/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #include #include #include #include #include #include "ctf.hpp" GAMECONTROLLER_CTF::GAMECONTROLLER_CTF() { flags[0] = 0; flags[1] = 0; gametype = "CTF"; game_flags = GAMEFLAG_TEAMS|GAMEFLAG_FLAGS; } bool GAMECONTROLLER_CTF::on_entity(int index, vec2 pos) { if(GAMECONTROLLER::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; } 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); if(killer && killer->team != victim->team) killer->score++; had_flag |= 1; } } return had_flag; } void GAMECONTROLLER_CTF::tick() { GAMECONTROLLER::tick(); do_team_score_wincheck(); for(int fi = 0; fi < 2; fi++) { FLAG *f = flags[fi]; 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) { if(distance(f->pos, flags[fi^1]->pos) < 32) { // CAPTURE! \o/ 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)); char buf[512]; float capture_time = (server_tick() - f->grab_tick)/(float)server_tickspeed(); if(capture_time <= 60) { str_format(buf, sizeof(buf), "the %s flag was captured by %s (%d.%s%d seconds)", fi ? "blue" : "red", server_clientname(f->carrying_character->player->client_id), (int)capture_time%60, ((int)(capture_time*100)%100)<10?"0":"", (int)(capture_time*100)%100); } else { str_format(buf, sizeof(buf), "the %s flag was captured by %s", fi ? "blue" : "red", server_clientname(f->carrying_character->player->client_id)); } game.send_chat(-1, -2, buf); 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++) { if(!close_characters[i]->alive || close_characters[i]->player->team == -1 || col_intersect_line(f->pos, close_characters[i]->pos, NULL)) continue; if(close_characters[i]->team == f->team) { // return the flag 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); f->reset(); } } else { // take the flag if(f->at_stand) { teamscore[fi^1]++; f->grab_tick = server_tick(); } 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)); for(int c = 0; c < MAX_CLIENTS; c++) { if(!game.players[c]) continue; if(game.players[c]->team == fi) game.create_sound_global(SOUND_CTF_GRAB_EN, game.players[c]->client_id); else game.create_sound_global(SOUND_CTF_GRAB_PL, game.players[c]->client_id); } 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; grab_tick = 0; 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); grab_tick = 0; } void FLAG::snap(int snapping_client) { 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; else if(carrying_character && carrying_character->player) flag->carried_by = carrying_character->player->client_id; }