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116 lines
2.8 KiB
C++
116 lines
2.8 KiB
C++
/* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
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#include <game/generated/protocol.h>
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#include <game/server/gamecontext.h>
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#include <engine/shared/config.h>
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#include <game/server/gamemodes/DDRace.h>
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#include "door.h"
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CDoor::CDoor(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length,
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int Number) :
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CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
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{
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m_Number = Number;
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m_Pos = Pos;
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m_Length = Length;
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m_Direction = vec2(sin(Rotation), cos(Rotation));
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vec2 To = Pos + normalize(m_Direction) * m_Length;
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GameServer()->Collision()->IntersectNoLaser(Pos, To, &this->m_To, 0);
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ResetCollision();
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GameWorld()->InsertEntity(this);
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}
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void CDoor::Open(int Tick, bool ActivatedTeam[])
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{
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m_EvalTick = Server()->Tick();
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}
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void CDoor::ResetCollision()
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{
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for (int i = 0; i < m_Length - 1; i++)
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{
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vec2 CurrentPos(m_Pos.x + (m_Direction.x * i),
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m_Pos.y + (m_Direction.y * i));
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if (GameServer()->Collision()->CheckPoint(CurrentPos)
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|| GameServer()->Collision()->GetTile(m_Pos.x, m_Pos.y)
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|| GameServer()->Collision()->GetFTile(m_Pos.x, m_Pos.y))
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break;
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else
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GameServer()->Collision()->SetDCollisionAt(
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m_Pos.x + (m_Direction.x * i),
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m_Pos.y + (m_Direction.y * i), TILE_STOPA, 0/*Flags*/,
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m_Number);
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}
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}
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void CDoor::Open(int Team)
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{
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}
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void CDoor::Close(int Team)
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{
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}
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void CDoor::Reset()
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{
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}
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void CDoor::Tick()
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{
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}
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void CDoor::Snap(int SnappingClient)
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{
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if (NetworkClipped(SnappingClient, m_Pos)
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&& NetworkClipped(SnappingClient, m_To))
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return;
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CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(
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NETOBJTYPE_LASER, m_ID, sizeof(CNetObj_Laser)));
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if (!pObj)
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return;
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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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CCharacter * Char = GameServer()->GetPlayerChar(SnappingClient);
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int Tick = (Server()->Tick() % Server()->TickSpeed()) % 11;
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if(SnappingClient > -1 && (GameServer()->m_apPlayers[SnappingClient]->GetTeam() == -1
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|| GameServer()->m_apPlayers[SnappingClient]->m_Paused)
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&& GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID != SPEC_FREEVIEW)
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Char = GameServer()->GetPlayerChar(GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID);
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if (Char == 0)
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return;
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if (Char->IsAlive() && GameServer()->Collision()->m_NumSwitchers > 0
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&& !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()]
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&& (!Tick))
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return;
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if (Char->Team() == TEAM_SUPER)
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{
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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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}
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else if (Char->IsAlive() && GameServer()->Collision()->m_NumSwitchers > 0
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&& GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()])
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{
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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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}
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else
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{
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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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}
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pObj->m_StartTick = Server()->Tick();
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}
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