| 1 | /* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ |
| 2 | /* If you are missing that file, acquire a complete release at teeworlds.com. */ |
| 3 | #include "character.h" |
| 4 | |
| 5 | #include "laser.h" |
| 6 | #include "projectile.h" |
| 7 | |
| 8 | #include <engine/shared/config.h> |
| 9 | |
| 10 | #include <generated/client_data.h> |
| 11 | |
| 12 | #include <game/collision.h> |
| 13 | #include <game/mapitems.h> |
| 14 | |
| 15 | // Character, "physical" player's part |
| 16 | |
| 17 | void CCharacter::SetWeapon(int Weapon) |
| 18 | { |
| 19 | if(Weapon == m_Core.m_ActiveWeapon) |
| 20 | return; |
| 21 | |
| 22 | m_LastWeapon = m_Core.m_ActiveWeapon; |
| 23 | m_QueuedWeapon = -1; |
| 24 | SetActiveWeapon(Weapon); |
| 25 | } |
| 26 | |
| 27 | void CCharacter::SetSolo(bool Solo) |
| 28 | { |
| 29 | m_Core.m_Solo = Solo; |
| 30 | TeamsCore()->SetSolo(ClientId: GetCid(), Value: Solo); |
| 31 | } |
| 32 | |
| 33 | void CCharacter::SetSuper(bool Super) |
| 34 | { |
| 35 | m_Core.m_Super = Super; |
| 36 | if(m_Core.m_Super) |
| 37 | TeamsCore()->Team(ClientId: GetCid(), Team: TeamsCore()->m_IsDDRace16 ? VANILLA_TEAM_SUPER : TEAM_SUPER); |
| 38 | } |
| 39 | |
| 40 | bool CCharacter::IsGrounded() |
| 41 | { |
| 42 | if(Collision()->CheckPoint(x: m_Pos.x + GetProximityRadius() / 2, y: m_Pos.y + GetProximityRadius() / 2 + 5)) |
| 43 | return true; |
| 44 | if(Collision()->CheckPoint(x: m_Pos.x - GetProximityRadius() / 2, y: m_Pos.y + GetProximityRadius() / 2 + 5)) |
| 45 | return true; |
| 46 | |
| 47 | int MoveRestrictionsBelow = Collision()->GetMoveRestrictions(Pos: m_Pos + vec2(0, GetProximityRadius() / 2 + 4), Distance: 0.0f); |
| 48 | return (MoveRestrictionsBelow & CANTMOVE_DOWN) != 0; |
| 49 | } |
| 50 | |
| 51 | void CCharacter::HandleJetpack() |
| 52 | { |
| 53 | if(m_NumInputs < 2) |
| 54 | return; |
| 55 | |
| 56 | vec2 Direction = normalize(v: vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY)); |
| 57 | |
| 58 | bool FullAuto = false; |
| 59 | if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_LASER) |
| 60 | FullAuto = true; |
| 61 | if(m_Core.m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN) |
| 62 | FullAuto = true; |
| 63 | |
| 64 | // check if we gonna fire |
| 65 | bool WillFire = false; |
| 66 | if(CountInput(Prev: m_LatestPrevInput.m_Fire, Cur: m_LatestInput.m_Fire).m_Presses) |
| 67 | WillFire = true; |
| 68 | |
| 69 | if(FullAuto && (m_LatestInput.m_Fire & 1) && m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo) |
| 70 | WillFire = true; |
| 71 | |
| 72 | if(!WillFire) |
| 73 | return; |
| 74 | |
| 75 | // check for ammo |
| 76 | if(!m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo || m_FreezeTime) |
| 77 | { |
| 78 | return; |
| 79 | } |
| 80 | |
| 81 | switch(m_Core.m_ActiveWeapon) |
| 82 | { |
| 83 | case WEAPON_GUN: |
| 84 | { |
| 85 | if(m_Core.m_Jetpack) |
| 86 | { |
| 87 | float Strength = GetTuning(i: GetOverriddenTuneZone())->m_JetpackStrength; |
| 88 | TakeDamage(Force: Direction * -1.0f * (Strength / 100.0f / 6.11f), Dmg: 0, From: GetCid(), Weapon: m_Core.m_ActiveWeapon); |
| 89 | } |
| 90 | } |
| 91 | } |
| 92 | } |
| 93 | |
| 94 | void CCharacter::RemoveNinja() |
| 95 | { |
| 96 | m_Core.m_Ninja.m_CurrentMoveTime = 0; |
| 97 | m_Core.m_aWeapons[WEAPON_NINJA].m_Got = false; |
| 98 | m_Core.m_ActiveWeapon = m_LastWeapon; |
| 99 | |
| 100 | SetWeapon(m_Core.m_ActiveWeapon); |
| 101 | } |
| 102 | |
| 103 | void CCharacter::HandleNinja() |
| 104 | { |
| 105 | if(m_Core.m_ActiveWeapon != WEAPON_NINJA) |
| 106 | return; |
| 107 | |
| 108 | if((GameWorld()->GameTick() - m_Core.m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * GameWorld()->GameTickSpeed() / 1000)) |
| 109 | { |
| 110 | // time's up, return |
| 111 | RemoveNinja(); |
| 112 | return; |
| 113 | } |
| 114 | |
| 115 | // force ninja Weapon |
| 116 | SetWeapon(WEAPON_NINJA); |
| 117 | |
| 118 | m_Core.m_Ninja.m_CurrentMoveTime--; |
| 119 | |
| 120 | if(m_Core.m_Ninja.m_CurrentMoveTime == 0) |
| 121 | { |
| 122 | // reset velocity |
| 123 | m_Core.m_Vel = m_Core.m_Ninja.m_ActivationDir * m_Core.m_Ninja.m_OldVelAmount; |
| 124 | } |
| 125 | |
| 126 | if(m_Core.m_Ninja.m_CurrentMoveTime > 0) |
| 127 | { |
| 128 | // Set velocity |
| 129 | m_Core.m_Vel = m_Core.m_Ninja.m_ActivationDir * g_pData->m_Weapons.m_Ninja.m_Velocity; |
| 130 | vec2 OldPos = m_Pos; |
| 131 | Collision()->MoveBox(pInoutPos: &m_Core.m_Pos, pInoutVel: &m_Core.m_Vel, Size: vec2(m_ProximityRadius, m_ProximityRadius), Elasticity: vec2(GetTuning(i: GetOverriddenTuneZone())->m_GroundElasticityX, GetTuning(i: GetOverriddenTuneZone())->m_GroundElasticityY)); |
| 132 | |
| 133 | // reset velocity so the client doesn't predict stuff |
| 134 | m_Core.m_Vel = vec2(0.f, 0.f); |
| 135 | |
| 136 | // check if we Hit anything along the way |
| 137 | { |
| 138 | CEntity *apEnts[MAX_CLIENTS]; |
| 139 | float Radius = m_ProximityRadius * 2.0f; |
| 140 | int Num = GameWorld()->FindEntities(Pos: OldPos, Radius, ppEnts: apEnts, Max: MAX_CLIENTS, Type: CGameWorld::ENTTYPE_CHARACTER); |
| 141 | |
| 142 | // check that we're not in solo part |
| 143 | if(TeamsCore()->GetSolo(ClientId: GetCid())) |
| 144 | return; |
| 145 | |
| 146 | for(int i = 0; i < Num; ++i) |
| 147 | { |
| 148 | auto *pChr = static_cast<CCharacter *>(apEnts[i]); |
| 149 | if(pChr == this) |
| 150 | continue; |
| 151 | |
| 152 | // Don't hit players in other teams |
| 153 | if(Team() != pChr->Team()) |
| 154 | continue; |
| 155 | |
| 156 | const int ClientId = pChr->GetCid(); |
| 157 | |
| 158 | // Don't hit players in solo parts |
| 159 | if(TeamsCore()->GetSolo(ClientId)) |
| 160 | return; |
| 161 | |
| 162 | // make sure we haven't Hit this object before |
| 163 | bool AlreadyHit = false; |
| 164 | for(int j = 0; j < m_NumObjectsHit; j++) |
| 165 | { |
| 166 | if(m_aHitObjects[j] == ClientId) |
| 167 | AlreadyHit = true; |
| 168 | } |
| 169 | if(AlreadyHit) |
| 170 | continue; |
| 171 | |
| 172 | // check so we are sufficiently close |
| 173 | if(distance(a: pChr->m_Pos, b: m_Pos) > Radius) |
| 174 | continue; |
| 175 | |
| 176 | // Hit a player, give them damage and stuffs... |
| 177 | // set his velocity to fast upward (for now) |
| 178 | dbg_assert(m_NumObjectsHit < MAX_CLIENTS, "m_aHitObjects overflow" ); |
| 179 | m_aHitObjects[m_NumObjectsHit++] = ClientId; |
| 180 | |
| 181 | pChr->TakeDamage(Force: vec2(0, -10.0f), Dmg: g_pData->m_Weapons.m_Ninja.m_pBase->m_Damage, From: GetCid(), Weapon: WEAPON_NINJA); |
| 182 | } |
| 183 | } |
| 184 | |
| 185 | return; |
| 186 | } |
| 187 | } |
| 188 | |
| 189 | void CCharacter::DoWeaponSwitch() |
| 190 | { |
| 191 | // make sure we can switch |
| 192 | if(m_ReloadTimer != 0 || m_QueuedWeapon == -1 || m_Core.m_aWeapons[WEAPON_NINJA].m_Got || !m_Core.m_aWeapons[m_QueuedWeapon].m_Got) |
| 193 | return; |
| 194 | |
| 195 | // switch Weapon |
| 196 | SetWeapon(m_QueuedWeapon); |
| 197 | } |
| 198 | |
| 199 | void CCharacter::HandleWeaponSwitch() |
| 200 | { |
| 201 | if(m_NumInputs < 2) |
| 202 | return; |
| 203 | |
| 204 | int WantedWeapon = m_Core.m_ActiveWeapon; |
| 205 | if(m_QueuedWeapon != -1) |
| 206 | WantedWeapon = m_QueuedWeapon; |
| 207 | |
| 208 | bool Anything = false; |
| 209 | for(int i = 0; i < NUM_WEAPONS - 1; ++i) |
| 210 | if(m_Core.m_aWeapons[i].m_Got) |
| 211 | Anything = true; |
| 212 | if(!Anything) |
| 213 | return; |
| 214 | // select Weapon |
