/*
===========================================================================
Wolfenstein: Enemy Territory GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Wolfenstein: Enemy Territory GPL Source Code (Wolf ET Source Code).
Wolf ET 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.
Wolf ET 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 Wolf ET Source Code. If not, see .
In addition, the Wolf: ET 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 which accompanied the Wolf ET Source Code. 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
#include "g_local.h"
typedef struct teamgame_s
{
float last_flag_capture;
int last_capture_team;
} teamgame_t;
teamgame_t teamgame;
void Team_InitGame( void ) {
memset( &teamgame, 0, sizeof teamgame );
}
int OtherTeam( int team ) {
if ( team == TEAM_AXIS ) {
return TEAM_ALLIES;
} else if ( team == TEAM_ALLIES ) {
return TEAM_AXIS;
}
return team;
}
const char *TeamName( int team ) {
if ( team == TEAM_AXIS ) {
return "RED";
} else if ( team == TEAM_ALLIES ) {
return "BLUE";
} else if ( team == TEAM_SPECTATOR ) {
return "SPECTATOR";
}
return "FREE";
}
const char *OtherTeamName( int team ) {
if ( team == TEAM_AXIS ) {
return "BLUE";
} else if ( team == TEAM_ALLIES ) {
return "RED";
} else if ( team == TEAM_SPECTATOR ) {
return "SPECTATOR";
}
return "FREE";
}
const char *TeamColorString( int team ) {
if ( team == TEAM_AXIS ) {
return S_COLOR_RED;
} else if ( team == TEAM_ALLIES ) {
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;
// NOTE: if buffer overflow, it's more likely to corrupt stack and crash than do a proper G_Error?
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 ) );
}
/*
==============
OnSameTeam
==============
*/
qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ) {
if ( !ent1->client || !ent2->client ) {
return qfalse;
}
if ( ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam ) {
return qtrue;
}
return qfalse;
}
// JPW NERVE moved these up
#define WCP_ANIM_NOFLAG 0
#define WCP_ANIM_RAISE_AXIS 1
#define WCP_ANIM_RAISE_AMERICAN 2
#define WCP_ANIM_AXIS_RAISED 3
#define WCP_ANIM_AMERICAN_RAISED 4
#define WCP_ANIM_AXIS_TO_AMERICAN 5
#define WCP_ANIM_AMERICAN_TO_AXIS 6
#define WCP_ANIM_AXIS_FALLING 7
#define WCP_ANIM_AMERICAN_FALLING 8
// jpw
/*
================
Team_FragBonuses
Calculate the bonuses for flag defense, flag carrier defense, etc.
Note that bonuses are not cumlative. 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
if ( !targ->client || !attacker->client || 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
}
// JPW NERVE -- no bonuses for fragging friendlies, penalties scored elsewhere
if ( team == attacker->client->sess.sessionTeam ) {
return;
}
// jpw
// same team, if the flag at base, check to he has the enemy flag
if ( team == TEAM_AXIS ) {
flag_pw = PW_REDFLAG;
enemy_flag_pw = PW_BLUEFLAG;
} else {
flag_pw = PW_BLUEFLAG;
enemy_flag_pw = PW_REDFLAG;
}
// did the attacker frag the flag carrier?
if ( targ->client->ps.powerups[enemy_flag_pw] ) {
attacker->client->pers.teamState.lastfraggedcarrier = level.time;
AddScore( attacker, WOLF_FRAG_CARRIER_BONUS );
attacker->client->pers.teamState.fragcarrier++;
//G_AddExperience( attacker, 0.5f );
// 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;
}
// flag and flag carrier area defense bonuses
// we have to find the flag and carrier entities
// find the flag
switch ( attacker->client->sess.sessionTeam ) {
case TEAM_AXIS:
c = "team_CTF_redflag";
break;
case TEAM_ALLIES:
c = "team_CTF_blueflag";
break;
default:
return;
}
flag = NULL;
while ( ( flag = G_Find( flag, FOFS( classname ), c ) ) != NULL ) {
if ( !( flag->flags & FL_DROPPED_ITEM ) ) {
break;
}
}
if ( flag ) { // JPW NERVE -- added some more stuff after this fn
// return; // can't find attacker's flag
// 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;
}
// 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->client->ps.origin, flag->s.origin, v1 );
VectorSubtract( attacker->client->ps.origin, flag->s.origin, v2 );
if ( ( VectorLengthSquared( v1 ) < SQR( CTF_TARGET_PROTECT_RADIUS ) ||
VectorLengthSquared( v2 ) < SQR( CTF_TARGET_PROTECT_RADIUS ) ||
CanDamage( flag, targ->client->ps.origin ) || CanDamage( flag, attacker->client->ps.origin ) ) &&
attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam ) {
// we defended the base flag
// JPW NERVE FIXME -- don't report flag defense messages, change to gooder message
AddScore( attacker, WOLF_FLAG_DEFENSE_BONUS );
//G_AddExperience( attacker, 0.5f );
attacker->client->pers.teamState.basedefense++;
return;
}
/* if (g_gametype.integer < GT_WOLF) { // JPW NERVE no attacker protect in wolf MP
if (carrier && carrier != attacker) {
VectorSubtract(targ->s.origin, carrier->s.origin, v1);
VectorSubtract(attacker->s.origin, carrier->s.origin, v1);
if (VectorLengthSquared(v1) < SQR(CTF_ATTACKER_PROTECT_RADIUS) ||
VectorLengthSquared(v2) < SQR(CTF_ATTACKER_PROTECT_RADIUS) ||
CanDamage(carrier, targ->s.origin) || CanDamage(carrier, attacker->s.origin)) {
AddScore(attacker, CTF_CARRIER_PROTECT_BONUS);
attacker->client->pers.teamState.carrierdefense++;
PrintMsg(NULL, "%s" S_COLOR_WHITE " defends the %s's flag carrier.\n",
attacker->client->pers.netname,
TeamName(attacker->client->sess.sessionTeam));
return;
}
}
}*/
} // JPW NERVE
// JPW NERVE -- look for nearby checkpoints and spawnpoints
flag = NULL;
while ( ( flag = G_Find( flag, FOFS( classname ), "team_WOLF_checkpoint" ) ) != NULL ) {
VectorSubtract( targ->client->ps.origin, flag->s.origin, v1 );
if ( ( flag->s.frame != WCP_ANIM_NOFLAG ) && ( flag->count == attacker->client->sess.sessionTeam ) ) {
if ( VectorLengthSquared( v1 ) < SQR( WOLF_CP_PROTECT_RADIUS ) ) {
if ( flag->spawnflags & 1 ) { // protected spawnpoint
AddScore( attacker, WOLF_SP_PROTECT_BONUS );
//G_AddExperience( attacker, 0.5f );
} else {
AddScore( attacker, WOLF_CP_PROTECT_BONUS ); // protected checkpoint
//G_AddExperience( attacker, 0.5f );
}
}
}
}
// jpw
}
/*
================
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_AXIS ) {
flag_pw = PW_BLUEFLAG;
} else {
flag_pw = PW_REDFLAG;
}
if ( targ->client->ps.powerups[flag_pw] &&
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_AXIS:
c = "team_CTF_redflag";
break;
case TEAM_ALLIES:
c = "team_CTF_blueflag";
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;
ent->s.density++;
RespawnItem(ent);
}
}
return rent;
}*/
void Team_ResetFlag( gentity_t *ent ) {
if ( ent->flags & FL_DROPPED_ITEM ) {
Team_ResetFlag( &g_entities[ent->s.otherEntityNum] );
G_FreeEntity( ent );
} else {
ent->s.density++;
// do we need to respawn?
