about summary refs log tree commit diff
path: root/src/game/server/entities/pickup.cpp
blob: 436282ccfb357a98fd281e7f0c1fe73e03abe8a5 (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
130
131
132
133
134
135
136
137
138
139
140
141
142
143
#include <engine/e_server_interface.h>
#include <game/generated/g_protocol.hpp>
#include <game/server/gamecontext.hpp>
#include "pickup.hpp"

//////////////////////////////////////////////////
// pickup
//////////////////////////////////////////////////
PICKUP::PICKUP(int _type, int _subtype)
: ENTITY(NETOBJTYPE_PICKUP)
{
	type = _type;
	subtype = _subtype;
	proximity_radius = phys_size;

	reset();

	// TODO: should this be done here?
	game.world.insert_entity(this);
}

void PICKUP::reset()
{
	if (data->pickups[type].spawndelay > 0)
		spawntick = server_tick() + server_tickspeed() * data->pickups[type].spawndelay;
	else
		spawntick = -1;
}

void PICKUP::tick()
{
	// wait for respawn
	if(spawntick > 0)
	{
		if(server_tick() > spawntick)
		{
			// respawn
			spawntick = -1;

			if(type == POWERUP_WEAPON)
				game.create_sound(pos, SOUND_WEAPON_SPAWN);
		}
		else
			return;
	}
	// Check if a player intersected us
	CHARACTER *chr = game.world.closest_character(pos, 20.0f, 0);
	if(chr)
	{
		// player picked us up, is someone was hooking us, let them go
		int respawntime = -1;
		switch (type)
		{
		case POWERUP_HEALTH:
			if(chr->increase_health(1))
			{
				game.create_sound(pos, SOUND_PICKUP_HEALTH);
				respawntime = data->pickups[type].respawntime;
			}
			break;
		case POWERUP_ARMOR:
			if(chr->increase_armor(1))
			{
				game.create_sound(pos, SOUND_PICKUP_ARMOR);
				respawntime = data->pickups[type].respawntime;
			}
			break;

		case POWERUP_WEAPON:
			if(subtype >= 0 && subtype < NUM_WEAPONS)
			{
				if(chr->weapons[subtype].ammo < data->weapons.id[subtype].maxammo || !chr->weapons[subtype].got)
				{
					chr->weapons[subtype].got = true;
					chr->weapons[subtype].ammo = min(data->weapons.id[subtype].maxammo, chr->weapons[subtype].ammo + 10);
					respawntime = data->pickups[type].respawntime;

					// TODO: data compiler should take care of stuff like this
					if(subtype == WEAPON_GRENADE)
						game.create_sound(pos, SOUND_PICKUP_GRENADE);
					else if(subtype == WEAPON_SHOTGUN)
						game.create_sound(pos, SOUND_PICKUP_SHOTGUN);
					else if(subtype == WEAPON_RIFLE)
						game.create_sound(pos, SOUND_PICKUP_SHOTGUN);

					if(chr->player)
                    	game.send_weapon_pickup(chr->player->client_id, subtype);
				}
			}
			break;
		case POWERUP_NINJA:
			{
				// activate ninja on target player
				chr->ninja.activationtick = server_tick();
				chr->weapons[WEAPON_NINJA].got = true;
				chr->weapons[WEAPON_NINJA].ammo = -1;
				chr->last_weapon = chr->active_weapon;
				chr->active_weapon = WEAPON_NINJA;
				respawntime = data->pickups[type].respawntime;
				game.create_sound(pos, SOUND_PICKUP_NINJA);

				// loop through all players, setting their emotes
				ENTITY *ents[64];
				int num = game.world.find_entities(vec2(0, 0), 1000000, ents, 64, NETOBJTYPE_CHARACTER);
				for (int i = 0; i < num; i++)
				{
					CHARACTER *c = (CHARACTER *)ents[i];
					if (c != chr)
					{
						c->emote_type = EMOTE_SURPRISE;
						c->emote_stop = server_tick() + server_tickspeed();
					}
				}

				chr->emote_type = EMOTE_ANGRY;
				chr->emote_stop = server_tick() + 1200 * server_tickspeed() / 1000;
				
				break;
			}
		default:
			break;
		};

		if(respawntime >= 0)
		{
			dbg_msg("game", "pickup player='%d:%s' item=%d/%d",
				chr->player->client_id, server_clientname(chr->player->client_id), type, subtype);
			spawntick = server_tick() + server_tickspeed() * respawntime;
		}
	}
}

void PICKUP::snap(int snapping_client)
{
	if(spawntick != -1)
		return;

	NETOBJ_PICKUP *up = (NETOBJ_PICKUP *)snap_new_item(NETOBJTYPE_PICKUP, id, sizeof(NETOBJ_PICKUP));
	up->x = (int)pos.x;
	up->y = (int)pos.y;
	up->type = type; // TODO: two diffrent types? what gives?
	up->subtype = subtype;
}