ddnet/src/game/server/entities/laser.cpp
ChillerDragon 96c9b1ab73 Rename rifle to laser
This makes it easier to copy code from/to 0.7
23df3c609e
2019-11-22 15:37:18 +01:00

288 lines
8.4 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 <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include <game/server/gamemodes/DDRace.h>
#include "laser.h"
#include <engine/shared/config.h>
#include <game/server/teams.h>
CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner, int Type)
: CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
{
m_Pos = Pos;
m_Owner = Owner;
m_Energy = StartEnergy;
m_Dir = Direction;
m_Bounces = 0;
m_EvalTick = 0;
m_TelePos = vec2(0,0);
m_WasTele = false;
m_Type = Type;
m_TeleportCancelled = false;
m_IsBlueTeleport = false;
m_TuneZone = GameServer()->Collision()->IsTune(GameServer()->Collision()->GetMapIndex(m_Pos));
m_TeamMask = GameServer()->GetPlayerChar(Owner) ? GameServer()->GetPlayerChar(Owner)->Teams()->TeamMask(GameServer()->GetPlayerChar(Owner)->Team(), -1, m_Owner) : 0;
GameWorld()->InsertEntity(this);
DoBounce();
}
bool CLaser::HitCharacter(vec2 From, vec2 To)
{
vec2 At;
CCharacter *pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
CCharacter *pHit;
bool pDontHitSelf = g_Config.m_SvOldLaser || (m_Bounces == 0 && !m_WasTele);
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)
pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, pDontHitSelf ? pOwnerChar : 0, m_Owner);
else
pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, pDontHitSelf ? pOwnerChar : 0, m_Owner, pOwnerChar);
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))
return false;
m_From = From;
m_Pos = At;
m_Energy = -1;
if (m_Type == WEAPON_SHOTGUN)
{
vec2 Temp;
float Strength;
if (!m_TuneZone)
Strength = GameServer()->Tuning()->m_ShotgunStrength;
else
Strength = GameServer()->TuningList()[m_TuneZone].m_ShotgunStrength;
if(!g_Config.m_SvOldLaser)
Temp = pHit->Core()->m_Vel + normalize(m_PrevPos - pHit->Core()->m_Pos) * Strength;
else if(pOwnerChar)
Temp = pHit->Core()->m_Vel + normalize(pOwnerChar->Core()->m_Pos - pHit->Core()->m_Pos) * Strength;
else
Temp = pHit->Core()->m_Vel;
pHit->Core()->m_Vel = ClampVel(pHit->m_MoveRestrictions, Temp);
}
else if (m_Type == WEAPON_LASER)
{
pHit->UnFreeze();
}
return true;
}
void CLaser::DoBounce()
{
m_EvalTick = Server()->Tick();
if(m_Energy < 0)
{
GameServer()->m_World.DestroyEntity(this);
return;
}
m_PrevPos = m_Pos;
vec2 Coltile;
int Res;
int z;
if (m_WasTele)
{
m_PrevPos = m_TelePos;
m_Pos = m_TelePos;
m_TelePos = vec2(0,0);
}
vec2 To = m_Pos + m_Dir * m_Energy;
Res = GameServer()->Collision()->IntersectLineTeleWeapon(m_Pos, To, &Coltile, &To, &z);
if(Res)
{
if(!HitCharacter(m_Pos, To))
{
// intersected
m_From = m_Pos;
m_Pos = To;
vec2 TempPos = m_Pos;
vec2 TempDir = m_Dir * 4.0f;
int f = 0;
if(Res == -1)
{
f = GameServer()->Collision()->GetTile(round_to_int(Coltile.x), round_to_int(Coltile.y));
GameServer()->Collision()->SetCollisionAt(round_to_int(Coltile.x), round_to_int(Coltile.y), TILE_SOLID);
}
GameServer()->Collision()->MovePoint(&TempPos, &TempDir, 1.0f, 0);
if(Res == -1)
{
GameServer()->Collision()->SetCollisionAt(round_to_int(Coltile.x), round_to_int(Coltile.y), f);
}
m_Pos = TempPos;
m_Dir = normalize(TempDir);
if (!m_TuneZone)
m_Energy -= distance(m_From, m_Pos) + GameServer()->Tuning()->m_LaserBounceCost;
else
m_Energy -= distance(m_From, m_Pos) + GameServer()->TuningList()[m_TuneZone].m_LaserBounceCost;
if (Res == TILE_TELEINWEAPON && ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[z-1].size())
{
int Num = ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[z-1].size();
m_TelePos = ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[z-1][(!Num)?Num:rand() % Num];
m_WasTele = true;
}
else
{
m_Bounces++;
m_WasTele = false;
}
int BounceNum = GameServer()->Tuning()->m_LaserBounceNum;
if (m_TuneZone)
BounceNum = GameServer()->TuningList()[m_TuneZone].m_LaserBounceNum;
if(m_Bounces > BounceNum)
m_Energy = -1;
GameServer()->CreateSound(m_Pos, SOUND_LASER_BOUNCE, m_TeamMask);
}
}
else
{
if(!HitCharacter(m_Pos, To))
{
m_From = m_Pos;
m_Pos = To;
m_Energy = -1;
}
}
CCharacter *pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
if (m_Owner >= 0 && m_Energy <= 0 && m_Pos && !m_TeleportCancelled && pOwnerChar &&
pOwnerChar->IsAlive() && pOwnerChar->HasTelegunLaser() && m_Type == WEAPON_LASER)
{
vec2 PossiblePos;
bool Found = false;
// Check if the laser hits a player.