if ( ent->s.density == 1 ) {
RespawnItem( ent );
}
}
}
/*void Team_RemoveFlag(int team)
{
char *c;
gentity_t *ent, *rent = NULL;
int pw;
int i = 0;
switch (team) {
case TEAM_AXIS:
c = "team_CTF_redflag";
pw = PW_REDFLAG;
break;
case TEAM_ALLIES:
c = "team_CTF_blueflag";
pw = PW_BLUEFLAG;
break;
default:
return;
}
ent = NULL;
while ((ent = G_Find (ent, FOFS(classname), c)) != NULL) {
G_FreeEntity(ent);
}
for( i = 0; i < level.numConnectedClients; i++ ) {
level.clients[ level.sortedClients[i] ].ps.powerups[pw] = 0;
}
}*/
void Team_ResetFlags( void ) {
gentity_t *ent;
ent = NULL;
while ( ( ent = G_Find( ent, FOFS( classname ), "team_CTF_redflag" ) ) != NULL ) {
Team_ResetFlag( ent );
}
ent = NULL;
while ( ( ent = G_Find( ent, FOFS( classname ), "team_CTF_blueflag" ) ) != NULL ) {
Team_ResetFlag( ent );
}
}
void Team_ReturnFlagSound( gentity_t *ent, int team ) {
// play powerup spawn sound to all clients
//gentity_t *te;
gentity_t* pm;
if ( ent == NULL ) {
G_Printf( "Warning: NULL passed to Team_ReturnFlagSound\n" );
return;
}
pm = G_PopupMessage( PM_OBJECTIVE );
pm->s.effect3Time = G_StringIndex( ent->message );
pm->s.effect2Time = team;
pm->s.density = 1; // 1 = returned
/*te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND );
te->s.eventParm = G_SoundIndex( team == TEAM_AXIS ?
"sound/chat/axis/g-objective_secure.wav" :
"sound/chat/allies/a-objective_secure.wav" );
te->r.svFlags |= SVF_BROADCAST;*/
}
void Team_ReturnFlag( gentity_t *ent ) {
int team = ent->item->giTag == PW_REDFLAG ? TEAM_AXIS : TEAM_ALLIES;
Team_ReturnFlagSound( ent, team );
Team_ResetFlag( ent );
PrintMsg( NULL, "The %s flag has returned!\n", TeamName( team ) );
}
/*
==============
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 ) {
if ( ent->item->giTag == PW_REDFLAG ) {
G_Script_ScriptEvent( &g_entities[ent->s.otherEntityNum], "trigger", "returned" );
Team_ReturnFlagSound( ent, TEAM_AXIS );
Team_ResetFlag( ent );
if ( level.gameManager ) {
G_Script_ScriptEvent( level.gameManager, "trigger", "axis_object_returned" );
}
trap_SendServerCommand( -1, "cp \"Axis have returned the objective!\" 2" );
} else if ( ent->item->giTag == PW_BLUEFLAG ) {
G_Script_ScriptEvent( &g_entities[ent->s.otherEntityNum], "trigger", "returned" );
Team_ReturnFlagSound( ent, TEAM_ALLIES );
Team_ResetFlag( ent );
if ( level.gameManager ) {
G_Script_ScriptEvent( level.gameManager, "trigger", "allied_object_returned" );
}
// trap_SendServerCommand(-1, "cp \"Allies have returned the objective!\" 2");
}
// Reset Flag will delete this entity
}
int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) {
gclient_t *cl = other->client;
// gentity_t* te;
int our_flag, enemy_flag;
if ( cl->sess.sessionTeam == TEAM_AXIS ) {
our_flag = PW_REDFLAG;
enemy_flag = PW_BLUEFLAG;
} else {
our_flag = PW_BLUEFLAG;
enemy_flag = PW_REDFLAG;
}
if ( ent->flags & FL_DROPPED_ITEM ) {
// hey, its not home. return it by teleporting it back
AddScore( other, WOLF_SECURE_OBJ_BONUS );
//G_AddExperience( other, 0.8f );
// te = G_TempEntity( other->s.pos.trBase, EV_GLOBAL_SOUND );
// te->r.svFlags |= SVF_BROADCAST;
// te->s.teamNum = cl->sess.sessionTeam;
if ( cl->sess.sessionTeam == TEAM_AXIS ) {
// te->s.eventParm = G_SoundIndex( "sound/chat/axis/g-objective_secure.wav" );
// trap_SendServerCommand(-1, va("cp \"Axis have returned %s!\n\" 2", ent->message));
if ( level.gameManager ) {
G_Script_ScriptEvent( level.gameManager, "trigger", "axis_object_returned" );
}
G_Script_ScriptEvent( &g_entities[ent->s.otherEntityNum], "trigger", "returned" );
} else {
// te->s.eventParm = G_SoundIndex( "sound/chat/allies/a-objective_secure.wav" );
// trap_SendServerCommand(-1, va("cp \"Allies have returned %s!\n\" 2", ent->message));
if ( level.gameManager ) {
G_Script_ScriptEvent( level.gameManager, "trigger", "allied_object_returned" );
}
G_Script_ScriptEvent( &g_entities[ent->s.otherEntityNum], "trigger", "returned" );
}
// dhm
// jpw 800 672 2420
other->client->pers.teamState.flagrecovery++;
other->client->pers.teamState.lastreturnedflag = level.time;
//ResetFlag will remove this entity! We must return zero
Team_ReturnFlagSound( ent, team );
Team_ResetFlag( ent );
return 0;
}
// DHM - Nerve :: GT_WOLF doesn't support capturing the flag
return 0;
}
int Team_TouchEnemyFlag( gentity_t *ent, gentity_t *other, int team ) {
gclient_t *cl = other->client;
// gentity_t *te;
gentity_t *tmp;
ent->s.density--;
// hey, its not our flag, pick it up
// JPW NERVE
AddScore( other, WOLF_STEAL_OBJ_BONUS );
//G_AddExperience( other, 0.8f );
// te = G_TempEntity( other->s.pos.trBase, EV_GLOBAL_SOUND );
// te->r.svFlags |= SVF_BROADCAST;
// te->s.teamNum = cl->sess.sessionTeam;
tmp = ent->parent;
ent->parent = other;
if ( cl->sess.sessionTeam == TEAM_AXIS ) {
gentity_t* pm = G_PopupMessage( PM_OBJECTIVE );
pm->s.effect3Time = G_StringIndex( ent->message );
pm->s.effect2Time = TEAM_AXIS;
pm->s.density = 0; // 0 = stolen
// te->s.eventParm = G_SoundIndex( "sound/chat/axis/g-objective_taken.wav" );
// trap_SendServerCommand(-1, va("cp \"Axis have stolen %s!\n\" 2", ent->message));
if ( level.gameManager ) {
G_Script_ScriptEvent( level.gameManager, "trigger", "allied_object_stolen" );
}
G_Script_ScriptEvent( ent, "trigger", "stolen" );
Bot_TeamScriptEvent( TEAM_ALLIES, "objective", "stolen" );
} else {
gentity_t* pm = G_PopupMessage( PM_OBJECTIVE );
