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165 lines
5.6 KiB
C++
165 lines
5.6 KiB
C++
/*Based on rajh's, Race mod stuff */
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#include <engine/server.h>
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#include <game/mapitems.h>
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#include <game/server/entities/character.h>
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#include <game/server/player.h>
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#include <game/server/gamecontext.h>
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#include "DDRace.h"
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CGameControllerDDRace::CGameControllerDDRace(class CGameContext *pGameServer) : IGameController(pGameServer), m_Teams(pGameServer), m_SDoors(50)
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{
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m_pGameType = "DDRace";
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InitTeleporter();
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}
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CGameControllerDDRace::~CGameControllerDDRace()
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{
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delete[] m_pTele1D;
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delete[] m_pNumTele;
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m_pTele2D = 0x0;
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}
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void CGameControllerDDRace::Tick()
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{
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IGameController::Tick();
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}
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void CGameControllerDDRace::InitTeleporter()
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{
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m_ArraySize = 0;
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m_TotalTele = 0;
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if(GameServer()->Collision()->Layers()->TeleLayer())
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{
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for(int i = 0; i < GameServer()->Collision()->Layers()->TeleLayer()->m_Width*GameServer()->Collision()->Layers()->TeleLayer()->m_Height; i++)
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{
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// get the array size
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if(GameServer()->Collision()->TeleLayer()[i].m_Number > m_ArraySize)
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m_ArraySize = GameServer()->Collision()->TeleLayer()[i].m_Number;
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}
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} else {
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return;
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}
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if(!m_ArraySize)
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{
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m_pNumTele = 0x0;
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m_pTele1D = 0x0;
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m_pTele2D = 0x0;
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return;
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}
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int *Count;
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m_pNumTele = new int[m_ArraySize];
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Count = new int[m_ArraySize];
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mem_zero(m_pNumTele, m_ArraySize*sizeof(int));
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mem_zero(Count, m_ArraySize*sizeof(int));
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/* No need in it u use mem_zero
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for (int i = 0; i < m_ArraySize; ++i)
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Count[i] = m_pNumTele[i] = 0;
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*/
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int Width = GameServer()->Collision()->Layers()->TeleLayer()->m_Width;
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int Height = GameServer()->Collision()->Layers()->TeleLayer()->m_Height;
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// Count
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for(int i = 0; i < Width*Height; i++)
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{
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if(GameServer()->Collision()->TeleLayer()[i].m_Number > 0 && GameServer()->Collision()->TeleLayer()[i].m_Type == TILE_TELEOUT)
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{
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m_pNumTele[GameServer()->Collision()->TeleLayer()[i].m_Number-1]++;
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Count[GameServer()->Collision()->TeleLayer()[i].m_Number-1]++;
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m_TotalTele++;
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}
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}
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//m_pTele1D = new vec2[m_TotalTele];
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//mem_zero(m_pTele1D, m_TotalTele*sizeof(vec2));
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//Please rewrite this place in next lines you broke all initialization
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m_pTele2D = new vec2 * [m_TotalTele];
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for (int i = 0; i < m_TotalTele; ++i)
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{
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m_pTele2D[i] = new vec2[m_pNumTele[i]];
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mem_zero(m_pTele2D[i], m_pNumTele[i]*sizeof(vec2));
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}
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for(int i = 0; i < Width*Height; i++)
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{
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if(GameServer()->Collision()->TeleLayer()[i].m_Number > 0
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&& GameServer()->Collision()->TeleLayer()[i].m_Type == TILE_TELEOUT)
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{