| 215 | int Next = CountInput(Prev: m_LatestPrevInput.m_NextWeapon, Cur: m_LatestInput.m_NextWeapon).m_Presses; |
| 216 | int Prev = CountInput(Prev: m_LatestPrevInput.m_PrevWeapon, Cur: m_LatestInput.m_PrevWeapon).m_Presses; |
| 217 | |
| 218 | if(Next < 128) // make sure we only try sane stuff |
| 219 | { |
| 220 | while(Next) // Next Weapon selection |
| 221 | { |
| 222 | WantedWeapon = (WantedWeapon + 1) % NUM_WEAPONS; |
| 223 | if(m_Core.m_aWeapons[WantedWeapon].m_Got) |
| 224 | Next--; |
| 225 | } |
| 226 | } |
| 227 | |
| 228 | if(Prev < 128) // make sure we only try sane stuff |
| 229 | { |
| 230 | while(Prev) // Prev Weapon selection |
| 231 | { |
| 232 | WantedWeapon = (WantedWeapon - 1) < 0 ? NUM_WEAPONS - 1 : WantedWeapon - 1; |
| 233 | if(m_Core.m_aWeapons[WantedWeapon].m_Got) |
| 234 | Prev--; |
| 235 | } |
| 236 | } |
| 237 | |
| 238 | // Direct Weapon selection |
| 239 | if(m_LatestInput.m_WantedWeapon) |
| 240 | WantedWeapon = m_Input.m_WantedWeapon - 1; |
| 241 | |
| 242 | // check for insane values |
| 243 | if(WantedWeapon >= 0 && WantedWeapon < NUM_WEAPONS && WantedWeapon != m_Core.m_ActiveWeapon && m_Core.m_aWeapons[WantedWeapon].m_Got) |
| 244 | m_QueuedWeapon = WantedWeapon; |
| 245 | |
| 246 | DoWeaponSwitch(); |
| 247 | } |
| 248 | |
| 249 | void CCharacter::FireWeapon() |
| 250 | { |
| 251 | if(m_NumInputs < 2) |
| 252 | return; |
| 253 | |
| 254 | if(!GameWorld()->m_WorldConfig.m_PredictWeapons) |
| 255 | return; |
| 256 | |
| 257 | if(m_ReloadTimer != 0) |
| 258 | return; |
| 259 | |
| 260 | DoWeaponSwitch(); |
| 261 | vec2 Direction = normalize(v: vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY)); |
| 262 | |
| 263 | bool FullAuto = false; |
| 264 | if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_LASER) |
| 265 | FullAuto = true; |
| 266 | if(m_Core.m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN) |
| 267 | FullAuto = true; |
| 268 | if(m_FrozenLastTick) |
| 269 | FullAuto = true; |
| 270 | |
| 271 | // don't fire hammer when player is deep and sv_deepfly is disabled |
| 272 | if(!g_Config.m_SvDeepfly && m_Core.m_ActiveWeapon == WEAPON_HAMMER && m_Core.m_DeepFrozen) |
| 273 | return; |
| 274 | |
| 275 | // check if we gonna fire |
| 276 | bool WillFire = false; |
| 277 | if(CountInput(Prev: m_LatestPrevInput.m_Fire, Cur: m_LatestInput.m_Fire).m_Presses) |
| 278 | WillFire = true; |
| 279 | |
| 280 | if(FullAuto && (m_LatestInput.m_Fire & 1) && m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo) |
| 281 | WillFire = true; |
| 282 | |
| 283 | if(!WillFire) |
| 284 | return; |
| 285 | |
| 286 | // check for ammo |
| 287 | if(!m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo || m_FreezeTime) |
| 288 | { |
| 289 | return; |
| 290 | } |
| 291 | |
| 292 | vec2 ProjStartPos = m_Pos + Direction * m_ProximityRadius * 0.75f; |
| 293 | |
| 294 | switch(m_Core.m_ActiveWeapon) |
| 295 | { |
| 296 | case WEAPON_HAMMER: |
| 297 | { |
| 298 | if(m_Core.m_HammerHitDisabled) |
| 299 | break; |
| 300 | |
| 301 | CEntity *apEnts[MAX_CLIENTS]; |
| 302 | int Hits = 0; |
| 303 | int Num = GameWorld()->FindEntities(Pos: ProjStartPos, Radius: m_ProximityRadius * 0.5f, ppEnts: apEnts, |
| 304 | Max: MAX_CLIENTS, Type: CGameWorld::ENTTYPE_CHARACTER); |
| 305 | |
| 306 | for(int i = 0; i < Num; ++i) |
| 307 | { |
| 308 | auto *pTarget = static_cast<CCharacter *>(apEnts[i]); |
| 309 | |
| 310 | if((pTarget == this || !CanCollide(ClientId: pTarget->GetCid()))) |
| 311 | continue; |
| 312 | |
| 313 | // set his velocity to fast upward (for now) |
| 314 | |
| 315 | vec2 Dir; |
| 316 | if(length(a: pTarget->m_Pos - m_Pos) > 0.0f) |
| 317 | Dir = normalize(v: pTarget->m_Pos - m_Pos); |
| 318 | else |
| 319 | Dir = vec2(0.f, -1.f); |
| 320 | |
| 321 | float Strength = GetTuning(i: GetOverriddenTuneZone())->m_HammerStrength; |
| 322 | |
| 323 | vec2 Temp = pTarget->m_Core.m_Vel + normalize(v: Dir + vec2(0.f, -1.1f)) * 10.0f; |
| 324 | Temp = ClampVel(MoveRestriction: pTarget->m_MoveRestrictions, Vel: Temp); |
| 325 | Temp -= pTarget->m_Core.m_Vel; |
| 326 | |
| 327 | vec2 Force = vec2(0.f, -1.0f) + Temp; |
| 328 | |
| 329 | if(GameWorld()->m_WorldConfig.m_IsFNG) |
| 330 | { |
| 331 | if(m_GameTeam == pTarget->m_GameTeam && pTarget->m_LastSnapWeapon == WEAPON_NINJA) // melt hammer |
| 332 | { |
| 333 | Force.x *= 50 * 0.01f; |
| 334 | Force.y *= 50 * 0.01f; |
| 335 | } |
| 336 | else |
| 337 | { |
| 338 | Force.x *= 320 * 0.01f; |
| 339 | Force.y *= 120 * 0.01f; |
| 340 | } |
| 341 | } |
| 342 | else |
| 343 | Force *= Strength; |
| 344 | |
| 345 | pTarget->TakeDamage(Force, Dmg: g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage, |
| 346 | From: GetCid(), Weapon: m_Core.m_ActiveWeapon); |
| 347 | pTarget->UnFreeze(); |
| 348 | |
| 349 | Hits++; |
| 350 | } |
| 351 | |
| 352 | // if we Hit anything, we have to wait for the reload |
| 353 | if(Hits) |
| 354 | { |
| 355 | float FireDelay = GetTuning(i: GetOverriddenTuneZone())->m_HammerHitFireDelay; |
| 356 | m_ReloadTimer = FireDelay * GameWorld()->GameTickSpeed() / 1000; |
| 357 | } |
| 358 | } |
| 359 | break; |
| 360 | |
| 361 | case WEAPON_GUN: |
| 362 | { |
| 363 | if(!m_Core.m_Jetpack) |
| 364 | { |
| 365 | int Lifetime = (int)(GameWorld()->GameTickSpeed() * GetTuning(i: GetOverriddenTuneZone())->m_GunLifetime); |
| 366 | |
| 367 | new CProjectile( |
| 368 | GameWorld(), |
| 369 | WEAPON_GUN, //Type |
| 370 | GetCid(), //Owner |
| 371 | ProjStartPos, //Pos |
| 372 | Direction, //Dir |
| 373 | Lifetime, //Span |
| 374 | false, //Freeze |
| 375 | false, //Explosive |
| 376 | 0, //Force |
| 377 | -1 //SoundImpact |
| 378 | ); |
| 379 | } |
| 380 | } |
| 381 | break; |
| 382 | |
| 383 | case WEAPON_SHOTGUN: |
| 384 | { |
| 385 | if(GameWorld()->m_WorldConfig.m_IsVanilla) |
| 386 | { |
| 387 | int ShotSpread = 2; |
| 388 | for(int i = -ShotSpread; i <= ShotSpread; ++i) |
| 389 | { |
| 390 | const float aSpreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f}; |
| 391 | float a = angle(a: Direction); |
| 392 | a += aSpreading[i + 2]; |
| 393 | float v = 1 - (absolute(a: i) / (float)ShotSpread); |
| 394 | float Speed = mix(a: (float)GlobalTuning()->m_ShotgunSpeeddiff, b: 1.0f, amount: v); |
| 395 | new CProjectile( |
| 396 | GameWorld(), |
| 397 | WEAPON_SHOTGUN, //Type |
| 398 | GetCid(), //Owner |
| 399 | ProjStartPos, //Pos |
| 400 | direction(angle: a) * Speed, //Dir |
| 401 | (int)(GameWorld()->GameTickSpeed() * GlobalTuning()->m_ShotgunLifetime), //Span |
| 402 | false, //Freeze |
| 403 | false, //Explosive |
| 404 | -1 //SoundImpact |
| 405 | ); |
| 406 | } |
| 407 | } |
| 408 | else if(GameWorld()->m_WorldConfig.m_IsDDRace) |
| 409 | { |
| 410 | float LaserReach = GetTuning(i: GetOverriddenTuneZone())->m_LaserReach; |
| 411 | |
| 412 | new CLaser(GameWorld(), m_Pos, Direction, LaserReach, GetCid(), WEAPON_SHOTGUN); |
| 413 | } |
| 414 | } |
| 415 | break; |
| 416 | |
| 417 | case WEAPON_GRENADE: |
| 418 | { |
| 419 | int Lifetime = (int)(GameWorld()->GameTickSpeed() * GetTuning(i: GetOverriddenTuneZone())->m_GrenadeLifetime); |
| 420 | |
| 421 | new CProjectile( |
| 422 | GameWorld(), |
| 423 | WEAPON_GRENADE, //Type |
| 424 | GetCid(), //Owner |
| 425 | ProjStartPos, //Pos |
| 426 | Direction, //Dir |
| 427 | Lifetime, //Span |
| 428 | false, //Freeze |
| 429 | true, //Explosive |
| 430 | SOUND_GRENADE_EXPLODE //SoundImpact |
