Teams collision a works fine... But i broke collision with tiles

This commit is contained in:
btd 2010-08-30 23:25:04 +04:00
parent f46b7a58a9
commit 4544b91d2f
6 changed files with 15 additions and 157 deletions

View file

@ -445,8 +445,9 @@ static void Evolve(CNetObj_Character *pCharacter, int Tick)
{
CWorldCore TempWorld;
CCharacterCore TempCore;
CTeamsCore TempTeams;
mem_zero(&TempCore, sizeof(TempCore));
TempCore.Init(&TempWorld, g_GameClient.Collision());
TempCore.Init(&TempWorld, g_GameClient.Collision(), &TempTeams);//????
TempCore.Read(pCharacter);
while(pCharacter->m_Tick < Tick)
@ -943,7 +944,7 @@ void CGameClient::OnPredict()
if(!m_Snap.m_aCharacters[i].m_Active)
continue;
g_GameClient.m_aClients[i].m_Predicted.Init(&World, Collision());
g_GameClient.m_aClients[i].m_Predicted.Init(&World, Collision(), &m_Teams);
World.m_apCharacters[i] = &g_GameClient.m_aClients[i].m_Predicted;
g_GameClient.m_aClients[i].m_Predicted.Read(&m_Snap.m_aCharacters[i].m_Cur);
}

View file

@ -6,6 +6,8 @@
#include <engine/console.h>
#include <game/layers.h>
#include <game/gamecore.h>
#include <game/teamscore.h>
#include "render.h"
const CColor m_PredefinedColors[MAX_CLIENTS] = {
@ -61,6 +63,7 @@ class CGameClient : public IGameClient
CLayers m_Layers;
class CCollision m_Collision;
class CTeamsCore m_Teams;
CUI m_UI;
void DispatchInput();

View file

@ -218,7 +218,7 @@ void CCharacterCore::Tick(bool UseInput)
GoingToHitGround = true;
m_pReset = true;
}
// Check against other players first
if(m_pWorld && m_pWorld->m_Tuning.m_PlayerHooking)
{
@ -226,9 +226,13 @@ void CCharacterCore::Tick(bool UseInput)
for(int i = 0; i < MAX_CLIENTS; i++)
{
CCharacterCore *p = m_pWorld->m_apCharacters[i];
if(!p || p == this || !m_pTeams->SameTeam(i, ThisId))
continue;
//char aBuf[512];
//str_format(aBuf, sizeof(aBuf), "ThisId = %d Id = %d TheSameTeam? = %d", ThisId, i, m_pTeams->SameTeam(i, ThisId));
//dbg_msg("GameCore", aBuf);
vec2 ClosestPoint = closest_point_on_line(m_HookPos, NewPos, p->m_Pos);
if(distance(p->m_Pos, ClosestPoint) < PhysSize+2.0f)
{
@ -328,13 +332,13 @@ void CCharacterCore::Tick(bool UseInput)
continue;
//player *p = (player*)ent;
if(p == this) { // || !(p->flags&FLAG_ALIVE)
if(p == this || (ThisId != -1 && !m_pTeams->SameTeam(ThisId, i))) { // || !(p->flags&FLAG_ALIVE)
continue; // make sure that we don't nudge our self
}
// handle player <-> player collision
float d = distance(m_Pos, p->m_Pos);
vec2 Dir = normalize(m_Pos - p->m_Pos);
if (m_pWorld->m_Tuning.m_PlayerCollision && ThisId != -1 && m_pTeams->SameTeam(ThisId, i)) {
if (m_pWorld->m_Tuning.m_PlayerCollision) {
if(d < PhysSize*1.25f && d > 1.0f)
{

