ioq3quest/code/game/g_team.c
Thilo Schulz eb9fe030c4 Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################

- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
  NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
  in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes. 
  NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.

################################################################################
Details:
################################################################################

********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
     blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
          be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0) 
     but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be 
          ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no 
     Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered 
          if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you 
     don't play (io)Quake3 every day and know the places where it happens! ;) 
     But anyway...
     Test: start q3dm12 go to "Long Jump Canyon" (where the small platform 
     teleporter for the BFG is) place yourself at the point where the railgun 
     spawns, look in the direction where the red suspended armor is. Now shoot
     at the sloped wall on the out/leftside of the door you see. (the sloped 
     wall should be nearly in the center of your screen now). If you choose the 
     correct brush face and shoot up and down at this brush face, the impact 
     marks sometimes aren't visible.

     There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from 
         "Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
     Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not 
     restricted to that. All weapons except those two were handled correct. 
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats 
          with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here: 
      http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.

      Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
     someone tries to implement a lot of singleplayer monsters which should
walk
     slowly (like the "Crash" bot). So if someone wants to make slow down bots
     or monsters when they are walking towards a goal and alter the function
     "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
     this is the default (also buggy) behavior they start running although they
     shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. 
          Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
                              (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) 
                   should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
                              (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
     "(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots 
     (test: mpq3tourney6 with many bots). If that happens, game becomes 
     unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
   I added this: 
#ifdef MISSIONPACK
    if (bs->enemy == redobelisk.entitynum || bs->enemy == 
                                                        blueobelisk.entitynum)
{
    AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
    return qfalse;
    }
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
     shooting at you, although you are on their team now. It seems that the 
     configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
     enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
         "Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
     You can test it with some regular id maps (q3dm14, q3dm12) but there are
     also many custom maps where this can happen! This is annoying because in 
     the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman. 
          Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
     (something like "Limbo" or "Meeting") because of the way the player spawn
     effect, intermission and spawning on victory pads is handled. I reworked
it
     a bit and simplified it so that the effect is handled when a client      
     respawns
     (as the name says) and not when a client begins. I think this will help 
     more
     mod makers everytime they want to make changes to spawning of players,
bots
     on victory pads or monsters... and want to avoid spectators with 
     Machineguns
     which can kill and score... :()

     NOTE: I also renamed the poorly named function "respawn" 
           to "ClientRespawn". If someone searches the code base for "respawn" 
           it was really hard to find the correct place for what was 
           meant. "respawn" is used so often, that you really get headache ... 
           now with "ClientRespawn" it's easier!

     IMPORTANT: The whole respawning, moving to intermission point and 
                everything related to that is now done in a more reliable way 
                without changing the default behavior. (How critical the whole 
                spwaning mess was did you see by yourself (ioquake3 rev. 2076). 
                With this patch it's safer. 
                Trust me, I spent hours of fixing silly problems...
-------------------------------------------------------------------------------- 
Solution: Simplified "ClientBegin" and moved the teleport event  
          to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
     drowning sounds are played together. This is silly. Moreover it's no good
     idea to let the server play client sounds! There was a solution in a mod 
     called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************

################################################################################
2011-08-01 11:39:33 +00:00

