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/*
===========================================================================
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of Spearmint Source Code.
Spearmint 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 3 of the License,
or (at your option) any later version.
Spearmint 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 Spearmint Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, Spearmint Source Code is also subject to certain additional terms.
You should have received a copy of these additional terms immediately following
the terms and conditions of the GNU General Public License. If not, please
request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional
terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc.,
Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
//
#include "g_local.h"
typedef struct teamgame_s {
float last_flag_capture;
int last_capture_team;
flagStatus_t redStatus; // CTF/3WCTF
flagStatus_t blueStatus; // CTF/3WCTF
flagStatus_t greenStatus; // CTF/3WCTF
flagStatus_t flagStatus; // One Flag CTF
int redTakenTime;
int blueTakenTime;
int greenTakenTime;
int redObeliskAttackedTime;
int blueObeliskAttackedTime;
int greenObeliskAttackedTime;
} 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 = -1; // Invalid to force update
Team_SetFlagStatus( TEAM_RED, FLAG_ATBASE );
teamgame.blueStatus = -1; // Invalid to force update
Team_SetFlagStatus( TEAM_BLUE, FLAG_ATBASE );
teamgame.greenStatus = -1; // Invalid to force update
Team_SetFlagStatus( TEAM_GREEN, FLAG_ATBASE );
break;
case GT_3WCTF:
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 );
teamgame.greenStatus = -1; // Invalid to force update
Team_SetFlagStatus( TEAM_GREEN, 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;
if (!g_redenemyteam.integer)
return TEAM_GREEN;
else if (team==TEAM_BLUE)
return TEAM_RED;
if (!g_blueenemyteam.integer)
return TEAM_GREEN;
else if (team==TEAM_GREEN)
return TEAM_BLUE;
if (!g_greenenemyteam.integer)
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_GREEN)
return "GREEN";
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_GREEN)
return S_COLOR_GREEN;
else if (team==TEAM_SPECTATOR)
return S_COLOR_YELLOW;
return S_COLOR_WHITE;
}
// NULL for everyone
static __attribute__ ((format (printf, 2, 3))) 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 ));
}
/*
==============
AddTeamScore
for gametype GT_TEAM this is called in AddScore in g_combat.c (checks fraglimit to win)
for gametype > GT_TEAM this is called when gametype-specific scoring happens (checks capturelimit to win)
(e.g. capture flag, kill obelisk, return skulls)
==============
*/
void AddTeamScore(vec3_t origin, int team, int score) {
int eventParm;
int otherTeam;
gentity_t *te;
if ( score == 0 ) {
return;
}
eventParm = -1;
otherTeam = OtherTeam( team );
if ( level.teamScores[ team ] + score == level.teamScores[ otherTeam ] ) {
//teams are tied sound
eventParm = GTS_TEAMS_ARE_TIED;
} else if ( level.teamScores[ team ] >= level.teamScores[ otherTeam ] &&
level.teamScores[ team ] + score < level.teamScores[ otherTeam ] ) {
// other team took the lead sound (negative score)
if ( otherTeam == TEAM_RED )
eventParm = GTS_REDTEAM_TOOK_LEAD;
else if ( otherTeam == TEAM_BLUE )
eventParm = GTS_BLUETEAM_TOOK_LEAD;
else if ( otherTeam == TEAM_GREEN )
eventParm = GTS_GREENTEAM_TOOK_LEAD;
} else if ( level.teamScores[ team ] <= level.teamScores[ otherTeam ] &&
level.teamScores[ team ] + score > level.teamScores[ otherTeam ] ) {
