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// 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 OSML - Open Source Modification License v1.0 as
* described in the file COPYING which is distributed with this source
* code.
*
* 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.
*/
#include "g_local.h"
// 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 = '\'';
G_SendCommandFromServer( ( ( ent == NULL ) ? -1 : ent-g_entities ), va( "print \"%s\"", msg ) );
}
/*
==============
OnSameTeam
==============
*/
qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 )
{
if( !ent1->client || !ent2->client )
return qfalse;
if( ent1->client->pers.teamSelection == ent2->client->pers.teamSelection )
return qtrue;
return qfalse;
}
/*
===========
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 = 3.0f * 8192.0f * 8192.0f;
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_GetLocationMsg
Report a location message 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;
}
/*---------------------------------------------------------------------------*/
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 = 0;
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 ];
if( h < 0 )
h = 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++;
}
}
G_SendCommandFromServer( 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->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ||
ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) )
{
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->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ||
ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) )
TeamplayInfoMessage( ent );
}
}
}
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