1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
|
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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 of the License,
or (at your option) any later version.
Quake III Arena source code 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
#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;
gentity_t *neutralObelisk;
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_RED, FLAG_ATBASE );
Team_SetFlagStatus( TEAM_BLUE, FLAG_ATBASE );
break;
#ifdef MISSIONPACK
case GT_1FCTF:
teamgame.flagStatus = -1; // Invalid to force update
Team_SetFlagStatus( TEAM_FREE, FLAG_ATBASE );
break;
#endif
default:
break;
}
}
int OtherTeam(int team) {
if (team==TEAM_RED)
return TEAM_BLUE;
else if (team==TEAM_BLUE)
return TEAM_RED;
return team;
}
const char *TeamName(int team) {
if (team==TEAM_RED)
return "RED";
else if (team==TEAM_BLUE)
return "BLUE";
else if (team==TEAM_SPECTATOR)
return "SPECTATOR";
return "FREE";
}
const char *OtherTeamName(int team) {
if (team==TEAM_RED)
return "BLUE";
else if (team==TEAM_BLUE)
return "RED";
else if (team==TEAM_SPECTATOR)
return "SPECTATOR";
return "FREE";
}
const char *TeamColorString(int team) {
if (team==TEAM_RED)
return S_COLOR_RED;
else if (team==TEAM_BLUE)
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_RED ) {
if ( level.teamScores[ TEAM_RED ] + score == level.teamScores[ TEAM_BLUE ] ) {
//teams are tied sound
te->s.eventParm = GTS_TEAMS_ARE_TIED;
}
else if ( level.teamScores[ TEAM_RED ] <= level.teamScores[ TEAM_BLUE ] &&
level.teamScores[ TEAM_RED ] + score > level.teamScores[ TEAM_BLUE ]) {
// 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_BLUE ] + score == level.teamScores[ TEAM_RED ] ) {
//teams are tied sound
te->s.eventParm = GTS_TEAMS_ARE_TIED;
}
else if ( level.teamScores[ TEAM_BLUE ] <= level.teamScores[ TEAM_RED ] &&
level.teamScores[ TEAM_BLUE ] + score > level.teamScores[ TEAM_RED ]) {
// 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_RED: // CTF
if( teamgame.redStatus != status ) {
teamgame.redStatus = status;
modified = qtrue;
}
break;
case TEAM_BLUE: // 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_RED, FLAG_DROPPED );
}
else if( dropped->item->giTag == PW_BLUEFLAG ) {
Team_SetFlagStatus( TEAM_BLUE, FLAG_DROPPED );
}
else if( dropped->item->giTag == PW_NEUTRALFLAG ) {
Team_SetFlagStatus( TEAM_FREE, 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 cumulative. 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 or team mates
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_RED) {
flag_pw = PW_REDFLAG;
enemy_flag_pw = PW_BLUEFLAG;
} else {
flag_pw = PW_BLUEFLAG;
enemy_flag_pw = PW_REDFLAG;
}
if (g_gametype.integer == GT_1FCTF) {
enemy_flag_pw = PW_NEUTRALFLAG;
}
// did the attacker frag the flag carrier?
