Ejemplo n.º 1
0
void Camera::Update()
{
	LTVector vPos;
	g_pLTServer->GetObjectPos(m_hObject, &vPos);

	ObjArray <HOBJECT, MAX_OBJECT_ARRAY_SIZE> objArray;
    g_pLTServer->FindNamedObjects(DEFAULT_PLAYERNAME,objArray);

	int numObjects = objArray.NumObjects();

	for (int i = 0; i < numObjects; i++ )
	{
        CPlayerObj* pPlayer = (CPlayerObj*) g_pLTServer->HandleToObject(objArray.GetObject(i));
		if (pPlayer)
		{
			HCLIENT hClient = pPlayer->GetClient();
			if (hClient)
			{
                g_pLTServer->SetClientViewPos(hClient, &vPos);
			}
		}
	}

    if (m_fActiveTime > 0.0f && g_pLTServer->GetTime() > m_fTurnOffTime)
	{
		TurnOff();
	}
	else
	{
        SetNextUpdate(UPDATE_NEXT_FRAME);
	}
}
void CProjectile::AddSpecialFX()
{
	if (!g_pWeaponMgr) return;

	// If this is a player object, get the client id...

    uint8 nShooterId = -1;
	if (IsPlayer(m_hFiredFrom))
	{
        CPlayerObj* pPlayer = (CPlayerObj*) g_pLTServer->HandleToObject(m_hFiredFrom);
		if (pPlayer)
		{
            nShooterId = (uint8) g_pLTServer->GetClientID(pPlayer->GetClient());
		}
	}


	// Create a special fx...

    HMESSAGEWRITE hMessage = g_pLTServer->StartSpecialEffectMessage(this);
    g_pLTServer->WriteToMessageByte(hMessage, SFX_PROJECTILE_ID);
    g_pLTServer->WriteToMessageByte(hMessage, m_pWeaponData->nId);
    g_pLTServer->WriteToMessageByte(hMessage, m_pAmmoData->nId);
    g_pLTServer->WriteToMessageByte(hMessage, nShooterId);
    g_pLTServer->EndMessage(hMessage);
}
Ejemplo n.º 3
0
void GearItem::PickedUp(ILTMessage_Read *pMsg)
{
	// Did we really pick it up?

	bool bPickedUp = (pMsg ? pMsg->Readbool() : true);

	// If we were touched by a player, our m_hPlayerObj data member will be
	// set.  Send a message to that player's client letting it know that an
	// item has been picked up...

	if (m_hPlayerObj)
	{
        CPlayerObj* pPlayer = (CPlayerObj*) g_pLTServer->HandleToObject(m_hPlayerObj);
		if (pPlayer && !pPlayer->IsDead())
		{
			HCLIENT hClient = pPlayer->GetClient();
			if (hClient)
			{
				CAutoMessage cMsg;
				cMsg.Writeuint8(MID_GEAR_PICKEDUP);
				cMsg.Writeuint8((uint8)m_nGearId);
				cMsg.Writebool(bPickedUp);
				g_pLTServer->SendToClient(cMsg.Read(), hClient, MESSAGE_GUARANTEED);
			}
		}
	}

	if (bPickedUp)
	{
		PickupItem::PickedUp(pMsg);
		
		if( m_bRespawn )
		{
			GEAR const *pGear = g_pWeaponMgr->GetGear( m_nGearId );
			if( !pGear )
				return;

			// Change the skins and renderstyles to the waiting to respawn files...

			ObjectCreateStruct ocs;

			pGear->blrRespawnWaitSkins.CopyList( 0, ocs.m_SkinNames[0], MAX_CS_FILENAME_LEN + 1 );
			pGear->blrRespawnWaitRenderStyles.CopyList( 0, ocs.m_RenderStyleNames[0], MAX_CS_FILENAME_LEN + 1 );

			if( pGear->blrRespawnWaitRenderStyles.GetNumItems() < 1 )
				LTStrCpy( ocs.m_RenderStyleNames[0], s_szDefaultRS, ARRAY_LEN( s_szDefaultRS ));
			
			g_pCommonLT->SetObjectFilenames( m_hObject, &ocs );

			// Stop playing PowerupFX and play RespawnWaitFX...
		
			SetClientFX( pGear->szRespawnWaitFX );

			// Set our visibility...

			g_pCommonLT->SetObjectFlags( m_hObject, OFT_Flags, pGear->bRespawnWaitVisible ? FLAG_VISIBLE : 0, FLAG_VISIBLE );
			g_pCommonLT->SetObjectFlags( m_hObject, OFT_Flags2, pGear->bRespawnWaitTranslucent ? FLAG2_FORCETRANSLUCENT : 0, FLAG2_FORCETRANSLUCENT );
		}
	}
}
Ejemplo n.º 4
0
void ScreenShake::Update()
{
	if (--m_nNumShakes > 0)
	{
        SetNextUpdate(m_hObject, m_fFrequency);
	}

    LTVector vMyPos;
    g_pLTServer->GetObjectPos(m_hObject, &vMyPos);

	// Play sound...

	if (m_hstrSound)
	{
        char* pSound = g_pLTServer->GetStringData(m_hstrSound);
		g_pServerSoundMgr->PlaySoundFromPos(vMyPos, pSound, m_fSoundRadius, SOUNDPRIORITY_MISC_LOW);
	}

	// Time to shake.  Get all the players in the area of effect...