// this team took the lead sound
if ( team == TEAM_RED )
eventParm = GTS_REDTEAM_TOOK_LEAD;
else if ( team == TEAM_BLUE )
eventParm = GTS_BLUETEAM_TOOK_LEAD;
else if ( team == TEAM_GREEN )
eventParm = GTS_GREENTEAM_TOOK_LEAD;
} else if ( score > 0 && g_gametype.integer != GT_TEAM ) {
// team scored sound
if ( team == TEAM_RED )
eventParm = GTS_REDTEAM_SCORED;
else if ( team == TEAM_BLUE )
eventParm = GTS_BLUETEAM_SCORED;
else if ( team == TEAM_GREEN )
eventParm = GTS_GREENTEAM_SCORED;
}
if ( eventParm != -1 ) {
te = G_TempEntity(origin, EV_GLOBAL_TEAM_SOUND );
te->r.svFlags |= SVF_BROADCAST;
te->s.eventParm = eventParm;
}
level.teamScores[ team ] += score;
}
/*
==============
OnSameTeam
==============
*/
qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ) {
if ( !ent1->player || !ent2->player ) {
return qfalse;
}
if ( g_gametype.integer < GT_TEAM ) {
return qfalse;
}
if ( ent1->player->sess.sessionTeam == ent2->player->sess.sessionTeam ) {
return qtrue;
}
return qfalse;
}
static char ctfFlagStatusRemap[] = { '0', '1', '2', '*', '3' };
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/3WCTF
if( teamgame.redStatus != status ) {
teamgame.redStatus = status;
modified = qtrue;
}
break;
case TEAM_BLUE: // CTF/3WCTF
if( teamgame.blueStatus != status ) {
teamgame.blueStatus = status;
modified = qtrue;
}
break;
case TEAM_GREEN: // CTF/3WCTF
if( teamgame.greenStatus != status ) {
teamgame.greenStatus = 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_3WCTF ) {
st[0] = ctfFlagStatusRemap[teamgame.redStatus];
st[1] = ctfFlagStatusRemap[teamgame.blueStatus];
st[2] = ctfFlagStatusRemap[teamgame.greenStatus];
st[3] = 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_GREENFLAG ) {
Team_SetFlagStatus( TEAM_GREEN, 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->player)
continue;
if (ent->player->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;
gentity_t *flag, *carrier = NULL;
char *c;
vec3_t v1, v2;
int team;
// no bonus for fragging yourself or team mates
if (!targ->player || !attacker->player || targ == attacker || OnSameTeam(targ, attacker))
return;
team = targ->player->sess.sessionTeam;
otherteam = OtherTeam(targ->player->sess.sessionTeam);
if (otherteam < 0)
return; // whoever died isn't on a team
// same team, if the flag at base, check to see if he/she/it has the enemy flag
if (team == TEAM_RED) {
flag_pw = PW_REDFLAG;
if (!g_redenemyflag.integer)
enemy_flag_pw = PW_BLUEFLAG;
else enemy_flag_pw = PW_GREENFLAG;
} else if (team == TEAM_BLUE) {
flag_pw = PW_BLUEFLAG;
if (!g_blueenemyflag.integer)
enemy_flag_pw = PW_REDFLAG;
else enemy_flag_pw = PW_GREENFLAG;
} else if (team == TEAM_GREEN) {
flag_pw = PW_GREENFLAG;
if ( !g_greenenemyflag.integer )
enemy_flag_pw = PW_BLUEFLAG;
else enemy_flag_pw = PW_REDFLAG;
}
#ifdef MISSIONPACK
if (g_gametype.integer == GT_1FCTF) {
enemy_flag_pw = PW_NEUTRALFLAG;
}
#endif
// did the attacker frag the flag carrier?
if (targ->player->ps.powerups[enemy_flag_pw]) {
attacker->player->pers.teamState.lastfraggedcarrier = level.time;
AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS);
PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's flag carrier!\n",
attacker->player->pers.netname, TeamName(team));
// the target had the flag, clear the hurt carrier
// field on the other team
for (i = 0; i < g_maxplayers.integer; i++) {
ent = g_entities + i;
if (ent->inuse && ent->player->sess.sessionTeam == otherteam)
ent->player->pers.teamState.lasthurtcarrier = 0;
}
return;
}
// did the attacker frag a skull carrier?
