示例#1
0
void CGameContext::ConRescue(IConsole::IResult *pResult, void *pUserData)
{
	CGameContext *pSelf = (CGameContext *)pUserData;
	CCharacter* pChr = pSelf->m_apPlayers[pResult->m_ClientID]->GetCharacter();

	if(!g_Config.m_SvRescue)
	{
		pSelf->SendChatTarget(pResult->m_ClientID, "Rescue is not activated.");
		return;
	}

	if(!pChr)
	{
		pSelf->SendChatTarget(pResult->m_ClientID, "You are not alive!");
		return;
	}
	
	
	if(pChr->m_DeepFreeze)
	{
		pSelf->SendChatTarget(pResult->m_ClientID, "You are deepfreezed, undeepfreeze first!");
		return;
	}
	if(!pChr->IsAlive())
	{
		pSelf->SendChatTarget(pResult->m_ClientID, "You are not alive!");
		return;
	}
	// unfreeze if pressed second time
	if(pChr->m_RescueFlags & RESCUEFLAG_CAN_UNFREEZE)
	{
		pChr->m_RescueFlags &= ~RESCUEFLAG_CAN_UNFREEZE;
		if(pChr->m_FreezeTime && pChr->m_TileIndex != TILE_FREEZE && pChr->m_TileFIndex != TILE_FREEZE && pChr->Core()->m_Pos == pChr->m_RescuePos)
		{
			pChr->UnFreeze();
			return;
		}
	}
	if(pChr->m_FreezeTime == 0)
		return;
    
	if(pChr->m_LastRescue) // sv_rescue_delay
		return;

	if(pChr->m_RescueOverride)
	{
		pSelf->SendChatTarget(pResult->m_ClientID, "Rescue is disabled by the map.");
		return;
	}

	if(pChr->m_RescuePos == vec2(0,0))
	{
		pSelf->SendChatTarget(pResult->m_ClientID, "No position saved!");
		return;
	}


	// reset players' hook
	for(int i = 0; i < MAX_CLIENTS; i++)
	{
		if(pSelf->m_apPlayers[i])
		{
			CCharacter* pChr2 = pSelf->m_apPlayers[i]->GetCharacter();
			//who hooks me?
			if(pChr2 && pChr2->Core()->m_HookedPlayer == pResult->m_ClientID)
			{
				//Release hook
				pChr2->Core()->m_HookedPlayer = -1;
				pChr2->Core()->m_HookState = HOOK_RETRACTED;
				pChr2->Core()->m_HookPos = pChr2->Core()->m_Pos;
			}
		}
	}
	if(g_Config.m_SvRescueEffects)
	{
		//Blood effect
		pChr->GameServer()->CreateDeath(pChr->m_Pos, pResult->m_ClientID);
		//Spawn effect
		pChr->GameServer()->CreatePlayerSpawn(pChr->m_RescuePos);
	}
	//Teleport player
	pChr->Core()->m_Pos = pChr->m_PrevPos = pChr->m_Pos = pChr->m_RescuePos;
	pChr->Core()->m_Vel = vec2(0.f, 0.f); // reset momentum

