| 1 | /* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ |
| 2 | #include "gun.h" |
| 3 | |
| 4 | #include "character.h" |
| 5 | #include "plasma.h" |
| 6 | |
| 7 | #include <engine/server.h> |
| 8 | #include <engine/shared/config.h> |
| 9 | |
| 10 | #include <generated/protocol.h> |
| 11 | |
| 12 | #include <game/mapitems.h> |
| 13 | #include <game/server/gamecontext.h> |
| 14 | #include <game/server/player.h> |
| 15 | #include <game/server/teams.h> |
| 16 | |
| 17 | CGun::CGun(CGameWorld *pGameWorld, vec2 Pos, bool Freeze, bool Explosive, int Layer, int Number) : |
| 18 | CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER) |
| 19 | { |
| 20 | m_Core = vec2(0.0f, 0.0f); |
| 21 | m_Pos = Pos; |
| 22 | m_Freeze = Freeze; |
| 23 | m_Explosive = Explosive; |
| 24 | m_Layer = Layer; |
| 25 | m_Number = Number; |
| 26 | m_EvalTick = Server()->Tick(); |
| 27 | |
| 28 | std::fill(first: std::begin(arr&: m_aLastFireTeam), last: std::end(arr&: m_aLastFireTeam), value: 0); |
| 29 | std::fill(first: std::begin(arr&: m_aLastFireSolo), last: std::end(arr&: m_aLastFireSolo), value: 0); |
| 30 | GameWorld()->InsertEntity(pEntity: this); |
| 31 | } |
| 32 | |
| 33 | void CGun::Tick() |
| 34 | { |
| 35 | if(Server()->Tick() % (int)(Server()->TickSpeed() * 0.15f) == 0) |
| 36 | { |
| 37 | m_EvalTick = Server()->Tick(); |
| 38 | GameServer()->Collision()->MoverSpeed(x: m_Pos.x, y: m_Pos.y, pSpeed: &m_Core); |
| 39 | m_Pos += m_Core; |
| 40 | } |
| 41 | if(g_Config.m_SvPlasmaPerSec > 0) |
| 42 | { |
| 43 | Fire(); |
| 44 | } |
| 45 | } |
| 46 | |
| 47 | void CGun::Fire() |
| 48 | { |
| 49 | // Create a list of players who are in the range of the turret |
| 50 | CEntity *apPlayersInRange[MAX_CLIENTS]; |
| 51 | std::fill(first: std::begin(arr&: apPlayersInRange), last: std::end(arr&: apPlayersInRange), value: nullptr); |
| 52 | |
| 53 | int NumPlayersInRange = GameServer()->m_World.FindEntities(Pos: m_Pos, Radius: g_Config.m_SvPlasmaRange, |
| 54 | ppEnts: apPlayersInRange, Max: MAX_CLIENTS, Type: CGameWorld::ENTTYPE_CHARACTER); |
| 55 | |
| 56 | // The closest player (within range) in a team is selected as the target |
| 57 | int aTargetIdInTeam[MAX_CLIENTS]; |
| 58 | bool aIsTarget[MAX_CLIENTS]; |
| 59 | int aMinDistInTeam[MAX_CLIENTS]; |
| 60 | std::fill(first: std::begin(arr&: aMinDistInTeam), last: std::end(arr&: aMinDistInTeam), value: 0); |
| 61 | std::fill(first: std::begin(arr&: aIsTarget), last: std::end(arr&: aIsTarget), value: false); |
| 62 | std::fill(first: std::begin(arr&: aTargetIdInTeam), last: std::end(arr&: aTargetIdInTeam), value: -1); |
| 63 | |
| 64 | for(int i = 0; i < NumPlayersInRange; i++) |
| 65 | { |
| 66 | CCharacter *pTarget = static_cast<CCharacter *>(apPlayersInRange[i]); |
| 67 | const int &TargetTeam = pTarget->Team(); |
| 68 | // Do not fire at super players |
| 69 | if(TargetTeam == TEAM_SUPER) |
| 70 | { |
| 71 | continue; |
| 72 | } |
| 73 | // If the turret is disabled for the target's team, the turret will not fire |
| 74 | if(m_Layer == LAYER_SWITCH && m_Number > 0 && |
| 75 | !Switchers()[m_Number].m_aStatus[TargetTeam]) |
| 76 | { |
| 77 | continue; |
| 78 | } |
| 79 | |
| 80 | // Turrets can only shoot at a speed of sv_plasma_per_sec |
| 81 | const int &TargetClientId = pTarget->GetPlayer()->GetCid(); |
| 82 | const bool &TargetIsSolo = pTarget->Teams()->m_Core.GetSolo(ClientId: TargetClientId); |
| 83 | if((TargetIsSolo && |
| 84 | m_aLastFireSolo[TargetClientId] + Server()->TickSpeed() / g_Config.m_SvPlasmaPerSec > Server()->Tick()) || |
