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- /*
- ===========================================================================
- Copyright (C) 1999-2005 Id Software, Inc.
- This file is part of Quake III Arena source code.
- Quake III Arena source code is free software; you can redistribute it
- and/or modify it under the terms of the GNU General Public License as
- published by the Free Software Foundation; either version 2 of the License,
- or (at your option) any later version.
- Quake III Arena source code is distributed in the hope that it will be
- useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Foobar; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- //
- #include "g_local.h"
- typedef struct teamgame_s {
- float last_flag_capture;
- int last_capture_team;
- flagStatus_t redStatus; // CTF
- flagStatus_t blueStatus; // CTF
- flagStatus_t flagStatus; // One Flag CTF
- int redTakenTime;
- int blueTakenTime;
- int redObeliskAttackedTime;
- int blueObeliskAttackedTime;
- } teamgame_t;
- teamgame_t teamgame;
- gentity_t *neutralObelisk;
- void Team_SetFlagStatus( int team, flagStatus_t status );
- void Team_InitGame( void ) {
- memset(&teamgame, 0, sizeof teamgame);
- switch( g_gametype.integer ) {
- case GT_CTF:
- teamgame.redStatus = teamgame.blueStatus = -1; // Invalid to force update
- Team_SetFlagStatus( TEAM_RED, FLAG_ATBASE );
- Team_SetFlagStatus( TEAM_BLUE, FLAG_ATBASE );
- break;
- #ifdef MISSIONPACK
- case GT_1FCTF:
- teamgame.flagStatus = -1; // Invalid to force update
- Team_SetFlagStatus( TEAM_FREE, FLAG_ATBASE );
- break;
- #endif
- default:
- break;
- }
- }
- int OtherTeam(int team) {
- if (team==TEAM_RED)
- return TEAM_BLUE;
- else if (team==TEAM_BLUE)
- return TEAM_RED;
- return team;
- }
- const char *TeamName(int team) {
- if (team==TEAM_RED)
- return "RED";
- else if (team==TEAM_BLUE)
- return "BLUE";
- else if (team==TEAM_SPECTATOR)
- return "SPECTATOR";
- return "FREE";
- }
- const char *OtherTeamName(int team) {
- if (team==TEAM_RED)
- return "BLUE";
- else if (team==TEAM_BLUE)
- return "RED";
- else if (team==TEAM_SPECTATOR)
- return "SPECTATOR";
- return "FREE";
- }
- const char *TeamColorString(int team) {
- if (team==TEAM_RED)
- return S_COLOR_RED;
- else if (team==TEAM_BLUE)
- return S_COLOR_BLUE;
- else if (team==TEAM_SPECTATOR)
- return S_COLOR_YELLOW;
- return S_COLOR_WHITE;
- }
- // NULL for everyone
- void QDECL PrintMsg( gentity_t *ent, const char *fmt, ... ) {
- char msg[1024];
- va_list argptr;
- char *p;
-
- va_start (argptr,fmt);
- if (vsprintf (msg, fmt, argptr) > sizeof(msg)) {
- G_Error ( "PrintMsg overrun" );
- }
- va_end (argptr);
- // double quotes are bad
- while ((p = strchr(msg, '"')) != NULL)
- *p = '\'';
- trap_SendServerCommand ( ( (ent == NULL) ? -1 : ent-g_entities ), va("print \"%s\"", msg ));
- }
- /*
- ==============
- AddTeamScore
- used for gametype > GT_TEAM
- for gametype GT_TEAM the level.teamScores is updated in AddScore in g_combat.c
- ==============
- */
- void AddTeamScore(vec3_t origin, int team, int score) {
- gentity_t *te;
- te = G_TempEntity(origin, EV_GLOBAL_TEAM_SOUND );
- te->r.svFlags |= SVF_BROADCAST;
- if ( team == TEAM_RED ) {
- if ( level.teamScores[ TEAM_RED ] + score == level.teamScores[ TEAM_BLUE ] ) {
- //teams are tied sound
- te->s.eventParm = GTS_TEAMS_ARE_TIED;
- }
- else if ( level.teamScores[ TEAM_RED ] <= level.teamScores[ TEAM_BLUE ] &&
- level.teamScores[ TEAM_RED ] + score > level.teamScores[ TEAM_BLUE ]) {
- // red took the lead sound
- te->s.eventParm = GTS_REDTEAM_TOOK_LEAD;
- }
- else {
- // red scored sound
- te->s.eventParm = GTS_REDTEAM_SCORED;
- }
- }
- else {
- if ( level.teamScores[ TEAM_BLUE ] + score == level.teamScores[ TEAM_RED ] ) {
- //teams are tied sound
- te->s.eventParm = GTS_TEAMS_ARE_TIED;
- }
- else if ( level.teamScores[ TEAM_BLUE ] <= level.teamScores[ TEAM_RED ] &&
- level.teamScores[ TEAM_BLUE ] + score > level.teamScores[ TEAM_RED ]) {
- // blue took the lead sound
- te->s.eventParm = GTS_BLUETEAM_TOOK_LEAD;
- }
- else {
- // blue scored sound
- te->s.eventParm = GTS_BLUETEAM_SCORED;
- }
- }
- level.teamScores[ team ] += score;
- }
- /*
- ==============
- OnSameTeam
- ==============
- */
- qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ) {
- if ( !ent1->client || !ent2->client ) {
- return qfalse;
- }
- if ( g_gametype.integer < GT_TEAM ) {
- return qfalse;
- }
- if ( ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam ) {
- return qtrue;
- }
- return qfalse;
- }
- static char ctfFlagStatusRemap[] = { '0', '1', '*', '*', '2' };
- static char oneFlagStatusRemap[] = { '0', '1', '2', '3', '4' };
- void Team_SetFlagStatus( int team, flagStatus_t status ) {
