Exemple #1
0
        public virtual void OnDamage(Networking.GameDataHandler handler)
        {
            bool isPlayer = handler.GetBool(2);
            byte targetId = handler.GetByte(3);

            Entities.Player p = null;

            try
            {
                handler.Room.Players.TryGetValue(targetId, out p);
            }
            catch { p = null; }

            if (p != null)
            {
                string weaponCode = handler.GetString(22).ToUpper();
                if (weaponCode.Length == 4)
                {
                    if (isPlayer)
                    {
                        Objects.Items.ItemData itemData = null;
                        try
                        {
                            itemData = Managers.ItemManager.Instance.Items.Values.Where(n => n.Code == weaponCode).First();
                        }
                        catch { itemData = null; }

                        if (itemData != null && itemData.IsWeapon)
                        {
                            Objects.Items.Weapon weapon = (Objects.Items.Weapon)itemData;
                            if (weapon != null)
                            {
                                Objects.Inventory.Item item = handler.Player.User.Inventory.Equipment.Get(handler.Player.Class, weaponCode);
                                if (item != null)
                                {
                                    if (handler.Player.IsAlive && handler.Player.Health > 0)
                                    {
                                        if (p.IsAlive && p.Health > 0)
                                        {
                                            uint boneId = handler.GetuInt(11);
                                            if (boneId > 0)
                                            {
                                                byte  realBoneId      = 0;
                                                bool  head            = false;
                                                short remainingHealth = 0;
                                                bool  useRadius       = handler.GetBool(10);

                                                ushort previousHealth = p.Health;
                                                short  damageTaken    = 0;

                                                if (!useRadius)
                                                {
                                                    switch ((boneId - handler.Player.User.SessionID))
                                                    {
                                                    case 1237:
                                                    {
                                                        realBoneId = 0;         // Head
                                                        head       = true;
                                                        break;
                                                    }

                                                    case 1239:
                                                    {
                                                        realBoneId = 1;         // Chest
                                                        break;
                                                    }

                                                    case 1241:
                                                    {
                                                        realBoneId = 2;
                                                        break;
                                                    }

                                                    default:
                                                    {
                                                        Log.Instance.WriteLine("Unknown Bone :: " + (boneId - handler.Player.User.SessionID) + " :: " + boneId);
                                                        //handler.Player.User.Disconnect();
                                                        break;
                                                    }
                                                    }

                                                    damageTaken = (short)((float)weapon.Power * ((float)weapon.PowerPersonal[realBoneId] / 100));
                                                }
                                                else
                                                {
                                                    damageTaken = (short)((1000 / 100) * boneId);
                                                }


                                                if (handler.Room.Mode != Enums.Mode.Free_For_All && handler.Player.Team == p.Team)
                                                {
                                                    damageTaken = 0;
                                                }

                                                remainingHealth = (short)((short)p.Health - damageTaken);

                                                if (remainingHealth < 0)
                                                {
                                                    damageTaken = (short)p.Health;
                                                }

                                                if (remainingHealth <= 0)
                                                {
                                                    handler.type = Enums.GameSubs.PlayerDeath;
                                                    p.AddDeaths();
                                                    handler.Player.AddKill(head);
                                                    OnDeath(handler.Player, p);
                                                }
                                                else
                                                {
                                                    p.Health -= (ushort)damageTaken;
                                                }

                                                handler.Set(12, p.Health);
                                                handler.Set(13, previousHealth);
                                                handler.respond = true;

                                                //System.Log.Instance.WriteLine("DAMAGE :: " + handler.Player.User.Displayname + " -> " + p.User.Displayname + ": " + damageTaken);
                                            }
                                            else
                                            {
                                                handler.Player.User.Disconnect();
                                            }
                                        }
                                    }
                                }
                                else
                                {
                                    handler.Player.User.Disconnect();
                                }
                            }
                            else
                            {
                                handler.Player.User.Disconnect();
                            }
                        }
                        else
                        {
                            handler.Player.User.Disconnect();
                        }
                    }
                    else
                    {
                        handler.Player.User.Disconnect();
                    }
                }
            }
        }
Exemple #2
0
        public virtual void OnObjectDamage(Networking.GameDataHandler handler)
        {
            bool _isPlayer        = handler.GetBool(2);
            byte _objectDamagedId = handler.GetByte(3);
            bool _isSubWeapon     = handler.GetBool(9);
            bool _isRadiusWeapon  = handler.GetBool(10);
            uint _radius          = handler.GetuInt(11); //vehicles don´t seem to have a hitbox

            string _weaponCode  = handler.GetString(22).ToUpper();
            short  _damageTaken = 0;

