mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-22 20:31:11 +00:00
1167 lines
31 KiB
C
1167 lines
31 KiB
C
//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.19 2004/01/26 21:26:08 makro
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// no message
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//
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// Revision 1.18 2003/04/26 22:33:06 jbravo
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// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging
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//
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// Revision 1.17 2003/03/28 10:36:02 jbravo
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// Tweaking the replacement system a bit. Reactionmale now the default model
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//
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// Revision 1.16 2002/09/29 16:06:45 jbravo
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// Work done at the HPWorld expo
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//
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// Revision 1.15 2002/09/08 19:46:27 niceass
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// newb ctb message added
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//
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// Revision 1.14 2002/07/27 22:15:16 niceass
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// special weapon cheat w/ flag fixed
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//
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// Revision 1.13 2002/07/24 02:48:10 niceass
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// CTB first time spawning fix
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//
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// Revision 1.12 2002/07/19 04:29:02 niceass
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// can return case with any weapon in hand
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//
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// Revision 1.11 2002/06/29 04:15:15 jbravo
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// CTF is now CTB. no weapons while the case is in hand other than pistol or knife
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//
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// Revision 1.10 2002/06/24 05:51:51 jbravo
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// CTF mode is now semi working
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//
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// Revision 1.9 2002/06/16 20:06:14 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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// Revision 1.8 2002/06/16 17:38:00 jbravo
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// Removed the MISSIONPACK ifdefs and missionpack only code.
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//
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// Revision 1.7 2002/02/26 03:32:02 jbravo
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// Fixed teamsay spilling over to members of the other team
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//
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// Revision 1.6 2002/01/11 19:48:30 jbravo
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// Formatted the source in non DOS format.
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//
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// Revision 1.5 2001/12/31 16:28:42 jbravo
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// I made a Booboo with the Log tag.
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//
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//
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//-----------------------------------------------------------------------------
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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 struct teamgame_s {
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float last_flag_capture;
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int last_capture_team;
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flagStatus_t redStatus; // CTF
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flagStatus_t blueStatus; // CTF
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flagStatus_t flagStatus; // One Flag CTF
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int redTakenTime;
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int blueTakenTime;
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int redObeliskAttackedTime;
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int blueObeliskAttackedTime;
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} teamgame_t;
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teamgame_t teamgame;
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gentity_t *neutralObelisk;
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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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switch (g_gametype.integer) {
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case GT_CTF:
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teamgame.redStatus = -1; // Invalid to force update
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Team_SetFlagStatus(TEAM_RED, FLAG_ATBASE);
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teamgame.blueStatus = -1; // Invalid to force update
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Team_SetFlagStatus(TEAM_BLUE, FLAG_ATBASE);
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break;
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default:
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break;
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}
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}
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int OtherTeam(int team)
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{
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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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{
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if (team == TEAM_RED)
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return "SILVER";
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else if (team == TEAM_BLUE)
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return "BLACK";
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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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{
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if (team == TEAM_RED)
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return "BLACK";
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else if (team == TEAM_BLUE)
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return "SILVER";
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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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{
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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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static __attribute__ ((format (printf, 2, 3))) void QDECL PrintMsg( gentity_t *ent, const char *fmt, ... )
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{
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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 (Q_vsnprintf(msg, sizeof(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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AddTeamScore
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used for gametype > GT_TEAM
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for gametype GT_TEAM the level.teamScores is updated in AddScore in g_combat.c
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==============
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*/
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void AddTeamScore(vec3_t origin, int team, int score)
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{
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gentity_t *te;
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te = G_TempEntity(origin, EV_GLOBAL_TEAM_SOUND);
