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https://github.com/UberGames/ioef.git
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bb47026b5f
- Remove all calls to vsprintf in the engine and gamecode and replace them with calls to vsnprintf.
1484 lines
39 KiB
C
1484 lines
39 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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#include "g_local.h"
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typedef struct teamgame_s {
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float last_flag_capture;
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int last_capture_team;
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flagStatus_t redStatus; // CTF
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flagStatus_t blueStatus; // CTF
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flagStatus_t flagStatus; // One Flag CTF
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int redTakenTime;
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int blueTakenTime;
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int redObeliskAttackedTime;
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int blueObeliskAttackedTime;
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} teamgame_t;
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teamgame_t teamgame;
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gentity_t *neutralObelisk;
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void Team_SetFlagStatus( int team, flagStatus_t status );
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void Team_InitGame( void ) {
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memset(&teamgame, 0, sizeof teamgame);
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switch( g_gametype.integer ) {
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case GT_CTF:
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teamgame.redStatus = -1; // Invalid to force update
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Team_SetFlagStatus( TEAM_RED, FLAG_ATBASE );
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teamgame.blueStatus = -1; // Invalid to force update
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Team_SetFlagStatus( TEAM_BLUE, FLAG_ATBASE );
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break;
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#ifdef MISSIONPACK
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case GT_1FCTF:
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teamgame.flagStatus = -1; // Invalid to force update
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Team_SetFlagStatus( TEAM_FREE, FLAG_ATBASE );
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break;
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#endif
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default:
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break;
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}
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}
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int OtherTeam(int team) {
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if (team==TEAM_RED)
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return TEAM_BLUE;
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else if (team==TEAM_BLUE)
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return TEAM_RED;
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return team;
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}
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const char *TeamName(int team) {
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if (team==TEAM_RED)
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return "RED";
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else if (team==TEAM_BLUE)
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return "BLUE";
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else if (team==TEAM_SPECTATOR)
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return "SPECTATOR";
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return "FREE";
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}
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const char *OtherTeamName(int team) {
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if (team==TEAM_RED)
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return "BLUE";
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else if (team==TEAM_BLUE)
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return "RED";
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else if (team==TEAM_SPECTATOR)
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return "SPECTATOR";
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return "FREE";
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}
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const char *TeamColorString(int team) {
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if (team==TEAM_RED)
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return S_COLOR_RED;
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else if (team==TEAM_BLUE)
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return S_COLOR_BLUE;
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else if (team==TEAM_SPECTATOR)
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return S_COLOR_YELLOW;
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return S_COLOR_WHITE;
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}
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// NULL for everyone
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void QDECL PrintMsg( gentity_t *ent, const char *fmt, ... ) {
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char msg[1024];
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va_list argptr;
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char *p;
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va_start (argptr,fmt);
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if (Q_vsnprintf (msg, sizeof(msg), fmt, argptr) > sizeof(msg)) {
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G_Error ( "PrintMsg overrun" );
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}
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va_end (argptr);
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// double quotes are bad
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while ((p = strchr(msg, '"')) != NULL)
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*p = '\'';
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trap_SendServerCommand ( ( (ent == NULL) ? -1 : ent-g_entities ), va("print \"%s\"", msg ));
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}
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/*
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==============
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AddTeamScore
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used for gametype > GT_TEAM
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for gametype GT_TEAM the level.teamScores is updated in AddScore in g_combat.c
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==============
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*/
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void AddTeamScore(vec3_t origin, int team, int score) {
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gentity_t *te;
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te = G_TempEntity(origin, EV_GLOBAL_TEAM_SOUND );
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te->r.svFlags |= SVF_BROADCAST;
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if ( team == TEAM_RED ) {
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if ( level.teamScores[ TEAM_RED ] + score == level.teamScores[ TEAM_BLUE ] ) {
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//teams are tied sound
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te->s.eventParm = GTS_TEAMS_ARE_TIED;
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}
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else if ( level.teamScores[ TEAM_RED ] <= level.teamScores[ TEAM_BLUE ] &&
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level.teamScores[ TEAM_RED ] + score > level.teamScores[ TEAM_BLUE ]) {
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// red took the lead sound
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te->s.eventParm = GTS_REDTEAM_TOOK_LEAD;
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}
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else {
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// red scored sound
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te->s.eventParm = GTS_REDTEAM_SCORED;
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}
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}
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else {
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if ( level.teamScores[ TEAM_BLUE ] + score == level.teamScores[ TEAM_RED ] ) {
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//teams are tied sound
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te->s.eventParm = GTS_TEAMS_ARE_TIED;
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}
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else if ( level.teamScores[ TEAM_BLUE ] <= level.teamScores[ TEAM_RED ] &&
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level.teamScores[ TEAM_BLUE ] + score > level.teamScores[ TEAM_RED ]) {
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// blue took the lead sound
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te->s.eventParm = GTS_BLUETEAM_TOOK_LEAD;
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}
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else {
