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. */
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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, CGameWorld::ENTTYPE_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;
}
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void CPickup::Tick()
{
// 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
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CCharacter *pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 20.0f, 0);
if(pChr && pChr->IsAlive())
{
// 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->IncreaseHealth(1))
{
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_HEALTH);
RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
}
break;
case POWERUP_ARMOR:
if(pChr->IncreaseArmor(1))
{
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR);
RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
}
break;
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case POWERUP_WEAPON:
if(m_Subtype >= 0 && m_Subtype < NUM_WEAPONS)
{
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if(pChr->GiveWeapon(m_Subtype, 10))
{
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;
// 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());
}
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pChr->SetEmote(EMOTE_ANGRY, Server()->Tick() + 1200 * Server()->TickSpeed() / 1000);
break;
}
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default:
break;
};
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if(RespawnTime >= 0)
{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "pickup player='%d:%s' item=%d/%d",
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pChr->GetPlayer()->GetCID(), Server()->ClientName(pChr->GetPlayer()->GetCID()), m_Type, m_Subtype);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
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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)));
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;
pP->m_Subtype = m_Subtype;
}