mirror of
https://github.com/ddnet/ddnet.git
synced 2024-10-20 07:48:18 +00:00
202 lines
5.8 KiB
C++
202 lines
5.8 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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#include <game/mapitems.h>
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#include <game/teamscore.h>
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#include <game/server/gamecontext.h>
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#include <game/server/player.h>
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static constexpr int gs_PickupPhysSize = 14;
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CPickup::CPickup(CGameWorld *pGameWorld, int Type, int SubType, int Layer, int Number) :
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CEntity(pGameWorld, CGameWorld::ENTTYPE_PICKUP, vec2(0, 0), gs_PickupPhysSize)
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{
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m_Core = vec2(0.0f, 0.0f);
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m_Type = Type;
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m_Subtype = SubType;
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m_Layer = Layer;
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m_Number = Number;
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GameWorld()->InsertEntity(this);
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}
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void CPickup::Reset()
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{
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m_MarkedForDestroy = true;
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}
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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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CEntity *apEnts[MAX_CLIENTS];
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int Num = GameWorld()->FindEntities(m_Pos, GetProximityRadius() + ms_CollisionExtraSize, 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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auto *pChr = static_cast<CCharacter *>(apEnts[i]);
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if(pChr && pChr->IsAlive())
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{
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if(m_Layer == LAYER_SWITCH && m_Number > 0 && !Switchers()[m_Number].m_aStatus[pChr->Team()])
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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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if(pChr->Freeze())
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GameServer()->CreateSound(m_Pos, SOUND_PICKUP_HEALTH, pChr->TeamMask());
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break;
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case POWERUP_ARMOR:
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if(pChr->Team() == TEAM_SUPER)
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continue;
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for(int j = WEAPON_SHOTGUN; j < NUM_WEAPONS; j++)
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{
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if(pChr->GetWeaponGot(j))
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{
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pChr->SetWeaponGot(j, false);
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pChr->SetWeaponAmmo(j, 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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{
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pChr->SetLastWeapon(WEAPON_GUN);
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GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR, pChr->TeamMask());
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}
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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_ARMOR_SHOTGUN:
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if(pChr->Team() == TEAM_SUPER)
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continue;
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if(pChr->GetWeaponGot(WEAPON_SHOTGUN))
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{
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pChr->SetWeaponGot(WEAPON_SHOTGUN, false);
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pChr->SetWeaponAmmo(WEAPON_SHOTGUN, 0);
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pChr->SetLastWeapon(WEAPON_GUN);
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GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR, pChr->TeamMask());
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}
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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_ARMOR_GRENADE:
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if(pChr->Team() == TEAM_SUPER)
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continue;
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if(pChr->GetWeaponGot(WEAPON_GRENADE))
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{
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pChr->SetWeaponGot(WEAPON_GRENADE, false);
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pChr->SetWeaponAmmo(WEAPON_GRENADE, 0);
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pChr->SetLastWeapon(WEAPON_GUN);
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GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR, pChr->TeamMask());
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}
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if(pChr->GetActiveWeapon() == WEAPON_GRENADE)
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pChr->SetActiveWeapon(WEAPON_HAMMER);
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break;
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case POWERUP_ARMOR_NINJA:
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if(pChr->Team() == TEAM_SUPER)
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continue;
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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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break;
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case POWERUP_ARMOR_LASER:
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if(pChr->Team() == TEAM_SUPER)
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continue;
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if(pChr->GetWeaponGot(WEAPON_LASER))
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{
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pChr->SetWeaponGot(WEAPON_LASER, false);
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pChr->SetWeaponAmmo(WEAPON_LASER, 0);
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pChr->SetLastWeapon(WEAPON_GUN);
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GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR, pChr->TeamMask());
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}
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if(pChr->GetActiveWeapon() == WEAPON_LASER)
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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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{
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pChr->GiveWeapon(m_Subtype);
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if(m_Subtype == WEAPON_GRENADE)
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GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE, pChr->TeamMask());
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else if(m_Subtype == WEAPON_SHOTGUN)
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GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN, pChr->TeamMask());
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else if(m_Subtype == WEAPON_LASER)
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GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN, pChr->TeamMask());
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if(pChr->GetPlayer())
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GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype);
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}
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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::TickPaused()
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{
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}
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void CPickup::Snap(int SnappingClient)
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{
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if(NetworkClipped(SnappingClient))
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return;
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int SnappingClientVersion = GameServer()->GetClientVersion(SnappingClient);
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bool Sixup = Server()->IsSixup(SnappingClient);
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if(SnappingClientVersion < VERSION_DDNET_ENTITY_NETOBJS)
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{
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CCharacter *pChar = GameServer()->GetPlayerChar(SnappingClient);
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if(SnappingClient != SERVER_DEMO_CLIENT && (GameServer()->m_apPlayers[SnappingClient]->GetTeam() == TEAM_SPECTATORS || GameServer()->m_apPlayers[SnappingClient]->IsPaused()) && GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID != SPEC_FREEVIEW)
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pChar = GameServer()->GetPlayerChar(GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID);
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int Tick = (Server()->Tick() % Server()->TickSpeed()) % 11;
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if(pChar && pChar->IsAlive() && m_Layer == LAYER_SWITCH && m_Number > 0 && !Switchers()[m_Number].m_aStatus[pChar->Team()] && !Tick)
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return;
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}
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GameServer()->SnapPickup(CSnapContext(SnappingClientVersion, Sixup), GetID(), m_Pos, m_Type, m_Subtype, m_Number);
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}
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void CPickup::Move()
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{
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if(Server()->Tick() % (int)(Server()->TickSpeed() * 0.15f) == 0)
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{
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int Flags;
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int index = GameServer()->Collision()->IsMover(m_Pos.x, m_Pos.y, &Flags);
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if(index)
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{
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m_Core = GameServer()->Collision()->CpSpeed(index, Flags);
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}
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m_Pos += m_Core;
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}
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}
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