Пример #1
0
/*
================
rvWeaponGauntlet::CleanupWeapon
================
*/
void rvWeaponGauntlet::CleanupWeapon( void ) {

	if ( impactEffect ) {
		impactEffect->Stop( );
		impactEffect = NULL;
	}
	impactMaterial = -1;
	PlayLoopSound( LOOP_NONE );
}
Пример #2
0
void rvWeaponGauntlet::Attack ( void ) {
	trace_t		tr;	
	idEntity*	ent;
	int			knockback;
	bool		it;
	
	// Cast a ray out to the lock range
// RAVEN BEGIN
// ddynerman: multiple clip worlds
	gameLocal.TracePoint(	owner, tr, 
							playerViewOrigin, 
							playerViewOrigin + playerViewAxis[0] * 100, 
							MASK_SHOT_RENDERMODEL, owner );


// RAVEN END
	owner->WeaponFireFeedback( &weaponDef->dict );

	if ( tr.fraction >= 1.0f ) {
		if ( impactEffect ) {
			impactEffect->Stop ( );
			impactEffect = NULL;
		}
		impactMaterial = -1;
		PlayLoopSound( LOOP_NONE );
 		return;
	}
		
	// Entity we hit?
	ent = gameLocal.entities[tr.c.entityNum];

	// If the impact material changed then stop the impact effect 
	if ( (tr.c.materialType && tr.c.materialType->Index ( ) != impactMaterial) ||
		 (!tr.c.materialType && impactMaterial != -1) ) {
		if ( impactEffect ) {
			impactEffect->Stop ( );
			impactEffect = NULL;
		}
		impactMaterial = -1;
	}
	
	// In singleplayer-- the gauntlet never effects marine AI
	if( !gameLocal.isMultiplayer ) {
		idActor* actor_ent = 0;
		
		//ignore both the body and the head.
		if (ent->IsType( idActor::GetClassType()) )	{
			actor_ent = static_cast<idActor*>(ent);
		} else if (ent->IsType ( idAFAttachment::GetClassType()) )	{
			actor_ent = static_cast<idActor*>(ent->GetBindMaster());
		}
			
		if ( actor_ent && actor_ent->team == gameLocal.GetLocalPlayer()->team )	{
			PlayLoopSound( LOOP_NONE );
			return;
		}
	}

	//multiplayer-- don't gauntlet dead stuff
	if( gameLocal.isMultiplayer )	{
		idPlayer * player;
		if ( ent->IsType( idPlayer::GetClassType() )) {
			player = static_cast< idPlayer* >(ent);
			if (player->health <= 0)	{
				return;
			}
		}

	}
	if ( !impactEffect ) {
		impactMaterial = tr.c.materialType ? tr.c.materialType->Index() : -1;
		impactEffect = gameLocal.PlayEffect ( gameLocal.GetEffect ( spawnArgs, "fx_impact", tr.c.materialType ), tr.endpos, tr.c.normal.ToMat3(), true );
	} else {
		impactEffect->SetOrigin ( tr.endpos );
		impactEffect->SetAxis ( tr.c.normal.ToMat3() );
	}
	
	// Do damage?
	
		if ( gameLocal.time > nextAttackTime ) {					
			if ( ent ) {
				if ( ent->fl.takedamage ) {
					float dmgScale = 20.0f;
					knockback *= 100;
					dmgScale *= owner->PowerUpModifier( PMOD_MELEE_DAMAGE );
					if(ent->IsType( idPlayer::GetClassType() ) && (static_cast < idPlayer * >( ent )->it == false && owner->it == true))//ROCCORICCIARDI
					{
						ent->Damage ( owner, owner, playerViewAxis[0], spawnArgs.GetString ( "def_damage" ), 0.01f, 0 );
						owner->it = false;
						owner->ClearPowerUps();
						static_cast < idPlayer * >( ent )->it = true;
						static_cast < idPlayer * >( ent )->GivePowerUp( POWERUP_QUADDAMAGE, SEC2MS( 30.0f ) );//ROCCORICCIARDI
					}
					StartSound( "snd_hit", SND_CHANNEL_ANY, 0, false, NULL );
					if ( ent->spawnArgs.GetBool( "bleed" ) ) {
						PlayLoopSound( LOOP_FLESH );
					} else {
						PlayLoopSound( LOOP_WALL );
					}
				} else {
					PlayLoopSound( LOOP_WALL );
				}
			} else {
				PlayLoopSound( LOOP_NONE );
			}
			nextAttackTime = gameLocal.time + fireRate;
		
