ddnet/src/game/server/entities/laser.cpp
2011-08-02 12:35:14 +02:00

109 lines
2.4 KiB
C++

/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include "laser.h"
CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner)
: CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
{
m_Pos = Pos;
m_Owner = Owner;
m_Energy = StartEnergy;
m_Dir = Direction;
m_Bounces = 0;
m_EvalTick = 0;
GameWorld()->InsertEntity(this);
DoBounce();
}
bool CLaser::HitCharacter(vec2 From, vec2 To)
{
vec2 At;
CCharacter *pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
CCharacter *pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, pOwnerChar);
if(!pHit)
return false;
m_From = From;
m_Pos = At;
m_Energy = -1;
pHit->TakeDamage(vec2(0.f, 0.f), GameServer()->Tuning()->m_LaserDamage, m_Owner, WEAPON_RIFLE);
return true;
}
void CLaser::DoBounce()
{
m_EvalTick = Server()->Tick();
if(m_Energy < 0)
{
GameServer()->m_World.DestroyEntity(this);
return;
}
vec2 To = m_Pos + m_Dir * m_Energy;
if(GameServer()->Collision()->IntersectLine(m_Pos, To, 0x0, &To))
{
if(!HitCharacter(m_Pos, To))
{
// intersected
m_From = m_Pos;
m_Pos = To;
vec2 TempPos = m_Pos;
vec2 TempDir = m_Dir * 4.0f;
GameServer()->Collision()->MovePoint(&TempPos, &TempDir, 1.0f, 0);
m_Pos = TempPos;
m_Dir = normalize(TempDir);
m_Energy -= distance(m_From, m_Pos) + GameServer()->Tuning()->m_LaserBounceCost;
m_Bounces++;
if(m_Bounces > GameServer()->Tuning()->m_LaserBounceNum)
m_Energy = -1;
GameServer()->CreateSound(m_Pos, SOUND_RIFLE_BOUNCE);
}
}
else
{
if(!HitCharacter(m_Pos, To))
{
m_From = m_Pos;
m_Pos = To;
m_Energy = -1;
}
}
}
void CLaser::Reset()
{
GameServer()->m_World.DestroyEntity(this);
}
void CLaser::Tick()
{
if(Server()->Tick() > m_EvalTick+(Server()->TickSpeed()*GameServer()->Tuning()->m_LaserBounceDelay)/1000.0f)
DoBounce();
}
void CLaser::Snap(int SnappingClient)
{
if(NetworkClipped(SnappingClient))
return;
CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_ID, sizeof(CNetObj_Laser)));
if(!pObj)
return;
pObj->m_X = (int)m_Pos.x;
pObj->m_Y = (int)m_Pos.y;
pObj->m_FromX = (int)m_From.x;
pObj->m_FromY = (int)m_From.y;
pObj->m_StartTick = m_EvalTick;
}