943 lines
31 KiB
C++
943 lines
31 KiB
C++
#include "precompile.h"
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#include <float.h>
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#include "playermgr.h"
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#include "player.h"
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#include "cs_proto.pb.h"
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#include "room.h"
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#include "metamgr.h"
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#include "bullet.h"
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#include "obstacle.h"
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#include "building.h"
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#include "loot.h"
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#include "app.h"
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Player::Player():Human()
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{
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entity_type = ET_Player;
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entity_subtype = EST_Player;
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++App::Instance()->perf.entity_num[ET_Player];
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}
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Player::~Player()
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{
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--App::Instance()->perf.entity_num[ET_Player];
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}
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void Player::Initialize()
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{
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Human::Initialize();
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health = meta->i->health();
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max_energy_shield = energy_shield;
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skin_meta = MetaMgr::Instance()->GetDress(skin.skin_id);
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if (skin_meta) {
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skill_meta = MetaMgr::Instance()->GetSkill(skin_meta->i->skill_id());
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} else {
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skill_meta = nullptr;
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}
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RecalcBuff();
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}
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void Player::Update(int delta_time)
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{
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if (poisoning) {
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poisoning_time += delta_time;
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}
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if (a8::HasBitFlag(status, HS_Fly)) {
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pos = room->plane.curr_pos;
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room->grid_service.MoveHuman(this);
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}
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if (moving) {
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UpdateMove();
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}
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if (room->frame_no % 2 == 0) {
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if (shot_start || shot_hold) {
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UpdateShot();
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}
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if (drop_weapon) {
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UpdateDropWeapon();
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}
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if (interaction_objids.size() > 0) {
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ProcInteraction();
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}
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if (poisoning) {
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UpdatePoisoning();
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}
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if (select_weapon) {
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UpdateSelectWeapon();
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}
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if (use_scope) {
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UpdateUseScope();
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}
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if (reload) {
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UpdateReload();
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}
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if (cancel_action) {
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UpdateCancelAction();
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}
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if (use_item) {
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UpdateUseItemIdx();
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}
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if (action_type != AT_None) {
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UpdateAction();
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}
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if (spectate) {
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UpdateSpectate();
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}
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if (emote) {
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UpdateEmote();
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}
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if (jump) {
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UpdateJump();
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}
