| 1 | /* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */ |
| 2 | #include "dragger.h" |
| 3 | |
| 4 | #include "character.h" |
| 5 | |
| 6 | #include <engine/shared/config.h> |
| 7 | |
| 8 | #include <generated/protocol.h> |
| 9 | |
| 10 | #include <game/client/laser_data.h> |
| 11 | #include <game/collision.h> |
| 12 | #include <game/mapitems.h> |
| 13 | |
| 14 | void CDragger::Tick() |
| 15 | { |
| 16 | if(GameWorld()->GameTick() % (int)(GameWorld()->GameTickSpeed() * 0.15f) == 0) |
| 17 | { |
| 18 | Collision()->MoverSpeed(x: m_Pos.x, y: m_Pos.y, pSpeed: &m_Core); |
| 19 | m_Pos += m_Core; |
| 20 | |
| 21 | LookForPlayersToDrag(); |
| 22 | } |
| 23 | |
| 24 | DraggerBeamTick(); |
| 25 | } |
| 26 | |
| 27 | void CDragger::LookForPlayersToDrag() |
| 28 | { |
| 29 | // Create a list of players who are in the range of the dragger |
| 30 | CEntity *apPlayersInRange[MAX_CLIENTS]; |
| 31 | std::fill(first: std::begin(arr&: apPlayersInRange), last: std::end(arr&: apPlayersInRange), value: nullptr); |
| 32 | |
| 33 | int NumPlayersInRange = GameWorld()->FindEntities(Pos: m_Pos, |
| 34 | Radius: g_Config.m_SvDraggerRange - CCharacterCore::PhysicalSize(), |
| 35 | ppEnts: apPlayersInRange, Max: MAX_CLIENTS, Type: CGameWorld::ENTTYPE_CHARACTER); |
| 36 | |
| 37 | // The closest player (within range) in a team is selected as the target |
| 38 | int ClosestTargetId = -1; |
| 39 | bool CanStillBeTeamTarget = false; |
| 40 | int MinDistInTeam = 0; |
| 41 | |
| 42 | for(int i = 0; i < NumPlayersInRange; i++) |
| 43 | { |
| 44 | CCharacter *pTarget = static_cast<CCharacter *>(apPlayersInRange[i]); |
| 45 | const int &TargetTeam = pTarget->Team(); |
| 46 | |
| 47 | // Do not create a dragger beam for super player |
| 48 | if(TargetTeam == TEAM_SUPER) |
| 49 | { |
| 50 | continue; |
| 51 | } |
| 52 | // If the dragger is disabled for the target's team, no dragger beam will be generated |
| 53 | if(m_Layer == LAYER_SWITCH && m_Number > 0 && |
| 54 | !Switchers()[m_Number].m_aStatus[TargetTeam]) |
| 55 | { |
| 56 | continue; |
| 57 | } |
| 58 | |
| 59 | // Dragger beams can be created only for reachable, alive players |
| 60 | int IsReachable = |
| 61 | m_IgnoreWalls ? |
| 62 | !Collision()->IntersectNoLaserNoWalls(Pos0: m_Pos, Pos1: pTarget->m_Pos, pOutCollision: nullptr, pOutBeforeCollision: nullptr) : |
| 63 | !Collision()->IntersectNoLaser(Pos0: m_Pos, Pos1: pTarget->m_Pos, pOutCollision: nullptr, pOutBeforeCollision: nullptr); |
| 64 | if(IsReachable) |
| 65 | { |
| 66 | const int &TargetClientId = pTarget->GetCid(); |
| 67 | int Distance = distance(a: pTarget->m_Pos, b: m_Pos); |
| 68 | if(MinDistInTeam == 0 || MinDistInTeam > Distance) |
| 69 | { |
| 70 | MinDistInTeam = Distance; |
| 71 | ClosestTargetId = TargetClientId; |
| 72 | } |
| 73 | if(TargetClientId == m_TargetId) |
| 74 | { |
| 75 | CanStillBeTeamTarget = true; |
