| 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 "laser.h" |
| 4 | |
| 5 | #include "character.h" |
| 6 | |
| 7 | #include <engine/shared/config.h> |
| 8 | #include <engine/shared/protocol.h> |
| 9 | |
| 10 | #include <generated/protocol.h> |
| 11 | |
| 12 | #include <game/mapitems.h> |
| 13 | #include <game/server/gamecontext.h> |
| 14 | #include <game/server/gamemodes/ddnet.h> |
| 15 | #include <game/server/player.h> |
| 16 | |
| 17 | CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner, int Type) : |
| 18 | CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER, true) |
| 19 | { |
| 20 | m_Pos = Pos; |
| 21 | m_Owner = Owner; |
| 22 | m_Energy = StartEnergy; |
| 23 | m_Dir = Direction; |
| 24 | m_Bounces = 0; |
| 25 | m_EvalTick = 0; |
| 26 | m_TelePos = vec2(0, 0); |
| 27 | m_WasTele = false; |
| 28 | m_Type = Type; |
| 29 | m_TeleportCancelled = false; |
| 30 | m_IsBlueTeleport = false; |
| 31 | m_ZeroEnergyBounceInLastTick = false; |
| 32 | m_TuneZone = GameServer()->Collision()->IsTune(Index: GameServer()->Collision()->GetMapIndex(Pos: m_Pos)); |
| 33 | CCharacter *pOwnerChar = GameServer()->GetPlayerChar(ClientId: m_Owner); |
| 34 | m_BelongsToPracticeTeam = pOwnerChar && pOwnerChar->Teams()->IsPractice(Team: pOwnerChar->Team()); |
| 35 | |
| 36 | CPlayer *pOwnerPlayer = (Owner >= 0 && Owner < MAX_CLIENTS) ? GameServer()->m_apPlayers[m_Owner] : nullptr; |
| 37 | m_InteractState.Init(OwnerId: Owner, UniqueOwnerId: pOwnerPlayer ? pOwnerPlayer->GetUniqueCid() : 0); |
| 38 | SyncInteractState(); |
| 39 | GameWorld()->InsertEntity(pEntity: this); |
| 40 | DoBounce(); |
| 41 | } |
| 42 | |
| 43 | bool CLaser::HitCharacter(vec2 From, vec2 To) |
| 44 | { |
| 45 | static const vec2 StackedLaserShotgunBugSpeed = vec2(-2147483648.0f, -2147483648.0f); |
| 46 | SyncInteractState(); |
| 47 | vec2 At; |
| 48 | CCharacter *pOwnerChar = GameServer()->GetPlayerChar(ClientId: m_Owner); |
| 49 | CCharacter *pHit; |
| 50 | bool pDontHitSelf = g_Config.m_SvOldLaser || (m_Bounces == 0 && !m_WasTele); |
| 51 | |
| 52 | if(pOwnerChar ? (!pOwnerChar->LaserHitDisabled() && m_Type == WEAPON_LASER) || (!pOwnerChar->ShotgunHitDisabled() && m_Type == WEAPON_SHOTGUN) : g_Config.m_SvHit) |
| 53 | pHit = GameWorld()->IntersectCharacter(Pos0: m_Pos, Pos1: To, Radius: 0.f, NewPos&: At, pNotThis: pDontHitSelf ? pOwnerChar : nullptr, CollideWith: m_Owner); |
| 54 | else |
| 55 | pHit = GameWorld()->IntersectCharacter(Pos0: m_Pos, Pos1: To, Radius: 0.f, NewPos&: At, pNotThis: pDontHitSelf ? pOwnerChar : nullptr, CollideWith: m_Owner, pThisOnly: pOwnerChar); |
| 56 | |
| 57 | if(!pHit || !m_InteractState.CanHit(pGameServer: GameServer(), ClientId: pHit->GetPlayer()->GetCid())) |
| 58 | return false; |
| 59 | m_From = From; |
| 60 | m_Pos = At; |
| 61 | m_Energy = -1; |
| 62 | if(m_Type == WEAPON_SHOTGUN) |
| 63 | { |
| 64 | float Strength = TuningList()[m_TuneZone].m_ShotgunStrength; |
| 65 | const vec2 &HitPos = pHit->Core()->m_Pos; |
| 66 | if(!g_Config.m_SvOldLaser) |
| 67 | { |
| 68 | if(m_PrevPos != HitPos) |
| 69 | { |
| 70 | pHit->AddVelocity(Addition: normalize(v: m_PrevPos - HitPos) * Strength); |
| 71 | } |
| 72 | else |
| 73 | { |
| 74 | pHit->SetRawVelocity(StackedLaserShotgunBugSpeed); |
| 75 | } |
| 76 | } |
