jediacademy/codemp/game/g_team.c

1235 lines
32 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
#include "bg_saga.h"
typedef struct teamgame_s {
float last_flag_capture;
int last_capture_team;
flagStatus_t redStatus; // CTF
flagStatus_t blueStatus; // CTF
flagStatus_t flagStatus; // One Flag CTF
int redTakenTime;
int blueTakenTime;
} teamgame_t;
teamgame_t teamgame;
void Team_SetFlagStatus( int team, flagStatus_t status );
void Team_InitGame( void ) {
memset(&teamgame, 0, sizeof teamgame);
switch( g_gametype.integer ) {
case GT_CTF:
case GT_CTY:
teamgame.redStatus = teamgame.blueStatus = -1; // Invalid to force update
Team_SetFlagStatus( TEAM_RED, FLAG_ATBASE );
Team_SetFlagStatus( TEAM_BLUE, FLAG_ATBASE );
break;
default:
break;
}
}
int OtherTeam(int team) {
if (team==TEAM_RED)
return TEAM_BLUE;
else if (team==TEAM_BLUE)
return TEAM_RED;
return team;
}
const char *TeamName(int team) {
if (team==TEAM_RED)
return "RED";
else if (team==TEAM_BLUE)
return "BLUE";
else if (team==TEAM_SPECTATOR)
return "SPECTATOR";
return "FREE";
}
const char *OtherTeamName(int team) {
if (team==TEAM_RED)
return "BLUE";
else if (team==TEAM_BLUE)
return "RED";
else if (team==TEAM_SPECTATOR)
return "SPECTATOR";
return "FREE";
}
const char *TeamColorString(int team) {
if (team==TEAM_RED)
return S_COLOR_RED;
else if (team==TEAM_BLUE)
return S_COLOR_BLUE;
else if (team==TEAM_SPECTATOR)
return S_COLOR_YELLOW;
return S_COLOR_WHITE;
}
// NULL for everyone
/*
void QDECL PrintMsg( gentity_t *ent, const char *fmt, ... ) {
char msg[1024];
va_list argptr;
char *p;
va_start (argptr,fmt);
if (vsprintf (msg, fmt, argptr) > sizeof(msg)) {
G_Error ( "PrintMsg overrun" );
}
va_end (argptr);
// double quotes are bad
while ((p = strchr(msg, '"')) != NULL)
*p = '\'';
trap_SendServerCommand ( ( (ent == NULL) ? -1 : ent-g_entities ), va("print \"%s\"", msg ));
}
*/
//Printing messages to players via this method is no longer done, StringEd stuff is client only.
//plIndex used to print pl->client->pers.netname
//teamIndex used to print team name
void PrintCTFMessage(int plIndex, int teamIndex, int ctfMessage)
{
gentity_t *te;
if (plIndex == -1)
{
plIndex = MAX_CLIENTS+1;
}
if (teamIndex == -1)
{
teamIndex = 50;
}
te = G_TempEntity(vec3_origin, EV_CTFMESSAGE);
te->r.svFlags |= SVF_BROADCAST;
te->s.eventParm = ctfMessage;
te->s.trickedentindex = plIndex;
if (ctfMessage == CTFMESSAGE_PLAYER_CAPTURED_FLAG)
{
if (teamIndex == TEAM_RED)
{
te->s.trickedentindex2 = TEAM_BLUE;
}
else
{
te->s.trickedentindex2 = TEAM_RED;
}
}
else
{
te->s.trickedentindex2 = teamIndex;
}
}
/*
==============
AddTeamScore
used for gametype > GT_TEAM
for gametype GT_TEAM the level.teamScores is updated in AddScore in g_combat.c
==============
*/
void AddTeamScore(vec3_t origin, int team, int score) {
gentity_t *te;
te = G_TempEntity(origin, EV_GLOBAL_TEAM_SOUND );
te->r.svFlags |= SVF_BROADCAST;
if ( team == TEAM_RED ) {
if ( level.teamScores[ TEAM_RED ] + score == level.teamScores[ TEAM_BLUE ] ) {
//teams are tied sound
te->s.eventParm = GTS_TEAMS_ARE_TIED;
}
else if ( level.teamScores[ TEAM_RED ] <= level.teamScores[ TEAM_BLUE ] &&
level.teamScores[ TEAM_RED ] + score > level.teamScores[ TEAM_BLUE ]) {
// red took the lead sound
te->s.eventParm = GTS_REDTEAM_TOOK_LEAD;
}
else {
// red scored sound
te->s.eventParm = GTS_REDTEAM_SCORED;
}
}
else {
if ( level.teamScores[ TEAM_BLUE ] + score == level.teamScores[ TEAM_RED ] ) {
//teams are tied sound
te->s.eventParm = GTS_TEAMS_ARE_TIED;
}
else if ( level.teamScores[ TEAM_BLUE ] <= level.teamScores[ TEAM_RED ] &&
level.teamScores[ TEAM_BLUE ] + score > level.teamScores[ TEAM_RED ]) {
