prozac-qfcc/tforttm.qc

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2001-07-17 05:58:10 +00:00
/*
TeamFortress 2.1 - 22/1/97
TeamFortress Software
Robin Walker, John Cook, Ian Caughley.
Functions handling all the help displaying for TeamFortress.
*/
#include "defs.qh"
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// Prototypes
// Team Functions
float() TeamFortress_TeamPutPlayerInTeam;
float(float tno) TeamFortress_TeamSet;
float(float tno) TeamGetColor;
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void(float tno) TeamFortress_TeamSetColor;
void() TeamFortress_CheckTeamCheats;
void(float tno, float scoretoadd) TeamFortress_TeamIncreaseScore;
float(float tno) TeamFortress_TeamGetScore;
float (float tno) TeamFortress_TeamGetLives;
float(float tno) TeamFortress_TeamGetNoPlayers;
float (float tno) TeamFortress_TeamGetMaxPlayers;
float() TeamFortress_TeamGetWinner;
void(float tno) TeamFortress_TeamShowScores;
string(float tno) TeamFortress_TeamGetColorString;
void(entity Player) TeamFortress_TeamShowMemberClasses;
float(float tno) TeamFortress_TeamGetIllegalClasses;
float(float tno) TeamFortress_TeamIsCivilian;
#ifdef QUAKE_WORLD
void(entity p) SetTeamName;
#endif
string(float tno) GetTrueTeamName;
//-------- OfN ---------------------------------//
void(float tno, entity ignore) teamprefixsprint;
//- OfN - Extra cheat checking...
float (string skin_str) Is_TF_Skin;
float (float tno, float theColor ) IsValidTopColor;
//=========================================================================
// TEAM FUNCTIONS
//=========================================================================
// Put the player into the team with the least number of players in it. Return TRUE if successful
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float() TeamFortress_TeamPutPlayerInTeam =
{
local float i, j, lowest, likely_team;
local string st;
i = 1;
likely_team = random() * number_of_teams;
likely_team = ceil(likely_team);
if (likely_team == 0)
likely_team = number_of_teams;
lowest = 33;
while (i < (number_of_teams + 1))
{
j = TeamFortress_TeamGetNoPlayers(i);
if (j <= lowest) //WK j < lowest
{
// Is the team full?
if (TeamFortress_TeamGetMaxPlayers(i) > j)
{
if (lowest == j) { //WK tie
if (random() < (1/number_of_teams)) {
lowest = j;
likely_team = i;
}
}
else {
lowest = j;
likely_team = i;
}
}
}
i = i + 1;
}
// Put the player in likely_team
return TeamFortress_TeamSet(likely_team);
};
//=========================================================================
// Return the color for the team corresponding to the no passed in
float(float tno) TeamGetColor =
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{
if (tno == 1)
return DARKBLUE;
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if (tno == 2)
return RED;
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if (tno == 3)
return YELLOW;
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if (tno == 4)
return DARKGREEN;
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return 0;
};
//=========================================================================
// Set the color for the team corresponding to the no passed in, to self.team_no
void(float tno) TeamFortress_TeamSetColor =
{
if (tno == 1)
{
team1col = DARKBLUE;
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return;
}
if (tno == 2)
{
team2col = RED;
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return;
}
if (tno == 3)
{
team3col = YELLOW;
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return;
}
if (tno == 4)
{
team4col = DARKGREEN;
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return;
}
};
#ifdef QUAKE_WORLD
string(float tno) GetTeamName =
{
local string st;
if (tno == 1)
{
/*if (world.b_b != "" && world.b_b != string_null)
{
return world.b_b;
}*/
st = infokey(world, "team1");
if (st == string_null)
st = infokey(world, "t1");
if (st == string_null || st == "")
return "blue";
}
else if (tno == 2)
{
/*if (world.b_t != "" && world.b_t != string_null)
{
return world.b_t;
}*/
st = infokey(world, "team2");
if (st == string_null)
st = infokey(world, "t2");
if (st == string_null || st == "")
return "red";
}
else if (tno == 3)
{
/*if (world.b_n != "" && world.b_n != string_null)
{
return world.b_n;
}*/
st = infokey(world, "team3");
if (st == string_null)
st = infokey(world, "t3");
if (st == string_null || st == "")
return "yell";
}
else if (tno == 4)
{
/*if (world.b_o != "" && world.b_o != string_null)
{
return world.b_o;
}*/
st = infokey(world, "team4");
if (st == string_null)
st = infokey(world, "t4");
if (st == string_null || st == "")
return "teal";
}
else
st = "";
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return st;
};
//returns only the team color
string(float tno) GetTrueTeamName =
{
if (tno == 1)
return "<EFBFBD><EFBFBD><EFBFBD><EFBFBD>";
else if (tno == 2)
