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

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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
#include <engine/e_server_interface.h>
#include <game/generated/g_protocol.hpp>
#include <game/server/gamecontext.hpp>
#include "laser.hpp"
//////////////////////////////////////////////////
// laser
//////////////////////////////////////////////////
LASER::LASER(vec2 pos, vec2 direction, float start_energy, int owner)
: ENTITY(NETOBJTYPE_LASER)
{
this->pos = pos;
this->owner = owner;
energy = start_energy;
dir = direction;
bounces = 0;
do_bounce();
game.world.insert_entity(this);
}
bool LASER::hit_character(vec2 from, vec2 to)
{
vec2 at;
CHARACTER *owner_char = game.get_player_char(owner);
CHARACTER *hit = game.world.intersect_character(pos, to, 0.0f, at, owner_char);
if(!hit)
return false;
this->from = from;
pos = at;
energy = -1;
hit->take_damage(vec2(0,0), tuning.laser_damage, owner, WEAPON_RIFLE);
return true;
}
void LASER::do_bounce()
{
eval_tick = server_tick();
if(energy < 0)
{
//dbg_msg("laser", "%d removed", server_tick());
game.world.destroy_entity(this);
return;
}
vec2 to = pos + dir*energy;
vec2 org_to = to;
if(col_intersect_line(pos, to, 0x0, &to))
{
if(!hit_character(pos, to))
{
// intersected
from = pos;
pos = to;
vec2 temp_pos = pos;
vec2 temp_dir = dir*4.0f;
move_point(&temp_pos, &temp_dir, 1.0f, 0);
pos = temp_pos;
dir = normalize(temp_dir);
energy -= distance(from, pos) + tuning.laser_bounce_cost;
bounces++;
if(bounces > tuning.laser_bounce_num)
energy = -1;
game.create_sound(pos, SOUND_RIFLE_BOUNCE);
}
}
else
{
if(!hit_character(pos, to))
{
from = pos;
pos = to;
energy = -1;
}
}
//dbg_msg("laser", "%d done %f %f %f %f", server_tick(), from.x, from.y, pos.x, pos.y);
}
void LASER::reset()
{
game.world.destroy_entity(this);
}
void LASER::tick()
{
if(server_tick() > eval_tick+(server_tickspeed()*tuning.laser_bounce_delay)/1000.0f)
{
do_bounce();
}
}
void LASER::snap(int snapping_client)
{
if(networkclipped(snapping_client))
return;
NETOBJ_LASER *obj = (NETOBJ_LASER *)snap_new_item(NETOBJTYPE_LASER, id, sizeof(NETOBJ_LASER));
obj->x = (int)pos.x;
obj->y = (int)pos.y;
obj->from_x = (int)from.x;
obj->from_y = (int)from.y;
obj->start_tick = eval_tick;
}