            Entities.Player      Attacker       = handler.Player;
            Entities.Vehicle     VehicleDamaged = null;
            Objects.Items.Weapon Weapon         = null;

            try { VehicleDamaged = Room.Vehicles[_objectDamagedId]; }

            catch { VehicleDamaged = null;
                    Log.Instance.WriteError("Unknown damaged object with ID: " + _objectDamagedId.ToString()); }

            if (VehicleDamaged != null && CanInFlictDamageTo(Attacker, VehicleDamaged))
            {
                if (_isPlayer)
                {
                    try { Weapon = (Objects.Items.Weapon)Managers.ItemManager.Instance.Items.Values.Where(n => n.Code == _weaponCode).First(); }
                    catch { Weapon = null; }

                    if (Weapon != null)
                    {
                        short _weaponMultiplier = 100;
                        switch (VehicleDamaged.VehicleClass)
                        {
                        case VehicleType.Surface:
                            _weaponMultiplier = Weapon.PowerSurface[0];
                            break;

                        case VehicleType.Air:
                            _weaponMultiplier = Weapon.PowerAir[0];
                            break;

                        case VehicleType.Ship:
                            _weaponMultiplier = Weapon.PowerShip[0];
                            break;

                        default:
                            _weaponMultiplier = Weapon.PowerPersonal[0];
                            break;
                        }

                        _damageTaken = DamageCalculator(Weapon.Power, _weaponMultiplier, _radius);
                    }
                }
                else   //Vehicle attaking other vehicle
                {
                    if (Attacker.VehicleId != -1)
                    {
                        Entities.Vehicle AttackerVehicle = Room.Vehicles[Attacker.VehicleId];

                        if (_weaponCode == AttackerVehicle.Code)     //dont trust the client
                        {
                            Objects.VehicleSeat   Seat      = AttackerVehicle.Seats[AttackerVehicle.GetSeatOf(Attacker)];
                            Objects.VehicleWeapon VehWeapon = null;

                            if (_isSubWeapon)     //he is shooting with the subCT
                            {
                                Seat.Weapons.TryGetValue(VehicleWeaponType.Sub, out VehWeapon);
                            }
                            else
                            {
                                Seat.Weapons.TryGetValue(VehicleWeaponType.Main, out VehWeapon);
                            }

                            if (VehWeapon != null)
                            {
                                _damageTaken = DamageCalculator((short)VehWeapon.Damage, VehWeapon.HitBox[(byte)VehicleDamaged.VehicleClass], _radius);
                            }
                        }
                    }
                    else     //maybe it´s an artillery attack
                    {
                        if (!isValidArtilleryAttack(Attacker))
                        {
                            Attacker.User.Disconnect();
                        }

                        Objects.VehicleWeapon Artillery = Managers.VehicleManager.Instance.GetWeaponBy(_weaponCode);

                        if (Artillery != null)
                        {
                            _damageTaken = DamageCalculator((short)Artillery.Damage, Artillery.HitBox[(byte)VehicleDamaged.VehicleClass], _radius);
                        }
                        else
                        {
                            Log.Instance.WriteError("Couldn´t find artillery weapon " + _weaponCode + " in the Manager");
                        }
                    }
                }

                DamageVehicle(handler, Attacker, VehicleDamaged, _damageTaken);
            }
        }
Exemple #3
0
        public virtual void OnDamage(Networking.GameDataHandler handler)
        {
            bool   _isPlayer       = handler.GetBool(2);
            byte   _targetId       = handler.GetByte(3);
            bool   _isRadiusWeapon = handler.GetBool(10);
            uint   _boneId         = handler.GetuInt(11);
            string _weaponCode     = handler.GetString(22).ToUpper();

            //Radius is used when _isradiusWeapon is true. Values range from 0 to 100
            uint _radius = _boneId;

            Entities.Player Victim   = null;
            Entities.Player Attacker = handler.Player;

            try { handler.Room.Players.TryGetValue(_targetId, out Victim); }
            catch { Victim = null; }

            if (Victim != null)
            {
                if (_isPlayer)
                {
                    Objects.Items.ItemData ItemData = null;

                    try { ItemData = Managers.ItemManager.Instance.Items.Values.Where(n => n.Code == _weaponCode).First(); }
                    catch { ItemData = null; }

                    if (ItemData != null && ItemData.IsWeapon)
                    {
                        Objects.Items.Weapon   Weapon     = (Objects.Items.Weapon)ItemData;
                        Objects.Inventory.Item PlayerItem = Attacker.User.Inventory.Equipment.Get(handler.Player.Class, _weaponCode);