return "<EFBFBD><EFBFBD><EFBFBD>";
else if (tno == 3)
return "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>";
else if (tno == 4)
return "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>";
else
return "ERROR";
};
#endif
#ifdef QUAKE_WORLD
void(entity p) SetTeamName =
{
local string st;
st = GetTeamName(p.team_no);
stuffcmd(p, "team \""); //careful about empty team
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stuffcmd(p, st);
stuffcmd(p, "\"\n");
setinfokey(p, "team", st);
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};
#endif
//=========================================================================
// Set the current player's.team_no to self.impulse. Return TRUE if successful
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float(float tno) TeamFortress_TeamSet =
{
local string st;
local float tc, tc2;
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if (teamplay < 1)
{
sprint (self, PRINT_HIGH, "Teamplay is not On, so FortressTeams are inactive.\n");
return FALSE;
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}
/* if (chris)
if (prematch > time)
{
sprint(self, PRINT_HIGH, "Sorry, Chris' Teamplay Plus Mode is active and a round is in progress. Please wait for the next round to begin.\n");
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PlayerObserverMode();
}*/
if (tno > number_of_teams && number_of_teams != 0)
{
sprint (self, PRINT_HIGH, "There can be only ");
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st = ftos(number_of_teams);
sprint (self, PRINT_HIGH, st);
sprint (self, PRINT_HIGH, " teams on this map.\nTry again\n");
return FALSE;
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}
if (self.team_no > 0)
{
sprint (self, PRINT_HIGH, "You're already in Team No ");
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st = ftos(self.team_no);
sprint (self, PRINT_HIGH, st);
sprint (self, PRINT_HIGH, ".\n");
return FALSE;
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}
tc = TeamFortress_TeamGetNoPlayers(tno);
if (tc >= TeamFortress_TeamGetMaxPlayers(tno))
{
//- OfN
if (mapname == "huntedr")
{
if (tno == 3)
sprint (self, PRINT_HIGH, "The game has already enough assassins, be a bodyguard.\n");
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else if (tno == 1)
sprint (self, PRINT_HIGH, "You wanna be the vicepresident or what?\n");
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}
else
sprint (self, PRINT_HIGH, "That team is full. Pick another.\n");
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return FALSE;
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}
// If the color for the team this player is changing to is 0,
// then this is the first player in this team, and we set the
// teamcolor to this player's pants color.
// If not, we change this player's color to this team.
if (TeamGetColor(tno) == 0)
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{
TeamFortress_TeamSetColor(tno);
// If the color wasn't set
if (TeamGetColor(tno) == 0)
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{
sprint (self, PRINT_HIGH, "You can't start a new team with your color, since another ");
sprint (self, PRINT_HIGH, "already using that color. Change your pants color, then try again.\n");
return FALSE;
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}
// Announce the new team
bprint(PRINT_HIGH, self.netname);
bprint(PRINT_HIGH, " has started Team No ");
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st = ftos(tno);
bprint(PRINT_HIGH, st);
bprint(PRINT_HIGH, ".\n");
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// Prevent the cheatchecking mechanism from nabbing them b4 the
// color command works.
makeImmune(self,time+10);
//self.immune_to_check = time + 10;
tc = TeamGetColor (tno) - 1;
tc2 = TeamGetNiceColor (tno);
SetPlayerColor (self, tc, tc2);
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self.team_no = tno;
self.lives = TeamFortress_TeamGetLives(tno);
#ifdef QUAKE_WORLD
SetTeamName(self);
#endif
// Set the Civilian Class of anyone in a Civilian Team
if (self.playerclass == PC_UNDEFINED)
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{
if (TeamFortress_TeamIsCivilian(self.team_no))
{
self.impulse = 1;
TeamFortress_ChangeClass();
}
}
return TRUE;
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}
// Announce the new teammember
bprint(PRINT_HIGH, self.netname);
bprint(PRINT_HIGH, " has joined Team No ");
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st = ftos(tno);
bprint(PRINT_HIGH, st);
bprint(PRINT_HIGH, ".\n");
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tc = TeamGetColor (tno) - 1;
tc2 = TeamGetNiceColor (tno);
SetPlayerColor (self, tc, tc2);
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self.team_no = tno;
// Prevent the cheatchecking mechanism from nabbing them b4 the
// color command works.
