Descent3/netgames/ctf/ctf.cpp
Thomas Roß 9b8d61d16a [Netgames] Use size_t when catching strlen() return type and other buffer calculations.
This fixes alot of warnings of type C4267 '=': conversion from 'size_t' to 'int', possible loss of data.
2024-06-29 21:58:34 +02:00

2717 lines
86 KiB
C++

/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* 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 3 of the License, or
* (at your option) any later version.
*
* 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, see <http://www.gnu.org/licenses/>.
--- HISTORICAL COMMENTS FOLLOW ---
* $Logfile: /DescentIII/Main/ctf/ctf.cpp $
* $Revision: 1.1.1.1 $
* $Date: 2003/08/26 03:56:47 $
* $Author: kevinb $
*
* <insert description of file here>
*
* $Log: ctf.cpp,v $
* Revision 1.1.1.1 2003/08/26 03:56:47 kevinb
* initial 1.5 import
*
*
* 140 10/03/01 1:05p Matt
* Made team_name buffer large enough to hold the team number *plus* the
* number of players on the team.
*
* 139 9/24/01 2:28p Matt
* Allowed room for longer team name on results screen.
*
* 138 9/20/01 12:58p Matt
* Added a team member list to the stats file.
*
* 137 10/21/99 9:27p Jeff
* B.A. Macintosh code merge
*
* 136 9/03/99 5:30p Jeff
* use the flag's roomnumber instead of the player's roomnum when checking
* for a score (in case of a really thin room that the flag is in)
*
* 135 8/17/99 5:53p Jeff
* track ranks on PXO
*
* 134 7/15/99 1:17a Jeff
* fixed up $scores
*
* 133 7/13/99 12:10p Jeff
* added some specific text taunt token decoding
*
* 132 7/12/99 2:27p Jeff
* fixed PLR to only display the team label for the disconnected list if
* there are people in the list
*
* 131 7/11/99 6:54p Jeff
* fixed PLR so it doesn't go off the screen on long lists and active
* players in the game are shown first
*
* 130 6/10/99 5:21p Jeff
* fixed crash in french version, due to local array being to small
*
* 129 5/26/99 4:38a Jeff
* fixed ctf bad scoring bugs
*
* 128 5/23/99 3:04a Jason
* fixed bug with player rankings not being updated correctly
*
* 127 5/20/99 7:54p 3dsmax
* changed number of attach points
*
* 126 5/12/99 11:04p Jeff
* dmfc and multiplayer games now have endian friendly packets (*whew*)
*
* 125 5/12/99 11:28a Jeff
* added sourcesafe comment block
*
* $NoKeywords: $
*/
#include "gamedll_header.h"
#include <string.h>
#include "idmfc.h"
#include "ctf.h"
#include "CTFstr.h"
IDMFC *DMFCBase;
static IDmfcStats *dstat;
static object *dObjects;
static player *dPlayers;
static room *dRooms;
static netplayer *dNetPlayers;
#define SPID_GAMESTATE 0x01
#define SPID_ADDDELFLAG 0x02
#define SPID_COLLIDE 0x03
// Inventory flags
#define FLAGMASK_REDTEAM 0x01
#define FLAGMASK_BLUETEAM 0x02
#define FLAGMASK_GREENTEAM 0x04
#define FLAGMASK_YELLOWTEAM 0x08
// athome masks
#define REDAH 0x001
#define BLUEAH 0x002
#define GREENAH 0x004
#define YELLOWAH 0x008
#define FLAG_TIMEOUT_VALUE 120
// Sound name defines
#define SOUND_PICKUPFLAG_OWNTEAM "CTFPickupFlag1"
#define SOUND_PICKUPFLAG_OTHERTEAM "CTFPickupFlag1"
#define SOUND_SCORE_OWNTEAM "CTFScore1"
#define SOUND_SCORE_OTHERTEAM "CTFScore1"
#define SOUND_LOSEFLAG_OWNTEAM "CTFLostFlag1"
#define SOUND_LOSEFLAG_OTHERTEAM "CTFLostFlag1"
#define SOUND_FLAGRETURNED_OWNTEAM "CTFReturnedFlag1"
#define SOUND_FLAGRETURNED_OTHERTEAM "CTFReturnedFlag1"
#define SOUND_HATTRICK_FIRST "CTFHatTrick"
#define SOUND_HATTRICK_REGULAR "CTFHatTrick"
/*
$$TABLE_SOUND "CTFPickupFlag1"
$$TABLE_SOUND "CTFPickupFlag1"
$$TABLE_SOUND "CTFScore1"
$$TABLE_SOUND "CTFScore1"
$$TABLE_SOUND "CTFLostFlag1"
$$TABLE_SOUND "CTFLostFlag1"
$$TABLE_SOUND "CTFReturnedFlag1"
$$TABLE_SOUND "CTFReturnedFlag1"
$$TABLE_SOUND "CTFHatTrick"
$$TABLE_SOUND "CTFHatTrick"
*/
static int snd_return_ownteam = -1;
static int snd_return_otherteam = -1;
static int snd_pickedup_otherteam = -1;
static int snd_pickedup_ownteam = -1;
static int snd_score_ownteam = -1;
static int snd_score_otherteam = -1;
static int snd_lose_ownteam = -1;
static int snd_lose_otherteam = -1;
static int snd_hattrick_first = -1;
static int snd_hattrick_reg = -1;
struct tPlayerStat { // Overall scores (throughout the game)
int Score[2];
};
static int pack_pstat(tPlayerStat *user_info, uint8_t *data);
static int unpack_pstat(tPlayerStat *user_info, uint8_t *data);
int pack_pstat(tPlayerStat *user_info, uint8_t *data) {
int count = 0;
MultiAddInt(user_info->Score[0], data, &count);
MultiAddInt(user_info->Score[1], data, &count);
return count;
}
int unpack_pstat(tPlayerStat *user_info, uint8_t *data) {
int count = 0;
user_info->Score[0] = MultiGetInt(data, &count);
user_info->Score[1] = MultiGetInt(data, &count);
return count;
}
static int SortedPlayers[MAX_PLAYER_RECORDS]; // sorted player nums
static int SortedPLRPlayers[DLLMAX_TEAMS][MAX_PLAYER_RECORDS];
static int TeamScores[DLLMAX_TEAMS]; // teams scores
static int OverallTeamScores[DLLMAX_TEAMS]; // overall scores per team
static int SortedTeams[DLLMAX_TEAMS]; // sorted team scores
static int Highlight_bmp = -1;
static bool DisplayScoreScreen;
static bool Someone_has_hattrick = false; // this is false if no one has had a hattrick this level
static bool First_game_frame = false;
static int FlagIDs[DLLMAX_TEAMS]; // Flag Object ID's
static int AFlagIDs[DLLMAX_TEAMS]; // Attached Flag Object ID's
static int GoalRooms[DLLMAX_TEAMS]; // Goal Rooms for Teams
static int FlagBmp[DLLMAX_TEAMS]; // Flag Bitmap handles
static int FlagAHBmp[DLLMAX_TEAMS]; // Flag At Home Bitmap handles
static int DimFlagAHBmp[DLLMAX_TEAMS]; // Dimmed versions of the Flag At Home Bitmaps
static bool FlagAtHome[DLLMAX_TEAMS]; // Flag At Home bools
static int HasFlag[DLLMAX_TEAMS]; // List of Playernums of who has what flag, -1 if no one does
static bool DisplayFlagBlink = true, DisplayScoreBlink = true;
static int WhoJustFlagged = -1, WhoJustFlaggedTimer = -1;
static int WhoJustScored = -1, WhoJustScoredTimer = -1;
static int CTFNumOfTeams = 2;
static int ChildFlags[DLLMAX_TEAMS]; // Object handles of attached flags as a player has em
static float Flag_timeout_timers[DLLMAX_TEAMS];
static bool display_my_welcome = false;
static void OnTimerScoreKill(void); // timer callback: when a score flash timer ends
static void OnTimerScore(void); // timer callback: on a score flash interval
static void OnTimer(void); // timer callback: when a flag taken flash timer ends
static void OnTimerKill(void); // timer callback: on a flag taken flash interval
static void DisplayWelcomeMessage(int player_num); // displays a welcome message to the player when he joins
static void SortTeamScores(int *sortedindex, int *scores); // sorts an array of team scores, filling in the sorted index
// numbers
static void DisplayHUDScores(struct tHUDItem *hitem); // callback when the HUD info is to be drawn
static void ReceiveGameState(uint8_t *data); // callback when a gamestate packet is received from the server
static void SendGameState(int playernum); // called when the server is to send gamestate packet to a client
static void SetColoredBalls(
int playernum,
bool reset = false); // sets the colored balls around a player (determined by what is in their inventory)
static void ChangeNumberOfTeams(int newsize); // called when the number of teams in the game is changed or to be changed
static void DoFlagReturnedHome(int team); // called to handle any events when a flag is returned home for a team
static void DoLoseFlag(int team); // called to handle any events when a team loses their flag
static void TellClientsToAddorDelFlag(int pnum, int team, int objnum, bool add);
static void ServerIsTellingMeToAddorDelAFlag(uint8_t *data);
static void OnGetTokenString(char *src, char *dest, int dest_size);
// returns the number of flags a player has, 0 if none, or an invalid pnum
static int GetFlagCountForPlayer(int pnum);
// returns the mask of which flags this player currently has
static uint8_t GetFlagMaskForPlayer(int pnum);
// adds a flag to a player, as a precaution, it will go through all the players and makes sure that no one
// has the flag that is being added. If they are adding the flag, than remove that flag from whoever we thought
// had it it will return false if it had to remove a flag from a player
static bool GivePlayerFlag(int pnum, uint8_t team);
// this function takes a flag away from the player, useful for when he scores, spews, disconnects, or observer modes
static void LoseFlagForPlayer(int pnum, uint8_t team, bool remove_from_inven = true);
///////////////////////////////////////////////
// localization info/functions
static char **StringTable;
static int StringTableSize = 0;
static const char *_ErrorString = "Missing String";
const char *GetString(int d) {
if ((d < 0) || (d >= StringTableSize))
return _ErrorString;
else
return StringTable[d];
}
static void SaveStatsToFile(char *filename);
static void DetermineScore(int precord_num, int column_num, char *buffer, int buffer_size);
static void ShowStatBitmap(int precord_num, int column_num, int x, int y, int w, int h, uint8_t alpha_to_use);
// This function gets called by the game when it wants to learn some info about the game
void DLLFUNCCALL DLLGetGameInfo(tDLLOptions *options) {
options->flags = DOF_MAXTEAMS | DOF_MINTEAMS;
options->max_teams = 4;
options->min_teams = 2;
strcpy(options->game_name, TXT_CTF);
strcpy(options->requirements, "MINGOALS2,GOALPERTEAM");
}
void DetermineScore(int precord_num, int column_num, char *buffer, int buffer_size) {
player_record *pr = DMFCBase->GetPlayerRecord(precord_num);
if (!pr || pr->state == STATE_EMPTY) {
buffer[0] = '\0';
return;
}
tPlayerStat *stat = (tPlayerStat *)pr->user_info;
snprintf(buffer, buffer_size, "%d", (stat) ? stat->Score[DSTAT_LEVEL] : 0);
}
void TeamScoreCallback(int team, char *buffer, int buffer_size) {
ASSERT(team >= 0 && team < DLLMAX_TEAMS);
snprintf(buffer, buffer_size, " %d", TeamScores[team]);
}
void ShowStatBitmap(int precord_num, int column_num, int x, int y, int w, int h, uint8_t alpha_to_use) {
player_record *pr = DMFCBase->GetPlayerRecord(precord_num);
int flagcount, flagmask;
if (pr && pr->state == STATE_INGAME) {
flagcount = GetFlagCountForPlayer(pr->pnum);
if (!flagcount)
return;
flagmask = GetFlagMaskForPlayer(pr->pnum);
// Display the flags that this player has
x = x + w - (11 * flagcount);
for (int q = 0; q < CTFNumOfTeams; q++) {
// draw all the flags the player has in his inventory
if (flagmask & 0x01) {
// player has this flag
