drop ctf code

master
Daniel Kolesa 2020-04-16 20:43:52 +02:00
parent 8833348ce2
commit 69ad67a65e
6 changed files with 11 additions and 1022 deletions

View File

@ -122,15 +122,11 @@ namespace game
if(dead) gle::end();
}
#include "ctf.hh"
clientmode *cmode = NULL;
ctfclientmode ctfmode;
void setclientmode()
{
if(m_ctf) cmode = &ctfmode;
else cmode = NULL;
cmode = NULL;
}
bool senditemstoserver = false, sendcrc = false; // after a map change, since server doesn't have map data
@ -615,7 +611,6 @@ namespace game
});
ICOMMAND(intermission, "", (), intret(intermission ? 1 : 0));
ICOMMANDS("m_ctf", "i", (int *mode), { int gamemode = *mode; intret(m_ctf); });
ICOMMANDS("m_teammode", "i", (int *mode), { int gamemode = *mode; intret(m_teammode); });
ICOMMANDS("m_rail", "i", (int *mode), { int gamemode = *mode; intret(m_rail); });
ICOMMANDS("m_pulse", "i", (int *mode), { int gamemode = *mode; intret(m_pulse); });
@ -1937,10 +1932,6 @@ namespace game
break;
}
#define PARSEMESSAGES 1
#include "ctf.hh"
#undef PARSEMESSAGES
case N_NEWMAP:
{
int size = getint(p);

View File

@ -1,983 +0,0 @@
#ifndef PARSEMESSAGES
#ifdef SERVMODE
VAR(ctftkpenalty, 0, 1, 1);
struct ctfservmode : servmode
#else
struct ctfclientmode : clientmode
#endif
{
static const int MAXFLAGS = 20;
static const int FLAGRADIUS = 16;
static const int FLAGLIMIT = 10;
static const int RESPAWNSECS = 5;
struct flag
{
int id, version;
vec droploc, spawnloc;
int team, droptime, owntime;
#ifdef SERVMODE
int owner, dropcount, dropper;
#else
gameent *owner;
float dropangle, spawnangle;
vec interploc;
float interpangle;
int interptime;
#endif
flag() : id(-1) { reset(); }
void reset()
{
version = 0;
droploc = spawnloc = vec(0, 0, 0);
#ifdef SERVMODE
dropcount = 0;
owner = dropper = -1;
owntime = 0;
#else
if(id >= 0) loopv(players) players[i]->flagpickup &= ~(1<<id);
owner = NULL;
dropangle = spawnangle = 0;
interploc = vec(0, 0, 0);
interpangle = 0;
interptime = 0;
#endif
team = 0;
droptime = owntime = 0;
}
#ifndef SERVMODE
vec pos() const
{
if(owner) return vec(owner->o).sub(owner->eyeheight);
if(droptime) return droploc;
return spawnloc;
}
#endif
};
vector<flag> flags;
int scores[MAXTEAMS];
void resetflags()
{
flags.shrink(0);
loopk(MAXTEAMS) scores[k] = 0;
}
#ifdef SERVMODE
bool addflag(int i, const vec &o, int team)
#else
bool addflag(int i, const vec &o, int team)
#endif
{
if(i<0 || i>=MAXFLAGS) return false;
while(flags.length()<=i) flags.add();
flag &f = flags[i];
f.id = i;
f.reset();
f.team = team;
f.spawnloc = o;
return true;
}
#ifdef SERVMODE
void ownflag(int i, int owner, int owntime)
#else
void ownflag(int i, gameent *owner, int owntime)
#endif
{
flag &f = flags[i];
f.owner = owner;
f.owntime = owntime;
#ifdef SERVMODE
if(owner == f.dropper) { if(f.dropcount < INT_MAX) f.dropcount++; }
else f.dropcount = 0;
f.dropper = -1;
#else
loopv(players) players[i]->flagpickup &= ~(1<<f.id);
#endif
}
#ifdef SERVMODE
void dropflag(int i, const vec &o, int droptime, int dropper = -1, bool penalty = false)
#else
void dropflag(int i, const vec &o, float yaw, int droptime)
#endif
{
flag &f = flags[i];
f.droploc = o;
f.droptime = droptime;
#ifdef SERVMODE
if(dropper < 0) f.dropcount = 0;
else if(penalty) f.dropcount = INT_MAX;
f.dropper = dropper;
f.owner = -1;
#else
loopv(players) players[i]->flagpickup &= ~(1<<f.id);
f.owner = NULL;
f.dropangle = yaw;
#endif
}
#ifdef SERVMODE
void returnflag(int i)
#else
void returnflag(int i)
#endif
{
flag &f = flags[i];
f.droptime = 0;
#ifdef SERVMODE
f.dropcount = 0;
f.owner = f.dropper = -1;
#else
loopv(players) players[i]->flagpickup &= ~(1<<f.id);
f.owner = NULL;
