ddnet/src/game/server/entities/pickup.cpp

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#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include "pickup.h"
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CPickup::CPickup(CGameWorld *pGameWorld, int Type, int SubType)
: CEntity(pGameWorld, NETOBJTYPE_PICKUP)
{
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m_Type = Type;
m_Subtype = SubType;
m_ProximityRadius = PickupPhysSize;
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Reset();
GameWorld()->InsertEntity(this);
}
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void CPickup::Reset()
{
/*
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if (g_pData->m_aPickups[m_Type].m_Spawndelay > 0)
m_SpawnTick = Server()->Tick() + Server()->TickSpeed() * g_pData->m_aPickups[m_Type].m_Spawndelay;
else
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m_SpawnTick = -1;
*/
}
void CPickup::Move()
{
if (Server()->Tick()%int(Server()->TickSpeed() * 0.15f) == 0)
{
int index = GameServer()->Collision()->IsCp(m_Pos.x, m_Pos.y);
if (index)
{
m_Core = GameServer()->Collision()->CpSpeed(index);
}
m_Pos += m_Core;
}
}
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void CPickup::Tick()
{
Move();
// wait for respawn
/*if(m_SpawnTick > 0)
{
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if(Server()->Tick() > m_SpawnTick)
{
// respawn
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m_SpawnTick = -1;
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if(m_Type == POWERUP_WEAPON)
GameServer()->CreateSound(m_Pos, SOUND_WEAPON_SPAWN);
}
else
return;
}*/
// Check if a player intersected us
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CCharacter *pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 20.0f, 0);
if(pChr && pChr->IsAlive())
{
bool sound = false;
// player picked us up, is someone was hooking us, let them go
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int RespawnTime = -1;
switch (m_Type)
{
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case POWERUP_HEALTH:
if(pChr->Freeze()) GameServer()->CreateSound(m_Pos, SOUND_PICKUP_HEALTH);
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break;
case POWERUP_ARMOR:
for(int i=WEAPON_SHOTGUN;i<NUM_WEAPONS;i++)
{
if (pChr->m_aWeapons[i].m_Got)
{
pChr->m_aWeapons[i].m_Got = false;
pChr->m_aWeapons[i].m_Ammo = 0;
sound = true;
}
if(pChr->m_FreezeTime)
{
pChr->m_aWeapons[WEAPON_GUN].m_Ammo = 0;
pChr->m_aWeapons[WEAPON_HAMMER].m_Ammo =0;
}
pChr->m_Ninja.m_ActivationDir=vec2(0,0);
pChr->m_Ninja.m_ActivationTick=0;
pChr->m_Ninja.m_CurrentMoveTime=0;
}
if (sound)
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{
pChr->m_LastWeapon = WEAPON_GUN;
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GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR);
}
pChr->m_ActiveWeapon = WEAPON_HAMMER;
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break;
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case POWERUP_WEAPON:
if(m_Subtype >= 0 && m_Subtype < NUM_WEAPONS && (!pChr->m_aWeapons[m_Subtype].m_Got || pChr->m_aWeapons[m_Subtype].m_Ammo != -1))
{
if(pChr->GiveWeapon(m_Subtype, -1))
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{
//RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
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if(m_Subtype == WEAPON_GRENADE)
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE);
else if(m_Subtype == WEAPON_SHOTGUN)
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
else if(m_Subtype == WEAPON_RIFLE)
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
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if(pChr->GetPlayer())
GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype);
}
}
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break;
case POWERUP_NINJA:
{
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// activate ninja on target player
pChr->GiveNinja();
//RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
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break;
}
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default:
break;
};
/*
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if(RespawnTime >= 0)
{
dbg_msg("game", "pickup player='%d:%s' item=%d/%d",
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pChr->GetPlayer()->GetCID(), Server()->ClientName(pChr->GetPlayer()->GetCID()), m_Type, m_Subtype);
m_SpawnTick = Server()->Tick() + Server()->TickSpeed() * RespawnTime;
}*/
}
}
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void CPickup::Snap(int SnappingClient)
{
/*
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if(m_SpawnTick != -1 || NetworkClipped(SnappingClient))
return;
*/
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CNetObj_Pickup *pP = static_cast<CNetObj_Pickup *>(Server()->SnapNewItem(NETOBJTYPE_PICKUP, m_Id, sizeof(CNetObj_Pickup)));
pP->m_X = (int)m_Pos.x;
pP->m_Y = (int)m_Pos.y;
pP->m_Type = m_Type;
pP->m_Subtype = m_Subtype;
}