// blue took the lead sound
te->s.eventParm = GTS_BLUETEAM_TOOK_LEAD;
}
else {
// blue scored sound
te->s.eventParm = GTS_BLUETEAM_SCORED;
}
}
level.teamScores[ team ] += score;
}
/*
==============
OnSameTeam
==============
*/
extern qboolean G_CheckVehicleNPCTeamDamage( gentity_t *ent );
qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ) {
if ( !ent1->client || !ent2->client ) {
return qfalse;
}
if (g_gametype.integer == GT_POWERDUEL)
{
if (ent1->client->sess.duelTeam == ent2->client->sess.duelTeam)
{
return qtrue;
}
return qfalse;
}
if (g_gametype.integer == GT_SINGLE_PLAYER)
{
qboolean ent1IsBot = qfalse;
qboolean ent2IsBot = qfalse;
if (ent1->r.svFlags & SVF_BOT)
{
ent1IsBot = qtrue;
}
if (ent2->r.svFlags & SVF_BOT)
{
ent2IsBot = qtrue;
}
if ((ent1IsBot && ent2IsBot) || (!ent1IsBot && !ent2IsBot))
{
return qtrue;
}
return qfalse;
}
if ( g_gametype.integer < GT_TEAM ) {
return qfalse;
}
if (ent1->s.eType == ET_NPC &&
ent1->s.NPC_class == CLASS_VEHICLE &&
ent1->client &&
ent1->client->sess.sessionTeam != TEAM_FREE &&
ent2->client &&
ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam)
{
return qtrue;
}
if (ent2->s.eType == ET_NPC &&
ent2->s.NPC_class == CLASS_VEHICLE &&
ent2->client &&
ent2->client->sess.sessionTeam != TEAM_FREE &&
ent1->client &&
ent2->client->sess.sessionTeam == ent1->client->sess.sessionTeam)
{
return qtrue;
}
if (ent1->client->sess.sessionTeam == TEAM_FREE &&
ent2->client->sess.sessionTeam == TEAM_FREE &&
ent1->s.eType == ET_NPC &&
ent2->s.eType == ET_NPC)
{ //NPCs don't do normal team rules
return qfalse;
}
if (ent1->s.eType == ET_NPC && ent2->s.eType == ET_PLAYER)
{
if ( G_CheckVehicleNPCTeamDamage( ent1 ) )
{//hit an NPC that is in a vehicle - a droid?
if ( ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam
|| ent1->teamnodmg == ent2->client->sess.sessionTeam )
{
return qtrue;
}
}
return qfalse;
}
else if (ent1->s.eType == ET_PLAYER && ent2->s.eType == ET_NPC)
{
return qfalse;
}
if ( ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam ) {
return qtrue;
}
return qfalse;
}
static char ctfFlagStatusRemap[] = { '0', '1', '*', '*', '2' };
void Team_SetFlagStatus( int team, flagStatus_t status ) {
qboolean modified = qfalse;
switch( team ) {
case TEAM_RED: // CTF
if( teamgame.redStatus != status ) {
teamgame.redStatus = status;
modified = qtrue;
}
break;
case TEAM_BLUE: // CTF
if( teamgame.blueStatus != status ) {
teamgame.blueStatus = status;
modified = qtrue;
}
break;
case TEAM_FREE: // One Flag CTF
if( teamgame.flagStatus != status ) {
teamgame.flagStatus = status;
modified = qtrue;
}
break;
}
if( modified ) {
char st[4];
if( g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY ) {
st[0] = ctfFlagStatusRemap[teamgame.redStatus];
st[1] = ctfFlagStatusRemap[teamgame.blueStatus];
st[2] = 0;
}
trap_SetConfigstring( CS_FLAGSTATUS, st );
}
}
void Team_CheckDroppedItem( gentity_t *dropped ) {
if( dropped->item->giTag == PW_REDFLAG ) {
Team_SetFlagStatus( TEAM_RED, FLAG_DROPPED );
}
else if( dropped->item->giTag == PW_BLUEFLAG ) {
Team_SetFlagStatus( TEAM_BLUE, FLAG_DROPPED );
}
else if( dropped->item->giTag == PW_NEUTRALFLAG ) {
Team_SetFlagStatus( TEAM_FREE, FLAG_DROPPED );
}
}
/*
================
Team_ForceGesture
================
*/
void Team_ForceGesture(int team) {
int i;
gentity_t *ent;
for (i = 0; i < MAX_CLIENTS; i++) {
ent = &g_entities[i];
if (!ent->inuse)
continue;
if (!ent->client)
continue;
if (ent->client->sess.sessionTeam != team)
continue;
//
ent->flags |= FL_FORCE_GESTURE;
}
}
/*
================
Team_FragBonuses
Calculate the bonuses for flag defense, flag carrier defense, etc.
