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 "pickup.h"
7#include "projectile.h"
8
9#include <antibot/antibot_data.h>
10
11#include <base/log.h>
12#include <base/time.h>
13
14#include <engine/antibot.h>
15#include <engine/shared/config.h>
16
17#include <generated/protocol.h>
18#include <generated/server_data.h>
19
20#include <game/mapitems.h>
21#include <game/server/gamecontext.h>
22#include <game/server/gamecontroller.h>
23#include <game/server/player.h>
24#include <game/server/score.h>
25#include <game/server/teams.h>
26#include <game/team_state.h>
27
28MACRO_ALLOC_POOL_ID_IMPL(CCharacter, MAX_CLIENTS)
29
30// Character, "physical" player's part
31CCharacter::CCharacter(CGameWorld *pWorld, CNetObj_PlayerInput LastInput) :
32 CEntity(pWorld, CGameWorld::ENTTYPE_CHARACTER, vec2(0, 0), CCharacterCore::PhysicalSize())
33{
34 m_Health = 0;
35 m_Armor = 0;
36 m_TriggeredEvents7 = 0;
37 m_StrongWeakId = 0;
38
39 m_Input = LastInput;
40 // never initialize both to zero
41 m_Input.m_TargetX = 0;
42 m_Input.m_TargetY = -1;
43
44 m_LatestPrevPrevInput = m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
45
46 m_LastTimeCp = -1;
47 m_LastTimeCpBroadcasted = -1;
48 for(float &CurrentTimeCp : m_aCurrentTimeCp)
49 {
50 CurrentTimeCp = 0.0f;
51 }
52}
53
54void CCharacter::Reset()
55{
56 StopRecording();
57 Destroy();
58}
59
60bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos)
61{
62 m_EmoteStop = -1;
63 m_LastAction = -1;
64 m_LastWeapon = WEAPON_HAMMER;
65 m_QueuedWeapon = -1;
66 m_LastRefillJumps = false;
67 m_LastPenalty = false;
68 m_LastBonus = false;
69
70 m_TeleGunTeleport = false;
71 m_IsBlueTeleGunTeleport = false;
72
73 m_pPlayer = pPlayer;
74 m_Pos = Pos;
75
76 mem_zero(block: &m_LatestPrevPrevInput, size: sizeof(m_LatestPrevPrevInput));
77 m_LatestPrevPrevInput.m_TargetY = -1;
78 m_NumInputs = 0;
79 m_SpawnTick = Server()->Tick();
80 m_WeaponChangeTick = Server()->Tick();
81 Antibot()->OnSpawn(ClientId: m_pPlayer->GetCid());
82
83 m_Core.Reset();
84 m_Core.Init(pWorld: &GameServer()->m_World.m_Core, pCollision: Collision());
85 m_Core.m_ActiveWeapon = WEAPON_GUN;
86 m_Core.m_Pos = m_Pos;
87 m_Core.m_Id = m_pPlayer->GetCid();
88 int TuneZone = Collision()->IsTune(Index: Collision()->GetMapIndex(Pos));
89 m_Core.m_Tuning = TuningList()[TuneZone];
90 GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCid()] = &m_Core;
91
92 m_ReckoningTick = 0;
93 m_SendCore = CCharacterCore();
94 m_ReckoningCore = CCharacterCore();
95
96 GameServer()->m_World.InsertEntity(pEntity: this);
97 m_Alive = true;
98
99 GameServer()->m_pController->OnCharacterSpawn(pChr: this);
100
101 DDRaceInit();
102
103 m_TuneZone = TuneZone;
104 m_TuneZoneOld = -1; // no zone leave msg on spawn
105 m_NeededFaketuning = 0; // reset fake tunings on respawn and send the client
106 SendZoneMsgs(); // we want a entermessage also on spawn
107 GameServer()->SendTuningParams(ClientId: m_pPlayer->GetCid(), Zone: m_TuneZone);
108
109 TrySetRescue(RescueMode: RESCUEMODE_MANUAL);
110 Server()->StartRecord(ClientId: m_pPlayer->GetCid());
111
112 int Team = GameServer()->m_aTeamMapping[m_pPlayer->GetCid()];
113
114 if(Team != -1)
115 {
116 GameServer()->m_pController->Teams().SetForceCharacterTeam(ClientId: m_pPlayer->GetCid(), Team);
117 GameServer()->m_aTeamMapping[m_pPlayer->GetCid()] = -1;
118
119 if(GameServer()->m_apSavedTeams[Team])
120 {
121 GameServer()->m_apSavedTeams[Team]->Load(pGameServer: GameServer(), Team, KeepCurrentWeakStrong: true, IgnorePlayers: true);
122 delete GameServer()->m_apSavedTeams[Team];
123 GameServer()->m_apSavedTeams[Team] = nullptr;
124 }
125
126 if(GameServer()->m_apSavedTees[m_pPlayer->GetCid()])
127 {
128 GameServer()->m_apSavedTees[m_pPlayer->GetCid()]->Load(pChr: m_pPlayer->GetCharacter(), Team);
129 delete GameServer()->m_apSavedTees[m_pPlayer->GetCid()];
130 GameServer()->m_apSavedTees[m_pPlayer->GetCid()] = nullptr;
131 }
132 }
133
134 return true;
135}
136
137void CCharacter::Destroy()
138{
139 GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCid()] = nullptr;
140 m_Alive = false;
141 SetSolo(false);
142}
143
144void CCharacter::SetWeapon(int W)
145{
146 if(W == m_Core.m_ActiveWeapon)
147 return;
148
149 m_LastWeapon = m_Core.m_ActiveWeapon;
150 m_QueuedWeapon = -1;
151 m_Core.m_ActiveWeapon = W;
152 GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_WEAPON_SWITCH, Mask: TeamMask());
153
154 if(m_Core.m_ActiveWeapon < 0 || m_Core.m_ActiveWeapon >= NUM_WEAPONS)
155 m_Core.m_ActiveWeapon = 0;
156}
157
158void CCharacter::SetJetpack(bool Active)
159{
160 m_Core.m_Jetpack = Active;
161}
162
163void CCharacter::SetEndlessJump(bool Active)
164{
165 m_Core.m_EndlessJump = Active;
166}
167
168void CCharacter::SetJumps(int Jumps)
169{
170 m_Core.m_Jumps = Jumps;
171}
172
173void CCharacter::SetSolo(bool Solo)
174{
175 m_Core.m_Solo = Solo;
176 Teams()->m_Core.SetSolo(ClientId: m_pPlayer->GetCid(), Value: Solo);
177}
178
179void CCharacter::SetSuper(bool Super)
180{
181 // Disable invincible mode before activating super mode. Both modes active at the same time wouldn't necessarily break anything but it's not useful.
182 if(Super)
183 SetInvincible(false);
184
185 bool WasSuper = m_Core.m_Super;
186 m_Core.m_Super = Super;
187 if(Super && !WasSuper)
188 {
189 m_TeamBeforeSuper = Team();
190 char aError[512];
191 if(!Teams()->SetCharacterTeam(ClientId: GetPlayer()->GetCid(), Team: TEAM_SUPER, pError: aError, ErrorSize: sizeof(aError)))
192 log_error("character", "failed to set super: %s", aError);
193 m_DDRaceState = ERaceState::CHEATED;
194 }
195 else if(!Super && WasSuper)
196 {
197 Teams()->SetForceCharacterTeam(ClientId: GetPlayer()->GetCid(), Team: m_TeamBeforeSuper);
198 }
199}
200
201void CCharacter::SetInvincible(bool Invincible)
202{
203 // Disable super mode before activating invincible mode. Both modes active at the same time wouldn't necessarily break anything but it's not useful.
204 if(Invincible)
205 SetSuper(false);
206
207 m_Core.m_Invincible = Invincible;
208 if(Invincible)
209 Unfreeze();
210
211 SetEndlessJump(Invincible);
212}
213
214void CCharacter::SetCollisionDisabled(bool CollisionDisabled)
215{
216 m_Core.m_CollisionDisabled = CollisionDisabled;
217}
218
219void CCharacter::SetHookHitDisabled(bool HookHitDisabled)
220{
221 m_Core.m_HookHitDisabled = HookHitDisabled;
222}
223
224void CCharacter::SetLiveFrozen(bool Active)
225{
226 m_Core.m_LiveFrozen = Active;
227}
228
229void CCharacter::SetDeepFrozen(bool Active)
230{
231 m_Core.m_DeepFrozen = Active;
232}
233
234bool CCharacter::IsGrounded()
235{
236 if(Collision()->IsOnGround(Pos: m_Pos, Size: GetProximityRadius()))
237 return true;
238
239 int MoveRestrictionsBelow = Collision()->GetMoveRestrictions(Pos: m_Pos + vec2(0, GetProximityRadius() / 2 + 4), Distance: 0.0f);
240 return (MoveRestrictionsBelow & CANTMOVE_DOWN) != 0;
241}
242
243void CCharacter::HandleJetpack()
244{
245 vec2 Direction = normalize(v: vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
246
247 bool FullAuto = false;
248 if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_LASER)
249 FullAuto = true;
250 if(m_Core.m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN)
251 FullAuto = true;
252
253 // check if we gonna fire
254 bool WillFire = false;
255 if(CountInput(Prev: m_LatestPrevInput.m_Fire, Cur: m_LatestInput.m_Fire).m_Presses)
256 WillFire = true;
257
258 if(FullAuto && (m_LatestInput.m_Fire & 1) && m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo)
259 WillFire = true;
260
261 if(!WillFire)
262 return;
263
264 // check for ammo
265 if(!m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo || m_FreezeTime)
266 {
267 return;
268 }
269
270 switch(m_Core.m_ActiveWeapon)
271 {
272 case WEAPON_GUN:
273 {
274 if(m_Core.m_Jetpack)
275 {
276 float Strength = GetTuning(Zone: m_TuneZone)->m_JetpackStrength;
277 TakeDamage(Force: Direction * -1.0f * (Strength / 100.0f / 6.11f), Dmg: 0, From: m_pPlayer->GetCid(), Weapon: m_Core.m_ActiveWeapon);
278 }
279 }
280 }
281}
282
283void CCharacter::HandleNinja()
284{
285 if(m_Core.m_ActiveWeapon != WEAPON_NINJA)
286 return;
287
288 if((Server()->Tick() - m_Core.m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000))
289 {
290 // time's up, return
291 RemoveNinja();
292 return;
293 }
294
295 int NinjaTime = m_Core.m_Ninja.m_ActivationTick + (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000) - Server()->Tick();
296
297 if(NinjaTime % Server()->TickSpeed() == 0 && NinjaTime / Server()->TickSpeed() <= 5)
298 {
299 GameServer()->CreateDamageInd(Pos: m_Pos, AngleMod: 0, Amount: NinjaTime / Server()->TickSpeed(), Mask: TeamMask() & GameServer()->ClientsMaskExcludeClientVersionAndHigher(Version: VERSION_DDNET_NEW_HUD));
300 }
301
302 GameServer()->m_pController->SetArmorProgress(pCharacter: this, Progress: NinjaTime);
303
304 // force ninja Weapon
305 SetWeapon(WEAPON_NINJA);
306
307 m_Core.m_Ninja.m_CurrentMoveTime--;
308
309 if(m_Core.m_Ninja.m_CurrentMoveTime == 0)
310 {
311 // reset velocity
312 m_Core.m_Vel = m_Core.m_Ninja.m_ActivationDir * m_Core.m_Ninja.m_OldVelAmount;
313 }
314
315 if(m_Core.m_Ninja.m_CurrentMoveTime > 0)
316 {
317 // Set velocity
318 m_Core.m_Vel = m_Core.m_Ninja.m_ActivationDir * g_pData->m_Weapons.m_Ninja.m_Velocity;
319 vec2 OldPos = m_Pos;
320 vec2 GroundElasticity = vec2(
321 GetTuning(Zone: m_TuneZone)->m_GroundElasticityX,
322 GetTuning(Zone: m_TuneZone)->m_GroundElasticityY);
323
324 Collision()->MoveBox(pInoutPos: &m_Core.m_Pos, pInoutVel: &m_Core.m_Vel, Size: vec2(GetProximityRadius(), GetProximityRadius()), Elasticity: GroundElasticity);
325
326 // reset velocity so the client doesn't predict stuff
327 ResetVelocity();
328
329 // check if we Hit anything along the way
330 {
331 CEntity *apEnts[MAX_CLIENTS];
332 float Radius = GetProximityRadius() * 2.0f;
333 int Num = GameServer()->m_World.FindEntities(Pos: OldPos, Radius, ppEnts: apEnts, Max: MAX_CLIENTS, Type: CGameWorld::ENTTYPE_CHARACTER);
334
335 // check that we're not in solo part
336 if(Teams()->m_Core.GetSolo(ClientId: m_pPlayer->GetCid()))
337 return;
338
339 for(int i = 0; i < Num; ++i)
340 {
341 auto *pChr = static_cast<CCharacter *>(apEnts[i]);
342 if(pChr == this)
343 continue;
344
345 // Don't hit players in other teams
346 if(Team() != pChr->Team())
347 continue;
348
349 const int ClientId = pChr->m_pPlayer->GetCid();
350
351 // Don't hit players in solo parts
352 if(Teams()->m_Core.GetSolo(ClientId))
353 continue;
354
355 // make sure we haven't Hit this object before
356 bool AlreadyHit = false;
357 for(int j = 0; j < m_NumObjectsHit; j++)
358 {
359 if(m_aHitObjects[j] == ClientId)
360 AlreadyHit = true;
361 }
362 if(AlreadyHit)
363 continue;
364
365 // check so we are sufficiently close
366 if(distance(a: pChr->m_Pos, b: m_Pos) > Radius)
367 continue;
368
369 // Hit a player, give them damage and stuffs...
