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

123 lines
3.1 KiB
C++

/* (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 "pickup.h"
#include "character.h"
#include <game/generated/protocol.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(GameWorld()->m_WorldConfig.m_IsVanilla && distance(m_Pos, pChr->m_Pos) >= 20.0f * 2) // pickup distance is shorter on vanilla due to using ClosestEntity
continue;
if(m_Layer == LAYER_SWITCH && m_Number > 0 && !GameWorld()->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(!GameWorld()->m_WorldConfig.m_IsDDRace || !GameWorld()->m_WorldConfig.m_PredictDDRace)
continue;
if(pChr->m_Super)
continue;
for(int i = WEAPON_SHOTGUN; i < NUM_WEAPONS; i++)
{
if(pChr->GetWeaponGot(i))
{
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->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->GiveWeapon(m_Subtype);
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_IsCoreActive = true;
m_Core = Collision()->CpSpeed(index, Flags);
}
m_Pos += m_Core;
}
}
CPickup::CPickup(CGameWorld *pGameWorld, int ID, CNetObj_Pickup *pPickup, const CNetObj_EntityEx *pEntEx) :
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_IsCoreActive = false;
m_ID = ID;
m_Layer = LAYER_GAME;
m_Number = 0;
if(pEntEx)
{
m_Layer = pEntEx->m_Layer;
m_Number = pEntEx->m_SwitchNumber;
}
}
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;
}