Merge pull request #9047 from timakro/pr-add-invincible-mode

Add invincible mode
This commit is contained in:
Dennis Felsing 2024-10-04 22:05:09 +00:00 committed by GitHub
commit d51a726129
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GPG key ID: B5690EEEBB952194
20 changed files with 132 additions and 44 deletions

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@ -452,6 +452,7 @@ container.sprites.Add(Sprite("hud_lock_mode", set_hud, 10,6,2,2))
container.sprites.Add(Sprite("hud_team0_mode", set_hud, 12,6,2,2))
container.sprites.Add(Sprite("part_snowflake", set_extras, 0,0,2,2))
container.sprites.Add(Sprite("part_sparkle", set_extras, 2,0,2,2))
anim = Animation("base")

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@ -11,7 +11,7 @@ CharacterFlags = ["SOLO", "JETPACK", "COLLISION_DISABLED", "ENDLESS_HOOK", "ENDL
"HAMMER_HIT_DISABLED", "SHOTGUN_HIT_DISABLED", "GRENADE_HIT_DISABLED", "LASER_HIT_DISABLED", "HOOK_HIT_DISABLED",
"TELEGUN_GUN", "TELEGUN_GRENADE", "TELEGUN_LASER",
"WEAPON_HAMMER", "WEAPON_GUN", "WEAPON_SHOTGUN", "WEAPON_GRENADE", "WEAPON_LASER", "WEAPON_NINJA",
"MOVEMENTS_DISABLED", "IN_FREEZE", "PRACTICE_MODE", "LOCK_MODE", "TEAM0_MODE"]
"MOVEMENTS_DISABLED", "IN_FREEZE", "PRACTICE_MODE", "LOCK_MODE", "TEAM0_MODE", "INVINCIBLE"]
GameInfoFlags = [
"TIMESCORE", "GAMETYPE_RACE", "GAMETYPE_FASTCAP", "GAMETYPE_FNG",
"GAMETYPE_DDRACE", "GAMETYPE_DDNET", "GAMETYPE_BLOCK_WORLDS",

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@ -103,6 +103,26 @@ void CEffects::FreezingFlakes(vec2 Pos, vec2 Size, float Alpha)
m_pClient->m_Particles.Add(CParticles::GROUP_EXTRA, &p);
}
void CEffects::SparkleTrail(vec2 Pos, float Alpha)
{
if(!m_Add50hz)
return;
CParticle p;
p.SetDefault();
p.m_Spr = SPRITE_PART_SPARKLE;
p.m_Pos = Pos + random_direction() * random_float(40.0f);
p.m_Vel = vec2(0, 0);
p.m_LifeSpan = 0.5f;
p.m_StartSize = 0.0f;
p.m_EndSize = random_float(20.0f, 30.0f);
p.m_UseAlphaFading = true;
p.m_StartAlpha = Alpha;
p.m_EndAlpha = std::min(0.2f, Alpha);
p.m_Collides = false;
m_pClient->m_Particles.Add(CParticles::GROUP_TRAIL_EXTRA, &p);
}
void CEffects::SmokeTrail(vec2 Pos, vec2 Vel, float Alpha, float TimePassed)
{
if(!m_Add50hz && TimePassed < 0.001f)

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@ -30,6 +30,7 @@ public:
void PlayerDeath(vec2 Pos, int ClientId, float Alpha = 1.0f);
void PowerupShine(vec2 Pos, vec2 Size, float Alpha = 1.0f);
void FreezingFlakes(vec2 Pos, vec2 Size, float Alpha = 1.0f);
void SparkleTrail(vec2 Pos, float Alpha = 1.0f);
void Confetti(vec2 Pos, float Alpha = 1.0f);
void Update();