370 GameServer()->CreateSound(Pos: pChr->m_Pos, Sound: SOUND_NINJA_HIT, Mask: TeamMask());
371 // set their velocity to fast upward (for now)
372 dbg_assert(m_NumObjectsHit < MAX_CLIENTS, "m_aHitObjects overflow");
373 m_aHitObjects[m_NumObjectsHit++] = ClientId;
374
375 pChr->TakeDamage(Force: vec2(0, -10.0f), Dmg: g_pData->m_Weapons.m_Ninja.m_pBase->m_Damage, From: m_pPlayer->GetCid(), Weapon: WEAPON_NINJA);
376 }
377 }
378
379 return;
380 }
381}
382
383void CCharacter::DoWeaponSwitch()
384{
385 // make sure we can switch
386 if(m_ReloadTimer != 0 || m_QueuedWeapon == -1)
387 return;
388 if(m_Core.m_aWeapons[WEAPON_NINJA].m_Got || !m_Core.m_aWeapons[m_QueuedWeapon].m_Got)
389 return;
390
391 // switch Weapon
392 SetWeapon(m_QueuedWeapon);
393}
394
395void CCharacter::HandleWeaponSwitch()
396{
397 int WantedWeapon = m_Core.m_ActiveWeapon;
398 if(m_QueuedWeapon != -1)
399 WantedWeapon = m_QueuedWeapon;
400
401 bool Anything = false;
402 for(int i = 0; i < NUM_WEAPONS - 1; ++i)
403 if(m_Core.m_aWeapons[i].m_Got)
404 Anything = true;
405 if(!Anything)
406 return;
407 // select Weapon
408 int Next = CountInput(Prev: m_LatestPrevInput.m_NextWeapon, Cur: m_LatestInput.m_NextWeapon).m_Presses;
409 int Prev = CountInput(Prev: m_LatestPrevInput.m_PrevWeapon, Cur: m_LatestInput.m_PrevWeapon).m_Presses;
410
411 if(Next < 128) // make sure we only try sane stuff
412 {
413 while(Next) // Next Weapon selection
414 {
415 WantedWeapon = (WantedWeapon + 1) % NUM_WEAPONS;
416 if(m_Core.m_aWeapons[WantedWeapon].m_Got)
417 Next--;
418 }
419 }
420
421 if(Prev < 128) // make sure we only try sane stuff
422 {
423 while(Prev) // Prev Weapon selection
424 {
425 WantedWeapon = (WantedWeapon - 1) < 0 ? NUM_WEAPONS - 1 : WantedWeapon - 1;
426 if(m_Core.m_aWeapons[WantedWeapon].m_Got)
427 Prev--;
428 }
429 }
430
431 // Direct Weapon selection
432 if(m_LatestInput.m_WantedWeapon)
433 WantedWeapon = m_Input.m_WantedWeapon - 1;
434
435 // check for insane values
436 if(WantedWeapon >= 0 && WantedWeapon < NUM_WEAPONS && WantedWeapon != m_Core.m_ActiveWeapon && m_Core.m_aWeapons[WantedWeapon].m_Got)
437 m_QueuedWeapon = WantedWeapon;
438
439 DoWeaponSwitch();
440}
441
442void CCharacter::FireWeapon()
443{
444 if(m_ReloadTimer != 0)
445 {
446 if(m_LatestInput.m_Fire & 1)
447 {
448 Antibot()->OnHammerFireReloading(ClientId: m_pPlayer->GetCid());
449 }
450 return;
451 }
452
453 DoWeaponSwitch();
454 vec2 MouseTarget = vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY);
455 vec2 Direction = normalize(v: MouseTarget);
456
457 bool FullAuto = false;
458 if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_LASER)
459 FullAuto = true;
460 if(m_Core.m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN)
461 FullAuto = true;
462 // allow firing directly after coming out of freeze or being unfrozen
463 // by something
464 if(m_FrozenLastTick)
465 FullAuto = true;
466
467 // don't fire hammer when player is deep and sv_deepfly is disabled
468 if(!g_Config.m_SvDeepfly && m_Core.m_ActiveWeapon == WEAPON_HAMMER && m_Core.m_DeepFrozen)
469 return;
470
471 // check if we gonna fire
472 bool WillFire = false;
473 if(CountInput(Prev: m_LatestPrevInput.m_Fire, Cur: m_LatestInput.m_Fire).m_Presses)
474 WillFire = true;
475
476 if(FullAuto && (m_LatestInput.m_Fire & 1) && m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo)
477 WillFire = true;
478
479 if(!WillFire)
480 return;
481
482 if(m_FreezeTime)
483 {
484 // Timer stuff to avoid shrieking orchestra caused by unfreeze-plasma
485 if(m_PainSoundTimer <= 0 && !(m_LatestPrevInput.m_Fire & 1))
486 {
487 m_PainSoundTimer = 1 * Server()->TickSpeed();
488 GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PLAYER_PAIN_LONG, Mask: TeamMask()); // NOLINT(clang-analyzer-unix.Malloc)
489 }
490 return;
491 }
492
493 // check for ammo
494 if(!m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo)
495 return;
496
497 vec2 ProjStartPos = m_Pos + Direction * GetProximityRadius() * 0.75f;
498
499 switch(m_Core.m_ActiveWeapon)
500 {
501 case WEAPON_HAMMER:
502 {
503 GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_HAMMER_FIRE, Mask: TeamMask()); // NOLINT(clang-analyzer-unix.Malloc)
504
505 Antibot()->OnHammerFire(ClientId: m_pPlayer->GetCid());
506
507 if(m_Core.m_HammerHitDisabled)
508 break;
509
510 CEntity *apEnts[MAX_CLIENTS];
511 int Hits = 0;
512 int Num = GameServer()->m_World.FindEntities(Pos: ProjStartPos, Radius: GetProximityRadius() * 0.5f, ppEnts: apEnts,
513 Max: MAX_CLIENTS, Type: CGameWorld::ENTTYPE_CHARACTER);
514
515 for(int i = 0; i < Num; ++i)
516 {
517 auto *pTarget = static_cast<CCharacter *>(apEnts[i]);
518
519 if((pTarget == this || (pTarget->IsAlive() && !CanCollide(ClientId: pTarget->GetPlayer()->GetCid()))))
520 continue;
521
522 // set their velocity to fast upward (for now)
523 if(length(a: pTarget->m_Pos - ProjStartPos) > 0.0f)
524 GameServer()->CreateHammerHit(Pos: pTarget->m_Pos - normalize(v: pTarget->m_Pos - ProjStartPos) * GetProximityRadius() * 0.5f, Mask: TeamMask());
525 else
526 GameServer()->CreateHammerHit(Pos: ProjStartPos, Mask: TeamMask());
527
528 vec2 Dir;
529 if(length(a: pTarget->m_Pos - m_Pos) > 0.0f)
530 Dir = normalize(v: pTarget->m_Pos - m_Pos);
531 else
532 Dir = vec2(0.f, -1.f);
533
534 float Strength = GetTuning(Zone: m_TuneZone)->m_HammerStrength;
535
536 vec2 Temp = pTarget->m_Core.m_Vel + normalize(v: Dir + vec2(0.f, -1.1f)) * 10.0f;
537 Temp = ClampVel(MoveRestriction: pTarget->m_MoveRestrictions, Vel: Temp);
538 Temp -= pTarget->m_Core.m_Vel;
539 pTarget->TakeDamage(Force: (vec2(0.f, -1.0f) + Temp) * Strength, Dmg: g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage,
540 From: m_pPlayer->GetCid(), Weapon: m_Core.m_ActiveWeapon);
541 pTarget->Unfreeze();
542
543 Antibot()->OnHammerHit(ClientId: m_pPlayer->GetCid(), TargetId: pTarget->GetPlayer()->GetCid());
544
545 Hits++;
546 }
547
548 // if we Hit anything, we have to wait for the reload
549 if(Hits)
550 {
551 float FireDelay = GetTuning(Zone: m_TuneZone)->m_HammerHitFireDelay;
552 m_ReloadTimer = FireDelay * Server()->TickSpeed() / 1000;
553 }
554 }
555 break;
556
557 case WEAPON_GUN:
558 {
559 if(!m_Core.m_Jetpack || !m_pPlayer->m_NinjaJetpack || m_Core.m_HasTelegunGun)
560 {
561 int Lifetime = (int)(Server()->TickSpeed() * GetTuning(Zone: m_TuneZone)->m_GunLifetime);
562
563 new CProjectile(
564 GameWorld(),
565 WEAPON_GUN, //Type
566 m_pPlayer->GetCid(), //Owner
567 ProjStartPos, //Pos
568 Direction, //Dir
569 Lifetime, //Span
570 false, //Freeze
571 false, //Explosive
572 -1, //SoundImpact
573 MouseTarget //InitDir
574 );
575
576 GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_GUN_FIRE, Mask: TeamMask()); // NOLINT(clang-analyzer-unix.Malloc)
577 }
578 }
579 break;
580
581 case WEAPON_SHOTGUN:
582 {
583 float LaserReach = GetTuning(Zone: m_TuneZone)->m_LaserReach;
584
585 new CLaser(&GameServer()->m_World, m_Pos, Direction, LaserReach, m_pPlayer->GetCid(), WEAPON_SHOTGUN);
586 GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_SHOTGUN_FIRE, Mask: TeamMask()); // NOLINT(clang-analyzer-unix.Malloc)
587 }
588 break;
589
590 case WEAPON_GRENADE:
591 {
592 int Lifetime = (int)(Server()->TickSpeed() * GetTuning(Zone: m_TuneZone)->m_GrenadeLifetime);
593
594 new CProjectile(
595 GameWorld(),
596 WEAPON_GRENADE, //Type
597 m_pPlayer->GetCid(), //Owner
598 ProjStartPos, //Pos
599 Direction, //Dir
600 Lifetime, //Span
601 false, //Freeze
602 true, //Explosive
603 SOUND_GRENADE_EXPLODE, //SoundImpact
604 MouseTarget // MouseTarget
605 );
606
607 GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_GRENADE_FIRE, Mask: TeamMask()); // NOLINT(clang-analyzer-unix.Malloc)
608 }
609 break;
610
611 case WEAPON_LASER:
612 {
613 float LaserReach = GetTuning(Zone: m_TuneZone)->m_LaserReach;
614
615 new CLaser(GameWorld(), m_Pos, Direction, LaserReach, m_pPlayer->GetCid(), WEAPON_LASER);
616 GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_LASER_FIRE, Mask: TeamMask()); // NOLINT(clang-analyzer-unix.Malloc)
617 }
618 break;
619
620 case WEAPON_NINJA:
621 {
622 // reset Hit objects
623 m_NumObjectsHit = 0;
624
625 m_Core.m_Ninja.m_ActivationDir = Direction;
626 m_Core.m_Ninja.m_CurrentMoveTime = g_pData->m_Weapons.m_Ninja.m_Movetime * Server()->TickSpeed() / 1000;
627
628 // clamp to prevent massive MoveBox calculation lag with SG bug
629 m_Core.m_Ninja.m_OldVelAmount = std::clamp(val: length(a: m_Core.m_Vel), lo: 0.0f, hi: 6000.0f);
630
631 GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_NINJA_FIRE, Mask: TeamMask()); // NOLINT(clang-analyzer-unix.Malloc)
632 }
633 break;
634 }
635
636 m_AttackTick = Server()->Tick();
637
638 if(!m_ReloadTimer)
639 {
640 m_ReloadTimer = GetTuning(Zone: m_TuneZone)->GetWeaponFireDelay(Weapon: m_Core.m_ActiveWeapon) * Server()->TickSpeed();
641 }
642}
643
644void CCharacter::HandleWeapons()
645{
646 //ninja
647 HandleNinja();
648 HandleJetpack();
649
650 if(m_PainSoundTimer > 0)
651 m_PainSoundTimer--;
652
653 // check reload timer
654 if(m_ReloadTimer)
655 {
656 m_ReloadTimer--;
657 return;
658 }
659
660 // fire Weapon, if wanted
661 FireWeapon();
662}
663
664void CCharacter::GiveNinja()
665{
666 m_Core.m_Ninja.m_ActivationTick = Server()->Tick();
667 m_Core.m_aWeapons[WEAPON_NINJA].m_Got = true;
668 m_Core.m_aWeapons[WEAPON_NINJA].m_Ammo = -1;
669 if(m_Core.m_ActiveWeapon != WEAPON_NINJA)
670 m_LastWeapon = m_Core.m_ActiveWeapon;
671 m_Core.m_ActiveWeapon = WEAPON_NINJA;
672
673 // not used on ddrace
674 // GameServer()->CreateSound(m_Pos, SOUND_PICKUP_NINJA, TeamMask());
675}
676
677void CCharacter::RemoveNinja()
678{
679 m_Core.m_Ninja.m_ActivationDir = vec2(0, 0);
680 m_Core.m_Ninja.m_ActivationTick = 0;
681 m_Core.m_Ninja.m_CurrentMoveTime = 0;
682 m_Core.m_Ninja.m_OldVelAmount = 0;
683 m_Core.m_aWeapons[WEAPON_NINJA].m_Got = false;
684 m_Core.m_aWeapons[WEAPON_NINJA].m_Ammo = 0;
685 m_Core.m_ActiveWeapon = m_LastWeapon;
686
687 SetWeapon(m_Core.m_ActiveWeapon);
688}
689
690void CCharacter::SetEmote(int Emote, int Tick)
691{
692 m_EmoteType = Emote;
693 m_EmoteStop = Tick;
694}
695
696int CCharacter::DetermineEyeEmote()
697{
698 const bool IsFrozen = m_Core.m_DeepFrozen || m_FreezeTime > 0 || m_Core.m_LiveFrozen;
699 const bool HasNinjajetpack = m_pPlayer->m_NinjaJetpack && m_Core.m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN;
700
701 if(GetPlayer()->IsAfk() || GetPlayer()->IsPaused())
702 return (m_Core.m_DeepFrozen || m_FreezeTime > 0) ? EMOTE_NORMAL : EMOTE_BLINK;
703 if(m_EmoteType != EMOTE_NORMAL) // user manually set an eye emote using /emote
704 return m_EmoteType;
705 if(IsFrozen)
706 return (m_Core.m_DeepFrozen || m_Core.m_LiveFrozen) ? EMOTE_PAIN : EMOTE_BLINK;
707 if(HasNinjajetpack && !m_Core.m_DeepFrozen && m_FreezeTime == 0 && !m_Core.m_HasTelegunGun)
708 return EMOTE_HAPPY;
709 if(5 * Server()->TickSpeed() - ((Server()->Tick() - m_LastAction) % (5 * Server()->TickSpeed())) < 5)
710 return EMOTE_BLINK;
711 return EMOTE_NORMAL;
712}
713
714void CCharacter::OnPredictedInput(const CNetObj_PlayerInput *pNewInput)
715{
716 // check for changes
717 if(mem_comp(a: &m_SavedInput, b: pNewInput, size: sizeof(CNetObj_PlayerInput)) != 0)
718 m_LastAction = Server()->Tick();
719
720 // copy new input
721 mem_copy(dest: &m_Input, source: pNewInput, size: sizeof(m_Input));
722
723 // it is not allowed to aim in the center
724 if(m_Input.m_TargetX == 0 && m_Input.m_TargetY == 0)
