mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-24 05:01:48 +00:00
1269 lines
28 KiB
C++
1269 lines
28 KiB
C++
/*
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TeamFortress 2.1 - 22/1/97
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TeamFortress Software
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Robin Walker, John Cook, Ian Caughley.
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Functions handling all the help displaying for TeamFortress.
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*/
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#include "defs.qh"
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// Prototypes
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// Team Functions
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float() TeamFortress_TeamPutPlayerInTeam;
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float(float tno) TeamFortress_TeamSet;
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float(float tno) TeamGetColor;
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void(float tno) TeamFortress_TeamSetColor;
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void() TeamFortress_CheckTeamCheats;
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void(float tno, float scoretoadd) TeamFortress_TeamIncreaseScore;
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float(float tno) TeamFortress_TeamGetScore;
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float (float tno) TeamFortress_TeamGetLives;
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float(float tno) TeamFortress_TeamGetNoPlayers;
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float (float tno) TeamFortress_TeamGetMaxPlayers;
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float() TeamFortress_TeamGetWinner;
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void(float tno) TeamFortress_TeamShowScores;
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string(float tno) TeamFortress_TeamGetColorString;
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void(entity Player) TeamFortress_TeamShowMemberClasses;
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float(float tno) TeamFortress_TeamGetIllegalClasses;
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float(float tno) TeamFortress_TeamIsCivilian;
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void(entity p) SetTeamName;
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string(float tno) GetTrueTeamName;
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//-------- OfN ---------------------------------//
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void(float tno, entity ignore) teamprefixsprint;
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//- OfN - Extra cheat checking...
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float (string skin_str) Is_TF_Skin;
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float (float tno, float theColor ) IsValidTopColor;
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//=========================================================================
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// TEAM FUNCTIONS
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//=========================================================================
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// 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 =
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{
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local float i, j, lowest, likely_team;
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local string st;
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i = 1;
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likely_team = random() * number_of_teams;
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likely_team = ceil(likely_team);
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if (likely_team == 0)
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likely_team = number_of_teams;
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lowest = 33;
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while (i < (number_of_teams + 1))
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{
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j = TeamFortress_TeamGetNoPlayers(i);
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if (j <= lowest) //WK j < lowest
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{
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// Is the team full?
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if (TeamFortress_TeamGetMaxPlayers(i) > j)
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{
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if (lowest == j) { //WK tie
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if (random() < (1/number_of_teams)) {
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lowest = j;
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likely_team = i;
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}
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}
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else {
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lowest = j;
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likely_team = i;
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}
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}
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}
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i = i + 1;
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}
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// Put the player in likely_team
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return TeamFortress_TeamSet(likely_team);
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};
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//=========================================================================
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// Return the color for the team corresponding to the no passed in
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float(float tno) TeamGetColor =
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{
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if (tno == 1)
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return DARKBLUE;
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if (tno == 2)
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return RED;
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if (tno == 3)
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return YELLOW;
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if (tno == 4)
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return DARKGREEN;
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return 0;
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};
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//=========================================================================
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// Set the color for the team corresponding to the no passed in, to self.team_no
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void(float tno) TeamFortress_TeamSetColor =
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{
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if (tno == 1)
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{
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team1col = DARKBLUE;
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return;
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}
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if (tno == 2)
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{
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team2col = RED;
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return;
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}
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if (tno == 3)
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{
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team3col = YELLOW;
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return;
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}
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if (tno == 4)
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{
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team4col = DARKGREEN;
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return;
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}
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};
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string(float tno) GetTeamName =
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{
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local string st;
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if (tno == 1)
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{
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/*if (world.b_b != "" && world.b_b != string_null)
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{
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return world.b_b;
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}*/
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st = infokey(world, "team1");
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if (st == string_null)
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st = infokey(world, "t1");
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if (st == string_null || st == "")
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return "blue";
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}
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else if (tno == 2)
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{
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/*if (world.b_t != "" && world.b_t != string_null)
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{
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return world.b_t;
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}*/
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st = infokey(world, "team2");
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if (st == string_null)
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st = infokey(world, "t2");
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if (st == string_null || st == "")
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return "red";
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}
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else if (tno == 3)
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{
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/*if (world.b_n != "" && world.b_n != string_null)
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{
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return world.b_n;
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}*/
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st = infokey(world, "team3");
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if (st == string_null)
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st = infokey(world, "t3");
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if (st == string_null || st == "")
