/* =========================================================================== Copyright (C) 1999 - 2005, Id Software, Inc. Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program 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 this program; if not, see . =========================================================================== */ #include "g_local.h" #include "bg_saga.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; } teamgame_t; teamgame_t teamgame; void Team_SetFlagStatus( int team, flagStatus_t status ); void Team_InitGame( void ) { memset(&teamgame, 0, sizeof teamgame); switch( level.gametype ) { case GT_CTF: case GT_CTY: teamgame.redStatus = -1; // Invalid to force update Team_SetFlagStatus( TEAM_RED, FLAG_ATBASE ); teamgame.blueStatus = -1; // Invalid to force update Team_SetFlagStatus( TEAM_BLUE, FLAG_ATBASE ); break; default: break; } } int OtherTeam(int team) { if (team==TEAM_RED) return TEAM_BLUE; else if (team==TEAM_BLUE) return TEAM_RED; return team; } const char *TeamName(int team) { if (team==TEAM_RED) return "RED"; else if (team==TEAM_BLUE) return "BLUE"; else if (team==TEAM_SPECTATOR) return "SPECTATOR"; return "FREE"; } const char *OtherTeamName(int team) { if (team==TEAM_RED) return "BLUE"; else if (team==TEAM_BLUE) return "RED"; 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 /* void QDECL PrintMsg( gentity_t *ent, const char *fmt, ... ) { char msg[1024]; va_list argptr; char *p; va_start (argptr,fmt); if (vsprintf (msg, fmt, argptr) > sizeof(msg)) { trap->Error( ERR_DROP, "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 )); } */ //Printing messages to players via this method is no longer done, StringEd stuff is client only. //plIndex used to print pl->client->pers.netname //teamIndex used to print team name void PrintCTFMessage(int plIndex, int teamIndex, int ctfMessage) { gentity_t *te; if (plIndex == -1) { plIndex = MAX_CLIENTS+1; } if (teamIndex == -1) { teamIndex = 50; } te = G_TempEntity(vec3_origin, EV_CTFMESSAGE); te->r.svFlags |= SVF_BROADCAST; te->s.eventParm = ctfMessage; te->s.trickedentindex = plIndex; if (ctfMessage == CTFMESSAGE_PLAYER_CAPTURED_FLAG) { if (teamIndex == TEAM_RED) { te->s.trickedentindex2 = TEAM_BLUE; } else { te->s.trickedentindex2 = TEAM_RED; } } else { te->s.trickedentindex2 = teamIndex; } } /* ============== 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 (level.gametype == GT_POWERDUEL) { if (ent1->client->sess.duelTeam == ent2->client->sess.duelTeam) { return qtrue; } return qfalse; } if (level.gametype == GT_SINGLE_PLAYER) { qboolean ent1IsBot = qfalse; qboolean ent2IsBot = qfalse; if (ent1->r.svFlags & SVF_BOT) { ent1IsBot = qtrue; } if (ent2->r.svFlags & SVF_BOT) { ent2IsBot = qtrue; } if ((ent1IsBot && ent2IsBot) || (!ent1IsBot && !ent2IsBot)) { return qtrue; } return qfalse; } if ( level.gametype < GT_TEAM ) { return qfalse; } if (ent1->s.eType == ET_NPC && ent1->s.NPC_class == CLASS_VEHICLE && ent1->client && ent1->client->sess.sessionTeam != TEAM_FREE && ent2->client && ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam) { return qtrue; } if (ent2->s.eType == ET_NPC && ent2->s.NPC_class == CLASS_VEHICLE && ent2->client && ent2->client->sess.sessionTeam != TEAM_FREE && ent1->client && ent2->client->sess.sessionTeam == ent1->client->sess.sessionTeam) { return qtrue; } if (ent1->client->sess.sessionTeam == TEAM_FREE && ent2->client->sess.sessionTeam == TEAM_FREE && ent1->s.eType == ET_NPC && ent2->s.eType == ET_NPC) { //NPCs don't do normal team rules return qfalse; } if (ent1->s.eType == ET_NPC && ent2->s.eType == ET_PLAYER) { return qfalse; } else if (ent1->s.eType == ET_PLAYER && ent2->s.eType == ET_NPC) { return qfalse; } if ( ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam ) { return qtrue; } return qfalse; } static char ctfFlagStatusRemap[] = { '0', '1', '*', '*', '2' }; 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( level.gametype == GT_CTF || level.gametype == GT_CTY ) { st[0] = ctfFlagStatusRemap[teamgame.redStatus]; st[1] = ctfFlagStatusRemap[teamgame.blueStatus]; st[2] = 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_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; 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; } // did the attacker frag the flag carrier? 