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ctf.cpp
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ctf.cpp
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <engine/shared/config.h>
#include <game/mapitems.h>
#include <game/server/entities/character.h>
#include <game/server/entities/flag.h>
#include <game/server/gamecontext.h>
#include <game/server/player.h>
#include "ctf.h"
CGameControllerCTF::CGameControllerCTF(CGameContext *pGameServer)
: IGameController(pGameServer)
{
// game
m_apFlags[0] = 0;
m_apFlags[1] = 0;
m_pGameType = "CTF";
m_GameFlags = GAMEFLAG_TEAMS|GAMEFLAG_FLAGS;
}
// balancing
bool CGameControllerCTF::CanBeMovedOnBalance(int ClientID) const
{
CCharacter* Character = GameServer()->m_apPlayers[ClientID]->GetCharacter();
if(Character)
{
for(int fi = 0; fi < 2; fi++)
{
CFlag *F = m_apFlags[fi];
if(F && F->GetCarrier() == Character)
return false;
}
}
return true;
}
// event
int CGameControllerCTF::OnCharacterDeath(CCharacter *pVictim, CPlayer *pKiller, int WeaponID)
{
IGameController::OnCharacterDeath(pVictim, pKiller, WeaponID);
int HadFlag = 0;
// drop flags
for(int i = 0; i < 2; i++)
{
CFlag *F = m_apFlags[i];
if(F && pKiller && pKiller->GetCharacter() && F->GetCarrier() == pKiller->GetCharacter())
HadFlag |= 2;
if(F && F->GetCarrier() == pVictim)
{
GameServer()->SendGameMsg(GAMEMSG_CTF_DROP, -1);
F->Drop();
if(pKiller && pKiller->GetTeam() != pVictim->GetPlayer()->GetTeam())
pKiller->m_Score++;
HadFlag |= 1;
}
}
return HadFlag;
}
void CGameControllerCTF::OnFlagReturn(CFlag *pFlag)
{
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", "flag_return");
GameServer()->SendGameMsg(GAMEMSG_CTF_RETURN, -1);
}
bool CGameControllerCTF::OnEntity(int Index, vec2 Pos)
{
if(IGameController::OnEntity(Index, Pos))
return true;
int Team = -1;
if(Index == ENTITY_FLAGSTAND_RED) Team = TEAM_RED;
if(Index == ENTITY_FLAGSTAND_BLUE) Team = TEAM_BLUE;
if(Team == -1 || m_apFlags[Team])
return false;
CFlag *F = new CFlag(&GameServer()->m_World, Team, Pos);
m_apFlags[Team] = F;
return true;
}
// game
bool CGameControllerCTF::DoWincheckMatch()
{
// check score win condition
if((m_GameInfo.m_ScoreLimit > 0 && (m_aTeamscore[TEAM_RED] >= m_GameInfo.m_ScoreLimit || m_aTeamscore[TEAM_BLUE] >= m_GameInfo.m_ScoreLimit)) ||
(m_GameInfo.m_TimeLimit > 0 && (Server()->Tick()-m_GameStartTick) >= m_GameInfo.m_TimeLimit*Server()->TickSpeed()*60))
{
if(m_SuddenDeath)
{
if(m_aTeamscore[TEAM_RED]/100 != m_aTeamscore[TEAM_BLUE]/100)
{
EndMatch();
return true;
}
}
else
{
if(m_aTeamscore[TEAM_RED] != m_aTeamscore[TEAM_BLUE])
{
EndMatch();
return true;
}
else
m_SuddenDeath = 1;
}
}
return false;
}
// general
void CGameControllerCTF::Snap(int SnappingClient)
{
IGameController::Snap(SnappingClient);
CNetObj_GameDataFlag *pGameDataFlag = static_cast<CNetObj_GameDataFlag *>(Server()->SnapNewItem(NETOBJTYPE_GAMEDATAFLAG, 0, sizeof(CNetObj_GameDataFlag)));
if(!pGameDataFlag)
return;
pGameDataFlag->m_FlagDropTickRed = 0;
if(m_apFlags[TEAM_RED])
{
if(m_apFlags[TEAM_RED]->IsAtStand())
pGameDataFlag->m_FlagCarrierRed = FLAG_ATSTAND;
else if(m_apFlags[TEAM_RED]->GetCarrier() && m_apFlags[TEAM_RED]->GetCarrier()->GetPlayer())
pGameDataFlag->m_FlagCarrierRed = m_apFlags[TEAM_RED]->GetCarrier()->GetPlayer()->GetCID();
else
{
pGameDataFlag->m_FlagCarrierRed = FLAG_TAKEN;