		
		}
		

}    
Пример #3
0
//-------------------------------------------------------------------------
//	功能:	各种物件的处理
//-------------------------------------------------------------------------
void	KObj::Activate()
{
	if ( m_nIndex <= 0 )
		return;

#ifdef _SERVER
	int		nEnemyIndex, x, y;
#else
	int		nMask = IPOT_RL_OBJECT | IPOT_RL_INFRONTOF_ALL;
#endif

	switch(m_nKind)
	{
#ifndef _SERVER
	case Obj_Kind_MapObj:					// 地图物件动画
		if (m_nState == 0)					// 地图物件动画循环播放
			m_cImage.GetNextFrame();
		nMask = IPOT_RL_OBJECT | IPOT_RL_INFRONTOF_ALL;
		break;
	case Obj_Kind_Light:					// 光源
		if (m_nState == 0)
			m_cImage.GetNextFrame();
		nMask = IPOT_RL_OBJECT | IPOT_RL_INFRONTOF_ALL;
		break;
	case Obj_Kind_LoopSound:				// 循环音效
		PlayLoopSound();
		break;
	case Obj_Kind_RandSound:				// 随机音效
		PlayRandSound();
		break;
	case Obj_Kind_Body:						// 尸体逐渐消失
		m_cImage.GetNextFrame(FALSE);		// 尸体动画单方向播放
		m_nLifeTime--;
		if (m_nLifeTime <= 0)
			Remove(FALSE);
		nMask = IPOT_RL_COVER_GROUND | IPOT_RL_INFRONTOF_ALL;
		break;
#endif
	case Obj_Kind_Box:						// 宝箱
#ifdef _SERVER
		if (m_nState == OBJ_BOX_STATE_OPEN)	// 宝箱关闭重生
		{
			m_nBornTime--;
			if (m_nBornTime <= 0)
				SetState(OBJ_BOX_STATE_CLOSE);
		}
#else
		if (m_nState == OBJ_BOX_STATE_CLOSE)// 宝箱关闭状态
			m_cImage.GetPrevFrame(FALSE);
		else// if (m_nState == OBJ_BOX_STATE_OPEN)// 宝箱打开状态
			m_cImage.GetNextFrame(FALSE);
		nMask = IPOT_RL_OBJECT | IPOT_RL_INFRONTOF_ALL;
#endif
		break;
	case Obj_Kind_Door:						// 门
#ifdef _SERVER
#else
		if (m_nState == OBJ_DOOR_STATE_CLOSE)// 门关闭状态
			m_cImage.GetPrevFrame(FALSE);
		else// if (m_nState == OBJ_DOOR_STATE_OPEN)// 门打开状态
			m_cImage.GetNextFrame(FALSE);
		nMask = IPOT_RL_OBJECT | IPOT_RL_INFRONTOF_ALL;
#endif
		break;
	case Obj_Kind_Item:						// 装备动画循环播放
#ifdef _SERVER
		if (m_nBelong >= 0)
		{
			m_nBelongTime--;
			if (m_nBelongTime <= 0)
			{
				m_nBelongTime = 0;
				m_nBelong = -1;
			}
		}
		m_nLifeTime--;
		if (m_nLifeTime <= 0)
			Remove(FALSE);
#else
		if (this->m_nDropState == 1)		// 物品掉出动画
		{
			if (m_cImageDrop.GetNextFrame(FALSE))
			{
				if (m_cImageDrop.CheckEnd())
				{
					m_nDropState = 0;			// 物品掉出动画播放完了,改为放置循环动画
					m_Image.uImage = 0;
				}
			}
			nMask = IPOT_RL_OBJECT | IPOT_RL_INFRONTOF_ALL;
		}
		else
		{
			if (this->m_nDropState == 2)
			{
				if (m_cImage.GetNextFrame(FALSE))
				{
					if (m_cImage.CheckEnd())
						this->m_nDropState = 0;
				}
			}
			else
			{
				if (g_Random(40) == 0)
				{
					m_nDropState = 2;
				}
				else
				{
					m_cImage.SetDirStart();
				}
			}
			nMask = IPOT_RL_COVER_GROUND | IPOT_RL_INFRONTOF_ALL;
		}
		m_nLifeTime--;
