ddnet/src/game/client/prediction/entities/pickup.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <game/generated/protocol.h>
#include "character.h"
#include "pickup.h"
void CPickup::Tick()
{
Move();
// Check if a player intersected us
CCharacter *apEnts[MAX_CLIENTS];
int Num = GameWorld()->FindEntities(m_Pos, 20.0f, (CEntity**)apEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
for(int i = 0; i < Num; ++i) {
CCharacter * pChr = apEnts[i];
if(pChr && pChr->IsAlive())
{
if(m_Layer == LAYER_SWITCH && !Collision()->m_pSwitchers[m_Number].m_Status[pChr->Team()]) continue;
bool sound = false;
// player picked us up, is someone was hooking us, let them go
switch (m_Type)
{
case POWERUP_HEALTH:
//pChr->Freeze();
break;
case POWERUP_ARMOR:
if(pChr->Team() == TEAM_SUPER) continue;
for(int i = WEAPON_SHOTGUN; i < NUM_WEAPONS; i++)
{
if(pChr->GetWeaponGot(i))
{
if(!(pChr->m_FreezeTime && i == WEAPON_NINJA))
{
pChr->SetWeaponGot(i, false);
pChr->SetWeaponAmmo(i, 0);
sound = true;
}
}
}
pChr->SetNinjaActivationDir(vec2(0,0));
pChr->SetNinjaActivationTick(-500);
pChr->SetNinjaCurrentMoveTime(0);
if (sound)
pChr->SetLastWeapon(WEAPON_GUN);
if(!pChr->m_FreezeTime && pChr->GetActiveWeapon() >= WEAPON_SHOTGUN)
pChr->SetActiveWeapon(WEAPON_HAMMER);
break;
case POWERUP_WEAPON:
if(m_Subtype >= 0 && m_Subtype < NUM_WEAPONS && (!pChr->GetWeaponGot(m_Subtype) || (pChr->GetWeaponAmmo(m_Subtype) != -1 && !pChr->m_FreezeTime)))
pChr->GiveWeapon(m_Subtype, -1);
break;
case POWERUP_NINJA:
{
// activate ninja on target player
pChr->GiveNinja();
break;
}
default:
break;
};
}
}
}
void CPickup::Move()
{
if (GameWorld()->GameTick()%int(GameWorld()->GameTickSpeed() * 0.15f) == 0)
{
int Flags;
int index = Collision()->IsMover(m_Pos.x,m_Pos.y, &Flags);
if (index)
{
m_Core=Collision()->CpSpeed(index, Flags);
}
m_Pos += m_Core;
}
}
CPickup::CPickup(CGameWorld *pGameWorld, int ID, CNetObj_Pickup *pPickup)
: CEntity(pGameWorld, CGameWorld::ENTTYPE_PICKUP)
{
m_Pos.x = pPickup->m_X;
m_Pos.y = pPickup->m_Y;
m_Type = pPickup->m_Type;
m_Subtype = pPickup->m_Subtype;
m_Core = vec2(0.f, 0.f);
m_ID = ID;
}
void CPickup::FillInfo(CNetObj_Pickup *pPickup)
{
pPickup->m_X = (int)m_Pos.x;
pPickup->m_Y = (int)m_Pos.y;
pPickup->m_Type = m_Type;
pPickup->m_Subtype = m_Subtype;
}
bool CPickup::Match(CPickup *pPickup)
{
if(pPickup->m_Type != m_Type || pPickup->m_Subtype != m_Subtype)
return false;
if(distance(pPickup->m_Pos, m_Pos) > 2.0f)
return false;
return true;
}