Merge pull request #1149 from Speedy-Consoles/weapon_cleanup

weapon code cleanup
This commit is contained in:
oy 2014-06-22 13:29:19 +02:00
commit 8178302e02
9 changed files with 51 additions and 42 deletions

View file

@ -157,6 +157,12 @@ class Weapons(Struct):
self.ninja = Weapon_Ninja()
self.id = Array(WeaponSpec())
class Explosion(Struct):
def __init__(self):
Struct.__init__(self, "CDataExplosion")
self.radius = Float(135)
self.max_force = Float(12)
class DataContainer(Struct):
def __init__(self):
Struct.__init__(self, "CDataContainer")
@ -167,6 +173,7 @@ class DataContainer(Struct):
self.sprites = Array(Sprite())
self.animations = Array(Animation())
self.weapons = Weapons()
self.explosion = Explosion()
def FileList(format, num):
return [format%(x+1) for x in range(0,num)]
@ -532,6 +539,7 @@ container.weapons.id.Add(weapon)
weapon = WeaponSpec(container, "gun")
weapon.firedelay.Set(125)
weapon.damage.Set(1)
weapon.ammoregentime.Set(500)
weapon.visual_size.Set(64)
weapon.offsetx.Set(32)
@ -543,6 +551,7 @@ container.weapons.id.Add(weapon)
weapon = WeaponSpec(container, "shotgun")
weapon.firedelay.Set(500)
weapon.damage.Set(1)
weapon.visual_size.Set(96)
weapon.offsetx.Set(24)
weapon.offsety.Set(-2)
@ -553,6 +562,7 @@ container.weapons.id.Add(weapon)
weapon = WeaponSpec(container, "grenade")
weapon.firedelay.Set(500) # TODO: fix this
weapon.damage.Set(6)
weapon.visual_size.Set(96)
weapon.offsetx.Set(24)
weapon.offsety.Set(-2)
@ -561,8 +571,8 @@ container.weapons.id.Add(weapon)
weapon = WeaponSpec(container, "laser")
weapon.firedelay.Set(800)
weapon.visual_size.Set(92)
weapon.damage.Set(5)
weapon.visual_size.Set(92)
weapon.offsetx.Set(24)
weapon.offsety.Set(-2)
container.weapons.laser.base.Set(weapon)

View file

@ -338,7 +338,7 @@ void CCharacter::FireWeapon()
ProjStartPos,
Direction,
(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_GunLifetime),
1, 0, 0, -1, WEAPON_GUN);
g_pData->m_Weapons.m_Gun.m_pBase->m_Damage, false, 0, -1, WEAPON_GUN);
// pack the Projectile and send it to the client Directly
CNetObj_Projectile p;
@ -373,7 +373,7 @@ void CCharacter::FireWeapon()
ProjStartPos,
vec2(cosf(a), sinf(a))*Speed,
(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_ShotgunLifetime),
1, 0, 0, -1, WEAPON_SHOTGUN);
g_pData->m_Weapons.m_Shotgun.m_pBase->m_Damage, false, 0, -1, WEAPON_SHOTGUN);
// pack the Projectile and send it to the client Directly
CNetObj_Projectile p;
@ -395,7 +395,7 @@ void CCharacter::FireWeapon()
ProjStartPos,
Direction,
(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_GrenadeLifetime),
1, true, 0, SOUND_GRENADE_EXPLODE, WEAPON_GRENADE);
g_pData->m_Weapons.m_Grenade.m_pBase->m_Damage, true, 0, SOUND_GRENADE_EXPLODE, WEAPON_GRENADE);
// pack the Projectile and send it to the client Directly
CNetObj_Projectile p;
@ -456,7 +456,7 @@ void CCharacter::HandleWeapons()
// ammo regen
int AmmoRegenTime = g_pData->m_Weapons.m_aId[m_ActiveWeapon].m_Ammoregentime;
if(AmmoRegenTime)
if(AmmoRegenTime && m_aWeapons[m_ActiveWeapon].m_Ammo >= 0)
{
// If equipped and not active, regen ammo?
if (m_ReloadTimer <= 0)
@ -467,7 +467,8 @@ void CCharacter::HandleWeapons()
if ((Server()->Tick() - m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart) >= AmmoRegenTime * Server()->TickSpeed() / 1000)
{
// Add some ammo
m_aWeapons[m_ActiveWeapon].m_Ammo = min(m_aWeapons[m_ActiveWeapon].m_Ammo + 1, 10);
m_aWeapons[m_ActiveWeapon].m_Ammo = min(m_aWeapons[m_ActiveWeapon].m_Ammo + 1,
g_pData->m_Weapons.m_aId[m_ActiveWeapon].m_Maxammo);
m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart = -1;
}
}

