/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #include #include #include #include #include "dragger.h" ////////////////////////////////////////////////// // CDragger ////////////////////////////////////////////////// const int LENGTH=700; CDragger::CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool NW) : CEntity(pGameWorld, NETOBJTYPE_LASER) { m_Pos = Pos; m_Strength = Strength; m_EvalTick = Server()->Tick(); m_NW = NW; GameWorld()->InsertEntity(this); } void CDragger::Move() { if (m_Target) return; CCharacter *Ents[16]; int Num = -1; Num = GameServer()->m_World.FindEntities(m_Pos,LENGTH, (CEntity**)Ents, 16, NETOBJTYPE_CHARACTER); int Id=-1; int MinLen=0; for (int i = 0; i < Num; i++) { m_Target = Ents[i]; int Res=0; if (!m_NW) Res = GameServer()->Collision()->IntersectNoLaser(m_Pos, m_Target->m_Pos, 0, 0); else Res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos, m_Target->m_Pos, 0, 0); if (Res==0) { int Len=length(Ents[i]->m_Pos - m_Pos); if (MinLen==0 || MinLen>Len) { MinLen=Len; Id=i; } } } if (Id!=-1) { m_Target = Ents[Id]; } else { m_Target=0; } } void CDragger::Drag() { if (m_Target) { int Res = 0; if (!m_NW) Res = GameServer()->Collision()->IntersectNoLaser(m_Pos, m_Target->m_Pos, 0, 0); else Res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos, m_Target->m_Pos, 0, 0); if (Res || length(m_Pos-m_Target->m_Pos)>700) { m_Target=0; } else if (length(m_Pos-m_Target->m_Pos)>28) { //if(!((m_Target->m_CurrentTile >= TILE_STOPL && m_Target->m_CurrentTile <= TILE_STOPT) || (m_Target->m_CurrentFTile >= TILE_STOPL && m_Target->m_CurrentFTile <= TILE_STOPT))) vec2 Temp = m_Target->m_Core.m_Vel +(normalize(m_Pos-m_Target->m_Pos)*m_Strength); if((m_Target->m_Stopped&CCharacter::STOPPED_LEFT && Temp.x > 0)||(m_Target->m_Stopped&CCharacter::STOPPED_RIGHT && Temp.x < 0)) Temp.x = m_Target->m_Core.m_Vel.x; if((m_Target->m_Stopped&CCharacter::STOPPED_BOTTOM && Temp.y < 0)||(m_Target->m_Stopped&CCharacter::STOPPED_TOP && Temp.y > 0)) Temp.y = m_Target->m_Core.m_Vel.y; m_Target->m_Core.m_Vel = Temp; } } } void CDragger::Reset() { GameServer()->m_World.DestroyEntity(this); } void CDragger::Tick() { if (Server()->Tick()%int(Server()->TickSpeed()*0.15f)==0) { m_EvalTick=Server()->Tick(); int Index = GameServer()->Collision()->IsCp(m_Pos.x, m_Pos.y); if (Index) { m_Core=GameServer()->Collision()->CpSpeed(Index); } m_Pos+=m_Core; Move(); } Drag(); return; } void CDragger::Snap(int SnappingClient) { if (m_Target) { if(NetworkClipped(SnappingClient, m_Pos) && NetworkClipped(SnappingClient,m_Target->m_Pos)) return; } else if(NetworkClipped(SnappingClient,m_Pos)) return; CCharacter * Char = GameServer()->GetPlayerChar(SnappingClient); if(Char && m_Target && !Char->GetPlayer()->m_ShowOthers && Char->Team() != m_Target->Team()) return; CNetObj_Laser *obj = static_cast(Server()->SnapNewItem(NETOBJTYPE_LASER, m_Id, sizeof(CNetObj_Laser))); obj->m_X = (int)m_Pos.x; obj->m_Y = (int)m_Pos.y; if (m_Target) { obj->m_FromX = (int)m_Target->m_Pos.x; obj->m_FromY = (int)m_Target->m_Pos.y; } else { obj->m_FromX = (int)m_Pos.x; obj->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(); obj->m_StartTick = StartTick; } //я тут был //я тоже