| 77 | else if(g_Config.m_SvOldLaser && pOwnerChar) |
| 78 | { |
| 79 | if(pOwnerChar->Core()->m_Pos != HitPos) |
| 80 | { |
| 81 | pHit->AddVelocity(Addition: normalize(v: pOwnerChar->Core()->m_Pos - HitPos) * Strength); |
| 82 | } |
| 83 | else |
| 84 | { |
| 85 | pHit->SetRawVelocity(StackedLaserShotgunBugSpeed); |
| 86 | } |
| 87 | } |
| 88 | else |
| 89 | { |
| 90 | // Re-apply move restrictions as a part of 'shotgun bug' reproduction |
| 91 | pHit->ApplyMoveRestrictions(); |
| 92 | } |
| 93 | } |
| 94 | else if(m_Type == WEAPON_LASER) |
| 95 | { |
| 96 | pHit->Unfreeze(); |
| 97 | } |
| 98 | pHit->TakeDamage(Force: vec2(0, 0), Dmg: 0, From: m_Owner, Weapon: m_Type); |
| 99 | return true; |
| 100 | } |
| 101 | |
| 102 | void CLaser::DoBounce() |
| 103 | { |
| 104 | m_EvalTick = Server()->Tick(); |
| 105 | |
| 106 | if(m_Energy < 0) |
| 107 | { |
| 108 | m_MarkedForDestroy = true; |
| 109 | return; |
| 110 | } |
| 111 | m_PrevPos = m_Pos; |
| 112 | vec2 Coltile; |
| 113 | |
| 114 | int Res; |
| 115 | int z; |
| 116 | |
| 117 | if(m_WasTele) |
| 118 | { |
| 119 | m_PrevPos = m_TelePos; |
| 120 | m_Pos = m_TelePos; |
| 121 | m_TelePos = vec2(0, 0); |
| 122 | } |
| 123 | |
| 124 | vec2 To = m_Pos + m_Dir * m_Energy; |
| 125 | |
| 126 | Res = GameServer()->Collision()->IntersectLineTeleWeapon(Pos0: m_Pos, Pos1: To, pOutCollision: &Coltile, pOutBeforeCollision: &To, pTeleNr: &z); |
| 127 | |
| 128 | if(Res) |
| 129 | { |
| 130 | if(!HitCharacter(From: m_Pos, To)) |
| 131 | { |
| 132 | // intersected |
| 133 | m_From = m_Pos; |
| 134 | m_Pos = To; |
| 135 | |
| 136 | vec2 TempPos = m_Pos; |
| 137 | vec2 TempDir = m_Dir * 4.0f; |
| 138 | |
| 139 | int f = 0; |
| 140 | if(Res == -1) |
| 141 | { |
| 142 | f = GameServer()->Collision()->GetTile(x: round_to_int(f: Coltile.x), y: round_to_int(f: Coltile.y)); |
| 143 | GameServer()->Collision()->SetCollisionAt(x: round_to_int(f: Coltile.x), y: round_to_int(f: Coltile.y), Index: TILE_SOLID); |
| 144 | } |
| 145 | GameServer()->Collision()->MovePoint(pInoutPos: &TempPos, pInoutVel: &TempDir, Elasticity: 1.0f, pBounces: nullptr); |
| 146 | if(Res == -1) |
| 147 | { |
| 148 | GameServer()->Collision()->SetCollisionAt(x: round_to_int(f: Coltile.x), y: round_to_int(f: Coltile.y), Index: f); |
| 149 | } |
| 150 | m_Pos = TempPos; |
| 151 | m_Dir = normalize(v: TempDir); |
| 152 | |
| 153 | const float Distance = distance(a: m_From, b: m_Pos); |
| 154 | // Prevent infinite bounces |
| 155 | if(Distance == 0.0f && m_ZeroEnergyBounceInLastTick) |
| 156 | { |
| 157 | m_Energy = -1; |
| 158 | } |
| 159 | else |
| 160 | { |
| 161 | m_Energy -= Distance + GameServer()->TuningList()[m_TuneZone].m_LaserBounceCost; |
| 162 | } |
| 163 | m_ZeroEnergyBounceInLastTick = Distance == 0.0f; |
| 164 | |
| 165 | if(Res == TILE_TELEINWEAPON && !GameServer()->Collision()->TeleOuts(Number: z - 1).empty()) |
| 166 | { |
| 167 | int TeleOut = GameServer()->m_World.m_Core.RandomOr0(BelowThis: GameServer()->Collision()->TeleOuts(Number: z - 1).size()); |
| 168 | m_TelePos = GameServer()->Collision()->TeleOuts(Number: z - 1)[TeleOut]; |
| 169 | m_WasTele = true; |
| 170 | } |
| 171 | else |
| 172 | { |
| 173 | m_Bounces++; |
| 174 | m_WasTele = false; |
| 175 | } |
| 176 | |
