Example #1
0
bool CGameControllerOpenFNG::CanJoinTeam(int Team, int NotThisID)
{
	int Can = IGameController::CanJoinTeam(Team, NotThisID);
	if (!Can)
		return false;

	CCharacter *pChr = CHAR(NotThisID);
	return !pChr || pChr->GetFreezeTicks() <= 0;
}
Example #2
0
void CGameControllerSoloFNG::DoHookers()
{
	for(int i = 0; i < MAX_CLIENTS; i++)
	{
		CCharacter *pChr = CHAR(i);
		if (!pChr)
			continue;
		
		int Hooking = pChr->GetHookedPlayer();

		if (Hooking >= 0)
		{
			CCharacter *pVic = CHAR(Hooking);
			
			if (!pVic || (/*pVic->GetPlayer()->GetTeam() != pChr->GetPlayer()->GetTeam() && */pChr->GetHookTick() < CFG(HookRegisterDelay)))
				Hooking = -1;
			
		}

		int HammeredBy = pChr->LastHammeredBy();
		pChr->ClearLastHammeredBy();

		if (Hooking >= 0)
		{
			CCharacter *pVic = CHAR(Hooking);
			if (pVic)
			{
				//bool SameTeam = pChr->GetPlayer()->GetTeam() == pVic->GetPlayer()->GetTeam();
				m_aLastInteraction[Hooking] = /*SameTeam ? -1 : */ i;
			}
		}

		if (HammeredBy >= 0)
		{	
			CCharacter *pHam = CHAR(HammeredBy);
			if (pHam)
			{
				//bool SameTeam = pChr->GetPlayer()->GetTeam() == pHam->GetPlayer()->GetTeam();
				m_aLastInteraction[i] = /*SameTeam ? -1 : */ HammeredBy;
				if (/* !SameTeam &&*/ CFG(HammerFreeze) && pChr->GetFreezeTicks() <= 0)
				{
					pChr->Freeze(CFG(HammerFreeze) * TS, HammeredBy);
					m_aFrozenBy[i] = HammeredBy; //suppress kill event being generated
				}
			}
			else
				m_aLastInteraction[i] = -1;
		}
	}
}
Example #3
0
void CGameControllerOpenFNG::DoHookers()
{
	for(int i = 0; i < MAX_CLIENTS; i++)
	{
		CCharacter *pChr = CHAR(i);
		if (!pChr)
			continue;
		
		int Hooking = pChr->GetHookedPlayer();

		if (Hooking >= 0)
		{
			CCharacter *pVic = CHAR(Hooking);
			if (!pVic || (pVic->GetPlayer()->GetTeam() != pChr->GetPlayer()->GetTeam() && pChr->GetHookTick() < CFG(HookRegisterDelay)))
				Hooking = -1;
		}

		int HammeredBy = pChr->LastHammeredBy();
		pChr->ClearLastHammeredBy();

		if (Hooking >= 0)
		{
			CCharacter *pVic = CHAR(Hooking);
			if (pVic)
			{
				bool SameTeam = pChr->GetPlayer()->GetTeam() == pVic->GetPlayer()->GetTeam();
				m_aLastInteraction[Hooking] = SameTeam ? -1 : i;
			}
		}
		
		/*
		CPlayer *pPlayer = TPLAYER(Hooking);
			if (pVic)
			{
				bool SameTeam = pChr->GetPlayer()->GetTeam() == pVic->GetPlayer()->GetTeam();
				m_aLastInteraction[Hooking] = SameTeam ? -1 : i;
				if(pPlayer)
				{
				    if (!SameTeam && CFG(HammerFreeze) && pVic->GetFreezeTicks() <= 0)
				    {
					    pVic->Freeze(CFG(HammerFreeze) * TS, i);
					    m_aFrozenBy[Hooking] = i; //suppress kill event being generated
				    }
				}
			}
		*/

