Files
illusion-arena/code/game/g_team.c
2025-07-15 15:01:00 -03:00

2210 lines
65 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Open Arena source code.
Portions copied from Tremulous under GPL version 2 including any later version.
Open 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.
Open 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 Open Arena source code; 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;
//Some pointers for Double Domination so we don't need GFind (I think it might crash at random times...)
gentity_t *ddA;
gentity_t *ddB;
//Pointers for Standard Domination
gentity_t *dom_points[MAX_DOMINATION_POINTS];
void Team_SetFlagStatus( int team, flagStatus_t status );
qboolean dominationPointsSpawned;
void Team_InitGame( void ) {
memset(&teamgame, 0, sizeof teamgame);
switch( g_gametype.integer ) {
case GT_CTF:
case GT_CTF_ELIMINATION:
case GT_DOUBLE_D:
teamgame.redStatus = -1; // Invalid to force update
Team_SetFlagStatus( TEAM_RED, FLAG_ATBASE );
teamgame.blueStatus = -1; // Invalid to force update
Team_SetFlagStatus( TEAM_BLUE, FLAG_ATBASE );
ddA = NULL;
ddB = NULL;
break;
case GT_DOMINATION:
dominationPointsSpawned = qfalse;
break;
case GT_1FCTF:
teamgame.flagStatus = -1; // Invalid to force update
Team_SetFlagStatus( TEAM_FREE, FLAG_ATBASE );
break;
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 (Q_vsnprintf (msg, sizeof(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 ));
}
/*
================
KK-OAX From Tremulous
G_TeamFromString
Return the team referenced by a string
================
*/
team_t G_TeamFromString( char *str )
{
switch( tolower( *str ) )
{
case '0': case 's': return TEAM_NONE;
case '1': case 'f': return TEAM_FREE;
case '2': case 'r': return TEAM_RED;
case '3': case 'b': return TEAM_BLUE;
default: return TEAM_NUM_TEAMS;
}
}
/*
==============
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;
if ( g_gametype.integer != GT_DOMINATION ) {
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 || g_ffa_gt==1) {
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 || g_gametype.integer == GT_CTF_ELIMINATION) {
st[0] = ctfFlagStatusRemap[teamgame.redStatus];
st[1] = ctfFlagStatusRemap[teamgame.blueStatus];
st[2] = 0;
}
else if (g_gametype.integer == GT_DOUBLE_D) {
st[0] = oneFlagStatusRemap[teamgame.redStatus];
st[1] = oneFlagStatusRemap[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_DD_bonusAtPoints
Adds bonus point to a player if he is close to the point and on the team that scores
================
*/
void Team_DD_bonusAtPoints(int team) {
vec3_t v1, v2;
int i;
gentity_t *player;
for (i = 0; i < MAX_CLIENTS; i++) {
player = &g_entities[i];
if (!player->inuse)
continue;
if (!player->client)
continue;
if( player->client->sess.sessionTeam != team )
return; //player was not on scoring team
//See if the player is close to any of the points:
VectorSubtract(player->r.currentOrigin, ddA->r.currentOrigin, v1);
VectorSubtract(player->r.currentOrigin, ddB->r.currentOrigin, v2);
if (!( ( ( VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS &&
trap_InPVS(ddA->r.currentOrigin, player->r.currentOrigin ) ) ||
( VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS &&
trap_InPVS(ddB->r.currentOrigin, player->r.currentOrigin ) ) )))
return; //Wasn't close to any of the points
AddScore(player, player->r.currentOrigin, DD_AT_POINT_AT_CAPTURE);
}
}
/*
================
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;
if( g_gametype.integer == GT_HARVESTER ) {
tokens = targ->client->ps.generic1;
}
