// copyright (c) 2007 magnus auvinen, see licence.txt for more info #include #include #include #include "laser.h" CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner, int Type) : CEntity(pGameWorld, NETOBJTYPE_LASER) { m_Pos = Pos; m_Owner = Owner; m_Energy = StartEnergy; m_Dir = Direction; m_Bounces = 0; m_EvalTick = 0; m_Type = Type; GameWorld()->InsertEntity(this); DoBounce(); } bool CLaser::HitCharacter(vec2 From, vec2 To) { vec2 At; CCharacter *OwnerChar = GameServer()->GetPlayerChar(m_Owner); CCharacter *Hit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, m_Bounces > 0 ? 0 : OwnerChar); if(!Hit) return false; if(OwnerChar != 0 && OwnerChar->Team() != Hit->Team()) return false; m_From = From; m_Pos = At; m_Energy = -1; if (m_Type == 1 && g_Config.m_SvHit) { Hit->m_Core.m_Vel+=normalize(m_PrevPos - Hit->m_Core.m_Pos) * 10; } else if (m_Type == 0) { Hit->UnFreeze(); } return true; } void CLaser::DoBounce() { m_EvalTick = Server()->Tick(); if(m_Energy < 0) { GameServer()->m_World.DestroyEntity(this); return; } m_PrevPos = m_Pos; vec2 To = m_Pos + m_Dir * m_Energy; vec2 OrgTo = To; vec2 Coltile; int res; res = GameServer()->Collision()->IntersectLine(m_Pos, To, &Coltile, &To,false); if(res) { if(!HitCharacter(m_Pos, To)) { // intersected m_From = m_Pos; m_Pos = To; vec2 TempPos = m_Pos; vec2 TempDir = m_Dir * 4.0f; int f; if(res == -1) { f = GameServer()->Collision()->GetTile(round(Coltile.x), round(Coltile.y)); GameServer()->Collision()->SetCollisionAt(round(Coltile.x), round(Coltile.y), CCollision::COLFLAG_SOLID); } GameServer()->Collision()->MovePoint(&TempPos, &TempDir, 1.0f, 0); if(res == -1) { GameServer()->Collision()->SetCollisionAt(round(Coltile.x), round(Coltile.y), f); } m_Pos = TempPos; m_Dir = normalize(TempDir); m_Energy -= distance(m_From, m_Pos) + GameServer()->Tuning()->m_LaserBounceCost; m_Bounces++; if(m_Bounces > GameServer()->Tuning()->m_LaserBounceNum) m_Energy = -1; GameServer()->CreateSound(m_Pos, SOUND_RIFLE_BOUNCE); } } else { if(!HitCharacter(m_Pos, To)) { m_From = m_Pos; m_Pos = To; m_Energy = -1; } } //m_Owner = -1; } void CLaser::Reset() { GameServer()->m_World.DestroyEntity(this); } void CLaser::Tick() { if(Server()->Tick() > m_EvalTick+(Server()->TickSpeed()*GameServer()->Tuning()->m_LaserBounceDelay)/1000.0f) DoBounce(); } void CLaser::Snap(int SnappingClient) { if(NetworkClipped(SnappingClient)) return; CCharacter * Char = GameServer()->GetPlayerChar(SnappingClient); if(Char && m_Owner != -1 && !Char->GetPlayer()->m_ShowOthers && Char->Team() != GameServer()->GetPlayerChar(m_Owner)->Team()) 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; pObj->m_FromX = (int)m_From.x; pObj->m_FromY = (int)m_From.y; pObj->m_StartTick = m_EvalTick; }