DLLRenderHUDQuad(x, y, 10, 10, 0, 0, 1, 1, FlagBmp[q], alpha_to_use, 0);
x += 11;
}
// rotate 1 bit for next flag
flagmask = flagmask >> 1;
}
}
}
///////////////////////////////////////////////
// Initializes the game function pointers
void DLLFUNCCALL DLLGameInit(int *api_func, uint8_t *all_ok, int num_teams_to_use) {
*all_ok = 1;
DMFCBase = CreateDMFC();
if (!DMFCBase) {
*all_ok = 0;
return;
}
dstat = CreateDmfcStats();
if (!dstat) {
*all_ok = 0;
return;
}
DMFCBase->LoadFunctions(api_func);
// Setup event handlers
DMFCBase->Set_OnInterval(OnInterval);
DMFCBase->Set_OnHUDInterval(OnHUDInterval);
DMFCBase->Set_OnKeypress(OnKeypress);
DMFCBase->Set_OnServerGameCreated(OnServerGameCreated);
DMFCBase->Set_OnClientLevelStart(OnClientLevelStart);
DMFCBase->Set_OnClientLevelEnd(OnClientLevelEnd);
DMFCBase->Set_OnGameStateRequest(OnGameStateRequest);
DMFCBase->Set_OnPlayerConnect(OnPlayerConnect);
DMFCBase->Set_OnClientPlayerKilled(OnClientPlayerKilled);
DMFCBase->Set_OnServerCollide(OnServerCollide);
// DMFCBase->Set_OnClientCollide(OnClientCollide);
DMFCBase->Set_OnPLRInterval(OnPLRInterval);
DMFCBase->Set_OnPLRInit(OnPLRInit);
DMFCBase->Set_OnCanChangeTeam(OnCanChangeTeam);
DMFCBase->Set_OnSaveStatsToFile(OnSaveStatsToFile);
DMFCBase->Set_OnLevelEndSaveStatsToFile(OnLevelEndSaveStatsToFile);
DMFCBase->Set_OnDisconnectSaveStatsToFile(OnDisconnectSaveStatsToFile);
DMFCBase->Set_OnPrintScores(OnPrintScores);
DMFCBase->Set_OnPlayerEntersObserver(OnPlayerEntersObserver);
DMFCBase->Set_OnClientPlayerDisconnect(OnClientPlayerDisconnect);
DMFCBase->Set_OnPlayerChangeTeam(OnPlayerChangeTeam);
DMFCBase->Set_OnGetTokenString(OnGetTokenString);
// Setup arrays for easier to read code
dObjects = DMFCBase->GetObjects();
dPlayers = DMFCBase->GetPlayers();
dRooms = DMFCBase->GetRooms();
dNetPlayers = DMFCBase->GetNetPlayers();
netgame_info *Netgame = DMFCBase->GetNetgameInfo();
Netgame->flags |= (NF_TRACK_RANK);
CTFNumOfTeams = num_teams_to_use;
DMFCBase->GameInit(CTFNumOfTeams);
DLLCreateStringTable("CTF.str", &StringTable, &StringTableSize);
DLLmprintf(0, "%d strings loaded from string table\n", StringTableSize);
if (!StringTableSize) {
*all_ok = 0;
return;
}
ChangeNumberOfTeams(CTFNumOfTeams);
// add the death and suicide messages
DMFCBase->AddDeathMessage(TXT_DEATH1, true);
DMFCBase->AddDeathMessage(TXT_DEATH2, true);
DMFCBase->AddDeathMessage(TXT_DEATH3, false);
DMFCBase->AddDeathMessage(TXT_DEATH4, false);
DMFCBase->AddDeathMessage(TXT_DEATH5, true);
DMFCBase->AddDeathMessage(TXT_DEATH6, true);
DMFCBase->AddDeathMessage(TXT_DEATH7, false);
DMFCBase->AddDeathMessage(TXT_DEATH8, true);
DMFCBase->AddDeathMessage(TXT_DEATH9, true);
DMFCBase->AddDeathMessage(TXT_DEATH10, true);
DMFCBase->AddSuicideMessage(TXT_SUICIDE1);
DMFCBase->AddSuicideMessage(TXT_SUICIDE2);
DMFCBase->AddSuicideMessage(TXT_SUICIDE3);
DMFCBase->AddSuicideMessage(TXT_SUICIDE4);
DMFCBase->AddSuicideMessage(TXT_SUICIDE5);
DMFCBase->AddSuicideMessage(TXT_SUICIDE6);
// setup the Playerstats struct so DMFC can handle it automatically when a new player enters the game
DMFCBase->SetupPlayerRecord(sizeof(tPlayerStat), (int (*)(void *, uint8_t *))pack_pstat,
(int (*)(void *, uint8_t *))unpack_pstat);
DMFCBase->AddHUDItemCallback(HI_TEXT, DisplayHUDScores);
DMFCBase->RegisterPacketReceiver(SPID_GAMESTATE, ReceiveGameState);
DMFCBase->RegisterPacketReceiver(SPID_ADDDELFLAG, ServerIsTellingMeToAddorDelAFlag);
DMFCBase->RegisterPacketReceiver(SPID_COLLIDE, OnClientCollide);
// Load all the bitmaps
FlagBmp[RED_TEAM] = DLLbm_AllocLoadFileBitmap("RedFlagIcon.ogf", 0, BITMAP_FORMAT_1555);
FlagBmp[BLUE_TEAM] = DLLbm_AllocLoadFileBitmap("BlueFlagIcon.ogf", 0, BITMAP_FORMAT_1555);
FlagBmp[GREEN_TEAM] = DLLbm_AllocLoadFileBitmap("GreenFlagIcon.ogf", 0, BITMAP_FORMAT_1555);
FlagBmp[YELLOW_TEAM] = DLLbm_AllocLoadFileBitmap("YellowFlagIcon.ogf", 0, BITMAP_FORMAT_1555);
// athome bitmaps
FlagAHBmp[RED_TEAM] = DLLbm_AllocLoadFileBitmap("RedFlagIcon.ogf", 0, BITMAP_FORMAT_1555);
FlagAHBmp[BLUE_TEAM] = DLLbm_AllocLoadFileBitmap("BlueFlagIcon.ogf", 0, BITMAP_FORMAT_1555);
FlagAHBmp[GREEN_TEAM] = DLLbm_AllocLoadFileBitmap("GreenFlagIcon.ogf", 0, BITMAP_FORMAT_1555);
FlagAHBmp[YELLOW_TEAM] = DLLbm_AllocLoadFileBitmap("YellowFlagIcon.ogf", 0, BITMAP_FORMAT_1555);
DimFlagAHBmp[RED_TEAM] = DLLbm_AllocLoadFileBitmap("RedFlagIconDim.ogf", 0, BITMAP_FORMAT_1555);
DimFlagAHBmp[BLUE_TEAM] = DLLbm_AllocLoadFileBitmap("BlueFlagIconDim.ogf", 0, BITMAP_FORMAT_1555);
DimFlagAHBmp[GREEN_TEAM] = DLLbm_AllocLoadFileBitmap("GreenFlagIconDim.ogf", 0, BITMAP_FORMAT_1555);
DimFlagAHBmp[YELLOW_TEAM] = DLLbm_AllocLoadFileBitmap("YellowFlagIconDim.ogf", 0, BITMAP_FORMAT_1555);
// fill in the IDs
FlagIDs[RED_TEAM] = DLLFindObjectIDName("FlagRed");
FlagIDs[BLUE_TEAM] = DLLFindObjectIDName("Flagblue");
FlagIDs[GREEN_TEAM] = DLLFindObjectIDName("FlagGreen");
FlagIDs[YELLOW_TEAM] = DLLFindObjectIDName("FlagYellow");
AFlagIDs[RED_TEAM] = DLLFindObjectIDName("ShipRedFlag");
AFlagIDs[BLUE_TEAM] = DLLFindObjectIDName("ShipBlueFlag");
AFlagIDs[GREEN_TEAM] = DLLFindObjectIDName("ShipGreenFlag");
AFlagIDs[YELLOW_TEAM] = DLLFindObjectIDName("ShipYellowFlag");
// give initial values for the at home so they're set
FlagAtHome[RED_TEAM] = FlagAtHome[BLUE_TEAM] = FlagAtHome[GREEN_TEAM] = FlagAtHome[YELLOW_TEAM] = false;
// make sure all was init ok
for (int i = 0; i < DLLMAX_TEAMS; i++) {
if ((FlagBmp[i] <= BAD_BITMAP_HANDLE) || (FlagAHBmp[i] <= BAD_BITMAP_HANDLE) ||
(DimFlagAHBmp[i] <= BAD_BITMAP_HANDLE) || (FlagIDs[i] < 0) || (AFlagIDs[i] < 0)) {
*all_ok = 0;
return;
}
}
Highlight_bmp = DLLbm_AllocBitmap(32, 32, 0);
if (Highlight_bmp > BAD_BITMAP_HANDLE) {
uint16_t *data = DLLbm_data(Highlight_bmp, 0);
if (!data) {
// bail on out of here
*all_ok = 0;
return;
}
for (int x = 0; x < 32 * 32; x++) {
data[x] = GR_RGB16(50, 50, 50) | OPAQUE_FLAG;
}
}
// Load in and touch all the sounds so they're ready to rock
snd_score_ownteam = DLLFindSoundName(IGNORE_TABLE(SOUND_SCORE_OWNTEAM));
if (snd_score_ownteam != -1)
DLLTouchSound(snd_score_ownteam);
snd_score_otherteam = DLLFindSoundName(IGNORE_TABLE(SOUND_SCORE_OTHERTEAM));
if (snd_score_otherteam != -1)
DLLTouchSound(snd_score_otherteam);
snd_pickedup_otherteam = DLLFindSoundName(IGNORE_TABLE(SOUND_PICKUPFLAG_OWNTEAM));
if (snd_pickedup_otherteam != -1)
DLLTouchSound(snd_pickedup_otherteam);
snd_pickedup_ownteam = DLLFindSoundName(IGNORE_TABLE(SOUND_PICKUPFLAG_OTHERTEAM));
if (snd_pickedup_ownteam != -1)
DLLTouchSound(snd_pickedup_ownteam);
snd_return_ownteam = DLLFindSoundName(IGNORE_TABLE(SOUND_FLAGRETURNED_OWNTEAM));
if (snd_return_ownteam != -1)
DLLTouchSound(snd_return_ownteam);
snd_return_otherteam = DLLFindSoundName(IGNORE_TABLE(SOUND_FLAGRETURNED_OTHERTEAM));
if (snd_return_otherteam != -1)
DLLTouchSound(snd_return_otherteam);
snd_lose_ownteam = DLLFindSoundName(IGNORE_TABLE(SOUND_LOSEFLAG_OWNTEAM));
if (snd_lose_ownteam != -1)
DLLTouchSound(snd_lose_ownteam);
snd_lose_otherteam = DLLFindSoundName(IGNORE_TABLE(SOUND_LOSEFLAG_OTHERTEAM));
if (snd_lose_otherteam != -1)
DLLTouchSound(snd_lose_otherteam);
snd_hattrick_first = DLLFindSoundName(IGNORE_TABLE(SOUND_HATTRICK_FIRST));
if (snd_hattrick_first != -1)
DLLTouchSound(snd_hattrick_first);
snd_hattrick_reg = DLLFindSoundName(IGNORE_TABLE(SOUND_HATTRICK_REGULAR));
if (snd_hattrick_reg != -1)
DLLTouchSound(snd_hattrick_reg);
DisplayScoreScreen = false;
// Initialize the Stats Manager
// ----------------------------
tDmfcStatsInit tsi;
tDmfcStatsColumnInfo pl_col[7];
char gname[32];
strcpy(gname, TXT_CTF);
tsi.flags = DSIF_SHOW_PIC | DSIF_SHOW_OBSERVERICON | DSIF_SEPERATE_BY_TEAM;
tsi.cColumnCountDetailed = 0;
tsi.cColumnCountPlayerList = 7;
tsi.clbDetailedColumnBMP = NULL;
tsi.clbDetailedColumn = NULL;
tsi.clbPlayerColumn = DetermineScore;
tsi.clbPlayerColumnBMP = ShowStatBitmap;
tsi.DetailedColumns = NULL;
tsi.GameName = gname;
tsi.MaxNumberDisplayed = NULL;
tsi.PlayerListColumns = pl_col;
tsi.SortedPlayerRecords = SortedPlayers;
tsi.clTeamLine = TeamScoreCallback;
pl_col[0].color_type = DSCOLOR_TEAM;
pl_col[0].title[0] = '\0';
pl_col[0].type = DSCOL_BMP;
pl_col[0].width = 33;
pl_col[1].color_type = DSCOLOR_TEAM;
strcpy(pl_col[1].title, TXT_PILOT);
pl_col[1].type = DSCOL_PILOT_NAME;
pl_col[1].width = 120;
pl_col[2].color_type = DSCOLOR_TEAM;
strcpy(pl_col[2].title, TXT_POINTS);
pl_col[2].type = DSCOL_CUSTOM;
pl_col[2].width = 52;
pl_col[3].color_type = DSCOLOR_TEAM;
strcpy(pl_col[3].title, TXT_KILLS_SHORT);
pl_col[3].type = DSCOL_KILLS_LEVEL;
pl_col[3].width = 47;
pl_col[4].color_type = DSCOLOR_TEAM;
strcpy(pl_col[4].title, TXT_DEATHS_SHORT);
pl_col[4].type = DSCOL_DEATHS_LEVEL;
pl_col[4].width = 47;
pl_col[5].color_type = DSCOLOR_TEAM;
strcpy(pl_col[5].title, TXT_SUICIDES_SHORT);
pl_col[5].type = DSCOL_SUICIDES_LEVEL;
pl_col[5].width = 47;
pl_col[6].color_type = DSCOLOR_TEAM;
strcpy(pl_col[6].title, TXT_PING);
pl_col[6].type = DSCOL_PING;
pl_col[6].width = 40;
dstat->Initialize(&tsi);
}
// Called when the DLL is shutdown
void DLLFUNCCALL DLLGameClose() {
//@@SaveConfig();
//@@DMFCBase->CFGClose();
// Free all the bitmaps
DLLbm_FreeBitmap(FlagBmp[RED_TEAM]);
DLLbm_FreeBitmap(FlagBmp[BLUE_TEAM]);
DLLbm_FreeBitmap(FlagBmp[GREEN_TEAM]);
DLLbm_FreeBitmap(FlagBmp[YELLOW_TEAM]);
DLLbm_FreeBitmap(DimFlagAHBmp[RED_TEAM]);
DLLbm_FreeBitmap(DimFlagAHBmp[BLUE_TEAM]);
DLLbm_FreeBitmap(DimFlagAHBmp[GREEN_TEAM]);
DLLbm_FreeBitmap(DimFlagAHBmp[YELLOW_TEAM]);
DLLbm_FreeBitmap(FlagAHBmp[RED_TEAM]);
DLLbm_FreeBitmap(FlagAHBmp[BLUE_TEAM]);
DLLbm_FreeBitmap(FlagAHBmp[GREEN_TEAM]);
DLLbm_FreeBitmap(FlagAHBmp[YELLOW_TEAM]);
if (Highlight_bmp > BAD_BITMAP_HANDLE)
DLLbm_FreeBitmap(Highlight_bmp);
DLLDestroyStringTable(StringTable, StringTableSize);
if (dstat) {
dstat->DestroyPointer();
dstat = NULL;
}
if (DMFCBase) {
DMFCBase->GameClose();
DMFCBase->DestroyPointer();
DMFCBase = NULL;
}
}
/////////////////////////////////////////////////////////////
// DMFC Overrides
// OnHUDInterval
void OnHUDInterval(void) {
dstat->DoFrame();
DMFCBase->DisplayOutrageLogo();
DMFCBase->OnHUDInterval();
}
// OnInterval
void OnInterval(void) {
DMFCBase->GetSortedPlayerSlots(SortedPlayers, MAX_PLAYER_RECORDS);
SortTeamScores(SortedTeams, TeamScores);
// Determine if a flag has timed out yet
for (int i = 0; i < CTFNumOfTeams; i++) {
if ((HasFlag[i] == -1) && (!FlagAtHome[i])) {
// check the time out values
if (DMFCBase->GetGametime() >= Flag_timeout_timers[i]) {
// the timeout has expired, move home!
