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

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include "pickup.h"
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#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include <game/server/player.h>
#include <game/version.h>
#include "character.h"
static constexpr int PickupPhysSize = 14;
CPickup::CPickup(CGameWorld *pGameWorld, int Type, int SubType, int Layer, int Number) :
CEntity(pGameWorld, CGameWorld::ENTTYPE_PICKUP, vec2(0, 0), PickupPhysSize)
{
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m_Type = Type;
m_Subtype = SubType;
m_Layer = Layer;
m_Number = Number;
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Reset();
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GameWorld()->InsertEntity(this);
}
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void CPickup::Reset()
{
}
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void CPickup::Tick()
{
Move();
// 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];
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if(pChr && pChr->IsAlive())
{
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if(m_Layer == LAYER_SWITCH && m_Number > 0 && !Switchers()[m_Number].m_Status[pChr->Team()])
continue;
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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->TeamMask());
break;
case POWERUP_ARMOR:
if(pChr->Team() == TEAM_SUPER)
continue;
for(int j = WEAPON_SHOTGUN; j < NUM_WEAPONS; j++)
{
if(pChr->GetWeaponGot(j))
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{
pChr->SetWeaponGot(j, false);
pChr->SetWeaponAmmo(j, 0);
Sound = true;
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}
}
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->TeamMask());
}
if(pChr->GetActiveWeapon() >= WEAPON_SHOTGUN)
pChr->SetActiveWeapon(WEAPON_HAMMER);
break;
case POWERUP_ARMOR_SHOTGUN:
if(pChr->Team() == TEAM_SUPER)
continue;
if(pChr->GetWeaponGot(WEAPON_SHOTGUN))
{
pChr->SetWeaponGot(WEAPON_SHOTGUN, false);
pChr->SetWeaponAmmo(WEAPON_SHOTGUN, 0);
pChr->SetLastWeapon(WEAPON_GUN);
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR, pChr->TeamMask());
}
if(pChr->GetActiveWeapon() == WEAPON_SHOTGUN)
pChr->SetActiveWeapon(WEAPON_HAMMER);
break;
case POWERUP_ARMOR_GRENADE:
if(pChr->Team() == TEAM_SUPER)
continue;
if(pChr->GetWeaponGot(WEAPON_GRENADE))
{
pChr->SetWeaponGot(WEAPON_GRENADE, false);
pChr->SetWeaponAmmo(WEAPON_GRENADE, 0);
pChr->SetLastWeapon(WEAPON_GUN);
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR, pChr->TeamMask());
}
if(pChr->GetActiveWeapon() == WEAPON_GRENADE)
pChr->SetActiveWeapon(WEAPON_HAMMER);
break;
case POWERUP_ARMOR_NINJA:
if(pChr->Team() == TEAM_SUPER)
continue;
pChr->SetNinjaActivationDir(vec2(0, 0));
pChr->SetNinjaActivationTick(-500);
pChr->SetNinjaCurrentMoveTime(0);
break;
case POWERUP_ARMOR_LASER:
if(pChr->Team() == TEAM_SUPER)
continue;
if(pChr->GetWeaponGot(WEAPON_LASER))
{
pChr->SetWeaponGot(WEAPON_LASER, false);
pChr->SetWeaponAmmo(WEAPON_LASER, 0);
pChr->SetLastWeapon(WEAPON_GUN);
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR, pChr->TeamMask());
}
if(pChr->GetActiveWeapon() == WEAPON_LASER)
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->GiveWeapon(m_Subtype);
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if(m_Subtype == WEAPON_GRENADE)
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE, pChr->TeamMask());
else if(m_Subtype == WEAPON_SHOTGUN)
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN, pChr->TeamMask());
else if(m_Subtype == WEAPON_LASER)
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN, pChr->TeamMask());
if(pChr->GetPlayer())
GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype);
}
break;
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case POWERUP_NINJA:
{
// activate ninja on target player
pChr->GiveNinja();
break;
}
default:
break;
};
}
}
}
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void CPickup::TickPaused()
{
}
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void CPickup::Snap(int SnappingClient)
{
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if(NetworkClipped(SnappingClient))
return;
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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 SnappingClientVersion = SnappingClient != SERVER_DEMO_CLIENT ? GameServer()->GetClientVersion(SnappingClient) : CLIENT_VERSIONNR;
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CNetObj_EntityEx *pEntData = 0;
if(SnappingClientVersion >= VERSION_DDNET_SWITCH && (m_Layer == LAYER_SWITCH || length(m_Core) > 0))
pEntData = static_cast<CNetObj_EntityEx *>(Server()->SnapNewItem(NETOBJTYPE_ENTITYEX, GetID(), sizeof(CNetObj_EntityEx)));
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if(pEntData)
{
pEntData->m_SwitchNumber = m_Number;
pEntData->m_Layer = m_Layer;
pEntData->m_EntityClass = ENTITYCLASS_PICKUP;
}
else
{
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_Status[pChar->Team()] && !Tick)
return;
}
int Size = Server()->IsSixup(SnappingClient) ? 3 * 4 : sizeof(CNetObj_Pickup);
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CNetObj_Pickup *pPickup = static_cast<CNetObj_Pickup *>(Server()->SnapNewItem(NETOBJTYPE_PICKUP, GetID(), Size));
if(!pPickup)
return;
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pPickup->m_X = (int)m_Pos.x;
pPickup->m_Y = (int)m_Pos.y;
pPickup->m_Type = m_Type;
if(SnappingClientVersion < VERSION_DDNET_WEAPON_SHIELDS)
{
if(m_Type >= POWERUP_ARMOR_SHOTGUN && m_Type <= POWERUP_ARMOR_LASER)
{
pPickup->m_Type = POWERUP_ARMOR;
}
}
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if(Server()->IsSixup(SnappingClient))
{
if(m_Type == POWERUP_WEAPON)
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pPickup->m_Type = m_Subtype == WEAPON_SHOTGUN ? 3 : m_Subtype == WEAPON_GRENADE ? 2 : 4;
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else if(m_Type == POWERUP_NINJA)
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pPickup->m_Type = 5;
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}
else
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pPickup->m_Subtype = m_Subtype;
}
void CPickup::Move()
{
if(Server()->Tick() % int(Server()->TickSpeed() * 0.15f) == 0)
{
int Flags;
int index = GameServer()->Collision()->IsMover(m_Pos.x, m_Pos.y, &Flags);
if(index)
{
m_Core = GameServer()->Collision()->CpSpeed(index, Flags);
}
m_Pos += m_Core;
}
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}