pm->s.effect3Time = G_StringIndex( ent->message );
pm->s.effect2Time = TEAM_ALLIES;
pm->s.density = 0; // 0 = stolen
// te->s.eventParm = G_SoundIndex( "sound/chat/allies/a-objective_taken.wav" );
// trap_SendServerCommand(-1, va("cp \"Allies have stolen %s!\n\" 2", ent->message));
if ( level.gameManager ) {
G_Script_ScriptEvent( level.gameManager, "trigger", "axis_object_stolen" );
}
G_Script_ScriptEvent( ent, "trigger", "stolen" );
Bot_TeamScriptEvent( TEAM_AXIS, "objective", "stolen" );
}
// dhm
// jpw
ent->parent = tmp;
// Gordon: reset player disguise on stealing docs
other->client->ps.powerups[PW_OPS_DISGUISED] = 0;
if ( team == TEAM_AXIS ) {
cl->ps.powerups[PW_REDFLAG] = INT_MAX;
} else {
cl->ps.powerups[PW_BLUEFLAG] = INT_MAX;
} // flags never expire
// store the entitynum of our original flag spawner
if ( ent->flags & FL_DROPPED_ITEM ) {
cl->flagParent = ent->s.otherEntityNum;
} else {
cl->flagParent = ent->s.number;
}
cl->pers.teamState.flagsince = level.time;
other->client->speedScale = ent->splashDamage; // Alter player speed
if ( ent->s.density > 0 ) {
return 1; // We have more flags to give out, spawn back quickly
} else {
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;
// START Mad Doc - TDF
if ( ( g_gametype.integer != GT_SINGLE_PLAYER ) && ( g_gametype.integer != GT_COOP ) ) {
// figure out what team this flag is
if ( strcmp( ent->classname, "team_CTF_redflag" ) == 0 ) {
team = TEAM_AXIS;
} else if ( strcmp( ent->classname, "team_CTF_blueflag" ) == 0 ) {
team = TEAM_ALLIES;
} else {
PrintMsg( other, "Don't know what team the flag is on.\n" );
return 0;
}
// JPW NERVE -- set flag model in carrying entity if multiplayer and flagmodel is set
other->message = ent->message;
other->s.otherEntityNum2 = ent->s.modelindex2;
// jpw
return ( ( team == cl->sess.sessionTeam ) ?
Team_TouchOurFlag : Team_TouchEnemyFlag )
( ent, other, team );
} else
{
other->message = ent->message;
other->s.otherEntityNum2 = ent->s.modelindex2;
// for single player, we want the allies to be able to pick up both flags
return Team_TouchEnemyFlag( ent, other, TEAM_ALLIES );
}
// END Mad Doc - TDF
}
/*---------------------------------------------------------------------------*/
// JPW NERVE
/*
=======================
FindFarthestObjectiveIndex
pick MP objective farthest from passed in vector, return table index
=======================
*/
int FindFarthestObjectiveIndex( vec3_t source ) {
int i,j = 0;
float dist = 0,tdist;
vec3_t tmp;
// int cs_obj = CS_MULTI_SPAWNTARGETS;
// char cs[MAX_STRING_CHARS];
// char *objectivename;
for ( i = 0; i < level.numspawntargets; i++ ) {
VectorSubtract( level.spawntargets[i],source,tmp );
tdist = VectorLength( tmp );
if ( tdist > dist ) {
dist = tdist;
j = i;
}
}
/*
cs_obj += j;
trap_GetConfigstring( cs_obj, cs, sizeof(cs) );
objectivename = Info_ValueForKey( cs, "spawn_targ");
G_Printf("got furthest dist (%f) at point %d (%s) of %d\n",dist,j,objectivename,i);
*/
return j;
}
// jpw
// NERVE - SMF
/*
=======================
FindClosestObjectiveIndex
NERVE - SMF - pick MP objective closest to the passed in vector, return table index
=======================
*/
int FindClosestObjectiveIndex( vec3_t source ) {
int i,j = 0;
float dist = 10E20,tdist;
vec3_t tmp;
for ( i = 0; i < level.numspawntargets; i++ ) {
VectorSubtract( level.spawntargets[i],source,tmp );
tdist = VectorLength( tmp );
if ( tdist < dist ) {
dist = tdist;
j = i;
}
}
return j;
}
// -NERVE - SMF
/*
================
SelectRandomDeathmatchSpawnPoint
go to a random point that doesn't telefrag
================
*/
#define MAX_TEAM_SPAWN_POINTS 256
gentity_t *SelectRandomTeamSpawnPoint( int teamstate, team_t team, int spawnObjective ) {
gentity_t *spot;
gentity_t *spots[MAX_TEAM_SPAWN_POINTS];
int count, closest, defendingTeam;
int i = 0;
char *classname;
float shortest, tmp;
vec3_t target;
vec3_t farthest;
defendingTeam = -1;
if ( team == TEAM_AXIS ) {
classname = "team_CTF_redspawn";
} else if ( team == TEAM_ALLIES ) {
classname = "team_CTF_bluespawn";
} else {
return NULL;
}
count = 0;
spot = NULL;
while ( ( spot = G_Find( spot, FOFS( classname ), classname ) ) != NULL ) {
if ( SpotWouldTelefrag( spot ) ) {
continue;
}
// Arnout - modified to allow initial spawnpoints to be disabled at gamestart
if ( !( spot->spawnflags & 2 ) ) {
continue;
}
// Arnout: invisible entities can't be used for spawning
if ( spot->entstate == STATE_INVISIBLE || spot->entstate == STATE_UNDERCONSTRUCTION ) {
continue;
}
spots[ count ] = spot;
if ( ++count == MAX_TEAM_SPAWN_POINTS ) {
break;
}
}
if ( !count ) { // no spots that won't telefrag
spot = NULL;
while ( ( spot = G_Find( spot, FOFS( classname ), classname ) ) != NULL ) {
// Arnout - modified to allow initial spawnpoints to be disabled at gamestart
if ( !( spot->spawnflags & 2 ) ) {
continue;
}
// Arnout: invisible entities can't be used for spawning
if ( spot->entstate == STATE_INVISIBLE || spot->entstate == STATE_UNDERCONSTRUCTION ) {
continue;
}
return spot;
}
return G_Find( NULL, FOFS( classname ), classname );
}
if ( ( !level.numspawntargets ) ) {
G_Error( "No spawnpoints found\n" );
return NULL;
} else {
// Gordon: adding ability to set autospawn
if ( !spawnObjective ) {
switch ( team ) {
case TEAM_AXIS:
spawnObjective = level.axisAutoSpawn + 1;
break;
case TEAM_ALLIES:
spawnObjective = level.alliesAutoSpawn + 1;
break;
default:
break;
}
}
