예제 #1
0
PoisonTurretProjectile::PoisonTurretProjectile(unsigned int _master, unsigned int _target, unsigned int _mentalDamage)
{
	m_master = _master;
	m_target = _target;
	m_visible = false;
	this->m_type = OtherType;
	ServerEntity* master = EntityHandler::getServerEntity(m_master);
	ServerEntity* target = EntityHandler::getServerEntity(m_target);
	m_timeToImpact = (target->getPosition() - master->getPosition()).length()/PoisonTurretProjectile::VELOCITY;
	this->m_masterOwner = ((Turret*)master)->getOwnerId();
	this->m_messageQueue->pushOutgoingMessage(new CreateActionTargetMessage(Skill::POISON_TURRET_PROJECTILE, m_master, m_target, master->getPosition()));
	this->m_mentalDamage = _mentalDamage;
}
FrostTurretProjectile::FrostTurretProjectile(unsigned int _master, unsigned int _target, float _slowEffect, int _damage)
{
	m_master = _master;
	m_target = _target;
	m_visible = false;
	this->m_type = OtherType;
	this->m_slowEffect = _slowEffect;
	ServerEntity* master = EntityHandler::getServerEntity(m_master);
	ServerEntity* target = EntityHandler::getServerEntity(m_target);
	m_timeToImpact = (target->getPosition() - master->getPosition()).length()/FrostTurretProjectile::VELOCITY;
	this->m_masterOwner = ((Turret*)master)->getOwnerId();

	// Calc position of projectile with offset from the pipe of the turret and send network msg
	FLOAT3 distance = target->getPosition() - master->getPosition();
	distance = distance/distance.length();
	this->m_messageQueue->pushOutgoingMessage(new CreateActionTargetMessage(Skill::FROST_TURRET_PROJECTILE, m_master, m_target, master->getPosition()+distance*0.5f));
	this->m_damage = _damage;
}
예제 #3
0
void ReadyAimFire::updateSpecificSkill(float dt)
{
	ServerEntity *caster = EntityHandler::getServerEntity(this->m_senderId);

	if(caster != NULL)
	{
		FLOAT3 position = caster->getPosition();

		vector<ServerEntity*> turrets = EntityHandler::getEntitiesByType(ServerEntity::TowerType);

		for(int i = 0; i < turrets.size(); i++)
		{
			if((turrets[i]->getPosition() - position).length() <= ReadyAimFire::RANGE)
			{
				((Turret*)turrets[i])->setReadyAimFire(0.05f * ((UnitEntity*)caster)->getAgility());
			}
			else
			{
				((Turret*)turrets[i])->setReadyAimFire(0.0f);
			}
		}
	}
}
DemonicPresenceEffect::DemonicPresenceEffect(unsigned int _caster)
{
	m_caster = _caster;

	this->m_obb = NULL;
	FLOAT3 pos = EntityHandler::getServerEntity(_caster)->getPosition();
	this->m_bs = new BoundingSphere(XMFLOAT3(pos.x, 0.0f, pos.z), 0.01f);
	m_visible = false;
	m_timer = 0.0f;
	m_type = OtherType;
	
	ServerEntity* caster = EntityHandler::getServerEntity(m_caster);
	vector<ServerEntity*> heroes = EntityHandler::getAllHeroes();
	for(int i = 0; i < heroes.size(); i++)
	{
		bool alreadyAffected = false;
		for(int j = 0; j < m_affectedGuys.size(); j++)
		{
			if(heroes[i]->getId() == m_affectedGuys[j])
			{
				alreadyAffected = true;
				j = m_affectedGuys.size();
			}
		}

