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119 lines
2.9 KiB
C++
119 lines
2.9 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include "pickup.h"
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#include "character.h"
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#include <game/generated/protocol.h>
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void CPickup::Tick()
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{
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Move();
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// Check if a player intersected us
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CCharacter *apEnts[MAX_CLIENTS];
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int Num = GameWorld()->FindEntities(m_Pos, 20.0f, (CEntity **)apEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
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for(int i = 0; i < Num; ++i)
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{
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CCharacter *pChr = apEnts[i];
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if(pChr && pChr->IsAlive())
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{
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if(GameWorld()->m_WorldConfig.m_IsVanilla && distance(m_Pos, pChr->m_Pos) >= 20.0f * 2) // pickup distance is shorter on vanilla due to using ClosestEntity
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continue;
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bool sound = false;
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// player picked us up, is someone was hooking us, let them go
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switch(m_Type)
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{
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case POWERUP_HEALTH:
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//pChr->Freeze();
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break;
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case POWERUP_ARMOR:
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if(!GameWorld()->m_WorldConfig.m_IsDDRace || !GameWorld()->m_WorldConfig.m_PredictDDRace)
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continue;
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if(pChr->m_Super)
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continue;
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for(int i = WEAPON_SHOTGUN; i < NUM_WEAPONS; i++)
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{
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if(pChr->GetWeaponGot(i))
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{
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pChr->SetWeaponGot(i, false);
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pChr->SetWeaponAmmo(i, 0);
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sound = true;
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}
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}
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pChr->SetNinjaActivationDir(vec2(0, 0));
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pChr->SetNinjaActivationTick(-500);
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pChr->SetNinjaCurrentMoveTime(0);
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if(sound)
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pChr->SetLastWeapon(WEAPON_GUN);
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if(pChr->GetActiveWeapon() >= WEAPON_SHOTGUN)
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pChr->SetActiveWeapon(WEAPON_HAMMER);
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break;
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case POWERUP_WEAPON:
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if(m_Subtype >= 0 && m_Subtype < NUM_WEAPONS && (!pChr->GetWeaponGot(m_Subtype) || pChr->GetWeaponAmmo(m_Subtype) != -1))
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pChr->GiveWeapon(m_Subtype);
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break;
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case POWERUP_NINJA:
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{
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// activate ninja on target player
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pChr->GiveNinja();
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break;
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}
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default:
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break;
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};
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}
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}
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}
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void CPickup::Move()
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{
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if(GameWorld()->GameTick() % int(GameWorld()->GameTickSpeed() * 0.15f) == 0)
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{
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int Flags;
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int index = Collision()->IsMover(m_Pos.x, m_Pos.y, &Flags);
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if(index)
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{
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m_IsCoreActive = true;
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m_Core = Collision()->CpSpeed(index, Flags);
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}
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else
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{
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m_IsCoreActive = false;
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}
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m_Pos += m_Core;
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}
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}
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CPickup::CPickup(CGameWorld *pGameWorld, int ID, CNetObj_Pickup *pPickup) :
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CEntity(pGameWorld, CGameWorld::ENTTYPE_PICKUP)
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{
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m_Pos.x = pPickup->m_X;
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m_Pos.y = pPickup->m_Y;
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m_Type = pPickup->m_Type;
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m_Subtype = pPickup->m_Subtype;
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m_Core = vec2(0.f, 0.f);
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m_IsCoreActive = false;
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m_ID = ID;
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m_Layer = LAYER_GAME;
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m_Number = 0;
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}
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void CPickup::FillInfo(CNetObj_Pickup *pPickup)
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{
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pPickup->m_X = (int)m_Pos.x;
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pPickup->m_Y = (int)m_Pos.y;
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pPickup->m_Type = m_Type;
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pPickup->m_Subtype = m_Subtype;
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}
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bool CPickup::Match(CPickup *pPickup)
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{
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if(pPickup->m_Type != m_Type || pPickup->m_Subtype != m_Subtype)
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return false;
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if(distance(pPickup->m_Pos, m_Pos) > 2.0f)
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return false;
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return true;
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}
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