ddnet/src/game/server/srv_ctf.cpp
2007-11-04 00:19:41 +00:00

138 lines
2.5 KiB
C++

#include "srv_common.h"
#include "srv_ctf.h"
gameobject_ctf::gameobject_ctf()
{
// fetch flagstands
for(int i = 0; i < 2; i++)
{
mapres_flagstand *stand;
stand = (mapres_flagstand *)map_find_item(MAPRES_FLAGSTAND_RED+i, 0);
if(stand)
{
flag *f = new flag(i);
f->stand_pos = vec2(stand->x, stand->y);
f->pos = f->stand_pos;
flags[i] = f;
//dbg_msg("game", "flag at %f,%f", f->pos.x, f->pos.y);
}
else
{
// report massive failure
}
}
is_teamplay = true;
}
void gameobject_ctf::on_player_spawn(class player *p)
{
}
void gameobject_ctf::on_player_death(class player *victim, class player *killer, int weaponid)
{
gameobject::on_player_death(victim, killer, weaponid);
// drop flags
for(int fi = 0; fi < 2; fi++)
{
flag *f = flags[fi];
if(f && f->carrying_player == victim)
f->carrying_player = 0;
}
}
void gameobject_ctf::tick()
{
gameobject::tick();
// do flags
for(int fi = 0; fi < 2; fi++)
{
flag *f = flags[fi];
//
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) < 24)
{
// CAPTURE! \o/
teamscore[fi^1]++;
for(int i = 0; i < 2; i++)
flags[i]->reset();
}
}
}
else
{
player *players[MAX_CLIENTS];
int types[] = {OBJTYPE_PLAYER_CHARACTER};
int num = world->find_entities(f->pos, 32.0f, (entity**)players, MAX_CLIENTS, types, 1);
for(int i = 0; i < num; i++)
{
if(players[i]->team == f->team)
{
// return the flag
if(!f->at_stand)
f->reset();
}
else
{
// take the flag
f->at_stand = 0;
f->carrying_player = players[i];
break;
}
}
if(!f->carrying_player)
{
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;
spawntick = -1;
}
void flag::snap(int snapping_client)
{
if(spawntick != -1)
return;
obj_flag *flag = (obj_flag *)snap_new_item(OBJTYPE_FLAG, id, sizeof(obj_flag));
flag->x = (int)pos.x;
flag->y = (int)pos.y;
flag->team = team;
if(carrying_player && carrying_player->client_id == snapping_client)
flag->local_carry = 1;
else
flag->local_carry = 0;
}