2010-08-11 10:33:37 +00:00
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#include <game/generated/protocol.h>
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#include <game/server/gamecontext.h>
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#include <engine/shared/config.h>
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2010-11-13 13:22:19 +00:00
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#include <game/server/gamemodes/DDRace.h>
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2010-08-11 10:33:37 +00:00
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#include "door.h"
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2010-11-13 13:22:19 +00:00
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CDoor::CDoor(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length, int Number)
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: CEntity(pGameWorld, NETOBJTYPE_LASER)
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{
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m_Number = Number;
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m_Pos = Pos;
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2010-11-13 13:22:19 +00:00
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2010-09-25 16:39:52 +00:00
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m_Length = Length;
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2010-08-11 10:33:37 +00:00
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2010-09-25 16:39:52 +00:00
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m_Direction = vec2(sin(Rotation), cos(Rotation));
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vec2 To = Pos + normalize(m_Direction) * m_Length;
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2010-08-11 10:33:37 +00:00
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2010-08-11 18:29:08 +00:00
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GameServer()->Collision()->IntersectNoLaser(Pos, To, &this->m_To, 0);
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2010-09-25 16:39:52 +00:00
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ResetCollision();
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2010-08-11 10:33:37 +00:00
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GameWorld()->InsertEntity(this);
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}
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2010-09-01 08:52:59 +00:00
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void CDoor::Open(int Tick, bool ActivatedTeam[])
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2010-08-11 10:33:37 +00:00
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{
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m_EvalTick=Server()->Tick();
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2010-08-11 10:33:37 +00:00
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}
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2010-09-25 16:39:52 +00:00
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void CDoor::ResetCollision()
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{
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for(int i=0;i<m_Length-1;i++)
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{
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2010-11-13 13:22:19 +00:00
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GameServer()->Collision()->SetDCollisionAt(m_Pos.x + (m_Direction.x * i), m_Pos.y + (m_Direction.y * i), TILE_STOPA, 0/*Flags*/, m_Number);
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2010-09-25 16:39:52 +00:00
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}
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2010-08-11 10:33:37 +00:00
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}
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2010-09-25 16:39:52 +00:00
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void CDoor::Open(int Team)
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2010-08-11 10:33:37 +00:00
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{
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2010-09-25 16:39:52 +00:00
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2010-08-11 10:33:37 +00:00
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}
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2010-09-10 06:55:04 +00:00
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2010-09-25 16:39:52 +00:00
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void CDoor::Close(int Team)
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{
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2010-11-13 13:22:19 +00:00
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2010-09-10 06:55:04 +00:00
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}
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2010-08-11 10:33:37 +00:00
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void CDoor::Reset()
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{
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2010-11-13 13:22:19 +00:00
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2010-08-11 10:33:37 +00:00
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}
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void CDoor::Tick()
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{
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2010-08-11 10:33:37 +00:00
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}
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void CDoor::Snap(int SnappingClient)
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{
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if(NetworkClipped(SnappingClient, m_Pos) && NetworkClipped(SnappingClient, m_To))
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return;
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CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_Id, sizeof(CNetObj_Laser)));
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pObj->m_X = (int)m_Pos.x;
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pObj->m_Y = (int)m_Pos.y;
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2010-09-08 16:22:11 +00:00
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CCharacter * Char = GameServer()->GetPlayerChar(SnappingClient);
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2010-11-14 10:01:42 +00:00
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int Tick = (Server()->Tick()%Server()->TickSpeed())%11;
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2010-09-08 16:22:11 +00:00
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if(Char == 0) return;
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2010-11-14 10:08:21 +00:00
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if(Char->m_Alive && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()] && (!Tick)) return;
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2010-09-08 16:22:11 +00:00
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2010-11-13 13:22:19 +00:00
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if(Char->Team() == TEAM_SUPER)
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{
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pObj->m_FromX = (int)m_Pos.x;
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pObj->m_FromY = (int)m_Pos.y;
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}
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else if (GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()])
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2010-08-11 10:33:37 +00:00
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{
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pObj->m_FromX = (int)m_To.x;
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pObj->m_FromY = (int)m_To.y;
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}
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else
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{
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pObj->m_FromX = (int)m_Pos.x;
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pObj->m_FromY = (int)m_Pos.y;
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}
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pObj->m_StartTick = Server()->Tick();
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}
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