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// blue scored sound
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te->s.eventParm = GTS_BLUETEAM_SCORED;
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}
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}
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level.teamScores[ team ] += score;
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}
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/*
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==============
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OnSameTeam
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==============
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*/
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qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ) {
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if ( !ent1->client || !ent2->client ) {
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return qfalse;
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}
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if ( g_gametype.integer < GT_TEAM ) {
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return qfalse;
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}
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if ( ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam ) {
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return qtrue;
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}
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return qfalse;
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}
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static char ctfFlagStatusRemap[] = { '0', '1', '*', '*', '2' };
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static char oneFlagStatusRemap[] = { '0', '1', '2', '3', '4' };
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void Team_SetFlagStatus( int team, flagStatus_t status ) {
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qboolean modified = qfalse;
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switch( team ) {
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case TEAM_RED: // CTF
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if( teamgame.redStatus != status ) {
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teamgame.redStatus = status;
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modified = qtrue;
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}
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break;
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case TEAM_BLUE: // CTF
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if( teamgame.blueStatus != status ) {
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teamgame.blueStatus = status;
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modified = qtrue;
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}
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break;
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case TEAM_FREE: // One Flag CTF
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if( teamgame.flagStatus != status ) {
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teamgame.flagStatus = status;
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modified = qtrue;
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}
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break;
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}
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if( modified ) {
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char st[4];
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if( g_gametype.integer == GT_CTF ) {
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st[0] = ctfFlagStatusRemap[teamgame.redStatus];
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st[1] = ctfFlagStatusRemap[teamgame.blueStatus];
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st[2] = 0;
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}
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else { // GT_1FCTF
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st[0] = oneFlagStatusRemap[teamgame.flagStatus];
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st[1] = 0;
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}
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trap_SetConfigstring( CS_FLAGSTATUS, st );
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}
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}
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void Team_CheckDroppedItem( gentity_t *dropped ) {
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if( dropped->item->giTag == PW_REDFLAG ) {
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Team_SetFlagStatus( TEAM_RED, FLAG_DROPPED );
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}
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else if( dropped->item->giTag == PW_BLUEFLAG ) {
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Team_SetFlagStatus( TEAM_BLUE, FLAG_DROPPED );
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}
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else if( dropped->item->giTag == PW_NEUTRALFLAG ) {
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Team_SetFlagStatus( TEAM_FREE, FLAG_DROPPED );
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}
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}
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/*
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================
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Team_ForceGesture
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================
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*/
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void Team_ForceGesture(int team) {
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int i;
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gentity_t *ent;
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for (i = 0; i < MAX_CLIENTS; i++) {
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ent = &g_entities[i];
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if (!ent->inuse)
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continue;
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if (!ent->client)
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continue;
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if (ent->client->sess.sessionTeam != team)
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continue;
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//
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ent->flags |= FL_FORCE_GESTURE;
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}
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}
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/*
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================
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Team_FragBonuses
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Calculate the bonuses for flag defense, flag carrier defense, etc.
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Note that bonuses are not cumulative. You get one, they are in importance
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order.
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================
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*/
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void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker)
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{
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int i;
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gentity_t *ent;
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int flag_pw, enemy_flag_pw;
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int otherteam;
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int tokens;
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gentity_t *flag, *carrier = NULL;
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char *c;
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vec3_t v1, v2;
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int team;
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// no bonus for fragging yourself or team mates
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if (!targ->client || !attacker->client || targ == attacker || OnSameTeam(targ, attacker))
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return;
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team = targ->client->sess.sessionTeam;
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otherteam = OtherTeam(targ->client->sess.sessionTeam);
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if (otherteam < 0)
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return; // whoever died isn't on a team
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// same team, if the flag at base, check to he has the enemy flag
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if (team == TEAM_RED) {
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flag_pw = PW_REDFLAG;
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enemy_flag_pw = PW_BLUEFLAG;
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} else {
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flag_pw = PW_BLUEFLAG;
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enemy_flag_pw = PW_REDFLAG;
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}
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if (g_gametype.integer == GT_1FCTF) {
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enemy_flag_pw = PW_NEUTRALFLAG;
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}
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// did the attacker frag the flag carrier?
