Beispiel #1
0
void CPickup::Tick()
{
	if (!m_Dropable && GameServer()->Collision()->IsForceTile(m_Pos.x, m_Pos.y+24) != 0)
	{
		m_ResetableDropable = true;
		m_SpawnPos = m_Pos;
		m_Life = 280;
		m_Flashing = false;
		m_FlashTimer = 0;
		m_Dropable = true;
		m_Treasure = false;
		m_SpawnTick = -1;
		m_Ammo = 1.0f;
	}
	
	// wait for respawn
	//if(m_SpawnTick > 0) - 12.5.
	if(m_SpawnTick > 0 && (!m_Dropable || m_ResetableDropable) && !m_Flashing)
	{
		if(Server()->Tick() > m_SpawnTick && !m_SkipAutoRespawn)
		{
			// respawn
			m_SpawnTick = -1;
			
			if (m_ResetableDropable)
			{
				m_Pos = m_SpawnPos;
				m_Dropable = false;
			}
			

			if(m_Type == POWERUP_WEAPON)
				GameServer()->CreateSound(m_Pos, SOUND_WEAPON_SPAWN);
		}
		else
			return;
	}
	
	// item drops from enemies
	if (m_Dropable && !m_Treasure)
	{
		if (m_Life < 100)
			m_Flashing = true;
		
		if (m_Life > 0)
			m_Life--;
		else
		{
			if (m_ResetableDropable)
			{
				m_Flashing = false;
				m_Dropable = false;
				m_SpawnTick = Server()->Tick() + Server()->TickSpeed() * (4.0f+frandom()*6);
			}
			else
				m_SpawnTick = 999;
			return;
		}
	}
	
	// a small visual effect before pickup disappears
	if (m_Flashing)
	{
		m_FlashTimer--;
		
		if (m_FlashTimer <= 0)
			m_FlashTimer = 20;
			
		if (m_FlashTimer > 10)
			m_SpawnTick = 999;
		else
			m_SpawnTick = -1;
	}
	
	
	
	// physics
	if (m_Dropable && !m_Treasure)
	{
		m_Vel.y += 0.5f;
		
		bool Grounded = false;
		if(GameServer()->Collision()->CheckPoint(m_Pos.x+12, m_Pos.y+12+5))
			Grounded = true;
		if(GameServer()->Collision()->CheckPoint(m_Pos.x-12, m_Pos.y+12+5))
			Grounded = true;
		
		int OnForceTile = GameServer()->Collision()->IsForceTile(m_Pos.x-12, m_Pos.y+12+5);
		if (OnForceTile == 0)
			OnForceTile = GameServer()->Collision()->IsForceTile(m_Pos.x+12, m_Pos.y+12+5);
		
		if (Grounded)
			m_Vel.x = (m_Vel.x + OnForceTile) * 0.8f;
			//m_Vel.x *= 0.8f;
		else
			m_Vel.x *= 0.99f;
		
		
		//if (OnForceTile == -1)
		//	m_Vel.x -= 0.3f;
		
		GameServer()->Collision()->MoveBox(&m_Pos, &m_Vel, vec2(24.0f, 24.0f), 0.4f);
	}
	
	
	// Check if a player intersected us
	CCharacter *pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 20.0f, 0);
	if(pChr && pChr->IsAlive() && pChr->m_SkipPickups <= 0 && (!g_Config.m_SvBotsSkipPickups || !pChr->GetPlayer()->m_IsBot)) // && !pChr->GetPlayer()->m_pAI)
	{
		// player picked us up, is someone was hooking us, let them go
		int RespawnTime = -1;
		switch (m_Type)
		{
			case POWERUP_HEALTH:
				if(pChr->IncreaseHealth(10))
				{
					GameServer()->CreateSound(m_Pos, SOUND_PICKUP_HEALTH);
					RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
					m_Life = 0;
					m_Flashing = false;
				}
				break;

			case POWERUP_ARMOR:
				if(pChr->IncreaseArmor(1))
				{
					GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR);
					RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
					m_Life = 0;
					m_Flashing = false;
				}
				break;
				
			case POWERUP_MINE:
				if(pChr->AddMine())
				{
					GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR);
					RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
					m_Life = 0;
					m_Flashing = false;
				}
				break;
				
			case POWERUP_KIT:
				if(pChr->AddKit())
				{
					GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR);
					RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
					m_Life = 0;
					m_Flashing = false;
				}
				break;

