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