ddnet/src/game/server/entities/light.cpp

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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
#include <engine/config.h>
#include <engine/server.h>
#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include "light.h"
#include <game/mapitems.h>
//////////////////////////////////////////////////
// CLight
//////////////////////////////////////////////////
CLight::CLight(CGameWorld *pGameWorld, vec2 pos, float rotation, int length)
: CEntity(pGameWorld, NETOBJTYPE_LASER)
{
TICK=(Server()->TickSpeed()*0.15f);
this->m_Pos = pos;
this->rotation = rotation;
this->length = length;
this->eval_tick=Server()->Tick();
GameWorld()->InsertEntity(this);
step();
}
bool CLight::hit_character()
{
vec2 nothing;
CCharacter *hit = GameServer()->m_World.IntersectCharacter(m_Pos, to, 0.0f, nothing, 0);
if(!hit)
return false;
hit->Freeze(Server()->TickSpeed()*3);
return true;
}
void CLight::move()
{
if (speed != 0)
{
if ((cur_length>=length && speed>0) || (cur_length<=0 && speed<0))
speed=-speed;
cur_length+=speed*TICK + length_l;
length_l=0;
if (cur_length>length)
{
length_l=cur_length-length;
cur_length=length;
}
else if(cur_length<0)
{
length_l=0+cur_length;
cur_length=0;
}
}
rotation+=ang_speed*TICK;
if (rotation>pi*2)
rotation-=pi*2;
else if(rotation<0)
rotation+=pi*2;
}
void CLight::step()
{
move();
vec2 dir(sin(rotation), cos(rotation));
vec2 to2 = m_Pos + normalize(dir)*cur_length;
GameServer()->Collision()->IntersectNoLaser(m_Pos, to2, &to,0 );
}
void CLight::Reset()
{
GameServer()->m_World.DestroyEntity(this);
}
void CLight::Tick()
{
if (Server()->Tick()%int(Server()->TickSpeed()*0.15f)==0)
{
eval_tick=Server()->Tick();
int index = GameServer()->Collision()->IsCp(m_Pos.x,m_Pos.y);
if (index)
{
core=GameServer()->Collision()->CpSpeed(index);
}
m_Pos+=core;
step();
}
hit_character();
return;
}
void CLight::Snap(int snapping_client)
{
if(NetworkClipped(snapping_client,m_Pos) && NetworkClipped(snapping_client,to))
return;
CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_Id, sizeof(CNetObj_Laser)));
pObj->m_X = (int)m_Pos.x;
pObj->m_Y = (int)m_Pos.y;
pObj->m_FromX = (int)to.x;
pObj->m_FromY = (int)to.y;
int start_tick = eval_tick;
if (start_tick<Server()->Tick()-4)
start_tick=Server()->Tick()-4;
else if (start_tick>Server()->Tick())
start_tick=Server()->Tick();
pObj->m_StartTick = start_tick;
}