		if (HammeredBy >= 0)
		{	
			CCharacter *pHam = CHAR(HammeredBy);
			CPlayer *pPlayer = TPLAYER(HammeredBy);
			if (pHam)
			{
				bool SameTeam = pChr->GetPlayer()->GetTeam() == pHam->GetPlayer()->GetTeam();
				m_aLastInteraction[i] = SameTeam ? -1 : HammeredBy;
				if(pPlayer)
				{
				    if (!SameTeam && CFG(HammerFreeze) && pChr->GetFreezeTicks() <= 0 && pPlayer->m_HammerFreeze)
				    {
					    pChr->Freeze(CFG(HammerFreeze) * TS, HammeredBy);
					    m_aFrozenBy[i] = HammeredBy; //suppress kill event being generated
				    }
				}
			}
			else
				m_aLastInteraction[i] = -1;
		}
	}
}
Example #4
0
void CGameControllerOpenFNG::DoInteractions()
{
	DoHookers();

	for(int i = 0; i < MAX_CLIENTS; i++)
	{
		CCharacter *pChr = CHAR(i);
		if (!pChr)
			continue;

		int FrzTicks = pChr->GetFreezeTicks();
		int Col = GameServer()->Collision()->GetCollisionAt(pChr->m_Pos.x, pChr->m_Pos.y);
		if (Col == TILE_SHRINE_ALL || Col == TILE_SHRINE_RED || Col == TILE_SHRINE_BLUE)
		{
			if (FrzTicks > 0 && m_aLastInteraction[i] < 0)
				pChr->Freeze(FrzTicks = 0);

			bool WasSacrificed = false;
			if (FrzTicks > 0)
			{
				int ShrineTeam = Col == TILE_SHRINE_RED ? TEAM_RED : Col == TILE_SHRINE_BLUE ? TEAM_BLUE : -1;
				HandleSacr(m_aLastInteraction[i], i, ShrineTeam);
				WasSacrificed = true;
			}

			pChr->Die(pChr->GetPlayer()->GetCID(), WEAPON_WORLD, WasSacrificed);
		}


		if (FrzTicks > 0)
		{
			if ((FrzTicks+1) % TS == 0) {
				int mask = -1;
				if (!CFG(MeltShowAll))
					mask = (int)~m_aCltMask[1-(pChr->GetPlayer()->GetTeam()&1)];

				GS->CreateDamageInd(pChr->m_Pos, 0, (FrzTicks+1) / TS, mask);

				if (CFG(ClickyMelt))
				{
					mask = -1;
					if (CFG(ClickyMelt) == 1)
						mask = (int)m_aCltMask[1-(pChr->GetPlayer()->GetTeam()&1)];

					GS->CreateSound(pChr->m_Pos, SOUND_WEAPON_NOAMMO, mask);
				}
			}

			if (FrzTicks == 1 && CFG(MeltSafeticks))
				pChr->SetEmote(EMOTE_SURPRISE, TICK + CFG(MeltSafeticks) + 1);

			m_aMoltenBy[i] = -1;

			if (m_aFrozenBy[i] != -1)
				continue;

			int Killer = pChr->WasFrozenBy();
			if (Killer < 0) //may happen then the gods are not pleased
			{
				m_aFrozenBy[i] = -1;
				continue;
			}

			m_aFrozenBy[i] = Killer;
			
			HandleFreeze(Killer, i);
		}
		else
		{
			m_aFrozenBy[i] = -1;

			int Melter = pChr->WasMoltenBy();
			if (Melter < 0)
				m_aMoltenBy[i] = -1;
			
			if (Melter == m_aMoltenBy[i])
				continue;

			m_aMoltenBy[i] = Melter;

			HandleMelt(Melter, i);
		}
	}
}
void CCharacter::FireWeapon()
{
	if(m_ReloadTimer != 0)
		return;