| 177 | int BounceNum = TuningList()[m_TuneZone].m_LaserBounceNum; |
| 178 | |
| 179 | if(m_Bounces > BounceNum) |
| 180 | m_Energy = -1; |
| 181 | |
| 182 | GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_LASER_BOUNCE, Mask: m_InteractState.CanSeeMask(pGameServer: GameServer())); |
| 183 | } |
| 184 | } |
| 185 | else |
| 186 | { |
| 187 | if(!HitCharacter(From: m_Pos, To)) |
| 188 | { |
| 189 | m_From = m_Pos; |
| 190 | m_Pos = To; |
| 191 | m_Energy = -1; |
| 192 | } |
| 193 | } |
| 194 | |
| 195 | CCharacter *pOwnerChar = GameServer()->GetPlayerChar(ClientId: m_Owner); |
| 196 | if(m_Owner >= 0 && m_Energy <= 0 && !m_TeleportCancelled && pOwnerChar && |
| 197 | pOwnerChar->IsAlive() && pOwnerChar->HasTelegunLaser() && m_Type == WEAPON_LASER) |
| 198 | { |
| 199 | vec2 PossiblePos; |
| 200 | bool Found = false; |
| 201 | |
| 202 | // Check if the laser hits a player. |
| 203 | bool pDontHitSelf = g_Config.m_SvOldLaser || (m_Bounces == 0 && !m_WasTele); |
| 204 | vec2 At; |
| 205 | CCharacter *pHit; |
| 206 | if(pOwnerChar ? (!pOwnerChar->LaserHitDisabled() && m_Type == WEAPON_LASER) : g_Config.m_SvHit) |
| 207 | pHit = GameServer()->m_World.IntersectCharacter(Pos0: m_Pos, Pos1: To, Radius: 0.f, NewPos&: At, pNotThis: pDontHitSelf ? pOwnerChar : nullptr, CollideWith: m_Owner); |
| 208 | else |
| 209 | pHit = GameServer()->m_World.IntersectCharacter(Pos0: m_Pos, Pos1: To, Radius: 0.f, NewPos&: At, pNotThis: pDontHitSelf ? pOwnerChar : nullptr, CollideWith: m_Owner, pThisOnly: pOwnerChar); |
| 210 | |
| 211 | if(pHit) |
| 212 | Found = GetNearestAirPosPlayer(PlayerPos: pHit->m_Pos, pOutPos: &PossiblePos); |
| 213 | else |
| 214 | Found = GetNearestAirPos(Pos: m_Pos, PrevPos: m_From, pOutPos: &PossiblePos); |
| 215 | |
| 216 | if(Found) |
| 217 | { |
| 218 | pOwnerChar->m_TeleGunPos = PossiblePos; |
| 219 | pOwnerChar->m_TeleGunTeleport = true; |
| 220 | pOwnerChar->m_IsBlueTeleGunTeleport = m_IsBlueTeleport; |
| 221 | } |
| 222 | } |
| 223 | else if(m_Owner >= 0) |
| 224 | { |
| 225 | int MapIndex = GameServer()->Collision()->GetPureMapIndex(Pos: Coltile); |
| 226 | int TileFIndex = GameServer()->Collision()->GetFrontTileIndex(Index: MapIndex); |
| 227 | bool IsSwitchTeleGun = GameServer()->Collision()->GetSwitchType(Index: MapIndex) == TILE_ALLOW_TELE_GUN; |
| 228 | bool IsBlueSwitchTeleGun = GameServer()->Collision()->GetSwitchType(Index: MapIndex) == TILE_ALLOW_BLUE_TELE_GUN; |
| 229 | int IsTeleInWeapon = GameServer()->Collision()->IsTeleportWeapon(Index: MapIndex); |
| 230 | |
| 231 | if(!IsTeleInWeapon) |
| 232 | { |
| 233 | if(IsSwitchTeleGun || IsBlueSwitchTeleGun) |
| 234 | { |
| 235 | // Delay specifies which weapon the tile should work for. |
| 236 | // Delay = 0 means all. |
| 237 | const int Delay = GameServer()->Collision()->GetSwitchDelay(Index: MapIndex); |
| 238 | |
| 239 | if((Delay != 3 && Delay != 0) && m_Type == WEAPON_LASER) |
| 240 | { |
| 241 | IsSwitchTeleGun = IsBlueSwitchTeleGun = false; |
| 242 | } |
| 243 | } |
| 244 | |
| 245 | m_IsBlueTeleport = TileFIndex == TILE_ALLOW_BLUE_TELE_GUN || IsBlueSwitchTeleGun; |
| 246 | |
| 247 | // Teleport is canceled if the last bounce tile is not a TILE_ALLOW_TELE_GUN. |
| 248 | // Teleport also works if laser didn't bounce. |
| 249 | m_TeleportCancelled = |
