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