lilium-voyager/code/game/g_team.h
2005-08-28 17:54:51 +00:00

88 lines
4.3 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
#ifdef MISSIONPACK
#define CTF_CAPTURE_BONUS 100 // what you get for capture
#define CTF_TEAM_BONUS 25 // what your team gets for capture
#define CTF_RECOVERY_BONUS 10 // what you get for recovery
#define CTF_FLAG_BONUS 10 // what you get for picking up enemy flag
#define CTF_FRAG_CARRIER_BONUS 20 // what you get for fragging enemy flag carrier
#define CTF_FLAG_RETURN_TIME 40000 // seconds until auto return
#define CTF_CARRIER_DANGER_PROTECT_BONUS 5 // bonus for fraggin someone who has recently hurt your flag carrier
#define CTF_CARRIER_PROTECT_BONUS 2 // bonus for fraggin someone while either you or your target are near your flag carrier
#define CTF_FLAG_DEFENSE_BONUS 10 // bonus for fraggin someone while either you or your target are near your flag
#define CTF_RETURN_FLAG_ASSIST_BONUS 10 // awarded for returning a flag that causes a capture to happen almost immediately
#define CTF_FRAG_CARRIER_ASSIST_BONUS 10 // award for fragging a flag carrier if a capture happens almost immediately
#else
#define CTF_CAPTURE_BONUS 5 // what you get for capture
#define CTF_TEAM_BONUS 0 // what your team gets for capture
#define CTF_RECOVERY_BONUS 1 // what you get for recovery
#define CTF_FLAG_BONUS 0 // what you get for picking up enemy flag
#define CTF_FRAG_CARRIER_BONUS 2 // what you get for fragging enemy flag carrier
#define CTF_FLAG_RETURN_TIME 40000 // seconds until auto return
#define CTF_CARRIER_DANGER_PROTECT_BONUS 2 // bonus for fraggin someone who has recently hurt your flag carrier
#define CTF_CARRIER_PROTECT_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag carrier
#define CTF_FLAG_DEFENSE_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag
#define CTF_RETURN_FLAG_ASSIST_BONUS 1 // awarded for returning a flag that causes a capture to happen almost immediately
#define CTF_FRAG_CARRIER_ASSIST_BONUS 2 // award for fragging a flag carrier if a capture happens almost immediately
#endif
#define CTF_TARGET_PROTECT_RADIUS 1000 // the radius around an object being defended where a target will be worth extra frags
#define CTF_ATTACKER_PROTECT_RADIUS 1000 // the radius around an object being defended where an attacker will get extra frags when making kills
#define CTF_CARRIER_DANGER_PROTECT_TIMEOUT 8000
#define CTF_FRAG_CARRIER_ASSIST_TIMEOUT 10000
#define CTF_RETURN_FLAG_ASSIST_TIMEOUT 10000
#define CTF_GRAPPLE_SPEED 750 // speed of grapple in flight
#define CTF_GRAPPLE_PULL_SPEED 750 // speed player is pulled at
#define OVERLOAD_ATTACK_BASE_SOUND_TIME 20000
// Prototypes
int OtherTeam(int team);
const char *TeamName(int team);
const char *OtherTeamName(int team);
const char *TeamColorString(int team);
void AddTeamScore(vec3_t origin, int team, int score);
void Team_DroppedFlagThink(gentity_t *ent);
void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker);
void Team_CheckHurtCarrier(gentity_t *targ, gentity_t *attacker);
void Team_InitGame(void);
void Team_ReturnFlag(int team);
void Team_FreeEntity(gentity_t *ent);
gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles );
gentity_t *Team_GetLocation(gentity_t *ent);
qboolean Team_GetLocationMsg(gentity_t *ent, char *loc, int loclen);
void TeamplayInfoMessage( gentity_t *ent );
void CheckTeamStatus(void);
int Pickup_Team( gentity_t *ent, gentity_t *other );