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