/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */ #include #include #include #include #include "light.h" #include 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 HitCharacters = GameServer()->m_World.IntersectedCharacters(m_Pos, m_To, 0.0f, 0); if (HitCharacters.empty()) return false; for (std::list::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) { int Flags; m_EvalTick = Server()->Tick(); int index = GameServer()->Collision()->IsMover(m_Pos.x, m_Pos.y, &Flags); if (index) { 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; CCharacter *Char = GameServer()->GetPlayerChar(SnappingClient); if(SnappingClient > -1 && (GameServer()->m_apPlayers[SnappingClient]->GetTeam() == -1 || GameServer()->m_apPlayers[SnappingClient]->m_Paused) && GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID != SPEC_FREEVIEW) Char = GameServer()->GetPlayerChar(GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID); int Tick = (Server()->Tick() % Server()->TickSpeed()) % 6; if (Char && Char->IsAlive() && m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()] && (Tick)) return; CNetObj_Laser *pObj = static_cast(Server()->SnapNewItem( NETOBJTYPE_LASER, m_ID, sizeof(CNetObj_Laser))); if (!pObj) return; pObj->m_X = (int)m_Pos.x; pObj->m_Y = (int)m_Pos.y; if (Char && Char->Team() == TEAM_SUPER) { pObj->m_FromX = (int)m_Pos.x; pObj->m_FromY = (int)m_Pos.y; } else if (Char && 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; } 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 StartTick = m_EvalTick; if (StartTick < Server()->Tick() - 4) StartTick = Server()->Tick() - 4; else if (StartTick > Server()->Tick()) StartTick = Server()->Tick(); pObj->m_StartTick = StartTick; }