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));
if(g_gametype.integer == GT_CTF) {
G_LogPrintf( "CTF: %i %i %i: %s fragged %s's flag carrier!\n", attacker->client->ps.clientNum, team, 3, attacker->client->pers.netname, TeamName(team) );
} else if(g_gametype.integer == GT_CTF_ELIMINATION) {
G_LogPrintf( "CTF_ELIMINATION: %i %i %i %i: %s fragged %s's flag carrier!\n", level.roundNumber, attacker->client->ps.clientNum, team, 3, attacker->client->pers.netname, TeamName(team) );
} else if(g_gametype.integer == GT_1FCTF) {
G_LogPrintf( "1fCTF: %i %i %i: %s fragged %s's flag carrier!\n", attacker->client->ps.clientNum, team, 3, 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));
G_LogPrintf("HARVESTER: %i %i %i %i %i: %s fragged %s (%s) who had %i skulls.\n",
attacker->client->ps.clientNum, team, 1, targ->client->ps.clientNum, tokens,
attacker->client->pers.netname, targ->client->pers.netname,TeamName(team),tokens);
// 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]++;
G_LogPrintf( "Award: %i %i: %s gained the %s award!\n", attacker->client->ps.clientNum, 3, attacker->client->pers.netname, "DEFENCE" );
if(!level.hadBots)
ChallengeMessage(attacker,AWARD_DEFENCE);
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]++;
if(!level.hadBots)
ChallengeMessage(attacker,AWARD_DEFENCE);
G_LogPrintf( "Award: %i %i: %s gained the %s award!\n", attacker->client->ps.clientNum, 3, attacker->client->pers.netname, "DEFENCE" );
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;
}
//We place the Double Domination bonus test here! This appears to be the best place to place them.
if ( g_gametype.integer == GT_DOUBLE_D ) {
if(attacker->client->sess.sessionTeam == level.pointStatusA ) { //Attack must defend point A
//See how close attacker and target was to Point A:
VectorSubtract(targ->r.currentOrigin, ddA->r.currentOrigin, v1);
VectorSubtract(attacker->r.currentOrigin, ddA->r.currentOrigin, v2);
if ( ( ( VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS &&
trap_InPVS(ddA->r.currentOrigin, targ->r.currentOrigin ) ) ||
( VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS &&
trap_InPVS(ddA->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
//We defended point A
//Was we dominating and maybe close to score?
if(attacker->client->sess.sessionTeam == level.pointStatusB && level.time - level.timeTaken > (10-DD_CLOSE)*1000)
AddScore(attacker, targ->r.currentOrigin, DD_POINT_DEFENCE_CLOSE_BONUS);
else
AddScore(attacker, targ->r.currentOrigin, DD_POINT_DEFENCE_BONUS);
attacker->client->pers.teamState.basedefense++;
attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
G_LogPrintf( "Award: %i %i: %s gained the %s award!\n", attacker->client->ps.clientNum, 3, attacker->client->pers.netname, "DEFENCE" );
if(!level.hadBots)
ChallengeMessage(attacker,AWARD_DEFENCE);
// 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; //Return so we don't recieve credits for point B also
} //We denfended point A
} //Defend point A
if(attacker->client->sess.sessionTeam == level.pointStatusB ) { //Attack must defend point B
//See how close attacker and target was to Point B:
VectorSubtract(targ->r.currentOrigin, ddB->r.currentOrigin, v1);
VectorSubtract(attacker->r.currentOrigin, ddB->r.currentOrigin, v2);
if ( ( ( VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS &&
trap_InPVS(ddB->r.currentOrigin, targ->r.currentOrigin ) ) ||
( VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS &&
trap_InPVS(ddB->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
//We defended point B
//Was we dominating and maybe close to score?
