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authorTim Angus <tim@ngus.net>2001-01-03 21:54:12 +0000
committerTim Angus <tim@ngus.net>2001-01-03 21:54:12 +0000
commit76a5aa612381ba1ba7567ca408197c235f5869e5 (patch)
treeda7b8bc475dd18e48f87138a218c276aa9f599a7 /src/game/g_team.c
parent6d22a7d4231f0cf301a576a072f142a01d830216 (diff)
im making a right mess of this
Diffstat (limited to 'src/game/g_team.c')
-rw-r--r--src/game/g_team.c1046
1 files changed, 0 insertions, 1046 deletions
diff --git a/src/game/g_team.c b/src/game/g_team.c
deleted file mode 100644
index 97bfbd86..00000000
--- a/src/game/g_team.c
+++ /dev/null
@@ -1,1046 +0,0 @@
-// 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) {
-}
-
-
-