Note that bonuses are not cumulative. You get one, they are in importance
order.
================
*/
void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker)
{
int i;
gentity_t *ent;
int flag_pw, enemy_flag_pw;
int otherteam;
int tokens;
gentity_t *flag, *carrier = NULL;
char *c;
vec3_t v1, v2;
int team;
// no bonus for fragging yourself or team mates
if (!targ->client || !attacker->client || targ == attacker || OnSameTeam(targ, attacker))
return;
team = targ->client->sess.sessionTeam;
otherteam = OtherTeam(targ->client->sess.sessionTeam);
if (otherteam < 0)
return; // whoever died isn't on a team
// same team, if the flag at base, check to he has the enemy flag
if (team == TEAM_RED) {
flag_pw = PW_REDFLAG;
enemy_flag_pw = PW_BLUEFLAG;
} else {
flag_pw = PW_BLUEFLAG;
enemy_flag_pw = PW_REDFLAG;
}
// did the attacker frag the flag carrier?
tokens = 0;
if (targ->client->ps.powerups[enemy_flag_pw]) {
attacker->client->pers.teamState.lastfraggedcarrier = level.time;
AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS);
attacker->client->pers.teamState.fragcarrier++;
//PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's flag carrier!\n",
// attacker->client->pers.netname, TeamName(team));
PrintCTFMessage(attacker->s.number, team, CTFMESSAGE_FRAGGED_FLAG_CARRIER);
// the target had the flag, clear the hurt carrier
// field on the other team
for (i = 0; i < g_maxclients.integer; i++) {
ent = g_entities + i;
if (ent->inuse && ent->client->sess.sessionTeam == otherteam)
ent->client->pers.teamState.lasthurtcarrier = 0;
}
return;
}
// did the attacker frag a head carrier? other->client->ps.generic1
if (tokens) {
attacker->client->pers.teamState.lastfraggedcarrier = level.time;
AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS * tokens * tokens);
attacker->client->pers.teamState.fragcarrier++;
//PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's skull carrier!\n",
// attacker->client->pers.netname, TeamName(team));
// the target had the flag, clear the hurt carrier
// field on the other team
for (i = 0; i < g_maxclients.integer; i++) {
ent = g_entities + i;
if (ent->inuse && ent->client->sess.sessionTeam == otherteam)
ent->client->pers.teamState.lasthurtcarrier = 0;
}
return;
}
if (targ->client->pers.teamState.lasthurtcarrier &&
level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT &&
!attacker->client->ps.powerups[flag_pw]) {
// attacker is on the same team as the flag carrier and
// fragged a guy who hurt our flag carrier
AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS);
attacker->client->pers.teamState.carrierdefense++;
targ->client->pers.teamState.lasthurtcarrier = 0;
attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
team = attacker->client->sess.sessionTeam;
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
return;
}
if (targ->client->pers.teamState.lasthurtcarrier &&
level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT) {
// attacker is on the same team as the skull carrier and
AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS);
attacker->client->pers.teamState.carrierdefense++;
targ->client->pers.teamState.lasthurtcarrier = 0;
attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
team = attacker->client->sess.sessionTeam;
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
return;
}
// flag and flag carrier area defense bonuses
// we have to find the flag and carrier entities
// find the flag