725 m_Input.m_TargetY = -1;
726
727 mem_copy(dest: &m_SavedInput, source: &m_Input, size: sizeof(m_SavedInput));
728}
729
730void CCharacter::OnDirectInput(const CNetObj_PlayerInput *pNewInput)
731{
732 mem_copy(dest: &m_LatestPrevInput, source: &m_LatestInput, size: sizeof(m_LatestInput));
733 mem_copy(dest: &m_LatestInput, source: pNewInput, size: sizeof(m_LatestInput));
734 m_NumInputs++;
735
736 // it is not allowed to aim in the center
737 if(m_LatestInput.m_TargetX == 0 && m_LatestInput.m_TargetY == 0)
738 m_LatestInput.m_TargetY = -1;
739
740 Antibot()->OnDirectInput(ClientId: m_pPlayer->GetCid());
741
742 if(m_NumInputs > 1 && m_pPlayer->GetTeam() != TEAM_SPECTATORS)
743 {
744 HandleWeaponSwitch();
745 FireWeapon();
746 }
747
748 mem_copy(dest: &m_LatestPrevPrevInput, source: &m_LatestPrevInput, size: sizeof(m_LatestInput));
749 mem_copy(dest: &m_LatestPrevInput, source: &m_LatestInput, size: sizeof(m_LatestInput));
750}
751
752void CCharacter::ReleaseHook()
753{
754 m_Core.SetHookedPlayer(-1);
755 m_Core.m_HookState = HOOK_RETRACTED;
756 m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
757}
758
759void CCharacter::ResetHook()
760{
761 ReleaseHook();
762 m_Core.m_HookPos = m_Core.m_Pos;
763}
764
765void CCharacter::ResetInput()
766{
767 m_Input.m_Direction = 0;
768 // simulate releasing the fire button
769 if((m_Input.m_Fire & 1) != 0)
770 m_Input.m_Fire++;
771 m_Input.m_Fire &= INPUT_STATE_MASK;
772 m_Input.m_Jump = 0;
773 m_LatestPrevInput = m_LatestInput = m_Input;
774}
775
776void CCharacter::PreTick()
777{
778 if(m_StartTime > Server()->Tick())
779 {
780 // Prevent the player from getting a negative time
781 // The main reason why this can happen is because of time penalty tiles
782 // However, other reasons are hereby also excluded
783 GameServer()->SendChatTarget(To: m_pPlayer->GetCid(), pText: "You died of old age");
784 Die(Killer: m_pPlayer->GetCid(), Weapon: WEAPON_WORLD);
785 }
786
787 if(m_Paused)
788 return;
789
790 // set emote
791 if(m_EmoteStop < Server()->Tick())
792 {
793 SetEmote(Emote: m_pPlayer->GetDefaultEmote(), Tick: -1);
794 }
795
796 DDRaceTick();
797
798 Antibot()->OnCharacterTick(ClientId: m_pPlayer->GetCid());
799
800 m_Core.m_Input = m_Input;
801 m_Core.Tick(UseInput: true, DoDeferredTick: !g_Config.m_SvNoWeakHook);
802}
803
804void CCharacter::Tick()
805{
806 if(g_Config.m_SvNoWeakHook)
807 {
808 if(m_Paused)
809 return;
810
811 m_Core.TickDeferred();
812 }
813 else
814 {
815 PreTick();
816 }
817
818 if(!m_PrevInput.m_Hook && m_Input.m_Hook && !(m_Core.m_TriggeredEvents & COREEVENT_HOOK_ATTACH_PLAYER))
819 {
820 Antibot()->OnHookAttach(ClientId: m_pPlayer->GetCid(), Player: false);
821 }
822
823 // handle Weapons
824 HandleWeapons();
825
826 DDRacePostCoreTick();
827
828 if(m_Core.m_TriggeredEvents & COREEVENT_HOOK_ATTACH_PLAYER)
829 {
830 const int HookedPlayer = m_Core.HookedPlayer();
831 if(HookedPlayer != -1 && GameServer()->m_apPlayers[HookedPlayer]->GetTeam() != TEAM_SPECTATORS)
832 {
833 Antibot()->OnHookAttach(ClientId: m_pPlayer->GetCid(), Player: true);
834 }
835 }
836
837 // Previnput
838 m_PrevInput = m_Input;
839
840 m_PrevPos = m_Core.m_Pos;
841}
842
843void CCharacter::TickDeferred()
844{
845 // advance the dummy
846 {
847 CWorldCore TempWorld;
848 m_ReckoningCore.Init(pWorld: &TempWorld, pCollision: Collision(), pTeams: &Teams()->m_Core);
849 m_ReckoningCore.m_Id = m_pPlayer->GetCid();
850 m_ReckoningCore.m_Tuning = CTuningParams();
851 m_ReckoningCore.Tick(UseInput: false);
852 m_ReckoningCore.Move();
853 m_ReckoningCore.Quantize();
854 }
855
856 //lastsentcore
857 vec2 StartPos = m_Core.m_Pos;
858 vec2 StartVel = m_Core.m_Vel;
859 bool StuckBefore = Collision()->TestBox(Pos: m_Core.m_Pos, Size: CCharacterCore::PhysicalSizeVec2());
860
861 m_Core.m_Id = m_pPlayer->GetCid();
862 m_Core.Move();
863 bool StuckAfterMove = Collision()->TestBox(Pos: m_Core.m_Pos, Size: CCharacterCore::PhysicalSizeVec2());
864 m_Core.Quantize();
865 bool StuckAfterQuant = Collision()->TestBox(Pos: m_Core.m_Pos, Size: CCharacterCore::PhysicalSizeVec2());
866 m_Pos = m_Core.m_Pos;
867
868 if(!StuckBefore && (StuckAfterMove || StuckAfterQuant))
869 {
870 // Hackish solution to get rid of strict-aliasing warning
871 union
872 {
873 float f;
874 unsigned u;
875 } StartPosX, StartPosY, StartVelX, StartVelY;
876
877 StartPosX.f = StartPos.x;
878 StartPosY.f = StartPos.y;
879 StartVelX.f = StartVel.x;
880 StartVelY.f = StartVel.y;
881
882 char aBuf[256];
883 str_format(buffer: aBuf, buffer_size: sizeof(aBuf), format: "STUCK!!! %d %d %d %f %f %f %f %x %x %x %x",
884 StuckBefore,
885 StuckAfterMove,
886 StuckAfterQuant,
887 StartPos.x, StartPos.y,
888 StartVel.x, StartVel.y,
889 StartPosX.u, StartPosY.u,
890 StartVelX.u, StartVelY.u);
891 GameServer()->Console()->Print(Level: IConsole::OUTPUT_LEVEL_DEBUG, pFrom: "game", pStr: aBuf);
892 }
893
894 {
895 int Events = m_Core.m_TriggeredEvents;
896 int CID = m_pPlayer->GetCid();
897
898 // Some sounds are triggered client-side for the acting player (or for all players on Sixup)
899 // so we need to avoid duplicating them
900 CClientMask TeamMaskExceptSelfAndSixup = Teams()->TeamMask(Team: Team(), ExceptId: CID, Asker: CID, VersionFlags: CGameContext::FLAG_SIX);
901 // Some are triggered client-side but only on Sixup
902 CClientMask TeamMaskExceptSixup = Teams()->TeamMask(Team: Team(), ExceptId: -1, Asker: CID, VersionFlags: CGameContext::FLAG_SIX);
903
904 if(Events & COREEVENT_GROUND_JUMP)
905 GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PLAYER_JUMP, Mask: TeamMaskExceptSelfAndSixup);
906
907 if(Events & COREEVENT_HOOK_ATTACH_PLAYER)
908 GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_HOOK_ATTACH_PLAYER, Mask: TeamMaskExceptSixup);
909
910 if(Events & COREEVENT_HOOK_ATTACH_GROUND)
911 GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_HOOK_ATTACH_GROUND, Mask: TeamMaskExceptSelfAndSixup);
912
913 if(Events & COREEVENT_HOOK_HIT_NOHOOK)
914 GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_HOOK_NOATTACH, Mask: TeamMaskExceptSelfAndSixup);
915
916 if(Events & COREEVENT_GROUND_JUMP)
917 m_TriggeredEvents7 |= protocol7::COREEVENTFLAG_GROUND_JUMP;
918 if(Events & COREEVENT_AIR_JUMP)
919 m_TriggeredEvents7 |= protocol7::COREEVENTFLAG_AIR_JUMP;
920 if(Events & COREEVENT_HOOK_ATTACH_PLAYER)
921 m_TriggeredEvents7 |= protocol7::COREEVENTFLAG_HOOK_ATTACH_PLAYER;
922 if(Events & COREEVENT_HOOK_ATTACH_GROUND)
923 m_TriggeredEvents7 |= protocol7::COREEVENTFLAG_HOOK_ATTACH_GROUND;
924 if(Events & COREEVENT_HOOK_HIT_NOHOOK)
925 m_TriggeredEvents7 |= protocol7::COREEVENTFLAG_HOOK_HIT_NOHOOK;
926 }
927
928 if(m_pPlayer->GetTeam() == TEAM_SPECTATORS)
929 {
930 m_Pos.x = m_Input.m_TargetX;
931 m_Pos.y = m_Input.m_TargetY;
932 }
933
934 // update the m_SendCore if needed
935 {
936 CNetObj_Character Predicted;
937 CNetObj_Character Current;
938 mem_zero(block: &Predicted, size: sizeof(Predicted));
939 mem_zero(block: &Current, size: sizeof(Current));
940 m_ReckoningCore.Write(pObjCore: &Predicted);
941 m_Core.Write(pObjCore: &Current);
942
943 // only allow dead reckoning for a top of 3 seconds
944 if(m_Core.m_Reset || m_ReckoningTick + Server()->TickSpeed() * 3 < Server()->Tick() || mem_comp(a: &Predicted, b: &Current, size: sizeof(CNetObj_Character)) != 0)
945 {
946 m_ReckoningTick = Server()->Tick();
947 m_SendCore = m_Core;
948 m_ReckoningCore = m_Core;
949 m_Core.m_Reset = false;
950 }
951 }
952}
953
954void CCharacter::TickPaused()
955{
956 ++m_AttackTick;
957 ++m_DamageTakenTick;
958 ++m_Core.m_Ninja.m_ActivationTick;
959 ++m_ReckoningTick;
960 if(m_LastAction != -1)
961 ++m_LastAction;
962 if(m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_AmmoRegenStart > -1)
963 ++m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_AmmoRegenStart;
964 if(m_EmoteStop > -1)
965 ++m_EmoteStop;
966}
967
968bool CCharacter::IncreaseHealth(int Amount)
969{
970 if(m_Health >= 10)
971 return false;
972 m_Health = std::clamp(val: m_Health + Amount, lo: 0, hi: 10);
973 return true;
974}
975
976bool CCharacter::IncreaseArmor(int Amount)
977{
978 if(m_Armor >= 10)
979 return false;
980 m_Armor = std::clamp(val: m_Armor + Amount, lo: 0, hi: 10);
981 return true;
982}
983
984void CCharacter::StopRecording()
985{
986 if(Server()->IsRecording(ClientId: m_pPlayer->GetCid()))
987 {
988 CPlayerData *pData = GameServer()->Score()->PlayerData(Id: m_pPlayer->GetCid());
989
990 if(pData->m_RecordStopTick - Server()->Tick() <= Server()->TickSpeed() && pData->m_RecordStopTick != -1)
991 Server()->SaveDemo(ClientId: m_pPlayer->GetCid(), Time: pData->m_RecordFinishTime);
992 else
993 Server()->StopRecord(ClientId: m_pPlayer->GetCid());
994
995 pData->m_RecordStopTick = -1;
996 }
997}
998
999void CCharacter::Die(int Killer, int Weapon, bool SendKillMsg)
1000{
1001 if(Killer != WEAPON_GAME && m_SetSavePos[RESCUEMODE_AUTO])
1002 GetPlayer()->m_LastDeath = m_RescueTee[RESCUEMODE_AUTO];
1003 StopRecording();
1004 int ModeSpecial = GameServer()->m_pController->OnCharacterDeath(pVictim: this, pKiller: GameServer()->m_apPlayers[Killer], Weapon);
1005
1006 log_info("game", "kill killer='%d:%s' victim='%d:%s' weapon=%d special=%d",
1007 Killer, Server()->ClientName(Killer),
1008 m_pPlayer->GetCid(), Server()->ClientName(m_pPlayer->GetCid()), Weapon, ModeSpecial);
1009
1010 if(SendKillMsg)
1011 {
1012 SendDeathMessageIfNotInLockedTeam(Killer, Weapon, ModeSpecial);
1013 }
1014
1015 // a nice sound, and bursting tee death effect
1016 GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PLAYER_DIE, Mask: TeamMask());
1017 GameServer()->CreateDeath(Pos: m_Pos, ClientId: m_pPlayer->GetCid(), Mask: TeamMask());
1018
1019 // this is to rate limit respawning to 3 secs
1020 m_pPlayer->m_PreviousDieTick = m_pPlayer->m_DieTick;
1021 m_pPlayer->m_DieTick = Server()->Tick();
1022
1023 m_Alive = false;
1024 SetSolo(false);
1025
1026 GameServer()->m_World.RemoveEntity(pEntity: this);
1027 GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCid()] = nullptr;
1028 Teams()->OnCharacterDeath(ClientId: GetPlayer()->GetCid(), Weapon);
1029 CancelSwapRequests();
1030}
1031
1032bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon)
1033{
1034 if(Dmg)
1035 {
1036 SetEmote(Emote: EMOTE_PAIN, Tick: Server()->Tick() + 500 * Server()->TickSpeed() / 1000);
1037 }
1038
1039 vec2 Temp = m_Core.m_Vel + Force;
1040 m_Core.m_Vel = ClampVel(MoveRestriction: m_MoveRestrictions, Vel: Temp);
1041
1042 return true;
1043}
1044
1045void CCharacter::SendDeathMessageIfNotInLockedTeam(int Killer, int Weapon, int ModeSpecial)
1046{
1047 if((Team() == TEAM_FLOCK || Teams()->TeamFlock(Team: Team()) || Teams()->Count(Team: Team()) == 1 || Teams()->GetTeamState(Team: Team()) == ETeamState::OPEN || !Teams()->TeamLocked(Team: Team())))
1048 {
1049 CNetMsg_Sv_KillMsg Msg;
1050 Msg.m_Killer = Killer;
1051 Msg.m_Victim = m_pPlayer->GetCid();
1052 Msg.m_Weapon = Weapon;
1053 Msg.m_ModeSpecial = ModeSpecial;
1054 Server()->SendPackMsg(pMsg: &Msg, Flags: MSGFLAG_VITAL, ClientId: -1);
1055 }
1056}
1057
1058void CCharacter::CancelSwapRequests()
1059{
1060 for(auto &pPlayer : GameServer()->m_apPlayers)
1061 {
1062 if(pPlayer && pPlayer->m_SwapTargetsClientId == GetPlayer()->GetCid())
1063 pPlayer->m_SwapTargetsClientId = -1;
1064 }
1065 GetPlayer()->m_SwapTargetsClientId = -1;
1066}
1067
1068void CCharacter::SnapCharacter(int SnappingClient, int Id)
1069{
