2019-03-13 19:20:07 +00:00
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/*
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2020-06-04 21:01:28 +00:00
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===========================================================================
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2019-03-13 19:20:07 +00:00
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Copyright (C) 1997-2001 Id Software, Inc.
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2020-06-04 21:01:28 +00:00
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This file is part of Quake 2 source code.
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2019-03-13 19:20:07 +00:00
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2020-06-04 21:01:28 +00:00
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Quake 2 source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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2019-03-13 19:20:07 +00:00
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2020-06-04 21:01:28 +00:00
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Quake 2 source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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2019-03-13 19:20:07 +00:00
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You should have received a copy of the GNU General Public License
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2020-06-04 21:01:28 +00:00
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along with Quake 2 source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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2019-03-13 19:20:07 +00:00
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*/
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#define CTF_VERSION 2.12 //1.52 Knightmare- show Lazarus version
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#define CTF_VSTRING2(x) #x
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#define CTF_VSTRING(x) CTF_VSTRING2(x)
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#define CTF_STRING_VERSION CTF_VSTRING(CTF_VERSION)
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#define STAT_CTF_TEAM1_PIC 17
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#define STAT_CTF_TEAM1_CAPS 18
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#define STAT_CTF_TEAM2_PIC 19
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#define STAT_CTF_TEAM2_CAPS 20
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#define STAT_CTF_FLAG_PIC 21
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#define STAT_CTF_JOINED_TEAM1_PIC 22
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#define STAT_CTF_JOINED_TEAM2_PIC 23
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#define STAT_CTF_TEAM1_HEADER 24
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#define STAT_CTF_TEAM2_HEADER 25
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#define STAT_CTF_TECH 26
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#define STAT_CTF_ID_VIEW 27
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#define STAT_CTF_MATCH 28
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#define STAT_CTF_ID_VIEW_COLOR 29
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#define STAT_CTF_TEAMINFO 30
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2020-10-27 06:00:05 +00:00
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2019-03-13 19:20:07 +00:00
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#define STAT_CTF_TEAM3_PIC 32 // Knightmare added
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#define STAT_CTF_TEAM3_CAPS 33 // Knightmare added
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#define STAT_CTF_JOINED_TEAM3_PIC 34 // Knightmare added
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#define STAT_CTF_FLAG_PIC2 35 // Knightmare added
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#define STAT_CTF_TEAM3_HEADER 36 // Knightmare added
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#define CONFIG_CTF_MATCH (CS_AIRACCEL-1)
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#define CONFIG_CTF_TEAMINFO (CS_AIRACCEL-2)
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typedef enum {
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CTF_NOTEAM,
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CTF_TEAM1,
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CTF_TEAM2,
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CTF_TEAM3 // Knightmare added
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} ctfteam_t;
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typedef enum {
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CTF_STATE_START,
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CTF_STATE_PLAYING
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} ctfstate_t;
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typedef enum {
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CTF_GRAPPLE_STATE_FLY,
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CTF_GRAPPLE_STATE_PULL,
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CTF_GRAPPLE_STATE_HANG
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} ctfgrapplestate_t;
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typedef struct ghost_s {
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char netname[16];
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int number;
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// stats
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int deaths;
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int kills;
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int caps;
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int basedef;
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int carrierdef;
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int code; // ghost code
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int team; // team
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int score; // frags at time of disconnect
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edict_t *ent;
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} ghost_t;
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typedef enum match_s {
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MATCH_NONE,
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MATCH_SETUP,
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MATCH_PREGAME,
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MATCH_GAME,
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MATCH_POST
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} match_t;
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typedef enum {
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ELECT_NONE,
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ELECT_MATCH,
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ELECT_ADMIN,
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ELECT_MAP
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} elect_t;
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extern cvar_t *ctf;
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extern cvar_t *ttctf; // Knightmare added
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#define CTF_TEAM1_SKIN "ctf_r"
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#define CTF_TEAM2_SKIN "ctf_b"
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#define CTF_TEAM3_SKIN "ctf_g" // Knightmare added
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#define DF_CTF_FORCEJOIN 131072
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#define DF_ARMOR_PROTECT 262144
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#define DF_CTF_NO_TECH 524288
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#define CTF_CAPTURE_BONUS 15 // what you get for capture
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#define CTF_DOUBLE_CAPTURE_BONUS 40 // what you get for capture of 2 flags
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#define CTF_TEAM_BONUS 10 // what your team gets for capture
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#define CTF_RECOVERY_BONUS 1 // what you get for recovery
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#define CTF_FLAG_BONUS 0 // what you get for picking up enemy flag
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#define CTF_FRAG_CARRIER_BONUS 2 // what you get for fragging enemy flag carrier
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#define CTF_FLAG_RETURN_TIME 40 // seconds until auto return
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#define CTF_CARRIER_DANGER_PROTECT_BONUS 2 // bonus for fraggin someone who has recently hurt your flag carrier
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#define CTF_CARRIER_PROTECT_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag carrier