#ifdef MISSIONPACK
if (g_gametype.integer == GT_HARVESTER && targ->player->ps.tokens) {
int tokens = targ->player->ps.tokens;
attacker->player->pers.teamState.lastfraggedcarrier = level.time;
AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS * tokens * tokens);
PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's skull carrier!\n",
attacker->player->pers.netname, TeamName(team));
// the target had the flag, clear the hurt carrier
// field on the other team
for (i = 0; i < g_maxplayers.integer; i++) {
ent = g_entities + i;
if (ent->inuse && ent->player->sess.sessionTeam == otherteam)
ent->player->pers.teamState.lasthurtcarrier = 0;
}
return;
}
#endif
if (targ->player->pers.teamState.lasthurtcarrier &&
level.time - targ->player->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT &&
!attacker->player->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);
targ->player->pers.teamState.lasthurtcarrier = 0;
attacker->player->ps.persistant[PERS_DEFEND_COUNT]++;
// add the sprite over the player's head
attacker->player->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
attacker->player->ps.eFlags |= EF_AWARD_DEFEND;
attacker->player->rewardTime = level.time + REWARD_SPRITE_TIME;
return;
}
if (targ->player->pers.teamState.lasthurtcarrier &&
level.time - targ->player->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);
targ->player->pers.teamState.lasthurtcarrier = 0;
attacker->player->ps.persistant[PERS_DEFEND_COUNT]++;
// add the sprite over the player's head
attacker->player->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
attacker->player->ps.eFlags |= EF_AWARD_DEFEND;
attacker->player->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->player->sess.sessionTeam) {
case TEAM_RED:
c = "team_redobelisk";
break;
case TEAM_BLUE:
c = "team_blueobelisk";
break;
case TEAM_GREEN:
c = "team_greenobelisk";
break;
default:
return;
}
} else if (g_gametype.integer == GT_HARVESTER ) {
// find the center obelisk
c = "team_neutralobelisk";
} else {
#endif
// find the flag
switch (attacker->player->sess.sessionTeam) {
case TEAM_RED:
c = "team_CTF_redflag";
break;
case TEAM_BLUE:
c = "team_CTF_blueflag";
break;
case TEAM_GREEN:
c = "team_CTF_greenflag";
break;
default:
return;
}
// find attacker's team's flag carrier
for (i = 0; i < g_maxplayers.integer; i++) {
carrier = g_entities + i;
if (carrier->inuse && carrier->player->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->player->sess.sessionTeam != targ->player->sess.sessionTeam) {
// we defended the base flag
AddScore(attacker, targ->r.currentOrigin, CTF_FLAG_DEFENSE_BONUS);
attacker->player->ps.persistant[PERS_DEFEND_COUNT]++;
// add the sprite over the player's head
attacker->player->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
attacker->player->ps.eFlags |= EF_AWARD_DEFEND;
attacker->player->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->player->sess.sessionTeam != targ->player->sess.sessionTeam) {
AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_PROTECT_BONUS);
attacker->player->ps.persistant[PERS_DEFEND_COUNT]++;
// add the sprite over the player's head
attacker->player->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
attacker->player->ps.eFlags |= EF_AWARD_DEFEND;
attacker->player->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->player || !attacker->player)
return;
if (targ->player->sess.sessionTeam == TEAM_RED)
if (!g_redenemyteam.integer) {
