gamemodes 'hunt the flag' & 'keep the flag' added

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2485 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
ac_stef
2008-09-06 02:57:11 +00:00
parent 4e531f19f0
commit 4ee2dbaddf
37 changed files with 400 additions and 192 deletions
+89 -57
View File
@@ -8,15 +8,15 @@ const int physent::crouchtime = 200;
vector<entity> ents;
const char *entnames[] =
{
{
"none?", "light", "playerstart",
"clips", "ammobox","grenades",
"health", "armour", "akimbo",
"mapmodel", "trigger",
"mapmodel", "trigger",
"ladder", "ctf-flag", "sound", "?", "?",
};
const char *entmdlnames[] =
const char *entmdlnames[] =
{
"pickups/pistolclips", "pickups/ammobox", "pickups/nades", "pickups/health", "pickups/kevlar", "pickups/akimbo",
};
@@ -28,13 +28,13 @@ void renderent(entity &e, const char *mdlname, float z, float yaw, int anim = AN
void renderentities()
{
if(editmode)
if(editmode)
{
loopv(ents)
{
entity &e = ents[i];
if(e.type==NOTUSED) continue;
vec v(e.x, e.y, e.z);
vec v(e.x, e.y, e.z);
particle_splash(2, 2, 40, v);
}
}
@@ -47,21 +47,6 @@ void renderentities()
if(!&mmi) continue;
rendermodel(mmi.name, ANIM_MAPMODEL|ANIM_LOOP, e.attr4, mmi.rad ? (float)mmi.rad : 1.1f, vec(e.x, e.y, (float)S(e.x, e.y)->floor+mmi.zoff+e.attr3), (float)((e.attr1+7)-(e.attr1+7)%15), 0, 10.0f);
}
else if(e.type==CTF_FLAG && (m_ctf || editmode))
{
flaginfo &f = flaginfos[e.attr2];
if(f.state==CTFF_STOLEN)
{
if(!f.actor || f.actor == player1) continue;
s_sprintfd(path)("pickups/flags/small_%s", team_string(e.attr2));
rendermodel(path, ANIM_FLAG|ANIM_START, 0, 1.1f, vec(f.actor->o).add(vec(0, 0, 0.3f+(sinf(lastmillis/100.0f)+1)/10)), lastmillis/2.5f, 0, 120.0f);
}
else
{
s_sprintfd(path)("pickups/flags/%s", team_string(e.attr2));
rendermodel(path, ANIM_FLAG|ANIM_LOOP, 0, 4, vec(e.x, e.y, f.state==CTFF_INBASE ? (float)S(e.x, e.y)->floor : e.z), (float)((e.attr1+7)-(e.attr1+7)%15), 0, 120.0f);
}
}
else if(isitem(e.type))
{
if((!OUTBORD(e.x, e.y) && e.spawned) | editmode)
@@ -70,6 +55,30 @@ void renderentities()
}
}
}
if(m_flags || editmode) loopi(2)
{
flaginfo &f = flaginfos[i];
switch(f.state)
{
case CTFF_STOLEN:
if(f.actor && f.actor != player1)
{
s_sprintfd(path)("pickups/flags/small_%s%s", m_ktf ? "" : team_string(i), m_htf ? "_htf" : m_ktf ? "ktf" : "");
rendermodel(path, ANIM_FLAG|ANIM_START, 0, 1.1f, vec(f.actor->o).add(vec(0, 0, 0.3f+(sinf(lastmillis/100.0f)+1)/10)), lastmillis/2.5f, 0, 120.0f);
}
break;
case CTFF_INBASE:
case CTFF_DROPPED:
{
entity &e = *f.flagent;
s_sprintfd(path)("pickups/flags/%s%s", m_ktf ? "" : team_string(i), m_htf ? "_htf" : m_ktf ? "ktf" : "");
rendermodel(path, ANIM_FLAG|ANIM_LOOP, 0, 4, vec(e.x, e.y, f.state==CTFF_INBASE ? (float)S(e.x, e.y)->floor : e.z), (float)((e.attr1+7)-(e.attr1+7)%15), 0, 120.0f);
break;
}
case CTFF_IDLE:
break;
}
}
}
// these two functions are called when the server acknowledges that you really
@@ -129,13 +138,33 @@ void trypickup(int n, playerent *d)
flaginfo &f = flaginfos[flag];
flaginfo &of = flaginfos[team_opposite(flag)];
if(f.state == CTFF_STOLEN) break;
bool own = flag == team_int(d->team);
if(flag == team_int(d->team)) // it's the own flag
if(m_ctf)
{
if(f.state == CTFF_DROPPED) flagreturn();
else if(f.state == CTFF_INBASE && of.state == CTFF_STOLEN && of.actor == d && of.ack) flagscore();
if(own) // it's the own flag
{
if(f.state == CTFF_DROPPED) flagreturn(flag);
else if(f.state == CTFF_INBASE && of.state == CTFF_STOLEN && of.actor == d && of.ack) flagscore(of.team);
}
else flagpickup(flag);
}
else if(m_htf)
{
if(own)
{
flagpickup(flag);
}
else
{
if(f.state == CTFF_DROPPED) flagscore(f.team); // may not count!