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if (use_skill) {
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UpdateUseSkill();
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}
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}
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}
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void Player::UpdateMove()
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{
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if (action_type == AT_Relive) {
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CancelAction();
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}
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if (dead || a8::HasBitFlag(status, HS_Fly)) {
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moving = false;
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moved_frames = 0;
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last_collision_door = nullptr;
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return;
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}
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++moved_frames;
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if (moved_frames > 4) {
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moving = false;
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moved_frames = 0;
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return;
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}
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int speed = std::max(1, (int)GetSpeed());
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for (int i = 0; i < speed; ++i) {
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Vector2D old_pos = pos;
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pos = pos + move_dir;
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if (IsCollision()) {
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pos = old_pos;
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#if 1
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FindPath();
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if (rand() % 3 == 0) {
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i += 1;
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}
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#else
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if (i == 0) {
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FindPath();
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}
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break;
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#endif
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}
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room->grid_service.MoveHuman(this);
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}
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if (last_collision_door && !TestCollision(last_collision_door)) {
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last_collision_door = nullptr;
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}
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}
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void Player::UpdateShot()
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{
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if (dead ||
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a8::HasBitFlag(status, HS_Fly) ||
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a8::HasBitFlag(status, HS_Jump) ) {
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shot_start = false;
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shot_hold = false;
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series_shot_frames = 0;
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return;
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}
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if (shot_start) {
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shot_start = false;
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Shot();
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return;
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}
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if (shot_hold) {
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++series_shot_frames;
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if (last_shot_frameno_ == 0 ||
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(
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(room->frame_no - last_shot_frameno_) * (1000 / SERVER_FRAME_RATE)) >=
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curr_weapon->meta->i->fire_rate()
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) {
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Shot();
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}
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if (series_shot_frames > 8) {
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shot_hold = false;
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series_shot_frames = 0;
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}
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}
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}
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void Player::UpdateSelectWeapon()
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{
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if (a8::HasBitFlag(status, HS_Fly)) {
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select_weapon = false;
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selected_weapon_idx = 0;
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return;
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}
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if (selected_weapon_idx >= 0 && selected_weapon_idx < weapons.size()) {
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Weapon* old_weapon = curr_weapon;
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Weapon* weapon = &weapons[selected_weapon_idx];
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if (weapon->weapon_id != 0) {
