//----------------------------------------------------------------------------- // // $Logfile:: /Quake 2 Engine/Sin/code/game/ctf.h $ // $Revision:: 2 $ // $Author:: Jimdose $ // $Date:: 10/10/98 3:03a $ // // Copyright (C) 1998 by Ritual Entertainment, Inc. // All rights reserved. // // This source may not be distributed and/or modified without // expressly written permission by Ritual Entertainment, Inc. // // $Log:: /Quake 2 Engine/Sin/code/game/ctf.h $ // // 2 10/10/98 3:03a Jimdose // Created file // // 1 10/10/98 3:02a Jimdose // // DESCRIPTION: // Game code for Threewave Capture the Flag. // // The original source for this code was graciously provided by Zoid and // Id Software. Many thanks! // // Original credits: // // Programming - Dave 'Zoid' Kirsch // Original CTF Art Design - Brian 'Whaleboy' Cozzens // #ifndef __CTF_H__ #define __CTF_H__ #include "g_local.h" #define CTF_VERSION 1.02 #define CTF_VSTRING2(x) #x #define CTF_VSTRING(x) CTF_VSTRING2(x) #define CTF_STRING_VERSION CTF_VSTRING(CTF_VERSION) #define STAT_CTF_TEAM1_PIC 17 #define STAT_CTF_TEAM1_CAPS 18 #define STAT_CTF_TEAM2_PIC 19 #define STAT_CTF_TEAM2_CAPS 20 #define STAT_CTF_FLAG_PIC 21 #define STAT_CTF_JOINED_TEAM1_PIC 22 #define STAT_CTF_JOINED_TEAM2_PIC 23 #define STAT_CTF_TEAM1_HEADER 24 #define STAT_CTF_TEAM2_HEADER 25 #define STAT_CTF_TECH 26 #define STAT_CTF_ID_VIEW 27 typedef enum { CTF_NOTEAM, CTF_TEAM1, CTF_TEAM2 } ctfteam_t; typedef enum { CTF_STATE_START, CTF_STATE_PLAYING } ctfstate_t; typedef enum { CTF_GRAPPLE_STATE_FLY, CTF_GRAPPLE_STATE_PULL, CTF_GRAPPLE_STATE_HANG } ctfgrapplestate_t; extern cvar_t *ctf; #define CTF_TEAM1_SKIN "ctf_r" #define CTF_TEAM2_SKIN "ctf_b" #define DF_CTF_FORCEJOIN 131072 #define DF_ARMOR_PROTECT 262144 #define DF_CTF_NO_TECH 524288 #define CTF_CAPTURE_BONUS 15 // what you get for capture #define CTF_TEAM_BONUS 10 // what your team gets for capture #define CTF_RECOVERY_BONUS 1 // what you get for recovery #define CTF_FLAG_BONUS 0 // what you get for picking up enemy flag #define CTF_FRAG_CARRIER_BONUS 2 // what you get for fragging enemy flag carrier #define CTF_FLAG_RETURN_TIME 40 // seconds until auto return #define CTF_CARRIER_DANGER_PROTECT_BONUS 2 // bonus for fraggin someone who has recently hurt your flag carrier #define CTF_CARRIER_PROTECT_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag carrier #define CTF_FLAG_DEFENSE_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag #define CTF_RETURN_FLAG_ASSIST_BONUS 1 // awarded for returning a flag that causes a capture to happen almost immediately #define CTF_FRAG_CARRIER_ASSIST_BONUS 2 // award for fragging a flag carrier if a capture happens almost immediately #define CTF_TARGET_PROTECT_RADIUS 400 // the radius around an object being defended where a target will be worth extra frags #define CTF_ATTACKER_PROTECT_RADIUS 400 // the radius around an object being defended where an attacker will get extra frags when making kills #define CTF_CARRIER_DANGER_PROTECT_TIMEOUT 8 #define CTF_FRAG_CARRIER_ASSIST_TIMEOUT 10 #define CTF_RETURN_FLAG_ASSIST_TIMEOUT 10 #define CTF_AUTO_FLAG_RETURN_TIMEOUT 30 // number of seconds before dropped flag auto-returns #define CTF_TECH_TIMEOUT 60 // seconds before techs spawn again #define CTF_GRAPPLE_SPEED 650 // speed of grapple in flight #define CTF_GRAPPLE_PULL_SPEED 650 // speed player is pulled at #if 0 void CTFInit(void); void SP_info_player_team1(edict_t *self); void SP_info_player_team2(edict_t *self); char *CTFTeamName(int team); char *CTFOtherTeamName(int team); void CTFAssignSkin(edict_t *ent, char *s); void CTFAssignTeam(gclient_t *who); edict_t *SelectCTFSpawnPoint (edict_t *ent); qboolean CTFPickup_Flag(edict_t *ent, edict_t *other); qboolean CTFDrop_Flag(edict_t *ent, gitem_t *item); void CTFEffects(edict_t *player); void CTFCalcScores(void); void SetCTFStats(edict_t *ent); void CTFDeadDropFlag(edict_t *self); void CTFScoreboardMessage (edict_t *ent, edict_t *killer); void CTFTeam_f (edict_t *ent); void CTFID_f (edict_t *ent); void CTFSay_Team(edict_t *who, char *msg); void CTFFlagSetup (edict_t *ent); void CTFResetFlag(int ctf_team); void CTFFragBonuses(edict_t *targ, edict_t *inflictor, edict_t *attacker); void CTFCheckHurtCarrier(edict_t *targ, edict_t *attacker); // GRAPPLE void CTFWeapon_Grapple (edict_t *ent); void CTFPlayerResetGrapple(edict_t *ent); void CTFGrapplePull(edict_t *self); void CTFResetGrapple(edict_t *self); //TECH gitem_t *CTFWhat_Tech(edict_t *ent); qboolean CTFPickup_Tech (edict_t *ent, edict_t *other); void CTFDrop_Tech(edict_t *ent, gitem_t *item); void CTFDeadDropTech(edict_t *ent); void CTFSetupTechSpawn(void); int CTFApplyResistance(edict_t *ent, int dmg); int CTFApplyStrength(edict_t *ent, int dmg); qboolean CTFApplyStrengthSound(edict_t *ent); qboolean CTFApplyHaste(edict_t *ent); void CTFApplyHasteSound(edict_t *ent); void CTFApplyRegeneration(edict_t *ent); qboolean CTFHasRegeneration(edict_t *ent); void CTFRespawnTech(edict_t *ent); void CTFOpenJoinMenu(edict_t *ent); qboolean CTFStartClient(edict_t *ent); qboolean CTFCheckRules(void); void SP_misc_ctf_banner (edict_t *ent); void SP_misc_ctf_small_banner (edict_t *ent); #endif #endif /* ctf.h */