Beispiel #1
0
void CPlasma::Tick()
{
	if (m_LifeTime == 0)
	{
		Reset();
		return;
	}
	m_LifeTime--;
	Move();
	HitCharacter();

	int Res = 0;
	Res = GameServer()->Collision()->IntersectNoLaser(m_Pos, m_Pos + m_Core, 0,
			0);
	if (Res)
	{
		if (m_Explosive)
			GameServer()->CreateExplosion(
					m_Pos,
					-1,
					WEAPON_GRENADE,
					true,
					m_ResponsibleTeam,
					((CGameControllerDDRace*) GameServer()->m_pController)->m_Teams.TeamMask(
							m_ResponsibleTeam));
		Reset();
	}

}
Beispiel #2
0
void CLaser::DoBounce()
{
	m_EvalTick = Server()->Tick();

	if(m_Energy < 0)
	{
		GameWorld()->DestroyEntity(this);
		return;
	}

	vec2 To = m_Pos + m_Dir * m_Energy;

	if(GameServer()->Collision()->IntersectLine(m_Pos, To, 0x0, &To))
	{
		if(!HitCharacter(m_Pos, To))
		{
			// intersected
			m_From = m_Pos;
			m_Pos = To;

			vec2 TempPos = m_Pos;
			vec2 TempDir = m_Dir * 4.0f;

			GameServer()->Collision()->MovePoint(&TempPos, &TempDir, 1.0f, 0);
			m_Pos = TempPos;
			m_Dir = normalize(TempDir);

			m_Energy -= distance(m_From, m_Pos) + GameServer()->Tuning()->m_LaserBounceCost;
			m_Bounces++;

			if(m_Bounces > GameServer()->Tuning()->m_LaserBounceNum)
				m_Energy = -1;

			tu::CEvent_Sound(GameServer()).World(GameWorld()->m_WorldID)
				.Send(m_Pos, SOUND_LASER_BOUNCE);
		}
	}
	else
	{
		if(!HitCharacter(m_Pos, To))
		{
			m_From = m_Pos;
			m_Pos = To;
			m_Energy = -1;
		}
	}
}
Beispiel #3
0
void CMine::Tick()
{	
	if (!GameServer()->GetPlayerChar(m_Owner) || GameServer()->m_apPlayers[m_Owner]->GetTeam() == TEAM_BLUE 
			|| GameServer()->m_apPlayers[m_Owner]->GetTeam() == TEAM_SPECTATORS) 
		return Reset();
	
	HitCharacter();
}
void CLaserWall::Tick()
{
	CCharacter *OwnerChar = GameServer()->GetPlayerChar(m_Owner);
	if(!OwnerChar || !OwnerChar->IsAlive())
		Reset();

	if(m_Active)
	{
		HitCharacter(m_WallBody->getStartPoint(), m_WallBody->getEndPoint());
	}
	else
	{
		if(time_get() >= m_Delay)
		{
			GameWorld()->InsertEntity(m_WallBody);
			m_Active = true;
		}
	}
}
Beispiel #5
0
void CLaser::DoBounce()
{
	m_EvalTick = Server()->Tick();

	if(m_Energy < 0)
	{
		GameServer()->m_World.DestroyEntity(this);
		return;
	}
	m_PrevPos = m_Pos;
	vec2 To = m_Pos + m_Dir * m_Energy;
	vec2 Coltile;

	int Res;
	Res = GameServer()->Collision()->IntersectLine(m_Pos, To, &Coltile, &To,false);

	if(Res)
	{
		if(!HitCharacter(m_Pos, To))
		{
			// intersected
			m_From = m_Pos;
			m_Pos = To;

			vec2 TempPos = m_Pos;
			vec2 TempDir = m_Dir * 4.0f;