	ObjArray <HOBJECT, MAX_OBJECT_ARRAY_SIZE> objArray;
    g_pLTServer->FindNamedObjects(DEFAULT_PLAYERNAME, objArray);
	int numObjects = objArray.NumObjects();

	if (!numObjects) return;

	for (int i = 0; i < numObjects; i++)
	{
		HOBJECT hObject = objArray.GetObject(i);

		if (hObject && IsPlayer(hObject))
		{
			// Make sure object is in area of effect...

            LTVector vPlayerPos;
            g_pLTServer->GetObjectPos(hObject, &vPlayerPos);

			if (m_fAreaOfEffect == c_fENTIRE_LEVEL ||
				VEC_DIST(vPlayerPos, vMyPos) <= m_fAreaOfEffect)
			{
                CPlayerObj* pPlayer = (CPlayerObj*)g_pLTServer->HandleToObject(hObject);
				if (pPlayer)
				{
					HCLIENT hClient = pPlayer->GetClient();
					if (hClient)
					{
                        HMESSAGEWRITE hMessage = g_pLTServer->StartMessage(hClient, MID_SHAKE_SCREEN);
                        g_pLTServer->WriteToMessageVector(hMessage, &m_vAmount);
                        g_pLTServer->EndMessage(hMessage);
					}
				}
			}
		}
	}
}
Ejemplo n.º 5
0
void CInvItem::SendActionMessage()
{
	HMESSAGEWRITE hWrite;
	HCLIENT hClient;
	CPlayerObj *pObj;
	DBYTE nVal;

	if( IsPlayer( m_hOwner ))
	{
		pObj = ( CPlayerObj * )g_pServerDE->HandleToObject(m_hOwner);
		hClient = pObj->GetClient( );
		hWrite = g_pServerDE->StartMessage( hClient, SMSG_INVITEMACTION );
		nVal = GetType( );
		if( m_bIsActive )
			nVal |= 0x80;
		g_pServerDE->WriteToMessageByte( hWrite, nVal );
		g_pServerDE->EndMessage2( hWrite, MESSAGE_GUARANTEED | MESSAGE_NAGGLE );
	}
}
void GearItem::PickedUp(HMESSAGEREAD hRead)
{
	// If we were touched by a player, our m_hPlayerObj data member will be
	// set.  Send a message to that player's client letting it know that an
	// item has been picked up...

	if (m_hPlayerObj)
	{
        CPlayerObj* pPlayer = (CPlayerObj*) g_pLTServer->HandleToObject(m_hPlayerObj);
		if (pPlayer && !pPlayer->IsDead())
		{
			HCLIENT hClient = pPlayer->GetClient();
			if (hClient)
			{
                HMESSAGEWRITE hWrite = g_pLTServer->StartMessage(hClient, MID_GEAR_PICKEDUP);
                g_pLTServer->WriteToMessageByte(hWrite, m_nGearId);
                g_pLTServer->EndMessage(hWrite);
			}
		}
	}

	PickupItem::PickedUp(hRead);
}
void CProjectile::AddImpact(HOBJECT hObj, LTVector vFirePos, LTVector vImpactPos,
                            LTVector vSurfaceNormal, SurfaceType eType)
{
	// Create the client side weapon fx...

	CLIENTWEAPONFX fxStruct;

	fxStruct.hFiredFrom		= m_hFiredFrom;
	fxStruct.vSurfaceNormal	= vSurfaceNormal;
	fxStruct.vFirePos		= vFirePos;
	fxStruct.vPos			= vImpactPos + (m_vDir * -1.0f);
	fxStruct.hObj			= hObj;
	fxStruct.nWeaponId		= m_pWeaponData->nId;
	fxStruct.nAmmoId		= m_pAmmoData->nId;
	fxStruct.nSurfaceType	= eType;
	fxStruct.wIgnoreFX		= g_wIgnoreFX;

	// Always use the flash position for the first call to AddImpact...

	if (m_bNumCallsToAddImpact == 0)
	{
		fxStruct.vFirePos = m_vFlashPos;
	}

	// If we do multiple calls to AddImpact, make sure we only do some
	// effects once :)

	g_wIgnoreFX |= WFX_SHELL | WFX_LIGHT | WFX_MUZZLE;


	// Allow exit surface fx on the next call to AddImpact...

	g_wIgnoreFX &= ~WFX_EXITSURFACE;


	if (IsMoveable(hObj))
	{
		// Well, don't do too many exit marks...The server will add one
		// if necessary...

		g_wIgnoreFX |= WFX_EXITMARK;
	}


	// If this is a player object, get the client id...

	if (IsPlayer(m_hFiredFrom))
	{
        CPlayerObj* pPlayer = (CPlayerObj*) g_pLTServer->HandleToObject(m_hFiredFrom);
		if (pPlayer)
		{
            fxStruct.nShooterId = (uint8) g_pLTServer->GetClientID(pPlayer->GetClient());
		}
	}

	CreateClientWeaponFX(fxStruct);

	// Do the area and progressive (over time) damage...