#endif
}
int totalscore(int team)
{
return validteam(team) ? scores[team-1] : 0;
}
int setscore(int team, int score)
{
if(validteam(team)) return scores[team-1] = score;
return 0;
}
int addscore(int team, int score)
{
if(validteam(team)) return scores[team-1] += score;
return 0;
}
bool hidefrags() { return true; }
int getteamscore(int team)
{
return totalscore(team);
}
void getteamscores(vector<teamscore> &tscores)
{
loopk(MAXTEAMS) if(scores[k]) tscores.add(teamscore(k+1, scores[k]));
}
#ifdef SERVMODE
static const int RESETFLAGTIME = 10000;
bool notgotflags;
ctfservmode() : notgotflags(false) {}
void reset(bool empty)
{
resetflags();
notgotflags = !empty;
}
void cleanup()
{
reset(false);
}
void setup()
{
reset(false);
if(notgotitems || ments.empty()) return;
loopv(ments)
{
entity &e = ments[i];
if(e.type != FLAG || !validteam(e.attr2)) continue;
if(!addflag(flags.length(), e.o, e.attr2)) break;
}
notgotflags = false;
}
void newmap()
{
reset(true);
}
void dropflag(clientinfo *ci, clientinfo *dropper = NULL)
{
if(notgotflags) return;
loopv(flags) if(flags[i].owner==ci->clientnum)
{
flag &f = flags[i];
ivec o(vec(ci->state.o).mul(DMF));
sendf(-1, 1, "ri7", N_DROPFLAG, ci->clientnum, i, ++f.version, o.x, o.y, o.z);
dropflag(i, vec(o).div(DMF), lastmillis, dropper ? dropper->clientnum : ci->clientnum, dropper && dropper!=ci);
}
}
void leavegame(clientinfo *ci, bool disconnecting = false)
{
dropflag(ci);
loopv(flags) if(flags[i].dropper == ci->clientnum) { flags[i].dropper = -1; flags[i].dropcount = 0; }
}
void died(clientinfo *ci, clientinfo *actor)
{
dropflag(ci, ctftkpenalty && actor && actor != ci && isteam(actor->team, ci->team) ? actor : NULL);
loopv(flags) if(flags[i].dropper == ci->clientnum) { flags[i].dropper = -1; flags[i].dropcount = 0; }
}
bool canspawn(clientinfo *ci, bool connecting)
{
return connecting || !ci->state.lastdeath || gamemillis+curtime-ci->state.lastdeath >= RESPAWNSECS*1000;
}
bool canchangeteam(clientinfo *ci, int oldteam, int newteam)
{
return true;
}
void changeteam(clientinfo *ci, int oldteam, int newteam)
{
dropflag(ci);
}
void scoreflag(clientinfo *ci, int goal, int relay = -1)
{
returnflag(relay >= 0 ? relay : goal);
ci->state.flags++;
int team = ci->team, score = addscore(team, 1);
sendf(-1, 1, "ri9", N_SCOREFLAG, ci->clientnum, relay, relay >= 0 ? ++flags[relay].version : -1, goal, ++flags[goal].version, team, score, ci->state.flags);
if(score >= FLAGLIMIT) startintermission();
}
void takeflag(clientinfo *ci, int i, int version)
{
if(notgotflags || !flags.inrange(i) || ci->state.state!=CS_ALIVE || !ci->team) return;
flag &f = flags[i];
if(!validteam(f.team) || f.owner>=0 || f.version != version || (f.droptime && f.dropper == ci->clientnum && f.dropcount >= 3)) return;
if(f.team!=ci->team)
{
loopvj(flags) if(flags[j].owner==ci->clientnum) return;
ownflag(i, ci->clientnum, lastmillis);
sendf(-1, 1, "ri4", N_TAKEFLAG, ci->clientnum, i, ++f.version);
}
else if(f.droptime)
{
returnflag(i);
sendf(-1, 1, "ri4", N_RETURNFLAG, ci->clientnum, i, ++f.version);
}
else
{
loopvj(flags) if(flags[j].owner==ci->clientnum) { scoreflag(ci, i, j); break; }
}
}
void update()
{
if(gamemillis>=gamelimit || notgotflags) return;
loopv(flags)
{
flag &f = flags[i];
if(f.owner<0 && f.droptime && lastmillis - f.droptime >= RESETFLAGTIME)
{
returnflag(i);
sendf(-1, 1, "ri3", N_RESETFLAG, i, ++f.version);
}
}
}
void initclient(clientinfo *ci, packetbuf &p, bool connecting)
{
putint(p, N_INITFLAGS);
loopk(2) putint(p, scores[k]);
putint(p, flags.length());
loopv(flags)
{
flag &f = flags[i];
putint(p, f.version);
putint(p, f.owner);