	if(pChr->m_RescueFlags)
	{
		// disarm player
		if(pChr->m_RescueFlags & RESCUEFLAG_DISARM)
		{
			bool disarmed = false;
			for(int i = WEAPON_SHOTGUN; i < NUM_WEAPONS; i++)
			{
				if(pChr->GetWeaponGot(i) && i != WEAPON_NINJA)
				{
					pChr->SetWeaponGot(i, false);
					pChr->SetWeaponAmmo(i, 0);
					disarmed = true;
				}
			}
			if(disarmed)
				pChr->GameServer()->SendChatTarget(pResult->m_ClientID, "You have been disarmed");
		}
		// solo fix
		if(pChr->m_RescueFlags & RESCUEFLAG_SOLOOUT)
		{
			pChr->GameServer()->SendChatTarget(pResult->m_ClientID, "You are now in a solo part");
			pChr->m_Solo = true;
		}
		else if(pChr->m_RescueFlags & RESCUEFLAG_SOLOIN)
		{
			pChr->GameServer()->SendChatTarget(pResult->m_ClientID, "You are now out of the solo part");
			pChr->m_Solo = false;
		}
		// hit fix
		if(pChr->m_RescueFlags & RESCUEFLAG_NOHIT)
		{
			pChr->GameServer()->SendChatTarget(pResult->m_ClientID, "You can hit others");
			pChr->m_Hit = CCharacter::HIT_ALL;
		}
		else if(pChr->m_RescueFlags & RESCUEFLAG_HIT)
		{
			pChr->GameServer()->SendChatTarget(pResult->m_ClientID, "You can't hit others");
			pChr->m_Hit = CCharacter::DISABLE_HIT_GRENADE|CCharacter::DISABLE_HIT_HAMMER|
				CCharacter::DISABLE_HIT_RIFLE|CCharacter::DISABLE_HIT_SHOTGUN;
		}
		// endless hook fix
		if(pChr->m_RescueFlags & RESCUEFLAG_NOEHOOK && !pChr->m_EndlessHook)
		{
			pChr->GameServer()->SendChatTarget(pResult->m_ClientID, "Endless hook has been activated");
			pChr->m_EndlessHook = true;
		}
		else if(pChr->m_RescueFlags & RESCUEFLAG_EHOOK && pChr->m_EndlessHook)
		{
			pChr->GameServer()->SendChatTarget(pResult->m_ClientID, "Endless hook has been deactivated");
			pChr->m_EndlessHook = false;
		}
		pChr->m_RescueFlags = RESCUEFLAG_NONE;
	}
	//"save" last rescue time
	pChr->m_LastRescue = ((float)g_Config.m_SvRescueDelay / 1000) * pSelf->Server()->TickSpeed();
	pChr->m_RescueFlags |= RESCUEFLAG_CAN_UNFREEZE;
}
示例#2
0
文件: pickup.cpp 项目: eeeee/ddnet
void CPickup::Tick()
{
	Move();
	/*// wait for respawn
	if(m_SpawnTick > 0)
	{
		if(Server()->Tick() > m_SpawnTick)
		{
			// respawn
			m_SpawnTick = -1;

			if(m_Type == POWERUP_WEAPON)
				GameServer()->CreateSound(m_Pos, SOUND_WEAPON_SPAWN);
		}
		else
			return;
	}*/
	// 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(m_Layer == LAYER_SWITCH && !GameServer()->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:
					if(pChr->Freeze()) GameServer()->CreateSound(m_Pos, SOUND_PICKUP_HEALTH, pChr->Teams()->TeamMask(pChr->Team()));
					break;

				case POWERUP_ARMOR:
					if(pChr->Team() == TEAM_SUPER) continue;
					for(int i = WEAPON_SHOTGUN; i < NUM_WEAPONS; i++)
					{
						if(pChr->GetWeaponGot(i))
						{
							if(!(pChr->m_FreezeTime && i == WEAPON_NINJA))
							{
								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);
						GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR, pChr->Teams()->TeamMask(pChr->Team()));
					}
					if(!pChr->m_FreezeTime && 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->m_FreezeTime)))
					{
						pChr->GiveWeapon(m_Subtype);

						//RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;

						if (m_Subtype == WEAPON_GRENADE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE, pChr->Teams()->TeamMask(pChr->Team()));
						else if (m_Subtype == WEAPON_SHOTGUN)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN, pChr->Teams()->TeamMask(pChr->Team()));
						else if (m_Subtype == WEAPON_RIFLE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN, pChr->Teams()->TeamMask(pChr->Team()));

						if (pChr->GetPlayer())
							GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype);

					}
					break;

			case POWERUP_NINJA:
				{
					// activate ninja on target player
					pChr->GiveNinja();
					//RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;

					/*// loop through all players, setting their emotes
					CCharacter *pC = static_cast<CCharacter *>(GameServer()->m_World.FindFirst(CGameWorld::ENTTYPE_CHARACTER));
					for(; pC; pC = (CCharacter *)pC->TypeNext())
					{
						if (pC != pChr)
							pC->SetEmote(EMOTE_SURPRISE, Server()->Tick() + Server()->TickSpeed());
					}*/
					break;
				}
				default:
					break;
			};

			/*if(RespawnTime >= 0)
			{
				char aBuf[256];
				str_format(aBuf, sizeof(aBuf), "pickup player='%d:%s' item=%d/%d",
					pChr->GetPlayer()->GetCID(), Server()->ClientName(pChr->GetPlayer()->GetCID()), m_Type, m_Subtype);
				GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
				m_SpawnTick = Server()->Tick() + Server()->TickSpeed() * RespawnTime;
			}*/
		}
	}
}