/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // #include "g_local.h" typedef struct teamgame_s { float last_flag_capture; int last_capture_team; flagStatus_t redStatus; // CTF flagStatus_t blueStatus; // CTF flagStatus_t flagStatus; // One Flag CTF int redTakenTime; int blueTakenTime; int redObeliskAttackedTime; int blueObeliskAttackedTime; } teamgame_t; teamgame_t teamgame; gentity_t *neutralObelisk; void Team_SetFlagStatus( int team, flagStatus_t status ); void Team_InitGame( void ) { memset(&teamgame, 0, sizeof teamgame); switch( g_gametype.integer ) { case GT_CTF: teamgame.redStatus = -1; // Invalid to force update Team_SetFlagStatus( TEAM_RED, FLAG_ATBASE ); teamgame.blueStatus = -1; // Invalid to force update Team_SetFlagStatus( TEAM_BLUE, FLAG_ATBASE ); break; #ifdef MISSIONPACK case GT_1FCTF: teamgame.flagStatus = -1; // Invalid to force update Team_SetFlagStatus( TEAM_FREE, FLAG_ATBASE ); break; #endif default: break; } } int OtherTeam(int team) { if (team==TEAM_RED) return TEAM_BLUE; else if (team==TEAM_BLUE) return TEAM_RED; return team; } const char *TeamName(int team) { if (team==TEAM_RED) return "RED"; else if (team==TEAM_BLUE) return "BLUE"; else if (team==TEAM_SPECTATOR) return "SPECTATOR"; return "FREE"; } const char *TeamColorString(int team) { if (team==TEAM_RED) return S_COLOR_RED; else if (team==TEAM_BLUE) return S_COLOR_BLUE; else if (team==TEAM_SPECTATOR) return S_COLOR_YELLOW; return S_COLOR_WHITE; } // NULL for everyone static __attribute__ ((format (printf, 2, 3))) void QDECL PrintMsg( gentity_t *ent, const char *fmt, ... ) { char msg[1024]; va_list argptr; char *p; va_start (argptr,fmt); if (Q_vsnprintf (msg, sizeof(msg), fmt, argptr) >= sizeof(msg)) { G_Error ( "PrintMsg overrun" ); } va_end (argptr); // double quotes are bad while ((p = strchr(msg, '"')) != NULL) *p = '\''; trap_SendServerCommand ( ( (ent == NULL) ? -1 : ent-g_entities ), va("print \"%s\"", msg )); } /* ============== AddTeamScore used for gametype > GT_TEAM for gametype GT_TEAM the level.teamScores is updated in AddScore in g_combat.c ============== */ void AddTeamScore(vec3_t origin, int team, int score) { gentity_t *te; te = G_TempEntity(origin, EV_GLOBAL_TEAM_SOUND ); te->r.svFlags |= SVF_BROADCAST; if ( team == TEAM_RED ) { if ( level.teamScores[ TEAM_RED ] + score == level.teamScores[ TEAM_BLUE ] ) { //teams are tied sound te->s.eventParm = GTS_TEAMS_ARE_TIED; } else if ( level.teamScores[ TEAM_RED ] <= level.teamScores[ TEAM_BLUE ] && level.teamScores[ TEAM_RED ] + score > level.teamScores[ TEAM_BLUE ]) { // red took the lead sound te->s.eventParm = GTS_REDTEAM_TOOK_LEAD; } else { // red scored sound te->s.eventParm = GTS_REDTEAM_SCORED; } } else { if ( level.teamScores[ TEAM_BLUE ] + score == level.teamScores[ TEAM_RED ] ) { //teams are tied sound te->s.eventParm = GTS_TEAMS_ARE_TIED; } else if ( level.teamScores[ TEAM_BLUE ] <= level.teamScores[ TEAM_RED ] && level.teamScores[ TEAM_BLUE ] + score > level.teamScores[ TEAM_RED ]) { // blue took the lead sound te->s.eventParm = GTS_BLUETEAM_TOOK_LEAD; } else { // blue scored sound te->s.eventParm = GTS_BLUETEAM_SCORED; } } level.teamScores[ team ] += score; } /* ============== OnSameTeam ============== */ qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ) { if ( !ent1->client || !ent2->client ) { return qfalse; } if ( g_gametype.integer < GT_TEAM ) { return qfalse; } if ( ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam ) { return qtrue; } return qfalse; } static char ctfFlagStatusRemap[] = { '0', '1', '*', '*', '2' }; static char oneFlagStatusRemap[] = { '0', '1', '2', '3', '4' }; void Team_SetFlagStatus( int team, flagStatus_t status ) { qboolean modified = qfalse; switch( team ) { case TEAM_RED: // CTF if( teamgame.redStatus != status ) { teamgame.redStatus = status; modified = qtrue; } break; case TEAM_BLUE: // CTF if( teamgame.blueStatus != status ) { teamgame.blueStatus = status; modified = qtrue; } break; case TEAM_FREE: // One Flag CTF if( teamgame.flagStatus != status ) { teamgame.flagStatus = status; modified = qtrue; } break; } if( modified ) { char st[4]; if( g_gametype.integer == GT_CTF ) { st[0] = ctfFlagStatusRemap[teamgame.redStatus]; st[1] = ctfFlagStatusRemap[teamgame.blueStatus]; st[2] = 0; } else { // GT_1FCTF st[0] = oneFlagStatusRemap[teamgame.flagStatus]; st[1] = 0; } trap_SetConfigstring( CS_FLAGSTATUS, st ); } } void Team_CheckDroppedItem( gentity_t *dropped ) { if( dropped->item->giTag == PW_REDFLAG ) { Team_SetFlagStatus( TEAM_RED, FLAG_DROPPED ); } else if( dropped->item->giTag == PW_BLUEFLAG ) { Team_SetFlagStatus( TEAM_BLUE, FLAG_DROPPED ); } else if( dropped->item->giTag == PW_NEUTRALFLAG ) { Team_SetFlagStatus( TEAM_FREE, FLAG_DROPPED ); } } /* ================ Team_ForceGesture ================ */ void Team_ForceGesture(int team) { int i; gentity_t *ent; for (i = 0; i < MAX_CLIENTS; i++) { ent = &g_entities[i]; if (!ent->inuse) continue; if (!ent->client) continue; if (ent->client->sess.sessionTeam != team) continue; // ent->flags |= FL_FORCE_GESTURE; } } /* ================ Team_FragBonuses Calculate the bonuses for flag defense, flag carrier defense, etc. Note that bonuses are not cumulative. You get one, they are in importance order. ================ */ void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker) { int i; gentity_t *ent; int flag_pw, enemy_flag_pw; int otherteam; int tokens; gentity_t *flag, *carrier = NULL; char *c; vec3_t v1, v2; int team; // no bonus for fragging yourself or team mates if (!targ->client || !attacker->client || targ == attacker || OnSameTeam(targ, attacker)) return; team = targ->client->sess.sessionTeam; otherteam = OtherTeam(targ->client->sess.sessionTeam); if (otherteam < 0) return; // whoever died isn't on a team // same team, if the flag at base, check to he has the enemy flag if (team == TEAM_RED) { flag_pw = PW_REDFLAG; enemy_flag_pw = PW_BLUEFLAG; } else { flag_pw = PW_BLUEFLAG; enemy_flag_pw = PW_REDFLAG; } #ifdef MISSIONPACK if (g_gametype.integer == GT_1FCTF) { flag_pw = PW_NEUTRALFLAG; enemy_flag_pw = PW_NEUTRALFLAG; } #endif // did the attacker frag the flag carrier? tokens = 0; #ifdef MISSIONPACK if( g_gametype.integer == GT_HARVESTER ) { tokens = targ->client->ps.generic1; } #endif if (targ->client->ps.powerups[enemy_flag_pw]) { attacker->client->pers.teamState.lastfraggedcarrier = level.time; AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS); attacker->client->pers.teamState.fragcarrier++; PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's flag carrier!\n", attacker->client->pers.netname, TeamName(team)); // the target had the flag, clear the hurt carrier // field on the other team for (i = 0; i < g_maxclients.integer; i++) { ent = g_entities + i; if (ent->inuse && ent->client->sess.sessionTeam == otherteam) ent->client->pers.teamState.lasthurtcarrier = 0; } return; } // did the attacker frag a head carrier? other->client->ps.generic1 if (tokens) { attacker->client->pers.teamState.lastfraggedcarrier = level.time; AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS * tokens * tokens); attacker->client->pers.teamState.fragcarrier++; PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's skull carrier!