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

3061 lines
90 KiB
C

//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.155 2005/09/08 19:34:47 makro
// Removed "<nick> turned the other cheek" message
//
// Revision 1.154 2005/09/07 20:27:42 makro
// Entity attachment trees
//
// Revision 1.153 2003/09/08 19:19:20 makro
// New code for respawning entities in TP
//
// Revision 1.152 2003/04/26 22:33:06 jbravo
// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging
//
// Revision 1.151 2003/04/26 02:03:51 jbravo
// Helmet fixes
//
// Revision 1.150 2003/03/28 10:36:02 jbravo
// Tweaking the replacement system a bit. Reactionmale now the default model
//
// Revision 1.149 2003/03/22 20:19:20 jbravo
// Item replacement fixes, tmp ban after votekicks and ignore now works on
// players with colors.
//
// Revision 1.148 2003/03/21 11:32:04 jbravo
// Added debugging to locate the bad gEnt crashes, added timelimit support
// for CTB and TDM and fixed some typos
//
// Revision 1.147 2003/02/27 03:58:35 jbravo
// Fixed the FF system after adding TDM broke it. Added color to error messages
//
// Revision 1.146 2002/11/17 20:14:15 jbravo
// Itembanning added
//
// Revision 1.145 2002/11/13 00:50:38 jbravo
// Fixed item dropping, specmode selection on death and helmet probs.
//
// Revision 1.144 2002/10/30 20:04:34 jbravo
// Adding helmet
//
// Revision 1.143 2002/10/29 01:34:52 jbravo
// Added g_RQ3_tdmMode (0 = TP style, 1 = DM style) including UI support.
//
// Revision 1.142 2002/10/26 22:03:43 jbravo
// Made TeamDM work RQ3 style.
//
// Revision 1.141 2002/10/26 00:37:18 jbravo
// New multiple item code and added PB support to the UI
//
// Revision 1.140 2002/10/21 21:00:39 slicer
// New MM features and bug fixes
//
// Revision 1.139 2002/09/29 16:06:45 jbravo
// Work done at the HPWorld expo
//
// Revision 1.138 2002/09/24 05:06:17 blaze
// fixed spectating so ref\'s can now use all the chasecam modes.
//
// Revision 1.137 2002/09/09 02:26:55 niceass
// enabled drop case
//
// Revision 1.136 2002/09/08 12:50:52 jbravo
// Tuned the scaling ctb respawn system a bit and defaulted g_RQ3_ctb_respawndelay
// to 0
//
// Revision 1.135 2002/09/07 22:40:01 jbravo
// Added a scaling ctb respawn system. Fixed a bug that allowed players to
// spawn before their team respawn with the team command.
//
// Revision 1.134 2002/08/30 15:27:10 jbravo
// One more extra body fix
//
// Revision 1.133 2002/08/30 01:09:06 jbravo
// Semi fixed the bodies thing in CTB
//
// Revision 1.132 2002/08/29 23:47:10 jbravo
// Disabled drop case and fixed a padding problem in the date code.
//
// Revision 1.131 2002/08/24 22:46:50 niceass
// roundtimelimit bug fixed
//
// Revision 1.130 2002/08/22 03:29:07 niceass
// bug fix in countdown code
//
// Revision 1.129 2002/08/21 07:00:07 jbravo
// Added CTB respawn queue and fixed game <-> cgame synch problem in CTB
//
// Revision 1.128 2002/08/07 16:13:33 jbravo
// Case carrier glowing removed. Ignorenum bug fixed
//
// Revision 1.127 2002/08/07 03:49:44 jbravo
// No rcon stuff use allowed in matchmode
//
// Revision 1.126 2002/08/07 03:35:57 jbravo
// Added dynamic radio and stopped all radio usage during lca
//
// Revision 1.125 2002/08/03 06:21:04 jbravo
// Fixed the Akimbo ammo when akimbos are not the primary weapon
//
// Revision 1.124 2002/07/19 04:40:56 jbravo
// Added 2 new radio sets and ctb radio sound support
//
// Revision 1.123 2002/07/11 04:27:29 niceass
// crash bug fix for CTB & not selecting an item
//
// Revision 1.122 2002/07/07 18:36:13 jbravo
// Added an AntiIdle system. Can play insane sounds for idle players, drop them
// from teams or kick them. Upped version to Beta 2.1
//
// Revision 1.121 2002/07/04 04:20:41 jbravo
// Fixed my weaponchange cancel in the Use cmd, and fixed the bug where players
// that where in eye spectating someone moved on to another player instantly on death.
//
// Revision 1.120 2002/07/02 18:30:53 makro
// Fixed bug with akimbo/pistol clips in TP
//
// Revision 1.119 2002/07/02 03:41:59 jbravo
// Fixed a 2 frags pr kill bug, the use cmd now cancels weaponchanges in progress
// and fixed the captain status lingering on people after switching from MM
//
// Revision 1.118 2002/07/01 02:56:15 blaze
// moved the start demo code to where it prints the 20 seconds till match start
//
// Revision 1.117 2002/07/01 02:18:42 jbravo
// Small fixes to CTB and possible fix for subs and limchasecam
//
// Revision 1.116 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 1.115 2002/06/26 03:28:36 niceass
// upper right HUD scores updated quickly
//
// Revision 1.114 2002/06/24 05:51:51 jbravo
// CTF mode is now semi working
//
// Revision 1.113 2002/06/22 00:19:57 jbravo
// Cleanups for colors and stopped bots looking for team leaders in TP
//
// Revision 1.112 2002/06/21 15:04:55 makro
// Health functionality for movers should be complete now
//
// Revision 1.111 2002/06/20 22:32:43 jbravo
// Added last damaged player and fixed a test2 model problem (atrimum my ass :)
// Changed g_RQ3_printOwnObits to g_RQ3_showOwnKills and it also controls $K
//
// Revision 1.110 2002/06/20 02:27:30 jbravo
// Now the scoreboard doesnt show whos alive and whos not when you are alive
//
// Revision 1.109 2002/06/19 18:13:57 jbravo
// New TNG spawning system :)
//
// Revision 1.108 2002/06/17 03:30:33 jbravo
// More color fixes
//
// Revision 1.107 2002/06/16 20:06:14 jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
// Revision 1.106 2002/06/12 01:23:36 blaze
// fix starting demos with autoaction
//
// Revision 1.105 2002/06/10 14:02:52 slicer
// Removed rq3_cmd : ROUND
//
// Revision 1.104 2002/06/08 10:51:42 slicer
// Added a better end message for MM matches
//
// Revision 1.103 2002/06/07 19:07:08 slicer
// removed cvars for teamXready, replaced by level.teamXready
//
// Revision 1.102 2002/06/05 23:39:40 blaze
// unbreakables work properly. Though I already commited this.
//
// Revision 1.101 2002/06/04 07:20:48 niceass
// no moreTKing in MM
//
// Revision 1.100 2002/05/31 17:32:11 jbravo
// HC gibs almost working :)
//
// Revision 1.99 2002/05/31 00:17:06 jbravo
// Slicers fix for the weaponswitching issue
//
// Revision 1.98 2002/05/30 18:22:20 jbravo
// Misc fixes
//
// Revision 1.97 2002/05/23 04:53:41 blaze
// some func_breakable fixes. Explosives respawn on new rounds now .
//
// Revision 1.96 2002/05/23 03:07:10 blaze
// Some changes to autoaction, still need to fix up a little bit more stuff relating to getting sent 2 screenshot requests
//
// Revision 1.95 2002/05/20 16:23:44 jbravo
// Fixed spec problem when noone is alive. Fixed kicking teammates bug
//
// Revision 1.94 2002/05/20 05:11:56 jbravo
// Fixed specmodes when nobody is alive
//
// Revision 1.93 2002/05/20 04:59:33 jbravo
// Lots of small fixes.
//
// Revision 1.92 2002/05/18 21:57:54 blaze
// Transmit round start to clients
// used for cg_rq3_autoaction
//
// Revision 1.91 2002/05/13 06:17:20 jbravo
// Ignore fix
//
// Revision 1.90 2002/05/12 19:15:47 jbravo
// Added playerlist, did some cleanup on votes.
//
// Revision 1.89 2002/05/12 16:10:19 jbravo
// Added unignore
//
// Revision 1.88 2002/05/12 00:07:47 slicer
// Added Normal Radio Flood Protection
//
// Revision 1.87 2002/05/11 16:22:38 slicer
// Added a Repeat Flood Protection to Radio
//
// Revision 1.86 2002/05/11 14:22:06 makro
// Func_statics now reset at the beginning of each round
//
// Revision 1.85 2002/05/10 04:06:27 jbravo
// Added Ignore
//
// Revision 1.84 2002/05/09 02:43:12 jbravo
// Fixing stuff and use cmd's
//
// Revision 1.83 2002/05/07 13:35:45 jbravo
// Fixed the double lights for spectators and made the use cmd use rq3_cmd
// and made scoreboard not revieal whos alive or dead to live players.
//
// Revision 1.82 2002/05/06 21:41:01 slicer
// Added rq3_cmd
//
// Revision 1.81 2002/05/06 00:35:49 jbravo
// Small fixes to misc stuff
//
// Revision 1.80 2002/05/05 16:51:36 slicer
// Fixed a problem on MakeAllPlayersObservers()
//
// Revision 1.78 2002/05/05 04:23:00 jbravo
// Some MM fixes and cleanups
//
// Revision 1.77 2002/05/05 01:20:50 jbravo
// Delay the lights sound 5 server frames.
//
// Revision 1.76 2002/05/04 16:19:02 jbravo
// Fixing the stuff cmd to work on dedicated servers.
//
// Revision 1.75 2002/05/04 16:13:05 makro
// Bots
//
// Revision 1.74 2002/05/04 01:03:43 makro
// Bots
//
// Revision 1.73 2002/05/02 00:02:19 jbravo
// Added a fix for the incorrect weapon at spawns
//
// Revision 1.72 2002/05/01 18:44:36 jbravo
// Added a stuff command. Needed for misc things. See bottum of cmd_use in
// g_teamplay.c
//
// Revision 1.71 2002/04/30 11:54:37 makro
// Bots rule ! Also, added clips to give all. Maybe some other things
//
// Revision 1.70 2002/04/30 11:20:12 jbravo
// Redid the teamcount cvars.
//
// Revision 1.69 2002/04/30 01:23:05 jbravo
// Changed the server logging to be more like a normal AQ server. Cleaned
// all colors from the logs.
//
// Revision 1.68 2002/04/29 10:58:07 jbravo
// My lights sound fix broke the scoreboard removal on round begins.
//
// Revision 1.67 2002/04/29 01:15:07 jbravo
// Think I fixed the lights.wav thing
//
// Revision 1.66 2002/04/28 11:03:46 slicer
// Added "teammodel" for Matchmode, Referee "pause" command
//
// Revision 1.65 2002/04/26 03:39:34 jbravo
// added tkok, fixed players always leaving zcam modes when player thats
// beeing tracked dies
//
// Revision 1.64 2002/04/23 11:24:06 jbravo
// Removed a debug message and did some cleanups
//
// Revision 1.63 2002/04/13 15:37:54 jbravo
// limchasecam has been redone with new spec system
//
// Revision 1.62 2002/04/08 20:14:34 blaze
// func_breakable explode fix
//
// Revision 1.61 2002/04/07 12:49:10 slicer
// Added 'teamname' command for MM, and tweaked the cvar system.
//
// Revision 1.60 2002/04/07 03:22:48 jbravo
// Tweaks and crashbug fixes
//
// Revision 1.59 2002/04/06 21:42:20 makro
// Changes to bot code. New surfaceparm system.
//
// Revision 1.58 2002/04/05 06:50:25 blaze
// breakables should now respawn when the round restarts( when g_teamplay:SpawnPlayers() is called to be exact)
//
// Revision 1.57 2002/04/03 15:51:01 jbravo
// Small warning fixes
//
// Revision 1.56 2002/04/03 09:26:47 jbravo
// New FF system. Warns and then finally kickbans teamwounders and
// teamkillers
//
// Revision 1.55 2002/04/02 21:45:15 jbravo
// change for makro
//
// Revision 1.54 2002/04/02 21:41:03 jbravo
// But in new bot radio code.
//
// Revision 1.53 2002/04/02 20:23:12 jbravo
// Bots dont get to use any specmode other than FREE and the recive radio cmds
// as text and not sounds.
//
// Revision 1.52 2002/04/02 04:18:58 jbravo
// Made the TP scoreboard go down at round beginig (not for spectators) and
// pop up at intermission. Also added special to the use command
//
// Revision 1.51 2002/03/31 23:41:45 jbravo
// Added the use command
//
// Revision 1.50 2002/03/31 18:36:27 jbravo
// Added $T (Near by teammates)
//
// Revision 1.49 2002/03/31 03:31:24 jbravo
// Compiler warning cleanups
//
// Revision 1.48 2002/03/30 17:37:49 jbravo
// Added damage tracking to the server. Added zcam flic mode. cleaned up g_damage.
//
// Revision 1.47 2002/03/30 02:29:43 jbravo
// Lots of spectator code updates. Removed debugshit, added some color.
//
// Revision 1.46 2002/03/26 11:32:05 jbravo
// Remember specstate between rounds.
//
// Revision 1.45 2002/03/26 10:32:52 jbravo
// Bye bye LCA lag
//
// Revision 1.44 2002/03/25 14:55:01 jbravo
// teamCount cvars for Makro
//
// Revision 1.43 2002/03/24 06:06:53 jbravo
// Some tweaks and cleanups
//
// Revision 1.42 2002/03/23 21:29:42 jbravo
// I finally fixed snipers spawning with pistol up. g_RQ3_sniperup has been
// reinstated.
//
// Revision 1.41 2002/03/23 05:17:43 jbravo
// Major cleanup of game -> cgame communication with LCA vars.
//
// Revision 1.40 2002/03/21 19:22:12 jbravo
// Bando now adds extra ammo to the special weaps, and when its dropped it goes
// away again.
//
// Revision 1.39 2002/03/21 15:02:05 jbravo
// More teamname cleanups and fix for fraglines.
//
// Revision 1.38 2002/03/18 12:25:10 jbravo
// Live players dont get fraglines, except their own. Cleanups and some
// hacks to get bots to stop using knives only.
