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

154 lines
3.5 KiB
C++
Raw Normal View History

/* 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 "dragger.h"
//////////////////////////////////////////////////
// CDragger
//////////////////////////////////////////////////
const int LENGTH=700;
CDragger::CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool NW)
: CEntity(pGameWorld, NETOBJTYPE_LASER)
{
m_Pos = Pos;
m_Strength = Strength;
m_EvalTick = Server()->Tick();
m_NW = NW;
GameWorld()->InsertEntity(this);
}
void CDragger::Move()
{
if (m_Target)
return;
CCharacter *Ents[16];
int Num = -1;
Num = GameServer()->m_World.FindEntities(m_Pos,LENGTH, (CEntity**)Ents, 16, NETOBJTYPE_CHARACTER);
int Id=-1;
int MinLen=0;
for (int i = 0; i < Num; i++)
{
m_Target = Ents[i];
int Res=0;
if (!m_NW)
Res = GameServer()->Collision()->IntersectNoLaser(m_Pos, m_Target->m_Pos, 0, 0);
else
Res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos, m_Target->m_Pos, 0, 0);
if (Res==0)
{
int Len=length(Ents[i]->m_Pos - m_Pos);
if (MinLen==0 || MinLen>Len)
{
MinLen=Len;
Id=i;
}
}
}
if (Id!=-1)
{
m_Target = Ents[Id];
}
else
{
m_Target=0;
}
}
void CDragger::Drag()
{
if (m_Target)
{
int Res = 0;
if (!m_NW)
Res = GameServer()->Collision()->IntersectNoLaser(m_Pos, m_Target->m_Pos, 0, 0);
else
Res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos, m_Target->m_Pos, 0, 0);
if (Res || length(m_Pos-m_Target->m_Pos)>700)
{
m_Target=0;
}
else
if (length(m_Pos-m_Target->m_Pos)>28)
{
//if(!((m_Target->m_CurrentTile >= TILE_STOPL && m_Target->m_CurrentTile <= TILE_STOPT) || (m_Target->m_CurrentFTile >= TILE_STOPL && m_Target->m_CurrentFTile <= TILE_STOPT)))
vec2 Temp = m_Target->m_Core.m_Vel +(normalize(m_Pos-m_Target->m_Pos)*m_Strength);
if((m_Target->m_Stopped&CCharacter::STOPPED_LEFT && Temp.x > 0)||(m_Target->m_Stopped&CCharacter::STOPPED_RIGHT && Temp.x < 0))
Temp.x=0;
if((m_Target->m_Stopped&CCharacter::STOPPED_BOTTOM && Temp.y < 0)||(m_Target->m_Stopped&CCharacter::STOPPED_TOP && Temp.y > 0))
Temp.y=0;
m_Target->m_Core.m_Vel = Temp;
}
}
}
void CDragger::Reset()
{
GameServer()->m_World.DestroyEntity(this);
}
void CDragger::Tick()
{
if (Server()->Tick()%int(Server()->TickSpeed()*0.15f)==0)
{
m_EvalTick=Server()->Tick();
int Index = GameServer()->Collision()->IsCp(m_Pos.x, m_Pos.y);
if (Index)
{
m_Core=GameServer()->Collision()->CpSpeed(Index);
}
m_Pos+=m_Core;
Move();
}
Drag();
return;
}
void CDragger::Snap(int SnappingClient)
{
if (m_Target)
{
if(NetworkClipped(SnappingClient, m_Pos) && NetworkClipped(SnappingClient,m_Target->m_Pos))
return;
}
else
if(NetworkClipped(SnappingClient,m_Pos))
return;
CCharacter * Char = GameServer()->GetPlayerChar(SnappingClient);
if(Char && m_Target && !Char->GetPlayer()->m_ShowOthers && Char->Team() != m_Target->Team()) return;
CNetObj_Laser *obj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_Id, sizeof(CNetObj_Laser)));
obj->m_X = (int)m_Pos.x;
obj->m_Y = (int)m_Pos.y;
if (m_Target)
{
obj->m_FromX = (int)m_Target->m_Pos.x;
obj->m_FromY = (int)m_Target->m_Pos.y;
}
else
{
obj->m_FromX = (int)m_Pos.x;
obj->m_FromY = (int)m_Pos.y;
}
int StartTick = m_EvalTick;
if (StartTick < Server()->Tick() - 4)
StartTick = Server()->Tick() - 4;
else if (StartTick>Server()->Tick())
StartTick = Server()->Tick();
obj->m_StartTick = StartTick;
}
//<2F> <20><><EFBFBD> <20><><EFBFBD>
//<2F> <20><><EFBFBD><EFBFBD>