| 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 | |
| 4 | #include "character.h" |
| 5 | |
| 6 | #include <engine/server.h> |
| 7 | |
| 8 | #include <generated/protocol.h> |
| 9 | |
| 10 | #include <game/server/gamecontext.h> |
| 11 | #include <game/teamscore.h> |
| 12 | |
| 13 | const float PLASMA_ACCEL = 1.1f; |
| 14 | |
| 15 | CPlasma::CPlasma(CGameWorld *pGameWorld, vec2 Pos, vec2 Dir, bool Freeze, |
| 16 | bool Explosive, int ForClientId) : |
| 17 | CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER) |
| 18 | { |
| 19 | m_Pos = Pos; |
| 20 | m_Core = Dir; |
| 21 | m_Freeze = Freeze; |
| 22 | m_Explosive = Explosive; |
| 23 | m_ForClientId = ForClientId; |
| 24 | m_EvalTick = Server()->Tick(); |
| 25 | m_LifeTime = Server()->TickSpeed() * 1.5f; |
| 26 | |
| 27 | GameWorld()->InsertEntity(pEntity: this); |
| 28 | } |
| 29 | |
| 30 | void CPlasma::Tick() |
| 31 | { |
| 32 | // A plasma bullet has only a limited lifetime |
| 33 | if(m_LifeTime == 0) |
| 34 | { |
| 35 | Reset(); |
| 36 | return; |
| 37 | } |
| 38 | CCharacter *pTarget = GameServer()->GetPlayerChar(ClientId: m_ForClientId); |
| 39 | // Without a target, a plasma bullet has no reason to live |
| 40 | if(!pTarget) |
| 41 | { |
| 42 | Reset(); |
| 43 | return; |
| 44 | } |
| 45 | m_LifeTime--; |
| 46 | Move(); |
| 47 | HitCharacter(pTarget); |
| 48 | // Plasma bullets may explode twice if they would hit both a player and an obstacle in the next move step |
| 49 | HitObstacle(pTarget); |
| 50 | } |
| 51 | |
| 52 | void CPlasma::Move() |
| 53 | { |
| 54 | m_Pos += m_Core; |
| 55 | m_Core *= PLASMA_ACCEL; |
| 56 | } |
| 57 | |
| 58 | bool CPlasma::HitCharacter(CCharacter *pTarget) |
| 59 | { |
| 60 | vec2 IntersectPos; |
| 61 | CCharacter *pHitPlayer = GameServer()->m_World.IntersectCharacter( |
| 62 | Pos0: m_Pos, Pos1: m_Pos + m_Core, Radius: 0.0f, NewPos&: IntersectPos, pNotThis: nullptr, CollideWith: m_ForClientId); |
| 63 | if(!pHitPlayer) |
| 64 | { |
| 65 | return false; |
| 66 | } |
| 67 | |
| 68 | // Super player should not be able to stop the plasma bullets |
| 69 | if(pHitPlayer->Team() == TEAM_SUPER) |
| 70 | { |
| 71 | return false; |
| 72 | } |
| 73 | |
| 74 | m_Freeze ? pHitPlayer->Freeze() : pHitPlayer->UnFreeze(); |
| 75 | if(m_Explosive) |
| 76 | { |
| 77 | // Plasma Turrets are very precise weapons only one tee gets speed from it, |
| 78 | // other tees near the explosion remain unaffected |
| 79 | GameServer()->CreateExplosion( |
| 80 | Pos: m_Pos, Owner: m_ForClientId, Weapon: WEAPON_GRENADE, NoDamage: true, ActivatedTeam: pTarget->Team(), Mask: pTarget->TeamMask()); |
| 81 | } |
| 82 | Reset(); |
| 83 | return true; |
| 84 | } |
| 85 | |
| 86 | bool CPlasma::HitObstacle(CCharacter *pTarget) |
| 87 | { |
| 88 | // Check if the plasma bullet is stopped by a solid block or a laser stopper |
| 89 | int HasIntersection = GameServer()->Collision()->IntersectNoLaser(Pos0: m_Pos, Pos1: m_Pos + m_Core, pOutCollision: nullptr, pOutBeforeCollision: nullptr); |
| 90 | if(HasIntersection) |
| 91 | { |
| 92 | if(m_Explosive) |
| 93 | { |
| 94 | // Even in the case of an explosion due to a collision with obstacles, only one player is affected |
| 95 | GameServer()->CreateExplosion( |
| 96 | Pos: m_Pos, Owner: m_ForClientId, Weapon: WEAPON_GRENADE, NoDamage: true, ActivatedTeam: pTarget->Team(), Mask: pTarget->TeamMask()); |
| 97 | } |
| 98 | Reset(); |
| 99 | return true; |
| 100 | } |
| 101 | return false; |
| 102 | } |
| 103 | |
| 104 | void CPlasma::Reset() |
| 105 | { |
| 106 | m_MarkedForDestroy = true; |
| 107 | } |
| 108 | |
| 109 | void CPlasma::Snap(int SnappingClient) |
| 110 | { |
| 111 | // Only players who can see the targeted player can see the plasma bullet |
| 112 | CCharacter *pTarget = GameServer()->GetPlayerChar(ClientId: m_ForClientId); |
| 113 | if(!pTarget || !pTarget->CanSnapCharacter(SnappingClient)) |
| 114 | { |
| 115 | return; |
| 116 | } |
| 117 | |
| 118 | // Only players with the plasma bullet in their field of view or who want to see everything will receive the snap |
| 119 | if(NetworkClipped(SnappingClient)) |
| 120 | return; |
| 121 | |
| 122 | int SnappingClientVersion = GameServer()->GetClientVersion(ClientId: SnappingClient); |
| 123 | |
| 124 | int Subtype = (m_Explosive ? 1 : 0) | (m_Freeze ? 2 : 0); |
| 125 | GameServer()->SnapLaserObject(Context: CSnapContext(SnappingClientVersion, Server()->IsSixup(ClientId: SnappingClient), SnappingClient), SnapId: GetId(), |
| 126 | To: m_Pos, From: m_Pos, StartTick: m_EvalTick, Owner: m_ForClientId, LaserType: LASERTYPE_PLASMA, Subtype, SwitchNumber: m_Number); |
| 127 | } |
| 128 | |
| 129 | void CPlasma::SwapClients(int Client1, int Client2) |
| 130 | { |
| 131 | m_ForClientId = m_ForClientId == Client1 ? Client2 : (m_ForClientId == Client2 ? Client1 : m_ForClientId); |
| 132 | } |
| 133 | |