// Copyright (C) 1999-2000 Id Software, Inc. // #include "g_local.h" typedef enum _flag_status { FLAG_ATBASE = 0, FLAG_TAKEN, FLAG_DROPPED } flagStatus_t; typedef struct teamgame_s { float last_flag_capture; int last_capture_team; flagStatus_t redStatus; flagStatus_t blueStatus; } teamgame_t; teamgame_t teamgame; void Team_SetFlagStatus( int team, flagStatus_t status ); void Team_InitGame(void) { memset(&teamgame, 0, sizeof teamgame); teamgame.redStatus = teamgame.blueStatus = -1; // Invalid to force update Team_SetFlagStatus( TEAM_RED, FLAG_ATBASE ); Team_SetFlagStatus( TEAM_BLUE, FLAG_ATBASE ); // set config strings for what the two teams are for use in the cgame that renders the CTF flags trap_SetConfigstring( CS_RED_GROUP, g_team_group_red.string); trap_SetConfigstring( CS_BLUE_GROUP, g_team_group_blue.string); } 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 )); } /* ============== OnSameTeam ============== */ qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ) { if ( !ent1->client || !ent2->client ) { return qfalse; } if (( g_gametype.integer == GT_FFA ) || (g_gametype.integer == GT_TOURNAMENT) || (g_gametype.integer == GT_SINGLE_PLAYER)) { return qfalse; } if ( ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam ) { return qtrue; } return qfalse; } void Team_SetFlagStatus( int team, flagStatus_t status ) { qboolean modified = qfalse; switch (team) { case TEAM_RED : if ( teamgame.redStatus != status ) { teamgame.redStatus = status; modified = qtrue; } break; case TEAM_BLUE : if ( teamgame.blueStatus != status ) { teamgame.blueStatus = status; modified = qtrue; } break; } if (modified) { char st[4]; st[0] = '0' + (int)teamgame.redStatus; st[1] = '0' + (int)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 ); } /* ================ Team_FragBonuses Calculate the bonuses for flag defense, flag carrier defense, etc. Note that bonuses are not cumlative. 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; gentity_t *flag, *carrier = NULL; char *c; vec3_t v1, v2; int team; // no bonus for fragging yourself if (!targ->client || !attacker->client || 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? if (targ->client->ps.powerups[enemy_flag_pw]) { attacker->client->pers.teamState.lastfraggedcarrier = level.time; AddScore(attacker, CTF_FRAG_CARRIER_BONUS); attacker->client->pers.teamState.fragcarrier++; PrintMsg(NULL, "%s" S_COLOR_WHITE " eliminated %s's flag 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, CTF_CARRIER_DANGER_PROTECT_BONUS); attacker->client->pers.teamState.carrierdefense++; targ->client->pers.teamState.lasthurtcarrier = 0; team = attacker->client->sess.sessionTeam; PrintMsg(NULL, "%s" S_COLOR_WHITE " defends %s's flag carrier against an aggressive enemy\n", attacker->client->pers.netname, TeamName(team)); 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; } 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 // 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; } // 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, CTF_FLAG_DEFENSE_BONUS); attacker->client->pers.teamState.basedefense++; if (flag->r.svFlags & SVF_NOCLIENT) { PrintMsg(NULL, "%s" S_COLOR_WHITE " defends the %s base.\n", attacker->client->pers.netname, TeamName(attacker->client->sess.sessionTeam)); } else { PrintMsg(NULL, "%s" S_COLOR_WHITE " defends the %s flag.\n", attacker->client->pers.netname, TeamName(attacker->client->sess.sessionTeam)); } 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, CTF_CARRIER_PROTECT_BONUS); attacker->client->pers.teamState.carrierdefense++; PrintMsg(NULL, "%s" S_COLOR_WHITE " defends the %s's flag carrier.\n", attacker->client->pers.netname, TeamName(attacker->client->sess.sessionTeam)); 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; if (targ->client->ps.powerups[flag_pw] && 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; 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) { Team_ResetFlag(TEAM_RED); Team_ResetFlag(TEAM_BLUE); } void Team_ReturnFlagSound(gentity_t *ent, int team) { // play powerup spawn sound to all clients gentity_t *te; if (ent == NULL) { G_Printf ("Warning: NULL passed to Team_ReturnFlagSound\n"); return; } te = G_TempEntity( ent->s.pos.trBase, EV_TEAM_SOUND ); te->s.eventParm = RETURN_FLAG_SOUND; te->s.otherEntityNum = team; te->r.svFlags |= SVF_BROADCAST; } void Team_ReturnFlag(int team) { Team_ReturnFlagSound(Team_ResetFlag(team), team); PrintMsg(NULL, "The %s flag has returned!\n", TeamName(team)); } 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); } /* ============== 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) { if (ent->item->giTag == PW_REDFLAG) Team_ReturnFlagSound(Team_ResetFlag(TEAM_RED), TEAM_RED); else if (ent->item->giTag == PW_BLUEFLAG) Team_ReturnFlagSound(Team_ResetFlag(TEAM_BLUE), TEAM_BLUE); // Reset Flag will delete this entity } int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) { int i; gentity_t *player; gclient_t *cl = other->client; int our_flag, enemy_flag; gentity_t *te; if (cl->sess.sessionTeam == TEAM_RED) { our_flag = PW_REDFLAG; enemy_flag = PW_BLUEFLAG; } else { our_flag = PW_BLUEFLAG; 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)); 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) { }