| 1 | /* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */ |
| 2 | #include "plasma.h" |
| 3 | |
| 4 | #include "character.h" |
| 5 | |
| 6 | #include <game/client/laser_data.h> |
| 7 | #include <game/collision.h> |
| 8 | #include <game/mapitems.h> |
| 9 | |
| 10 | const float PLASMA_ACCEL = 1.1f; |
| 11 | |
| 12 | CPlasma::CPlasma(CGameWorld *pGameWorld, int Id, const CLaserData *pData) : |
| 13 | CEntity(pGameWorld, CGameWorld::ENTTYPE_PLASMA) |
| 14 | { |
| 15 | m_Id = Id; |
| 16 | |
| 17 | m_Number = pData->m_SwitchNumber; |
| 18 | m_Layer = m_Number > 0 ? LAYER_SWITCH : LAYER_GAME; |
| 19 | m_LifeTime = (int)(GameWorld()->GameTickSpeed() * 1.5f); |
| 20 | |
| 21 | m_Explosive = false; |
| 22 | m_Freeze = false; |
| 23 | |
| 24 | Read(pData); |
| 25 | |
| 26 | CCharacter *pTarget = GameWorld()->GetCharacterById(Id: m_ForClientId); |
| 27 | if(!pTarget) |
| 28 | { |
| 29 | Reset(); |
| 30 | return; |
| 31 | } |
| 32 | m_Core = normalize(v: pTarget->m_Pos - m_Pos); |
| 33 | } |
| 34 | |
| 35 | bool CPlasma::Match(const CPlasma *pPlasma) const |
| 36 | { |
| 37 | return pPlasma->m_EvalTick == m_EvalTick && pPlasma->m_Number == m_Number && |
| 38 | pPlasma->m_Explosive == m_Explosive && pPlasma->m_Freeze == m_Freeze && pPlasma->m_ForClientId == m_ForClientId; |
| 39 | } |
| 40 | |
| 41 | void CPlasma::Read(const CLaserData *pData) |
| 42 | { |
| 43 | m_Pos = pData->m_From; |
| 44 | m_EvalTick = pData->m_StartTick; |
| 45 | m_ForClientId = pData->m_Owner; |
| 46 | |
| 47 | if(0 <= pData->m_Subtype && pData->m_Subtype < NUM_LASERGUNTYPES) |
| 48 | { |
| 49 | m_Explosive = (pData->m_Subtype & 1); |
| 50 | m_Freeze = (pData->m_Subtype & 2); |
| 51 | } |
| 52 | } |
| 53 | |
| 54 | void CPlasma::Reset() |
| 55 | { |
| 56 | m_MarkedForDestroy = true; |
| 57 | } |
| 58 | |
| 59 | void CPlasma::Tick() |
| 60 | { |
| 61 | // A plasma bullet has only a limited lifetime |
| 62 | if(m_LifeTime == 0) |
| 63 | { |
| 64 | Reset(); |
| 65 | return; |
| 66 | } |
| 67 | CCharacter *pTarget = GameWorld()->GetCharacterById(Id: m_ForClientId); |
| 68 | // Without a target, a plasma bullet has no reason to live |
| 69 | if(!pTarget) |
| 70 | { |
| 71 | Reset(); |
| 72 | return; |
| 73 | } |
| 74 | m_LifeTime--; |
| 75 | Move(); |
| 76 | HitCharacter(pTarget); |
| 77 | // Plasma bullets may explode twice if they would hit both a player and an obstacle in the next move step |
| 78 | HitObstacle(pTarget); |
| 79 | } |
| 80 | |
| 81 | void CPlasma::Move() |
| 82 | { |
| 83 | m_Pos += m_Core; |
| 84 | m_Core *= PLASMA_ACCEL; |
| 85 | } |
| 86 | |
| 87 | bool CPlasma::HitCharacter(CCharacter *pTarget) |
| 88 | { |
| 89 | vec2 IntersectPos; |
| 90 | CCharacter *pHitPlayer = GameWorld()->IntersectCharacter( |
| 91 | Pos0: m_Pos, Pos1: m_Pos + m_Core, Radius: 0.0f, NewPos&: IntersectPos, pNotThis: nullptr, CollideWith: m_ForClientId); |
| 92 | if(!pHitPlayer) |
| 93 | { |
| 94 | return false; |
| 95 | } |
| 96 | |
| 97 | // Super player should not be able to stop the plasma bullets |
| 98 | if(pHitPlayer->Team() == TEAM_SUPER) |
| 99 | { |
| 100 | return false; |
| 101 | } |
| 102 | |
| 103 | m_Freeze ? pHitPlayer->Freeze() : pHitPlayer->UnFreeze(); |
| 104 | if(m_Explosive) |
| 105 | { |
| 106 | // Plasma Turrets are very precise weapons only one tee gets speed from it, |
| 107 | // other tees near the explosion remain unaffected |
| 108 | GameWorld()->CreateExplosion( |
| 109 | Pos: m_Pos, Owner: m_ForClientId, Weapon: WEAPON_GRENADE, NoDamage: true, ActivatedTeam: pTarget->Team(), Mask: CClientMask().set()); |
| 110 | } |
| 111 | Reset(); |
| 112 | return true; |
| 113 | } |
| 114 | |
| 115 | bool CPlasma::HitObstacle(CCharacter *pTarget) |
| 116 | { |
| 117 | // Check if the plasma bullet is stopped by a solid block or a laser stopper |
| 118 | int HasIntersection = Collision()->IntersectNoLaser(Pos0: m_Pos, Pos1: m_Pos + m_Core, pOutCollision: nullptr, pOutBeforeCollision: nullptr); |
| 119 | if(HasIntersection) |
| 120 | { |
| 121 | if(m_Explosive) |
| 122 | { |
| 123 | // Even in the case of an explosion due to a collision with obstacles, only one player is affected |
| 124 | GameWorld()->CreateExplosion( |
| 125 | Pos: m_Pos, Owner: m_ForClientId, Weapon: WEAPON_GRENADE, NoDamage: true, ActivatedTeam: pTarget->Team(), Mask: CClientMask().set()); |
| 126 | } |
| 127 | Reset(); |
| 128 | return true; |
| 129 | } |
| 130 | return false; |
| 131 | } |
| 132 | |