/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #include #include #include #include #include "gun.h" #include "plasma.h" ////////////////////////////////////////////////// // CGun ////////////////////////////////////////////////// CGun::CGun(CGameWorld *pGameWorld, vec2 Pos, bool Freeze, bool Explosive, int Layer, int Number) : CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER) { m_Layer = Layer; m_Number = Number; m_LastFire = Server()->Tick(); m_Pos = Pos; m_EvalTick = Server()->Tick(); m_Freeze = Freeze; m_Explosive = Explosive; GameWorld()->InsertEntity(this); } void CGun::Fire() { CCharacter *Ents[MAX_CLIENTS]; int IdInTeam[MAX_CLIENTS]; int LenInTeam[MAX_CLIENTS]; for (int i = 0; i < MAX_CLIENTS; i++) { IdInTeam[i] = -1; LenInTeam[i] = 0; } int Num = -1; Num = GameServer()->m_World.FindEntities(m_Pos, g_Config.m_SvPlasmaRange, (CEntity**)Ents, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER); for (int i = 0; i < Num; i++) { CCharacter *Target = Ents[i]; //now gun doesn't affect on super if(Target->Team() == TEAM_SUPER) continue; if(m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Target->Team()]) continue; int res = GameServer()->Collision()->IntersectLine(m_Pos, Target->m_Pos,0,0,false); if (!res) { int Len = length(Target->m_Pos - m_Pos); if (LenInTeam[Target->Team()] == 0 || LenInTeam[Target->Team()] > Len) { LenInTeam[Target->Team()] = Len; IdInTeam[Target->Team()] = i; } } } for (int i = 0; i < MAX_CLIENTS; i++) { if(IdInTeam[i] != -1) { CCharacter *Target = Ents[IdInTeam[i]]; new CPlasma(&GameServer()->m_World, m_Pos, normalize(Target->m_Pos - m_Pos), m_Freeze, m_Explosive, i); m_LastFire = Server()->Tick(); } } } void CGun::Reset() { GameServer()->m_World.DestroyEntity(this); } void CGun::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; } if (m_LastFire + Server()->TickSpeed() / g_Config.m_SvPlasmaPerSec <= Server()->Tick()) Fire(); } void CGun::Snap(int SnappingClient) { if(NetworkClipped(SnappingClient)) return; CCharacter *Char = GameServer()->GetPlayerChar(SnappingClient); if((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())%11; 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; pObj->m_FromX = (int)m_Pos.x; pObj->m_FromY = (int)m_Pos.y; pObj->m_StartTick = m_EvalTick; }