// makeImmune(self,time+10);
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//self.immune_to_check = time + 10;
self.lives = TeamFortress_TeamGetLives(tno);
// Tell them what class the other members of their team are
TeamFortress_TeamShowMemberClasses(self);
#ifdef QUAKE_WORLD
SetTeamName(self);
#endif
// Set the Civilian Class of anyone in a Civilian Team
if (self.playerclass == PC_UNDEFINED)
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{
if (TeamFortress_TeamIsCivilian(self.team_no))
{
self.impulse = 1;
TeamFortress_ChangeClass();
}
}
//RJM
if (toggleflags & TFLAG_TEAMFRAGS)
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self.frags = TeamFortress_TeamGetScore(self.team_no);
//RJM
//- OfN Team3 should have less players than red in Hunted
if (mapname == "huntedr")
{
local float result;
result = floor(TeamFortress_TeamGetNoPlayers(2) * HUNTED_YELLOWTEAM_FACTOR);
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team3maxplayers = result;
if (team3maxplayers < 1) team3maxplayers = 1;
}
return TRUE;
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};
//=========================================================================
// Make sure no-one is changing their colors
void() TeamFortress_CheckTeamCheats =
{
local string st, sk;
local float tc, tc2;
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local float rate;
if (self.immune_to_chec > time)
return;
if (self.deadflag)
return;
#ifdef COOP_MODE
if (coop && !deathmatch) // don't worry about it if in coop game
return;
#endif
//WK Add in hack for "skins" cheat. This is as good a place as any
if (self.netname == string_null) {
stuffcmd(self,"name \"I'm a cheater even when RENAMED\"\n");
stuffcmd(self,"disconnect\n");
}
#ifdef QUAKE_WORLD
//WK Limit rate to 10k?
st = infokey(self,"rate");
if (st != string_null)
rate = stof(st);
if (rate > 10000) {
stuffcmd(self,"rate 10000\n");
}
#endif
//- OfN - Added checking for topcolor changes... (see IsValidTopColor in OfteN.qc)
local float tTopColor;
st = infokey(self,"topcolor");
tTopColor=stof(st);
// Have they changed color?
if (self.team_no > 0 && teamplay > 0)
{
#ifndef QUAKE_WORLD
// if they're a spy, check to see if they've changed colors manually
if ((self.cutf_items & CUTF_SPY_KIT) && self.undercover_team != 0)
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{
if (TeamGetColor(self.undercover_team) != self.team) //- OfN
//if ((TeamGetColor(self.undercover_team) != self.team) || !IsValidTopColor(self.undercover_team,tTopColor))
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// || !IsValidTopColor(self.undercover_team,tTopColor)
{
// Set their color
tc = TeamGetColor (self.undercover_team) - 1;
tc2 = TeamGetNiceColor (self.undercover_team);
SetPlayerColor (self, tc, tc2);
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// bprint2(PRINT_MEDIUM, self.netname, " has been kicked for changing color.\n");
// sprint(self, PRINT_HIGH, "You have been kicked for changing your color. Don't do it.\n");
// stuffcmd(self, "disconnect\n");
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return;
}
}
else if (TeamGetColor(self.team_no) != self.team)
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{
tc = TeamGetColor (self.team_no) - 1;
tc2 = TeamGetNiceColor (self.team_no);
SetPlayerColor (self, tc, tc2);
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// bprint2(PRINT_MEDIUM, self.netname, " has been kicked for changing color.\n");
// sprint(self, PRINT_HIGH, "You have been kicked for changing your color. Don't do it.\n");
// stuffcmd(self, "disconnect\n");
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return;
}
#else
// QuakeWorld
st = infokey(self, "bottomcolor");
tc = stof(st);
// if they're a spy, check to see if they've changed colors manually
if ((self.cutf_items & CUTF_SPY_KIT) && self.undercover_team != 0)
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{
if ((TeamGetColor(self.undercover_team) - 1) != tc || !IsValidTopColor(self.undercover_team,tTopColor))
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{
#ifdef CHEAT_WARNINGS
RPrint(self.netname);
RPrint(" had his colors reset.\n");
#endif