		if (m_nLifeTime <= -100)
			Remove(FALSE);
#endif
		break;
	case Obj_Kind_Money:
#ifdef _SERVER
		if (m_nBelong >= 0)
		{
			m_nBelongTime--;
			if (m_nBelongTime <= 0)
			{
				m_nBelongTime = 0;
				m_nBelong = -1;
			}
		}
		m_nLifeTime--;
		if (m_nLifeTime <= 0)
			Remove(FALSE);
#else
		m_cImage.GetNextFrame();
		nMask = IPOT_RL_COVER_GROUND | IPOT_RL_INFRONTOF_ALL;
		m_nLifeTime--;
		if (m_nLifeTime <= -100)
			Remove(FALSE);
#endif
		break;
	case Obj_Kind_Prop:
#ifdef _SERVER
		if (m_nState == OBJ_PROP_STATE_HIDE)	// 道具隐藏状态
		{
			m_nBornTime--;
			if (m_nBornTime <= 0)
				SetState(OBJ_PROP_STATE_DISPLAY);// 道具重生
		}
#else
		if (m_nState == OBJ_PROP_STATE_DISPLAY)
		{
			m_cImage.GetNextFrame();
			nMask = IPOT_RL_OBJECT | IPOT_RL_INFRONTOF_ALL;
		}
#endif
		break;
/*
	case Obj_Kind_Trap:
		switch (m_cSkill.m_nKind)
		{
		case ObjTrap_Kind_Cycle_Image_Static:
			if (m_nState == OBJ_TRAP_STATE_STOP)
			{
				if (m_nWaitTime > 0)
				{
					m_nWaitTime--;
					if (m_nWaitTime <= 0)
					{
						m_nWaitTime = 0;
						SetState(OBJ_TRAP_STATE_ACTIVE);
					}
				}
#ifdef _SERVER
				m_cImage.SetDirStart();
#else
				m_cImage.SetDirStart();
#endif
			}
			else// if (m_nState == OBJ_TRAP_STATE_ACTIVE)
			{
#ifdef _SERVER
				// 朝自身位置发射技能
//				if (m_cImage.GetCurDirFrameNo() == m_cSkill.m_nCastTime)
//					Skill[][].cast()
				m_cImage.GetNextFrame();
#else
				// 朝自身位置发射技能
//				if (m_cImage.GetCurDirFrameNo() == m_cSkill.m_nCastTime)
//					Skill[][].cast()
				m_cImage.GetNextFrame();
#endif
			}
			break;
		case ObjTrap_Kind_Cycle_Image_Dir:
			if (m_nState == OBJ_TRAP_STATE_STOP)
			{
				if (m_nWaitTime > 0)
				{
					m_nWaitTime--;
					if (m_nWaitTime <= 0)
					{
						m_nWaitTime = 0;
						SetState(OBJ_TRAP_STATE_ACTIVE);
					}
				}
#ifdef _SERVER
				m_cImage.SetDirStart();
#else
				m_cImage.SetDirStart();
#endif
			}
			else// if (m_nState == OBJ_TRAP_STATE_ACTIVE)
			{
#ifdef _SERVER
				// 朝固定方向发射技能
//				if (m_cImage.GetCurDirFrameNo() == m_cSkill.m_nCastTime)
//					Skill[][].cast()
				m_cImage.GetNextFrame();
#else
				// 朝固定方向发射技能
//				if (m_cImage.GetCurDirFrameNo() == m_cSkill.m_nCastTime)
//					Skill[][].cast()
				m_cImage.GetNextFrame();
#endif
			}
			break;
		case ObjTrap_Kind_Auto_Image_Static:
			if (m_nState == OBJ_TRAP_STATE_STOP)
				break;
#ifdef _SERVER
			if (m_nState == OBJ_TRAP_STATE_ACTIVE)
			{
				nEnemyIndex = FindEnemy();
				if (nEnemyIndex > 0)
				{
					Npc[nEnemyIndex].GetMpsPos(&x, &y);
					m_cSkill.m_nTarX = x;
					m_cSkill.m_nTarY = y;
					m_nState = OBJ_TRAP_STATE_ACTING;
					m_cImage.SetDirStart();
					// 通知客户端
					TrapAct();
				}