if(f.owner<0)
{
putint(p, f.droptime ? 1 : 0);
if(f.droptime)
{
putint(p, int(f.droploc.x*DMF));
putint(p, int(f.droploc.y*DMF));
putint(p, int(f.droploc.z*DMF));
}
}
}
}
void parseflags(ucharbuf &p, bool commit)
{
int numflags = getint(p);
loopi(numflags)
{
int team = getint(p);
vec o;
loopk(3) o[k] = max(getint(p)/DMF, 0.0f);
if(p.overread()) break;
if(commit && notgotflags)
{
addflag(i, o, team);
}
}
if(commit && notgotflags)
{
notgotflags = false;
}
}
};
#else
#define FLAGCENTER 3.5f
#define FLAGFLOAT 7
void preload()
{
preloadmodel("game/flag/rojo");
preloadmodel("game/flag/azul");
//for(int i = S_FLAGPICKUP; i <= S_FLAGFAIL; i++) preloadsound(i);
}
void drawblip(gameent *d, float x, float y, float s, const vec &pos, bool flagblip)
{
float scale = calcradarscale();
vec dir = d->o;
dir.sub(pos).div(scale);
float size = flagblip ? 0.1f : 0.05f,
xoffset = flagblip ? -2*(3/32.0f)*size : -size,
yoffset = flagblip ? -2*(1 - 3/32.0f)*size : -size,
dist = dir.magnitude2(), maxdist = 1 - 0.05f - 0.05f;
if(dist >= maxdist) dir.mul(maxdist/dist);
dir.rotate_around_z(camera1->yaw*-RAD);
drawradar(x + s*0.5f*(1.0f + dir.x + xoffset), y + s*0.5f*(1.0f + dir.y + yoffset), size*s);
}
void drawblip(gameent *d, float x, float y, float s, int i, bool flagblip)
{
flag &f = flags[i];
setbliptex(f.team, flagblip ? "_flag" : "");
drawblip(d, x, y, s, flagblip ? (f.owner ? f.owner->o : (f.droptime ? f.droploc : f.spawnloc)) : f.spawnloc, flagblip);
}
float clipconsole(float w, float h)
{
return (h*(1 + 1 + 10))/(4*10);
}
void drawhud(gameent *d, int w, int h)
{
if(d->state == CS_ALIVE)
{
loopv(flags) if(flags[i].owner == d)
{
float x = 1800*w/h*0.5f-HICON_SIZE/2, y = 1800*0.95f-HICON_SIZE/2;
drawicon(flags[i].team==1 ? HICON_BLUE_FLAG : HICON_RED_FLAG, x, y);
break;
}
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
int s = 1800/4, x = 1800*w/h - s - s/10, y = s/10;
gle::colorf(1, 1, 1, minimapalpha);
if(minimapalpha >= 1) glDisable(GL_BLEND);
bindminimap();
drawminimap(d, x, y, s);
if(minimapalpha >= 1) glEnable(GL_BLEND);
gle::colorf(1, 1, 1);
float margin = 0.04f, roffset = s*margin, rsize = s + 2*roffset;
setradartex();
drawradar(x - roffset, y - roffset, rsize);
settexture("media/interface/radar/compass.png", 3);
pushhudmatrix();
hudmatrix.translate(x - roffset + 0.5f*rsize, y - roffset + 0.5f*rsize, 0);
hudmatrix.rotate_around_z((camera1->yaw + 180)*-RAD);
flushhudmatrix();
drawradar(-0.5f*rsize, -0.5f*rsize, rsize);
pophudmatrix();
drawplayerblip(d, x, y, s, 1.5f);
loopv(flags)
{
flag &f = flags[i];
if(!validteam(f.team)) continue;
if(f.owner)
{
if(lastmillis%1000 >= 500) continue;
}
else if(f.droptime && (f.droploc.x < 0 || lastmillis%300 >= 150)) continue;
drawblip(d, x, y, s, i, true);
}
drawteammates(d, x, y, s);
if(d->state == CS_DEAD)
{
int wait = respawnwait(d);
if(wait>=0)
{
pushhudscale(2);
bool flash = wait>0 && d==player1 && lastspawnattempt>=d->lastpain && lastmillis < lastspawnattempt+100;
draw_textf("%s%d", (x+s/2)/2-(wait>=10 ? 28 : 16), (y+s/2)/2-32, flash ? "\f3" : "", wait);
pophudmatrix();
resethudshader();
}
}
}
void removeplayer(gameent *d)
{
loopv(flags) if(flags[i].owner == d)
{
flag &f = flags[i];
f.interploc.x = -1;
f.interptime = 0;
dropflag(i, f.owner->o, f.owner->yaw, 1);
}
}
vec interpflagpos(flag &f, float &angle)
{
vec pos = f.owner ? vec(f.owner->abovehead()).addz(1) : (f.droptime ? f.droploc : f.spawnloc);
if(f.owner) angle = f.owner->yaw;
else { angle = f.droptime ? f.dropangle : f.spawnangle; pos.addz(FLAGFLOAT); }
if(pos.x < 0) return pos;
pos.addz(FLAGCENTER);
if(f.interptime && f.interploc.x >= 0)
{