flag_pw = PW_BLUEFLAG;
else
flag_pw = PW_GREENFLAG;
}
else if (targ->player->sess.sessionTeam == TEAM_BLUE)
if (!g_blueenemyteam.integer)
flag_pw = PW_REDFLAG;
else
flag_pw = PW_GREENFLAG;
else if (targ->player->sess.sessionTeam == TEAM_GREEN)
if (!g_blueenemyteam.integer)
flag_pw = PW_BLUEFLAG;
else
flag_pw = PW_REDFLAG;
// flags
if (targ->player->ps.powerups[flag_pw] &&
targ->player->sess.sessionTeam != attacker->player->sess.sessionTeam)
attacker->player->pers.teamState.lasthurtcarrier = level.time;
// skulls
if (targ->player->ps.tokens &&
targ->player->sess.sessionTeam != attacker->player->sess.sessionTeam)
attacker->player->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_GREEN:
c = "team_CTF_greenflag";
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 && g_gametype.integer == GT_3WCTF) {
Team_ResetFlag( TEAM_RED );
Team_ResetFlag( TEAM_BLUE );
Team_ResetFlag( TEAM_GREEN );
}
}
#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( !g_blueenemyflag.integer ) {
te->s.eventParm = GTS_RED_RETURN;
else te->s.eventParm = GTS_GREEN_RETURN;
}
if( !g_redenemyflag.integer ) {
te->s.eventParm = GTS_BLUE_RETURN;
else te->s.eventParm = GTS_GREEN_RETURN;
}
if( !g_greenenemyflag.integer ) {
te->s.eventParm = GTS_BLUE_RETURN;
else te->s.eventParm = GTS_RED_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: // CTF
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;
case TEAM_GREEN: // CTF
if( teamgame.greenStatus != FLAG_ATBASE ) {
if (teamgame.greenTakenTime > level.time - 10000)
return;
}
teamgame.greenTakenTime = 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 if( team == TEAM_RED ) {
te->s.eventParm = GTS_BLUE_TAKEN;
}
else {
te->s.eventParm = GTS_GREEN_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 if( team == TEAM_RED ) {
te->s.eventParm = GTS_RED_CAPTURE;
}
else {
te->s.eventParm = GTS_GREEN_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_GREENFLAG ) {
Team_ReturnFlag( TEAM_GREEN );
}
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_GREENFLAG ) {
team = TEAM_GREEN;
}
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;
gplayer_t *cl = other->player;
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;
if (!g_redenemyteam.integer)
enemy_flag = PW_GREENFLAG;
} else {
if (cl->sess.sessionTeam == TEAM_BLUE) {
enemy_flag = PW_REDFLAG;
if (!g_blueenemyteam.integer)
enemy_flag = PW_GREENFLAG;
} else {
if (cl->sess.sessionTeam == TEAM_GREEN) {
enemy_flag = PW_BLUEFLAG;
if (!g_greenenemyteam.integer)
enemy_flag = PW_REDFLAG;
}
if ( ent->flags & FL_DROPPED_ITEM ) {
// hey, it's 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->player->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 ) {
trap_SendServerCommand( -1, va("cp \"%s" S_COLOR_WHITE "\ncaptured the flag!\n\"", cl->pers.netname ));
}
else {
#endif
trap_SendServerCommand( -1, va("cp \"%s" S_COLOR_WHITE "\ncaptured 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->player->sess.sessionTeam, 1);
Team_ForceGesture(other->player->sess.sessionTeam);
// add the sprite over the player's head
other->player->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
other->player->ps.eFlags |= EF_AWARD_CAP;
other->player->rewardTime = level.time + REWARD_SPRITE_TIME;
other->player->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_maxplayers.integer; i++) {
player = &g_entities[i];
// also make sure we don't award assist bonuses to the flag carrier himself.
