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138 lines
3.8 KiB
C++
138 lines
3.8 KiB
C++
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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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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#include <game/server/teams.h>
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#include "gun.h"
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#include "plasma.h"
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//////////////////////////////////////////////////
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// CGun
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//////////////////////////////////////////////////
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CGun::CGun(CGameWorld *pGameWorld, vec2 Pos, bool Freeze, bool Explosive, int Layer, int Number)
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: CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
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{
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m_Layer = Layer;
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m_Number = Number;
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m_LastFire = Server()->Tick();
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m_Pos = Pos;
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m_EvalTick = Server()->Tick();
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m_Freeze = Freeze;
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m_Explosive = Explosive;
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GameWorld()->InsertEntity(this);
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}
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void CGun::Fire()
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{
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CCharacter *Ents[MAX_CLIENTS];
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int IdInTeam[MAX_CLIENTS];
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int LenInTeam[MAX_CLIENTS];
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for (int i = 0; i < MAX_CLIENTS; i++)
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{
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IdInTeam[i] = -1;
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LenInTeam[i] = 0;
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}
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int Num = -1;
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Num = GameServer()->m_World.FindEntities(m_Pos, g_Config.m_SvPlasmaRange, (CEntity**)Ents, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
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for (int i = 0; i < Num; i++)
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{
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CCharacter *Target = Ents[i];
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//now gun doesn't affect on super
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if(Target->Team() == TEAM_SUPER)
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continue;
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if(m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Target->Team()])
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continue;
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int res = GameServer()->Collision()->IntersectLine(m_Pos, Target->m_Pos,0,0,false);
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if (!res)
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{
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int Len = length(Target->m_Pos - m_Pos);
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if (LenInTeam[Target->Team()] == 0 || LenInTeam[Target->Team()] > Len)
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{
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LenInTeam[Target->Team()] = Len;
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IdInTeam[Target->Team()] = i;
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}
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}
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}
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for (int i = 0; i < MAX_CLIENTS; i++)
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{
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if(IdInTeam[i] != -1)
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{
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CCharacter *Target = Ents[IdInTeam[i]];
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new CPlasma(&GameServer()->m_World, m_Pos, normalize(Target->m_Pos - m_Pos), m_Freeze, m_Explosive, i);
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m_LastFire = Server()->Tick();
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}
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}
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for (int i = 0; i < Num; i++)
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{
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CCharacter *Target = Ents[i];
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if (Target->IsAlive() && Target->Teams()->m_Core.GetSolo(Target->GetPlayer()->GetCID()))
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{
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if (IdInTeam[Target->Team()] != i)
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{
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int res = GameServer()->Collision()->IntersectLine(m_Pos, Target->m_Pos,0,0,false);
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if (!res)
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{
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new CPlasma(&GameServer()->m_World, m_Pos, normalize(Target->m_Pos - m_Pos), m_Freeze, m_Explosive, Target->Team());
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m_LastFire = Server()->Tick();
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}
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}
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}
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}
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}
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void CGun::Reset()
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{
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GameServer()->m_World.DestroyEntity(this);
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}
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void CGun::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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int Flags;
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m_EvalTick=Server()->Tick();
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int index = GameServer()->Collision()->IsMover(m_Pos.x,m_Pos.y, &Flags);
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if (index)
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{
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m_Core=GameServer()->Collision()->CpSpeed(index, Flags);
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}
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m_Pos+=m_Core;
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}
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if (m_LastFire + Server()->TickSpeed() / g_Config.m_SvPlasmaPerSec <= Server()->Tick())
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Fire();
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}
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void CGun::Snap(int SnappingClient)
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{
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if(NetworkClipped(SnappingClient))
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return;
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CCharacter *Char = GameServer()->GetPlayerChar(SnappingClient);
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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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int Tick = (Server()->Tick()%Server()->TickSpeed())%11;
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if (Char && Char->IsAlive() && (m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()]) && (!Tick)) 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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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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