| 1 | /* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */ |
| 2 | #ifndef GAME_SERVER_ENTITIES_DRAGGER_H |
| 3 | #define GAME_SERVER_ENTITIES_DRAGGER_H |
| 4 | |
| 5 | #include <game/server/entity.h> |
| 6 | class CDraggerBeam; |
| 7 | |
| 8 | /** |
| 9 | * Draggers generate dragger beams which pull players towards their center similar to a tractor beam |
| 10 | * |
| 11 | * A dragger will only generate one dragger beam per team for the closest player for whom the following criteria are met: |
| 12 | * - The player is within the dragger range (sv_dragger_range). |
| 13 | * - The player is not a super player |
| 14 | * - The dragger is activated |
| 15 | * - The dragger beam to be generated is not blocked by laser stoppers (or solid blocks if IgnoreWalls is set to false) |
| 16 | * With the exception of solo players, for whom a dragger beam is always generated, regardless of the rest of the team, |
| 17 | * if the above criteria are met. Solo players have no influence on the generation of the dragger beam for the rest |
| 18 | * of the team. |
| 19 | * A created dragger beam remains for the selected player until one of the criteria is no longer fulfilled. Only then |
| 20 | * can a new dragger beam be created for that team, which may drag another team partner. |
| 21 | */ |
| 22 | class CDragger : public CEntity |
| 23 | { |
| 24 | // m_Core is the direction vector by which a dragger is shifted at each movement tick (every 150ms) |
| 25 | vec2 m_Core; |
| 26 | float m_Strength; |
| 27 | bool m_IgnoreWalls; |
| 28 | int m_EvalTick; |
| 29 | |
| 30 | int m_aTargetIdInTeam[MAX_CLIENTS]; |
| 31 | CDraggerBeam *m_apDraggerBeam[MAX_CLIENTS]; |
| 32 | |
| 33 | void LookForPlayersToDrag(); |
| 34 | |
| 35 | public: |
| 36 | CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool IgnoreWalls, int Layer = 0, int Number = 0); |
| 37 | |
| 38 | void RemoveDraggerBeam(int ClientId); |
| 39 | bool WillDraggerBeamUseDraggerId(int TargetClientId, int SnappingClientId); |
| 40 | |
| 41 | void Reset() override; |
| 42 | void Tick() override; |
| 43 | void Snap(int SnappingClient) override; |
| 44 | void SwapClients(int Client1, int Client2) override; |
| 45 | }; |
| 46 | |
| 47 | #endif // GAME_SERVER_ENTITIES_DRAGGER_H |
| 48 | |