			int f = 0;
			if(Res == -1)
			{
				f = GameServer()->Collision()->GetTile(round(Coltile.x), round(Coltile.y));
				GameServer()->Collision()->SetCollisionAt(round(Coltile.x), round(Coltile.y), CCollision::COLFLAG_SOLID);
			}
			GameServer()->Collision()->MovePoint(&TempPos, &TempDir, 1.0f, 0);
			if(Res == -1)
			{
				GameServer()->Collision()->SetCollisionAt(round(Coltile.x), round(Coltile.y), f);
			}
			m_Pos = TempPos;
			m_Dir = normalize(TempDir);

			m_Energy -= distance(m_From, m_Pos) + GameServer()->Tuning()->m_LaserBounceCost;
			m_Bounces++;

			if(m_Bounces > GameServer()->Tuning()->m_LaserBounceNum)
				m_Energy = -1;

			GameServer()->CreateSound(m_Pos, SOUND_RIFLE_BOUNCE, m_TeamMask);
		}
	}
	else
	{
		if(!HitCharacter(m_Pos, To))
		{
			m_From = m_Pos;
			m_Pos = To;
			m_Energy = -1;
		}
	}
	//m_Owner = -1;
}
static void HandleGameEvent(
	GameEvent *e,
	HUD *hud,
	ScreenShake *shake,
	HealthPickups *hp,
	EventHandlers *eventHandlers)
{
	switch (e->Type)
	{
		case GAME_EVENT_SCORE:
			Score(&gPlayerDatas[e->u.Score.PlayerIndex], e->u.Score.Score);
			HUDAddScoreUpdate(hud, e->u.Score.PlayerIndex, e->u.Score.Score);
			break;
		case GAME_EVENT_SOUND_AT:
			if (e->u.SoundAt.Sound)
			{
				SoundPlayAt(
					&gSoundDevice, e->u.SoundAt.Sound, e->u.SoundAt.Pos);
			}
			break;
		case GAME_EVENT_SCREEN_SHAKE:
			*shake = ScreenShakeAdd(
				*shake, e->u.ShakeAmount, gConfig.Graphics.ShakeMultiplier);
			break;
		case GAME_EVENT_SET_MESSAGE:
			HUDDisplayMessage(
				hud, e->u.SetMessage.Message, e->u.SetMessage.Ticks);
			break;
		case GAME_EVENT_GAME_START:
			if (eventHandlers->netInput.channel.state ==
				CHANNEL_STATE_CONNECTED)
			{
				NetInputSendMsg(
					&eventHandlers->netInput, SERVER_MSG_GAME_START);
			}
			break;
		case GAME_EVENT_ADD_HEALTH_PICKUP:
			MapPlaceHealth(e->u.AddPos);
			break;
		case GAME_EVENT_TAKE_HEALTH_PICKUP:
			if (IsPlayerAlive(e->u.PickupPlayer))
			{
				TActor *player = CArrayGet(
					&gActors, gPlayerIds[e->u.PickupPlayer]);
				ActorHeal(player, HEALTH_PICKUP_HEAL_AMOUNT);
				HealthPickupsRemoveOne(hp);
				HUDAddHealthUpdate(
					hud, e->u.PickupPlayer, HEALTH_PICKUP_HEAL_AMOUNT);
			}
			break;
		case GAME_EVENT_MOBILE_OBJECT_REMOVE:
			MobObjDestroy(e->u.MobileObjectRemoveId);
			break;
		case GAME_EVENT_ADD_BULLET:
			BulletAdd(
				e->u.AddBullet.Bullet,
				e->u.AddBullet.MuzzlePos, e->u.AddBullet.MuzzleHeight,
				e->u.AddBullet.Angle, e->u.AddBullet.Direction,
				e->u.AddBullet.Flags, e->u.AddBullet.PlayerIndex);
			break;
		case GAME_EVENT_ADD_MUZZLE_FLASH:
			AddMuzzleFlash(
				e->u.AddMuzzleFlash.FullPos,
				e->u.AddMuzzleFlash.MuzzleHeight,
				e->u.AddMuzzleFlash.Sprites,
				e->u.AddMuzzleFlash.Direction,
				e->u.AddMuzzleFlash.Color,
				e->u.AddMuzzleFlash.Duration);
			break;
		case GAME_EVENT_ADD_FIREBALL:
			AddFireball(e->u.AddFireball);
			break;
