| 1 | /* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */ |
| 2 | #include "door.h" |
| 3 | |
| 4 | #include "character.h" |
| 5 | |
| 6 | #include <generated/protocol.h> |
| 7 | |
| 8 | #include <game/mapitems.h> |
| 9 | #include <game/server/gamecontext.h> |
| 10 | #include <game/server/player.h> |
| 11 | #include <game/teamscore.h> |
| 12 | |
| 13 | CDoor::CDoor(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length, |
| 14 | int Number) : |
| 15 | CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER) |
| 16 | { |
| 17 | m_Number = Number; |
| 18 | m_Pos = Pos; |
| 19 | m_Length = Length; |
| 20 | m_Direction = vec2(std::sin(x: Rotation), std::cos(x: Rotation)); |
| 21 | vec2 To = Pos + normalize(v: m_Direction) * m_Length; |
| 22 | |
| 23 | GameServer()->Collision()->IntersectNoLaser(Pos0: Pos, Pos1: To, pOutCollision: &this->m_To, pOutBeforeCollision: nullptr); |
| 24 | ResetCollision(); |
| 25 | GameWorld()->InsertEntity(pEntity: this); |
| 26 | } |
| 27 | |
| 28 | void CDoor::ResetCollision() |
| 29 | { |
| 30 | if(GameServer()->Collision()->GetTile(x: m_Pos.x, y: m_Pos.y) || GameServer()->Collision()->GetFrontTile(x: m_Pos.x, y: m_Pos.y)) |
| 31 | return; |
| 32 | |
| 33 | for(int i = 0; i < m_Length - 1; i++) |
| 34 | { |
| 35 | vec2 CurrentPos = m_Pos + m_Direction * i; |
| 36 | if(GameServer()->Collision()->CheckPoint(Pos: CurrentPos)) |
| 37 | break; |
| 38 | else |
| 39 | GameServer()->Collision()->SetDoorCollisionAt(x: CurrentPos.x, y: CurrentPos.y, Type: TILE_STOPA, Flags: 0, Number: m_Number); |
| 40 | } |
| 41 | } |
| 42 | |
| 43 | void CDoor::Reset() |
| 44 | { |
| 45 | m_MarkedForDestroy = true; |
| 46 | } |
| 47 | |
| 48 | void CDoor::Snap(int SnappingClient) |
| 49 | { |
| 50 | if(NetworkClipped(SnappingClient, CheckPos: m_Pos) && NetworkClipped(SnappingClient, CheckPos: m_To)) |
| 51 | return; |
| 52 | |
| 53 | int SnappingClientVersion = GameServer()->GetClientVersion(ClientId: SnappingClient); |
| 54 | |
| 55 | vec2 From; |
| 56 | int StartTick; |
| 57 | |
| 58 | if(SnappingClientVersion >= VERSION_DDNET_ENTITY_NETOBJS) |
| 59 | { |
| 60 | From = m_To; |
| 61 | StartTick = -1; |
| 62 | } |
| 63 | else |
| 64 | { |
| 65 | CCharacter *pChr = GameServer()->GetPlayerChar(ClientId: SnappingClient); |
| 66 | |
| 67 | if(SnappingClient != SERVER_DEMO_CLIENT && (GameServer()->m_apPlayers[SnappingClient]->GetTeam() == TEAM_SPECTATORS || GameServer()->m_apPlayers[SnappingClient]->IsPaused()) && GameServer()->m_apPlayers[SnappingClient]->SpectatorId() != SPEC_FREEVIEW) |
| 68 | pChr = GameServer()->GetPlayerChar(ClientId: GameServer()->m_apPlayers[SnappingClient]->SpectatorId()); |
| 69 | |
| 70 | if(pChr && pChr->Team() != TEAM_SUPER && pChr->IsAlive() && !Switchers().empty() && Switchers()[m_Number].m_aStatus[pChr->Team()]) |
| 71 | { |
| 72 | From = m_To; |
| 73 | } |
| 74 | else |
| 75 | { |
| 76 | From = m_Pos; |
| 77 | } |
| 78 | StartTick = Server()->Tick(); |
| 79 | } |
| 80 | |
| 81 | GameServer()->SnapLaserObject(Context: CSnapContext(SnappingClientVersion, Server()->IsSixup(ClientId: SnappingClient), SnappingClient), SnapId: GetId(), |
| 82 | To: m_Pos, From, StartTick, Owner: -1, LaserType: LASERTYPE_DOOR, Subtype: 0, SwitchNumber: m_Number); |
| 83 | } |
| 84 | |