tokens = 0;
#ifdef MISSIONPACK
if( g_gametype.integer == GT_HARVESTER ) {
tokens = targ->client->ps.generic1;
}
#endif
if (targ->client->ps.powerups[enemy_flag_pw]) {
attacker->client->pers.teamState.lastfraggedcarrier = level.time;
AddScore(attacker, targ->r.currentOrigin, 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, targ->r.currentOrigin, 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, targ->r.currentOrigin, 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, targ->r.currentOrigin, 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
#ifdef MISSIONPACK
if( g_gametype.integer == GT_OBELISK ) {
// find the team obelisk
switch (attacker->client->sess.sessionTeam) {
case TEAM_RED:
c = "team_redobelisk";
break;
case TEAM_BLUE:
c = "team_blueobelisk";
break;
default:
return;
}
} else if (g_gametype.integer == GT_HARVESTER ) {
// find the center obelisk
c = "team_neutralobelisk";
} else {
#endif
// find the flag
switch (attacker->client->sess.sessionTeam) {
case TEAM_RED:
c = "team_CTF_redflag";
break;
case TEAM_BLUE:
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;
}
#ifdef MISSIONPACK
}
#endif
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, targ->r.currentOrigin, 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, targ->r.currentOrigin, 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_RED)
flag_pw = PW_BLUEFLAG;
else
flag_pw = PW_REDFLAG;
// flags
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_RED:
c = "team_CTF_redflag";
break;
case TEAM_BLUE:
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_RED );
Team_ResetFlag( TEAM_BLUE );
}
#ifdef MISSIONPACK
else if( g_gametype.integer == GT_1FCTF ) {
Team_ResetFlag( TEAM_FREE );
}
#endif
}
void Team_ReturnFlagSound( gentity_t *ent, int team ) {
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_BLUE ) {
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_RED:
if( teamgame.blueStatus != FLAG_ATBASE ) {
if (teamgame.blueTakenTime > level.time - 10000)
return;
}
teamgame.blueTakenTime = level.time;
break;
case TEAM_BLUE: // 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_BLUE ) {
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_BLUE ) {
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_RED );
}
else if( ent->item->giTag == PW_BLUEFLAG ) {
Team_ReturnFlag( TEAM_BLUE );
}
else if( ent->item->giTag == PW_NEUTRALFLAG ) {
Team_ReturnFlag( TEAM_FREE );
}
}
/*
==============
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) {
int team = TEAM_FREE;
if( ent->item->giTag == PW_REDFLAG ) {
team = TEAM_RED;
}
else if( ent->item->giTag == PW_BLUEFLAG ) {
team = TEAM_BLUE;
}
else if( ent->item->giTag == PW_NEUTRALFLAG ) {
team = TEAM_FREE;
}
Team_ReturnFlagSound( Team_ResetFlag( team ), team );
// Reset Flag will delete this entity
}
/*
==============
Team_DroppedFlagThink
==============
*/
int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) {
int i;
gentity_t *player;
gclient_t *cl = other->client;
int enemy_flag;
#ifdef MISSIONPACK
if( g_gametype.integer == GT_1FCTF ) {
enemy_flag = PW_NEUTRALFLAG;
}
else {
#endif
if (cl->sess.sessionTeam == TEAM_RED) {
enemy_flag = PW_BLUEFLAG;
} else {
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, ent->r.currentOrigin, 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;
}
#ifdef MISSIONPACK
}
#endif
// 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
#ifdef MISSIONPACK
if( g_gametype.integer == GT_1FCTF ) {
PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the flag!\n", cl->pers.netname );
}
else {
#endif
PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the %s flag!\n", cl->pers.netname, TeamName(OtherTeam(team)));
#ifdef MISSIONPACK
}
#endif
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++;
// add the sprite over the player's head