| 250 | m_Type == WEAPON_LASER && (TileFIndex != TILE_ALLOW_TELE_GUN && TileFIndex != TILE_ALLOW_BLUE_TELE_GUN && !IsSwitchTeleGun && !IsBlueSwitchTeleGun); |
| 251 | } |
| 252 | } |
| 253 | } |
| 254 | |
| 255 | void CLaser::Reset() |
| 256 | { |
| 257 | m_MarkedForDestroy = true; |
| 258 | } |
| 259 | |
| 260 | void CLaser::Tick() |
| 261 | { |
| 262 | SyncInteractState(); |
| 263 | if((g_Config.m_SvDestroyLasersOnDeath || m_BelongsToPracticeTeam) && m_Owner >= 0) |
| 264 | { |
| 265 | CCharacter *pOwnerChar = GameServer()->GetPlayerChar(ClientId: m_Owner); |
| 266 | if(!(pOwnerChar && pOwnerChar->IsAlive())) |
| 267 | { |
| 268 | Reset(); |
| 269 | } |
| 270 | } |
| 271 | |
| 272 | float Delay = TuningList()[m_TuneZone].m_LaserBounceDelay; |
| 273 | if((Server()->Tick() - m_EvalTick) > (Server()->TickSpeed() * Delay / 1000.0f)) |
| 274 | DoBounce(); |
| 275 | } |
| 276 | |
| 277 | void CLaser::TickPaused() |
| 278 | { |
| 279 | ++m_EvalTick; |
| 280 | } |
| 281 | |
| 282 | void CLaser::Snap(int SnappingClient) |
| 283 | { |
| 284 | if((NetworkClipped(SnappingClient) && NetworkClipped(SnappingClient, CheckPos: m_From)) || !GetId().has_value()) |
| 285 | return; |
| 286 | |
| 287 | if(SnappingClient != SERVER_DEMO_CLIENT && !m_InteractState.CanSee(pGameServer: GameServer(), ClientId: SnappingClient)) |
| 288 | return; |
| 289 | |
| 290 | int SnappingClientVersion = GameServer()->GetClientVersion(ClientId: SnappingClient); |
| 291 | int LaserType = m_Type == WEAPON_LASER ? LASERTYPE_RIFLE : (m_Type == WEAPON_SHOTGUN ? LASERTYPE_SHOTGUN : -1); |
| 292 | |
| 293 | GameServer()->SnapLaserObject(Context: CSnapContext(SnappingClientVersion, Server()->IsSixup(ClientId: SnappingClient), SnappingClient), SnapId: GetId().value(), |
| 294 | To: m_Pos, From: m_From, StartTick: m_EvalTick, Owner: m_Owner, LaserType, Subtype: 0, SwitchNumber: m_Number); |
| 295 | } |
| 296 | |
| 297 | void CLaser::SwapClients(int Client1, int Client2) |
| 298 | { |
| 299 | m_Owner = m_Owner == Client1 ? Client2 : (m_Owner == Client2 ? Client1 : m_Owner); |
| 300 | } |
| 301 | |
| 302 | void CLaser::SyncInteractState() |
| 303 | { |
| 304 | CPlayer *pOwnerPlayer = (m_Owner >= 0 && m_Owner < MAX_CLIENTS) ? GameServer()->m_apPlayers[m_Owner] : nullptr; |
| 305 | CCharacter *pOwnerChar = GameServer()->GetPlayerChar(ClientId: m_Owner); |
| 306 | |
| 307 | // as long as the owner is connected |
| 308 | // refill the state on tick |
| 309 | // as soon as the owner disconnects keep that state |
| 310 | if(pOwnerPlayer) |
| 311 | { |
| 312 | bool NoHitOthers = g_Config.m_SvHit; |
| 313 | if(pOwnerChar) |
| 314 | NoHitOthers = (m_Type == WEAPON_LASER && pOwnerChar->LaserHitDisabled()) || (m_Type == WEAPON_SHOTGUN && pOwnerChar->ShotgunHitDisabled()); |
| 315 | bool NoHitSelf = g_Config.m_SvOldLaser || (m_Bounces == 0 && !m_WasTele); |
| 316 | m_InteractState.FillOwnerConnected( |
| 317 | OwnerAlive: pOwnerChar && pOwnerChar->IsAlive(), |
| 318 | DDRaceTeam: pOwnerPlayer ? GameServer()->GetDDRaceTeam(ClientId: m_Owner) : 0, |
| 319 | Solo: pOwnerChar && pOwnerChar->Core()->m_Solo, |
| 320 | NoHitOthers, |
| 321 | NoHitSelf); |
| 322 | } |
| 323 | else |
| 324 | { |
| 325 | m_InteractState.FillOwnerDisconnected(); |
| 326 | } |
| 327 | } |
| 328 | |