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

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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
#include <engine/server.h>
#include <engine/config.h>
#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include <game/server/teams.h>
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#include <game/server/gamemodes/DDRace.h>
#include "plasma.h"
const float ACCEL=1.1f;
//////////////////////////////////////////////////
// turret
//////////////////////////////////////////////////
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CPlasma::CPlasma(CGameWorld *pGameWorld, vec2 Pos, vec2 Dir, bool Freeze, bool Explosive, int ResponsibleTeam)
: CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
{
m_Pos = Pos;
m_Core = Dir;
m_Freeze = Freeze;
m_Explosive = Explosive;
m_EvalTick = Server()->Tick();
m_LifeTime = Server()->TickSpeed() * 1.5;
m_ResponsibleTeam = ResponsibleTeam;
GameWorld()->InsertEntity(this);
}
bool CPlasma::HitCharacter()
{
vec2 To2;
CCharacter *Hit = GameServer()->m_World.IntersectCharacter(m_Pos, m_Pos+m_Core, 0.0f,To2);
if(!Hit)
return false;
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if(Hit->Team() != m_ResponsibleTeam) return false;
m_Freeze ? Hit->Freeze() : Hit->UnFreeze();
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if(m_Explosive)
GameServer()->CreateExplosion(m_Pos, -1, WEAPON_GRENADE, true, m_ResponsibleTeam, Hit->Teams()->TeamMask(m_ResponsibleTeam));
GameServer()->m_World.DestroyEntity(this);
return true;
}
void CPlasma::Move()
{
m_Pos += m_Core;
m_Core *= ACCEL;
}
void CPlasma::Reset()
{
GameServer()->m_World.DestroyEntity(this);
}
void CPlasma::Tick()
{
if (m_LifeTime==0)
{
Reset();
return;
}
m_LifeTime--;
Move();
HitCharacter();
int Res=0;
Res = GameServer()->Collision()->IntersectNoLaser(m_Pos, m_Pos+m_Core,0, 0);
if(Res)
{
if(m_Explosive)
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GameServer()->CreateExplosion(m_Pos, -1, WEAPON_GRENADE, true, m_ResponsibleTeam, ((CGameControllerDDRace*)GameServer()->m_pController)->m_Teams.TeamMask(m_ResponsibleTeam));
Reset();
}
}
void CPlasma::Snap(int SnappingClient)
{
if(NetworkClipped(SnappingClient))
return;
CCharacter* SnapChar = GameServer()->GetPlayerChar(SnappingClient);
int Tick = (Server()->Tick()%Server()->TickSpeed())%11;
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if(SnapChar &&
SnapChar->IsAlive() &&
(
m_Layer == LAYER_SWITCH &&
!GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[SnapChar->Team()]) &&
(!Tick))
return;
if(SnapChar && (SnapChar->Team() != m_ResponsibleTeam) && (!SnapChar->GetPlayer()->m_IsUsingDDRaceClient || (GameServer()->m_apPlayers[SnappingClient]->m_IsUsingDDRaceClient && !GameServer()->m_apPlayers[SnappingClient]->m_ShowOthers)))
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)m_Pos.x;
pObj->m_FromY = (int)m_Pos.y;
pObj->m_StartTick = m_EvalTick;
}