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curr_weapon = weapon;
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ResetAction();
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need_sync_active_player = true;
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SyncAroundPlayers();
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if (old_weapon != weapon) {
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AutoLoadingBullet();
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}
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}
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}
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select_weapon = false;
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selected_weapon_idx = 0;
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}
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void Player::UpdateReload()
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{
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AutoLoadingBullet(true);
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reload = false;
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}
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void Player::UpdateCancelAction()
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{
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CancelAction();
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cancel_action = false;
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}
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void Player::UpdateUseItemIdx()
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{
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if (use_item_idx >= 0 && use_item_idx < IS_END) {
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switch (use_item_idx) {
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case IS_HEALTHKIT:
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{
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MetaData::Equip* item_meta = MetaMgr::Instance()->GetEquipBySlotId(use_item_idx);
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if (item_meta) {
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StartAction(
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AT_UseItem,
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item_meta->i->use_time(),
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use_item_idx,
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0
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);
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}
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}
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break;
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case IS_PAIN_KILLER:
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{
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MetaData::Equip* item_meta = MetaMgr::Instance()->GetEquipBySlotId(use_item_idx);
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if (item_meta) {
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StartAction(
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AT_UseItem,
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item_meta->i->use_time(),
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use_item_idx,
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0
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);
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}
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}
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break;
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default:
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{
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}
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break;
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}
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}
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use_item_idx = 0;
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use_item = false;
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}
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void Player::UpdateSpectate()
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{
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if (room->gas_data.gas_mode == GasInactive ||
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room->gas_data.gas_mode == GasJump ||
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a8::HasBitFlag(status, HS_Fly)) {
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spectate = false;
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return;
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}
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BeKill(entity_uniid, name, VW_Spectate);
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spectate = false;
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}
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void Player::UpdateEmote()
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{
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if (a8::HasBitFlag(status, HS_Fly)) {
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emote = false;
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emote_id = 0;
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return;
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}
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room->frame_event.AddEmote(this, emote_id);
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emote = false;
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emote_id = 0;
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}
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void Player::UpdateJump()
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{
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if (a8::HasBitFlag(status, HS_Fly)) {
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DoJump();
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for (size_t i = 0; i < 4; ++i){
