846 lines
22 KiB
C
846 lines
22 KiB
C
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#include "g_local.h"
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typedef enum _flag_status {
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FLAG_ATBASE = 0,
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FLAG_TAKEN,
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FLAG_DROPPED
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} flagStatus_t;
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typedef struct teamgame_s
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{
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float last_flag_capture;
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int last_capture_team;
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flagStatus_t redStatus;
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flagStatus_t blueStatus;
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} teamgame_t;
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teamgame_t teamgame;
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void Team_SetFlagStatus( int team, flagStatus_t status );
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void Team_InitGame(void)
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{
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memset(&teamgame, 0, sizeof teamgame);
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teamgame.redStatus = teamgame.blueStatus = -1; // Invalid to force update
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Team_SetFlagStatus( TEAM_RED, FLAG_ATBASE );
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Team_SetFlagStatus( TEAM_BLUE, FLAG_ATBASE );
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// set config strings for what the two teams are for use in the cgame that renders the CTF flags
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trap_SetConfigstring( CS_RED_GROUP, g_team_group_red.string);
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trap_SetConfigstring( CS_BLUE_GROUP, g_team_group_blue.string);
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}
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int OtherTeam(int team) {
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if (team==TEAM_RED)
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return TEAM_BLUE;
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else if (team==TEAM_BLUE)
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return TEAM_RED;
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return team;
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}
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const char *TeamName(int team) {
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if (team==TEAM_RED)
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return "RED";
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else if (team==TEAM_BLUE)
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return "BLUE";
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else if (team==TEAM_SPECTATOR)
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return "SPECTATOR";
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return "FREE";
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}
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const char *OtherTeamName(int team) {
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if (team==TEAM_RED)
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return "BLUE";
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else if (team==TEAM_BLUE)
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return "RED";
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else if (team==TEAM_SPECTATOR)
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return "SPECTATOR";
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return "FREE";
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}
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const char *TeamColorString(int team) {
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if (team==TEAM_RED)
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return S_COLOR_RED;
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else if (team==TEAM_BLUE)
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return S_COLOR_BLUE;
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else if (team==TEAM_SPECTATOR)
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return S_COLOR_YELLOW;
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return S_COLOR_WHITE;
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}
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// NULL for everyone
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void QDECL PrintMsg( gentity_t *ent, const char *fmt, ... ) {
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char msg[1024];
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va_list argptr;
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char *p;
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va_start (argptr,fmt);
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if (vsprintf (msg, fmt, argptr) > sizeof(msg)) {
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G_Error ( "PrintMsg overrun" );
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}
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va_end (argptr);
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// double quotes are bad
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while ((p = strchr(msg, '"')) != NULL)
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*p = '\'';
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trap_SendServerCommand ( ( (ent == NULL) ? -1 : ent-g_entities ), va("print \"%s\"", msg ));
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}
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/*
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==============
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OnSameTeam
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==============
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*/
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qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ) {
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if ( !ent1->client || !ent2->client ) {
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return qfalse;
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}
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if (( g_gametype.integer == GT_FFA ) || (g_gametype.integer == GT_TOURNAMENT) || (g_gametype.integer == GT_SINGLE_PLAYER))
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{
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return qfalse;
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}
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if ( ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam ) {
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return qtrue;
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}
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return qfalse;
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}
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void Team_SetFlagStatus( int team, flagStatus_t status )
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{
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qboolean modified = qfalse;
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switch (team) {
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case TEAM_RED :
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if ( teamgame.redStatus != status ) {
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teamgame.redStatus = status;
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modified = qtrue;
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}
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break;
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case TEAM_BLUE :
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if ( teamgame.blueStatus != status ) {
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teamgame.blueStatus = status;
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modified = qtrue;
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}
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break;
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}
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if (modified) {
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char st[4];
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st[0] = '0' + (int)teamgame.redStatus;
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st[1] = '0' + (int)teamgame.blueStatus;
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st[2] = 0;
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trap_SetConfigstring( CS_FLAGSTATUS, st );
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}
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}
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void Team_CheckDroppedItem( gentity_t *dropped )
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{
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if (dropped->item->giTag == PW_REDFLAG)
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Team_SetFlagStatus( TEAM_RED, FLAG_DROPPED );
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else if (dropped->item->giTag == PW_BLUEFLAG)
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Team_SetFlagStatus( TEAM_BLUE, FLAG_DROPPED );
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}
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/*
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================
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Team_FragBonuses
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Calculate the bonuses for flag defense, flag carrier defense, etc.
