rpg-x2/game/g_team.c
Walter Julius Hennecke 600b5a28a3 Did some cleanup and added additional cvars
* Additional cvars are to set Damage for each weapons primary and secondary fire
2012-03-23 15:24:16 +01:00

1027 lines
25 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
team_t initialBorgTeam = TEAM_FREE;
int borgQueenStartPoint = ENTITYNUM_NONE;
typedef enum _flag_status {
FLAG_ATBASE = 0,
FLAG_TAKEN,
FLAG_DROPPED
} flagStatus_t;
typedef struct teamgame_s
{
float last_flag_capture;
int last_capture_team;
flagStatus_t redStatus;
flagStatus_t blueStatus;
} teamgame_t;
teamgame_t teamgame;
void Team_SetFlagStatus( int team, flagStatus_t status );
void Team_InitGame(void)
{
memset(&teamgame, 0, sizeof teamgame);
teamgame.redStatus = teamgame.blueStatus = -1; // Invalid to force update
Team_SetFlagStatus( TEAM_RED, FLAG_ATBASE );
Team_SetFlagStatus( TEAM_BLUE, FLAG_ATBASE );
// set config strings for what the two teams are for use in the cgame that renders the CTF flags
trap_SetConfigstring( CS_RED_GROUP, g_team_group_red.string);
trap_SetConfigstring( CS_BLUE_GROUP, g_team_group_blue.string);
}
int OtherTeam(int team) {
if (team==TEAM_RED)
return TEAM_BLUE;
else if (team==TEAM_BLUE)
return TEAM_RED;
return team;
}
const char *TeamName(int team) {
if (team==TEAM_RED)
return "RED";
else if (team==TEAM_BLUE)
return "BLUE";
else if (team==TEAM_SPECTATOR)
return "SPECTATOR";
return "FREE";
}
const char *OtherTeamName(int team) {
if (team==TEAM_RED)
return "BLUE";
else if (team==TEAM_BLUE)
return "RED";
else if (team==TEAM_SPECTATOR)
return "SPECTATOR";
return "FREE";
}
const char *TeamColorString(int team) {
if (team==TEAM_RED)
return S_COLOR_RED;
else if (team==TEAM_BLUE)
return S_COLOR_BLUE;
else if (team==TEAM_SPECTATOR)
return S_COLOR_YELLOW;
return S_COLOR_WHITE;
}
// NULL for everyone
void QDECL PrintMsg( gentity_t *ent, const char *fmt, ... ) {
char msg[1024];
va_list argptr;
char *p;
va_start (argptr,fmt);
if (vsprintf (msg, fmt, argptr) > sizeof(msg)) {
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 ));
}
/*
==============
OnSameTeam
==============
*/
qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ) {
if (( g_gametype.integer == GT_FFA ) || (g_gametype.integer == GT_TOURNAMENT) || (g_gametype.integer == GT_SINGLE_PLAYER))
{
return qfalse;
}
if ( !ent1->client || !ent2->client ) {
if ( !ent1->client && !ent2->client )
{
if ( ent1->team && ent2->team && atoi( ent1->team ) == atoi( ent2->team ) )
{
return qtrue;
}
}
else if ( !ent1->client )
{
if ( ent1->team && atoi( ent1->team ) == ent2->client->sess.sessionTeam )
{
return qtrue;
}
}
else// if ( !ent2->client )
{
if ( ent2->team && ent1->client->sess.sessionTeam == atoi( ent2->team ) )
{
return qtrue;
}
}
return qfalse;
}
if ( ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam ) {
return qtrue;
}
return qfalse;
}
void Team_SetFlagStatus( int team, flagStatus_t status )
{
qboolean modified = qfalse;
switch (team) {
case TEAM_RED :
if ( teamgame.redStatus != status ) {
teamgame.redStatus = status;
modified = qtrue;
}
break;
case TEAM_BLUE :
if ( teamgame.blueStatus != status ) {
teamgame.blueStatus = status;
modified = qtrue;
}
break;
}
if (modified) {
char st[4];
st[0] = '0' + (int)teamgame.redStatus;
st[1] = '0' + (int)teamgame.blueStatus;
st[2] = 0;
trap_SetConfigstring( CS_FLAGSTATUS, st );
}
}
void Team_CheckDroppedItem( gentity_t *dropped )
{
/*if (dropped->item->giTag == PW_REDFLAG)
Team_SetFlagStatus( TEAM_RED, FLAG_DROPPED );
else if (dropped->item->giTag == PW_BORG_ADAPT)
Team_SetFlagStatus( TEAM_BLUE, FLAG_DROPPED );*/
}
/*
================
Team_FragBonuses
Calculate the bonuses for flag defense, flag carrier defense, etc.