			// todo: clean and remove parent weapon type
			case POWERUP_WEAPON:
				if(m_Subtype >= 0 && m_Subtype < NUM_CUSTOMWEAPONS)
				{
					/*
					if (Parent < 0 || Parent >= NUM_WEAPONS)
					{
						RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
						m_Life = 0;
						m_Flashing = false;
						break;
					}
					*/
					
					float AmmoFill = 1.0f;
					if (m_Dropable)
						AmmoFill = 0.3f + frandom()*0.3f;
					
					if (m_Ammo >= 0.0f)
						AmmoFill = m_Ammo;
					
					if (pChr->GiveCustomWeapon(m_Subtype, AmmoFill))
					{
						if(m_Subtype == WEAPON_GRENADE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE);
						else
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
						
						if(pChr->GetPlayer())
						{
							//GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), Parent);
							
							GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype);
							
							//char aBuf[256]; str_format(aBuf, sizeof(aBuf), "Picked up %s", aCustomWeapon[m_Subtype].m_Name);
							//GameServer()->SendChatTarget(pChr->GetPlayer()->GetCID(), aBuf);
						}
						
						RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
						m_Life = 0;
						m_Flashing = false;
					}
					else
					{
						if (pChr->GiveAmmo(&m_Subtype, AmmoFill))
						{
							if(m_Subtype == WEAPON_GRENADE)
								GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE);
							else
								GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
							
							//char aBuf[256]; str_format(aBuf, sizeof(aBuf), "Picked up ammo for %s", aCustomWeapon[m_Subtype].m_Name);
							//GameServer()->SendChatTarget(pChr->GetPlayer()->GetCID(), aBuf);
							
							if(pChr->GetPlayer())
								GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype);
							
							RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
							m_Life = 0;
							m_Flashing = false;
						}
					}
					
					/*if(pChr->GiveWeapon(m_Subtype, 10)) // !pChr->m_WeaponPicked && 
					{
						RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;

						//pChr->m_WeaponPicked = true;
						
						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;

			default:
				break;
		};

		if(RespawnTime >= 0)
		{
			// force 10 sec on factory boxes
			if (m_ResetableDropable)
				m_SpawnTick = Server()->Tick() + Server()->TickSpeed() * (4.0f+frandom()*6);
			
			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;
		}
	}
}
Beispiel #2
0
void CPickup::Tick()
{
	
	
	// wait for respawn
	//if(m_SpawnTick > 0) - 12.5.
	if(m_SpawnTick > 0 && !m_Dropable && !m_Flashing)
	{
		if(Server()->Tick() > m_SpawnTick && !m_SkipAutoRespawn)
		{
			// respawn
			m_SpawnTick = -1;

			if(m_Type == POWERUP_WEAPON)
				GameServer()->CreateSound(m_Pos, SOUND_WEAPON_SPAWN);
		}
		else
			return;
	}
	
	// item drops from enemies
	if (m_Dropable)
	{
		if (m_Life > 0)
			m_Life--;
		else
		{
			m_SpawnTick = 999;
			return;
		}

			
		if (m_Life < 100)
			m_Flashing = true;
	}
	
	// a small visual effect before pickup disappears
	if (m_Flashing)
	{
		m_FlashTimer--;
		
		if (m_FlashTimer <= 0)
			m_FlashTimer = 20;
			
		if (m_FlashTimer > 10)
			m_SpawnTick = 999;
		else
			m_SpawnTick = -1;
	}
	
	
	
	// physics
	if (m_Dropable)
	{
		m_Vel.y += 0.5f;
		
		bool Grounded = false;
		if(GameServer()->Collision()->CheckPoint(m_Pos.x+12, m_Pos.y+12+5))
			Grounded = true;
		if(GameServer()->Collision()->CheckPoint(m_Pos.x-12, m_Pos.y+12+5))
			Grounded = true;
		
		if (Grounded)
			m_Vel.x *= 0.8f;
		else
			m_Vel.x *= 0.99f;
		
