/* (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 #include #include "pickup.h" #include CPickup::CPickup(CGameWorld *pGameWorld, int Type, int SubType, int Layer, int Number) : CEntity(pGameWorld, CGameWorld::ENTTYPE_PICKUP) { m_Type = Type; m_Subtype = SubType; m_ProximityRadius = PickupPhysSize; m_Layer = Layer; m_Number = Number; Reset(); GameWorld()->InsertEntity(this); } void CPickup::Reset() { /*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 m_SpawnTick = -1;*/ } void CPickup::Tick() { Move(); /*// wait for respawn if(m_SpawnTick > 0) { if(Server()->Tick() > m_SpawnTick) { // respawn m_SpawnTick = -1; 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, 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; 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)) { if(!(pChr->m_FreezeTime && i == WEAPON_NINJA)) { pChr->SetWeaponGot(i, false); pChr->SetWeaponAmmo(i, 0); sound = true; } } } pChr->SetNinjaActivationDir(vec2(0,0)); pChr->SetNinjaActivationTick(-500); pChr->SetNinjaCurrentMoveTime(0); if (sound) { pChr->SetLastWeapon(WEAPON_GUN); GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR); } if(!pChr->m_FreezeTime) 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->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 pChr->GiveNinja(); //RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime; /*// loop through all players, setting their emotes CCharacter *pC = static_cast(GameServer()->m_World.FindFirst(CGameWorld::ENTTYPE_CHARACTER)); for(; pC; pC = (CCharacter *)pC->TypeNext()) { 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; }*/ } } } void CPickup::Snap(int SnappingClient) { /*if(m_SpawnTick != -1 || NetworkClipped(SnappingClient)) return;*/ CCharacter * SnapChar = GameServer()->GetPlayerChar(SnappingClient); int Tick = (Server()->Tick()%Server()->TickSpeed())%11; if (SnapChar && SnapChar->IsAlive() && (m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[SnapChar->Team()]) && (!Tick)) return; CNetObj_Pickup *pP = static_cast(Server()->SnapNewItem(NETOBJTYPE_PICKUP, m_ID, sizeof(CNetObj_Pickup))); if(!pP) return; pP->m_X = (int)m_Pos.x; pP->m_Y = (int)m_Pos.y; pP->m_Type = m_Type; 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; } }