| 431 | ); //SoundImpact |
| 432 | } |
| 433 | break; |
| 434 | |
| 435 | case WEAPON_LASER: |
| 436 | { |
| 437 | float LaserReach = GetTuning(i: GetOverriddenTuneZone())->m_LaserReach; |
| 438 | |
| 439 | new CLaser(GameWorld(), m_Pos, Direction, LaserReach, GetCid(), WEAPON_LASER); |
| 440 | } |
| 441 | break; |
| 442 | |
| 443 | case WEAPON_NINJA: |
| 444 | { |
| 445 | // reset Hit objects |
| 446 | m_NumObjectsHit = 0; |
| 447 | |
| 448 | m_Core.m_Ninja.m_ActivationDir = Direction; |
| 449 | m_Core.m_Ninja.m_CurrentMoveTime = g_pData->m_Weapons.m_Ninja.m_Movetime * GameWorld()->GameTickSpeed() / 1000; |
| 450 | |
| 451 | // clamp to prevent massive MoveBox calculation lag with SG bug |
| 452 | m_Core.m_Ninja.m_OldVelAmount = std::clamp(val: length(a: m_Core.m_Vel), lo: 0.0f, hi: 6000.0f); |
| 453 | } |
| 454 | break; |
| 455 | } |
| 456 | |
| 457 | m_AttackTick = GameWorld()->GameTick(); // NOLINT(clang-analyzer-unix.Malloc) |
| 458 | |
| 459 | if(!m_ReloadTimer) |
| 460 | { |
| 461 | float FireDelay; |
| 462 | GetTuning(i: GetOverriddenTuneZone())->Get(offsetof(CTuningParams, m_HammerFireDelay) / sizeof(CTuneParam) + m_Core.m_ActiveWeapon, pValue: &FireDelay); |
| 463 | |
| 464 | m_ReloadTimer = FireDelay * GameWorld()->GameTickSpeed() / 1000; |
| 465 | } |
| 466 | } |
| 467 | |
| 468 | void CCharacter::HandleWeapons() |
| 469 | { |
| 470 | //ninja |
| 471 | HandleNinja(); |
| 472 | HandleJetpack(); |
| 473 | |
| 474 | // check reload timer |
| 475 | if(m_ReloadTimer) |
| 476 | { |
| 477 | m_ReloadTimer--; |
| 478 | return; |
| 479 | } |
| 480 | |
| 481 | // fire Weapon, if wanted |
| 482 | FireWeapon(); |
| 483 | } |
| 484 | |
| 485 | void CCharacter::GiveNinja() |
| 486 | { |
| 487 | m_Core.m_Ninja.m_ActivationTick = GameWorld()->GameTick(); |
| 488 | m_Core.m_aWeapons[WEAPON_NINJA].m_Got = true; |
| 489 | if(m_FreezeTime == 0) |
| 490 | m_Core.m_aWeapons[WEAPON_NINJA].m_Ammo = -1; |
| 491 | if(m_Core.m_ActiveWeapon != WEAPON_NINJA) |
| 492 | m_LastWeapon = m_Core.m_ActiveWeapon; |
| 493 | SetActiveWeapon(WEAPON_NINJA); |
| 494 | } |
| 495 | |
| 496 | void CCharacter::OnPredictedInput(const CNetObj_PlayerInput *pNewInput) |
| 497 | { |
| 498 | // skip the input if chat is active |
| 499 | if(!GameWorld()->m_WorldConfig.m_BugDDRaceInput && pNewInput->m_PlayerFlags & PLAYERFLAG_CHATTING) |
| 500 | { |
| 501 | // save the reset input |
| 502 | mem_copy(dest: &m_SavedInput, source: &m_Input, size: sizeof(m_SavedInput)); |
| 503 | return; |
| 504 | } |
| 505 | |
| 506 | // copy new input |
| 507 | mem_copy(dest: &m_Input, source: pNewInput, size: sizeof(m_Input)); |
| 508 | |
| 509 | // it is not allowed to aim in the center |
| 510 | if(m_Input.m_TargetX == 0 && m_Input.m_TargetY == 0) |
| 511 | m_Input.m_TargetY = -1; |
| 512 | |
| 513 | mem_copy(dest: &m_SavedInput, source: &m_Input, size: sizeof(m_SavedInput)); |
| 514 | } |
| 515 | |
| 516 | void CCharacter::OnDirectInput(const CNetObj_PlayerInput *pNewInput) |
| 517 | { |
| 518 | // skip the input if chat is active |
| 519 | if(!GameWorld()->m_WorldConfig.m_BugDDRaceInput && pNewInput->m_PlayerFlags & PLAYERFLAG_CHATTING) |
| 520 | { |
| 521 | // reset input |
| 522 | ResetInput(); |
| 523 | // mods that do not allow inputs to be held while chatting also do not allow to hold hook |
| 524 | m_Input.m_Hook = 0; |
| 525 | return; |
| 526 | } |
| 527 | |
| 528 | m_NumInputs++; |
| 529 | mem_copy(dest: &m_LatestPrevInput, source: &m_LatestInput, size: sizeof(m_LatestInput)); |
| 530 | mem_copy(dest: &m_LatestInput, source: pNewInput, size: sizeof(m_LatestInput)); |
| 531 | |
| 532 | // it is not allowed to aim in the center |
| 533 | if(m_LatestInput.m_TargetX == 0 && m_LatestInput.m_TargetY == 0) |
| 534 | m_LatestInput.m_TargetY = -1; |
| 535 | |
| 536 | if(m_NumInputs > 1 && Team() != TEAM_SPECTATORS) |
| 537 | { |
| 538 | HandleWeaponSwitch(); |
| 539 | FireWeapon(); |
| 540 | } |
| 541 | |
| 542 | mem_copy(dest: &m_LatestPrevInput, source: &m_LatestInput, size: sizeof(m_LatestInput)); |
| 543 | } |
| 544 | |
| 545 | void CCharacter::ReleaseHook() |
| 546 | { |
| 547 | m_Core.SetHookedPlayer(-1); |
| 548 | m_Core.m_HookState = HOOK_RETRACTED; |
| 549 | m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT; |
| 550 | } |
| 551 | |
| 552 | void CCharacter::ResetHook() |
| 553 | { |
| 554 | ReleaseHook(); |
| 555 | m_Core.m_HookPos = m_Core.m_Pos; |
| 556 | } |
| 557 | |
| 558 | void CCharacter::ResetInput() |
| 559 | { |
| 560 | m_Input.m_Direction = 0; |
| 561 | // m_Input.m_Hook = 0; |
| 562 | // simulate releasing the fire button |
| 563 | if((m_Input.m_Fire & 1) != 0) |
| 564 | m_Input.m_Fire++; |
| 565 | m_Input.m_Fire &= INPUT_STATE_MASK; |
| 566 | m_Input.m_Jump = 0; |
| 567 | m_LatestPrevInput = m_LatestInput = m_Input; |
| 568 | } |
| 569 | |
| 570 | void CCharacter::PreTick() |
| 571 | { |
| 572 | DDRaceTick(); |
| 573 | |
| 574 | m_Core.m_Input = m_Input; |
| 575 | m_Core.Tick(UseInput: true, DoDeferredTick: !m_pGameWorld->m_WorldConfig.m_NoWeakHookAndBounce); |
| 576 | } |
| 577 | |
| 578 | void CCharacter::Tick() |
| 579 | { |
| 580 | if(m_pGameWorld->m_WorldConfig.m_NoWeakHookAndBounce) |
| 581 | { |
| 582 | m_Core.TickDeferred(); |
| 583 | } |
| 584 | else |
| 585 | { |
| 586 | PreTick(); |
| 587 | } |
| 588 | |
| 589 | // handle Weapons |
| 590 | HandleWeapons(); |
| 591 | |
| 592 | DDRacePostCoreTick(); |
| 593 | |
| 594 | // Previnput |
| 595 | m_PrevInput = m_Input; |
| 596 | |
| 597 | m_PrevPrevPos = m_PrevPos; |
| 598 | m_PrevPos = m_Core.m_Pos; |
| 599 | } |
| 600 | |
| 601 | void CCharacter::TickDeferred() |
| 602 | { |
| 603 | m_Core.Move(); |
| 604 | m_Core.Quantize(); |
| 605 | m_Pos = m_Core.m_Pos; |
| 606 | } |
| 607 | |
| 608 | bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon) |
| 609 | { |
| 610 | vec2 Temp = m_Core.m_Vel + Force; |
| 611 | m_Core.m_Vel = ClampVel(MoveRestriction: m_MoveRestrictions, Vel: Temp); |
| 612 | return true; |
| 613 | } |
| 614 | |
| 615 | // DDRace |
| 616 | |
| 617 | bool CCharacter::CanCollide(int ClientId) |
| 618 | { |
| 619 | return TeamsCore()->CanCollide(ClientId1: GetCid(), ClientId2: ClientId); |
| 620 | } |
| 621 | |
| 622 | bool CCharacter::SameTeam(int ClientId) |
| 623 | { |
| 624 | return TeamsCore()->SameTeam(ClientId1: GetCid(), ClientId2: ClientId); |
| 625 | } |
| 626 | |
| 627 | int CCharacter::Team() |
| 628 | { |
| 629 | return TeamsCore()->Team(ClientId: GetCid()); |
| 630 | } |
| 631 | |
| 632 | void CCharacter::HandleSkippableTiles(int Index) |
| 633 | { |
| 634 | if(Index < 0) |
| 635 | return; |
| 636 | |
| 637 | // handle speedup tiles |
| 638 | if(Collision()->IsSpeedup(Index)) |
| 639 | { |
| 640 | vec2 Direction, TempVel = m_Core.m_Vel; |
| 641 | int Force, Type, MaxSpeed = 0; |
| 642 | Collision()->GetSpeedup(Index, pDir: &Direction, pForce: &Force, pMaxSpeed: &MaxSpeed, pType: &Type); |
| 643 | |
| 644 | if(Type == TILE_SPEED_BOOST_OLD) |
| 645 | { |
| 646 | float TeeAngle, SpeederAngle, DiffAngle, SpeedLeft, TeeSpeed; |
| 647 | if(Force == 255 && MaxSpeed) |
| 648 | { |
| 649 | m_Core.m_Vel = Direction * (MaxSpeed / 5); |
| 650 | } |
| 651 | else |
| 652 | { |
| 653 | if(MaxSpeed > 0 && MaxSpeed < 5) |
| 654 | MaxSpeed = 5; |
| 655 | if(MaxSpeed > 0) |
| 656 | { |
| 657 | if(Direction.x > 0.0000001f) |
| 658 | SpeederAngle = -std::atan(x: Direction.y / Direction.x); |
| 659 | else if(Direction.x < 0.0000001f) |