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te->r.svFlags |= SVF_BROADCAST;
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if (team == TEAM_RED) {
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if (level.teamScores[TEAM_RED] + score == level.teamScores[TEAM_BLUE]) {
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//teams are tied sound
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te->s.eventParm = GTS_TEAMS_ARE_TIED;
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} else if (level.teamScores[TEAM_RED] <= level.teamScores[TEAM_BLUE] &&
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level.teamScores[TEAM_RED] + score > level.teamScores[TEAM_BLUE]) {
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// red took the lead sound
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te->s.eventParm = GTS_REDTEAM_TOOK_LEAD;
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} else {
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// red scored sound
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te->s.eventParm = GTS_REDTEAM_SCORED;
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}
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} else {
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if (level.teamScores[TEAM_BLUE] + score == level.teamScores[TEAM_RED]) {
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//teams are tied sound
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te->s.eventParm = GTS_TEAMS_ARE_TIED;
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} else if (level.teamScores[TEAM_BLUE] <= level.teamScores[TEAM_RED] &&
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level.teamScores[TEAM_BLUE] + score > level.teamScores[TEAM_RED]) {
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// blue took the lead sound
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te->s.eventParm = GTS_BLUETEAM_TOOK_LEAD;
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} else {
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// blue scored sound
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te->s.eventParm = GTS_BLUETEAM_SCORED;
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}
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}
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level.teamScores[team] += score;
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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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{
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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_TEAM) {
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return qfalse;
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}
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// JBravo: fixing for TP and other team based games
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if (g_gametype.integer >= GT_TEAM) {
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if (ent1->client->sess.savedTeam == ent2->client->sess.savedTeam) {
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return qtrue;
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}
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} else {
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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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}
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return qfalse;
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}
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static char ctfFlagStatusRemap[] = { '0', '1', '*', '*', '2' };
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static char oneFlagStatusRemap[] = { '0', '1', '2', '3', '4' };
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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: // CTF
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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: // CTF
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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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case TEAM_FREE: // One Flag CTF
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if (teamgame.flagStatus != status) {
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teamgame.flagStatus = 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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if (g_gametype.integer == GT_CTF) {
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st[0] = ctfFlagStatusRemap[teamgame.redStatus];
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st[1] = ctfFlagStatusRemap[teamgame.blueStatus];
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st[2] = 0;
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} else { // GT_1FCTF
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st[0] = oneFlagStatusRemap[teamgame.flagStatus];
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st[1] = 0;
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}
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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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} else if (dropped->item->giTag == PW_NEUTRALFLAG) {
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Team_SetFlagStatus(TEAM_FREE, FLAG_DROPPED);
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}
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}
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/*
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================
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Team_ForceGesture
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================
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*/
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void Team_ForceGesture(int team)
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{
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int i;
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gentity_t *ent;
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for (i = 0; i < MAX_CLIENTS; i++) {
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ent = &g_entities[i];
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if (!ent->inuse)
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continue;
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if (!ent->client)
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continue;
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if (ent->client->sess.sessionTeam != team)
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continue;
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//
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ent->flags |= FL_FORCE_GESTURE;
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}
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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 cumulative. 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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int tokens;
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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 or team mates
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if (!targ->client || !attacker->client || targ == attacker || OnSameTeam(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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if (g_gametype.integer == GT_1FCTF) {
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enemy_flag_pw = PW_NEUTRALFLAG;
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}
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// did the attacker frag the flag carrier?
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tokens = 0;
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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, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS);
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attacker->client->pers.teamState.fragcarrier++;
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PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's courier!\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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// did the attacker frag a head carrier? other->client->ps.generic1
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if (tokens) {