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)); PrintCTFMessage(attacker->s.number, team, CTFMESSAGE_FRAGGED_FLAG_CARRIER); // the target had the flag, clear the hurt carrier // field on the other team for (i = 0; i < sv_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]++; team = attacker->client->sess.sessionTeam; 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]++; team = attacker->client->sess.sessionTeam; attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; return; } // flag and flag carrier area defense bonuses // we have to find the flag and carrier entities // find the flag switch (attacker->client->sess.sessionTeam) { case TEAM_RED: c = "team_CTF_redflag"; break; case TEAM_BLUE: c = "team_CTF_blueflag"; break; default: return; } // find attacker's team's flag carrier for (i = 0; i < sv_maxclients.integer; i++) { carrier = g_entities + i; if (carrier->inuse && carrier->client->ps.powerups[flag_pw]) break; carrier = NULL; } flag = NULL; while ((flag = G_Find (flag, FOFS(classname), c)) != NULL) { if (!(flag->flags & FL_DROPPED_ITEM)) break; } if (!flag) return; // can't find attacker's flag // ok we have the attackers flag and a pointer to the carrier // check to see if we are defending the base's flag VectorSubtract(targ->r.currentOrigin, flag->r.currentOrigin, v1); VectorSubtract(attacker->r.currentOrigin, flag->r.currentOrigin, v2); if ( ( ( VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS && trap->InPVS(flag->r.currentOrigin, targ->r.currentOrigin ) ) || ( VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS && trap->InPVS(flag->r.currentOrigin, attacker->r.currentOrigin ) ) ) && attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) { // we defended the base flag AddScore(attacker, targ->r.currentOrigin, CTF_FLAG_DEFENSE_BONUS); attacker->client->pers.teamState.basedefense++; attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; 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]++; 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( level.gametype == GT_CTF || level.gametype == GT_CTY ) { Team_ResetFlag( TEAM_RED ); Team_ResetFlag( TEAM_BLUE ); } } void Team_ReturnFlagSound( gentity_t *ent, int team ) { gentity_t *te; if (ent == NULL) { trap->Print ("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) { trap->Print ("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) { trap->Print ("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 { //flag should always have team in normal CTF //PrintMsg(NULL, "The %s flag has returned!\n", TeamName(team)); PrintCTFMessage(-1, team, CTFMESSAGE_FLAG_RETURNED); } } 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 ============== */ // This is to account for situations when there are more players standing // on flag stand and then flag gets returned. This leaded to bit random flag // grabs/captures, improved version takes distance to the center of flag stand // into consideration (closer player will get/capture the flag). static vec3_t minFlagRange = { 50, 36, 36 }; static vec3_t maxFlagRange = { 44, 36, 36 }; int Team_TouchEnemyFlag( gentity_t *ent, gentity_t *other, int team ); int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) { int i, num, j, enemyTeam; gentity_t *player; gclient_t *cl = other->client; int enemy_flag; vec3_t mins, maxs; int touch[MAX_GENTITIES]; gentity_t* enemy; float enemyDist, dist; if (cl->sess.sessionTeam == TEAM_RED) { enemy_flag = PW_BLUEFLAG; } else { enemy_flag = PW_REDFLAG; } if ( ent->flags & FL_DROPPED_ITEM ) { // hey, its not home. return it by teleporting it back //PrintMsg( NULL, "%s" S_COLOR_WHITE " returned the %s flag!\n", // cl->pers.netname, TeamName(team)); PrintCTFMessage(other->s.number, team, CTFMESSAGE_PLAYER_RETURNED_FLAG); AddScore(other, ent->r.currentOrigin, CTF_RECOVERY_BONUS); other->client->pers.teamState.flagrecovery++; other->client->pers.teamState.lastreturnedflag = level.time; //ResetFlag will remove this entity! We must return zero Team_ReturnFlagSound(Team_ResetFlag(team), team); return 0; } // the flag is at home base. if the player has the enemy // flag, he's just won! if (!cl->ps.powerups[enemy_flag]) return 0; // We don't have the flag // fix: captures after timelimit hit could // cause game ending with tied score if (level.intermissionQueued) return 0; // check for enemy closer to grab the flag VectorSubtract( ent->s.pos.trBase, minFlagRange, mins ); VectorAdd( ent->s.pos.trBase, maxFlagRange, maxs ); num = trap->EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); dist = Distance( ent->s.pos.trBase, other->client->ps.origin ); if (other->client->sess.sessionTeam == TEAM_RED) enemyTeam = TEAM_BLUE; else enemyTeam = TEAM_RED; for (j = 0; j < num; j++) { enemy = (g_entities + touch[j]); if (!enemy || !enemy->inuse || !enemy->client) continue; if (enemy->client->pers.connected != CON_CONNECTED) continue; //check if its alive if (enemy->health < 1) continue; // dead people can't pickup //ignore specs if (enemy->client->sess.sessionTeam == TEAM_SPECTATOR) continue; //check if this is enemy if ((enemy->client->sess.sessionTeam != TEAM_RED && enemy->client->sess.sessionTeam != TEAM_BLUE) || enemy->client->sess.sessionTeam != enemyTeam){ continue; } //check if enemy is closer to our flag than us enemyDist = Distance(ent->s.pos.trBase, enemy->client->ps.origin); if (enemyDist < dist) { // possible recursion is hidden in this, but // infinite recursion wont happen, because we cant // have a < b and b < a at the same time return Team_TouchEnemyFlag( ent, enemy, team ); } } //PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the %s flag!\n", cl->pers.netname, TeamName(OtherTeam(team))); PrintCTFMessage(other->s.number, team, CTFMESSAGE_PLAYER_CAPTURED_FLAG); 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); other->client->pers.teamState.captures++; 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 < sv_maxclients.integer; i++) { player = &g_entities[i]; if (!player->inuse || player == other) continue; if (player->client->sess.sessionTeam != cl->sess.sessionTeam) { player->client->pers.teamState.lasthurtcarrier = -5; } else if (player->client->sess.sessionTeam == cl->sess.sessionTeam) { 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]++; 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]++; 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; vec3_t mins, maxs; int num, j, ourFlag; int touch[MAX_GENTITIES]; gentity_t* enemy; float enemyDist, dist; VectorSubtract( ent->s.pos.trBase, minFlagRange, mins ); VectorAdd( ent->s.pos.trBase, maxFlagRange, maxs ); num = trap->EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); dist = Distance(ent->s.pos.trBase, other->client->ps.origin); if (other->client->sess.sessionTeam == TEAM_RED){ ourFlag = PW_REDFLAG; } else { ourFlag = PW_BLUEFLAG; } for(j = 0; j < num; ++j){ enemy = (g_entities + touch[j]); if (!enemy || !enemy->inuse || !enemy->client){ continue; } //ignore specs if (enemy->client->sess.sessionTeam == TEAM_SPECTATOR) continue; //check if its alive if (enemy->health < 1) continue; // dead people can't pick up items //lets check if he has our flag if (!enemy->client->ps.powerups[ourFlag]) continue; //check if enemy is closer to our flag than us enemyDist = Distance(ent->s.pos.trBase,enemy->client->ps.origin); if (enemyDist < dist){ // possible recursion is hidden in this, but // infinite recursion wont happen, because we cant // have a < b and b < a at the same time return Team_TouchOurFlag( ent, enemy, team ); } } //PrintMsg (NULL, "%s" S_COLOR_WHITE " got the %s flag!\n", // other->client->pers.netname, TeamName(team)); PrintCTFMessage(other->s.number, team, CTFMESSAGE_PLAYER_GOT_FLAG); if (team == TEAM_RED) cl->ps.powerups[PW_REDFLAG] = INT_MAX; // flags never expire else cl->ps.powerups[PW_BLUEFLAG] = INT_MAX; // flags never expire Team_SetFlagStatus( team, FLAG_TAKEN ); AddScore(other, ent->r.currentOrigin, CTF_FLAG_BONUS); cl->pers.teamState.flagsince = level.time; Team_TakeFlagSound( ent, team ); return -1; // Do not respawn this automatically, but do delete it if it was FL_DROPPED } int Pickup_Team( gentity_t *ent, gentity_t *other ) { int team; gclient_t *cl = other->client; // figure out what team this flag is if( strcmp(ent->classname, "team_CTF_redflag") == 0 ) { team = TEAM_RED; } else if( strcmp(ent->classname, "team_CTF_blueflag") == 0 ) { team = TEAM_BLUE; } else if( strcmp(ent->classname, "team_CTF_neutralflag") == 0 ) { team = TEAM_FREE; } else { // PrintMsg ( other, "Don't know what team the flag is on.