\n", attacker->client->pers.netname, TeamName(team)); // the target had the flag, clear the hurt carrier // field on the other team for (i = 0; i < g_maxclients.integer; i++) { ent = g_entities + i; if (ent->inuse && ent->client->sess.sessionTeam == otherteam) ent->client->pers.teamState.lasthurtcarrier = 0; } return; } if (targ->client->pers.teamState.lasthurtcarrier && level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT && !attacker->client->ps.powerups[flag_pw]) { // attacker is on the same team as the flag carrier and // fragged a guy who hurt our flag carrier AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS); attacker->client->pers.teamState.carrierdefense++; targ->client->pers.teamState.lasthurtcarrier = 0; attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; // add the sprite over the player's head attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); attacker->client->ps.eFlags |= EF_AWARD_DEFEND; attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; return; } // flag and flag carrier area defense bonuses // we have to find the flag and carrier entities #ifdef MISSIONPACK if( g_gametype.integer == GT_OBELISK ) { // find the team obelisk switch (attacker->client->sess.sessionTeam) { case TEAM_RED: c = "team_redobelisk"; break; case TEAM_BLUE: c = "team_blueobelisk"; break; default: return; } } else if (g_gametype.integer == GT_HARVESTER ) { // find the center obelisk c = "team_neutralobelisk"; } else { #endif // find the flag switch (attacker->client->sess.sessionTeam) { case TEAM_RED: c = "team_CTF_redflag"; break; case TEAM_BLUE: c = "team_CTF_blueflag"; break; default: return; } // find attacker's team's flag carrier for (i = 0; i < g_maxclients.integer; i++) { carrier = g_entities + i; if (carrier->inuse && carrier->client->ps.powerups[flag_pw]) break; carrier = NULL; } #ifdef MISSIONPACK } #endif flag = NULL; while ((flag = G_Find (flag, FOFS(classname), c)) != NULL) { if (!(flag->flags & FL_DROPPED_ITEM)) break; } if (!flag) return; // can't find attacker's flag // ok we have the attackers flag and a pointer to the carrier // check to see if we are defending the base's flag VectorSubtract(targ->r.currentOrigin, flag->r.currentOrigin, v1); VectorSubtract(attacker->r.currentOrigin, flag->r.currentOrigin, v2); if ( ( ( VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS && trap_InPVS(flag->r.currentOrigin, targ->r.currentOrigin ) ) || ( VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS && trap_InPVS(flag->r.currentOrigin, attacker->r.currentOrigin ) ) ) && attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) { // we defended the base flag AddScore(attacker, targ->r.currentOrigin, CTF_FLAG_DEFENSE_BONUS); attacker->client->pers.teamState.basedefense++; attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; // add the sprite over the player's head attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); attacker->client->ps.eFlags |= EF_AWARD_DEFEND; attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; return; } if (carrier && carrier != attacker) { VectorSubtract(targ->r.currentOrigin, carrier->r.currentOrigin, v1); VectorSubtract(attacker->r.currentOrigin, carrier->r.currentOrigin, v2); if ( ( ( VectorLength(v1) < CTF_ATTACKER_PROTECT_RADIUS && trap_InPVS(carrier->r.currentOrigin, targ->r.currentOrigin ) ) || ( VectorLength(v2) < CTF_ATTACKER_PROTECT_RADIUS && trap_InPVS(carrier->r.currentOrigin, attacker->r.currentOrigin ) ) ) && attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) { AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_PROTECT_BONUS); attacker->client->pers.teamState.carrierdefense++; attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; // add the sprite over the player's head attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); attacker->client->ps.eFlags |= EF_AWARD_DEFEND; attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; return; } } } /* ================ Team_CheckHurtCarrier Check to see if attacker hurt the flag carrier. Needed when handing out bonuses for assistance to flag carrier defense. ================ */ void Team_CheckHurtCarrier(gentity_t *targ, gentity_t *attacker) { int flag_pw; if (!targ->client || !attacker->client) return; if (targ->client->sess.sessionTeam == TEAM_RED) flag_pw = PW_BLUEFLAG; else flag_pw = PW_REDFLAG; #ifdef MISSIONPACK if (g_gametype.integer == GT_1FCTF) { flag_pw = PW_NEUTRALFLAG; } #endif // flags if (targ->client->ps.powerups[flag_pw] && targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam) attacker->client->pers.teamState.lasthurtcarrier = level.time; // skulls if (targ->client->ps.generic1 && targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam) attacker->client->pers.teamState.lasthurtcarrier = level.time; } gentity_t *Team_ResetFlag( int team ) { char *c; gentity_t *ent, *rent = NULL; switch (team) { case TEAM_RED: c = "team_CTF_redflag"; break; case TEAM_BLUE: c = "team_CTF_blueflag"; break; case TEAM_FREE: c = "team_CTF_neutralflag"; break; default: return NULL; } ent = NULL; while ((ent = G_Find (ent, FOFS(classname), c)) != NULL) { if (ent->flags & FL_DROPPED_ITEM) G_FreeEntity(ent); else { rent = ent; RespawnItem(ent); } } Team_SetFlagStatus( team, FLAG_ATBASE ); return rent; } void Team_ResetFlags( void ) { if( g_gametype.integer == GT_CTF ) { Team_ResetFlag( TEAM_RED ); Team_ResetFlag( TEAM_BLUE ); } #ifdef MISSIONPACK else if( g_gametype.integer == GT_1FCTF ) { Team_ResetFlag( TEAM_FREE ); } #endif } void Team_ReturnFlagSound( gentity_t *ent, int team ) { gentity_t *te; if (ent == NULL) { G_Printf ("Warning: NULL passed to Team_ReturnFlagSound\n"); return; } te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND ); if( team == TEAM_BLUE ) { te->s.eventParm = GTS_RED_RETURN; } else { te->s.eventParm = GTS_BLUE_RETURN; } te->r.svFlags |= SVF_BROADCAST; } void Team_TakeFlagSound( gentity_t *ent, int team ) { gentity_t *te; if (ent == NULL) { G_Printf ("Warning: NULL passed to Team_TakeFlagSound\n"); return; } // only play sound when the flag was at the base // or not picked up the last 10 seconds switch(team) { case TEAM_RED: if( teamgame.blueStatus != FLAG_ATBASE ) { if (teamgame.blueTakenTime > level.time - 10000) return; } teamgame.blueTakenTime = level.time; break; case TEAM_BLUE: // CTF if( teamgame.redStatus != FLAG_ATBASE ) { if (teamgame.redTakenTime > level.time - 10000) return; } teamgame.redTakenTime = level.time; break; } te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND ); if( team == TEAM_BLUE ) { te->s.eventParm = GTS_RED_TAKEN; } else { te->s.eventParm = GTS_BLUE_TAKEN; } te->r.svFlags |= SVF_BROADCAST; } void Team_CaptureFlagSound( gentity_t *ent, int team ) { gentity_t *te; if (ent == NULL) { G_Printf ("Warning: NULL passed to Team_CaptureFlagSound\n"); return; } te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND ); if( team == TEAM_BLUE ) { te->s.eventParm = GTS_BLUE_CAPTURE; } else { te->s.eventParm = GTS_RED_CAPTURE; } te->r.svFlags |= SVF_BROADCAST; } void Team_ReturnFlag( int team ) { Team_ReturnFlagSound(Team_ResetFlag(team), team); if( team == TEAM_FREE ) { PrintMsg(NULL, "The flag has returned!\n" ); } else { PrintMsg(NULL, "The %s flag has returned!\n", TeamName(team)); } } void Team_FreeEntity( gentity_t *ent ) { if( ent->item->giTag == PW_REDFLAG ) { Team_ReturnFlag( TEAM_RED ); } else if( ent->item->giTag == PW_BLUEFLAG ) { Team_ReturnFlag( TEAM_BLUE ); } else if( ent->item->giTag == PW_NEUTRALFLAG ) { Team_ReturnFlag( TEAM_FREE ); } } /* ============== Team_DroppedFlagThink Automatically set in Launch_Item if the item is one of the flags Flags are unique in that if they are dropped, the base flag must be respawned when they time out ============== */ void Team_DroppedFlagThink(gentity_t *ent) { int team = TEAM_FREE; if( ent->item->giTag == PW_REDFLAG ) { team = TEAM_RED; } else if( ent->item->giTag == PW_BLUEFLAG ) { team = TEAM_BLUE; } else if( ent->item->giTag == PW_NEUTRALFLAG ) { team = TEAM_FREE; } Team_ReturnFlagSound( Team_ResetFlag( team ), team ); // Reset Flag will delete this entity } /* ============== Team_DroppedFlagThink ============== */ int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) { int i; gentity_t *player; gclient_t *cl = other->client; int enemy_flag; #ifdef MISSIONPACK if( g_gametype.integer == GT_1FCTF ) { enemy_flag = PW_NEUTRALFLAG; } else { #endif if (cl->sess.sessionTeam == TEAM_RED) { enemy_flag = PW_BLUEFLAG; } else { enemy_flag = PW_REDFLAG; } if ( ent->flags & FL_DROPPED_ITEM ) { // hey, it's not home. return it by teleporting it back PrintMsg( NULL, "%s" S_COLOR_WHITE " returned the %s flag!