i = spawnObjective - 1;
VectorCopy( level.spawntargets[i], farthest );
// now that we've got farthest vector, figure closest spawnpoint to it
VectorSubtract( farthest, spots[0]->s.origin, target );
shortest = VectorLength( target );
closest = 0;
for ( i = 0; i < count; i++ ) {
VectorSubtract( farthest, spots[i]->s.origin, target );
tmp = VectorLength( target );
if ( tmp < shortest ) {
shortest = tmp;
closest = i;
}
}
return spots[closest];
}
}
/*
===========
SelectCTFSpawnPoint
============
*/
gentity_t *SelectCTFSpawnPoint( team_t team, int teamstate, vec3_t origin, vec3_t angles, int spawnObjective ) {
gentity_t *spot;
spot = SelectRandomTeamSpawnPoint( teamstate, team, spawnObjective );
if ( !spot ) {
return SelectSpawnPoint( vec3_origin, origin, angles );
}
VectorCopy( spot->s.origin, origin );
origin[2] += 9;
VectorCopy( spot->s.angles, angles );
return spot;
}
/*---------------------------------------------------------------------------*/
void GetBotAutonomies( int clientNum, int *weapAutonomy, int *moveAutonomy );
/*
==================
TeamplayLocationsMessage
Format:
clientNum location health armor weapon powerups
==================
*/
void TeamplayInfoMessage( team_t team ) {
char entry[1024];
char string[1400];
int stringlength;
int i, j;
gentity_t *player;
int cnt;
int h;
char* bufferedData;
char* tinfo;
// send the latest information on all clients
string[0] = 0;
stringlength = 0;
for ( i = 0, cnt = 0; i < level.numConnectedClients; i++ ) {
player = g_entities + level.sortedClients[i];
if ( player->inuse && player->client->sess.sessionTeam == team ) {
// DHM - Nerve :: If in LIMBO, don't show followee's health
if ( player->client->ps.pm_flags & PMF_LIMBO ) {
h = -1;
} else {
h = player->client->ps.stats[STAT_HEALTH];
if ( h < 0 ) {
h = 0;
}
}
if ( player->r.svFlags & SVF_POW ) {
continue;
}
Com_sprintf( entry, sizeof( entry ), " %i %i %i %i %i", level.sortedClients[i], player->client->pers.teamState.location[0], player->client->pers.teamState.location[1], h, player->s.powerups );
j = strlen( entry );
if ( stringlength + j > sizeof( string ) ) {
break;
}
strcpy( string + stringlength, entry );
stringlength += j;
cnt++;
}
}
bufferedData = team == TEAM_AXIS ? level.tinfoAxis : level.tinfoAllies;
tinfo = va( "tinfo %i%s", cnt, string );
if ( !Q_stricmp( bufferedData, tinfo ) ) { // Gordon: no change so just return
return;
}
Q_strncpyz( bufferedData, tinfo, 1400 );
for ( i = 0; i < level.numConnectedClients; i++ ) {
player = g_entities + level.sortedClients[i];
if ( player->inuse && player->client->sess.sessionTeam == team ) {
if ( player->client->pers.connected == CON_CONNECTED ) {
trap_SendServerCommand( player - g_entities, tinfo );
}
}
}
}
void CheckTeamStatus( void ) {
int i;
gentity_t *ent;
if ( level.time - level.lastTeamLocationTime > TEAM_LOCATION_UPDATE_TIME ) {
level.lastTeamLocationTime = level.time;
for ( i = 0; i < level.numConnectedClients; i++ ) {
ent = g_entities + level.sortedClients[i];
if ( ent->inuse && ( ent->client->sess.sessionTeam == TEAM_AXIS || ent->client->sess.sessionTeam == TEAM_ALLIES ) ) {
ent->client->pers.teamState.location[0] = (int)ent->r.currentOrigin[0];
ent->client->pers.teamState.location[1] = (int)ent->r.currentOrigin[1];
}
}
TeamplayInfoMessage( TEAM_AXIS );
TeamplayInfoMessage( TEAM_ALLIES );
}
}
/*-----------------------------------------------------------------*/
void Use_Team_InitialSpawnpoint( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
if ( ent->spawnflags & 4 ) {
ent->spawnflags &= ~4;
} else {
ent->spawnflags |= 4;
}
}
void Use_Team_Spawnpoint( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
if ( ent->spawnflags & 2 ) {
ent->spawnflags &= ~2;
if ( g_developer.integer ) {
G_Printf( "setting %s %s inactive\n", ent->classname, ent->targetname );
}
} else {
ent->spawnflags |= 2;
if ( g_developer.integer ) {
G_Printf( "setting %s %s active\n", ent->classname, ent->targetname );
}
}
}
void DropToFloor( gentity_t *ent );
/*QUAKED team_CTF_redplayer (0.5 0 0) (-16 -16 -16) (16 16 32) INVULNERABLE - STARTDISABLED
Axis players spawn here at game start.
*/
void SP_team_CTF_redplayer( gentity_t *ent ) {
// Gordon: these are obsolete
G_Printf( "^1team_ctf_*player entities are now obsolete, please remove them!\n" );
G_FreeEntity( ent );
return;
/* ent->use = Use_Team_InitialSpawnpoint;
VectorSet (ent->r.mins, -16, -16, -24);
VectorSet (ent->r.maxs, 16, 16, 32);
ent->think = DropToFloor;*/
}
/*QUAKED team_CTF_blueplayer (0 0 0.5) (-16 -16 -16) (16 16 32) INVULNERABLE - STARTDISABLED
Allied players spawn here at game start.
*/
void SP_team_CTF_blueplayer( gentity_t *ent ) {
// Gordon: these are obsolete
G_Printf( "^1team_ctf_*player entities are now obsolete, please remove them!\n" );
G_FreeEntity( ent );
return;
/* ent->use = Use_Team_InitialSpawnpoint;
VectorSet (ent->r.mins, -16, -16, -24);
VectorSet (ent->r.maxs, 16, 16, 32);
ent->think = DropToFloor;*/
}
// JPW NERVE edited quaked def
/*QUAKED team_CTF_redspawn (1 0 0) (-16 -16 -24) (16 16 32) ? INVULNERABLE STARTACTIVE
potential spawning position for axis team in wolfdm games.
TODO: SelectRandomTeamSpawnPoint() will choose team_CTF_redspawn point that:
1) has been activated (FL_SPAWNPOINT_ACTIVE)
2) isn't occupied and
3) is closest to team_WOLF_objective
This allows spawnpoints to advance across the battlefield as new ones are
placed and/or activated.
