reaction/code/game/g_team.c
2013-01-04 13:27:22 +00:00

1167 lines
31 KiB
C

//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.19 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.18 2003/04/26 22:33:06 jbravo
// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging
//
// Revision 1.17 2003/03/28 10:36:02 jbravo
// Tweaking the replacement system a bit. Reactionmale now the default model
//
// Revision 1.16 2002/09/29 16:06:45 jbravo
// Work done at the HPWorld expo
//
// Revision 1.15 2002/09/08 19:46:27 niceass
// newb ctb message added
//
// Revision 1.14 2002/07/27 22:15:16 niceass
// special weapon cheat w/ flag fixed
//
// Revision 1.13 2002/07/24 02:48:10 niceass
// CTB first time spawning fix
//
// Revision 1.12 2002/07/19 04:29:02 niceass
// can return case with any weapon in hand
//
// Revision 1.11 2002/06/29 04:15:15 jbravo
// CTF is now CTB. no weapons while the case is in hand other than pistol or knife
//
// Revision 1.10 2002/06/24 05:51:51 jbravo
// CTF mode is now semi working
//
// Revision 1.9 2002/06/16 20:06:14 jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
// Revision 1.8 2002/06/16 17:38:00 jbravo
// Removed the MISSIONPACK ifdefs and missionpack only code.
//
// Revision 1.7 2002/02/26 03:32:02 jbravo
// Fixed teamsay spilling over to members of the other team
//
// Revision 1.6 2002/01/11 19:48:30 jbravo
// Formatted the source in non DOS format.
//
// Revision 1.5 2001/12/31 16:28:42 jbravo
// I made a Booboo with the Log tag.
//
//
//-----------------------------------------------------------------------------
// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
typedef struct teamgame_s {
float last_flag_capture;
int last_capture_team;
flagStatus_t redStatus; // CTF
flagStatus_t blueStatus; // CTF
flagStatus_t flagStatus; // One Flag CTF
int redTakenTime;
int blueTakenTime;
int redObeliskAttackedTime;
int blueObeliskAttackedTime;
} teamgame_t;
teamgame_t teamgame;
gentity_t *neutralObelisk;
void Team_SetFlagStatus(int team, flagStatus_t status);
void Team_InitGame(void)
{
memset(&teamgame, 0, sizeof teamgame);
switch (g_gametype.integer) {
case GT_CTF:
teamgame.redStatus = -1; // Invalid to force update
Team_SetFlagStatus(TEAM_RED, FLAG_ATBASE);
teamgame.blueStatus = -1; // Invalid to force update
Team_SetFlagStatus(TEAM_BLUE, FLAG_ATBASE);
break;
default:
break;
}
}
int OtherTeam(int team)
{
if (team == TEAM_RED)
return TEAM_BLUE;
else if (team == TEAM_BLUE)
return TEAM_RED;
return team;
}
const char *TeamName(int team)
{
if (team == TEAM_RED)
return "SILVER";
else if (team == TEAM_BLUE)
return "BLACK";
else if (team == TEAM_SPECTATOR)
return "SPECTATOR";
return "FREE";
}
const char *OtherTeamName(int team)
{
if (team == TEAM_RED)
return "BLACK";
else if (team == TEAM_BLUE)
return "SILVER";
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
static __attribute__ ((format (printf, 2, 3))) void QDECL PrintMsg( gentity_t *ent, const char *fmt, ... )
{
char msg[1024];
va_list argptr;
char *p;
va_start(argptr, fmt);
if (Q_vsnprintf(msg, sizeof(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));
}
/*
==============
AddTeamScore
used for gametype > GT_TEAM
for gametype GT_TEAM the level.teamScores is updated in AddScore in g_combat.c
==============
*/
void AddTeamScore(vec3_t origin, int team, int score)
{
gentity_t *te;
te = G_TempEntity(origin, EV_GLOBAL_TEAM_SOUND);
te->r.svFlags |= SVF_BROADCAST;
if (team == TEAM_RED) {
if (level.teamScores[TEAM_RED] + score == level.teamScores[TEAM_BLUE]) {
//teams are tied sound
te->s.eventParm = GTS_TEAMS_ARE_TIED;
} else if (level.teamScores[TEAM_RED] <= level.teamScores[TEAM_BLUE] &&
level.teamScores[TEAM_RED] + score > level.teamScores[TEAM_BLUE]) {