switch (attacker->client->sess.sessionTeam) {
case TEAM_RED:
c = "team_CTF_redflag";
break;
case TEAM_BLUE:
c = "team_CTF_blueflag";
break;
default:
return;
}
// find attacker's team's flag carrier
for (i = 0; i < g_maxclients.integer; i++) {
carrier = g_entities + i;
if (carrier->inuse && carrier->client->ps.powerups[flag_pw])
break;
carrier = NULL;
}
flag = NULL;
while ((flag = G_Find (flag, FOFS(classname), c)) != NULL) {
if (!(flag->flags & FL_DROPPED_ITEM))
break;
}
if (!flag)
return; // can't find attacker's flag
// ok we have the attackers flag and a pointer to the carrier
// check to see if we are defending the base's flag
VectorSubtract(targ->r.currentOrigin, flag->r.currentOrigin, v1);
VectorSubtract(attacker->r.currentOrigin, flag->r.currentOrigin, v2);
if ( ( ( VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS &&
trap_InPVS(flag->r.currentOrigin, targ->r.currentOrigin ) ) ||
( VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS &&
trap_InPVS(flag->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
// we defended the base flag
AddScore(attacker, targ->r.currentOrigin, CTF_FLAG_DEFENSE_BONUS);
attacker->client->pers.teamState.basedefense++;
attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
return;
}
if (carrier && carrier != attacker) {
VectorSubtract(targ->r.currentOrigin, carrier->r.currentOrigin, v1);
VectorSubtract(attacker->r.currentOrigin, carrier->r.currentOrigin, v1);
if ( ( ( VectorLength(v1) < CTF_ATTACKER_PROTECT_RADIUS &&
trap_InPVS(carrier->r.currentOrigin, targ->r.currentOrigin ) ) ||
( VectorLength(v2) < CTF_ATTACKER_PROTECT_RADIUS &&
trap_InPVS(carrier->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_PROTECT_BONUS);
attacker->client->pers.teamState.carrierdefense++;
attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
return;
}
}
}
/*
================
Team_CheckHurtCarrier
Check to see if attacker hurt the flag carrier. Needed when handing out bonuses for assistance to flag
carrier defense.
================
*/
void Team_CheckHurtCarrier(gentity_t *targ, gentity_t *attacker)
{
int flag_pw;
if (!targ->client || !attacker->client)
return;
if (targ->client->sess.sessionTeam == TEAM_RED)
flag_pw = PW_BLUEFLAG;
else
flag_pw = PW_REDFLAG;
// flags
if (targ->client->ps.powerups[flag_pw] &&
targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam)
attacker->client->pers.teamState.lasthurtcarrier = level.time;
// skulls
if (targ->client->ps.generic1 &&
targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam)
attacker->client->pers.teamState.lasthurtcarrier = level.time;
}
gentity_t *Team_ResetFlag( int team ) {
char *c;
gentity_t *ent, *rent = NULL;
switch (team) {
case TEAM_RED:
c = "team_CTF_redflag";
break;
case TEAM_BLUE:
c = "team_CTF_blueflag";
break;
case TEAM_FREE:
c = "team_CTF_neutralflag";
break;
default:
return NULL;
}
ent = NULL;
while ((ent = G_Find (ent, FOFS(classname), c)) != NULL) {
if (ent->flags & FL_DROPPED_ITEM)
G_FreeEntity(ent);
else {
rent = ent;
RespawnItem(ent);
}
}
Team_SetFlagStatus( team, FLAG_ATBASE );
return rent;
}
void Team_ResetFlags( void ) {
if( g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY ) {
Team_ResetFlag( TEAM_RED );
Team_ResetFlag( TEAM_BLUE );
}
}
void Team_ReturnFlagSound( gentity_t *ent, int team ) {
gentity_t *te;
if (ent == NULL) {
G_Printf ("Warning: NULL passed to Team_ReturnFlagSound\n");
return;
}
te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