	if ((m_pAmmoData->nAreaDamage > 0.0f && eType != ST_SKY) ||
		 m_pAmmoData->fProgDamageLifetime > 0.0f)
	{
		AddExplosion(vImpactPos, vSurfaceNormal);
	}


	// Update Character fire info...

	if (m_hFiredFrom && IsCharacter(m_hFiredFrom) && CanSetLastFireInfo())
	{
        CCharacter* pChar = (CCharacter*)g_pLTServer->HandleToObject(m_hFiredFrom);
		if (pChar)
		{
			CharFireInfo info;
			info.hObject	= hObj;
			info.vFiredPos	= m_vFlashPos;  // Use initial flash pos
			info.vImpactPos = vImpactPos;
			info.nWeaponId  = m_pWeaponData->nId;
			info.nAmmoId	= m_pAmmoData->nId;
            info.fTime      = g_pLTServer->GetTime();
			info.bSilenced  = m_bSilenced;
			info.eSurface	= eType;

			pChar->SetLastFireInfo(&info);
		}
	}

	m_bNumCallsToAddImpact++;
}
Ejemplo n.º 8
0
void Body::Init(const BODYINITSTRUCT& bi)
{
	if (!bi.pCharacter || !bi.pCharacter->m_hObject) return;

	// Get the death type etc

	m_eDeathType		= bi.pCharacter->GetDeathType();
	m_eModelId			= bi.pCharacter->GetModelId();
	m_eModelSkeleton    = bi.pCharacter->GetModelSkeleton();
	m_eModelStyle		= bi.pCharacter->GetModelStyle();

	// Get the body lifetime

	m_fLifetime		= bi.fLifetime;

	// Create the SFX

	BODYCREATESTRUCT bcs;
	bcs.eBodyState = bi.eBodyState;
	if (IsPlayer(bi.pCharacter->m_hObject))
	{
		CPlayerObj* pPlayer = (CPlayerObj*) bi.pCharacter;
		bcs.nClientId = (uint8) g_pLTServer->GetClientID(pPlayer->GetClient());
	}

    HMESSAGEWRITE hMessage = g_pLTServer->StartSpecialEffectMessage(this);
    g_pLTServer->WriteToMessageByte(hMessage, SFX_BODY_ID);
    bcs.Write(g_pLTServer, hMessage);
    g_pLTServer->EndMessage(hMessage);


	// Create the death scene

	CreateDeathScene(bi.pCharacter);

	// We'll handle creating the necessary debris...

	m_damage.m_bCreatedDebris = LTTRUE;

	m_damage.SetCanDamage(LTFALSE);//bi.pCharacter->CanDamageBody());
	m_damage.SetApplyDamagePhysics(LTFALSE);//bi.pCharacter->CanDamageBody());
	m_damage.SetMass(g_pModelButeMgr->GetModelMass(m_eModelId));

	// Let us get hit by decay powder

	m_damage.ClearCantDamageTypes(DamageTypeToFlag(DT_GADGET_DECAYPOWDER));

	switch ( g_pModelButeMgr->GetModelType(m_eModelId) )
	{
		case eModelTypeVehicle:
		{
			m_eDeathType = CD_GIB;
		}
		break;
	}

	CDestructible* pDest = bi.pCharacter->GetDestructible();
	if (pDest)
	{
		m_eDamageType = pDest->GetDeathType();
		VEC_COPY(m_vDeathDir, pDest->GetDeathDir());
		VEC_NORM(m_vDeathDir);
		VEC_MULSCALAR(m_vDeathDir, m_vDeathDir, 1.0f + (pDest->GetDeathDamage() / pDest->GetMaxHitPoints()));
	}

	LTFLOAT fHitPts = pDest->GetMaxHitPoints();
	m_damage.Reset(fHitPts, 0.0f);
	m_damage.SetHitPoints(fHitPts);
	m_damage.SetMaxHitPoints(fHitPts);
	m_damage.SetArmorPoints(0.0f);
	m_damage.SetMaxArmorPoints(0.0f);

	// Copy our user flags over, setting our surface type to flesh

    uint32 dwUsrFlags = g_pLTServer->GetObjectUserFlags(m_hObject) | USRFLG_NIGHT_INFRARED;
	dwUsrFlags |= SurfaceToUserFlag(ST_FLESH);
    g_pLTServer->SetObjectUserFlags(m_hObject, dwUsrFlags);

	// Make sure model doesn't slide all over the place...

    g_pLTServer->SetFrictionCoefficient(m_hObject, 500.0f);

	LTVector vDims;
    g_pLTServer->GetObjectDims(bi.pCharacter->m_hObject, &vDims);

	// Set the dims.  If we can't set the dims that big, set them
	// as big as possible...

    if (g_pLTServer->SetObjectDims2(m_hObject, &vDims) == LT_ERROR)
	{
        g_pLTServer->SetObjectDims2(m_hObject, &vDims);
	}


	// Create the box used for weapon impact detection...