other->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
other->client->ps.eFlags |= EF_AWARD_CAP;
other->client->rewardTime = level.time + REWARD_SPRITE_TIME;
other->client->ps.persistant[PERS_CAPTURES]++;
// other gets another 10 frag bonus
AddScore(other, ent->r.currentOrigin, CTF_CAPTURE_BONUS);
Team_CaptureFlagSound( ent, team );
// 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, ent->r.currentOrigin, CTF_TEAM_BONUS);
// award extra points for capture assists
if (player->client->pers.teamState.lastreturnedflag +
CTF_RETURN_FLAG_ASSIST_TIMEOUT > level.time) {
AddScore (player, ent->r.currentOrigin, CTF_RETURN_FLAG_ASSIST_BONUS);
other->client->pers.teamState.assists++;
player->client->ps.persistant[PERS_ASSIST_COUNT]++;
// add the sprite over the player's head
player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
player->client->ps.eFlags |= EF_AWARD_ASSIST;
player->client->rewardTime = level.time + REWARD_SPRITE_TIME;
} else if (player->client->pers.teamState.lastfraggedcarrier +
CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) {
AddScore(player, ent->r.currentOrigin, CTF_FRAG_CARRIER_ASSIST_BONUS);
other->client->pers.teamState.assists++;
player->client->ps.persistant[PERS_ASSIST_COUNT]++;
// add the sprite over the player's head
player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
player->client->ps.eFlags |= EF_AWARD_ASSIST;
player->client->rewardTime = level.time + REWARD_SPRITE_TIME;
}
}
}
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;
#ifdef MISSIONPACK
if( g_gametype.integer == GT_1FCTF ) {
PrintMsg (NULL, "%s" S_COLOR_WHITE " got the flag!\n", other->client->pers.netname );
cl->ps.powerups[PW_NEUTRALFLAG] = INT_MAX; // flags never expire
if( team == TEAM_RED ) {
Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_RED );
}
else {
Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_BLUE );
}
}
else{
#endif
PrintMsg (NULL, "%s" S_COLOR_WHITE " got the %s flag!\n",
other->client->pers.netname, TeamName(team));
if (team == TEAM_RED)
cl->ps.powerups[PW_REDFLAG] = INT_MAX; // flags never expire
else
cl->ps.powerups[PW_BLUEFLAG] = INT_MAX; // flags never expire
Team_SetFlagStatus( team, FLAG_TAKEN );
#ifdef MISSIONPACK
}
#endif
AddScore(other, ent->r.currentOrigin, CTF_FLAG_BONUS);
cl->pers.teamState.flagsince = level.time;
Team_TakeFlagSound( ent, team );
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;
#ifdef MISSIONPACK
if( g_gametype.integer == GT_OBELISK ) {
// there are no team items that can be picked up in obelisk
G_FreeEntity( ent );
return 0;
}
if( g_gametype.integer == GT_HARVESTER ) {
// the only team items that can be picked up in harvester are the cubes
if( ent->spawnflags != cl->sess.sessionTeam ) {
cl->ps.generic1 += 1;
}
G_FreeEntity( ent );
return 0;
}
#endif
// figure out what team this flag is
if( strcmp(ent->classname, "team_CTF_redflag") == 0 ) {
team = TEAM_RED;
}
else if( strcmp(ent->classname, "team_CTF_blueflag") == 0 ) {
team = TEAM_BLUE;
}
#ifdef MISSIONPACK
else if( strcmp(ent->classname, "team_CTF_neutralflag") == 0 ) {
team = TEAM_FREE;
}
#endif
else {
PrintMsg ( other, "Don't know what team the flag is on.\n");
return 0;
}
#ifdef MISSIONPACK
if( g_gametype.integer == GT_1FCTF ) {
if( team == TEAM_FREE ) {
return Team_TouchEnemyFlag( ent, other, cl->sess.sessionTeam );
}
if( team != cl->sess.sessionTeam) {
return Team_TouchOurFlag( ent, other, cl->sess.sessionTeam );
}
return 0;
}
#endif
// GT_CTF
if( team == cl->sess.sessionTeam) {
return Team_TouchOurFlag( ent, other, team );
}
return 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_RED)
classname = "team_CTF_redplayer";
else if (team == TEAM_BLUE)
classname = "team_CTF_blueplayer";
else
return NULL;
} else {
if (team == TEAM_RED)
classname = "team_CTF_redspawn";