tc = TeamGetColor (self.undercover_team) - 1;
tc2 = TeamGetNiceColor (self.undercover_team);
SetPlayerColor (self, tc, tc2);
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// bprint2(PRINT_MEDIUM, self.netname, " has been kicked for changing color.\n");
// sprint(self, PRINT_HIGH, "You have been kicked for changing your color. Don't do it.\n");
// stuffcmd(self, "disconnect\n");
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return;
}
}
else if (tc != (TeamGetColor(self.team_no) - 1) || !IsValidTopColor(self.team_no,tTopColor))
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{
#ifdef CHEAT_WARNINGS
RPrint(self.netname);
RPrint(" had his colors reset.\n");
#endif
tc = TeamGetColor (self.team_no) - 1;
tc2 = TeamGetNiceColor (self.team_no);
SetPlayerColor (self, tc, tc2);
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// bprint2(PRINT_MEDIUM, self.netname, " has been kicked for changing color.\n");
// sprint(self, PRINT_HIGH, "You have been kicked for changing your color. Don't do it.\n");
// stuffcmd(self, "disconnect\n");
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return;
}
#endif
// Have they changed their skin?
#ifdef QUAKE_WORLD
if (self.playerclass != PC_UNDEFINED)
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{
//WK For some reason, this isn't reading right for el PC_CUSTOM
st = infokey(self, "skin");
tc = 0;
// OfN kick custom player classes using a non TF-skin
if (self.playerclass == PC_CUSTOM && !Is_TF_Skin(st))
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{
TeamFortress_SetSkin(self);
// bprint2(PRINT_MEDIUM, self.netname, " has been kicked for changing skin.\n");
// sprint(self, PRINT_HIGH, "You have been kicked for changing your skin. Don't do it.\n");
// stuffcmd(self, "disconnect\n");
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}
if ((self.cutf_items & CUTF_SPY_KIT) && self.undercover_skin != 0)
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{
//WK tc = PC_SPY;
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tc = self.playerclass;
self.playerclass = self.undercover_skin;
}
if ( self.playerclass == PC_SCOUT )
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sk = "tf_scout";
else if ( self.playerclass == PC_SNIPER )
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sk = "tf_snipe";
else if ( self.playerclass == PC_SOLDIER )
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sk = "tf_sold";
else if ( self.playerclass == PC_DEMOMAN )
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sk = "tf_demo";
else if ( self.playerclass == PC_MEDIC )
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sk = "tf_medic";
else if ( self.playerclass == PC_HVYWEAP )
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sk = "tf_hwguy";
else if ( self.playerclass == PC_PYRO )
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sk = "tf_pyro";
else if ( self.playerclass == PC_SPY )
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sk = "tf_spy";
else if ( self.playerclass == PC_ENGINEER )
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sk = "tf_eng";
else
{
if ((self.cutf_items & CUTF_SPY_KIT) && self.undercover_skin != 0)
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{
self.playerclass = tc;
}
return; //WK Don't check as a safety precaution.
}
if (self.cutf_items & CUTF_SPY_KIT && self.undercover_skin != 0)
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{
//sprint(self,PRINT_HIGH,"Mommy Wuvs You!\n");
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self.playerclass = tc;
}
//WK Ignore our custom, spy-kitting friends. Kick everyone else
if ((st != sk) && !((self.playerclass == PC_CUSTOM) && (self.cutf_items & CUTF_SPY_KIT)))
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{
#ifdef CHEAT_WARNINGS
RPrint(self.netname);
RPrint(" had his skin reset.\n");
#endif
TeamFortress_SetSkin(self);
// bprint2(PRINT_MEDIUM, self.netname, " has been kicked for changing skin.\n");
// sprint(self, PRINT_HIGH, "You have been kicked for changing your skin. Don't do it.\n");
// stuffcmd(self, "disconnect\n");
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}
}
// Have they Changed their Team?