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Note that bonuses are not cumlative. You get one, they are in importance
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order.
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================
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*/
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void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker)
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{
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int i;
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gentity_t *ent;
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int flag_pw, enemy_flag_pw;
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int otherteam;
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gentity_t *flag, *carrier = NULL;
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char *c;
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vec3_t v1, v2;
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int team;
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// no bonus for fragging yourself
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if (!targ->client || !attacker->client || targ == attacker)
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return;
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team = targ->client->sess.sessionTeam;
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otherteam = OtherTeam(targ->client->sess.sessionTeam);
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if (otherteam < 0)
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return; // whoever died isn't on a team
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// same team, if the flag at base, check to he has the enemy flag
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if (team == TEAM_RED) {
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flag_pw = PW_REDFLAG;
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enemy_flag_pw = PW_BLUEFLAG;
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} else {
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flag_pw = PW_BLUEFLAG;
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enemy_flag_pw = PW_REDFLAG;
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}
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// did the attacker frag the flag carrier?
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if (targ->client->ps.powerups[enemy_flag_pw]) {
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attacker->client->pers.teamState.lastfraggedcarrier = level.time;
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AddScore(attacker, CTF_FRAG_CARRIER_BONUS);
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attacker->client->pers.teamState.fragcarrier++;
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PrintMsg(NULL, "%s" S_COLOR_WHITE " eliminated %s's flag carrier!\n",
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attacker->client->pers.netname, TeamName(team));
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// the target had the flag, clear the hurt carrier
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// field on the other team
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for (i = 0; i < g_maxclients.integer; i++) {
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ent = g_entities + i;
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if (ent->inuse && ent->client->sess.sessionTeam == otherteam)
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ent->client->pers.teamState.lasthurtcarrier = 0;
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}
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return;
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}
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if (targ->client->pers.teamState.lasthurtcarrier &&
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level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT &&
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!attacker->client->ps.powerups[flag_pw]) {
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// attacker is on the same team as the flag carrier and
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// fragged a guy who hurt our flag carrier
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AddScore(attacker, CTF_CARRIER_DANGER_PROTECT_BONUS);
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attacker->client->pers.teamState.carrierdefense++;
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targ->client->pers.teamState.lasthurtcarrier = 0;
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team = attacker->client->sess.sessionTeam;
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PrintMsg(NULL, "%s" S_COLOR_WHITE " defends %s's flag carrier against an aggressive enemy\n",
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attacker->client->pers.netname, TeamName(team));
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return;
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}
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// flag and flag carrier area defense bonuses
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// we have to find the flag and carrier entities
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// find the flag
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switch (attacker->client->sess.sessionTeam) {
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case TEAM_RED:
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c = "team_CTF_redflag";
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break;
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case TEAM_BLUE:
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c = "team_CTF_blueflag";
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break;
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default:
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return;
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}
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flag = NULL;
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while ((flag = G_Find (flag, FOFS(classname), c)) != NULL) {
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if (!(flag->flags & FL_DROPPED_ITEM))
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break;
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}
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if (!flag)
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return; // can't find attacker's flag
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// find attacker's team's flag carrier
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for (i = 0; i < g_maxclients.integer; i++) {
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carrier = g_entities + i;
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if (carrier->inuse && carrier->client->ps.powerups[flag_pw])
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break;
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carrier = NULL;
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}
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// ok we have the attackers flag and a pointer to the carrier
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// check to see if we are defending the base's flag
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VectorSubtract(targ->r.currentOrigin, flag->r.currentOrigin, v1);
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VectorSubtract(attacker->r.currentOrigin, flag->r.currentOrigin, v2);
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if ( ( ( VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS &&
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trap_InPVS(flag->r.currentOrigin, targ->r.currentOrigin ) ) ||
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( VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS &&
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trap_InPVS(flag->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
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attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
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// we defended the base flag
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AddScore(attacker, CTF_FLAG_DEFENSE_BONUS);
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attacker->client->pers.teamState.basedefense++;
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if (flag->r.svFlags & SVF_NOCLIENT) {
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PrintMsg(NULL, "%s" S_COLOR_WHITE " defends the %s base.\n",
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attacker->client->pers.netname,
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TeamName(attacker->client->sess.sessionTeam));
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} else {
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PrintMsg(NULL, "%s" S_COLOR_WHITE " defends the %s flag.\n",
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attacker->client->pers.netname,
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TeamName(attacker->client->sess.sessionTeam));
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}
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return;
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}
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if (carrier && carrier != attacker) {
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VectorSubtract(targ->r.currentOrigin, carrier->r.currentOrigin, v1);
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VectorSubtract(attacker->r.currentOrigin, carrier->r.currentOrigin, v1);
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if ( ( ( VectorLength(v1) < CTF_ATTACKER_PROTECT_RADIUS &&
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trap_InPVS(carrier->r.currentOrigin, targ->r.currentOrigin ) ) ||
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( VectorLength(v2) < CTF_ATTACKER_PROTECT_RADIUS &&
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trap_InPVS(carrier->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
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attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
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AddScore(attacker, CTF_CARRIER_PROTECT_BONUS);
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attacker->client->pers.teamState.carrierdefense++;
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PrintMsg(NULL, "%s" S_COLOR_WHITE " defends the %s's flag carrier.\n",
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attacker->client->pers.netname,
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TeamName(attacker->client->sess.sessionTeam));
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return;
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}
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}
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}
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/*
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================
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Team_CheckHurtCarrier
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Check to see if attacker hurt the flag carrier. Needed when handing out bonuses for assistance to flag
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carrier defense.