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return "yell";
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}
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else if (tno == 4)
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{
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/*if (world.b_o != "" && world.b_o != string_null)
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{
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return world.b_o;
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}*/
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st = infokey(world, "team4");
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if (st == string_null)
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st = infokey(world, "t4");
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if (st == string_null || st == "")
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return "teal";
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}
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else
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st = "";
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return st;
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};
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//returns only the team color
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string(float tno) GetTrueTeamName =
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{
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if (tno == 1)
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return "<EFBFBD><EFBFBD><EFBFBD><EFBFBD>";
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else if (tno == 2)
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return "<EFBFBD><EFBFBD><EFBFBD>";
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else if (tno == 3)
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return "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>";
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else if (tno == 4)
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return "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>";
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else
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return "ERROR";
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};
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void(entity p) SetTeamName =
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{
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local string st;
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st = GetTeamName(p.team_no);
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stuffcmd(p, "team \""); //careful about empty team
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stuffcmd(p, st);
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stuffcmd(p, "\"\n");
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setinfokey(p, "team", st);
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};
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//=========================================================================
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// Set the current player's.team_no to self.impulse. Return TRUE if successful
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float(float tno) TeamFortress_TeamSet =
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{
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local string st;
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local float tc, tc2;
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if (teamplay < 1)
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{
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sprint (self, PRINT_HIGH, "Teamplay is not On, so FortressTeams are inactive.\n");
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return FALSE;
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}
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/* if (chris)
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if (prematch > time)
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{
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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();
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}*/
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if (tno > number_of_teams && number_of_teams != 0)
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{
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sprint (self, PRINT_HIGH, "There can be only ");
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st = ftos(number_of_teams);
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sprint (self, PRINT_HIGH, st);
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sprint (self, PRINT_HIGH, " teams on this map.\nTry again\n");
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return FALSE;
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}
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if (self.team_no > 0)
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{
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sprint (self, PRINT_HIGH, "You're already in Team No ");
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st = ftos(self.team_no);
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sprint (self, PRINT_HIGH, st);
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sprint (self, PRINT_HIGH, ".\n");
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return FALSE;
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}
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tc = TeamFortress_TeamGetNoPlayers(tno);
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if (tc >= TeamFortress_TeamGetMaxPlayers(tno))
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{
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//- OfN
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if (mapname == "huntedr")
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{
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if (tno == 3)
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sprint (self, PRINT_HIGH, "The game has already enough assassins, be a bodyguard.\n");
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else if (tno == 1)
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sprint (self, PRINT_HIGH, "You wanna be the vicepresident or what?\n");
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}
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else
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sprint (self, PRINT_HIGH, "That team is full. Pick another.\n");
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return FALSE;
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}
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// If the color for the team this player is changing to is 0,
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// then this is the first player in this team, and we set the
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// teamcolor to this player's pants color.
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// If not, we change this player's color to this team.
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if (TeamGetColor(tno) == 0)
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{
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TeamFortress_TeamSetColor(tno);
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// If the color wasn't set
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if (TeamGetColor(tno) == 0)
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{
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sprint (self, PRINT_HIGH, "You can't start a new team with your color, since another ");
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sprint (self, PRINT_HIGH, "already using that color. Change your pants color, then try again.\n");
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return FALSE;
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}
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// Announce the new team
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bprint(PRINT_HIGH, self.netname);
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bprint(PRINT_HIGH, " has started Team No ");
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st = ftos(tno);
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bprint(PRINT_HIGH, st);
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bprint(PRINT_HIGH, ".\n");
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// Prevent the cheatchecking mechanism from nabbing them b4 the
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// color command works.
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makeImmune(self,time+10);
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//self.immune_to_check = time + 10;
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tc = TeamGetColor (tno) - 1;
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tc2 = TeamGetNiceColor (tno);
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SetPlayerColor (self, tc, tc2);
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self.team_no = tno;
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self.lives = TeamFortress_TeamGetLives(tno);
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SetTeamName(self);
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// Set the Civilian Class of anyone in a Civilian Team
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if (self.playerclass == PC_UNDEFINED)
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{
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if (TeamFortress_TeamIsCivilian(self.team_no))
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{
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self.impulse = 1;
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TeamFortress_ChangeClass();
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}
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}
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return TRUE;
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}
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// Announce the new teammember
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bprint(PRINT_HIGH, self.netname);
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bprint(PRINT_HIGH, " has joined Team No ");
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st = ftos(tno);
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bprint(PRINT_HIGH, st);
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bprint(PRINT_HIGH, ".\n");
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tc = TeamGetColor (tno) - 1;
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tc2 = TeamGetNiceColor (tno);
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SetPlayerColor (self, tc, tc2);
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self.team_no = tno;
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// Prevent the cheatchecking mechanism from nabbing them b4 the
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// color command works.
