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129 lines
3.5 KiB
C++
129 lines
3.5 KiB
C++
/* See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
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#include "dragger_beam.h"
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#include "character.h"
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#include "dragger.h"
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#include <engine/server.h>
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#include <engine/shared/config.h>
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#include <game/generated/protocol.h>
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#include <game/server/gamecontext.h>
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CDraggerBeam::CDraggerBeam(CGameWorld *pGameWorld, CDragger *pDragger, vec2 Pos, float Strength, bool IgnoreWalls,
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int ForClientID, int Layer, int Number) :
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CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
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{
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m_pDragger = pDragger;
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m_Pos = Pos;
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m_Strength = Strength;
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m_IgnoreWalls = IgnoreWalls;
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m_ForClientID = ForClientID;
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m_Active = true;
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m_Layer = Layer;
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m_Number = Number;
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m_EvalTick = Server()->Tick();
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GameWorld()->InsertEntity(this);
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}
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void CDraggerBeam::Tick()
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{
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if(!m_Active)
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{
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return;
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}
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// Drag only if the player is reachable and alive
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CCharacter *pTarget = GameServer()->GetPlayerChar(m_ForClientID);
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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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// The following checks are necessary, because the checks in CDragger::LookForPlayersToDrag only take place
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// after CDraggerBeam::Tick and only every 150ms
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// When the dragger is disabled for the target player's team, the dragger beam dissolves. The check if a dragger
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// is disabled is only executed every 150ms, so the beam can stay activated up to 6 extra ticks
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if(Server()->Tick() % int(Server()->TickSpeed() * 0.15f) == 0)
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{
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if(m_Layer == LAYER_SWITCH && m_Number > 0 &&
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!Switchers()[m_Number].m_Status[pTarget->Team()])
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{
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Reset();
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return;
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}
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}
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// When the dragger can no longer reach the target player, the dragger beam dissolves
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int IsReachable =
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m_IgnoreWalls ?
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!GameServer()->Collision()->IntersectNoLaserNW(m_Pos, pTarget->m_Pos, 0, 0) :
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!GameServer()->Collision()->IntersectNoLaser(m_Pos, pTarget->m_Pos, 0, 0);
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if(!IsReachable ||
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distance(pTarget->m_Pos, m_Pos) >= g_Config.m_SvDraggerRange || !pTarget->IsAlive())
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{
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Reset();
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return;
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}
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// In the center of the dragger a tee does not experience speed-up
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else if(distance(pTarget->m_Pos, m_Pos) > 28)
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{
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vec2 Temp = pTarget->Core()->m_Vel + (normalize(m_Pos - pTarget->m_Pos) * m_Strength);
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pTarget->Core()->m_Vel = ClampVel(pTarget->m_MoveRestrictions, Temp);
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}
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}
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void CDraggerBeam::SetPos(vec2 Pos)
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{
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m_Pos = Pos;
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}
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void CDraggerBeam::Reset()
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{
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m_MarkedForDestroy = true;
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m_Active = false;
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m_pDragger->RemoveDraggerBeam(m_ForClientID);
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}
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void CDraggerBeam::Snap(int SnappingClient)
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{
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if(!m_Active)
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{
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return;
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}
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// Only players who can see the player attached to the dragger can see the dragger beam
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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 dragger beam in their field of view or who want to see everything will receive the snap
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vec2 TargetPos = vec2(pTarget->m_Pos.x, pTarget->m_Pos.y);
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if(distance(pTarget->m_Pos, m_Pos) >= g_Config.m_SvDraggerRange || NetworkClippedLine(SnappingClient, m_Pos, TargetPos))
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{
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return;
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}
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CNetObj_Laser *obj = static_cast<CNetObj_Laser *>(
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Server()->SnapNewItem(NETOBJTYPE_LASER, GetID(), sizeof(CNetObj_Laser)));
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if(!obj)
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{
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return;
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}
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obj->m_X = (int)m_Pos.x;
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obj->m_Y = (int)m_Pos.y;
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obj->m_FromX = (int)TargetPos.x;
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obj->m_FromY = (int)TargetPos.y;
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int StartTick = m_EvalTick;
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if(StartTick < Server()->Tick() - 4)
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{
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StartTick = Server()->Tick() - 4;
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}
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else if(StartTick > Server()->Tick())
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{
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StartTick = Server()->Tick();
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}
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obj->m_StartTick = StartTick;
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}
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