View file

@ -1,103 +0,0 @@
#include "teams.h"
CTeams::CTeams(CGameContext *pGameContext) : m_pGameContext(pGameContext) {
for(int i = 0; i < MAX_CLIENTS; ++i) {
m_Team[i] = 0;
m_TeamState[i] = EMPTY;
m_TeeFinished[i] = false;
}
}
void CTeams::OnCharacterStart(int id) {
int Tick = Server()->Tick();
if(m_Team[id] == 0) {
CCharacter* Char = Character(id);
Char->m_RaceState = RACE_STARTED;
Char->m_StartTime = Tick;
Char->m_RefreshTime = Tick;
} else {
if(m_TeamState[m_Team[id]] <= CLOSED) {
ChangeTeamState(m_Team[id], STARTED);
for(int i = 0; i < MAX_CLIENTS; ++i) {
if(m_Team[i] == m_Team[id]) {
CCharacter* Char = Character(i);
Char->m_RaceState = RACE_STARTED;
Char->m_StartTime = Tick;
Char->m_RefreshTime = Tick;
}
}
}
}
}
void CTeams::OnCharacterFinish(int id) {
if(m_Team[id] == 0) {
Character(id)->OnFinish();
} else {
m_TeeFinished[id] = true;
if(TeamFinished(m_Team[id])) {
ChangeTeamState(m_Team[id], FINISHED);//TODO: Make it better
for(int i = 0; i < MAX_CLIENTS; ++i) {
if(SameTeam(i, id)) {
CCharacter * Char = Character(i);
if(Char != 0) {
Char->OnFinish();
m_TeeFinished[i] = false;
} //else {
// m_Team[id] = 0; //i saw zomby =)
//}
}
}
}
}
}
bool CTeams::SetCharacterTeam(int id, int Team) {
//TODO: Send error message
if(id < 0 || id >= MAX_CLIENTS || Team < 0 || Team >= MAX_CLIENTS) {
return false;
}
if(m_TeamState[Team] >= CLOSED) {
return false;
}
if(m_Team[id] != 0 && m_TeamState[m_Team[id]] != EMPTY) {
bool NoOneInOldTeam = true;
for(int i = 0; i < MAX_CLIENTS; ++i) {
if(SameTeam(i, id)) {
NoOneInOldTeam = false;//all good exists someone in old team
break;
}
}
if(NoOneInOldTeam) {
m_TeamState[m_Team[id]] = EMPTY;
}
}
m_Team[id] = Team;
if(m_TeamState[Team] == EMPTY) {
ChangeTeamState(Team, OPEN);
}
return true;
}
void CTeams::ChangeTeamState(int Team, int State) {
m_TeamState[Team] = State;
}
bool CTeams::TeamFinished(int Team) {
for(int i = 0; i < MAX_CLIENTS; ++i) {
if(m_Team[i] == Team && !m_TeeFinished[i]) {
return false;
}
}
return true;
}
bool CTeams::SameTeam(int Cid1, int Cid2) {
return m_Team[Cid1] = m_Team[Cid2];
}

View file

@ -1,47 +0,0 @@
#ifndef GAME_SERVER_TEAMS_H
#define GAME_SERVER_TEAMS_H
#include <game/server/entities/character.h>
#include <game/server/gamecontext.h>
class CTeams {
int m_Team[MAX_CLIENTS];
int m_TeamState[MAX_CLIENTS];
bool m_TeeFinished[MAX_CLIENTS];
class CGameContext * m_pGameContext;
public:
enum {
EMPTY,
OPEN,
CLOSED,
STARTED,
FINISHED
};
CTeams(CGameContext *pGameContext);
//helper methods
CCharacter* Character(int id) { return GameServer()->GetPlayerChar(id); }
class CGameContext *GameServer() { return m_pGameContext; }
class IServer *Server() { return m_pGameContext->Server(); }
void OnCharacterStart(int id);
void OnCharacterFinish(int id);
bool SetCharacterTeam(int id, int Team);
void ChangeTeamState(int Team, int State);
bool TeamFinished(int Team);
bool SameTeam(int Cid1, int Cid2);
int GetTeam(int Cid) {
return m_Team[Cid];
}
};
#endif

View file

@ -7,7 +7,7 @@ CTeamsCore::CTeamsCore() {
}
bool CTeamsCore::SameTeam(int Cid1, int Cid2) {
return m_Team[Cid1] = m_Team[Cid2];
return m_Team[Cid1] == m_Team[Cid2];
}
int CTeamsCore::Team(int Cid) {