	DoWeaponSwitch();
	vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));

	bool FullAuto = false;
	if(m_ActiveWeapon == WEAPON_GRENADE || m_ActiveWeapon == WEAPON_SHOTGUN || m_ActiveWeapon == WEAPON_RIFLE || (m_ActiveWeapon == WEAPON_HAMMER && g_Config.m_SvSuperHammer))
		FullAuto = true;


	// check if we gonna fire
	bool WillFire = false;
	if(CountInput(m_LatestPrevInput.m_Fire, m_LatestInput.m_Fire).m_Presses)
		WillFire = true;

	if(FullAuto && (m_LatestInput.m_Fire&1) && m_aWeapons[m_ActiveWeapon].m_Ammo)
		WillFire = true;

	if (!g_Config.m_SvNinja && m_ActiveWeapon == WEAPON_NINJA)
		WillFire = false;

	if(!WillFire)
		return;

	// check for ammo
	if(!m_aWeapons[m_ActiveWeapon].m_Ammo)
	{
		// 125ms is a magical limit of how fast a human can click
		m_ReloadTimer = 125 * Server()->TickSpeed() / 1000;
		GameServer()->CreateSound(m_Pos, SOUND_WEAPON_NOAMMO);
		return;
	}

	vec2 ProjStartPos = m_Pos+Direction*m_ProximityRadius*0.75f;

	switch(m_ActiveWeapon)
	{
		case WEAPON_HAMMER:
		{
			// reset objects Hit
			m_NumObjectsHit = 0;
			GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE);

			CCharacter *apEnts[MAX_CLIENTS];
			int Hits = 0;
			int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*0.5f, (CEntity**)apEnts,
														MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);

			for (int i = 0; i < Num; ++i)
			{
				CCharacter *pTarget = apEnts[i];

				if ((pTarget == this) || GameServer()->Collision()->IntersectLine(ProjStartPos, pTarget->m_Pos, NULL, NULL))
					continue;

				// set his velocity to fast upward (for now)
				if(length(pTarget->m_Pos-ProjStartPos) > 0.0f)
					GameServer()->CreateHammerHit(pTarget->m_Pos-normalize(pTarget->m_Pos-ProjStartPos)*m_ProximityRadius*0.5f);
				else
					GameServer()->CreateHammerHit(ProjStartPos);

				vec2 Dir;
				if (length(pTarget->m_Pos - m_Pos) > 0.0f)
					Dir = normalize(pTarget->m_Pos - m_Pos);
				else
					Dir = vec2(0.f, -1.f);

				bool MeltHit = GameServer()->m_pController->IsTeamplay() && pTarget->GetPlayer()->GetTeam() == GetPlayer()->GetTeam() && pTarget->GetFreezeTicks() > 0;

				vec2 Force = (vec2(0.f, -1.f) + normalize(Dir + vec2(0.f, -1.1f)) * 10.0f);
				if (!MeltHit)
				{
					Force.x *= g_Config.m_SvHammerScaleX*0.01f;
					Force.y *= g_Config.m_SvHammerScaleY*0.01f;
				}
				else
				{
					Force.x *= g_Config.m_SvMeltHammerScaleX*0.01f;
					Force.y *= g_Config.m_SvMeltHammerScaleY*0.01f;
				}

				pTarget->TakeDamage(Force, g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage, m_pPlayer->GetCID(), m_ActiveWeapon);
				Hits++;

				pTarget->m_HammeredBy = GetPlayer()->GetCID();

				if (MeltHit)
				{
					pTarget->Freeze(pTarget->GetFreezeTicks() - g_Config.m_SvHammerMelt * Server()->TickSpeed());
					if (pTarget->GetFreezeTicks() <= 0)
					{
						pTarget->m_MoltenBy = m_pPlayer->GetCID();
						pTarget->m_MoltenAt = -1; // we don't want the unfreezability to take effect when being molten by hammer
					}
				}
					