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@ -14,6 +14,7 @@ CParticles::CParticles()
{
OnReset();
m_RenderTrail.m_pParts = this;
m_RenderTrailExtra.m_pParts = this;
m_RenderExplosions.m_pParts = this;
m_RenderExtra.m_pParts = this;
m_RenderGeneral.m_pParts = this;
@ -181,9 +182,12 @@ void CParticles::OnInit()
m_ExtraParticleQuadContainerIndex = Graphics()->CreateQuadContainer(false);
// TODO: Use a loop similar to the one for m_ParticleQuadContainerIndex if you add more additional particles
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_ExtraParticleQuadContainerIndex, 1.f);
for(int i = 0; i <= (SPRITE_PART_SPARKLE - SPRITE_PART_SNOWFLAKE); ++i)
{
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_ExtraParticleQuadContainerIndex, 1.f);
}
Graphics()->QuadContainerUpload(m_ExtraParticleQuadContainerIndex);
}
@ -207,7 +211,7 @@ void CParticles::RenderGroup(int Group)
IGraphics::CTextureHandle *aParticles = GameClient()->m_ParticlesSkin.m_aSpriteParticles;
int FirstParticleOffset = SPRITE_PART_SLICE;
int ParticleQuadContainerIndex = m_ParticleQuadContainerIndex;
if(Group == GROUP_EXTRA)
if(Group == GROUP_EXTRA || Group == GROUP_TRAIL_EXTRA)
{
aParticles = GameClient()->m_ExtrasSkin.m_aSpriteParticles;
FirstParticleOffset = SPRITE_PART_SNOWFLAKE;

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@ -68,6 +68,7 @@ public:
enum
{
GROUP_PROJECTILE_TRAIL = 0,
GROUP_TRAIL_EXTRA,
GROUP_EXPLOSIONS,
GROUP_EXTRA,
GROUP_GENERAL,
@ -111,7 +112,10 @@ private:
virtual void OnRender() override { m_pParts->RenderGroup(TGROUP); }
};
// behind players
CRenderGroup<GROUP_PROJECTILE_TRAIL> m_RenderTrail;
CRenderGroup<GROUP_TRAIL_EXTRA> m_RenderTrailExtra;
// in front of players
CRenderGroup<GROUP_EXPLOSIONS> m_RenderExplosions;
CRenderGroup<GROUP_EXTRA> m_RenderExtra;
CRenderGroup<GROUP_GENERAL> m_RenderGeneral;

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@ -742,6 +742,10 @@ void CPlayers::RenderPlayer(
{
GameClient()->m_Effects.FreezingFlakes(BodyPos, vec2(32, 32), Alpha);
}
if(RenderInfo.m_TeeRenderFlags & TEE_EFFECT_SPARKLE)
{
GameClient()->m_Effects.SparkleTrail(BodyPos, Alpha);
}
if(ClientId < 0)
return;
@ -833,6 +837,8 @@ void CPlayers::OnRender()
aRenderInfo[i].m_TeeRenderFlags |= TEE_EFFECT_FROZEN | TEE_NO_WEAPON;
if(m_pClient->m_aClients[i].m_LiveFrozen)
aRenderInfo[i].m_TeeRenderFlags |= TEE_EFFECT_FROZEN;
if(m_pClient->m_aClients[i].m_Invincible)
aRenderInfo[i].m_TeeRenderFlags |= TEE_EFFECT_SPARKLE;
const CGameClient::CSnapState::CCharacterInfo &CharacterInfo = m_pClient->m_Snap.m_aCharacters[i];
const bool Frozen = CharacterInfo.m_HasExtendedData && CharacterInfo.m_ExtendedData.m_FreezeEnd != 0;