If target is set, point spawnpoint toward target activation
*/
void SP_team_CTF_redspawn( gentity_t *ent ) {
// JPW NERVE
vec3_t dir;
ent->enemy = G_PickTarget( ent->target );
if ( ent->enemy ) {
VectorSubtract( ent->enemy->s.origin, ent->s.origin, dir );
vectoangles( dir, ent->s.angles );
}
ent->use = Use_Team_Spawnpoint;
// jpw
VectorSet( ent->r.mins, -16, -16, -24 );
VectorSet( ent->r.maxs, 16, 16, 32 );
ent->think = DropToFloor;
}
// JPW NERVE edited quaked def
/*QUAKED team_CTF_bluespawn (0 0 1) (-16 -16 -24) (16 16 32) ? INVULNERABLE STARTACTIVE
potential spawning position for allied team in wolfdm games.
TODO: SelectRandomTeamSpawnPoint() will choose team_CTF_bluespawn point that:
1) has been activated (active)
2) isn't occupied and
3) is closest to selected team_WOLF_objective
This allows spawnpoints to advance across the battlefield as new ones are
placed and/or activated.
If target is set, point spawnpoint toward target activation
*/
void SP_team_CTF_bluespawn( gentity_t *ent ) {
// JPW NERVE
vec3_t dir;
ent->enemy = G_PickTarget( ent->target );
if ( ent->enemy ) {
VectorSubtract( ent->enemy->s.origin, ent->s.origin, dir );
vectoangles( dir, ent->s.angles );
}
ent->use = Use_Team_Spawnpoint;
// jpw
VectorSet( ent->r.mins, -16, -16, -24 );
VectorSet( ent->r.maxs, 16, 16, 32 );
ent->think = DropToFloor;
}
// JPW NERVE
/*QUAKED team_WOLF_objective (1 1 0.3) (-16 -16 -24) (16 16 32) DEFAULT_AXIS DEFAULT_ALLIES
marker for objective
This marker will be used for computing effective radius for
dynamite damage, as well as generating a list of objectives
that players can elect to spawn near to in the limbo spawn
screen.
"description" short text key for objective name that will appear in objective selection in limbo UI.
DEFAULT_AXIS - This spawn region belongs to the Axis at the start of the map
DEFAULT_ALLIES - This spawn region belongs to the Alles at the start of the map
*/
static int numobjectives = 0; // TTimo
// swaps the team
void team_wolf_objective_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
char cs[MAX_STRING_CHARS];
// Gordon 256 is a disabled flag
if ( ( self->count2 & ~256 ) == TEAM_AXIS ) {
self->count2 = ( self->count2 & 256 ) + TEAM_ALLIES;
} else if ( ( self->count2 & ~256 ) == TEAM_ALLIES ) {
self->count2 = ( self->count2 & 256 ) + TEAM_AXIS;
}
// And update configstring
trap_GetConfigstring( self->count, cs, sizeof( cs ) );
Info_SetValueForKey( cs, "spawn_targ", self->message );
Info_SetValueForKey( cs, "x", va( "%i", (int)self->s.origin[0] ) );
Info_SetValueForKey( cs, "y", va( "%i", (int)self->s.origin[1] ) );
Info_SetValueForKey( cs, "t", va( "%i", self->count2 ) );
trap_SetConfigstring( self->count, cs );
}
void objective_Register( gentity_t *self ) {
char numspawntargets[128];
int cs_obj = CS_MULTI_SPAWNTARGETS;
char cs[MAX_STRING_CHARS];
if ( numobjectives == MAX_MULTI_SPAWNTARGETS ) {
G_Error( "SP_team_WOLF_objective: exceeded MAX_MULTI_SPAWNTARGETS (%d)\n",MAX_MULTI_SPAWNTARGETS );
} else { // Set config strings
cs_obj += numobjectives;
trap_GetConfigstring( cs_obj, cs, sizeof( cs ) );
Info_SetValueForKey( cs, "spawn_targ", self->message );
Info_SetValueForKey( cs, "x", va( "%i", (int)self->s.origin[0] ) );
Info_SetValueForKey( cs, "y", va( "%i", (int)self->s.origin[1] ) );
if ( level.ccLayers ) {
Info_SetValueForKey( cs, "z", va( "%i", (int)self->s.origin[2] ) );
}
Info_SetValueForKey( cs, "t", va( "%i", self->count2 ) );
self->use = team_wolf_objective_use;
self->count = cs_obj;
trap_SetConfigstring( cs_obj, cs );
VectorCopy( self->s.origin, level.spawntargets[numobjectives] );
}
numobjectives++;
// set current # spawntargets
level.numspawntargets = numobjectives;
trap_GetConfigstring( CS_MULTI_INFO, cs, sizeof( cs ) );
sprintf( numspawntargets,"%d",numobjectives );
Info_SetValueForKey( cs, "numspawntargets", numspawntargets );
trap_SetConfigstring( CS_MULTI_INFO, cs );
}
void SP_team_WOLF_objective( gentity_t *ent ) {
char *desc;
G_SpawnString( "description", "WARNING: No objective description set", &desc );
// Gordon: wtf is this g_alloced? just use a static buffer fgs...