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m_pTele2D[GameServer()->Collision()->TeleLayer()[i].m_Number-1][--Count[GameServer()->Collision()->TeleLayer()[i].m_Number-1]]
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= vec2(i % GameServer()->Collision()->Layers()->TeleLayer()->m_Width*32+16,
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i/GameServer()->Collision()->Layers()->TeleLayer()->m_Width*32+16);
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}
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}
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}
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void CGameControllerDDRace::InitSwitcher()
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{
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m_Size = 0;
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CMapItemLayerTilemap *pTileMap = GameServer()->Layers()->GameLayer();
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if (GameServer()->m_pSwitch)
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{
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for(int y = 0; y < pTileMap->m_Height; y++)
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{
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for(int x = 0; x < pTileMap->m_Width; x++)
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{
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if(GameServer()->Collision()->SwitchLayer()[y*pTileMap->m_Width+x].m_Type
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== (ENTITY_DOOR + ENTITY_OFFSET))
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{
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int sides[8][2];
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sides[0][0]=GameServer()->m_pSwitch[(x)+pTileMap->m_Width*(y+1)].m_Type - ENTITY_OFFSET;
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sides[1][0]=GameServer()->m_pSwitch[(x+1)+pTileMap->m_Width*(y+1)].m_Type - ENTITY_OFFSET;
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sides[2][0]=GameServer()->m_pSwitch[(x+1)+pTileMap->m_Width*(y)].m_Type - ENTITY_OFFSET;
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sides[3][0]=GameServer()->m_pSwitch[(x+1)+pTileMap->m_Width*(y-1)].m_Type - ENTITY_OFFSET;
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sides[4][0]=GameServer()->m_pSwitch[(x)+pTileMap->m_Width*(y-1)].m_Type - ENTITY_OFFSET;
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sides[5][0]=GameServer()->m_pSwitch[(x-1)+pTileMap->m_Width*(y-1)].m_Type - ENTITY_OFFSET;
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sides[6][0]=GameServer()->m_pSwitch[(x-1)+pTileMap->m_Width*(y)].m_Type - ENTITY_OFFSET;
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sides[7][0]=GameServer()->m_pSwitch[(x-1)+pTileMap->m_Width*(y+1)].m_Type - ENTITY_OFFSET;
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sides[0][1]=GameServer()->m_pSwitch[(x)+pTileMap->m_Width*(y+1)].m_Number;
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sides[1][1]=GameServer()->m_pSwitch[(x+1)+pTileMap->m_Width*(y+1)].m_Number;
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sides[2][1]=GameServer()->m_pSwitch[(x+1)+pTileMap->m_Width*(y)].m_Number;
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sides[3][1]=GameServer()->m_pSwitch[(x+1)+pTileMap->m_Width*(y-1)].m_Number;
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sides[4][1]=GameServer()->m_pSwitch[(x)+pTileMap->m_Width*(y-1)].m_Number;
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sides[5][1]=GameServer()->m_pSwitch[(x-1)+pTileMap->m_Width*(y-1)].m_Number;
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sides[6][1]=GameServer()->m_pSwitch[(x-1)+pTileMap->m_Width*(y)].m_Number;
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sides[7][1]=GameServer()->m_pSwitch[(x-1)+pTileMap->m_Width*(y+1)].m_Number;
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for(int i = 0; i < 8; i++) {
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if ((sides[i][0] >= ENTITY_LASER_SHORT && sides[i][0] <= ENTITY_LASER_LONG)
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&& GameServer()->Collision()->SwitchLayer()[y*pTileMap->m_Width+x].m_Number == sides[i][1]) {
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vec2 Pos(x*32.0f+16.0f, y*32.0f+16.0f);
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SDoors tmp;
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tmp.m_Pos = Pos;
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tmp.m_Address = new CDoor(
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&GameServer()->m_World,
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Pos,
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pi/4*i,
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(32*3 + 32*(sides[i][0] - ENTITY_LASER_SHORT)*3),
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false);
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tmp.m_Number = GameServer()->Collision()->SwitchLayer()[y*pTileMap->m_Width+x].m_Number;
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m_SDoors.push_back(tmp);
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}
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}
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}
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}
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}
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for(int y = 0; y < pTileMap->m_Height; y++)
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{
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for(int x = 0; x < pTileMap->m_Width; x++)
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{
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if(GameServer()->m_pSwitch[y*pTileMap->m_Width+x].m_Type - ENTITY_OFFSET == ENTITY_TRIGGER) {
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for(int i = 0; i < m_SDoors.size(); ++i) {
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if(m_SDoors[i].m_Number == GameServer()->m_pSwitch[y*pTileMap->m_Width+x].m_Number) {
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new CTrigger(
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&GameServer()->m_World,
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vec2(x*32.0f+16.0f, y*32.0f+16.0f),
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m_SDoors[i].m_Address);
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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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}
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}
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}
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