- qboolean modified = qfalse;
- switch( team ) {
- case TEAM_RED: // CTF
- if( teamgame.redStatus != status ) {
- teamgame.redStatus = status;
- modified = qtrue;
- }
- break;
- case TEAM_BLUE: // CTF
- if( teamgame.blueStatus != status ) {
- teamgame.blueStatus = status;
- modified = qtrue;
- }
- break;
- case TEAM_FREE: // One Flag CTF
- if( teamgame.flagStatus != status ) {
- teamgame.flagStatus = status;
- modified = qtrue;
- }
- break;
- }
- if( modified ) {
- char st[4];
- if( g_gametype.integer == GT_CTF ) {
- st[0] = ctfFlagStatusRemap[teamgame.redStatus];
- st[1] = ctfFlagStatusRemap[teamgame.blueStatus];
- st[2] = 0;
- }
- else { // GT_1FCTF
- st[0] = oneFlagStatusRemap[teamgame.flagStatus];
- st[1] = 0;
- }
- trap_SetConfigstring( CS_FLAGSTATUS, st );
- }
- }
- void Team_CheckDroppedItem( gentity_t *dropped ) {
- if( dropped->item->giTag == PW_REDFLAG ) {
- Team_SetFlagStatus( TEAM_RED, FLAG_DROPPED );
- }
- else if( dropped->item->giTag == PW_BLUEFLAG ) {
- Team_SetFlagStatus( TEAM_BLUE, FLAG_DROPPED );
- }
- else if( dropped->item->giTag == PW_NEUTRALFLAG ) {
- Team_SetFlagStatus( TEAM_FREE, FLAG_DROPPED );
- }
- }
- /*
- ================
- Team_ForceGesture
- ================
- */
- void Team_ForceGesture(int team) {
- int i;
- gentity_t *ent;
- for (i = 0; i < MAX_CLIENTS; i++) {
- ent = &g_entities[i];
- if (!ent->inuse)
- continue;
- if (!ent->client)
- continue;
- if (ent->client->sess.sessionTeam != team)
- continue;
- //
- ent->flags |= FL_FORCE_GESTURE;
- }
- }
- /*
- ================
- Team_FragBonuses
- Calculate the bonuses for flag defense, flag carrier defense, etc.
- Note that bonuses are not cumulative. You get one, they are in importance
- order.
- ================
- */
- void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker)
- {
- int i;
- gentity_t *ent;
- int flag_pw, enemy_flag_pw;
- int otherteam;
- int tokens;
- gentity_t *flag, *carrier = NULL;
- char *c;
- vec3_t v1, v2;
- int team;
- // no bonus for fragging yourself or team mates
- if (!targ->client || !attacker->client || targ == attacker || OnSameTeam(targ, attacker))
- return;
- team = targ->client->sess.sessionTeam;
- otherteam = OtherTeam(targ->client->sess.sessionTeam);
- if (otherteam < 0)
- return; // whoever died isn't on a team
- // same team, if the flag at base, check to he has the enemy flag
- if (team == TEAM_RED) {
- flag_pw = PW_REDFLAG;
- enemy_flag_pw = PW_BLUEFLAG;
- } else {
- flag_pw = PW_BLUEFLAG;
- enemy_flag_pw = PW_REDFLAG;
- }
- if (g_gametype.integer == GT_1FCTF) {
- enemy_flag_pw = PW_NEUTRALFLAG;
- }
- // did the attacker frag the flag carrier?
- tokens = 0;
- #ifdef MISSIONPACK
- if( g_gametype.integer == GT_HARVESTER ) {
- tokens = targ->client->ps.generic1;
- }
- #endif
- if (targ->client->ps.powerups[enemy_flag_pw]) {
- attacker->client->pers.teamState.lastfraggedcarrier = level.time;
- AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS);
- attacker->client->pers.teamState.fragcarrier++;
- PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's flag carrier!\n",
- attacker->client->pers.netname, TeamName(team));
- // the target had the flag, clear the hurt carrier
- // field on the other team
- for (i = 0; i < g_maxclients.integer; i++) {
- ent = g_entities + i;
- if (ent->inuse && ent->client->sess.sessionTeam == otherteam)
- ent->client->pers.teamState.lasthurtcarrier = 0;
- }
- return;
- }
- // did the attacker frag a head carrier? other->client->ps.generic1
- if (tokens) {
- attacker->client->pers.teamState.lastfraggedcarrier = level.time;
- AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS * tokens * tokens);
- attacker->client->pers.teamState.fragcarrier++;
- PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's skull carrier!\n",
- attacker->client->pers.netname, TeamName(team));
- // the target had the flag, clear the hurt carrier
- // field on the other team
- for (i = 0; i < g_maxclients.integer; i++) {
- ent = g_entities + i;
- if (ent->inuse && ent->client->sess.sessionTeam == otherteam)
- ent->client->pers.teamState.lasthurtcarrier = 0;
- }
- return;
- }
- if (targ->client->pers.teamState.lasthurtcarrier &&
- level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT &&
- !attacker->client->ps.powerups[flag_pw]) {
- // attacker is on the same team as the flag carrier and
- // fragged a guy who hurt our flag carrier
- AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS);
- attacker->client->pers.teamState.carrierdefense++;
- targ->client->pers.teamState.lasthurtcarrier = 0;
- attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
- team = attacker->client->sess.sessionTeam;
- // add the sprite over the player's head
- attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
- attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
- attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
- return;
- }
- if (targ->client->pers.teamState.lasthurtcarrier &&
- level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT) {
- // attacker is on the same team as the skull carrier and
- AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS);
- attacker->client->pers.teamState.carrierdefense++;
- targ->client->pers.teamState.lasthurtcarrier = 0;
- attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
- team = attacker->client->sess.sessionTeam;
- // add the sprite over the player's head
- attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
- attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
- attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
- return;
- }
- // flag and flag carrier area defense bonuses
- // we have to find the flag and carrier entities
- #ifdef MISSIONPACK
- if( g_gametype.integer == GT_OBELISK ) {
- // find the team obelisk
- switch (attacker->client->sess.sessionTeam) {
- case TEAM_RED:
- c = "team_redobelisk";
- break;
- case TEAM_BLUE:
- c = "team_blueobelisk";
- break;
- default:
- return;
- }
-
- } else if (g_gametype.integer == GT_HARVESTER ) {
- // find the center obelisk
- c = "team_neutralobelisk";
- } else {
- #endif
- // find the flag
- switch (attacker->client->sess.sessionTeam) {
- case TEAM_RED:
- c = "team_CTF_redflag";
- break;
- case TEAM_BLUE:
- c = "team_CTF_blueflag";
- break;
- default:
- return;
- }
- // find attacker's team's flag carrier
- for (i = 0; i < g_maxclients.integer; i++) {
- carrier = g_entities + i;
- if (carrier->inuse && carrier->client->ps.powerups[flag_pw])
- break;
- carrier = NULL;
- }
- #ifdef MISSIONPACK
- }
- #endif
- flag = NULL;
- while ((flag = G_Find (flag, FOFS(classname), c)) != NULL) {
- if (!(flag->flags & FL_DROPPED_ITEM))
- break;
- }
- if (!flag)
- return; // can't find attacker's flag
- // ok we have the attackers flag and a pointer to the carrier
- // check to see if we are defending the base's flag
- VectorSubtract(targ->r.currentOrigin, flag->r.currentOrigin, v1);
- VectorSubtract(attacker->r.currentOrigin, flag->r.currentOrigin, v2);
- if ( ( ( VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS &&
- trap_InPVS(flag->r.currentOrigin, targ->r.currentOrigin ) ) ||
- ( VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS &&
- trap_InPVS(flag->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
- attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
- // we defended the base flag
- AddScore(attacker, targ->r.currentOrigin, CTF_FLAG_DEFENSE_BONUS);
- attacker->client->pers.teamState.basedefense++;
- attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
- // add the sprite over the player's head
- attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
- attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
- attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
- return;
- }
- if (carrier && carrier != attacker) {
- VectorSubtract(targ->r.currentOrigin, carrier->r.currentOrigin, v1);
- VectorSubtract(attacker->r.currentOrigin, carrier->r.currentOrigin, v1);
- if ( ( ( VectorLength(v1) < CTF_ATTACKER_PROTECT_RADIUS &&
- trap_InPVS(carrier->r.currentOrigin, targ->r.currentOrigin ) ) ||
- ( VectorLength(v2) < CTF_ATTACKER_PROTECT_RADIUS &&
- trap_InPVS(carrier->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
- attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
- AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_PROTECT_BONUS);
- attacker->client->pers.teamState.carrierdefense++;
- attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
- // add the sprite over the player's head
- attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
- attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
- attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
- return;
- }
- }
- }
- /*
- ================
- Team_CheckHurtCarrier
- Check to see if attacker hurt the flag carrier. Needed when handing out bonuses for assistance to flag
- carrier defense.
- ================
- */
- void Team_CheckHurtCarrier(gentity_t *targ, gentity_t *attacker)
- {
- int flag_pw;
- if (!targ->client || !attacker->client)
- return;
- if (targ->client->sess.sessionTeam == TEAM_RED)
- flag_pw = PW_BLUEFLAG;
- else
- flag_pw = PW_REDFLAG;
- // flags
- if (targ->client->ps.powerups[flag_pw] &&
- targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam)
- attacker->client->pers.teamState.lasthurtcarrier = level.time;
- // skulls
- if (targ->client->ps.generic1 &&
- targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam)
