コード例 #1
0
ファイル: openfng.cpp プロジェクト: FallenKN/openfng
void CGameControllerOpenFNG::HandleFreeze(int Killer, int Victim)
{
	CCharacter *pVictim = CHAR(Victim);
	if (!pVictim) // for odd reasons, this can happen (confirmed by segfault). didn't yet track down why 
	{
		D("no pVictim in HandleFreeze(%d, %d)", Killer, Victim);
		return;
	}

	if (CFG(BleedOnFreeze))
	{
		pVictim->Bleed(1);
		GS->CreateSound(pVictim->m_Pos, SOUND_CTF_RETURN);
	}

	int FailTeam = pVictim->GetPlayer()->GetTeam() & 1;
	m_aTeamscore[1 - FailTeam] += CFG(FreezeTeamscore);

	if (CFG(FreezeTeamscore) && CFG(FreezeBroadcast)) //probably of no real use but for completeness...
	{
		char aBuf[64];
		str_format(aBuf, sizeof aBuf, "%s froze (%+d)", GetTeamName(1-FailTeam), CFG(FreezeTeamscore));
		m_Broadcast.Update(-1, aBuf, CFG(BroadcastTime) * TS);
	}

	CPlayer *pPlKiller = TPLAYER(Killer);
	CPlayer *pPlVictim = TPLAYER(Victim);

	if (!pPlKiller || !pVictim)
		return;

	//freezing counts as a hostile interaction
	m_aLastInteraction[pVictim->GetPlayer()->GetCID()] = pPlKiller->GetCID();

	pPlKiller->m_Score += CFG(FreezeScore);
	pPlVictim->m_Score += CFG(FreezeScoreVic);
	SendFreezeKill(Killer, Victim, WEAPON_RIFLE);

	if (pPlKiller->GetCharacter())
	{
		GS->CreateSound(pPlKiller->GetCharacter()->m_Pos, SOUND_HIT, (1<<pPlKiller->GetCID()));
		if (CFG(FreezeLoltext) && CFG(FreezeScore))
		{
			char aBuf[64];
			str_format(aBuf, sizeof aBuf, "%+d", CFG(FreezeScore));
			GS->CreateLolText(pPlKiller->GetCharacter(), false, vec2(0.f, -50.f), vec2(0.f, 0.f), 50, aBuf);
		}
	}
}
コード例 #2
0
ファイル: openfng.cpp プロジェクト: Schwertspize/speedfng
void CGameControllerOpenFNG::HandleMelt(int Melter, int Meltee)
{
	CCharacter *pMeltee = CHAR(Meltee);
	if (!pMeltee) //due to HandleFreeze, i suspect this COULD also possibly happen. 
	{
		D("no pMeltee in HandleMelt(%d, %d)", Melter, Meltee);
		return;
	}

	int MeltTeam = pMeltee->GetPlayer()->GetTeam()&1;
	m_aTeamscore[MeltTeam] += CFG(MeltTeamscore);

	if (CFG(MeltTeamscore) && CFG(MeltBroadcast))
	{
		char aBuf[64];
		str_format(aBuf, sizeof aBuf, "%s melted (%+d)", GetTeamName(MeltTeam), CFG(MeltTeamscore));
		m_Broadcast.Update(-1, aBuf, CFG(BroadcastTime) * TS);
	}

	CPlayer *pPlMelter = TPLAYER(Melter);

	if (!pPlMelter)
		return;

	pPlMelter->m_Score += CFG(MeltScore);
	SendFreezeKill(Melter, Meltee, WEAPON_HAMMER);

	if (pPlMelter->GetCharacter() && CFG(MeltLoltext) && CFG(MeltScore))
	{
		char aBuf[64];
		str_format(aBuf, sizeof aBuf, "%+d", CFG(MeltScore));
		GS->CreateLolText(pPlMelter->GetCharacter(), false, vec2(0.f, -50.f), vec2(0.f, 0.f), 50, aBuf);
	}
}
コード例 #3
0
ファイル: openfng.cpp プロジェクト: Schwertspize/speedfng
void CGameControllerOpenFNG::HandleSacr(int Killer, int Victim, int ShrineTeam)
{//assertion: Killer >= 0, victim anyways
	CCharacter *pVictim = CHAR(Victim);

