1/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
2/* If you are missing that file, acquire a complete release at teeworlds.com. */
3
4#include "laser_data.h"
5
6#include <engine/shared/snapshot.h>
7
8#include <generated/protocol.h>
9
10#include <game/client/prediction/gameworld.h>
11#include <game/collision.h>
12
13CLaserData ExtractLaserInfo(int NetObjType, const void *pData, CGameWorld *pGameWorld, const CNetObj_EntityEx *pEntEx)
14{
15 CLaserData Result = {.m_From: vec2(0, 0)};
16
17 if(NetObjType == NETOBJTYPE_DDNETLASER)
18 {
19 Result = ExtractLaserInfoDDNet(pLaser: (const CNetObj_DDNetLaser *)pData, pGameWorld);
20 }
21 else
22 {
23 CNetObj_Laser *pLaser = (CNetObj_Laser *)pData;
24
25 Result.m_From.x = pLaser->m_FromX;
26 Result.m_From.y = pLaser->m_FromY;
27 Result.m_To.x = pLaser->m_X;
28 Result.m_To.y = pLaser->m_Y;
29 Result.m_StartTick = pLaser->m_StartTick;
30 Result.m_ExtraInfo = false;
31 Result.m_Owner = -1;
32 Result.m_Type = -1;
33 Result.m_SwitchNumber = 0;
34 Result.m_Subtype = -1;
35 Result.m_TuneZone = pGameWorld && pGameWorld->m_WorldConfig.m_UseTuneZones ? pGameWorld->Collision()->IsTune(Index: pGameWorld->Collision()->GetMapIndex(Pos: Result.m_From)) : 0;
36 Result.m_Predict = true;
37 }
38
39 if(pEntEx && !(NetObjType == NETOBJTYPE_DDNETLASER && Result.m_SwitchNumber >= 0))
40 {
41 Result.m_SwitchNumber = pEntEx->m_SwitchNumber;
42 if(pEntEx->m_EntityClass == ENTITYCLASS_LIGHT)
43 {
44 Result.m_Type = LASERTYPE_FREEZE;
45 }
46 else if(pEntEx->m_EntityClass >= ENTITYCLASS_GUN_NORMAL && pEntEx->m_EntityClass <= ENTITYCLASS_GUN_UNFREEZE)
47 {
48 Result.m_Type = LASERTYPE_GUN;
49 }
50 else if(pEntEx->m_EntityClass >= ENTITYCLASS_DRAGGER_WEAK && pEntEx->m_EntityClass <= ENTITYCLASS_DRAGGER_STRONG)
51 {
52 Result.m_Type = LASERTYPE_DRAGGER;
53 }
54 else if(pEntEx->m_EntityClass == ENTITYCLASS_DOOR)
55 {
56 Result.m_Type = LASERTYPE_DOOR;
57 }
58 }
59
60 return Result;
61}
62
63CLaserData ExtractLaserInfoDDNet(const CNetObj_DDNetLaser *pLaser, CGameWorld *pGameWorld)
64{
65 CLaserData Result = {.m_From: vec2(0, 0)};
66 Result.m_From.x = pLaser->m_FromX;
67 Result.m_From.y = pLaser->m_FromY;
68 Result.m_To.x = pLaser->m_ToX;
69 Result.m_To.y = pLaser->m_ToY;
70 Result.m_StartTick = pLaser->m_StartTick;
71 Result.m_ExtraInfo = true;
72 Result.m_Owner = pLaser->m_Owner;
73 Result.m_Type = pLaser->m_Type;
74 Result.m_SwitchNumber = pLaser->m_SwitchNumber;
75 Result.m_Subtype = pLaser->m_Subtype;
76 Result.m_TuneZone = pGameWorld && pGameWorld->m_WorldConfig.m_UseTuneZones ? pGameWorld->Collision()->IsTune(Index: pGameWorld->Collision()->GetMapIndex(Pos: Result.m_From)) : 0;
77 Result.m_Predict = !(pLaser->m_Flags & LASERFLAG_NO_PREDICT);
78 return Result;
79}
80