		case GAME_EVENT_HIT_CHARACTER:
			HitCharacter(
				e->u.HitCharacter.Flags,
				e->u.HitCharacter.PlayerIndex,
				CArrayGet(&gActors, e->u.HitCharacter.TargetId),
				e->u.HitCharacter.Special,
				e->u.HitCharacter.HasHitSound);
			break;
		case GAME_EVENT_ACTOR_IMPULSE:
			{
				TActor *a = CArrayGet(&gActors, e->u.ActorImpulse.Id);
				a->Vel = Vec2iAdd(a->Vel, e->u.ActorImpulse.Vel);
			}
			break;
		case GAME_EVENT_DAMAGE_CHARACTER:
			DamageCharacter(
				e->u.DamageCharacter.Power,
				e->u.DamageCharacter.PlayerIndex,
				CArrayGet(&gActors, e->u.DamageCharacter.TargetId));
			if (e->u.DamageCharacter.Power != 0)
			{
				HUDAddHealthUpdate(
					hud,
					e->u.DamageCharacter.TargetPlayerIndex,
					-e->u.DamageCharacter.Power);
			}
			break;
		case GAME_EVENT_TRIGGER:
			{
				const Tile *t = MapGetTile(&gMap, e->u.Trigger.TilePos);
				for (int i = 0; i < (int)t->triggers.size; i++)
				{
					Trigger **tp = CArrayGet(&t->triggers, i);
					if ((*tp)->id == e->u.Trigger.Id)
					{
						TriggerActivate(*tp, &gMap.triggers);
						break;
					}
				}
			}
			break;
		case GAME_EVENT_UPDATE_OBJECTIVE:
			{
				struct Objective *o = CArrayGet(
					&gMission.Objectives, e->u.UpdateObjective.ObjectiveIndex);
				o->done += e->u.UpdateObjective.Update;
				MissionObjective *mo = CArrayGet(
					&gMission.missionData->Objectives,
					e->u.UpdateObjective.ObjectiveIndex);
				switch (mo->Type)
				{
				case OBJECTIVE_COLLECT:
					{
						GameEvent e1;
						e1.Type = GAME_EVENT_SCORE;
						e1.u.Score.PlayerIndex =
							e->u.UpdateObjective.PlayerIndex;
						e1.u.Score.Score = PICKUP_SCORE;
						HandleGameEvent(&e1, hud, shake, hp, eventHandlers);
					}
					break;
				case OBJECTIVE_DESTROY:
					{
						GameEvent e1;
						e1.Type = GAME_EVENT_SCORE;
						e1.u.Score.PlayerIndex =
							e->u.UpdateObjective.PlayerIndex;
						e1.u.Score.Score = OBJECT_SCORE;
						HandleGameEvent(&e1, hud, shake, hp, eventHandlers);
					}
					break;
				default:
					// No other special objective handling
					break;
				}
				// Display a text update effect for the objective
				HUDAddObjectiveUpdate(
					hud,
					e->u.UpdateObjective.ObjectiveIndex,
					e->u.UpdateObjective.Update);
				MissionSetMessageIfComplete(&gMission);
			}
			break;
		case GAME_EVENT_MISSION_COMPLETE:
			HUDDisplayMessage(hud, "Mission complete", -1);
			hud->showExit = true;
			MapShowExitArea(&gMap);
			break;
		case GAME_EVENT_MISSION_INCOMPLETE:
			gMission.state = MISSION_STATE_PLAY;
			break;
		case GAME_EVENT_MISSION_PICKUP:
			gMission.state = MISSION_STATE_PICKUP;
			gMission.pickupTime = gMission.time;
			SoundPlay(&gSoundDevice, StrSound("whistle"));
			break;
		case GAME_EVENT_MISSION_END:
			gMission.isDone = true;
			break;
		default:
			assert(0 && "unknown game event");
			break;
	}
}
Beispiel #7
0
void CLaser::DoBounce()
{
	m_EvalTick = Server()->Tick();