	if (!pVictim) //due to HandleFreeze, i suspect this COULD also possibly happen. 
	{
		D("no pVictim in HandleSacr(%d, %d, %d)", Killer, Victim, ShrineTeam);
		return;
	}

	int FailTeam = pVictim->GetPlayer()->GetTeam();
	bool Wrong = ShrineTeam != -1 && FailTeam == ShrineTeam;

	m_aTeamscore[1-FailTeam] += Wrong?CFG(WrongSacrTeamscore):(ShrineTeam == -1 ? CFG(SacrTeamscore) : CFG(RightSacrTeamscore));

	if (!Wrong)
	{
		if (CFG(SacrSound) == 1)
			GameServer()->CreateSoundGlobal(SOUND_CTF_CAPTURE);
		else if (CFG(SacrSound) == 2)
			GameServer()->CreateSound(pVictim->m_Pos, SOUND_CTF_CAPTURE);
	}

	if (((Wrong && CFG(WrongSacrTeamscore)) || (!Wrong && (ShrineTeam == -1 ? CFG(SacrTeamscore) : CFG(RightSacrTeamscore)))) && CFG(SacrBroadcast))
	{
		char aBuf[64];
		str_format(aBuf, sizeof aBuf, "%s sacrificed%s (%+d)", GetTeamName(1-FailTeam), Wrong?" in wrong shrine":(ShrineTeam == -1 ? "" : ", pleasing their gods"),
		                                                                           Wrong?CFG(WrongSacrTeamscore):(ShrineTeam == -1 ? CFG(SacrTeamscore):CFG(RightSacrTeamscore)));
		m_Broadcast.Update(-1, aBuf, CFG(BroadcastTime) * TS);
	}

	CPlayer *pPlKiller = TPLAYER(Killer);
	if (!pPlKiller)
		return;

	pPlKiller->m_Score += Wrong?CFG(WrongSacrScore):(ShrineTeam == -1 ? CFG(SacrScore) : CFG(RightSacrScore));
	SendKill(Killer, Victim, WEAPON_NINJA);

	if(!Wrong && pPlKiller->GetCharacter())
			GameServer()->GetPlayerChar(Killer)->AddSpree();
	
	if (Wrong && pPlKiller->GetCharacter() && CFG(PunishWrongSacr))
	{
		pPlKiller->GetCharacter()->Freeze(CFG(PunishWrongSacr) * TS);
		GS->CreateSound(pPlKiller->GetCharacter()->m_Pos, SOUND_PLAYER_PAIN_LONG);
		GS->SendChatTarget(pPlKiller->GetCID(), "The gods are not pleased with this sacrifice!");
	}

	if (!Wrong && pPlKiller->GetCharacter())
		pPlKiller->GetCharacter()->SetEmote(EMOTE_HAPPY, TICK + TS * 2);

	if (pPlKiller->GetCharacter() && CFG(SacrLoltext) && ((!Wrong && CFG(SacrScore)) || (Wrong && CFG(WrongSacrScore))))
	{
		char aBuf[64];
		str_format(aBuf, sizeof aBuf, "%+d", Wrong?CFG(WrongSacrScore):(ShrineTeam == -1 ? CFG(SacrScore) : CFG(RightSacrScore)));
		GS->CreateLolText(pPlKiller->GetCharacter(), false, vec2(0.f, -50.f), vec2(0.f, 0.f), 50, aBuf);
	}
}
コード例 #4
0
ファイル: openfng.cpp プロジェクト: Schwertspize/speedfng
bool CGameControllerOpenFNG::DoEmpty()
{
	bool Empty = true;

	for(int i = 0; Empty && i < MAX_CLIENTS; i++)
		if (TPLAYER(i))
			Empty = false;

	if (Empty)
		m_aTeamscore[0] = m_aTeamscore[1] = 0;
	
	return Empty;
}
コード例 #5
0
ファイル: openfng.cpp プロジェクト: Schwertspize/speedfng
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;
		}
	}
}