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e803f30f52
Conflicts: src/game/server/entities/character.cpp src/game/server/entities/flag.cpp src/game/server/player.cpp src/game/variables.h
169 lines
4.7 KiB
C++
169 lines
4.7 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 <game/generated/protocol.h>
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#include <game/server/gamecontext.h>
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#include "pickup.h"
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CPickup::CPickup(CGameWorld *pGameWorld, int Type, int SubType, int Layer, int Number)
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: CEntity(pGameWorld, NETOBJTYPE_PICKUP)
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{
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m_Layer = Layer;
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m_Number = Number;
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m_Type = Type;
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m_Subtype = SubType;
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m_ProximityRadius = PickupPhysSize;
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Reset();
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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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/*
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if (g_pData->m_aPickups[m_Type].m_Spawndelay > 0)
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m_SpawnTick = Server()->Tick() + Server()->TickSpeed() * g_pData->m_aPickups[m_Type].m_Spawndelay;
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else
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m_SpawnTick = -1;
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*/
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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()->IsCp(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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void CPickup::Tick()
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{
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Move();
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// wait for respawn
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/*if(m_SpawnTick > 0)
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{
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if(Server()->Tick() > m_SpawnTick)
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{
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// respawn
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m_SpawnTick = -1;
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if(m_Type == POWERUP_WEAPON)
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GameServer()->CreateSound(m_Pos, SOUND_WEAPON_SPAWN);
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}
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else
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return;
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}*/
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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, 64, NETOBJTYPE_CHARACTER);
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for(int i = 0; i < Num; ++i) {
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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(m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pChr->Team()]) 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()) GameServer()->CreateSound(m_Pos, SOUND_PICKUP_HEALTH);
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break;
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case POWERUP_ARMOR:
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if(pChr->Team() == TEAM_SUPER) continue;
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for(int i=WEAPON_SHOTGUN;i<NUM_WEAPONS;i++)
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{
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if (pChr->m_aWeapons[i].m_Got)
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{
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if(!(pChr->m_FreezeTime && i == WEAPON_NINJA))
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{
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pChr->m_aWeapons[i].m_Got = false;
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pChr->m_aWeapons[i].m_Ammo = 0;
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sound = true;
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}
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}
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}
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pChr->m_Ninja.m_ActivationDir=vec2(0,0);
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pChr->m_Ninja.m_ActivationTick=-500;
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pChr->m_Ninja.m_CurrentMoveTime=0;
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if (sound)
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{
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pChr->m_LastWeapon = WEAPON_GUN;
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GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR);
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}
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if(!pChr->m_FreezeTime) pChr->m_ActiveWeapon = 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->m_aWeapons[m_Subtype].m_Got || (pChr->m_aWeapons[m_Subtype].m_Ammo != -1 && !pChr->m_FreezeTime)))
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{
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if(pChr->GiveWeapon(m_Subtype, -1))
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{
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//RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
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if(m_Subtype == WEAPON_GRENADE)
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GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE);
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else if(m_Subtype == WEAPON_SHOTGUN)
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GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
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else if(m_Subtype == WEAPON_RIFLE)
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GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
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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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}
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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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//if(!pChr->m_FreezeTime) pChr->GiveNinja();
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pChr->GiveNinja();
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//RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
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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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if(RespawnTime >= 0)
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{
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char aBuf[256];
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str_format(aBuf, sizeof(aBuf), "pickup player='%d:%s' item=%d/%d",
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pChr->GetPlayer()->GetCID(), Server()->ClientName(pChr->GetPlayer()->GetCID()), m_Type, m_Subtype);
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GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
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m_SpawnTick = Server()->Tick() + Server()->TickSpeed() * RespawnTime;
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}*/
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}
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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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/*
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if(m_SpawnTick != -1 || NetworkClipped(SnappingClient))
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return;
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*/
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CCharacter * SnapChar = GameServer()->GetPlayerChar(SnappingClient);
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int Tick = (Server()->Tick()%Server()->TickSpeed())%11;
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if (SnapChar && SnapChar->m_Alive && (m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[SnapChar->Team()]) && (!Tick)) return;
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CNetObj_Pickup *pP = static_cast<CNetObj_Pickup *>(Server()->SnapNewItem(NETOBJTYPE_PICKUP, m_Id, sizeof(CNetObj_Pickup)));
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if(!pP)
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return;
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pP->m_X = (int)m_Pos.x;
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pP->m_Y = (int)m_Pos.y;
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pP->m_Type = m_Type;
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pP->m_Subtype = m_Subtype;
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}
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