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164 lines
3.9 KiB
C++
164 lines
3.9 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 <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 "light.h"
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#include <game/mapitems.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 (std::list<CCharacter *>::iterator i = HitCharacters.begin();
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i != HitCharacters.end(); i++)
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{
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CCharacter * Char = *i;
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if (m_Layer == LAYER_SWITCH
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&& !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()])
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continue;
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Char->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)
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|| (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(sin(m_Rotation), 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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GameServer()->m_World.DestroyEntity(this);
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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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return;
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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)
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&& NetworkClipped(SnappingClient, m_To))
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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()) % 6;
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if (Char && Char->IsAlive()
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&& m_Layer == LAYER_SWITCH
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&& !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()]
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&& (Tick))
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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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if (Char && Char->Team() == TEAM_SUPER)
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{
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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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}
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else if (Char && m_Layer == LAYER_SWITCH
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&& GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()])
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{
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pObj->m_FromX = (int) m_To.x;
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pObj->m_FromY = (int) m_To.y;
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}
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else if (m_Layer != LAYER_SWITCH)
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{
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pObj->m_FromX = (int) m_To.x;
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pObj->m_FromY = (int) m_To.y;
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}
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else
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{
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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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}
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int 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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pObj->m_StartTick = StartTick;
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}
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