| 1 | /* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ |
| 2 | /* If you are missing that file, acquire a complete release at teeworlds.com. */ |
| 3 | #include "pickup.h" |
| 4 | |
| 5 | #include "character.h" |
| 6 | |
| 7 | #include <generated/protocol.h> |
| 8 | |
| 9 | #include <game/client/pickup_data.h> |
| 10 | #include <game/collision.h> |
| 11 | #include <game/mapitems.h> |
| 12 | |
| 13 | static constexpr int gs_PickupPhysSize = 14; |
| 14 | |
| 15 | void CPickup::Tick() |
| 16 | { |
| 17 | Move(); |
| 18 | // Check if a player intersected us |
| 19 | CEntity *apEnts[MAX_CLIENTS]; |
| 20 | int Num = GameWorld()->FindEntities(Pos: m_Pos, Radius: GetProximityRadius() + ms_CollisionExtraSize, ppEnts: apEnts, Max: MAX_CLIENTS, Type: CGameWorld::ENTTYPE_CHARACTER); |
| 21 | for(int i = 0; i < Num; ++i) |
| 22 | { |
| 23 | auto *pChr = static_cast<CCharacter *>(apEnts[i]); |
| 24 | if(pChr) |
| 25 | { |
| 26 | if(GameWorld()->m_WorldConfig.m_IsVanilla && distance(a: m_Pos, b: pChr->m_Pos) >= (GetProximityRadius() + ms_CollisionExtraSize) * 2) // pickup distance is shorter on vanilla due to using ClosestEntity |
| 27 | continue; |
| 28 | if(m_Layer == LAYER_SWITCH && m_Number > 0 && m_Number < (int)Switchers().size() && !Switchers()[m_Number].m_aStatus[pChr->Team()]) |
| 29 | continue; |
| 30 | bool CreateSound = false; |
| 31 | // player picked us up, is someone was hooking us, let them go |
| 32 | switch(m_Type) |
| 33 | { |
| 34 | case POWERUP_HEALTH: |
| 35 | if(!GameWorld()->m_WorldConfig.m_PredictDDRace) |
| 36 | continue; |
| 37 | pChr->Freeze(); |
| 38 | break; |
| 39 | |
| 40 | case POWERUP_ARMOR: |
| 41 | if(!GameWorld()->m_WorldConfig.m_IsDDRace || !GameWorld()->m_WorldConfig.m_PredictDDRace) |
| 42 | continue; |
| 43 | if(pChr->IsSuper()) |
| 44 | continue; |
| 45 | for(int j = WEAPON_SHOTGUN; j < NUM_WEAPONS; j++) |
| 46 | { |
| 47 | if(pChr->GetWeaponGot(Type: j)) |
| 48 | { |
| 49 | pChr->SetWeaponGot(Type: j, Value: false); |
| 50 | pChr->SetWeaponAmmo(Type: j, Value: 0); |
| 51 | CreateSound = true; |
| 52 | } |
| 53 | } |
| 54 | pChr->SetNinjaActivationDir(vec2(0, 0)); |
| 55 | pChr->SetNinjaActivationTick(-500); |
| 56 | pChr->SetNinjaCurrentMoveTime(0); |
| 57 | if(CreateSound) |
| 58 | pChr->SetLastWeapon(WEAPON_GUN); |
| 59 | if(pChr->GetActiveWeapon() >= WEAPON_SHOTGUN) |
| 60 | pChr->SetActiveWeapon(WEAPON_HAMMER); |
| 61 | break; |
| 62 | |
| 63 | case POWERUP_ARMOR_SHOTGUN: |
| 64 | if(!GameWorld()->m_WorldConfig.m_IsDDRace || !GameWorld()->m_WorldConfig.m_PredictDDRace) |
| 65 | continue; |
| 66 | if(pChr->Team() == TEAM_SUPER) |
| 67 | continue; |
| 68 | if(pChr->GetWeaponGot(Type: WEAPON_SHOTGUN)) |
| 69 | { |
| 70 | pChr->SetWeaponGot(Type: WEAPON_SHOTGUN, Value: false); |
| 71 | pChr->SetWeaponAmmo(Type: WEAPON_SHOTGUN, Value: 0); |
| 72 | pChr->SetLastWeapon(WEAPON_GUN); |
| 73 | } |
| 74 | if(pChr->GetActiveWeapon() == WEAPON_SHOTGUN) |
| 75 | pChr->SetActiveWeapon(WEAPON_HAMMER); |
| 76 | break; |
| 77 | |
| 78 | case POWERUP_ARMOR_GRENADE: |
| 79 | if(!GameWorld()->m_WorldConfig.m_IsDDRace || !GameWorld()->m_WorldConfig.m_PredictDDRace) |
| 80 | continue; |
| 81 | if(pChr->Team() == TEAM_SUPER) |
| 82 | continue; |
| 83 | if(pChr->GetWeaponGot(Type: WEAPON_GRENADE)) |