float t = min((lastmillis - f.interptime)/500.0f, 1.0f);
pos.lerp(f.interploc, pos, t);
angle += (1-t)*(f.interpangle - angle);
}
return pos;
}
vec interpflagpos(flag &f) { float angle; return interpflagpos(f, angle); }
void rendergame()
{
loopv(flags)
{
flag &f = flags[i];
if(!f.owner && f.droptime && f.droploc.x < 0) continue;
const char *flagname = f.team==1 ? "game/flag/azul" : "game/flag/rojo";
float angle;
vec pos = interpflagpos(f, angle);
rendermodel(flagname, ANIM_MAPMODEL|ANIM_LOOP,
pos, angle, 0, 0,
MDL_CULL_VFC | MDL_CULL_OCCLUDED);
}
}
void setup()
{
resetflags();
loopv(entities::ents)
{
extentity *e = entities::ents[i];
if(e->type!=FLAG || !validteam(e->attr2)) continue;
int index = flags.length();
if(!addflag(index, e->o, e->attr2)) continue;
flags[index].spawnangle = e->attr1;
}
}
void senditems(packetbuf &p)
{
putint(p, N_INITFLAGS);
putint(p, flags.length());
loopv(flags)
{
flag &f = flags[i];
putint(p, f.team);
loopk(3) putint(p, int(f.spawnloc[k]*DMF));
}
}
void parseflags(ucharbuf &p, bool commit)
{
loopk(2)
{
int score = getint(p);
if(commit) scores[k] = score;
}
int numflags = getint(p);
loopi(numflags)
{
int version = getint(p), owner = getint(p), dropped = 0;
vec droploc(0, 0, 0);
if(owner<0)
{
dropped = getint(p);
if(dropped) loopk(3) droploc[k] = getint(p)/DMF;
}
if(p.overread()) break;
if(commit && flags.inrange(i))
{
flag &f = flags[i];
f.version = version;
f.owner = owner>=0 ? (owner==player1->clientnum ? player1 : newclient(owner)) : NULL;
f.owntime = owner>=0 ? lastmillis : 0;
f.droptime = dropped ? lastmillis : 0;
f.droploc = dropped ? droploc : f.spawnloc;
f.interptime = 0;
if(dropped && !droptofloor(f.droploc.addz(4), 4, 0)) f.droploc = vec(-1, -1, -1);
}
}
}
void trydropflag()
{
if(!m_ctf) return;
loopv(flags) if(flags[i].owner == player1)
{
addmsg(N_TRYDROPFLAG, "rc", player1);
return;
}
}
const char *teamcolorflag(flag &f)
{
return teamcolor("", "'s flag", f.team, "a flag");
}
void dropflag(gameent *d, int i, int version, const vec &droploc)
{
if(!flags.inrange(i)) return;
flag &f = flags[i];
f.version = version;
f.interploc = interpflagpos(f, f.interpangle);
f.interptime = lastmillis;
dropflag(i, droploc, d->yaw, lastmillis);
d->flagpickup |= 1<<f.id;
if(!droptofloor(f.droploc.addz(4), 4, 0))
{
f.droploc = vec(-1, -1, -1);
f.interptime = 0;
}
conoutf(CON_GAMEINFO, "%s dropped %s", teamcolorname(d), teamcolorflag(f));
teamsound(d, S_FLAGDROP);
}
void flagexplosion(int i, int team, const vec &loc)
{
int fcolor;
vec color;
if(team==1) { fcolor = 0x2020FF; color = vec(0.25f, 0.25f, 1); }
else { fcolor = 0x802020; color = vec(1, 0.25f, 0.25f); }
particle_fireball(loc, 30, PART_EXPLOSION, -1, fcolor, 4.8f);
adddynlight(loc, 35, color, 900, 100);
particle_splash(PART_SPARK, 150, 300, loc, fcolor, 0.24f);
}
void flageffect(int i, int team, const vec &from, const vec &to)
{
if(from.x >= 0)
flagexplosion(i, team, from);
if(from==to) return;
if(to.x >= 0)
flagexplosion(i, team, to);
if(from.x >= 0 && to.x >= 0)
particle_flare(from, to, 600, PART_LIGHTNING, team==1 ? 0x2222FF : 0xFF2222, 1.0f);
}
void returnflag(gameent *d, int i, int version)
{
if(!flags.inrange(i)) return;
flag &f = flags[i];
f.version = version;
flageffect(i, f.team, interpflagpos(f), vec(f.spawnloc).addz(FLAGFLOAT+FLAGCENTER));
f.interptime = 0;
returnflag(i);
conoutf(CON_GAMEINFO, "%s returned %s", teamcolorname(d), teamcolorflag(f));
teamsound(d, S_FLAGRETURN);
}
void resetflag(int i, int version)
{
if(!flags.inrange(i)) return;
flag &f = flags[i];
f.version = version;
flageffect(i, f.team, interpflagpos(f), vec(f.spawnloc).addz(FLAGFLOAT+FLAGCENTER));