pGameDataFlag->m_FlagDropTickRed = m_apFlags[TEAM_RED]->GetDropTick();
}
}
else
pGameDataFlag->m_FlagCarrierRed = FLAG_MISSING;
pGameDataFlag->m_FlagDropTickBlue = 0;
if(m_apFlags[TEAM_BLUE])
{
if(m_apFlags[TEAM_BLUE]->IsAtStand())
pGameDataFlag->m_FlagCarrierBlue = FLAG_ATSTAND;
else if(m_apFlags[TEAM_BLUE]->GetCarrier() && m_apFlags[TEAM_BLUE]->GetCarrier()->GetPlayer())
pGameDataFlag->m_FlagCarrierBlue = m_apFlags[TEAM_BLUE]->GetCarrier()->GetPlayer()->GetCID();
else
{
pGameDataFlag->m_FlagCarrierBlue = FLAG_TAKEN;
pGameDataFlag->m_FlagDropTickBlue = m_apFlags[TEAM_BLUE]->GetDropTick();
}
}
else
pGameDataFlag->m_FlagCarrierBlue = FLAG_MISSING;
}
void CGameControllerCTF::Tick()
{
IGameController::Tick();
if(GameServer()->m_World.m_ResetRequested || GameServer()->m_World.m_Paused)
return;
for(int fi = 0; fi < 2; fi++)
{
CFlag *F = m_apFlags[fi];
if(!F)
continue;
//
if(F->GetCarrier())
{
if(m_apFlags[fi^1] && m_apFlags[fi^1]->IsAtStand())
{
if(distance(F->GetPos(), m_apFlags[fi^1]->GetPos()) < CFlag::ms_PhysSize + CCharacter::ms_PhysSize)
{
// CAPTURE! \o/
m_aTeamscore[fi^1] += 100;
F->GetCarrier()->GetPlayer()->m_Score += 5;
float Diff = Server()->Tick() - F->GetGrabTick();
char aBuf[64];
str_format(aBuf, sizeof(aBuf), "flag_capture player='%d:%s' team=%d time=%.2f",
F->GetCarrier()->GetPlayer()->GetCID(),
Server()->ClientName(F->GetCarrier()->GetPlayer()->GetCID()),
F->GetCarrier()->GetPlayer()->GetTeam(),
Diff / (float)Server()->TickSpeed()
);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
GameServer()->SendGameMsg(GAMEMSG_CTF_CAPTURE, fi, F->GetCarrier()->GetPlayer()->GetCID(), Diff, -1);
for(int i = 0; i < 2; i++)
m_apFlags[i]->Reset();
// do a win check(capture could trigger win condition)
if(DoWincheckMatch())
return;
}
}
}
else
{
CCharacter *apCloseCCharacters[MAX_CLIENTS];
int Num = GameServer()->m_World.FindEntities(F->GetPos(), CFlag::ms_PhysSize, (CEntity**)apCloseCCharacters, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
for(int i = 0; i < Num; i++)
{
if(!apCloseCCharacters[i]->IsAlive() || apCloseCCharacters[i]->GetPlayer()->GetTeam() == TEAM_SPECTATORS || GameServer()->Collision()->IntersectLine(F->GetPos(), apCloseCCharacters[i]->GetPos(), NULL, NULL))
continue;
if(apCloseCCharacters[i]->GetPlayer()->GetTeam() == F->GetTeam())
{
// return the flag
if(!F->IsAtStand())
{
CCharacter *pChr = apCloseCCharacters[i];
pChr->GetPlayer()->m_Score += 1;
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "flag_return player='%d:%s' team=%d",
pChr->GetPlayer()->GetCID(),
Server()->ClientName(pChr->GetPlayer()->GetCID()),
pChr->GetPlayer()->GetTeam()
);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
GameServer()->SendGameMsg(GAMEMSG_CTF_RETURN, -1);
F->Reset();
}
}
else
{
// take the flag
if(F->IsAtStand())
m_aTeamscore[fi^1]++;
F->Grab(apCloseCCharacters[i]);
F->GetCarrier()->GetPlayer()->m_Score += 1;
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "flag_grab player='%d:%s' team=%d",
F->GetCarrier()->GetPlayer()->GetCID(),
Server()->ClientName(F->GetCarrier()->GetPlayer()->GetCID()),
F->GetCarrier()->GetPlayer()->GetTeam()
);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
GameServer()->SendGameMsg(GAMEMSG_CTF_GRAB, fi, -1);
break;
}
}
}
}
// do a win check(grabbing flags could trigger win condition)
DoWincheckMatch();
}