if( team == TEAM_BLUE ) {
te->s.eventParm = GTS_RED_RETURN;
}
else {
te->s.eventParm = GTS_BLUE_RETURN;
}
te->r.svFlags |= SVF_BROADCAST;
}
void Team_TakeFlagSound( gentity_t *ent, int team ) {
gentity_t *te;
if (ent == NULL) {
G_Printf ("Warning: NULL passed to Team_TakeFlagSound\n");
return;
}
// only play sound when the flag was at the base
// or not picked up the last 10 seconds
switch(team) {
case TEAM_RED:
if( teamgame.blueStatus != FLAG_ATBASE ) {
if (teamgame.blueTakenTime > level.time - 10000)
return;
}
teamgame.blueTakenTime = level.time;
break;
case TEAM_BLUE: // CTF
if( teamgame.redStatus != FLAG_ATBASE ) {
if (teamgame.redTakenTime > level.time - 10000)
return;
}
teamgame.redTakenTime = level.time;
break;
}
te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
if( team == TEAM_BLUE ) {
te->s.eventParm = GTS_RED_TAKEN;
}
else {
te->s.eventParm = GTS_BLUE_TAKEN;
}
te->r.svFlags |= SVF_BROADCAST;
}
void Team_CaptureFlagSound( gentity_t *ent, int team ) {
gentity_t *te;
if (ent == NULL) {
G_Printf ("Warning: NULL passed to Team_CaptureFlagSound\n");
return;
}
te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
if( team == TEAM_BLUE ) {
te->s.eventParm = GTS_BLUE_CAPTURE;
}
else {
te->s.eventParm = GTS_RED_CAPTURE;
}
te->r.svFlags |= SVF_BROADCAST;
}
void Team_ReturnFlag( int team ) {
Team_ReturnFlagSound(Team_ResetFlag(team), team);
if( team == TEAM_FREE ) {
//PrintMsg(NULL, "The flag has returned!\n" );
}
else { //flag should always have team in normal CTF
//PrintMsg(NULL, "The %s flag has returned!\n", TeamName(team));
PrintCTFMessage(-1, team, CTFMESSAGE_FLAG_RETURNED);
}
}
void Team_FreeEntity( gentity_t *ent ) {
if( ent->item->giTag == PW_REDFLAG ) {
Team_ReturnFlag( TEAM_RED );
}
else if( ent->item->giTag == PW_BLUEFLAG ) {
Team_ReturnFlag( TEAM_BLUE );
}
else if( ent->item->giTag == PW_NEUTRALFLAG ) {
Team_ReturnFlag( TEAM_FREE );
}
}
/*
==============
Team_DroppedFlagThink
Automatically set in Launch_Item if the item is one of the flags
Flags are unique in that if they are dropped, the base flag must be respawned when they time out
==============
*/
void Team_DroppedFlagThink(gentity_t *ent) {
int team = TEAM_FREE;
if( ent->item->giTag == PW_REDFLAG ) {
team = TEAM_RED;
}
else if( ent->item->giTag == PW_BLUEFLAG ) {
team = TEAM_BLUE;
}
else if( ent->item->giTag == PW_NEUTRALFLAG ) {
team = TEAM_FREE;
}
Team_ReturnFlagSound( Team_ResetFlag( team ), team );
// Reset Flag will delete this entity
}
/*
==============
Team_DroppedFlagThink
==============
*/
int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) {
int i;
gentity_t *player;
gclient_t *cl = other->client;
int enemy_flag;
if (cl->sess.sessionTeam == TEAM_RED) {
enemy_flag = PW_BLUEFLAG;
} else {
enemy_flag = PW_REDFLAG;
}
if ( ent->flags & FL_DROPPED_ITEM ) {
// hey, its not home. return it by teleporting it back
//PrintMsg( NULL, "%s" S_COLOR_WHITE " returned the %s flag!\n",
// cl->pers.netname, TeamName(team));
PrintCTFMessage(other->s.number, team, CTFMESSAGE_PLAYER_RETURNED_FLAG);
AddScore(other, ent->r.currentOrigin, CTF_RECOVERY_BONUS);
other->client->pers.teamState.flagrecovery++;
other->client->pers.teamState.lastreturnedflag = level.time;
//ResetFlag will remove this entity! We must return zero
Team_ReturnFlagSound(Team_ResetFlag(team), team);
return 0;
}
// the flag is at home base. if the player has the enemy
// flag, he's just won!