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================
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*/
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void Team_CheckHurtCarrier(gentity_t *targ, gentity_t *attacker)
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{
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int flag_pw;
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if (!targ->client || !attacker->client)
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return;
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if (targ->client->sess.sessionTeam == TEAM_RED)
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flag_pw = PW_BLUEFLAG;
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else
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flag_pw = PW_REDFLAG;
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if (targ->client->ps.powerups[flag_pw] &&
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targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam)
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attacker->client->pers.teamState.lasthurtcarrier = level.time;
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}
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gentity_t *Team_ResetFlag(int team)
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{
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char *c;
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gentity_t *ent, *rent = NULL;
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switch (team) {
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case TEAM_RED:
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c = "team_CTF_redflag";
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break;
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case TEAM_BLUE:
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c = "team_CTF_blueflag";
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break;
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default:
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return NULL;
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}
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ent = NULL;
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while ((ent = G_Find (ent, FOFS(classname), c)) != NULL) {
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if (ent->flags & FL_DROPPED_ITEM)
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G_FreeEntity(ent);
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else {
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rent = ent;
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RespawnItem(ent);
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}
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}
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Team_SetFlagStatus( team, FLAG_ATBASE );
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return rent;
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}
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void Team_ResetFlags(void)
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{
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Team_ResetFlag(TEAM_RED);
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Team_ResetFlag(TEAM_BLUE);
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}
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void Team_ReturnFlagSound(gentity_t *ent, int team)
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{
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// play powerup spawn sound to all clients
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gentity_t *te;
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if (ent == NULL) {
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G_Printf ("Warning: NULL passed to Team_ReturnFlagSound\n");
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return;
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}
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te = G_TempEntity( ent->s.pos.trBase, EV_TEAM_SOUND );
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te->s.eventParm = RETURN_FLAG_SOUND;
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te->s.otherEntityNum = team;
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te->r.svFlags |= SVF_BROADCAST;
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}
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void Team_ReturnFlag(int team)
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{
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Team_ReturnFlagSound(Team_ResetFlag(team), team);
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PrintMsg(NULL, "The %s flag has returned!\n", TeamName(team));
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}
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void Team_FreeEntity(gentity_t *ent)
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{
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if (ent->item->giTag == PW_REDFLAG)
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Team_ReturnFlag(TEAM_RED);
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else if (ent->item->giTag == PW_BLUEFLAG)
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Team_ReturnFlag(TEAM_BLUE);
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}
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/*
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==============
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Team_DroppedFlagThink
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Automatically set in Launch_Item if the item is one of the flags
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Flags are unique in that if they are dropped, the base flag must be respawned when they time out
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==============
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*/
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void Team_DroppedFlagThink(gentity_t *ent)
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{
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if (ent->item->giTag == PW_REDFLAG)
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Team_ReturnFlagSound(Team_ResetFlag(TEAM_RED), TEAM_RED);
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else if (ent->item->giTag == PW_BLUEFLAG)
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Team_ReturnFlagSound(Team_ResetFlag(TEAM_BLUE), TEAM_BLUE);
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// Reset Flag will delete this entity
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}
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int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) {
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int i;
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gentity_t *player;
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gclient_t *cl = other->client;
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int our_flag, enemy_flag;
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gentity_t *te;
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if (cl->sess.sessionTeam == TEAM_RED) {
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our_flag = PW_REDFLAG;
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enemy_flag = PW_BLUEFLAG;
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} else {
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our_flag = PW_BLUEFLAG;
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enemy_flag = PW_REDFLAG;
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}
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if ( ent->flags & FL_DROPPED_ITEM ) {
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// hey, its not home. return it by teleporting it back
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PrintMsg( NULL, "%s" S_COLOR_WHITE " returned the %s flag!\n",
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cl->pers.netname, TeamName(team));
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AddScore(other, 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)));
|
||
|
|
||
|
cl->ps.powerups[enemy_flag] = 0;
|
||
|
|
||
|
teamgame.last_flag_capture = level.time;
|
||
|
teamgame.last_capture_team = team;
|
||
|
|
||
|
// Increase the team's score
|
||
|
level.teamScores[ other->client->sess.sessionTeam ]++;
|
||
|
|
||
|
other->client->pers.teamState.captures++;
|
||
|
|
||
|
// other gets another 10 frag bonus
|
||
|
AddScore(other, CTF_CAPTURE_BONUS);
|
||
|
|
||
|
// If this is the last capture of the match, don't play the capture sound.