	CreateHitBox(bi);


	LTFLOAT r, g, b, a;
    g_pLTServer->GetObjectColor(bi.pCharacter->m_hObject, &r, &g, &b, &a);
    g_pLTServer->SetObjectColor(m_hObject, r, g, b, a);

	LTVector vScale;
    g_pLTServer->GetObjectScale(bi.pCharacter->m_hObject, &vScale);
    g_pLTServer->ScaleObject(m_hObject, &vScale);

	// Copy our animation over

    HMODELANIM hAni = g_pLTServer->GetModelAnimation(bi.pCharacter->m_hObject);
    g_pLTServer->SetModelAnimation(m_hObject, hAni);
    g_pLTServer->SetModelLooping(m_hObject, LTFALSE);

	// Copy the flags from the character to us

	uint32 dwFlags = g_pLTServer->GetObjectFlags(bi.pCharacter->m_hObject);
	m_dwFlags |= FLAG_REMOVEIFOUTSIDE;
    g_pLTServer->SetObjectFlags(m_hObject, dwFlags);

	// Move the attachments aggregate from the char to us...

	if (!m_pAttachments && bi.eBodyState != eBodyStateLaser)
	{
		m_hWeaponItem = bi.pCharacter->TransferWeapon(m_hObject);

		// Make sure we're playing the correct ani...

		if (m_hWeaponItem)
		{
			uint32 dwAni = g_pLTServer->GetAnimIndex(m_hWeaponItem, "Hand");
		 	if (dwAni != INVALID_ANI)
			{
				g_pLTServer->SetModelAnimation(m_hWeaponItem, dwAni);
				g_pLTServer->SetModelLooping(m_hWeaponItem, LTFALSE);
			}
		}
	}

	if (!m_pAttachments)
	{
		m_pAttachments = bi.pCharacter->TransferAttachments();

		if (m_pAttachments)
		{
			AddAggregate(m_pAttachments);
			m_pAttachments->ReInit(m_hObject);
		}
	}

	// Set up the spears

	bi.pCharacter->TransferSpears(this);

	// Set our state

	SetState(bi.eBodyState);
}
Ejemplo n.º 9
0
void CTO2GameServerShell::Update(LTFLOAT timeElapsed)
{
	// Update the main server first
	CGameServerShell::Update(timeElapsed);

	m_VersionMgr.Update();

	if (!GetServerDir())
		return;

	//if we're hosting LANOnly game, don't publish the server
	if( m_ServerGameOptions.m_bLANOnly )
		return;

	// Are we still waiting?
	static std::string status;
	switch (GetServerDir()->GetCurStatus())
	{
		case IServerDirectory::eStatus_Processing : 
			status ="";
			break;
		case IServerDirectory::eStatus_Waiting : 
			if (status.empty())
				status = GetServerDir()->GetLastRequestResultString();
			break;
		case IServerDirectory::eStatus_Error : 
			{
				
				IServerDirectory::ERequest eErrorRequest = GetServerDir()->GetLastErrorRequest();
				status = GetServerDir()->GetLastRequestResultString();
				GetServerDir()->ProcessRequestList();
			}
			break;
	};



	// Publish the server if we've waited long enough since the last directory update
	uint32 nCurTime = (uint32)GetTickCount();
	if ((m_nLastPublishTime == 0) || 
		((nCurTime - m_nLastPublishTime) > k_nRepublishDelay))
	{
		status = "";
		m_nLastPublishTime = nCurTime;
		uint32 nMax = 0;
		g_pLTServer->GetMaxConnections(nMax);

		// If not run by a dedicated server, we need to add one connection
		// for the local host.
		if( !m_ServerGameOptions.m_bDedicated )
			nMax++;

		GetServerDir()->SetActivePeer(0);

		CAutoMessage cMsg;

		// Update the summary info
		cMsg.WriteString(GetHostName());
		GetServerDir()->SetActivePeerInfo(IServerDirectory::ePeerInfo_Name, *cMsg.Read());

		char fname[_MAX_FNAME] = "";
		_splitpath( GetCurLevel(), NULL, NULL, fname, NULL );

		// Update the summary info
		cMsg.WriteString(g_pVersionMgr->GetBuild());
		cMsg.WriteString( fname );
		cMsg.Writeuint8(GetNumPlayers());
		cMsg.Writeuint8(nMax);
		cMsg.Writebool(m_ServerGameOptions.m_bUsePassword);
		cMsg.Writeuint8((uint8)GetGameType());
		cMsg.WriteString( m_ServerGameOptions.m_sModName.c_str() );

		GetServerDir()->SetActivePeerInfo(IServerDirectory::ePeerInfo_Summary, *cMsg.Read());


		// Update the details
		ServerMissionSettings sms = g_pServerMissionMgr->GetServerSettings();
		cMsg.Writebool(sms.m_bUseSkills);
		cMsg.Writebool(sms.m_bFriendlyFire);
		cMsg.Writeuint8(sms.m_nMPDifficulty);
		cMsg.Writefloat(sms.m_fPlayerDiffFactor);

		CPlayerObj* pPlayer = GetFirstNetPlayer();
	    while (pPlayer)
		{
			//has player info
			cMsg.Writebool(true);
			cMsg.WriteString(pPlayer->GetNetUniqueName());
			cMsg.Writeuint16( Min( GetPlayerPing(pPlayer), ( uint32 )65535 ));
			pPlayer = GetNextNetPlayer();
		};

		//end of player info
		cMsg.Writebool(false);

	
		cMsg.Writeuint8(sms.m_nRunSpeed);
		cMsg.Writeuint8(sms.m_nScoreLimit);
		cMsg.Writeuint8(sms.m_nTimeLimit);