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@ -128,6 +128,7 @@ void CGameClient::OnConsoleInit()
&m_Background, // render instead of m_MapLayersBackground when g_Config.m_ClOverlayEntities == 100
&m_MapLayersBackground, // first to render
&m_Particles.m_RenderTrail,
&m_Particles.m_RenderTrailExtra,
&m_Items,
&m_Ghost,
&m_Players,
@ -1683,6 +1684,7 @@ void CGameClient::OnNewSnapshot()
pClient->m_ShotgunHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_SHOTGUN_HIT_DISABLED;
pClient->m_HookHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_HOOK_HIT_DISABLED;
pClient->m_Super = pCharacterData->m_Flags & CHARACTERFLAG_SUPER;
pClient->m_Invincible = pCharacterData->m_Flags & CHARACTERFLAG_INVINCIBLE;
// Endless
pClient->m_EndlessHook = pCharacterData->m_Flags & CHARACTERFLAG_ENDLESS_HOOK;
@ -2457,6 +2459,7 @@ void CGameClient::CClientData::Reset()
m_ShotgunHitDisabled = false;
m_HookHitDisabled = false;
m_Super = false;
m_Invincible = false;
m_HasTelegunGun = false;
m_HasTelegunGrenade = false;
m_HasTelegunLaser = false;
@ -3694,6 +3697,7 @@ void CGameClient::LoadExtrasSkin(const char *pPath, bool AsDir)
if(m_ExtrasSkinLoaded)
{
Graphics()->UnloadTexture(&m_ExtrasSkin.m_SpriteParticleSnowflake);
Graphics()->UnloadTexture(&m_ExtrasSkin.m_SpriteParticleSparkle);
for(auto &SpriteParticle : m_ExtrasSkin.m_aSpriteParticles)
SpriteParticle = IGraphics::CTextureHandle();
@ -3728,7 +3732,11 @@ void CGameClient::LoadExtrasSkin(const char *pPath, bool AsDir)
else if(PngLoaded && Graphics()->CheckImageDivisibility(aPath, ImgInfo, g_pData->m_aSprites[SPRITE_PART_SNOWFLAKE].m_pSet->m_Gridx, g_pData->m_aSprites[SPRITE_PART_SNOWFLAKE].m_pSet->m_Gridy, true) && Graphics()->IsImageFormatRgba(aPath, ImgInfo))
{
m_ExtrasSkin.m_SpriteParticleSnowflake = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SNOWFLAKE]);
m_ExtrasSkin.m_SpriteParticleSparkle = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SPARKLE]);
m_ExtrasSkin.m_aSpriteParticles[0] = m_ExtrasSkin.m_SpriteParticleSnowflake;
m_ExtrasSkin.m_aSpriteParticles[1] = m_ExtrasSkin.m_SpriteParticleSparkle;
m_ExtrasSkinLoaded = true;
}
ImgInfo.Free();

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@ -394,6 +394,7 @@ public:
bool m_ShotgunHitDisabled;
bool m_HookHitDisabled;
bool m_Super;
bool m_Invincible;
bool m_HasTelegunGun;
bool m_HasTelegunGrenade;
bool m_HasTelegunLaser;
@ -768,7 +769,8 @@ public:
struct SClientExtrasSkin
{
IGraphics::CTextureHandle m_SpriteParticleSnowflake;
IGraphics::CTextureHandle m_aSpriteParticles[1];
IGraphics::CTextureHandle m_SpriteParticleSparkle;
IGraphics::CTextureHandle m_aSpriteParticles[2];
};
SClientExtrasSkin m_ExtrasSkin;