	if(m_Energy < 0)
	{
		if (m_ExtraInfo == DOOMROCKETS)
		{
			CSuperexplosion *S = new CSuperexplosion(&GameServer()->m_World, m_Pos, m_Owner, WEAPON_RIFLE, 2);
			GameServer()->m_World.InsertEntity(S);
		}
		
		GameServer()->m_World.DestroyEntity(this);
		return;
	}

	vec2 To = m_Pos + m_Dir * m_Energy;

	if(GameServer()->Collision()->IntersectLine(m_Pos, To, 0x0, &To))
	{
		if(!HitCharacter(m_Pos, To))
		{
			if(!HitBuilding(m_Pos, To))
			{
				if(!HitMonster(m_Pos, To))
				{
					// intersected
					m_From = m_Pos;
					m_Pos = To;

					vec2 TempPos = m_Pos;
					vec2 TempDir = m_Dir * 4.0f;

					GameServer()->Collision()->MovePoint(&TempPos, &TempDir, 1.0f, 0);
					m_Pos = TempPos;
					m_Dir = normalize(TempDir);

					m_Energy -= distance(m_From, m_Pos) + GameServer()->Tuning()->m_LaserBounceCost;
					m_Bounces++;

					if(m_Bounces > 2)
						m_Energy = -1;

					GameServer()->CreateSound(m_Pos, SOUND_LASER_BOUNCE);
				}
			}
		}
	}
	else
	{
		if(!HitCharacter(m_Pos, To))
		{
			if(!HitBuilding(m_Pos, To))
			{
				if(!HitMonster(m_Pos, To))
				{
					m_From = m_Pos;
					m_Pos = To;
					m_Energy = -1;
				}
			}
		}
	}
}
Beispiel #8
0
void CLaser::DoBounce()
{
	m_EvalTick = Server()->Tick();

	if(m_Energy < 0)
	{
		GameServer()->m_World.DestroyEntity(this);
		return;
	}
	m_PrevPos = m_Pos;
	vec2 Coltile;

	int Res;
	int z;

	if (m_WasTele)
	{
		m_PrevPos = m_TelePos;
		m_Pos = m_TelePos;
		m_TelePos = vec2(0,0);
	}

	vec2 To = m_Pos + m_Dir * m_Energy;

	Res = GameServer()->Collision()->IntersectLineTeleWeapon(m_Pos, To, &Coltile, &To, &z);

	if(Res)
	{
		if(!HitCharacter(m_Pos, To))
		{
			// intersected
			m_From = m_Pos;
			m_Pos = To;

			vec2 TempPos = m_Pos;
			vec2 TempDir = m_Dir * 4.0f;

			int f = 0;
			if(Res == -1)
			{
				f = GameServer()->Collision()->GetTile(round_to_int(Coltile.x), round_to_int(Coltile.y));
				GameServer()->Collision()->SetCollisionAt(round_to_int(Coltile.x), round_to_int(Coltile.y), TILE_SOLID);
			}
			GameServer()->Collision()->MovePoint(&TempPos, &TempDir, 1.0f, 0);
			if(Res == -1)
			{
				GameServer()->Collision()->SetCollisionAt(round_to_int(Coltile.x), round_to_int(Coltile.y), f);
			}
			m_Pos = TempPos;
			m_Dir = normalize(TempDir);

			if (!m_TuneZone)
				m_Energy -= distance(m_From, m_Pos) + GameServer()->Tuning()->m_LaserBounceCost;
			else
				m_Energy -= distance(m_From, m_Pos) + GameServer()->TuningList()[m_TuneZone].m_LaserBounceCost;