Note that bonuses are not cumlative. You get one, they are in importance
order.
================
*/
void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker)
{
//int i;
//gentity_t *ent;
//int flag_pw, enemy_flag_pw;
int otherteam;
gentity_t *flag, *carrier = NULL;
char *c;
vec3_t v1, v2;
int team;
// no bonus for fragging yourself
if (!targ->client || attacker == NULL || !attacker->client || 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_REDFLAG;
} else {
flag_pw = PW_REDFLAG;
enemy_flag_pw = PW_REDFLAG;
}*/
// did the attacker frag the flag carrier?
/*if (targ->client->ps.powerups[enemy_flag_pw]) {
attacker->client->pers.teamState.lastfraggedcarrier = level.time;
AddScore(attacker, CTF_FRAG_CARRIER_BONUS);
attacker->client->pers.teamState.fragcarrier++;
PrintMsg(NULL, "%s" S_COLOR_WHITE " eliminated %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;
}*/
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, CTF_CARRIER_DANGER_PROTECT_BONUS);
attacker->client->pers.teamState.carrierdefense++;
targ->client->pers.teamState.lasthurtcarrier = 0;
team = attacker->client->sess.sessionTeam;
PrintMsg(NULL, "%s" S_COLOR_WHITE " defends %s's flag carrier against an aggressive enemy\n",
attacker->client->pers.netname, TeamName(team));
return;
}
// flag and flag carrier area defense bonuses
// we have to find the flag and carrier entities
// find the flag
switch (attacker->client->sess.sessionTeam) {
case TEAM_RED:
c = "team_CTF_redflag";
break;
case TEAM_BLUE:
c = "team_CTF_blueflag";
break;
default:
return;
}
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
// 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;
}*/
// 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, CTF_FLAG_DEFENSE_BONUS);
attacker->client->pers.teamState.basedefense++;
if (flag->r.svFlags & SVF_NOCLIENT) {
PrintMsg(NULL, "%s" S_COLOR_WHITE " defends the %s base.\n",
attacker->client->pers.netname,
TeamName(attacker->client->sess.sessionTeam));
} else {
PrintMsg(NULL, "%s" S_COLOR_WHITE " defends the %s flag.\n",
attacker->client->pers.netname,
TeamName(attacker->client->sess.sessionTeam));
}
return;
}
if (carrier && carrier != attacker) {
VectorSubtract(targ->r.currentOrigin, carrier->r.currentOrigin, v1);
VectorSubtract(attacker->r.currentOrigin, carrier->r.currentOrigin, v1);
if ( ( ( VectorLength(v1) < CTF_ATTACKER_PROTECT_RADIUS &&
trap_InPVS(carrier->r.currentOrigin, targ->r.currentOrigin ) ) ||
( VectorLength(v2) < CTF_ATTACKER_PROTECT_RADIUS &&
trap_InPVS(carrier->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
AddScore(attacker, CTF_CARRIER_PROTECT_BONUS);
attacker->client->pers.teamState.carrierdefense++;
PrintMsg(NULL, "%s" S_COLOR_WHITE " defends the %s's flag carrier.\n",
attacker->client->pers.netname,
TeamName(attacker->client->sess.sessionTeam));
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_REDFLAG;
else
flag_pw = PW_REDFLAG;*/
/*if (targ->client->ps.powerups[flag_pw] &&
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;
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)