//
// Revision 1.37 2002/03/17 16:38:57 jbravo
// Colored nicks fucked up the string in $K messages.
//
// Revision 1.36 2002/03/17 03:35:29 jbravo
// More radio tewaks and cleanups.
//
// Revision 1.35 2002/03/17 01:55:43 jbravo
// Fixed a small bug in radio enemyd that made it say "one enemu down"
//
// Revision 1.34 2002/03/17 00:40:23 jbravo
// Adding variable team names. g_RQ3_team1name and g_RQ3_team2name. Fixed
// Slicers fraglimit check.
//
// Revision 1.33 2002/03/14 23:54:12 jbravo
// Added a variable system from AQ. Works the same except it uses $ for %
//
// Revision 1.32 2002/03/14 02:24:39 jbravo
// Adding radio :)
//
// Revision 1.31 2002/03/11 18:02:33 slicer
// Fixed team changes and scoreboard bugs
//
// Revision 1.30 2002/03/07 14:29:12 slicer
// Intermission ala aq2, when timelimit/roundlimit hits.
//
// Revision 1.29 2002/03/05 02:08:16 jbravo
// Fixed Unknown client command: Roundlimit bug
//
// Revision 1.28 2002/03/03 23:51:45 jbravo
// Final fixes for anims at spawn and a knife bug.
//
// Revision 1.27 2002/03/03 18:00:26 jbravo
// More Anim fixes. Knives still broken
//
// Revision 1.26 2002/03/03 03:11:37 jbravo
// Use propper weapon anims on TP spawns
//
// Revision 1.25 2002/03/02 16:16:54 jbravo
// Fixed the uneven team calculations
//
// Revision 1.24 2002/03/01 20:02:34 jbravo
// Added ui_RQ3_teamCount1, ui_RQ3_teamCount2 and ui_RQ3_numSpectators for
// makro
//
// Revision 1.23 2002/03/01 18:21:26 jbravo
// Cleanups and removal of g_RQ3_sniperup
//
// Revision 1.22 2002/02/27 01:54:29 jbravo
// More spectatorfixes and finally stopped all fallingdamage anims and
// sounds during LCA.
//
// Revision 1.21 2002/02/25 19:51:26 jbravo
// Fixed a bug that made it impossible to pick up special weapons when player
// had selected akimbos or knives
//
// Revision 1.20 2002/02/25 19:41:53 jbravo
// Fixed the use ESC and join menu to join teams when dead players are
// spectating in TP mode.
// Tuned the autorespawn system a bit. Now dead ppl. are dead for a very
// small time before they are made into spectators.
//
// Revision 1.19 2002/02/24 18:12:19 jbravo
// Added a cvar to control sniper behavior g_RQ3_sniperup. Def 0. if set yo 1
// it makes players spawn with the sniper up.
//
// Revision 1.18 2002/02/24 17:56:44 jbravo
// Cleaned up EquipPlayer() and made snipers spawn with pistol in hand
//
// Revision 1.17 2002/02/24 16:40:35 jbravo
// Fixed a bug where the mode of knifes and grenades where reset to slashing
// and short throw.
//
// Revision 1.16 2002/02/22 02:13:13 jbravo
// Fixed a few bugs and did some cleanups
//
// Revision 1.15 2002/02/11 00:30:23 niceass
// LCA fix
//
// Revision 1.14 2002/02/10 04:55:28 jbravo
// Fix #1 to zcam jitter. More is probably needed.
//
// Revision 1.13 2002/02/09 00:10:12 jbravo
// Fixed spectator follow and free and updated zcam to 1.04 and added the
// missing zcam files.
//
// Revision 1.12 2002/02/06 03:10:43 jbravo
// Fix the instant spectate on death and an attempt to fix the scores
//
// Revision 1.11 2002/02/05 23:41:27 slicer
// More on matchmode..
//
// Revision 1.10 2002/02/05 10:04:41 jbravo
// Debugging message gone and cleanup of Antistick routinr
//
// Revision 1.9 2002/02/04 05:44:00 jbravo
// Fixed a typo in knives name
//
// Revision 1.8 2002/02/03 21:23:51 slicer
// More Matchmode code and fixed 2 bugs in TP
//
// Revision 1.7 2002/01/29 03:13:45 jbravo
// Further fixes to antistick
//
// Revision 1.6 2002/01/27 13:42:19 jbravo
// temp hack removed
//
// Revision 1.5 2002/01/27 13:33:28 jbravo
// Teamplay antistick system.
//
// Revision 1.4 2002/01/23 15:59:43 jbravo
// Make use of NiceAsses ClearBodyQue() between rounds
//
// Revision 1.3 2002/01/21 20:03:15 jbravo
// Changed the knifes fix a bit
//
// Revision 1.2 2002/01/21 19:52:31 jbravo
// Fixed a bug that didnt allow knifes to be selected as primary weapon
//
// Revision 1.1 2002/01/11 20:23:41 jbravo
// Added the two new files for TP I forgot during the main TP commit
//
//
//-----------------------------------------------------------------------------
#include "g_local.h"
#include "zcam.h"
void RQ3_SetupTeamSpawnPoints(void);
gitem_t *BG_FindItemForHoldable(holdable_t pw);
char *ConcatArgs(int start);
int touch[MAX_GENTITIES];
void ClearBodyQue(void);
void Cmd_DropItem_f(gentity_t * ent);
void Cmd_DropWeapon_f(gentity_t * ent);
void AddIP(char *str);
gentity_t *FindClientByPersName(char *name)
{
int i;
gentity_t *other, *found;
char cleanname[MAX_NETNAME];
found = NULL;
cleanname[0] = '\0';
for (i = 0; i <= level.maxclients; i++) {
other = &g_entities[i];
if (!other->inuse)
continue;
if (other && other->client) {
strcpy(cleanname, other->client->pers.netname);
Q_CleanStr(cleanname);
if (Q_stricmp(name, cleanname) == 0) {
found = other;
break;
}
}
}
return (found);
}
void CheckTeamRules()
{
int winner, checked_tie = 0;
//Slicer
if (level.intermissiontime)
return;
level.fps = trap_Cvar_VariableIntegerValue("sv_fps");
if (level.lights_delay) {
level.lights_delay--;
if (level.lights_delay == 1) {
level.lights_delay = 0;
trap_SendServerCommand(-1, va("rq3_cmd %i", LIGHTS));
}
}
if (level.lights_camera_action) {
ContinueLCA();
return;
}
if (level.team_round_going)
level.current_round_length++;
if (level.holding_on_tie_check) {
level.holding_on_tie_check--;
if (level.holding_on_tie_check > 0)
return;
level.holding_on_tie_check = 0;
checked_tie = 1;
}
if (level.team_round_countdown == 1) {
level.team_round_countdown = 0;
if (BothTeamsHavePlayers()) {
level.team_game_going = 1;
level.inGame = qtrue;
StartLCA();
} else {
//Slicer: Adding Matchmode
if (g_RQ3_matchmode.integer) {
if (level.paused)
trap_SendServerCommand(-1, "cp \"Referee has paused the Game!\n\"");
else if (level.team1ready && level.team2ready)
trap_SendServerCommand(-1, "cp \"Not enough players to play!\n\"");
else if (level.refAmmount && !level.refStatus)
trap_SendServerCommand(-1, "cp \"At least one Referee needs to be ready!\n\"");
else
trap_SendServerCommand(-1, "cp \"Both Teams Must Be Ready!\n\"");
} else
trap_SendServerCommand(-1, "cp \"Not enough players to play!\n\"");
MakeAllLivePlayersObservers();
level.inGame = qfalse;
}
} else {
if (level.team_round_countdown)
level.team_round_countdown--;
if (g_RQ3_tpcountdown.integer && level.team_round_countdown == (101 * level.fps) / 10) {
trap_SendServerCommand(-1, va("rq3_cmd %i", TPCOUNTDOWN));
trap_SendServerCommand(-1, va("rq3_cmd %i 0", MAPSTART));
}
}
level.rulecheckfrequency++;
if (level.rulecheckfrequency % 30 && !checked_tie)
return;
if (!level.team_round_going) {
if (g_timelimit.integer) {
//Slicer : Matchmode
if (g_RQ3_matchmode.integer) {
if (level.matchTime >= g_timelimit.integer * 60) {
level.inGame = level.team_round_going = level.team_round_countdown =
level.team_game_going = level.matchTime = 0;
level.team1ready = qfalse;
level.team2ready = qfalse;
MakeAllLivePlayersObservers();
trap_SendServerCommand(-1, "cp \"Match is OVER !!!.\n\"");
return;
}
} else {
if (level.time - level.startTime >= g_timelimit.integer * 60000) {
//Slicer : Let's do a normal console print instead..
trap_SendServerCommand(-1, "print \"^1Timelimit hit.\n\"");
level.team_round_going = level.team_round_countdown = level.team_game_going = 0;
//Slicer: Start Intermission
BeginIntermission();
return;
}
}
}
if (!level.team_round_countdown) {
if (BothTeamsHavePlayers()) {
//Slicer let's print to the console too
if (g_gametype.integer == GT_TEAMPLAY) {
trap_SendServerCommand(-1, "print \"The round will begin in 20 seconds!\n\"");
trap_SendServerCommand(-1, va("cp \"The round will begin in 20 seconds!\n\""));
} else {
trap_SendServerCommand(-1, "print \"The game will begin in 20 seconds!\n\"");
trap_SendServerCommand(-1, va("cp \"The game will begin in 20 seconds!\n\""));
}
level.team_round_countdown = (201 * level.fps) / 10;
//Blaze: moved from below the G_AddEvent
trap_SendServerCommand(-1, va("rq3_cmd %i 0", STARTDEMO));
}
}
} else {
if (g_gametype.integer == GT_TEAMPLAY && ((winner = CheckForWinner()) != WINNER_NONE)) {
if (!checked_tie) {
level.holding_on_tie_check = (50 * level.fps) / 10;
return;
}
if (WonGame(winner))
return;
level.team_round_going = 0;
level.lights_camera_action = 0;
level.holding_on_tie_check = 0;
level.team_round_countdown = (71 * level.fps) / 10;
return;
}
if (g_gametype.integer == GT_TEAMPLAY && g_RQ3_roundtimelimit.integer &&
(level.current_round_length > g_RQ3_roundtimelimit.integer * 60 * level.fps)) {
trap_SendServerCommand(-1, va("cp \"Round timelimit hit.\n\""));
winner = CheckForForcedWinner();
if (WonGame(winner))
return;
level.team_round_going = 0;
level.lights_camera_action = 0;
level.holding_on_tie_check = 0;
level.team_round_countdown = (71 * level.fps) / 10;
return;
}
if (g_gametype.integer == GT_CTF || g_gametype.integer == GT_TEAM) {
qboolean matchOver = qfalse;
if ( g_RQ3_matchmode.integer && g_RQ3_roundtimelimit.integer &&
(level.current_round_length > g_RQ3_roundtimelimit.integer * 60 * level.fps))
{
matchOver = qtrue;
} else if ( !g_RQ3_matchmode.integer && level.time - level.startTime >= g_timelimit.integer * 60000)
{
matchOver = qtrue;
}
if ( matchOver )
{
trap_SendServerCommand(-1, "print \"^1Timelimit hit.\n\"");
trap_SendServerCommand(-1, va("print \"^6Scores:^7 %s [^3%d^7] - %s [^3%d^7]\n\"",
g_RQ3_team1name.string, level.teamScores[TEAM_RED],
g_RQ3_team2name.string, level.teamScores[TEAM_BLUE]));
if (level.teamScores[TEAM_BLUE] < level.teamScores[TEAM_RED])
trap_SendServerCommand(-1, va("print \"^1%s WIN!\n\"",
g_RQ3_team1name.string));
else if (level.teamScores[TEAM_RED] < level.teamScores[TEAM_BLUE])
trap_SendServerCommand(-1, va("print \"^1%s WIN!\n\"",
g_RQ3_team2name.string));
else
trap_SendServerCommand(-1, va("print \"^1It was a TIE. No team wins!\n\""));
level.team_round_going = level.team_round_countdown = level.team_game_going = 0;
BeginIntermission();
return;
}
}
}
}
void StartLCA()
{
int i;
gentity_t *player;
CleanLevel();
trap_Cvar_Set("g_RQ3_lca", "1");
level.lights_camera_action = (41 * level.fps) / 10;
G_LogPrintf("LIGHTS...\n");
if (g_gametype.integer == GT_TEAMPLAY || g_gametype.integer == GT_TEAM) {
SpawnPlayers();
} else if (g_gametype.integer == GT_CTF) {
RQ3_Respawn_CTB_players(TEAM_RED);
RQ3_Respawn_CTB_players(TEAM_BLUE);
if (g_RQ3_limchasecam.integer != 0 && g_RQ3_matchmode.integer ) {
for (i = 0; i < level.maxclients; i++) {
player = &g_entities[i];
if (!player->inuse || !player->client)
continue;
if (player->client->sess.sub != TEAM_FREE)
Cmd_FollowCycle_f(player, 1);
}
}
}
level.lights_delay = 4;
}
void ContinueLCA()
{
if (level.lights_camera_action == (21 * level.fps) / 10) {
G_LogPrintf("CAMERA...\n");
trap_SendServerCommand(-1, va("rq3_cmd %i", CAMERA));
} else if (level.lights_camera_action == 1) {
G_LogPrintf("ACTION!\n");
trap_SendServerCommand(-1, va("rq3_cmd %i", ACTION));
trap_Cvar_Set("g_RQ3_lca", "0");
level.team_round_going = 1;
level.current_round_length = 0;
if ( level.startTime == 0 ) {
level.startTime = level.time;
}
}
level.lights_camera_action--;
}
qboolean BothTeamsHavePlayers()
{
int onteam1 = 0, onteam2 = 0;
//Slicer: Matchmode
if (g_RQ3_matchmode.integer && ((level.refAmmount && !level.refStatus) || !level.team1ready || !level.team2ready || level.paused))
return 0;
onteam1 = RQ3TeamCount(-1, TEAM_RED);
onteam2 = RQ3TeamCount(-1, TEAM_BLUE);
return (onteam1 > 0 && onteam2 > 0);
}
void MakeAllLivePlayersObservers()
{
gentity_t *player;
int i;
for (i = 0; i < level.maxclients; i++) {
player = &g_entities[i];
if (!player->inuse || !player->client)
continue;
if (level.clients[i].sess.sessionTeam == TEAM_SPECTATOR) {
StopFollowing(player);
} else {
//Slicer Adding this..