\n"); return 0; } // GT_CTF if( team == cl->sess.sessionTeam) { return Team_TouchOurFlag( ent, other, team ); } return Team_TouchEnemyFlag( ent, other, team ); } /* =========== Team_GetLocation Report a location for the player. Uses placed nearby target_location entities ============ */ locationData_t *Team_GetLocation(gentity_t *ent) { locationData_t *loc, *best; float bestlen, len; vec3_t origin; int i; best = NULL; bestlen = 3*8192.0*8192.0; VectorCopy( ent->r.currentOrigin, origin ); for ( i=0; iorigin[0] ) * ( origin[0] - loc->origin[0] ) + ( origin[1] - loc->origin[1] ) * ( origin[1] - loc->origin[1] ) + ( origin[2] - loc->origin[2] ) * ( origin[2] - loc->origin[2] ); if ( len > bestlen ) { continue; } if ( !trap->InPVS( origin, loc->origin ) ) { continue; } bestlen = len; best = loc; } 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) { locationData_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, int siegeClass ) { gentity_t *spot; int count; int selection; gentity_t *spots[MAX_TEAM_SPAWN_POINTS]; char *classname; qboolean mustBeEnabled = qfalse; if (level.gametype == GT_SIEGE) { if (team == SIEGETEAM_TEAM1) { classname = "info_player_siegeteam1"; } else { classname = "info_player_siegeteam2"; } mustBeEnabled = qtrue; //siege spawn points need to be "enabled" to be used (because multiple spawnpoint sets can be placed at once) } else { 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; } if (mustBeEnabled && !spot->genericValue1) { //siege point that's not enabled, can't use it 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); } if (level.gametype == GT_SIEGE && siegeClass >= 0 && bgSiegeClasses[siegeClass].name[0]) { //out of the spots found, see if any have an idealclass to match our class name gentity_t *classSpots[MAX_TEAM_SPAWN_POINTS]; int classCount = 0; int i = 0; while (i < count) { if (spots[i] && spots[i]->idealclass && spots[i]->idealclass[0] && !Q_stricmp(spots[i]->idealclass, bgSiegeClasses[siegeClass].name)) { //this spot's idealclass matches the class name classSpots[classCount] = spots[i]; classCount++; } i++; } if (classCount > 0) { //found at least one selection = rand() % classCount; return classSpots[ selection ]; } } 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, -1 ); if (!spot) { return SelectSpawnPoint( vec3_origin, origin, angles, team, isbot ); } VectorCopy (spot->s.origin, origin); origin[2] += 9; VectorCopy (spot->s.angles, angles); return spot; } /* =========== SelectSiegeSpawnPoint ============ */ gentity_t *SelectSiegeSpawnPoint ( int siegeClass, team_t team, int teamstate, vec3_t origin, vec3_t angles, qboolean isbot ) { gentity_t *spot; spot = SelectRandomTeamSpawnPoint ( teamstate, team, siegeClass ); if (!spot) { return SelectSpawnPoint( vec3_origin, origin, angles, team, 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]; int team; if ( ! ent->client->pers.teamInfo ) return; // send team info to spectator for team of followed client if (ent->client->sess.sessionTeam == TEAM_SPECTATOR) { if ( ent->client->sess.spectatorState != SPECTATOR_FOLLOW || ent->client->sess.spectatorClient < 0 ) { return; } team = g_entities[ ent->client->sess.spectatorClient ].client->sess.sessionTeam; } else { team = ent->client->sess.sessionTeam; } if (team != TEAM_RED && team != TEAM_BLUE) { 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 < sv_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) { player = g_entities + level.sortedClients[i]; if (player->inuse && player->client->sess.sessionTeam == team ) { 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 < sv_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) { player = g_entities + i; if (player->inuse && player->client->sess.sessionTeam == team ) { if ( player->client->tempSpectate >= level.time ) { h = a = 0; Com_sprintf( entry, sizeof(entry), " %i %i %i %i %i %i", i, 0, h, a, 0, 0 ); } else { 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", 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; locationData_t *loc; gentity_t *ent; if (level.time - level.lastTeamLocationTime > TEAM_LOCATION_UPDATE_TIME) { level.lastTeamLocationTime = level.time; for (i = 0; i < sv_maxclients.integer; i++) { ent = g_entities + i; if ( !ent->client ) { continue; } 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->cs_index; else ent->client->pers.teamState.location = 0; } } for (i = 0; i < sv_maxclients.integer; i++) { ent = g_entities + i; if ( !ent->client ) // uhm continue; if ( ent->client->pers.connected != CON_CONNECTED ) { continue; } if (ent->inuse) { 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) { }