| 84 | { |
| 85 | pChr->SetWeaponGot(Type: WEAPON_GRENADE, Value: false); |
| 86 | pChr->SetWeaponAmmo(Type: WEAPON_GRENADE, Value: 0); |
| 87 | pChr->SetLastWeapon(WEAPON_GUN); |
| 88 | } |
| 89 | if(pChr->GetActiveWeapon() == WEAPON_GRENADE) |
| 90 | pChr->SetActiveWeapon(WEAPON_HAMMER); |
| 91 | break; |
| 92 | |
| 93 | case POWERUP_ARMOR_NINJA: |
| 94 | if(!GameWorld()->m_WorldConfig.m_IsDDRace || !GameWorld()->m_WorldConfig.m_PredictDDRace) |
| 95 | continue; |
| 96 | if(pChr->Team() == TEAM_SUPER) |
| 97 | continue; |
| 98 | pChr->SetNinjaActivationDir(vec2(0, 0)); |
| 99 | pChr->SetNinjaActivationTick(-500); |
| 100 | pChr->SetNinjaCurrentMoveTime(0); |
| 101 | break; |
| 102 | |
| 103 | case POWERUP_ARMOR_LASER: |
| 104 | if(!GameWorld()->m_WorldConfig.m_IsDDRace || !GameWorld()->m_WorldConfig.m_PredictDDRace) |
| 105 | continue; |
| 106 | if(pChr->Team() == TEAM_SUPER) |
| 107 | continue; |
| 108 | if(pChr->GetWeaponGot(Type: WEAPON_LASER)) |
| 109 | { |
| 110 | pChr->SetWeaponGot(Type: WEAPON_LASER, Value: false); |
| 111 | pChr->SetWeaponAmmo(Type: WEAPON_LASER, Value: 0); |
| 112 | pChr->SetLastWeapon(WEAPON_GUN); |
| 113 | } |
| 114 | if(pChr->GetActiveWeapon() == WEAPON_LASER) |
| 115 | pChr->SetActiveWeapon(WEAPON_HAMMER); |
| 116 | break; |
| 117 | |
| 118 | case POWERUP_WEAPON: |
| 119 | if(m_Subtype >= 0 && m_Subtype < NUM_WEAPONS && (!pChr->GetWeaponGot(Type: m_Subtype) || pChr->GetWeaponAmmo(Type: m_Subtype) != -1)) |
| 120 | pChr->GiveWeapon(Weapon: m_Subtype); |
| 121 | break; |
| 122 | |
| 123 | case POWERUP_NINJA: |
| 124 | { |
| 125 | // activate ninja on target player |
| 126 | pChr->GiveNinja(); |
| 127 | break; |
| 128 | } |
| 129 | |
| 130 | default: |
| 131 | break; |
| 132 | }; |
| 133 | } |
| 134 | } |
| 135 | } |
| 136 | |
| 137 | void CPickup::Move() |
| 138 | { |
| 139 | if(GameWorld()->GameTick() % (int)(GameWorld()->GameTickSpeed() * 0.15f) == 0) |
| 140 | { |
| 141 | if(Collision()->MoverSpeed(x: m_Pos.x, y: m_Pos.y, pSpeed: &m_Core)) |
| 142 | { |
| 143 | m_IsCoreActive = true; |
| 144 | } |
| 145 | m_Pos += m_Core; |
| 146 | } |
| 147 | } |
| 148 | |
| 149 | CPickup::CPickup(CGameWorld *pGameWorld, int Id, const CPickupData *pPickup) : |
| 150 | CEntity(pGameWorld, CGameWorld::ENTTYPE_PICKUP, vec2(0, 0), gs_PickupPhysSize) |
| 151 | { |
| 152 | m_Pos = pPickup->m_Pos; |
| 153 | m_Type = pPickup->m_Type; |
| 154 | m_Subtype = pPickup->m_Subtype; |
| 155 | m_Core = vec2(0.f, 0.f); |
| 156 | m_IsCoreActive = false; |
| 157 | m_Id = Id; |
| 158 | m_Number = pPickup->m_SwitchNumber; |
| 159 | m_Layer = m_Number > 0 ? LAYER_SWITCH : LAYER_GAME; |
| 160 | m_Flags = pPickup->m_Flags; |
| 161 | } |
| 162 | |
| 163 | void CPickup::FillInfo(CNetObj_Pickup *pPickup) |
| 164 | { |
| 165 | pPickup->m_X = (int)m_Pos.x; |
| 166 | pPickup->m_Y = (int)m_Pos.y; |
| 167 | pPickup->m_Type = m_Type; |
| 168 | pPickup->m_Subtype = m_Subtype; |
| 169 | } |
| 170 | |
| 171 | bool CPickup::Match(CPickup *pPickup) |
| 172 | { |
| 173 | if(pPickup->m_Type != m_Type || pPickup->m_Subtype != m_Subtype) |
| 174 | return false; |
| 175 | if(distance(a: pPickup->m_Pos, b: m_Pos) > 2.0f) |
| 176 | return false; |
| 177 | return true; |
| 178 | } |
| 179 | |