- attacker->client->pers.teamState.lasthurtcarrier = level.time;
- }
- gentity_t *Team_ResetFlag( int team ) {
- char *c;
- gentity_t *ent, *rent = NULL;
- switch (team) {
- case TEAM_RED:
- c = "team_CTF_redflag";
- break;
- case TEAM_BLUE:
- c = "team_CTF_blueflag";
- break;
- case TEAM_FREE:
- c = "team_CTF_neutralflag";
- break;
- default:
- return NULL;
- }
- ent = NULL;
- while ((ent = G_Find (ent, FOFS(classname), c)) != NULL) {
- if (ent->flags & FL_DROPPED_ITEM)
- G_FreeEntity(ent);
- else {
- rent = ent;
- RespawnItem(ent);
- }
- }
- Team_SetFlagStatus( team, FLAG_ATBASE );
- return rent;
- }
- void Team_ResetFlags( void ) {
- if( g_gametype.integer == GT_CTF ) {
- Team_ResetFlag( TEAM_RED );
- Team_ResetFlag( TEAM_BLUE );
- }
- #ifdef MISSIONPACK
- else if( g_gametype.integer == GT_1FCTF ) {
- Team_ResetFlag( TEAM_FREE );
- }
- #endif
- }
- void Team_ReturnFlagSound( gentity_t *ent, int team ) {
- gentity_t *te;
- if (ent == NULL) {
- G_Printf ("Warning: NULL passed to Team_ReturnFlagSound\n");
- return;
- }
- te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
- if( team == TEAM_BLUE ) {
- te->s.eventParm = GTS_RED_RETURN;
- }
- else {
- te->s.eventParm = GTS_BLUE_RETURN;
- }
- te->r.svFlags |= SVF_BROADCAST;
- }
- void Team_TakeFlagSound( gentity_t *ent, int team ) {
- gentity_t *te;
- if (ent == NULL) {
- G_Printf ("Warning: NULL passed to Team_TakeFlagSound\n");
- return;
- }
- // only play sound when the flag was at the base
- // or not picked up the last 10 seconds
- switch(team) {
- case TEAM_RED:
- if( teamgame.blueStatus != FLAG_ATBASE ) {
- if (teamgame.blueTakenTime > level.time - 10000)
- return;
- }
- teamgame.blueTakenTime = level.time;
- break;
- case TEAM_BLUE: // CTF
- if( teamgame.redStatus != FLAG_ATBASE ) {
- if (teamgame.redTakenTime > level.time - 10000)
- return;
- }
- teamgame.redTakenTime = level.time;
- break;
- }
- te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
- if( team == TEAM_BLUE ) {
- te->s.eventParm = GTS_RED_TAKEN;
- }
- else {
- te->s.eventParm = GTS_BLUE_TAKEN;
- }
- te->r.svFlags |= SVF_BROADCAST;
- }
- void Team_CaptureFlagSound( gentity_t *ent, int team ) {
- gentity_t *te;
- if (ent == NULL) {
- G_Printf ("Warning: NULL passed to Team_CaptureFlagSound\n");
- return;
- }
- te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
- if( team == TEAM_BLUE ) {
- te->s.eventParm = GTS_BLUE_CAPTURE;
- }
- else {
- te->s.eventParm = GTS_RED_CAPTURE;
- }
- te->r.svFlags |= SVF_BROADCAST;
- }
- void Team_ReturnFlag( int team ) {
- Team_ReturnFlagSound(Team_ResetFlag(team), team);
- if( team == TEAM_FREE ) {
- PrintMsg(NULL, "The flag has returned!\n" );
- }
- else {
- PrintMsg(NULL, "The %s flag has returned!\n", TeamName(team));
- }
- }
- void Team_FreeEntity( gentity_t *ent ) {
- if( ent->item->giTag == PW_REDFLAG ) {
- Team_ReturnFlag( TEAM_RED );
- }
- else if( ent->item->giTag == PW_BLUEFLAG ) {
- Team_ReturnFlag( TEAM_BLUE );
- }
- else if( ent->item->giTag == PW_NEUTRALFLAG ) {
- Team_ReturnFlag( TEAM_FREE );
- }
- }
- /*
- ==============
- Team_DroppedFlagThink
- Automatically set in Launch_Item if the item is one of the flags
- Flags are unique in that if they are dropped, the base flag must be respawned when they time out
- ==============
- */
- void Team_DroppedFlagThink(gentity_t *ent) {
- int team = TEAM_FREE;
- if( ent->item->giTag == PW_REDFLAG ) {
- team = TEAM_RED;
- }
- else if( ent->item->giTag == PW_BLUEFLAG ) {
- team = TEAM_BLUE;
- }
- else if( ent->item->giTag == PW_NEUTRALFLAG ) {
- team = TEAM_FREE;
- }
- Team_ReturnFlagSound( Team_ResetFlag( team ), team );
- // Reset Flag will delete this entity
- }
- /*
- ==============
- Team_DroppedFlagThink
- ==============
- */
- int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) {
- int i;
- gentity_t *player;
- gclient_t *cl = other->client;
- int enemy_flag;
- #ifdef MISSIONPACK
- if( g_gametype.integer == GT_1FCTF ) {
- enemy_flag = PW_NEUTRALFLAG;
- }
- else {
- #endif
- if (cl->sess.sessionTeam == TEAM_RED) {
- enemy_flag = PW_BLUEFLAG;
- } else {
- enemy_flag = PW_REDFLAG;
- }
- if ( ent->flags & FL_DROPPED_ITEM ) {
- // hey, its not home. return it by teleporting it back
- PrintMsg( NULL, "%s" S_COLOR_WHITE " returned the %s flag!\n",
- cl->pers.netname, TeamName(team));
- AddScore(other, ent->r.currentOrigin, CTF_RECOVERY_BONUS);
- other->client->pers.teamState.flagrecovery++;
- other->client->pers.teamState.lastreturnedflag = level.time;
- //ResetFlag will remove this entity! We must return zero
- Team_ReturnFlagSound(Team_ResetFlag(team), team);
- return 0;
- }
- #ifdef MISSIONPACK
- }
- #endif
- // the flag is at home base. if the player has the enemy
- // flag, he's just won!