		if(!alreadyAffected)
		{
			if((caster->getPosition()-heroes[i]->getPosition()).length() <= AOE)
			{
				m_affectedGuys.push_back(heroes[i]->getId());
				((UnitEntity*)heroes.at(i))->alterMovementSpeed(MOVEMENT_SPEED_BOOST);
				((UnitEntity*)heroes.at(i))->alterAttackSpeed(ATTACK_SPEED_BOOST);
				this->m_messageQueue->pushOutgoingMessage(new CreateActionTargetMessage(Skill::DEMONIC_PRESENCE, 0, heroes[i]->getId(), heroes[i]->getPosition()));
			}
		}
	}
}
예제 #5
0
파일: Hero.cpp 프로젝트: ghazp/Spelprojekt
void Hero::updateSpecificUnitEntity(float dt)
{
	if(this->m_health > 0)
	{
		//Handle incoming messages
		Message *m;

		while(this->m_messageQueue->incomingQueueEmpty() == false)
		{
			m = this->m_messageQueue->pullIncomingMessage();

			if(m->type == Message::Collision)
			{
				//this->m_position = FLOAT3(0.0f, 0.0f, 0.0f);
			}

			delete m;
		}

		if(this->m_attackCooldown > 0.0f)
		{
			this->m_attackCooldown = this->m_attackCooldown - dt;
		}
		if(this->m_hasTarget == true)
		{
			ServerEntity *se = EntityHandler::getServerEntity(this->m_target);

			if(se == NULL)
			{
				this->m_hasTarget = false;
				this->m_messageQueue->pushOutgoingMessage(new CreateActionMessage(Skill::IDLE, this->m_id, this->m_position));
			}
			else
			{
				FLOAT3 distance = se->getPosition() - this->m_position;
				this->m_rotation.x = atan2(-distance.x, -distance.z);

				//If the hero is in range, KILL IT!
				if(se != NULL)
				{
					if((se->getPosition() - this->m_position).length() <= this->m_regularAttack->getRange())
					{
						if(this->m_attackCooldown <= 0.0f)
						{
							//this->m_messageQueue->pushOutgoingMessage(new CreateActionTargetMessage(Skill::ATTACK, this->m_id, se->getId(), this->m_position));
							//EntityHandler::addEntity(new Arrow((m_position-se->getPosition()).length(), se->getId(), m_id));
							//this->dealDamage(se, this->m_physicalDamage, this->m_mentalDamage); // dont
							this->attack(this->m_target);
							this->m_attackCooldown = this->m_attackSpeed;
							this->m_nextPosition = this->m_position;
							this->m_messageQueue->pushOutgoingMessage(this->getUpdateEntityMessage());
						}

						if(this->m_reachedPosition == false)
						{
							this->m_reachedPosition = true;
							this->m_messageQueue->pushOutgoingMessage(new CreateActionMessage(Skill::IDLE, this->m_id, this->m_position));
						}
					}
					else //Otherwise you should find a way to get to the enemy
					{
						if(this->m_reachedPosition == true)
						{
							this->m_path = g_pathfinder->getPath(FLOAT2(this->m_position.x, this->m_position.z), FLOAT2(se->getPosition().x, se->getPosition().z));

							if(this->m_path.nrOfPoints > 0)
							{
								this->m_pathCounter = 1;
								this->m_nextPosition = FLOAT3(this->m_path.points[0].x, 0.0f, this->m_path.points[0].y);
								this->m_reachedPosition = false;
								this->m_messageQueue->pushOutgoingMessage(new CreateActionMessage(Skill::MOVE, this->m_id, this->m_position));
								this->m_messageQueue->pushOutgoingMessage(this->getUpdateEntityMessage());
							}
						}
						else //Move along the path
						{
							distance = this->m_nextPosition - this->m_position;