level.clients[i].ps.pm_type = PM_DEAD;
level.clients[i].ps.weapon = WP_NONE;
level.clients[i].sess.sessionTeam = TEAM_SPECTATOR;
StopFollowing(player);
}
}
}
void CleanLevel()
{
gentity_t *ent;
int i;
if (g_gametype.integer == GT_TEAM && g_RQ3_tdmMode.integer)
return;
ClearBodyQue();
ent = &g_entities[MAX_CLIENTS];
//Makro - call the reset function for all the entities in the map
for (i = MAX_CLIENTS; i < level.num_entities; i++, ent++) {
if (ent->reset && !ent->noreset)
ent->reset(ent);
}
}
int CheckForWinner()
{
int onteam1 = 0, onteam2 = 0, i;
gentity_t *player;
for (i = 0; i < level.maxclients; i++) {
player = &g_entities[i];
if (!player->inuse)
continue;
if (level.clients[i].sess.sessionTeam == TEAM_RED && player->client->ps.stats[STAT_HEALTH] > 0)
onteam1++;
else if (level.clients[i].sess.sessionTeam == TEAM_BLUE && player->client->ps.stats[STAT_HEALTH] > 0)
onteam2++;
}
if (onteam1 > 0 && onteam2 > 0)
return WINNER_NONE;
else if (onteam1 == 0 && onteam2 == 0)
return WINNER_TIE;
else if (onteam1 > 0 && onteam2 == 0)
return WINNER_TEAM1;
else
return WINNER_TEAM2;
}
int CheckForForcedWinner()
{
int onteam1 = 0, onteam2 = 0, i;
int health1 = 0, health2 = 0;
gentity_t *player;
for (i = 0; i < level.maxclients; i++) {
player = &g_entities[i];
if (!player->inuse)
continue;
if (level.clients[i].sess.savedTeam == TEAM_RED && player->client->ps.stats[STAT_HEALTH] > 0) {
onteam1++;
health1 += player->client->ps.stats[STAT_HEALTH];
} else if (level.clients[i].sess.savedTeam == TEAM_BLUE && player->client->ps.stats[STAT_HEALTH] > 0) {
onteam2++;
health2 += player->client->ps.stats[STAT_HEALTH];
}
}
if (onteam1 > onteam2) {
return WINNER_TEAM1;
} else if (onteam2 > onteam1) {
return WINNER_TEAM2;
} else {
if (health1 > health2)
return WINNER_TEAM1;
else if (health2 > health1)
return WINNER_TEAM2;
else
return WINNER_TIE;
}
}
int WonGame(int winner)
{
trap_SendServerCommand(-1, "print \"The round is over:\n\"");
G_LogPrintf("The round is over:\n");
if (winner == WINNER_TIE) {
trap_SendServerCommand(-1, "print \"It was a tie, no points awarded!\n\"");
G_LogPrintf("It was a tie, no points awarded!\n");
} else {
if (winner == WINNER_TEAM1) {
trap_SendServerCommand(-1, va("print \"%s won!\n\"", g_RQ3_team1name.string));
G_LogPrintf("%s won!\n", g_RQ3_team1name.string);
level.teamScores[TEAM_RED]++;
} else {
trap_SendServerCommand(-1, va("print \"%s won!\n\"", g_RQ3_team2name.string));
G_LogPrintf("%s won!\n", g_RQ3_team2name.string);
level.teamScores[TEAM_BLUE]++;
}
}
// NiceAss: This should keep the client updated with teamscores promptly.
CalculateRanks();
if (g_timelimit.integer) {
//Slicer : Matchmode
if (g_RQ3_matchmode.integer) {
if (level.matchTime >= g_timelimit.integer * 60) {
SendEndMessage();
level.inGame = level.team_round_going = level.team_round_countdown =
level.team_game_going = level.matchTime = 0;
level.team1ready = qfalse;
level.team2ready = qfalse;
MakeAllLivePlayersObservers();
return 1;
}
} else {
if (level.time - level.startTime >= g_timelimit.integer * 60000) {
trap_SendServerCommand(-1, "print \"Timelimit hit.\n\"");
level.team_round_going = level.team_round_countdown = level.team_game_going = 0;
//Slicer: Start Intermission
BeginIntermission();
return 1;
}
}
}
if (g_RQ3_roundlimit.integer) {
if (level.teamScores[TEAM_RED] >= g_RQ3_roundlimit.integer
|| level.teamScores[TEAM_BLUE] >= g_RQ3_roundlimit.integer) {
//Slicer : Matchmode
if (g_RQ3_matchmode.integer) {
SendEndMessage();
level.inGame = level.team_round_going = level.team_round_countdown =
level.team_game_going = level.matchTime = 0;
level.team1ready = qfalse;
level.team2ready = qfalse;
MakeAllLivePlayersObservers();
return 1;
} else {
//Slicer: Adding a normal console print..
trap_SendServerCommand(-1, "print \"Roundlimit hit.\n\"");
trap_SendServerCommand(-1, va("cp \"Roundlimit hit.\n\""));
level.team_round_going = level.team_round_countdown = level.team_game_going = 0;
//Slicer: Start Intermission
BeginIntermission();
return 1;
}
}
}
return 0;
}
team_t RQ3TeamCount(int ignoreClientNum, int team)
{
int i, count = 0;
for (i = 0; i < level.maxclients; i++) {
if (i == ignoreClientNum) {
continue;
}
if (level.clients[i].pers.connected == CON_DISCONNECTED) {
continue;
}
//Slicer: Matchmode - Subs don't count
if (g_RQ3_matchmode.integer && level.clients[i].sess.sub != TEAM_FREE)
continue;
if (level.clients[i].sess.savedTeam == team) {
count++;
}
}
return count;
}
void CheckForUnevenTeams(gentity_t * player)
{
int i, onteam1 = 0, onteam2 = 0;
gentity_t *ent;
for (i = 0; i < level.maxclients; i++) {
ent = &g_entities[i];
if (ent->inuse) {
if (ent->client->sess.savedTeam == TEAM_RED)
onteam1++;
else if (ent->client->sess.savedTeam == TEAM_BLUE)
onteam2++;
}
}
if (player->client->sess.savedTeam == TEAM_RED) {
if (onteam1 > onteam2)
trap_SendServerCommand(player - g_entities,
va("print \"Your team now has %d more player%s than %s\n\"",
onteam1 - onteam2, onteam1 - onteam2 == 1 ? "" : "s",
g_RQ3_team2name.string));
} else if (player->client->sess.savedTeam == TEAM_BLUE) {
if (onteam2 > onteam1)
trap_SendServerCommand(player - g_entities,
va("print \"Your team now has %d more player%s than %s\n\"",
onteam2 - onteam1, onteam2 - onteam1 == 1 ? "" : "s",
g_RQ3_team1name.string));
}
}
void SpawnPlayers()
{
gentity_t *player;
gclient_t *client;
int clientNum, i;
level.spawnPointsLocated = qfalse;
RQ3_SetupTeamSpawnPoints();
for (i = 0; i < level.maxclients; i++) {
player = &g_entities[i];
if (!player->inuse || !player->client)
continue;
//Slicer: Matchmode - Subs don't spawn
if (g_RQ3_matchmode.integer && player->client->sess.sub != TEAM_FREE)
continue;
// JBravo: lets not respawn spectators in free floating mode
if (player->client->sess.savedTeam == TEAM_SPECTATOR && player->client->specMode == SPECTATOR_FREE) {
continue;
}
client = player->client;
clientNum = client - level.clients;
client->sess.teamSpawn = qtrue;
client->idletime = 0;
if (client->sess.savedTeam == TEAM_RED) {
client->sess.sessionTeam = TEAM_RED;
client->ps.persistant[PERS_TEAM] = TEAM_RED;
client->sess.spectatorState = SPECTATOR_NOT;
} else if (client->sess.savedTeam == TEAM_BLUE) {
client->sess.sessionTeam = TEAM_BLUE;
client->ps.persistant[PERS_TEAM] = TEAM_BLUE;
client->sess.spectatorState = SPECTATOR_NOT;
}
client->ps.stats[STAT_RQ3] &= ~RQ3_PLAYERSOLID;
ResetKills(player);
client->last_damaged_players[0] = '\0';
ClientSpawn(player);
ClientUserinfoChanged(clientNum);
client->sess.teamSpawn = qfalse;
}
// JBravo: lets make those pesky subs follow live players.
if (g_RQ3_limchasecam.integer != 0 && g_RQ3_matchmode.integer) {
for (i = 0; i < level.maxclients; i++) {
player = &g_entities[i];
if (!player->inuse || !player->client)
continue;
if (player->client->sess.sub != TEAM_FREE)
Cmd_FollowCycle_f(player, 1);
}
}
//Blaze: May aswell respawn breakables here
//Makro - using a generic respawn function for all the entities now
/*
for (i = 0; i < level.num_entities; i++) {
ent = &g_entities[i];
if (ent != NULL && ent->classname != NULL && !strcmp(ent->classname, "func_breakable")) {
//re-link all unlinked breakables
trap_LinkEntity(ent);
ent->exploded = qfalse;
ent->takedamage = qtrue;
ent->s.eType = ET_BREAKABLE;
ent->health = ent->health_saved;
}
}
*/
}
/* Let the player Choose the weapon and/or item he wants */
void RQ3_Cmd_Choose_f(gentity_t * ent)
{
char *cmd;
if (!ent->client) {
return; // not fully in game yet
}
if (g_gametype.integer == GT_TEAM && g_RQ3_tdmMode.integer) {
trap_SendServerCommand(ent - g_entities, va("print \"^1This Team DM mode does not allow you to choose weapons or items.\n\""));
return;
}
cmd = ConcatArgs(1);
if (Q_stricmp(cmd, RQ3_MP5_NAME) == 0 || Q_stricmp(cmd, "mp5") == 0) {
if ((int) g_RQ3_weaponban.integer & WPF_MP5) {
ent->client->teamplayWeapon = WP_MP5;
trap_SendServerCommand(ent - g_entities, va("print \"Weapon selected: %s\n\"", RQ3_MP5_NAME));
} else {
trap_SendServerCommand(ent - g_entities, va("print \"^1%s is disabled on this server.\n\"", RQ3_MP5_NAME));
}
} else if (Q_stricmp(cmd, RQ3_M3_NAME) == 0 || Q_stricmp(cmd, "m3") == 0) {
if ((int) g_RQ3_weaponban.integer & WPF_M3) {
ent->client->teamplayWeapon = WP_M3;
trap_SendServerCommand(ent - g_entities, va("print \"Weapon selected: %s\n\"", RQ3_M3_NAME));
} else {
trap_SendServerCommand(ent - g_entities, va("print \"^1%s is disabled on this server.\n\"", RQ3_M3_NAME));
}
} else if (Q_stricmp(cmd, RQ3_M4_NAME) == 0 || Q_stricmp(cmd, "m4") == 0) {
if ((int) g_RQ3_weaponban.integer & WPF_M4) {
ent->client->teamplayWeapon = WP_M4;
trap_SendServerCommand(ent - g_entities, va("print \"Weapon selected: %s\n\"", RQ3_M4_NAME));
} else {
trap_SendServerCommand(ent - g_entities, va("print \"^1%s is disabled on this server.\n\"", RQ3_M4_NAME));
}
} else if (Q_stricmp(cmd, RQ3_HANDCANNON_NAME) == 0 || Q_stricmp(cmd, "hc") == 0) {
if ((int) g_RQ3_weaponban.integer & WPF_HC) {
ent->client->teamplayWeapon = WP_HANDCANNON;
trap_SendServerCommand(ent - g_entities, va("print \"Weapon selected: %s\n\"", RQ3_HANDCANNON_NAME));
} else {
trap_SendServerCommand(ent - g_entities, va("print \"^1%s is disabled on this server.\n\"", RQ3_HANDCANNON_NAME));
}
} else if (Q_stricmp(cmd, RQ3_SSG3000_NAME) == 0 || Q_stricmp(cmd, "sniper") == 0) {
if ((int) g_RQ3_weaponban.integer & WPF_SNIPER) {
ent->client->teamplayWeapon = WP_SSG3000;
trap_SendServerCommand(ent - g_entities, va("print \"Weapon selected: %s\n\"", RQ3_SSG3000_NAME));
} else {
trap_SendServerCommand(ent - g_entities, va("print \"^1%s is disabled on this server.\n\"", RQ3_SSG3000_NAME));
}
} else if (Q_stricmp(cmd, RQ3_KNIFE_NAME) == 0 || Q_stricmp(cmd, "knives") == 0) {
if ((int) g_RQ3_weaponban.integer & WPF_KNIFE) {
ent->client->teamplayWeapon = WP_KNIFE;
trap_SendServerCommand(ent - g_entities, va("print \"Weapon selected: %s\n\"", RQ3_KNIFE_NAME));
} else {
