/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #include #include #include "gs_common.h" #include "gs_game_ctf.h" gameobject_ctf::gameobject_ctf() { is_teamplay = true; } bool gameobject_ctf::on_entity(int index, vec2 pos) { if(gameobject::on_entity(index, pos)) 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); f->stand_pos = pos; f->pos = pos; flags[team] = f; return true; } void gameobject_ctf::on_player_spawn(class player *p) { } int gameobject_ctf::on_player_death(class player *victim, class player *killer, int weaponid) { gameobject::on_player_death(victim, killer, weaponid); int had_flag = 0; // drop flags for(int fi = 0; fi < 2; fi++) { flag *f = flags[fi]; if(f && f->carrying_player == killer) had_flag |= 2; if(f && f->carrying_player == victim) { create_sound_global(SOUND_CTF_DROP); f->drop_tick = server_tick(); f->carrying_player = 0; f->vel = vec2(0,0); if(killer && killer->team != victim->team) killer->score++; had_flag |= 1; } } return had_flag; } void gameobject_ctf::tick() { gameobject::tick(); do_team_score_wincheck(); // do flags for(int fi = 0; fi < 2; fi++) { flag *f = flags[fi]; if(!f) continue; // if(f->carrying_player) { // update flag position f->pos = f->carrying_player->pos; if(flags[fi^1]->at_stand) { if(distance(f->pos, flags[fi^1]->pos) < 32) { // CAPTURE! \o/ teamscore[fi^1] += 100; f->carrying_player->score += 5; dbg_msg("game", "flag_capture player='%d:%s'", f->carrying_player->client_id, server_clientname(f->carrying_player->client_id)); for(int i = 0; i < 2; i++) flags[i]->reset(); create_sound_global(SOUND_CTF_CAPTURE); } } } else { player *close_players[MAX_CLIENTS]; int types[] = {OBJTYPE_PLAYER_CHARACTER}; int num = world->find_entities(f->pos, 32.0f, (entity**)close_players, MAX_CLIENTS, types, 1); for(int i = 0; i < num; i++) { if(close_players[i]->team == f->team) { // return the flag if(!f->at_stand) { player *p = close_players[i]; p->score += 1; dbg_msg("game", "flag_return player='%d:%s'", p->client_id, server_clientname(p->client_id)); create_sound_global(SOUND_CTF_RETURN); f->reset(); } } else { // take the flag if(f->at_stand) teamscore[fi^1]++; f->at_stand = 0; f->carrying_player = close_players[i]; f->carrying_player->score += 1; dbg_msg("game", "flag_grab player='%d:%s'", f->carrying_player->client_id, server_clientname(f->carrying_player->client_id)); for(int c = 0; c < MAX_CLIENTS; c++) { if(players[c].client_id == -1) continue; if(players[c].team == fi) create_sound_global(SOUND_CTF_GRAB_EN, players[c].client_id); else create_sound_global(SOUND_CTF_GRAB_PL, players[c].client_id); } break; } } if(!f->carrying_player && !f->at_stand) { if(server_tick() > f->drop_tick + server_tickspeed()*30) { create_sound_global(SOUND_CTF_RETURN); f->reset(); } else { f->vel.y += gravity; move_box(&f->pos, &f->vel, vec2(f->phys_size, f->phys_size), 0.5f); } } } } } // Flag flag::flag(int _team) : entity(OBJTYPE_FLAG) { team = _team; proximity_radius = phys_size; carrying_player = 0x0; reset(); // TODO: should this be done here? world->insert_entity(this); } void flag::reset() { carrying_player = 0; at_stand = 1; pos = stand_pos; vel = vec2(0,0); } void flag::snap(int snapping_client) { obj_flag *flag = (obj_flag *)snap_new_item(OBJTYPE_FLAG, team, sizeof(obj_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; else if(carrying_player) flag->carried_by = carrying_player->client_id; }