if(attacker->client->sess.sessionTeam == level.pointStatusA && level.time - level.timeTaken > (10-DD_CLOSE)*1000)
AddScore(attacker, targ->r.currentOrigin, DD_POINT_DEFENCE_CLOSE_BONUS);
else
AddScore(attacker, targ->r.currentOrigin, DD_POINT_DEFENCE_BONUS);
attacker->client->pers.teamState.basedefense++;
attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
if(!level.hadBots)
ChallengeMessage(attacker,AWARD_DEFENCE);
G_LogPrintf( "Award: %i %i: %s gained the %s award!\n", attacker->client->ps.clientNum, 3, attacker->client->pers.netname, "DEFENCE" );
// 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;
} //We denfended point B
} //Defend point B
return; //In double Domination we shall not go on, or we would test for team bases that we don't use
}
// flag and flag carrier area defense bonuses
// we have to find the flag and carrier entities
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 {
// 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;
}
}
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 && g_gametype.integer != GT_ELIMINATION &&
(g_gametype.integer != GT_CTF_ELIMINATION || !g_elimination_ctf_oneway.integer ||
((level.eliminationSides+level.roundNumber)%2 == 0 && attacker->client->sess.sessionTeam == TEAM_BLUE ) ||
((level.eliminationSides+level.roundNumber)%2 == 1 && attacker->client->sess.sessionTeam == TEAM_RED ) ) ) {
// 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]++;
if(!level.hadBots)
ChallengeMessage(attacker,AWARD_DEFENCE);
G_LogPrintf( "Award: %i %i: %s gained the %s award!\n", attacker->client->ps.clientNum, 3, attacker->client->pers.netname, "DEFENCE" );
// 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]++;
if(!level.hadBots)
ChallengeMessage(attacker,AWARD_DEFENCE);
G_LogPrintf( "Award: %i %i: %s gained the %s award!\n", attacker->client->ps.clientNum, 3, attacker->client->pers.netname, "DEFENCE" );
// 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;
}
//Functions for Domination
void Team_Dom_SpawnPoints( void ) {
char *c;
gentity_t *flag;
int i;
gitem_t *it;
flag = NULL;
if(dominationPointsSpawned)
return;
dominationPointsSpawned = qtrue;
it = NULL;
it = BG_FindItem ("Neutral domination point");
if(it == NULL) {
PrintMsg( NULL, "No domination item\n");
return;
} else {
PrintMsg( NULL, "Domination item found\n");
}
i = 0;
c = "domination_point";
//return; Just to test, the lines below crashes game
while ((flag = G_Find (flag, FOFS(classname), c)) != NULL) {
if(i>=MAX_DOMINATION_POINTS)
break;
//domination_points_names[i] = flag->message;
if(flag->message) {
Q_strncpyz(level.domination_points_names[i],flag->message,MAX_DOMINATION_POINTS_NAMES-1);
PrintMsg( NULL, "Domination point \'%s\' found\n",level.domination_points_names[i]);
} else {
Q_strncpyz(level.domination_points_names[i],va("Point %i",i),MAX_DOMINATION_POINTS_NAMES-1);
PrintMsg( NULL, "Domination point \'%s\' found (autonamed)\n",level.domination_points_names[i]);
}
dom_points[i] = G_Spawn();
VectorCopy( flag->r.currentOrigin, dom_points[i]->s.origin );
dom_points[i]->classname = it->classname;
G_SpawnItem(dom_points[i], it);
FinishSpawningItem(dom_points[i] );
i++;
}
level.domination_points_count = i;
}
int getDomPointNumber( gentity_t *point ) {
int i;
for(i=1;i<MAX_DOMINATION_POINTS && i<level.domination_points_count;i++) {
if(dom_points[i] == NULL)
return 0; //Not found, just return first, so we don't crash
if(dom_points[i] == point)
