// Copyright (C) 1999-2000 Id Software, Inc. // // // g_arenas.c // #include "g_local.h" #ifndef min #define min(a, b) (a) < (b) ? a : b #endif gentity_t *podium1; gentity_t *podium2; gentity_t *podium3; void UpdateTournamentInfo( void ) { int i = 0, j = 0, k = 0; gentity_t *player = NULL; int playerClientNum; int n; char msg[AWARDS_MSG_LENGTH], msg2[AWARDS_MSG_LENGTH]; int playerRank=level.numNonSpectatorClients-1, highestTiedRank = 0; gentity_t *MVP = NULL; int mvpNum = -1, mvpPoints = 0, winningCaptures = 0, winningPoints = 0; int winningTeam=0; int loseCaptures = 0, losePoints = 0; char *mvpName = ""; gclient_t *cl = NULL; gclient_t *cl2= NULL; int secondPlaceTied=0; memset(msg, 0, AWARDS_MSG_LENGTH); memset(msg2, 0, AWARDS_MSG_LENGTH); player = NULL; // Was there a tie for second place on the podium? cl = &level.clients[level.sortedClients[1]]; cl2= &level.clients[level.sortedClients[2]]; if (cl->ps.persistant[PERS_SCORE] == cl2->ps.persistant[PERS_SCORE]) secondPlaceTied=1; winningTeam = level.clients[0].ps.persistant[PERS_RANK]+1; if ( winningTeam != TEAM_BLUE && winningTeam != TEAM_RED ) {//tie or not a team game winningTeam = 0; } if (mvpNum < 0) {//ah, crap no MVP, pick the first player on the winning team for (i = 0; i < level.maxclients; i++ ) { if ( !&g_entities[i] ) continue; if ( !(&g_entities[i])->client) continue; if ( g_entities[i].client->ps.persistant[PERS_TEAM] == winningTeam ) { mvpNum = i; break; } } } if (mvpNum >= 0) {//still no MVP, so skip it MVP = &g_entities[mvpNum]; mvpName = MVP->client->pers.netname; mvpPoints = MVP->client->ps.persistant[PERS_SCORE]; winningTeam = MVP->client->ps.persistant[PERS_TEAM]; } if ( winningTeam ) {//one of the teams won winningCaptures = level.teamScores[winningTeam]; if (winningTeam == TEAM_RED) loseCaptures = level.teamScores[TEAM_BLUE]; else loseCaptures = level.teamScores[TEAM_RED]; for (i = 0; i < level.maxclients; i++ ) { if ( !&g_entities[i] ) continue; if ( !(&g_entities[i])->client ) continue; if ( g_entities[i].client->ps.persistant[PERS_TEAM] == winningTeam ) winningPoints += g_entities[i].client->ps.persistant[PERS_SCORE]; else losePoints += g_entities[i].client->ps.persistant[PERS_SCORE]; } } for (i = 0; i < level.maxclients; i++ ) { player = &g_entities[i]; if ( !player->inuse || (player->r.svFlags & SVF_BOT)) { continue; } playerClientNum = i; G_Client_CalculateRanks( qfalse ); // put info for the top three players into the msg Com_sprintf(msg, AWARDS_MSG_LENGTH, "awards %d", level.numNonSpectatorClients); for( j = 0; j < level.numNonSpectatorClients; j++ ) { if (j > 2) { break; } n = level.sortedClients[j]; strcpy(msg2, msg); Com_sprintf(msg, AWARDS_MSG_LENGTH, "%s %d", msg2, n); } // put this guy's awards into the msg if ( level.clients[playerClientNum].sess.sessionTeam == TEAM_SPECTATOR ) { strcpy(msg2, msg); Com_sprintf( msg, sizeof(msg), "%s 0", msg2); } // now supply... // // 1) winning team's MVP's name // 2) winning team's MVP's score // 3) winning team's total captures // 4) winning team's total points // 5) this player's rank // 6) the highest rank for which this player tied // 7) losing team's total captures // 8) losing team's total points // 9) if second place was tied // 10) intermission point // 11) intermission angles // for (k = 0; k < level.numNonSpectatorClients; k++) { if (level.sortedClients[k] == playerClientNum) { playerRank = k; break; } } highestTiedRank = 0; for (k = playerRank-1; k >= 0; k--) { cl = &level.clients[level.sortedClients[k]]; if (cl->ps.persistant[PERS_SCORE] > level.clients[level.sortedClients[playerRank]].ps.persistant[PERS_SCORE]) { break; } highestTiedRank = k+1; } strcpy(msg2, msg); Com_sprintf(msg, AWARDS_MSG_LENGTH, "%s \"%s\" %d %d %d %d %d %d %d %d %f %f %f %f %f %f", msg2, mvpName, mvpPoints, winningCaptures, winningPoints, playerRank, highestTiedRank, loseCaptures, losePoints, secondPlaceTied, level.intermission_origin[0], level.intermission_origin[1], level.intermission_origin[2], level.intermission_angle[0], level.intermission_angle[1], level.intermission_angle[2]); trap_SendServerCommand(player-g_entities, msg); } if (g_gametype.integer == GT_SINGLE_PLAYER) { Com_sprintf( msg, sizeof(msg), "postgame %i", playerRank); trap_SendConsoleCommand( EXEC_APPEND, msg); } } static gentity_t *SpawnModelOnVictoryPad( gentity_t *pad, vec3_t offset, gentity_t *ent, int place ) { gentity_t *body; vec3_t vec; vec3_t f, r, u; entityState_t *eState; entityShared_t *eShared; body = G_Spawn(); if ( !body ) { G_Printf( S_COLOR_RED "ERROR: out of gentities\n" ); return NULL; } eState = &body->s; eShared = &body->r; body->classname = ent->client->pers.netname; body->client = ent->client; eState = &ent->s; eState->eType = ET_PLAYER; // could be ET_INVISIBLE eState->eFlags = 0; // clear EF_TALK, etc eState->powerups = 0; // clear powerups eState->loopSound = 0; // clear lava burning eState->number = body - g_entities; body->timestamp = level.time; body->physicsObject = qtrue; body->physicsBounce = 0; // don't bounce eState->event = 0; eState->pos.trType = TR_STATIONARY; eState->groundEntityNum = ENTITYNUM_WORLD; eState->legsAnim = BOTH_STAND1; //TORSO_STAND eState->torsoAnim = BOTH_STAND1; // fix up some weapon holding / shooting issues if (eState->weapon==WP_5 || eState->weapon==WP_13 || eState->weapon == WP_0 ) eState->weapon = WP_6; eState->event = 0; eShared->svFlags = ent->r.svFlags; VectorCopy (ent->r.mins, eShared->mins); VectorCopy (ent->r.maxs, eShared->maxs); VectorCopy (ent->r.absmin, eShared->absmin); VectorCopy (ent->r.absmax, eShared->absmax); body->clipmask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP; eShared->contents = CONTENTS_BODY; eShared->ownerNum = ent->r.ownerNum; body->takedamage = qfalse; VectorSubtract( level.intermission_origin, pad->r.currentOrigin, vec ); vectoangles( vec, eState->apos.trBase ); eState->apos.trBase[PITCH] = 0; eState->apos.trBase[ROLL] = 0; AngleVectors( eState->apos.trBase, f, r, u ); VectorMA( pad->r.currentOrigin, offset[0], f, vec ); VectorMA( vec, offset[1], r, vec ); VectorMA( vec, offset[2], u, vec ); G_SetOrigin( body, vec ); trap_LinkEntity (body); body->count = place; return body; } static void CelebrateStop( gentity_t *player ) { int anim; anim = BOTH_STAND1; //TORSO_STAND player->s.torsoAnim = ( ( player->s.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; } #define TIMER_GESTURE (34*66+50) extern void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ); static void CelebrateStart( gentity_t *player ) { /*player->s.torsoAnim = ( ( player->s.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | TORSO_GESTURE; player->nextthink = level.time + TIMER_GESTURE; player->think = CelebrateStop;*/ // We don't want the taunt sound effect because it interfears with the computer voice giving awards // FIXME: just get timing right? //FIXME: why does this get lost now? BG_AddPredictableEventToPlayerstate( EV_TAUNT, 0, &player->client->ps ); } static vec3_t offsetFirst = {0, 0, 64}; static vec3_t offsetSecond = {-10, 60, 44}; static vec3_t offsetThird = {-19, -60, 35}; static void PodiumPlacementThink( gentity_t *podium ) { vec3_t vec; vec3_t origin; vec3_t f, r, u; podium->nextthink = level.time + 100; AngleVectors( level.intermission_angle, vec, NULL, NULL ); VectorMA( level.intermission_origin, trap_Cvar_VariableIntegerValue( "g_podiumDist" ), vec, origin ); origin[2] -= trap_Cvar_VariableIntegerValue( "g_podiumDrop" ); G_SetOrigin( podium, origin ); if( podium1 ) { VectorSubtract( level.intermission_origin, podium->r.currentOrigin, vec ); vectoangles( vec, podium1->s.apos.trBase ); podium1->s.apos.trBase[PITCH] = 0; podium1->s.apos.trBase[ROLL] = 0; AngleVectors( podium1->s.apos.trBase, f, r, u ); VectorMA( podium->r.currentOrigin, offsetFirst[0], f, vec ); VectorMA( vec, offsetFirst[1], r, vec ); VectorMA( vec, offsetFirst[2], u, vec ); G_SetOrigin( podium1, vec ); } if( podium2 ) { VectorSubtract( level.intermission_origin, podium->r.currentOrigin, vec ); vectoangles( vec, podium2->s.apos.trBase ); podium2->s.apos.trBase[PITCH] = 0; podium2->s.apos.trBase[ROLL] = 0; AngleVectors( podium2->s.apos.trBase, f, r, u ); VectorMA( podium->r.currentOrigin, offsetSecond[0], f, vec ); VectorMA( vec, offsetSecond[1], r, vec ); VectorMA( vec, offsetSecond[2], u, vec ); G_SetOrigin( podium2, vec ); } if( podium3 ) { VectorSubtract( level.intermission_origin, podium->r.currentOrigin, vec ); vectoangles( vec, podium3->s.apos.trBase ); podium3->s.apos.trBase[PITCH] = 0; podium3->s.apos.trBase[ROLL] = 0; AngleVectors( podium3->s.apos.trBase, f, r, u ); VectorMA( podium->r.currentOrigin, offsetThird[0], f, vec ); VectorMA( vec, offsetThird[1], r, vec ); VectorMA( vec, offsetThird[2], u, vec ); G_SetOrigin( podium3, vec ); } } static gentity_t *SpawnPodium( void ) { gentity_t *podium; vec3_t vec; vec3_t origin; podium = G_Spawn(); if ( !podium ) { return NULL; } podium->classname = "podium"; podium->s.eType = ET_GENERAL; podium->s.number = podium - g_entities; podium->clipmask = CONTENTS_SOLID; podium->r.contents = CONTENTS_SOLID; if (g_gametype.integer > GT_SINGLE_PLAYER) podium->s.modelindex = G_ModelIndex( TEAM_PODIUM_MODEL ); else podium->s.modelindex = G_ModelIndex( SP_PODIUM_MODEL ); AngleVectors( level.intermission_angle, vec, NULL, NULL ); VectorMA( level.intermission_origin, trap_Cvar_VariableIntegerValue( "g_podiumDist" ), vec, origin ); origin[2] -= trap_Cvar_VariableIntegerValue( "g_podiumDrop" ); G_SetOrigin( podium, origin ); VectorSubtract( level.intermission_origin, podium->r.currentOrigin, vec ); podium->s.apos.trBase[YAW] = vectoyaw( vec ); trap_LinkEntity (podium); podium->think = PodiumPlacementThink; podium->nextthink = level.time + 100; return podium; } void SpawnModelsOnVictoryPads( void ) { gentity_t *player; gentity_t *podium; podium1 = NULL; podium2 = NULL; podium3 = NULL; podium = SpawnPodium(); player = SpawnModelOnVictoryPad( podium, offsetFirst, &g_entities[level.sortedClients[0]], level.clients[ level.sortedClients[0] ].ps.persistant[PERS_RANK] &~ RANK_TIED_FLAG ); if ( player ) { player->nextthink = level.time + 2000; player->think = CelebrateStart; podium1 = player; } // For non team game types, we want to spawn 3 characters on the victory pad // For team games (GT_TEAM, GT_CTF) we want to have only a single player on the pad if (( g_gametype.integer == GT_FFA ) || (g_gametype.integer == GT_TOURNAMENT) || (g_gametype.integer == GT_SINGLE_PLAYER)) { if ( level.numNonSpectatorClients > 1 ) { player = SpawnModelOnVictoryPad( podium, offsetSecond, &g_entities[level.sortedClients[1]], level.clients[ level.sortedClients[1] ].ps.persistant[PERS_RANK] &~ RANK_TIED_FLAG ); if ( player ) { podium2 = player; } } if ( level.numNonSpectatorClients > 2 ) { player = SpawnModelOnVictoryPad( podium, offsetThird, &g_entities[level.sortedClients[2]], level.clients[ level.sortedClients[2] ].ps.persistant[PERS_RANK] &~ RANK_TIED_FLAG ); if ( player ) { podium3 = player; } } } } void Svcmd_AbortPodium_f( void ) { if( g_gametype.integer != GT_SINGLE_PLAYER ) { return; } if( podium1 ) { podium1->nextthink = level.time; podium1->think = CelebrateStop; } }