		GetServerDir()->SetActivePeerInfo(IServerDirectory::ePeerInfo_Details, *cMsg.Read());

		// Update the port
		char aHostAddr[16];
		uint16 nHostPort;
		g_pLTServer->GetTcpIpAddress(aHostAddr, sizeof(aHostAddr), nHostPort);
		cMsg.Writeuint16(nHostPort);
		GetServerDir()->SetActivePeerInfo(IServerDirectory::ePeerInfo_Port, *cMsg.Read());
		
		// Tell serverdir again about info, but in service specific manner.
		PeerInfo_Service_Titan peerInfo;
		peerInfo.m_sHostName = GetHostName( );
		peerInfo.m_sCurWorld = fname; 
		peerInfo.m_nCurNumPlayers = GetNumPlayers( );
		peerInfo.m_nMaxNumPlayers = nMax;
		peerInfo.m_bUsePassword = m_ServerGameOptions.m_bUsePassword;
		peerInfo.m_sGameType = GameTypeToString( GetGameType( ));
		peerInfo.m_nScoreLimit = sms.m_nScoreLimit;
		peerInfo.m_nTimeLimit = sms.m_nTimeLimit;

		PeerInfo_Service_Titan::Player player;
		CPlayerObj::PlayerObjList::const_iterator iter = CPlayerObj::GetPlayerObjList( ).begin( );
		while( iter != CPlayerObj::GetPlayerObjList( ).end( ))
		{
			CPlayerObj* pPlayerObj = *iter;

			player.m_sName = pPlayerObj->GetNetUniqueName( );
			player.m_nScore = pPlayerObj->GetPlayerScore()->GetScore( );

			float fPing;
			g_pLTServer->GetClientPing( pPlayerObj->GetClient( ), fPing );
			player.m_nPing = ( uint16 )( fPing + 0.5f );

			peerInfo.m_PlayerList.push_back( player );

			iter++;
		}


		cMsg.Writeuint32(( uint32 )&peerInfo );
		GetServerDir()->SetActivePeerInfo(IServerDirectory::ePeerInfo_Service, *cMsg.Read());

		// Tell the world about me...
		GetServerDir()->QueueRequest(IServerDirectory::eRequest_Publish_Server);
	}
}
Ejemplo n.º 10
0
uint32 Turret::ObjectMessageFn( HOBJECT hSender, ILTMessage_Read *pMsg )
{
	// Reset message to begining...
	pMsg->SeekTo( 0 );

	uint32 dwMsgId = pMsg->Readuint32( );
	switch( dwMsgId )
	{
		case MID_DAMAGE	:
		{
			uint32 dwMsgPos = pMsg->Tell( );

			// Process base first so the dead flag gets set...
			uint32 dwRet = GameBase::ObjectMessageFn( hSender, pMsg );

			if( m_Damage.IsDead( ))
			{
				OnDeath( );
			}
			else
			{
				// Determine the percentage of health left on the turret...
				// This will be used to create certain ClientFX based on damage states...
				float fHealthPercent = 0.0f;
				if( m_Damage.GetMaxHitPoints( ) > 0.0f )
				{
					fHealthPercent = m_Damage.GetHitPoints( ) / m_Damage.GetMaxHitPoints( );
				}

				HATTRIBUTE hDamageStateStruct = g_pWeaponDB->GetAttribute( m_hTurret, WDB_TURRET_DamageState );
				uint32 nNumDamageStates = g_pWeaponDB->GetNumValues( hDamageStateStruct );

				uint32 nDamageState;
				for( nDamageState = 0; nDamageState < nNumDamageStates; ++nDamageState )
				{
					// Run through the damage states and determine which ones to display...
					HATTRIBUTE hAttrib = g_pWeaponDB->GetStructAttribute( hDamageStateStruct, nDamageState, WDB_TURRET_fHealthPercent );
					float fDamageStatePercent = g_pWeaponDB->GetFloat( hAttrib );

					if( nDamageState > m_nCurDamageState &&
						fDamageStatePercent >= fHealthPercent )
					{
						m_nCurDamageState = nDamageState;
					}
				}

				// Send damage msg to operating client...
				CPlayerObj *pPlayer = dynamic_cast<CPlayerObj*>(g_pLTServer->HandleToObject( m_hOperatingObject ));
				if( pPlayer )
				{
					CAutoMessage cMsg;
					cMsg.Writeuint8( MID_SFX_MESSAGE );
					cMsg.Writeuint8( SFX_TURRET_ID );
					cMsg.WriteObject( m_hObject );
					cMsg.Writeuint8( kTurretFXMsg_Damage );
					cMsg.Writeuint32( m_nCurDamageState );
					g_pLTServer->SendToClient( cMsg.Read( ), pPlayer->GetClient( ), MESSAGE_GUARANTEED );
				}
			}

			return dwRet;
		}
		break;
	}

	return GameBase::ObjectMessageFn( hSender, pMsg );
}
Ejemplo n.º 11
0
void Lock::HandleGadgetMsg(HOBJECT hSender, ConParse & parse)
{
	if (parse.m_nArgs < 2 || !parse.m_Args[1]) return;

	AMMO* pAmmo = g_pWeaponMgr->GetAmmo(atol(parse.m_Args[1]));
	if (!pAmmo) return;

	LTBOOL bProcess = LTFALSE;

	if (m_bWeldable && pAmmo->eInstDamageType == DT_GADGET_WELDER)
	{
		bProcess = LTTRUE;
	}
	else if (m_bLightable && pAmmo->eInstDamageType == DT_GADGET_LIGHTER)
	{
		bProcess = LTTRUE;
	}
	else if (!m_bWeldable && pAmmo->eInstDamageType == DT_GADGET_LOCK_PICK)
	{
		bProcess = LTTRUE;
	}

	if (!bProcess) return;

	// Pick the lock by doing lock-pick damage to it...