1475 lines
38 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
#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;
#ifdef MISSIONPACK
case GT_1FCTF:
teamgame.flagStatus = -1; // Invalid to force update
Team_SetFlagStatus( TEAM_FREE, FLAG_ATBASE );
break;
#endif
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 "RED";
else if (team==TEAM_BLUE)
return "BLUE";
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;
}
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;
#ifdef MISSIONPACK
if( g_gametype.integer == GT_HARVESTER ) {
tokens = targ->client->ps.generic1;
}
#endif
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 flag carrier!\n",
attacker->client->pers.netname, TeamName(team));
// the target had the flag, clear the hurt carrier
// field on the other team
for (i = 0; i < g_maxclients.integer; i++) {
ent = g_entities + i;
if (ent->inuse && ent->client->sess.sessionTeam == otherteam)
ent->client->pers.teamState.lasthurtcarrier = 0;
}
return;
}
// 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;
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 (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;
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;
}
// flag and flag carrier area defense bonuses
// we have to find the flag and carrier entities
#ifdef MISSIONPACK
if( g_gametype.integer == GT_OBELISK ) {
// find the team obelisk
switch (attacker->client->sess.sessionTeam) {
case TEAM_RED:
c = "team_redobelisk";
break;
case TEAM_BLUE:
c = "team_blueobelisk";
break;
default:
return;
}
} else if (g_gametype.integer == GT_HARVESTER ) {
// find the center obelisk
c = "team_neutralobelisk";
} else {
#endif
// 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;
}
#ifdef MISSIONPACK
}
#endif
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++;
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++;
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 );
}
#ifdef MISSIONPACK
else if( g_gametype.integer == GT_1FCTF ) {
Team_ResetFlag( TEAM_FREE );
}
#endif
}
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 flag has returned!\n" );
}
else {
PrintMsg(NULL, "The %s flag has returned!\n", TeamName(team));
}
}
void Team_FreeEntity( gentity_t *ent ) {
if( ent->item->giTag == PW_REDFLAG ) {
Team_ReturnFlag( TEAM_RED );
}
else if( ent->item->giTag == PW_BLUEFLAG ) {
Team_ReturnFlag( TEAM_BLUE );
}
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;
#ifdef MISSIONPACK
if( g_gametype.integer == GT_1FCTF ) {
enemy_flag = PW_NEUTRALFLAG;
}
else {
#endif
if (cl->sess.sessionTeam == TEAM_RED) {
enemy_flag = PW_BLUEFLAG;
} else {
enemy_flag = PW_REDFLAG;
}
if ( ent->flags & FL_DROPPED_ITEM ) {
// hey, it's not home. return it by teleporting it back
PrintMsg( NULL, "%s" S_COLOR_WHITE " returned the %s flag!\n",
cl->pers.netname, TeamName(team));
AddScore(other, 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;
}
#ifdef MISSIONPACK
}
#endif
// 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
#ifdef MISSIONPACK
if( g_gametype.integer == GT_1FCTF ) {
PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the flag!\n", cl->pers.netname );
}
else {
#endif
PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the %s flag!\n", cl->pers.netname, TeamName(OtherTeam(team)));
#ifdef MISSIONPACK
}
#endif
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;
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];
// also make sure we don't award assist bonuses to the flag carrier himself.
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++;
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++;
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;
#ifdef MISSIONPACK
if( g_gametype.integer == GT_1FCTF ) {
PrintMsg (NULL, "%s" S_COLOR_WHITE " got the flag!\n", other->client->pers.netname );
cl->ps.powerups[PW_NEUTRALFLAG] = INT_MAX; // flags never expire
if( team == TEAM_RED ) {
Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_RED );
}
else {
Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_BLUE );
}
}
else{
#endif
PrintMsg (NULL, "%s" S_COLOR_WHITE " got the %s flag!\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 );
#ifdef MISSIONPACK
}
#endif
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;
#ifdef MISSIONPACK
if( g_gametype.integer == GT_OBELISK ) {
// there are no team items that can be picked up in obelisk