if (!player->inuse || player == other)
continue;
if (player->player->sess.sessionTeam !=
cl->sess.sessionTeam) {
player->player->pers.teamState.lasthurtcarrier = -5;
} else if (player->player->sess.sessionTeam ==
cl->sess.sessionTeam) {
#ifdef MISSIONPACK
AddScore(player, ent->r.currentOrigin, CTF_TEAM_BONUS);
#endif
// award extra points for capture assists
if (player->player->pers.teamState.lastreturnedflag +
CTF_RETURN_FLAG_ASSIST_TIMEOUT > level.time) {
AddScore (player, ent->r.currentOrigin, CTF_RETURN_FLAG_ASSIST_BONUS);
player->player->ps.persistant[PERS_ASSIST_COUNT]++;
// add the sprite over the player's head
player->player->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
player->player->ps.eFlags |= EF_AWARD_ASSIST;
player->player->rewardTime = level.time + REWARD_SPRITE_TIME;
}
if (player->player->pers.teamState.lastfraggedcarrier +
CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) {
AddScore(player, ent->r.currentOrigin, CTF_FRAG_CARRIER_ASSIST_BONUS);
player->player->ps.persistant[PERS_ASSIST_COUNT]++;
// add the sprite over the player's head
player->player->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
player->player->ps.eFlags |= EF_AWARD_ASSIST;
player->player->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 ) {
gplayer_t *cl = other->player;
#ifdef MISSIONPACK
if( g_gametype.integer == GT_1FCTF ) {
PrintMsg (NULL, "%s" S_COLOR_WHITE " got the flag!\n", other->player->pers.netname );
cl->ps.powerups[PW_NEUTRALFLAG] = INT_MAX; // flags never expire
if( team == TEAM_RED ) {
Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_RED );
}
else if( team == TEAM_BLUE ) {
Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_BLUE );
}
else {
Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_GREEN );
}
}
else{
#endif
PrintMsg (NULL, "%s" S_COLOR_WHITE " got the %s flag!\n",
other->player->pers.netname, TeamName(team));
if (team == TEAM_RED)
cl->ps.powerups[PW_REDFLAG] = INT_MAX; // flags never expire
else if (team == TEAM_BLUE)
cl->ps.powerups[PW_BLUEFLAG] = INT_MAX; // flags never expire
else if (team == TEAM_GREEN)
cl->ps.powerups[PW_GREENFLAG] = INT_MAX; // flags never expire
Team_SetFlagStatus( team, FLAG_TAKEN );
#ifdef MISSIONPACK
}
AddScore(other, ent->r.currentOrigin, CTF_FLAG_BONUS);
#endif
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;
gplayer_t *cl = other->player;
#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->s.team != cl->sess.sessionTeam ) {
cl->ps.tokens += 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;
}
else if( strcmp(ent->classname, "team_CTF_greenflag") == 0 ) {
team = TEAM_GREEN;
}
#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;
}
/*---------------------------------------------------------------------------*/
/*
================
SelectRandomTeamSpawnPoint
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 if (team == TEAM_GREEN)
classname = "team_CTF_greenplayer";
else
return NULL;
} else {
if (team == TEAM_RED)
classname = "team_CTF_redspawn";
else if (team == TEAM_BLUE)
classname = "team_CTF_bluespawn";
else if (team == TEAM_GREEN)
classname = "team_CTF_greenspawn";
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, qboolean isbot ) {
gentity_t *spot;
spot = SelectRandomTeamSpawnPoint ( teamstate, team );
if (!spot) {
return SelectSpawnPoint( vec3_origin, origin, angles, isbot );
}
VectorCopy (spot->s.origin, origin);
origin[2] += 9;
VectorCopy (spot->s.angles, angles);
return spot;
}
/*---------------------------------------------------------------------------*/
static int QDECL SortPlayers( const void *a, const void *b ) {
return *(int *)a - *(int *)b;
}
/*
==================
TeamplayLocationsMessage
Format:
playerNum 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 players[TEAM_MAXOVERLAY];
int team;
if ( ! ent->player->pers.teamInfo )
return;