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@ -757,19 +757,19 @@ void CCharacter::HandleTiles(int Index)
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aType[Team()] = TILE_SWITCHCLOSE;
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aLastUpdateTick[Team()] = GameWorld()->GameTick();
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_FREEZE && Team() != TEAM_SUPER)
else if(Collision()->GetSwitchType(MapIndex) == TILE_FREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible)
{
if(Collision()->GetSwitchNumber(MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()])
{
Freeze(Collision()->GetSwitchDelay(MapIndex));
}
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_DFREEZE && Team() != TEAM_SUPER)
else if(Collision()->GetSwitchType(MapIndex) == TILE_DFREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible)
{
if(Collision()->GetSwitchNumber(MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()])
m_Core.m_DeepFrozen = true;
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_DUNFREEZE && Team() != TEAM_SUPER)
else if(Collision()->GetSwitchType(MapIndex) == TILE_DUNFREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible)
{
if(Collision()->GetSwitchNumber(MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()])
m_Core.m_DeepFrozen = false;
@ -817,14 +817,14 @@ void CCharacter::HandleTiles(int Index)
if(NewJumps != m_Core.m_Jumps)
m_Core.m_Jumps = NewJumps;
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_LFREEZE && Team() != TEAM_SUPER)
else if(Collision()->GetSwitchType(MapIndex) == TILE_LFREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible)
{
if(Collision()->GetSwitchNumber(MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()])
{
m_Core.m_LiveFrozen = true;
}
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_LUNFREEZE && Team() != TEAM_SUPER)
else if(Collision()->GetSwitchType(MapIndex) == TILE_LUNFREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible)
{
if(Collision()->GetSwitchNumber(MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()])
{
@ -833,7 +833,7 @@ void CCharacter::HandleTiles(int Index)
}
// freeze
if(((m_TileIndex == TILE_FREEZE) || (m_TileFIndex == TILE_FREEZE)) && !m_Core.m_Super && !m_Core.m_DeepFrozen)
if(((m_TileIndex == TILE_FREEZE) || (m_TileFIndex == TILE_FREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible && !m_Core.m_DeepFrozen)
{
Freeze();
}
@ -843,21 +843,21 @@ void CCharacter::HandleTiles(int Index)
}
// deep freeze
if(((m_TileIndex == TILE_DFREEZE) || (m_TileFIndex == TILE_DFREEZE)) && !m_Core.m_Super && !m_Core.m_DeepFrozen)
if(((m_TileIndex == TILE_DFREEZE) || (m_TileFIndex == TILE_DFREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible && !m_Core.m_DeepFrozen)
{
m_Core.m_DeepFrozen = true;
}
else if(((m_TileIndex == TILE_DUNFREEZE) || (m_TileFIndex == TILE_DUNFREEZE)) && !m_Core.m_Super && m_Core.m_DeepFrozen)
else if(((m_TileIndex == TILE_DUNFREEZE) || (m_TileFIndex == TILE_DUNFREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible && m_Core.m_DeepFrozen)
{
m_Core.m_DeepFrozen = false;
}
// live freeze
if(((m_TileIndex == TILE_LFREEZE) || (m_TileFIndex == TILE_LFREEZE)) && !m_Core.m_Super)
if(((m_TileIndex == TILE_LFREEZE) || (m_TileFIndex == TILE_LFREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible)
{
m_Core.m_LiveFrozen = true;
}
else if(((m_TileIndex == TILE_LUNFREEZE) || (m_TileFIndex == TILE_LUNFREEZE)) && !m_Core.m_Super)
else if(((m_TileIndex == TILE_LUNFREEZE) || (m_TileFIndex == TILE_LUNFREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible)
{
m_Core.m_LiveFrozen = false;
}
@ -959,7 +959,7 @@ void CCharacter::HandleTuneLayer()
void CCharacter::DDRaceTick()
{
mem_copy(&m_Input, &m_SavedInput, sizeof(m_Input));
if(m_Core.m_LiveFrozen && !m_CanMoveInFreeze && !m_Core.m_Super)
if(m_Core.m_LiveFrozen && !m_CanMoveInFreeze && !m_Core.m_Super && !m_Core.m_Invincible)
{
m_Input.m_Direction = 0;
m_Input.m_Jump = 0;
@ -1007,7 +1007,7 @@ void CCharacter::DDRacePostCoreTick()
m_FrozenLastTick = false;
if(m_Core.m_DeepFrozen && !m_Core.m_Super)
if(m_Core.m_DeepFrozen && !m_Core.m_Super && !m_Core.m_Invincible)
Freeze();
// following jump rules can be overridden by tiles, like Refill Jumps, Stopper and Wall Jump
@ -1032,9 +1032,9 @@ void CCharacter::DDRacePostCoreTick()
m_Core.m_Jumped = 1;
}
if((m_Core.m_Super || m_Core.m_EndlessJump) && m_Core.m_Jumped > 1)
if((m_Core.m_Super || m_Core.m_Invincible || m_Core.m_EndlessJump) && m_Core.m_Jumped > 1)
{
// Super players and players with infinite jumps always have light feet
// Super players, invincible players and players with infinite jumps always have light feet
m_Core.m_Jumped = 1;
}
@ -1056,7 +1056,7 @@ bool CCharacter::Freeze(int Seconds)
{
if(!GameWorld()->m_WorldConfig.m_PredictFreeze)
return false;
if(Seconds <= 0 || m_Core.m_Super || m_FreezeTime > Seconds * GameWorld()->GameTickSpeed())
if(Seconds <= 0 || m_Core.m_Super || m_Core.m_Invincible || m_FreezeTime > Seconds * GameWorld()->GameTickSpeed())
return false;
if(m_Core.m_FreezeStart < GameWorld()->GameTick() - GameWorld()->GameTickSpeed())
{

