ddnet/src/game/server/gamemodes/ctf.cpp

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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
#include <engine/e_server_interface.h>
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#include <game/mapitems.hpp>
#include <game/server/entities/character.hpp>
#include <game/server/player.hpp>
#include <game/server/gamecontext.hpp>
#include "ctf.hpp"
GAMECONTROLLER_CTF::GAMECONTROLLER_CTF()
{
flags[0] = 0;
flags[1] = 0;
gametype = "CTF";
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game_flags = GAMEFLAG_TEAMS|GAMEFLAG_FLAGS;
}
bool GAMECONTROLLER_CTF::on_entity(int index, vec2 pos)
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{
if(GAMECONTROLLER::on_entity(index, pos))
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return true;
int team = -1;
if(index == ENTITY_FLAGSTAND_RED) team = 0;
if(index == ENTITY_FLAGSTAND_BLUE) team = 1;
if(team == -1)
return false;
FLAG *f = new FLAG(team);
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f->stand_pos = pos;
f->pos = pos;
flags[team] = f;
return true;
}
int GAMECONTROLLER_CTF::on_character_death(class CHARACTER *victim, class PLAYER *killer, int weaponid)
{
GAMECONTROLLER::on_character_death(victim, killer, weaponid);
int had_flag = 0;
// drop flags
for(int fi = 0; fi < 2; fi++)
{
FLAG *f = flags[fi];
if(f && killer && f->carrying_character == killer->get_character())
had_flag |= 2;
if(f && f->carrying_character == victim)
{
game.create_sound_global(SOUND_CTF_DROP);
f->drop_tick = server_tick();
f->carrying_character = 0;
f->vel = vec2(0,0);
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if(killer && killer->team != victim->team)
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killer->score++;
had_flag |= 1;
}
}
return had_flag;
}
void GAMECONTROLLER_CTF::tick()
{
GAMECONTROLLER::tick();
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do_team_score_wincheck();
for(int fi = 0; fi < 2; fi++)
{
FLAG *f = flags[fi];
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if(!f)
continue;
// flag hits death-tile, reset it
if(col_get((int)f->pos.x, (int)f->pos.y)&COLFLAG_DEATH)
{
f->reset();
continue;
}
//
if(f->carrying_character)
{
// update flag position
f->pos = f->carrying_character->pos;
if(flags[fi^1] && flags[fi^1]->at_stand)
{
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if(distance(f->pos, flags[fi^1]->pos) < 32)
{
// CAPTURE! \o/
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teamscore[fi^1] += 100;
f->carrying_character->player->score += 5;
dbg_msg("game", "flag_capture player='%d:%s'",
f->carrying_character->player->client_id,
server_clientname(f->carrying_character->player->client_id));
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char buf[512];
str_format(buf, sizeof(buf), "%s team has captured the flag!", fi^1 ? "Blue" : "Red");
game.send_broadcast(buf, -1);
for(int i = 0; i < 2; i++)
flags[i]->reset();
game.create_sound_global(SOUND_CTF_CAPTURE);
}
}
}
else
{
CHARACTER *close_characters[MAX_CLIENTS];
int num = game.world.find_entities(f->pos, 32.0f, (ENTITY**)close_characters, MAX_CLIENTS, NETOBJTYPE_CHARACTER);
for(int i = 0; i < num; i++)
{
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if(!close_characters[i]->alive || close_characters[i]->player->team == -1 || col_intersect_line(f->pos, close_characters[i]->pos, NULL))
continue;
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if(close_characters[i]->team == f->team)
{
// return the flag
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if(!f->at_stand)
{
CHARACTER *chr = close_characters[i];
chr->player->score += 1;
dbg_msg("game", "flag_return player='%d:%s'",
chr->player->client_id,
server_clientname(chr->player->client_id));
game.create_sound_global(SOUND_CTF_RETURN);
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f->reset();
}
}
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else
{
// take the flag
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if(f->at_stand)
teamscore[fi^1]++;
f->at_stand = 0;
f->carrying_character = close_characters[i];
f->carrying_character->player->score += 1;
dbg_msg("game", "flag_grab player='%d:%s'",
f->carrying_character->player->client_id,
server_clientname(f->carrying_character->player->client_id));
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for(int c = 0; c < MAX_CLIENTS; c++)
{
if(!game.players[c])
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continue;
if(game.players[c]->team == fi)
game.create_sound_global(SOUND_CTF_GRAB_EN, game.players[c]->client_id);
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else
game.create_sound_global(SOUND_CTF_GRAB_PL, game.players[c]->client_id);
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}
break;
}
}
if(!f->carrying_character && !f->at_stand)
{
if(server_tick() > f->drop_tick + server_tickspeed()*30)
{
game.create_sound_global(SOUND_CTF_RETURN);
f->reset();
}
else
{
f->vel.y += game.world.core.tuning.gravity;
move_box(&f->pos, &f->vel, vec2(f->phys_size, f->phys_size), 0.5f);
}
}
}
}
}
// Flag
FLAG::FLAG(int _team)
: ENTITY(NETOBJTYPE_FLAG)
{
team = _team;
proximity_radius = phys_size;
carrying_character = 0x0;
reset();
// TODO: should this be done here?
game.world.insert_entity(this);
}
void FLAG::reset()
{
carrying_character = 0x0;
at_stand = 1;
pos = stand_pos;
vel = vec2(0,0);
}
void FLAG::snap(int snapping_client)
{
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NETOBJ_FLAG *flag = (NETOBJ_FLAG *)snap_new_item(NETOBJTYPE_FLAG, team, sizeof(NETOBJ_FLAG));
flag->x = (int)pos.x;
flag->y = (int)pos.y;
flag->team = team;
flag->carried_by = -1;
if(at_stand)
flag->carried_by = -2;
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else if(carrying_character && carrying_character->player)
flag->carried_by = carrying_character->player->client_id;
}