| 660 | SpeederAngle = std::atan(x: Direction.y / Direction.x) + 2.0f * std::asin(x: 1.0f); |
| 661 | else if(Direction.y > 0.0000001f) |
| 662 | SpeederAngle = std::asin(x: 1.0f); |
| 663 | else |
| 664 | SpeederAngle = std::asin(x: -1.0f); |
| 665 | |
| 666 | if(SpeederAngle < 0) |
| 667 | SpeederAngle = 4.0f * std::asin(x: 1.0f) + SpeederAngle; |
| 668 | |
| 669 | if(TempVel.x > 0.0000001f) |
| 670 | TeeAngle = -std::atan(x: TempVel.y / TempVel.x); |
| 671 | else if(TempVel.x < 0.0000001f) |
| 672 | TeeAngle = std::atan(x: TempVel.y / TempVel.x) + 2.0f * std::asin(x: 1.0f); |
| 673 | else if(TempVel.y > 0.0000001f) |
| 674 | TeeAngle = std::asin(x: 1.0f); |
| 675 | else |
| 676 | TeeAngle = std::asin(x: -1.0f); |
| 677 | |
| 678 | if(TeeAngle < 0) |
| 679 | TeeAngle = 4.0f * std::asin(x: 1.0f) + TeeAngle; |
| 680 | |
| 681 | TeeSpeed = std::sqrt(x: std::pow(x: TempVel.x, y: 2) + std::pow(x: TempVel.y, y: 2)); |
| 682 | |
| 683 | DiffAngle = SpeederAngle - TeeAngle; |
| 684 | SpeedLeft = MaxSpeed / 5.0f - std::cos(x: DiffAngle) * TeeSpeed; |
| 685 | if(absolute(a: (int)SpeedLeft) > Force && SpeedLeft > 0.0000001f) |
| 686 | TempVel += Direction * Force; |
| 687 | else if(absolute(a: (int)SpeedLeft) > Force) |
| 688 | TempVel += Direction * -Force; |
| 689 | else |
| 690 | TempVel += Direction * SpeedLeft; |
| 691 | } |
| 692 | else |
| 693 | TempVel += Direction * Force; |
| 694 | |
| 695 | m_Core.m_Vel = ClampVel(MoveRestriction: m_MoveRestrictions, Vel: TempVel); |
| 696 | } |
| 697 | } |
| 698 | else if(Type == TILE_SPEED_BOOST) |
| 699 | { |
| 700 | constexpr float MaxSpeedScale = 5.0f; |
| 701 | if(MaxSpeed == 0) |
| 702 | { |
| 703 | float MaxRampSpeed = GetTuning(i: GetOverriddenTuneZone())->m_VelrampRange / (50 * log(x: maximum(a: (float)GetTuning(i: GetOverriddenTuneZone())->m_VelrampCurvature, b: 1.01f))); |
| 704 | MaxSpeed = maximum(a: MaxRampSpeed, b: GetTuning(i: GetOverriddenTuneZone())->m_VelrampStart / 50) * MaxSpeedScale; |
| 705 | } |
| 706 | |
| 707 | // (signed) length of projection |
| 708 | float CurrentDirectionalSpeed = dot(a: Direction, b: m_Core.m_Vel); |
| 709 | float TempMaxSpeed = MaxSpeed / MaxSpeedScale; |
| 710 | if(CurrentDirectionalSpeed + Force > TempMaxSpeed) |
| 711 | TempVel += Direction * (TempMaxSpeed - CurrentDirectionalSpeed); |
| 712 | else |
| 713 | TempVel += Direction * Force; |
| 714 | m_Core.m_Vel = ClampVel(MoveRestriction: m_MoveRestrictions, Vel: TempVel); |
| 715 | } |
| 716 | } |
| 717 | } |
| 718 | |
| 719 | bool CCharacter::IsSwitchActiveCb(int Number, void *pUser) |
| 720 | { |
| 721 | CCharacter *pThis = (CCharacter *)pUser; |
| 722 | auto &aSwitchers = pThis->Switchers(); |
| 723 | return !aSwitchers.empty() && pThis->Team() != TEAM_SUPER && aSwitchers[Number].m_aStatus[pThis->Team()]; |
| 724 | } |
| 725 | |
| 726 | void CCharacter::HandleTiles(int Index) |
| 727 | { |
| 728 | int MapIndex = Index; |
| 729 | m_TileIndex = Collision()->GetTileIndex(Index: MapIndex); |
| 730 | m_TileFIndex = Collision()->GetFrontTileIndex(Index: MapIndex); |
| 731 | m_MoveRestrictions = Collision()->GetMoveRestrictions(pfnSwitchActive: IsSwitchActiveCb, pUser: this, Pos: m_Pos, Distance: 18.0f, OverrideCenterTileIndex: MapIndex); |
| 732 | |
| 733 | if(!GameWorld()->m_WorldConfig.m_PredictTiles) |
| 734 | return; |
| 735 | |
| 736 | if(Index < 0) |
| 737 | { |
| 738 | m_LastRefillJumps = false; |
| 739 | return; |
| 740 | } |
| 741 | |
| 742 | int TeleCheckpoint = Collision()->IsTeleCheckpoint(Index: MapIndex); |
| 743 | if(TeleCheckpoint) |
| 744 | m_TeleCheckpoint = TeleCheckpoint; |
| 745 | |
| 746 | // freeze |
| 747 | if(((m_TileIndex == TILE_FREEZE) || (m_TileFIndex == TILE_FREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible && !m_Core.m_DeepFrozen) |
| 748 | { |
| 749 | Freeze(); |
| 750 | } |
| 751 | else if(((m_TileIndex == TILE_UNFREEZE) || (m_TileFIndex == TILE_UNFREEZE)) && !m_Core.m_DeepFrozen) |
| 752 | { |
| 753 | UnFreeze(); |
| 754 | } |
| 755 | |
| 756 | // deep freeze |
| 757 | if(((m_TileIndex == TILE_DFREEZE) || (m_TileFIndex == TILE_DFREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible && !m_Core.m_DeepFrozen) |
| 758 | { |
| 759 | m_Core.m_DeepFrozen = true; |
| 760 | } |
| 761 | else if(((m_TileIndex == TILE_DUNFREEZE) || (m_TileFIndex == TILE_DUNFREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible && m_Core.m_DeepFrozen) |
| 762 | { |
| 763 | m_Core.m_DeepFrozen = false; |
| 764 | } |
| 765 | |
| 766 | // live freeze |
| 767 | if(((m_TileIndex == TILE_LFREEZE) || (m_TileFIndex == TILE_LFREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible) |
| 768 | { |
| 769 | m_Core.m_LiveFrozen = true; |
| 770 | } |
| 771 | else if(((m_TileIndex == TILE_LUNFREEZE) || (m_TileFIndex == TILE_LUNFREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible) |
| 772 | { |
| 773 | m_Core.m_LiveFrozen = false; |
| 774 | } |
| 775 | |
| 776 | // endless hook |
| 777 | if(((m_TileIndex == TILE_EHOOK_ENABLE) || (m_TileFIndex == TILE_EHOOK_ENABLE)) && !m_Core.m_EndlessHook) |
| 778 | { |
| 779 | m_Core.m_EndlessHook = true; |
| 780 | } |
| 781 | else if(((m_TileIndex == TILE_EHOOK_DISABLE) || (m_TileFIndex == TILE_EHOOK_DISABLE)) && m_Core.m_EndlessHook) |
| 782 | { |
| 783 | m_Core.m_EndlessHook = false; |
| 784 | } |
| 785 | |
| 786 | // hit others |
| 787 | 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)) |
| 788 | { |
| 789 | m_Core.m_HammerHitDisabled = true; |
| 790 | m_Core.m_ShotgunHitDisabled = true; |
| 791 | m_Core.m_GrenadeHitDisabled = true; |
| 792 | m_Core.m_LaserHitDisabled = true; |
| 793 | } |
| 794 | 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)) |
| 795 | { |
| 796 | m_Core.m_ShotgunHitDisabled = false; |
| 797 | m_Core.m_GrenadeHitDisabled = false; |
| 798 | m_Core.m_HammerHitDisabled = false; |
| 799 | m_Core.m_LaserHitDisabled = false; |
| 800 | } |
| 801 | |
| 802 | // collide with others |
| 803 | if(((m_TileIndex == TILE_NPC_DISABLE) || (m_TileFIndex == TILE_NPC_DISABLE)) && !m_Core.m_CollisionDisabled) |
| 804 | { |
| 805 | m_Core.m_CollisionDisabled = true; |
| 806 | } |
| 807 | else if(((m_TileIndex == TILE_NPC_ENABLE) || (m_TileFIndex == TILE_NPC_ENABLE)) && m_Core.m_CollisionDisabled) |
| 808 | { |
| 809 | m_Core.m_CollisionDisabled = false; |
| 810 | } |
| 811 | |
| 812 | // hook others |
| 813 | if(((m_TileIndex == TILE_NPH_DISABLE) || (m_TileFIndex == TILE_NPH_DISABLE)) && !m_Core.m_HookHitDisabled) |
| 814 | { |
| 815 | m_Core.m_HookHitDisabled = true; |
| 816 | } |
| 817 | else if(((m_TileIndex == TILE_NPH_ENABLE) || (m_TileFIndex == TILE_NPH_ENABLE)) && m_Core.m_HookHitDisabled) |
| 818 | { |
| 819 | m_Core.m_HookHitDisabled = false; |
| 820 | } |
| 821 | |
| 822 | // unlimited air jumps |
| 823 | if(((m_TileIndex == TILE_UNLIMITED_JUMPS_ENABLE) || (m_TileFIndex == TILE_UNLIMITED_JUMPS_ENABLE)) && !m_Core.m_EndlessJump) |
| 824 | { |
| 825 | m_Core.m_EndlessJump = true; |
| 826 | } |
| 827 | else if(((m_TileIndex == TILE_UNLIMITED_JUMPS_DISABLE) || (m_TileFIndex == TILE_UNLIMITED_JUMPS_DISABLE)) && m_Core.m_EndlessJump) |
| 828 | { |
| 829 | m_Core.m_EndlessJump = false; |
| 830 | } |
| 831 | |
| 832 | // walljump |
| 833 | if((m_TileIndex == TILE_WALLJUMP) || (m_TileFIndex == TILE_WALLJUMP)) |
| 834 | { |
| 835 | if(m_Core.m_Vel.y > 0 && m_Core.m_Colliding && m_Core.m_LeftWall) |
| 836 | { |