ent->message = G_Alloc( strlen( desc ) + 1 );
Q_strncpyz( ent->message, desc, strlen( desc ) + 1 );
ent->nextthink = level.time + FRAMETIME;
ent->think = objective_Register;
ent->s.eType = ET_WOLF_OBJECTIVE;
if ( ent->spawnflags & 1 ) {
ent->count2 = TEAM_AXIS;
} else if ( ent->spawnflags & 2 ) {
ent->count2 = TEAM_ALLIES;
}
}
// DHM - Nerve :: Capture and Hold Checkpoint flag
#define SPAWNPOINT 1
#define CP_HOLD 2
#define AXIS_ONLY 4
#define ALLIED_ONLY 8
void checkpoint_touch( gentity_t *self, gentity_t *other, trace_t *trace );
void checkpoint_use_think( gentity_t *self ) {
self->count2 = -1;
if ( self->count == TEAM_AXIS ) {
self->health = 0;
} else {
self->health = 10;
}
}
void checkpoint_use( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
int holderteam;
int time;
if ( !activator->client ) {
return;
}
if ( ent->count < 0 ) {
checkpoint_touch( ent, activator, NULL );
}
holderteam = activator->client->sess.sessionTeam;
if ( ent->count == holderteam ) {
return;
}
if ( ent->count2 == level.time ) {
if ( holderteam == TEAM_AXIS ) {
time = ent->health / 2;
time++;
trap_SendServerCommand( activator - g_entities, va( "cp \"Flag will be held in %i seconds!\n\"", time ) );
} else {
time = ( 10 - ent->health ) / 2;
time++;
trap_SendServerCommand( activator - g_entities, va( "cp \"Flag will be held in %i seconds!\n\"", time ) );
}
return;
}
if ( holderteam == TEAM_AXIS ) {
ent->health--;
if ( ent->health < 0 ) {
checkpoint_touch( ent, activator, NULL );
return;
}
time = ent->health / 2;
time++;
trap_SendServerCommand( activator - g_entities, va( "cp \"Flag will be held in %i seconds!\n\"", time ) );
} else {
ent->health++;
if ( ent->health > 10 ) {
checkpoint_touch( ent, activator, NULL );
return;
}
time = ( 10 - ent->health ) / 2;
time++;
trap_SendServerCommand( activator - g_entities, va( "cp \"Flag will be held in %i seconds!\n\"", time ) );
}
ent->count2 = level.time;
ent->think = checkpoint_use_think;
ent->nextthink = level.time + 2000;
// Gordon: reset player disguise on touching flag
other->client->ps.powerups[PW_OPS_DISGUISED] = 0;
}
void checkpoint_spawntouch( gentity_t *self, gentity_t *other, trace_t *trace ); // JPW NERVE
// JPW NERVE
void checkpoint_hold_think( gentity_t *self ) {
switch ( self->s.frame ) {
case WCP_ANIM_RAISE_AXIS:
case WCP_ANIM_AXIS_RAISED:
level.capturetimes[TEAM_AXIS]++;
break;
case WCP_ANIM_RAISE_AMERICAN:
case WCP_ANIM_AMERICAN_RAISED:
level.capturetimes[TEAM_ALLIES]++;
break;
default:
break;
}
self->nextthink = level.time + 5000;
}
// jpw
void checkpoint_think( gentity_t *self ) {
switch ( self->s.frame ) {
case WCP_ANIM_NOFLAG:
break;
case WCP_ANIM_RAISE_AXIS:
self->s.frame = WCP_ANIM_AXIS_RAISED;
break;
case WCP_ANIM_RAISE_AMERICAN:
self->s.frame = WCP_ANIM_AMERICAN_RAISED;
break;
case WCP_ANIM_AXIS_RAISED:
break;
case WCP_ANIM_AMERICAN_RAISED:
break;
case WCP_ANIM_AXIS_TO_AMERICAN:
self->s.frame = WCP_ANIM_AMERICAN_RAISED;
break;
case WCP_ANIM_AMERICAN_TO_AXIS:
self->s.frame = WCP_ANIM_AXIS_RAISED;
break;
case WCP_ANIM_AXIS_FALLING:
self->s.frame = WCP_ANIM_NOFLAG;
break;
case WCP_ANIM_AMERICAN_FALLING:
self->s.frame = WCP_ANIM_NOFLAG;
break;
default:
break;
}
// JPW NERVE
if ( self->spawnflags & SPAWNPOINT ) {
self->touch = checkpoint_spawntouch;
} else if ( !( self->spawnflags & CP_HOLD ) ) {
self->touch = checkpoint_touch;
}
self->nextthink = 0;
// jpw
}
void checkpoint_touch( gentity_t *self, gentity_t *other, trace_t *trace ) {
if ( self->count == other->client->sess.sessionTeam ) {
return;
}
// JPW NERVE
if ( self->s.frame == WCP_ANIM_NOFLAG ) {
AddScore( other, WOLF_CP_CAPTURE );
//G_AddExperience( other, 0.8f );
} else {
AddScore( other, WOLF_CP_RECOVER );
//G_AddExperience( other, 0.8f );
}
// jpw
// Set controlling team
self->count = other->client->sess.sessionTeam;
// Set animation
if ( self->count == TEAM_AXIS ) {
if ( self->s.frame == WCP_ANIM_NOFLAG ) {
self->s.frame = WCP_ANIM_RAISE_AXIS;
} else if ( self->s.frame == WCP_ANIM_AMERICAN_RAISED ) {
self->s.frame = WCP_ANIM_AMERICAN_TO_AXIS;
} else {
self->s.frame = WCP_ANIM_AXIS_RAISED;
}
} else {
if ( self->s.frame == WCP_ANIM_NOFLAG ) {
self->s.frame = WCP_ANIM_RAISE_AMERICAN;
} else if ( self->s.frame == WCP_ANIM_AXIS_RAISED ) {
self->s.frame = WCP_ANIM_AXIS_TO_AMERICAN;
} else {
self->s.frame = WCP_ANIM_AMERICAN_RAISED;
}
}
self->parent = other;
// Gordon: reset player disguise on touching flag
other->client->ps.powerups[PW_OPS_DISGUISED] = 0;
// Run script trigger
if ( self->count == TEAM_AXIS ) {
self->health = 0;
G_Script_ScriptEvent( self, "trigger", "axis_capture" );
} else {
self->health = 10;
G_Script_ScriptEvent( self, "trigger", "allied_capture" );
}
// Play a sound
G_AddEvent( self, EV_GENERAL_SOUND, self->soundPos1 );
// Don't allow touch again until animation is finished
self->touch = NULL;
self->think = checkpoint_think;
self->nextthink = level.time + 1000;
}
// JPW NERVE -- if spawn flag is set, use this touch fn instead to turn on/off targeted spawnpoints
void checkpoint_spawntouch( gentity_t *self, gentity_t *other, trace_t *trace ) {
gentity_t *ent = NULL;
qboolean playsound = qtrue;
qboolean firsttime = qfalse;
if ( self->count == other->client->sess.sessionTeam ) {
return;
}
// JPW NERVE
if ( self->s.frame == WCP_ANIM_NOFLAG ) {
AddScore( other, WOLF_SP_CAPTURE );
//G_AddExperience( other, 0.8f );
} else {
AddScore( other, WOLF_SP_RECOVER );
//G_AddExperience( other, 0.8f );
}
// jpw
if ( self->count < 0 ) {
firsttime = qtrue;
}
// Set controlling team
self->count = other->client->sess.sessionTeam;
// Set animation
if ( self->count == TEAM_AXIS ) {
if ( self->s.frame == WCP_ANIM_NOFLAG && !( self->spawnflags & ALLIED_ONLY ) ) {
self->s.frame = WCP_ANIM_RAISE_AXIS;
} else if ( self->s.frame == WCP_ANIM_NOFLAG ) {
self->s.frame = WCP_ANIM_NOFLAG;
playsound = qfalse;
} else if ( self->s.frame == WCP_ANIM_AMERICAN_RAISED && !( self->spawnflags & ALLIED_ONLY ) ) {
self->s.frame = WCP_ANIM_AMERICAN_TO_AXIS;
} else if ( self->s.frame == WCP_ANIM_AMERICAN_RAISED ) {
self->s.frame = WCP_ANIM_AMERICAN_FALLING;
} else {
self->s.frame = WCP_ANIM_AXIS_RAISED;
}
} else {
if ( self->s.frame == WCP_ANIM_NOFLAG && !( self->spawnflags & AXIS_ONLY ) ) {
self->s.frame = WCP_ANIM_RAISE_AMERICAN;
} else if ( self->s.frame == WCP_ANIM_NOFLAG ) {
self->s.frame = WCP_ANIM_NOFLAG;
playsound = qfalse;
} else if ( self->s.frame == WCP_ANIM_AXIS_RAISED && !( self->spawnflags & AXIS_ONLY ) ) {
self->s.frame = WCP_ANIM_AXIS_TO_AMERICAN;
} else if ( self->s.frame == WCP_ANIM_AXIS_RAISED ) {
self->s.frame = WCP_ANIM_AXIS_FALLING;
} else {
self->s.frame = WCP_ANIM_AMERICAN_RAISED;
}
}
// If this is the first time it's being touched, and it was the opposing team
// touching a single-team reinforcement flag... don't do anything.
