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

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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
#include <engine/config.h>
#include <engine/server.h>
#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include "light.h"
#include <game/mapitems.h>
//////////////////////////////////////////////////
// CLight
//////////////////////////////////////////////////
CLight::CLight(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length, int Layer, int Number)
: CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
{
m_Layer = Layer;
m_Number = Number;
m_Tick=(Server()->TickSpeed()*0.15f);
m_Pos = Pos;
m_Rotation = Rotation;
m_Length = Length;
m_EvalTick = Server()->Tick();
GameWorld()->InsertEntity(this);
Step();
}
bool CLight::HitCharacter()
{
std::list < CCharacter * > HitCharacters = GameServer()->m_World.IntersectedCharacters(m_Pos, m_To, 0.0f, 0);
if(HitCharacters.empty()) return false;
for(std::list < CCharacter * >::iterator i = HitCharacters.begin(); i != HitCharacters.end(); i++) {
CCharacter * Char = *i;
if(m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()]) continue;
Char->Freeze();
}
return true;
}
void CLight::Move()
{
if (m_Speed != 0)
{
if ((m_CurveLength>=m_Length && m_Speed>0) || (m_CurveLength<=0 && m_Speed<0))
m_Speed=-m_Speed;
m_CurveLength+=m_Speed*m_Tick + m_LengthL;
m_LengthL=0;
if (m_CurveLength>m_Length)
{
m_LengthL=m_CurveLength-m_Length;
m_CurveLength=m_Length;
}
else if(m_CurveLength<0)
{
m_LengthL=0+m_CurveLength;
m_CurveLength=0;
}
}
m_Rotation+=m_AngularSpeed*m_Tick;
if (m_Rotation>pi*2)
m_Rotation-=pi*2;
else if(m_Rotation<0)
m_Rotation+=pi*2;
}
void CLight::Step()
{
Move();
vec2 dir(sin(m_Rotation), cos(m_Rotation));
vec2 to2 = m_Pos + normalize(dir)*m_CurveLength;
GameServer()->Collision()->IntersectNoLaser(m_Pos, to2, &m_To,0 );
}
void CLight::Reset()
{
GameServer()->m_World.DestroyEntity(this);
}
void CLight::Tick()
{
if (Server()->Tick()%int(Server()->TickSpeed()*0.15f)==0)
{
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int Flags;
m_EvalTick=Server()->Tick();
int index = GameServer()->Collision()->IsMover(m_Pos.x,m_Pos.y, &Flags);
if (index)
{
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m_Core=GameServer()->Collision()->CpSpeed(index, Flags);
}
m_Pos+=m_Core;
Step();
}
HitCharacter();
return;
}
void CLight::Snap(int SnappingClient)
{
if(NetworkClipped(SnappingClient,m_Pos) && NetworkClipped(SnappingClient,m_To))
return;
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CCharacter * Char = GameServer()->GetPlayerChar(SnappingClient);
int Tick = (Server()->Tick()%Server()->TickSpeed())%6;
if(!Char) return;
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if (!Char->IsAlive()) return;
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if(m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()] && (Tick)) return;
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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;
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if(Char->Team() == TEAM_SUPER)
{
pObj->m_FromX = (int)m_Pos.x;
pObj->m_FromY = (int)m_Pos.y;
}
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else if(m_Layer == LAYER_SWITCH && GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()])
{
pObj->m_FromX = (int)m_To.x;
pObj->m_FromY = (int)m_To.y;
}
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else if(m_Layer != LAYER_SWITCH)
{
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;
}
int start_tick = m_EvalTick;
if (start_tick<Server()->Tick()-4)
start_tick=Server()->Tick()-4;
else if (start_tick>Server()->Tick())
start_tick=Server()->Tick();
pObj->m_StartTick = start_tick;
}