st = GetTeamName(self.team_no);
if (st != infokey(self, "team"))
{
if (self.penance_time < time) { //Ignore if we're cursed
#ifdef CHEAT_WARNINGS
RPrint(self.netname);
RPrint(" had his team reset.\n");
#endif
// Set the player's team
SetTeamName(self);
// bprint2(PRINT_MEDIUM, self.netname, " has been kicked for changing team.\n");
// sprint(self, PRINT_HIGH, "You have been kicked for changing your team. Don't do it.\n");
// stuffcmd(self, "disconnect\n");
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return;
}
}
#endif
}
};
void (entity pl, float topcolor, float bottomcolor) SetPlayerColor =
{
local string top;
local string bottom;
top = ftos (topcolor);
bottom = ftos (bottomcolor);
setinfokey (pl, "topcolor", top);
setinfokey (pl, "bottomcolor", bottom);
stuffcmd (pl, "topcolor " + top + "\n");
stuffcmd (pl, "bottomcolor " + bottom + "\n");
// stuffcmd (pl, "color " + top + " " + bottom + "\n");
};
float(string key, string value) UserInfoCallback =
{
local string oldval;
local string st;
oldval = infokey(self, key);
if(value == oldval) // generic reject
{
// dprint ("[oldval [" + self.netname + "](" + key + ")(" + value + ")(" + oldval + ")]\n");
return 0; // rejected!
}
if (key == "topcolor")
{
// no changing colors allowed
st = infokey(self, "topcolor");
setinfokey(self, "topcolor", st);
stuffcmd(self, "color " + st + "\n");
// dprint ("[topcolor [" + self.netname + "](" + key + ")(" + value + ")(" + oldval + ")]\n");
return 0;
}
if (key == "bottomcolor")
{
st = infokey (self, "bottomcolor");
setinfokey (self, "bottomcolor", st);
stuffcmd (self, "bottomcolor " + st + "\n");
// dprint ("[bottomcolor [" + self.netname + "](" + key + ")(" + value + ")(" + oldval + ")]\n");
return 0;
}
else if (key == "skin")
{
stuffcmd(self, "skin ");
stuffcmd(self, oldval);
stuffcmd(self, "\n");
// dprint ("[skin [" + self.netname + "](" + key + ")(" + value + ")(" + oldval + ")]\n");
return 0;
}
/* else if (key == "name") // I have a hacky-poll to do this atm
{
self.netname = value;
setinfokey (self, key, value);
dprint ("[name [" + self.netname + "](" + key + ")(" + value + ")(" + oldval + ")]\n");
return 1;
} */
else
{
setinfokey (self, key, value);
// dprint ("[default [" + self.netname + "](" + key + ")(" + value + ")(" + oldval + ")]\n");
return 1; // accept everything else
}
};
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//=========================================================================
// Increase the score of a team
void(float tno, float scoretoadd) TeamFortress_TeamIncreaseScore =
{
local entity e;
if (tno == 0 || scoretoadd == 0)
return;
if (tno == 1)
team1score = team1score + scoretoadd;
if (tno == 2)
team2score = team2score + scoretoadd;
if (tno == 3)
team3score = team3score + scoretoadd;
if (tno == 4)
team4score = team4score + scoretoadd;
// If TeamFrags is on, update all the team's player's frags.
if (toggleflags & TFLAG_TEAMFRAGS)
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{
e = find(world, classname, "player");
while (e)
{
if (e.team_no == tno)
e.frags = TeamFortress_TeamGetScore(tno);
e = find(e, classname, "player");
}
}
};
//=========================================================================
// Return the score of a team
float (float tno) TeamFortress_TeamGetScore =
{
if (tno == 1)
return team1score;
if (tno == 2)
return team2score;
if (tno == 3)
return team3score;
if (tno == 4)
return team4score;
return 0;
};
//=========================================================================
// Return the number of lives each team member in a team has
float (float tno) TeamFortress_TeamGetLives =
{
if (tno == 1)
return team1lives;
if (tno == 2)
return team2lives;
if (tno == 3)
return team3lives;
if (tno == 4)
return team4lives;
return 0;
};
//=========================================================================
// Return the number of players in a team
float (float tno) TeamFortress_TeamGetNoPlayers =
{
local float size_team;
local entity search;
//local string st;
search = find (world, classname, "player");
while (search != world)
{
if (search.team_no == tno)
size_team = size_team + 1;
search = find (search, classname, "player");
}
return size_team;
};
//=========================================================================
// Return the number of lives each team member in a team has
float (float tno) TeamFortress_TeamGetMaxPlayers =
{
if (tno == 1)
return team1maxplayers;
if (tno == 2)
return team2maxplayers;
if (tno == 3)
return team3maxplayers;
if (tno == 4)
return team4maxplayers;
return 0;
};
//=========================================================================
// Return the team that's winning
float() TeamFortress_TeamGetWinner =
{
local float i,j,highest,highestteam;
i = 1;
highest = 0;
highestteam = 0;
while (i < (number_of_teams + 1))
{
j = TeamFortress_TeamGetScore(i);
if (j > highest)
{
highest = j;
highestteam = i;
}
i = i + 1;
}
return highestteam;
};
