2010-07-29 05:21:18 +00:00
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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#include <engine/config.h>
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#include <engine/server.h>
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#include <game/generated/protocol.h>
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#include <game/server/gamecontext.h>
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#include "light.h"
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#include <game/mapitems.h>
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//////////////////////////////////////////////////
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// CLight
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//////////////////////////////////////////////////
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CLight::CLight(CGameWorld *pGameWorld, vec2 pos, float rotation, int length)
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: CEntity(pGameWorld, NETOBJTYPE_LASER)
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{
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TICK=(Server()->TickSpeed()*0.15f);
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this->m_Pos = pos;
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this->rotation = rotation;
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this->length = length;
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this->eval_tick=Server()->Tick();
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GameWorld()->InsertEntity(this);
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step();
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}
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bool CLight::hit_character()
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{
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vec2 nothing;
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CCharacter *hit = GameServer()->m_World.IntersectCharacter(m_Pos, to, 0.0f, nothing, 0);
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if(!hit)
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return false;
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hit->Freeze(Server()->TickSpeed()*3);
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return true;
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}
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void CLight::move()
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{
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if (speed != 0)
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{
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if ((cur_length>=length && speed>0) || (cur_length<=0 && speed<0))
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speed=-speed;
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cur_length+=speed*TICK + length_l;
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length_l=0;
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if (cur_length>length)
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{
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length_l=cur_length-length;
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cur_length=length;
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}
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else if(cur_length<0)
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{
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length_l=0+cur_length;
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cur_length=0;
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}
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}
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rotation+=ang_speed*TICK;
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if (rotation>pi*2)
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rotation-=pi*2;
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else if(rotation<0)
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rotation+=pi*2;
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}
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void CLight::step()
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{
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move();
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vec2 dir(sin(rotation), cos(rotation));
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vec2 to2 = m_Pos + normalize(dir)*cur_length;
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2010-08-10 04:28:17 +00:00
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GameServer()->Collision()->IntersectNoLaser(m_Pos, to2, &to,0 );
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2010-07-29 05:21:18 +00:00
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}
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void CLight::Reset()
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{
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GameServer()->m_World.DestroyEntity(this);
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}
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void CLight::Tick()
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{
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if (Server()->Tick()%int(Server()->TickSpeed()*0.15f)==0)
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{
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eval_tick=Server()->Tick();
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int index = GameServer()->Collision()->IsCp(m_Pos.x,m_Pos.y);
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if (index)
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{
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core=GameServer()->Collision()->CpSpeed(index);
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}
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m_Pos+=core;
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step();
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}
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hit_character();
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return;
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}
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void CLight::Snap(int snapping_client)
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{
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if(NetworkClipped(snapping_client,m_Pos) && NetworkClipped(snapping_client,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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pObj->m_FromX = (int)to.x;
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pObj->m_FromY = (int)to.y;
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int start_tick = eval_tick;
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if (start_tick<Server()->Tick()-4)
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start_tick=Server()->Tick()-4;
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else if (start_tick>Server()->Tick())
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start_tick=Server()->Tick();
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pObj->m_StartTick = start_tick;
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}
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