{
Team_ResetFlag(TEAM_RED);
Team_ResetFlag(TEAM_BLUE);
}
void Team_ReturnFlagSound(gentity_t *ent, int team)
{
// play powerup spawn sound to all clients
gentity_t *te;
if (ent == NULL) {
G_Printf ("Warning: NULL passed to Team_ReturnFlagSound\n");
return;
}
te = G_TempEntity( ent->s.pos.trBase, EV_TEAM_SOUND );
te->s.eventParm = RETURN_FLAG_SOUND;
te->s.otherEntityNum = team;
te->r.svFlags |= SVF_BROADCAST;
}
void Team_ReturnFlag(int team)
{
Team_ReturnFlagSound(Team_ResetFlag(team), team);
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_BORG_ADAPT)
Team_ReturnFlag(TEAM_BLUE);*/
}
/*
==============
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)
{
/*if (ent->item->giTag == PW_REDFLAG)
Team_ReturnFlagSound(Team_ResetFlag(TEAM_RED), TEAM_RED);
else if (ent->item->giTag == PW_BORG_ADAPT)
Team_ReturnFlagSound(Team_ResetFlag(TEAM_BLUE), TEAM_BLUE);*/
// Reset Flag will delete this entity
}
void Team_AddScore( int team, int points )
{
teamgame.last_flag_capture = level.time;
teamgame.last_capture_team = team;
// Increase the team's score
level.teamScores[team] += points;
}
int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) {
int i;
gentity_t *player;
gclient_t *cl = other->client;
//int our_flag;
//int enemy_flag;
gentity_t *te;
/*if (cl->sess.sessionTeam == TEAM_RED) {
our_flag = PW_REDFLAG;
enemy_flag = PW_REDFLAG;
} else {
our_flag = PW_REDFLAG;
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, CTF_RECOVERY_BONUS);
other->client->pers.teamState.flagrecovery++;
other->client->pers.teamState.lastreturnedflag = level.time;
//ResetFlag will remove this entity! We must return zero
Team_ReturnFlagSound(Team_ResetFlag(team), team);
return 0;
}
// the flag is at home base. if the player has the enemy
// flag, he's just won!
//if (!cl->ps.powerups[enemy_flag])
// return 0; // We don't have the flag
PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the %s flag!\n",
cl->pers.netname, TeamName(OtherTeam(team)));
//cl->ps.powerups[enemy_flag] = 0;
Team_AddScore( team, 1 );
other->client->pers.teamState.captures++;
// other gets another 10 frag bonus
AddScore(other, CTF_CAPTURE_BONUS);
// If this is the last capture of the match, don't play the capture sound.
if (level.teamScores[other->client->sess.sessionTeam ] == g_capturelimit.integer)
{
te = G_TempEntity( ent->s.pos.trBase, EV_TEAM_SOUND );
te->s.eventParm = SCORED_FLAG_NO_VOICE_SOUND;
te->s.otherEntityNum = cl->sess.sessionTeam;
te->r.svFlags |= SVF_BROADCAST;
}
else
{
te = G_TempEntity( ent->s.pos.trBase, EV_TEAM_SOUND );
te->s.eventParm = SCORED_FLAG_SOUND;
te->s.otherEntityNum = cl->sess.sessionTeam;
te->r.svFlags |= SVF_BROADCAST;
}
// 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, CTF_TEAM_BONUS);
// award extra points for capture assists
if (player->client->pers.teamState.lastreturnedflag +
CTF_RETURN_FLAG_ASSIST_TIMEOUT > level.time) {
PrintMsg( NULL,
"%s" S_COLOR_WHITE " gets an assist for returning the %s flag!\n",
player->client->pers.netname,
TeamName(team));
