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https://github.com/ddnet/ddnet.git
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15542a6c20
also did some refactoring Signed-off-by: GreYFoXGTi <GreYFoXGTi@GMaiL.CoM>
97 lines
2 KiB
C++
97 lines
2 KiB
C++
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#include <engine/server.h>
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#include <engine/config.h>
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#include <game/generated/protocol.h>
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#include <game/server/gamecontext.h>
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#include "gun.h"
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#include "plasma.h"
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const int RANGE=700;
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//////////////////////////////////////////////////
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// CGun
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//////////////////////////////////////////////////
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CGun::CGun(CGameWorld *pGameWorld, vec2 Pos, bool Freeze, bool Explosive)
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: CEntity(pGameWorld, NETOBJTYPE_LASER)
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{
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m_Delay = Server()->TickSpeed()*0.3f;
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m_Pos = Pos;
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m_EvalTick = Server()->Tick();
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m_Freeze = Freeze;
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m_Explosive = Explosive;
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GameWorld()->InsertEntity(this);
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}
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void CGun::Fire()
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{
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CCharacter *Ents[16];
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int Num = -1;
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Num = GameServer()->m_World.FindEntities(m_Pos,RANGE, (CEntity**)Ents, 16, NETOBJTYPE_CHARACTER);
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int Id=-1;
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int MinLen=0;
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for (int i = 0; i < Num; i++)
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{
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CCharacter *Target = Ents[i];
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int res=0;
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vec2 coltile;
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res = GameServer()->Collision()->IntersectLine(m_Pos, Target->m_Pos,0,0,false);
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if (!res)
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{
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int Len=length(Ents[i]->m_Pos - m_Pos);
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if (MinLen==0)
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{
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MinLen=Len;
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Id=i;
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}
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else if(MinLen>Len)
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{
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MinLen=Len;
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Id=i;
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}
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}
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}
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if (Id!=-1)
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{
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vec2 Fdir = normalize(Ents[Id]->m_Pos - m_Pos);
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new CPlasma(&GameServer()->m_World, m_Pos, Fdir, m_Freeze, m_Explosive);
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}
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}
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void CGun::Reset()
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{
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GameServer()->m_World.DestroyEntity(this);
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}
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void CGun::Tick()
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{
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if (Server()->Tick()%int(Server()->TickSpeed()*0.15f)==0)
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{
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m_EvalTick=Server()->Tick();
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int Index = GameServer()->Collision()->IsCp(m_Pos.x,m_Pos.y);
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if (Index)
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{
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m_Core=GameServer()->Collision()->CpSpeed(Index);
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}
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m_Pos+=m_Core;
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Fire();
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}
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}
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void CGun::Snap(int snapping_client)
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{
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if(NetworkClipped(snapping_client))
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return;
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CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_Id, sizeof(CNetObj_Laser)));
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pObj->m_X = (int)m_Pos.x;
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pObj->m_Y = (int)m_Pos.y;
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pObj->m_FromX = (int)m_Pos.x;
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pObj->m_FromY = (int)m_Pos.y;
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pObj->m_StartTick = m_EvalTick;
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}
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