ddnet/src/game/server/entities/door.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 <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include <game/server/player.h>
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#include <game/version.h>
#include "character.h"
#include "door.h"
CDoor::CDoor(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length,
int Number) :
CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
{
m_Number = Number;
m_Pos = Pos;
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m_Length = Length;
m_Direction = vec2(sin(Rotation), cos(Rotation));
vec2 To = Pos + normalize(m_Direction) * m_Length;
GameServer()->Collision()->IntersectNoLaser(Pos, To, &this->m_To, 0);
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ResetCollision();
GameWorld()->InsertEntity(this);
}
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void CDoor::ResetCollision()
{
for(int i = 0; i < m_Length - 1; i++)
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{
vec2 CurrentPos(m_Pos.x + (m_Direction.x * i),
m_Pos.y + (m_Direction.y * i));
if(GameServer()->Collision()->CheckPoint(CurrentPos) || GameServer()->Collision()->GetTile(m_Pos.x, m_Pos.y) || GameServer()->Collision()->GetFTile(m_Pos.x, m_Pos.y))
break;
else
GameServer()->Collision()->SetDCollisionAt(
m_Pos.x + (m_Direction.x * i),
m_Pos.y + (m_Direction.y * i), TILE_STOPA, 0 /*Flags*/,
m_Number);
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}
}
void CDoor::Snap(int SnappingClient)
{
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if(NetworkClipped(SnappingClient, m_Pos) && NetworkClipped(SnappingClient, m_To))
return;
CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(
NETOBJTYPE_LASER, GetID(), sizeof(CNetObj_Laser)));
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if(!pObj)
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return;
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pObj->m_X = (int)m_Pos.x;
pObj->m_Y = (int)m_Pos.y;
int SnappingClientVersion = SnappingClient != SERVER_DEMO_CLIENT ? GameServer()->GetClientVersion(SnappingClient) : CLIENT_VERSIONNR;
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CNetObj_EntityEx *pEntData = 0;
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if(SnappingClientVersion >= VERSION_DDNET_SWITCH)
pEntData = static_cast<CNetObj_EntityEx *>(Server()->SnapNewItem(NETOBJTYPE_ENTITYEX, GetID(), sizeof(CNetObj_EntityEx)));
if(pEntData)
{
pEntData->m_SwitchNumber = m_Number;
pEntData->m_Layer = m_Layer;
pEntData->m_EntityClass = ENTITYCLASS_DOOR;
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pObj->m_FromX = (int)m_To.x;
pObj->m_FromY = (int)m_To.y;
pObj->m_StartTick = 0;
}
else
{
CCharacter *Char = GameServer()->GetPlayerChar(SnappingClient);
if(SnappingClient != SERVER_DEMO_CLIENT && (GameServer()->m_apPlayers[SnappingClient]->GetTeam() == TEAM_SPECTATORS || GameServer()->m_apPlayers[SnappingClient]->IsPaused()) && GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID != SPEC_FREEVIEW)
Char = GameServer()->GetPlayerChar(GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID);
if(Char && Char->Team() != TEAM_SUPER && Char->IsAlive() && GameServer()->Collision()->m_NumSwitchers > 0 && GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()])
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{
pObj->m_FromX = (int)m_To.x;
pObj->m_FromY = (int)m_To.y;
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}
else
{
pObj->m_FromX = (int)m_Pos.x;
pObj->m_FromY = (int)m_Pos.y;
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}
pObj->m_StartTick = Server()->Tick();
}
}