AddScore (player, CTF_RETURN_FLAG_ASSIST_BONUS);
other->client->pers.teamState.assists++;
}
if (player->client->pers.teamState.lastfraggedcarrier +
CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) {
PrintMsg( NULL, "%s" S_COLOR_WHITE " gets an assist for eliminating the %s flag carrier!\n",
player->client->pers.netname,
TeamName(OtherTeam(team)));
AddScore(player, CTF_FRAG_CARRIER_ASSIST_BONUS);
other->client->pers.teamState.assists++;
}
}
}
Team_ResetFlags();
CalculateRanks( qfalse );
return 0; // Do not respawn this automatically
}
int Team_TouchEnemyFlag( gentity_t *ent, gentity_t *other, int team ) {
gclient_t *cl = other->client;
// hey, its not our flag, pick it up
PrintMsg (NULL, "%s" S_COLOR_WHITE " got the %s flag!\n",
other->client->pers.netname, TeamName(team));
AddScore(other, CTF_FLAG_BONUS);
//if (team == TEAM_RED)
//cl->ps.powerups[PW_REDFLAG] = INT_MAX; // flags never expire
//else
//cl->ps.powerups[PW_BORG_ADAPT] = INT_MAX; // flags never expire
cl->pers.teamState.flagsince = level.time;
Team_SetFlagStatus( team, FLAG_TAKEN );
return -1; // Do not respawn this automatically, but do delete it if it was FL_DROPPED
}
int Pickup_Team( gentity_t *ent, gentity_t *other ) {
int team;
gclient_t *cl = other->client;
// figure out what team this flag is
if (strcmp(ent->classname, "team_CTF_redflag") == 0)
team = TEAM_RED;
else if (strcmp(ent->classname, "team_CTF_blueflag") == 0)
team = TEAM_BLUE;
else {
PrintMsg ( other, "Don't know what team the flag is on.\n");
return 0;
}
return ((team == cl->sess.sessionTeam) ?
Team_TouchOurFlag : 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( gentity_t *ent, 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 ( teamstate != TEAM_BEGIN) {
if ( spot->spawnflags & 1 ) {
//not an active spawn point
continue;
}
}
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 ( gentity_t *ent, team_t team, int teamstate, vec3_t origin, vec3_t angles ) {
gentity_t *spot;
spot = SelectRandomTeamSpawnPoint ( ent, 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;
}*/
/*
==================
CheckHealthInfoMessage
Sends Health Changes to proper clients
Format:
clientNum health
==================
*/
void CheckHealthInfoMessage( void )
{
char entry[1024];
char string[1400];
int stringlength;
int i, j, t;
gentity_t *player, *ent;
int sendToCnt, cnt, sentCnt;
int h;
int clients[MAX_CLIENTS];
int sendToClients[MAX_CLIENTS];
//only send this to medics or spectators or adminz
for (i = 0, sendToCnt = 0; i < g_maxclients.integer; i++)
{
if ( level.clients[i].pers.connected == CON_CONNECTED && level.clients[i].ps.stats[STAT_HEALTH] > 0 &&//make sure they've actually spawned in already
(level.clients[i].sess.sessionTeam == TEAM_SPECTATOR || g_classData[level.clients[i].sess.sessionClass].isMedical || g_classData[level.clients[i].sess.sessionClass].isAdmin ) )
{
sendToClients[sendToCnt++] = i;
}
}
if ( !sendToCnt )
{//no-one to send to
return;
}
//only send those clients whose health has changed this cycle
//NB: there's a prob with client 0 in here....