return i;
}
return 0;
}
void Team_Dom_TakePoint( gentity_t *point, int team, int clientnumber ) {
gitem_t *it;
vec3_t origin;
int i;
i = getDomPointNumber(point);
if(i<0)
i = 0;
if(i>=MAX_DOMINATION_POINTS)
i = MAX_DOMINATION_POINTS - 1;
it = NULL;
VectorCopy( point->r.currentOrigin, origin );
if(team == TEAM_RED) {
it = BG_FindItem ("Red domination point");
PrintMsg( NULL, "Red took \'%s\'\n",level.domination_points_names[i]);
} else
if(team == TEAM_BLUE) {
it = BG_FindItem ("Blue domination point");
PrintMsg( NULL, "Blue took \'%s\'\n",level.domination_points_names[i]);
}
if (!it || it == NULL) {
PrintMsg( NULL, "No item\n");
return;
}
G_FreeEntity(point);
point = G_Spawn();
VectorCopy( origin, point->s.origin );
point->classname = it->classname;
dom_points[i] = point;
G_SpawnItem(point, it);
FinishSpawningItem( point );
level.pointStatusDom[i] = team;
G_LogPrintf( "DOM: %i %i %i %i: %s takes point %s!\n",
clientnumber,i,0,team,
TeamName(team),level.domination_points_names[i]);
SendDominationPointsStatusMessageToAllClients();
}
//Functions for Double Domination
void Team_DD_RemovePointAgfx( void ) {
if(ddA!=NULL) {
G_FreeEntity(ddA);
ddA = NULL;
}
}
void Team_DD_RemovePointBgfx( void ) {
if(ddB!=NULL) {
G_FreeEntity(ddB);
ddB = NULL;
}
}
void Team_DD_makeA2team( gentity_t *target, int team ) {
gitem_t *it;
//gentity_t *it_ent;
Team_DD_RemovePointAgfx();
it = NULL;
if(team == TEAM_NONE)
return;
if(team == TEAM_RED)
it = BG_FindItem ("Point A (Red)");
if(team == TEAM_BLUE)
it = BG_FindItem ("Point A (Blue)");
if(team == TEAM_FREE)
it = BG_FindItem ("Point A (White)");
if (!it || it == NULL) {
PrintMsg( NULL, "No item\n");
return;
}
ddA = G_Spawn();
VectorCopy( target->r.currentOrigin, ddA->s.origin );
ddA->classname = it->classname;
G_SpawnItem(ddA, it);
FinishSpawningItem(ddA );
}
void Team_DD_makeB2team( gentity_t *target, int team ) {
gitem_t *it;
//gentity_t *it_ent;
Team_DD_RemovePointBgfx();
it = NULL;
if(team == TEAM_NONE)
return;
if(team == TEAM_RED)
it = BG_FindItem ("Point B (Red)");
if(team == TEAM_BLUE)
it = BG_FindItem ("Point B (Blue)");
if(team == TEAM_FREE)
it = BG_FindItem ("Point B (White)");
if (!it || it == NULL) {
PrintMsg( NULL, "No item\n");
return;
}
ddB = G_Spawn();
VectorCopy( target->r.currentOrigin, ddB->s.origin );
ddB->classname = it->classname;
G_SpawnItem(ddB, it);
FinishSpawningItem(ddB );
}
void Team_ResetFlags( void ) {
if( g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTF_ELIMINATION) {
Team_ResetFlag( TEAM_RED );
Team_ResetFlag( TEAM_BLUE );
}
else if( g_gametype.integer == GT_1FCTF ) {
Team_ResetFlag( TEAM_FREE );
}
}
void Team_ReturnFlagSound( gentity_t *ent, int team ) {
gentity_t *te;
if (ent == NULL) {
G_Printf ("Warning: NULL passed to Team_ReturnFlagSound\n");
return;
}
//See if we are during CTF_ELIMINATION warmup
if((level.time<=level.roundStartTime && level.time>level.roundStartTime-1000*g_elimination_activewarmup.integer)&&g_gametype.integer == GT_CTF_ELIMINATION)
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 && g_gametype.integer != GT_CTF_ELIMINATION)
return;
}
teamgame.blueTakenTime = level.time;
break;
case TEAM_BLUE: // CTF
if( teamgame.redStatus != FLAG_ATBASE ) {
if (teamgame.redTakenTime > level.time - 10000 && g_gametype.integer != GT_CTF_ELIMINATION)
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" );
if(g_gametype.integer == GT_1FCTF) {
G_LogPrintf( "1FCTF: %i %i %i: The flag was returned!\n", -1, -1, 2 );