f.interptime = 0;
returnflag(i);
conoutf(CON_GAMEINFO, "%s reset", teamcolorflag(f));
teamsound(f.team == player1->team, S_FLAGRESET);
}
void scoreflag(gameent *d, int relay, int relayversion, int goal, int goalversion, int team, int score, int dflags)
{
setscore(team, score);
if(flags.inrange(goal))
{
flag &f = flags[goal];
f.version = goalversion;
if(relay >= 0)
{
flags[relay].version = relayversion;
flageffect(goal, team, vec(f.spawnloc).addz(FLAGFLOAT+FLAGCENTER), vec(flags[relay].spawnloc).addz(FLAGFLOAT+FLAGCENTER));
}
else flageffect(goal, team, interpflagpos(f), vec(f.spawnloc).addz(FLAGFLOAT+FLAGCENTER));
f.interptime = 0;
returnflag(relay >= 0 ? relay : goal);
d->flagpickup &= ~(1<<f.id);
if(d->feetpos().dist(f.spawnloc) < FLAGRADIUS) d->flagpickup |= 1<<f.id;
}
if(d!=player1) particle_textcopy(d->abovehead(), tempformatstring("%d", score), PART_TEXT, 2000, 0x32FF64, 4.0f, -8);
d->flags = dflags;
conoutf(CON_GAMEINFO, "%s scored for %s", teamcolorname(d), teamcolor("team ", "", team, "a team"));
playsound(team==player1->team ? S_FLAGSCORE : S_FLAGFAIL);
if(score >= FLAGLIMIT) conoutf(CON_GAMEINFO, "%s captured %d flags", teamcolor("team ", "", team, "a team"), score);
}
void takeflag(gameent *d, int i, int version)
{
if(!flags.inrange(i)) return;
flag &f = flags[i];
f.version = version;
f.interploc = interpflagpos(f, f.interpangle);
f.interptime = lastmillis;
if(f.droptime) conoutf(CON_GAMEINFO, "%s picked up %s", teamcolorname(d), teamcolorflag(f));
else conoutf(CON_GAMEINFO, "%s stole %s", teamcolorname(d), teamcolorflag(f));
ownflag(i, d, lastmillis);
teamsound(d, S_FLAGPICKUP);
}
void checkitems(gameent *d)
{
if(d->state!=CS_ALIVE) return;
vec o = d->feetpos();
bool tookflag = false;
loopv(flags)
{
flag &f = flags[i];
if(!validteam(f.team) || f.team==player1->team || f.owner || (f.droptime && f.droploc.x<0)) continue;
const vec &loc = f.droptime ? f.droploc : f.spawnloc;
if(o.dist(loc) < FLAGRADIUS)
{
if(d->flagpickup&(1<<f.id)) continue;
if((lookupmaterial(o)&MATF_CLIP) != MAT_GAMECLIP && (lookupmaterial(loc)&MATF_CLIP) != MAT_GAMECLIP)
{
tookflag = true;
addmsg(N_TAKEFLAG, "rcii", d, i, f.version);
}
d->flagpickup |= 1<<f.id;
}
else d->flagpickup &= ~(1<<f.id);
}
loopv(flags)
{
flag &f = flags[i];
if(!validteam(f.team) || f.team!=player1->team || f.owner || (f.droptime && f.droploc.x<0)) continue;
const vec &loc = f.droptime ? f.droploc : f.spawnloc;
if(o.dist(loc) < FLAGRADIUS)
{
if(!tookflag && d->flagpickup&(1<<f.id)) continue;
if((lookupmaterial(o)&MATF_CLIP) != MAT_GAMECLIP && (lookupmaterial(loc)&MATF_CLIP) != MAT_GAMECLIP)
addmsg(N_TAKEFLAG, "rcii", d, i, f.version);
d->flagpickup |= 1<<f.id;
}
else d->flagpickup &= ~(1<<f.id);
}
}
void respawned(gameent *d)
{
vec o = d->feetpos();
d->flagpickup = 0;
loopv(flags)
{
flag &f = flags[i];
if(!validteam(f.team) || f.owner || (f.droptime && f.droploc.x<0)) continue;
if(o.dist(f.droptime ? f.droploc : f.spawnloc) < FLAGRADIUS) d->flagpickup |= 1<<f.id;
}
}
int respawnwait(gameent *d, int delay = 0)
{
return d->respawnwait(RESPAWNSECS, delay);
}
bool aihomerun(gameent *d, ai::aistate &b)
{
vec pos = d->feetpos();
loopk(2)
{
int goal = -1;
loopv(flags)
{
flag &g = flags[i];
if(g.team == d->team && (k || (!g.owner && !g.droptime)) &&
(!flags.inrange(goal) || g.pos().squaredist(pos) < flags[goal].pos().squaredist(pos)))
{
goal = i;
}
}
if(flags.inrange(goal) && ai::makeroute(d, b, flags[goal].pos()))
{
d->ai->switchstate(b, ai::AI_S_PURSUE, ai::AI_T_AFFINITY, goal);
return true;
}
}
if(b.type == ai::AI_S_INTEREST && b.targtype == ai::AI_T_NODE) return true; // we already did this..
