mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-19 22:48:18 +00:00
Fix errors. Server can be builded. Study using editor =(
This commit is contained in:
parent
2cf2a5b1d2
commit
3f2363b27e
|
@ -4,16 +4,16 @@
|
|||
|
||||
#include "door.h"
|
||||
|
||||
CDoor::CDoor(GameWorld *pGameWorld, vec2 Pos, float Rotation, int Length, bool Opened)
|
||||
CDoor::CDoor(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length, bool Opened)
|
||||
: CEntity(pGameWorld, NETOBJTYPE_LASER)
|
||||
{
|
||||
m_Pos = Pos;
|
||||
m_Opened = Opened;
|
||||
|
||||
vec2 Dir = vec2(sin(rotation), cos(rotation));
|
||||
vec2 Dir = vec2(sin(Rotation), cos(Rotation));
|
||||
vec2 To = Pos + normalize(Dir)*Length;
|
||||
|
||||
GameServer()->Collision()->IntersectCharacter(Pos, To, &this->m_To, 0);
|
||||
GameServer()->Collision()->IntersectNoLaser(Pos, To, &this->m_To, 0);
|
||||
GameWorld()->InsertEntity(this);
|
||||
}
|
||||
|
||||
|
|
|
@ -16,7 +16,7 @@ public:
|
|||
|
||||
void Open(int Tick);
|
||||
void Close();
|
||||
CDoor(GameWorld *pGameWorld, vec2 Pos, float Rotation, int Length, bool Opened);
|
||||
CDoor(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length, bool Opened);
|
||||
|
||||
virtual void Reset();
|
||||
virtual void Tick();
|
||||
|
|
|
@ -25,7 +25,7 @@ bool CTrigger::HitCharacter()
|
|||
|
||||
void CTrigger::OpenDoor(int Tick)
|
||||
{
|
||||
CDoor *connectedDoor = (CDoor*) Target;
|
||||
CDoor *connectedDoor = (CDoor*) m_Target;
|
||||
connectedDoor->Open(Tick);
|
||||
}
|
||||
|
||||
|
|
|
@ -1,9 +1,7 @@
|
|||
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
|
||||
|
||||
#ifndef GAME_SERVER_ENTITY_TRIGGER_H
|
||||
#define GAME_SERVER_ENTITY_TRIGGER_H
|
||||
|
||||
#include <game/server/entity.hpp>
|
||||
#include <game/server/entity.h>
|
||||
|
||||
//class DOOR;
|
||||
|
||||
|
|
|
@ -13,6 +13,8 @@
|
|||
#include "entities/gun.h"
|
||||
#include "entities/projectile.h"
|
||||
#include "entities/plasma.h"
|
||||
#include "entities/trigger.h"
|
||||
#include "entities/door.h"
|
||||
|
||||
#include <game/layers.h>
|
||||
|
||||
|
@ -259,23 +261,36 @@ bool IGameController::OnEntity(int Index, vec2 Pos)
|
|||
return false;
|
||||
}
|
||||
|
||||
void Connector(vec2 Pos, CDoor* Door) {
|
||||
int Sides[8];
|
||||
Sides[0]=GameServer()->Collision()->GetIndex(vec2(Pos.x,Pos.y+1),vec2(Pos.x,Pos.y+1));
|
||||
Sides[1]=GameServer()->Collision()->GetIndex(vec2(Pos.x+1,Pos.y+1),vec2(Pos.x+1,Pos.y+1));
|
||||
Sides[2]=GameServer()->Collision()->GetIndex(vec2(Pos.x+1,Pos.y),vec2(Pos.x+1,Pos.y));
|
||||
Sides[3]=GameServer()->Collision()->GetIndex(vec2(Pos.x+1,Pos.y-1),vec2(Pos.x+1,Pos.y-1));
|
||||
Sides[4]=GameServer()->Collision()->GetIndex(vec2(Pos.x,Pos.y-1),vec2(Pos.x,Pos.y-1));
|
||||
Sides[5]=GameServer()->Collision()->GetIndex(vec2(Pos.x-1,Pos.y-1),vec2(Pos.x-1,Pos.y-1));
|
||||
Sides[6]=GameServer()->Collision()->GetIndex(vec2(Pos.x-1,Pos.y),vec2(Pos.x-1,Pos.y));
|
||||
Sides[7]=GameServer()->Collision()->GetIndex(vec2(Pos.x-1,Pos.y+1),vec2(Pos.x-1,Pos.y+1));
|
||||
for (int i = 0;i < 8;i++)
|
||||
|
||||
vec2 GetSidePos(int side) {
|
||||
switch(side)
|
||||
{
|
||||
if (Sides[i] == ENTITY_CONNECTOR_D + (i + 4) % 8) {
|
||||
Connector(Pos + GetSidePos(i), Door);
|
||||
} else if(Sides[i] == ENTITY_TRIGGER)
|
||||
{
|
||||
new CTrigger(Pos, Target);
|
||||
case 0: return vec2(0, 1);
|
||||
case 1: return vec2(1, 1);
|
||||
case 2: return vec2(1, 0);
|
||||
case 3: return vec2(1, -1);
|
||||
case 4: return vec2(0, -1);
|
||||
case 5: return vec2(-1, -1);
|
||||
case 6: return vec2(-1, 0);
|
||||
case 7: return vec2(-1, 1);
|
||||
}
|
||||
return vec2(0, 0);
|
||||
}
|
||||
|
||||
void IGameController::Connector(vec2 Pos, CDoor* Door) {
|
||||
int i = 0;
|
||||
for(int x = -1; x <= 1; ++x) {
|
||||
for(int y = -1; y <= 1; ++y) {
|
||||
if(x != 0 && y != 0) {
|
||||
int side = GameServer()->Collision()->GetIndex(vec2(Pos.x + x,Pos.y + y),vec2(Pos.x + x,Pos.y + y));
|
||||
if (side == ENTITY_CONNECTOR_D + (i + 4) % 8) {
|
||||
Connector(Pos + vec2(x, y), Door);
|
||||
} else if(side == ENTITY_TRIGGER)
|
||||
{
|
||||
new CTrigger(&GameServer()->m_World, Pos, Door);
|
||||
}
|
||||
++i;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -302,22 +317,6 @@ const char *IGameController::GetTeamName(int Team)
|
|||
return "spectators";
|
||||
}
|
||||
|
||||
vec2 GetSidePos(int side) {
|
||||
switch(side)
|
||||
{
|
||||
case 0: return vec2(0, 1);
|
||||
case 1: return vec2(1, 1);
|
||||
case 2: return vec2(1, 0);
|
||||
case 3: return vec2(1, -1);
|
||||
case 4: return vec2(0, -1);
|
||||
case 5: return vec2(-1, -1);
|
||||
case 6: return vec2(-1, 0);
|
||||
case 7: return vec2(-1, 1);
|
||||
default:
|
||||
vec2(0, 0);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
bool IsSeparator(char c) { return c == ';' || c == ' ' || c == ',' || c == '\t'; }
|
||||
|
||||
|
|
|
@ -3,6 +3,8 @@
|
|||
|
||||
#include <base/vmath.h>
|
||||
|
||||
class CDoor;
|
||||
|
||||
/*
|
||||
Class: Game Controller
|
||||
Controls the main game logic. Keeping track of team and player score,
|
||||
|
|
Loading…
Reference in a new issue