| 837 | m_Core.m_LeftWall = false; |
| 838 | m_Core.m_JumpedTotal = m_Core.m_Jumps >= 2 ? m_Core.m_Jumps - 2 : 0; |
| 839 | m_Core.m_Jumped = 1; |
| 840 | } |
| 841 | } |
| 842 | |
| 843 | // jetpack gun |
| 844 | if(((m_TileIndex == TILE_JETPACK_ENABLE) || (m_TileFIndex == TILE_JETPACK_ENABLE)) && !m_Core.m_Jetpack) |
| 845 | { |
| 846 | m_Core.m_Jetpack = true; |
| 847 | } |
| 848 | else if(((m_TileIndex == TILE_JETPACK_DISABLE) || (m_TileFIndex == TILE_JETPACK_DISABLE)) && m_Core.m_Jetpack) |
| 849 | { |
| 850 | m_Core.m_Jetpack = false; |
| 851 | } |
| 852 | |
| 853 | // solo part |
| 854 | if(((m_TileIndex == TILE_SOLO_ENABLE) || (m_TileFIndex == TILE_SOLO_ENABLE)) && !TeamsCore()->GetSolo(ClientId: GetCid())) |
| 855 | { |
| 856 | SetSolo(true); |
| 857 | } |
| 858 | else if(((m_TileIndex == TILE_SOLO_DISABLE) || (m_TileFIndex == TILE_SOLO_DISABLE)) && TeamsCore()->GetSolo(ClientId: GetCid())) |
| 859 | { |
| 860 | SetSolo(false); |
| 861 | } |
| 862 | |
| 863 | // refill jumps |
| 864 | if(((m_TileIndex == TILE_REFILL_JUMPS) || (m_TileFIndex == TILE_REFILL_JUMPS)) && !m_LastRefillJumps) |
| 865 | { |
| 866 | m_Core.m_JumpedTotal = 0; |
| 867 | m_Core.m_Jumped = 0; |
| 868 | m_LastRefillJumps = true; |
| 869 | } |
| 870 | if((m_TileIndex != TILE_REFILL_JUMPS) && (m_TileFIndex != TILE_REFILL_JUMPS)) |
| 871 | { |
| 872 | m_LastRefillJumps = false; |
| 873 | } |
| 874 | |
| 875 | // Teleport gun |
| 876 | if(((m_TileIndex == TILE_TELE_GUN_ENABLE) || (m_TileFIndex == TILE_TELE_GUN_ENABLE)) && !m_Core.m_HasTelegunGun) |
| 877 | { |
| 878 | m_Core.m_HasTelegunGun = true; |
| 879 | } |
| 880 | else if(((m_TileIndex == TILE_TELE_GUN_DISABLE) || (m_TileFIndex == TILE_TELE_GUN_DISABLE)) && m_Core.m_HasTelegunGun) |
| 881 | { |
| 882 | m_Core.m_HasTelegunGun = false; |
| 883 | } |
| 884 | |
| 885 | if(((m_TileIndex == TILE_TELE_GRENADE_ENABLE) || (m_TileFIndex == TILE_TELE_GRENADE_ENABLE)) && !m_Core.m_HasTelegunGrenade) |
| 886 | { |
| 887 | m_Core.m_HasTelegunGrenade = true; |
| 888 | } |
| 889 | else if(((m_TileIndex == TILE_TELE_GRENADE_DISABLE) || (m_TileFIndex == TILE_TELE_GRENADE_DISABLE)) && m_Core.m_HasTelegunGrenade) |
| 890 | { |
| 891 | m_Core.m_HasTelegunGrenade = false; |
| 892 | } |
| 893 | |
| 894 | if(((m_TileIndex == TILE_TELE_LASER_ENABLE) || (m_TileFIndex == TILE_TELE_LASER_ENABLE)) && !m_Core.m_HasTelegunLaser) |
| 895 | { |
| 896 | m_Core.m_HasTelegunLaser = true; |
| 897 | } |
| 898 | else if(((m_TileIndex == TILE_TELE_LASER_DISABLE) || (m_TileFIndex == TILE_TELE_LASER_DISABLE)) && m_Core.m_HasTelegunLaser) |
| 899 | { |
| 900 | m_Core.m_HasTelegunLaser = false; |
| 901 | } |
| 902 | |
| 903 | // stopper |
| 904 | if(m_Core.m_Vel.y > 0 && (m_MoveRestrictions & CANTMOVE_DOWN)) |
| 905 | { |
| 906 | m_Core.m_Jumped = 0; |
| 907 | m_Core.m_JumpedTotal = 0; |
| 908 | } |
| 909 | m_Core.m_Vel = ClampVel(MoveRestriction: m_MoveRestrictions, Vel: m_Core.m_Vel); |
| 910 | |
| 911 | // handle switch tiles |
| 912 | if(Collision()->GetSwitchType(Index: MapIndex) == TILE_SWITCHOPEN && Team() != TEAM_SUPER && Collision()->GetSwitchNumber(Index: MapIndex) > 0) |
| 913 | { |
| 914 | Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aStatus[Team()] = true; |
| 915 | Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aEndTick[Team()] = 0; |
| 916 | Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aType[Team()] = TILE_SWITCHOPEN; |
| 917 | Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aLastUpdateTick[Team()] = GameWorld()->GameTick(); |
| 918 | } |
| 919 | else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_SWITCHTIMEDOPEN && Team() != TEAM_SUPER && Collision()->GetSwitchNumber(Index: MapIndex) > 0) |
| 920 | { |
| 921 | Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aStatus[Team()] = true; |
| 922 | Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aEndTick[Team()] = GameWorld()->GameTick() + 1 + Collision()->GetSwitchDelay(Index: MapIndex) * GameWorld()->GameTickSpeed(); |
| 923 | Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aType[Team()] = TILE_SWITCHTIMEDOPEN; |
| 924 | Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aLastUpdateTick[Team()] = GameWorld()->GameTick(); |
| 925 | } |
| 926 | else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_SWITCHTIMEDCLOSE && Team() != TEAM_SUPER && Collision()->GetSwitchNumber(Index: MapIndex) > 0) |
| 927 | { |
| 928 | Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aStatus[Team()] = false; |
| 929 | Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aEndTick[Team()] = GameWorld()->GameTick() + 1 + Collision()->GetSwitchDelay(Index: MapIndex) * GameWorld()->GameTickSpeed(); |
| 930 | Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aType[Team()] = TILE_SWITCHTIMEDCLOSE; |
| 931 | Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aLastUpdateTick[Team()] = GameWorld()->GameTick(); |
| 932 | } |
| 933 | else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_SWITCHCLOSE && Team() != TEAM_SUPER && Collision()->GetSwitchNumber(Index: MapIndex) > 0) |
| 934 | { |
| 935 | Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aStatus[Team()] = false; |
| 936 | Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aEndTick[Team()] = 0; |
| 937 | Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aType[Team()] = TILE_SWITCHCLOSE; |
| 938 | Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aLastUpdateTick[Team()] = GameWorld()->GameTick(); |
| 939 | } |
| 940 | else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_FREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible) |
| 941 | { |
| 942 | if(Collision()->GetSwitchNumber(Index: MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aStatus[Team()]) |
| 943 | { |
| 944 | Freeze(Seconds: Collision()->GetSwitchDelay(Index: MapIndex)); |
| 945 | } |
| 946 | } |
| 947 | else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_DFREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible) |
| 948 | { |
| 949 | if(Collision()->GetSwitchNumber(Index: MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aStatus[Team()]) |
| 950 | m_Core.m_DeepFrozen = true; |
| 951 | } |
| 952 | else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_DUNFREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible) |
| 953 | { |
| 954 | if(Collision()->GetSwitchNumber(Index: MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aStatus[Team()]) |
| 955 | m_Core.m_DeepFrozen = false; |
| 956 | } |
| 957 | else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_LFREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible) |
| 958 | { |
| 959 | if(Collision()->GetSwitchNumber(Index: MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aStatus[Team()]) |
| 960 | { |
| 961 | m_Core.m_LiveFrozen = true; |
| 962 | } |
| 963 | } |
| 964 | else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_LUNFREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible) |
| 965 | { |
| 966 | if(Collision()->GetSwitchNumber(Index: MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aStatus[Team()]) |
| 967 | { |
| 968 | m_Core.m_LiveFrozen = false; |
| 969 | } |
| 970 | } |
| 971 | else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_HIT_ENABLE && m_Core.m_HammerHitDisabled && Collision()->GetSwitchDelay(Index: MapIndex) == WEAPON_HAMMER) |
| 972 | { |
| 973 | m_Core.m_HammerHitDisabled = false; |
| 974 | } |