G_FreeEntity( ent );
return 0;
}
if( g_gametype.integer == GT_HARVESTER ) {
// the only team items that can be picked up in harvester are the cubes
if( ent->spawnflags != cl->sess.sessionTeam ) {
cl->ps.generic1 += 1;
}
G_FreeEntity( ent );
return 0;
}
#endif
// 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;
}
#ifdef MISSIONPACK
else if( strcmp(ent->classname, "team_CTF_neutralflag") == 0 ) {
team = TEAM_FREE;
}
#endif
else {
PrintMsg ( other, "Don't know what team the flag is on.\n");
return 0;
}
#ifdef MISSIONPACK
if( g_gametype.integer == GT_1FCTF ) {
if( team == TEAM_FREE ) {
return Team_TouchEnemyFlag( ent, other, cl->sess.sessionTeam );
}
if( team != cl->sess.sessionTeam) {
return Team_TouchOurFlag( ent, other, cl->sess.sessionTeam );
}
return 0;
}
#endif
// 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;
}
/*---------------------------------------------------------------------------*/
/*
================
SelectRandomTeamSpawnPoint
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;
}
if ( !count ) { // no spots that won't telefrag
return G_Find( NULL, FOFS(classname), classname);
}
selection = rand() % count;
return spots[ selection ];
}
/*
===========
SelectCTFSpawnPoint
============
*/
gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles, qboolean isbot ) {
gentity_t *spot;
spot = SelectRandomTeamSpawnPoint ( teamstate, team );
if (!spot) {
return SelectSpawnPoint( vec3_origin, origin, angles, isbot );
}
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) {
}
#ifdef MISSIONPACK
/*
================
Obelisks
================
*/
static void ObeliskRegen( gentity_t *self ) {
self->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
if( self->health >= g_obeliskHealth.integer ) {
return;
}
G_AddEvent( self, EV_POWERUP_REGEN, 0 );
self->health += g_obeliskRegenAmount.integer;
if ( self->health > g_obeliskHealth.integer ) {
self->health = g_obeliskHealth.integer;
}
self->activator->s.modelindex2 = self->health * 0xff / g_obeliskHealth.integer;
self->activator->s.frame = 0;
}
static void ObeliskRespawn( gentity_t *self ) {
self->takedamage = qtrue;
self->health = g_obeliskHealth.integer;
self->think = ObeliskRegen;
self->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
self->activator->s.frame = 0;
}
static void ObeliskDie( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) {
int otherTeam;
otherTeam = OtherTeam( self->spawnflags );
AddTeamScore(self->s.pos.trBase, otherTeam, 1);
Team_ForceGesture(otherTeam);
CalculateRanks();
self->takedamage = qfalse;
self->think = ObeliskRespawn;
self->nextthink = level.time + g_obeliskRespawnDelay.integer * 1000;
self->activator->s.modelindex2 = 0xff;
self->activator->s.frame = 2;
G_AddEvent( self->activator, EV_OBELISKEXPLODE, 0 );
AddScore(attacker, self->r.currentOrigin, CTF_CAPTURE_BONUS);
// 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_CAP;
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
attacker->client->ps.persistant[PERS_CAPTURES]++;
teamgame.redObeliskAttackedTime = 0;
teamgame.blueObeliskAttackedTime = 0;
}
static void ObeliskTouch( gentity_t *self, gentity_t *other, trace_t *trace ) {
int tokens;
if ( !other->client ) {
return;
}
if ( OtherTeam(other->client->sess.sessionTeam) != self->spawnflags ) {
return;
}
tokens = other->client->ps.generic1;
if( tokens <= 0 ) {
return;
}
PrintMsg(NULL, "%s" S_COLOR_WHITE " brought in %i skull%s.\n",
other->client->pers.netname, tokens, tokens ? "s" : "" );
AddTeamScore(self->s.pos.trBase, other->client->sess.sessionTeam, tokens);
Team_ForceGesture(other->client->sess.sessionTeam);
AddScore(other, self->r.currentOrigin, CTF_CAPTURE_BONUS*tokens);
// 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;
other->client->ps.persistant[PERS_CAPTURES] += tokens;
other->client->ps.generic1 = 0;
CalculateRanks();
Team_CaptureFlagSound( self, self->spawnflags );
}
static void ObeliskPain( gentity_t *self, gentity_t *attacker, int damage ) {
int actualDamage = damage / 10;
if (actualDamage <= 0) {
actualDamage = 1;
}
self->activator->s.modelindex2 = self->health * 0xff / g_obeliskHealth.integer;
if (!self->activator->s.frame) {
G_AddEvent(self, EV_OBELISKPAIN, 0);
}
self->activator->s.frame = 1;
AddScore(attacker, self->r.currentOrigin, actualDamage);
}