			}
			else if (m_nState == OBJ_TRAP_STATE_ACTING)
			{
				// 朝固定位置发射技能
//				if (m_cImage.m_nCurFrame == m_cSkill.m_nCastTime)
//					Skill[][].cast
				m_cImage.GetNextFrame(FALSE);
				if (m_cImage.CheckEnd())
				{
					m_nState = OBJ_TRAP_STATE_ACTIVE;
					m_cImage.SetDirStart();
				}
			}
#else
			if (m_nState == OBJ_TRAP_STATE_ACTING)
			{
				// 朝自身位置发射技能
//				if (m_cImage.GetCurDirFrameNo() == m_cSkill.m_nCastTime)
//					Skill[][].cast()
				m_cImage.GetNextFrame(FALSE);
				if (m_cImage.CheckEnd())
				{
					m_nState = OBJ_TRAP_STATE_ACTIVE;
					m_cImage.SetDirStart();
				}
			}
#endif
			break;
		case ObjTrap_Kind_Auto_Image_Dir:
			if (m_nState == OBJ_TRAP_STATE_STOP)
				break;
#ifdef _SERVER
			if (m_nState == OBJ_TRAP_STATE_ACTIVE)
			{
				nEnemyIndex = FindEnemy();
				if (nEnemyIndex > 0)
				{
					Npc[nEnemyIndex].GetMpsPos(&x, &y);
					m_cSkill.m_nTarX = x;
					m_cSkill.m_nTarY = y;
					m_nState = OBJ_TRAP_STATE_ACTING;
					m_cImage.SetDirStart();
					// 通知客户端
					TrapAct();
				}
			}
			else if (m_nState == OBJ_TRAP_STATE_ACTING)
			{
				// 朝固定方向发射技能
//				if (m_cImage.m_nCurFrame == m_cSkill.m_nCastTime)
//					Skill[][].cast
				m_cImage.GetNextFrame(FALSE);
				if (m_cImage.CheckEnd())
				{
					m_nState = OBJ_TRAP_STATE_ACTIVE;
					m_cImage.SetDirStart();
				}
			}
#else
			if (m_nState == OBJ_TRAP_STATE_ACTING)
			{
				// 朝固定方向发射技能
//				if (m_cImage.GetCurDirFrameNo() == m_cSkill.m_nCastTime)
//					Skill[][].cast()
				m_cImage.GetNextFrame(FALSE);
				if (m_cImage.CheckEnd())
				{
					m_nState = OBJ_TRAP_STATE_ACTIVE;
					m_cImage.SetDirStart();
				}
			}
#endif
			break;
		case ObjTrap_Kind_Auto_Image_Target:
			if (m_nState == OBJ_TRAP_STATE_STOP)
				break;
#ifdef _SERVER
			if (m_nState == OBJ_TRAP_STATE_ACTIVE)
			{
				nEnemyIndex = FindEnemy();
				if (nEnemyIndex > 0)
				{
					Npc[nEnemyIndex].GetMpsPos(&x, &y);
					m_cSkill.m_nTarX = x;
					m_cSkill.m_nTarY = y;
					m_nState = OBJ_TRAP_STATE_ACTING;
					m_cImage.SetDirStart();
					// 通知客户端
					TrapAct();
				}
			}
			else if (m_nState == OBJ_TRAP_STATE_ACTING)
			{
				// 朝目标点发射技能
//				if (m_cImage.m_nCurFrame == m_cSkill.m_nCastTime)
//					Skill[][].cast
				m_cImage.GetNextFrame(FALSE);
				if (m_cImage.CheckEnd())
				{
					m_nState = OBJ_TRAP_STATE_ACTIVE;
					m_cImage.SetDirStart();
				}
			}
#else
			if (m_nState == OBJ_TRAP_STATE_ACTING)
			{
				// 朝目标点发射技能
//				if (m_cImage.GetCurDirFrameNo() == m_cSkill.m_nCastTime)
//					Skill[][].cast()
				m_cImage.GetNextFrame(FALSE);
				if (m_cImage.CheckEnd())
				{
					m_nState = OBJ_TRAP_STATE_ACTIVE;