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attacker->client->pers.teamState.lastfraggedcarrier = level.time;
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AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS * tokens * tokens);
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attacker->client->pers.teamState.fragcarrier++;
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PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's skull 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, targ->r.currentOrigin, 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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//Blaze: Removed because it uses the persistant stats stuff
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//attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
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team = attacker->client->sess.sessionTeam;
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// add the sprite over the player's head
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/* attacker->client->ps.eFlags &=
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~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND |
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EF_AWARD_CAP);
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attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
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attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; */
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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 is on the same team as the skull carrier and
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AddScore(attacker, targ->r.currentOrigin, 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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//Blaze: Removed because it uses the persistant stats stuff
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//attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
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team = attacker->client->sess.sessionTeam;
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// add the sprite over the player's head
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/* attacker->client->ps.eFlags &=
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~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND |
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EF_AWARD_CAP);
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attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
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attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; */
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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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// 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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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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// 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, targ->r.currentOrigin, CTF_FLAG_DEFENSE_BONUS);
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attacker->client->pers.teamState.basedefense++;
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//Blaze: Removed because it uses the persistant stats stuff
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//attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
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// add the sprite over the player's head
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/* attacker->client->ps.eFlags &=
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~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND |
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EF_AWARD_CAP);
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attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
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attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; */
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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 &&
|
|
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++;
|
|
|
|
//Blaze: Removed because it uses the persistant stats stuff
|
|
//attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
|
|
// add the sprite over the player's head
|
|
/* attacker->client->ps.eFlags &=
|
|
~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST |
|
|
EF_AWARD_DEFEND | EF_AWARD_CAP);
|
|
attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
|
|
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) {
|
|
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 case has returned!\n");
|
|
} else {
|
|
PrintMsg(NULL, "The %s case 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);
|
|
} 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 case!\n", cl->pers.netname, TeamName(team));
|
|
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 case!\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
|
|
AddTeamScore(ent->s.pos.trBase, other->client->sess.sessionTeam, 1);
|
|
Team_ForceGesture(other->client->sess.sessionTeam);
|
|
|
|
other->client->pers.teamState.captures++;
|
|
// add the sprite over the player's head
|
|
/* other->client->ps.eFlags &=
|
|
~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND |
|
|
EF_AWARD_CAP);
|
|
other->client->ps.eFlags |= EF_AWARD_CAP;
|
|
other->client->rewardTime = level.time + REWARD_SPRITE_TIME; */
|
|
//Blaze: Removed because it uses the persistant stats stuff
|
|
//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 || player == other)
|
|
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++;
|
|
|
|
//Blaze: Removed because it uses the persistant stats stuff
|
|
//player->client->ps.persistant[PERS_ASSIST_COUNT]++;
|
|
// add the sprite over the player's head
|
|
/* player->client->ps.eFlags &=
|
|
~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST |
|
|
EF_AWARD_DEFEND | EF_AWARD_CAP);
|
|
player->client->ps.eFlags |= EF_AWARD_ASSIST;
|
|
player->client->rewardTime = level.time + REWARD_SPRITE_TIME; */
|
|
|
|
}
|
|
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++;
|
|
//Blaze: Removed because it uses the persistant stats stuff
|
|
//player->client->ps.persistant[PERS_ASSIST_COUNT]++;
|
|
// add the sprite over the player's head
|
|
/* player->client->ps.eFlags &=
|
|
~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST |
|
|
EF_AWARD_DEFEND | EF_AWARD_CAP);
|
|
player->client->ps.eFlags |= EF_AWARD_ASSIST;
|
|
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 case!\n", other->client->pers.netname, TeamName(team));
|
|
|
|
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 {
|
|
PrintMsg(other, "Don't know what team the flag is on.\n");
|
|
return 0;
|
|
}
|
|
|
|
|
|
//Makro - adding "target" field
|
|
if (ent->target)
|
|
{
|
|
G_UseEntities(ent, ent->target, other);
|
|
}
|
|
|
|
// JBravo: no picking up [the enemy case-NiceAss] case if you have a two handed weapon.
|
|
if (other->client->ps.weapon != WP_PISTOL && other->client->ps.weapon != WP_KNIFE &&
|
|
team != cl->sess.sessionTeam && level.time - cl->flagMessageTime > 10000 ) {
|
|
cl->flagMessageTime = level.time;
|
|
trap_SendServerCommand(cl->ps.clientNum, va("print \"^1Your active weapon must be the pistol or knife in order to pick up the enemy case!^7\n\""));
|
|
return 0;
|
|
}
|
|
|
|
// NiceAss: If you are switching weapons as you go over a flag, cmd.weapon will have the weapon
|
|
// you are switching to. Otherwise it should be the same as ps.weapon. Fix for a cheat
|
|
if (other->client->pers.cmd.weapon != WP_PISTOL && other->client->pers.cmd.weapon != WP_KNIFE &&
|
|
team != cl->sess.sessionTeam) {
|
|
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)
|
|
{
|
|
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;
|
|
}
|
|
|
|
// NiceAss: If no spawn was found for redplayer/blueplayer, use redspawn/bluespawn
|
|
if (!count && teamstate == TEAM_BEGIN) {
|
|
// REECURRRSSSION1!! sorta
|
|
return SelectRandomTeamSpawnPoint(TEAM_ACTIVE, team);
|
|
}
|
|
|
|
if (!count && teamstate == TEAM_ACTIVE) {
|
|
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[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->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)
|
|
{
|
|
}
|