vector home_pos;
int home, objnum;
Flag_timeout_timers[i] = 0;
FlagAtHome[i] = true;
HasFlag[i] = -1;
home = GoalRooms[i];
objnum = -1;
// find the flag objnum
for (int o = 0; o < MAX_OBJECTS; o++) {
if (dObjects[o].type == OBJ_POWERUP && dObjects[o].id == FlagIDs[i]) {
// found it
objnum = o;
break;
}
}
if (objnum == -1) {
// hmm couldn't find the flag
// this is messed up...will create the flag on the server and all will be happy
if (DMFCBase->GetLocalRole() == LR_SERVER) {
int flagid = FlagIDs[i];
if ((flagid != -1) && (home >= 0) && (home <= DMFCBase->GetHighestRoomIndex()) &&
(!ROOMNUM_OUTSIDE(home)) && (dRooms[home].used)) {
// Safe to create the flag
DLLComputeRoomCenter(&home_pos, &dRooms[home]);
objnum = DLLObjCreate(OBJ_POWERUP, flagid, home, &home_pos, NULL, OBJECT_HANDLE_NONE);
DLLMultiSendObject(&dObjects[objnum], 0, true);
}
}
} else {
if ((home >= 0) && (home <= DMFCBase->GetHighestRoomIndex()) && (!ROOMNUM_OUTSIDE(home)) &&
(dRooms[home].used)) {
DLLComputeRoomCenter(&home_pos, &dRooms[home]);
DLLObjSetPos(&dObjects[objnum], &home_pos, home, NULL, false);
}
}
}
}
}
DMFCBase->OnInterval();
First_game_frame = true;
}
// OnKeypress
// What it needs to do:
// 1) Test for F7 keypress
void OnKeypress(int key) {
dllinfo *Data;
Data = DMFCBase->GetDLLInfoCallData();
switch (key) {
case K_F7:
DisplayScoreScreen = !DisplayScoreScreen;
DMFCBase->EnableOnScreenMenu(false);
dstat->Enable(DisplayScoreScreen);
break;
case K_PAGEDOWN:
if (DisplayScoreScreen) {
dstat->ScrollDown();
Data->iRet = 1;
}
break;
case K_PAGEUP:
if (DisplayScoreScreen) {
dstat->ScrollUp();
Data->iRet = 1;
}
break;
case K_F6:
DisplayScoreScreen = false;
dstat->Enable(false);
break;
case K_ESC:
if (DisplayScoreScreen) {
dstat->Enable(false);
DisplayScoreScreen = false;
Data->iRet = 1;
}
break;
}
DMFCBase->OnKeypress(key);
}
// OnServerGameCreated
// What it needs to do:
// 1) Zero out all the stats for every player
// 2) Zero out team scores
// 3) Display welcome message to server
void OnServerGameCreated(void) {
DMFCBase->OnServerGameCreated();
tPlayerStat *stat;
player_record *pr;
int i;
for (i = 0; i < MAX_PLAYER_RECORDS; i++) {
pr = DMFCBase->GetPlayerRecord(i);
if (pr) {
stat = (tPlayerStat *)pr->user_info;
if (stat) {
stat->Score[DSTAT_LEVEL] = 0;
stat->Score[DSTAT_OVERALL] = 0;
}
}
}
for (i = 0; i < CTFNumOfTeams; i++) {
TeamScores[i] = 0;
OverallTeamScores[i] = 0;
}
}
// OnClientLevelStart
// What it needs to do:
// 1) Zero out level scores for everyone
// 2) Reset colored balls
// 3) Zero out team scores
// 4) Set number of teams
// 5) If we are the server, create the flags and send them to the clients
void OnClientLevelStart(void) {
int i;
DMFCBase->OnClientLevelStart();
First_game_frame = false;
for (i = 0; i < MAX_PLAYER_RECORDS; i++) {
SortedPlayers[i] = -1;
}
for (i = 0; i < DLLMAX_TEAMS; i++) {
SortedTeams[i] = -1;
Flag_timeout_timers[i] = 0;
ChildFlags[i] = OBJECT_HANDLE_NONE;
}
Someone_has_hattrick = false;
tPlayerStat *stat;
player_record *pr;
for (i = 0; i < MAX_PLAYER_RECORDS; i++) {
pr = DMFCBase->GetPlayerRecord(i);
if (pr) {
stat = (tPlayerStat *)pr->user_info;
if (stat) {
stat->Score[DSTAT_LEVEL] = 0;
}
}
}
for (i = 0; i < DLLMAX_PLAYERS; i++) {
SetColoredBalls(i, true);
}
// fill in the goal room #'s
for (i = 0; i < DLLMAX_TEAMS; i++) {
GoalRooms[i] = DLLGetGoalRoomForTeam(i);
FlagAtHome[i] = true;
HasFlag[i] = -1;
TeamScores[i] = 0;
}
DMFCBase->SetNumberOfTeams(CTFNumOfTeams);
DLLMultiPaintGoalRooms(NULL);
// Bash the inventory since it doesn't get reset for the server
DLLInvReset(DMFCBase->GetPlayerNum(), true);
// Display our welcome message
display_my_welcome = true;
// If we are the server create the flags
if (DMFCBase->GetLocalRole() != LR_SERVER) {
// Get the game state
DMFCBase->RequestGameState();
return;
}
vector vpos;
int objnum;
int flagid, goalroom;
for (i = 0; i < CTFNumOfTeams; i++) {
flagid = FlagIDs[i];
goalroom = GoalRooms[i];
if ((flagid != -1) && (goalroom >= 0) && (goalroom <= DMFCBase->GetHighestRoomIndex()) &&
(!ROOMNUM_OUTSIDE(goalroom)) && (dRooms[goalroom].used)) {
// Safe to create the flag
DLLmprintf(0, "Creating %s Flag\n", DMFCBase->GetTeamString(i));
DLLComputeRoomCenter(&vpos, &dRooms[goalroom]);
objnum = DLLObjCreate(OBJ_POWERUP, flagid, goalroom, &vpos, NULL, OBJECT_HANDLE_NONE);
DLLMultiSendObject(&dObjects[objnum], 0, true);
}
}
}
// OnServerCollide
// What it needs to do:
// 1) See if the player has collided with a flag, if so pass to clients
void OnServerCollide(object *me_obj, object *it_obj) {
// see if we need to send this event to the clients
// only if me==player it==flag powerup
if (!me_obj || !it_obj)
return;
if ((me_obj->type == OBJ_PLAYER || me_obj->type == OBJ_GHOST) && (it_obj->type == OBJ_POWERUP))
if ((it_obj->id == FlagIDs[RED_TEAM]) || (it_obj->id == FlagIDs[BLUE_TEAM]) ||
(it_obj->id == FlagIDs[GREEN_TEAM]) || (it_obj->id == FlagIDs[YELLOW_TEAM])) {
// Start a packet for the collide
uint8_t data[MAX_GAME_DATA_SIZE];
int count = 0;
DMFCBase->StartPacket(data, SPID_COLLIDE, &count);
int start = count;
// we need me, it and me roomnum
MultiAddUshort((me_obj - dObjects), data, &count);
MultiAddUshort((it_obj - dObjects), data, &count);
MultiAddInt(it_obj->roomnum, data, &count);
DMFCBase->SendPacket(data, count, SP_ALL);
OnClientCollide(&data[start]);
}
}
// OnClientCollide
// What it needs to do:
// 1) See if Player collided with own flag
// 1.1) Check to see if in home goal
// 1.1.1) Reset colored balls
// 1.1.2) Remove all the flags from the inventory, send them back to their home goal
// 1.1.3) Add scores
// 1.1.4) Print out score
// 1.1.5) Do Kill Goal check
// 1,2) Move home flag to center of base
// 2) else collide with another team's flag
// 2.1) Add flag to inventory
// 2.2) Set rotating balls
// 2.3) Print out message
void OnClientCollide(uint8_t *data) {
object *me_obj, *it_obj;
int me_roomnum;
int count = 0;
int me_serv_objnum, it_serv_objnum, me_client_objnum, it_client_objnum;
me_serv_objnum = MultiGetUshort(data, &count);
it_serv_objnum = MultiGetUshort(data, &count);
me_roomnum = MultiGetInt(data, &count);
me_client_objnum = DMFCBase->ConvertServerToLocalObjnum(me_serv_objnum);
it_client_objnum = DMFCBase->ConvertServerToLocalObjnum(it_serv_objnum);
if (me_client_objnum == -1 || it_client_objnum == -1) {
Int3();
return;
}
me_obj = &dObjects[me_client_objnum];
it_obj = &dObjects[it_client_objnum];
// now process the collide
int fteam = -1; // flags team
int pnum = me_obj->id; // player number
int pteam = DMFCBase->GetPlayerTeam(pnum); // player's team
int i;
bool play_return_home_msg = false;
for (i = 0; i < CTFNumOfTeams; i++) {
if (it_obj->id == FlagIDs[i])
fteam = i;
}
if (fteam == -1) {
return; // something wrong, as none of the IDs are one of the flag's IDs
}
// Reset the timer for this flag since it's guaranteed someone owns it now
// or it has been sent home.