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tokens = 0;
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#ifdef MISSIONPACK
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if( g_gametype.integer == GT_HARVESTER ) {
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tokens = targ->client->ps.generic1;
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}
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#endif
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if (targ->client->ps.powerups[enemy_flag_pw]) {
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attacker->client->pers.teamState.lastfraggedcarrier = level.time;
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AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS);
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attacker->client->pers.teamState.fragcarrier++;
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PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's flag carrier!\n",
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attacker->client->pers.netname, TeamName(team));
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// the target had the flag, clear the hurt carrier
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// field on the other team
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for (i = 0; i < g_maxclients.integer; i++) {
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ent = g_entities + i;
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if (ent->inuse && ent->client->sess.sessionTeam == otherteam)
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ent->client->pers.teamState.lasthurtcarrier = 0;
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}
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return;
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}
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// did the attacker frag a head carrier? other->client->ps.generic1
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if (tokens) {
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attacker->client->pers.teamState.lastfraggedcarrier = level.time;
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AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS * tokens * tokens);
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attacker->client->pers.teamState.fragcarrier++;
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PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's skull carrier!\n",
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attacker->client->pers.netname, TeamName(team));
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// the target had the flag, clear the hurt carrier
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// field on the other team
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for (i = 0; i < g_maxclients.integer; i++) {
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ent = g_entities + i;
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if (ent->inuse && ent->client->sess.sessionTeam == otherteam)
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ent->client->pers.teamState.lasthurtcarrier = 0;
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}
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return;
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}
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if (targ->client->pers.teamState.lasthurtcarrier &&
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level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT &&
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!attacker->client->ps.powerups[flag_pw]) {
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// attacker is on the same team as the flag carrier and
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// fragged a guy who hurt our flag carrier
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AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS);
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attacker->client->pers.teamState.carrierdefense++;
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targ->client->pers.teamState.lasthurtcarrier = 0;
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attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
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team = attacker->client->sess.sessionTeam;
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// add the sprite over the player's head
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attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
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attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
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attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
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return;
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}
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if (targ->client->pers.teamState.lasthurtcarrier &&
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level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT) {
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// attacker is on the same team as the skull carrier and
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AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS);
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attacker->client->pers.teamState.carrierdefense++;
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targ->client->pers.teamState.lasthurtcarrier = 0;
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attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
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team = attacker->client->sess.sessionTeam;
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// add the sprite over the player's head
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attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
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attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
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attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
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return;
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}
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// flag and flag carrier area defense bonuses