1070 int SnappingClientVersion = GameServer()->GetClientVersion(ClientId: SnappingClient);
1071 CCharacterCore *pCore;
1072 int Weapon = m_Core.m_ActiveWeapon, AmmoCount = 0,
1073 Health = 0, Armor = 0;
1074 int Emote = DetermineEyeEmote();
1075 int Tick;
1076 if(!m_ReckoningTick || GameServer()->m_pController->IsGamePaused())
1077 {
1078 Tick = 0;
1079 pCore = &m_Core;
1080 }
1081 else
1082 {
1083 Tick = m_ReckoningTick;
1084 pCore = &m_SendCore;
1085 }
1086
1087 // use ninja graphic for old clients if player is frozen
1088 if(m_Core.m_DeepFrozen || m_FreezeTime > 0 || m_Core.m_LiveFrozen)
1089 {
1090 if((m_Core.m_DeepFrozen || m_FreezeTime > 0) && SnappingClientVersion < VERSION_DDNET_NEW_HUD)
1091 Weapon = WEAPON_NINJA;
1092 }
1093
1094 // solo, collision, jetpack and ninjajetpack prediction
1095 if(m_pPlayer->GetCid() == SnappingClient)
1096 {
1097 int Faketuning = 0;
1098 if(m_pPlayer->GetClientVersion() < VERSION_DDNET_NEW_HUD)
1099 {
1100 if(m_Core.m_Jetpack && Weapon != WEAPON_NINJA)
1101 Faketuning |= FAKETUNE_JETPACK;
1102 if(m_Core.m_Solo)
1103 Faketuning |= FAKETUNE_SOLO;
1104 if(m_Core.m_HammerHitDisabled)
1105 Faketuning |= FAKETUNE_NOHAMMER;
1106 if(m_Core.m_CollisionDisabled)
1107 Faketuning |= FAKETUNE_NOCOLL;
1108 if(m_Core.m_HookHitDisabled)
1109 Faketuning |= FAKETUNE_NOHOOK;
1110 if(!m_Core.m_EndlessJump && m_Core.m_Jumps == 0)
1111 Faketuning |= FAKETUNE_NOJUMP;
1112 }
1113 if(Faketuning != m_NeededFaketuning)
1114 {
1115 m_NeededFaketuning = Faketuning;
1116 GameServer()->SendTuningParams(ClientId: m_pPlayer->GetCid(), Zone: m_TuneZone); // update tunings
1117 }
1118 }
1119
1120 // use ninja graphic and set ammo count if player has ninjajetpack
1121 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)
1122 {
1123 Weapon = WEAPON_NINJA;
1124 AmmoCount = 10;
1125 }
1126
1127 if(m_pPlayer->GetCid() == SnappingClient || SnappingClient == SERVER_DEMO_CLIENT ||
1128 (!g_Config.m_SvStrictSpectateMode && m_pPlayer->GetCid() == GameServer()->m_apPlayers[SnappingClient]->SpectatorId()))
1129 {
1130 Health = m_Health;
1131 Armor = m_Armor;
1132 AmmoCount = (m_FreezeTime == 0) ? m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo : 0;
1133 }
1134
1135 if(!Server()->IsSixup(ClientId: SnappingClient))
1136 {
1137 CNetObj_Character *pCharacter = Server()->SnapNewItem<CNetObj_Character>(Id);
1138 if(!pCharacter)
1139 return;
1140
1141 pCore->Write(pObjCore: pCharacter);
1142
1143 pCharacter->m_Tick = Tick;
1144 pCharacter->m_Emote = Emote;
1145
1146 if(pCharacter->m_HookedPlayer != -1)
1147 {
1148 if(!Server()->Translate(Target&: pCharacter->m_HookedPlayer, Client: SnappingClient))
1149 pCharacter->m_HookedPlayer = -1;
1150 }
1151
1152 pCharacter->m_AttackTick = m_AttackTick;
1153 pCharacter->m_Direction = m_Input.m_Direction;
1154 pCharacter->m_Weapon = Weapon;
1155 pCharacter->m_AmmoCount = AmmoCount;
1156 pCharacter->m_Health = Health;
1157 pCharacter->m_Armor = Armor;
1158 pCharacter->m_PlayerFlags = GetPlayer()->m_PlayerFlags;
1159 }
1160 else
1161 {
1162 protocol7::CNetObj_Character *pCharacter = Server()->SnapNewItem<protocol7::CNetObj_Character>(Id);
1163 if(!pCharacter)
1164 return;
1165
1166 pCore->Write(pObjCore: reinterpret_cast<CNetObj_CharacterCore *>(static_cast<protocol7::CNetObj_CharacterCore *>(pCharacter)));
1167 if(pCharacter->m_Angle > (int)(pi * 256.0f))
1168 {
1169 pCharacter->m_Angle -= (int)(2.0f * pi * 256.0f);
1170 }
1171
1172 // m_HookTick can be negative when using the hook_duration tune, which 0.7 clients
1173 // will consider invalid. https://github.com/ddnet/ddnet/issues/3915
1174 pCharacter->m_HookTick = maximum(a: 0, b: pCharacter->m_HookTick);
1175
1176 pCharacter->m_Tick = Tick;
1177 pCharacter->m_Emote = Emote;
1178 pCharacter->m_AttackTick = m_AttackTick;
1179 pCharacter->m_Direction = m_Input.m_Direction;
1180 pCharacter->m_Weapon = Weapon;
1181 pCharacter->m_AmmoCount = AmmoCount;
1182
1183 if(m_FreezeTime > 0 || m_Core.m_DeepFrozen)
1184 pCharacter->m_AmmoCount = m_Core.m_FreezeStart + g_Config.m_SvFreezeDelay * Server()->TickSpeed();
1185 else if(Weapon == WEAPON_NINJA)
1186 pCharacter->m_AmmoCount = m_Core.m_Ninja.m_ActivationTick + g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000;
1187
1188 pCharacter->m_Health = Health;
1189 pCharacter->m_Armor = Armor;
1190 pCharacter->m_TriggeredEvents = m_TriggeredEvents7;
1191 }
1192}
1193
1194bool CCharacter::CanSnapCharacter(int SnappingClient)
1195{
1196 if(SnappingClient == SERVER_DEMO_CLIENT)
1197 return true;
1198
1199 CCharacter *pSnapChar = GameServer()->GetPlayerChar(ClientId: SnappingClient);
1200 CPlayer *pSnapPlayer = GameServer()->m_apPlayers[SnappingClient];
1201
1202 if(pSnapPlayer->GetTeam() == TEAM_SPECTATORS || pSnapPlayer->IsPaused())
1203 {
1204 if(pSnapPlayer->SpectatorId() != SPEC_FREEVIEW && !CanCollide(ClientId: pSnapPlayer->SpectatorId()) && (pSnapPlayer->m_ShowOthers == SHOW_OTHERS_OFF || (pSnapPlayer->m_ShowOthers == SHOW_OTHERS_ONLY_TEAM && !SameTeam(ClientId: pSnapPlayer->SpectatorId()))))
1205 return false;
1206 else if(pSnapPlayer->SpectatorId() == SPEC_FREEVIEW && !CanCollide(ClientId: SnappingClient) && pSnapPlayer->m_SpecTeam && !SameTeam(ClientId: SnappingClient))
1207 return false;
1208 }
1209 else if(pSnapChar && !pSnapChar->m_Core.m_Super && !CanCollide(ClientId: SnappingClient) && (pSnapPlayer->m_ShowOthers == SHOW_OTHERS_OFF || (pSnapPlayer->m_ShowOthers == SHOW_OTHERS_ONLY_TEAM && !SameTeam(ClientId: SnappingClient))))
1210 return false;
1211
1212 return true;
1213}
1214
1215bool CCharacter::IsSnappingCharacterInView(int SnappingClientId)
1216{
1217 int Id = m_pPlayer->GetCid();
1218
1219 // A player may not be clipped away if their hook or a hook attached to them is in the field of view
1220 bool PlayerAndHookNotInView = NetworkClippedLine(SnappingClient: SnappingClientId, StartPos: m_Pos, EndPos: m_Core.m_HookPos);
1221 bool AttachedHookInView = false;
1222 if(PlayerAndHookNotInView)
1223 {
1224 for(const auto &AttachedPlayerId : m_Core.m_AttachedPlayers)
1225 {
1226 const CCharacter *pOtherPlayer = GameServer()->GetPlayerChar(ClientId: AttachedPlayerId);
1227 if(pOtherPlayer && pOtherPlayer->m_Core.HookedPlayer() == Id)
1228 {
1229 if(!NetworkClippedLine(SnappingClient: SnappingClientId, StartPos: m_Pos, EndPos: pOtherPlayer->m_Pos))
1230 {
1231 AttachedHookInView = true;
1232 break;
1233 }
1234 }
1235 }
1236 }
1237 if(PlayerAndHookNotInView && !AttachedHookInView)
1238 {
1239 return false;
1240 }
1241 return true;
1242}
1243
1244void CCharacter::Snap(int SnappingClient)
1245{
1246 int Id = m_pPlayer->GetCid();
1247
1248 if(!Server()->Translate(Target&: Id, Client: SnappingClient))
1249 return;
1250
1251 if(!CanSnapCharacter(SnappingClient))
1252 {
1253 return;
1254 }
1255
1256 // always snap the snapping client, even if it is not in view
1257 if(!IsSnappingCharacterInView(SnappingClientId: SnappingClient) && Id != SnappingClient)
1258 return;
1259
1260 SnapCharacter(SnappingClient, Id);
1261
1262 CNetObj_DDNetCharacter *pDDNetCharacter = Server()->SnapNewItem<CNetObj_DDNetCharacter>(Id);
1263 if(!pDDNetCharacter)
1264 return;
1265
1266 pDDNetCharacter->m_Flags = 0;
1267 if(m_Core.m_Solo)
1268 pDDNetCharacter->m_Flags |= CHARACTERFLAG_SOLO;
1269 if(m_Core.m_Super)
1270 pDDNetCharacter->m_Flags |= CHARACTERFLAG_SUPER;
1271 if(m_Core.m_Invincible)
1272 pDDNetCharacter->m_Flags |= CHARACTERFLAG_INVINCIBLE;
1273 if(m_Core.m_EndlessHook)
1274 pDDNetCharacter->m_Flags |= CHARACTERFLAG_ENDLESS_HOOK;
1275 if(m_Core.m_CollisionDisabled || !GetTuning(Zone: m_TuneZone)->m_PlayerCollision)
1276 pDDNetCharacter->m_Flags |= CHARACTERFLAG_COLLISION_DISABLED;
1277 if(m_Core.m_HookHitDisabled || !GetTuning(Zone: m_TuneZone)->m_PlayerHooking)
1278 pDDNetCharacter->m_Flags |= CHARACTERFLAG_HOOK_HIT_DISABLED;
1279 if(m_Core.m_EndlessJump)
1280 pDDNetCharacter->m_Flags |= CHARACTERFLAG_ENDLESS_JUMP;
1281 if(m_Core.m_Jetpack)
1282 pDDNetCharacter->m_Flags |= CHARACTERFLAG_JETPACK;
1283 if(m_Core.m_HammerHitDisabled)
1284 pDDNetCharacter->m_Flags |= CHARACTERFLAG_HAMMER_HIT_DISABLED;
1285 if(m_Core.m_ShotgunHitDisabled)
1286 pDDNetCharacter->m_Flags |= CHARACTERFLAG_SHOTGUN_HIT_DISABLED;
1287 if(m_Core.m_GrenadeHitDisabled)
1288 pDDNetCharacter->m_Flags |= CHARACTERFLAG_GRENADE_HIT_DISABLED;
1289 if(m_Core.m_LaserHitDisabled)
1290 pDDNetCharacter->m_Flags |= CHARACTERFLAG_LASER_HIT_DISABLED;
1291 if(m_Core.m_HasTelegunGun)
1292 pDDNetCharacter->m_Flags |= CHARACTERFLAG_TELEGUN_GUN;
1293 if(m_Core.m_HasTelegunGrenade)
1294 pDDNetCharacter->m_Flags |= CHARACTERFLAG_TELEGUN_GRENADE;
1295 if(m_Core.m_HasTelegunLaser)
1296 pDDNetCharacter->m_Flags |= CHARACTERFLAG_TELEGUN_LASER;
1297 if(m_Core.m_aWeapons[WEAPON_HAMMER].m_Got)
1298 pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_HAMMER;
1299 if(m_Core.m_aWeapons[WEAPON_GUN].m_Got)
1300 pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_GUN;
1301 if(m_Core.m_aWeapons[WEAPON_SHOTGUN].m_Got)
1302 pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_SHOTGUN;
1303 if(m_Core.m_aWeapons[WEAPON_GRENADE].m_Got)
1304 pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_GRENADE;
1305 if(m_Core.m_aWeapons[WEAPON_LASER].m_Got)
1306 pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_LASER;
1307 if(m_Core.m_ActiveWeapon == WEAPON_NINJA)
1308 pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_NINJA;
1309 if(m_Core.m_LiveFrozen)
1310 pDDNetCharacter->m_Flags |= CHARACTERFLAG_MOVEMENTS_DISABLED;
1311
1312 pDDNetCharacter->m_FreezeEnd = m_Core.m_DeepFrozen ? -1 : (m_FreezeTime == 0 ? 0 : Server()->Tick() + m_FreezeTime);
1313 pDDNetCharacter->m_Jumps = m_Core.m_Jumps;
1314 pDDNetCharacter->m_TeleCheckpoint = m_TeleCheckpoint;
1315 pDDNetCharacter->m_StrongWeakId = m_StrongWeakId;
1316
1317 // Display Information
1318 pDDNetCharacter->m_JumpedTotal = m_Core.m_JumpedTotal;
1319 pDDNetCharacter->m_NinjaActivationTick = m_Core.m_Ninja.m_ActivationTick;
1320 pDDNetCharacter->m_FreezeStart = m_Core.m_FreezeStart;
1321 if(m_Core.m_IsInFreeze)
1322 {
1323 pDDNetCharacter->m_Flags |= CHARACTERFLAG_IN_FREEZE;
1324 }
1325 if(Teams()->IsPractice(Team: Team()))
1326 {
1327 pDDNetCharacter->m_Flags |= CHARACTERFLAG_PRACTICE_MODE;
1328 }
1329 if(Teams()->TeamLocked(Team: Team()))
1330 {
1331 pDDNetCharacter->m_Flags |= CHARACTERFLAG_LOCK_MODE;
1332 }
1333 if(Teams()->TeamFlock(Team: Team()))
1334 {
1335 pDDNetCharacter->m_Flags |= CHARACTERFLAG_TEAM0_MODE;
1336 }
1337 pDDNetCharacter->m_TargetX = m_Core.m_Input.m_TargetX;
1338 pDDNetCharacter->m_TargetY = m_Core.m_Input.m_TargetY;
1339
1340 // OVERRIDE_NONE is the default value, SnapNewItem zeroes the object, so it would incorrectly become 0
1341 pDDNetCharacter->m_TuneZoneOverride = TuneZone::OVERRIDE_NONE;
1342}
1343
1344void CCharacter::PostGlobalSnap()
1345{
1346 m_TriggeredEvents7 = 0;
1347}
1348
1349// DDRace
1350
1351bool CCharacter::CanCollide(int ClientId)
1352{
1353 return Teams()->m_Core.CanCollide(ClientId1: GetPlayer()->GetCid(), ClientId2: ClientId);
1354}
1355bool CCharacter::SameTeam(int ClientId)
1356{
1357 return Teams()->m_Core.SameTeam(ClientId1: GetPlayer()->GetCid(), ClientId2: ClientId);
1358}
1359
1360int CCharacter::Team()
1361{
1362 return Teams()->m_Core.Team(ClientId: m_pPlayer->GetCid());
1363}
1364
1365void CCharacter::FillAntibot(CAntibotCharacterData *pData)
1366{
1367 pData->m_Pos = m_Pos;
1368 pData->m_Vel = m_Core.m_Vel;