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@ -123,6 +123,7 @@ enum
{
TEE_EFFECT_FROZEN = 1,
TEE_NO_WEAPON = 2,
TEE_EFFECT_SPARKLE = 4,
};
// sprite renderings

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@ -173,6 +173,7 @@ void CCharacterCore::Reset()
m_ShotgunHitDisabled = false;
m_HookHitDisabled = false;
m_Super = false;
m_Invincible = false;
m_HasTelegunGun = false;
m_HasTelegunGrenade = false;
m_HasTelegunLaser = false;
@ -647,6 +648,7 @@ void CCharacterCore::ReadDDNet(const CNetObj_DDNetCharacter *pObjDDNet)
m_LaserHitDisabled = pObjDDNet->m_Flags & CHARACTERFLAG_LASER_HIT_DISABLED;
m_HookHitDisabled = pObjDDNet->m_Flags & CHARACTERFLAG_HOOK_HIT_DISABLED;
m_Super = pObjDDNet->m_Flags & CHARACTERFLAG_SUPER;
m_Invincible = pObjDDNet->m_Flags & CHARACTERFLAG_INVINCIBLE;
// Endless
m_EndlessHook = pObjDDNet->m_Flags & CHARACTERFLAG_ENDLESS_HOOK;

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@ -256,6 +256,7 @@ public:
bool m_ShotgunHitDisabled;
bool m_HookHitDisabled;
bool m_Super;
bool m_Invincible;
bool m_HasTelegunGun;
bool m_HasTelegunGrenade;
bool m_HasTelegunLaser;

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@ -2169,6 +2169,13 @@ void CGameContext::ConPracticeUnNinja(IConsole::IResult *pResult, void *pUserDat
ConUnNinja(pResult, pUserData);
}
void CGameContext::ConPracticeToggleInvincible(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(pSelf->GetPracticeCharacter(pResult))
ConToggleInvincible(pResult, pUserData);
}
void CGameContext::ConPracticeAddWeapon(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *)pUserData;

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@ -160,6 +160,14 @@ void CGameContext::ConUnSuper(IConsole::IResult *pResult, void *pUserData)
}
}
void CGameContext::ConToggleInvincible(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *)pUserData;
CCharacter *pChr = pSelf->GetPlayerChar(pResult->m_ClientId);
if(pChr)
pChr->SetInvincible(pResult->NumArguments() == 0 ? !pChr->Core()->m_Invincible : pResult->GetInteger(0));
}
void CGameContext::ConSolo(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *)pUserData;