\n", cl->pers.netname, TeamName(team)); AddScore(other, ent->r.currentOrigin, CTF_RECOVERY_BONUS); other->client->pers.teamState.flagrecovery++; other->client->pers.teamState.lastreturnedflag = level.time; //ResetFlag will remove this entity! We must return zero Team_ReturnFlagSound(Team_ResetFlag(team), team); return 0; } #ifdef MISSIONPACK } #endif // the flag is at home base. if the player has the enemy // flag, he's just won! if (!cl->ps.powerups[enemy_flag]) return 0; // We don't have the flag #ifdef MISSIONPACK if( g_gametype.integer == GT_1FCTF ) { PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the flag!\n", cl->pers.netname ); } else { #endif PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the %s flag!\n", cl->pers.netname, TeamName(OtherTeam(team))); #ifdef MISSIONPACK } #endif cl->ps.powerups[enemy_flag] = 0; teamgame.last_flag_capture = level.time; teamgame.last_capture_team = team; // Increase the team's score AddTeamScore(ent->s.pos.trBase, other->client->sess.sessionTeam, 1); Team_ForceGesture(other->client->sess.sessionTeam); other->client->pers.teamState.captures++; // add the sprite over the player's head other->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); other->client->ps.eFlags |= EF_AWARD_CAP; other->client->rewardTime = level.time + REWARD_SPRITE_TIME; other->client->ps.persistant[PERS_CAPTURES]++; // other gets another 10 frag bonus AddScore(other, ent->r.currentOrigin, CTF_CAPTURE_BONUS); Team_CaptureFlagSound( ent, team ); // Ok, let's do the player loop, hand out the bonuses for (i = 0; i < g_maxclients.integer; i++) { player = &g_entities[i]; // also make sure we don't award assist bonuses to the flag carrier himself. if (!player->inuse || player == other) continue; if (player->client->sess.sessionTeam != cl->sess.sessionTeam) { player->client->pers.teamState.lasthurtcarrier = -5; } else if (player->client->sess.sessionTeam == cl->sess.sessionTeam) { #ifdef MISSIONPACK AddScore(player, ent->r.currentOrigin, CTF_TEAM_BONUS); #endif // award extra points for capture assists if (player->client->pers.teamState.lastreturnedflag + CTF_RETURN_FLAG_ASSIST_TIMEOUT > level.time) { AddScore (player, ent->r.currentOrigin, CTF_RETURN_FLAG_ASSIST_BONUS); other->client->pers.teamState.assists++; player->client->ps.persistant[PERS_ASSIST_COUNT]++; // add the sprite over the player's head player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); player->client->ps.eFlags |= EF_AWARD_ASSIST; player->client->rewardTime = level.time + REWARD_SPRITE_TIME; } if (player->client->pers.teamState.lastfraggedcarrier + CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) { AddScore(player, ent->r.currentOrigin, CTF_FRAG_CARRIER_ASSIST_BONUS); other->client->pers.teamState.assists++; player->client->ps.persistant[PERS_ASSIST_COUNT]++; // add the sprite over the player's head player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); player->client->ps.eFlags |= EF_AWARD_ASSIST; player->client->rewardTime = level.time + REWARD_SPRITE_TIME; } } } Team_ResetFlags(); CalculateRanks(); return 0; // Do not respawn this automatically } int Team_TouchEnemyFlag( gentity_t *ent, gentity_t *other, int team ) { gclient_t *cl = other->client; #ifdef MISSIONPACK if( g_gametype.integer == GT_1FCTF ) { PrintMsg (NULL, "%s" S_COLOR_WHITE " got the flag!