1369 pData->m_Angle = m_Core.m_Angle;
1370 pData->m_HookedPlayer = m_Core.HookedPlayer();
1371 pData->m_SpawnTick = m_SpawnTick;
1372 pData->m_WeaponChangeTick = m_WeaponChangeTick;
1373
1374 // 0
1375 pData->m_aLatestInputs[0].m_Direction = m_LatestInput.m_Direction;
1376 pData->m_aLatestInputs[0].m_TargetX = m_LatestInput.m_TargetX;
1377 pData->m_aLatestInputs[0].m_TargetY = m_LatestInput.m_TargetY;
1378 pData->m_aLatestInputs[0].m_Jump = m_LatestInput.m_Jump;
1379 pData->m_aLatestInputs[0].m_Fire = m_LatestInput.m_Fire;
1380 pData->m_aLatestInputs[0].m_Hook = m_LatestInput.m_Hook;
1381 pData->m_aLatestInputs[0].m_PlayerFlags = m_LatestInput.m_PlayerFlags;
1382 pData->m_aLatestInputs[0].m_WantedWeapon = m_LatestInput.m_WantedWeapon;
1383 pData->m_aLatestInputs[0].m_NextWeapon = m_LatestInput.m_NextWeapon;
1384 pData->m_aLatestInputs[0].m_PrevWeapon = m_LatestInput.m_PrevWeapon;
1385
1386 // 1
1387 pData->m_aLatestInputs[1].m_Direction = m_LatestPrevInput.m_Direction;
1388 pData->m_aLatestInputs[1].m_TargetX = m_LatestPrevInput.m_TargetX;
1389 pData->m_aLatestInputs[1].m_TargetY = m_LatestPrevInput.m_TargetY;
1390 pData->m_aLatestInputs[1].m_Jump = m_LatestPrevInput.m_Jump;
1391 pData->m_aLatestInputs[1].m_Fire = m_LatestPrevInput.m_Fire;
1392 pData->m_aLatestInputs[1].m_Hook = m_LatestPrevInput.m_Hook;
1393 pData->m_aLatestInputs[1].m_PlayerFlags = m_LatestPrevInput.m_PlayerFlags;
1394 pData->m_aLatestInputs[1].m_WantedWeapon = m_LatestPrevInput.m_WantedWeapon;
1395 pData->m_aLatestInputs[1].m_NextWeapon = m_LatestPrevInput.m_NextWeapon;
1396 pData->m_aLatestInputs[1].m_PrevWeapon = m_LatestPrevInput.m_PrevWeapon;
1397
1398 // 2
1399 pData->m_aLatestInputs[2].m_Direction = m_LatestPrevPrevInput.m_Direction;
1400 pData->m_aLatestInputs[2].m_TargetX = m_LatestPrevPrevInput.m_TargetX;
1401 pData->m_aLatestInputs[2].m_TargetY = m_LatestPrevPrevInput.m_TargetY;
1402 pData->m_aLatestInputs[2].m_Jump = m_LatestPrevPrevInput.m_Jump;
1403 pData->m_aLatestInputs[2].m_Fire = m_LatestPrevPrevInput.m_Fire;
1404 pData->m_aLatestInputs[2].m_Hook = m_LatestPrevPrevInput.m_Hook;
1405 pData->m_aLatestInputs[2].m_PlayerFlags = m_LatestPrevPrevInput.m_PlayerFlags;
1406 pData->m_aLatestInputs[2].m_WantedWeapon = m_LatestPrevPrevInput.m_WantedWeapon;
1407 pData->m_aLatestInputs[2].m_NextWeapon = m_LatestPrevPrevInput.m_NextWeapon;
1408 pData->m_aLatestInputs[2].m_PrevWeapon = m_LatestPrevPrevInput.m_PrevWeapon;
1409}
1410
1411void CCharacter::HandleBroadcast()
1412{
1413 CPlayerData *pData = GameServer()->Score()->PlayerData(Id: m_pPlayer->GetCid());
1414
1415 if(m_DDRaceState == ERaceState::STARTED && m_pPlayer->GetClientVersion() == VERSION_VANILLA && !Server()->IsSixup(ClientId: m_pPlayer->GetCid()) &&
1416 m_LastTimeCpBroadcasted != m_LastTimeCp && m_LastTimeCp > -1 &&
1417 m_TimeCpBroadcastEndTick > Server()->Tick() && pData->m_BestTime && pData->m_aBestTimeCp[m_LastTimeCp] != 0)
1418 {
1419 char aBroadcast[128];
1420 float Diff = m_aCurrentTimeCp[m_LastTimeCp] - pData->m_aBestTimeCp[m_LastTimeCp];
1421 str_format(buffer: aBroadcast, buffer_size: sizeof(aBroadcast), format: "Checkpoint | Diff : %+5.2f", Diff);
1422 GameServer()->SendBroadcast(pText: aBroadcast, ClientId: m_pPlayer->GetCid());
1423 m_LastTimeCpBroadcasted = m_LastTimeCp;
1424 m_LastBroadcast = Server()->Tick();
1425 }
1426 else if((m_pPlayer->m_TimerType == CPlayer::TIMERTYPE_BROADCAST || m_pPlayer->m_TimerType == CPlayer::TIMERTYPE_GAMETIMER_AND_BROADCAST) && m_DDRaceState == ERaceState::STARTED && m_LastBroadcast + Server()->TickSpeed() * g_Config.m_SvTimeInBroadcastInterval <= Server()->Tick())
1427 {
1428 char aBuf[32];
1429 int Time = (int64_t)100 * ((float)(Server()->Tick() - m_StartTime) / ((float)Server()->TickSpeed()));
1430 str_time(centisecs: Time, format: ETimeFormat::HOURS, buffer: aBuf, buffer_size: sizeof(aBuf));
1431 GameServer()->SendBroadcast(pText: aBuf, ClientId: m_pPlayer->GetCid(), IsImportant: false);
1432 m_LastTimeCpBroadcasted = m_LastTimeCp;
1433 m_LastBroadcast = Server()->Tick();
1434 }
1435}
1436
1437void CCharacter::HandleSkippableTiles(int Index)
1438{
1439 // handle death-tiles and leaving gamelayer
1440 if((Collision()->GetCollisionAt(x: m_Pos.x + GetProximityRadius() / 3.f, y: m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
1441 Collision()->GetCollisionAt(x: m_Pos.x + GetProximityRadius() / 3.f, y: m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
1442 Collision()->GetCollisionAt(x: m_Pos.x - GetProximityRadius() / 3.f, y: m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
1443 Collision()->GetCollisionAt(x: m_Pos.x - GetProximityRadius() / 3.f, y: m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
1444 Collision()->GetFrontCollisionAt(x: m_Pos.x + GetProximityRadius() / 3.f, y: m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
1445 Collision()->GetFrontCollisionAt(x: m_Pos.x + GetProximityRadius() / 3.f, y: m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
1446 Collision()->GetFrontCollisionAt(x: m_Pos.x - GetProximityRadius() / 3.f, y: m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
1447 Collision()->GetFrontCollisionAt(x: m_Pos.x - GetProximityRadius() / 3.f, y: m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH) &&
1448 !m_Core.m_Super && !m_Core.m_Invincible && !(Team() && Teams()->TeeFinished(ClientId: m_pPlayer->GetCid())))
1449 {
1450 if(Teams()->IsPractice(Team: Team()))
1451 {
1452 Freeze();
1453 // Rate limit death effects to once per second
1454 if(Server()->Tick() - m_pPlayer->m_DieTick >= Server()->TickSpeed())
1455 {
1456 m_pPlayer->m_DieTick = Server()->Tick();
1457 GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PLAYER_DIE, Mask: TeamMask());
1458 GameServer()->CreateDeath(Pos: m_Pos, ClientId: m_pPlayer->GetCid(), Mask: TeamMask());
1459 }
1460 }
1461 else
1462 {
1463 Die(Killer: m_pPlayer->GetCid(), Weapon: WEAPON_WORLD);
1464 return;
1465 }
1466 }
1467
1468 if(GameLayerClipped(CheckPos: m_Pos))
1469 {
1470 Die(Killer: m_pPlayer->GetCid(), Weapon: WEAPON_WORLD);
1471 return;
1472 }
1473
1474 if(Index < 0)
1475 return;
1476
1477 // handle speedup tiles
1478 if(Collision()->IsSpeedup(Index))
1479 {
1480 vec2 Direction, TempVel = m_Core.m_Vel;
1481 int Force, Type, MaxSpeed = 0;
1482 Collision()->GetSpeedup(Index, pDir: &Direction, pForce: &Force, pMaxSpeed: &MaxSpeed, pType: &Type);
1483
1484 if(Type == TILE_SPEED_BOOST_OLD)
1485 {
1486 float TeeAngle, SpeederAngle, DiffAngle, SpeedLeft, TeeSpeed;
1487 if(Force == 255 && MaxSpeed)
1488 {
1489 m_Core.m_Vel = Direction * (MaxSpeed / 5);
1490 }
1491 else
1492 {
1493 if(MaxSpeed > 0 && MaxSpeed < 5)
1494 MaxSpeed = 5;
1495 if(MaxSpeed > 0)
1496 {
1497 if(Direction.x > 0.0000001f)
1498 SpeederAngle = -std::atan(x: Direction.y / Direction.x);
1499 else if(Direction.x < 0.0000001f)
1500 SpeederAngle = std::atan(x: Direction.y / Direction.x) + 2.0f * std::asin(x: 1.0f);
1501 else if(Direction.y > 0.0000001f)
1502 SpeederAngle = std::asin(x: 1.0f);
1503 else
1504 SpeederAngle = std::asin(x: -1.0f);
1505
1506 if(SpeederAngle < 0)
1507 SpeederAngle = 4.0f * std::asin(x: 1.0f) + SpeederAngle;
1508
1509 if(TempVel.x > 0.0000001f)
1510 TeeAngle = -std::atan(x: TempVel.y / TempVel.x);
1511 else if(TempVel.x < 0.0000001f)
1512 TeeAngle = std::atan(x: TempVel.y / TempVel.x) + 2.0f * std::asin(x: 1.0f);
1513 else if(TempVel.y > 0.0000001f)
1514 TeeAngle = std::asin(x: 1.0f);
1515 else
1516 TeeAngle = std::asin(x: -1.0f);
1517
1518 if(TeeAngle < 0)
1519 TeeAngle = 4.0f * std::asin(x: 1.0f) + TeeAngle;
1520
1521 TeeSpeed = std::sqrt(x: std::pow(x: TempVel.x, y: 2) + std::pow(x: TempVel.y, y: 2));
1522
1523 DiffAngle = SpeederAngle - TeeAngle;
1524 SpeedLeft = MaxSpeed / 5.0f - std::cos(x: DiffAngle) * TeeSpeed;
1525 if(absolute(a: (int)SpeedLeft) > Force && SpeedLeft > 0.0000001f)
1526 TempVel += Direction * Force;
1527 else if(absolute(a: (int)SpeedLeft) > Force)
1528 TempVel += Direction * -Force;
1529 else
1530 TempVel += Direction * SpeedLeft;
1531 }
1532 else
1533 TempVel += Direction * Force;
1534
1535 m_Core.m_Vel = ClampVel(MoveRestriction: m_MoveRestrictions, Vel: TempVel);
1536 }
1537 }
1538 else if(Type == TILE_SPEED_BOOST)
1539 {
1540 constexpr float MaxSpeedScale = 5.0f;
1541 if(MaxSpeed == 0)
1542 {
1543 float MaxRampSpeed = GetTuning(Zone: m_TuneZone)->m_VelrampRange / (50 * log(x: maximum(a: (float)GetTuning(Zone: m_TuneZone)->m_VelrampCurvature, b: 1.01f)));
1544 MaxSpeed = maximum(a: MaxRampSpeed, b: GetTuning(Zone: m_TuneZone)->m_VelrampStart / 50) * MaxSpeedScale;
1545 }
1546
1547 // (signed) length of projection
1548 float CurrentDirectionalSpeed = dot(a: Direction, b: m_Core.m_Vel);
1549 float TempMaxSpeed = MaxSpeed / MaxSpeedScale;
1550 if(CurrentDirectionalSpeed + Force > TempMaxSpeed)
1551 TempVel += Direction * (TempMaxSpeed - CurrentDirectionalSpeed);
1552 else
1553 TempVel += Direction * Force;
1554
1555 m_Core.m_Vel = ClampVel(MoveRestriction: m_MoveRestrictions, Vel: TempVel);
1556 }
1557 }
1558}
1559
1560bool CCharacter::IsSwitchActiveCb(int Number, void *pUser)
1561{
1562 CCharacter *pThis = (CCharacter *)pUser;
1563 auto &aSwitchers = pThis->Switchers();
1564 return !aSwitchers.empty() && pThis->Team() != TEAM_SUPER && aSwitchers[Number].m_aStatus[pThis->Team()];
1565}
1566
1567void CCharacter::SetTimeCheckpoint(int TimeCheckpoint)
1568{
1569 if(TimeCheckpoint > -1 && m_DDRaceState == ERaceState::STARTED && m_aCurrentTimeCp[TimeCheckpoint] == 0.0f && m_Time != 0.0f)
1570 {
1571 m_LastTimeCp = TimeCheckpoint;
1572 m_aCurrentTimeCp[m_LastTimeCp] = m_Time;
1573 m_TimeCpBroadcastEndTick = Server()->Tick() + Server()->TickSpeed() * 2;
1574 if(m_pPlayer->GetClientVersion() >= VERSION_DDRACE || Server()->IsSixup(ClientId: m_pPlayer->GetCid()))
1575 {
1576 CPlayerData *pData = GameServer()->Score()->PlayerData(Id: m_pPlayer->GetCid());
1577 if(pData->m_aBestTimeCp[m_LastTimeCp] != 0.0f)
1578 {
1579 if(Server()->IsSixup(ClientId: m_pPlayer->GetCid()))
1580 {
1581 protocol7::CNetMsg_Sv_Checkpoint Msg;
1582 float Diff = (m_aCurrentTimeCp[m_LastTimeCp] - pData->m_aBestTimeCp[m_LastTimeCp]) * 1000;
1583 Msg.m_Diff = (int)Diff;
1584 Server()->SendPackMsg(pMsg: &Msg, Flags: MSGFLAG_VITAL, ClientId: m_pPlayer->GetCid());
1585 }
1586 else
1587 {
1588 CNetMsg_Sv_DDRaceTime Msg;
1589 Msg.m_Time = (int)(m_Time * 100.0f);
1590 Msg.m_Finish = 0;
1591 float Diff = (m_aCurrentTimeCp[m_LastTimeCp] - pData->m_aBestTimeCp[m_LastTimeCp]) * 100;
1592 Msg.m_Check = (int)Diff;
1593 Server()->SendPackMsg(pMsg: &Msg, Flags: MSGFLAG_VITAL, ClientId: m_pPlayer->GetCid());
1594 }
1595 }
1596 }
1597 }
1598}
1599
1600void CCharacter::HandleTiles(int Index)
1601{
1602 int MapIndex = Index;
1603 m_TileIndex = Collision()->GetTileIndex(Index: MapIndex);
1604 m_TileFIndex = Collision()->GetFrontTileIndex(Index: MapIndex);
1605 m_MoveRestrictions = Collision()->GetMoveRestrictions(pfnSwitchActive: IsSwitchActiveCb, pUser: this, Pos: m_Pos, Distance: 18.0f, OverrideCenterTileIndex: MapIndex);
1606 if(Index < 0)
1607 {
1608 m_LastRefillJumps = false;
1609 m_LastPenalty = false;
1610 m_LastBonus = false;
1611 return;
1612 }
1613 SetTimeCheckpoint(Collision()->IsTimeCheckpoint(Index: MapIndex));
1614 SetTimeCheckpoint(Collision()->IsFrontTimeCheckpoint(Index: MapIndex));
1615 int TeleCheckpoint = Collision()->IsTeleCheckpoint(Index: MapIndex);
1616 if(TeleCheckpoint)
1617 m_TeleCheckpoint = TeleCheckpoint;