- if (!cl->ps.powerups[enemy_flag])
- return 0; // We don't have the flag
- #ifdef MISSIONPACK
- if( g_gametype.integer == GT_1FCTF ) {
- PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the flag!\n", cl->pers.netname );
- }
- else {
- #endif
- PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the %s flag!\n", cl->pers.netname, TeamName(OtherTeam(team)));
- #ifdef MISSIONPACK
- }
- #endif
- cl->ps.powerups[enemy_flag] = 0;
- teamgame.last_flag_capture = level.time;
- teamgame.last_capture_team = team;
- // Increase the team's score
- AddTeamScore(ent->s.pos.trBase, other->client->sess.sessionTeam, 1);
- Team_ForceGesture(other->client->sess.sessionTeam);
- other->client->pers.teamState.captures++;
- // add the sprite over the player's head
- other->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
- other->client->ps.eFlags |= EF_AWARD_CAP;
- other->client->rewardTime = level.time + REWARD_SPRITE_TIME;
- other->client->ps.persistant[PERS_CAPTURES]++;
- // other gets another 10 frag bonus
- AddScore(other, ent->r.currentOrigin, CTF_CAPTURE_BONUS);
- Team_CaptureFlagSound( ent, team );
- // Ok, let's do the player loop, hand out the bonuses
- for (i = 0; i < g_maxclients.integer; i++) {
- player = &g_entities[i];
- if (!player->inuse)
- continue;
- if (player->client->sess.sessionTeam !=
- cl->sess.sessionTeam) {
- player->client->pers.teamState.lasthurtcarrier = -5;
- } else if (player->client->sess.sessionTeam ==
- cl->sess.sessionTeam) {
- if (player != other)
- AddScore(player, ent->r.currentOrigin, CTF_TEAM_BONUS);
- // award extra points for capture assists
- if (player->client->pers.teamState.lastreturnedflag +
- CTF_RETURN_FLAG_ASSIST_TIMEOUT > level.time) {
- AddScore (player, ent->r.currentOrigin, CTF_RETURN_FLAG_ASSIST_BONUS);
- other->client->pers.teamState.assists++;
- player->client->ps.persistant[PERS_ASSIST_COUNT]++;
- // add the sprite over the player's head
- player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
- player->client->ps.eFlags |= EF_AWARD_ASSIST;
- player->client->rewardTime = level.time + REWARD_SPRITE_TIME;
- } else if (player->client->pers.teamState.lastfraggedcarrier +
- CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) {
- AddScore(player, ent->r.currentOrigin, CTF_FRAG_CARRIER_ASSIST_BONUS);
- other->client->pers.teamState.assists++;
- player->client->ps.persistant[PERS_ASSIST_COUNT]++;
- // add the sprite over the player's head
- player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
- player->client->ps.eFlags |= EF_AWARD_ASSIST;
- player->client->rewardTime = level.time + REWARD_SPRITE_TIME;
- }
- }
- }
- Team_ResetFlags();
- CalculateRanks();
- return 0; // Do not respawn this automatically
- }
- int Team_TouchEnemyFlag( gentity_t *ent, gentity_t *other, int team ) {
- gclient_t *cl = other->client;
- #ifdef MISSIONPACK
- if( g_gametype.integer == GT_1FCTF ) {
- PrintMsg (NULL, "%s" S_COLOR_WHITE " got the flag!\n", other->client->pers.netname );
- cl->ps.powerups[PW_NEUTRALFLAG] = INT_MAX; // flags never expire
- if( team == TEAM_RED ) {
- Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_RED );
- }
- else {
- Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_BLUE );
- }
- }
- else{
- #endif
- PrintMsg (NULL, "%s" S_COLOR_WHITE " got the %s flag!\n",
- other->client->pers.netname, TeamName(team));
- if (team == TEAM_RED)
- cl->ps.powerups[PW_REDFLAG] = INT_MAX; // flags never expire
- else
- cl->ps.powerups[PW_BLUEFLAG] = INT_MAX; // flags never expire
- Team_SetFlagStatus( team, FLAG_TAKEN );
- #ifdef MISSIONPACK
- }
- #endif
- AddScore(other, ent->r.currentOrigin, CTF_FLAG_BONUS);
- cl->pers.teamState.flagsince = level.time;
- Team_TakeFlagSound( ent, team );
- return -1; // Do not respawn this automatically, but do delete it if it was FL_DROPPED
- }
- int Pickup_Team( gentity_t *ent, gentity_t *other ) {
- int team;
- gclient_t *cl = other->client;
- #ifdef MISSIONPACK
- if( g_gametype.integer == GT_OBELISK ) {
- // there are no team items that can be picked up in obelisk
- G_FreeEntity( ent );
- return 0;
- }
- if( g_gametype.integer == GT_HARVESTER ) {
- // the only team items that can be picked up in harvester are the cubes
- if( ent->spawnflags != cl->sess.sessionTeam ) {
- cl->ps.generic1 += 1;
- }
- G_FreeEntity( ent );
- return 0;
- }
- #endif
- // figure out what team this flag is
- if( strcmp(ent->classname, "team_CTF_redflag") == 0 ) {
- team = TEAM_RED;
- }
- else if( strcmp(ent->classname, "team_CTF_blueflag") == 0 ) {
- team = TEAM_BLUE;
- }
- #ifdef MISSIONPACK
- else if( strcmp(ent->classname, "team_CTF_neutralflag") == 0 ) {
- team = TEAM_FREE;
- }
- #endif
- else {
- PrintMsg ( other, "Don't know what team the flag is on.\n");
- return 0;
- }
- #ifdef MISSIONPACK
- if( g_gametype.integer == GT_1FCTF ) {
- if( team == TEAM_FREE ) {
- return Team_TouchEnemyFlag( ent, other, cl->sess.sessionTeam );
- }
- if( team != cl->sess.sessionTeam) {
- return Team_TouchOurFlag( ent, other, cl->sess.sessionTeam );
- }
- return 0;
- }
- #endif
- // GT_CTF
- if( team == cl->sess.sessionTeam) {
- return Team_TouchOurFlag( ent, other, team );
- }
- return Team_TouchEnemyFlag( ent, other, team );
- }
- /*
- ===========
- Team_GetLocation
- Report a location for the player. Uses placed nearby target_location entities
- ============
- */
- gentity_t *Team_GetLocation(gentity_t *ent)
- {
- gentity_t *eloc, *best;
- float bestlen, len;
- vec3_t origin;
- best = NULL;
- bestlen = 3*8192.0*8192.0;
- VectorCopy( ent->r.currentOrigin, origin );
- for (eloc = level.locationHead; eloc; eloc = eloc->nextTrain) {
- len = ( origin[0] - eloc->r.currentOrigin[0] ) * ( origin[0] - eloc->r.currentOrigin[0] )
