Exemplo n.º 1
0
void CGameControllerEXP::Tick()
{
	IGameController::Tick();

	TickBots();
	TickEnvironment();

	for(int fi = 0; fi < m_CurFlag+1; fi++)
	{
		CFlag *f = NULL;
		if(fi == m_CurFlag)
			f = m_FlagEnd;
		else
			f = m_aFlagsCP[fi];
		if(!f) // if there isn't flag end
			continue;
		
		CCharacter *apCloseCharacters[MAX_CLIENTS];
		int Num = GameServer()->m_World.FindEntities(f->GetPos(), CFlag::ms_PhysSize, (CEntity**)apCloseCharacters, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
		for(int i = 0; i < Num; i++)
		{
			if(!apCloseCharacters[i]->IsAlive() || apCloseCharacters[i]->GetPlayer()->IsBot() || apCloseCharacters[i]->GetPlayer()->GetTeam() == -1)
				continue;
			int id = apCloseCharacters[i]->GetPlayer()->GetCID();
			
			if(fi == m_CurFlag)
			{
				// END
				if(!m_Boss.m_Exist || GameServer()->m_apPlayers[id]->m_GameExp.m_BossKiller)
					StopClient(id);
			}
			else
			{
				// REGEN
				if((float)Server()->Tick() > apCloseCharacters[i]->GetPlayer()->m_GameExp.m_RegenTimer + GameServer()->Tuning()->m_RegenTimer*Server()->TickSpeed())
				{
					if(apCloseCharacters[i]->m_Health < 10) //regen health
					{
						apCloseCharacters[i]->m_Health++;
						apCloseCharacters[i]->GetPlayer()->m_GameExp.m_RegenTimer = (float)Server()->Tick();
					}
					else if(apCloseCharacters[i]->m_Armor < apCloseCharacters[i]->GetPlayer()->m_GameExp.m_ArmorMax) //regen armor
					{
						apCloseCharacters[i]->m_Armor++;
						apCloseCharacters[i]->GetPlayer()->m_GameExp.m_RegenTimer = (float)Server()->Tick();
					}
					else // regen ammo
					{
						int WID = apCloseCharacters[i]->m_ActiveWeapon;
						if(apCloseCharacters[i]->m_aWeapons[WID].m_Ammo != -1)
						{
							int MaxAmmo = g_pData->m_Weapons.m_aId[WID].m_Maxammo;
							if(apCloseCharacters[i]->m_aWeapons[WID].m_Ammo < MaxAmmo)
							{
								apCloseCharacters[i]->m_aWeapons[WID].m_Ammo++;
								apCloseCharacters[i]->GetPlayer()->m_GameExp.m_RegenTimer = (float)Server()->Tick();
							}
						}
					}
				}

				// SAVE
				if(apCloseCharacters[i]->GetPlayer()->m_GameExp.m_LastFlag != fi+1)
				{
					apCloseCharacters[i]->GetPlayer()->m_GameExp.m_LastFlag = fi+1;
					GameServer()->SendChatTarget(apCloseCharacters[i]->GetPlayer()->GetCID(), "Checkpoint reached.");
					//apCloseCharacters[i]->GetPlayer()->m_GameExp.m_SaveTimer = (float)Server()->Tick() + 5.0f*Server()->TickSpeed();
				}
			}
		}
	}
}
Exemplo n.º 2
0
void CPlayer::OnDirectInput(CNetObj_PlayerInput *NewInput)
{
	if(GameServer()->m_World.m_Paused)
	{
		m_PlayerFlags = NewInput->m_PlayerFlags;
		return;
	}

	if(NewInput->m_PlayerFlags&PLAYERFLAG_CHATTING)
	{
		// skip the input if chat is active
		if(m_PlayerFlags&PLAYERFLAG_CHATTING)
			return;

		// reset input
		if(m_pCharacter)
			m_pCharacter->ResetInput();

		m_PlayerFlags = NewInput->m_PlayerFlags;
		return;
	}

	m_PlayerFlags = NewInput->m_PlayerFlags;

	if(m_pCharacter)
		m_pCharacter->OnDirectInput(NewInput);

	if(!m_pCharacter && m_Team != TEAM_SPECTATORS && (NewInput->m_Fire&1))
		Respawn();

	if(!m_pCharacter && m_Team == TEAM_SPECTATORS && (NewInput->m_Fire&1))
	{
		if(!m_ActiveSpecSwitch)
		{
			m_ActiveSpecSwitch = true;
			if(m_SpecMode == SPEC_FREEVIEW)
			{
				CCharacter *pChar = (CCharacter *)GameServer()->m_World.ClosestEntity(m_ViewPos, 6.0f*32, CGameWorld::ENTTYPE_CHARACTER, 0);
				CFlag *pFlag = (CFlag *)GameServer()->m_World.ClosestEntity(m_ViewPos, 6.0f*32, CGameWorld::ENTTYPE_FLAG, 0);
				if(pChar || pFlag)
				{
					if(!pChar || (pFlag && pChar && distance(m_ViewPos, pFlag->GetPos()) < distance(m_ViewPos, pChar->GetPos())))
					{
						m_SpecMode = pFlag->GetTeam() == TEAM_RED ? SPEC_FLAGRED : SPEC_FLAGBLUE;
						m_pSpecFlag = pFlag;
						m_SpectatorID = -1;
					}
					else
					{
						m_SpecMode = SPEC_PLAYER;
						m_pSpecFlag = 0;
						m_SpectatorID = pChar->GetPlayer()->GetCID();
					}
				}
			}
			else
			{
				m_SpecMode = SPEC_FREEVIEW;
				m_pSpecFlag = 0;
				m_SpectatorID = -1;
			}
		}
	}
	else if(m_ActiveSpecSwitch)
		m_ActiveSpecSwitch = false;

	// check for activity
	if(NewInput->m_Direction || m_LatestActivity.m_TargetX != NewInput->m_TargetX ||
		m_LatestActivity.m_TargetY != NewInput->m_TargetY || NewInput->m_Jump ||
		NewInput->m_Fire&1 || NewInput->m_Hook)
	{
		m_LatestActivity.m_TargetX = NewInput->m_TargetX;
		m_LatestActivity.m_TargetY = NewInput->m_TargetY;
		m_LastActionTick = Server()->Tick();
		m_InactivityTickCounter = 0;
	}
}