//=========================================================================
// Return the team that's winning
/*CH i saw no uses
float() TeamFortress_TeamGetSecond =
{
local float i,j,highest,highestteam, secondteam, second;
i = 1;
highestteam = TeamFortress_TeamGetWinner();
highest = TeamFortress_TeamGetScore(highestteam);
secondteam = 0;
second = 0;
while (i < (number_of_teams + 1))
{
j = TeamFortress_TeamGetScore(i);
if (j < highest && j > second)
{
second = j;
secondteam = i;
}
i = i + 1;
}
return secondteam;
};
*/
//=========================================================================
// Display all the Team Scores
void(float all) TeamFortress_TeamShowScores =
{
local string st;
local float i,j;
i = 1;
// short scores
if (all == 2)
{
while (i <= number_of_teams)
{
if (TeamGetColor(i) > 0)
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{
j = TeamFortress_TeamGetScore(i);
st = TeamFortress_TeamGetColorString(i);
bprint(PRINT_HIGH, st);
bprint(PRINT_HIGH, ": ");
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st = ftos(j);
bprint(PRINT_HIGH, st);
bprint(PRINT_HIGH, " ");
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}
i = i + 1;
}
bprint (PRINT_HIGH, "\n");
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return;
}
// long scores
while (i <= number_of_teams)
{
if (TeamGetColor(i) > 0)
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{
if (all)
bprint (PRINT_HIGH, "Team ");
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else
sprint (self, PRINT_HIGH, "Team ");
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st = ftos(i);
if (all)
bprint (PRINT_HIGH, st);
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else
sprint (self, PRINT_HIGH, st);
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if (all)
bprint (PRINT_HIGH, " (");
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else
sprint (self, PRINT_HIGH, " (");
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st = TeamFortress_TeamGetColorString(i);
if (all)
bprint (PRINT_HIGH, st);
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else
sprint (self, PRINT_HIGH, st);
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if (all)
bprint (PRINT_HIGH, ") : ");
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else
sprint (self, PRINT_HIGH, ") : ");
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j = TeamFortress_TeamGetScore(i);
st = ftos(j);
if (all)
bprint (PRINT_HIGH, st);
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else
sprint (self, PRINT_HIGH, st);
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if (all)
bprint (PRINT_HIGH, "\n");
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else
sprint (self, PRINT_HIGH, "\n");
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}
i = i + 1;
}
};
//=========================================================================
// Return a string containing the color of the team passed in tno
string(float tno) TeamFortress_TeamGetColorString =
{
local float col;
col = TeamGetColor(tno);
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if (col == 1)
return "White";
if (col == 2)
return "Brown";
if (col == 3)
return "LightBlue"; //- OfN was blue
if (col == 4)
return "Green";
if (col == 5)
return "Red";
if (col == 6)
return "Tan";
if (col == 7)
return "Pink";
if (col == 8)
return "Orange";
if (col == 9)
return "Purple";
if (col == 10)
return "DarkPurple";
if (col == 11)
return "Grey";
if (col == 12)
return "DarkGreen";
if (col == 13)
return "Yellow";
return "Blue"; // was DarkBlue
};
//=========================================================================
// Print to the Player's screen a list of all the members of his/her
// team, and the class they've chosen
void(entity Player) TeamFortress_TeamShowMemberClasses =
{
/*local string st;
st = infokey(world, "no_showmembers"); */
local entity e;
local float found;
found = FALSE;
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e = find(world, classname, "player");
while (e)
{
if (((e.team_no == Player.team_no) || (e.team_no == 0)) && (e != Player))
{
if (e.model != string_null) // check if valid player
{
if (!found)
{
found = TRUE;
sprint (self, PRINT_HIGH, "The other members of your team are:\n");
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}
sprint (Player, PRINT_HIGH, e.netname);
sprint (Player, PRINT_HIGH, " : ");
if (e.playerclass != PC_CUSTOM)
TeamFortress_PrintClassName(Player,e.playerclass, (e.tfstate & TFSTATE_RANDOMPC));
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else
TeamFortress_PrintJobName(Player,e.job);
}
}
e = find(e, classname, "player");
}
if (!found)
{
sprint (Player, PRINT_HIGH, "There are no other players on your team.\n");
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}
};
void() CalculateTeamEqualiser =
{
local float t1, t2, t3, t4;
local float t_ave, calc;
team1advantage = 1;
team2advantage = 1;
team3advantage = 1;
team4advantage = 1;
if (number_of_teams < 2)
{
// not enought teams!
