diff options
author | Tim Angus <tim@ngus.net> | 2001-01-03 21:54:12 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2001-01-03 21:54:12 +0000 |
commit | 76a5aa612381ba1ba7567ca408197c235f5869e5 (patch) | |
tree | da7b8bc475dd18e48f87138a218c276aa9f599a7 /src/game/g_team.c | |
parent | 6d22a7d4231f0cf301a576a072f142a01d830216 (diff) |
im making a right mess of this
Diffstat (limited to 'src/game/g_team.c')
-rw-r--r-- | src/game/g_team.c | 1046 |
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) { -} - - - |