1618
1619 GameServer()->m_pController->HandleCharacterTiles(pChr: this, MapIndex: Index);
1620 if(!m_Alive)
1621 return;
1622
1623 // freeze
1624 if(((m_TileIndex == TILE_FREEZE) || (m_TileFIndex == TILE_FREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible && !m_Core.m_DeepFrozen)
1625 {
1626 Freeze();
1627 }
1628 else if(((m_TileIndex == TILE_UNFREEZE) || (m_TileFIndex == TILE_UNFREEZE)) && !m_Core.m_DeepFrozen)
1629 Unfreeze();
1630
1631 // deep freeze
1632 if(((m_TileIndex == TILE_DFREEZE) || (m_TileFIndex == TILE_DFREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible && !m_Core.m_DeepFrozen)
1633 m_Core.m_DeepFrozen = true;
1634 else if(((m_TileIndex == TILE_DUNFREEZE) || (m_TileFIndex == TILE_DUNFREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible && m_Core.m_DeepFrozen)
1635 m_Core.m_DeepFrozen = false;
1636
1637 // live freeze
1638 if(((m_TileIndex == TILE_LFREEZE) || (m_TileFIndex == TILE_LFREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible)
1639 {
1640 m_Core.m_LiveFrozen = true;
1641 }
1642 else if(((m_TileIndex == TILE_LUNFREEZE) || (m_TileFIndex == TILE_LUNFREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible)
1643 {
1644 m_Core.m_LiveFrozen = false;
1645 }
1646
1647 // endless hook
1648 if(((m_TileIndex == TILE_EHOOK_ENABLE) || (m_TileFIndex == TILE_EHOOK_ENABLE)))
1649 {
1650 SetEndlessHook(true);
1651 }
1652 else if(((m_TileIndex == TILE_EHOOK_DISABLE) || (m_TileFIndex == TILE_EHOOK_DISABLE)))
1653 {
1654 SetEndlessHook(false);
1655 }
1656
1657 // hit others
1658 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))
1659 {
1660 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "You can't hit others");
1661 m_Core.m_HammerHitDisabled = true;
1662 m_Core.m_ShotgunHitDisabled = true;
1663 m_Core.m_GrenadeHitDisabled = true;
1664 m_Core.m_LaserHitDisabled = true;
1665 }
1666 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))
1667 {
1668 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "You can hit others");
1669 m_Core.m_ShotgunHitDisabled = false;
1670 m_Core.m_GrenadeHitDisabled = false;
1671 m_Core.m_HammerHitDisabled = false;
1672 m_Core.m_LaserHitDisabled = false;
1673 }
1674
1675 // collide with others
1676 if(((m_TileIndex == TILE_NPC_DISABLE) || (m_TileFIndex == TILE_NPC_DISABLE)) && !m_Core.m_CollisionDisabled)
1677 {
1678 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "You can't collide with others");
1679 m_Core.m_CollisionDisabled = true;
1680 }
1681 else if(((m_TileIndex == TILE_NPC_ENABLE) || (m_TileFIndex == TILE_NPC_ENABLE)) && m_Core.m_CollisionDisabled)
1682 {
1683 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "You can collide with others");
1684 m_Core.m_CollisionDisabled = false;
1685 }
1686
1687 // hook others
1688 if(((m_TileIndex == TILE_NPH_DISABLE) || (m_TileFIndex == TILE_NPH_DISABLE)) && !m_Core.m_HookHitDisabled)
1689 {
1690 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "You can't hook others");
1691 m_Core.m_HookHitDisabled = true;
1692 }
1693 else if(((m_TileIndex == TILE_NPH_ENABLE) || (m_TileFIndex == TILE_NPH_ENABLE)) && m_Core.m_HookHitDisabled)
1694 {
1695 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "You can hook others");
1696 m_Core.m_HookHitDisabled = false;
1697 }
1698
1699 // unlimited air jumps
1700 if(((m_TileIndex == TILE_UNLIMITED_JUMPS_ENABLE) || (m_TileFIndex == TILE_UNLIMITED_JUMPS_ENABLE)) && !m_Core.m_EndlessJump)
1701 {
1702 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "You have unlimited air jumps");
1703 m_Core.m_EndlessJump = true;
1704 }
1705 else if(((m_TileIndex == TILE_UNLIMITED_JUMPS_DISABLE) || (m_TileFIndex == TILE_UNLIMITED_JUMPS_DISABLE)) && m_Core.m_EndlessJump)
1706 {
1707 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "You don't have unlimited air jumps");
1708 m_Core.m_EndlessJump = false;
1709 }
1710
1711 // walljump
1712 if((m_TileIndex == TILE_WALLJUMP) || (m_TileFIndex == TILE_WALLJUMP))
1713 {
1714 if(m_Core.m_Vel.y > 0 && m_Core.m_Colliding && m_Core.m_LeftWall)
1715 {
1716 m_Core.m_LeftWall = false;
1717 m_Core.m_JumpedTotal = m_Core.m_Jumps >= 2 ? m_Core.m_Jumps - 2 : 0;
1718 m_Core.m_Jumped = 1;
1719 }
1720 }
1721
1722 // jetpack gun
1723 if(((m_TileIndex == TILE_JETPACK_ENABLE) || (m_TileFIndex == TILE_JETPACK_ENABLE)) && !m_Core.m_Jetpack)
1724 {
1725 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "You have a jetpack gun");
1726 m_Core.m_Jetpack = true;
1727 }
1728 else if(((m_TileIndex == TILE_JETPACK_DISABLE) || (m_TileFIndex == TILE_JETPACK_DISABLE)) && m_Core.m_Jetpack)
1729 {
1730 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "You lost your jetpack gun");
1731 m_Core.m_Jetpack = false;
1732 }
1733
1734 // refill jumps
1735 if(((m_TileIndex == TILE_REFILL_JUMPS) || (m_TileFIndex == TILE_REFILL_JUMPS)) && !m_LastRefillJumps)
1736 {
1737 m_Core.m_JumpedTotal = 0;
1738 m_Core.m_Jumped = 0;
1739 m_LastRefillJumps = true;
1740 }
1741 if((m_TileIndex != TILE_REFILL_JUMPS) && (m_TileFIndex != TILE_REFILL_JUMPS))
1742 {
1743 m_LastRefillJumps = false;
1744 }
1745
1746 // Teleport gun
1747 if(((m_TileIndex == TILE_TELE_GUN_ENABLE) || (m_TileFIndex == TILE_TELE_GUN_ENABLE)) && !m_Core.m_HasTelegunGun)
1748 {
1749 m_Core.m_HasTelegunGun = true;
1750
1751 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "Teleport gun enabled");
1752 }
1753 else if(((m_TileIndex == TILE_TELE_GUN_DISABLE) || (m_TileFIndex == TILE_TELE_GUN_DISABLE)) && m_Core.m_HasTelegunGun)
1754 {
1755 m_Core.m_HasTelegunGun = false;
1756
1757 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "Teleport gun disabled");
1758 }
1759
1760 if(((m_TileIndex == TILE_TELE_GRENADE_ENABLE) || (m_TileFIndex == TILE_TELE_GRENADE_ENABLE)) && !m_Core.m_HasTelegunGrenade)
1761 {
1762 m_Core.m_HasTelegunGrenade = true;
1763
1764 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "Teleport grenade enabled");
1765 }
1766 else if(((m_TileIndex == TILE_TELE_GRENADE_DISABLE) || (m_TileFIndex == TILE_TELE_GRENADE_DISABLE)) && m_Core.m_HasTelegunGrenade)
1767 {
1768 m_Core.m_HasTelegunGrenade = false;
1769
1770 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "Teleport grenade disabled");
1771 }
1772
1773 if(((m_TileIndex == TILE_TELE_LASER_ENABLE) || (m_TileFIndex == TILE_TELE_LASER_ENABLE)) && !m_Core.m_HasTelegunLaser)
1774 {
1775 m_Core.m_HasTelegunLaser = true;
1776
1777 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "Teleport laser enabled");
1778 }
1779 else if(((m_TileIndex == TILE_TELE_LASER_DISABLE) || (m_TileFIndex == TILE_TELE_LASER_DISABLE)) && m_Core.m_HasTelegunLaser)
1780 {
1781 m_Core.m_HasTelegunLaser = false;
1782
1783 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "Teleport laser disabled");
1784 }
1785
1786 // stopper
1787 if(m_Core.m_Vel.y > 0 && (m_MoveRestrictions & CANTMOVE_DOWN))
1788 {
1789 m_Core.m_Jumped = 0;
1790 m_Core.m_JumpedTotal = 0;
1791 }
1792 ApplyMoveRestrictions();
1793
1794 // handle switch tiles
1795 if(Collision()->GetSwitchType(Index: MapIndex) == TILE_SWITCHOPEN && Team() != TEAM_SUPER && Collision()->GetSwitchNumber(Index: MapIndex) > 0)
1796 {
1797 Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aStatus[Team()] = true;
1798 Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aEndTick[Team()] = 0;
1799 Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aType[Team()] = TILE_SWITCHOPEN;
1800 Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aLastUpdateTick[Team()] = Server()->Tick();
1801 }
1802 else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_SWITCHTIMEDOPEN && Team() != TEAM_SUPER && Collision()->GetSwitchNumber(Index: MapIndex) > 0)
1803 {
1804 Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aStatus[Team()] = true;
1805 Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aEndTick[Team()] = Server()->Tick() + 1 + Collision()->GetSwitchDelay(Index: MapIndex) * Server()->TickSpeed();
1806 Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aType[Team()] = TILE_SWITCHTIMEDOPEN;
1807 Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aLastUpdateTick[Team()] = Server()->Tick();
1808 }
1809 else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_SWITCHTIMEDCLOSE && Team() != TEAM_SUPER && Collision()->GetSwitchNumber(Index: MapIndex) > 0)
1810 {
1811 Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aStatus[Team()] = false;
1812 Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aEndTick[Team()] = Server()->Tick() + 1 + Collision()->GetSwitchDelay(Index: MapIndex) * Server()->TickSpeed();
1813 Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aType[Team()] = TILE_SWITCHTIMEDCLOSE;
1814 Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aLastUpdateTick[Team()] = Server()->Tick();
1815 }
1816 else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_SWITCHCLOSE && Team() != TEAM_SUPER && Collision()->GetSwitchNumber(Index: MapIndex) > 0)
1817 {
1818 Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aStatus[Team()] = false;
1819 Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aEndTick[Team()] = 0;
1820 Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aType[Team()] = TILE_SWITCHCLOSE;
1821 Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aLastUpdateTick[Team()] = Server()->Tick();
1822 }
1823 else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_FREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible)
1824 {
1825 if(Collision()->GetSwitchNumber(Index: MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aStatus[Team()])
1826 {
1827 Freeze(Seconds: Collision()->GetSwitchDelay(Index: MapIndex));
1828 }
1829 }
1830 else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_DFREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible)
1831 {
1832 if(Collision()->GetSwitchNumber(Index: MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aStatus[Team()])
1833 m_Core.m_DeepFrozen = true;
1834 }
1835 else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_DUNFREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible)
1836 {
1837 if(Collision()->GetSwitchNumber(Index: MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aStatus[Team()])
1838 m_Core.m_DeepFrozen = false;
1839 }
1840 else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_LFREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible)
1841 {
1842 if(Collision()->GetSwitchNumber(Index: MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aStatus[Team()])
1843 {
1844 m_Core.m_LiveFrozen = true;
1845 }
1846 }
1847 else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_LUNFREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible)
1848 {
1849 if(Collision()->GetSwitchNumber(Index: MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(Index: MapIndex)].m_aStatus[Team()])
1850 {
1851 m_Core.m_LiveFrozen = false;
1852 }
1853 }
1854 else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_HIT_ENABLE && m_Core.m_HammerHitDisabled && Collision()->GetSwitchDelay(Index: MapIndex) == WEAPON_HAMMER)
1855 {
1856 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "You can hammer hit others");
1857 m_Core.m_HammerHitDisabled = false;
1858 }
1859 else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_HIT_DISABLE && !(m_Core.m_HammerHitDisabled) && Collision()->GetSwitchDelay(Index: MapIndex) == WEAPON_HAMMER)
1860 {
1861 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "You can't hammer hit others");
1862 m_Core.m_HammerHitDisabled = true;
