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 "plasma.h"
const float ACCEL=1.1f;
//////////////////////////////////////////////////
// turret
//////////////////////////////////////////////////
CPlasma::CPlasma(CGameWorld *pGameWorld, vec2 pos,vec2 dir)
: CEntity(pGameWorld, NETOBJTYPE_LASER)
{
this->m_Pos = pos;
this->core = dir;
this->eval_tick=Server()->Tick();
this->lifetime=Server()->TickSpeed()*1.5;
GameWorld()->InsertEntity(this);
}
bool CPlasma::hit_character()
{
vec2 to2;
CCharacter *hit = GameServer()->m_World.IntersectCharacter(m_Pos, m_Pos+core, 0.0f,to2);
if(!hit)
return false;
hit->Freeze(Server()->TickSpeed()*3);
GameServer()->m_World.DestroyEntity(this);
return true;
}
void CPlasma::move()
{
m_Pos += core;
core *= ACCEL;
}
void CPlasma::Reset()
{
GameServer()->m_World.DestroyEntity(this);
}
void CPlasma::Tick()
{
if (lifetime==0)
{
Reset();
return;
}
lifetime--;
move();
hit_character();
int res=0;
res = GameServer()->Collision()->IntersectNoLaser(m_Pos, m_Pos+core,0, 0);
if(res)
{
GameServer()->CreateExplosion(m_Pos, -1, WEAPON_GRENADE, false);
Reset();
}
}
void CPlasma::Snap(int snapping_client)
{
if(NetworkClipped(snapping_client))
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 = eval_tick;
}