Flag_timeout_timers[fteam] = 0;
// Did player collide with his own team's flag?
if (fteam == pteam) {
int16_t flag_count = 0;
vector fpos;
int groom;
int flagcount;
int flagmask;
bool captured_flags[DLLMAX_TEAMS];
for (i = 0; i < DLLMAX_TEAMS; i++) {
captured_flags[i] = false;
}
// Check what room the player is in, if they're not in home base, then it's no score
if (GoalRooms[fteam] == me_roomnum) {
// ok so he is in his home base, now find out how many flags he has, score for each and return them home
flagcount = GetFlagCountForPlayer(pnum);
flagmask = GetFlagMaskForPlayer(pnum);
// now loop through the flags, check to see if we have them and handle it
for (i = 0; i < CTFNumOfTeams; i++) {
if (flagmask & 0x01) {
// we have the flag we're currently working on
captured_flags[i] = true;
groom = GoalRooms[i];
if ((groom >= 0) && (groom <= DMFCBase->GetHighestRoomIndex()) && (!ROOMNUM_OUTSIDE(groom)) &&
(dRooms[groom].used)) {
// the room is valid, so move it back to home
LoseFlagForPlayer(pnum, i);
if (DMFCBase->GetLocalRole() == LR_SERVER) {
// if we are the server create the object and send it on it's way to the player's
DLLComputeRoomCenter(&fpos, &dRooms[groom]);
int objnum = DLLObjCreate(OBJ_POWERUP, FlagIDs[i], groom, &fpos, NULL, OBJECT_HANDLE_NONE);
DLLMultiSendObject(&dObjects[objnum], 1, true);
} // end server create
} // end room ok
// set it's at home flag
FlagAtHome[i] = true;
} // end flag check
// rotate the flagmask over one to check for the next flag
flagmask = flagmask >> 1;
} // end for loop
// remove any rotating balls
SetColoredBalls(pnum, true);
// Now handle any scoring
int score = 0;
switch (flagcount) {
case 0:
break;
case 1:
score = 1;
break;
case 2:
score = 3;
break;
case 3:
score = 9;
break;
}
// print out the message and add to the scores
if (score) {
tPlayerStat *stat = (tPlayerStat *)DMFCBase->GetPlayerRecordData(pnum);
if (stat) {
stat->Score[DSTAT_LEVEL] += score;
stat->Score[DSTAT_OVERALL] += score;
if (stat->Score[DSTAT_LEVEL] == 3) {
if (Someone_has_hattrick) {
DLLAddHUDMessage(TXT_HATTRICK, dPlayers[pnum].callsign);
if (snd_hattrick_reg != -1)
DLLPlay2dSound(snd_hattrick_reg, MAX_GAME_VOLUME / 2);
} else {
DLLAddHUDMessage(TXT_HATTRICKFIRST, dPlayers[pnum].callsign);
if (snd_hattrick_first != -1)
DLLPlay2dSound(snd_hattrick_first, MAX_GAME_VOLUME / 2);
Someone_has_hattrick = true;
}
}
}
TeamScores[pteam] += score;
OverallTeamScores[pteam] += score;
int newscore = TeamScores[pteam];
switch (flagcount) {
case 1: {
char t[20];
t[0] = '\0';
for (int c = 0; c < DLLMAX_TEAMS; c++) {
if (captured_flags[c]) {
strcpy(t, DMFCBase->GetTeamString(c));
break;
}
}
DLLAddHUDMessage(TXT_CAPTURE, dPlayers[pnum].callsign, DMFCBase->GetTeamString(pteam), t);
} break;
case 2: {
char t[2][20];
t[0][0] = '\0';
t[1][0] = '\0';
int index = 0;
for (int c = 0; c < DLLMAX_TEAMS; c++) {
if (captured_flags[c]) {
strcpy(t[index], DMFCBase->GetTeamString(c));
index++;
if (index == 2)
break;
}
}
DLLAddHUDMessage(TXT_CAPTURETWO, dPlayers[pnum].callsign, DMFCBase->GetTeamString(pteam), t[0], t[1]);
} break;
case 3: {
char t[3][20];
t[0][0] = '\0';
t[1][0] = '\0';
t[2][0] = '\0';
int index = 0;
for (int c = 0; c < DLLMAX_TEAMS; c++) {
if (captured_flags[c]) {
strcpy(t[index], DMFCBase->GetTeamString(c));
index++;
if (index == 3)
break;
}
}
DLLAddHUDMessage(TXT_CAPTURETHREE, dPlayers[pnum].callsign, DMFCBase->GetTeamString(pteam), t[0], t[1], t[2]);
}
}
if (dPlayers[DMFCBase->GetPlayerNum()].team == pteam) {
if (snd_score_ownteam != -1)
DLLPlay2dSound(snd_score_ownteam, MAX_GAME_VOLUME / 2);
} else {
if (snd_score_otherteam != -1)
DLLPlay2dSound(snd_score_otherteam, MAX_GAME_VOLUME / 2);
}
// Set a Timer to display
if (WhoJustScoredTimer != -1)
DMFCBase->KillTimer(WhoJustScoredTimer);
WhoJustScoredTimer = DMFCBase->SetTimerInterval(OnTimerScore, 0.5f, 5.0f, OnTimerScoreKill);
WhoJustScored = pteam;
}
// do the killgoal check
int killgoal;
if (DMFCBase->GetScoreLimit(&killgoal)) {
if (TeamScores[pteam] >= killgoal) {
// That's all she wrote for this level
DLLmprintf(0, "OnClientCollide:Kill Goal Reached!\n");
DMFCBase->EndLevel();
}
}
} else {
DoFlagReturnedHome(pteam);
if (DMFCBase->CheckPlayerNum(pnum)) {
char parm1[20], parm2[20];
strcpy(parm1, DMFCBase->GetTeamString(pteam));
strcpy(parm2, DMFCBase->GetTeamString(fteam));
DLLAddHUDMessage(TXT_RETURN, dPlayers[pnum].callsign, parm1, parm2);
}
}
// since the player collided with his own team's flag we need to move the flag back home
FlagAtHome[pteam] = true;
HasFlag[pteam] = -1;
vector home_pos;
int home = GoalRooms[pteam];
if ((home >= 0) && (home <= DMFCBase->GetHighestRoomIndex()) && (!ROOMNUM_OUTSIDE(home)) && (dRooms[home].used)) {
DLLComputeRoomCenter(&home_pos, &dRooms[home]);
DLLObjSetPos(it_obj, &home_pos, home, NULL, false);
}
} // end Player Collides with own team's flag
else {
// The Player collide with another team's flag
FlagAtHome[fteam] = false;
// add the flag to the player
GivePlayerFlag(pnum, fteam);
if (dPlayers[DMFCBase->GetPlayerNum()].team == dPlayers[pnum].team) {
if (snd_pickedup_ownteam != -1)
DLLPlay2dSound(snd_pickedup_ownteam, MAX_GAME_VOLUME / 2);
} else {
if (snd_pickedup_otherteam != -1)
DLLPlay2dSound(snd_pickedup_otherteam, MAX_GAME_VOLUME / 2);
}
// Set a Timer to display
if (WhoJustFlaggedTimer != -1)
DMFCBase->KillTimer(WhoJustFlaggedTimer);
WhoJustFlaggedTimer = DMFCBase->SetTimerInterval(OnTimer, 0.5f, 5.0f, OnTimerKill);
WhoJustFlagged = fteam;
char parm1[20], parm2[20];
strcpy(parm1, DMFCBase->GetTeamString(pteam));
strcpy(parm2, DMFCBase->GetTeamString(fteam));
if (dObjects[dPlayers[pnum].objnum].roomnum == GoalRooms[fteam]) {
DLLAddHUDMessage(TXT_PICKUPFLAG, dPlayers[pnum].callsign, parm1, parm2);
} else {
DLLAddHUDMessage(TXT_PICKUPFLAGSPEW, dPlayers[pnum].callsign, parm1, parm2);
}
// remove the flag from the world
if (DMFCBase->GetLocalRole() == LR_SERVER) {
// tell the clients to remove this flag
DLLSetObjectDeadFlag(it_obj, true, false);
}
}
}
// OnGameStateRequest
// 1) Send game state to new player
void OnGameStateRequest(int player_num) {
SendGameState(player_num);
DMFCBase->OnGameStateRequest(player_num);
}
void OnPlayerConnect(int player_num) {
DMFCBase->OnPlayerConnect(player_num);
tPlayerStat *stat;
stat = (tPlayerStat *)DMFCBase->GetPlayerRecordData(player_num);
if (stat) {
stat->Score[DSTAT_LEVEL] = 0;
stat->Score[DSTAT_OVERALL] = 0;
}
if (player_num != DMFCBase->GetPlayerNum()) {
// announce the arrival of the player
DisplayWelcomeMessage(player_num);
}
}
void OnClientLevelEnd(void) { DMFCBase->OnClientLevelEnd(); }
void OnPlayerChangeTeam(int player_num, int newteam, bool announce, bool spew_onrespawn) {
DMFCBase->OnPlayerChangeTeam(player_num, newteam, announce, spew_onrespawn);
player_record *pr = DMFCBase->GetPlayerRecordByPnum(player_num);
}
// OnClientPlayerKilled
// 1) If suicide add to suicides
// 2) Else add to killer's kill, add to victim's deaths
// 3) Reset colored balls
// 4) If killed in a flag's home goal than put it in the center of the room
void OnClientPlayerKilled(object *killer_obj, int victim_pnum) {
int kpnum = -1;
if (killer_obj) {
if ((killer_obj->type == OBJ_PLAYER) || (killer_obj->type == OBJ_GHOST) || (killer_obj->type == OBJ_OBSERVER))
kpnum = killer_obj->id;
else if (killer_obj->type == OBJ_ROBOT || killer_obj->type == OBJ_BUILDING) {
// countermeasure kill
kpnum = DMFCBase->GetCounterMeasureOwner(killer_obj);
} else {
kpnum = -1;
}
}
HandlePlayerSpew(victim_pnum);
DMFCBase->OnClientPlayerKilled(killer_obj, victim_pnum);
}
void OnClientPlayerDisconnect(int player_num) {
HandlePlayerSpew(player_num);
DMFCBase->OnClientPlayerDisconnect(player_num);
}
void OnPlayerEntersObserver(int pnum, object *piggy) {
HandlePlayerSpew(pnum);
DMFCBase->OnPlayerEntersObserver(pnum, piggy);
}
bool OnCanChangeTeam(int pnum, int newteam) {
if (!DMFCBase->OnCanChangeTeam(pnum, newteam))
return false;
if (GetFlagCountForPlayer(pnum)) {
DMFCBase->AnnounceTeamChangeDeny(pnum);
return false;
}
return true;
}
bool compare_slots(int a, int b) {
int ascore, bscore;
player_record *apr, *bpr;
tPlayerStat *astat, *bstat;
apr = DMFCBase->GetPlayerRecord(a);
bpr = DMFCBase->GetPlayerRecord(b);
if (!apr)
return true;
if (!bpr)
return false;
if (apr->state == STATE_EMPTY)
return true;
if (bpr->state == STATE_EMPTY)
return false;
astat = (tPlayerStat *)apr->user_info;
bstat = (tPlayerStat *)bpr->user_info;
if ((apr->state == STATE_INGAME) && (bpr->state == STATE_INGAME)) {
// both players were in the game
ascore = (astat) ? astat->Score[DSTAT_LEVEL] : 0;
bscore = (bstat) ? bstat->Score[DSTAT_LEVEL] : 0;
return (ascore < bscore);
}
if ((apr->state == STATE_INGAME) && (bpr->state == STATE_DISCONNECTED)) {
// apr gets priority since he was in the game on exit
return false;
}
if ((apr->state == STATE_DISCONNECTED) && (bpr->state == STATE_INGAME)) {
// bpr gets priority since he was in the game on exit
return true;
}
// if we got here then both players were disconnected
ascore = (astat) ? astat->Score[DSTAT_LEVEL] : 0;
bscore = (bstat) ? bstat->Score[DSTAT_LEVEL] : 0;
return (ascore < bscore);
}
void OnPLRInit(void) {
int tempsort[MAX_PLAYER_RECORDS];
int i, t, j;
for (i = 0; i < MAX_PLAYER_RECORDS; i++) {
tempsort[i] = i;
}
for (i = 1; i <= MAX_PLAYER_RECORDS - 1; i++) {
t = tempsort[i];
// Shift elements down until
// insertion point found.
for (j = i - 1; j >= 0 && compare_slots(tempsort[j], t); j--) {
tempsort[j + 1] = tempsort[j];
}
// insert
tempsort[j + 1] = t;
}
// copy the array over
memcpy(SortedPlayers, tempsort, MAX_PLAYER_RECORDS * sizeof(int));
// Now fill in the final structure of sorted names
int TeamCount[DLLMAX_TEAMS];
int team;
for (i = 0; i < DLLMAX_TEAMS; i++)
TeamCount[i] = 0;
for (i = 0; i < MAX_PLAYER_RECORDS; i++) {
int slot = SortedPlayers[i];
player_record *pr = DMFCBase->GetPlayerRecord(slot);
if (pr && pr->state != STATE_EMPTY) {
if (DMFCBase->IsPlayerDedicatedServer(pr))
continue; // skip dedicated server
team = (pr->state == STATE_INGAME) ? dPlayers[pr->pnum].team : pr->team;
if (team >= CTFNumOfTeams)
team = 0;
SortedPLRPlayers[team][TeamCount[team]] = slot;
TeamCount[team]++;
}
}
for (i = 0; i < DLLMAX_TEAMS; i++) {
if (TeamCount[i] < MAX_PLAYER_RECORDS)
SortedPLRPlayers[i][TeamCount[i]] = -1;
}
DMFCBase->OnPLRInit();
}
void OnPLRInterval(void) {
DMFCBase->OnPLRInterval();
int TeamCol = 35;
int NameCol = 180;
int PointsCol = 320;
int KillsCol = 370;
int DeathsCol = 410;
int SuicidesCol = 450;
int y = 40;
int slot;
bool had_members;
player_record *pr;
tPlayerStat *stat;
DLLgrtext_SetFont((DMFCBase->GetGameFontTranslateArray())[SMALL_UI_FONT_INDEX]);
int height = DLLgrfont_GetHeight((DMFCBase->GetGameFontTranslateArray())[SMALL_UI_FONT_INDEX]) + 1;
// print out header
DLLgrtext_SetColor(GR_RGB(255, 255, 150));
DLLgrtext_Printf(PointsCol, y, TXT_POINTS);
DLLgrtext_Printf(NameCol, y, TXT_PILOT);
DLLgrtext_Printf(KillsCol, y, TXT_KILLS_SHORT);
DLLgrtext_Printf(DeathsCol, y, TXT_DEATHS_SHORT);
DLLgrtext_Printf(SuicidesCol, y, TXT_SUICIDES_SHORT);
y += height;
bool doing_connected = true;
do_disconnected_folk:
for (int team = 0; team < CTFNumOfTeams; team++) {
// process this team
bool show_team_label;
show_team_label = false;
if (!doing_connected) {
int temp_idx;
temp_idx = 0;
while (SortedPLRPlayers[team][temp_idx] != -1) {
int pnum = DMFCBase->WasPlayerInGameAtLevelEnd(SortedPLRPlayers[team][temp_idx]);
if (pnum == -1) {
show_team_label = true;
break;
}
temp_idx++;
}
} else {
show_team_label = true;
}
if (show_team_label) {
// is there anyone on this team?