gentity_t *SpawnObelisk( vec3_t origin, int team, int spawnflags) {
trace_t tr;
vec3_t dest;
gentity_t *ent;
ent = G_Spawn();
VectorCopy( origin, ent->s.origin );
VectorCopy( origin, ent->s.pos.trBase );
VectorCopy( origin, ent->r.currentOrigin );
VectorSet( ent->r.mins, -15, -15, 0 );
VectorSet( ent->r.maxs, 15, 15, 87 );
ent->s.eType = ET_GENERAL;
ent->flags = FL_NO_KNOCKBACK;
if( g_gametype.integer == GT_OBELISK ) {
ent->r.contents = CONTENTS_SOLID;
ent->takedamage = qtrue;
ent->health = g_obeliskHealth.integer;
ent->die = ObeliskDie;
ent->pain = ObeliskPain;
ent->think = ObeliskRegen;
ent->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
}
if( g_gametype.integer == GT_HARVESTER ) {
ent->r.contents = CONTENTS_TRIGGER;
ent->touch = ObeliskTouch;
}
if ( spawnflags & 1 ) {
// suspended
G_SetOrigin( ent, ent->s.origin );
} else {
// mappers like to put them exactly on the floor, but being coplanar
// will sometimes show up as starting in solid, so lif it up one pixel
ent->s.origin[2] += 1;
// drop to floor
VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );
if ( tr.startsolid ) {
ent->s.origin[2] -= 1;
G_Printf( "SpawnObelisk: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin) );
ent->s.groundEntityNum = ENTITYNUM_NONE;
G_SetOrigin( ent, ent->s.origin );
}
else {
// allow to ride movers
ent->s.groundEntityNum = tr.entityNum;
G_SetOrigin( ent, tr.endpos );
}
}
ent->spawnflags = team;
trap_LinkEntity( ent );
return ent;
}
/*QUAKED team_redobelisk (1 0 0) (-16 -16 0) (16 16 8)
*/
void SP_team_redobelisk( gentity_t *ent ) {
gentity_t *obelisk;
if ( g_gametype.integer <= GT_TEAM ) {
G_FreeEntity(ent);
return;
}
ent->s.eType = ET_TEAM;
if ( g_gametype.integer == GT_OBELISK ) {
obelisk = SpawnObelisk( ent->s.origin, TEAM_RED, ent->spawnflags );
obelisk->activator = ent;
// initial obelisk health value
ent->s.modelindex2 = 0xff;
ent->s.frame = 0;
}
if ( g_gametype.integer == GT_HARVESTER ) {
obelisk = SpawnObelisk( ent->s.origin, TEAM_RED, ent->spawnflags );
obelisk->activator = ent;
}
ent->s.modelindex = TEAM_RED;
trap_LinkEntity(ent);
}
/*QUAKED team_blueobelisk (0 0 1) (-16 -16 0) (16 16 88)
*/
void SP_team_blueobelisk( gentity_t *ent ) {
gentity_t *obelisk;
if ( g_gametype.integer <= GT_TEAM ) {
G_FreeEntity(ent);
return;
}
ent->s.eType = ET_TEAM;
if ( g_gametype.integer == GT_OBELISK ) {
obelisk = SpawnObelisk( ent->s.origin, TEAM_BLUE, ent->spawnflags );
obelisk->activator = ent;
// initial obelisk health value
ent->s.modelindex2 = 0xff;
ent->s.frame = 0;
}
if ( g_gametype.integer == GT_HARVESTER ) {
obelisk = SpawnObelisk( ent->s.origin, TEAM_BLUE, ent->spawnflags );
obelisk->activator = ent;
}
ent->s.modelindex = TEAM_BLUE;
trap_LinkEntity(ent);
}
/*QUAKED team_neutralobelisk (0 0 1) (-16 -16 0) (16 16 88)
*/
void SP_team_neutralobelisk( gentity_t *ent ) {
if ( g_gametype.integer != GT_1FCTF && g_gametype.integer != GT_HARVESTER ) {
G_FreeEntity(ent);
return;
}
ent->s.eType = ET_TEAM;
if ( g_gametype.integer == GT_HARVESTER) {
neutralObelisk = SpawnObelisk( ent->s.origin, TEAM_FREE, ent->spawnflags);
neutralObelisk->spawnflags = TEAM_FREE;
}
ent->s.modelindex = TEAM_FREE;
trap_LinkEntity(ent);
}
/*
================
CheckObeliskAttack
================
*/
qboolean CheckObeliskAttack( gentity_t *obelisk, gentity_t *attacker ) {
gentity_t *te;
// if this really is an obelisk
if( obelisk->die != ObeliskDie ) {
return qfalse;
}
// if the attacker is a client
if( !attacker->client ) {
return qfalse;
}
// if the obelisk is on the same team as the attacker then don't hurt it
if( obelisk->spawnflags == attacker->client->sess.sessionTeam ) {
return qtrue;
}
// obelisk may be hurt
// if not played any sounds recently
if ((obelisk->spawnflags == TEAM_RED &&
teamgame.redObeliskAttackedTime < level.time - OVERLOAD_ATTACK_BASE_SOUND_TIME) ||
(obelisk->spawnflags == TEAM_BLUE &&
teamgame.blueObeliskAttackedTime < level.time - OVERLOAD_ATTACK_BASE_SOUND_TIME) ) {
// tell which obelisk is under attack
te = G_TempEntity( obelisk->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
if( obelisk->spawnflags == TEAM_RED ) {
te->s.eventParm = GTS_REDOBELISK_ATTACKED;
teamgame.redObeliskAttackedTime = level.time;
}
else {
te->s.eventParm = GTS_BLUEOBELISK_ATTACKED;
teamgame.blueObeliskAttackedTime = level.time;
}
te->r.svFlags |= SVF_BROADCAST;
}
return qfalse;
}
#endif