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Purely automatic change. In case of conflict with this change, apply the other change and rerun the formatting to restore it: $ python scripts/fix_style.py
115 lines
3.3 KiB
C++
115 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/teams.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 ResponsibleTeam) :
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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_EvalTick = Server()->Tick();
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m_LifeTime = Server()->TickSpeed() * 1.5f;
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m_ResponsibleTeam = ResponsibleTeam;
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GameWorld()->InsertEntity(this);
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}
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bool CPlasma::HitCharacter()
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{
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vec2 To2;
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CCharacter *Hit = GameServer()->m_World.IntersectCharacter(m_Pos,
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m_Pos + m_Core, 0.0f, To2);
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if(!Hit)
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return false;
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if(Hit->Team() != m_ResponsibleTeam)
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return false;
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m_Freeze ? Hit->Freeze() : Hit->UnFreeze();
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if(m_Explosive)
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GameServer()->CreateExplosion(m_Pos, -1, WEAPON_GRENADE, true,
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m_ResponsibleTeam, Hit->Teams()->TeamMask(m_ResponsibleTeam));
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GameServer()->m_World.DestroyEntity(this);
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return true;
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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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void CPlasma::Reset()
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{
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GameServer()->m_World.DestroyEntity(this);
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}
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void CPlasma::Tick()
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{
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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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m_LifeTime--;
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Move();
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HitCharacter();
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int Res = 0;
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Res = GameServer()->Collision()->IntersectNoLaser(m_Pos, m_Pos + m_Core, 0,
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0);
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if(Res)
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{
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if(m_Explosive)
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GameServer()->CreateExplosion(
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m_Pos,
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-1,
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WEAPON_GRENADE,
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true,
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m_ResponsibleTeam,
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((CGameControllerDDRace *)GameServer()->m_pController)->m_Teams.TeamMask(m_ResponsibleTeam));
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Reset();
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}
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}
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void CPlasma::Snap(int SnappingClient)
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{
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if(NetworkClipped(SnappingClient))
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return;
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CCharacter *SnapChar = GameServer()->GetPlayerChar(SnappingClient);
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CPlayer *SnapPlayer = SnappingClient > -1 ? GameServer()->m_apPlayers[SnappingClient] : 0;
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int Tick = (Server()->Tick() % Server()->TickSpeed()) % 11;
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if(SnapChar && SnapChar->IsAlive() && (m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[SnapChar->Team()]) && (!Tick))
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return;
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if(SnapPlayer && (SnapPlayer->GetTeam() == TEAM_SPECTATORS || SnapPlayer->IsPaused()) && SnapPlayer->m_SpectatorID != -1 && GameServer()->GetPlayerChar(SnapPlayer->m_SpectatorID) && GameServer()->GetPlayerChar(SnapPlayer->m_SpectatorID)->Team() != m_ResponsibleTeam && SnapPlayer->m_ShowOthers != 1)
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return;
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if(SnapPlayer && SnapPlayer->GetTeam() != TEAM_SPECTATORS && !SnapPlayer->IsPaused() && SnapChar && SnapChar && SnapChar->Team() != m_ResponsibleTeam && SnapPlayer->m_ShowOthers != 1)
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return;
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if(SnapPlayer && (SnapPlayer->GetTeam() == TEAM_SPECTATORS || SnapPlayer->IsPaused()) && SnapPlayer->m_SpectatorID == -1 && SnapChar && SnapChar->Team() != m_ResponsibleTeam && SnapPlayer->m_SpecTeam)
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return;
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CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(
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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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