//-----------------------------------------------------------------------------------
//
// Torque Network Library - ZAP example multiplayer vector graphics space game
// Copyright (C) 2004 GarageGames.com, Inc.
// For more information see http://www.opentnl.org
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// For use in products that are not compatible with the terms of the GNU
// General Public License, alternative licensing options are available
// from GarageGames.com.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
//------------------------------------------------------------------------------------
#include "goalZone.h"
#include "gameType.h"
#include "ship.h"
#include "flagItem.h"
#include "gameObjectRender.h"
namespace Zap
{
class RetrieveGameType : public GameType
{
typedef GameType Parent;
Vector<GoalZone *> mZones;
Vector<SafePtr<FlagItem> > mFlags;
enum {
CapScore = 2,
};
public:
void addFlag(FlagItem *theFlag)
{
S32 i;
for(i = 0; i < mFlags.size(); i++)
{
if(mFlags[i] == NULL)
{
mFlags[i] = theFlag;
break;
}
}
if(i == mFlags.size())
mFlags.push_back(theFlag);
if(!isGhost())
addItemOfInterest(theFlag);
}
void addZone(GoalZone *zone)
{
mZones.push_back(zone);
}
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);
}
void flagDropped(Ship *theShip, FlagItem *theFlag)
{
static StringTableEntry dropString("%e0 dropped a flag!");
Vector<StringTableEntry> e;
e.push_back(theShip->mPlayerName);
for(S32 i = 0; i < mClientList.size(); i++)
mClientList[i]->clientConnection->s2cDisplayMessageE(GameConnection::ColorNuclearGreen, SFXFlagDrop, dropString, e);
}
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();
}
}
}
void performProxyScopeQuery(GameObject *scopeObject, GameConnection *connection)
{
Parent::performProxyScopeQuery(scopeObject, connection);
S32 uTeam = scopeObject->getTeam();
for(S32 i = 0; i < mFlags.size(); i++)
{
if(mFlags[i]->isAtHome() || mFlags[i]->getZone())
connection->objectInScope(mFlags[i]);
else
{
Ship *mount = mFlags[i]->getMount();
if(mount && mount->getTeam() == uTeam)
{
connection->objectInScope(mount);
connection->objectInScope(mFlags[i]);
}
}
}
}
void renderInterfaceOverlay(bool scoreboardVisible)
{
Parent::renderInterfaceOverlay(scoreboardVisible);
Ship *u = (Ship *) gClientGame->getConnectionToServer()->getControlObject();
if(!u)
return;
bool uFlag = false;
for(S32 i = 0; i < mFlags.size(); i++)
{
if(mFlags[i].isValid() && mFlags[i]->getMount() == u)
{
for(S32 j = 0; j < mZones.size(); j++)
{
// see if this is one of our zones and that it doesn't have a flag in it.
if(mZones[j]->getTeam() != u->getTeam())
continue;
S32 k;
for(k = 0; k < mFlags.size(); k++)
{
if(!mFlags[k].isValid())
continue;
if(mFlags[k]->getZone() == mZones[j])
break;
}
if(k == mFlags.size())
renderObjectiveArrow(mZones[j], getTeamColor(u->getTeam()));
}
uFlag = true;
break;
}
}
for(S32 i = 0; i < mFlags.size(); i++)
{
if(!mFlags[i].isValid())
continue;
if(!mFlags[i]->isMounted() && !uFlag)
{
GoalZone *gz = mFlags[i]->getZone();
if(gz && gz->getTeam() != u->getTeam())
renderObjectiveArrow(mFlags[i], getTeamColor(gz->getTeam()));
else if(!gz)
renderObjectiveArrow(mFlags[i], getTeamColor(-1));
}
else
{
Ship *mount = mFlags[i]->getMount();
if(mount && mount != u)
renderObjectiveArrow(mount, getTeamColor(mount->getTeam()));
}
}
}
const char *getGameTypeString() { return "Retrieve"; }
const char *getInstructionString() { return "Bring all the flags to your capture zones!"; }
TNL_DECLARE_CLASS(RetrieveGameType);
};
TNL_IMPLEMENT_NETOBJECT(RetrieveGameType);
};
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