DLLgrtext_SetColor(DMFCBase->GetTeamColor(team));
DLLgrtext_Printf(TeamCol, y, TXT_TEAMSCOREFORM, DMFCBase->GetTeamString(team), TeamScores[team],
OverallTeamScores[team]);
}
had_members = false;
for (int index = 0; index < MAX_PLAYER_RECORDS; index++) {
// get the player num
slot = SortedPLRPlayers[team][index];
if (slot == -1) // we are done with this team
break;
pr = DMFCBase->GetPlayerRecord(slot);
if (!pr || pr->state == STATE_EMPTY)
continue;
if (DMFCBase->IsPlayerDedicatedServer(pr))
continue;
if ((doing_connected && DMFCBase->WasPlayerInGameAtLevelEnd(slot) == -1) ||
(!doing_connected && DMFCBase->WasPlayerInGameAtLevelEnd(slot) != -1))
continue; // we're not handling them right now
stat = (tPlayerStat *)pr->user_info;
int pnum = DMFCBase->WasPlayerInGameAtLevelEnd(slot);
if (pnum != -1) {
DLLgrtext_SetColor(DMFCBase->GetTeamColor(team));
} else {
DLLgrtext_SetColor(GR_RGB(128, 128, 128));
}
// valid player
char temp[120];
snprintf(temp, sizeof(temp), "%s", pr->callsign);
DMFCBase->ClipString(PointsCol - NameCol - 10, temp, true);
DLLgrtext_Printf(NameCol, y, "%s", temp);
DLLgrtext_Printf(PointsCol, y, "%d", (stat) ? stat->Score[DSTAT_LEVEL] : 0);
DLLgrtext_Printf(KillsCol, y, "%d", pr->dstats.kills[DSTAT_LEVEL]);
DLLgrtext_Printf(DeathsCol, y, "%d", pr->dstats.deaths[DSTAT_LEVEL]);
DLLgrtext_Printf(SuicidesCol, y, "%d", pr->dstats.suicides[DSTAT_LEVEL]);
y += height;
if (y >= 440)
goto quick_exit;
had_members = true;
} // end for
if (!had_members) {
// skip a line
y += height;
if (y >= 440)
goto quick_exit;
}
// on to the next team
} // end for
if (doing_connected) {
doing_connected = false;
goto do_disconnected_folk;
}
quick_exit:;
}
void SaveStatsToFile(char *filename) {
CFILE *file;
DLLOpenCFILE(&file, filename, "wt");
if (!file) {
DLLmprintf(0, "Unable to open output file\n");
return;
}
// write out game stats
#define BUFSIZE 150
char buffer[BUFSIZE];
char tempbuffer[25];
int sortedslots[MAX_PLAYER_RECORDS];
player_record *pr, *dpr;
tPInfoStat stat;
tPlayerStat *ps;
int count, p;
int team;
// sort the stats
DMFCBase->GetSortedPlayerSlots(sortedslots, MAX_PLAYER_RECORDS);
int i, t, j;
for (i = 0; i < MAX_PLAYER_RECORDS; i++) {
sortedslots[i] = i;
}
for (i = 1; i <= MAX_PLAYER_RECORDS - 1; i++) {
t = sortedslots[i];
// Shift elements down until
// insertion point found.
for (j = i - 1; j >= 0 && compare_slots(sortedslots[j], t); j--) {
sortedslots[j + 1] = sortedslots[j];
}
// insert
sortedslots[j + 1] = t;
}
count = 1;
snprintf(buffer, sizeof(buffer), TXT_STAT_HEADING, (DMFCBase->GetNetgameInfo())->name,
(DMFCBase->GetCurrentMission())->cur_level);
DLLcf_WriteString(file, buffer);
for (i = 0; i < DMFCBase->GetNumTeams(); i++) {
int team = SortedTeams[i];
snprintf(buffer, sizeof(buffer), "%s: %d[%d]", DMFCBase->GetTeamString(team), TeamScores[team],
OverallTeamScores[team]);
DLLcf_WriteString(file, buffer);
}
strcpy(buffer, "\r\n");
DLLcf_WriteString(file, buffer);
// Write team members
DLLcf_WriteString(file, ""); // blank line
for (t = 0; t < DMFCBase->GetNumTeams(); t++) {
int team_i = SortedTeams[t];
snprintf(buffer, sizeof(buffer), "%s:", DMFCBase->GetTeamString(team_i));
DLLcf_WriteString(file, buffer);
for (p = 0; p < MAX_PLAYER_RECORDS; p++) {
pr = DMFCBase->GetPlayerRecord(sortedslots[p]);
if (pr && pr->state != STATE_EMPTY) {
if (DMFCBase->IsPlayerDedicatedServer(pr))
continue; // skip dedicated server
if (pr->team == team_i) { // Check if current team
snprintf(buffer, sizeof(buffer), " %s", pr->callsign);
DLLcf_WriteString(file, buffer);
}
}
}
}
DLLcf_WriteString(file, ""); // blank line
snprintf(buffer, sizeof(buffer), "%s", TXT_STAT_HEADINGA);
DLLcf_WriteString(file, buffer);
strcpy(buffer, "--------------------------------------------------------------------------------------------------");
DLLcf_WriteString(file, buffer);
for (int pslot = 0; pslot < MAX_PLAYER_RECORDS; pslot++) {
int real_slot = sortedslots[pslot];
pr = DMFCBase->GetPlayerRecord(real_slot);
if (pr && pr->state != STATE_EMPTY) {
if (DMFCBase->IsPlayerDedicatedServer(pr))
continue; // skip dedicated server
// we have a valid play
ps = (tPlayerStat *)pr->user_info;
memset(buffer, ' ', BUFSIZE);
team = pr->team;
snprintf(tempbuffer, sizeof(tempbuffer), "%d)", count);
memcpy(&buffer[0], tempbuffer, strlen(tempbuffer));
snprintf(tempbuffer, sizeof(tempbuffer), "%.6s", DMFCBase->GetTeamString(team));
memcpy(&buffer[5], tempbuffer, strlen(tempbuffer));
snprintf(tempbuffer, sizeof(tempbuffer), "%s%s", (pr->state == STATE_INGAME) ? "" : "*", pr->callsign);
memcpy(&buffer[12], tempbuffer, strlen(tempbuffer));
if (ps) {
snprintf(tempbuffer, sizeof(tempbuffer), "%d[%d]", ps->Score[DSTAT_LEVEL], ps->Score[DSTAT_OVERALL]);
memcpy(&buffer[41], tempbuffer, strlen(tempbuffer));
}
snprintf(tempbuffer, sizeof(tempbuffer), "%d[%d]", pr->dstats.kills[DSTAT_LEVEL],
pr->dstats.kills[DSTAT_OVERALL]);
memcpy(&buffer[53], tempbuffer, strlen(tempbuffer));
snprintf(tempbuffer, sizeof(tempbuffer), "%d[%d]", pr->dstats.deaths[DSTAT_LEVEL],
pr->dstats.deaths[DSTAT_OVERALL]);
memcpy(&buffer[65], tempbuffer, strlen(tempbuffer));
snprintf(tempbuffer, sizeof(tempbuffer), "%d[%d]", pr->dstats.suicides[DSTAT_LEVEL],
pr->dstats.suicides[DSTAT_OVERALL]);
memcpy(&buffer[76], tempbuffer, strlen(tempbuffer));
snprintf(tempbuffer, sizeof(tempbuffer), "%s", DMFCBase->GetTimeString(DMFCBase->GetTimeInGame(real_slot)));
memcpy(&buffer[86], tempbuffer, strlen(tempbuffer));
size_t pos = 86 + strlen(tempbuffer) + 1;
if (pos < BUFSIZE)
buffer[pos] = '\0';
buffer[BUFSIZE - 1] = '\0';
DLLcf_WriteString(file, buffer);
count++;
}
} // end for
DLLcf_WriteString(file, TXT_STAT_HEADINGB);
count = 1;
for (int s = 0; s < MAX_PLAYER_RECORDS; s++) {
p = sortedslots[s];
pr = DMFCBase->GetPlayerRecord(p);
if (pr && pr->state != STATE_EMPTY) {
if (DMFCBase->IsPlayerDedicatedServer(pr))
continue; // skip dedicated server
// Write out header
snprintf(buffer, sizeof(buffer), "%d) %s%s", count, (pr->state == STATE_INGAME) ? "" : "*", pr->callsign);
DLLcf_WriteString(file, buffer);
size_t length = strlen(buffer);
memset(buffer, '=', length);
buffer[length] = '\0';
DLLcf_WriteString(file, buffer);
// time in game
snprintf(buffer, sizeof(buffer), TXT_STAT_TIG, DMFCBase->GetTimeString(DMFCBase->GetTimeInGame(p)));
DLLcf_WriteString(file, buffer);
if (DMFCBase->FindPInfoStatFirst(p, &stat)) {
snprintf(buffer, sizeof(buffer), "%s", TXT_STAT_HEADINGC);
DLLcf_WriteString(file, buffer);
if (stat.slot != p) {
memset(buffer, ' ', BUFSIZE);
dpr = DMFCBase->GetPlayerRecord(stat.slot);
if (dpr) {
snprintf(tempbuffer, sizeof(tempbuffer), "%s", dpr->callsign);
memcpy(buffer, tempbuffer, strlen(tempbuffer));
snprintf(tempbuffer, sizeof(tempbuffer), "%d", stat.kills);
memcpy(&buffer[30], tempbuffer, strlen(tempbuffer));
snprintf(tempbuffer, sizeof(tempbuffer), "%d", stat.deaths);
memcpy(&buffer[40], tempbuffer, strlen(tempbuffer));
size_t pos = 40 + strlen(tempbuffer) + 1;
if (pos < BUFSIZE)
buffer[pos] = '\0';
buffer[BUFSIZE - 1] = '\0';
DLLcf_WriteString(file, buffer);
}
}
while (DMFCBase->FindPInfoStatNext(&stat)) {
if (stat.slot != p) {
memset(buffer, ' ', BUFSIZE);
dpr = DMFCBase->GetPlayerRecord(stat.slot);
if (dpr) {
snprintf(tempbuffer, sizeof(tempbuffer), "%s", dpr->callsign);
memcpy(buffer, tempbuffer, strlen(tempbuffer));
snprintf(tempbuffer, sizeof(tempbuffer), "%d", stat.kills);
memcpy(&buffer[30], tempbuffer, strlen(tempbuffer));
snprintf(tempbuffer, sizeof(tempbuffer), "%d", stat.deaths);
memcpy(&buffer[40], tempbuffer, strlen(tempbuffer));
size_t pos = 40 + strlen(tempbuffer) + 1;
if (pos < BUFSIZE)
buffer[pos] = '\0';
buffer[BUFSIZE - 1] = '\0';
DLLcf_WriteString(file, buffer);
}
}
}
}
DMFCBase->FindPInfoStatClose();
DLLcf_WriteString(file, ""); // skip a line
count++;
}
}
// done writing stats
DLLcfclose(file);
DLLAddHUDMessage(TXT_STAT_SAVED);
}
#define ROOTFILENAME "CTF"
void OnSaveStatsToFile(void) {
char filename[256];
DMFCBase->GenerateStatFilename(filename, ROOTFILENAME, false);
SaveStatsToFile(filename);
}
void OnLevelEndSaveStatsToFile(void) {
char filename[256];
DMFCBase->GenerateStatFilename(filename, ROOTFILENAME, true);
SaveStatsToFile(filename);
}
void OnDisconnectSaveStatsToFile(void) {
char filename[256];
DMFCBase->GenerateStatFilename(filename, ROOTFILENAME, false);
SaveStatsToFile(filename);
}
void OnPrintScores(int level) {
char buffer[256];
char name[70];
size_t t;
size_t pos[6];
size_t len[6];
for (int i = 0; i < CTFNumOfTeams; i++) {
snprintf(buffer, sizeof(buffer), "%s:%d\n", DMFCBase->GetTeamString(i), TeamScores[i]);
DPrintf(buffer);
}
memset(buffer, ' ', 256);
pos[0] = 0;
t = len[0] = 30; // give ample room for pilot name
pos[1] = pos[0] + t + 1;
t = len[1] = strlen(TXT_POINTS);
pos[2] = pos[1] + t + 1;
t = len[2] = strlen(TXT_KILLS_SHORT);
pos[3] = pos[2] + t + 1;
t = len[3] = strlen(TXT_DEATHS_SHORT);
pos[4] = pos[3] + t + 1;
t = len[4] = strlen(TXT_SUICIDES_SHORT);
pos[5] = pos[4] + t + 1;
t = len[5] = strlen(TXT_PING);
memcpy(&buffer[pos[0]], TXT_PILOT, strlen(TXT_PILOT));
memcpy(&buffer[pos[1]], TXT_POINTS, len[1]);
memcpy(&buffer[pos[2]], TXT_KILLS_SHORT, len[2]);
memcpy(&buffer[pos[3]], TXT_DEATHS_SHORT, len[3]);
memcpy(&buffer[pos[4]], TXT_SUICIDES_SHORT, len[4]);
memcpy(&buffer[pos[5]], TXT_PING, len[5]);
buffer[pos[5] + len[5] + 1] = '\n';
buffer[pos[5] + len[5] + 2] = '\0';
