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
CCharacter *apEnts[MAX_CLIENTS];
int Num = GameWorld()->FindEntities(m_Pos, 20.0f, (CEntity**)apEnts, 64, NETOBJTYPE_CHARACTER);
for(int i = 0; i < Num; ++i) {
CCharacter * pChr = apEnts[i];
if(pChr && pChr->IsAlive())
{
bool sound = false;
// player picked us up, is someone was hooking us, let them go
int RespawnTime = -1;
switch (m_Type)
{
case POWERUP_HEALTH:
if(pChr->Freeze()) GameServer()->CreateSound(m_Pos, SOUND_PICKUP_HEALTH);
break;
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case POWERUP_ARMOR:
for(int i=WEAPON_SHOTGUN;i<NUM_WEAPONS;i++)
{
if (pChr->m_aWeapons[i].m_Got)
{
if(!(pChr->m_FreezeTime && i == WEAPON_NINJA))
{
pChr->m_aWeapons[i].m_Got = false;
pChr->m_aWeapons[i].m_Ammo = 0;
sound = true;
}
}
}
pChr->m_Ninja.m_ActivationDir=vec2(0,0);
pChr->m_Ninja.m_ActivationTick=-500;
pChr->m_Ninja.m_CurrentMoveTime=0;
if (sound)
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{
pChr->m_LastWeapon = WEAPON_GUN;
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR);
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}
if(!pChr->m_FreezeTime) pChr->m_ActiveWeapon = WEAPON_HAMMER;
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break;
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 && !pChr->m_FreezeTime)))
{
if(pChr->GiveWeapon(m_Subtype, -1))
{
//RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
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);
if(pChr->GetPlayer())
GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype);
}
}
break;
case POWERUP_NINJA:
{
// activate ninja on target player
if(!pChr->m_FreezeTime) pChr->GiveNinja();
//RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
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::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;
}