	DamageStruct damage;

	damage.eType	= pAmmo->eInstDamageType;
	damage.fDamage  = GetRandom(m_fMinUnlockHitPts, m_fMaxUnlockHitPts);
	damage.vDir.Init(0, 1, 0);

	damage.hDamager = m_hObject;
	damage.DoDamage(this, m_hObject);


	// Play the lock pick sound...

    LTVector vPos;
    g_pLTServer->GetObjectPos(m_hObject, &vPos);

	if (m_hstrPickSnd)
	{
 
        char* pSound = g_pLTServer->GetStringData(m_hstrPickSnd);
		if (pSound)
		{
			g_pServerSoundMgr->PlaySoundFromPos(vPos, pSound, m_fSndRadius,
				SOUNDPRIORITY_MISC_MEDIUM);
		}
	}

	
	// Do fx for welding the lock...

	if (m_bWeldable && pAmmo->eInstDamageType == DT_GADGET_WELDER)
	{
		WEAPON* pWeapon = g_pWeaponMgr->GetWeapon("Lighter");
		if (!pWeapon) return;

		SURFACE* pSurf = g_pSurfaceMgr->GetSurface("Metal");
		if (!pSurf) return;

		LTVector vHisPos;
		g_pLTServer->GetObjectPos(hSender, &vHisPos);
		LTVector vDir = vHisPos - vPos;
		vDir.Norm();

		CLIENTWEAPONFX fxStruct;
		fxStruct.hFiredFrom		= hSender;
		fxStruct.vSurfaceNormal	= vDir;
		fxStruct.vFirePos		= vHisPos;
		fxStruct.vPos			= vPos + vDir;
		fxStruct.hObj			= m_hObject;
		fxStruct.nWeaponId		= pWeapon->nId;
		fxStruct.nAmmoId		= pAmmo->nId;
		fxStruct.nSurfaceType	= pSurf->eType;

		// This should be a player object, get the client id...

		if (IsPlayer(hSender))
		{
			CPlayerObj* pPlayer = (CPlayerObj*) g_pLTServer->HandleToObject(hSender);
			if (pPlayer)
			{
				fxStruct.nShooterId = (uint8) g_pLTServer->GetClientID(pPlayer->GetClient());
			}
		}

		CreateClientWeaponFX(fxStruct);
	}
}
Ejemplo n.º 12
0
void Trigger::HandleInventoryQueryResponse(HOBJECT hSender, HMESSAGEREAD hRead)
{
	CServerDE* pServerDE = GetServerDE();
	if (!pServerDE) return;

	DBYTE itemType = pServerDE->ReadFromMessageByte (hRead);
	DBYTE itemSubType = pServerDE->ReadFromMessageByte (hRead);
	HSTRING itemName = pServerDE->ReadFromMessageHString (hRead);
	DBYTE bHaveItem = pServerDE->ReadFromMessageByte (hRead);
	
	HCLIENT hClient = NULL;

	if (itemType == IT_KEY && m_hstrUnlockKey && pServerDE->CompareStrings(itemName, m_hstrUnlockKey))
	{
		pServerDE->FreeString(itemName);
		itemName = DNULL;

		// get a handle to the client

		if (IsPlayer (hSender))
		{
			CPlayerObj* pPlayer = (CPlayerObj*)pServerDE->HandleToObject (hSender);
			if (!pPlayer) return;
			hClient = pPlayer->GetClient();
		}
		else
		{
			return;
		}

		// unlock if necessary and send access granted or denied messages

		if (bHaveItem)
		{
			Unlock();
			
			if (m_fAccessGrantedMsg != 0.0f)
			{
				// send text message
				HSTRING hstr = pServerDE->FormatString ((int)m_fAccessGrantedMsg);
				HMESSAGEWRITE hWrite = pServerDE->StartMessage (hClient, MID_COMMAND_SHOWGAMEMSG);
				pServerDE->WriteToMessageString (hWrite, pServerDE->GetStringData (hstr));
				pServerDE->EndMessage (hWrite);
				pServerDE->FreeString (hstr);
			}

			if (m_hstrAccessGrantedSound)
			{
				char *pSound = pServerDE->GetStringData(m_hstrAccessGrantedSound);
				if (!pSound) return;