}
}
else if(m_ktf)
{
if(f.state == CTFF_IDLE) break;
flagpickup(flag);
}
else flagpickup();
}
break;
}
@@ -160,7 +189,7 @@ void checkitems(playerent *d)
if(dist1<1.5f && dist2<e.attr1) trypickup(i, d);
continue;
}
if(!e.spawned) continue;
if(OUTBORD(e.x, e.y)) continue;
@@ -189,7 +218,7 @@ void putitems(ucharbuf &p) // puts items in network stream and also s
}
}
void resetspawns()
void resetspawns()
{
loopv(ents) ents[i].spawned = false;
if(m_noitemsnade || m_pistol)
@@ -229,10 +258,10 @@ bool intersect(entity *e, vec &from, vec &to, vec *end) // if lineseg hits entit
{
mapmodelinfo &mmi = getmminfo(e->attr2);
if(!&mmi || !mmi.h) return false;
float lo = (float)(S(e->x, e->y)->floor+mmi.zoff+e->attr3);
float hi = lo+mmi.h;
vec v = to, w(e->x, e->y, lo + (fabs(hi-lo)/2.0f)), *p;
vec v = to, w(e->x, e->y, lo + (fabs(hi-lo)/2.0f)), *p;
v.sub(from);
w.sub(from);
float c1 = w.dot(v);
@@ -250,7 +279,7 @@ bool intersect(entity *e, vec &from, vec &to, vec *end) // if lineseg hits entit
p = &v;
}
}
if (p->x <= e->x+mmi.rad
&& p->x >= e->x-mmi.rad
&& p->y <= e->y+mmi.rad
@@ -269,11 +298,11 @@ bool intersect(entity *e, vec &from, vec &to, vec *end) // if lineseg hits entit
int flagdropmillis = 0;
void flagpickup()
void flagpickup(int fln)
{
if(flagdropmillis && flagdropmillis>lastmillis) return;
flaginfo &f = flaginfos[team_opposite(team_int(player1->team))];
f.flag->spawned = false;
flaginfo &f = flaginfos[fln];
f.flagent->spawned = false;
f.state = CTFF_STOLEN;
f.actor = player1; // do this although we don't know if we picked the flag to avoid getting it after a possible respawn
f.actor_cn = getclientnum();
@@ -281,32 +310,35 @@ void flagpickup()
addmsg(SV_FLAGPICKUP, "ri", f.team);
}
void tryflagdrop(bool reset)
void tryflagdrop(bool manual)
{
flaginfo &f = flaginfos[team_opposite(team_int(player1->team))];
if(f.state==CTFF_STOLEN && f.actor==player1)
loopi(2)
{
f.flag->spawned = false;
f.state = CTFF_DROPPED;
f.ack = false;
flagdropmillis = lastmillis+3000;
addmsg(reset ? SV_FLAGRESET : SV_FLAGDROP, "ri", f.team);
flaginfo &f = flaginfos[i];
if(f.state==CTFF_STOLEN && f.actor==player1)
{
f.flagent->spawned = false;
f.state = CTFF_DROPPED;
f.ack = false;
flagdropmillis = lastmillis+3000;
addmsg(manual ? SV_FLAGDROP : SV_FLAGLOST, "ri", f.team);
}
}
}
void flagreturn()
void flagreturn(int fln)
{
flaginfo &f = flaginfos[team_int(player1->team)];
f.flag->spawned = false;
flaginfo &f = flaginfos[fln];
f.flagent->spawned = false;
f.ack = false;
addmsg(SV_FLAGRETURN, "ri", f.team);
}
void flagscore()
void flagscore(int fln)
{
flaginfo &f = flaginfos[team_opposite(team_int(player1->team))];
flaginfo &f = flaginfos[fln];
f.ack = false;
addmsg(SV_FLAGSCORE, "ri", f.team);
addmsg(SV_FLAGSCORE, "ri", fln);
}
// flag ent actions from the net
@@ -318,7 +350,7 @@ void flagstolen(int flag, int action, int act)
flaginfo &f = flaginfos[flag];
f.actor = actor;
f.actor_cn = act;
f.flag->spawned = false;
f.flagent->spawned = false;
f.ack = true;
flagmsg(flag, action);
}
@@ -334,7 +366,7 @@ void flagdropped(int flag, int action, short x, short y, short z)
p.o.z = z;
p.vel.z = -0.8f;
p.aboveeye = p.eyeheight = p.radius = 0.0f;
bool oldcancollide = false;
if(f.actor)
{
@@ -348,11 +380,11 @@ void flagdropped(int flag, int action, short x, short y, short z)
}
if(f.actor) f.actor->cancollide = oldcancollide; // restore settings
f.flag->x = (short)round(p.o.x);
f.flag->y = (short)round(p.o.y);
f.flag->z = (short)round(p.o.z);
if(f.flag->z < hdr.waterlevel) f.flag->z = (short) hdr.waterlevel;
f.flag->spawned = true;
f.flagent->x = (short)round(p.o.x);
f.flagent->y = (short)round(p.o.y);
f.flagent->z = (short)round(p.o.z);
if(f.flagent->z < hdr.waterlevel) f.flagent->z = (short) hdr.waterlevel;
f.flagent->spawned = true;
f.ack = true;
flagmsg(flag, action);
}
@@ -362,10 +394,10 @@ void flaginbase(int flag, int action, int act)
flaginfo &f = flaginfos[flag];
playerent *actor = act == getclientnum() ? player1 : getclient(act);
if(actor) { f.actor = actor; f.actor_cn = act; }
f.flag->x = (ushort) f.originalpos.x;
f.flag->y = (ushort) f.originalpos.y;
f.flag->z = (ushort) f.originalpos.z;
f.flag->spawned = true;
f.flagent->x = (ushort) f.originalpos.x;
f.flagent->y = (ushort) f.originalpos.y;
f.flagent->z = (ushort) f.originalpos.z;
f.flagent->spawned = true;
f.ack = true;
flagmsg(flag, action);
}