trap_SendServerCommand(ent - g_entities, va("print \"^1%s is disabled on this server.\n\"", RQ3_KNIFE_NAME));
}
} else if (Q_stricmp(cmd, RQ3_AKIMBO_NAME) == 0 || Q_stricmp(cmd, "akimbo") == 0) {
if ((int) g_RQ3_weaponban.integer & WPF_DUAL) {
ent->client->teamplayWeapon = WP_AKIMBO;
trap_SendServerCommand(ent - g_entities, va("print \"Weapon selected: %s\n\"", RQ3_AKIMBO_NAME));
} else {
trap_SendServerCommand(ent - g_entities, va("print \"^1%s is disabled on this server.\n\"", RQ3_AKIMBO_NAME));
}
} else if (Q_stricmp(cmd, RQ3_KEVLAR_NAME) == 0 || Q_stricmp(cmd, "kevlar") == 0) {
if ((int) g_RQ3_weaponban.integer & ITF_KEVLAR) {
ent->client->teamplayItem = HI_KEVLAR;
trap_SendServerCommand(ent - g_entities, va("print \"Item selected: %s\n\"", RQ3_KEVLAR_NAME));
} else {
trap_SendServerCommand(ent - g_entities, va("print \"^1%s is disabled on this server.\n\"", RQ3_KEVLAR_NAME));
}
} else if (Q_stricmp(cmd, RQ3_LASER_NAME) == 0 || Q_stricmp(cmd, "laser") == 0) {
if ((int) g_RQ3_weaponban.integer & ITF_LASER) {
ent->client->teamplayItem = HI_LASER;
trap_SendServerCommand(ent - g_entities, va("print \"Item selected: %s\n\"", RQ3_LASER_NAME));
} else {
trap_SendServerCommand(ent - g_entities, va("print \"^1%s is disabled on this server.\n\"", RQ3_LASER_NAME));
}
} else if (Q_stricmp(cmd, RQ3_SLIPPERS_NAME) == 0 || Q_stricmp(cmd, "slippers") == 0) {
if ((int) g_RQ3_weaponban.integer & ITF_SLIPPERS) {
ent->client->teamplayItem = HI_SLIPPERS;
trap_SendServerCommand(ent - g_entities, va("print \"Item selected: %s\n\"", RQ3_SLIPPERS_NAME));
} else {
trap_SendServerCommand(ent - g_entities, va("print \"^1%s is disabled on this server.\n\"", RQ3_SLIPPERS_NAME));
}
} else if (Q_stricmp(cmd, RQ3_SILENCER_NAME) == 0 || Q_stricmp(cmd, "silencer") == 0) {
if ((int) g_RQ3_weaponban.integer & ITF_SILENCER) {
ent->client->teamplayItem = HI_SILENCER;
trap_SendServerCommand(ent - g_entities, va("print \"Item selected: %s\n\"", RQ3_SILENCER_NAME));
} else {
trap_SendServerCommand(ent - g_entities, va("print \"^1%s is disabled on this server.\n\"", RQ3_SILENCER_NAME));
}
} else if (Q_stricmp(cmd, RQ3_BANDOLIER_NAME) == 0 || Q_stricmp(cmd, "bandolier") == 0) {
if ((int) g_RQ3_weaponban.integer & ITF_BANDOLIER) {
ent->client->teamplayItem = HI_BANDOLIER;
trap_SendServerCommand(ent - g_entities, va("print \"Item selected: %s\n\"", RQ3_BANDOLIER_NAME));
} else {
trap_SendServerCommand(ent - g_entities, va("print \"^1%s is disabled on this server.\n\"", RQ3_BANDOLIER_NAME));
}
} else if (Q_stricmp(cmd, RQ3_HELMET_NAME) == 0 || Q_stricmp(cmd, "helmet") == 0) {
if (g_RQ3_haveHelmet.integer) {
if ((int) g_RQ3_weaponban.integer & ITF_HELMET) {
ent->client->teamplayItem = HI_HELMET;
trap_SendServerCommand(ent - g_entities, va("print \"Item selected: %s\n\"", RQ3_HELMET_NAME));
} else {
trap_SendServerCommand(ent - g_entities, va("print \"^1%s is disabled on this server.\n\"", RQ3_HELMET_NAME));
}
} else {
trap_SendServerCommand(ent - g_entities, va("print \"^1%s is disabled on this server.\n\"", RQ3_HELMET_NAME));
}
} else {
trap_SendServerCommand(ent - g_entities, va("print \"^1Invalid weapon or item choice.\n\""));
return;
}
}
/* Drop weapon, Item or case ala. AQ */
void Cmd_Dropcase_f(gentity_t * ent)
{
gitem_t *item;
if (!ent->client)
return;
if (!ent->client->ps.powerups[PW_REDFLAG] && !ent->client->ps.powerups[PW_BLUEFLAG]) {
trap_SendServerCommand(ent - g_entities, va("print \"^1Go get the enemy case and try again.\n\""));
return;
}
item = NULL;
if (ent->client->sess.sessionTeam == TEAM_RED) {
item = BG_FindItemForPowerup(PW_BLUEFLAG);
if (item) {
ent->client->ps.powerups[PW_BLUEFLAG] = 0;
dropWeapon(ent, item, 0, FL_DROPPED_ITEM | FL_THROWN_ITEM);
ent->client->uniqueItems--;
}
} else if (ent->client->sess.sessionTeam == TEAM_BLUE) {
item = BG_FindItemForPowerup(PW_REDFLAG);
if (item) {
ent->client->ps.powerups[PW_REDFLAG] = 0;
dropWeapon(ent, item, 0, FL_DROPPED_ITEM | FL_THROWN_ITEM);
ent->client->uniqueItems--;
}
} else {
trap_SendServerCommand(ent - g_entities, va("print \"^1Huh? You dont have a flag to drop!\n\""));
}
}
void RQ3_Cmd_Drop_f(gentity_t * ent)
{
char cmd[MAX_TOKEN_CHARS];
if (!ent->client) {
return; // not fully in game yet
}
trap_Argv(1, cmd, sizeof(cmd));
if (Q_stricmp(cmd, "item") == 0) {
Cmd_DropItem_f(ent);
} else if (Q_stricmp(cmd, "weapon") == 0) {
Cmd_DropWeapon_f(ent);
} else if (Q_stricmp(cmd, "case") == 0) {
Cmd_Dropcase_f(ent);
} else {
trap_SendServerCommand(ent - g_entities, va("print \"^1unknown item: %s\n\"", cmd));
}
}
/* Equip the player with the weapons and items he needs for the round. */
void EquipPlayer(gentity_t * ent)
{
int bandolierFactor, grenades;
if (!ent->client || ent->client->sess.sessionTeam == TEAM_SPECTATOR)
return;
bandolierFactor = grenades = 0;
ent->client->ps.stats[STAT_WEAPONS] = 0;
if (ent->client->teamplayItem == HI_BANDOLIER) {
bandolierFactor = 2;
grenades = trap_Cvar_VariableIntegerValue("g_RQ3_tgren");
} else {
bandolierFactor = 1;
}
if ((int) g_RQ3_weaponban.integer & WPF_MK23) {
ent->client->ps.stats[STAT_WEAPONS] = (1 << WP_PISTOL);
ent->client->numClips[WP_PISTOL] = ent->client->numClips[WP_AKIMBO] = 1; // extra clip of ammo for pistol
ent->client->ps.ammo[WP_PISTOL] = RQ3_PISTOL_AMMO;
}
if ((int) g_RQ3_weaponban.integer & WPF_KNIFE) {
ent->client->ps.stats[STAT_WEAPONS] |= (1 << WP_KNIFE);
ent->client->weaponCount[WP_KNIFE] = 1;
ent->client->ps.ammo[WP_KNIFE] = 1;
}
switch (ent->client->teamplayWeapon) {
case WP_SSG3000:
ent->client->ps.stats[STAT_WEAPONS] |= (1 << WP_SSG3000);
ent->client->numClips[WP_SSG3000] = RQ3_SSG3000_EXTRA_AMMO * bandolierFactor;
ent->client->ps.ammo[WP_SSG3000] = RQ3_SSG3000_AMMO;
if (g_RQ3_sniperup.integer == 1) {
ent->client->ps.weapon = WP_SSG3000;
ent->client->ps.weaponTime = RQ3_SSG3000_ACTIVATE_DELAY;
} else {
ent->client->ps.weapon = WP_PISTOL;
ent->client->ps.weaponTime = RQ3_PISTOL_ACTIVATE_DELAY;
}
ent->client->weaponCount[WP_SSG3000] = 1;
ent->client->uniqueWeapons = 1;
break;
case WP_MP5:
ent->client->ps.stats[STAT_WEAPONS] |= (1 << WP_MP5);
ent->client->numClips[WP_MP5] = RQ3_MP5_EXTRA_AMMO * bandolierFactor;
ent->client->ps.ammo[WP_MP5] = RQ3_MP5_AMMO;
ent->client->ps.weapon = WP_MP5;
ent->client->ps.weaponTime = RQ3_MP5_ACTIVATE_DELAY;
ent->client->weaponCount[WP_MP5] = 1;
ent->client->uniqueWeapons = 1;
break;
case WP_M3:
ent->client->ps.stats[STAT_WEAPONS] |= (1 << WP_M3);
ent->client->numClips[WP_M3] = RQ3_M3_EXTRA_AMMO * bandolierFactor;
ent->client->ps.ammo[WP_M3] = RQ3_M3_AMMO;
ent->client->ps.weapon = WP_M3;
ent->client->ps.weaponTime = RQ3_M3_ACTIVATE_DELAY;
ent->client->weaponCount[WP_M3] = 1;
ent->client->uniqueWeapons = 1;
break;
case WP_M4:
ent->client->ps.stats[STAT_WEAPONS] |= (1 << WP_M4);
ent->client->numClips[WP_M4] = RQ3_M4_EXTRA_AMMO * bandolierFactor;
ent->client->ps.ammo[WP_M4] = RQ3_M4_AMMO;
ent->client->ps.weapon = WP_M4;
ent->client->ps.weaponTime = RQ3_M4_ACTIVATE_DELAY;
ent->client->weaponCount[WP_M4] = 1;
ent->client->uniqueWeapons = 1;
break;
case WP_AKIMBO:
ent->client->ps.stats[STAT_WEAPONS] |= (1 << WP_AKIMBO);
//Makro - added pistol clips
ent->client->numClips[WP_PISTOL] = ent->client->numClips[WP_AKIMBO] =
RQ3_AKIMBO_EXTRA_AMMO * bandolierFactor;
ent->client->ps.ammo[WP_AKIMBO] = RQ3_AKIMBO_AMMO;
ent->client->ps.weapon = WP_AKIMBO;
ent->client->ps.weaponTime = RQ3_AKIMBO_ACTIVATE_DELAY;
ent->client->weaponCount[WP_AKIMBO] = 1;
ent->client->uniqueWeapons = 0;
break;
case WP_HANDCANNON:
ent->client->ps.stats[STAT_WEAPONS] |= (1 << WP_HANDCANNON);
ent->client->numClips[WP_HANDCANNON] = RQ3_HANDCANNON_EXTRA_AMMO * bandolierFactor;
ent->client->ps.ammo[WP_HANDCANNON] = RQ3_HANDCANNON_AMMO;
ent->client->ps.weapon = WP_HANDCANNON;
ent->client->ps.weaponTime = RQ3_HANDCANNON_ACTIVATE_DELAY;
ent->client->weaponCount[WP_HANDCANNON] = 1;
ent->client->uniqueWeapons = 1;
break;
case WP_KNIFE:
ent->client->ps.ammo[WP_KNIFE] = RQ3_KNIVES_EXTRA_AMMO * bandolierFactor;
ent->client->ps.weapon = WP_KNIFE;
ent->client->ps.weaponTime = RQ3_KNIFE_ACTIVATE_DELAY;
ent->client->weaponCount[WP_KNIFE] = 1;
ent->client->uniqueWeapons = 0;
break;
default:
G_Printf("%s had an illegal teamplay weapon [%i]!\n", ent->client->pers.netname,
ent->client->teamplayWeapon);
break;
}
if (grenades > 0) {
ent->client->ps.stats[STAT_WEAPONS] |= (1 << WP_GRENADE);
ent->client->ps.ammo[WP_GRENADE] = grenades;
}
if (ent->client->teamplayWeapon == WP_KNIFE && !(ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_KNIFEMODE)) {
ent->client->ps.generic1 = ((ent->client->ps.generic1 & ANIM_TOGGLEBIT) ^
ANIM_TOGGLEBIT) | WP_ANIM_THROWACTIVATE;
} else {
ent->client->ps.generic1 = ((ent->client->ps.generic1 & ANIM_TOGGLEBIT) ^
ANIM_TOGGLEBIT) | WP_ANIM_ACTIVATE;
}
if (!(ent->r.svFlags & SVF_BOT)) {
trap_SendServerCommand(ent - g_entities, va("rq3_cmd %i %i", SETWEAPON, ent->client->ps.weapon));
}
ent->client->ps.weaponstate = WEAPON_RAISING;
if (ent->client->teamplayItem) {
ent->client->ps.stats[STAT_HOLDABLE_ITEM] = (1 << ent->client->teamplayItem);
ent->client->uniqueItems = 1;
} else {
G_Printf("%s had an illegal teamplay item [%i]!\n", ent->client->pers.netname,
ent->client->teamplayItem);
}
}
void UnstickPlayer(gentity_t * ent)
{
int i, num, count;
gentity_t *hit;
vec3_t mins, maxs;
count = 0;
VectorAdd(ent->client->ps.origin, ent->r.mins, mins);
VectorAdd(ent->client->ps.origin, ent->r.maxs, maxs);
num = trap_EntitiesInBox(mins, maxs, touch, MAX_GENTITIES);
for (i = 0; i < num; i++) {
hit = &g_entities[touch[i]];
if (hit->client && hit != ent) {
count++;
}
}
if (count == 0) {
ent->client->ps.stats[STAT_RQ3] |= RQ3_PLAYERSOLID;
}
}
void RQ3_StartTimer(int team, int delay)
{
int i;
gentity_t *ent;
for (i = 0; i < level.maxclients; i++) {
ent = &g_entities[i];
if (!ent->inuse || !ent->client)
continue;
if (ent->client->pers.connected != CON_CONNECTED)
continue;
