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133 lines
3.3 KiB
C++
133 lines
3.3 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 "plasma.h"
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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 <game/server/gamemodes/DDRace.h>
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#include <game/server/player.h>
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#include <game/server/teams.h>
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#include "character.h"
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const float PLASMA_ACCEL = 1.1f;
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CPlasma::CPlasma(CGameWorld *pGameWorld, vec2 Pos, vec2 Dir, bool Freeze,
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bool Explosive, int ForClientID) :
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CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
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{
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m_Pos = Pos;
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m_Core = Dir;
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m_Freeze = Freeze;
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m_Explosive = Explosive;
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m_ForClientID = ForClientID;
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m_EvalTick = Server()->Tick();
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m_LifeTime = Server()->TickSpeed() * 1.5f;
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GameWorld()->InsertEntity(this);
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}
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void CPlasma::Tick()
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{
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// A plasma bullet has only a limited lifetime
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if(m_LifeTime == 0)
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{
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Reset();
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return;
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}
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CCharacter *pTarget = GameServer()->GetPlayerChar(m_ForClientID);
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// Without a target, a plasma bullet has no reason to live
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if(!pTarget)
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{
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Reset();
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return;
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}
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m_LifeTime--;
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Move();
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HitCharacter(pTarget);
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// Plasma bullets may explode twice if they would hit both a player and an obstacle in the next move step
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HitObstacle(pTarget);
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}
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void CPlasma::Move()
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{
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m_Pos += m_Core;
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m_Core *= PLASMA_ACCEL;
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}
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bool CPlasma::HitCharacter(CCharacter *pTarget)
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{
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vec2 IntersectPos;
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CCharacter *HitPlayer = GameServer()->m_World.IntersectCharacter(
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m_Pos, m_Pos + m_Core, 0.0f, IntersectPos, 0, m_ForClientID);
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if(!HitPlayer)
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{
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return false;
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}
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// Super player should not be able to stop the plasma bullets
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if(HitPlayer->Team() == TEAM_SUPER)
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{
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return false;
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}
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m_Freeze ? HitPlayer->Freeze() : HitPlayer->UnFreeze();
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if(m_Explosive)
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{
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// Plasma Turrets are very precise weapons only one tee gets speed from it,
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// other tees near the explosion remain unaffected
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GameServer()->CreateExplosion(
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m_Pos, m_ForClientID, WEAPON_GRENADE, true, pTarget->Team(), pTarget->TeamMask());
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}
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Reset();
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return true;
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}
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bool CPlasma::HitObstacle(CCharacter *pTarget)
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{
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// Check if the plasma bullet is stopped by a solid block or a laser stopper
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int HasIntersection = GameServer()->Collision()->IntersectNoLaser(m_Pos, m_Pos + m_Core, 0, 0);
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if(HasIntersection)
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{
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if(m_Explosive)
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{
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// Even in the case of an explosion due to a collision with obstacles, only one player is affected
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GameServer()->CreateExplosion(
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m_Pos, m_ForClientID, WEAPON_GRENADE, true, pTarget->Team(), pTarget->TeamMask());
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}
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Reset();
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return true;
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}
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return false;
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}
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void CPlasma::Reset()
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{
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m_MarkedForDestroy = true;
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}
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void CPlasma::Snap(int SnappingClient)
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{
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// Only players who can see the targeted player can see the plasma bullet
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CCharacter *pTarget = GameServer()->GetPlayerChar(m_ForClientID);
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if(!pTarget || !pTarget->CanSnapCharacter(SnappingClient))
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{
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return;
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}
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// Only players with the plasma bullet in their field of view or who want to see everything will receive the snap
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if(NetworkClipped(SnappingClient))
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return;
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CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(
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NETOBJTYPE_LASER, GetID(), 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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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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