Пример #1
0
bool CircuitCmp::CheckGoodCut(Gate* x, Gate* y){
	for(int i=0; i < circuitOne -> input.size(); ++i){
   	circuitOne -> input[i] -> included = false;
   	circuitTwo -> input[i] -> included = false;
	}
   for(int i=0; i < cutSet.size(); ++i){
   	for(int j=0; j < cutSet[i] -> size(); ++j)
      	cutSet[i] -> at(j) -> included = false;
  	}

  	bool flag = false;
  	for(int i=0; i < x -> output.size(); ++i){
    	if(x -> output[i] -> gateType != Output)
      	flag = true;
  	}
  	if(!flag) return false;
  	flag = false;
  	for(int i=0; i < y -> output.size(); ++i){
    	if(y -> output[i] -> gateType != Output)
      	flag = true;
  	}
  	if(!flag) return false;
	vector<Gate*> inputX, inputY;
  	CountInput(x, inputX);
  	CountInput(y, inputY);

  	circuitOne -> resetTraversed();
  	circuitTwo -> resetTraversed();
  
  	map<string, Gate*> inputMap;
  	map<int, Gate*> cutMap;
  	for(int i=0; i < inputX.size(); ++i){
    	if(inputX[i] -> gateType == Input)
      	inputMap.insert(pair<string, Gate*>(inputX[i] -> name, inputX[i]));
    	else{
      	cutMap.insert(pair<int, Gate*>(((Wire*)inputX[i]) -> cutNum, inputX[i]));
    		}
  	}
  	for(int i=0; i < inputY.size(); ++i){
    	if(inputY[i] -> gateType == Input){
      	if(inputMap.find(inputY[i] -> name) == inputMap.end())
        	return false;
    		}
    	else{
      	if(cutMap.find(((Wire*)inputY[i]) -> cutNum) == cutMap.end())
        		return false;
    		}
  	}
  	return true;
}
Пример #2
0
void CCharacter::HandleWeaponSwitch()
{
	int WantedWeapon = m_ActiveWeapon;
	if(m_QueuedWeapon != -1)
		WantedWeapon = m_QueuedWeapon;

	// select Weapon
	int Next = CountInput(m_LatestPrevInput.m_NextWeapon, m_LatestInput.m_NextWeapon).m_Presses;
	int Prev = CountInput(m_LatestPrevInput.m_PrevWeapon, m_LatestInput.m_PrevWeapon).m_Presses;

	if(Next < 128) // make sure we only try sane stuff
	{
		while(Next) // Next Weapon selection
		{
			WantedWeapon = (WantedWeapon+1)%NUM_WEAPONS;
			if(m_aWeapons[WantedWeapon].m_Got)
				Next--;
		}
	}

	if(Prev < 128) // make sure we only try sane stuff
	{
		while(Prev) // Prev Weapon selection
		{
			WantedWeapon = (WantedWeapon-1)<0?NUM_WEAPONS-1:WantedWeapon-1;
			if(m_aWeapons[WantedWeapon].m_Got)
				Prev--;
		}
	}

	// Direct Weapon selection
	if(m_LatestInput.m_WantedWeapon)
		WantedWeapon = m_Input.m_WantedWeapon-1;

	// check for insane values
	if(WantedWeapon >= 0 && WantedWeapon < NUM_WEAPONS && WantedWeapon != m_ActiveWeapon && m_aWeapons[WantedWeapon].m_Got)
		m_QueuedWeapon = WantedWeapon;

	DoWeaponSwitch();
}
Пример #3
0
void CircuitCmp::CountInput(Gate* source, vector<Gate*>& list){
  	if(source -> gateType == Input){
    	source -> included = true;
    	list.push_back(source);
  	}
  	for(int i = 0; i < source -> input.size(); ++i){
    	if(!(source -> input[i] -> traversed)){
      	if(source -> input[i] -> gateType == Wir && ((Wire*)(source -> input[i])) -> isCut()){
        		source -> input[i] -> traversed = true;
        		source -> input[i] -> included = true;
        		list.push_back(source -> input[i]);
      			}
      	else {
        		source -> input[i] -> traversed = true;
        		CountInput(source -> input[i], list);
      			}
    		}
  	}
}
Пример #4
0
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_LASER)
		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(!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);

				pTarget->TakeDamage(vec2(0.f, -1.f) + normalize(Dir + vec2(0.f, -1.1f)) * 10.0f, g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage,
					m_pPlayer->GetCID(), m_ActiveWeapon);
				Hits++;
			}

			// 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_LASER:
		{
			new CLaser(GameWorld(), m_Pos, Direction, GameServer()->Tuning()->m_LaserReach, m_pPlayer->GetCID());
			GameServer()->CreateSound(m_Pos, SOUND_LASER_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(m_aWeapons[m_ActiveWeapon].m_Ammo > 0) // -1 == unlimited
		m_aWeapons[m_ActiveWeapon].m_Ammo--;

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