// send team info to spectator for team of followed player
if (ent->player->sess.sessionTeam == TEAM_SPECTATOR) {
if ( ent->player->sess.spectatorState != SPECTATOR_FOLLOW
|| ent->player->sess.spectatorPlayer < 0 ) {
return;
}
team = g_entities[ ent->player->sess.spectatorPlayer ].player->sess.sessionTeam;
} else {
team = ent->player->sess.sessionTeam;
}
if (team != TEAM_RED && team != TEAM_BLUE && team != TEAM_GREEN) {
return;
}
// figure out what player should be on the display
// we are limited to 8, but we want to use the top eight players
// but in player order (so they don't keep changing position on the overlay)
for (i = 0, cnt = 0; i < g_maxplayers.integer && cnt < TEAM_MAXOVERLAY; i++) {
player = g_entities + level.sortedPlayers[i];
if (player->inuse && player->player->sess.sessionTeam == team ) {
players[cnt++] = level.sortedPlayers[i];
}
}
// We have the top eight players, sort them by playerNum
qsort( players, cnt, sizeof( players[0] ), SortPlayers );
// send the latest information on all players
string[0] = 0;
stringlength = 0;
for (i = 0, cnt = 0; i < g_maxplayers.integer && cnt < TEAM_MAXOVERLAY; i++) {
player = g_entities + i;
if (player->inuse && player->player->sess.sessionTeam == team ) {
h = player->player->ps.stats[STAT_HEALTH];
a = player->player->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.sortedPlayers[i], player->player->pers.teamState.location, h, a,
i, player->player->pers.teamState.location, h, a,
player->player->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 %i %s", team, 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_maxplayers.integer; i++) {
ent = g_entities + i;
if ( ent->player->pers.connected != CON_CONNECTED ) {
continue;
}
if (ent->inuse && (ent->player->sess.sessionTeam == TEAM_RED || ent->player->sess.sessionTeam == TEAM_BLUE || ent->player->sess.sessionTeam == TEAM_GREEN)) {
loc = Team_GetLocation( ent );
if (loc)
ent->player->pers.teamState.location = loc->health;
else
ent->player->pers.teamState.location = 0;
}
}
for (i = 0; i < g_maxplayers.integer; i++) {
ent = g_entities + i;
if ( ent->player->pers.connected != CON_CONNECTED ) {
continue;
}
if (ent->inuse) {
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_greenplayer (0 0 1) (-16 -16 -16) (16 16 32)
Only in CTF games. Green players spawn here at game start.
*/
void SP_team_CTF_greenplayer( 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) {
}
/*QUAKED team_CTF_greenspawn (0 0 1) (-16 -16 -24) (16 16 32)
potential spawning position for green team in CTF games.
Targets will be fired when someone spawns in on them.
*/
void SP_team_CTF_greenspawn(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->player->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
attacker->player->ps.eFlags |= EF_AWARD_CAP;
attacker->player->rewardTime = level.time + REWARD_SPRITE_TIME;
attacker->player->ps.persistant[PERS_CAPTURES]++;
Team_CaptureFlagSound(self, self->spawnflags);
teamgame.redObeliskAttackedTime = 0;
teamgame.blueObeliskAttackedTime = 0;
trap_SendServerCommand( -1, va("cp \"%s" S_COLOR_WHITE "\ndestroyed the %s obelisk.\n\"",
attacker->player->pers.netname, TeamName(self->spawnflags)));
}
static void ObeliskTouch( gentity_t *self, gentity_t *other, trace_t *trace ) {
int tokens;
team_t otherTeam;
if ( !other->player ) {
return;
}
otherTeam = OtherTeam( other->player->sess.sessionTeam );
if ( otherTeam != self->spawnflags ) {
return;
}
tokens = other->player->ps.tokens;
if( tokens <= 0 ) {
return;
}
trap_SendServerCommand( -1, va( "cp \"%s" S_COLOR_WHITE "\nbrought in %i %s %s.\n\"",
other->player->pers.netname, tokens, TeamName( otherTeam ), ( tokens == 1 ) ? "skull" : "skulls" ) );
AddTeamScore(self->s.pos.trBase, other->player->sess.sessionTeam, tokens);
Team_ForceGesture(other->player->sess.sessionTeam);
AddScore(other, self->r.currentOrigin, CTF_CAPTURE_BONUS*tokens);
