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/server/teams.h>
#include "character.h"
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()
{
/*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;
else
m_SpawnTick = -1;*/
}
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void CPickup::Tick()
{
Move();
/*// wait for respawn
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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
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;
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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->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))
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{
pChr->SetWeaponGot(i, false);
pChr->SetWeaponAmmo(i, 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->Teams()->TeamMask(pChr->Team()));
}
if(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->GiveWeapon(m_Subtype);
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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, 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_LASER)
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN, pChr->Teams()->TeamMask(pChr->Team()));
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();
//RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
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/*// 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())
{
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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;
}*/
}
}
}
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void CPickup::TickPaused()
{
/*if(m_SpawnTick != -1)
++m_SpawnTick;*/
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}
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void CPickup::Snap(int SnappingClient)
{
/*if(m_SpawnTick != -1 || NetworkClipped(SnappingClient))
return;*/
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CCharacter *Char = GameServer()->GetPlayerChar(SnappingClient);
if(SnappingClient > -1 && (GameServer()->m_apPlayers[SnappingClient]->GetTeam() == -1 || GameServer()->m_apPlayers[SnappingClient]->IsPaused()) && GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID != SPEC_FREEVIEW)
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Char = GameServer()->GetPlayerChar(GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID);
int Tick = (Server()->Tick() % Server()->TickSpeed()) % 11;
if(Char && Char->IsAlive() &&
(m_Layer == LAYER_SWITCH &&
!GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()]) &&
(!Tick))
return;
int Size = Server()->IsSixup(SnappingClient) ? 3 * 4 : sizeof(CNetObj_Pickup);
CNetObj_Pickup *pP = static_cast<CNetObj_Pickup *>(Server()->SnapNewItem(NETOBJTYPE_PICKUP, GetID(), Size));
if(!pP)
return;
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pP->m_X = (int)m_Pos.x;
pP->m_Y = (int)m_Pos.y;
pP->m_Type = m_Type;
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if(Server()->IsSixup(SnappingClient))
{
if(m_Type == POWERUP_WEAPON)
pP->m_Type = m_Subtype == WEAPON_SHOTGUN ? 3 : m_Subtype == WEAPON_GRENADE ? 2 : 4;
else if(m_Type == POWERUP_NINJA)
pP->m_Type = 5;
}
else
pP->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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}