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215 lines
6.3 KiB
C++
215 lines
6.3 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <game/mapitems.h>
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#include <game/server/entities/character.h>
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#include <game/server/entities/flag.h>
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#include <game/server/player.h>
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#include <game/server/gamecontext.h>
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#include "ctf.h"
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CGameControllerCTF::CGameControllerCTF(class CGameContext *pGameServer)
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: IGameController(pGameServer)
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{
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m_apFlags[0] = 0;
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m_apFlags[1] = 0;
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m_pGameType = "CTF";
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m_GameFlags = GAMEFLAG_TEAMS|GAMEFLAG_FLAGS;
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}
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bool CGameControllerCTF::OnEntity(int Index, vec2 Pos)
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{
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if(IGameController::OnEntity(Index, Pos))
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return true;
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int Team = -1;
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if(Index == ENTITY_FLAGSTAND_RED) Team = TEAM_RED;
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if(Index == ENTITY_FLAGSTAND_BLUE) Team = TEAM_BLUE;
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if(Team == -1 || m_apFlags[Team])
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return false;
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CFlag *F = new CFlag(&GameServer()->m_World, Team);
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F->m_StandPos = Pos;
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F->m_Pos = Pos;
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m_apFlags[Team] = F;
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GameServer()->m_World.InsertEntity(F);
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return true;
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}
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int CGameControllerCTF::OnCharacterDeath(class CCharacter *pVictim, class CPlayer *pKiller, int WeaponID)
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{
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IGameController::OnCharacterDeath(pVictim, pKiller, WeaponID);
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int HadFlag = 0;
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// drop flags
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for(int i = 0; i < 2; i++)
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{
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CFlag *F = m_apFlags[i];
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if(F && pKiller && pKiller->GetCharacter() && F->m_pCarryingCharacter == pKiller->GetCharacter())
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HadFlag |= 2;
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if(F && F->m_pCarryingCharacter == pVictim)
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{
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GameServer()->CreateSoundGlobal(SOUND_CTF_DROP);
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F->m_DropTick = Server()->Tick();
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F->m_pCarryingCharacter = 0;
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F->m_Vel = vec2(0,0);
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if(pKiller && pKiller->GetTeam() != pVictim->GetPlayer()->GetTeam())
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pKiller->m_Score++;
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HadFlag |= 1;
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}
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}
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return HadFlag;
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}
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bool CGameControllerCTF::CanBeMovedOnBalance(int Cid)
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{
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CCharacter* Character = GameServer()->m_apPlayers[Cid]->GetCharacter();
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if(Character)
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{
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for(int fi = 0; fi < 2; fi++)
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{
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CFlag *F = m_apFlags[fi];
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if(F->m_pCarryingCharacter == Character)
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return false;
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}
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}
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return true;
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}
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void CGameControllerCTF::Tick()
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{
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IGameController::Tick();
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DoTeamScoreWincheck();
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for(int fi = 0; fi < 2; fi++)
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{
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CFlag *F = m_apFlags[fi];
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if(!F)
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continue;
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// flag hits death-tile or left the game layer, reset it
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if(GameServer()->Collision()->GetCollisionAt(F->m_Pos.x, F->m_Pos.y)&CCollision::COLFLAG_DEATH || F->GameLayerClipped(F->m_Pos))
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{
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GameServer()->CreateSoundGlobal(SOUND_CTF_RETURN);
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F->Reset();
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continue;
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}
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//
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if(F->m_pCarryingCharacter)
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{
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// update flag position
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F->m_Pos = F->m_pCarryingCharacter->m_Pos;
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if(m_apFlags[fi^1] && m_apFlags[fi^1]->m_AtStand)
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{
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if(distance(F->m_Pos, m_apFlags[fi^1]->m_Pos) < CFlag::ms_PhysSize + CCharacter::ms_PhysSize)
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{
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// CAPTURE! \o/
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m_aTeamscore[fi^1] += 100;
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F->m_pCarryingCharacter->GetPlayer()->m_Score += 5;