bool pDontHitSelf = g_Config.m_SvOldLaser || (m_Bounces == 0 && !m_WasTele);
vec2 At;
CCharacter *pHit;
if (pOwnerChar ? (!(pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_LASER) && m_Type == WEAPON_LASER) : g_Config.m_SvHit)
pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, pDontHitSelf ? pOwnerChar : 0, m_Owner);
else
pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, pDontHitSelf ? pOwnerChar : 0, m_Owner, pOwnerChar);
if (pHit)
Found = GetNearestAirPosPlayer(pHit->m_Pos, &PossiblePos);
else
Found = GetNearestAirPos(m_Pos, m_From, &PossiblePos);
if (Found && PossiblePos)
{
pOwnerChar->m_TeleGunPos = PossiblePos;
pOwnerChar->m_TeleGunTeleport = true;
pOwnerChar->m_IsBlueTeleGunTeleport = m_IsBlueTeleport;
}
}
else if(m_Owner >= 0 && m_Pos)
{
int MapIndex = GameServer()->Collision()->GetPureMapIndex(Coltile);
int TileFIndex = GameServer()->Collision()->GetFTileIndex(MapIndex);
bool IsSwitchTeleGun = GameServer()->Collision()->IsSwitch(MapIndex) == TILE_ALLOW_TELE_GUN;
bool IsBlueSwitchTeleGun = GameServer()->Collision()->IsSwitch(MapIndex) == TILE_ALLOW_BLUE_TELE_GUN;
int IsTeleInWeapon = GameServer()->Collision()->IsTeleportWeapon(MapIndex);
if(!IsTeleInWeapon)
{
if(IsSwitchTeleGun || IsBlueSwitchTeleGun) {
// Delay specifies which weapon the tile should work for.
// Delay = 0 means all.
int delay = GameServer()->Collision()->GetSwitchDelay(MapIndex);
if((delay != 3 && delay != 0) && m_Type == WEAPON_LASER) {
IsSwitchTeleGun = IsBlueSwitchTeleGun = false;
}
}
m_IsBlueTeleport = TileFIndex == TILE_ALLOW_BLUE_TELE_GUN || IsBlueSwitchTeleGun;
// Teleport is canceled if the last bounce tile is not a TILE_ALLOW_TELE_GUN.
// Teleport also works if laser didn't bounce.
m_TeleportCancelled =
m_Type == WEAPON_LASER
&& (TileFIndex != TILE_ALLOW_TELE_GUN
&& TileFIndex != TILE_ALLOW_BLUE_TELE_GUN
&& !IsSwitchTeleGun
&& !IsBlueSwitchTeleGun);
}
}
//m_Owner = -1;
}
void CLaser::Reset()
{
GameServer()->m_World.DestroyEntity(this);
}
void CLaser::Tick()
{
if(g_Config.m_SvDestroyLasersOnDeath && m_Owner >= 0)
{
CCharacter *pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
if(!(pOwnerChar && pOwnerChar->IsAlive()))
{
Reset();
}
}
float Delay;
if (m_TuneZone)
Delay = GameServer()->TuningList()[m_TuneZone].m_LaserBounceDelay;
else
Delay = GameServer()->Tuning()->m_LaserBounceDelay;
if((Server()->Tick() - m_EvalTick) > (Server()->TickSpeed()*Delay/1000.0f))
DoBounce();
}
void CLaser::TickPaused()
{
++m_EvalTick;
}
void CLaser::Snap(int SnappingClient)
{
if(NetworkClipped(SnappingClient))
return;
CCharacter * OwnerChar = 0;
if(m_Owner >= 0)
OwnerChar = GameServer()->GetPlayerChar(m_Owner);
if(!OwnerChar)
return;
CCharacter *pOwnerChar = 0;
int64_t TeamMask = -1LL;
if(m_Owner >= 0)
pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
if (pOwnerChar && pOwnerChar->IsAlive())
TeamMask = pOwnerChar->Teams()->TeamMask(pOwnerChar->Team(), -1, m_Owner);
if(!CmaskIsSet(TeamMask, SnappingClient))
return;
CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_ID, sizeof(CNetObj_Laser)));
if(!pObj)
return;
pObj->m_X = (int)m_Pos.x;
pObj->m_Y = (int)m_Pos.y;
pObj->m_FromX = (int)m_From.x;
pObj->m_FromY = (int)m_From.y;
pObj->m_StartTick = m_EvalTick;
}