View file

@ -174,19 +174,35 @@ void CCharacter::SetSolo(bool Solo)
void CCharacter::SetSuper(bool Super)
{
m_Core.m_Super = Super;
// Disable invincible mode before activating super mode. Both modes active at the same time wouldn't necessarily break anything but it's not useful.
if(Super)
SetInvincible(false);
bool WasSuper = m_Core.m_Super;
m_Core.m_Super = Super;
if(Super && !WasSuper)
{
m_TeamBeforeSuper = Team();
Teams()->SetCharacterTeam(GetPlayer()->GetCid(), TEAM_SUPER);
m_DDRaceState = DDRACE_CHEAT;
}
else
else if(!Super && WasSuper)
{
Teams()->SetForceCharacterTeam(GetPlayer()->GetCid(), m_TeamBeforeSuper);
}
}
void CCharacter::SetInvincible(bool Invincible)
{
// Disable super mode before activating invincible mode. Both modes active at the same time wouldn't necessarily break anything but it's not useful.
if(Invincible)
SetSuper(false);
m_Core.m_Invincible = Invincible;
if(Invincible)
UnFreeze();
}
void CCharacter::SetLiveFrozen(bool Active)
{
m_Core.m_LiveFrozen = Active;
@ -1219,6 +1235,8 @@ void CCharacter::Snap(int SnappingClient)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_SOLO;
if(m_Core.m_Super)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_SUPER;
if(m_Core.m_Invincible)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_INVINCIBLE;
if(m_Core.m_EndlessHook)
pDDNetCharacter->m_Flags |= CHARACTERFLAG_ENDLESS_HOOK;
if(m_Core.m_CollisionDisabled || !Tuning()->m_PlayerCollision)
@ -1361,7 +1379,7 @@ void CCharacter::HandleSkippableTiles(int Index)
Collision()->GetFCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetFCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH ||
Collision()->GetFCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH) &&
!m_Core.m_Super && !(Team() && Teams()->TeeFinished(m_pPlayer->GetCid())))
!m_Core.m_Super && !m_Core.m_Invincible && !(Team() && Teams()->TeeFinished(m_pPlayer->GetCid())))
{
Die(m_pPlayer->GetCid(), WEAPON_WORLD);
return;
@ -1491,7 +1509,7 @@ void CCharacter::HandleTiles(int Index)
return;
// freeze
if(((m_TileIndex == TILE_FREEZE) || (m_TileFIndex == TILE_FREEZE)) && !m_Core.m_Super && !m_Core.m_DeepFrozen)
if(((m_TileIndex == TILE_FREEZE) || (m_TileFIndex == TILE_FREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible && !m_Core.m_DeepFrozen)
{
Freeze();
}
@ -1499,17 +1517,17 @@ void CCharacter::HandleTiles(int Index)
UnFreeze();
// deep freeze
if(((m_TileIndex == TILE_DFREEZE) || (m_TileFIndex == TILE_DFREEZE)) && !m_Core.m_Super && !m_Core.m_DeepFrozen)
if(((m_TileIndex == TILE_DFREEZE) || (m_TileFIndex == TILE_DFREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible && !m_Core.m_DeepFrozen)
m_Core.m_DeepFrozen = true;
else if(((m_TileIndex == TILE_DUNFREEZE) || (m_TileFIndex == TILE_DUNFREEZE)) && !m_Core.m_Super && m_Core.m_DeepFrozen)
else if(((m_TileIndex == TILE_DUNFREEZE) || (m_TileFIndex == TILE_DUNFREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible && m_Core.m_DeepFrozen)
m_Core.m_DeepFrozen = false;
// live freeze
if(((m_TileIndex == TILE_LFREEZE) || (m_TileFIndex == TILE_LFREEZE)) && !m_Core.m_Super)
if(((m_TileIndex == TILE_LFREEZE) || (m_TileFIndex == TILE_LFREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible)
{
m_Core.m_LiveFrozen = true;
}
else if(((m_TileIndex == TILE_LUNFREEZE) || (m_TileFIndex == TILE_LUNFREEZE)) && !m_Core.m_Super)
else if(((m_TileIndex == TILE_LUNFREEZE) || (m_TileFIndex == TILE_LUNFREEZE)) && !m_Core.m_Super && !m_Core.m_Invincible)
{
m_Core.m_LiveFrozen = false;
}
@ -1690,31 +1708,31 @@ void CCharacter::HandleTiles(int Index)
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aType[Team()] = TILE_SWITCHCLOSE;
Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aLastUpdateTick[Team()] = Server()->Tick();
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_FREEZE && Team() != TEAM_SUPER)
else if(Collision()->GetSwitchType(MapIndex) == TILE_FREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible)
{
if(Collision()->GetSwitchNumber(MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()])
{
Freeze(Collision()->GetSwitchDelay(MapIndex));
}
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_DFREEZE && Team() != TEAM_SUPER)
else if(Collision()->GetSwitchType(MapIndex) == TILE_DFREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible)
{