1863 }
1864 else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_HIT_ENABLE && m_Core.m_ShotgunHitDisabled && Collision()->GetSwitchDelay(Index: MapIndex) == WEAPON_SHOTGUN)
1865 {
1866 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "You can shoot others with shotgun");
1867 m_Core.m_ShotgunHitDisabled = false;
1868 }
1869 else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_HIT_DISABLE && !(m_Core.m_ShotgunHitDisabled) && Collision()->GetSwitchDelay(Index: MapIndex) == WEAPON_SHOTGUN)
1870 {
1871 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "You can't shoot others with shotgun");
1872 m_Core.m_ShotgunHitDisabled = true;
1873 }
1874 else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_HIT_ENABLE && m_Core.m_GrenadeHitDisabled && Collision()->GetSwitchDelay(Index: MapIndex) == WEAPON_GRENADE)
1875 {
1876 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "You can shoot others with grenade");
1877 m_Core.m_GrenadeHitDisabled = false;
1878 }
1879 else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_HIT_DISABLE && !(m_Core.m_GrenadeHitDisabled) && Collision()->GetSwitchDelay(Index: MapIndex) == WEAPON_GRENADE)
1880 {
1881 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "You can't shoot others with grenade");
1882 m_Core.m_GrenadeHitDisabled = true;
1883 }
1884 else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_HIT_ENABLE && m_Core.m_LaserHitDisabled && Collision()->GetSwitchDelay(Index: MapIndex) == WEAPON_LASER)
1885 {
1886 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "You can shoot others with laser");
1887 m_Core.m_LaserHitDisabled = false;
1888 }
1889 else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_HIT_DISABLE && !(m_Core.m_LaserHitDisabled) && Collision()->GetSwitchDelay(Index: MapIndex) == WEAPON_LASER)
1890 {
1891 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: "You can't shoot others with laser");
1892 m_Core.m_LaserHitDisabled = true;
1893 }
1894 else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_JUMP)
1895 {
1896 int NewJumps = Collision()->GetSwitchDelay(Index: MapIndex);
1897 if(NewJumps == 255)
1898 {
1899 NewJumps = -1;
1900 }
1901
1902 if(NewJumps != m_Core.m_Jumps)
1903 {
1904 char aBuf[256];
1905 if(NewJumps == -1)
1906 str_copy(dst&: aBuf, src: "You only have your ground jump now");
1907 else if(NewJumps == 1)
1908 str_format(buffer: aBuf, buffer_size: sizeof(aBuf), format: "You can jump %d time", NewJumps);
1909 else
1910 str_format(buffer: aBuf, buffer_size: sizeof(aBuf), format: "You can jump %d times", NewJumps);
1911 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: aBuf);
1912 m_Core.m_Jumps = NewJumps;
1913 }
1914 }
1915 else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_ADD_TIME && !m_LastPenalty)
1916 {
1917 const int Minutes = Collision()->GetSwitchDelay(Index: MapIndex);
1918 const int Seconds = Collision()->GetSwitchNumber(Index: MapIndex);
1919 int Team = Teams()->m_Core.Team(ClientId: m_Core.m_Id);
1920
1921 m_StartTime -= (Minutes * 60 + Seconds) * Server()->TickSpeed();
1922
1923 if((g_Config.m_SvTeam == SV_TEAM_FORCED_SOLO || (Team != TEAM_FLOCK && !Teams()->TeamFlock(Team))) && Team != TEAM_SUPER)
1924 {
1925 for(int i = 0; i < MAX_CLIENTS; i++)
1926 {
1927 if(Teams()->m_Core.Team(ClientId: i) == Team && i != m_Core.m_Id && GameServer()->m_apPlayers[i])
1928 {
1929 CCharacter *pChar = GameServer()->m_apPlayers[i]->GetCharacter();
1930
1931 if(pChar)
1932 pChar->m_StartTime = m_StartTime;
1933 }
1934 }
1935 }
1936
1937 m_LastPenalty = true;
1938 }
1939 else if(Collision()->GetSwitchType(Index: MapIndex) == TILE_SUBTRACT_TIME && !m_LastBonus)
1940 {
1941 const int Minutes = Collision()->GetSwitchDelay(Index: MapIndex);
1942 const int Seconds = Collision()->GetSwitchNumber(Index: MapIndex);
1943 int Team = Teams()->m_Core.Team(ClientId: m_Core.m_Id);
1944
1945 m_StartTime += (Minutes * 60 + Seconds) * Server()->TickSpeed();
1946 if(m_StartTime > Server()->Tick())
1947 m_StartTime = Server()->Tick();
1948
1949 if((g_Config.m_SvTeam == SV_TEAM_FORCED_SOLO || (Team != TEAM_FLOCK && !Teams()->TeamFlock(Team))) && Team != TEAM_SUPER)
1950 {
1951 for(int i = 0; i < MAX_CLIENTS; i++)
1952 {
1953 if(Teams()->m_Core.Team(ClientId: i) == Team && i != m_Core.m_Id && GameServer()->m_apPlayers[i])
1954 {
1955 CCharacter *pChar = GameServer()->m_apPlayers[i]->GetCharacter();
1956
1957 if(pChar)
1958 pChar->m_StartTime = m_StartTime;
1959 }
1960 }
1961 }
1962
1963 m_LastBonus = true;
1964 }
1965
1966 if(Collision()->GetSwitchType(Index: MapIndex) != TILE_ADD_TIME)
1967 {
1968 m_LastPenalty = false;
1969 }
1970
1971 if(Collision()->GetSwitchType(Index: MapIndex) != TILE_SUBTRACT_TIME)
1972 {
1973 m_LastBonus = false;
1974 }
1975
1976 int z = Collision()->IsTeleport(Index: MapIndex);
1977 if(!g_Config.m_SvOldTeleportHook && !g_Config.m_SvOldTeleportWeapons && z && !Collision()->TeleOuts(Number: z - 1).empty())
1978 {
1979 if(m_Core.m_Super || m_Core.m_Invincible)
1980 return;
1981 int TeleOut = GameWorld()->m_Core.RandomOr0(BelowThis: Collision()->TeleOuts(Number: z - 1).size());
1982 m_Core.m_Pos = Collision()->TeleOuts(Number: z - 1)[TeleOut];
1983 if(!g_Config.m_SvTeleportHoldHook)
1984 {
1985 ResetHook();
1986 }
1987 if(g_Config.m_SvTeleportLoseWeapons)
1988 ResetPickups();
1989 return;
1990 }
1991 const int EvilTeleport = Collision()->IsEvilTeleport(Index: MapIndex);
1992 if(EvilTeleport && !Collision()->TeleOuts(Number: EvilTeleport - 1).empty())
1993 {
1994 if(m_Core.m_Super || m_Core.m_Invincible)
1995 return;
1996 int TeleOut = GameWorld()->m_Core.RandomOr0(BelowThis: Collision()->TeleOuts(Number: EvilTeleport - 1).size());
1997 m_Core.m_Pos = Collision()->TeleOuts(Number: EvilTeleport - 1)[TeleOut];
1998 if(!g_Config.m_SvOldTeleportHook && !g_Config.m_SvOldTeleportWeapons)
1999 {
2000 m_Core.m_Vel = vec2(0, 0);
2001
2002 if(!g_Config.m_SvTeleportHoldHook)
2003 {
2004 ResetHook();
2005 GameWorld()->ReleaseHooked(ClientId: GetPlayer()->GetCid());
2006 }
2007 if(g_Config.m_SvTeleportLoseWeapons)
2008 {
2009 ResetPickups();
2010 }
2011 }
2012 return;
2013 }
2014 if(Collision()->IsCheckEvilTeleport(Index: MapIndex))
2015 {
2016 if(m_Core.m_Super || m_Core.m_Invincible)
2017 return;
2018 // first check if there is a TeleCheckOut for the current recorded checkpoint, if not check previous checkpoints
2019 for(int k = m_TeleCheckpoint - 1; k >= 0; k--)
2020 {
2021 if(!Collision()->TeleCheckOuts(Number: k).empty())
2022 {
2023 int TeleOut = GameWorld()->m_Core.RandomOr0(BelowThis: Collision()->TeleCheckOuts(Number: k).size());
2024 m_Core.m_Pos = Collision()->TeleCheckOuts(Number: k)[TeleOut];
2025 m_Core.m_Vel = vec2(0, 0);
2026
2027 if(!g_Config.m_SvTeleportHoldHook)
2028 {
2029 ResetHook();
2030 GameWorld()->ReleaseHooked(ClientId: GetPlayer()->GetCid());
2031 }
2032
2033 return;
2034 }
2035 }
2036 // if no checkpointout have been found (or if there no recorded checkpoint), teleport to start
2037 vec2 SpawnPos;
2038 if(GameServer()->m_pController->CanSpawn(Team: m_pPlayer->GetTeam(), pOutPos: &SpawnPos, ClientId: GetPlayer()->GetCid()))
2039 {
2040 m_Core.m_Pos = SpawnPos;
2041 m_Core.m_Vel = vec2(0, 0);
2042
2043 if(!g_Config.m_SvTeleportHoldHook)
2044 {
2045 ResetHook();
2046 GameWorld()->ReleaseHooked(ClientId: GetPlayer()->GetCid());
2047 }
2048 }
2049 return;
2050 }
2051 if(Collision()->IsCheckTeleport(Index: MapIndex))
2052 {
2053 if(m_Core.m_Super || m_Core.m_Invincible)
2054 return;
2055 // first check if there is a TeleCheckOut for the current recorded checkpoint, if not check previous checkpoints
2056 for(int k = m_TeleCheckpoint - 1; k >= 0; k--)
2057 {
2058 if(!Collision()->TeleCheckOuts(Number: k).empty())
2059 {
2060 int TeleOut = GameWorld()->m_Core.RandomOr0(BelowThis: Collision()->TeleCheckOuts(Number: k).size());
2061 m_Core.m_Pos = Collision()->TeleCheckOuts(Number: k)[TeleOut];
2062
2063 if(!g_Config.m_SvTeleportHoldHook)
2064 {
2065 ResetHook();
2066 }
2067
2068 return;
2069 }
2070 }
2071 // if no checkpointout have been found (or if there no recorded checkpoint), teleport to start
2072 vec2 SpawnPos;
2073 if(GameServer()->m_pController->CanSpawn(Team: m_pPlayer->GetTeam(), pOutPos: &SpawnPos, ClientId: GetPlayer()->GetCid()))
2074 {
2075 m_Core.m_Pos = SpawnPos;
2076
2077 if(!g_Config.m_SvTeleportHoldHook)
2078 {
2079 ResetHook();
2080 }
2081 }
2082 return;
2083 }
2084}
2085
2086void CCharacter::HandleTuneLayer()
2087{
2088 m_TuneZoneOld = m_TuneZone;
2089 int CurrentIndex = Collision()->GetMapIndex(Pos: m_Pos);
2090 m_TuneZone = Collision()->IsTune(Index: CurrentIndex);
2091 m_Core.m_Tuning = TuningList()[m_TuneZone]; // throw tunings from specific zone into gamecore
2092
2093 if(m_TuneZone != m_TuneZoneOld) // don't send tunigs all the time
2094 {
2095 // send zone msgs
2096 SendZoneMsgs();
2097 }
2098}
2099
2100void CCharacter::SendZoneMsgs()
2101{
2102 // send zone leave msg
2103 // (m_TuneZoneOld >= 0: avoid zone leave msgs on spawn)
2104 if(m_TuneZoneOld >= 0 && GameServer()->m_aaZoneLeaveMsg[m_TuneZoneOld][0])
2105 {
2106 const char *pCur = GameServer()->m_aaZoneLeaveMsg[m_TuneZoneOld];
2107 const char *pPos;
2108 while((pPos = str_find(haystack: pCur, needle: "\\n")))
2109 {
2110 char aBuf[256];
2111 str_copy(dst: aBuf, src: pCur, dst_size: pPos - pCur + 1);
2112 aBuf[pPos - pCur + 1] = '\0';
2113 pCur = pPos + 2;
2114 GameServer()->SendChatTarget(To: m_pPlayer->GetCid(), pText: aBuf);
2115 }
2116 GameServer()->SendChatTarget(To: m_pPlayer->GetCid(), pText: pCur);
2117 }
2118 // send zone enter msg
2119 if(GameServer()->m_aaZoneEnterMsg[m_TuneZone][0])
2120 {
2121 const char *pCur = GameServer()->m_aaZoneEnterMsg[m_TuneZone];
2122 const char *pPos;
2123 while((pPos = str_find(haystack: pCur, needle: "\\n")))
2124 {
2125 char aBuf[256];
2126 str_copy(dst: aBuf, src: pCur, dst_size: pPos - pCur + 1);
2127 aBuf[pPos - pCur + 1] = '\0';
2128 pCur = pPos + 2;
2129 GameServer()->SendChatTarget(To: m_pPlayer->GetCid(), pText: aBuf);
2130 }
2131 GameServer()->SendChatTarget(To: m_pPlayer->GetCid(), pText: pCur);
2132 }
2133}
2134
2135IAntibot *CCharacter::Antibot()
2136{
2137 return GameServer()->Antibot();
2138}
2139
2140void CCharacter::SetTeams(CGameTeams *pTeams)
2141{
2142 m_pTeams = pTeams;
2143 m_Core.SetTeamsCore(&m_pTeams->m_Core);
2144}
2145
2146bool CCharacter::TrySetRescue(int RescueMode)
2147{
2148 bool Set = false;
2149 if(g_Config.m_SvRescue || ((g_Config.m_SvTeam == SV_TEAM_FORCED_SOLO || Team() > TEAM_FLOCK) && Teams()->IsValidTeamNumber(Team: Team())))
2150 {
2151 // check for nearby health pickups (also freeze)
2152 bool InHealthPickup = false;
2153 if(!m_Core.m_IsInFreeze)
2154 {
2155 CEntity *apEnts[9];
2156 int Num = GameWorld()->FindEntities(Pos: m_Pos, Radius: GetProximityRadius() + CPickup::ms_CollisionExtraSize, ppEnts: apEnts, Max: std::size(apEnts), Type: CGameWorld::ENTTYPE_PICKUP);
2157 for(int i = 0; i < Num; ++i)
2158 {
2159 CPickup *pPickup = static_cast<CPickup *>(apEnts[i]);
2160 if(pPickup->Type() == POWERUP_HEALTH)
2161 {
2162 // This uses a separate variable InHealthPickup instead of setting m_Core.m_IsInFreeze
2163 // as the latter causes freezebars to flicker when standing in the freeze range of a
2164 // health pickup. When the same code for client prediction is added, the freezebars
2165 // still flicker, but only when standing at the edge of the health pickup's freeze range.
