| 1 | /* (c) Shereef Marzouk. See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */ |
| 2 | #include "light.h" |
| 3 | |
| 4 | #include "character.h" |
| 5 | |
| 6 | #include <engine/server.h> |
| 7 | |
| 8 | #include <generated/protocol.h> |
| 9 | |
| 10 | #include <game/mapitems.h> |
| 11 | #include <game/server/gamecontext.h> |
| 12 | #include <game/server/player.h> |
| 13 | #include <game/teamscore.h> |
| 14 | |
| 15 | CLight::CLight(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length, |
| 16 | int Layer, int Number) : |
| 17 | CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER) |
| 18 | { |
| 19 | m_To = vec2(0.0f, 0.0f); |
| 20 | m_Core = vec2(0.0f, 0.0f); |
| 21 | m_Layer = Layer; |
| 22 | m_Number = Number; |
| 23 | m_Tick = (Server()->TickSpeed() * 0.15f); |
| 24 | m_Pos = Pos; |
| 25 | m_Rotation = Rotation; |
| 26 | m_Length = Length; |
| 27 | m_EvalTick = Server()->Tick(); |
| 28 | GameWorld()->InsertEntity(pEntity: this); |
| 29 | Step(); |
| 30 | } |
| 31 | |
| 32 | bool CLight::HitCharacter() |
| 33 | { |
| 34 | std::vector<CCharacter *> vpHitCharacters = GameServer()->m_World.IntersectedCharacters(Pos0: m_Pos, Pos1: m_To, Radius: 0.0f, pNotThis: nullptr); |
| 35 | if(vpHitCharacters.empty()) |
| 36 | return false; |
| 37 | for(auto *pChar : vpHitCharacters) |
| 38 | { |
| 39 | if(m_Layer == LAYER_SWITCH && m_Number > 0 && !Switchers()[m_Number].m_aStatus[pChar->Team()]) |
| 40 | continue; |
| 41 | pChar->Freeze(); |
| 42 | } |
| 43 | return true; |
| 44 | } |
| 45 | |
| 46 | void CLight::Move() |
| 47 | { |
| 48 | if(m_Speed != 0) |
| 49 | { |
| 50 | if((m_CurveLength >= m_Length && m_Speed > 0) || (m_CurveLength <= 0 && m_Speed < 0)) |
| 51 | m_Speed = -m_Speed; |
| 52 | m_CurveLength += m_Speed * m_Tick + m_LengthL; |
| 53 | m_LengthL = 0; |
| 54 | if(m_CurveLength > m_Length) |
| 55 | { |
| 56 | m_LengthL = m_CurveLength - m_Length; |
| 57 | m_CurveLength = m_Length; |
| 58 | } |
| 59 | else if(m_CurveLength < 0) |
| 60 | { |
| 61 | m_LengthL = 0 + m_CurveLength; |
| 62 | m_CurveLength = 0; |
| 63 | } |
| 64 | } |
| 65 | |
| 66 | m_Rotation += m_AngularSpeed * m_Tick; |
| 67 | if(m_Rotation > pi * 2) |
| 68 | m_Rotation -= pi * 2; |
| 69 | else if(m_Rotation < 0) |
| 70 | m_Rotation += pi * 2; |
| 71 | } |
| 72 | |
| 73 | void CLight::Step() |
| 74 | { |
| 75 | Move(); |
| 76 | const vec2 Direction = vec2(std::sin(x: m_Rotation), std::cos(x: m_Rotation)); |
| 77 | const vec2 NextPosition = m_Pos + normalize(v: Direction) * m_CurveLength; |
| 78 | GameServer()->Collision()->IntersectNoLaser(Pos0: m_Pos, Pos1: NextPosition, pOutCollision: &m_To, pOutBeforeCollision: nullptr); |
| 79 | } |
| 80 | |
| 81 | void CLight::Reset() |
| 82 | { |
| 83 | m_MarkedForDestroy = true; |
| 84 | } |
| 85 | |
| 86 | void CLight::Tick() |
| 87 | { |
| 88 | if(Server()->Tick() % (int)(Server()->TickSpeed() * 0.15f) == 0) |
| 89 | { |
| 90 | m_EvalTick = Server()->Tick(); |
| 91 | GameServer()->Collision()->MoverSpeed(x: m_Pos.x, y: m_Pos.y, pSpeed: &m_Core); |
| 92 | m_Pos += m_Core; |
| 93 | Step(); |
| 94 | } |
| 95 | |
| 96 | HitCharacter(); |
| 97 | } |
| 98 | |
| 99 | void CLight::Snap(int SnappingClient) |
| 100 | { |
| 101 | if(NetworkClipped(SnappingClient, CheckPos: m_Pos) && NetworkClipped(SnappingClient, CheckPos: m_To)) |
| 102 | return; |
| 103 | |
| 104 | int SnappingClientVersion = GameServer()->GetClientVersion(ClientId: SnappingClient); |
| 105 | |
| 106 | CCharacter *pChr = GameServer()->GetPlayerChar(ClientId: SnappingClient); |
| 107 | |
| 108 | if(SnappingClient != SERVER_DEMO_CLIENT && (GameServer()->m_apPlayers[SnappingClient]->GetTeam() == TEAM_SPECTATORS || GameServer()->m_apPlayers[SnappingClient]->IsPaused()) && GameServer()->m_apPlayers[SnappingClient]->SpectatorId() != SPEC_FREEVIEW) |
| 109 | pChr = GameServer()->GetPlayerChar(ClientId: GameServer()->m_apPlayers[SnappingClient]->SpectatorId()); |
| 110 | |
| 111 | vec2 From = m_Pos; |
| 112 | int StartTick = -1; |
| 113 | |
| 114 | if(pChr && pChr->Team() == TEAM_SUPER) |
| 115 | { |
| 116 | From = m_Pos; |
| 117 | } |
| 118 | else if(pChr && m_Layer == LAYER_SWITCH && m_Number > 0 && Switchers()[m_Number].m_aStatus[pChr->Team()]) |
| 119 | { |
| 120 | From = m_To; |
| 121 | } |
| 122 | // light on game and switch layer with a number 0 is always on |
| 123 | else if(m_Layer != LAYER_SWITCH || (m_Layer == LAYER_SWITCH && m_Number == 0)) |
| 124 | { |
| 125 | From = m_To; |
| 126 | } |
| 127 | |
| 128 | if(SnappingClientVersion < VERSION_DDNET_ENTITY_NETOBJS) |
| 129 | { |
| 130 | int Tick = (Server()->Tick() % Server()->TickSpeed()) % 6; |
| 131 | if(pChr && pChr->IsAlive() && m_Layer == LAYER_SWITCH && m_Number > 0 && !Switchers()[m_Number].m_aStatus[pChr->Team()] && Tick) |
| 132 | return; |
| 133 | |
| 134 | StartTick = m_EvalTick; |
| 135 | if(StartTick < Server()->Tick() - 4) |
| 136 | StartTick = Server()->Tick() - 4; |
| 137 | else if(StartTick > Server()->Tick()) |
| 138 | StartTick = Server()->Tick(); |
| 139 | } |
| 140 | |
| 141 | GameServer()->SnapLaserObject(Context: CSnapContext(SnappingClientVersion, Server()->IsSixup(ClientId: SnappingClient), SnappingClient), SnapId: GetId(), |
| 142 | To: m_Pos, From, StartTick, Owner: -1, LaserType: LASERTYPE_FREEZE, Subtype: 0, SwitchNumber: m_Number); |
| 143 | } |
| 144 | |