if(Collision()->GetSwitchNumber(MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()])
m_Core.m_DeepFrozen = true;
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_DUNFREEZE && Team() != TEAM_SUPER)
else if(Collision()->GetSwitchType(MapIndex) == TILE_DUNFREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible)
{
if(Collision()->GetSwitchNumber(MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()])
m_Core.m_DeepFrozen = false;
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_LFREEZE && Team() != TEAM_SUPER)
else if(Collision()->GetSwitchType(MapIndex) == TILE_LFREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible)
{
if(Collision()->GetSwitchNumber(MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()])
{
m_Core.m_LiveFrozen = true;
}
}
else if(Collision()->GetSwitchType(MapIndex) == TILE_LUNFREEZE && Team() != TEAM_SUPER)
else if(Collision()->GetSwitchType(MapIndex) == TILE_LUNFREEZE && Team() != TEAM_SUPER && !m_Core.m_Invincible)
{
if(Collision()->GetSwitchNumber(MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()])
{
@ -1846,7 +1864,7 @@ void CCharacter::HandleTiles(int Index)
int z = Collision()->IsTeleport(MapIndex);
if(!g_Config.m_SvOldTeleportHook && !g_Config.m_SvOldTeleportWeapons && z && !Collision()->TeleOuts(z - 1).empty())
{
if(m_Core.m_Super)
if(m_Core.m_Super || m_Core.m_Invincible)
return;
int TeleOut = GameWorld()->m_Core.RandomOr0(Collision()->TeleOuts(z - 1).size());
m_Core.m_Pos = Collision()->TeleOuts(z - 1)[TeleOut];
@ -1861,7 +1879,7 @@ void CCharacter::HandleTiles(int Index)
int evilz = Collision()->IsEvilTeleport(MapIndex);
if(evilz && !Collision()->TeleOuts(evilz - 1).empty())
{
if(m_Core.m_Super)
if(m_Core.m_Super || m_Core.m_Invincible)
return;
int TeleOut = GameWorld()->m_Core.RandomOr0(Collision()->TeleOuts(evilz - 1).size());
m_Core.m_Pos = Collision()->TeleOuts(evilz - 1)[TeleOut];
@ -1883,7 +1901,7 @@ void CCharacter::HandleTiles(int Index)
}
if(Collision()->IsCheckEvilTeleport(MapIndex))
{
if(m_Core.m_Super)
if(m_Core.m_Super || m_Core.m_Invincible)
return;
// first check if there is a TeleCheckOut for the current recorded checkpoint, if not check previous checkpoints
for(int k = m_TeleCheckpoint - 1; k >= 0; k--)
@ -1920,7 +1938,7 @@ void CCharacter::HandleTiles(int Index)
}
if(Collision()->IsCheckTeleport(MapIndex))
{
if(m_Core.m_Super)
if(m_Core.m_Super || m_Core.m_Invincible)
return;
// first check if there is a TeleCheckOut for the current recorded checkpoint, if not check previous checkpoints
for(int k = m_TeleCheckpoint - 1; k >= 0; k--)
@ -2066,7 +2084,7 @@ void CCharacter::DDRaceTick()
if(m_Input.m_Direction != 0 || m_Input.m_Jump != 0)
m_LastMove = Server()->Tick();
if(m_Core.m_LiveFrozen && !m_Core.m_Super)
if(m_Core.m_LiveFrozen && !m_Core.m_Super && !m_Core.m_Invincible)
{
m_Input.m_Direction = 0;
m_Input.m_Jump = 0;
@ -2120,7 +2138,7 @@ void CCharacter::DDRacePostCoreTick()
m_FrozenLastTick = false;
if(m_Core.m_DeepFrozen && !m_Core.m_Super)
if(m_Core.m_DeepFrozen && !m_Core.m_Super && !m_Core.m_Invincible)
Freeze();
// following jump rules can be overridden by tiles, like Refill Jumps, Stopper and Wall Jump
@ -2145,9 +2163,9 @@ void CCharacter::DDRacePostCoreTick()
m_Core.m_Jumped = 1;
}
if((m_Core.m_Super || m_Core.m_EndlessJump) && m_Core.m_Jumped > 1)
if((m_Core.m_Super || m_Core.m_Invincible || m_Core.m_EndlessJump) && m_Core.m_Jumped > 1)
{
// Super players and players with infinite jumps always have light feet
// Super players, invincible players and players with infinite jumps always have light feet
m_Core.m_Jumped = 1;
}
@ -2192,7 +2210,7 @@ void CCharacter::DDRacePostCoreTick()
bool CCharacter::Freeze(int Seconds)
{
if(Seconds <= 0 || m_Core.m_Super || m_FreezeTime > Seconds * Server()->TickSpeed())
if(Seconds <= 0 || m_Core.m_Super || m_Core.m_Invincible || m_FreezeTime > Seconds * Server()->TickSpeed())
return false;
if(m_FreezeTime == 0 || m_Core.m_FreezeStart < Server()->Tick() - Server()->TickSpeed())
{
@ -2366,7 +2384,7 @@ void CCharacter::DDRaceInit()
void CCharacter::Rescue()
{
if(m_SetSavePos[GetPlayer()->m_RescueMode] && !m_Core.m_Super)
if(m_SetSavePos[GetPlayer()->m_RescueMode] && !m_Core.m_Super && !m_Core.m_Invincible)
{
if(m_LastRescue + (int64_t)g_Config.m_SvRescueDelay * Server()->TickSpeed() > Server()->Tick())
{