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// we have to find the flag and carrier entities
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#ifdef MISSIONPACK
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if( g_gametype.integer == GT_OBELISK ) {
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// find the team obelisk
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switch (attacker->client->sess.sessionTeam) {
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case TEAM_RED:
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c = "team_redobelisk";
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break;
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case TEAM_BLUE:
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c = "team_blueobelisk";
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break;
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default:
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return;
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}
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} else if (g_gametype.integer == GT_HARVESTER ) {
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// find the center obelisk
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c = "team_neutralobelisk";
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} else {
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#endif
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// find the flag
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switch (attacker->client->sess.sessionTeam) {
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case TEAM_RED:
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c = "team_CTF_redflag";
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break;
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case TEAM_BLUE:
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c = "team_CTF_blueflag";
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break;
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default:
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return;
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}
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// find attacker's team's flag carrier
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for (i = 0; i < g_maxclients.integer; i++) {
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carrier = g_entities + i;
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if (carrier->inuse && carrier->client->ps.powerups[flag_pw])
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break;
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carrier = NULL;
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}
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#ifdef MISSIONPACK
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}
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#endif
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flag = NULL;
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while ((flag = G_Find (flag, FOFS(classname), c)) != NULL) {
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if (!(flag->flags & FL_DROPPED_ITEM))
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break;
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}
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if (!flag)
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return; // can't find attacker's flag
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// ok we have the attackers flag and a pointer to the carrier
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// check to see if we are defending the base's flag
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VectorSubtract(targ->r.currentOrigin, flag->r.currentOrigin, v1);
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VectorSubtract(attacker->r.currentOrigin, flag->r.currentOrigin, v2);
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if ( ( ( VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS &&
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trap_InPVS(flag->r.currentOrigin, targ->r.currentOrigin ) ) ||
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( VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS &&
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trap_InPVS(flag->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
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attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
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// we defended the base flag
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AddScore(attacker, targ->r.currentOrigin, CTF_FLAG_DEFENSE_BONUS);
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attacker->client->pers.teamState.basedefense++;
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attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
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// add the sprite over the player's head
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attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
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attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
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attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
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return;
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}
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if (carrier && carrier != attacker) {
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VectorSubtract(targ->r.currentOrigin, carrier->r.currentOrigin, v1);
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VectorSubtract(attacker->r.currentOrigin, carrier->r.currentOrigin, v1);
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if ( ( ( VectorLength(v1) < CTF_ATTACKER_PROTECT_RADIUS &&
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trap_InPVS(carrier->r.currentOrigin, targ->r.currentOrigin ) ) ||
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( VectorLength(v2) < CTF_ATTACKER_PROTECT_RADIUS &&
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trap_InPVS(carrier->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
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attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