| 85 | (!TargetIsSolo && |
| 86 | m_aLastFireTeam[TargetTeam] + Server()->TickSpeed() / g_Config.m_SvPlasmaPerSec > Server()->Tick())) |
| 87 | { |
| 88 | continue; |
| 89 | } |
| 90 | |
| 91 | // Turrets can shoot only at reachable, alive players |
| 92 | int IsReachable = !GameServer()->Collision()->IntersectLine(Pos0: m_Pos, Pos1: pTarget->m_Pos, pOutCollision: nullptr, pOutBeforeCollision: nullptr); |
| 93 | if(IsReachable && pTarget->IsAlive()) |
| 94 | { |
| 95 | // Turrets fire on solo players regardless of the rest of the team |
| 96 | if(TargetIsSolo) |
| 97 | { |
| 98 | aIsTarget[TargetClientId] = true; |
| 99 | m_aLastFireSolo[TargetClientId] = Server()->Tick(); |
| 100 | } |
| 101 | else |
| 102 | { |
| 103 | int Distance = distance(a: pTarget->m_Pos, b: m_Pos); |
| 104 | if(aMinDistInTeam[TargetTeam] == 0 || aMinDistInTeam[TargetTeam] > Distance) |
| 105 | { |
| 106 | aMinDistInTeam[TargetTeam] = Distance; |
| 107 | aTargetIdInTeam[TargetTeam] = TargetClientId; |
| 108 | } |
| 109 | } |
| 110 | } |
| 111 | } |
| 112 | |
| 113 | // Set the closest player for each team as a target |
| 114 | for(int i = 0; i < MAX_CLIENTS; i++) |
| 115 | { |
| 116 | if(aTargetIdInTeam[i] != -1) |
| 117 | { |
| 118 | aIsTarget[aTargetIdInTeam[i]] = true; |
| 119 | m_aLastFireTeam[i] = Server()->Tick(); |
| 120 | } |
| 121 | } |
| 122 | |
| 123 | for(int i = 0; i < MAX_CLIENTS; i++) |
| 124 | { |
| 125 | // Fire at each target |
| 126 | if(aIsTarget[i]) |
| 127 | { |
| 128 | CCharacter *pTarget = GameServer()->GetPlayerChar(ClientId: i); |
| 129 | new CPlasma(&GameServer()->m_World, m_Pos, normalize(v: pTarget->m_Pos - m_Pos), m_Freeze, m_Explosive, i); |
| 130 | } |
| 131 | } |
| 132 | } |
| 133 | |
| 134 | void CGun::Reset() |
| 135 | { |
| 136 | m_MarkedForDestroy = true; |
| 137 | } |
| 138 | |
| 139 | void CGun::Snap(int SnappingClient) |
| 140 | { |
| 141 | if(NetworkClipped(SnappingClient)) |
| 142 | return; |
| 143 | |
| 144 | int SnappingClientVersion = GameServer()->GetClientVersion(ClientId: SnappingClient); |
| 145 | |
| 146 | int Subtype = (m_Explosive ? 1 : 0) | (m_Freeze ? 2 : 0); |
| 147 | |
| 148 | int StartTick; |
| 149 | if(SnappingClientVersion >= VERSION_DDNET_ENTITY_NETOBJS) |
| 150 | { |
| 151 | StartTick = -1; |
| 152 | } |
| 153 | else |
| 154 | { |
| 155 | // Emulate turned off blinking turret for old clients |
| 156 | CCharacter *pChar = GameServer()->GetPlayerChar(ClientId: SnappingClient); |
| 157 | |
| 158 | if(SnappingClient != SERVER_DEMO_CLIENT && |
| 159 | (GameServer()->m_apPlayers[SnappingClient]->GetTeam() == TEAM_SPECTATORS || |
| 160 | GameServer()->m_apPlayers[SnappingClient]->IsPaused()) && |
| 161 | GameServer()->m_apPlayers[SnappingClient]->SpectatorId() != SPEC_FREEVIEW) |
| 162 | pChar = GameServer()->GetPlayerChar(ClientId: GameServer()->m_apPlayers[SnappingClient]->SpectatorId()); |
| 163 | |
| 164 | int Tick = (Server()->Tick() % Server()->TickSpeed()) % 11; |
| 165 | if(pChar && m_Layer == LAYER_SWITCH && m_Number > 0 && |
| 166 | !Switchers()[m_Number].m_aStatus[pChar->Team()] && (!Tick)) |
| 167 | return; |
| 168 | |
| 169 | StartTick = m_EvalTick; |
| 170 | } |
| 171 | |
| 172 | GameServer()->SnapLaserObject(Context: CSnapContext(SnappingClientVersion, Server()->IsSixup(ClientId: SnappingClient), SnappingClient), SnapId: GetId(), |
| 173 | To: m_Pos, From: m_Pos, StartTick, Owner: -1, LaserType: LASERTYPE_GUN, Subtype, SwitchNumber: m_Number); |
| 174 | } |
| 175 | |