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

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/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
#include "plasma.h"
#include <engine/config.h>
#include <engine/server.h>
#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
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#include <game/server/gamemodes/DDRace.h>
#include <game/server/teams.h>
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const float PLASMA_ACCEL = 1.1f;
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();
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m_LifeTime = Server()->TickSpeed() * 1.5f;
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();
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;
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m_Core *= PLASMA_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)
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);
CPlayer *SnapPlayer = SnappingClient > -1 ? GameServer()->m_apPlayers[SnappingClient] : 0;
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))
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return;
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if(SnapPlayer && (SnapPlayer->GetTeam() == TEAM_SPECTATORS || SnapPlayer->IsPaused()) && SnapPlayer->m_SpectatorID != -1 && GameServer()->GetPlayerChar(SnapPlayer->m_SpectatorID) && GameServer()->GetPlayerChar(SnapPlayer->m_SpectatorID)->Team() != m_ResponsibleTeam && SnapPlayer->m_ShowOthers != 1)
return;
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if(SnapPlayer && SnapPlayer->GetTeam() != TEAM_SPECTATORS && !SnapPlayer->IsPaused() && SnapChar && SnapChar && SnapChar->Team() != m_ResponsibleTeam && SnapPlayer->m_ShowOthers != 1)
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return;
if(SnapPlayer && (SnapPlayer->GetTeam() == TEAM_SPECTATORS || SnapPlayer->IsPaused()) && SnapPlayer->m_SpectatorID == -1 && SnapChar && SnapChar->Team() != m_ResponsibleTeam && SnapPlayer->m_SpecTeam)
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return;
CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(
NETOBJTYPE_LASER, m_ID, sizeof(CNetObj_Laser)));
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if(!pObj)
return;
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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;
}