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db4ec4a12d
Replacing the C standard headers with the C++ standard headers causes various `error: call to 'floor' promotes float to double [performance-type-promotion-in-math-fn,-warnings-as-errors]`, which are fixed by using the C++ std math functions or our own math functions instead of the C math functions. - Use `absolute` instead of `abs` and `fabs`. - Use `std::floor` instead of `floor` and `floorf`. - Use `std::ceil` instead of `ceil`, `ceilf` and `round_ceil`. - Use `std::round` instead of `round` and `roundf`. - Use `std::sin` instead of `sin` and `sinf`. - Use `std::asin` instead of `asin` and `asinf`. - Use `std::cos` instead of `cos` and `cosf`. - Use `std::acos` instead of `acos` and `acosf`. - Use `std::tan` instead of `tan` and `tanf`. - Use `std::atan` instead of `atan` and `atanf`. - Use `std::pow` instead of `pow` and `powf`. - Use `std::log` instead of `log` and `logf`. - Use `std::log2` instead of `log2` and `log2f`. - Use `std::log10` instead of `log10` and `log10f`. - Use `std::pow` instead of `pow` and `powf`. - Use `std::sqrt` instead of `sqrt` and `sqrtf`. - Use `std::fmod` instead of `fmod` and `fmodf`. - Use `direction(Angle)` instead of `vec2(std::cos(Angle), std::sin(Angle))`. - Use `length(vec2(x, y))` instead of `std::sqrt(x * x + y * y)`. - Remove unused `NormalizeAngular` and `AngularDistance` functions.
160 lines
4 KiB
C++
160 lines
4 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 "light.h"
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#include "character.h"
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#include <engine/server.h>
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#include <game/generated/protocol.h>
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#include <game/mapitems.h>
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#include <game/teamscore.h>
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#include <game/server/gamecontext.h>
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#include <game/server/player.h>
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CLight::CLight(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length,
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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_Tick = (Server()->TickSpeed() * 0.15f);
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m_Pos = Pos;
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m_Rotation = Rotation;
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m_Length = Length;
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m_EvalTick = Server()->Tick();
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GameWorld()->InsertEntity(this);
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Step();
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}
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bool CLight::HitCharacter()
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{
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std::list<CCharacter *> HitCharacters =
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GameServer()->m_World.IntersectedCharacters(m_Pos, m_To, 0.0f, 0);
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if(HitCharacters.empty())
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return false;
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for(auto *pChar : HitCharacters)
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{
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if(m_Layer == LAYER_SWITCH && m_Number > 0 && !Switchers()[m_Number].m_aStatus[pChar->Team()])
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continue;
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pChar->Freeze();
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}
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return true;
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}
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void CLight::Move()
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{
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if(m_Speed != 0)
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{
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if((m_CurveLength >= m_Length && m_Speed > 0) || (m_CurveLength <= 0 && m_Speed < 0))
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m_Speed = -m_Speed;
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m_CurveLength += m_Speed * m_Tick + m_LengthL;
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m_LengthL = 0;
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if(m_CurveLength > m_Length)
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{
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m_LengthL = m_CurveLength - m_Length;
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m_CurveLength = m_Length;
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}
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else if(m_CurveLength < 0)
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{
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m_LengthL = 0 + m_CurveLength;
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m_CurveLength = 0;
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}
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}
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m_Rotation += m_AngularSpeed * m_Tick;
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if(m_Rotation > pi * 2)
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m_Rotation -= pi * 2;
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else if(m_Rotation < 0)
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m_Rotation += pi * 2;
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}
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void CLight::Step()
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{
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Move();
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vec2 dir(std::sin(m_Rotation), std::cos(m_Rotation));
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vec2 to2 = m_Pos + normalize(dir) * m_CurveLength;
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GameServer()->Collision()->IntersectNoLaser(m_Pos, to2, &m_To, 0);
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}
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void CLight::Reset()
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{
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m_MarkedForDestroy = true;
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}
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void CLight::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,
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&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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Step();
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}
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HitCharacter();
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}
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void CLight::Snap(int SnappingClient)
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{
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if(NetworkClipped(SnappingClient, m_Pos) && NetworkClipped(SnappingClient, m_To))
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return;
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int SnappingClientVersion = GameServer()->GetClientVersion(SnappingClient);
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CNetObj_EntityEx *pEntData = 0;
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if(SnappingClientVersion >= VERSION_DDNET_SWITCH && (m_Layer == LAYER_SWITCH || length(m_Core) > 0))
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pEntData = static_cast<CNetObj_EntityEx *>(Server()->SnapNewItem(NETOBJTYPE_ENTITYEX, GetID(), sizeof(CNetObj_EntityEx)));
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CCharacter *pChr = GameServer()->GetPlayerChar(SnappingClient);
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if(SnappingClient != SERVER_DEMO_CLIENT && (GameServer()->m_apPlayers[SnappingClient]->GetTeam() == TEAM_SPECTATORS || GameServer()->m_apPlayers[SnappingClient]->IsPaused()) && GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID != SPEC_FREEVIEW)
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pChr = GameServer()->GetPlayerChar(GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID);
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if(pEntData)
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{
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pEntData->m_SwitchNumber = m_Number;
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pEntData->m_Layer = m_Layer;
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pEntData->m_EntityClass = ENTITYCLASS_LIGHT;
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}
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else
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{
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int Tick = (Server()->Tick() % Server()->TickSpeed()) % 6;
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if(pChr && pChr->IsAlive() && m_Layer == LAYER_SWITCH && m_Number > 0 && !Switchers()[m_Number].m_aStatus[pChr->Team()] && Tick)
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return;
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}
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vec2 From = m_Pos;
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int StartTick = 0;
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if(pChr && pChr->Team() == TEAM_SUPER)
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{
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From = m_Pos;
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}
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else if(pChr && m_Layer == LAYER_SWITCH && Switchers()[m_Number].m_aStatus[pChr->Team()])
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{
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From = m_To;
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}
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else if(m_Layer != LAYER_SWITCH)
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{
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From = m_To;
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}
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if(!pEntData)
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{
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StartTick = m_EvalTick;
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if(StartTick < Server()->Tick() - 4)
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StartTick = Server()->Tick() - 4;
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else if(StartTick > Server()->Tick())
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StartTick = Server()->Tick();
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}
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GameServer()->SnapLaserObject(CSnapContext(SnappingClientVersion), GetID(),
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m_Pos, From, StartTick, -1, LASERTYPE_FREEZE);
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}
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