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room->xtimer.AddDeadLineTimerAndAttach(SERVER_FRAME_RATE / 10,
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a8::XParams()
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.SetSender(this),
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[] (const a8::XParams& param)
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{
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Human* hum = (Human*)param.sender.GetUserData();
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hum->room->TouchHumanList(
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a8::XParams()
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.SetSender(hum),
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[] (Human* hum, a8::XParams& param) -> bool
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{
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if (a8::HasBitFlag(hum->status, HS_Fly) && hum->entity_subtype != EST_Player) {
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hum->DoJump();
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return false;
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}
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return true;
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});
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},
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&xtimer_attacher.timer_list_);
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}
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}
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jump = false;
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}
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void Player::UpdateUseSkill()
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{
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DoSkill();
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use_skill = false;
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}
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void Player::Shot()
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{
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if (!curr_weapon->meta) {
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return;
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}
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if (curr_weapon->weapon_idx != 0 &&
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curr_weapon->ammo <= 0) {
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AutoLoadingBullet();
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return;
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}
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if (action_type == AT_Reload) {
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CancelAction();
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}
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#if 1
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if (true) {
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#else
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if (room->gas_data.gas_mode != GasInactive &&
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!a8::HasBitFlag(status, HS_Fly) &&
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!a8::HasBitFlag(status, HS_Jump)
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) {
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#endif
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for (auto& tuple : curr_weapon->meta->bullet_born_offset) {
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Vector2D bullet_born_offset = Vector2D(std::get<0>(tuple), std::get<1>(tuple));
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bullet_born_offset.Rotate(attack_dir.CalcAngle(Vector2D::UP));
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Vector2D bullet_born_pos = pos + bullet_born_offset;
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if (room->OverBorder(bullet_born_pos, 0)) {
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return;
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}
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}
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room->frame_event.AddShot(this);
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for (auto& tuple : curr_weapon->meta->bullet_born_offset) {
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Vector2D bullet_born_offset = Vector2D(std::get<0>(tuple), std::get<1>(tuple));
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bullet_born_offset.Rotate(attack_dir.CalcAngle(Vector2D::UP));
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Vector2D bullet_born_pos = pos + bullet_born_offset;
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Vector2D bullet_dir = attack_dir;
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float bullet_angle = std::get<2>(tuple);
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if (curr_weapon->meta->i->bullet_angle() >= 0.01f) {
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int angle = (int)curr_weapon->meta->i->bullet_angle() * 1000;
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if (curr_weapon->upgrade_meta) {
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angle -= curr_weapon->upgrade_meta->attr[EA_BulletAngle] * 1000;
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}
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if (angle > 0) {
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bullet_angle += (rand() % angle) / 1000.0f * (rand() % 2 == 0 ? 1 : -1);
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}
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}
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bullet_dir.Rotate(bullet_angle / 180.0f);
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room->frame_event.AddBullet(this, bullet_born_pos, bullet_dir, fly_distance);
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if (room->BattleStarted() || room->gas_data.gas_mode == GasJump && !a8::HasBitFlag(status, HS_Jump)) {
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room->CreateBullet(this, curr_weapon, bullet_born_pos, bullet_dir, fly_distance);
