rpgxef/code/game/g_arenas.c

408 lines
12 KiB
C

// 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;
}
}