							if(distance.length() - 0.125f > this->m_movementSpeed * dt)
							{
								distance = distance / distance.length();
								this->m_position = this->m_position + (distance * this->m_movementSpeed * dt);
								this->m_rotation.x = atan2(-distance.x, -distance.z);
							}
							else
							{
								if(this->m_pathCounter < this->m_path.nrOfPoints)
								{
									this->m_nextPosition = FLOAT3(this->m_path.points[this->m_pathCounter].x, 0.0f, this->m_path.points[this->m_pathCounter].y);
									this->m_pathCounter++;
									this->m_messageQueue->pushOutgoingMessage(this->getUpdateEntityMessage());
								}
								else if(this->m_reachedPosition == false)
								{
									this->m_position = this->m_nextPosition;
									this->m_reachedPosition = true;
									this->m_messageQueue->pushOutgoingMessage(new CreateActionMessage(Skill::IDLE, this->m_id, this->m_position));
									this->m_messageQueue->pushOutgoingMessage(this->getUpdateEntityMessage());
									this->m_messageQueue->pushOutgoingMessage(new UpdateEntityMessage(this->getId(),this->getPosition().x,this->getPosition().z,this->getRotation().x,0.0f,0.0f,0.0f,0.0f,this->getMovementSpeed()));
								}

								this->m_obb->Center = XMFLOAT3(this->m_position.x, this->m_position.y, this->m_position.z);
							}
						}
					}
				}
				else //The target doesn't exist
				{
					this->m_hasTarget = false;
					this->m_reachedPosition = true;
					this->m_messageQueue->pushOutgoingMessage(new CreateActionMessage(Skill::IDLE, this->m_id, this->m_position));
				}
			}
		}
		else if(this->m_reachedPosition == false)
		{
			FLOAT3 distance = this->m_nextPosition - this->m_position;
			float lol = 0.0f;

			if(this->m_reallyReachedPosition == false)
			{
				lol = 0.125f;
			}

			if(distance.length() - lol > this->m_movementSpeed * dt)
			{
				distance = distance / distance.length();
				this->m_position = this->m_position + (distance * this->m_movementSpeed * dt);
			}
			else
			{
				if(this->m_pathCounter < this->m_path.nrOfPoints)
				{
					this->m_nextPosition = FLOAT3(this->m_path.points[this->m_pathCounter].x, 0.0f, this->m_path.points[this->m_pathCounter].y);
					this->m_pathCounter++;

					this->m_obb->Center = XMFLOAT3(this->m_position.x, this->m_position.y, this->m_position.z);
					this->m_rotation.x = atan2(-distance.x, -distance.z);

					this->m_messageQueue->pushOutgoingMessage(this->getUpdateEntityMessage());
				}
				else
				{
					this->m_nextPosition = this->m_position;
					this->m_reachedPosition = true;
					//this->m_startPos= m_nextPosition;
					this->m_messageQueue->pushOutgoingMessage(this->getUpdateEntityMessage());
					this->m_messageQueue->pushOutgoingMessage(new CreateActionMessage(Skill::IDLE, this->m_id, this->m_position));
				}
			}

			this->m_obb->Center = XMFLOAT3(this->m_position.x, this->m_position.y, this->m_position.z);
			this->m_rotation.x = atan2(-distance.x, -distance.z);
		}
	}
	else if(this->m_alive == true)
	{
		this->m_messageQueue->pushOutgoingMessage(new CreateActionMessage(Skill::DEATH, this->m_id, this->m_position));
		this->m_position = FLOAT3(-1000.0f, 0.0f, -1000.0f);
		this->m_hasTarget = NULL;
		this->m_reachedPosition = true;
		this->m_messageQueue->pushOutgoingMessage(this->getUpdateEntityMessage());
		this->m_messageQueue->pushOutgoingMessage(new HeroDiedMessage(this->m_id, this->m_playerId));
		this->m_alive = false;
	}
}
void DemonicPresenceEffect::update(float _dt)
{
	ServerEntity* caster = EntityHandler::getServerEntity(m_caster);

	if(caster)
	{
		m_timer += _dt;