if(randomnode(d, b, ai::SIGHTMIN, 1e16f))
{
d->ai->switchstate(b, ai::AI_S_INTEREST, ai::AI_T_NODE, d->ai->route[0]);
return true;
}
return false;
}
bool aicheck(gameent *d, ai::aistate &b)
{
static vector<int> takenflags;
takenflags.setsize(0);
loopv(flags)
{
flag &g = flags[i];
if(g.owner == d) return aihomerun(d, b);
else if(g.team == d->team && ((g.owner && g.team != g.owner->team) || g.droptime))
takenflags.add(i);
}
if(!ai::badhealth(d) && !takenflags.empty())
{
int flag = takenflags.length() > 2 ? rnd(takenflags.length()) : 0;
d->ai->switchstate(b, ai::AI_S_PURSUE, ai::AI_T_AFFINITY, takenflags[flag]);
return true;
}
return false;
}
void aifind(gameent *d, ai::aistate &b, vector<ai::interest> &interests)
{
vec pos = d->feetpos();
loopvj(flags)
{
flag &f = flags[j];
if(f.owner != d)
{
static vector<int> targets; // build a list of others who are interested in this
targets.setsize(0);
bool home = f.team == d->team;
ai::checkothers(targets, d, home ? ai::AI_S_DEFEND : ai::AI_S_PURSUE, ai::AI_T_AFFINITY, j, true);
gameent *e = NULL;
loopi(numdynents()) if((e = (gameent *)iterdynents(i)) && !e->ai && e->state == CS_ALIVE && isteam(d->team, e->team))
{ // try to guess what non ai are doing
vec ep = e->feetpos();
if(targets.find(e->clientnum) < 0 && (ep.squaredist(f.pos()) <= (FLAGRADIUS*FLAGRADIUS*4) || f.owner == e))
targets.add(e->clientnum);
}
if(home)
{
bool guard = false;
if((f.owner && f.team != f.owner->team) || f.droptime || targets.empty()) guard = true;
#if 0
else if(d->hasammo(d->ai->weappref))
{ // see if we can relieve someone who only has a piece of crap
gameent *t;
loopvk(targets) if((t = getclient(targets[k])))
{
if((t->ai && !t->hasammo(t->ai->weappref)) || (!t->ai && t->gunselect == GUN_MELEE))
{
guard = true;
break;
}
}
}
#endif
if(guard)
{ // defend the flag
ai::interest &n = interests.add();
n.state = ai::AI_S_DEFEND;
n.node = ai::closestwaypoint(f.pos(), ai::SIGHTMIN, true);
n.target = j;
n.targtype = ai::AI_T_AFFINITY;
n.score = pos.squaredist(f.pos())/100.f;
}
}
else
{
if(targets.empty())
{ // attack the flag
ai::interest &n = interests.add();
n.state = ai::AI_S_PURSUE;
n.node = ai::closestwaypoint(f.pos(), ai::SIGHTMIN, true);
n.target = j;
n.targtype = ai::AI_T_AFFINITY;
n.score = pos.squaredist(f.pos());
}
else
{ // help by defending the attacker
gameent *t;
loopvk(targets) if((t = getclient(targets[k])))
{
ai::interest &n = interests.add();
n.state = ai::AI_S_DEFEND;
n.node = t->lastnode;
n.target = t->clientnum;
n.targtype = ai::AI_T_PLAYER;
n.score = d->o.squaredist(t->o);
}
}
}
}
}
}
bool aidefend(gameent *d, ai::aistate &b)
{
loopv(flags)
{
flag &g = flags[i];
if(g.owner == d) return aihomerun(d, b);
}
if(flags.inrange(b.target))
{
flag &f = flags[b.target];
if(f.droptime) return ai::makeroute(d, b, f.pos());
if(f.owner) return ai::violence(d, b, f.owner, 4);
int walk = 0;
if(lastmillis-b.millis >= (201-d->skill)*33)
{
static vector<int> targets; // build a list of others who are interested in this
targets.setsize(0);
ai::checkothers(targets, d, ai::AI_S_DEFEND, ai::AI_T_AFFINITY, b.target, true);
gameent *e = NULL;
loopi(numdynents()) if((e = (gameent *)iterdynents(i)) && !e->ai && e->state == CS_ALIVE && isteam(d->team, e->team))
{ // try to guess what non ai are doing
vec ep = e->feetpos();
if(targets.find(e->clientnum) < 0 && (ep.squaredist(f.pos()) <= (FLAGRADIUS*FLAGRADIUS*4) || f.owner == e))
targets.add(e->clientnum);
}
if(!targets.empty())
{
d->ai->trywipe = true; // re-evaluate so as not to herd
return true;
}
else
{
walk = 2;
b.millis = lastmillis;
}
}
vec pos = d->feetpos();
float mindist = float(FLAGRADIUS*FLAGRADIUS*8);
loopv(flags)
{ // get out of the way of the returnee!
