about summary refs log tree commit diff
path: root/src/game/server/entities/pickup.cpp
blob: 9798e2c3efe6624af95dc2167a5126522f461dd4 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include "pickup.h"

CPickup::CPickup(CGameWorld *pGameWorld, int Type, int SubType)
: CEntity(pGameWorld, NETOBJTYPE_PICKUP)
{
	m_Type = Type;
	m_Subtype = SubType;
	m_ProximityRadius = PickupPhysSize;

	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()
{
	// 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 *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
		int RespawnTime = -1;
		switch (m_Type)
		{
			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;

			case POWERUP_WEAPON:
				if(m_Subtype >= 0 && m_Subtype < NUM_WEAPONS)
				{
					if(pChr->GiveWeapon(m_Subtype, 10))
					{
						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
					CEntity *apEnts[64];
					int Num = GameServer()->m_World.FindEntities(vec2(0, 0), 1000000, apEnts, 64, NETOBJTYPE_CHARACTER);
					
					for (int i = 0; i < Num; ++i)
					{
						CCharacter *pC = static_cast<CCharacter *>(apEnts[i]);
						if (pC != pChr)
							pC->SetEmote(EMOTE_SURPRISE, Server()->Tick() + Server()->TickSpeed());
					}

					pChr->SetEmote(EMOTE_ANGRY, Server()->Tick() + 1200 * Server()->TickSpeed() / 1000);
					break;
				}
				
			default:
				break;
		};

		if(RespawnTime >= 0)
		{
			dbg_msg("game", "pickup player='%d:%s' item=%d/%d",
				pChr->GetPlayer()->GetCID(), Server()->ClientName(pChr->GetPlayer()->GetCID()), m_Type, m_Subtype);
			m_SpawnTick = Server()->Tick() + Server()->TickSpeed() * RespawnTime;
		}
	}
}

void CPickup::Snap(int SnappingClient)
{
	if(m_SpawnTick != -1 || NetworkClipped(SnappingClient))
		return;

	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;
}