| 975 | else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_HIT_DISABLE && !m_Core.m_HammerHitDisabled && Collision()->GetSwitchDelay(Index: MapIndex) == WEAPON_HAMMER) |
| 976 | { |
| 977 | m_Core.m_HammerHitDisabled = true; |
| 978 | } |
| 979 | else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_HIT_ENABLE && m_Core.m_ShotgunHitDisabled && Collision()->GetSwitchDelay(Index: MapIndex) == WEAPON_SHOTGUN) |
| 980 | { |
| 981 | m_Core.m_ShotgunHitDisabled = false; |
| 982 | } |
| 983 | else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_HIT_DISABLE && !m_Core.m_ShotgunHitDisabled && Collision()->GetSwitchDelay(Index: MapIndex) == WEAPON_SHOTGUN) |
| 984 | { |
| 985 | m_Core.m_ShotgunHitDisabled = true; |
| 986 | } |
| 987 | else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_HIT_ENABLE && m_Core.m_GrenadeHitDisabled && Collision()->GetSwitchDelay(Index: MapIndex) == WEAPON_GRENADE) |
| 988 | { |
| 989 | m_Core.m_GrenadeHitDisabled = false; |
| 990 | } |
| 991 | else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_HIT_DISABLE && !m_Core.m_GrenadeHitDisabled && Collision()->GetSwitchDelay(Index: MapIndex) == WEAPON_GRENADE) |
| 992 | { |
| 993 | m_Core.m_GrenadeHitDisabled = true; |
| 994 | } |
| 995 | else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_HIT_ENABLE && m_Core.m_LaserHitDisabled && Collision()->GetSwitchDelay(Index: MapIndex) == WEAPON_LASER) |
| 996 | { |
| 997 | m_Core.m_LaserHitDisabled = false; |
| 998 | } |
| 999 | else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_HIT_DISABLE && !m_Core.m_LaserHitDisabled && Collision()->GetSwitchDelay(Index: MapIndex) == WEAPON_LASER) |
| 1000 | { |
| 1001 | m_Core.m_LaserHitDisabled = true; |
| 1002 | } |
| 1003 | else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_JUMP) |
| 1004 | { |
| 1005 | int NewJumps = Collision()->GetSwitchDelay(Index: MapIndex); |
| 1006 | if(NewJumps == 255) |
| 1007 | { |
| 1008 | NewJumps = -1; |
| 1009 | } |
| 1010 | |
| 1011 | if(NewJumps != m_Core.m_Jumps) |
| 1012 | m_Core.m_Jumps = NewJumps; |
| 1013 | } |
| 1014 | } |
| 1015 | |
| 1016 | void CCharacter::HandleTuneLayer() |
| 1017 | { |
| 1018 | int CurrentIndex = Collision()->GetMapIndex(Pos: m_Pos); |
| 1019 | SetTuneZone(GameWorld()->m_WorldConfig.m_UseTuneZones ? Collision()->IsTune(Index: CurrentIndex) : 0); |
| 1020 | m_Core.m_Tuning = *GetTuning(i: GetOverriddenTuneZone()); |
| 1021 | } |
| 1022 | |
| 1023 | void CCharacter::DDRaceTick() |
| 1024 | { |
| 1025 | mem_copy(dest: &m_Input, source: &m_SavedInput, size: sizeof(m_Input)); |
| 1026 | if(m_Core.m_LiveFrozen && !m_CanMoveInFreeze && !m_Core.m_Super && !m_Core.m_Invincible) |
| 1027 | { |
| 1028 | m_Input.m_Direction = 0; |
| 1029 | m_Input.m_Jump = 0; |
| 1030 | //Hook and weapons are possible in live freeze |
| 1031 | } |
| 1032 | if(m_FreezeTime > 0) |
| 1033 | { |
| 1034 | m_FreezeTime--; |
| 1035 | if(!m_CanMoveInFreeze) |
| 1036 | { |
| 1037 | m_Input.m_Direction = 0; |
| 1038 | m_Input.m_Jump = 0; |
| 1039 | m_Input.m_Hook = 0; |
| 1040 | } |
| 1041 | if(m_FreezeTime == 1) |
| 1042 | UnFreeze(); |
| 1043 | } |
| 1044 | |
| 1045 | HandleTuneLayer(); |
| 1046 | |
| 1047 | // check if the tee is in any type of freeze |
| 1048 | int Index = Collision()->GetPureMapIndex(Pos: m_Pos); |
| 1049 | const int aTiles[] = { |
| 1050 | Collision()->GetTileIndex(Index), |
| 1051 | Collision()->GetFrontTileIndex(Index), |
| 1052 | Collision()->GetSwitchType(Index)}; |
| 1053 | m_Core.m_IsInFreeze = false; |
| 1054 | for(const int Tile : aTiles) |
| 1055 | { |
| 1056 | if(Tile == TILE_FREEZE || Tile == TILE_DFREEZE || Tile == TILE_LFREEZE || Tile == TILE_DEATH) |
| 1057 | { |
| 1058 | m_Core.m_IsInFreeze = true; |
| 1059 | break; |
| 1060 | } |
| 1061 | } |
| 1062 | m_Core.m_IsInFreeze |= (Collision()->GetCollisionAt(x: m_Pos.x + GetProximityRadius() / 3.f, y: m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH || |
| 1063 | Collision()->GetCollisionAt(x: m_Pos.x + GetProximityRadius() / 3.f, y: m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH || |
| 1064 | Collision()->GetCollisionAt(x: m_Pos.x - GetProximityRadius() / 3.f, y: m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH || |
| 1065 | Collision()->GetCollisionAt(x: m_Pos.x - GetProximityRadius() / 3.f, y: m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH || |
| 1066 | Collision()->GetFrontCollisionAt(x: m_Pos.x + GetProximityRadius() / 3.f, y: m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH || |
| 1067 | Collision()->GetFrontCollisionAt(x: m_Pos.x + GetProximityRadius() / 3.f, y: m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH || |
| 1068 | Collision()->GetFrontCollisionAt(x: m_Pos.x - GetProximityRadius() / 3.f, y: m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH || |
| 1069 | Collision()->GetFrontCollisionAt(x: m_Pos.x - GetProximityRadius() / 3.f, y: m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH); |
| 1070 | } |
| 1071 | |
| 1072 | void CCharacter::DDRacePostCoreTick() |
| 1073 | { |
| 1074 | if(!GameWorld()->m_WorldConfig.m_PredictDDRace) |
| 1075 | return; |
| 1076 | |
| 1077 | if(m_Core.m_EndlessHook) |
| 1078 | m_Core.m_HookTick = 0; |
| 1079 | |
| 1080 | m_FrozenLastTick = false; |
| 1081 | |
| 1082 | if(m_Core.m_DeepFrozen && !m_Core.m_Super && !m_Core.m_Invincible) |
| 1083 | Freeze(); |
| 1084 | |
| 1085 | // following jump rules can be overridden by tiles, like Refill Jumps, Stopper and Wall Jump |
| 1086 | if(m_Core.m_Jumps == -1) |
| 1087 | { |
| 1088 | // The player has only one ground jump, so his feet are always dark |
| 1089 | m_Core.m_Jumped |= 2; |
| 1090 | } |
| 1091 | else if(m_Core.m_Jumps == 0) |
| 1092 | { |
| 1093 | // The player has no jumps at all, so his feet are always dark |
| 1094 | m_Core.m_Jumped |= 2; |
| 1095 | } |
| 1096 | else if(m_Core.m_Jumps == 1 && m_Core.m_Jumped > 0) |
| 1097 | { |
| 1098 | // If the player has only one jump, each jump is the last one |
| 1099 | m_Core.m_Jumped |= 2; |
| 1100 | } |
| 1101 | else if(m_Core.m_JumpedTotal < m_Core.m_Jumps - 1 && m_Core.m_Jumped > 1) |
| 1102 | { |
| 1103 | // The player has not yet used up all his jumps, so his feet remain light |
| 1104 | m_Core.m_Jumped = 1; |
| 1105 | } |
| 1106 | |
| 1107 | if((m_Core.m_Super || m_Core.m_EndlessJump) && m_Core.m_Jumped > 1) |
| 1108 | { |
| 1109 | // Super players and players with infinite jumps always have light feet |
| 1110 | m_Core.m_Jumped = 1; |
| 1111 | } |
| 1112 | |
| 1113 | int CurrentIndex = Collision()->GetMapIndex(Pos: m_Pos); |
| 1114 | HandleSkippableTiles(Index: CurrentIndex); |
| 1115 | |
| 1116 | // handle Anti-Skip tiles |
| 1117 | std::vector<int> vIndices = Collision()->GetMapIndices(PrevPos: m_PrevPos, Pos: m_Pos); |
| 1118 | if(!vIndices.empty()) |
| 1119 | for(int Index : vIndices) |
| 1120 | HandleTiles(Index); |
| 1121 | else |
| 1122 | { |
| 1123 | HandleTiles(Index: CurrentIndex); |
| 1124 | } |
| 1125 | } |
| 1126 | |
| 1127 | bool CCharacter::Freeze(int Seconds) |
| 1128 | { |
| 1129 | if(!GameWorld()->m_WorldConfig.m_PredictFreeze) |
| 1130 | return false; |
| 1131 | if(Seconds <= 0 || m_Core.m_Super || m_Core.m_Invincible || m_FreezeTime > Seconds * GameWorld()->GameTickSpeed()) |
| 1132 | return false; |
| 1133 | if(m_Core.m_FreezeStart < GameWorld()->GameTick() - GameWorld()->GameTickSpeed()) |
| 1134 | { |
| 1135 | m_FreezeTime = Seconds * GameWorld()->GameTickSpeed(); |