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}
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}
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} else {
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return;
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}
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if (curr_weapon->weapon_idx != 0) {
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--curr_weapon->ammo;
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}
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int slot_id = curr_weapon->meta->i->_inventory_slot();
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switch (slot_id) {
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case 5:
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{
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//手雷
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if (curr_weapon->ammo <= 0) {
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if (GetInventory(slot_id) > 0) {
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DecInventory(slot_id, 1);
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++curr_weapon->ammo;
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} else {
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int weapon_idx = curr_weapon->weapon_idx;
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*curr_weapon = Weapon();
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curr_weapon->weapon_idx = weapon_idx;
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if (weapons[SMOKE_SLOT].weapon_id != 0) {
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curr_weapon = &weapons[SMOKE_SLOT];
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} else {
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curr_weapon = &weapons[0];
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}
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AutoLoadingBullet();
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}
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}
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need_sync_active_player = true;
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SyncAroundPlayers();
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}
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break;
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case 6:
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{
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//烟雾弹
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if (curr_weapon->ammo <= 0) {
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if (GetInventory(slot_id) > 0) {
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DecInventory(slot_id, 1);
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++curr_weapon->ammo;
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} else {
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int weapon_idx = curr_weapon->weapon_idx;
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*curr_weapon = Weapon();
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curr_weapon->weapon_idx = weapon_idx;
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if (weapons[FRAG_SLOT].weapon_id != 0) {
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curr_weapon = &weapons[FRAG_SLOT];
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} else {
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curr_weapon = &weapons[0];
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}
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AutoLoadingBullet();
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}
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}
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need_sync_active_player = true;
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SyncAroundPlayers();
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}
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break;
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}
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if (curr_weapon->weapon_idx != 0 &&
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curr_weapon->ammo <= 0) {
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AutoLoadingBullet();
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}
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last_shot_frameno_ = room->frame_no;
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need_sync_active_player = true;
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}
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void Player::ProcInteraction()
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{
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if (a8::HasBitFlag(status, HS_Fly)) {
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interaction_objids.Clear();
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return;
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}
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for (auto obj_id : interaction_objids) {
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Entity* entity = room->GetEntityByUniId(obj_id);
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if (entity) {
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switch (entity->entity_type) {
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case ET_Obstacle:
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{
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ObstacleInteraction((Obstacle*)entity);
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}
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break;
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case ET_Loot:
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{
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LootInteraction((Loot*)entity);
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}
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break;
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case ET_Player:
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{
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HumanInteraction((Human*)entity);
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}
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break;
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default:
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break;
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}
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}
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}
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interaction_objids.Clear();
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}
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void Player::ObstacleInteraction(Obstacle* entity)
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{
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if (entity->is_door) {
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if (entity->door_state == DoorStateClose) {
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entity->door_state = DoorStateOpen;
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entity->pos = Vector2D(entity->building->pos.x + entity->door_state1->x() - entity->building->meta->i->tilewidth() / 2.0,
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entity->building->pos.y + entity->door_state1->y() - entity->building->meta->i->tileheight() / 2.0);
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} else {
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entity->door_state = DoorStateClose;
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entity->pos = Vector2D(entity->building->pos.x + entity->door_state0->x() - entity->building->meta->i->tilewidth() / 2.0,
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entity->building->pos.y + entity->door_state0->y() - entity->building->meta->i->tileheight() / 2.0);
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}
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++entity->door_open_times;
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entity->RecalcSelfCollider();
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room->TouchHumanList(a8::XParams(),
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[entity] (Human* hum, a8::XParams& param) -> bool
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{
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hum->AddToNewObjects(entity);
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if (entity->TestCollision(hum)) {
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hum->last_collision_door = entity;
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} else if (hum->last_collision_door == entity) {
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hum->last_collision_door = nullptr;
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}
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return true;
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});
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}
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}
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void Player::LootInteraction(Loot* entity)
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{
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if (entity->pickuped ||
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entity->count <= 0) {
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return;
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}
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MetaData::Equip* item_meta = MetaMgr::Instance()->GetEquip(entity->item_id);
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if (!item_meta) {
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return;
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}
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switch (item_meta->i->equip_type()) {
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case 1:
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{
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//装备
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if (item_meta->i->equip_subtype() == 1) {
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//近战
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if (default_weapon.weapon_id != weapons[0].weapon_id) {
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/*
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cs::SMPickup notifymsg;
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notifymsg.set_error_code(2);
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SendNotifyMsg(notifymsg);
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*/
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return;
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} else {
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weapons[0].weapon_idx = 0;
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weapons[0].weapon_id = entity->item_id;
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weapons[0].weapon_lv = std::max(1, GetWeaponConfigLv(weapons[0].weapon_id));
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weapons[0].ammo = 0;
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weapons[0].meta = item_meta;
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weapons[0].Recalc();
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}
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need_sync_active_player = true;
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SyncAroundPlayers();
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} else {
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Weapon* weapon = nullptr;
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if (weapons[GUN_SLOT1].weapon_id == 0) {
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weapon = &weapons[GUN_SLOT1];
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weapon->weapon_idx = GUN_SLOT1;
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if (curr_weapon != &weapons[GUN_SLOT2]) {
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curr_weapon = &weapons[GUN_SLOT1];