// wait a while, then try again (more teams may be created)
self.nextthink = time + 60;
return;
}
if (teamplay & TEAMPLAY_LESSPLAYERSHELP)
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{
t1 = TeamFortress_TeamGetNoPlayers(1);
t2 = TeamFortress_TeamGetNoPlayers(2);
t3 = TeamFortress_TeamGetNoPlayers(3);
t4 = TeamFortress_TeamGetNoPlayers(4);
if ((t1 + t2 + t3 + t4) < 1) // is there any players at all?
{
self.nextthink = time + 30;
return;
}
t_ave = (t1 + t2 + t3 + t4) / number_of_teams;
// calulate teams equalisation ratio
if (t1 > 0)
{
calc = (t_ave / t1) - 1;
if (calc != 0)
calc = (calc / 3) + 1;
else
calc = calc + 1;
team1advantage = calc;
}
if (t2 > 0 && number_of_teams >= 2)
{
calc = (t_ave / t2) - 1;
if (calc != 0)
calc = (calc / 3) + 1;
else
calc = calc + 1;
team2advantage = calc;
}
if (t3 > 0 && number_of_teams >= 3)
{
calc = (t_ave / t3) - 1;
if (calc != 0)
calc = (calc / 3) + 1;
else
calc = calc + 1;
team3advantage = calc;
}
if (t4 > 0 && number_of_teams >= 4)
{
calc = (t_ave / t4) - 1;
if (calc != 0)
calc = (calc / 3) + 1;
else
calc = calc + 1;
team4advantage = calc;
}
}
if (teamplay & TEAMPLAY_LESSSCOREHELP)
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{
t1 = team1score + TEAM_HELP_RATE;
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if (number_of_teams >= 2)
t2 = team2score + TEAM_HELP_RATE;
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else
t2 = 0;
if (number_of_teams >= 3)
t3 = team3score + TEAM_HELP_RATE;
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else
t3 = 0;
if (number_of_teams >= 4)
t4 = team4score + TEAM_HELP_RATE;
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else
t4 = 0;
// calulate teams equalisation ratio
t_ave = (t2 + t3 + t4) / (number_of_teams - 1);
calc = (t_ave / t1) - 1;
if (calc != 0)
calc = (calc / 3) + 1;
else
calc = calc + 1;
team1advantage = calc * team1advantage;
if (number_of_teams >= 2)
{
t_ave = (t1 + t3 + t4) / (number_of_teams - 1);
calc = (t_ave / t2) - 1;
if (calc != 0)
calc = (calc / 3) + 1;
else
calc = calc + 1;
team2advantage = calc * team2advantage;
}
if (number_of_teams >= 3)
{
t_ave = (t2 + t1 + t4) / (number_of_teams - 1);
calc = (t_ave / t3) - 1;
if (calc != 0)
calc = (calc / 3) + 1;
else
calc = calc + 1;
team3advantage = calc * team3advantage;
}
if (number_of_teams >= 4)
{
t_ave = (t2 + t3 + t1) / (number_of_teams - 1);
calc = (t_ave / t4) - 1;
if (calc != 0)
calc = (calc / 3) + 1;
else
calc = calc + 1;
team4advantage = calc * team4advantage;
}
}
self.nextthink = time + 10;
};
void() SetupTeamEqualiser =
{
team1advantage = 1;
team2advantage = 1;
team3advantage = 1;
team4advantage = 1;
if (!(teamplay & (TEAMPLAY_LESSPLAYERSHELP | TEAMPLAY_LESSSCOREHELP)))
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return;
// setup teamplay timer
local entity TE;
TE = spawn();
TE.classname = "Team Equaliser";
TE.think = CalculateTeamEqualiser;
TE.nextthink = time + 30;
};
float (entity targ, entity attacker, float damage) TeamEqualiseDamage =
{
if (targ.classname != "player" || attacker.classname != "player")
return damage;
if (Teammate(targ.team_no, attacker.team_no))
return damage;
local float adv, newdam;
// increase damage done by attacker's team advantage
if (attacker.team_no == 1)
adv = team1advantage;
else if (attacker.team_no == 2)
adv = team2advantage;
else if (attacker.team_no == 3)
adv = team3advantage;
else if (attacker.team_no == 4)
adv = team4advantage;
if (adv == 0)
{
RPrint("There is a team with an advantage of 0\n");
adv = 0.1;
}
newdam = damage * adv;
// reduce damage done by target's team advantage
if (targ.team_no == 1)
adv = team1advantage;
else if (targ.team_no == 2)
adv = team2advantage;
else if (targ.team_no == 3)
adv = team3advantage;
