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https://github.com/ddnet/ddnet.git
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138 lines
2.5 KiB
C++
138 lines
2.5 KiB
C++
#include "srv_common.h"
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#include "srv_ctf.h"
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gameobject_ctf::gameobject_ctf()
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{
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// fetch flagstands
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for(int i = 0; i < 2; i++)
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{
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mapres_flagstand *stand;
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stand = (mapres_flagstand *)map_find_item(MAPRES_FLAGSTAND_RED+i, 0);
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if(stand)
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{
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flag *f = new flag(i);
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f->stand_pos = vec2(stand->x, stand->y);
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f->pos = f->stand_pos;
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flags[i] = f;
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//dbg_msg("game", "flag at %f,%f", f->pos.x, f->pos.y);
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}
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else
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{
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// report massive failure
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}
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}
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is_teamplay = true;
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}
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void gameobject_ctf::on_player_spawn(class player *p)
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{
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}
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void gameobject_ctf::on_player_death(class player *victim, class player *killer, int weaponid)
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{
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gameobject::on_player_death(victim, killer, weaponid);
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// drop flags
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for(int fi = 0; fi < 2; fi++)
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{
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flag *f = flags[fi];
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if(f && f->carrying_player == victim)
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f->carrying_player = 0;
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}
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}
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void gameobject_ctf::tick()
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{
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gameobject::tick();
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// do flags
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for(int fi = 0; fi < 2; fi++)
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{
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flag *f = flags[fi];
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//
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if(f->carrying_player)
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{
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// update flag position
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f->pos = f->carrying_player->pos;
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if(flags[fi^1]->at_stand)
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{
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if(distance(f->pos, flags[fi^1]->pos) < 24)
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{
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// CAPTURE! \o/
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teamscore[fi^1]++;
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for(int i = 0; i < 2; i++)
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flags[i]->reset();
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}
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}
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}
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else
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{
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player *players[MAX_CLIENTS];
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int types[] = {OBJTYPE_PLAYER_CHARACTER};
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int num = world->find_entities(f->pos, 32.0f, (entity**)players, MAX_CLIENTS, types, 1);
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for(int i = 0; i < num; i++)
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{
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if(players[i]->team == f->team)
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{
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// return the flag
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if(!f->at_stand)
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f->reset();
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}
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else
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{
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// take the flag
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f->at_stand = 0;
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f->carrying_player = players[i];
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break;
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}
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}
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if(!f->carrying_player)
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{
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f->vel.y += gravity;
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move_box(&f->pos, &f->vel, vec2(f->phys_size, f->phys_size), 0.5f);
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}
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}
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}
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}
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// Flag
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flag::flag(int _team)
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: entity(OBJTYPE_FLAG)
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{
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team = _team;
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proximity_radius = phys_size;
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carrying_player = 0x0;
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reset();
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// TODO: should this be done here?
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world->insert_entity(this);
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}
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void flag::reset()
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{
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carrying_player = 0;
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at_stand = 1;
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pos = stand_pos;
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spawntick = -1;
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}
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void flag::snap(int snapping_client)
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{
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if(spawntick != -1)
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return;
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obj_flag *flag = (obj_flag *)snap_new_item(OBJTYPE_FLAG, id, sizeof(obj_flag));
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flag->x = (int)pos.x;
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flag->y = (int)pos.y;
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flag->team = team;
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if(carrying_player && carrying_player->client_id == snapping_client)
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flag->local_carry = 1;
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else
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flag->local_carry = 0;
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}
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