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// makeImmune(self,time+10);
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//self.immune_to_check = time + 10;
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self.lives = TeamFortress_TeamGetLives(tno);
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// Tell them what class the other members of their team are
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TeamFortress_TeamShowMemberClasses(self);
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SetTeamName(self);
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// Set the Civilian Class of anyone in a Civilian Team
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if (self.playerclass == PC_UNDEFINED)
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{
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if (TeamFortress_TeamIsCivilian(self.team_no))
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{
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self.impulse = 1;
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TeamFortress_ChangeClass();
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}
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}
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//RJM
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if (toggleflags & TFLAG_TEAMFRAGS)
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self.frags = TeamFortress_TeamGetScore(self.team_no);
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//RJM
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//- OfN Team3 should have less players than red in Hunted
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if (mapname == "huntedr")
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{
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local float result;
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result = floor(TeamFortress_TeamGetNoPlayers(2) * HUNTED_YELLOWTEAM_FACTOR);
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team3maxplayers = result;
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if (team3maxplayers < 1) team3maxplayers = 1;
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}
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return TRUE;
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};
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//=========================================================================
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// Make sure no-one is changing their colors
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void() TeamFortress_CheckTeamCheats =
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{
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local string st, sk;
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local float tc, tc2;
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local float rate;
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if (self.immune_to_chec > time)
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return;
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if (self.deadflag)
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return;
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#ifdef COOP_MODE
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if (coop && !deathmatch) // don't worry about it if in coop game
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return;
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#endif
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//WK Add in hack for "skins" cheat. This is as good a place as any
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if (self.netname == string_null) {
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stuffcmd(self,"name \"I'm a cheater even when RENAMED\"\n");
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stuffcmd(self,"disconnect\n");
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}
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//WK Limit rate to 10k?
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st = infokey(self,"rate");
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if (st != string_null)
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rate = stof(st);
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if (rate > 10000) {
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stuffcmd(self,"rate 10000\n");
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}
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//- OfN - Added checking for topcolor changes... (see IsValidTopColor in OfteN.qc)
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local float tTopColor;
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st = infokey(self,"topcolor");
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tTopColor=stof(st);
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// Have they changed color?
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if (self.team_no > 0 && teamplay > 0)
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{
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// QuakeWorld
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st = infokey(self, "bottomcolor");
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tc = stof(st);
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// if they're a spy, check to see if they've changed colors manually
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if ((self.cutf_items & CUTF_SPY_KIT) && self.undercover_team != 0)
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{
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if ((TeamGetColor(self.undercover_team) - 1) != tc || !IsValidTopColor(self.undercover_team,tTopColor))
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{
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#ifdef CHEAT_WARNINGS
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RPrint(self.netname);
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RPrint(" had his colors reset.\n");
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#endif
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tc = TeamGetColor (self.undercover_team) - 1;
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tc2 = TeamGetNiceColor (self.undercover_team);
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SetPlayerColor (self, tc, tc2);
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// bprint2(PRINT_MEDIUM, self.netname, " has been kicked for changing color.\n");
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// sprint(self, PRINT_HIGH, "You have been kicked for changing your color. Don't do it.\n");
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// stuffcmd(self, "disconnect\n");
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return;
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}
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}
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else if (tc != (TeamGetColor(self.team_no) - 1) || !IsValidTopColor(self.team_no,tTopColor))
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{
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#ifdef CHEAT_WARNINGS
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RPrint(self.netname);
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RPrint(" had his colors reset.\n");
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#endif
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tc = TeamGetColor (self.team_no) - 1;
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tc2 = TeamGetNiceColor (self.team_no);
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SetPlayerColor (self, tc, tc2);
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// bprint2(PRINT_MEDIUM, self.netname, " has been kicked for changing color.\n");
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// sprint(self, PRINT_HIGH, "You have been kicked for changing your color. Don't do it.\n");
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// stuffcmd(self, "disconnect\n");
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return;
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}
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// Have they changed their skin?
