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

92 lines
2.2 KiB
C++
Raw Normal View History

#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include <engine/shared/config.h>
#include <game/server/gamemodes/DDRace.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;
2010-09-25 16:39:52 +00:00
m_Length = Length;
2010-09-25 16:39:52 +00:00
m_Direction = vec2(sin(Rotation), cos(Rotation));
vec2 To = Pos + normalize(m_Direction) * m_Length;
GameServer()->Collision()->IntersectNoLaser(Pos, To, &this->m_To, 0);
2010-09-25 16:39:52 +00:00
ResetCollision();
GameWorld()->InsertEntity(this);
}
void CDoor::Open(int Tick, bool ActivatedTeam[])
{
m_EvalTick=Server()->Tick();
}
2010-09-25 16:39:52 +00:00
void CDoor::ResetCollision()
{
for(int i=0;i<m_Length-1;i++)
2010-09-25 16:39:52 +00:00
{
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);
2010-09-25 16:39:52 +00:00
}
}
2010-09-25 16:39:52 +00:00
void CDoor::Open(int Team)
{
2010-09-25 16:39:52 +00:00
}
2010-09-25 16:39:52 +00:00
void CDoor::Close(int Team)
{
}
void CDoor::Reset()
{
}
void CDoor::Tick()
{
}
void CDoor::Snap(int SnappingClient)
{
if(NetworkClipped(SnappingClient, m_Pos) && NetworkClipped(SnappingClient, m_To))
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;
CCharacter * Char = GameServer()->GetPlayerChar(SnappingClient);
int Tick = (Server()->Tick()%Server()->TickSpeed())%11;
if(Char == 0) return;
2011-01-29 00:59:50 +00:00
if(Char->IsAlive() && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()] && (!Tick)) return;
if(Char->Team() == TEAM_SUPER)
{
pObj->m_FromX = (int)m_Pos.x;
pObj->m_FromY = (int)m_Pos.y;
}
else if (GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()])
{
pObj->m_FromX = (int)m_To.x;
pObj->m_FromY = (int)m_To.y;
}
else
{
pObj->m_FromX = (int)m_Pos.x;
pObj->m_FromY = (int)m_Pos.y;
}
pObj->m_StartTick = Server()->Tick();
}