1 | /* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */ |
2 | #include "plasma.h" |
3 | #include "character.h" |
4 | |
5 | #include <engine/server.h> |
6 | |
7 | #include <game/generated/protocol.h> |
8 | #include <game/teamscore.h> |
9 | |
10 | #include <game/server/gamecontext.h> |
11 | |
12 | const float PLASMA_ACCEL = 1.1f; |
13 | |
14 | CPlasma::CPlasma(CGameWorld *pGameWorld, vec2 Pos, vec2 Dir, bool Freeze, |
15 | bool Explosive, int ForClientId) : |
16 | CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER) |
17 | { |
18 | m_Pos = Pos; |
19 | m_Core = Dir; |
20 | m_Freeze = Freeze; |
21 | m_Explosive = Explosive; |
22 | m_ForClientId = ForClientId; |
23 | m_EvalTick = Server()->Tick(); |
24 | m_LifeTime = Server()->TickSpeed() * 1.5f; |
25 | |
26 | GameWorld()->InsertEntity(pEntity: this); |
27 | } |
28 | |
29 | void CPlasma::Tick() |
30 | { |
31 | // A plasma bullet has only a limited lifetime |
32 | if(m_LifeTime == 0) |
33 | { |
34 | Reset(); |
35 | return; |
36 | } |
37 | CCharacter *pTarget = GameServer()->GetPlayerChar(ClientId: m_ForClientId); |
38 | // Without a target, a plasma bullet has no reason to live |
39 | if(!pTarget) |
40 | { |
41 | Reset(); |
42 | return; |
43 | } |
44 | m_LifeTime--; |
45 | Move(); |
46 | HitCharacter(pTarget); |
47 | // Plasma bullets may explode twice if they would hit both a player and an obstacle in the next move step |
48 | HitObstacle(pTarget); |
49 | } |
50 | |
51 | void CPlasma::Move() |
52 | { |
53 | m_Pos += m_Core; |
54 | m_Core *= PLASMA_ACCEL; |
55 | } |
56 | |
57 | bool CPlasma::HitCharacter(CCharacter *pTarget) |
58 | { |
59 | vec2 IntersectPos; |
60 | CCharacter *pHitPlayer = GameServer()->m_World.IntersectCharacter( |
61 | Pos0: m_Pos, Pos1: m_Pos + m_Core, Radius: 0.0f, NewPos&: IntersectPos, pNotThis: 0, CollideWith: m_ForClientId); |
62 | if(!pHitPlayer) |
63 | { |
64 | return false; |
65 | } |
66 | |
67 | // Super player should not be able to stop the plasma bullets |
68 | if(pHitPlayer->Team() == TEAM_SUPER) |
69 | { |
70 | return false; |
71 | } |
72 | |
73 | m_Freeze ? pHitPlayer->Freeze() : pHitPlayer->UnFreeze(); |
74 | if(m_Explosive) |
75 | { |
76 | // Plasma Turrets are very precise weapons only one tee gets speed from it, |
77 | // other tees near the explosion remain unaffected |
78 | GameServer()->CreateExplosion( |
79 | Pos: m_Pos, Owner: m_ForClientId, Weapon: WEAPON_GRENADE, NoDamage: true, ActivatedTeam: pTarget->Team(), Mask: pTarget->TeamMask()); |
80 | } |
81 | Reset(); |
82 | return true; |
83 | } |
84 | |
85 | bool CPlasma::HitObstacle(CCharacter *pTarget) |
86 | { |
87 | // Check if the plasma bullet is stopped by a solid block or a laser stopper |
88 | int HasIntersection = GameServer()->Collision()->IntersectNoLaser(Pos0: m_Pos, Pos1: m_Pos + m_Core, pOutCollision: 0, pOutBeforeCollision: 0); |
89 | if(HasIntersection) |
90 | { |
91 | if(m_Explosive) |
92 | { |
93 | // Even in the case of an explosion due to a collision with obstacles, only one player is affected |
94 | GameServer()->CreateExplosion( |
95 | Pos: m_Pos, Owner: m_ForClientId, Weapon: WEAPON_GRENADE, NoDamage: true, ActivatedTeam: pTarget->Team(), Mask: pTarget->TeamMask()); |
96 | } |
97 | Reset(); |
98 | return true; |
99 | } |
100 | return false; |
101 | } |
102 | |
103 | void CPlasma::Reset() |
104 | { |
105 | m_MarkedForDestroy = true; |
106 | } |
107 | |
108 | void CPlasma::Snap(int SnappingClient) |
109 | { |
110 | // Only players who can see the targeted player can see the plasma bullet |
111 | CCharacter *pTarget = GameServer()->GetPlayerChar(ClientId: m_ForClientId); |
112 | if(!pTarget || !pTarget->CanSnapCharacter(SnappingClient)) |
113 | { |
114 | return; |
115 | } |
116 | |
117 | // Only players with the plasma bullet in their field of view or who want to see everything will receive the snap |
118 | if(NetworkClipped(SnappingClient)) |
119 | return; |
120 | |
121 | int SnappingClientVersion = GameServer()->GetClientVersion(ClientId: SnappingClient); |
122 | |
123 | int Subtype = (m_Explosive ? 1 : 0) | (m_Freeze ? 2 : 0); |
124 | GameServer()->SnapLaserObject(Context: CSnapContext(SnappingClientVersion), SnapId: GetId(), |
125 | To: m_Pos, From: m_Pos, StartTick: m_EvalTick, Owner: -1, LaserType: LASERTYPE_PLASMA, Subtype, SwitchNumber: m_Number); |
126 | } |
127 | |
128 | void CPlasma::SwapClients(int Client1, int Client2) |
129 | { |
130 | m_ForClientId = m_ForClientId == Client1 ? Client2 : m_ForClientId == Client2 ? Client1 : m_ForClientId; |
131 | } |
132 | |