// red took the lead sound
te->s.eventParm = GTS_REDTEAM_TOOK_LEAD;
} else {
// red scored sound
te->s.eventParm = GTS_REDTEAM_SCORED;
}
} else {
if (level.teamScores[TEAM_BLUE] + score == level.teamScores[TEAM_RED]) {
//teams are tied sound
te->s.eventParm = GTS_TEAMS_ARE_TIED;
} else if (level.teamScores[TEAM_BLUE] <= level.teamScores[TEAM_RED] &&
level.teamScores[TEAM_BLUE] + score > level.teamScores[TEAM_RED]) {
// blue took the lead sound
te->s.eventParm = GTS_BLUETEAM_TOOK_LEAD;
} else {
// blue scored sound
te->s.eventParm = GTS_BLUETEAM_SCORED;
}
}
level.teamScores[team] += score;
}
/*
==============
OnSameTeam
==============
*/
qboolean OnSameTeam(gentity_t * ent1, gentity_t * ent2)
{
if (!ent1->client || !ent2->client) {
return qfalse;
}
if (g_gametype.integer < GT_TEAM) {
return qfalse;
}
// JBravo: fixing for TP and other team based games
if (g_gametype.integer >= GT_TEAM) {
if (ent1->client->sess.savedTeam == ent2->client->sess.savedTeam) {
return qtrue;
}
} else {
if (ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam) {
return qtrue;
}
}
return qfalse;
}
static char ctfFlagStatusRemap[] = { '0', '1', '*', '*', '2' };
static char oneFlagStatusRemap[] = { '0', '1', '2', '3', '4' };
void Team_SetFlagStatus(int team, flagStatus_t status)
{
qboolean modified = qfalse;
switch (team) {
case TEAM_RED: // CTF
if (teamgame.redStatus != status) {
teamgame.redStatus = status;
modified = qtrue;
}
break;
case TEAM_BLUE: // CTF
if (teamgame.blueStatus != status) {
teamgame.blueStatus = status;
modified = qtrue;
}
break;
case TEAM_FREE: // One Flag CTF
if (teamgame.flagStatus != status) {
teamgame.flagStatus = status;
modified = qtrue;
}
break;
}
if (modified) {
char st[4];
if (g_gametype.integer == GT_CTF) {
st[0] = ctfFlagStatusRemap[teamgame.redStatus];
st[1] = ctfFlagStatusRemap[teamgame.blueStatus];
st[2] = 0;
} else { // GT_1FCTF
st[0] = oneFlagStatusRemap[teamgame.flagStatus];
st[1] = 0;
}
trap_SetConfigstring(CS_FLAGSTATUS, st);
}
}
void Team_CheckDroppedItem(gentity_t * dropped)
{
if (dropped->item->giTag == PW_REDFLAG) {
Team_SetFlagStatus(TEAM_RED, FLAG_DROPPED);
} else if (dropped->item->giTag == PW_BLUEFLAG) {
Team_SetFlagStatus(TEAM_BLUE, FLAG_DROPPED);
} else if (dropped->item->giTag == PW_NEUTRALFLAG) {
Team_SetFlagStatus(TEAM_FREE, FLAG_DROPPED);
}
}
/*
================
Team_ForceGesture
================
*/
void Team_ForceGesture(int team)
{
int i;
gentity_t *ent;
for (i = 0; i < MAX_CLIENTS; i++) {
ent = &g_entities[i];
if (!ent->inuse)
continue;
if (!ent->client)
continue;
if (ent->client->sess.sessionTeam != team)
continue;
//
ent->flags |= FL_FORCE_GESTURE;
}
}
/*
================
Team_FragBonuses
Calculate the bonuses for flag defense, flag carrier defense, etc.
Note that bonuses are not cumulative. You get one, they are in importance
order.
================
*/
void Team_FragBonuses(gentity_t * targ, gentity_t * inflictor, gentity_t * attacker)
{
int i;
gentity_t *ent;
int flag_pw, enemy_flag_pw;
int otherteam;
int tokens;
gentity_t *flag, *carrier = NULL;
char *c;
vec3_t v1, v2;
int team;
// no bonus for fragging yourself or team mates
if (!targ->client || !attacker->client || targ == attacker || OnSameTeam(targ, attacker))
return;
team = targ->client->sess.sessionTeam;
otherteam = OtherTeam(targ->client->sess.sessionTeam);
if (otherteam < 0)
return; // whoever died isn't on a team
// same team, if the flag at base, check to he has the enemy flag
if (team == TEAM_RED) {
flag_pw = PW_REDFLAG;
enemy_flag_pw = PW_BLUEFLAG;
} else {
flag_pw = PW_BLUEFLAG;
enemy_flag_pw = PW_REDFLAG;
}
if (g_gametype.integer == GT_1FCTF) {
enemy_flag_pw = PW_NEUTRALFLAG;
}
// did the attacker frag the flag carrier?