}
}
else {
PrintMsg(NULL, "The %s flag has returned!\n", TeamName(team));
if(g_gametype.integer == GT_CTF_ELIMINATION) {
G_LogPrintf( "CTF: %i %i %i: The %s flag was returned!\n", -1, team, 2, TeamName(team) );
} else
if(g_gametype.integer == GT_CTF_ELIMINATION) {
G_LogPrintf( "CTF_ELIMINATION: %i %i %i %i: The %s flag was returned!\n", level.roundNumber, -1, team, 2, 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
}
/*
Update DD points
*/
void updateDDpoints(void) {
//teamgame.redStatus = -1; // Invalid to force update
Team_SetFlagStatus( TEAM_RED, level.pointStatusA );
//teamgame.blueStatus = -1; // Invalid to force update
Team_SetFlagStatus( TEAM_BLUE, level.pointStatusB );
}
/*
==============
Team_SpawnDoubleDominationPoints
==============
*/
int Team_SpawnDoubleDominationPoints ( void ) {
gentity_t *ent;
level.pointStatusA = TEAM_FREE;
level.pointStatusB = TEAM_FREE;
updateDDpoints();
ent = NULL;
if ((ent = G_Find (ent, FOFS(classname), "team_CTF_redflag")) != NULL) {
Team_DD_makeA2team( ent, TEAM_FREE );
}
ent = NULL;
if ((ent = G_Find (ent, FOFS(classname), "team_CTF_blueflag")) != NULL) {
Team_DD_makeB2team( ent, TEAM_FREE );
}
return 1;
}
/*
==============
Team_RemoveDoubleDominationPoints
==============
*/
int Team_RemoveDoubleDominationPoints ( void ) {
level.pointStatusA = TEAM_NONE;
level.pointStatusB = TEAM_NONE;
updateDDpoints();
Team_DD_makeA2team( NULL, TEAM_NONE );
Team_DD_makeB2team( NULL, TEAM_NONE );
return 1;
}
/*
==============
Team_TouchDoubleDominationPoint
==============
*/
//team is the either TEAM_RED(A) or TEAM_BLUE(B)
int Team_TouchDoubleDominationPoint( gentity_t *ent, gentity_t *other, int team ) {
gclient_t *cl = other->client;
qboolean otherDominating, isClose;
int clientTeam = cl->sess.sessionTeam;
int otherTeam;
int score; //Used to add the scores together
if(clientTeam == TEAM_RED)
otherTeam = TEAM_BLUE;
else
otherTeam = TEAM_RED;
otherDominating = qfalse;
isClose = qfalse;
if(level.pointStatusA == otherTeam && level.pointStatusB == otherTeam) {
otherDominating = qtrue;
if(level.time - level.timeTaken > (10-DD_CLOSE)*1000)
isClose = qtrue;
}
if(team == TEAM_RED) //We have touched point A
{
if(TEAM_NONE == level.pointStatusA)
return 0; //Haven't spawned yet
if(clientTeam == level.pointStatusA)
return 0; //If we already have the flag
//if we didn't have the point, then we have now!
level.pointStatusA = clientTeam;
PrintMsg( NULL, "%s" S_COLOR_WHITE " (%s) took control of A!\n", cl->pers.netname, TeamName(clientTeam) );
Team_DD_makeA2team( ent, clientTeam );
G_LogPrintf( "DD: %i %i %i: %s took point A for %s!\n", cl->ps.clientNum, clientTeam, 0, cl->pers.netname, TeamName(clientTeam) );
//Give personal score
score = DD_POINT_CAPTURE; //Base score for capture
if(otherDominating){
score += DD_POINT_CAPTURE_BREAK;
if(isClose)
score += DD_POINT_CAPTURE_CLOSE;
}
AddScore(other, ent->r.currentOrigin, score);
//Do we also have point B?
if(clientTeam == level.pointStatusB)
{
//We are dominating!
level.timeTaken = level.time; //At this time
PrintMsg( NULL, "%s" S_COLOR_WHITE " is dominating!\n", TeamName(clientTeam) );
SendDDtimetakenMessageToAllClients();
}
}
if(team == TEAM_BLUE) //We have touched point B
{
if(TEAM_NONE == level.pointStatusB)
return 0; //Haven't spawned yet
if(clientTeam == level.pointStatusB)
return 0; //If we already have the flag
//if we didn't have the point, then we have now!