| 1136 | m_Core.m_FreezeStart = GameWorld()->GameTick(); |
| 1137 | m_Core.m_FreezeEnd = m_Core.m_DeepFrozen ? -1 : (m_FreezeTime == 0 ? 0 : GameWorld()->GameTick() + m_FreezeTime); |
| 1138 | return true; |
| 1139 | } |
| 1140 | return false; |
| 1141 | } |
| 1142 | |
| 1143 | bool CCharacter::Freeze() |
| 1144 | { |
| 1145 | return Freeze(Seconds: g_Config.m_SvFreezeDelay); |
| 1146 | } |
| 1147 | |
| 1148 | bool CCharacter::UnFreeze() |
| 1149 | { |
| 1150 | if(m_FreezeTime > 0) |
| 1151 | { |
| 1152 | if(!m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Got) |
| 1153 | m_Core.m_ActiveWeapon = WEAPON_GUN; |
| 1154 | m_FreezeTime = 0; |
| 1155 | m_Core.m_FreezeStart = 0; |
| 1156 | m_Core.m_FreezeEnd = m_Core.m_DeepFrozen ? -1 : 0; |
| 1157 | if(GameWorld()->m_WorldConfig.m_PredictDDRace) |
| 1158 | m_FrozenLastTick = true; |
| 1159 | return true; |
| 1160 | } |
| 1161 | return false; |
| 1162 | } |
| 1163 | |
| 1164 | void CCharacter::GiveWeapon(int Weapon, bool Remove) |
| 1165 | { |
| 1166 | if(Weapon == WEAPON_NINJA) |
| 1167 | { |
| 1168 | if(Remove) |
| 1169 | RemoveNinja(); |
| 1170 | else |
| 1171 | GiveNinja(); |
| 1172 | return; |
| 1173 | } |
| 1174 | |
| 1175 | if(Remove) |
| 1176 | { |
| 1177 | if(GetActiveWeapon() == Weapon) |
| 1178 | SetActiveWeapon(WEAPON_GUN); |
| 1179 | } |
| 1180 | else |
| 1181 | { |
| 1182 | m_Core.m_aWeapons[Weapon].m_Ammo = -1; |
| 1183 | } |
| 1184 | |
| 1185 | m_Core.m_aWeapons[Weapon].m_Got = !Remove; |
| 1186 | } |
| 1187 | |
| 1188 | void CCharacter::GiveAllWeapons() |
| 1189 | { |
| 1190 | for(int i = WEAPON_GUN; i < NUM_WEAPONS - 1; i++) |
| 1191 | { |
| 1192 | GiveWeapon(Weapon: i); |
| 1193 | } |
| 1194 | } |
| 1195 | |
| 1196 | void CCharacter::ResetVelocity() |
| 1197 | { |
| 1198 | m_Core.m_Vel = vec2(0, 0); |
| 1199 | } |
| 1200 | |
| 1201 | // The method is needed only to reproduce 'shotgun bug' ddnet#5258 |
| 1202 | // Use SetVelocity() instead. |
| 1203 | void CCharacter::SetVelocity(const vec2 NewVelocity) |
| 1204 | { |
| 1205 | m_Core.m_Vel = ClampVel(MoveRestriction: m_MoveRestrictions, Vel: NewVelocity); |
| 1206 | } |
| 1207 | |
| 1208 | void CCharacter::SetRawVelocity(const vec2 NewVelocity) |
| 1209 | { |
| 1210 | m_Core.m_Vel = NewVelocity; |
| 1211 | } |
| 1212 | |
| 1213 | void CCharacter::AddVelocity(const vec2 Addition) |
| 1214 | { |
| 1215 | SetVelocity(m_Core.m_Vel + Addition); |
| 1216 | } |
| 1217 | |
| 1218 | void CCharacter::ApplyMoveRestrictions() |
| 1219 | { |
| 1220 | m_Core.m_Vel = ClampVel(MoveRestriction: m_MoveRestrictions, Vel: m_Core.m_Vel); |
| 1221 | } |
| 1222 | |
| 1223 | CTeamsCore *CCharacter::TeamsCore() |
| 1224 | { |
| 1225 | return GameWorld()->Teams(); |
| 1226 | } |
| 1227 | |
| 1228 | CCharacter::CCharacter(CGameWorld *pGameWorld, int Id, CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended) : |
| 1229 | CEntity(pGameWorld, CGameWorld::ENTTYPE_CHARACTER, vec2(0, 0), CCharacterCore::PhysicalSize()) |
| 1230 | { |
| 1231 | m_Id = Id; |
| 1232 | m_IsLocal = false; |
| 1233 | |
| 1234 | m_LastWeapon = WEAPON_HAMMER; |
| 1235 | m_QueuedWeapon = -1; |
| 1236 | m_LastRefillJumps = false; |
| 1237 | m_PrevPrevPos = m_PrevPos = m_Pos = vec2(pChar->m_X, pChar->m_Y); |
| 1238 | m_Core.Reset(); |
| 1239 | m_Core.Init(pWorld: &GameWorld()->m_Core, pCollision: GameWorld()->Collision(), pTeams: GameWorld()->Teams()); |
| 1240 | m_Core.m_Id = Id; |
| 1241 | mem_zero(block: &m_Core.m_Ninja, size: sizeof(m_Core.m_Ninja)); |
| 1242 | m_Core.m_LeftWall = true; |
| 1243 | m_ReloadTimer = 0; |
| 1244 | m_NumObjectsHit = 0; |
| 1245 | m_LastRefillJumps = false; |
| 1246 | m_CanMoveInFreeze = false; |
| 1247 | m_TeleCheckpoint = 0; |
| 1248 | m_StrongWeakId = 0; |
| 1249 | |
| 1250 | mem_zero(block: &m_Input, size: sizeof(m_Input)); |
| 1251 | // never initialize both to zero |
| 1252 | m_Input.m_TargetX = 0; |
| 1253 | m_Input.m_TargetY = -1; |
| 1254 | |
| 1255 | m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input; |
| 1256 | |
| 1257 | ResetPrediction(); |
| 1258 | Read(pChar, pExtended, IsLocal: false); |
| 1259 | } |
| 1260 | |
| 1261 | void CCharacter::ResetPrediction() |
| 1262 | { |
| 1263 | SetSolo(false); |
| 1264 | SetSuper(false); |
| 1265 | m_Core.m_EndlessHook = false; |
| 1266 | m_Core.m_HammerHitDisabled = false; |
| 1267 | m_Core.m_ShotgunHitDisabled = false; |
| 1268 | m_Core.m_GrenadeHitDisabled = false; |
| 1269 | m_Core.m_LaserHitDisabled = false; |
| 1270 | m_Core.m_EndlessJump = false; |
| 1271 | m_Core.m_Jetpack = false; |
| 1272 | m_NinjaJetpack = false; |
| 1273 | m_Core.m_Jumps = 2; |
| 1274 | m_Core.m_HookHitDisabled = false; |
| 1275 | m_Core.m_CollisionDisabled = false; |
| 1276 | m_NumInputs = 0; |
| 1277 | m_FreezeTime = 0; |
| 1278 | m_Core.m_FreezeStart = 0; |
| 1279 | m_Core.m_IsInFreeze = false; |
| 1280 | m_Core.m_DeepFrozen = false; |
| 1281 | m_Core.m_LiveFrozen = false; |
| 1282 | m_FrozenLastTick = false; |
| 1283 | for(int w = 0; w < NUM_WEAPONS; w++) |
| 1284 | { |
| 1285 | SetWeaponGot(Type: w, Value: false); |
| 1286 | SetWeaponAmmo(Type: w, Value: -1); |
| 1287 | } |
| 1288 | if(m_Core.HookedPlayer() >= 0) |
| 1289 | { |
| 1290 | m_Core.SetHookedPlayer(-1); |
| 1291 | m_Core.m_HookState = HOOK_IDLE; |
| 1292 | } |
| 1293 | m_LastWeaponSwitchTick = 0; |
| 1294 | m_LastTuneZoneTick = 0; |
| 1295 | } |
| 1296 | |
| 1297 | void CCharacter::Read(CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended, bool IsLocal) |
| 1298 | { |
| 1299 | m_Core.Read(pObjCore: (const CNetObj_CharacterCore *)pChar); |
| 1300 | m_IsLocal = IsLocal; |
| 1301 | |
| 1302 | if(pExtended) |
| 1303 | { |
| 1304 | SetSolo(pExtended->m_Flags & CHARACTERFLAG_SOLO); |
| 1305 | SetSuper(pExtended->m_Flags & CHARACTERFLAG_SUPER); |
| 1306 | |
| 1307 | m_TeleCheckpoint = pExtended->m_TeleCheckpoint; |
| 1308 | m_StrongWeakId = pExtended->m_StrongWeakId; |
| 1309 | m_TuneZoneOverride = pExtended->m_TuneZoneOverride; |
| 1310 | |
| 1311 | const bool Ninja = (pExtended->m_Flags & CHARACTERFLAG_WEAPON_NINJA) != 0; |
| 1312 | if(Ninja && m_Core.m_ActiveWeapon != WEAPON_NINJA) |
| 1313 | GiveNinja(); |
| 1314 | else if(!Ninja && m_Core.m_ActiveWeapon == WEAPON_NINJA) |
| 1315 | RemoveNinja(); |
| 1316 | |
| 1317 | if(GameWorld()->m_WorldConfig.m_PredictFreeze && pExtended->m_FreezeEnd != 0) |
| 1318 | { |
| 1319 | if(pExtended->m_FreezeEnd > 0) |
| 1320 | { |
| 1321 | if(m_FreezeTime == 0) |
| 1322 | Freeze(); |
| 1323 | m_FreezeTime = maximum(a: 1, b: pExtended->m_FreezeEnd - GameWorld()->GameTick()); |
| 1324 | } |
| 1325 | else if(pExtended->m_FreezeEnd == -1) |
| 1326 | m_Core.m_DeepFrozen = true; |
| 1327 | } |
| 1328 | else |
| 1329 | UnFreeze(); |
| 1330 | |
| 1331 | m_Core.ReadDDNet(pObjDDNet: pExtended); |
| 1332 | |
| 1333 | if(!GameWorld()->m_WorldConfig.m_PredictFreeze) |
| 1334 | { |
| 1335 | UnFreeze(); |
| 1336 | } |
| 1337 | } |
| 1338 | else |
| 1339 | { |
| 1340 | // ddnetcharacter is not available, try to get some info from the tunings and the character netobject instead. |
| 1341 | |
| 1342 | // remove weapons that are unavailable. if the current weapon is ninja just set ammo to zero in case the player is frozen |
| 1343 | if(pChar->m_Weapon != m_Core.m_ActiveWeapon) |
| 1344 | { |
| 1345 | if(pChar->m_Weapon == WEAPON_NINJA) |
| 1346 | m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo = 0; |
