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

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#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include <engine/shared/config.h>
#include "door.h"
CDoor::CDoor(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length, bool Opened)
: CEntity(pGameWorld, NETOBJTYPE_LASER)
{
m_Pos = Pos;
for (int i = 0; i < MAX_CLIENTS; ++i) {
m_Opened[i] = false;
}//TODO: Check this
vec2 Dir = vec2(sin(Rotation), cos(Rotation));
vec2 To = Pos + normalize(Dir)*Length;
GameServer()->Collision()->IntersectNoLaser(Pos, To, &this->m_To, 0);
GameWorld()->InsertEntity(this);
}
void CDoor::Open(int Tick, bool ActivatedTeam[])
{
for (int i = 0; i < MAX_CLIENTS; ++i) {
if(ActivatedTeam[i]) m_EvalTick[i] = Tick;
m_Opened[i] = ActivatedTeam[i];
}
}
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void CDoor::Close(int Team)
{
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m_Opened[Team] = false;
}
bool CDoor::HitCharacter(int Team)
{
std::list < CCharacter * > HitCharacters = GameServer()->m_World.IntersectedCharacters(m_Pos, m_To, 1.f, 0);
if(HitCharacters.empty()) return false;
for(std::list < CCharacter * >::iterator i = HitCharacters.begin(); i != HitCharacters.end(); i++)
{
CCharacter * Char = *i;
if(Char->Team() == Team)
{
//DoDoored(Char);
Char->m_Doored = true;
}
}
return true;
}
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// my problem here is that this will set the values that will tell the character not to go to a certain direction or directions
//but what will tell it that there isn't a door there if it moves in the other direction or the door opens
//need a better idea
//thinking...
bool CDoor::DoDoored(CCharacter* pChar)
{
vec2 Pos = closest_point_on_line(m_Pos,m_To,pChar->m_Intersection);
return true;
}
void CDoor::Reset()
{
for (int i = 0; i < MAX_CLIENTS; ++i) {
m_Opened[i] = false;
}
}
void CDoor::Tick()
{
for (int i = 0; i < MAX_CLIENTS; ++i) {
if(!m_Opened[i]) {
HitCharacter(i);
} else if (m_EvalTick[i] + 10 < Server()->Tick()) {
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Close(i);
}
}
}
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);
if(Char == 0) return;
if (!m_Opened[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();
}