View file

@ -69,7 +69,6 @@ private:
{
int m_AmmoRegenStart;
int m_Ammo;
int m_Ammocost;
bool m_Got;
} m_aWeapons[NUM_WEAPONS];

View file

@ -1,5 +1,6 @@
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <game/generated/server_data.h>
#include <game/server/gamecontext.h>
#include "character.h"
@ -30,7 +31,7 @@ bool CLaser::HitCharacter(vec2 From, vec2 To)
m_From = From;
m_Pos = At;
m_Energy = -1;
pHit->TakeDamage(vec2(0.f, 0.f), GameServer()->Tuning()->m_LaserDamage, m_Owner, WEAPON_LASER);
pHit->TakeDamage(vec2(0.f, 0.f), g_pData->m_Weapons.m_aId[WEAPON_LASER].m_Damage, m_Owner, WEAPON_LASER);
return true;
}

View file

@ -47,47 +47,47 @@ void CPickup::Tick()
if(pChr && pChr->IsAlive())
{
// player picked us up, is someone was hooking us, let them go
int RespawnTime = -1;
bool Picked = false;
switch (m_Type)
{
case PICKUP_HEALTH:
if(pChr->IncreaseHealth(1))
{
Picked = true;
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_HEALTH);
RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
}
break;
case PICKUP_ARMOR:
if(pChr->IncreaseArmor(1))
{
Picked = true;
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR);
RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
}
break;
case PICKUP_GRENADE:
if(pChr->GiveWeapon(WEAPON_GRENADE, 10))
if(pChr->GiveWeapon(WEAPON_GRENADE, g_pData->m_Weapons.m_aId[WEAPON_GRENADE].m_Maxammo))
{
RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
Picked = true;
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE);
if(pChr->GetPlayer())
GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), WEAPON_GRENADE);
}
break;
case PICKUP_SHOTGUN:
if(pChr->GiveWeapon(WEAPON_SHOTGUN, 10))
if(pChr->GiveWeapon(WEAPON_SHOTGUN, g_pData->m_Weapons.m_aId[WEAPON_SHOTGUN].m_Maxammo))
{
RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
Picked = true;
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
if(pChr->GetPlayer())
GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), WEAPON_SHOTGUN);
}
break;
case PICKUP_LASER:
if(pChr->GiveWeapon(WEAPON_LASER, 10))
if(pChr->GiveWeapon(WEAPON_LASER, g_pData->m_Weapons.m_aId[WEAPON_LASER].m_Maxammo))
{
RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
Picked = true;
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
if(pChr->GetPlayer())
GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), WEAPON_LASER);
@ -96,9 +96,9 @@ void CPickup::Tick()
case PICKUP_NINJA:
{
Picked = true;
// activate ninja on target player
pChr->GiveNinja();
RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
// loop through all players, setting their emotes
CCharacter *pC = static_cast<CCharacter *>(GameServer()->m_World.FindFirst(CGameWorld::ENTTYPE_CHARACTER));
@ -116,12 +116,14 @@ void CPickup::Tick()
break;
};
if(RespawnTime >= 0)
if(Picked)
{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "pickup player='%d:%s' item=%d/%d",
pChr->GetPlayer()->GetCID(), Server()->ClientName(pChr->GetPlayer()->GetCID()), m_Type);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
int RespawnTime = g_pData->m_aPickups[m_Type].m_RespawnTime;
if(RespawnTime >= 0)
m_SpawnTick = Server()->Tick() + Server()->TickSpeed() * RespawnTime;
}
}