tokens = 0;
if (targ->client->ps.powerups[enemy_flag_pw]) {
attacker->client->pers.teamState.lastfraggedcarrier = level.time;
AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS);
attacker->client->pers.teamState.fragcarrier++;
PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's courier!\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;
}
// did the attacker frag a head carrier? other->client->ps.generic1
if (tokens) {
attacker->client->pers.teamState.lastfraggedcarrier = level.time;
AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS * tokens * tokens);
attacker->client->pers.teamState.fragcarrier++;
PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's skull carrier!\n",
attacker->client->pers.netname, TeamName(team));
// the target had the flag, clear the hurt carrier
// field on the other team
for (i = 0; i < g_maxclients.integer; i++) {
ent = g_entities + i;
if (ent->inuse && ent->client->sess.sessionTeam == otherteam)
ent->client->pers.teamState.lasthurtcarrier = 0;
}
return;
}
if (targ->client->pers.teamState.lasthurtcarrier &&
level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT &&
!attacker->client->ps.powerups[flag_pw]) {
// attacker is on the same team as the flag carrier and
// fragged a guy who hurt our flag carrier
AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS);
attacker->client->pers.teamState.carrierdefense++;
targ->client->pers.teamState.lasthurtcarrier = 0;
//Blaze: Removed because it uses the persistant stats stuff
//attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
team = attacker->client->sess.sessionTeam;
// 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;
}
if (targ->client->pers.teamState.lasthurtcarrier &&
level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT) {
// attacker is on the same team as the skull carrier and
AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS);
attacker->client->pers.teamState.carrierdefense++;
targ->client->pers.teamState.lasthurtcarrier = 0;
//Blaze: Removed because it uses the persistant stats stuff
//attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
team = attacker->client->sess.sessionTeam;
// 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;
}
// flag and flag carrier area defense bonuses
// we have to find the flag and carrier entities
// find the flag
switch (attacker->client->sess.sessionTeam) {
case TEAM_RED:
c = "team_CTF_redflag";
break;
case TEAM_BLUE:
c = "team_CTF_blueflag";
break;
default:
return;
}
// find attacker's team's flag carrier
for (i = 0; i < g_maxclients.integer; i++) {
carrier = g_entities + i;
if (carrier->inuse && carrier->client->ps.powerups[flag_pw])
break;
carrier = NULL;
}
flag = NULL;
while ((flag = G_Find(flag, FOFS(classname), c)) != NULL) {
if (!(flag->flags & FL_DROPPED_ITEM))
break;
}
if (!flag)
return; // can't find attacker's flag
// ok we have the attackers flag and a pointer to the carrier
// check to see if we are defending the base's flag
VectorSubtract(targ->r.currentOrigin, flag->r.currentOrigin, v1);
VectorSubtract(attacker->r.currentOrigin, flag->r.currentOrigin, v2);
if (((VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS &&
trap_InPVS(flag->r.currentOrigin, targ->r.currentOrigin)) ||
(VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS &&
trap_InPVS(flag->r.currentOrigin, attacker->r.currentOrigin))) &&
attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
// we defended the base flag
AddScore(attacker, targ->r.currentOrigin, CTF_FLAG_DEFENSE_BONUS);
attacker->client->pers.teamState.basedefense++;
//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;
}
if (carrier && carrier != attacker) {
VectorSubtract(targ->r.currentOrigin, carrier->r.currentOrigin, v1);
VectorSubtract(attacker->r.currentOrigin, carrier->r.currentOrigin, v1);
if (((VectorLength(v1) < CTF_ATTACKER_PROTECT_RADIUS &&
trap_InPVS(carrier->r.currentOrigin, targ->r.currentOrigin)) ||
(VectorLength(v2) < CTF_ATTACKER_PROTECT_RADIUS &&
trap_InPVS(carrier->r.currentOrigin, attacker->r.currentOrigin))) &&
attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_PROTECT_BONUS);
attacker->client->pers.teamState.carrierdefense++;
//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)
{
}