if (!cl->ps.powerups[enemy_flag])
return 0; // We don't have the flag
//PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the %s flag!\n", cl->pers.netname, TeamName(OtherTeam(team)));
PrintCTFMessage(other->s.number, team, CTFMESSAGE_PLAYER_CAPTURED_FLAG);
cl->ps.powerups[enemy_flag] = 0;
teamgame.last_flag_capture = level.time;
teamgame.last_capture_team = team;
// Increase the team's score
AddTeamScore(ent->s.pos.trBase, other->client->sess.sessionTeam, 1);
// Team_ForceGesture(other->client->sess.sessionTeam);
//rww - don't really want to do this now. Mainly because performing a gesture disables your upper torso animations until it's done and you can't fire
other->client->pers.teamState.captures++;
other->client->rewardTime = level.time + REWARD_SPRITE_TIME;
other->client->ps.persistant[PERS_CAPTURES]++;
// other gets another 10 frag bonus
AddScore(other, ent->r.currentOrigin, CTF_CAPTURE_BONUS);
Team_CaptureFlagSound( ent, team );
// Ok, let's do the player loop, hand out the bonuses
for (i = 0; i < g_maxclients.integer; i++) {
player = &g_entities[i];
if (!player->inuse)
continue;
if (player->client->sess.sessionTeam !=
cl->sess.sessionTeam) {
player->client->pers.teamState.lasthurtcarrier = -5;
} else if (player->client->sess.sessionTeam ==
cl->sess.sessionTeam) {
if (player != other)
AddScore(player, ent->r.currentOrigin, CTF_TEAM_BONUS);
// award extra points for capture assists
if (player->client->pers.teamState.lastreturnedflag +
CTF_RETURN_FLAG_ASSIST_TIMEOUT > level.time) {
AddScore (player, ent->r.currentOrigin, CTF_RETURN_FLAG_ASSIST_BONUS);
other->client->pers.teamState.assists++;
player->client->ps.persistant[PERS_ASSIST_COUNT]++;
player->client->rewardTime = level.time + REWARD_SPRITE_TIME;
} else if (player->client->pers.teamState.lastfraggedcarrier +
CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) {
AddScore(player, ent->r.currentOrigin, CTF_FRAG_CARRIER_ASSIST_BONUS);
other->client->pers.teamState.assists++;
player->client->ps.persistant[PERS_ASSIST_COUNT]++;
player->client->rewardTime = level.time + REWARD_SPRITE_TIME;
}
}
}
Team_ResetFlags();
CalculateRanks();
return 0; // Do not respawn this automatically
}
int Team_TouchEnemyFlag( gentity_t *ent, gentity_t *other, int team ) {
gclient_t *cl = other->client;
//PrintMsg (NULL, "%s" S_COLOR_WHITE " got the %s flag!\n",
// other->client->pers.netname, TeamName(team));
PrintCTFMessage(other->s.number, team, CTFMESSAGE_PLAYER_GOT_FLAG);
if (team == TEAM_RED)
cl->ps.powerups[PW_REDFLAG] = INT_MAX; // flags never expire
else
cl->ps.powerups[PW_BLUEFLAG] = INT_MAX; // flags never expire
Team_SetFlagStatus( team, FLAG_TAKEN );
AddScore(other, ent->r.currentOrigin, CTF_FLAG_BONUS);
cl->pers.teamState.flagsince = level.time;
Team_TakeFlagSound( ent, team );
return -1; // Do not respawn this automatically, but do delete it if it was FL_DROPPED
}
int Pickup_Team( gentity_t *ent, gentity_t *other ) {
int team;
gclient_t *cl = other->client;
// figure out what team this flag is
if( strcmp(ent->classname, "team_CTF_redflag") == 0 ) {
team = TEAM_RED;
}
else if( strcmp(ent->classname, "team_CTF_blueflag") == 0 ) {
team = TEAM_BLUE;
}
else if( strcmp(ent->classname, "team_CTF_neutralflag") == 0 ) {
team = TEAM_FREE;
}
else {
// PrintMsg ( other, "Don't know what team the flag is on.\n");
return 0;
}
// GT_CTF
if( team == cl->sess.sessionTeam) {
return Team_TouchOurFlag( ent, other, team );
}
return Team_TouchEnemyFlag( ent, other, team );
}
/*
===========
Team_GetLocation
Report a location for the player. Uses placed nearby target_location entities
============
*/
gentity_t *Team_GetLocation(gentity_t *ent)
{
gentity_t *eloc, *best;
float bestlen, len;
vec3_t origin;
best = NULL;
bestlen = 3*8192.0*8192.0;
VectorCopy( ent->r.currentOrigin, origin );