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}
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} else if (weapons[GUN_SLOT2].weapon_id == 0) {
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weapon = &weapons[GUN_SLOT2];
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weapon->weapon_idx = GUN_SLOT2;
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if (curr_weapon != &weapons[GUN_SLOT1]) {
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curr_weapon = &weapons[GUN_SLOT2];
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}
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}
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if (!weapon) {
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/*
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cs::SMPickup notifymsg;
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notifymsg.set_error_code(2);
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SendNotifyMsg(notifymsg);
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*/
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return;
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}
|
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weapon->weapon_id = entity->item_id;
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weapon->weapon_lv = std::max(1, GetWeaponConfigLv(weapon->weapon_id));
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weapon->ammo = 0;
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|
weapon->meta = item_meta;
|
|
weapon->Recalc();
|
|
AutoLoadingBullet();
|
|
need_sync_active_player = true;
|
|
SyncAroundPlayers();
|
|
}
|
|
}
|
|
break;
|
|
case 8:
|
|
{
|
|
if (skin.skin_id != 0) {
|
|
room->DropItem(pos, skin.skin_id, 1, skin.skin_lv);
|
|
}
|
|
skin.skin_id = entity->item_id;
|
|
skin.skin_lv = std::max(1, GetSkinConfigLv(skin.skin_id));
|
|
skin_meta = MetaMgr::Instance()->GetDress(skin.skin_id);
|
|
if (skin_meta) {
|
|
skill_meta = MetaMgr::Instance()->GetSkill(skin_meta->i->skill_id());
|
|
} else {
|
|
skill_meta = nullptr;
|
|
}
|
|
RecalcBuff();
|
|
SyncAroundPlayers();
|
|
}
|
|
break;
|
|
default:
|
|
{
|
|
if (item_meta->i->_inventory_slot() >= 0 &&
|
|
item_meta->i->_inventory_slot() < IS_END) {
|
|
if (GetInventory(item_meta->i->_inventory_slot()) >=
|
|
GetVolume(item_meta->i->_inventory_slot())
|
|
) {
|
|
/*
|
|
cs::SMPickup notifymsg;
|
|
notifymsg.set_error_code(1);
|
|
SendNotifyMsg(notifymsg);
|
|
*/
|
|
return;
|
|
}
|
|
int add_num = GetVolume(item_meta->i->_inventory_slot()) -
|
|
GetInventory(item_meta->i->_inventory_slot());
|
|
add_num = std::min(entity->count, add_num);
|
|
|
|
AddInventory(item_meta->i->_inventory_slot(), add_num);
|
|
if (item_meta->i->_inventory_slot() == 5 ||
|
|
item_meta->i->_inventory_slot() == 6) {
|
|
Weapon* weapon = &weapons[3 + (item_meta->i->_inventory_slot() - 5)];
|
|
weapon->weapon_id = entity->item_id;
|
|
weapon->weapon_lv = 1;
|
|
weapon->ammo += entity->count;
|
|
weapon->meta = item_meta;
|
|
weapon->Recalc();
|
|
DecInventory(item_meta->i->_inventory_slot(), add_num);
|
|
}
|
|
if (item_meta->i->_inventory_slot() > 12) {
|
|
if (item_meta->i->_inventory_slot() - 12 > curr_scope_idx) {
|
|
curr_scope_idx = item_meta->i->_inventory_slot() - 12;
|
|
}
|
|
}
|
|
if (add_num < entity->count) {
|
|
//刷新数量
|
|
entity->count -= add_num;
|
|
entity->BroadcastFullState();
|
|
return;
|
|
}
|
|
} else {
|
|
switch (item_meta->i->equip_type()) {
|
|
case 7:
|
|
{
|
|
//背包
|
|
MetaData::Equip* old_item_meta = MetaMgr::Instance()->GetEquip(backpack);
|
|
if (old_item_meta) {
|
|
if (old_item_meta->i->equip_lv() >= item_meta->i->equip_lv()) {
|
|
return;
|
|
}
|
|
room->DropItem(pos, old_item_meta->i->id(), 1, 1);
|
|
}
|
|
backpack = item_meta->i->id();
|
|
RecalcVolume();
|
|
}
|
|
break;
|
|
case 4:
|
|
{
|
|
//防具
|
|
if (item_meta->i->equip_subtype() == 1) {
|
|
//盔甲
|
|
MetaData::Equip* old_item_meta = MetaMgr::Instance()->GetEquip(chest);
|
|
if (old_item_meta) {
|
|
if (old_item_meta->i->equip_lv() >= item_meta->i->equip_lv()) {
|
|
return;
|
|
}
|
|
room->DropItem(pos, old_item_meta->i->id(), 1, 1);
|
|
}
|
|
chest = item_meta->i->id();
|
|
RecalcAttr();
|
|
} else if (item_meta->i->equip_subtype() == 2) {
|
|
//头盔
|
|
MetaData::Equip* old_item_meta = MetaMgr::Instance()->GetEquip(helmet);
|
|
if (old_item_meta) {
|
|
if (old_item_meta->i->equip_lv() >= item_meta->i->equip_lv()) {
|
|
return;
|
|
}
|
|
room->DropItem(pos, old_item_meta->i->id(), 1, 1);
|
|
}
|
|
helmet = item_meta->i->id();
|
|
RecalcAttr();
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
if (action_type == AT_None) {
|
|
AutoLoadingBullet();
|
|
}
|
|
need_sync_active_player = true;
|
|
SyncAroundPlayers();
|
|
}
|
|
break;
|
|
}
|
|
entity->pickuped = true;
|
|
room->RemoveObjectLater(entity);
|
|
}
|
|
|
|
void Player::HumanInteraction(Human* hum)
|
|
{
|
|
if (hum == this) {
|
|
return;
|
|
}
|
|
if (!hum->downed) {
|
|
return;
|
|
}
|
|
if (hum->action_type == AT_Rescue) {
|
|
return;
|
|
}
|
|
hum->StartAction(
|
|
AT_Rescue,
|
|
MetaMgr::Instance()->GetSysParamAsInt("downed_relive_time") * 1000,
|
|
room->frame_no,
|
|
entity_uniid
|
|
);
|
|
StartAction(
|
|
AT_Relive,
|
|
MetaMgr::Instance()->GetSysParamAsInt("downed_relive_time") * 1000,
|
|
room->frame_no,
|
|
hum->entity_uniid
|
|
);
|
|
}
|
|
|
|
void Player::_CMMove(f8::MsgHdr& hdr, const cs::CMMove& msg)
|
|
{
|
|
bool has_move_dir = msg.has_move_dir();
|
|
moving = false;
|
|
if (msg.has_move_dir()) {
|
|
if (std::abs(msg.move_dir().x()) > FLT_EPSILON ||
|
|
std::abs(msg.move_dir().y()) > FLT_EPSILON
|
|
) {
|
|
move_dir.FromPB(&msg.move_dir());
|
|
move_dir.Normalize();
|
|
moving = true;
|
|
}
|
|
}
|
|
assert(!isnan(move_dir.x) && !isnan(move_dir.y));
|
|
if (!a8::HasBitFlag(status, HS_Fly)) {
|
|
if (msg.has_attack_dir()) {
|
|
if (std::isfinite(msg.attack_dir().x()) &&
|
|
std::isfinite(msg.attack_dir().y()) &&
|
|
(
|
|
std::abs(msg.attack_dir().x()) > 0.00001f ||
|
|
std::abs(msg.attack_dir().y()) > 0.00001f
|
|
)
|
|
){
|
|
attack_dir.FromPB(&msg.attack_dir());
|
|
attack_dir.Normalize();
|
|
}
|
|