flag &g = flags[i];
if(pos.squaredist(g.pos()) <= mindist)
{
if(g.owner && g.owner->team == d->team) walk = 1;
if(g.droptime && ai::makeroute(d, b, g.pos())) return true;
}
}
return ai::defend(d, b, f.pos(), float(FLAGRADIUS*2), float(FLAGRADIUS*(2+(walk*2))), walk);
}
return false;
}
bool aipursue(gameent *d, ai::aistate &b)
{
if(flags.inrange(b.target))
{
flag &f = flags[b.target];
if(f.owner == d) return aihomerun(d, b);
if(f.team == d->team)
{
if(f.droptime) return ai::makeroute(d, b, f.pos());
if(f.owner) return ai::violence(d, b, f.owner, 4);
loopv(flags)
{
flag &g = flags[i];
if(g.owner == d) return ai::makeroute(d, b, f.pos());
}
}
else
{
if(f.owner) return ai::violence(d, b, f.owner, 4);
return ai::makeroute(d, b, f.pos());
}
}
return false;
}
};
extern ctfclientmode ctfmode;
ICOMMAND(dropflag, "", (), { ctfmode.trydropflag(); });
#endif
#elif SERVMODE
case N_TRYDROPFLAG:
{
if((ci->state.state!=CS_SPECTATOR || ci->local || ci->privilege) && cq && smode==&ctfmode) ctfmode.dropflag(cq);
break;
}
case N_TAKEFLAG:
{
int flag = getint(p), version = getint(p);
if((ci->state.state!=CS_SPECTATOR || ci->local || ci->privilege) && cq && smode==&ctfmode) ctfmode.takeflag(cq, flag, version);
break;
}
case N_INITFLAGS:
if(smode==&ctfmode) ctfmode.parseflags(p, (ci->state.state!=CS_SPECTATOR || ci->privilege || ci->local) && !strcmp(ci->clientmap, smapname));
break;
#else
case N_INITFLAGS:
{
ctfmode.parseflags(p, m_ctf);
break;
}
case N_DROPFLAG:
{
int ocn = getint(p), flag = getint(p), version = getint(p);
vec droploc;
loopk(3) droploc[k] = getint(p)/DMF;
gameent *o = ocn==player1->clientnum ? player1 : newclient(ocn);
if(o && m_ctf) ctfmode.dropflag(o, flag, version, droploc);
break;
}
case N_SCOREFLAG:
{
int ocn = getint(p), relayflag = getint(p), relayversion = getint(p), goalflag = getint(p), goalversion = getint(p), team = getint(p), score = getint(p), oflags = getint(p);
gameent *o = ocn==player1->clientnum ? player1 : newclient(ocn);
if(o && m_ctf) ctfmode.scoreflag(o, relayflag, relayversion, goalflag, goalversion, team, score, oflags);
break;
}
case N_RETURNFLAG:
{
int ocn = getint(p), flag = getint(p), version = getint(p);
gameent *o = ocn==player1->clientnum ? player1 : newclient(ocn);
if(o && m_ctf) ctfmode.returnflag(o, flag, version);
break;
}
case N_TAKEFLAG:
{
int ocn = getint(p), flag = getint(p), version = getint(p);
gameent *o = ocn==player1->clientnum ? player1 : newclient(ocn);
if(o && m_ctf) ctfmode.takeflag(o, flag, version);
break;
}
case N_RESETFLAG:
{
int flag = getint(p), version = getint(p);
if(m_ctf) ctfmode.resetflag(flag, version);
break;
}
#endif

View File

@ -447,8 +447,7 @@ namespace game
if(cmode) cmode->gameover();
conoutf(CON_GAMEINFO, "\f2intermission:");
conoutf(CON_GAMEINFO, "\f2game has ended!");
if(m_ctf) conoutf(CON_GAMEINFO, "\f2player frags: %d, flags: %d, deaths: %d", player1->frags, player1->flags, player1->deaths);
else conoutf(CON_GAMEINFO, "\f2player frags: %d, deaths: %d", player1->frags, player1->deaths);
conoutf(CON_GAMEINFO, "\f2player frags: %d, deaths: %d", player1->frags, player1->deaths);
int accuracy = (player1->totaldamage*100)/max(player1->totalshots, 1);