		// If the spell duration has expired, remove all affected dudes and buffs.
		if(m_timer >= LIFETIME)
		{
			for(int i = 0; i < m_affectedGuys.size(); i++)
			{
				ServerEntity* se = EntityHandler::getServerEntity(m_affectedGuys[i]);
				if(se && (caster->getPosition()-se->getPosition()).length() <= AOE)
				{
					((UnitEntity*)se)->alterMovementSpeed(-MOVEMENT_SPEED_BOOST);
					((UnitEntity*)se)->alterAttackSpeed(-ATTACK_SPEED_BOOST);
					this->m_messageQueue->pushOutgoingMessage(new RemoveActionTargetMessage(Skill::DEMONIC_PRESENCE, 0, se->getId()));
					m_affectedGuys.erase(m_affectedGuys.begin()+i);
					i--;
				}
			}
			this->m_messageQueue->pushOutgoingMessage(new RemoveServerEntityMessage(0, EntityHandler::getId(), this->m_id));
		}
		else
		{
			// Check if any of the affected guys have died or escaped the aura area.
			for(int i = 0; i < m_affectedGuys.size(); i++)
			{
				// Dont mind the caster, he is taken care of elsewhere i hope(?).
				if(m_affectedGuys[i] != m_caster)
				{
					ServerEntity* se = EntityHandler::getServerEntity(m_affectedGuys[i]);
					// Check if the affected guy has died recently then remove it.
					if(!se)
					{
						m_affectedGuys.erase(m_affectedGuys.begin()+i);
						i--;
						this->m_messageQueue->pushOutgoingMessage(new RemoveActionTargetMessage(Skill::DEMONIC_PRESENCE, 0, se->getId()));
					}
					// Else the affected guys is still alive and might have escaped the aura area and needs to be taken down!
					else if((caster->getPosition()-se->getPosition()).length() > AOE)
					{
						((UnitEntity*)se)->alterMovementSpeed(-MOVEMENT_SPEED_BOOST);
						((UnitEntity*)se)->alterAttackSpeed(-ATTACK_SPEED_BOOST);
						m_affectedGuys.erase(m_affectedGuys.begin()+i);
						i--;
						this->m_messageQueue->pushOutgoingMessage(new RemoveActionTargetMessage(Skill::DEMONIC_PRESENCE, 0, se->getId()));
					}
				}
			}

			// Check if any newcomers want to join in on the oral (aural) fun.
			vector<ServerEntity*> heroes = EntityHandler::getAllHeroes();
			for(int i = 0; i < heroes.size(); i++)
			{
				if(heroes[i]->getId() != m_caster)
				{
					bool alreadyAffected = false;
					for(int j = 0; j < m_affectedGuys.size(); j++)
					{
						if(heroes[i]->getId() == m_affectedGuys[j])
						{
							alreadyAffected = true;
							j = m_affectedGuys.size();
						}
					}

					if(!alreadyAffected)
					{
						if((caster->getPosition()-heroes[i]->getPosition()).length() <= AOE)
						{
							m_affectedGuys.push_back(heroes[i]->getId());
							((UnitEntity*)heroes.at(i))->alterMovementSpeed(MOVEMENT_SPEED_BOOST);
							((UnitEntity*)heroes.at(i))->alterAttackSpeed(ATTACK_SPEED_BOOST);
							this->m_messageQueue->pushOutgoingMessage(new CreateActionTargetMessage(Skill::DEMONIC_PRESENCE, 0, heroes[i]->getId(), heroes[i]->getPosition()));
						}
					}
				}
			}
		}
	}
}
bool SwiftAsACatPowerfulAsABoar::activate(unsigned int _senderId)
{
	if(this->getCurrentCooldown() == 0)
	{
		ServerEntity *e = EntityHandler::getServerEntity(_senderId);

		if(e)
		{
			UnitEntity* ue = (UnitEntity*)e;
			ue->setSwiftAsACatPowerfulAsABear(true);
			this->resetCooldown();;
			e->getMessageQueue()->pushOutgoingMessage(new CreateActionMessage(Skill::SWIFT_AS_A_CAT_POWERFUL_AS_A_BEAR, e->getId(), e->getPosition()));
			
			return true;
		}
		else
			return false;
	}
	else
		return false;
}