\n", other->client->pers.netname ); cl->ps.powerups[PW_NEUTRALFLAG] = INT_MAX; // flags never expire if( team == TEAM_RED ) { Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_RED ); } else { Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_BLUE ); } } else{ #endif PrintMsg (NULL, "%s" S_COLOR_WHITE " got the %s flag!\n", other->client->pers.netname, TeamName(team)); if (team == TEAM_RED) cl->ps.powerups[PW_REDFLAG] = INT_MAX; // flags never expire else cl->ps.powerups[PW_BLUEFLAG] = INT_MAX; // flags never expire Team_SetFlagStatus( team, FLAG_TAKEN ); #ifdef MISSIONPACK } AddScore(other, ent->r.currentOrigin, CTF_FLAG_BONUS); #endif cl->pers.teamState.flagsince = level.time; Team_TakeFlagSound( ent, team ); return -1; // Do not respawn this automatically, but do delete it if it was FL_DROPPED } int Pickup_Team( gentity_t *ent, gentity_t *other ) { int team; gclient_t *cl = other->client; #ifdef MISSIONPACK if( g_gametype.integer == GT_OBELISK ) { // there are no team items that can be picked up in obelisk G_FreeEntity( ent ); return 0; } if( g_gametype.integer == GT_HARVESTER ) { // the only team items that can be picked up in harvester are the cubes if( ent->spawnflags != cl->sess.sessionTeam ) { cl->ps.generic1 += 1; } G_FreeEntity( ent ); return 0; } #endif // figure out what team this flag is if( strcmp(ent->classname, "team_CTF_redflag") == 0 ) { team = TEAM_RED; } else if( strcmp(ent->classname, "team_CTF_blueflag") == 0 ) { team = TEAM_BLUE; } #ifdef MISSIONPACK else if( strcmp(ent->classname, "team_CTF_neutralflag") == 0 ) { team = TEAM_FREE; } #endif else { PrintMsg ( other, "Don't know what team the flag is on.\n"); return 0; } #ifdef MISSIONPACK if( g_gametype.integer == GT_1FCTF ) { if( team == TEAM_FREE ) { return Team_TouchEnemyFlag( ent, other, cl->sess.sessionTeam ); } if( team != cl->sess.sessionTeam) { return Team_TouchOurFlag( ent, other, cl->sess.sessionTeam ); } return 0; } #endif // GT_CTF if( team == cl->sess.sessionTeam) { return Team_TouchOurFlag( ent, other, team ); } return Team_TouchEnemyFlag( ent, other, team ); } /* =========== Team_GetLocation Report a location for the player. Uses placed nearby target_location entities ============ */ gentity_t *Team_GetLocation(gentity_t *ent) { gentity_t *eloc, *best; float bestlen, len; vec3_t origin; best = NULL; bestlen = 3*8192.0*8192.0; VectorCopy( ent->r.currentOrigin, origin ); for (eloc = level.locationHead; eloc; eloc = eloc->nextTrain) { len = ( origin[0] - eloc->r.currentOrigin[0] ) * ( origin[0] - eloc->r.currentOrigin[0] ) + ( origin[1] - eloc->r.currentOrigin[1] ) * ( origin[1] - eloc->r.currentOrigin[1] ) + ( origin[2] - eloc->r.currentOrigin[2] ) * ( origin[2] - eloc->r.currentOrigin[2] ); if ( len > bestlen ) { continue; } if ( !trap_InPVS( origin, eloc->r.currentOrigin ) ) { continue; } bestlen = len; best = eloc; } return best; } /* =========== Team_GetLocation Report a location for the player. Uses placed nearby target_location entities ============ */ qboolean Team_GetLocationMsg(gentity_t *ent, char *loc, int loclen) { gentity_t *best; best = Team_GetLocation( ent ); if (!best) return qfalse; if (best->count) { if (best->count < 0) best->count = 0; if (best->count > 7) best->count = 7; Com_sprintf(loc, loclen, "%c%c%s" S_COLOR_WHITE, Q_COLOR_ESCAPE, best->count + '0', best->message ); } else Com_sprintf(loc, loclen, "%s", best->message); return qtrue; } /*---------------------------------------------------------------------------*/ /* ================ SelectRandomTeamSpawnPoint go to a random point that doesn't telefrag ================ */ #define MAX_TEAM_SPAWN_POINTS 32 gentity_t *SelectRandomTeamSpawnPoint( int teamstate, team_t team ) { gentity_t *spot; int count; int