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#define CTF_FLAG_DEFENSE_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag
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#define CTF_RETURN_FLAG_ASSIST_BONUS 1 // awarded for returning a flag that causes a capture to happen almost immediately
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#define CTF_FRAG_CARRIER_ASSIST_BONUS 2 // award for fragging a flag carrier if a capture happens almost immediately
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#define CTF_TARGET_PROTECT_RADIUS 400 // the radius around an object being defended where a target will be worth extra frags
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#define CTF_ATTACKER_PROTECT_RADIUS 400 // the radius around an object being defended where an attacker will get extra frags when making kills
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#define CTF_CARRIER_DANGER_PROTECT_TIMEOUT 8
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#define CTF_FRAG_CARRIER_ASSIST_TIMEOUT 10
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#define CTF_RETURN_FLAG_ASSIST_TIMEOUT 10
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#define CTF_DOUBLE_CAPTURE_TIMEOUT 20
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#define CTF_AUTO_FLAG_RETURN_TIMEOUT 30 // number of seconds before dropped flag auto-returns
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#define CTF_TECH_TIMEOUT 60 // seconds before techs spawn again
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#define CTF_GRAPPLE_SPEED 650 // speed of grapple in flight
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#define CTF_GRAPPLE_PULL_SPEED 650 // speed player is pulled at
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void CTFInit(void);
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void CTFSpawn(void);
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void CTFPrecache(void);
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void SP_info_player_team1(edict_t *self);
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void SP_info_player_team2(edict_t *self);
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void SP_info_player_team3(edict_t *self); // Knightmare added
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char *CTFTeamName(int team);
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char *CTFOtherTeamName(int team);
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void CTFAssignSkin(edict_t *ent, char *s);
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void CTFAssignTeam(gclient_t *who);
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edict_t *SelectCTFSpawnPoint (edict_t *ent);
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qboolean CTFPickup_Flag(edict_t *ent, edict_t *other);
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qboolean CTFDrop_Flag(edict_t *ent, gitem_t *item);
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void CTFEffects(edict_t *player);
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void CTFCalcScores(void);
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void SetCTFStats(edict_t *ent);
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gitem_t *CTFWhat_Flag(edict_t *ent);
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void CTFDeadDropFlag(edict_t *self);
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void CTFScoreboardMessage (edict_t *ent, edict_t *killer);
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void CTFTeam_f (edict_t *ent);
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void CTFID_f (edict_t *ent);
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void CTFSay_Team(edict_t *who, char *msg);
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void CTFFlagSetup (edict_t *ent);
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void CTFResetFlag(int ctf_team);
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void CTFFragBonuses(edict_t *targ, edict_t *inflictor, edict_t *attacker);
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void CTFCheckHurtCarrier(edict_t *targ, edict_t *attacker);
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// GRAPPLE
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void CTFWeapon_Grapple (edict_t *ent);
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void CTFPlayerResetGrapple(edict_t *ent);
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void CTFGrapplePull(edict_t *self);
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void CTFResetGrapple(edict_t *self);
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//TECH
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gitem_t *CTFWhat_Tech(edict_t *ent);
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qboolean CTFPickup_Tech (edict_t *ent, edict_t *other);
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void CTFDrop_Tech(edict_t *ent, gitem_t *item);
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void CTFDeadDropTech(edict_t *ent);
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void CTFSetupTechSpawn(void);
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int CTFApplyResistance(edict_t *ent, int dmg);
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int CTFApplyStrength(edict_t *ent, int dmg);
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qboolean CTFApplyStrengthSound(edict_t *ent);
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qboolean CTFApplyHaste(edict_t *ent);
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void CTFApplyHasteSound(edict_t *ent);
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void CTFApplyRegeneration(edict_t *ent);
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qboolean CTFHasRegeneration(edict_t *ent);
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void CTFApplyVampire(edict_t *ent, int dmg);
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void CTFApplyVampireSound(edict_t *ent);
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void CTFApplyAmmogen (edict_t *attacker, edict_t *targ);
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void CTFApplyAmmogenSound(edict_t *ent);
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void CTFRespawnTech(edict_t *ent);
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void CTFResetTech(void);
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void CTFOpenJoinMenu(edict_t *ent);
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void TTCTFOpenJoinMenu(edict_t *ent); // Knightmare added
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qboolean CTFStartClient(edict_t *ent);
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void CTFVoteYes(edict_t *ent);
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void CTFVoteNo(edict_t *ent);
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void CTFReady(edict_t *ent);
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void CTFNotReady(edict_t *ent);
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qboolean CTFNextMap(void);
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qboolean CTFMatchSetup(void);
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qboolean CTFMatchOn(void);
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void CTFGhost(edict_t *ent);
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void CTFAdmin(edict_t *ent);
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qboolean CTFInMatch(void);
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void CTFStats(edict_t *ent);
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void CTFWarp(edict_t *ent);
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void CTFBoot(edict_t *ent);
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void CTFPlayerList(edict_t *ent);
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qboolean CTFCheckRules(void);
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void SP_misc_ctf_banner (edict_t *ent);
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void SP_misc_ctf_small_banner (edict_t *ent);
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extern char *ctf_statusbar;
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extern char *ttctf_statusbar; // Knightmare added
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void UpdateChaseCam(edict_t *ent);
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void ChaseNext(edict_t *ent);
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void ChasePrev(edict_t *ent);
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void CTFObserver(edict_t *ent);
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void SP_trigger_teleport (edict_t *ent);
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void SP_info_teleport_destination (edict_t *ent);
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void CTFSetPowerUpEffect(edict_t *ent, int def);
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