mirror of
https://github.com/ddnet/ddnet.git
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15542a6c20
also did some refactoring Signed-off-by: GreYFoXGTi <GreYFoXGTi@GMaiL.CoM>
150 lines
3.4 KiB
C++
150 lines
3.4 KiB
C++
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#include <engine/config.h>
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#include <engine/server.h>
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#include <game/generated/protocol.h>
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#include <game/server/gamecontext.h>
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#include "light.h"
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#include <game/mapitems.h>
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//////////////////////////////////////////////////
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// CLight
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//////////////////////////////////////////////////
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CLight::CLight(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length)
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: CEntity(pGameWorld, NETOBJTYPE_LASER)
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{
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m_Tick=(Server()->TickSpeed()*0.15f);
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m_Pos = Pos;
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m_Rotation = Rotation;
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m_Length = Length;
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m_EvalTick = Server()->Tick();
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GameWorld()->InsertEntity(this);
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Step();
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}
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bool CLight::HitCharacter()
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{
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vec2 At;
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vec2 Points[36];
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for(int i=1;i<37;i++)
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{
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Points[i-1].x = m_Pos.x * (1 - i/38.0) + m_To.x * i / 38.0;
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Points[i-1].y = m_Pos.y * (1 - i/38.0) + m_To.y * i / 38.0;
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}
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CCharacter *Hit = GameServer()->m_World.IntersectCharacter(m_Pos, Points[0], 1.f, At, 0);
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if(Hit)
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit = 0;
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Hit = GameServer()->m_World.IntersectCharacter(Points[0], m_Pos, 1.f, At, 0);
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if(Hit)
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit = 0;
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for(int i = 0; i < 36; i++)
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{
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Hit = GameServer()->m_World.IntersectCharacter(Points[i], Points[i+1], 1.f, At, 0);
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if(Hit)
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit = 0;
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Hit = GameServer()->m_World.IntersectCharacter(Points[i+1], Points[i], 1.f, At, 0);
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if(Hit)
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit = 0;
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}
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Hit = GameServer()->m_World.IntersectCharacter(Points[35], m_To, 1.f, At, 0);
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if(Hit)
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit = 0;
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Hit = GameServer()->m_World.IntersectCharacter(m_To, Points[35], 1.f, At, 0);
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if(Hit)
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit = 0;
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return true;
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}
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void CLight::Move()
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{
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if (m_Speed != 0)
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{
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if ((m_CurveLength>=m_Length && m_Speed>0) || (m_CurveLength<=0 && m_Speed<0))
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m_Speed=-m_Speed;
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m_CurveLength+=m_Speed*m_Tick + m_LengthL;
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m_LengthL=0;
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if (m_CurveLength>m_Length)
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{
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m_LengthL=m_CurveLength-m_Length;
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m_CurveLength=m_Length;
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}
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else if(m_CurveLength<0)
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{
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m_LengthL=0+m_CurveLength;
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m_CurveLength=0;
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}
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}
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m_Rotation+=m_AngularSpeed*m_Tick;
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if (m_Rotation>pi*2)
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m_Rotation-=pi*2;
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else if(m_Rotation<0)
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m_Rotation+=pi*2;
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}
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void CLight::Step()
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{
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Move();
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vec2 dir(sin(m_Rotation), cos(m_Rotation));
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vec2 to2 = m_Pos + normalize(dir)*m_CurveLength;
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GameServer()->Collision()->IntersectNoLaser(m_Pos, to2, &m_To,0 );
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}
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void CLight::Reset()
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{
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GameServer()->m_World.DestroyEntity(this);
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}
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void CLight::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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Step();
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}
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HitCharacter();
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return;
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}
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void CLight::Snap(int snapping_client)
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{
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if(NetworkClipped(snapping_client,m_Pos) && NetworkClipped(snapping_client,m_To))
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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_To.x;
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pObj->m_FromY = (int)m_To.y;
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int start_tick = m_EvalTick;
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if (start_tick<Server()->Tick()-4)
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start_tick=Server()->Tick()-4;
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else if (start_tick>Server()->Tick())
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start_tick=Server()->Tick();
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pObj->m_StartTick = start_tick;
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}
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