if (ent->client->sess.savedTeam == team) {
trap_SendServerCommand(ent - g_entities, va("rq3_cmd %i %i", CTBCOUNTDOWN, delay));
}
}
}
void RQ3_Respawn_CTB_players(int team)
{
int i;
gentity_t *ent;
for (i = 0; i < level.maxclients; i++) {
ent = &g_entities[i];
if (!ent->inuse || !ent->client)
continue;
if (g_RQ3_matchmode.integer && ent->client->sess.sub != TEAM_FREE)
continue;
if (ent->client->sess.savedTeam == TEAM_SPECTATOR && ent->client->specMode == SPECTATOR_FREE)
continue;
if (ent->client->sess.savedTeam == team && (ent->client->sess.spectatorState == SPECTATOR_FREE ||
level.lights_camera_action)) {
ent->client->weaponCount[ent->client->ps.weapon] = ent->client->savedPSweapon;
ent->client->ps.stats[STAT_WEAPONS] = ent->client->savedSTAT;
ent->client->sess.sessionTeam = team;
ent->client->ps.persistant[PERS_TEAM] = team;
ent->client->sess.spectatorState = SPECTATOR_NOT;
ent->client->specMode = SPECTATOR_NOT;
ent->client->idletime = 0;
ResetKills(ent);
ent->client->last_damaged_players[0] = '\0';
if (level.lights_camera_action)
ent->client->pers.teamState.state = TEAM_BEGIN;
else
ent->client->pers.teamState.state = TEAM_ACTIVE;
ClientSpawn(ent);
}
}
}
void MakeSpectator(gentity_t * ent)
{
gclient_t *client;
gentity_t *follower;
int i;
client = ent->client;
if (g_gametype.integer == GT_TEAMPLAY && client->sess.sessionTeam == TEAM_SPECTATOR)
return;
if (!client->gibbed || ent->s.eType != ET_INVISIBLE)
CopyToBodyQue(ent);
if (g_gametype.integer >= GT_TEAM) {
for (i = 0; i < level.maxclients; i++) {
follower = &g_entities[i];
if (!follower->inuse || !follower->client)
continue;
if (follower->client->pers.connected != CON_CONNECTED)
continue;
if (follower->client->sess.sessionTeam != TEAM_SPECTATOR)
continue;
if (follower->client->sess.spectatorClient == ent->s.number &&
follower->client->sess.spectatorState == SPECTATOR_FOLLOW)
Cmd_FollowCycle_f(follower, 1);
}
}
if (g_gametype.integer == GT_CTF) {
client->savedPSweapon = client->weaponCount[ent->client->ps.weapon];
client->savedSTAT = client->ps.stats[STAT_WEAPONS];
}
client->weaponCount[ent->client->ps.weapon] = 0;
client->ps.stats[STAT_WEAPONS] = 0;
client->sess.sessionTeam = TEAM_SPECTATOR;
client->ps.persistant[PERS_TEAM] = TEAM_SPECTATOR;
if (g_gametype.integer == GT_CTF && level.team_round_going) {
client->sess.spectatorState = SPECTATOR_FREE;
client->specMode = SPECTATOR_FREE;
client->ps.pm_flags &= ~PMF_FOLLOW;
client->ps.stats[STAT_RQ3] &= ~RQ3_ZCAM;
client->ps.pm_type = PM_FREEZE;
if (g_RQ3_ctb_respawndelay.integer == 0) {
if (level.numPlayingClients <= 4)
level.ctb_respawndelay = 5;
else if (level.numPlayingClients <= 6)
level.ctb_respawndelay = 6;
else if (level.numPlayingClients <= 8)
level.ctb_respawndelay = 7;
else if (level.numPlayingClients <= 10)
level.ctb_respawndelay = 8;
else
level.ctb_respawndelay = 10;
} else {
level.ctb_respawndelay = g_RQ3_ctb_respawndelay.integer;
}
if (client->sess.savedTeam == TEAM_RED) {
if (level.team1respawn == 0) {
level.team1respawn = level.time + (level.ctb_respawndelay * 1000);
RQ3_StartTimer(TEAM_RED, level.ctb_respawndelay);
}
} else if (client->sess.savedTeam == TEAM_BLUE) {
if (level.team2respawn == 0) {
level.team2respawn = level.time + (level.ctb_respawndelay * 1000);
RQ3_StartTimer(TEAM_BLUE, level.ctb_respawndelay);
}
}
ClientSpawn(ent);
ent->client->gibbed = qtrue;
trap_UnlinkEntity(ent);
return;
}
if (ent->r.svFlags & SVF_BOT)
client->sess.spectatorState = SPECTATOR_FREE;
else if (g_RQ3_limchasecam.integer != 0 ) {
if (OKtoFollow(ent - g_entities)) {
client->sess.spectatorState = SPECTATOR_FOLLOW;
client->specMode = SPECTATOR_FOLLOW;
client->ps.pm_flags |= PMF_FOLLOW;
client->ps.stats[STAT_RQ3] &= ~RQ3_ZCAM;
Cmd_FollowCycle_f(ent, 1);
} else {
client->sess.spectatorState = SPECTATOR_FREE;
client->specMode = SPECTATOR_FREE;
client->ps.pm_flags &= ~PMF_FOLLOW;
client->ps.stats[STAT_RQ3] &= ~RQ3_ZCAM;
}
} else {
if (client->specMode == SPECTATOR_NOT) {
client->ps.pm_flags &= ~PMF_FOLLOW;
client->ps.stats[STAT_RQ3] &= ~RQ3_ZCAM;
client->sess.spectatorState = SPECTATOR_FREE;
client->specMode = SPECTATOR_FREE;
}
if (client->specMode == SPECTATOR_FOLLOW) {
if (OKtoFollow(ent - g_entities)) {
client->sess.spectatorState = SPECTATOR_FOLLOW;
client->ps.pm_flags |= PMF_FOLLOW;
client->ps.stats[STAT_RQ3] &= ~RQ3_ZCAM;
ClientSpawn(ent);
Cmd_FollowCycle_f(ent, 1);
return;
} else {
client->sess.spectatorState = SPECTATOR_FREE;
client->ps.pm_flags &= ~PMF_FOLLOW;
client->ps.stats[STAT_RQ3] &= ~RQ3_ZCAM;
}
}
if (client->specMode == SPECTATOR_ZCAM) {
if (OKtoFollow(ent - g_entities)) {
client->sess.spectatorState = SPECTATOR_ZCAM;
client->ps.pm_flags &= ~PMF_FOLLOW;
client->ps.stats[STAT_RQ3] |= RQ3_ZCAM;
ClientSpawn(ent);
if (client->camera->mode == CAMERA_MODE_SWING) {
CameraSwingCycle (ent, 1);
} else if (client->camera->mode == CAMERA_MODE_FLIC) {
CameraFlicBegin (ent);
} else {
client->camera->mode = CAMERA_MODE_SWING;
CameraSwingCycle (ent, 1);
}
return;
} else {
client->sess.spectatorState = SPECTATOR_FREE;
client->ps.pm_flags &= ~PMF_FOLLOW;
client->ps.stats[STAT_RQ3] &= ~RQ3_ZCAM;
}
}
}
ClientSpawn(ent);
}
qboolean OKtoFollow(int clientnum)
{
int i, x;
x = 0;
for (i = 0; i < level.maxclients; i++) {
if (i == clientnum) {
continue;
}
if (level.clients[i].pers.connected != CON_CONNECTED) {
continue;
}
if (level.clients[i].sess.sessionTeam == TEAM_SPECTATOR) {
continue;
}
if (level.clients[clientnum].sess.referee == 1 && level.clients[clientnum].sess.savedTeam == TEAM_SPECTATOR) {
x++;
}
if (g_gametype.integer == GT_TEAMPLAY && g_RQ3_limchasecam.integer != 0 &&
level.clients[i].sess.sessionTeam != level.clients[clientnum].sess.savedTeam) {
continue;
}
return qtrue;
}
return qfalse;
}
void RQ3_Cmd_Radio_power_f(gentity_t * ent)
{
if (ent->client->radioOff == qfalse) {
ent->client->radioOff = qtrue;
trap_SendServerCommand(ent - g_entities, "cp \"Radio switched off\n\"");
trap_SendServerCommand(ent - g_entities, va("rq3_cmd %i 25 0 0", RADIO));
} else {
ent->client->radioOff = qfalse;
trap_SendServerCommand(ent - g_entities, "cp \"Radio switched on\n\"");
trap_SendServerCommand(ent - g_entities, va("rq3_cmd %i 25 0 0", RADIO));
}
}
void RQ3_Cmd_Radiogender_f(gentity_t * ent)
{
char arg[MAX_TOKEN_CHARS];
if (trap_Argc() == 1) {
if (ent->client->radioGender == 0) {
trap_SendServerCommand(ent - g_entities, "print \"Radio gender currently set to male\n\"");
return;
} else {
trap_SendServerCommand(ent - g_entities, "print \"Radio gender currently set to female\n\"");
return;
}
}
trap_Argv(1, arg, sizeof(arg));
if (Q_stricmp(arg, "male") == 0) {
trap_SendServerCommand(ent - g_entities, "print \"Radio gender set to male\n\"");
ent->client->radioGender = 0;
} else if (Q_stricmp(arg, "female") == 0) {
trap_SendServerCommand(ent - g_entities, "print \"Radio gender set to female\n\"");
ent->client->radioGender = 1;
} else {
trap_SendServerCommand(ent - g_entities,
"print \"^1Invalid gender selection, try 'male' or 'female'\n\"");
}
}
radio_msg_t male_radio_msgs[] = {
{"1", 6},
{"2", 6},
{"3", 8},
{"4", 7},
{"5", 8},
{"6", 9},
{"7", 8},
{"8", 7},
{"9", 7},
{"10", 6},
{"back", 6},
{"cover", 7},
{"down", 13},
{"enemyd", 10},
{"enemys", 9},
{"forward", 6},
{"go", 6},
{"im_hit", 7},
{"left", 7},
{"reportin", 9},
{"right", 6},
{"taking_f", 22},
{"teamdown", 13},
{"treport", 12},
{"up", 4},
{"click", 4},
// JBravo: CTB sounds
{"backup1", 1},
{"backup2", 1},
{"backup3", 1},
{"chit1", 1},
{"chit2", 1},
{"chit3", 1},
{"deliv1", 1},
{"deliv2", 1},
{"deliv3", 1},
{"ecdown1", 1},
{"ecdown2", 1},
{"ecdown3", 1},
{"enepak1", 1},
{"enepak2", 1},
{"enepak3", 1},
{"escort1", 1},
{"escort2", 1},
{"escort3", 1},
{"gotpak1", 1},
{"gotpak2", 1},
{"gotpak3", 1},
{"guard1", 1},
{"guard2", 1},
{"guard3", 1},
{"incoming1", 1},
{"incoming2", 1},
{"incoming3", 1},
{"plost1", 1},
{"plost2", 1},
{"plost3", 1},
{"END", 0}, // end of list delimiter
};
radio_msg_t female_radio_msgs[] = {
{"1", 5},
{"2", 5},
{"3", 5},
{"4", 5},
{"5", 5},
{"6", 8},
{"7", 7},
{"8", 5},
{"9", 5},
{"10", 5},
{"back", 6},
{"cover", 5},
{"down", 6},
{"enemyd", 9},
{"enemys", 9},
{"forward", 8},
{"go", 6},
{"im_hit", 7},
{"left", 8},
{"reportin", 9},
{"right", 5},
{"taking_f", 22},
{"teamdown", 10},
{"treport", 12},
{"up", 6},
{"click", 6},
// JBravo: CTB sounds
{"backup1", 1},
{"backup2", 1},
{"backup3", 1},
{"chit1", 1},
{"chit2", 1},
{"chit3", 1},
{"deliv1", 1},
{"deliv2", 1},
{"deliv3", 1},
{"ecdown1", 1},
{"ecdown2", 1},
{"ecdown3", 1},
{"enepak1", 1},
{"enepak2", 1},
{"enepak3", 1},
{"escort1", 1},
{"escort2", 1},
{"escort3", 1},
{"gotpak1", 1},
{"gotpak2", 1},
{"gotpak3", 1},
{"guard1", 1},
{"guard2", 1},
{"guard3", 1},
{"incoming1", 1},
{"incoming2", 1},
{"incoming3", 1},
{"plost1", 1},
{"plost2", 1},
{"plost3", 1},
{"END", 0}, // end of list delimiter
};
//Slicer Adding Flood Protection Functions
qboolean CheckForFlood(gentity_t * ent)
{
//If he's muted..
if (ent->client->rd_mute) {
if (ent->client->rd_mute > level.time) // Still muted..
return qfalse;
else
ent->client->rd_mute = 0; // No longer muted..
}
if (!ent->client->rd_Count) {
ent->client->rd_time = level.time;
++ent->client->rd_Count;
} else {
++ent->client->rd_Count;
if (level.time - ent->client->rd_time < g_RQ3_radioFloodTime.integer) {
if (ent->client->rd_Count >= g_RQ3_radioFlood.integer) {
trap_SendServerCommand(ent - g_entities,
va
("print \"^1Radio Flood Detected, you are silenced for %i secs\n\"",
(int) g_RQ3_radioBan.integer));
ent->client->rd_mute = level.time + g_RQ3_radioBan.integer * 1000;
return qfalse;
}
} else {
ent->client->rd_Count = 0;
}
}
return qtrue;
}
qboolean CheckForRepeat(gentity_t * ent, int radioCode)
{
int lastRadioCode;
//If he's muted..
if (ent->client->rd_mute) {
if (ent->client->rd_mute > level.time) // Still muted..
return qfalse;
else
ent->client->rd_mute = 0; // No longer muted..