2166 InHealthPickup = true;
2167 break;
2168 }
2169 }
2170 }
2171
2172 if(!m_Core.m_IsInFreeze && IsGrounded() && !m_Core.m_DeepFrozen && !InHealthPickup)
2173 {
2174 ForceSetRescue(RescueMode);
2175 Set = true;
2176 }
2177 }
2178
2179 return Set;
2180}
2181
2182void CCharacter::ForceSetRescue(int RescueMode)
2183{
2184 m_RescueTee[RescueMode].Save(pChr: this);
2185 m_SetSavePos[RescueMode] = true;
2186}
2187
2188void CCharacter::DDRaceTick()
2189{
2190 mem_copy(dest: &m_Input, source: &m_SavedInput, size: sizeof(m_Input));
2191 GameServer()->m_pController->SetArmorProgress(pCharacter: this, Progress: m_FreezeTime);
2192 if(m_Input.m_Direction != 0 || m_Input.m_Jump != 0)
2193 m_LastMove = Server()->Tick();
2194
2195 if(m_Core.m_LiveFrozen && !m_Core.m_Super && !m_Core.m_Invincible)
2196 {
2197 m_Input.m_Direction = 0;
2198 m_Input.m_Jump = 0;
2199 // Hook is possible in live freeze
2200 }
2201 if(m_FreezeTime > 0)
2202 {
2203 if(m_FreezeTime % Server()->TickSpeed() == Server()->TickSpeed() - 1)
2204 {
2205 GameServer()->CreateDamageInd(Pos: m_Pos, AngleMod: 0, Amount: (m_FreezeTime + 1) / Server()->TickSpeed(), Mask: TeamMask() & GameServer()->ClientsMaskExcludeClientVersionAndHigher(Version: VERSION_DDNET_NEW_HUD));
2206 }
2207 m_FreezeTime--;
2208 m_Input.m_Direction = 0;
2209 m_Input.m_Jump = 0;
2210 m_Input.m_Hook = 0;
2211 if(m_FreezeTime == 1)
2212 Unfreeze();
2213 }
2214
2215 HandleTuneLayer(); // need this before coretick
2216
2217 // check if the tee is in any type of freeze
2218 int Index = Collision()->GetPureMapIndex(Pos: m_Pos);
2219 const int aTiles[] = {
2220 Collision()->GetTileIndex(Index),
2221 Collision()->GetFrontTileIndex(Index),
2222 Collision()->GetSwitchType(Index)};
2223 m_Core.m_IsInFreeze = false;
2224 for(const int Tile : aTiles)
2225 {
2226 if(Tile == TILE_FREEZE || Tile == TILE_DFREEZE || Tile == TILE_LFREEZE || Tile == TILE_DEATH)
2227 {
2228 m_Core.m_IsInFreeze = true;
2229 break;
2230 }
2231 }
2232 m_Core.m_IsInFreeze |= (Collision()->GetCollisionAt(x: m_Pos.x + GetProximityRadius() / 3.f, y: m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
2233 Collision()->GetCollisionAt(x: m_Pos.x + GetProximityRadius() / 3.f, y: m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
2234 Collision()->GetCollisionAt(x: m_Pos.x - GetProximityRadius() / 3.f, y: m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
2235 Collision()->GetCollisionAt(x: m_Pos.x - GetProximityRadius() / 3.f, y: m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
2236 Collision()->GetFrontCollisionAt(x: m_Pos.x + GetProximityRadius() / 3.f, y: m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
2237 Collision()->GetFrontCollisionAt(x: m_Pos.x + GetProximityRadius() / 3.f, y: m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
2238 Collision()->GetFrontCollisionAt(x: m_Pos.x - GetProximityRadius() / 3.f, y: m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
2239 Collision()->GetFrontCollisionAt(x: m_Pos.x - GetProximityRadius() / 3.f, y: m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH);
2240
2241 // look for save position for rescue feature
2242 // always update auto rescue
2243 TrySetRescue(RescueMode: RESCUEMODE_AUTO);
2244
2245 m_Core.m_Id = GetPlayer()->GetCid();
2246}
2247
2248void CCharacter::DDRacePostCoreTick()
2249{
2250 m_Time = (float)(Server()->Tick() - m_StartTime) / ((float)Server()->TickSpeed());
2251
2252 if(m_Core.m_EndlessHook || (m_Core.m_Super && g_Config.m_SvEndlessSuperHook))
2253 m_Core.m_HookTick = 0;
2254
2255 m_FrozenLastTick = false;
2256
2257 if(m_Core.m_DeepFrozen && !m_Core.m_Super && !m_Core.m_Invincible)
2258 Freeze();
2259
2260 // following jump rules can be overridden by tiles, like Refill Jumps, Stopper and Wall Jump
2261 if(m_Core.m_Jumps == -1)
2262 {
2263 // The player has only one ground jump, so their feet are always dark
2264 m_Core.m_Jumped |= 2;
2265 }
2266 else if(m_Core.m_Jumps == 0)
2267 {
2268 // The player has no jumps at all, so their feet are always dark
2269 m_Core.m_Jumped |= 2;
2270 }
2271 else if(m_Core.m_Jumps == 1 && m_Core.m_Jumped > 0)
2272 {
2273 // If the player has only one jump, each jump is the last one
2274 m_Core.m_Jumped |= 2;
2275 }
2276 else if(m_Core.m_JumpedTotal < m_Core.m_Jumps - 1 && m_Core.m_Jumped > 1)
2277 {
2278 // The player has not yet used up all their jumps, so their feet remain light
2279 m_Core.m_Jumped = 1;
2280 }
2281
2282 if((m_Core.m_Super || m_Core.m_EndlessJump) && m_Core.m_Jumped > 1)
2283 {
2284 // Super players and players with infinite jumps always have light feet
2285 m_Core.m_Jumped = 1;
2286 }
2287
2288 int CurrentIndex = Collision()->GetMapIndex(Pos: m_Pos);
2289 HandleSkippableTiles(Index: CurrentIndex);
2290 if(!m_Alive)
2291 return;
2292
2293 // handle Anti-Skip tiles
2294 std::vector<int> vIndices = Collision()->GetMapIndices(PrevPos: m_PrevPos, Pos: m_Pos);
2295 if(!vIndices.empty())
2296 {
2297 for(int &Index : vIndices)
2298 {
2299 HandleTiles(Index);
2300 if(!m_Alive)
2301 return;
2302 }
2303 }
2304 else
2305 {
2306 HandleTiles(Index: CurrentIndex);
2307 if(!m_Alive)
2308 return;
2309 }
2310
2311 // teleport gun
2312 if(m_TeleGunTeleport)
2313 {
2314 GameServer()->CreateDeath(Pos: m_Pos, ClientId: m_pPlayer->GetCid(), Mask: TeamMask());
2315 m_Core.m_Pos = m_TeleGunPos;
2316 if(!m_IsBlueTeleGunTeleport)
2317 m_Core.m_Vel = vec2(0, 0);
2318 GameServer()->CreateDeath(Pos: m_TeleGunPos, ClientId: m_pPlayer->GetCid(), Mask: TeamMask());
2319 GameServer()->CreateSound(Pos: m_TeleGunPos, Sound: SOUND_WEAPON_SPAWN, Mask: TeamMask());
2320 m_TeleGunTeleport = false;
2321 m_IsBlueTeleGunTeleport = false;
2322 }
2323
2324 HandleBroadcast();
2325}
2326
2327bool CCharacter::Freeze(int Seconds)
2328{
2329 if(Seconds <= 0 || m_Core.m_Super || m_Core.m_Invincible || m_FreezeTime > Seconds * Server()->TickSpeed())
2330 return false;
2331 if(m_FreezeTime == 0 || m_Core.m_FreezeStart < Server()->Tick() - Server()->TickSpeed())
2332 {
2333 m_Armor = 0;
2334 m_FreezeTime = Seconds * Server()->TickSpeed();
2335 m_Core.m_FreezeStart = Server()->Tick();
2336 return true;
2337 }
2338 return false;
2339}
2340
2341bool CCharacter::Freeze()
2342{
2343 return Freeze(Seconds: g_Config.m_SvFreezeDelay);
2344}
2345
2346bool CCharacter::Unfreeze()
2347{
2348 if(m_FreezeTime > 0)
2349 {
2350 m_Armor = 10;
2351 if(!m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Got)
2352 m_Core.m_ActiveWeapon = WEAPON_GUN;
2353 m_FreezeTime = 0;
2354 m_Core.m_FreezeStart = 0;
2355 m_FrozenLastTick = true;
2356 return true;
2357 }
2358 return false;
2359}
2360
2361void CCharacter::ResetJumps()
2362{
2363 m_Core.m_JumpedTotal = 0;
2364 m_Core.m_Jumped = 0;
2365}
2366
2367void CCharacter::GiveWeapon(int Weapon, bool Remove)
2368{
2369 if(Weapon == WEAPON_NINJA)
2370 {
2371 if(Remove)
2372 RemoveNinja();
2373 else
2374 GiveNinja();
2375 return;
2376 }
2377
2378 if(Remove)
2379 {
2380 if(GetActiveWeapon() == Weapon)
2381 SetActiveWeapon(WEAPON_GUN);
2382 }
2383 else
2384 {
2385 m_Core.m_aWeapons[Weapon].m_Ammo = -1;
2386 }
2387
2388 m_Core.m_aWeapons[Weapon].m_Got = !Remove;
2389}
2390
2391void CCharacter::GiveAllWeapons()
2392{
2393 for(int i = WEAPON_GUN; i < NUM_WEAPONS - 1; i++)
2394 {
2395 GiveWeapon(Weapon: i);
2396 }
2397}
2398
2399void CCharacter::ResetPickups()
2400{
2401 for(int i = WEAPON_SHOTGUN; i < NUM_WEAPONS - 1; i++)
2402 {
2403 m_Core.m_aWeapons[i].m_Got = false;
2404 if(m_Core.m_ActiveWeapon == i)
2405 m_Core.m_ActiveWeapon = WEAPON_GUN;
2406 }
2407}
2408
2409void CCharacter::SetEndlessHook(bool Enable)
2410{
2411 if(m_Core.m_EndlessHook == Enable)
2412 {
2413 return;
2414 }
2415 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: Enable ? "Endless hook has been activated" : "Endless hook has been deactivated");
2416
2417 m_Core.m_EndlessHook = Enable;
2418}
2419
2420void CCharacter::Pause(bool Pause)
2421{
2422 m_Paused = Pause;
2423 if(Pause)
2424 {
2425 GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCid()] = nullptr;
2426 GameServer()->m_World.RemoveEntity(pEntity: this);
2427
2428 if(m_Core.HookedPlayer() != -1) // Keeping hook would allow cheats
2429 {
2430 ResetHook();
2431 GameWorld()->ReleaseHooked(ClientId: GetPlayer()->GetCid());
2432 }
2433 m_PausedTick = Server()->Tick();
2434 }
2435 else
2436 {
2437 m_Core.m_Vel = vec2(0, 0);
2438 GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCid()] = &m_Core;
2439 GameServer()->m_World.InsertEntity(pEntity: this);
2440 if(m_Core.m_FreezeStart > 0 && m_PausedTick >= 0)
2441 {
2442 m_Core.m_FreezeStart += Server()->Tick() - m_PausedTick;
2443 }
2444 }
2445}
2446
2447void CCharacter::DDRaceInit()
2448{
2449 m_Paused = false;
2450 m_DDRaceState = ERaceState::NONE;
2451 m_PrevPos = m_Pos;
2452 for(bool &Set : m_SetSavePos)
2453 Set = false;
2454 m_LastBroadcast = 0;
2455 m_TeamBeforeSuper = 0;
2456 m_Core.m_Id = GetPlayer()->GetCid();
2457 m_TeleCheckpoint = 0;
2458 m_Core.m_EndlessHook = g_Config.m_SvEndlessDrag;
2459 if(g_Config.m_SvHit)
2460 {
2461 m_Core.m_HammerHitDisabled = false;
2462 m_Core.m_ShotgunHitDisabled = false;
2463 m_Core.m_GrenadeHitDisabled = false;
2464 m_Core.m_LaserHitDisabled = false;
2465 }
2466 else
2467 {
2468 m_Core.m_HammerHitDisabled = true;
2469 m_Core.m_ShotgunHitDisabled = true;
2470 m_Core.m_GrenadeHitDisabled = true;
2471 m_Core.m_LaserHitDisabled = true;
2472 }
2473 m_Core.m_Jumps = 2;
2474
2475 int Team = Teams()->m_Core.Team(ClientId: m_Core.m_Id);
2476
2477 if(Teams()->TeamLocked(Team) && !Teams()->TeamFlock(Team))
2478 {
2479 for(int i = 0; i < MAX_CLIENTS; i++)
2480 {
2481 if(Teams()->m_Core.Team(ClientId: i) == Team && i != m_Core.m_Id && GameServer()->m_apPlayers[i])
2482 {
2483 CCharacter *pChar = GameServer()->m_apPlayers[i]->GetCharacter();
2484
2485 if(pChar)
2486 {
2487 m_DDRaceState = pChar->m_DDRaceState;
2488 m_StartTime = pChar->m_StartTime;
2489 }
2490 }
2491 }
2492 }
2493
2494 if(g_Config.m_SvTeam == SV_TEAM_MANDATORY && Team == TEAM_FLOCK)
2495 {
2496 GameServer()->SendStartWarning(ClientId: GetPlayer()->GetCid(), pMessage: "Please join a team before you start");
2497 }
2498}
2499
2500void CCharacter::Rescue()
2501{
2502 if(m_SetSavePos[GetPlayer()->m_RescueMode] && !m_Core.m_Super && !m_Core.m_Invincible)
2503 {
2504 if(m_LastRescue + (int64_t)g_Config.m_SvRescueDelay * Server()->TickSpeed() > Server()->Tick() && !Teams()->IsPractice(Team: Team()))
2505 {
2506 char aBuf[256];
2507 str_format(buffer: aBuf, buffer_size: sizeof(aBuf), format: "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()));
2508 GameServer()->SendChatTarget(To: GetPlayer()->GetCid(), pText: aBuf);
2509 return;
2510 }
2511
2512 m_LastRescue = Server()->Tick();
2513 int StartTime = m_StartTime;
2514 m_RescueTee[GetPlayer()->m_RescueMode].Load(pChr: this);
2515 // Don't load these from saved tee:
2516 m_Core.m_Vel = vec2(0, 0);
2517 m_Core.m_HookState = HOOK_IDLE;
2518 m_StartTime = StartTime;
2519 m_SavedInput.m_Direction = 0;
2520 m_SavedInput.m_Jump = 0;
2521 // simulate releasing the fire button
2522 if((m_SavedInput.m_Fire & 1) != 0)
2523 m_SavedInput.m_Fire++;
2524 m_SavedInput.m_Fire &= INPUT_STATE_MASK;
2525 m_SavedInput.m_Hook = 0;
2526 m_pPlayer->Pause(State: CPlayer::PAUSE_NONE, Force: true);
2527 }
2528}
2529
2530CClientMask CCharacter::TeamMask()
2531{
2532 return Teams()->TeamMask(Team: Team(), ExceptId: -1, Asker: GetPlayer()->GetCid());
2533}
2534
2535void CCharacter::SetPosition(const vec2 &Position)
2536{
2537 m_Core.m_Pos = Position;
2538}
2539
2540void CCharacter::Move(vec2 RelPos)
2541{
2542 m_Core.m_Pos += RelPos;
2543}
2544
2545void CCharacter::ResetVelocity()
2546{
2547 m_Core.m_Vel = vec2(0, 0);
2548}
2549
2550void CCharacter::SetVelocity(vec2 NewVelocity)
2551{
2552 m_Core.m_Vel = ClampVel(MoveRestriction: m_MoveRestrictions, Vel: NewVelocity);
2553}
2554
2555// The method is needed only to reproduce 'shotgun bug' ddnet#5258
2556// Use SetVelocity() instead.
2557void CCharacter::SetRawVelocity(vec2 NewVelocity)
2558{
2559 m_Core.m_Vel = NewVelocity;
2560}
2561
2562void CCharacter::AddVelocity(vec2 Addition)
2563{
2564 SetVelocity(m_Core.m_Vel + Addition);
2565}
2566
2567void CCharacter::ApplyMoveRestrictions()
2568{
2569 m_Core.m_Vel = ClampVel(MoveRestriction: m_MoveRestrictions, Vel: m_Core.m_Vel);
2570}
2571
2572void CCharacter::SwapClients(int Client1, int Client2)
2573{
2574 const int HookedPlayer = m_Core.HookedPlayer();
2575 m_Core.SetHookedPlayer(HookedPlayer == Client1 ? Client2 : (HookedPlayer == Client2 ? Client1 : HookedPlayer));
2576}
2577