conoutf(CON_GAMEINFO, "\f2player total damage dealt: %d, damage wasted: %d, accuracy(%%): %d", player1->totaldamage, player1->totalshots-player1->totaldamage, accuracy);
@ -690,7 +689,7 @@ namespace game
}
ICOMMAND(suicide, "", (), suicide(player1));
bool needminimap() { return m_ctf; }
bool needminimap() { return false; }
void drawicon(int icon, float x, float y, float sz)
{

View File

@ -92,14 +92,13 @@ enum { ATK_RAIL_SHOOT = 0, ATK_RAIL_MELEE, ATK_PULSE_SHOOT, ATK_PULSE_MELEE, NUM
enum
{
M_TEAM = 1<<0,
M_CTF = 1<<1,
M_OVERTIME = 1<<2,
M_EDIT = 1<<3,
M_DEMO = 1<<4,
M_LOCAL = 1<<5,
M_LOBBY = 1<<6,
M_RAIL = 1<<7,
M_PULSE = 1<<8
M_OVERTIME = 1<<1,
M_EDIT = 1<<2,
M_DEMO = 1<<3,
M_LOCAL = 1<<4,
M_LOBBY = 1<<5,
M_RAIL = 1<<6,
M_PULSE = 1<<7
};
static struct gamemodeinfo
@ -115,8 +114,6 @@ static struct gamemodeinfo
{ "pdm", "pDM", M_LOBBY | M_PULSE, "Pulse Rifle Deathmatch:\nFrag everyone with pulse rifles to score points." },
{ "rtdm", "rTDM", M_TEAM | M_RAIL, "Railgun Team Deathmatch:\nFrag \fs\f3the enemy team\fr with railguns to score points for \fs\f1your team\fr." },
{ "ptdm", "pTDM", M_TEAM | M_PULSE, "Pulse Rifle Team Deathmatch:\nFrag \fs\f3the enemy team\fr with pulse rifles to score points for \fs\f1your team\fr." },
{ "rctf", "rCTF", M_CTF | M_TEAM | M_RAIL, "Railgun Capture The Flag:\nCapture \fs\f3the enemy flag\fr and bring it back to \fs\f1your flag\fr to score points for \fs\f1your team\fr." },
{ "pctf", "pCTF", M_CTF | M_TEAM | M_PULSE, "Pulse Rifle Capture The Flag:\nCapture \fs\f3the enemy flag\fr and bring it back to \fs\f1your flag\fr to score points for \fs\f1your team\fr." },
};
#define STARTGAMEMODE (-1)
@ -127,7 +124,6 @@ static struct gamemodeinfo
#define m_checknot(mode, flag) (m_valid(mode) && !(gamemodes[(mode) - STARTGAMEMODE].flags&(flag)))
#define m_checkall(mode, flag) (m_valid(mode) && (gamemodes[(mode) - STARTGAMEMODE].flags&(flag)) == (flag))
#define m_ctf (m_check(gamemode, M_CTF))
#define m_teammode (m_check(gamemode, M_TEAM))
#define m_overtime (m_check(gamemode, M_OVERTIME))
#define isteam(a,b) (m_teammode && a==b)

View File

@ -34,11 +34,6 @@ namespace game
else return false;
}
else if(b->state==CS_SPECTATOR) return true;
if(m_ctf)
{
if(a->flags > b->flags) return true;
if(a->flags < b->flags) return false;
}
if(a->frags > b->frags) return true;
if(a->frags < b->frags) return false;
return strcmp(a->name, b->name) < 0;

View File

@ -838,10 +838,6 @@ namespace server
virtual bool extinfoteam(int team, ucharbuf &p) { return false; }
};
#define SERVMODE 1
#include "ctf.hh"
ctfservmode ctfmode;
servmode *smode = NULL;
bool canspawnitem(int type) { return validitem(type); }
@ -1925,8 +1921,7 @@ namespace server
clearteaminfo();
if(m_teammode) autoteam();
if(m_ctf) smode = &ctfmode;
else smode = NULL;
smode = NULL;
if(m_timed && smapname[0]) sendf(-1, 1, "ri2", N_TIMEUP, gamemillis < gamelimit && !interm ? max((gamelimit - gamemillis)/1000, 1) : 0);
loopv(clients)
@ -3538,10 +3533,6 @@ namespace server
getstring(text, p);
break;
#define PARSEMESSAGES 1
#include "ctf.hh"
#undef PARSEMESSAGES
case -1:
disconnect_client(sender, DISC_MSGERR);
return;