		GameServer()->Collision()->MoveBox(&m_Pos, &m_Vel, vec2(24.0f, 24.0f), 0.4f);
	}
	
	
	// Check if a player intersected us
	CCharacter *pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 20.0f, 0);
	if(pChr && pChr->IsAlive()) // && !pChr->GetPlayer()->m_pAI)
	{
		// player picked us up, is someone was hooking us, let them go
		int RespawnTime = -1;
		switch (m_Type)
		{
			case POWERUP_HEALTH:
				if (m_Subtype > 0 && m_Owner >= 0 && m_Owner < MAX_CLIENTS && GameServer()->m_apPlayers[m_Owner])
				{
					int Team = GameServer()->m_apPlayers[m_Owner]->GetTeam();
					
					if (Team != pChr->GetPlayer()->GetTeam())
					{
						if (m_Subtype == 1)
							GameServer()->CreateExplosion(m_Pos, m_Owner, WEAPON_HAMMER, false, false);
						
						if (m_Subtype == 2)
						{
							CSuperexplosion *S = new CSuperexplosion(&GameServer()->m_World, m_Pos, m_Owner, WEAPON_HAMMER, 1);
							GameServer()->m_World.InsertEntity(S);
						}

						GameServer()->CreateSound(m_Pos, SOUND_PICKUP_HEALTH);
						RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
						m_Life = 0;
						m_Flashing = false;
						m_Subtype = 0;
						break;
					}
				}
				
				
				if(pChr->IncreaseHealth(10))
				{
					GameServer()->CreateSound(m_Pos, SOUND_PICKUP_HEALTH);
					RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
					m_Life = 0;
					m_Flashing = false;
				}
				else
				if (pChr->GetPlayer()->GotAbility(STORE_HEALTH) && pChr->StoreHealth())
				{
					GameServer()->CreateSound(m_Pos, SOUND_PICKUP_HEALTH);
					RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
					m_Life = 0;
					m_Flashing = false;
				}
				break;

			case POWERUP_ARMOR:
				if(pChr->IncreaseArmor(1))
				{
					GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR);
					RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
					m_Life = 0;
					m_Flashing = false;
				}
				break;

			case POWERUP_WEAPON:
				if(m_Subtype >= 0 && m_Subtype < NUM_CUSTOMWEAPONS)
				{
					int Parent = aCustomWeapon[m_Subtype].m_ParentWeapon;
					
					if (Parent < 0 || Parent >= NUM_WEAPONS)
					{
						RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
						m_Life = 0;
						m_Flashing = false;
						break;
					}
					
					if (pChr->GiveCustomWeapon(m_Subtype, 0.2f + frandom()*0.3f))
					{
						if(Parent == WEAPON_GRENADE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE);
						else
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
						
						if(pChr->GetPlayer())
						{
							//GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), Parent);
							
							char aBuf[256]; str_format(aBuf, sizeof(aBuf), "Picked up %s", aCustomWeapon[m_Subtype].m_Name);
							GameServer()->SendChatTarget(pChr->GetPlayer()->GetCID(), aBuf);
						}
						
						RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
						m_Life = 0;
						m_Flashing = false;
					}
					else
					{
						if (pChr->GiveAmmo(&m_Subtype, 0.125f + frandom()*0.15f))
						{
							char aBuf[256]; str_format(aBuf, sizeof(aBuf), "Picked up ammo for %s", aCustomWeapon[m_Subtype].m_Name);
							GameServer()->SendChatTarget(pChr->GetPlayer()->GetCID(), aBuf);
							
							RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
							m_Life = 0;
							m_Flashing = false;
						}
					}
					
					/*if(pChr->GiveWeapon(m_Subtype, 10)) // !pChr->m_WeaponPicked && 
					{
						RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;

						//pChr->m_WeaponPicked = true;
						
						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;

			// sword not in use, instead snap weapon to look like sword
			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<CCharacter *>(GameServer()->m_World.FindFirst(CGameWorld::ENTTYPE_CHARACTER));
					for(; pC; pC = (CCharacter *)pC->TypeNext())
					{
						if (pC != pChr)
							pC->SetEmote(EMOTE_SURPRISE, Server()->Tick() + Server()->TickSpeed());
					}

					pChr->SetEmote(EMOTE_ANGRY, Server()->Tick() + 1200 * Server()->TickSpeed() / 1000);
					m_Flashing = false;
					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;
		}
	}
}