- + ( origin[1] - eloc->r.currentOrigin[1] ) * ( origin[1] - eloc->r.currentOrigin[1] )
- + ( origin[2] - eloc->r.currentOrigin[2] ) * ( origin[2] - eloc->r.currentOrigin[2] );
- if ( len > bestlen ) {
- continue;
- }
- if ( !trap_InPVS( origin, eloc->r.currentOrigin ) ) {
- continue;
- }
- bestlen = len;
- best = eloc;
- }
- return best;
- }
- /*
- ===========
- Team_GetLocation
- Report a location for the player. Uses placed nearby target_location entities
- ============
- */
- qboolean Team_GetLocationMsg(gentity_t *ent, char *loc, int loclen)
- {
- gentity_t *best;
- best = Team_GetLocation( ent );
-
- if (!best)
- return qfalse;
- if (best->count) {
- if (best->count < 0)
- best->count = 0;
- if (best->count > 7)
- best->count = 7;
- Com_sprintf(loc, loclen, "%c%c%s" S_COLOR_WHITE, Q_COLOR_ESCAPE, best->count + '0', best->message );
- } else
- Com_sprintf(loc, loclen, "%s", best->message);
- return qtrue;
- }
- /*---------------------------------------------------------------------------*/
- /*
- ================
- SelectRandomDeathmatchSpawnPoint
- go to a random point that doesn't telefrag
- ================
- */
- #define MAX_TEAM_SPAWN_POINTS 32
- gentity_t *SelectRandomTeamSpawnPoint( int teamstate, team_t team ) {
- gentity_t *spot;
- int count;
- int selection;
- gentity_t *spots[MAX_TEAM_SPAWN_POINTS];
- char *classname;
- if (teamstate == TEAM_BEGIN) {
- if (team == TEAM_RED)
- classname = "team_CTF_redplayer";
- else if (team == TEAM_BLUE)
- classname = "team_CTF_blueplayer";
- else
- return NULL;
- } else {
- if (team == TEAM_RED)
- classname = "team_CTF_redspawn";
- else if (team == TEAM_BLUE)
- classname = "team_CTF_bluespawn";
- else
- return NULL;
- }
- count = 0;
- spot = NULL;
- while ((spot = G_Find (spot, FOFS(classname), classname)) != NULL) {
- if ( SpotWouldTelefrag( spot ) ) {
- continue;
- }
- spots[ count ] = spot;
- if (++count == MAX_TEAM_SPAWN_POINTS)
- break;
- }
- if ( !count ) { // no spots that won't telefrag
- return G_Find( NULL, FOFS(classname), classname);
- }
- selection = rand() % count;
- return spots[ selection ];
- }
- /*
- ===========
- SelectCTFSpawnPoint
- ============
- */
- gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles ) {
- gentity_t *spot;
- spot = SelectRandomTeamSpawnPoint ( teamstate, team );
- if (!spot) {
- return SelectSpawnPoint( vec3_origin, origin, angles );
- }
- VectorCopy (spot->s.origin, origin);
- origin[2] += 9;
- VectorCopy (spot->s.angles, angles);
- return spot;
- }
- /*---------------------------------------------------------------------------*/
- static int QDECL SortClients( const void *a, const void *b ) {
- return *(int *)a - *(int *)b;
- }
- /*
- ==================
- TeamplayLocationsMessage
- Format:
- clientNum location health armor weapon powerups
- ==================
- */
- void TeamplayInfoMessage( gentity_t *ent ) {
- char entry[1024];
- char string[8192];
- int stringlength;
- int i, j;
- gentity_t *player;
- int cnt;
- int h, a;
- int clients[TEAM_MAXOVERLAY];
- if ( ! ent->client->pers.teamInfo )
- return;
- // figure out what client should be on the display
- // we are limited to 8, but we want to use the top eight players
- // but in client order (so they don't keep changing position on the overlay)
- for (i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) {
- player = g_entities + level.sortedClients[i];
- if (player->inuse && player->client->sess.sessionTeam ==
- ent->client->sess.sessionTeam ) {
- clients[cnt++] = level.sortedClients[i];
- }
- }
- // We have the top eight players, sort them by clientNum
- qsort( clients, cnt, sizeof( clients[0] ), SortClients );
- // send the latest information on all clients
- string[0] = 0;
- stringlength = 0;
- for (i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) {
- player = g_entities + i;
- if (player->inuse && player->client->sess.sessionTeam ==
- ent->client->sess.sessionTeam ) {
- h = player->client->ps.stats[STAT_HEALTH];
- a = player->client->ps.stats[STAT_ARMOR];
- if (h < 0) h = 0;
- if (a < 0) a = 0;
- Com_sprintf (entry, sizeof(entry),
- " %i %i %i %i %i %i",
- // level.sortedClients[i], player->client->pers.teamState.location, h, a,
- i, player->client->pers.teamState.location, h, a,
- player->client->ps.weapon, player->s.powerups);
- j = strlen(entry);
- if (stringlength + j > sizeof(string))
- break;
- strcpy (string + stringlength, entry);
- stringlength += j;
- cnt++;
- }
- }
- trap_SendServerCommand( ent-g_entities, va("tinfo %i %s", cnt, string) );
- }
- void CheckTeamStatus(void) {
- int i;
- gentity_t *loc, *ent;
- if (level.time - level.lastTeamLocationTime > TEAM_LOCATION_UPDATE_TIME) {
- level.lastTeamLocationTime = level.time;
- for (i = 0; i < g_maxclients.integer; i++) {
- ent = g_entities + i;
- if ( ent->client->pers.connected != CON_CONNECTED ) {
- continue;
- }
- if (ent->inuse && (ent->client->sess.sessionTeam == TEAM_RED || ent->client->sess.sessionTeam == TEAM_BLUE)) {
- loc = Team_GetLocation( ent );
- if (loc)
- ent->client->pers.teamState.location = loc->health;
- else
- ent->client->pers.teamState.location = 0;
- }
- }
- for (i = 0; i < g_maxclients.integer; i++) {
- ent = g_entities + i;
- if ( ent->client->pers.connected != CON_CONNECTED ) {
- continue;
- }
- if (ent->inuse && (ent->client->sess.sessionTeam == TEAM_RED || ent->client->sess.sessionTeam == TEAM_BLUE)) {
- TeamplayInfoMessage( ent );
- }
- }
- }
- }
- /*-----------------------------------------------------------------*/
- /*QUAKED team_CTF_redplayer (1 0 0) (-16 -16 -16) (16 16 32)
- Only in CTF games. Red players spawn here at game start.