for (i = 0, cnt = 0; i < g_maxclients.integer; i++)
{
player = g_entities + i;
if ( player->inuse && player->old_health != player->health && ( player->health > 0 || player->old_health > 0 ))
{
clients[cnt++] = i;
player->old_health = player->health;
}
}
if ( !cnt )
{//no-one relevant changed health
return;
}
for ( t = 0; t < sendToCnt; t++ )
{
ent = g_entities + sendToClients[t];
sentCnt = 0;
// send the latest information on all clients
string[0] = 0;
stringlength = 0;
for (i = 0; i < cnt; i++)
{
player = g_entities + clients[i];
//RPG-X | Phenix | 05/03/2005
/*if ( ent->client->sess.sessionTeam == player->client->sess.sessionTeam && ent->client->pers.teamInfo )
{//already sent this player's health to this client because teaminfo is on
continue;
}*/
if ( ent == player )
{//don't send the ent his own health
continue;
}
//send this one
sentCnt++;
h = player->health;
if (h < 0) h = 0;
Com_sprintf (entry, sizeof(entry), " %i %i", clients[i], h);
j = strlen(entry);
if (stringlength + j > sizeof(string))
break;
strcpy (string + stringlength, entry);
stringlength += j;
}
if ( sentCnt )
{
trap_SendServerCommand( sendToClients[t], va("hinfo %i%s", sentCnt, string) );
//trap_SendServerCommand( -1, va( "print \"^1hinfo %i%s\n\"", sentCnt, string ));
}
}
}
/*
==================
TeamplayLocationsMessage
Format:
clientNum location health armor weapon powerups
==================
*/
void TeamplayInfoMessage( gentity_t *ent ) {
char entry[1024];
char string[1400];
int stringlength;
int i, j;
gentity_t *player;
int cnt;
//int h, a;
int clients[TEAM_MAXOVERLAY];
//TiM : Send data regardless
/*if ( ! ent->client->pers.teamInfo )
return;*/
//don't bother sending during intermission?
if ( level.intermissiontime )
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
//TiM
//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;
//RPG-X | Phenix | 05/03/2005
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;*/
//to counter for the fact we could pwn the server doing this, remove all superfluous data
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) );
}
//TiM - Modified to work with RPG-X
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->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->inuse /*&&
(ent->client->sess.sessionTeam == TEAM_RED ||
ent->client->sess.sessionTeam == TEAM_BLUE)*/) {
TeamplayInfoMessage( ent );
}
}
CheckHealthInfoMessage();
}
}
/*-----------------------------------------------------------------*/
/*QUAKED team_CTF_redplayer (1 0 0) (-16 -16 -16) (16 16 32) BORGQUEEN
Only in CTF games. Red players spawn here at game start.
BORGQUEEN - The player that is the Borg Queen will spawn here
*/
void SP_team_CTF_redplayer( gentity_t *ent ) {
if ( ent->spawnflags & 1 )
{
initialBorgTeam = TEAM_RED;
borgQueenStartPoint = ent->s.number;
}
}
/*QUAKED team_CTF_blueplayer (0 0 1) (-16 -16 -16) (16 16 32) BORGQUEEN
Only in CTF games. Blue players spawn here at game start.
BORGQUEEN - The player that is the Borg Queen will spawn here
*/
void SP_team_CTF_blueplayer( gentity_t *ent ) {
if ( ent->spawnflags & 1 )
{
initialBorgTeam = TEAM_BLUE;
borgQueenStartPoint = ent->s.number;
}
}
void spawnpoint_toggle_active( gentity_t *ent, gentity_t *other, gentity_t *activator )
{
ent->spawnflags ^= 1;
}
/*QUAKED team_CTF_redspawn (1 0 0) (-16 -16 -24) (16 16 32) STARTOFF
potential spawning position for red team in CTF games, AFTER game start
Targets will be fired when someone spawns in on them.
STARTOFF - won't be considered as a spawn point until used
targetname - when used, toggles between active and incative spawn point
*/
void SP_team_CTF_redspawn(gentity_t *ent) {
if ( ent->targetname )
{
ent->use = spawnpoint_toggle_active;
}
}
/*QUAKED team_CTF_bluespawn (0 0 1) (-16 -16 -24) (16 16 32) STARTOFF
potential spawning position for blue team in CTF games, AFTER game start
Targets will be fired when someone spawns in on them.
STARTOFF - won't be considered as a spawn point until used
targetname - when used, toggles between active and incative spawn point
*/
void SP_team_CTF_bluespawn(gentity_t *ent) {
if ( ent->targetname )
{
ent->use = spawnpoint_toggle_active;
}
}