DPrintf(buffer);
int slot;
player_record *pr;
int pcount;
if (level < 0 || level >= MAX_PLAYER_RECORDS)
pcount = MAX_PLAYER_RECORDS;
else
pcount = level;
int sortedplayers[MAX_PLAYER_RECORDS];
DMFCBase->GetSortedPlayerSlots(sortedplayers, MAX_PLAYER_RECORDS);
for (int i = 0; i < pcount; i++) {
slot = sortedplayers[i];
pr = DMFCBase->GetPlayerRecord(slot);
if ((pr) && (pr->state != STATE_EMPTY)) {
if (DMFCBase->IsPlayerDedicatedServer(pr))
continue; // skip dedicated server
snprintf(name, sizeof(name), "%s%s: %.8s", (pr->state == STATE_DISCONNECTED) ? "*" : "", pr->callsign,
DMFCBase->GetTeamString(pr->team));
name[29] = '\0';
tPlayerStat *stat;
stat = (tPlayerStat *)pr->user_info;
memset(buffer, ' ', 256);
t = strlen(name);
memcpy(&buffer[pos[0]], name, (t < len[0]) ? t : len[0]);
snprintf(name, sizeof(name), "%d", (stat) ? stat->Score[DSTAT_LEVEL] : 0);
t = strlen(name);
memcpy(&buffer[pos[1]], name, (t < len[1]) ? t : len[1]);
snprintf(name, sizeof(name), "%d", pr->dstats.kills[DSTAT_LEVEL]);
t = strlen(name);
memcpy(&buffer[pos[2]], name, (t < len[2]) ? t : len[2]);
snprintf(name, sizeof(name), "%d", pr->dstats.deaths[DSTAT_LEVEL]);
t = strlen(name);
memcpy(&buffer[pos[3]], name, (t < len[3]) ? t : len[3]);
snprintf(name, sizeof(name), "%d", pr->dstats.suicides[DSTAT_LEVEL]);
t = strlen(name);
memcpy(&buffer[pos[4]], name, (t < len[4]) ? t : len[4]);
if (pr->state == STATE_INGAME)
snprintf(name, sizeof(name), "%.0f", dNetPlayers[pr->pnum].ping_time * 1000.0f);
else
strcpy(name, "---");
t = strlen(name);
memcpy(&buffer[pos[5]], name, (t < len[5]) ? t : len[5]);
buffer[pos[5] + len[5] + 1] = '\n';
buffer[pos[5] + len[5] + 2] = '\0';
DPrintf(buffer);
}
}
}
// DMFCApp::HandlePlayerSpew
//
// If a player dies, becomes an observer or disconnects, it's possible that they
// have a flag or more. This function will handle setting certain variables, timer
// and other various settings related to a flag spew
void HandlePlayerSpew(int pnum) {
// Handle dropping the flag if the player had one
uint8_t flaginfo = GetFlagCountForPlayer(pnum);
uint8_t flagmask = GetFlagMaskForPlayer(pnum);
if (flaginfo == 0) {
return;
}
// Ok the player has flags, lets make sure everything that needs to happen, happens
// 1) We need to clear flags and colored ball indicator
// 2) If they are dying in a homebase of one of the flags they have, than set the
// flag home.
// 3) Start a timer if the flag spews outside of a base
// If we got here than the player has a flag
vector fpos; // used to hold the center pos of the room
bool play_lose = false; // set true if the player lost a flag (ummm, this is guaranteed)
// loop through all the possible flags and check to see what they had
for (int color = 0; color < DLLMAX_TEAMS; color++) {
// check if the ID exists, and if this player had that color flag
if ((FlagIDs[color] != -1) && (flagmask & 0x01)) {
play_lose = true;
// now check to see if they are in the flag's home goal
if (GoalRooms[color] == dObjects[pnum].roomnum) {
// we are!
// so remove the flag from the inventory (so it don't get spewed)
DLLInvRemove(pnum, OBJ_POWERUP, FlagIDs[color]);
DoFlagReturnedHome(color);
// set the at home flag
FlagAtHome[color] = true;
if (DMFCBase->GetLocalRole() == LR_SERVER) {
// if we are the server put the flag back in the center of the goal and tell all the players to do the same
DLLComputeRoomCenter(&fpos, &dRooms[GoalRooms[color]]);
int objnum = DLLObjCreate(OBJ_POWERUP, FlagIDs[color], GoalRooms[color], &fpos, NULL, OBJECT_HANDLE_NONE);
DLLMultiSendObject(&dObjects[objnum], 1, true);
}
} else {
// ok the flag is spewing out into the great beyond
// Start the timer!
Flag_timeout_timers[color] = DMFCBase->GetGametime() + FLAG_TIMEOUT_VALUE;
}
// player has the flag
LoseFlagForPlayer(pnum, color, false);
}
// rotate flagmask so it is pointing at the next bit
flagmask = (flagmask >> 1);
}
// Reset colored balls
SetColoredBalls(pnum, true);
if (play_lose)
DoLoseFlag(DMFCBase->GetPlayerTeam(pnum));
}
/////////////////////////////////////////////////////////////
// CTF Functions
void DisplayHUDScores(struct tHUDItem *hitem) {
if (display_my_welcome) {
// announce our arrival to ourselves (as server)
DisplayWelcomeMessage(DMFCBase->GetPlayerNum());
display_my_welcome = false;
}
if (!First_game_frame || DisplayScoreScreen) // interval hasn't been called yet or we are display the stats
return;
uint8_t alpha = DMFCBase->ConvertHUDAlpha((uint8_t)((DisplayScoreScreen) ? 128 : 255));
int height = DLLgrfont_GetHeight((DMFCBase->GetGameFontTranslateArray())[HUD_FONT_INDEX]) + 3;
int y = 170;
int x = 540;
int team = DMFCBase->GetPlayerTeam(DMFCBase->GetPlayerNum());
int myteam = team;
int i;
// Flag bitmaps
// if (HasFlag[team]!=-1) then draw a dimmed flag with the team flag of who has it on top
// if (HasFlag[team]==-1) && (FlagAtHome[team]==true) then draw normal flag
// if (HasFlag[team]==-1) && (FlagAtHome[team]==false) then draw dimmed flag
int cx, cy;
for (i = 0; i < CTFNumOfTeams; i++) {
// first determine the x and y
switch (i) {
case RED_TEAM:
cx = x;
cy = height + 5;
break;
case BLUE_TEAM:
cx = x + 33;
cy = height + 5;
break;
case GREEN_TEAM:
cx = x;
cy = 2 * height + 41;
break;
case YELLOW_TEAM:
cx = x + 33;
cy = 2 * height + 41;
break;
}
if ((WhoJustFlagged != i) || (DisplayFlagBlink)) {
if (HasFlag[i] != -1) {
// draw dimmed flag with corner as the team who has the flag
DLLRenderHUDQuad(cx, cy, DLLbm_w(DimFlagAHBmp[i], 0), DLLbm_h(DimFlagAHBmp[i], 0), 0, 0, 1, 1, DimFlagAHBmp[i],
alpha, 0);
DLLRenderHUDQuad(cx + 16, cy, 16, 16, 0, 0, 1, 1, FlagBmp[DMFCBase->GetPlayerTeam(HasFlag[i])], alpha, 0);
} else {
if (FlagAtHome[i]) {
// draw normal flag
DLLRenderHUDQuad(cx, cy, DLLbm_w(FlagAHBmp[i], 0), DLLbm_h(FlagAHBmp[i], 0), 0, 0, 1, 1, FlagAHBmp[i], alpha,
0);
} else {
// draw dimmed flag
int f_height = DLLbm_h(DimFlagAHBmp[i], 0);
DLLRenderHUDQuad(cx, cy, DLLbm_w(DimFlagAHBmp[i], 0), f_height, 0, 0, 1, 1, DimFlagAHBmp[i], alpha, 0);
// Draw timeout time
int time_left;
time_left = (int)(Flag_timeout_timers[i] - DMFCBase->GetGametime());
if (time_left > 0 && Flag_timeout_timers[i] != 0) {
int minutes;
minutes = time_left / 60;
time_left = time_left % 60;
DLLRenderHUDText(GR_GREEN, alpha, 0, cx, cy + 2 + f_height, "%01d:%02d", minutes, time_left);
}
}
}
}
}
x = 520;
if (Highlight_bmp <= BAD_BITMAP_HANDLE) {
// write the name of your team at the top of the screen since for some reason we don't a highlight bmp
DLLRenderHUDText(DMFCBase->GetTeamColor(team), alpha, 0, x, y, TXT_TEAMFORM, DMFCBase->GetTeamString(team));
y += height;
}
// determine coordinates to use here
// we'll use a virtual width of 85 pixels on a 640x480 screen
// so first determine the new width
int name_width = 85.0f * DMFCBase->GetHudAspectX();
int score_width = DLLgrtext_GetTextLineWidth("888");
int name_x = DMFCBase->GetGameWindowW() - name_width - score_width - 10;
int score_x = DMFCBase->GetGameWindowW() - score_width - 5;
y = (DMFCBase->GetGameWindowH() / 2) - ((height * DMFCBase->GetNumTeams()) / 2);
// draw the team scores
for (team = 0; team < DLLMAX_TEAMS; team++) {
i = SortedTeams[team];
if (i >= CTFNumOfTeams)
continue;
if ((WhoJustScored != i) || (DisplayScoreBlink)) {
// determine the number of players on the team
int num_players;
num_players = 0;
for (int w = 0; w < DLLMAX_PLAYERS; w++) {
if (DMFCBase->CheckPlayerNum(w) && dPlayers[w].team == i && !DMFCBase->IsPlayerDedicatedServer(w))
num_players++;
}
if (i == myteam && Highlight_bmp > BAD_BITMAP_HANDLE) {
// draw the highlite bar in the background
DLLrend_SetAlphaValue(alpha * 0.50f);
DLLrend_SetZBufferState(0);
DLLrend_SetTextureType(TT_LINEAR);
DLLrend_SetLighting(LS_NONE);
DLLrend_SetAlphaType(AT_CONSTANT_TEXTURE);
DLLrend_DrawScaledBitmap(name_x - 2, y - 2, score_x + score_width + 2, y + height - 1, Highlight_bmp, 0, 0, 1,
1, 1.0, BITMAP_FORMAT_1555, NULL);
DLLrend_SetZBufferState(1);
}
char team_name[MAX_TEAMNAME_LEN + 5];
snprintf(team_name, sizeof(team_name), "[%d]%s", num_players, DMFCBase->GetTeamString(i));
// DMFCBase->ClipString(615 - x - 10,team_name,true);
// DLLRenderHUDText(DMFCBase->GetTeamColor(i),alpha,0,x,y,team_name);
// DLLRenderHUDText(DMFCBase->GetTeamColor(i),alpha,0,615,y,"%d",TeamScores[i]);
DMFCBase->ClipString(name_width, team_name, true);
DLLgrtext_SetAlpha(alpha);
DLLgrtext_SetColor(DMFCBase->GetTeamColor(i));
DLLgrtext_Printf(name_x, y, team_name);
DLLgrtext_Printf(score_x, y, "%d", TeamScores[i]);
}
y += height;
}
// draw the bitmap for any flags you have currently
int flagcount;
int flagmask;
flagcount = GetFlagCountForPlayer(DMFCBase->GetPlayerNum());
flagmask = GetFlagMaskForPlayer(DMFCBase->GetPlayerNum());
if (flagcount == 0)
return;
y += 5;
for (i = 0; i < CTFNumOfTeams; i++) {
if (flagmask & 0x01) {
// we have the flag
DLLRenderHUDQuad(x, y, DLLbm_w(FlagBmp[i], 0) / 2, DLLbm_h(FlagBmp[i], 0) / 2, 0, 0, 1, 1, FlagBmp[i], alpha, 0);
x += DLLbm_w(FlagBmp[i], 0) + 3;
}
// adjust the flagmask for the next flag
flagmask = flagmask >> 1;
}
}
#define compGT(a, b) (a < b)
void SortTeamScores(int *sortedindex, int *scores) {
int t;
int i, j;
// copy scores into scoreinfo array
for (i = 0; i < DLLMAX_TEAMS; i++) {
sortedindex[i] = i;
}
for (i = 1; i <= DLLMAX_TEAMS - 1; i++) {
t = sortedindex[i];
// Shift elements down until
// insertion point found.