				PlaySoundFromObject(hSender, pSound, m_fSoundRadius, SOUNDPRIORITY_MISC_HIGH );
			}
		}
		else
		{
			if (m_fAccessDeniedMsg != 0.0f)
			{
				// send text message
				HSTRING hstr = pServerDE->FormatString ((int)m_fAccessDeniedMsg);
				if (hstr)
				{
					HMESSAGEWRITE hWrite = pServerDE->StartMessage (hClient, MID_COMMAND_SHOWGAMEMSG);
					pServerDE->WriteToMessageString (hWrite, pServerDE->GetStringData (hstr));
					pServerDE->EndMessage (hWrite);
					pServerDE->FreeString (hstr);
				}
			}
			
			if (m_hstrAccessDeniedSound)
			{
				char *pSound = pServerDE->GetStringData(m_hstrAccessDeniedSound);
				if (!pSound) return;

				PlaySoundFromObject(hSender, pSound, m_fSoundRadius, SOUNDPRIORITY_MISC_HIGH);
			}
		}
	}

	if (itemName) pServerDE->FreeString(itemName);
}
void Breakable::StartBreak(HOBJECT hObj)
{
	if (m_bStarted) return;

    m_bStarted = LTTRUE;

	// If an object caused us to break, give him a little upward
	// velocity...

	if (hObj)
	{
		m_hBreakObj = hObj;
        g_pLTServer->CreateInterObjectLink(m_hObject, m_hBreakObj);

		if (IsPlayer(hObj) && m_vShakeAmount.Mag() > 0.0f)
		{
            CPlayerObj* pPlayer = (CPlayerObj*)g_pLTServer->HandleToObject(hObj);
			if (pPlayer)
			{
				HCLIENT hClient = pPlayer->GetClient();
				if (hClient)
				{
                    HMESSAGEWRITE hMessage = g_pLTServer->StartMessage(hClient, MID_SHAKE_SCREEN);
                    g_pLTServer->WriteToMessageVector(hMessage, &m_vShakeAmount);
                    g_pLTServer->EndMessage(hMessage);
				}
			}
		}
	}


	// Play the breaking sound...

	if (m_hstrBreakSound)
	{
        LTVector vPos;
        g_pLTServer->GetObjectPos(m_hObject, &vPos);

        char* pSnd = g_pLTServer->GetStringData(m_hstrBreakSound);

		if (pSnd)
		{
			g_pServerSoundMgr->PlaySoundFromPos(vPos, pSnd, m_fBreakSoundRadius,
				SOUNDPRIORITY_MISC_MEDIUM);
		}
	}


	// Use box physics (faster)...

    uint32 dwFlags = g_pLTServer->GetObjectFlags(m_hObject);
	dwFlags |= FLAG_BOXPHYSICS;


	// Turn off the touch notify flag if we don't do crushing damage...

	if (!m_bCrushObjects)
	{
		dwFlags &= ~FLAG_TOUCH_NOTIFY;
	}

    g_pLTServer->SetObjectFlags(m_hObject, dwFlags);

	m_BreakTimer.Start(m_fBreakTime);

	m_vDelta.Init();

    g_pLTServer->SetNextUpdate(m_hObject, 0.001f);
}
Ejemplo n.º 14
0
void CTransitionAggregate::Load( ILTMessage_Read *pMsg, uint32 dwLoadFlags )
{
	if( !pMsg ) return;
	
	LOAD_HOBJECT( m_hObject );

	// The rest is dependent on the load type...

	if( dwLoadFlags != LOAD_TRANSITION ) return;
	
	HOBJECT hTransArea = g_pTransMgr->GetTransitionArea();
	if( !hTransArea ) return;
	
	TransitionArea *pTransArea = (TransitionArea*)g_pLTServer->HandleToObject( hTransArea );
	if( !pTransArea ) return;

	LTransform tfLocal;
	LTransform tfObjectWorld;
	LTVector vVelRel;
	LTransform const& tfTransAreaWorld = pTransArea->GetWorldTransform( );
	LTMatrix mRotation;
	tfTransAreaWorld.m_Rot.ConvertToMatrix( mRotation );

	LOAD_VECTOR( tfLocal.m_Pos );
	LOAD_ROTATION( tfLocal.m_Rot );
	LOAD_VECTOR( vVelRel );
	
	// Calc pos and rot based on offsets and current TransArea...

	tfObjectWorld.m_Pos = tfTransAreaWorld.m_Pos + ( mRotation * tfLocal.m_Pos );
	tfObjectWorld.m_Rot = tfTransAreaWorld.m_Rot * tfLocal.m_Rot;
	LTVector vVel = mRotation * vVelRel;

	if( IsPlayer( m_hObject ))
	{
		// Since the PlayerObj is controlled by the client we need to notify the
		// client of the rotation.  We are only worried about the Yaw since Roll doesn't 
		// matter and Pitch can be preserved on the client.


		CPlayerObj *pPlayer = (CPlayerObj*)g_pLTServer->HandleToObject( m_hObject );
		if( !pPlayer ) return;

		
		LTFLOAT		fYaw;
		LTVector	vF = tfObjectWorld.m_Rot.Forward();

		// We don't care about Roll...

		vF.y = 0.0f; 
		vF.Normalize();

		// Yaw = arctan( vF.x / vF.z );
		// atan2 is well defined even for vF.z == 0

		fYaw = (LTFLOAT)atan2( vF.x, vF.z );
		
		// Inform the client of the correct camera/player orientation...