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char aBuf[512];
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str_format(aBuf, sizeof(aBuf), "flag_capture player='%d:%s'",
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F->m_pCarryingCharacter->GetPlayer()->GetCID(),
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Server()->ClientName(F->m_pCarryingCharacter->GetPlayer()->GetCID()));
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GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
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float CaptureTime = (Server()->Tick() - F->m_GrabTick)/(float)Server()->TickSpeed();
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if(CaptureTime <= 60)
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{
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str_format(aBuf, sizeof(aBuf), "The %s flag was captured by '%s' (%d.%s%d seconds)", fi ? "blue" : "red", Server()->ClientName(F->m_pCarryingCharacter->GetPlayer()->GetCID()), (int)CaptureTime%60, ((int)(CaptureTime*100)%100)<10?"0":"", (int)(CaptureTime*100)%100);
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}
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else
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{
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str_format(aBuf, sizeof(aBuf), "The %s flag was captured by '%s'", fi ? "blue" : "red", Server()->ClientName(F->m_pCarryingCharacter->GetPlayer()->GetCID()));
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}
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GameServer()->SendChat(-1, -2, aBuf);
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for(int i = 0; i < 2; i++)
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m_apFlags[i]->Reset();
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GameServer()->CreateSoundGlobal(SOUND_CTF_CAPTURE);
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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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CCharacter *apCloseCCharacters[MAX_CLIENTS];
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int Num = GameServer()->m_World.FindEntities(F->m_Pos, CFlag::ms_PhysSize, (CEntity**)apCloseCCharacters, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
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for(int i = 0; i < Num; i++)
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{
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if(!apCloseCCharacters[i]->IsAlive() || apCloseCCharacters[i]->GetPlayer()->GetTeam() == TEAM_SPECTATORS || GameServer()->Collision()->IntersectLine(F->m_Pos, apCloseCCharacters[i]->m_Pos, NULL, NULL))
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continue;
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if(apCloseCCharacters[i]->GetPlayer()->GetTeam() == F->m_Team)
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{
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// return the flag
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if(!F->m_AtStand)
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{
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CCharacter *pChr = apCloseCCharacters[i];
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pChr->GetPlayer()->m_Score += 1;
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char aBuf[256];
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str_format(aBuf, sizeof(aBuf), "flag_return player='%d:%s'",
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pChr->GetPlayer()->GetCID(),
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Server()->ClientName(pChr->GetPlayer()->GetCID()));
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GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
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GameServer()->CreateSoundGlobal(SOUND_CTF_RETURN);
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F->Reset();
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}
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}
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else
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{
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// take the flag
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if(F->m_AtStand)
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{
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m_aTeamscore[fi^1]++;
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F->m_GrabTick = Server()->Tick();
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}
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F->m_AtStand = 0;
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F->m_pCarryingCharacter = apCloseCCharacters[i];
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F->m_pCarryingCharacter->GetPlayer()->m_Score += 1;
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char aBuf[256];
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str_format(aBuf, sizeof(aBuf), "flag_grab player='%d:%s'",
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F->m_pCarryingCharacter->GetPlayer()->GetCID(),
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Server()->ClientName(F->m_pCarryingCharacter->GetPlayer()->GetCID()));
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GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
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for(int c = 0; c < MAX_CLIENTS; c++)
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{
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if(!GameServer()->m_apPlayers[c])
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continue;
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if(GameServer()->m_apPlayers[c]->GetTeam() == fi)
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GameServer()->CreateSoundGlobal(SOUND_CTF_GRAB_EN, GameServer()->m_apPlayers[c]->GetCID());
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else
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GameServer()->CreateSoundGlobal(SOUND_CTF_GRAB_PL, GameServer()->m_apPlayers[c]->GetCID());
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}
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break;
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}
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}
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if(!F->m_pCarryingCharacter && !F->m_AtStand)
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{
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if(Server()->Tick() > F->m_DropTick + Server()->TickSpeed()*30)
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{
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GameServer()->CreateSoundGlobal(SOUND_CTF_RETURN);
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F->Reset();
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}
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else
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{
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F->m_Vel.y += GameServer()->m_World.m_Core.m_Tuning.m_Gravity;
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GameServer()->Collision()->MoveBox(&F->m_Pos, &F->m_Vel, vec2(F->ms_PhysSize, F->ms_PhysSize), 0.5f);
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}
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}
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}
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}
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}
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