}
lastRadioCode = ent->client->rd_lastRadio;
if (lastRadioCode == radioCode) { //He's trying to repeat it..
if ((level.time - ent->client->rd_repTime) < g_RQ3_radioRepeatTime.integer * 1000) {
if (++ent->client->rd_repCount >= g_RQ3_radioRepeat.integer) { //Busted
if (ent->client->rd_repCount == g_RQ3_radioRepeat.integer) {
trap_SendServerCommand(ent - g_entities,
va
("print \"^1Radio Repeat Flood Detected, you are silenced for %i secs\n\"",
(int) g_RQ3_radioBan.integer));
ent->client->rd_mute = level.time + g_RQ3_radioBan.integer * 1000;
}
return qfalse;
}
} else
ent->client->rd_repCount = 0;
ent->client->rd_repTime = level.time;
}
ent->client->rd_lastRadio = radioCode;
ent->client->rd_repTime = level.time;
return qtrue;
}
void RQ3_Cmd_Radio_f(gentity_t * ent)
{
char msg[MAX_TOKEN_CHARS];
radio_msg_t *radio_msgs;
gentity_t *player;
int i, x, kills, set;
if (ent->client->sess.sessionTeam == TEAM_SPECTATOR || ent->health <= 0) {
trap_SendServerCommand(ent - g_entities, "print \"^1It's kind of hard to talk in the radio when you can't breathe anymore...\n\"");
return;
}
if (trap_Argc() < 2) {
trap_SendServerCommand(ent - g_entities, "print \"^1Say again ? Radio command missing!\n\"");
return;
}
if (g_RQ3_lca.integer) {
trap_SendServerCommand(ent - g_entities, "print \"^1Announcer is busy talkin' now!\n\"");
return;
}
if (ent->client->radioOff == qtrue) {
trap_SendServerCommand(ent - g_entities, "print \"^1Your radio is off!\n\"");
return;
}
if (ent->client->radioGender == 0) {
radio_msgs = male_radio_msgs;
set = ent->client->radioSetMale;
} else {
radio_msgs = female_radio_msgs;
set = ent->client->radioSetFemale;
}
x = 0;
trap_Argv(1, msg, sizeof(msg));
while (Q_stricmp(radio_msgs[x].msg, "END")) {
if (!Q_stricmp(radio_msgs[x].msg, msg)) {
//Slicer Checking for flood protections
if (!CheckForRepeat(ent, x) || !CheckForFlood(ent))
return;
if (!Q_stricmp(radio_msgs[x].msg, "enemyd")) {
kills = ent->client->killStreak;
ent->client->killStreak = 0;
if (kills > 1 && kills < 10) {
for (i = 0; i < level.maxclients; i++) {
player = &g_entities[i];
if (!player->inuse)
continue;
if (IsInIgnoreList(player, ent))
continue;
if (player->client->sess.savedTeam == ent->client->sess.savedTeam &&
player->client->radioOff == qfalse)
trap_SendServerCommand(player - g_entities,
va("rq3_cmd %i %i %i %i\n", RADIO,
kills - 1, ent->client->radioGender,
set));
}
}
}
for (i = 0; i < level.maxclients; i++) {
player = &g_entities[i];
if (!player->inuse)
continue;
if (IsInIgnoreList(player, ent))
continue;
if (player->client->sess.savedTeam == ent->client->sess.savedTeam &&
player->client->radioOff == qfalse) {
if (player->r.svFlags & SVF_BOT)
trap_SendServerCommand(player - g_entities,
va("print \"radio %s %s\n\"",
ent->client->pers.netname,
radio_msgs[x].msg));
else
trap_SendServerCommand(player - g_entities,
va("rq3_cmd %i %i %i %i\n", RADIO, x,
ent->client->radioGender, set));
}
}
//Slicer lets return to stop the while if found..
return;
}
x++;
// JBravo: no CTB sounds unless CTB mode is on.
// JBravo: no, now they want CTB sounds in all gametypes.
//if (g_gametype.integer != GT_CTF && x > 25)
// return;
}
trap_SendServerCommand(ent - g_entities, "print \"^1Where'd you train? You can't say that over the radio!\n\"");
}
char *SeekBufEnd(char *buf)
{
while (*buf != 0)
buf++;
return buf;
}
void GetWeaponName(gentity_t * ent, char *buf)
{
if (ent->client->ps.weapon == WP_AKIMBO) {
strcpy(buf, RQ3_AKIMBO_NAME);
return;
} else if (ent->client->ps.weapon == WP_PISTOL) {
strcpy(buf, RQ3_PISTOL_NAME);
return;
} else if (ent->client->ps.weapon == WP_MP5) {
strcpy(buf, RQ3_MP5_NAME);
return;
} else if (ent->client->ps.weapon == WP_M4) {
strcpy(buf, RQ3_M4_NAME);
return;
} else if (ent->client->ps.weapon == WP_M3) {
strcpy(buf, RQ3_M3_NAME);
return;
} else if (ent->client->ps.weapon == WP_HANDCANNON) {
strcpy(buf, RQ3_HANDCANNON_NAME);
return;
} else if (ent->client->ps.weapon == WP_SSG3000) {
strcpy(buf, RQ3_SSG3000_NAME);
return;
} else if (ent->client->ps.weapon == WP_KNIFE) {
strcpy(buf, RQ3_KNIFE_NAME);
return;
} else if (ent->client->ps.weapon == WP_GRENADE) {
strcpy(buf, RQ3_GRENADE_NAME);
return;
} else {
strcpy(buf, "No Weapon");
}
}
void GetItemName(gentity_t * ent, char *buf)
{
if (ent->client->ps.stats[STAT_HOLDABLE_ITEM] & (1 << HI_KEVLAR)) {
strcpy(buf, RQ3_KEVLAR_NAME);
return;
} else if (ent->client->ps.stats[STAT_HOLDABLE_ITEM] & (1 << HI_SILENCER)) {
strcpy(buf, RQ3_SILENCER_NAME);
return;
} else if (ent->client->ps.stats[STAT_HOLDABLE_ITEM] & (1 << HI_SLIPPERS)) {
strcpy(buf, RQ3_SLIPPERS_NAME);
return;
} else if (ent->client->ps.stats[STAT_HOLDABLE_ITEM] & (1 << HI_BANDOLIER)) {
strcpy(buf, RQ3_BANDOLIER_NAME);
return;
} else if (ent->client->ps.stats[STAT_HOLDABLE_ITEM] & (1 << HI_LASER)) {
strcpy(buf, RQ3_LASER_NAME);
return;
} else if (ent->client->ps.stats[STAT_HOLDABLE_ITEM] & (1 << HI_HELMET)) {
strcpy(buf, RQ3_HELMET_NAME);
return;
} else {
strcpy(buf, "No Item");
}
}
void GetAmmo(gentity_t * ent, char *buf)
{
int ammo;
char temp[1024];
switch (ent->client->ps.weapon) {
case WP_PISTOL:
Com_sprintf(temp, sizeof(temp), "%d rounds (%d extra clips)",
ent->client->ps.ammo[WP_PISTOL], ent->client->numClips[WP_PISTOL]);
strcpy(buf, temp);
return;
case WP_SSG3000:
Com_sprintf(temp, sizeof(temp), "%d rounds (%d extra rounds)",
ent->client->ps.ammo[WP_SSG3000], ent->client->numClips[WP_SSG3000]);
strcpy(buf, temp);
return;
case WP_MP5:
Com_sprintf(temp, sizeof(temp), "%i rounds (%i extra clips)",
ent->client->ps.ammo[WP_MP5], ent->client->numClips[WP_MP5]);
strcpy(buf, temp);
return;
case WP_M4:
Com_sprintf(temp, sizeof(temp), "%d rounds (%d extra clips)",
ent->client->ps.ammo[WP_M4], ent->client->numClips[WP_M4]);
strcpy(buf, temp);
return;
case WP_M3:
Com_sprintf(temp, sizeof(temp), "%d rounds (%d extra shells)",
ent->client->ps.ammo[WP_M3], ent->client->numClips[WP_M3]);
strcpy(buf, temp);
return;
case WP_HANDCANNON:
Com_sprintf(temp, sizeof(temp), "%d rounds (%d extra shells)",
ent->client->ps.ammo[WP_HANDCANNON], ent->client->numClips[WP_HANDCANNON]);
strcpy(buf, temp);
return;
case WP_AKIMBO:
Com_sprintf(temp, sizeof(temp), "%d rounds (%d extra clips)",
ent->client->ps.ammo[WP_AKIMBO], ent->client->numClips[WP_AKIMBO]);
strcpy(buf, temp);
return;
case WP_KNIFE:
ammo = ent->client->ps.ammo[WP_KNIFE];
Com_sprintf(temp, sizeof(temp), "%d kni%s", ammo, (ammo == 1) ? "fe" : "ves");
strcpy(buf, temp);
return;
case WP_GRENADE:
ammo = ent->client->ps.ammo[WP_GRENADE];
Com_sprintf(temp, sizeof(temp), "%d grenade%s", ammo, (ammo == 1) ? "" : "s");
strcpy(buf, temp);
return;
}
}
void ResetKills(gentity_t * ent)
{
int i;
for (i = 0; i < RQ3_MAXKILLS; i++) {
ent->client->lastkilled_client[i] = NULL;
}
}
int ReadKilledPlayers(gentity_t * ent)
{
int results, i;
results = -1;
if (ent->client->lastkilled_client[0] != NULL) {
for (i = 0; i < RQ3_MAXKILLS; i++) {
if (ent->client->lastkilled_client[i] != NULL) {
results++;
}
}
return results;
} else
return -1;
}
void AddKilledPlayer(gentity_t * self, gentity_t * ent)
{
int kills;
kills = ReadKilledPlayers(self);
if (kills == RQ3_MAXKILLS || kills == -1) {
self->client->lastkilled_client[0] = ent;
} else {
self->client->lastkilled_client[kills + 1] = ent;
}
}
void GetLastKilledTarget(gentity_t * self, char *buf)
{
int kills, i;
kills = ReadKilledPlayers(self);
if (kills >= 0) {
strcpy(buf, self->client->lastkilled_client[0]->client->pers.netname);
strcat(buf, "^5");
if (kills > 0) {
for (i = 1; i < kills + 1; i++) {
if (i == kills) {
strcat(buf, "^5 and ");
strcat(buf, self->client->lastkilled_client[i]->client->pers.netname);
strcat(buf, "^5");
} else {
strcat(buf, "^5, ");
strcat(buf, self->client->lastkilled_client[i]->client->pers.netname);
strcat(buf, "^5");
}
}
}
ResetKills(self);
} else {
strcpy(buf, "nobody");
}
}
void GetLastDamagedPart(gentity_t * self, char *buf)
{
switch (self->client->lasthurt_location & ~(LOCATION_BACK | LOCATION_LEFT | LOCATION_RIGHT | LOCATION_FRONT)) {
case LOCATION_HEAD:
case LOCATION_FACE:
strcpy(buf, "head");
self->client->lasthurt_location = 0;
return;
case LOCATION_SHOULDER:
case LOCATION_CHEST:
strcpy(buf, "chest");
self->client->lasthurt_location = 0;
return;
case LOCATION_STOMACH:
case LOCATION_GROIN:
strcpy(buf, "stomach");
self->client->lasthurt_location = 0;
return;
case LOCATION_LEG:
case LOCATION_FOOT:
strcpy(buf, "legs");
self->client->lasthurt_location = 0;
return;
case LOCATION_NONE:
default:
strcpy(buf, "nothing");
}
}
#define MAXNEAR 10
void GetNearbyTeammates(gentity_t * self, char *buf)
{
char nearby_teammates[MAXNEAR][MAX_NAME_LENGTH];
int nearby_teammates_num, l;
gentity_t *ent = NULL;
nearby_teammates_num = 0;
while ((ent = findradius(ent, self->s.origin, 1500)) != NULL) {
if (ent == self || !ent->client || !CanDamage(self, ent->r.currentOrigin) ||
(ent->client->sess.sessionTeam != self->client->sess.sessionTeam))
continue;
strncpy(nearby_teammates[nearby_teammates_num], ent->client->pers.netname, MAX_NAME_LENGTH - 1);
nearby_teammates[nearby_teammates_num][MAX_NAME_LENGTH - 1] = 0;
nearby_teammates_num++;
if (nearby_teammates_num >= MAXNEAR)
break;
}
if (nearby_teammates_num == 0) {
strcpy(buf, "nobody");
return;
}
for (l = 0; l < nearby_teammates_num; l++) {
if (l == 0) {
strcpy(buf, nearby_teammates[l]);
} else {
if (nearby_teammates_num == 2) {
strcat(buf, "^5 and ");
strcat(buf, nearby_teammates[l]);
strcat(buf, "^5");
} else {
if (l == (nearby_teammates_num - 1)) {
strcat(buf, "^5, and ");
strcat(buf, nearby_teammates[l]);
strcat(buf, "^5");
} else {
strcat(buf, "^5, ");
strcat(buf, nearby_teammates[l]);
strcat(buf, "^5, ");
}
}
}
}
}
void GetLastDamagedPlayers(gentity_t * ent, char *buf)
{
if (ent->client->last_damaged_players[0] == '\0')
strcpy(buf, "nobody");
else
strcpy(buf, ent->client->last_damaged_players);
ent->client->last_damaged_players[0] = '\0';
}
void ParseSayText(gentity_t * ent, char *text)
{
static char buf[1024], infobuf[1024];
char *p, *pbuf;
p = text;
pbuf = buf;
*pbuf = 0;
while (*p != 0) {
if ((pbuf - buf) > 225) {
break;
}
if (*p == '$') {
switch (*(p + 1)) {
case 'H':
Com_sprintf(infobuf, sizeof(infobuf), "%d", ent->health);
strcpy(pbuf, infobuf);
pbuf = SeekBufEnd(pbuf);
p += 2;
continue;
case 'A':
GetAmmo(ent, infobuf);
strcpy(pbuf, infobuf);
pbuf = SeekBufEnd(pbuf);
p += 2;
continue;
case 'W':
GetWeaponName(ent, infobuf);
strcpy(pbuf, infobuf);
pbuf = SeekBufEnd(pbuf);
p += 2;
continue;
case 'I':
GetItemName(ent, infobuf);
strcpy(pbuf, infobuf);
pbuf = SeekBufEnd(pbuf);
p += 2;
continue;
case 'K':
if (g_RQ3_showOwnKills.integer)
GetLastKilledTarget(ent, infobuf);
else
GetLastDamagedPlayers(ent, infobuf);
strcpy(pbuf, infobuf);
pbuf = SeekBufEnd(pbuf);
p += 2;
continue;
case 'D':
GetLastDamagedPart(ent, infobuf);
strcpy(pbuf, infobuf);
pbuf = SeekBufEnd(pbuf);
p += 2;
continue;
case 'T':
GetNearbyTeammates(ent, infobuf);
strcpy(pbuf, infobuf);
pbuf = SeekBufEnd(pbuf);
p += 2;
continue;
/* case 'S':
GetSightedLocation (ent, infobuf);
strcpy (pbuf, infobuf);
pbuf = SeekBufEnd (pbuf);
p += 2;
continue; */
case 'P':
GetLastDamagedPlayers(ent, infobuf);
strcpy(pbuf, infobuf);
pbuf = SeekBufEnd(pbuf);
p += 2;
continue;
}
}
*pbuf++ = *p++;
}
*pbuf = 0;
strncpy(text, buf, 225);
text[225] = 0;
}
