2011-12-25 13:33:05 +00:00
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/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
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2020-09-26 19:41:58 +00:00
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#include <engine/shared/config.h>
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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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2010-11-13 13:22:19 +00:00
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#include <game/server/gamemodes/DDRace.h>
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2021-01-09 14:37:02 +00:00
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#include <game/server/player.h>
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2010-08-11 10:33:37 +00:00
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2021-01-09 14:18:52 +00:00
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#include "character.h"
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2010-08-11 10:33:37 +00:00
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#include "door.h"
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2011-12-25 13:51:04 +00:00
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CDoor::CDoor(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length,
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2020-09-26 19:41:58 +00:00
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int Number) :
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CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
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2010-08-11 10:33:37 +00:00
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{
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2010-11-13 13:22:19 +00:00
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m_Number = Number;
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2010-08-11 10:33:37 +00:00
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m_Pos = Pos;
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2010-09-25 16:39:52 +00:00
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m_Length = Length;
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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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2011-12-25 13:51:04 +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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2011-12-25 13:51:04 +00:00
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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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2010-08-11 10:33:37 +00:00
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{
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2020-09-26 19:41:58 +00:00
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for(int i = 0; i < m_Length - 1; i++)
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2010-09-25 16:39:52 +00:00
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{
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2011-12-25 13:51:04 +00:00
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vec2 CurrentPos(m_Pos.x + (m_Direction.x * i),
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2020-09-26 19:41:58 +00:00
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m_Pos.y + (m_Direction.y * i));
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if(GameServer()->Collision()->CheckPoint(CurrentPos) || GameServer()->Collision()->GetTile(m_Pos.x, m_Pos.y) || GameServer()->Collision()->GetFTile(m_Pos.x, m_Pos.y))
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2011-01-21 13:18:50 +00:00
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break;
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else
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2011-12-25 13:51:04 +00:00
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GameServer()->Collision()->SetDCollisionAt(
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2020-09-26 19:41:58 +00:00
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m_Pos.x + (m_Direction.x * i),
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m_Pos.y + (m_Direction.y * i), TILE_STOPA, 0 /*Flags*/,
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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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}
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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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2010-09-10 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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}
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void CDoor::Tick()
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{
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}
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void CDoor::Snap(int SnappingClient)
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{
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2020-09-26 19:41:58 +00:00
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if(NetworkClipped(SnappingClient, m_Pos) && NetworkClipped(SnappingClient, m_To))
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2010-08-11 10:33:37 +00:00
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return;
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2011-12-25 13:51:04 +00:00
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CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(
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2021-01-09 20:40:17 +00:00
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NETOBJTYPE_LASER, GetID(), sizeof(CNetObj_Laser)));
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2014-01-13 16:00:49 +00:00
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2020-09-26 19:41:58 +00:00
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if(!pObj)
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2014-01-13 16:00:49 +00:00
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return;
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2017-03-21 10:24:44 +00:00
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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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2010-08-11 10:33:37 +00:00
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2020-09-26 19:41:58 +00:00
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CCharacter *Char = GameServer()->GetPlayerChar(SnappingClient);
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2011-12-25 13:51:04 +00:00
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int Tick = (Server()->Tick() % Server()->TickSpeed()) % 11;
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2014-01-13 16:00:49 +00:00
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2020-09-26 19:41:58 +00:00
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if(SnappingClient > -1 && (GameServer()->m_apPlayers[SnappingClient]->GetTeam() == -1 || GameServer()->m_apPlayers[SnappingClient]->IsPaused()) && GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID != SPEC_FREEVIEW)
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2014-01-13 16:00:49 +00:00
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Char = GameServer()->GetPlayerChar(GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID);
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2020-09-26 19:41:58 +00:00
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if(Char == 0)
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2011-12-25 13:51:04 +00:00
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return;
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2014-01-13 16:00:49 +00:00
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2020-09-26 19:41:58 +00:00
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if(Char->Team() == TEAM_SUPER)
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2010-11-13 13:22:19 +00:00
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{
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2017-03-21 10:24:44 +00:00
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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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2010-11-13 13:22:19 +00:00
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}
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2010-08-11 10:33:37 +00:00
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else
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{
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2021-05-17 09:41:15 +00:00
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if(Char->IsAlive() && GameServer()->Collision()->m_NumSwitchers > 0 && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()] && (!Tick))
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return;
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if(Char->IsAlive() && GameServer()->Collision()->m_NumSwitchers > 0 && GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()])
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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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2010-08-11 10:33:37 +00:00
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}
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pObj->m_StartTick = Server()->Tick();
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}
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