			if (Res == TILE_TELEINWEAPON && ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[z-1].size())
			{
				int Num = ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[z-1].size();
				m_TelePos = ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[z-1][(!Num)?Num:rand() % Num];
				m_WasTele = true;
			}
			else
			{
				m_Bounces++;
				m_WasTele = false;
			}

			int BounceNum = GameServer()->Tuning()->m_LaserBounceNum;
			if (m_TuneZone)
				BounceNum = GameServer()->TuningList()[m_TuneZone].m_LaserBounceNum;

			if(m_Bounces > BounceNum)
				m_Energy = -1;

			GameServer()->CreateSound(m_Pos, SOUND_RIFLE_BOUNCE, m_TeamMask);
		}
	}
	else
	{
		if(!HitCharacter(m_Pos, To))
		{
			m_From = m_Pos;
			m_Pos = To;
			m_Energy = -1;
		}
	}
	//m_Owner = -1;
}
Beispiel #9
0
void CPlasma::Tick()
{
	if(m_Energy < 0 || GameLayerClipped(m_Pos))
	{
		if (GameServer()->m_apPlayers[m_Owner] && m_Limit)
			GameServer()->m_apPlayers[m_Owner]->m_Mine -= GameServer()->m_apPlayers[m_Owner]->m_Mine > 0 ? 1 : 0;
		GameServer()->m_World.DestroyEntity(this);
		return;
	}

	vec2 To = m_Pos + (m_Dir * m_Vel);
	m_Energy -= distance(m_Pos, To);
	if ( !GameServer()->m_pEventsGame->IsActualEvent(WEAPON_SLOW) )
		m_Vel += 0.5f;
	else
		m_Vel += 0.01f;

	vec2 At;
	CTeleporter *pTeleporter = (CTeleporter *)GameServer()->m_World.IntersectEntity(m_Pos, To, 12.0f, At, CGameWorld::ENTTYPE_TELEPORTER);
	if (pTeleporter && pTeleporter->GetNext())
	{
		if(!HitCharacter(m_Pos, To))
			m_Pos = pTeleporter->GetNext()->m_Pos + (m_Dir * 20.0f);
	}
	else if(!GameServer()->m_pEventsGame->IsActualEvent(BULLET_PIERCING) && !GameServer()->m_pEventsGame->IsActualEvent(BULLET_GLUE) && GameServer()->Collision()->IntersectLine(m_Pos, To, 0x0, &To))
	{
		if(!HitCharacter(m_Pos, To))
		{
			// intersected
			m_Pos = To;

			vec2 TempPos = m_Pos;
			vec2 TempDir = m_Dir * 4.0f;

			GameServer()->Collision()->MovePoint(&TempPos, &TempDir, 1.0f, 0);
			m_Pos = TempPos;
			m_Dir = normalize(TempDir);

			m_Bounces++;
			m_Energy -= GameServer()->Tuning()->m_LaserBounceCost;

			if(m_Bounces > GameServer()->Tuning()->m_LaserBounceNum)
				m_Energy = -1;

			GameServer()->CreateSound(m_Pos, SOUND_RIFLE_BOUNCE);
			GameServer()->CreateExplosion(m_Pos, m_Owner, WEAPON_RIFLE, false, false);
		}
	}
	else if (GameServer()->m_pEventsGame->IsActualEvent(BULLET_GLUE) && GameServer()->Collision()->IntersectLine(m_Pos, To, 0x0, &To))
	{
		if(!HitCharacter(m_Pos, To))
		{
			m_Pos = To;
			GameServer()->CreateSound(m_Pos, SOUND_RIFLE_BOUNCE);
			GameServer()->CreateExplosion(m_Pos, m_Owner, WEAPON_RIFLE, false, false);
		}
	}
	else
	{
		if(!HitCharacter(m_Pos, To))
		{
			m_Pos = To;
		}
	}
}