| 76 | } |
| 77 | } |
| 78 | } |
| 79 | |
| 80 | // Set the closest player for each team as a target if the team does not have a target player yet |
| 81 | if((m_TargetId != -1 && !CanStillBeTeamTarget) || m_TargetId == -1) |
| 82 | { |
| 83 | m_TargetId = ClosestTargetId; |
| 84 | } |
| 85 | } |
| 86 | |
| 87 | void CDragger::DraggerBeamReset() |
| 88 | { |
| 89 | m_TargetId = -1; |
| 90 | } |
| 91 | |
| 92 | void CDragger::DraggerBeamTick() |
| 93 | { |
| 94 | CCharacter *pTarget = GameWorld()->GetCharacterById(Id: m_TargetId); |
| 95 | if(!pTarget) |
| 96 | { |
| 97 | DraggerBeamReset(); |
| 98 | return; |
| 99 | } |
| 100 | |
| 101 | if(GameWorld()->GameTick() % (int)(GameWorld()->GameTickSpeed() * 0.15f) == 0) |
| 102 | { |
| 103 | if(m_Layer == LAYER_SWITCH && m_Number > 0 && |
| 104 | !Switchers()[m_Number].m_aStatus[pTarget->Team()]) |
| 105 | { |
| 106 | DraggerBeamReset(); |
| 107 | return; |
| 108 | } |
| 109 | } |
| 110 | |
| 111 | // When the dragger can no longer reach the target player, the dragger beam dissolves |
| 112 | int IsReachable = |
| 113 | m_IgnoreWalls ? |
| 114 | !Collision()->IntersectNoLaserNoWalls(Pos0: m_Pos, Pos1: pTarget->m_Pos, pOutCollision: nullptr, pOutBeforeCollision: nullptr) : |
| 115 | !Collision()->IntersectNoLaser(Pos0: m_Pos, Pos1: pTarget->m_Pos, pOutCollision: nullptr, pOutBeforeCollision: nullptr); |
| 116 | if(!IsReachable || distance(a: pTarget->m_Pos, b: m_Pos) >= g_Config.m_SvDraggerRange) |
| 117 | { |
| 118 | DraggerBeamReset(); |
| 119 | return; |
| 120 | } |
| 121 | // In the center of the dragger a tee does not experience speed-up |
| 122 | else if(distance(a: pTarget->m_Pos, b: m_Pos) > 28) |
| 123 | { |
| 124 | pTarget->AddVelocity(Addition: normalize(v: m_Pos - pTarget->m_Pos) * m_Strength); |
| 125 | } |
| 126 | } |
| 127 | |
| 128 | CDragger::CDragger(CGameWorld *pGameWorld, int Id, const CLaserData *pData) : |
| 129 | CEntity(pGameWorld, CGameWorld::ENTTYPE_DRAGGER) |
| 130 | { |
| 131 | m_Core = vec2(0.f, 0.f); |
| 132 | m_Id = Id; |
| 133 | m_TargetId = -1; |
| 134 | |
| 135 | m_Strength = 0; |
| 136 | m_IgnoreWalls = false; |
| 137 | if(0 <= pData->m_Subtype && pData->m_Subtype < NUM_LASERDRAGGERTYPES) |
| 138 | { |
| 139 | m_IgnoreWalls = (pData->m_Subtype & 1); |
| 140 | m_Strength = (pData->m_Subtype >> 1) + 1; |
| 141 | } |
| 142 | m_Number = pData->m_SwitchNumber; |
| 143 | m_Layer = m_Number > 0 ? LAYER_SWITCH : LAYER_GAME; |
| 144 | |
| 145 | Read(pData); |
| 146 | } |
| 147 | |
| 148 | void CDragger::Read(const CLaserData *pData) |
| 149 | { |
| 150 | m_Pos = pData->m_From; |
| 151 | m_TargetId = pData->m_Owner; |
| 152 | } |
| 153 | |
| 154 | bool CDragger::Match(CDragger *pDragger) |
| 155 | { |
| 156 | return pDragger->m_Strength == m_Strength && pDragger->m_Number == m_Number && pDragger->m_IgnoreWalls == m_IgnoreWalls; |
| 157 | } |
| 158 | |