else if (team == TEAM_BLUE)
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_RED || ent->client->sess.sessionTeam == TEAM_BLUE)) {
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_RED || ent->client->sess.sessionTeam == TEAM_BLUE)) {
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) {
}
#ifdef MISSIONPACK
/*
================
Obelisks
================
*/
static void ObeliskRegen( gentity_t *self ) {
self->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
if( self->health >= g_obeliskHealth.integer ) {
return;
}
G_AddEvent( self, EV_POWERUP_REGEN, 0 );
self->health += g_obeliskRegenAmount.integer;
if ( self->health > g_obeliskHealth.integer ) {
self->health = g_obeliskHealth.integer;
}
self->activator->s.modelindex2 = self->health * 0xff / g_obeliskHealth.integer;
self->activator->s.frame = 0;
}
static void ObeliskRespawn( gentity_t *self ) {
self->takedamage = qtrue;
self->health = g_obeliskHealth.integer;
self->think = ObeliskRegen;
self->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
self->activator->s.frame = 0;
}
static void ObeliskDie( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) {
int otherTeam;
otherTeam = OtherTeam( self->spawnflags );
AddTeamScore(self->s.pos.trBase, otherTeam, 1);
Team_ForceGesture(otherTeam);
CalculateRanks();
self->takedamage = qfalse;
self->think = ObeliskRespawn;
self->nextthink = level.time + g_obeliskRespawnDelay.integer * 1000;
self->activator->s.modelindex2 = 0xff;
self->activator->s.frame = 2;
G_AddEvent( self->activator, EV_OBELISKEXPLODE, 0 );
AddScore(attacker, self->r.currentOrigin, CTF_CAPTURE_BONUS);
// 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_CAP;
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
attacker->client->ps.persistant[PERS_CAPTURES]++;
teamgame.redObeliskAttackedTime = 0;
teamgame.blueObeliskAttackedTime = 0;
}
static void ObeliskTouch( gentity_t *self, gentity_t *other, trace_t *trace ) {
int tokens;
if ( !other->client ) {
return;
}
if ( OtherTeam(other->client->sess.sessionTeam) != self->spawnflags ) {
return;
}
tokens = other->client->ps.generic1;
if( tokens <= 0 ) {
return;
}
PrintMsg(NULL, "%s" S_COLOR_WHITE " brought in %i skull%s.\n",
other->client->pers.netname, tokens, tokens ? "s" : "" );
AddTeamScore(self->s.pos.trBase, other->client->sess.sessionTeam, tokens);
Team_ForceGesture(other->client->sess.sessionTeam);
AddScore(other, self->r.currentOrigin, CTF_CAPTURE_BONUS*tokens);
// add the sprite over the player's head
other->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
other->client->ps.eFlags |= EF_AWARD_CAP;
other->client->rewardTime = level.time + REWARD_SPRITE_TIME;
other->client->ps.persistant[PERS_CAPTURES] += tokens;
other->client->ps.generic1 = 0;
CalculateRanks();
Team_CaptureFlagSound( self, self->spawnflags );
}
static void ObeliskPain( gentity_t *self, gentity_t *attacker, int damage ) {
int actualDamage = damage / 10;
if (actualDamage <= 0) {
actualDamage = 1;
}
self->activator->s.modelindex2 = self->health * 0xff / g_obeliskHealth.integer;
if (!self->activator->s.frame) {
G_AddEvent(self, EV_OBELISKPAIN, 0);
}
self->activator->s.frame = 1;
AddScore(attacker, self->r.currentOrigin, actualDamage);
}
gentity_t *SpawnObelisk( vec3_t origin, int team, int spawnflags) {
trace_t tr;
vec3_t dest;
gentity_t *ent;
ent = G_Spawn();
VectorCopy( origin, ent->s.origin );
VectorCopy( origin, ent->s.pos.trBase );
VectorCopy( origin, ent->r.currentOrigin );
VectorSet( ent->r.mins, -15, -15, 0 );
VectorSet( ent->r.maxs, 15, 15, 87 );
ent->s.eType = ET_GENERAL;
ent->flags = FL_NO_KNOCKBACK;
if( g_gametype.integer == GT_OBELISK ) {
ent->r.contents = CONTENTS_SOLID;
ent->takedamage = qtrue;
ent->health = g_obeliskHealth.integer;
ent->die = ObeliskDie;
ent->pain = ObeliskPain;
