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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@778 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
+105
-29
@@ -94,29 +94,7 @@ void freebotent(botent *d)
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};
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};
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void dropctfflag()
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{
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int flag = team_opposite(team_int(player1->team));
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flaginfo &f = flaginfos[flag];
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if(f.state==CTFF_STOLEN && f.actor==player1)
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{
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addmsg(SV_FLAGDROP, "ri", flag);
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f.flag->spawned = false;
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f.state = CTFF_DROPPED;
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};
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};
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void resetctfflag()
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{
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int flag = team_opposite(team_int(player1->team));
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flaginfo &f = flaginfos[flag];
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if(f.state==CTFF_STOLEN && f.actor==player1)
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{
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addmsg(SV_FLAGRESET, "ri", flag);
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f.flag->spawned = false;
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f.state = CTFF_INBASE;
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};
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};
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void respawnself()
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{
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@@ -494,7 +472,7 @@ void selfdamage(int damage, int actor, playerent *act, bool gib, playerent *pl)
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};
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if(pl==player1)
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{
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if(m_ctf) dropctfflag();
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if(m_ctf) tryflagdrop();
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showscores(true);
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setscope(false);
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addmsg(gib ? SV_GIBDIED : SV_DIED, "ri", actor);
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@@ -624,8 +602,110 @@ void suicide()
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COMMAND(suicide, ARG_NONE);
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// ctf flag actions done by the local player
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void flagaction(int flag, int action)
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void flagpickup()
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{
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int flag = team_opposite(team_int(player1->team));
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flaginfo &f = flaginfos[flag];
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if(f.flag)
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{
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f.flag->spawned = false;
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f.actor = player1; // do this although we don't know if we picked the flag to avoid getting it after a possible respawn
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f.state = CTFF_STOLEN;
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addmsg(SV_FLAGPICKUP, "ri", flag);
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};
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};
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void tryflagdrop()
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{
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int flag = team_opposite(team_int(player1->team));
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flaginfo &f = flaginfos[flag];
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if(f.state==CTFF_STOLEN && f.actor==player1)
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{
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addmsg(SV_FLAGDROP, "ri", flag);
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f.flag->spawned = false;
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f.state = CTFF_DROPPED;
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};
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};
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void flagreturn()
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{
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int flag = team_int(player1->team);
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flaginfo &f = flaginfos[flag];
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if(f.flag)
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{
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f.flag->spawned = false;
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addmsg(SV_FLAGRETURN, "ri", flag);
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};
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};
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void flagscore()
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{
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int flag = team_opposite(team_int(player1->team));
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addmsg(SV_FLAGSCORE, "ri", flag);
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};
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void flagreset()
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{
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int flag = team_opposite(team_int(player1->team));
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flaginfo &f = flaginfos[flag];
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if(f.state==CTFF_STOLEN && f.actor==player1)
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{
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addmsg(SV_FLAGRESET, "ri", flag);
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f.flag->spawned = false;
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f.state = CTFF_INBASE;
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};
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};
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// flag actions from the net
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void flagstolen(int flag, int action, playerent *actor)
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{
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if(actor)
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{
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flaginfo &f = flaginfos[flag];
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f.actor = actor;
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f.flag->spawned = false;
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flagmsg(flag, action);
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};
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};
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void flagdropped(int flag, int action, short x, short y, short z)
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{
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flaginfo &f = flaginfos[flag];
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sqr *dropplace = S_SECURE(x, y);
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if(!dropplace) return;
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z -= 4;
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float floor = (float) dropplace->floor;
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if(z > hdr.waterlevel) // above water
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{
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if(floor < hdr.waterlevel) z = hdr.waterlevel; // avoid dropping into water
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else z = (short) floor;
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};
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f.flag->x = x;
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f.flag->y = y;
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f.flag->z = z;
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f.flag->spawned = true;
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flagmsg(flag, action);
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};
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void flaginbase(int flag, int action, playerent *actor)
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{
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flaginfo &f = flaginfos[flag];
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if(actor) f.actor = actor;
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f.flag->x = (ushort) f.originalpos.x;
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f.flag->y = (ushort) f.originalpos.y;
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f.flag->z = (ushort) f.originalpos.z;
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f.flag->spawned = true;
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flagmsg(flag, action);
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};
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// msg and audio feedback
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void flagmsg(int flag, int action)
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{
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flaginfo &f = flaginfos[flag];
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if(!f.actor) return;
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@@ -635,11 +715,7 @@ void flagaction(int flag, int action)
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case SV_FLAGPICKUP:
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{
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playsound(S_FLAGPICKUP);
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if(f.actor==player1)
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{
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conoutf("\f2you got the enemy flag");
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f.pick_ack = true;
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}
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if(f.actor==player1) conoutf("\f2you got the enemy flag");
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else conoutf("\f2%s got %s flag", f.actor->name, (ownflag ? "your": "the enemy"));
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break;
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};
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