/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #include #include #include #include #include "light.h" #include ////////////////////////////////////////////////// // CLight ////////////////////////////////////////////////// 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 < CCharacter * > HitCharacters = GameServer()->m_World.IntersectedCharacters(m_Pos, m_To, 0.0f, 0); if(HitCharacters.empty()) return false; for(std::list < CCharacter * >::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 * pSnappingCharacter = GameServer()->GetPlayerChar(SnappingClient); int Tick = (Server()->Tick()%Server()->TickSpeed())%6; if(pSnappingCharacter && pSnappingCharacter->IsAlive() && m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pSnappingCharacter->Team()] && (Tick)) return; CNetObj_Laser *pObj = static_cast(Server()->SnapNewItem(NETOBJTYPE_LASER, m_ID, sizeof(CNetObj_Laser))); pObj->m_X = (int)m_Pos.x; pObj->m_Y = (int)m_Pos.y; if(pSnappingCharacter && pSnappingCharacter->Team() == TEAM_SUPER) { pObj->m_FromX = (int)m_Pos.x; pObj->m_FromY = (int)m_Pos.y; } else if(pSnappingCharacter && m_Layer == LAYER_SWITCH && GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pSnappingCharacter->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 (StartTickTick()-4) StartTick=Server()->Tick()-4; else if (StartTick>Server()->Tick()) StartTick=Server()->Tick(); pObj->m_StartTick = StartTick; }