast();
}
bool CCharacter::Freeze(int Seconds)
{
if(Seconds <= 0 || m_Core.m_Super || m_FreezeTime > Seconds * Server()->TickSpeed())
return false;
if(m_Core.m_FreezeStart < Server()->Tick() - Server()->TickSpeed())
{
m_Armor = 0;
m_FreezeTime = Seconds * Server()->TickSpeed();
m_Core.m_FreezeStart = Server()->Tick();
return true;
}
return false;
}
bool CCharacter::Freeze()
{
return Freeze(g_Config.m_SvFreezeDelay);
}
bool CCharacter::UnFreeze()
{
if(m_FreezeTime > 0)
{
m_Armor = 10;
if(!m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Got)
m_Core.m_ActiveWeapon = WEAPON_GUN;
m_FreezeTime = 0;
m_Core.m_FreezeStart = 0;
m_FrozenLastTick = true;
return true;
}
return false;
}
void CCharacter::GiveWeapon(int Weapon, bool Remove)
{
if(Weapon == WEAPON_NINJA)
{
if(Remove)
RemoveNinja();
else
GiveNinja();
return;
}
if(Remove)
{
if(GetActiveWeapon() == Weapon)
SetActiveWeapon(WEAPON_GUN);
}
else
{
m_Core.m_aWeapons[Weapon].m_Ammo = -1;
}
m_Core.m_aWeapons[Weapon].m_Got = !Remove;
}
void CCharacter::GiveAllWeapons()
{
for(int i = WEAPON_GUN; i < NUM_WEAPONS - 1; i++)
{
GiveWeapon(i);
}
}
void CCharacter::ResetPickups()
{
for(int i = WEAPON_SHOTGUN; i < NUM_WEAPONS - 1; i++)
{
m_Core.m_aWeapons[i].m_Got = false;
if(m_Core.m_ActiveWeapon == i)
m_Core.m_ActiveWeapon = WEAPON_GUN;
}
}
void CCharacter::SetEndlessHook(bool Enable)
{
if(m_Core.m_EndlessHook == Enable)
{
return;
}
GameServer()->SendChatTarget(GetPlayer()->GetCID(), Enable ? "Endless hook has been activated" : "Endless hook has been deactivated");
m_Core.m_EndlessHook = Enable;
}
void CCharacter::Pause(bool Pause)
{
m_Paused = Pause;
if(Pause)
{
GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0;
GameServer()->m_World.RemoveEntity(this);
if(m_Core.m_HookedPlayer != -1) // Keeping hook would allow cheats
{
ResetHook();
GameWorld()->ReleaseHooked(GetPlayer()->GetCID());
}
}
else
{
m_Core.m_Vel = vec2(0, 0);
GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = &m_Core;
GameServer()->m_World.InsertEntity(this);
}
}
void CCharacter::DDRaceInit()
{
m_Paused = false;
m_DDRaceState = DDRACE_NONE;
m_PrevPos = m_Pos;
m_SetSavePos = false;
m_LastBroadcast = 0;
m_TeamBeforeSuper = 0;
m_Core.m_Id = GetPlayer()->GetCID();
m_TeleCheckpoint = 0;
m_Core.m_EndlessHook = g_Config.m_SvEndlessDrag;
if(g_Config.m_SvHit)
{
m_Core.m_HammerHitDisabled = false;
m_Core.m_ShotgunHitDisabled = false;
m_Core.m_GrenadeHitDisabled = false;
m_Core.m_LaserHitDisabled = false;
}
else
{
m_Core.m_HammerHitDisabled = true;
m_Core.m_ShotgunHitDisabled = true;
m_Core.m_GrenadeHitDisabled = true;
m_Core.m_LaserHitDisabled = true;
}
m_Core.m_Jumps = 2;
m_FreezeHammer = false;
int Team = Teams()->m_Core.Team(m_Core.m_Id);
if(Teams()->TeamLocked(Team))
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(Teams()->m_Core.Team(i) == Team && i != m_Core.m_Id && GameServer()->m_apPlayers[i])
{
CCharacter *pChar = GameServer()->m_apPlayers[i]->GetCharacter();
if(pChar)
{
m_DDRaceState = pChar->m_DDRaceState;
m_StartTime = pChar->m_StartTime;
}
}
}
}
if(g_Config.m_SvTeam == SV_TEAM_MANDATORY && Team == TEAM_FLOCK)
{
GameServer()->SendStartWarning(GetPlayer()->GetCID(), "Please join a team before you start");
}
}
void CCharacter::Rescue()
{
if(m_SetSavePos && !m_Core.m_Super)
{
if(m_LastRescue + (int64_t)g_Config.m_SvRescueDelay * Server()->TickSpeed() > Server()->Tick())
{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "You have to wait %d seconds until you can rescue yourself", (int)((m_LastRescue + (int64_t)g_Config.m_SvRescueDelay * Server()->TickSpeed() - Server()->Tick()) / Server()->TickSpeed()));
GameServer()->SendChatTarget(GetPlayer()->GetCID(), aBuf);
return;
}
float StartTime = m_StartTime;
m_RescueTee.Load(this, Team());
// Don't load these from saved tee:
m_Core.m_Vel = vec2(0, 0);
m_Core.m_HookState = HOOK_IDLE;
m_StartTime = StartTime;
m_SavedInput.m_Direction = 0;
m_SavedInput.m_Jump = 0;
// simulate releasing the fire button
if((m_SavedInput.m_Fire & 1) != 0)
m_SavedInput.m_Fire++;
m_SavedInput.m_Fire &= INPUT_STATE_MASK;
m_SavedInput.m_Hook = 0;
m_pPlayer->Pause(CPlayer::PAUSE_NONE, true);
}
}
CClientMask CCharacter::TeamMask()
{
return Teams()->TeamMask(Team(), -1, GetPlayer()->GetCID());
}
void CCharacter::SwapClients(int Client1, int Client2)
{
m_Core.SetHookedPlayer(m_Core.m_HookedPlayer == Client1 ? Client2 : m_Core.m_HookedPlayer == Client2 ? Client1 : m_Core.m_HookedPlayer);
}