void RQ3_SpectatorMode(gentity_t * ent)
{
if (ent->r.svFlags & SVF_BOT)
return;
if (ent->client->sess.spectatorState == SPECTATOR_ZCAM)
trap_SendServerCommand(ent->client->ps.clientNum,
va("print \"\n" S_COLOR_MAGENTA "Spectator Mode-" S_COLOR_YELLOW "ZCAM-%s\n",
(ent->client->camera->mode == CAMERA_MODE_SWING) ? "SWING" : "FLIC"));
else
trap_SendServerCommand(ent->client->ps.clientNum,
va("print \"\n" S_COLOR_MAGENTA "Spectator Mode-" S_COLOR_YELLOW "%s\n",
(ent->client->sess.spectatorState == SPECTATOR_FREE) ? "FREE" : "FOLLOW"));
}
static qboolean RQ3_IsSpecialWeapon(int weapon)
{
switch (weapon)
{
case WP_M3:
case WP_MP5:
case WP_HANDCANNON:
case WP_SSG3000:
case WP_M4:
return qtrue;
default:
return qfalse;
}
}
static weapon_t RQ3_CycleSpecialWeapon(gentity_t* ent)
{
int i;
for (i=ent->client->ps.weapon-1; i>WP_NONE; --i)
{
int mask = (1 << i);
if ((ent->client->ps.stats[STAT_WEAPONS] & mask) == mask && RQ3_IsSpecialWeapon(i))
return (weapon_t) i;
}
for (i=WP_NUM_WEAPONS-1; i>ent->client->ps.weapon; --i)
{
int mask = (1 << i);
if ((ent->client->ps.stats[STAT_WEAPONS] & mask) == mask && RQ3_IsSpecialWeapon(i))
return (weapon_t) i;
}
if (RQ3_IsSpecialWeapon(ent->client->ps.weapon))
return (weapon_t) ent->client->ps.weapon;
return WP_NONE;
}
void RQ3_Cmd_Use_f(gentity_t * ent)
{
char *cmd, buf[128];
int weapon;
if (!ent->client) {
return; // not fully in game yet
}
cmd = ConcatArgs(1);
weapon = WP_NONE;
if (Q_stricmp(cmd, RQ3_PISTOL_NAME) == 0 || Q_stricmp(cmd, "pistol") == 0) {
if ((ent->client->ps.stats[STAT_WEAPONS] & (1 << WP_PISTOL)) == (1 << WP_PISTOL)) {
weapon = WP_PISTOL;
} else {
trap_SendServerCommand(ent - g_entities, va("print \"Out of item: %s\n\"", RQ3_AKIMBO_NAME));
return;
}
} else if (Q_stricmp(cmd, "throwing combat knife") == 0) {
if ((ent->client->ps.stats[STAT_WEAPONS] & (1 << WP_KNIFE)) == (1 << WP_KNIFE)) {
weapon = WP_KNIFE;
//Makro - if we already have the knife, but it's in the wrong mode, we don't just set the mode
//instead, we call Cmd_Weapon so that the right animation gets played
if (ent->client->ps.weapon == WP_KNIFE)
{
if ( (ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_KNIFEMODE) == RQ3_KNIFEMODE )
{
Cmd_Weapon(ent);
}
} else {
ent->client->ps.persistant[PERS_WEAPONMODES] &= ~RQ3_KNIFEMODE;
}
} else {
trap_SendServerCommand(ent - g_entities, va("print \"Out of item: %s\n\"", RQ3_KNIFE_NAME));
return;
}
} else if (Q_stricmp(cmd, "slashing combat knife") == 0) {
if ((ent->client->ps.stats[STAT_WEAPONS] & (1 << WP_KNIFE)) == (1 << WP_KNIFE)) {
weapon = WP_KNIFE;
//Makro - if we already have the knife, but it's in the wrong mode, we don't just set the mode
//instead, we call Cmd_Weapon so that the right animation gets played
if (ent->client->ps.weapon == WP_KNIFE)
{
if ( (ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_KNIFEMODE) == 0 )
{
Cmd_Weapon(ent);
}
} else {
ent->client->ps.persistant[PERS_WEAPONMODES] |= RQ3_KNIFEMODE;
}
} else {
trap_SendServerCommand(ent - g_entities, va("print \"Out of item: %s\n\"", RQ3_KNIFE_NAME));
return;
}
} else if (Q_stricmp(cmd, RQ3_KNIFE_NAME) == 0 || Q_stricmp(cmd, "knife") == 0 || Q_stricmp(cmd, "knives") == 0) {
if ((ent->client->ps.stats[STAT_WEAPONS] & (1 << WP_KNIFE)) == (1 << WP_KNIFE)) {
weapon = WP_KNIFE;
} else {
trap_SendServerCommand(ent - g_entities, va("print \"Out of item: %s\n\"", RQ3_KNIFE_NAME));
return;
}
}
if (weapon != WP_NONE) {
if (weapon == ent->client->ps.weapon)
return;
if (ent->client->ps.weaponTime == 0)
trap_SendServerCommand(ent - g_entities, va("rq3_cmd %i %i", SETWEAPON, weapon));
Com_sprintf(buf, sizeof(buf), "stuff weapon %d\n", weapon);
trap_SendServerCommand(ent - g_entities, buf);
return;
}
if (g_gametype.integer == GT_CTF
&& (ent->client->ps.powerups[PW_REDFLAG] || ent->client->ps.powerups[PW_BLUEFLAG]))
return;
if (Q_stricmp(cmd, RQ3_MP5_NAME) == 0 || Q_stricmp(cmd, "mp5") == 0) {
if ((ent->client->ps.stats[STAT_WEAPONS] & (1 << WP_MP5)) == (1 << WP_MP5)) {
weapon = WP_MP5;
} else {
trap_SendServerCommand(ent - g_entities, va("print \"Out of item: %s\n\"", RQ3_MP5_NAME));
return;
}
} else if (Q_stricmp(cmd, RQ3_M3_NAME) == 0 || Q_stricmp(cmd, "m3") == 0) {
if ((ent->client->ps.stats[STAT_WEAPONS] & (1 << WP_M3)) == (1 << WP_M3)) {
weapon = WP_M3;
} else {
trap_SendServerCommand(ent - g_entities, va("print \"Out of item: %s\n\"", RQ3_M3_NAME));
return;
}
} else if (Q_stricmp(cmd, RQ3_M4_NAME) == 0 || Q_stricmp(cmd, "m4") == 0) {
if ((ent->client->ps.stats[STAT_WEAPONS] & (1 << WP_M4)) == (1 << WP_M4)) {
weapon = WP_M4;
} else {
trap_SendServerCommand(ent - g_entities, va("print \"Out of item: %s\n\"", RQ3_M4_NAME));
return;
}
} else if (Q_stricmp(cmd, RQ3_HANDCANNON_NAME) == 0 || Q_stricmp(cmd, "hc") == 0) {
if ((ent->client->ps.stats[STAT_WEAPONS] & (1 << WP_HANDCANNON)) == (1 << WP_HANDCANNON)) {
weapon = WP_HANDCANNON;
} else {
trap_SendServerCommand(ent - g_entities,
va("print \"Out of item: %s\n\"", RQ3_HANDCANNON_NAME));
return;
}
} else if (Q_stricmp(cmd, RQ3_SSG3000_NAME) == 0 || Q_stricmp(cmd, "sniper") == 0) {
if ((ent->client->ps.stats[STAT_WEAPONS] & (1 << WP_SSG3000)) == (1 << WP_SSG3000)) {
weapon = WP_SSG3000;
} else {
trap_SendServerCommand(ent - g_entities, va("print \"Out of item: %s\n\"", RQ3_SSG3000_NAME));
return;
}
} else if (Q_stricmp(cmd, RQ3_AKIMBO_NAME) == 0 || Q_stricmp(cmd, "akimbo") == 0) {
if ((ent->client->ps.stats[STAT_WEAPONS] & (1 << WP_AKIMBO)) == (1 << WP_AKIMBO)) {
weapon = WP_AKIMBO;
} else {
trap_SendServerCommand(ent - g_entities, va("print \"Out of item: %s\n\"", RQ3_AKIMBO_NAME));
return;
}
} else if (Q_stricmp(cmd, RQ3_GRENADE_NAME) == 0 || Q_stricmp(cmd, "grenade") == 0) {
if ((ent->client->ps.stats[STAT_WEAPONS] & (1 << WP_GRENADE)) == (1 << WP_GRENADE)) {
weapon = WP_GRENADE;
} else {
trap_SendServerCommand(ent - g_entities, va("print \"Out of item: %s\n\"", RQ3_GRENADE_NAME));
return;
}
} else if (Q_stricmp(cmd, "special") == 0) {
weapon = RQ3_CycleSpecialWeapon(ent);
if (weapon == WP_NONE) {
trap_SendServerCommand(ent - g_entities, va("print \"You dont have a special weapon!\n\""));
return;
}
}
if (weapon == WP_NONE) {
trap_SendServerCommand(ent - g_entities, va("print \"Unknown item: %s\n\"", cmd));
return;
}
if (weapon == ent->client->ps.weapon)
return;
if (ent->client->ps.weaponTime == 0)
trap_SendServerCommand(ent - g_entities, va("rq3_cmd %i %i", SETWEAPON, weapon));
Com_sprintf(buf, sizeof(buf), "stuff weapon %d\n", weapon);
trap_SendServerCommand(ent - g_entities, buf);
}
void Add_TeamWound(gentity_t * attacker, gentity_t * victim, int mod)
{
char userinfo[MAX_INFO_STRING];
char *value;
if (g_gametype.integer < GT_TEAM || !attacker->client || !victim->client)
return;
attacker->client->team_wounds++;
if (attacker->client->ff_warning == 0) {
attacker->client->ff_warning++;
trap_SendServerCommand(victim - g_entities, va("print \"You were hit by %s^7, your ^1TEAMMATE!\n\"",
attacker->client->pers.netname));
trap_SendServerCommand(attacker - g_entities, va("print \"You hit your ^1TEAMMATE^7 %s^7!\n\"",
victim->client->pers.netname));
}
attacker->client->team_wounds = (attacker->client->team_wounds_before + 1);
if (g_RQ3_maxteamkills.integer < 1)
return;
if (attacker->client->team_wounds < (g_RQ3_maxteamkills.integer * 3)) {
return;
} else if (attacker->client->team_wounds < (g_RQ3_maxteamkills.integer * 4)) {
trap_SendServerCommand(-1, va("print \"%s^7 is in danger of being banned for wounding teammates\n\"",
attacker->client->pers.netname));
trap_SendServerCommand(attacker - g_entities,
va
("print \"^1WARNING:^7 You'll be temporarily banned if you continue wounding teammates!\n\""));
return;
} else {
trap_SendServerCommand(-1,
va("print \"^1Banning^7 %s^7 for team wounding\n\"",
attacker->client->pers.netname));
trap_SendServerCommand(attacker - g_entities,
va
("print \"^1You've wounded teammates too many times, and are banned for %d %s.\n\"",
g_RQ3_twbanrounds.integer,
((g_RQ3_twbanrounds.integer > 1) ? "games" : "game")));
trap_GetUserinfo(attacker - g_entities, userinfo, sizeof(userinfo));
value = Info_ValueForKey(userinfo, "ip");
AddIP(value);
trap_DropClient(attacker - g_entities, "Dropped due to team wounding");
}
}
void Add_TeamKill(gentity_t * attacker)
{
char userinfo[MAX_INFO_STRING];
char *value;
// NiceAss: No TKing in matchmode
if (g_gametype.integer < GT_TEAM || !attacker->client || g_RQ3_matchmode.integer)
return;
attacker->client->team_kills++;
if (attacker->client->team_wounds > attacker->client->team_wounds_before)
attacker->client->team_wounds = attacker->client->team_wounds_before;
if ((g_RQ3_maxteamkills.integer < 1) ||
(attacker->client->team_kills < ((g_RQ3_maxteamkills.integer % 2) + g_RQ3_maxteamkills.integer / 2))) {
trap_SendServerCommand(attacker - g_entities, va("print \"You killed your ^1TEAMMATE!\n\""));
return;
} else if (attacker->client->team_kills < g_RQ3_maxteamkills.integer) {
trap_SendServerCommand(-1, va("print \"%s^7 is in danger of being banned for killing teammates\n\"",
attacker->client->pers.netname));
trap_SendServerCommand(attacker - g_entities,
va
("print \"^1WARNING:^7 You'll be temporarily banned if you continue killing teammates!\n\""));
return;
} else {
trap_SendServerCommand(-1,
va("print \"^1Banning^7 %s^7 for team killing\n\"", attacker->client->pers.netname));
trap_SendServerCommand(attacker - g_entities,
va("print \"^1You've killed too many teammates, and are banned for %d %s.\n",
g_RQ3_tkbanrounds.integer,
((g_RQ3_tkbanrounds.integer > 1) ? "games" : "game")));
trap_GetUserinfo(attacker - g_entities, userinfo, sizeof(userinfo));
value = Info_ValueForKey(userinfo, "ip");
AddIP(value);
trap_DropClient(attacker - g_entities, "Dropped due to team killing");
}
}
void setFFState(gentity_t * ent)
{
if (ent && ent->client) {
ent->client->team_wounds_before = ent->client->team_wounds;
ent->client->ff_warning = 0;
}
}
void RQ3_Cmd_TKOk(gentity_t * ent)
{
if (!ent->enemy || !ent->enemy->inuse || !ent->enemy->client || (ent == ent->enemy)) {
trap_SendServerCommand(ent - g_entities, va("print \"Nothing to forgive\n\""));
} else if (ent->client->sess.savedTeam == ent->enemy->client->sess.sessionTeam) {
if (ent->enemy->client->team_kills) {
trap_SendServerCommand(ent - g_entities, va("print \"You forgave %s\n\"",
ent->enemy->client->pers.netname));
trap_SendServerCommand(ent->enemy - g_entities, va("print \"%s^7 forgave you\n",
ent->client->pers.netname));
ent->enemy->client->team_kills--;
if (ent->enemy->client->team_wounds)
ent->enemy->client->team_wounds /= 2;
ent->enemy = NULL;
}
} else {
trap_SendServerCommand(ent - g_entities, va("print \"That's very noble of you...\n\""));
//Makro - commented out, at people's request
//http://team.reactionquake3.com/ubb/ultimatebb.cgi?ubb=get_topic&f=8&t=000928#000034
//trap_SendServerCommand(-1, va("print \"%s^7 turned the other cheek\n\"", ent->client->pers.netname));
}
ent->enemy = NULL;
}
void RQ3_Cmd_Stuff(void)
{
char *cmd, user[128];
int len, client;
if (g_RQ3_matchmode.integer)
return;
len = trap_Argc();
if (len < 3) {
G_Printf("Usage: stuff <user id> <text>\n");
return;
}
trap_Argv(1, user, sizeof(user));
if (user[0] < '0' || user[0] > '9') {
G_Printf("Usage: stuff <user id> <text>\n");
return;
}
client = atoi(user);
cmd = ConcatArgs(2);