if ( firsttime && !playsound ) {
return;
}
// Play a sound
if ( playsound ) {
G_AddEvent( self, EV_GENERAL_SOUND, self->soundPos1 );
}
self->parent = other;
// Gordon: reset player disguise on touching flag
other->client->ps.powerups[PW_OPS_DISGUISED] = 0;
// Run script trigger
if ( self->count == TEAM_AXIS ) {
G_Script_ScriptEvent( self, "trigger", "axis_capture" );
} else {
G_Script_ScriptEvent( self, "trigger", "allied_capture" );
}
// Don't allow touch again until animation is finished
self->touch = NULL;
self->think = checkpoint_think;
self->nextthink = level.time + 1000;
// activate all targets
// Arnout - updated this to allow toggling of initial spawnpoints as well, plus now it only
// toggles spawnflags 2 for spawnpoint entities
if ( self->target ) {
while ( 1 ) {
ent = G_FindByTargetname( ent, self->target );
if ( !ent ) {
break;
}
if ( other->client->sess.sessionTeam == TEAM_AXIS ) {
if ( !strcmp( ent->classname,"team_CTF_redspawn" ) ) {
ent->spawnflags |= 2;
} else if ( !strcmp( ent->classname,"team_CTF_bluespawn" ) ) {
ent->spawnflags &= ~2;
// Gordon: these are obsolete
/* } else if (!strcmp(ent->classname,"team_CTF_redplayer")) {
ent->spawnflags &= ~4;
} else if (!strcmp(ent->classname,"team_CTF_blueplayer")) {
ent->spawnflags |= 4;*/
}
} else {
if ( !strcmp( ent->classname,"team_CTF_bluespawn" ) ) {
ent->spawnflags |= 2;
} else if ( !strcmp( ent->classname,"team_CTF_redspawn" ) ) {
ent->spawnflags &= ~2;
// Gordon: these are obsolete
/* } else if (!strcmp(ent->classname,"team_CTF_blueplayer")) {
ent->spawnflags &= ~4;
} else if (!strcmp(ent->classname,"team_CTF_redplayer")) {
ent->spawnflags |= 4;*/
}
}
}
}
}
// jpw
/*QUAKED team_WOLF_checkpoint (.9 .3 .9) (-16 -16 0) (16 16 128) SPAWNPOINT CP_HOLD AXIS_ONLY ALLIED_ONLY
This is the flagpole players touch in Capture and Hold game scenarios.
It will call specific trigger funtions in the map script for this object.
When allies capture, it will call "allied_capture".
When axis capture, it will call "axis_capture".
// JPW NERVE if spawnpoint flag is set, think will turn on spawnpoints (specified as targets)
// for capture team and turn *off* targeted spawnpoints for opposing team
*/
void SP_team_WOLF_checkpoint( gentity_t *ent ) {
char *capture_sound;
if ( !ent->scriptName ) {
G_Error( "team_WOLF_checkpoint must have a \"scriptname\"\n" );
}
// Make sure the ET_TRAP entity type stays valid
ent->s.eType = ET_TRAP;
// Model is user assignable, but it will always try and use the animations for flagpole.md3
if ( ent->model ) {
ent->s.modelindex = G_ModelIndex( ent->model );
} else {
ent->s.modelindex = G_ModelIndex( "models/multiplayer/flagpole/flagpole.md3" );
}
G_SpawnString( "noise", "sound/movers/doors/door6_open.wav", &capture_sound );
ent->soundPos1 = G_SoundIndex( capture_sound );
ent->clipmask = CONTENTS_SOLID;
ent->r.contents = CONTENTS_SOLID;
VectorSet( ent->r.mins, -8, -8, 0 );
VectorSet( ent->r.maxs, 8, 8, 128 );
G_SetOrigin( ent, ent->s.origin );
G_SetAngle( ent, ent->s.angles );
// s.frame is the animation number
ent->s.frame = WCP_ANIM_NOFLAG;
// s.teamNum is which set of animations to use ( only 1 right now )
ent->s.teamNum = 1;
// Used later to set animations (and delay between captures)
ent->nextthink = 0;
// Used to time how long it must be "held" to switch
ent->health = -1;
ent->count2 = -1;
// 'count' signifies which team holds the checkpoint
ent->count = -1;
// JPW NERVE
if ( ent->spawnflags & SPAWNPOINT ) {
ent->touch = checkpoint_spawntouch;
} else {
if ( ent->spawnflags & CP_HOLD ) {
ent->use = checkpoint_use;
} else {
ent->touch = checkpoint_touch;
}
}
// jpw
trap_LinkEntity( ent );
}
/*
===================
Team_ClassForString
===================
*/
int Team_ClassForString( char *string ) {
if ( !Q_stricmp( string, "soldier" ) ) {
return PC_SOLDIER;
} else if ( !Q_stricmp( string, "medic" ) ) {
return PC_MEDIC;
} else if ( !Q_stricmp( string, "engineer" ) ) {
return PC_ENGINEER;
} else if ( !Q_stricmp( string, "lieutenant" ) ) { // FIXME: remove from missionpack
return PC_FIELDOPS;
} else if ( !Q_stricmp( string, "fieldops" ) ) {
return PC_FIELDOPS;
} else if ( !Q_stricmp( string, "covertops" ) ) {
return PC_COVERTOPS;
}
return -1;
}
// OSP
char *aTeams[TEAM_NUM_TEAMS] = { "FFA", "^1Axis^7", "^4Allies^7", "Spectators" };
team_info teamInfo[TEAM_NUM_TEAMS];
// Resets a team's settings
void G_teamReset( int team_num, qboolean fClearSpecLock ) {
teamInfo[team_num].team_lock = ( match_latejoin.integer == 0 && g_gamestate.integer == GS_PLAYING );
teamInfo[team_num].team_name[0] = 0;
teamInfo[team_num].team_score = 0;
teamInfo[team_num].timeouts = match_timeoutcount.integer;
if ( fClearSpecLock ) {
teamInfo[team_num].spec_lock = qfalse;
}
}
// Swaps active players on teams
void G_swapTeams( void ) {
int i;
gclient_t *cl;
for ( i = TEAM_AXIS; i <= TEAM_ALLIES; i++ ) {
G_teamReset( i, qtrue );
}
for ( i = 0; i < level.numConnectedClients; i++ ) {
cl = level.clients + level.sortedClients[i];
if ( cl->sess.sessionTeam == TEAM_AXIS ) {
cl->sess.sessionTeam = TEAM_ALLIES;
} else if ( cl->sess.sessionTeam == TEAM_ALLIES ) {
cl->sess.sessionTeam = TEAM_AXIS;
} else { continue;}
