/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */ #include "dragger.h" #include #include #include #include #include #include #include CDragger::CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool NW, int CaughtTeam, int Layer, int Number) : CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER) { m_Layer = Layer; m_Number = Number; m_Pos = Pos; m_Strength = Strength; m_EvalTick = Server()->Tick(); m_NW = NW; m_CaughtTeam = CaughtTeam; GameWorld()->InsertEntity(this); for(int i = 0; i < MAX_CLIENTS; i++) { m_SoloIDs[i] = -1; } } void CDragger::Move() { if(m_Target && (!m_Target->IsAlive() || (m_Target->IsAlive() && (m_Target->m_Super || m_Target->IsPaused() || (m_Layer == LAYER_SWITCH && m_Number && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[m_Target->Team()]))))) m_Target = 0; mem_zero(m_SoloEnts, sizeof(m_SoloEnts)); CCharacter *TempEnts[MAX_CLIENTS]; int Num = GameServer()->m_World.FindEntities(m_Pos, g_Config.m_SvDraggerRange, (CEntity **)m_SoloEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER); mem_copy(TempEnts, m_SoloEnts, sizeof(TempEnts)); int Id = -1; int MinLen = 0; CCharacter *Temp; for(int i = 0; i < Num; i++) { Temp = m_SoloEnts[i]; if(Temp->Team() != m_CaughtTeam) { m_SoloEnts[i] = 0; continue; } if(m_Layer == LAYER_SWITCH && m_Number && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Temp->Team()]) { m_SoloEnts[i] = 0; continue; } int Res = m_NW ? GameServer()->Collision()->IntersectNoLaserNW(m_Pos, Temp->m_Pos, 0, 0) : GameServer()->Collision()->IntersectNoLaser(m_Pos, Temp->m_Pos, 0, 0); if(Res == 0) { int Len = length(Temp->m_Pos - m_Pos); if(MinLen == 0 || MinLen > Len) { MinLen = Len; Id = i; } if(!Temp->Teams()->m_Core.GetSolo(Temp->GetPlayer()->GetCID())) m_SoloEnts[i] = 0; } else { m_SoloEnts[i] = 0; } } if(!m_Target) m_Target = Id != -1 ? TempEnts[Id] : 0; if(m_Target) { for(int i = 0; i < MAX_CLIENTS; i++) { if(m_SoloEnts[i] == m_Target) m_SoloEnts[i] = 0; } } } void CDragger::Drag() { if(m_Target) { CCharacter *Target = m_Target; for(int i = -1; i < MAX_CLIENTS; i++) { if(i >= 0) Target = m_SoloEnts[i]; if(!Target) continue; int Res = 0; if(!m_NW) Res = GameServer()->Collision()->IntersectNoLaser(m_Pos, Target->m_Pos, 0, 0); else Res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos, Target->m_Pos, 0, 0); if(Res || length(m_Pos - Target->m_Pos) > g_Config.m_SvDraggerRange) { Target = 0; if(i == -1) m_Target = 0; else m_SoloEnts[i] = 0; } else if(length(m_Pos - Target->m_Pos) > 28) { vec2 Temp = Target->Core()->m_Vel + (normalize(m_Pos - Target->m_Pos) * m_Strength); Target->Core()->m_Vel = ClampVel(Target->m_MoveRestrictions, Temp); } } } } void CDragger::Reset() { GameServer()->m_World.DestroyEntity(this); } void CDragger::Tick() { if(((CGameControllerDDRace *)GameServer()->m_pController)->m_Teams.GetTeamState(m_CaughtTeam) == CGameTeams::TEAMSTATE_EMPTY) return; 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; Move(); } Drag(); return; } void CDragger::Snap(int SnappingClient) { if(((CGameControllerDDRace *)GameServer()->m_pController)->m_Teams.GetTeamState(m_CaughtTeam) == CGameTeams::TEAMSTATE_EMPTY) return; CCharacter *Target = m_Target; for(int i = 0; i < MAX_CLIENTS; i++) { if(m_SoloIDs[i] == -1) break; Server()->SnapFreeID(m_SoloIDs[i]); m_SoloIDs[i] = -1; } int pos = 0; for(int i = -1; i < MAX_CLIENTS; i++) { if(i >= 0) { Target = m_SoloEnts[i]; if(!Target) continue; } if(Target) { if(NetworkClipped(SnappingClient, m_Pos) && NetworkClipped(SnappingClient, Target->m_Pos)) continue; } else if(NetworkClipped(SnappingClient, m_Pos)) continue; CCharacter *Char = GameServer()->GetPlayerChar(SnappingClient); if(SnappingClient > -1 && (GameServer()->m_apPlayers[SnappingClient]->GetTeam() == -1 || GameServer()->m_apPlayers[SnappingClient]->IsPaused()) && 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 && m_Number && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()] && (!Tick))) continue; if(Char && Char->IsAlive()) { if(Char->Team() != m_CaughtTeam) continue; } else { // send to spectators only active draggers and some inactive from team 0 if(!((Target && Target->IsAlive()) || m_CaughtTeam == 0)) continue; } if(Char && Char->IsAlive() && Target && Target->IsAlive() && Target->GetPlayer()->GetCID() != Char->GetPlayer()->GetCID() && (Char->GetPlayer()->m_ShowOthers == 0 || (Char->GetPlayer()->m_ShowOthers == 2 && (Char->Teams()->m_Core.GetSolo(SnappingClient) || Char->Teams()->m_Core.GetSolo(Target->GetPlayer()->GetCID()))))) { continue; } CNetObj_Laser *obj; if(i == -1) { obj = static_cast(Server()->SnapNewItem( NETOBJTYPE_LASER, m_ID, sizeof(CNetObj_Laser))); } else { m_SoloIDs[pos] = Server()->SnapNewID(); obj = static_cast(Server()->SnapNewItem( // TODO: Have to free IDs again? NETOBJTYPE_LASER, m_SoloIDs[pos], sizeof(CNetObj_Laser))); pos++; } if(!obj) continue; obj->m_X = (int)m_Pos.x; obj->m_Y = (int)m_Pos.y; if(Target) { obj->m_FromX = (int)Target->m_Pos.x; obj->m_FromY = (int)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; } } CDraggerTeam::CDraggerTeam(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool NW, int Layer, int Number) { for(int i = 0; i < MAX_CLIENTS; ++i) { m_Draggers[i] = new CDragger(pGameWorld, Pos, Strength, NW, i, Layer, Number); } } //CDraggerTeam::~CDraggerTeam() //{ // for (int i = 0; i < MAX_CLIENTS; ++i) // { // delete m_Draggers[i]; // } //}