level.pointStatusB = clientTeam;
PrintMsg( NULL, "%s" S_COLOR_WHITE " (%s) took control of B!\n", cl->pers.netname, TeamName(clientTeam) );
Team_DD_makeB2team( ent, clientTeam );
G_LogPrintf( "DD: %i %i %i: %s took point B for %s!\n", cl->ps.clientNum, clientTeam, 1, cl->pers.netname, TeamName(clientTeam) );
//Give personal score
score = DD_POINT_CAPTURE; //Base score for capture
if(otherDominating){
score += DD_POINT_CAPTURE_BREAK;
if(isClose)
score += DD_POINT_CAPTURE_CLOSE;
}
AddScore(other, ent->r.currentOrigin, score);
//Do we also have point A?
if(clientTeam == level.pointStatusA)
{
//We are dominating!
level.timeTaken = level.time; //At this time
PrintMsg( NULL, "%s" S_COLOR_WHITE " is dominating!\n", TeamName(clientTeam) );
SendDDtimetakenMessageToAllClients();
}
}
updateDDpoints();
return 0;
}
/*
==============
Team_TouchOurFlag
==============
*/
int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) {
int i;
gentity_t *player;
gclient_t *cl = other->client;
int enemy_flag;
if( g_gametype.integer == GT_1FCTF ) {
enemy_flag = PW_NEUTRALFLAG;
}
else {
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);
if(g_gametype.integer == GT_CTF) {
G_LogPrintf( "CTF: %i %i %i: %s returned the %s flag!\n", cl->ps.clientNum, team, 2, cl->pers.netname, TeamName(team) );
} else if(g_gametype.integer == GT_CTF_ELIMINATION) {
G_LogPrintf( "CTF_ELIMINATION: %i %i %i %i: %s returned the %s flag!\n", level.roundNumber, cl->ps.clientNum, team, 2, cl->pers.netname, TeamName(team) );
}
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
if( g_gametype.integer == GT_1FCTF ) {
PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the flag!\n", cl->pers.netname );
G_LogPrintf( "1FCTF: %i %i %i: %s captured the flag!\n", cl->ps.clientNum, -1, 1, cl->pers.netname );
}
else {
PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the %s flag!\n", cl->pers.netname, TeamName(OtherTeam(team)));
if(g_gametype.integer == GT_CTF)
G_LogPrintf( "CTF: %i %i %i: %s captured the %s flag!\n", cl->ps.clientNum, OtherTeam(team), 1, cl->pers.netname, TeamName(OtherTeam(team)) );
if(g_gametype.integer == GT_CTF_ELIMINATION)
G_LogPrintf( "CTF_ELIMINATION: %i %i %i %i: %s captured the %s flag!\n", level.roundNumber, cl->ps.clientNum, OtherTeam(team), 1, 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);
//If CTF Elimination, stop the round:
if(g_gametype.integer==GT_CTF_ELIMINATION) {
EndEliminationRound();
}
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]++;
G_LogPrintf( "Award: %i %i: %s gained the %s award!\n", other->client->ps.clientNum, 4, other->client->pers.netname, "CAPTURE" );
if(TeamCount(-1,TEAM_RED) && TeamCount(-1,TEAM_BLUE) && !level.hadBots)
ChallengeMessage(other,AWARD_CAPTURE);
// 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 || player == other)
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]++;
if(!level.hadBots)
ChallengeMessage(player,AWARD_ASSIST);
G_LogPrintf( "Award: %i %i: %s gained the %s award!\n", player->client->ps.clientNum, 5, player->client->pers.netname, "ASSIST" );
// 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;
}
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]++;
if(!level.hadBots)
ChallengeMessage(player,AWARD_ASSIST);
G_LogPrintf( "Award: %i %i: %s gained the %s award!\n", player->client->ps.clientNum, 5, player->client->pers.netname, "ASSIST" );
// 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;
if( g_gametype.integer == GT_1FCTF ) {
PrintMsg (NULL, "%s" S_COLOR_WHITE " got the flag!\n", other->client->pers.netname );