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AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_PROTECT_BONUS);
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attacker->client->pers.teamState.carrierdefense++;
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attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
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// 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, 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));
|
|
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];
|
|
if (!player->inuse)
|
|
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;
|
|
|
|
} else 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;
|
|
}
|
|
|
|
|
|
/*---------------------------------------------------------------------------*/
|
|
|
|
/*
|
|
================
|
|
SelectRandomDeathmatchSpawnPoint
|
|
|
|
go to a random point that doesn't telefrag
|
|
================
|
|
*/
|
|
#define MAX_TEAM_SPAWN_POINTS 32
|
|
gentity_t *SelectRandomTeamSpawnPoint( int teamstate, team_t team ) {
|
|
gentity_t *spot;
|
|
int count;
|
|
int selection;
|
|
gentity_t *spots[MAX_TEAM_SPAWN_POINTS];
|
|
char *classname;
|
|
|
|
if (teamstate == TEAM_BEGIN) {
|
|
if (team == TEAM_RED)
|
|
classname = "team_CTF_redplayer";
|
|
else if (team == TEAM_BLUE)
|
|
classname = "team_CTF_blueplayer";
|
|
else
|
|
return NULL;
|
|
} else {
|
|
if (team == TEAM_RED)
|
|
classname = "team_CTF_redspawn";
|
|
else if (team == TEAM_BLUE)
|
|
classname = "team_CTF_bluespawn";
|
|
else
|
|
return NULL;
|
|
}
|
|
count = 0;
|
|
|
|
spot = NULL;
|
|
|
|
while ((spot = G_Find (spot, FOFS(classname), classname)) != NULL) {
|
|
if ( SpotWouldTelefrag( spot ) ) {
|
|
continue;
|
|
}
|
|
spots[ count ] = spot;
|
|
if (++count == MAX_TEAM_SPAWN_POINTS)
|
|
break;
|
|
}
|
|
|
|
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 ) {
|
|
gentity_t *spot;
|
|
|
|
spot = SelectRandomTeamSpawnPoint ( teamstate, team );
|
|
|
|
if (!spot) {
|
|
return SelectSpawnPoint( vec3_origin, origin, angles );
|
|
}
|
|
|
|
VectorCopy (spot->s.origin, origin);
|
|
origin[2] += 9;
|
|
VectorCopy (spot->s.angles, angles);
|
|
|
|
return spot;
|
|
}
|
|
|
|
/*---------------------------------------------------------------------------*/
|
|
|
|
static int QDECL SortClients( const void *a, const void *b ) {
|
|
return *(int *)a - *(int *)b;
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
TeamplayLocationsMessage
|
|
|
|
Format:
|
|
clientNum location health armor weapon powerups
|
|
|
|
==================
|
|
*/
|
|
void TeamplayInfoMessage( gentity_t *ent ) {
|
|
char entry[1024];
|
|
char string[8192];
|
|
int stringlength;
|
|
int i, j;
|
|
gentity_t *player;
|
|
int cnt;
|
|
int h, a;
|
|
int clients[TEAM_MAXOVERLAY];
|
|
|
|
if ( ! ent->client->pers.teamInfo )
|
|
return;
|
|
|
|
// figure out what client should be on the display
|
|
// we are limited to 8, but we want to use the top eight players
|
|
// but in client order (so they don't keep changing position on the overlay)
|
|
for (i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) {
|
|
player = g_entities + level.sortedClients[i];
|
|
if (player->inuse && player->client->sess.sessionTeam ==
|
|
ent->client->sess.sessionTeam ) {
|
|
clients[cnt++] = level.sortedClients[i];
|
|
}
|
|
}
|
|
|
|
// We have the top eight players, sort them by clientNum
|
|
qsort( clients, cnt, sizeof( clients[0] ), SortClients );
|
|
|
|
// send the latest information on all clients
|
|
string[0] = 0;
|
|
stringlength = 0;
|
|
|
|
for (i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) {
|
|
player = g_entities + i;
|
|
if (player->inuse && player->client->sess.sessionTeam ==
|
|
ent->client->sess.sessionTeam ) {
|
|
|
|
h = player->client->ps.stats[STAT_HEALTH];
|
|
a = player->client->ps.stats[STAT_ARMOR];
|
|
if (h < 0) h = 0;
|
|
if (a < 0) a = 0;
|
|
|
|
Com_sprintf (entry, sizeof(entry),
|
|
" %i %i %i %i %i %i",
|
|
// level.sortedClients[i], player->client->pers.teamState.location, h, a,
|
|
i, player->client->pers.teamState.location, h, a,
|
|
player->client->ps.weapon, player->s.powerups);
|
|
j = strlen(entry);
|
|
if (stringlength + j > sizeof(string))
|
|
break;
|
|
strcpy (string + stringlength, entry);
|
|
stringlength += j;
|
|
cnt++;
|
|
}
|
|
}
|
|
|
|
trap_SendServerCommand( ent-g_entities, va("tinfo %i %s", cnt, string) );
|
|
}
|
|
|
|
void CheckTeamStatus(void) {
|
|
int i;
|
|
gentity_t *loc, *ent;
|
|
|
|
if (level.time - level.lastTeamLocationTime > TEAM_LOCATION_UPDATE_TIME) {
|
|
|
|
level.lastTeamLocationTime = level.time;
|
|
|
|
for (i = 0; i < g_maxclients.integer; i++) {
|
|
ent = g_entities + i;
|
|
|
|
if ( ent->client->pers.connected != CON_CONNECTED ) {
|
|
continue;
|
|
}
|
|
|
|
if (ent->inuse && (ent->client->sess.sessionTeam == TEAM_RED || ent->client->sess.sessionTeam == TEAM_BLUE)) {
|
|
loc = Team_GetLocation( ent );
|
|
if (loc)
|
|
ent->client->pers.teamState.location = loc->health;
|
|
else
|
|
ent->client->pers.teamState.location = 0;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < g_maxclients.integer; i++) {
|
|
ent = g_entities + i;
|
|
|
|
if ( ent->client->pers.connected != CON_CONNECTED ) {
|
|
continue;
|
|
}
|
|
|
|
if (ent->inuse && (ent->client->sess.sessionTeam == TEAM_RED || ent->client->sess.sessionTeam == TEAM_BLUE)) {
|
|
TeamplayInfoMessage( ent );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*-----------------------------------------------------------------*/
|
|
|
|
/*QUAKED team_CTF_redplayer (1 0 0) (-16 -16 -16) (16 16 32)
|
|
Only in CTF games. Red players spawn here at game start.
|
|
*/
|
|
void SP_team_CTF_redplayer( gentity_t *ent ) {
|
|
}
|
|
|
|
|
|
/*QUAKED team_CTF_blueplayer (0 0 1) (-16 -16 -16) (16 16 32)
|
|
Only in CTF games. Blue players spawn here at game start.
|
|
*/
|
|
void SP_team_CTF_blueplayer( gentity_t *ent ) {
|
|
}
|
|
|
|
|
|
/*QUAKED team_CTF_redspawn (1 0 0) (-16 -16 -24) (16 16 32)
|
|
potential spawning position for red team in CTF games.
|
|
Targets will be fired when someone spawns in on them.
|
|
*/
|
|
void SP_team_CTF_redspawn(gentity_t *ent) {
|
|
}
|
|
|
|
/*QUAKED team_CTF_bluespawn (0 0 1) (-16 -16 -24) (16 16 32)
|
|
potential spawning position for blue team in CTF games.
|
|
Targets will be fired when someone spawns in on them.
|
|
*/
|
|
void SP_team_CTF_bluespawn(gentity_t *ent) {
|
|
}
|
|
|
|
|
|
#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
|