for (eloc = level.locationHead; eloc; eloc = eloc->nextTrain) {
len = ( origin[0] - eloc->r.currentOrigin[0] ) * ( origin[0] - eloc->r.currentOrigin[0] )
+ ( origin[1] - eloc->r.currentOrigin[1] ) * ( origin[1] - eloc->r.currentOrigin[1] )
+ ( origin[2] - eloc->r.currentOrigin[2] ) * ( origin[2] - eloc->r.currentOrigin[2] );
if ( len > bestlen ) {
continue;
}
if ( !trap_InPVS( origin, eloc->r.currentOrigin ) ) {
continue;
}
bestlen = len;
best = eloc;
}
return best;
}
/*
===========
Team_GetLocation
Report a location for the player. Uses placed nearby target_location entities
============
*/
qboolean Team_GetLocationMsg(gentity_t *ent, char *loc, int loclen)
{
gentity_t *best;
best = Team_GetLocation( ent );
if (!best)
return qfalse;
if (best->count) {
if (best->count < 0)
best->count = 0;
if (best->count > 7)
best->count = 7;
Com_sprintf(loc, loclen, "%c%c%s" S_COLOR_WHITE, Q_COLOR_ESCAPE, best->count + '0', best->message );
} else
Com_sprintf(loc, loclen, "%s", best->message);
return qtrue;
}
/*---------------------------------------------------------------------------*/
/*
================
SelectRandomDeathmatchSpawnPoint
go to a random point that doesn't telefrag
================
*/
#define MAX_TEAM_SPAWN_POINTS 32
gentity_t *SelectRandomTeamSpawnPoint( int teamstate, team_t team, int siegeClass ) {
gentity_t *spot;
int count;
int selection;
gentity_t *spots[MAX_TEAM_SPAWN_POINTS];
char *classname;
qboolean mustBeEnabled = qfalse;
if (g_gametype.integer == GT_SIEGE)
{
if (team == SIEGETEAM_TEAM1)
{
classname = "info_player_siegeteam1";
}
else
{
classname = "info_player_siegeteam2";
}
mustBeEnabled = qtrue; //siege spawn points need to be "enabled" to be used (because multiple spawnpoint sets can be placed at once)
}
else
{
if (teamstate == TEAM_BEGIN) {
if (team == TEAM_RED)
classname = "team_CTF_redplayer";
else if (team == TEAM_BLUE)
classname = "team_CTF_blueplayer";
else
return NULL;
} else {
if (team == TEAM_RED)
classname = "team_CTF_redspawn";
else if (team == TEAM_BLUE)
classname = "team_CTF_bluespawn";
else
return NULL;
}
}
count = 0;
spot = NULL;
while ((spot = G_Find (spot, FOFS(classname), classname)) != NULL) {
if ( SpotWouldTelefrag( spot ) ) {
continue;
}
if (mustBeEnabled && !spot->genericValue1)
{ //siege point that's not enabled, can't use it
continue;
}
spots[ count ] = spot;
if (++count == MAX_TEAM_SPAWN_POINTS)
break;
}
if ( !count ) { // no spots that won't telefrag
return G_Find( NULL, FOFS(classname), classname);
}
if (g_gametype.integer == GT_SIEGE && siegeClass >= 0 &&
bgSiegeClasses[siegeClass].name[0])
{ //out of the spots found, see if any have an idealclass to match our class name
gentity_t *classSpots[MAX_TEAM_SPAWN_POINTS];
int classCount = 0;
int i = 0;
while (i < count)
{
if (spots[i] && spots[i]->idealclass && spots[i]->idealclass[0] &&
!Q_stricmp(spots[i]->idealclass, bgSiegeClasses[siegeClass].name))
{ //this spot's idealclass matches the class name
classSpots[classCount] = spots[i];
classCount++;
}
i++;
}
if (classCount > 0)
{ //found at least one
selection = rand() % classCount;
return spots[ selection ];
}
}
selection = rand() % count;
return spots[ selection ];
}
/*
===========
SelectCTFSpawnPoint
============
*/
gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles ) {
gentity_t *spot;
spot = SelectRandomTeamSpawnPoint ( teamstate, team, -1 );
if (!spot) {
return SelectSpawnPoint( vec3_origin, origin, angles, team );
}
VectorCopy (spot->s.origin, origin);
origin[2] += 9;
VectorCopy (spot->s.angles, angles);
return spot;
}
/*
===========
SelectSiegeSpawnPoint
============
*/
gentity_t *SelectSiegeSpawnPoint ( int siegeClass, team_t team, int teamstate, vec3_t origin, vec3_t angles ) {
gentity_t *spot;
spot = SelectRandomTeamSpawnPoint ( teamstate, team, siegeClass );
if (!spot) {