View file

@ -51,6 +51,7 @@ public:
void SetJumps(int Jumps);
void SetSolo(bool Solo);
void SetSuper(bool Super);
void SetInvincible(bool Invincible);
void SetLiveFrozen(bool Active);
void SetDeepFrozen(bool Active);
void HandleWeaponSwitch();

View file

@ -3691,6 +3691,7 @@ void CGameContext::RegisterDDRaceCommands()
Console()->Register("unninja", "", CFGFLAG_SERVER | CMDFLAG_TEST, ConUnNinja, this, "Removes ninja from you");
Console()->Register("super", "", CFGFLAG_SERVER | CMDFLAG_TEST, ConSuper, this, "Makes you super");
Console()->Register("unsuper", "", CFGFLAG_SERVER, ConUnSuper, this, "Removes super from you");
Console()->Register("invincible", "?i['0'|'1']", CFGFLAG_SERVER | CMDFLAG_TEST, ConToggleInvincible, this, "Toggles invincible mode");
Console()->Register("endless_hook", "", CFGFLAG_SERVER | CMDFLAG_TEST, ConEndlessHook, this, "Gives you endless hook");
Console()->Register("unendless_hook", "", CFGFLAG_SERVER | CMDFLAG_TEST, ConUnEndlessHook, this, "Removes endless hook from you");
Console()->Register("solo", "", CFGFLAG_SERVER | CMDFLAG_TEST, ConSolo, this, "Puts you into solo part");
@ -3820,6 +3821,7 @@ void CGameContext::RegisterChatCommands()
Console()->Register("unweapons", "", CFGFLAG_CHAT | CMDFLAG_PRACTICE, ConPracticeUnWeapons, this, "Removes all weapons from you");
Console()->Register("ninja", "", CFGFLAG_CHAT | CMDFLAG_PRACTICE, ConPracticeNinja, this, "Makes you a ninja");
Console()->Register("unninja", "", CFGFLAG_CHAT | CMDFLAG_PRACTICE, ConPracticeUnNinja, this, "Removes ninja from you");
Console()->Register("invincible", "?i['0'|'1']", CFGFLAG_CHAT | CMDFLAG_PRACTICE, ConPracticeToggleInvincible, this, "Toggles invincible mode");
Console()->Register("kill", "", CFGFLAG_CHAT | CFGFLAG_SERVER, ConProtectedKill, this, "Kill yourself when kill-protected during a long game (use f1, kill for regular kill)");
}

View file

@ -391,6 +391,7 @@ private:
static void ConUnLiveFreeze(IConsole::IResult *pResult, void *pUserData);
static void ConUnSuper(IConsole::IResult *pResult, void *pUserData);
static void ConSuper(IConsole::IResult *pResult, void *pUserData);
static void ConToggleInvincible(IConsole::IResult *pResult, void *pUserData);
static void ConShotgun(IConsole::IResult *pResult, void *pUserData);
static void ConGrenade(IConsole::IResult *pResult, void *pUserData);
static void ConLaser(IConsole::IResult *pResult, void *pUserData);
@ -492,6 +493,7 @@ private:
static void ConPracticeUnWeapons(IConsole::IResult *pResult, void *pUserData);
static void ConPracticeNinja(IConsole::IResult *pResult, void *pUserData);
static void ConPracticeUnNinja(IConsole::IResult *pResult, void *pUserData);
static void ConPracticeToggleInvincible(IConsole::IResult *pResult, void *pUserData);
static void ConPracticeAddWeapon(IConsole::IResult *pResult, void *pUserData);
static void ConPracticeRemoveWeapon(IConsole::IResult *pResult, void *pUserData);