			}

			// if we Hit anything, we have to wait for the reload
			if(Hits)
				m_ReloadTimer = Server()->TickSpeed()/3;

		} break;

		case WEAPON_GUN:
		{
			CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_GUN,
				m_pPlayer->GetCID(),
				ProjStartPos,
				Direction,
				(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_GunLifetime),
				1, 0, 0, -1, WEAPON_GUN);

			// pack the Projectile and send it to the client Directly
			CNetObj_Projectile p;
			pProj->FillInfo(&p);

			CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
			Msg.AddInt(1);
			for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
				Msg.AddInt(((int *)&p)[i]);

			Server()->SendMsg(&Msg, 0, m_pPlayer->GetCID());

			GameServer()->CreateSound(m_Pos, SOUND_GUN_FIRE);
		} break;

		case WEAPON_SHOTGUN:
		{
			int ShotSpread = 2;

			CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
			Msg.AddInt(ShotSpread*2+1);

			for(int i = -ShotSpread; i <= ShotSpread; ++i)
			{
				float Spreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f};
				float a = GetAngle(Direction);
				a += Spreading[i+2];
				float v = 1-(absolute(i)/(float)ShotSpread);
				float Speed = mix((float)GameServer()->Tuning()->m_ShotgunSpeeddiff, 1.0f, v);
				CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_SHOTGUN,
					m_pPlayer->GetCID(),
					ProjStartPos,
					vec2(cosf(a), sinf(a))*Speed,
					(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_ShotgunLifetime),
					1, 0, 0, -1, WEAPON_SHOTGUN);

				// pack the Projectile and send it to the client Directly
				CNetObj_Projectile p;
				pProj->FillInfo(&p);

				for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
					Msg.AddInt(((int *)&p)[i]);
			}

			Server()->SendMsg(&Msg, 0,m_pPlayer->GetCID());

			GameServer()->CreateSound(m_Pos, SOUND_SHOTGUN_FIRE);
		} break;

		case WEAPON_GRENADE:
		{
			CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_GRENADE,
				m_pPlayer->GetCID(),
				ProjStartPos,
				Direction,
				(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_GrenadeLifetime),
				1, true, 0, SOUND_GRENADE_EXPLODE, WEAPON_GRENADE);

			// pack the Projectile and send it to the client Directly
			CNetObj_Projectile p;
			pProj->FillInfo(&p);

			CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
			Msg.AddInt(1);
			for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
				Msg.AddInt(((int *)&p)[i]);
			Server()->SendMsg(&Msg, 0, m_pPlayer->GetCID());

			GameServer()->CreateSound(m_Pos, SOUND_GRENADE_FIRE);
		} break;

		case WEAPON_RIFLE:
		{
			new CLaser(GameWorld(), m_Pos, Direction, GameServer()->Tuning()->m_LaserReach, m_pPlayer->GetCID());
			GameServer()->CreateSound(m_Pos, SOUND_RIFLE_FIRE);
		} break;

		case WEAPON_NINJA:
		{
			// reset Hit objects
			m_NumObjectsHit = 0;

			m_Ninja.m_ActivationDir = Direction;
			m_Ninja.m_CurrentMoveTime = g_pData->m_Weapons.m_Ninja.m_Movetime * Server()->TickSpeed() / 1000;
			m_Ninja.m_OldVelAmount = length(m_Core.m_Vel);

			GameServer()->CreateSound(m_Pos, SOUND_NINJA_FIRE);
		} break;

	}

	m_AttackTick = Server()->Tick();

	if (!g_Config.m_SvUnlimitedAmmo && m_aWeapons[m_ActiveWeapon].m_Ammo > 0)
		m_aWeapons[m_ActiveWeapon].m_Ammo--;

	if(!m_ReloadTimer)
		m_ReloadTimer = g_pData->m_Weapons.m_aId[m_ActiveWeapon].m_Firedelay * Server()->TickSpeed() / 1000;
}