selection; gentity_t *spots[MAX_TEAM_SPAWN_POINTS]; char *classname; if (teamstate == TEAM_BEGIN) { if (team == TEAM_RED) classname = "team_CTF_redplayer"; else if (team == TEAM_BLUE) classname = "team_CTF_blueplayer"; else return NULL; } else { if (team == TEAM_RED) classname = "team_CTF_redspawn"; else if (team == TEAM_BLUE) classname = "team_CTF_bluespawn"; else return NULL; } count = 0; spot = NULL; while ((spot = G_Find (spot, FOFS(classname), classname)) != NULL) { if ( SpotWouldTelefrag( spot ) ) { continue; } spots[ count ] = spot; if (++count == MAX_TEAM_SPAWN_POINTS) break; } if ( !count ) { // no spots that won't telefrag return G_Find( NULL, FOFS(classname), classname); } selection = rand() % count; return spots[ selection ]; } /* =========== SelectCTFSpawnPoint ============ */ gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles, qboolean isbot ) { gentity_t *spot; spot = SelectRandomTeamSpawnPoint ( teamstate, team ); if (!spot) { return SelectSpawnPoint( vec3_origin, origin, angles, isbot ); } VectorCopy (spot->s.origin, origin); origin[2] += 9; VectorCopy (spot->s.angles, angles); return spot; } /*---------------------------------------------------------------------------*/ static int QDECL SortClients( const void *a, const void *b ) { return *(int *)a - *(int *)b; } /* ================== TeamplayLocationsMessage Format: clientNum location health armor weapon powerups ================== */ void TeamplayInfoMessage( gentity_t *ent ) { char entry[1024]; char string[8192]; int stringlength; int i, j; gentity_t *player; int cnt; int h, a; int clients[TEAM_MAXOVERLAY]; 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 < g_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 < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) { player = g_entities + i; if (player->inuse && player->client->sess.sessionTeam == team ) { 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) { 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 %s.\n", other->client->pers.netname, tokens, ( tokens == 1 ) ? "skull" : "skulls" ); 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); } // spawn invisible damagable obelisk entity / harvester base trigger. gentity_t *SpawnObelisk( vec3_t origin, vec3_t mins, vec3_t maxs, int team ) { gentity_t *ent; ent = G_Spawn(); VectorCopy( origin, ent->s.origin ); VectorCopy( origin, ent->s.pos.trBase ); VectorCopy( origin, ent->r.currentOrigin ); VectorCopy( mins, ent->r.mins ); VectorCopy( maxs, ent->r.maxs ); 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; } G_SetOrigin( ent, ent->s.origin ); ent->spawnflags = team; trap_LinkEntity( ent ); return ent; } // setup entity for team base model / obelisk model. void ObeliskInit( gentity_t *ent ) { trace_t tr; vec3_t dest; ent->s.eType = ET_TEAM; VectorSet( ent->r.mins, -15, -15, 0 ); VectorSet( ent->r.maxs, 15, 15, 87 ); if ( ent->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 ); } } } /*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; } ObeliskInit( ent ); if ( g_gametype.integer == GT_OBELISK ) { obelisk = SpawnObelisk( ent->s.origin, ent->r.mins, ent->r.maxs, TEAM_RED ); 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, ent->r.mins, ent->r.maxs, TEAM_RED ); 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; } ObeliskInit( ent ); if ( g_gametype.integer == GT_OBELISK ) { obelisk = SpawnObelisk( ent->s.origin, ent->r.mins, ent->r.maxs, TEAM_BLUE ); 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, ent->r.mins, ent->r.maxs, TEAM_BLUE ); 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; } ObeliskInit( ent ); if ( g_gametype.integer == GT_HARVESTER) { neutralObelisk = SpawnObelisk( ent->s.origin, ent->r.mins, ent->r.maxs, TEAM_FREE ); neutralObelisk->activator = ent; } 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