|
||
|
if (level.teamScores[other->client->sess.sessionTeam ] == g_capturelimit.integer)
|
||
|
{
|
||
|
te = G_TempEntity( ent->s.pos.trBase, EV_TEAM_SOUND );
|
||
|
te->s.eventParm = SCORED_FLAG_NO_VOICE_SOUND;
|
||
|
te->s.otherEntityNum = cl->sess.sessionTeam;
|
||
|
te->r.svFlags |= SVF_BROADCAST;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
te = G_TempEntity( ent->s.pos.trBase, EV_TEAM_SOUND );
|
||
|
te->s.eventParm = SCORED_FLAG_SOUND;
|
||
|
te->s.otherEntityNum = cl->sess.sessionTeam;
|
||
|
te->r.svFlags |= SVF_BROADCAST;
|
||
|
}
|
||
|
|
||
|
// 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, CTF_TEAM_BONUS);
|
||
|
// award extra points for capture assists
|
||
|
if (player->client->pers.teamState.lastreturnedflag +
|
||
|
CTF_RETURN_FLAG_ASSIST_TIMEOUT > level.time) {
|
||
|
PrintMsg( NULL,
|
||
|
"%s" S_COLOR_WHITE " gets an assist for returning the %s flag!\n",
|
||
|
player->client->pers.netname,
|
||
|
TeamName(team));
|
||
|
AddScore (player, CTF_RETURN_FLAG_ASSIST_BONUS);
|
||
|
other->client->pers.teamState.assists++;
|
||
|
}
|
||
|
if (player->client->pers.teamState.lastfraggedcarrier +
|
||
|
CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) {
|
||
|
PrintMsg( NULL, "%s" S_COLOR_WHITE " gets an assist for eliminating the %s flag carrier!\n",
|
||
|
player->client->pers.netname,
|
||
|
TeamName(OtherTeam(team)));
|
||
|
AddScore(player, CTF_FRAG_CARRIER_ASSIST_BONUS);
|
||
|
other->client->pers.teamState.assists++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
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;
|
||
|
|
||
|
// hey, its not our flag, pick it up
|
||
|
PrintMsg (NULL, "%s" S_COLOR_WHITE " got the %s flag!\n",
|
||
|
other->client->pers.netname, TeamName(team));
|
||
|
AddScore(other, CTF_FLAG_BONUS);
|
||
|
|
||
|
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
|
||
|
|
||
|
cl->pers.teamState.flagsince = level.time;
|
||
|
|
||
|
Team_SetFlagStatus( team, FLAG_TAKEN );
|
||
|
|
||
|
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 {
|
||
|
PrintMsg ( other, "Don't know what team the flag is on.\n");
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
return ((team == cl->sess.sessionTeam) ?
|
||
|
Team_TouchOurFlag : 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 16
|
||
|
gentity_t *SelectRandomTeamSpawnPoint( int teamstate, team_t team ) {
|
||
|
gentity_t *spot;
|
||
|
int count;
|
||
|
int selection;
|
||
|
gentity_t *spots[MAX_TEAM_SPAWN_POINTS];
|
||
|
char *classname;
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
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 );
|
||
|
|
||
|
if (!spot) {
|
||
|
return SelectSpawnPoint( vec3_origin, origin, angles );
|
||
|
}
|
||
|
|
||
|
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[1400];
|
||
|
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->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->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) {
|
||
|
}
|
||
|
|
||
|
|
||
|
|