trap_SendServerCommand(client, va("stuff %s\n", cmd));
}
int RQ3_FindFreeIgnoreListEntry(gentity_t * source)
{
return (IsInIgnoreList(source, NULL));
}
void RQ3_ClearIgnoreList(gentity_t * ent)
{
int i;
if (!ent->client)
return;
for (i = 0; i < MAXIGNORE; i++)
ent->client->sess.ignorelist[i] = NULL;
}
int IsInIgnoreList(gentity_t * source, gentity_t * subject)
{
int i;
if (!source || !source->client)
return 0;
for (i = 1; i < MAXIGNORE; i++)
if (source->client->sess.ignorelist[i] == subject)
return i;
return 0;
}
void RQ3_AddOrDelIgnoreSubject(gentity_t * source, gentity_t * subject, qboolean silent)
{
int i;
if (!source->client)
return;
if (!subject->client || !subject->inuse) {
trap_SendServerCommand(source - g_entities,
va("print \"^1Only valid clients may be added to ignore list!\n\""));
return;
}
i = IsInIgnoreList(source, subject);
if (i) {
//subject is in ignore list, so delete it
source->client->sess.ignorelist[i] = NULL;
if (!silent) {
trap_SendServerCommand(source - g_entities, va("print \"%s^7 was removed from ignore list.\n\"",
subject->client->pers.netname));
trap_SendServerCommand(subject - g_entities, va("print \"%s^7 is no longer ignoring you.\n\"",
source->client->pers.netname));
}
source->client->sess.ignore_time = level.framenum;
} else {
//subject has to be added
i = RQ3_FindFreeIgnoreListEntry(source);
if (!i) {
if (!silent)
trap_SendServerCommand(source - g_entities,
va("print \"Sorry, ignore list is full!\n\""));
} else {
//we've found a place
source->client->sess.ignorelist[i] = subject;
if (!silent) {
trap_SendServerCommand(source - g_entities,
va("print \"%s^7 was added to ignore list.\n\"",
subject->client->pers.netname));
trap_SendServerCommand(subject - g_entities,
va("print \"%s^7 ignores you.\n\"",
source->client->pers.netname));
}
}
}
}
void RQ3__ClrIgnoresOn(gentity_t * target)
{
gentity_t *other;
int i;
for (i = 1; i <= level.maxclients; i++) {
other = &g_entities[i];
if (other->inuse && other->client) {
if (IsInIgnoreList(other, target))
RQ3_AddOrDelIgnoreSubject(other, target, qtrue);
}
}
}
void Cmd_Ignore_f(gentity_t * self)
{
gentity_t *target;
char s[128];
int i;
i = trap_Argc();
if (i < 2) {
trap_SendServerCommand(self - g_entities, va("print \"Usage: ignore <playername>.\n\""));
return;
}
trap_Argv(1, s, sizeof(s));
target = FindClientByPersName(s);
if (target == NULL) {
trap_SendServerCommand(self - g_entities, va("print \"%s: No such player..\n\"", s));
return;
}
i = IsInIgnoreList(self, target);
if (i) {
trap_SendServerCommand(self - g_entities, va("print \"%s is already on your ignorelist.\n\"", s));
return;
}
if (target && target != self) {
if (level.framenum > (self->client->sess.ignore_time + 50))
RQ3_AddOrDelIgnoreSubject(self, target, qfalse);
else {
trap_SendServerCommand(self - g_entities,
va("print \"^1Wait 5 seconds before ignoring again.\n\""));
return;
}
} else
trap_SendServerCommand(self - g_entities, va("print \"Use ignorelist to see who can be ignored.\n\""));
}
void Cmd_Unignore_f(gentity_t * self)
{
gentity_t *target;
char s[128];
int i;
i = trap_Argc();
if (i < 2) {
trap_SendServerCommand(self - g_entities, va("print \"Usage: unignore <playername>.\n\""));
return;
}
trap_Argv(1, s, sizeof(s));
target = FindClientByPersName(s);
if (target == NULL) {
trap_SendServerCommand(self - g_entities, va("print \"%s: No such player..\n\"", s));
return;
}
i = IsInIgnoreList(self, target);
if (!i) {
trap_SendServerCommand(self - g_entities, va("print \"%s is not on your ignore list..\n\"", s));
return;
}
if (target && target != self) {
if (level.framenum > (self->client->sess.ignore_time + 50))
RQ3_AddOrDelIgnoreSubject(self, target, qfalse);
else {
trap_SendServerCommand(self - g_entities,
va("print \"^1Wait 5 seconds before ignoring again.\n\""));
return;
}
} else
trap_SendServerCommand(self - g_entities, va("print \"Use ignorelist to see who can be ignored.\n\""));
}
void Cmd_Ignorenum_f(gentity_t * self)
{
int i;
gentity_t *target;
char arg[128];
i = trap_Argc();
if (i < 2) {
trap_SendServerCommand(self - g_entities, va("print \"Usage: ignorenum <playernumber>.\n\""));
return;
}
trap_Argv(1, arg, sizeof(arg));
i = atoi(arg);
if (i <= level.maxclients) {
target = &g_entities[i];
if (target && target->client && target != self && target->inuse)
RQ3_AddOrDelIgnoreSubject(self, target, qfalse);
else
trap_SendServerCommand(self - g_entities,
va("print \"Use ignorelist to see who can be ignored.\n\""));
} else
trap_SendServerCommand(self - g_entities, va("print \"^1Used ignorenum with illegal number.\n\""));
}
void Cmd_Ignoreclear_f(gentity_t * self)
{
RQ3_ClearIgnoreList(self);
trap_SendServerCommand(self - g_entities, va("print \"Your ignorelist is now clear.\n\""));
}
void Cmd_Playerlist_f(gentity_t * ent)
{
gentity_t *other;
int i;
for (i = 0; i <= level.maxclients; i++) {
other = &g_entities[i];
if (!other->inuse || !other->client)
continue;
trap_SendServerCommand(ent - g_entities, va("print \"%i - %s^7\n\"", i, other->client->pers.netname));
}
}
// Freud: RQ3_compare_spawn_distances
//
// Sorting mechanism for spawn point distances feeded to qsort
int QDECL RQ3_compare_spawn_distances(const void *sd1, const void *sd2)
{
if (((spawn_distances_t *) sd1)->distance < ((spawn_distances_t *) sd2)->distance)
return -1;
else if (((spawn_distances_t *) sd1)->distance > ((spawn_distances_t *) sd2)->distance)
return 1;
else
return 0;
}
// Freud: SpawnPointDistance
//
// Returns the distance between two spawn points (or any entities, actually...)
float RQ3_SpawnPointDistance(gentity_t * spot1, gentity_t * spot2)
{
vec3_t v;
VectorSubtract(spot1->s.origin, spot2->s.origin, v);
return VectorLength(v);
}
// RQ3_GetSpawnPoints ()
//
// Called whenever no spawn points are available.
void RQ3_GetSpawnPoints()
{
gentity_t *spot;
int x, spawns;
spot = NULL;
// The team that is called with SetupRandomTeamplaySpawnPoint
level.randteam = rand() % MAX_TEAMS;
// Reset the spawns for each team
for (x = 0; x < MAX_TEAMS; x++) {
level.num_potential_spawns[x] = 0;
level.num_used_farteamplay_spawns[x] = 0;
}
spawns = 0;
// Read spawn points from the map
while ((spot = G_Find(spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
spawns++;
for (x = 0; x < MAX_TEAMS; x++) {
level.potential_spawns[x][level.num_potential_spawns[x]] = spot;
level.num_potential_spawns[x]++;
}
}
G_Printf("%i spawns read from map\n", spawns);
}
// Freud: RQ3_SelectRandomTeamplaySpawnPoint
//
// Selects a random spawns point from potential team spawns.
qboolean RQ3_SelectRandomTeamplaySpawnPoint(int team)
{
int spawn_point, y, ok, i, z;
float distance;
gentity_t *spot;
spot = NULL;
i = 0;
ok = qfalse;
// Done with potential spawns, re-reading and re-assigning
if (level.num_potential_spawns[team] < 1) {
RQ3_GetSpawnPoints();
RQ3_SetupTeamSpawnPoints();
return qfalse;
}
// Randomizing from potential spawn points
spawn_point = rand() % level.num_potential_spawns[team];
// decrementing potential spawns counter
level.num_potential_spawns[team]--;
while ((ok == qfalse) && (i < MAX_TEAMS)) {
ok = qtrue;
for (y = 0; y < MAX_TEAMS; y++) {
if (level.teams_assigned[y] == qtrue) {
distance = RQ3_SpawnPointDistance(level.potential_spawns[team][spawn_point],
level.teamplay_spawns[y]);
if (distance == 0) {
ok = qfalse;
}
}
}
if (ok == qfalse) {
spawn_point++;
if (spawn_point == level.num_potential_spawns[team]) {
spawn_point = 0;
}
i++;
}
}
// Assigning the spawn point to the team
level.teamplay_spawns[team] = level.potential_spawns[team][spawn_point];
level.teams_assigned[team] = qtrue;
// Removing used spawn point from potential_spawns
for (z = spawn_point; z < level.num_potential_spawns[team]; z++) {
level.potential_spawns[team][z] = level.potential_spawns[team][z + 1];
}
if (i == MAX_TEAMS) {
G_Printf("Arrrggh: More teams than potential spawnpoints!\n");
if ((spot = G_Find(spot, FOFS(classname), "info_player_start")) != NULL) {
G_Printf("Well, guess I'm using info_player_start\n");
level.teamplay_spawns[team] = spot;
} else
return qfalse;
}
return qtrue;
}
// Freud: RQ3_SelectFarTeamplaySpawnPoint
//
// Selects farthest teamplay spawn point(s) from available spawns.
qboolean RQ3_SelectFarTeamplaySpawnPoint(int team)
{
int u, x, y, z;
int spawn_to_use, preferred_spawn_points, num_already_used;
int total_good_spawn_points, num_usable;
float closest_spawn_distance, distance;
gentity_t *usable_spawns[MAX_SPAWN_POINTS];
qboolean used;
spawn_distances_t spawn_distances[MAX_SPAWN_POINTS];
num_already_used = 0;
// Reset the spawn_distances structure
for (x = 0; x < MAX_SPAWN_POINTS; x++) {
memset(&spawn_distances[x], 0, sizeof(spawn_distances[x]));
}
//
for (x = 0; x < level.num_potential_spawns[team]; x++) {
closest_spawn_distance = 2000000000;
for (y = 0; y < MAX_TEAMS; y++) {
if (level.teams_assigned[y] == qtrue) {
distance =
RQ3_SpawnPointDistance(level.potential_spawns[team][x], level.teamplay_spawns[y]);
if (distance < closest_spawn_distance) {
closest_spawn_distance = distance;
}
}
}
if (closest_spawn_distance == 0)
num_already_used++;
spawn_distances[x].s = level.potential_spawns[team][x];
spawn_distances[x].distance = closest_spawn_distance;
}
// Sort the farthest spawn points to the end of the array
qsort(spawn_distances, MAX_SPAWN_POINTS, sizeof(spawn_distances_t), RQ3_compare_spawn_distances);
total_good_spawn_points = level.num_potential_spawns[team] - num_already_used;
// Support Spawn farthest and the old AQ system for spawn possibilities
if (g_dmflags.integer & DF_SPAWN_FARTHEST || total_good_spawn_points <= 4)
preferred_spawn_points = 1;
else if (total_good_spawn_points <= 10)
preferred_spawn_points = 2;
else
preferred_spawn_points = 3;
num_usable = 0;
// Now lets go through the spawn points and see if they have been used up.
for (z = 0; z < preferred_spawn_points; z++) {
used = qfalse;
for (u = 0; u < level.num_used_farteamplay_spawns[team]; u++) {
if (level.used_farteamplay_spawns[team][u] == spawn_distances[MAX_SPAWN_POINTS - z - 1].s) {
used = qtrue;
}
}
if (used == qfalse) {
usable_spawns[num_usable] = spawn_distances[MAX_SPAWN_POINTS - z - 1].s;
num_usable++;
}
}
// Can't use any of the far spawn points, let's go through the whole thing again.
if (num_usable < 1) {
RQ3_SetupTeamSpawnPoints();
return qfalse;
}
// Randomize through the usable spawns.
spawn_to_use = rand() % num_usable;
// Marking the spawn as used.
level.used_farteamplay_spawns[team][level.num_used_farteamplay_spawns[team]] = usable_spawns[spawn_to_use];
level.num_used_farteamplay_spawns[team]++;
// Setting the team to assigned and assigning the spawn point.
level.teams_assigned[team] = qtrue;
level.teamplay_spawns[team] = usable_spawns[spawn_to_use];
if (!level.teamplay_spawns[team]) {
G_Printf("Argh, Invalid Far Spawn\n");
return qfalse;
}
return qtrue;
}
// Freud: RQ3_SetupTeamSpawnPoints
//
// Call this for assigning the spawn points to the teams
void RQ3_SetupTeamSpawnPoints()
{
int i;
for (i = 0; i < MAX_TEAMS; i++) {
level.teamplay_spawns[i] = NULL;
level.teams_assigned[i] = qfalse;
}
if (RQ3_SelectRandomTeamplaySpawnPoint(level.randteam) == qfalse)
return;
// If we ever decide to have more teams then 2.. :)
for (i = 0; i < MAX_TEAMS; i++)
if (i != level.randteam && RQ3_SelectFarTeamplaySpawnPoint(i) == qfalse)
return;
}