Beispiel #1
0
void CTFGameType::shipTouchFlag(Ship *theShip, FlagItem *theFlag)
{
   GameConnection *controlConnection = theShip->getControllingClient();
   ClientRef *cl = controlConnection->getClientRef();

   if(!cl)
      return;

   if(cl->teamId == theFlag->getTeam())
   {
      if(!theFlag->isAtHome())
      {
         static StringTableEntry returnString("%e0 returned the %e1 flag.");
         Vector<StringTableEntry> e;
         e.push_back(cl->name);
         e.push_back(mTeams[theFlag->getTeam()].name);
         for(S32 i = 0; i < mClientList.size(); i++)
            mClientList[i]->clientConnection->s2cDisplayMessageE(GameConnection::ColorNuclearGreen, SFXFlagReturn, returnString, e);

         theFlag->sendHome();
         cl->score += ReturnScore;
      }
      else
      {
         // check if this client has an enemy flag mounted
         for(S32 i = 0; i < theShip->mMountedItems.size(); i++)
         {
            Item *theItem = theShip->mMountedItems[i];
            FlagItem *mountedFlag = dynamic_cast<FlagItem *>(theItem);
            if(mountedFlag)
            {
               setTeamScore(cl->teamId, mTeams[cl->teamId].score + 1);

               static StringTableEntry capString("%e0 captured the %e1 flag!");
               Vector<StringTableEntry> e;
               e.push_back(cl->name);
               e.push_back(mTeams[mountedFlag->getTeam()].name);
               for(S32 i = 0; i < mClientList.size(); i++)
                  mClientList[i]->clientConnection->s2cDisplayMessageE(GameConnection::ColorNuclearGreen, SFXFlagCapture, capString, e);

               // score the flag for the client's team...
               mountedFlag->dismount();
               mountedFlag->sendHome();
               cl->score += CapScore;
            }
         }
      }
   }
   else
   {
      static StringTableEntry takeString("%e0 took the %e1 flag!");
      Vector<StringTableEntry> e;
      e.push_back(cl->name);
      e.push_back(mTeams[theFlag->getTeam()].name);
      for(S32 i = 0; i < mClientList.size(); i++)
         mClientList[i]->clientConnection->s2cDisplayMessageE(GameConnection::ColorNuclearGreen, SFXFlagSnatch, takeString, e);
      theFlag->mountToShip(theShip);
   }
}
Beispiel #2
0
   void shipTouchFlag(Ship *theShip, FlagItem *theFlag)
   {
      // see if the ship is already carrying a flag - can only carry one at a time
      for(S32 i = 0; i < theShip->mMountedItems.size(); i++)
         if(theShip->mMountedItems[i].isValid() && (theShip->mMountedItems[i]->getObjectTypeMask() & FlagType))
            return;

      S32 flagIndex;

      for(flagIndex = 0; flagIndex < mFlags.size(); flagIndex++)
         if(mFlags[flagIndex] == theFlag)
            break;

      GameConnection *controlConnection = theShip->getControllingClient();
      ClientRef *cl = controlConnection->getClientRef();
      if(!cl)
         return;

      // see if this flag is already in a flag zone owned by the ship's team
      if(theFlag->getZone() != NULL && theFlag->getZone()->getTeam() == theShip->getTeam())
         return;

      static StringTableEntry stealString("%e0 stole a flag from team %e1!");
      static StringTableEntry takeString("%e0 of team %e1 took a flag!");
      static StringTableEntry oneFlagTakeString("%e0 of team %e1 took the flag!");
      StringTableEntry r = takeString;
      if(mFlags.size() == 1)
         r = oneFlagTakeString;
      S32 teamIndex;

      if(theFlag->getZone() == NULL)
         teamIndex = cl->teamId;
      else
      {
         r = stealString;
         teamIndex = theFlag->getZone()->getTeam();
         setTeamScore(teamIndex, mTeams[teamIndex].score - 1);
      }
      Vector<StringTableEntry> e;
      e.push_back(cl->name);
      e.push_back(mTeams[teamIndex].name);
      for(S32 i = 0; i < mClientList.size(); i++)
         mClientList[i]->clientConnection->s2cDisplayMessageE(
            GameConnection::ColorNuclearGreen, SFXFlagSnatch, r, e);
      theFlag->mountToShip(theShip);
      theFlag->setZone(NULL);
   }
Beispiel #3
0
   void shipTouchZone(Ship *s, GoalZone *z)
   {
      GameConnection *controlConnection = s->getControllingClient();
      ClientRef *cl = controlConnection->getClientRef();

      if(!cl)
         return;

      // see if this is an opposing team's zone
      if(s->getTeam() != z->getTeam())
         return;

      // see if this zone already has a flag in it...
      for(S32 i = 0; i < mFlags.size(); i++)
         if(mFlags[i]->getZone() == z)
            return;

      // ok, it's an empty zone on our team:
      // see if this ship is carrying a flag
      S32 i;
      for(i = 0; i < s->mMountedItems.size(); i++)
         if(s->mMountedItems[i].isValid() && (s->mMountedItems[i]->getObjectTypeMask() & FlagType))
            break;
      if(i == s->mMountedItems.size())
         return;

      // ok, the ship has a flag and it's on the ship...
      Item *theItem = s->mMountedItems[i];
      FlagItem *mountedFlag = dynamic_cast<FlagItem *>(theItem);
      if(mountedFlag)
      {
         setTeamScore(cl->teamId, mTeams[cl->teamId].score + 1);

         static StringTableEntry capString("%e0 retrieved a flag!");
         static StringTableEntry oneFlagCapString("%e0 retrieved the flag!");

         Vector<StringTableEntry> e;
         e.push_back(cl->name);
         for(S32 i = 0; i < mClientList.size(); i++)
            mClientList[i]->clientConnection->s2cDisplayMessageE(GameConnection::ColorNuclearGreen, 
            SFXFlagCapture, (mFlags.size() == 1) ? oneFlagCapString : capString, e);

         // score the flag for the client's team...
         mountedFlag->dismount();

         S32 flagIndex;
         for(flagIndex = 0; flagIndex < mFlags.size(); flagIndex++)
            if(mFlags[flagIndex] == mountedFlag)
               break;

         mFlags[flagIndex]->setZone(z);

         mountedFlag->setActualPos(z->getExtent().getCenter());
         cl->score += CapScore;
         // see if all the flags are owned by one team
         for(S32 i = 0; i < mFlags.size(); i++)
         {
            if(!mFlags[i]->getZone() || mFlags[i]->getZone()->getTeam() != cl->teamId)
               return;
         }

         if(mFlags.size() != 1)
         {
            static StringTableEntry capAllString("Team %e0 retrieved all the flags!");
            e[0] = mTeams[cl->teamId].name;
            for(S32 i = 0; i < mClientList.size(); i++)
               mClientList[i]->clientConnection->s2cDisplayMessageE(GameConnection::ColorNuclearGreen, SFXFlagCapture, capAllString, e);
         }
         for(S32 i = 0; i < mFlags.size(); i++)
         {
            mFlags[i]->setZone(NULL);
            mFlags[i]->sendHome();
         }
      }
   }