for (j = i - 1; j >= 0 && compGT(scores[sortedindex[j]], scores[t]); j--) {
sortedindex[j + 1] = sortedindex[j];
}
// insert
sortedindex[j + 1] = t;
}
}
void DisplayWelcomeMessage(int player_num) {
char name_buffer[64];
strcpy(name_buffer, (DMFCBase->GetPlayers())[player_num].callsign);
if (player_num == DMFCBase->GetPlayerNum()) {
DLLAddHUDMessage(TXT_WELCOME, name_buffer);
} else {
DLLAddHUDMessage(TXT_JOINED, name_buffer);
}
}
// adds a colored ball to a player (without removing what he has already)
void SetColoredBalls(int playernum, bool reset) {
float redb[4];
float greenb[4];
float blueb[4];
if (reset) {
DLLPlayerSetRotatingBall(playernum, 0, 0, NULL, NULL, NULL);
return;
}
int flagcount;
int flagmask;
bool red, blue, green, yellow;
red = blue = green = yellow = false;
flagcount = GetFlagCountForPlayer(playernum);
flagmask = GetFlagMaskForPlayer(playernum);
if (flagcount == 0) {
DLLPlayerSetRotatingBall(playernum, 0, 0, NULL, NULL, NULL);
return;
}
if (flagmask & FLAGMASK_REDTEAM)
red = true;
if (flagmask & FLAGMASK_BLUETEAM)
blue = true;
if (flagmask & FLAGMASK_GREENTEAM)
green = true;
if (flagmask & FLAGMASK_YELLOWTEAM)
yellow = true;
for (int i = 0; i < flagcount; i++) {
if (red) {
red = false;
redb[i] = 1;
greenb[i] = 0;
blueb[i] = 0;
} else if (blue) {
blue = false;
redb[i] = 0;
greenb[i] = 0;
blueb[i] = 1;
} else if (green) {
green = false;
redb[i] = 0;
greenb[i] = 1;
blueb[i] = 0;
} else if (yellow) {
yellow = false;
redb[i] = 1;
greenb[i] = 1;
blueb[i] = 0;
}
}
DLLPlayerSetRotatingBall(playernum, flagcount, 0, redb, greenb, blueb);
}
// Allows for dynamic changing of the number of teams in the game
void ChangeNumberOfTeams(int newsize) {
CTFNumOfTeams = newsize;
DMFCBase->SetNumberOfTeams(CTFNumOfTeams);
}
void DoFlagReturnedHome(int team) {
if (DMFCBase->GetPlayerTeam(DMFCBase->GetPlayerNum()) == team) {
if (snd_return_ownteam != -1)
DLLPlay2dSound(snd_return_ownteam, MAX_GAME_VOLUME / 2);
} else {
if (snd_return_otherteam != -1)
DLLPlay2dSound(snd_return_otherteam, MAX_GAME_VOLUME / 2);
}
}
void DoLoseFlag(int team) {
if (DMFCBase->GetPlayerTeam(DMFCBase->GetPlayerNum()) == team) {
if (snd_lose_ownteam != -1)
DLLPlay2dSound(snd_lose_ownteam, MAX_GAME_VOLUME / 2);
} else {
if (snd_lose_otherteam != -1)
DLLPlay2dSound(snd_lose_otherteam, MAX_GAME_VOLUME / 2);
}
}
// VerifyFlagPosition
// Call this at certain intervals to verify a flags position. It will look at the
// flags room and makes sure that if it's in it's home room, the correct values
// are set, and vice versa.
void VerifyFlagPosition(void) {}
// AddFlagToPlayer
// gives a player a flag
bool AddFlagToPlayer(int pnum, int team, int flagobjnum) {
object *pobj = &dObjects[dPlayers[pnum].objnum];
bool ret = true;
if (DMFCBase->GetLocalRole() == LR_SERVER) {
// We're the server, so we need to create the flag and tell the clients, and then attach it
flagobjnum = DLLObjCreate(OBJ_POWERUP, AFlagIDs[team], pobj->roomnum, &pobj->pos, NULL, OBJECT_HANDLE_NONE);
if (flagobjnum != -1) {
// tell the clients that the flag has been created and they should attach it
TellClientsToAddorDelFlag(pnum, team, flagobjnum, true);
}
// Attach the flag
// 1st figure out how many flags the guy already has
// -------------------------------------------------
int max_num_attach = 3; // based off chrishack for multiplayer
int num_attached = 0;
if (!pobj->attach_children)
ret = false;
else {
for (int ap = 0; ap < max_num_attach; ap++) {
if (pobj->attach_children[ap] != OBJECT_HANDLE_NONE) {
// attempt to make sure it's a valid object
object *tobj;
if (DLLObjGet(pobj->attach_children[ap], &tobj)) {
num_attached++;
}
}
}
// 2nd num_attached is the current number of flags this object has
// ---------------------------------------------------------------
switch (num_attached) {
case 0: {
// the easy case, nothing is attached, so just attach it to ap0
ret = DLLAttachObject(pobj, 0, &dObjects[flagobjnum], 0, true);
} break;
case 1: {
bool retval;
object *tobj;
// we should have a flag at ap0, move it to ap1
ASSERT(pobj->attach_children[0] != OBJECT_HANDLE_NONE);
int saved_ap0 = pobj->attach_children[0];
retval = DLLUnattachChild(pobj, 0);
ASSERT(retval);
retval = DLLObjGet(saved_ap0, &tobj);
ASSERT(retval);
// attach to ap1
retval = DLLAttachObject(pobj, 1, tobj, 0, true);
ASSERT(retval);
// attach new flag to ap2
retval = DLLAttachObject(pobj, 2, &dObjects[flagobjnum], 0, true);
ASSERT(retval);
ret = retval;
} break;
case 2: {
// we should have a flag at ap1 and ap2
// so just add this to ap3
// attach new flag to ap3
ret = DLLAttachObject(pobj, 0, &dObjects[flagobjnum], 0, true);
} break;
case 3:
default: {
Int3(); // Get Jeff
ret = false;
} break;
}
}
if (!ret) {
// couldn't attach the flag
mprintf(0, "CTF: COULDN'T ATTACH FLAG TO PLAYER, DELETING\n");
// tell the clients to remove this flag
DLLSetObjectDeadFlag(&dObjects[flagobjnum], true, false);
}
}
if (flagobjnum == -1) {
// there was an error creating the flag...not good
mprintf(0, "CTF: Couldn't create/unhash flag for attachment\n");
DMFCBase->DisconnectMe();
return false;
}
ChildFlags[team] = dObjects[flagobjnum].handle;
return ret;
}
// RemoveFlagFromPlayer
// removes a flag from a player
bool RemoveFlagFromPlayer(int pnum, int team) {
int flagobjnum = -1;
if (DMFCBase->GetLocalRole() == LR_SERVER) {
if (ChildFlags[team] == OBJECT_HANDLE_NONE)
return false;
object *fptr;
if (!DLLObjGet(ChildFlags[team], &fptr)) {
// the flag is already dead?!?
return false;
}
DLLSetObjectDeadFlag(fptr, true, false);
// tell the clients to remove the flag
TellClientsToAddorDelFlag(pnum, team, -1, false);
}
ChildFlags[team] = OBJECT_HANDLE_NONE;
return true;
}
void TellClientsToAddorDelFlag(int pnum, int team, int objnum, bool add) {
if (add) {
// if we are adding a flag, than we need to send the object to them to make sure that
// they have it for when we go to process it
DLLMultiSendObject(&dObjects[objnum], false, true);
}
uint8_t data[MAX_GAME_DATA_SIZE];
int size = 0;
DMFCBase->StartPacket(data, SPID_ADDDELFLAG, &size);
MultiAddByte(pnum, data, &size);
MultiAddByte(team, data, &size);
MultiAddByte(add, data, &size);
if (add) {
// add the objnum of the flag and pack it into the packet
MultiAddInt(objnum, data, &size);
}
DMFCBase->SendPacket(data, size, SP_ALL);
}
void ServerIsTellingMeToAddorDelAFlag(uint8_t *data) {
int size = 0;
int pnum, team;
bool add;
pnum = MultiGetByte(data, &size);
team = MultiGetByte(data, &size);
add = (MultiGetByte(data, &size)) ? true : false;
// determine if we should add or delete a flag
if (add) {
int objnum;
objnum = MultiGetInt(data, &size);
objnum = DMFCBase->ConvertServerToLocalObjnum(objnum);
if (objnum == -1) {
// uh oh...corruption???