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if (self.playerclass != PC_UNDEFINED)
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{
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//WK For some reason, this isn't reading right for el PC_CUSTOM
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st = infokey(self, "skin");
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tc = 0;
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// OfN kick custom player classes using a non TF-skin
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if (self.playerclass == PC_CUSTOM && !Is_TF_Skin(st))
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{
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TeamFortress_SetSkin(self);
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// bprint2(PRINT_MEDIUM, self.netname, " has been kicked for changing skin.\n");
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// sprint(self, PRINT_HIGH, "You have been kicked for changing your skin. Don't do it.\n");
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// stuffcmd(self, "disconnect\n");
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}
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if ((self.cutf_items & CUTF_SPY_KIT) && self.undercover_skin != 0)
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{
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//WK tc = PC_SPY;
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tc = self.playerclass;
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self.playerclass = self.undercover_skin;
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}
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if ( self.playerclass == PC_SCOUT )
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sk = "tf_scout";
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else if ( self.playerclass == PC_SNIPER )
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sk = "tf_snipe";
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else if ( self.playerclass == PC_SOLDIER )
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sk = "tf_sold";
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else if ( self.playerclass == PC_DEMOMAN )
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sk = "tf_demo";
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else if ( self.playerclass == PC_MEDIC )
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sk = "tf_medic";
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else if ( self.playerclass == PC_HVYWEAP )
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sk = "tf_hwguy";
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else if ( self.playerclass == PC_PYRO )
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sk = "tf_pyro";
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else if ( self.playerclass == PC_SPY )
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sk = "tf_spy";
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else if ( self.playerclass == PC_ENGINEER )
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sk = "tf_eng";
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else
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{
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if ((self.cutf_items & CUTF_SPY_KIT) && self.undercover_skin != 0)
|
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{
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self.playerclass = tc;
|
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}
|
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return; //WK Don't check as a safety precaution.
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}
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if (self.cutf_items & CUTF_SPY_KIT && self.undercover_skin != 0)
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{
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//sprint(self,PRINT_HIGH,"Mommy Wuvs You!\n");
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self.playerclass = tc;
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}
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//WK Ignore our custom, spy-kitting friends. Kick everyone else
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if ((st != sk) && !((self.playerclass == PC_CUSTOM) && (self.cutf_items & CUTF_SPY_KIT)))
|
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{
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#ifdef CHEAT_WARNINGS
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RPrint(self.netname);
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RPrint(" had his skin reset.\n");
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#endif
|
||
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TeamFortress_SetSkin(self);
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||
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// bprint2(PRINT_MEDIUM, self.netname, " has been kicked for changing skin.\n");
