diff options
author | Tim Angus <tim@ngus.net> | 2001-01-03 18:26:58 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2001-01-03 18:26:58 +0000 |
commit | 5d27565dc8162000b75e41bf315f18b3e8015ac7 (patch) | |
tree | 5a30f46118e6baa4703045a9c2d3f02f144fcd8b /src/game/g_team.c | |
parent | 25e294467350aef8726c235cc908aba5aa4d091f (diff) |
1.27 import
Diffstat (limited to 'src/game/g_team.c')
-rw-r--r-- | src/game/g_team.c | 1046 |
1 files changed, 1046 insertions, 0 deletions
diff --git a/src/game/g_team.c b/src/game/g_team.c new file mode 100644 index 00000000..97bfbd86 --- /dev/null +++ b/src/game/g_team.c @@ -0,0 +1,1046 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "g_local.h" + +typedef struct teamgame_s { + float last_flag_capture; + int last_capture_team; + flagStatus_t redStatus; // CTF + flagStatus_t blueStatus; // CTF + flagStatus_t flagStatus; // One Flag CTF + int redTakenTime; + int blueTakenTime; + int redObeliskAttackedTime; + int blueObeliskAttackedTime; +} teamgame_t; + +teamgame_t teamgame; + +void Team_SetFlagStatus( int team, flagStatus_t status ); + +void Team_InitGame(void) +{ + memset(&teamgame, 0, sizeof teamgame); + switch( g_gametype.integer ) { + case GT_CTF: + teamgame.redStatus = teamgame.blueStatus = -1; // Invalid to force update + Team_SetFlagStatus( TEAM_HUMANS, FLAG_ATBASE ); + Team_SetFlagStatus( TEAM_DROIDS, FLAG_ATBASE ); + break; + default: + break; + } +} + +int OtherTeam(int team) { + if (team==TEAM_HUMANS) + return TEAM_DROIDS; + else if (team==TEAM_DROIDS) + return TEAM_HUMANS; + return team; +} + +const char *TeamName(int team) { + if (team==TEAM_HUMANS) + return "RED"; + else if (team==TEAM_DROIDS) + return "BLUE"; + else if (team==TEAM_SPECTATOR) + return "SPECTATOR"; + return "FREE"; +} + +const char *OtherTeamName(int team) { + if (team==TEAM_HUMANS) + return "BLUE"; + else if (team==TEAM_DROIDS) + return "RED"; + else if (team==TEAM_SPECTATOR) + return "SPECTATOR"; + return "FREE"; +} + +const char *TeamColorString(int team) { + if (team==TEAM_HUMANS) + return S_COLOR_RED; + else if (team==TEAM_DROIDS) + 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 )); +} + + +/* +============== +AddTeamScore + + used for gametype > GT_TEAM + for gametype GT_TEAM the level.teamScores is updated in AddScore in g_combat.c +============== +*/ +void AddTeamScore(vec3_t origin, int team, int score) { + gentity_t *te; + + //te = G_TempEntity(origin, EV_GLOBAL_TEAM_SOUND ); + te->r.svFlags |= SVF_BROADCAST; + + if ( team == TEAM_HUMANS ) { + if ( level.teamScores[ TEAM_HUMANS ] + score == level.teamScores[ TEAM_DROIDS ] ) { + //teams are tied sound + //te->s.eventParm = GTS_TEAMS_ARE_TIED; + } + else if ( level.teamScores[ TEAM_HUMANS ] <= level.teamScores[ TEAM_DROIDS ] && + level.teamScores[ TEAM_HUMANS ] + score > level.teamScores[ TEAM_DROIDS ]) { + // red took the lead sound + //te->s.eventParm = GTS_REDTEAM_TOOK_LEAD; + } + else { + // red scored sound + //te->s.eventParm = GTS_REDTEAM_SCORED; + } + } + else { + if ( level.teamScores[ TEAM_DROIDS ] + score == level.teamScores[ TEAM_HUMANS ] ) { + //teams are tied sound + //te->s.eventParm = GTS_TEAMS_ARE_TIED; + } + else if ( level.teamScores[ TEAM_DROIDS ] <= level.teamScores[ TEAM_HUMANS ] && + level.teamScores[ TEAM_DROIDS ] + score > level.teamScores[ TEAM_HUMANS ]) { + // blue took the lead sound + //te->s.eventParm = GTS_BLUETEAM_TOOK_LEAD; + } + else { + // blue scored sound + //te->s.eventParm = GTS_BLUETEAM_SCORED; + } + } + level.teamScores[ team ] += score; +} + + +/* +============== +OnSameTeam +============== +*/ +qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ) { + if ( !ent1->client || !ent2->client ) { + return qfalse; + } + + if ( g_gametype.integer < GT_TEAM ) { + return qfalse; + } + + if ( ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam ) { + return qtrue; + } + + return qfalse; +} + +static char ctfFlagStatusRemap[] = { '0', '1', '*', '*', '2' }; +static char oneFlagStatusRemap[] = { '0', '1', '2', '3', '4' }; + +void Team_SetFlagStatus( int team, flagStatus_t status ) { + qboolean modified = qfalse; + + switch( team ) { + case TEAM_HUMANS: // CTF + if( teamgame.redStatus != status ) { + teamgame.redStatus = status; + modified = qtrue; + } + break; + + case TEAM_DROIDS: // CTF + if( teamgame.blueStatus != status ) { + teamgame.blueStatus = status; + modified = qtrue; + } + break; + + case TEAM_FREE: // One Flag CTF + if( teamgame.flagStatus != status ) { + teamgame.flagStatus = status; + modified = qtrue; + } + break; + } + + if( modified ) { + char st[4]; + + if( g_gametype.integer == GT_CTF ) { + st[0] = ctfFlagStatusRemap[teamgame.redStatus]; + st[1] = ctfFlagStatusRemap[teamgame.blueStatus]; + st[2] = 0; + } + else { // GT_1FCTF + st[0] = oneFlagStatusRemap[teamgame.flagStatus]; + st[1] = 0; + } + + trap_SetConfigstring( CS_FLAGSTATUS, st ); + } +} + + +void Team_CheckDroppedItem( gentity_t *dropped ) +{ + /*if (dropped->item->giTag == PW_REDFLAG) + Team_SetFlagStatus( TEAM_HUMANS, FLAG_DROPPED ); + else if (dropped->item->giTag == PW_BLUEFLAG) + Team_SetFlagStatus( TEAM_DROIDS, FLAG_DROPPED );*/ +} + + +/* +================ +Team_ForceGesture +================ +*/ +void Team_ForceGesture(int team) { + int i; + gentity_t *ent; + + for (i = 0; i < MAX_CLIENTS; i++) { + ent = &g_entities[i]; + if (!ent->inuse) + continue; + if (!ent->client) + continue; + if (ent->client->sess.sessionTeam != team) + continue; + // + ent->flags |= FL_FORCE_GESTURE; + } +} + + +/* +================ +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; + int tokens; + gentity_t *flag, *carrier = NULL; + char *c; + vec3_t v1, v2; + int team; + + // no bonus for fragging yourself + if (!targ->client || !attacker->client || targ == attacker || OnSameTeam(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_HUMANS) { + flag_pw = PW_REDFLAG; + enemy_flag_pw = PW_BLUEFLAG; + } else { + flag_pw = PW_BLUEFLAG; + enemy_flag_pw = PW_REDFLAG; + }*/ + + // did the attacker frag the flag carrier? + tokens = 0; + 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 " fragged %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; + } + + // did the attacker frag a head carrier? other->client->ps.generic1 + if (tokens) { + attacker->client->pers.teamState.lastfraggedcarrier = level.time; + AddScore(attacker, CTF_FRAG_CARRIER_BONUS * tokens * tokens); + attacker->client->pers.teamState.fragcarrier++; + PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's skull 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; + + //attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; + team = attacker->client->sess.sessionTeam; + // add the sprite over the player's head + //attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + //attacker->client->ps.eFlags |= EF_AWARD_DEFEND; + attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; + + return; + } + + if (targ->client->pers.teamState.lasthurtcarrier && + level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT) { + // attacker is on the same team as the skull carrier and + AddScore(attacker, CTF_CARRIER_DANGER_PROTECT_BONUS); + + attacker->client->pers.teamState.carrierdefense++; + targ->client->pers.teamState.lasthurtcarrier = 0; + + //attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; + team = attacker->client->sess.sessionTeam; + // add the sprite over the player's head + //attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + //attacker->client->ps.eFlags |= EF_AWARD_DEFEND; + attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; + + 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_HUMANS: + c = "team_CTF_redflag"; + break; + case TEAM_DROIDS: + c = "team_CTF_blueflag"; + break; + default: + return; + } + + // 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; + } + + 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 + + // 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++; + //attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; + // add the sprite over the player's head + //attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + //attacker->client->ps.eFlags |= EF_AWARD_DEFEND; + attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; + 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++; + //attacker->client->ps.persistant[PERS_DEFEND_COUNT]++; + // add the sprite over the player's head + //attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + //attacker->client->ps.eFlags |= EF_AWARD_DEFEND; + attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; + 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_HUMANS) + flag_pw = PW_BLUEFLAG; + 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; + + // skulls + if (targ->client->ps.generic1 && + 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_HUMANS: + c = "team_CTF_redflag"; + break; + case TEAM_DROIDS: + c = "team_CTF_blueflag"; + break; + case TEAM_FREE: + c = "team_CTF_neutralflag"; + 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 ) { + if( g_gametype.integer == GT_CTF ) { + Team_ResetFlag( TEAM_HUMANS ); + Team_ResetFlag( TEAM_DROIDS ); + } +} + +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_GLOBAL_TEAM_SOUND ); + if( team == TEAM_DROIDS ) { + //te->s.eventParm = GTS_RED_RETURN; + } + else { + //te->s.eventParm = GTS_BLUE_RETURN; + } + te->r.svFlags |= SVF_BROADCAST; +} + +void Team_TakeFlagSound( gentity_t *ent, int team ) { + gentity_t *te; + + if (ent == NULL) { + G_Printf ("Warning: NULL passed to Team_TakeFlagSound\n"); + return; + } + + // only play sound when the flag was at the base + // or not picked up the last 10 seconds + switch(team) { + case TEAM_HUMANS: + if( teamgame.blueStatus != FLAG_ATBASE ) { + if (teamgame.blueTakenTime > level.time - 10000) + return; + } + teamgame.blueTakenTime = level.time; + break; + + case TEAM_DROIDS: // CTF + if( teamgame.redStatus != FLAG_ATBASE ) { + if (teamgame.redTakenTime > level.time - 10000) + return; + } + teamgame.redTakenTime = level.time; + break; + } + + //te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND ); + if( team == TEAM_DROIDS ) { + //te->s.eventParm = GTS_RED_TAKEN; + } + else { + //te->s.eventParm = GTS_BLUE_TAKEN; + } + te->r.svFlags |= SVF_BROADCAST; +} + +void Team_CaptureFlagSound( gentity_t *ent, int team ) { + gentity_t *te; + + if (ent == NULL) { + G_Printf ("Warning: NULL passed to Team_CaptureFlagSound\n"); + return; + } + + //te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND ); + if( team == TEAM_DROIDS ) { + //te->s.eventParm = GTS_BLUE_CAPTURE; + } + else { + //te->s.eventParm = GTS_RED_CAPTURE; + } + te->r.svFlags |= SVF_BROADCAST; +} + +void Team_ReturnFlag( int team ) { + Team_ReturnFlagSound(Team_ResetFlag(team), team); + if( team == TEAM_FREE ) { + PrintMsg(NULL, "The flag has returned!\n" ); + } + else { + 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_HUMANS); + else if (ent->item->giTag == PW_BLUEFLAG) + Team_ReturnFlag(TEAM_DROIDS);*/ +} + +/* +============== +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_HUMANS), TEAM_HUMANS); + else if (ent->item->giTag == PW_BLUEFLAG) + Team_ReturnFlagSound(Team_ResetFlag(TEAM_DROIDS), TEAM_DROIDS);*/ + // Reset Flag will delete this entity +} + +int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) { + int i; + gentity_t *player; + gclient_t *cl = other->client; + int our_flag, enemy_flag; + + /*if (cl->sess.sessionTeam == TEAM_HUMANS) { + our_flag = PW_REDFLAG; + enemy_flag = PW_BLUEFLAG; + } else { + our_flag = PW_BLUEFLAG; + 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; + + teamgame.last_flag_capture = level.time; + teamgame.last_capture_team = team; + + // Increase the team's score + AddTeamScore(ent->s.pos.trBase, other->client->sess.sessionTeam, 1); + Team_ForceGesture(other->client->sess.sessionTeam); + + other->client->pers.teamState.captures++; + + // other gets another 10 frag bonus + + // 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) { + 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) { + AddScore(player, CTF_FRAG_CARRIER_ASSIST_BONUS); + other->client->pers.teamState.assists++; + } + } + } + Team_ResetFlags(); + + CalculateRanks(); + + 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_HUMANS) + cl->ps.powerups[PW_REDFLAG] = INT_MAX; // flags never expire + else + cl->ps.powerups[PW_BLUEFLAG] = 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_HUMANS; + else if (strcmp(ent->classname, "team_CTF_blueflag") == 0) + team = TEAM_DROIDS; + 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( 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_HUMANS) + classname = "team_CTF_redplayer"; + else if (team == TEAM_DROIDS) + classname = "team_CTF_blueplayer"; + else + return NULL; + } else { + if (team == TEAM_HUMANS) + classname = "team_CTF_redspawn"; + else if (team == TEAM_DROIDS) + classname = "team_CTF_bluespawn"; + else + return NULL; + } + count = 0; + + spot = NULL; + + while ((spot = G_Find (spot, FOFS(classname), classname)) != NULL) { + 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 ( team_t team, int teamstate, vec3_t origin, vec3_t angles ) { + gentity_t *spot; + + spot = SelectRandomTeamSpawnPoint ( 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; +} + + +/* +================== +TeamplayLocationsMessage + +Format: + clientNum location health armor weapon powerups + +================== +*/ +void TeamplayInfoMessage( gentity_t *ent ) { + char entry[1024]; + char string[8192]; + int stringlength; + int i, j; + gentity_t *player; + int cnt; + int h, a; + int clients[TEAM_MAXOVERLAY]; + + if ( ! ent->client->pers.teamInfo ) + 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 + 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; + 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; + + 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) ); +} + +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->client->pers.connected != CON_CONNECTED ) { + continue; + } + + if (ent->inuse && (ent->client->sess.sessionTeam == TEAM_HUMANS || ent->client->sess.sessionTeam == TEAM_DROIDS)) { + + 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->client->pers.connected != CON_CONNECTED ) { + continue; + } + + if (ent->inuse && (ent->client->sess.sessionTeam == TEAM_HUMANS || ent->client->sess.sessionTeam == TEAM_DROIDS)) { + TeamplayInfoMessage( ent ); + } + } + } +} + +/*-----------------------------------------------------------------*/ + +/*QUAKED team_CTF_redplayer (1 0 0) (-16 -16 -16) (16 16 32) +Only in CTF games. Red players spawn here at game start. +*/ +void SP_team_CTF_redplayer( gentity_t *ent ) { +} + + +/*QUAKED team_CTF_blueplayer (0 0 1) (-16 -16 -16) (16 16 32) +Only in CTF games. Blue players spawn here at game start. +*/ +void SP_team_CTF_blueplayer( gentity_t *ent ) { +} + + +/*QUAKED team_CTF_redspawn (1 0 0) (-16 -16 -24) (16 16 32) +potential spawning position for red team in CTF games. +Targets will be fired when someone spawns in on them. +*/ +void SP_team_CTF_redspawn(gentity_t *ent) { +} + +/*QUAKED team_CTF_bluespawn (0 0 1) (-16 -16 -24) (16 16 32) +potential spawning position for blue team in CTF games. +Targets will be fired when someone spawns in on them. +*/ +void SP_team_CTF_bluespawn(gentity_t *ent) { +} + + + |