ent->think = ObeliskRegen;
ent->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
}
if( g_gametype.integer == GT_HARVESTER ) {
ent->r.contents = CONTENTS_TRIGGER;
ent->touch = ObeliskTouch;
}
if ( spawnflags & 1 ) {
// suspended
G_SetOrigin( ent, ent->s.origin );
} else {
// mappers like to put them exactly on the floor, but being coplanar
// will sometimes show up as starting in solid, so lif it up one pixel
ent->s.origin[2] += 1;
// drop to floor
VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );
if ( tr.startsolid ) {
ent->s.origin[2] -= 1;
G_Printf( "SpawnObelisk: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin) );
ent->s.groundEntityNum = ENTITYNUM_NONE;
G_SetOrigin( ent, ent->s.origin );
}
else {
// allow to ride movers
ent->s.groundEntityNum = tr.entityNum;
G_SetOrigin( ent, tr.endpos );
}
}
ent->spawnflags = team;
trap_LinkEntity( ent );
return ent;
}
/*QUAKED team_redobelisk (1 0 0) (-16 -16 0) (16 16 8)
*/
void SP_team_redobelisk( gentity_t *ent ) {
gentity_t *obelisk;
if ( g_gametype.integer <= GT_TEAM ) {
G_FreeEntity(ent);
return;
}
ent->s.eType = ET_TEAM;
if ( g_gametype.integer == GT_OBELISK ) {
obelisk = SpawnObelisk( ent->s.origin, TEAM_RED, ent->spawnflags );
obelisk->activator = ent;
// initial obelisk health value
ent->s.modelindex2 = 0xff;
ent->s.frame = 0;
}
if ( g_gametype.integer == GT_HARVESTER ) {
obelisk = SpawnObelisk( ent->s.origin, TEAM_RED, ent->spawnflags );
obelisk->activator = ent;
}
ent->s.modelindex = TEAM_RED;
trap_LinkEntity(ent);
}
/*QUAKED team_blueobelisk (0 0 1) (-16 -16 0) (16 16 88)
*/
void SP_team_blueobelisk( gentity_t *ent ) {
gentity_t *obelisk;
if ( g_gametype.integer <= GT_TEAM ) {
G_FreeEntity(ent);
return;
}
ent->s.eType = ET_TEAM;
if ( g_gametype.integer == GT_OBELISK ) {
obelisk = SpawnObelisk( ent->s.origin, TEAM_BLUE, ent->spawnflags );
obelisk->activator = ent;
// initial obelisk health value
ent->s.modelindex2 = 0xff;
ent->s.frame = 0;
}
if ( g_gametype.integer == GT_HARVESTER ) {
obelisk = SpawnObelisk( ent->s.origin, TEAM_BLUE, ent->spawnflags );
obelisk->activator = ent;
}
ent->s.modelindex = TEAM_BLUE;
trap_LinkEntity(ent);
}
/*QUAKED team_neutralobelisk (0 0 1) (-16 -16 0) (16 16 88)
*/
void SP_team_neutralobelisk( gentity_t *ent ) {
if ( g_gametype.integer != GT_1FCTF && g_gametype.integer != GT_HARVESTER ) {
G_FreeEntity(ent);
return;
}
ent->s.eType = ET_TEAM;
if ( g_gametype.integer == GT_HARVESTER) {
neutralObelisk = SpawnObelisk( ent->s.origin, TEAM_FREE, ent->spawnflags);
neutralObelisk->spawnflags = TEAM_FREE;
}
ent->s.modelindex = TEAM_FREE;
trap_LinkEntity(ent);
}
/*
================
CheckObeliskAttack
================
*/
qboolean CheckObeliskAttack( gentity_t *obelisk, gentity_t *attacker ) {
gentity_t *te;
// if this really is an obelisk
if( obelisk->die != ObeliskDie ) {
return qfalse;
}
// if the attacker is a client
if( !attacker->client ) {
return qfalse;
}
// if the obelisk is on the same team as the attacker then don't hurt it
if( obelisk->spawnflags == attacker->client->sess.sessionTeam ) {
return qtrue;
}
// obelisk may be hurt
// if not played any sounds recently
if ((obelisk->spawnflags == TEAM_RED &&
teamgame.redObeliskAttackedTime < level.time - OVERLOAD_ATTACK_BASE_SOUND_TIME) ||
(obelisk->spawnflags == TEAM_BLUE &&
teamgame.blueObeliskAttackedTime < level.time - OVERLOAD_ATTACK_BASE_SOUND_TIME) ) {
// tell which obelisk is under attack
te = G_TempEntity( obelisk->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
if( obelisk->spawnflags == TEAM_RED ) {
te->s.eventParm = GTS_REDOBELISK_ATTACKED;
teamgame.redObeliskAttackedTime = level.time;
}
else {
te->s.eventParm = GTS_BLUEOBELISK_ATTACKED;
teamgame.blueObeliskAttackedTime = level.time;
}
te->r.svFlags |= SVF_BROADCAST;
}
return qfalse;
}
#endif
|