return SelectSpawnPoint( vec3_origin, origin, angles, team );
}
VectorCopy (spot->s.origin, origin);
origin[2] += 9;
VectorCopy (spot->s.angles, angles);
return spot;
}
/*---------------------------------------------------------------------------*/
static int QDECL SortClients( const void *a, const void *b ) {
return *(int *)a - *(int *)b;
}
/*
==================
TeamplayLocationsMessage
Format:
clientNum location health armor weapon powerups
==================
*/
void TeamplayInfoMessage( gentity_t *ent ) {
char entry[1024];
char string[8192];
int stringlength;
int i, j;
gentity_t *player;
int cnt;
int h, a;
int clients[TEAM_MAXOVERLAY];
if ( ! ent->client->pers.teamInfo )
return;
// figure out what client should be on the display
// we are limited to 8, but we want to use the top eight players
// but in client order (so they don't keep changing position on the overlay)
for (i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) {
player = g_entities + level.sortedClients[i];
if (player->inuse && player->client->sess.sessionTeam ==
ent->client->sess.sessionTeam ) {
clients[cnt++] = level.sortedClients[i];
}
}
// We have the top eight players, sort them by clientNum
qsort( clients, cnt, sizeof( clients[0] ), SortClients );
// send the latest information on all clients
string[0] = 0;
stringlength = 0;
for (i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) {
player = g_entities + i;
if (player->inuse && player->client->sess.sessionTeam ==
ent->client->sess.sessionTeam ) {
h = player->client->ps.stats[STAT_HEALTH];
a = player->client->ps.stats[STAT_ARMOR];
if (h < 0) h = 0;
if (a < 0) a = 0;
Com_sprintf (entry, sizeof(entry),
" %i %i %i %i %i %i",
// level.sortedClients[i], player->client->pers.teamState.location, h, a,
i, player->client->pers.teamState.location, h, a,
player->client->ps.weapon, player->s.powerups);
j = strlen(entry);
if (stringlength + j > sizeof(string))
break;
strcpy (string + stringlength, entry);
stringlength += j;
cnt++;
}
}
trap_SendServerCommand( ent-g_entities, va("tinfo %i %s", cnt, string) );
}
void CheckTeamStatus(void) {
int i;
gentity_t *loc, *ent;
if (level.time - level.lastTeamLocationTime > TEAM_LOCATION_UPDATE_TIME) {
level.lastTeamLocationTime = level.time;
for (i = 0; i < g_maxclients.integer; i++) {
ent = g_entities + i;
if ( !ent->client )
{
continue;
}
if ( ent->client->pers.connected != CON_CONNECTED ) {
continue;
}
if (ent->inuse && (ent->client->sess.sessionTeam == TEAM_RED || ent->client->sess.sessionTeam == TEAM_BLUE)) {
loc = Team_GetLocation( ent );
if (loc)
ent->client->pers.teamState.location = loc->health;
else
ent->client->pers.teamState.location = 0;
}
}
for (i = 0; i < g_maxclients.integer; i++) {
ent = g_entities + i;
if ( ent->client->pers.connected != CON_CONNECTED ) {
continue;
}
if (ent->inuse && (ent->client->sess.sessionTeam == TEAM_RED || ent->client->sess.sessionTeam == TEAM_BLUE)) {
TeamplayInfoMessage( ent );
}
}
}
}
/*-----------------------------------------------------------------*/
/*QUAKED team_CTF_redplayer (1 0 0) (-16 -16 -16) (16 16 32)
Only in CTF games. Red players spawn here at game start.
*/
void SP_team_CTF_redplayer( gentity_t *ent ) {
}
/*QUAKED team_CTF_blueplayer (0 0 1) (-16 -16 -16) (16 16 32)
Only in CTF games. Blue players spawn here at game start.
*/
void SP_team_CTF_blueplayer( gentity_t *ent ) {
}
/*QUAKED team_CTF_redspawn (1 0 0) (-16 -16 -24) (16 16 32)
potential spawning position for red team in CTF games.
Targets will be fired when someone spawns in on them.
*/
void SP_team_CTF_redspawn(gentity_t *ent) {
}
/*QUAKED team_CTF_bluespawn (0 0 1) (-16 -16 -24) (16 16 32)
potential spawning position for blue team in CTF games.
Targets will be fired when someone spawns in on them.
*/
void SP_team_CTF_bluespawn(gentity_t *ent) {
}