else if (targ.team_no == 4)
adv = team4advantage;
if (adv == 0)
{
RPrint("There is a team with an advantage of 0\n");
adv = 0.1;
}
newdam = newdam * (1 / adv);
return newdam;
};
//=========================================================================
// StatusQuery
void() TeamFortress_StatusQuery =
{
local float ft;
local string st;
sprint (self, PRINT_HIGH, "players per team: ");
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ft = TeamFortress_TeamGetNoPlayers(1);
st = ftos(ft);
sprint (self, PRINT_HIGH, st);
sprint (self, PRINT_HIGH, " ");
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ft = TeamFortress_TeamGetNoPlayers(2);
st = ftos(ft);
sprint (self, PRINT_HIGH, st);
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sprint (self, PRINT_HIGH, " ");
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ft = TeamFortress_TeamGetNoPlayers(3);
st = ftos(ft);
sprint (self, PRINT_HIGH, st);
sprint (self, PRINT_HIGH, " ");
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ft = TeamFortress_TeamGetNoPlayers(4);
st = ftos(ft);
sprint (self, PRINT_HIGH, st);
sprint (self, PRINT_HIGH, "\n");
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sprint (self, PRINT_HIGH, " equalisation: ");
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st = ftos(team1advantage);
sprint (self, PRINT_HIGH, st);
sprint (self, PRINT_HIGH, " ");
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st = ftos(team2advantage);
sprint (self, PRINT_HIGH, st);
sprint (self, PRINT_HIGH, " ");
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st = ftos(team3advantage);
sprint (self, PRINT_HIGH, st);
sprint (self, PRINT_HIGH, " ");
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st = ftos(team4advantage);
sprint (self, PRINT_HIGH, st);
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sprint (self, PRINT_HIGH, "\n");
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st = ftos(teamplay);
sprint (self, PRINT_HIGH, "Teamplay is ");
sprint (self, PRINT_HIGH, st);
sprint (self, PRINT_HIGH, "\n");
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};
//=========================================================================
// Return the illegal classes for this team
float(float tno) TeamFortress_TeamGetIllegalClasses =
{
if (tno == 1)
return illegalclasses1;
if (tno == 2)
return illegalclasses2;
if (tno == 3)
return illegalclasses3;
if (tno == 4)
return illegalclasses4;
return 0;
};
//=========================================================================
// Return TRUE if this team is restricted to Civilian class
float(float tno) TeamFortress_TeamIsCivilian =
{
local entity te;
if (tno == 1)
{
if (civilianteams & TEAM1_CIVILIANS)
return TRUE;
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}
else if (tno == 2)
{
if (civilianteams & TEAM2_CIVILIANS)
return TRUE;
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}
else if (tno == 3)
{
if (civilianteams & TEAM3_CIVILIANS)
return TRUE;
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}
else // if (tno == 4)
{
if (civilianteams & TEAM4_CIVILIANS)
return TRUE;
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}
return FALSE;
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};
//=========================================================================
// Sprints to all the members on one team except one
void(float tno, entity ignore, string st) teamsprint =
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{
// Don't do teamprints in DM
if (tno == 0)
return;
local entity te;
te = find(world, classname, "player");
while (te)
{
if (Teammate(te.team_no,tno) && te != ignore)
{
sprint(te, PRINT_HIGH, st);
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}
te = find(te, classname, "player");
}
};