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// sprint(self, PRINT_HIGH, "You have been kicked for changing your skin. Don't do it.\n");
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||
// stuffcmd(self, "disconnect\n");
|
||
}
|
||
|
||
}
|
||
|
||
|
||
// 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");
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
};
|
||
|
||
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
|
||
}
|
||
};
|
||
|
||
//=========================================================================
|
||
// 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)
|
||
{
|
||
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)
|
||
{
|
||
j = TeamFortress_TeamGetScore(i);
|
||
st = TeamFortress_TeamGetColorString(i);
|
||
|
||
bprint(PRINT_HIGH, st);
|
||
bprint(PRINT_HIGH, ": ");
|
||
st = ftos(j);
|
||
bprint(PRINT_HIGH, st);
|
||
bprint(PRINT_HIGH, " ");
|
||
}
|
||
i = i + 1;
|
||
}
|
||
bprint (PRINT_HIGH, "\n");
|
||
return;
|
||
}
|
||
|
||
// long scores
|
||
while (i <= number_of_teams)
|
||
{
|
||
if (TeamGetColor(i) > 0)
|
||
{
|
||
if (all)
|
||
bprint (PRINT_HIGH, "Team ");
|
||
else
|
||
sprint (self, PRINT_HIGH, "Team ");
|
||
|
||
st = ftos(i);
|
||
if (all)
|
||
bprint (PRINT_HIGH, st);
|
||
else
|
||
sprint (self, PRINT_HIGH, st);
|
||
|
||
if (all)
|
||
bprint (PRINT_HIGH, " (");
|
||
else
|
||
sprint (self, PRINT_HIGH, " (");
|
||
|
||
st = TeamFortress_TeamGetColorString(i);
|
||
if (all)
|
||
bprint (PRINT_HIGH, st);
|
||
else
|
||
sprint (self, PRINT_HIGH, st);
|
||
|
||
if (all)
|
||
bprint (PRINT_HIGH, ") : ");
|
||
else
|
||
sprint (self, PRINT_HIGH, ") : ");
|
||
|
||
j = TeamFortress_TeamGetScore(i);
|
||
st = ftos(j);
|
||
|
||
if (all)
|
||
bprint (PRINT_HIGH, st);
|
||
else
|
||
sprint (self, PRINT_HIGH, st);
|
||
|
||
if (all)
|
||
bprint (PRINT_HIGH, "\n");
|
||
else
|
||
sprint (self, PRINT_HIGH, "\n");
|
||
}
|
||
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);
|
||
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;
|
||
|
||
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");
|
||
}
|
||
|
||
sprint (Player, PRINT_HIGH, e.netname);
|
||
sprint (Player, PRINT_HIGH, " : ");
|
||
if (e.playerclass != PC_CUSTOM)
|
||
TeamFortress_PrintClassName(Player,e.playerclass, (e.tfstate & TFSTATE_RANDOMPC));
|
||
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");
|
||
}
|
||
};
|
||
|
||
|
||
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)
|
||
{
|
||
|
||
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)
|
||
{
|
||
t1 = team1score + TEAM_HELP_RATE;
|
||
|
||
if (number_of_teams >= 2)
|
||
t2 = team2score + TEAM_HELP_RATE;
|
||
else
|
||
t2 = 0;
|
||
|
||
if (number_of_teams >= 3)
|
||
t3 = team3score + TEAM_HELP_RATE;
|
||
else
|
||
t3 = 0;
|
||
|
||
if (number_of_teams >= 4)
|
||
t4 = team4score + TEAM_HELP_RATE;
|
||
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)))
|
||
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: ");
|
||
|
||
ft = TeamFortress_TeamGetNoPlayers(1);
|
||
st = ftos(ft);
|
||
sprint (self, PRINT_HIGH, st);
|
||
sprint (self, PRINT_HIGH, " ");
|
||
ft = TeamFortress_TeamGetNoPlayers(2);
|
||
st = ftos(ft);
|
||
sprint (self, PRINT_HIGH, st);
|
||
|
||
sprint (self, PRINT_HIGH, " ");
|
||
ft = TeamFortress_TeamGetNoPlayers(3);
|
||
st = ftos(ft);
|
||
sprint (self, PRINT_HIGH, st);
|
||
sprint (self, PRINT_HIGH, " ");
|
||
ft = TeamFortress_TeamGetNoPlayers(4);
|
||
st = ftos(ft);
|
||
sprint (self, PRINT_HIGH, st);
|
||
sprint (self, PRINT_HIGH, "\n");
|
||
|
||
sprint (self, PRINT_HIGH, " equalisation: ");
|
||
|
||
st = ftos(team1advantage);
|
||
sprint (self, PRINT_HIGH, st);
|
||
sprint (self, PRINT_HIGH, " ");
|
||
st = ftos(team2advantage);
|
||
sprint (self, PRINT_HIGH, st);
|
||
sprint (self, PRINT_HIGH, " ");
|
||
st = ftos(team3advantage);
|
||
sprint (self, PRINT_HIGH, st);
|
||
sprint (self, PRINT_HIGH, " ");
|
||
st = ftos(team4advantage);
|
||
sprint (self, PRINT_HIGH, st);
|
||
|
||
sprint (self, PRINT_HIGH, "\n");
|
||
|
||
st = ftos(teamplay);
|
||
sprint (self, PRINT_HIGH, "Teamplay is ");
|
||
sprint (self, PRINT_HIGH, st);
|
||
sprint (self, PRINT_HIGH, "\n");
|
||
|
||
};
|
||
|
||
//=========================================================================
|
||
// 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;
|
||
}
|
||
else if (tno == 2)
|
||
{
|
||
if (civilianteams & TEAM2_CIVILIANS)
|
||
return TRUE;
|
||
}
|
||
else if (tno == 3)
|
||
{
|
||
if (civilianteams & TEAM3_CIVILIANS)
|
||
return TRUE;
|
||
}
|
||
else // if (tno == 4)
|
||
{
|
||
if (civilianteams & TEAM4_CIVILIANS)
|
||
return TRUE;
|
||
}
|
||
|
||
return FALSE;
|
||
};
|
||
|
||
//=========================================================================
|
||
// Sprints to all the members on one team except one
|
||
void(float tno, entity ignore, string st) teamsprint =
|
||
{
|
||
// 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);
|
||
}
|
||
|
||
te = find(te, classname, "player");
|
||
}
|
||
};
|
||
|
||
|
||
|