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

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#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include "projectile.h"
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CProjectile::CProjectile(CGameWorld *pGameWorld, int Type, int Owner, vec2 Pos, vec2 Dir, int Span,
int Damage, bool Explosive, float Force, int SoundImpact, int Weapon)
: CEntity(pGameWorld, NETOBJTYPE_PROJECTILE)
{
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m_Type = Type;
m_Pos = Pos;
m_Direction = Dir;
m_LifeSpan = Span;
m_Owner = Owner;
m_Force = Force;
m_Damage = Damage;
m_SoundImpact = SoundImpact;
m_Weapon = Weapon;
m_StartTick = Server()->Tick();
m_Explosive = Explosive;
GameWorld()->InsertEntity(this);
}
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void CProjectile::Reset()
{
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GameServer()->m_World.DestroyEntity(this);
}
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vec2 CProjectile::GetPos(float Time)
{
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float Curvature = 0;
float Speed = 0;
switch(m_Type)
{
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case WEAPON_GRENADE:
Curvature = GameServer()->Tuning()->m_GrenadeCurvature;
Speed = GameServer()->Tuning()->m_GrenadeSpeed;
break;
case WEAPON_SHOTGUN:
Curvature = GameServer()->Tuning()->m_ShotgunCurvature;
Speed = GameServer()->Tuning()->m_ShotgunSpeed;
break;
case WEAPON_GUN:
Curvature = GameServer()->Tuning()->m_GunCurvature;
Speed = GameServer()->Tuning()->m_GunSpeed;
break;
}
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return CalcPos(m_Pos, m_Direction, Curvature, Speed, Time);
}
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void CProjectile::Tick()
{
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float Pt = (Server()->Tick()-m_StartTick-1)/(float)Server()->TickSpeed();
float Ct = (Server()->Tick()-m_StartTick)/(float)Server()->TickSpeed();
vec2 PrevPos = GetPos(Pt);
vec2 CurPos = GetPos(Ct);
int Collide = GameServer()->Collision()->IntersectLine(PrevPos, CurPos, &CurPos, 0);
CCharacter *OwnerChar = GameServer()->GetPlayerChar(m_Owner);
CCharacter *TargetChr = GameServer()->m_World.IntersectCharacter(PrevPos, CurPos, 6.0f, CurPos, OwnerChar);
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m_LifeSpan--;
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if(TargetChr || Collide || m_LifeSpan < 0)
{
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if(m_LifeSpan >= 0 || m_Weapon == WEAPON_GRENADE)
GameServer()->CreateSound(CurPos, m_SoundImpact);
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if(m_Explosive)
GameServer()->CreateExplosion(CurPos, m_Owner, m_Weapon, false);
else if(TargetChr)
TargetChr->TakeDamage(m_Direction * max(0.001f, m_Force), m_Damage, m_Owner, m_Weapon);
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GameServer()->m_World.DestroyEntity(this);
}
}
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void CProjectile::FillInfo(CNetObj_Projectile *pProj)
{
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pProj->m_X = (int)m_Pos.x;
pProj->m_Y = (int)m_Pos.y;
pProj->m_VelX = (int)(m_Direction.x*100.0f);
pProj->m_VelY = (int)(m_Direction.y*100.0f);
pProj->m_StartTick = m_StartTick;
pProj->m_Type = m_Type;
}
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void CProjectile::Snap(int SnappingClient)
{
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float Ct = (Server()->Tick()-m_StartTick)/(float)Server()->TickSpeed();
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if(NetworkClipped(SnappingClient, GetPos(Ct)))
return;
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CNetObj_Projectile *pProj = static_cast<CNetObj_Projectile *>(Server()->SnapNewItem(NETOBJTYPE_PROJECTILE, m_Id, sizeof(CNetObj_Projectile)));
FillInfo(pProj);
}