G_LogPrintf( "1FCTF: %i %i %i: %s got the flag!\n", cl->ps.clientNum, team, 0, cl->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{
PrintMsg (NULL, "%s" S_COLOR_WHITE " got the %s flag!\n",
other->client->pers.netname, TeamName(team));
if(g_gametype.integer == GT_CTF) {
G_LogPrintf( "CTF: %i %i %i: %s got the %s flag!\n", cl->ps.clientNum, team, 0, cl->pers.netname, TeamName(team));
} else if(g_gametype.integer == GT_CTF_ELIMINATION) {
G_LogPrintf( "CTF_ELIMINATION: %i %i %i %i: %s got the %s flag!\n", level.roundNumber, cl->ps.clientNum, team, 0, cl->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 );
}
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;
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; //Skull pickedup
G_LogPrintf("HARVESTER: %i %i %i %i %i: %s picked up a skull.\n",
cl->ps.clientNum,cl->sess.sessionTeam,3,-1,1,
cl->pers.netname);
} else {
G_LogPrintf("HARVESTER: %i %i %i %i %i: %s destroyed a skull.\n,",
cl->ps.clientNum,cl->sess.sessionTeam,2,-1,1,
cl->pers.netname);
}
G_FreeEntity( ent ); //Destory skull
return 0;
}
if ( g_gametype.integer == GT_DOMINATION ) {
Team_Dom_TakePoint(ent, cl->sess.sessionTeam,cl->ps.clientNum);
return 0;
}
// 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;
}
else if( strcmp(ent->classname, "team_CTF_neutralflag") == 0 ) {
team = TEAM_FREE;
}
else {
PrintMsg ( other, "Don't know what team the flag is on.\n");
return 0;
}
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;
}
if( g_gametype.integer == GT_DOUBLE_D) {
return Team_TouchDoubleDominationPoint( ent, other, team );
}
// 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(g_gametype.integer == GT_ELIMINATION) { //change sides every round
if((level.roundNumber+level.eliminationSides)%2==1){
if(team == TEAM_RED)
team = TEAM_BLUE;
else if(team == TEAM_BLUE)
team = TEAM_RED;
}
}
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 ];
}
/*
================
SelectRandomDDSpawnPoint
go to a random Double Domination Spawn Point
================
*/
#define MAX_TEAM_SPAWN_POINTS 32
gentity_t *SelectRandomDDSpawnPoint( void ) {
gentity_t *spot;
int count;
int selection;
gentity_t *spots[MAX_TEAM_SPAWN_POINTS];
char *classname;
classname = "info_player_dd";
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 ];
}
gentity_t *SelectRandomTeamDDSpawnPoint( team_t team ) {
gentity_t *spot;
int count;
int selection;
gentity_t *spots[MAX_TEAM_SPAWN_POINTS];
char *classname;
if(team == TEAM_RED)
classname = "info_player_dd_red";
else
classname = "info_player_dd_blue";
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;
}
/*
===========
SelectDoubleDominationSpawnPoint
============
*/
gentity_t *SelectDoubleDominationSpawnPoint ( team_t team, vec3_t origin, vec3_t angles ) {
gentity_t *spot;
spot = SelectRandomTeamDDSpawnPoint( team );
if(!spot) {
spot = SelectRandomDDSpawnPoint ( );
}
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, w;
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];
w = player->client->ps.weapon;
if(player->client->isEliminated)
{
h = 0;
a = 0;
w = 0;
}
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,
w, 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) {
}
/*
================
Obelisks
================
*/
static void ObeliskHealthChange( int team, int health ) {
int currentPercentage;
int percentage = (health*100)/g_obeliskHealth.integer;
if(percentage < 0)
percentage = 0;
currentPercentage = level.healthRedObelisk;
if(team != TEAM_RED)
currentPercentage = level.healthBlueObelisk;
if(percentage != currentPercentage) {
if(team == TEAM_RED) {