| 1347 | else |
| 1348 | { |
| 1349 | if(m_Core.m_ActiveWeapon == WEAPON_NINJA) |
| 1350 | { |
| 1351 | SetNinjaActivationDir(vec2(0, 0)); |
| 1352 | SetNinjaActivationTick(-500); |
| 1353 | SetNinjaCurrentMoveTime(0); |
| 1354 | } |
| 1355 | if(pChar->m_Weapon == m_LastSnapWeapon) |
| 1356 | m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Got = false; |
| 1357 | } |
| 1358 | } |
| 1359 | // add weapon |
| 1360 | if(pChar->m_Weapon >= 0 && pChar->m_Weapon != WEAPON_NINJA) |
| 1361 | { |
| 1362 | m_Core.m_aWeapons[pChar->m_Weapon].m_Got = true; |
| 1363 | } |
| 1364 | |
| 1365 | // without ddnetcharacter we don't know if we have jetpack, so try to predict jetpack if strength isn't 0, on vanilla it's always 0 |
| 1366 | if(GameWorld()->m_WorldConfig.m_PredictWeapons && GetTuning(i: GetOverriddenTuneZone())->m_JetpackStrength != 0) |
| 1367 | { |
| 1368 | m_Core.m_Jetpack = true; |
| 1369 | m_Core.m_aWeapons[WEAPON_GUN].m_Got = true; |
| 1370 | m_Core.m_aWeapons[WEAPON_GUN].m_Ammo = -1; |
| 1371 | m_NinjaJetpack = pChar->m_Weapon == WEAPON_NINJA; |
| 1372 | } |
| 1373 | else if(pChar->m_Weapon != WEAPON_NINJA) |
| 1374 | { |
| 1375 | m_Core.m_Jetpack = false; |
| 1376 | } |
| 1377 | |
| 1378 | // number of jumps |
| 1379 | if(GameWorld()->m_WorldConfig.m_PredictTiles) |
| 1380 | { |
| 1381 | if(pChar->m_Jumped & 2) |
| 1382 | { |
| 1383 | m_Core.m_EndlessJump = false; |
| 1384 | if(m_Core.m_Jumps > m_Core.m_JumpedTotal && m_Core.m_JumpedTotal > 0 && m_Core.m_Jumps > 2) |
| 1385 | m_Core.m_Jumps = m_Core.m_JumpedTotal + 1; |
| 1386 | } |
| 1387 | else if(m_Core.m_Jumps < 2) |
| 1388 | m_Core.m_Jumps = m_Core.m_JumpedTotal + 2; |
| 1389 | if(GetTuning(i: GetOverriddenTuneZone())->m_AirJumpImpulse == 0) |
| 1390 | { |
| 1391 | m_Core.m_Jumps = 0; |
| 1392 | m_Core.m_Jumped = 3; |
| 1393 | } |
| 1394 | } |
| 1395 | |
| 1396 | // set player collision |
| 1397 | SetSolo(!GetTuning(i: GetOverriddenTuneZone())->m_PlayerCollision && !GetTuning(i: GetOverriddenTuneZone())->m_PlayerHooking); |
| 1398 | m_Core.m_CollisionDisabled = !GetTuning(i: GetOverriddenTuneZone())->m_PlayerCollision; |
| 1399 | m_Core.m_HookHitDisabled = !GetTuning(i: GetOverriddenTuneZone())->m_PlayerHooking; |
| 1400 | |
| 1401 | if(m_Core.m_HookTick != 0) |
| 1402 | m_Core.m_EndlessHook = false; |
| 1403 | |
| 1404 | // detect unfreeze (in case the player was frozen in the tile prediction and not correctly unfrozen) |
| 1405 | if(pChar->m_Emote != EMOTE_PAIN && pChar->m_Emote != EMOTE_NORMAL) |
| 1406 | m_Core.m_DeepFrozen = false; |
| 1407 | if(pChar->m_Weapon != WEAPON_NINJA || pChar->m_AttackTick > m_Core.m_FreezeStart || absolute(a: pChar->m_VelX) == 256 * 10 || !GameWorld()->m_WorldConfig.m_PredictFreeze) |
| 1408 | { |
| 1409 | m_Core.m_DeepFrozen = false; |
| 1410 | UnFreeze(); |
| 1411 | } |
| 1412 | |
| 1413 | m_TuneZoneOverride = TuneZone::OVERRIDE_NONE; |
| 1414 | } |
| 1415 | |
| 1416 | vec2 PosBefore = m_Pos; |
| 1417 | m_Pos = m_Core.m_Pos; |
| 1418 | |
| 1419 | if(distance(a: PosBefore, b: m_Pos) > 2.f) // misprediction, don't use prevpos |
| 1420 | m_PrevPos = m_Pos; |
| 1421 | |
| 1422 | if(distance(a: m_PrevPos, b: m_Pos) > 10.f * 32.f) // reset prevpos if the distance is high |
| 1423 | m_PrevPos = m_Pos; |
| 1424 | |
| 1425 | if(pChar->m_Jumped & 2) |
| 1426 | m_Core.m_JumpedTotal = m_Core.m_Jumps; |
| 1427 | m_AttackTick = pChar->m_AttackTick; |
| 1428 | m_LastSnapWeapon = pChar->m_Weapon; |
| 1429 | |
| 1430 | SetTuneZone(GameWorld()->m_WorldConfig.m_UseTuneZones ? Collision()->IsTune(Index: Collision()->GetMapIndex(Pos: m_Pos)) : 0); |
| 1431 | |
| 1432 | // set the current weapon |
| 1433 | if(pChar->m_Weapon >= 0 && pChar->m_Weapon != WEAPON_NINJA) |
| 1434 | { |
| 1435 | m_Core.m_aWeapons[pChar->m_Weapon].m_Ammo = (GameWorld()->m_WorldConfig.m_InfiniteAmmo || pChar->m_Weapon == WEAPON_HAMMER) ? -1 : pChar->m_AmmoCount; |
| 1436 | if(pChar->m_Weapon != m_Core.m_ActiveWeapon) |
| 1437 | SetActiveWeapon(pChar->m_Weapon); |
| 1438 | } |
| 1439 | |
| 1440 | // reset all input except direction and hook for non-local players (as in vanilla prediction) |
| 1441 | if(!IsLocal) |
| 1442 | { |
| 1443 | mem_zero(block: &m_Input, size: sizeof(m_Input)); |
| 1444 | mem_zero(block: &m_SavedInput, size: sizeof(m_SavedInput)); |
| 1445 | m_Input.m_Direction = m_SavedInput.m_Direction = m_Core.m_Direction; |
| 1446 | m_Input.m_Hook = m_SavedInput.m_Hook = (m_Core.m_HookState != HOOK_IDLE); |
| 1447 | |
| 1448 | if(pExtended && pExtended->m_TargetX != 0 && pExtended->m_TargetY != 0) |
| 1449 | { |
| 1450 | m_Input.m_TargetX = m_SavedInput.m_TargetX = pExtended->m_TargetX; |
| 1451 | m_Input.m_TargetY = m_SavedInput.m_TargetY = pExtended->m_TargetY; |
| 1452 | } |
| 1453 | else |
| 1454 | { |
| 1455 | m_Input.m_TargetX = m_SavedInput.m_TargetX = std::cos(x: pChar->m_Angle / 256.0f) * 256.0f; |
| 1456 | m_Input.m_TargetY = m_SavedInput.m_TargetY = std::sin(x: pChar->m_Angle / 256.0f) * 256.0f; |
| 1457 | } |
| 1458 | } |
| 1459 | |
| 1460 | // in most cases the reload timer can be determined from the last attack tick |
| 1461 | // (this is only needed for autofire weapons to prevent the predicted reload timer from desyncing) |
| 1462 | if(IsLocal && m_Core.m_ActiveWeapon != WEAPON_HAMMER && !m_Core.m_aWeapons[WEAPON_NINJA].m_Got) |
| 1463 | { |
| 1464 | if(maximum(a: m_LastTuneZoneTick, b: m_LastWeaponSwitchTick) + GameWorld()->GameTickSpeed() < GameWorld()->GameTick()) |
| 1465 | { |
| 1466 | float FireDelay; |
| 1467 | GetTuning(i: GetOverriddenTuneZone())->Get(offsetof(CTuningParams, m_HammerFireDelay) / sizeof(CTuneParam) + m_Core.m_ActiveWeapon, pValue: &FireDelay); |
| 1468 | const int FireDelayTicks = FireDelay * GameWorld()->GameTickSpeed() / 1000; |
| 1469 | m_ReloadTimer = maximum(a: 0, b: m_AttackTick + FireDelayTicks - GameWorld()->GameTick()); |
| 1470 | } |
| 1471 | } |
| 1472 | } |
| 1473 | |
| 1474 | void CCharacter::SetCoreWorld(CGameWorld *pGameWorld) |
| 1475 | { |
| 1476 | m_Core.SetCoreWorld(pWorld: &pGameWorld->m_Core, pCollision: pGameWorld->Collision(), pTeams: pGameWorld->Teams()); |
| 1477 | } |
| 1478 | |
| 1479 | bool CCharacter::Match(CCharacter *pChar) const |
| 1480 | { |
| 1481 | return distance(a: pChar->m_Core.m_Pos, b: m_Core.m_Pos) <= 32.f; |
| 1482 | } |
| 1483 | |
| 1484 | void CCharacter::SetActiveWeapon(int ActiveWeapon) |
| 1485 | { |
| 1486 | if(ActiveWeapon < WEAPON_HAMMER || ActiveWeapon >= NUM_WEAPONS) |
| 1487 | { |
| 1488 | m_Core.m_ActiveWeapon = WEAPON_HAMMER; |
| 1489 | } |
| 1490 | else |
| 1491 | { |
| 1492 | m_Core.m_ActiveWeapon = ActiveWeapon; |
| 1493 | } |
| 1494 | m_LastWeaponSwitchTick = GameWorld()->GameTick(); |
| 1495 | } |
| 1496 | |
| 1497 | void CCharacter::SetTuneZone(int Zone) |
| 1498 | { |
| 1499 | if(Zone == m_TuneZone) |
| 1500 | return; |
| 1501 | m_TuneZone = Zone; |
| 1502 | m_LastTuneZoneTick = GameWorld()->GameTick(); |
| 1503 | } |
| 1504 | |
| 1505 | int CCharacter::GetOverriddenTuneZone() const |
| 1506 | { |
| 1507 | return m_TuneZoneOverride == TuneZone::OVERRIDE_NONE ? m_TuneZone : m_TuneZoneOverride; |
| 1508 | } |
| 1509 | |
| 1510 | int CCharacter::GetPureTuneZone() const |
| 1511 | { |
| 1512 | return m_TuneZone; |
| 1513 | } |
| 1514 | |
| 1515 | CCharacter::~CCharacter() |
| 1516 | { |
| 1517 | if(GameWorld()) |
| 1518 | GameWorld()->RemoveCharacter(pChar: this); |
| 1519 | } |
| 1520 | |