FatalError("CTF: Server->Local Object Corruption\n");
return;
}
AddFlagToPlayer(pnum, team, objnum);
} else {
RemoveFlagFromPlayer(pnum, team);
}
}
/////////////////////////////////
// Timer event handlers
void OnTimer(void) { DisplayFlagBlink = !DisplayFlagBlink; }
void OnTimerKill(void) {
DisplayFlagBlink = true;
WhoJustFlagged = WhoJustFlaggedTimer = -1;
}
void OnTimerScore(void) { DisplayScoreBlink = !DisplayScoreBlink; }
void OnTimerScoreKill(void) {
DisplayScoreBlink = true;
WhoJustScored = WhoJustScoredTimer = -1;
}
///////////////////////////////////////////////////////////////////////////////////
int PackByte(uint8_t byte, uint8_t *buffer, int pos) {
buffer[pos] = byte;
pos++;
return pos;
}
int UnPackByte(uint8_t *byte, uint8_t *buffer, int pos) {
*byte = buffer[pos];
pos++;
return pos;
}
int PackBytes(uint8_t *bytes, int count, uint8_t *buffer, int pos) {
memcpy(&buffer[pos], bytes, count);
pos += count;
return pos;
}
int UnPackBytes(uint8_t *bytes, int count, uint8_t *buffer, int pos) {
memcpy(bytes, &buffer[pos], count);
pos += count;
return pos;
}
int PackWord(uint16_t word, uint8_t *buffer, int pos) { return PackBytes((uint8_t *)&word, sizeof(uint16_t), buffer, pos); }
int UnPackWord(uint16_t *word, uint8_t *buffer, int pos) { return UnPackBytes((uint8_t *)word, sizeof(uint16_t), buffer, pos); }
int PackInt(int data, uint8_t *buffer, int pos) { return PackBytes((uint8_t *)&data, sizeof(int), buffer, pos); }
int UnPackInt(int *data, uint8_t *buffer, int pos) { return UnPackBytes((uint8_t *)data, sizeof(int), buffer, pos); }
int PackArray(uint8_t *data, int size, int count, uint8_t *buffer, int pos) {
return PackBytes(data, size * count, buffer, pos);
}
int UnPackArray(uint8_t *data, int size, int count, uint8_t *buffer, int pos) {
return UnPackBytes(data, size * count, buffer, pos);
}
void SendGameState(int pnum) {
uint8_t data[MAX_GAME_DATA_SIZE];
int count = 0;
int i;
DMFCBase->StartPacket(data, SPID_GAMESTATE, &count);
// pack number of teams in this game
MultiAddInt(CTFNumOfTeams, data, &count);
// pack flag whether someone has scored a hattrick
MultiAddByte(Someone_has_hattrick, data, &count);
for (i = 0; i < DLLMAX_TEAMS; i++) {
// Pack FlagAtHome
MultiAddByte(FlagAtHome[i], data, &count);
// pack flag timeout timers
MultiAddFloat(Flag_timeout_timers[i], data, &count);
// pack team scores
MultiAddInt(TeamScores[i], data, &count);
// pack overall team scores
MultiAddInt(OverallTeamScores[i], data, &count);
// pack who has flag data
MultiAddInt(HasFlag[i], data, &count);
}
uint16_t server_objnums[DLLMAX_TEAMS];
for (i = 0; i < DLLMAX_TEAMS; i++) {
if (ChildFlags[i] == OBJECT_HANDLE_NONE) {
// slot not in use
server_objnums[i] = 65535;
} else {
// should be a valid slot
object *obj;
if (!DLLObjGet(ChildFlags[i], &obj)) {
// ok it's not a valid slot...hrm
ChildFlags[i] = OBJECT_HANDLE_NONE;
server_objnums[i] = 65535;
} else {
// it's valid
int objnum = (obj - dObjects);
server_objnums[i] = objnum;
}
}
}
// pack attached flag handles
for (i = 0; i < DLLMAX_TEAMS; i++) {
MultiAddUshort(server_objnums[i], data, &count);
}
DMFCBase->SendPacket(data, count, pnum);
}
void ReceiveGameState(uint8_t *data) {
int count = 0;
int num_teams;
int i;
for (i = 0; i < DLLMAX_PLAYERS; i++) {
// reset everything
SetColoredBalls(i, true);
for (int t = 0; t < DLLMAX_TEAMS; t++) {
while (DLLInvCheckItem(i, OBJ_POWERUP, FlagIDs[t])) {
DLLInvRemove(i, OBJ_POWERUP, FlagIDs[t]);
}
}
}
// Read num teams
num_teams = MultiGetInt(data, &count);
ChangeNumberOfTeams(num_teams);
// see if someone has had a hattrick yet
Someone_has_hattrick = (MultiGetByte(data, &count)) ? true : false;
for (i = 0; i < DLLMAX_TEAMS; i++) {
// UnPack FlagAtHome
FlagAtHome[i] = (MultiGetByte(data, &count)) ? true : false;
// unpack flag timeout timers
Flag_timeout_timers[i] = MultiGetFloat(data, &count);
// unpack team scores
TeamScores[i] = MultiGetInt(data, &count);
// unpack overall team scores
OverallTeamScores[i] = MultiGetInt(data, &count);
// unpack who has flag data
HasFlag[i] = MultiGetInt(data, &count);
}
// go through the HasFlag array and put items in the inventory, and add colored balls
for (i = 0; i < DLLMAX_TEAMS; i++) {
if (HasFlag[i] != -1) {
DLLInvAddTypeID(HasFlag[i], OBJ_POWERUP, FlagIDs[i], -1, -1, 0, NULL);
// put some balls on the guy
SetColoredBalls(HasFlag[i]);
}
}
uint16_t server_objnums[DLLMAX_TEAMS];
// unpack attached flag handles
for (i = 0; i < DLLMAX_TEAMS; i++) {
server_objnums[i] = MultiGetUshort(data, &count);
}
// the final step, match the server_objnums->ChildFlags and Attach the flags
for (i = 0; i < DLLMAX_TEAMS; i++) {
if (server_objnums[i] != 65535) {
// we should have a real object here
uint16_t our_objnum = DMFCBase->ConvertServerToLocalObjnum(server_objnums[i]);
if (our_objnum == -1) {
// fatal error
mprintf(0, "CTF: Local Objnums don't match server objnums\n");
ChildFlags[i] = OBJECT_HANDLE_NONE;
DMFCBase->DisconnectMe();
} else {
// yeah! a valid objnum, attach it!!!
if (HasFlag[i] != -1)
AddFlagToPlayer(HasFlag[i], i, our_objnum);
else {
// hmm, HasFlag doesn't match ChildFlags
mprintf(0, "CTF: HasFlag doesn't match ChildFlags!!!!\n");
ChildFlags[i] = OBJECT_HANDLE_NONE;
}
}
} else {
// ok invalid...
ChildFlags[i] = OBJECT_HANDLE_NONE;
}
}
}
/*
********************************************************************************************
*/
// returns the number of flags a player has, 0 if none, or an invalid pnum
int GetFlagCountForPlayer(int pnum) {
// 1st check the pnum, make sure it is OK, is it isn't, return 0
if (pnum < 0 || pnum >= DLLMAX_PLAYERS) {
// invalid player number, return 0 flags
mprintf(0, "CTF: Invalid PNUM passed to GetFlagCountForPlayer()\n");
return 0;
}
int flag_count = 0;
// 2nd, go through all the team flags, and check the player's inventory, see if they have the ID,
// if so, add it to their count
for (int i = 0; i < DLLMAX_TEAMS; i++) {
if (DLLInvCheckItem(pnum, OBJ_POWERUP, FlagIDs[i])) {
// they have this flag
flag_count++;
}
}
return flag_count;
}
// returns the mask of which flags this player currently has
uint8_t GetFlagMaskForPlayer(int pnum) {
// 1st check the pnum, make sure it is OK, if it isn't, return 0, meaning no flags
if (pnum < 0 || pnum >= DLLMAX_PLAYERS) {
// invalid player number, return 0 flags
mprintf(0, "CTF: Invalid PNUM passed to GetFlagMaskForPlayer()\n");
return 0;
}
int flag_mask = 0;
uint8_t mask = 0x01;
// 2nd go through all the teams flags, and check the player's inventory, see if they have the ID,
// if so, OR the current mask to the running flag_mask
for (int i = 0; i < DLLMAX_TEAMS; i++) {
if (DLLInvCheckItem(pnum, OBJ_POWERUP, FlagIDs[i])) {
// the have this flag
flag_mask |= mask;
}
// adjust the mask because we are moving to the next flag
mask = mask << 1;
}
return flag_mask;
}
// adds a flag to a player, as a precaution, it will go through all the players and makes sure that no one
// has the flag that is being added. If they are adding the flag, than remove that flag from whoever we thought
// had it it will return false if it had to remove a flag from a player
bool GivePlayerFlag(int pnum, uint8_t team) {
// 1st check the player num, make sure it is valid
if (!DMFCBase->CheckPlayerNum(pnum)) {
// not a valid player
mprintf(0, "CTF: Invalid pnum passed to GivePlayerFlag()\n");
return false;
}
// 2nd check to make sure the team given is valid, and not our own team
if (team >= CTFNumOfTeams) {
// not a valid team
mprintf(0, "CTF: Invalid team passed to GivePlayerFlag() (team>=CTFNumOfTeams)\n");
return false;
}
if (team == DMFCBase->GetPlayerTeam(pnum)) {
// we can't add a flag of the same team to a player
mprintf(0, "CTF: In GivePlayerFlag(), trying to add a player's home team flag\n");
return false;
}
// 3rd, make sure no one else currently has this flag
// we'll check our HasFlags[] first
if (HasFlag[team] != -1) {
// hmm, we have someone listed as already having this flag...odd
mprintf(0, "CTF: In GivePlayerFlag(), trying to add a flag, but we see someone else should already have it\n");
int player = HasFlag[team];
if (DMFCBase->CheckPlayerNum(player)) {
// this player is in the game...
// make sure this player doesn't have the flag in his inventory
while (DLLInvCheckItem(player, OBJ_POWERUP, FlagIDs[team])) {
// we have it listed that he does
mprintf(0, "CTF: In GivePlayerFlag(), we detected the flag in someone elses inventory\n");
// remove all the flags that this player has of this team...very weird
DLLInvRemove(player, OBJ_POWERUP, FlagIDs[team]);
SetColoredBalls(player, false);
// check to see if the player had a flag attached to him
if (ChildFlags[team] != OBJECT_HANDLE_NONE && DMFCBase->GetLocalRole() == LR_SERVER) {
// he does have a flag attached to him...kill it
RemoveFlagFromPlayer(player, team);
}
}
}
// reset this value of the array
HasFlag[team] = -1;
if (DMFCBase->GetLocalRole() != LR_SERVER) {
mprintf(0, "CTF: Game must be out of sync, requesting game state\n");
DMFCBase->RequestGameState();
}
}
// loop through all the players and make sure they don't have this flag
for (int player = 0; player < DLLMAX_PLAYERS; player++) {
// check to see if it's an active player
if (!DMFCBase->CheckPlayerNum(player))
continue;
// remove all the flags the player has
while (DLLInvCheckItem(player, OBJ_POWERUP, FlagIDs[team])) {
mprintf(0, "CTF: In GivePlayerFlag(), detected a flag in a stranger's inventory\n");
DLLInvRemove(player, OBJ_POWERUP, FlagIDs[team]);
SetColoredBalls(player, false);
// check to see if the player had a flag attached to him
if (ChildFlags[team] != OBJECT_HANDLE_NONE && DMFCBase->GetLocalRole() == LR_SERVER) {
// he does have a flag attached to him...kill it
RemoveFlagFromPlayer(player, team);
}
}
}
// ok, when we get here everything should be ducky, just add the flag and do the necessary things
DLLInvAddTypeID(pnum, OBJ_POWERUP, FlagIDs[team], -1, -1, 0, NULL);
HasFlag[team] = pnum;
SetColoredBalls(pnum);
if (DMFCBase->GetLocalRole() == LR_SERVER) {
// so we got here and added a flag to the player, now we need to attach the flag to the player
if (!AddFlagToPlayer(pnum, team)) {
// there was an error adding the flag,,,,ack!
mprintf(0, "CTF: In GivePlayerFlag(), couldn't attach the flag to the player\n");
}
}
return true;
}
// this function takes a flag away from the player, useful for when he scores, spews, disconnects, or observer modes
void LoseFlagForPlayer(int pnum, uint8_t team, bool remove_from_inven) {
// 1st check the player number
if (pnum < 0 || pnum >= DLLMAX_PLAYERS) {
mprintf(0, "CTF:Invalid pnum passed to LoseFlagForPlayer()\n");
return;
}
// 2nd check the team number
if (team >= CTFNumOfTeams) {
mprintf(0, "CTF:Invalid team passed to LoseFlagForPlayer()\n");
return;
}
if (team == DMFCBase->GetPlayerTeam(pnum)) {
mprintf(0, "CTF:Invalid team passed to LoseFlagForPlayer()...same team as player\n");
return;
}
// ok, we have it registered that the flag belongs to us
while (remove_from_inven && DLLInvCheckItem(pnum, OBJ_POWERUP, FlagIDs[team])) {
DLLInvRemove(pnum, OBJ_POWERUP, FlagIDs[team]);
}
SetColoredBalls(pnum);
HasFlag[team] = -1;
// check to see if the player had a flag attached to him
if (ChildFlags[team] != OBJECT_HANDLE_NONE) {
// he does have a flag attached to him...kill it
if (DMFCBase->GetLocalRole() == LR_SERVER) {
// remove this flag and tell the clients to do so, cause we're the server
RemoveFlagFromPlayer(pnum, team);
}
}
}
void OnGetTokenString(char *src, char *dest, int dest_size) {
if (!stricmp(src, "flag")) {
int mypnum = DMFCBase->GetPlayerNum();
int flagcount = GetFlagCountForPlayer(mypnum);
int flagmask = GetFlagMaskForPlayer(mypnum);
int team;
bool hasflag[DLLMAX_TEAMS];
for (team = 0; team < CTFNumOfTeams; team++) {
// draw all the flags the player has in his inventory
if (flagmask & 0x01) {
// player has this flag
hasflag[team] = true;
} else {
hasflag[team] = false;
}
// rotate 1 bit for next flag
flagmask = flagmask >> 1;
}
for (; team < DLLMAX_TEAMS; team++) {
hasflag[team] = false;
}
switch (flagcount) {
case 1: {
char t[64];
for (team = 0; team < CTFNumOfTeams; team++) {
if (hasflag[team]) {
strcpy(t, DMFCBase->GetTeamString(team));
break;
}
}
strncpy(dest, t, dest_size - 1);
dest[dest_size - 1] = '\0';
return;
} break;
case 2: {
char t[2][64];
int found = 0;
for (team = 0; team < CTFNumOfTeams; team++) {
if (hasflag[team]) {
strcpy(t[found], DMFCBase->GetTeamString(team));
found++;
if (found == flagcount)
break;
}
}
char buffer[256];
snprintf(buffer, sizeof(buffer), "%s and %s", t[0], t[1]);
strncpy(dest, buffer, dest_size - 1);
dest[dest_size - 1] = '\0';
return;
} break;
case 3: {
char t[3][64];
int found = 0;
for (team = 0; team < CTFNumOfTeams; team++) {
if (hasflag[team]) {
strcpy(t[found], DMFCBase->GetTeamString(team));
found++;
if (found == flagcount)
break;
}
}
char buffer[256];
snprintf(buffer, sizeof(buffer), "%s, %s and %s", t[0], t[1], t[2]);
strncpy(dest, buffer, dest_size - 1);
dest[dest_size - 1] = '\0';
return;
} break;
default:
strncpy(dest, "No", dest_size - 1);
dest[dest_size - 1] = '\0';
return;
break;
}
}
DMFCBase->OnGetTokenString(src, dest, dest_size);
}