} else {
|
|
if (moving) {
|
|
attack_dir = move_dir;
|
|
}
|
|
}
|
|
}
|
|
if (moving) {
|
|
moved_frames = 0;
|
|
}
|
|
shot_start = msg.shot_start();
|
|
shot_hold = msg.shot_hold();
|
|
fly_distance = std::min(200.0f, msg.fly_distance());
|
|
if (!shot_hold) {
|
|
series_shot_frames = 0;
|
|
}
|
|
if (msg.has_interaction()) {
|
|
interaction_objids = msg.interaction_objids();
|
|
}
|
|
last_seq_id = msg.seq();
|
|
if (msg.has_select_weapon()) {
|
|
select_weapon = true;
|
|
selected_weapon_idx = msg.select_weapon();
|
|
}
|
|
if (msg.has_drop_weapon()) {
|
|
drop_weapon = true;
|
|
drop_weapon_idx = msg.drop_weapon();
|
|
}
|
|
if (msg.has_use_scope()) {
|
|
use_scope = true;
|
|
use_scope_idx = msg.use_scope();
|
|
}
|
|
if (msg.has_reload()) {
|
|
reload = msg.reload();
|
|
}
|
|
if (msg.has_cancel_action()) {
|
|
cancel_action = msg.cancel_action();
|
|
}
|
|
if (msg.has_use_item_idx()) {
|
|
use_item = true;
|
|
use_item_idx = msg.use_item_idx();
|
|
}
|
|
if (msg.has_spectate()) {
|
|
spectate = true;
|
|
}
|
|
if (msg.has_emote()) {
|
|
emote = true;
|
|
emote_id = msg.emote();
|
|
}
|
|
if (msg.has_jump()) {
|
|
jump = true;
|
|
}
|
|
if (msg.has_use_skill()) {
|
|
use_skill = true;
|
|
}
|
|
}
|
|
|
|
void Player::UpdateDropWeapon()
|
|
{
|
|
if (drop_weapon_idx >= 0 && drop_weapon_idx < weapons.size()) {
|
|
bool drop_ok = false;
|
|
Weapon* weapon = &weapons[drop_weapon_idx];
|
|
int weapon_id = weapon->weapon_id;
|
|
int weapon_lv = weapon->weapon_lv;
|
|
int weapon_ammo = weapon->ammo;
|
|
MetaData::Equip* weapon_meta = weapon->meta;
|
|
if (weapon->weapon_id != 0) {
|
|
if (weapon->weapon_idx == 0) {
|
|
if (weapon->weapon_id != default_weapon.weapon_id) {
|
|
drop_ok = true;
|
|
*weapon = default_weapon;
|
|
}
|
|
} else if (weapon->weapon_idx == GUN_SLOT1) {
|
|
drop_ok = true;
|
|
*weapon = Weapon();
|
|
weapon->weapon_idx = drop_weapon_idx;
|
|
if (curr_weapon == weapon) {
|
|
if (weapons[GUN_SLOT2].weapon_id != 0) {
|
|
curr_weapon = &weapons[GUN_SLOT2];
|
|
} else {
|
|
curr_weapon = &weapons[0];
|
|
}
|
|
}
|
|
} else if (weapon->weapon_idx == GUN_SLOT2) {
|
|
drop_ok = true;
|
|
*weapon = Weapon();
|
|
weapon->weapon_idx = drop_weapon_idx;
|
|
if (curr_weapon == weapon) {
|
|
if (weapons[GUN_SLOT1].weapon_id != 0) {
|
|
curr_weapon = &weapons[GUN_SLOT1];
|
|
} else {
|
|
curr_weapon = &weapons[0];
|
|
}
|
|
}
|
|
} else if (weapon->weapon_idx == FRAG_SLOT) {
|
|
drop_ok = true;
|
|
*weapon = Weapon();
|
|
weapon->weapon_idx = drop_weapon_idx;
|
|
if (curr_weapon == weapon) {
|
|
if (weapons[GUN_SLOT1].weapon_id != 0) {
|
|
curr_weapon = &weapons[GUN_SLOT1];
|
|
} else if (weapons[GUN_SLOT2].weapon_id != 0) {
|
|
curr_weapon = &weapons[GUN_SLOT2];
|
|
} else {
|
|
curr_weapon = &weapons[0];
|
|
}
|
|
}
|
|
} else if (weapon->weapon_idx == SMOKE_SLOT) {
|
|
drop_ok = true;
|
|
*weapon = Weapon();
|
|
weapon->weapon_idx = drop_weapon_idx;
|
|
if (curr_weapon == weapon) {
|
|
if (weapons[GUN_SLOT1].weapon_id != 0) {
|
|
curr_weapon = &weapons[GUN_SLOT1];
|
|
} else if (weapons[GUN_SLOT2].weapon_id != 0) {
|
|
curr_weapon = &weapons[GUN_SLOT2];
|
|
} else {
|
|
curr_weapon = &weapons[0];
|
|
}
|
|
}
|
|
}
|
|
if (drop_ok) {
|
|
if (drop_weapon_idx == 0 ||
|
|
drop_weapon_idx == GUN_SLOT1 ||
|
|
drop_weapon_idx == GUN_SLOT2
|
|
) {
|
|
Vector2D dir = Vector2D::UP;
|
|
dir.Rotate(a8::RandAngle());
|
|
room->CreateLoot(weapon_id, pos + dir * (25 + rand() % 50), 1, weapon_lv);
|
|
}
|
|
if (weapon_ammo > 0) {
|
|
MetaData::Equip* bullet_meta = MetaMgr::Instance()->GetEquip(weapon_meta->i->use_bullet());
|
|
if (bullet_meta && bullet_meta->i->_inventory_slot() > 0) {
|
|
int volume = GetVolume(bullet_meta->i->_inventory_slot());
|
|
int inventory = GetInventory(bullet_meta->i->_inventory_slot());
|
|
int add_inventory = std::min(weapon_ammo, volume - std::min(volume, inventory));
|
|
if (add_inventory > 0) {
|
|
AddInventory(bullet_meta->i->_inventory_slot(), add_inventory);
|
|
}
|
|
int drop_num = weapon_ammo - add_inventory;
|
|
if (drop_num > 0) {
|
|
Vector2D drop_dir = Vector2D::UP;
|
|
drop_dir.Rotate(a8::RandAngle());
|
|
Vector2D drop_pos = pos + drop_dir * (25 + rand() % 50);
|
|
room->DropItem(drop_pos, bullet_meta->i->id(), drop_num, 1);
|
|
}
|
|
}
|
|
}
|
|
need_sync_active_player = true;
|
|
SyncAroundPlayers();
|
|
}
|
|
}
|
|
}
|
|
ResetAction();
|
|
AutoLoadingBullet();
|
|
drop_weapon = false;
|
|
drop_weapon_idx = 0;
|
|
}
|
|
|
|
void Player::UpdateUseScope()
|
|
{
|
|
if (IS_1XSCOPE + use_scope_idx >= IS_1XSCOPE && IS_1XSCOPE + use_scope_idx <= IS_15XSCOPE) {
|
|
if (GetInventory(IS_1XSCOPE + use_scope_idx) > 0) {
|
|
curr_scope_idx = use_scope_idx;
|
|
need_sync_active_player = true;
|
|
}
|
|
}
|
|
use_scope = false;
|
|
use_scope_idx = 0;
|
|
}
|
|
|
|
void Player::_CMEmote(f8::MsgHdr& hdr, const cs::CMEmote& msg)
|
|
{
|
|
|
|
}
|
|
|
|
void Player::_CMVoice(f8::MsgHdr& hdr, const cs::CMVoice& msg)
|
|
{
|
|
cs::SMVoiceNotify notifymsg;
|
|
notifymsg.set_account_id(account_id);
|
|
notifymsg.set_download_url(msg.download_url());
|
|
auto send_func = [] (Player* hum, a8::XParams& param)
|
|
{
|
|
cs::SMVoiceNotify* msg = (cs::SMVoiceNotify*)param.sender.GetUserData();
|
|
hum->SendNotifyMsg(*msg);
|
|
};
|
|
room->TouchPlayerList(a8::XParams()
|
|
.SetSender(¬ifymsg),
|
|
send_func);
|
|
}
|
|
|
|
void Player::_CMGameOver(f8::MsgHdr& hdr, const cs::CMGameOver& msg)
|
|
{
|
|
cs::SMGameOver respmsg;
|
|
FillSMGameOver(respmsg);
|
|
SendNotifyMsg(respmsg);
|
|
}
|
|
|
|
void Player::_CMWatchWar(f8::MsgHdr& hdr, const cs::CMWatchWar& msg)
|
|
{
|
|
cs::SMWatchWar respmsg;
|
|
Human* target = room->GetWatchWarTarget(this);
|
|
if (target) {
|
|
SendNotifyMsg(respmsg);
|
|
hdr.hum->FollowTarget(target);
|
|
} else {
|
|
respmsg.set_error_code(1);
|
|
SendNotifyMsg(respmsg);
|
|
}
|
|
}
|
|
|
|
void Player::_CMLeave(f8::MsgHdr& hdr, const cs::CMLeave& msg)
|
|
{
|
|
if (!leave_) {
|
|
if (room->BattleStarted()) {
|
|
//如果战斗已经开始算自杀
|
|
BeKill(entity_uniid, name, VW_Spectate);
|
|
}
|
|
leave_ = true;
|
|
leave_frameno_ = room->frame_no;
|
|
}
|
|
cs::SMLeave respmsg;
|
|
SendNotifyMsg(respmsg);
|
|
}
|