View file

@ -74,7 +74,7 @@ void CProjectile::Tick()
GameServer()->CreateSound(CurPos, m_SoundImpact);
if(m_Explosive)
GameServer()->CreateExplosion(CurPos, m_Owner, m_Weapon, false);
GameServer()->CreateExplosion(CurPos, m_Owner, m_Weapon, m_Damage);
else if(TargetChr)
TargetChr->TakeDamage(m_Direction * max(0.001f, m_Force), m_Damage, m_Owner, m_Weapon);

View file

@ -6,6 +6,7 @@
#include <engine/shared/memheap.h>
#include <engine/map.h>
#include <game/generated/server_data.h>
#include <game/collision.h>
#include <game/gamecore.h>
#include <game/version.h>
@ -122,7 +123,7 @@ void CGameContext::CreateHammerHit(vec2 Pos)
}
void CGameContext::CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage)
void CGameContext::CreateExplosion(vec2 Pos, int Owner, int Weapon, int MaxDamage)
{
// create the event
CNetEvent_Explosion *pEvent = (CNetEvent_Explosion *)m_Events.Create(NETEVENTTYPE_EXPLOSION, sizeof(CNetEvent_Explosion));
@ -132,25 +133,21 @@ void CGameContext::CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamag
pEvent->m_Y = (int)Pos.y;
}
if (!NoDamage)
{
// deal damage
CCharacter *apEnts[MAX_CLIENTS];
float Radius = 135.0f;
float Radius = g_pData->m_Explosion.m_Radius;
float InnerRadius = 48.0f;
float MaxForce = g_pData->m_Explosion.m_MaxForce;
int Num = m_World.FindEntities(Pos, Radius, (CEntity**)apEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
for(int i = 0; i < Num; i++)
{
vec2 Diff = apEnts[i]->m_Pos - Pos;
vec2 ForceDir(0,1);
vec2 Force(0, MaxForce);
float l = length(Diff);
if(l)
ForceDir = normalize(Diff);
l = 1-clamp((l-InnerRadius)/(Radius-InnerRadius), 0.0f, 1.0f);
float Dmg = 6 * l;
if((int)Dmg)
apEnts[i]->TakeDamage(ForceDir*Dmg*2, (int)Dmg, Owner, Weapon);
}
Force = normalize(Diff) * MaxForce;
float Factor = 1 - clamp((l-InnerRadius)/(Radius-InnerRadius), 0.0f, 1.0f);
apEnts[i]->TakeDamage(Force * Factor, (int)(Factor * MaxDamage), Owner, Weapon);
}
}

View file

@ -122,7 +122,7 @@ public:
// helper functions
void CreateDamageInd(vec2 Pos, float AngleMod, int Amount);
void CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage);
void CreateExplosion(vec2 Pos, int Owner, int Weapon, int MaxDamage);
void CreateHammerHit(vec2 Pos);
void CreatePlayerSpawn(vec2 Pos);
void CreateDeath(vec2 Pos, int Who);

View file

@ -41,7 +41,6 @@ MACRO_TUNING_PARAM(LaserReach, laser_reach, 800.0f)
MACRO_TUNING_PARAM(LaserBounceDelay, laser_bounce_delay, 150)
MACRO_TUNING_PARAM(LaserBounceNum, laser_bounce_num, 1)
MACRO_TUNING_PARAM(LaserBounceCost, laser_bounce_cost, 0)
MACRO_TUNING_PARAM(LaserDamage, laser_damage, 5)
MACRO_TUNING_PARAM(PlayerCollision, player_collision, 1)
MACRO_TUNING_PARAM(PlayerHooking, player_hooking, 1)