- */
- void SP_team_CTF_redplayer( gentity_t *ent ) {
- }
- /*QUAKED team_CTF_blueplayer (0 0 1) (-16 -16 -16) (16 16 32)
- Only in CTF games. Blue players spawn here at game start.
- */
- void SP_team_CTF_blueplayer( gentity_t *ent ) {
- }
- /*QUAKED team_CTF_redspawn (1 0 0) (-16 -16 -24) (16 16 32)
- potential spawning position for red team in CTF games.
- Targets will be fired when someone spawns in on them.
- */
- void SP_team_CTF_redspawn(gentity_t *ent) {
- }
- /*QUAKED team_CTF_bluespawn (0 0 1) (-16 -16 -24) (16 16 32)
- potential spawning position for blue team in CTF games.
- Targets will be fired when someone spawns in on them.
- */
- void SP_team_CTF_bluespawn(gentity_t *ent) {
- }
- #ifdef MISSIONPACK
- /*
- ================
- Obelisks
- ================
- */
- static void ObeliskRegen( gentity_t *self ) {
- self->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
- if( self->health >= g_obeliskHealth.integer ) {
- return;
- }
- G_AddEvent( self, EV_POWERUP_REGEN, 0 );
- self->health += g_obeliskRegenAmount.integer;
- if ( self->health > g_obeliskHealth.integer ) {
- self->health = g_obeliskHealth.integer;
- }
- self->activator->s.modelindex2 = self->health * 0xff / g_obeliskHealth.integer;
- self->activator->s.frame = 0;
- }
- static void ObeliskRespawn( gentity_t *self ) {
- self->takedamage = qtrue;
- self->health = g_obeliskHealth.integer;
- self->think = ObeliskRegen;
- self->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
- self->activator->s.frame = 0;
- }
- static void ObeliskDie( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) {
- int otherTeam;
- otherTeam = OtherTeam( self->spawnflags );
- AddTeamScore(self->s.pos.trBase, otherTeam, 1);
- Team_ForceGesture(otherTeam);
- CalculateRanks();
- self->takedamage = qfalse;
- self->think = ObeliskRespawn;
- self->nextthink = level.time + g_obeliskRespawnDelay.integer * 1000;
- self->activator->s.modelindex2 = 0xff;
- self->activator->s.frame = 2;
- G_AddEvent( self->activator, EV_OBELISKEXPLODE, 0 );
- AddScore(attacker, self->r.currentOrigin, CTF_CAPTURE_BONUS);
- // add the sprite over the player's head
- attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
- attacker->client->ps.eFlags |= EF_AWARD_CAP;
- attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
- attacker->client->ps.persistant[PERS_CAPTURES]++;
- teamgame.redObeliskAttackedTime = 0;
- teamgame.blueObeliskAttackedTime = 0;
- }
- static void ObeliskTouch( gentity_t *self, gentity_t *other, trace_t *trace ) {
- int tokens;
- if ( !other->client ) {
- return;
- }
- if ( OtherTeam(other->client->sess.sessionTeam) != self->spawnflags ) {
- return;
- }
- tokens = other->client->ps.generic1;
- if( tokens <= 0 ) {
- return;
- }
- PrintMsg(NULL, "%s" S_COLOR_WHITE " brought in %i skull%s.\n",
- other->client->pers.netname, tokens, tokens ? "s" : "" );
- AddTeamScore(self->s.pos.trBase, other->client->sess.sessionTeam, tokens);
- Team_ForceGesture(other->client->sess.sessionTeam);
- AddScore(other, self->r.currentOrigin, CTF_CAPTURE_BONUS*tokens);
- // add the sprite over the player's head
- other->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
- other->client->ps.eFlags |= EF_AWARD_CAP;
- other->client->rewardTime = level.time + REWARD_SPRITE_TIME;
- other->client->ps.persistant[PERS_CAPTURES] += tokens;
-
- other->client->ps.generic1 = 0;
- CalculateRanks();
- Team_CaptureFlagSound( self, self->spawnflags );
- }
- static void ObeliskPain( gentity_t *self, gentity_t *attacker, int damage ) {
- int actualDamage = damage / 10;
- if (actualDamage <= 0) {
- actualDamage = 1;
- }
- self->activator->s.modelindex2 = self->health * 0xff / g_obeliskHealth.integer;
- if (!self->activator->s.frame) {
- G_AddEvent(self, EV_OBELISKPAIN, 0);
- }
- self->activator->s.frame = 1;
- AddScore(attacker, self->r.currentOrigin, actualDamage);
- }
- gentity_t *SpawnObelisk( vec3_t origin, int team, int spawnflags) {
- trace_t tr;
- vec3_t dest;
- gentity_t *ent;
- ent = G_Spawn();
- VectorCopy( origin, ent->s.origin );
- VectorCopy( origin, ent->s.pos.trBase );
- VectorCopy( origin, ent->r.currentOrigin );
- VectorSet( ent->r.mins, -15, -15, 0 );
- VectorSet( ent->r.maxs, 15, 15, 87 );
- ent->s.eType = ET_GENERAL;
- ent->flags = FL_NO_KNOCKBACK;
- if( g_gametype.integer == GT_OBELISK ) {