// add the sprite over the player's head
other->player->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
other->player->ps.eFlags |= EF_AWARD_CAP;
other->player->rewardTime = level.time + REWARD_SPRITE_TIME;
other->player->ps.persistant[PERS_CAPTURES] += tokens;
other->player->ps.tokens = 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, vec3_t mins, vec3_t maxs, int team ) {
gentity_t *ent;
ent = G_Spawn();
VectorCopy( origin, ent->s.origin );
VectorCopy( origin, ent->s.pos.trBase );
VectorCopy( origin, ent->r.currentOrigin );
VectorCopy( mins, ent->s.mins );
VectorCopy( maxs, ent->s.maxs );
ent->s.eType = ET_GENERAL;
ent->flags = FL_NO_KNOCKBACK;
if( g_gametype.integer == GT_OBELISK ) {
ent->s.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->s.contents = CONTENTS_TRIGGER;
ent->touch = ObeliskTouch;
}
G_SetOrigin( ent, ent->s.origin );
ent->spawnflags = team;
trap_LinkEntity( ent );
return ent;
}
void ObeliskInit( gentity_t *ent ) {
trace_t tr;
vec3_t dest;
ent->s.eType = ET_TEAM;
VectorSet( ent->s.mins, -15, -15, 0 );
VectorSet( ent->s.maxs, 15, 15, 87 );
if ( ent->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->s.mins, ent->s.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 );
}
}
}
/*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;
}
ObeliskInit( ent );
if ( g_gametype.integer == GT_OBELISK ) {
obelisk = SpawnObelisk( ent->s.origin, ent->s.mins, ent->s.maxs, TEAM_RED );
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, ent->s.mins, ent->s.maxs, TEAM_RED );
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;
}
ObeliskInit( ent );
if ( g_gametype.integer == GT_OBELISK ) {
obelisk = SpawnObelisk( ent->s.origin, ent->s.mins, ent->s.maxs, TEAM_BLUE );
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, ent->s.mins, ent->s.maxs, TEAM_BLUE );
obelisk->activator = ent;
}
ent->s.modelindex = TEAM_BLUE;
trap_LinkEntity(ent);
}
/*QUAKED team_greenobelisk (0 0 1) (-16 -16 0) (16 16 88)
*/
void SP_team_greenobelisk( gentity_t *ent ) {
gentity_t *obelisk;
if ( g_gametype.integer <= GT_TEAM ) {
G_FreeEntity(ent);
return;
}
ObeliskInit( ent );
if ( g_gametype.integer == GT_OBELISK ) {
obelisk = SpawnObelisk( ent->s.origin, ent->s.mins, ent->s.maxs, TEAM_GREEN );
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, ent->s.mins, ent->s.maxs, TEAM_GREEN );
obelisk->activator = ent;
}
ent->s.modelindex = TEAM_GREEN;
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_TEAM ) {
G_FreeEntity(ent);
return;
}
ObeliskInit( ent );
if ( g_gametype.integer == GT_OBELISK ) {
obelisk = SpawnObelisk( ent->s.origin, ent->s.mins, ent->s.maxs, TEAM_FREE );
obelisk->activator = ent;
// initial obelisk health value
ent->s.modelindex2 = 0xff;
ent->s.frame = 0;
}
if ( g_gametype.integer == GT_HARVESTER ) {
neutralObelisk = SpawnObelisk( ent->s.origin, ent->s.mins, ent->s.maxs, TEAM_FREE );
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 player
if( !attacker->player ) {
return qfalse;
}
// if the obelisk is on the same team as the attacker then don't hurt it
if( obelisk->spawnflags == attacker->player->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) ||
(obelisk->spawnflags == TEAM_GREEN &&
teamgame.greenObeliskAttackedTime < level.time - OVERLOAD_ATTACK_BASE_SOUND_TIME ||
obelisk->spawnflags == TEAM_FREE &&
teamgame.neutralObeliskAttackedTime < 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 if( obelisk->spawnflags == TEAM_BLUE ){
te->s.eventParm = GTS_BLUEOBELISK_ATTACKED;
teamgame.blueObeliskAttackedTime = level.time;
}
else if( obelisk->spawnflags == TEAM_GREEN ){
te->s.eventParm = GTS_GREENOBELISK_ATTACKED;
teamgame.greenObeliskAttackedTime = level.time;
}
else {
te->s.eventParm = GTS_NEUTRALOBELISK_ATTACKED;
teamgame.neturalObeliskAttackedTime = level.time;
}
te->r.svFlags |= SVF_BROADCAST;
}
return qfalse;
}
#endif