level.healthRedObelisk = percentage;
} else {
level.healthBlueObelisk = percentage;
}
level.MustSendObeliskHealth = qtrue;
//G_Printf("Obelisk health %i %i\n",team,percentage);
ObeliskHealthMessage();
}
}
static void ObeliskRegen( gentity_t *self ) {
self->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
ObeliskHealthChange(self->spawnflags,self->health);
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]++;
G_LogPrintf( "Award: %i %i: %s gained the %s award!\n", attacker->client->ps.clientNum, 4, attacker->client->pers.netname, "CAPTURE" );
G_LogPrintf("OBELISK: %i %i %i %i: %s destroyed the enemy obelisk.\n",
attacker->client->ps.clientNum,attacker->client->sess.sessionTeam,3,0,
attacker->client->pers.netname);
if(TeamCount(-1,TEAM_RED) && TeamCount(-1,TEAM_BLUE) && !level.hadBots)
ChallengeMessage(attacker,AWARD_CAPTURE);
ObeliskHealthChange(self->spawnflags,self->health);
teamgame.redObeliskAttackedTime = 0;
teamgame.blueObeliskAttackedTime = 0;
}
static void ObeliskTouch( gentity_t *self, gentity_t *other, trace_t *trace ) {
int tokens,i;
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>1 ? "s" : "" );
G_LogPrintf("HARVESTER: %i %i %i %i %i: %s brought in %i skull%s for %s\n",
other->client->ps.clientNum,other->client->sess.sessionTeam,0,-1,tokens,
other->client->pers.netname,tokens, tokens>1 ? "s" : "", TeamName(other->client->sess.sessionTeam));
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;
for(i = 0;i<tokens;i++)
{
G_LogPrintf( "Award: %i %i: %s gained the %s award!\n", other->client->ps.clientNum, 4, other->client->pers.netname, "CAPTURE" );
if(TeamCount(-1,TEAM_RED) && TeamCount(-1,TEAM_BLUE) && !level.hadBots)
ChallengeMessage(other,AWARD_CAPTURE);
}
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);
G_LogPrintf("OBELISK: %i %i %i %i: %s dealt %i damage to the enemy obelisk.\n",
attacker->client->ps.clientNum,attacker->client->sess.sessionTeam,1,actualDamage,
attacker->client->pers.netname,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_ffa_gt>0) {
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_ffa_gt>0) {
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;
}
/*
================
ShuffleTeams
*Randomizes the teams based on a type of function and then restarts the map
*Currently there is only one type so type is ignored. You can add total randomizaion or waighted randomization later.
*
*The function will split the teams like this:
*1. Red team
*2. Blue team
*3. Blue team
*4. Red team
*5. Go to 1
================
*/
void ShuffleTeams(void) {
int i;
int assignedClients=1, nextTeam=TEAM_RED;
if ( g_gametype.integer < GT_TEAM || g_ffa_gt==1)
return; //Can only shuffle team games!
for( i=0;i < level.numConnectedClients; i++ ) {
if( g_entities[ &level.clients[level.sortedClients[i]] - level.clients].r.svFlags & SVF_BOT)
continue; //Don't sort bots... they are always equal
if(level.clients[level.sortedClients[i]].sess.sessionTeam==TEAM_RED || level.clients[level.sortedClients[i]].sess.sessionTeam==TEAM_BLUE ) {
//For every second client we chenge team. But we do it a little of to make it slightly more fair
if(assignedClients>1) {
assignedClients=0;
if(nextTeam == TEAM_RED)
nextTeam = TEAM_BLUE;
else
nextTeam = TEAM_RED;
}
//Set the team
//We do not run all the logic because we shall run map_restart in a moment.
level.clients[level.sortedClients[i]].sess.sessionTeam = nextTeam;
ClientUserinfoChanged( level.sortedClients[i] );
ClientBegin( level.sortedClients[i] );
assignedClients++;
}
}
//Restart!
trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
}