		LTVector vVec( 0.0f, fYaw, 0.0f );
		
		CAutoMessage cMsg;
		cMsg.Writeuint8( MID_PLAYER_ORIENTATION );
		cMsg.Writeuint8( MID_ORIENTATION_YAW );
		cMsg.WriteLTVector( vVec );
		g_pLTServer->SendToClient(cMsg.Read(), pPlayer->GetClient(), MESSAGE_GUARANTEED);
		
	}

	g_pLTServer->SetObjectPos( m_hObject, &tfObjectWorld.m_Pos );
	g_pLTServer->SetObjectRotation( m_hObject, &tfObjectWorld.m_Rot );
	g_pPhysicsLT->SetVelocity( m_hObject, &vVel );
}
void Intelligence::DoActivate(HOBJECT hSender)
{
	// BL 10/30/00 - fix multiple photographs of items in multiplayer
	{
		if ( g_pGameServerShell->GetGameType() != SINGLE )
		{
			uint32 dwFlags = g_pLTServer->GetObjectFlags(m_hObject);
			if ( !(dwFlags & FLAG_VISIBLE) )
			{
				return;
			}
		}
	}

	HOBJECT hPlayer = hSender;

	if (!hSender || !IsPlayer(hSender))
	{
		// Find the player if the sender isn't one...

		ObjArray <HOBJECT, 1> objArray;
        g_pLTServer->FindNamedObjects(DEFAULT_PLAYERNAME, objArray);

		if (!objArray.NumObjects()) return;

		hPlayer = objArray.GetObject(0);
	}

	// Increment the player's intelligence count...
    CPlayerObj* pPlayer = (CPlayerObj*)g_pLTServer->HandleToObject(hPlayer);
	if (pPlayer)
	{
		if (g_pGameServerShell->GetGameType() == COOPERATIVE_ASSAULT && m_nPlayerTeamFilter)
		{
			if (pPlayer->GetTeamID() != m_nPlayerTeamFilter)
				return;
			uint8 nScore = (uint8)g_vtNetIntelScore.GetFloat();
			pPlayer->AddToScore(nScore);
			
			HCLIENT hClient = pPlayer->GetClient();
		    uint32 nPlayerID = g_pLTServer->GetClientID(hClient);

            HMESSAGEWRITE hWrite = g_pLTServer->StartMessage (LTNULL, MID_TEAM_SCORED);
            g_pLTServer->WriteToMessageDWord (hWrite, nPlayerID);
            g_pLTServer->WriteToMessageByte (hWrite, (uint8)pPlayer->GetTeamID());
            g_pLTServer->WriteToMessageByte (hWrite, nScore);
            g_pLTServer->EndMessage (hWrite);

		}


		CPlayerSummaryMgr* pPSMgr = pPlayer->GetPlayerSummaryMgr();
		if (pPSMgr)
		{
			pPSMgr->IncIntelligenceCount();
		}

		HCLIENT hClient = pPlayer->GetClient();
		if (hClient)
		{
            HMESSAGEWRITE hMessage = g_pLTServer->StartMessage(hClient, MID_PLAYER_INFOCHANGE);
            g_pLTServer->WriteToMessageByte(hMessage, IC_INTEL_PICKUP_ID);
            g_pLTServer->WriteToMessageByte(hMessage, 0);
            g_pLTServer->WriteToMessageByte(hMessage, 0);
            g_pLTServer->WriteToMessageFloat(hMessage, 0.0f);
            g_pLTServer->EndMessage(hMessage);
		}

		// Show the pop-up associated with the intelligence item, if
		// applicable...

		INTEL* pIntel = g_pIntelMgr->GetIntel(m_nIntelId);
		if (pIntel && m_bShowPopup)
		{
			char buf[255];
			sprintf(buf, "msg %s (popup %d", DEFAULT_PLAYERNAME, m_nInfoId);

			// Add the scale fx...

			for (int i=0; i < pIntel->nNumScaleFXNames; i++)
			{
				if (pIntel->szScaleFXNames[i])
				{
					strcat(buf, " ");
					strcat(buf, pIntel->szScaleFXNames[i]);
				}
			}

			strcat(buf, ")");

			if (g_pCmdMgr->IsValidCmd(buf))
			{
				g_pCmdMgr->Process(buf);
			}
		}


		// If we have a command, process it...

		if (m_hstrPickedUpCmd)
		{
            char* pCmd = g_pLTServer->GetStringData(m_hstrPickedUpCmd);

			if (pCmd && g_pCmdMgr->IsValidCmd(pCmd))
			{
				g_pCmdMgr->Process(pCmd);
			}
		}

		if (g_pGameServerShell->GetGameType() == SINGLE)
		{
			g_pLTServer->RemoveObject(m_hObject);
		}
		else
		{
			uint32 dwFlags = g_pLTServer->GetObjectFlags(m_hObject);
			dwFlags &= (~FLAG_VISIBLE & ~FLAG_RAYHIT);
			g_pLTServer->SetObjectFlags(m_hObject, dwFlags);

			// Play pickup sound...

			LTVector vPos;
			g_pLTServer->GetObjectPos(m_hObject, &vPos);
			g_pServerSoundMgr->PlaySoundFromPos(vPos, INTEL_PICKUP_SOUND,
				600.0f, SOUNDPRIORITY_MISC_HIGH);
		}

	}
}