                        if (PlayerItem != null) //player have the wep
                        {
                            if (CanInFlictDamageTo(Attacker, Victim))
                            {
                                uint         _realBoneId       = _boneId - handler.Player.User.SessionID;
                                bool         _isHeadShot       = false;
                                short        _damageTaken      = 0;
                                double       _hitboxMultiplier = 1.0;
                                Enums.Hitbox Location;
                                try { Location = (Hitbox)_realBoneId; }
                                catch { Location = Hitbox.TorsoLimbs; }

                                if (Location == Hitbox.HeadNeck && !Weapon.Code.Contains("DA") && !Weapon.Code.Contains("DJ") && !Weapon.Code.Contains("DK"))
                                {
                                    _isHeadShot = true;
                                }

                                #region Explanation to the DJ03 case
                                //RPG-7 vanilla behaviour requires some tweaks... our reverse-engineered damage calc. is not consistent
                                //with vanilla in-game experience suggesting some more shit is going on
                                //server side
                                //SO... most DJ-DK weapons have reduced personal hitMult. in the DB... consistent with gamefiles and damage calc.
                                //but RPG-7
                                #endregion

                                if (!_isRadiusWeapon)
                                {
                                    if (Weapon.Code == "DJ03")
                                    {
                                        _damageTaken = 1000;
                                    }
                                    else
                                    {
                                        _hitboxMultiplier = GetHitBoxMultiplier(Location);
                                        _damageTaken      = DamageCalculator(Weapon.Power, Weapon.PowerPersonal[0], _hitboxMultiplier, 100);
                                    }
                                }
                                else
                                {
                                    _damageTaken = DamageCalculator(Weapon.Power, Weapon.PowerPersonal[0], 1.0, _radius);
                                }

                                DamagePlayer(handler, Attacker, Victim, _damageTaken, _isHeadShot);
                            }
                        }
                        //  else
                        //      Attacker.User.Disconnect(); ---> Commented out because of client bug with knifes
                    }
                }
                else //a vehicle attacked our poor player :(
                {
                    OnVehicleAttackToPlayer(handler, Attacker, Victim);
                }
            }
        }
Exemple #4
0
        private void OnVehicleAttackToPlayer(Networking.GameDataHandler handler, Entities.Player Attacker, Entities.Player Victim)
        {
            Entities.Vehicle AttackerVehicle = null;
            string           _vehicleId      = handler.GetString(22).ToUpper();

            try { AttackerVehicle = handler.Room.Vehicles[Attacker.VehicleId]; }
            catch { AttackerVehicle = null; }

            if (AttackerVehicle != null)
            {
                if (CanInFlictDamageTo(Attacker, Victim) && IsOperative(AttackerVehicle))
                {
                    if (_vehicleId == AttackerVehicle.Code)
                    {
                        Objects.VehicleSeat Seat = AttackerVehicle.Seats[Attacker.VehicleSeatId];

                        if (Seat.Weapons.Count > 0)
                        {
                            byte _weaponSlot             = handler.GetByte(9); //0 = main CT, 1 = subCT
                            Objects.VehicleWeapon Weapon = null;
                            Seat.Weapons.TryGetValue((VehicleWeaponType)_weaponSlot, out Weapon);

                            if (Weapon != null)
                            {
                                //Most vehicles uses Radius even for machineguns... yeah odd
                                short  _damageTaken      = 0;
                                double _hitboxMultiplier = 1.0;
                                bool   _useRadius        = handler.GetBool(10);
                                uint   _boneId           = handler.GetuInt(11);
                                uint   _radius           = _boneId;
                                uint   _realBoneId       = _boneId - handler.Player.User.SessionID;

                                //just to make sure...

                                if (!_useRadius)
                                {
                                    Enums.Hitbox Location;
                                    try { Location = (Hitbox)_realBoneId; }
                                    catch { Location = Hitbox.TorsoLimbs; }

                                    _hitboxMultiplier = GetHitBoxMultiplier(Location);
                                    _radius           = 100;
                                }
                                _damageTaken = DamageCalculator((short)Weapon.Damage, Weapon.HitBox[(byte)VehWeapDamType.Personal], _radius);
                                DamagePlayer(handler, Attacker, Victim, _damageTaken, false);
                            }
                        }
                    }
                }
            }
            else  //Artillery Attack?
            {
                Objects.VehicleWeapon Artillery = null;

                Artillery = Managers.VehicleManager.Instance.GetWeaponBy(handler.GetString(22).ToUpper());

                if (Artillery != null && isValidArtilleryAttack(Attacker))
                {
                    uint  _radius      = handler.GetuInt(11);
                    short _damageTaken = DamageCalculator((short)Artillery.Damage, Artillery.HitBox[(byte)VehWeapDamType.Personal], _radius);
                    DamagePlayer(handler, Attacker, Victim, _damageTaken, false);
                }

                else
                {
                    Attacker.User.Disconnect();
                }
            }
        }