- ent->r.contents = CONTENTS_SOLID;
- ent->takedamage = qtrue;
- ent->health = g_obeliskHealth.integer;
- ent->die = ObeliskDie;
- ent->pain = ObeliskPain;
- ent->think = ObeliskRegen;
- ent->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
- }
- if( g_gametype.integer == GT_HARVESTER ) {
- ent->r.contents = CONTENTS_TRIGGER;
- ent->touch = ObeliskTouch;
- }
- if ( spawnflags & 1 ) {
- // suspended
- G_SetOrigin( ent, ent->s.origin );
- } else {
- // mappers like to put them exactly on the floor, but being coplanar
- // will sometimes show up as starting in solid, so lif it up one pixel
- ent->s.origin[2] += 1;
- // drop to floor
- VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
- trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );
- if ( tr.startsolid ) {
- ent->s.origin[2] -= 1;
- G_Printf( "SpawnObelisk: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin) );
- ent->s.groundEntityNum = ENTITYNUM_NONE;
- G_SetOrigin( ent, ent->s.origin );
- }
- else {
- // allow to ride movers
- ent->s.groundEntityNum = tr.entityNum;
- G_SetOrigin( ent, tr.endpos );
- }
- }
- ent->spawnflags = team;
- trap_LinkEntity( ent );
- return ent;
- }
- /*QUAKED team_redobelisk (1 0 0) (-16 -16 0) (16 16 8)
- */
- void SP_team_redobelisk( gentity_t *ent ) {
- gentity_t *obelisk;
- if ( g_gametype.integer <= GT_TEAM ) {
- G_FreeEntity(ent);
- return;
- }
- ent->s.eType = ET_TEAM;
- if ( g_gametype.integer == GT_OBELISK ) {
- obelisk = SpawnObelisk( ent->s.origin, TEAM_RED, ent->spawnflags );
- obelisk->activator = ent;
- // initial obelisk health value
- ent->s.modelindex2 = 0xff;
- ent->s.frame = 0;
- }
- if ( g_gametype.integer == GT_HARVESTER ) {
- obelisk = SpawnObelisk( ent->s.origin, TEAM_RED, ent->spawnflags );
- obelisk->activator = ent;
- }
- ent->s.modelindex = TEAM_RED;
- trap_LinkEntity(ent);
- }
- /*QUAKED team_blueobelisk (0 0 1) (-16 -16 0) (16 16 88)
- */
- void SP_team_blueobelisk( gentity_t *ent ) {
- gentity_t *obelisk;
- if ( g_gametype.integer <= GT_TEAM ) {
- G_FreeEntity(ent);
- return;
- }
- ent->s.eType = ET_TEAM;
- if ( g_gametype.integer == GT_OBELISK ) {
- obelisk = SpawnObelisk( ent->s.origin, TEAM_BLUE, ent->spawnflags );
- obelisk->activator = ent;
- // initial obelisk health value
- ent->s.modelindex2 = 0xff;
- ent->s.frame = 0;
- }
- if ( g_gametype.integer == GT_HARVESTER ) {
- obelisk = SpawnObelisk( ent->s.origin, TEAM_BLUE, ent->spawnflags );
- obelisk->activator = ent;
- }
- ent->s.modelindex = TEAM_BLUE;
- trap_LinkEntity(ent);
- }
- /*QUAKED team_neutralobelisk (0 0 1) (-16 -16 0) (16 16 88)
- */
- void SP_team_neutralobelisk( gentity_t *ent ) {
- if ( g_gametype.integer != GT_1FCTF && g_gametype.integer != GT_HARVESTER ) {
- G_FreeEntity(ent);
- return;
- }
- ent->s.eType = ET_TEAM;
- if ( g_gametype.integer == GT_HARVESTER) {
- neutralObelisk = SpawnObelisk( ent->s.origin, TEAM_FREE, ent->spawnflags);
- neutralObelisk->spawnflags = TEAM_FREE;
- }
- ent->s.modelindex = TEAM_FREE;
- trap_LinkEntity(ent);
- }
- /*
- ================
- CheckObeliskAttack
- ================
- */
- qboolean CheckObeliskAttack( gentity_t *obelisk, gentity_t *attacker ) {
- gentity_t *te;
- // if this really is an obelisk
- if( obelisk->die != ObeliskDie ) {
- return qfalse;
- }
- // if the attacker is a client
- if( !attacker->client ) {
- return qfalse;
- }
- // if the obelisk is on the same team as the attacker then don't hurt it
- if( obelisk->spawnflags == attacker->client->sess.sessionTeam ) {
- return qtrue;
- }
- // obelisk may be hurt
- // if not played any sounds recently
- if ((obelisk->spawnflags == TEAM_RED &&
- teamgame.redObeliskAttackedTime < level.time - OVERLOAD_ATTACK_BASE_SOUND_TIME) ||
- (obelisk->spawnflags == TEAM_BLUE &&
- teamgame.blueObeliskAttackedTime < level.time - OVERLOAD_ATTACK_BASE_SOUND_TIME) ) {
- // tell which obelisk is under attack
- te = G_TempEntity( obelisk->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
- if( obelisk->spawnflags == TEAM_RED ) {
- te->s.eventParm = GTS_REDOBELISK_ATTACKED;
- teamgame.redObeliskAttackedTime = level.time;
- }
- else {
- te->s.eventParm = GTS_BLUEOBELISK_ATTACKED;
- teamgame.blueObeliskAttackedTime = level.time;
- }
- te->r.svFlags |= SVF_BROADCAST;
- }
- return qfalse;
- }
- #endif
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