					m_cImage.SetDirStart();
				}
			}
#endif
			break;
		case ObjTrap_Kind_Auto_Delay_Static:
			if (m_nState == OBJ_TRAP_STATE_STOP)
				break;
#ifdef _SERVER
			if (m_nState == OBJ_TRAP_STATE_ACTIVE)
			{
				if (m_nWaitTime > 0)
				{
					m_nWaitTime--;
				}
				else
				{
					nEnemyIndex = FindEnemy();
					if (nEnemyIndex > 0)
					{
						Npc[nEnemyIndex].GetMpsPos(&x, &y);
						m_cSkill.m_nTarX = x;
						m_cSkill.m_nTarY = y;
						m_nState = OBJ_TRAP_STATE_ACTING;
						// 通知客户端
						TrapAct();
						// 朝自身位置发射技能
						//Skill[][].cast();
						m_nState = OBJ_TRAP_STATE_ACTIVE;
						m_nWaitTime = m_cSkill.m_nCastTime;
					}
				}
			}
#else
			if (m_nState == OBJ_TRAP_STATE_ACTING)
			{
				// 朝自身位置发射技能
//				Skill[][].cast()
				m_nState = OBJ_TRAP_STATE_ACTIVE;
			}
			m_cImage.GetNextFrame();
#endif
			break;
		case ObjTrap_Kind_Auto_Delay_Dir:
			if (m_nState == OBJ_TRAP_STATE_STOP)
				break;
#ifdef _SERVER
			if (m_nState == OBJ_TRAP_STATE_ACTIVE)
			{
				if (m_nWaitTime > 0)
				{
					m_nWaitTime--;
				}
				else
				{
					nEnemyIndex = FindEnemy();
					if (nEnemyIndex > 0)
					{
						Npc[nEnemyIndex].GetMpsPos(&x, &y);
						m_cSkill.m_nTarX = x;
						m_cSkill.m_nTarY = y;
						m_nState = OBJ_TRAP_STATE_ACTING;
						// 通知客户端
						TrapAct();
						// 朝固定方向发射技能
						//Skill[][].cast();
						m_nState = OBJ_TRAP_STATE_ACTIVE;
						m_nWaitTime = m_cSkill.m_nCastTime;
					}
				}
			}
#else
			if (m_nState == OBJ_TRAP_STATE_ACTING)
			{
				// 朝固定方向发射技能
//				Skill[][].cast()
				m_nState = OBJ_TRAP_STATE_ACTIVE;
			}
			m_cImage.GetNextFrame();
#endif
			break;
		case ObjTrap_Kind_Auto_Delay_Target:
			if (m_nState == OBJ_TRAP_STATE_STOP)
				break;
#ifdef _SERVER
			if (m_nState == OBJ_TRAP_STATE_ACTIVE)
			{
				if (m_nWaitTime > 0)
				{
					m_nWaitTime--;
				}
				else
				{
					nEnemyIndex = FindEnemy();
					if (nEnemyIndex > 0)
					{
						Npc[nEnemyIndex].GetMpsPos(&x, &y);
						m_cSkill.m_nTarX = x;
						m_cSkill.m_nTarY = y;
						m_nState = OBJ_TRAP_STATE_ACTING;
						// 通知客户端
						TrapAct();
						// 朝目标点发射技能
						//Skill[][].cast();
						m_nState = OBJ_TRAP_STATE_ACTIVE;
						m_nWaitTime = m_cSkill.m_nCastTime;
					}
				}
			}
#else
			if (m_nState == OBJ_TRAP_STATE_ACTING)
			{
				// 朝目标点发射技能
//				Skill[][].cast()
				m_nState = OBJ_TRAP_STATE_ACTIVE;
			}
			m_cImage.GetNextFrame();
#endif
			break;
		}
		break;
*/
	}
#ifndef _SERVER
	int nMpsX, nMpsY;
	SubWorld[m_nSubWorldID].Map2Mps(m_nRegionIdx, m_nMapX, m_nMapY, m_nOffX, m_nOffY, &nMpsX, &nMpsY);
	g_ScenePlace.MoveObject(CGOG_OBJECT, m_nIndex, nMpsX, nMpsY, 0, m_SceneID, nMask);
#endif
}