G_UpdateCharacter( cl );
ClientUserinfoChanged( level.sortedClients[i] );
ClientBegin( level.sortedClients[i] );
}
AP( "cp \"^1Teams have been swapped!\n\"" );
}
int QDECL G_SortPlayersByXP( const void *a, const void *b ) {
gclient_t* cla = &level.clients[ *( (int*)a ) ];
gclient_t* clb = &level.clients[ *( (int*)b ) ];
if ( cla->ps.persistant[ PERS_SCORE ] > clb->ps.persistant[ PERS_SCORE ] ) {
return -1;
}
if ( clb->ps.persistant[ PERS_SCORE ] > cla->ps.persistant[ PERS_SCORE ] ) {
return 1;
}
return 0;
}
// Shuffle active players onto teams
void G_shuffleTeams( void ) {
int i, cTeam; //, cMedian = level.numNonSpectatorClients / 2;
int aTeamCount[TEAM_NUM_TEAMS];
int cnt = 0;
int sortClients[MAX_CLIENTS];
gclient_t *cl;
G_teamReset( TEAM_AXIS, qtrue );
G_teamReset( TEAM_ALLIES, qtrue );
for ( i = 0; i < TEAM_NUM_TEAMS; i++ ) {
aTeamCount[i] = 0;
}
for ( i = 0; i < level.numConnectedClients; i++ ) {
cl = level.clients + level.sortedClients[ i ];
if ( cl->sess.sessionTeam != TEAM_AXIS && cl->sess.sessionTeam != TEAM_ALLIES ) {
continue;
}
sortClients[ cnt++ ] = level.sortedClients[ i ];
}
qsort( sortClients, cnt, sizeof( int ), G_SortPlayersByXP );
for ( i = 0; i < cnt; i++ ) {
cl = level.clients + sortClients[i];
cTeam = ( i % 2 ) + TEAM_AXIS;
if ( cl->sess.sessionTeam != cTeam ) {
G_LeaveTank( g_entities + sortClients[i], qfalse );
G_RemoveClientFromFireteams( sortClients[i], qtrue, qfalse );
if ( g_landminetimeout.integer ) {
G_ExplodeMines( g_entities + sortClients[i] );
}
G_FadeItems( g_entities + sortClients[i], MOD_SATCHEL );
}
cl->sess.sessionTeam = cTeam;
G_UpdateCharacter( cl );
ClientUserinfoChanged( sortClients[i] );
ClientBegin( sortClients[i] );
}
AP( "cp \"^1Teams have been shuffled!\n\"" );
}
// Returns player's "real" team.
int G_teamID( gentity_t *ent ) {
if ( ent->client->sess.coach_team ) {
return( ent->client->sess.coach_team );
}
return( ent->client->sess.sessionTeam );
}
// Determine if the "ready" player threshold has been reached.
qboolean G_checkReady( void ) {
int i, ready = 0, notReady = match_minplayers.integer;
gclient_t *cl;
if ( 0 == g_doWarmup.integer ) {
return( qtrue );
}
// Ensure we have enough real players
if ( level.numNonSpectatorClients >= match_minplayers.integer && level.voteInfo.numVotingClients > 0 ) {
// Step through all active clients
notReady = 0;
for ( i = 0; i < level.numConnectedClients; i++ ) {
cl = level.clients + level.sortedClients[i];
if ( cl->pers.connected != CON_CONNECTED || cl->sess.sessionTeam == TEAM_SPECTATOR ) {
continue;
} else if ( cl->pers.ready || ( g_entities[level.sortedClients[i]].r.svFlags & SVF_BOT ) ) {
ready++;
} else { notReady++;}
}
}
notReady = ( notReady > 0 || ready > 0 ) ? notReady : match_minplayers.integer;
if ( g_minGameClients.integer != notReady ) {
trap_Cvar_Set( "g_minGameClients", va( "%d", notReady ) );
}
// Do we have enough "ready" players?
return( level.ref_allready || ( ( ready + notReady > 0 ) && 100 * ready / ( ready + notReady ) >= match_readypercent.integer ) );
}
// Checks ready states to start/stop the sequence to get the match rolling.
qboolean G_readyMatchState( void ) {
if ( ( g_doWarmup.integer ||
( g_gametype.integer == GT_WOLF_LMS && g_lms_lockTeams.integer ) ||
level.warmupTime > ( level.time + 10 * 1000 ) ) &&
g_gamestate.integer == GS_WARMUP && G_checkReady() ) {
level.ref_allready = qfalse;
if ( g_doWarmup.integer > 0 || ( g_gametype.integer == GT_WOLF_LMS && g_lms_lockTeams.integer ) ) {
teamInfo[TEAM_AXIS].team_lock = qtrue;
teamInfo[TEAM_ALLIES].team_lock = qtrue;
}
return( qtrue );
} else if ( !G_checkReady() ) {
if ( g_gamestate.integer == GS_WARMUP_COUNTDOWN ) {
AP( "cp \"^1COUNTDOWN STOPPED!^7 Back to warmup...\n\"" );
}
level.lastRestartTime = level.time;
trap_SendConsoleCommand( EXEC_APPEND, va( "map_restart 0 %i\n", GS_WARMUP ) );
// G_LogPrintf("Warmup:\n");
}
return( qfalse );
}
// Check if we need to reset the game state due to an empty team
void G_verifyMatchState( int nTeam ) {
gamestate_t gs = g_gamestate.integer;
if ( ( level.lastRestartTime + 1000 ) < level.time && ( nTeam == TEAM_ALLIES || nTeam == TEAM_AXIS ) &&
( gs == GS_PLAYING || gs == GS_WARMUP_COUNTDOWN || gs == GS_INTERMISSION ) ) {
if ( TeamCount( -1, nTeam ) == 0 ) {
if ( g_doWarmup.integer > 0 ) {
level.lastRestartTime = level.time;
if ( g_gametype.integer == GT_WOLF_STOPWATCH ) {
trap_Cvar_Set( "g_currentRound", "0" );
trap_Cvar_Set( "g_nextTimeLimit", "0" );
}
trap_SendConsoleCommand( EXEC_APPEND, va( "map_restart 0 %i\n", GS_WARMUP ) );
} else {
teamInfo[nTeam].team_lock = qfalse;
}
G_teamReset( nTeam, qtrue );
}
}
// Cleanup of ready count
G_checkReady();
}
// Checks to see if a specified team is allowing players to join.
qboolean G_teamJoinCheck( int team_num, gentity_t *ent ) {
int cnt = TeamCount( -1, team_num );
// Sanity check
if ( cnt == 0 ) {
G_teamReset( team_num, qtrue );
teamInfo[team_num].team_lock = qfalse;
}
// Check for locked teams
if ( ( team_num == TEAM_AXIS || team_num == TEAM_ALLIES ) ) {
if ( ent->client->sess.sessionTeam == team_num ) {
return( qtrue );
}
if ( g_gametype.integer != GT_WOLF_LMS ) {
// Check for full teams
if ( team_maxplayers.integer > 0 && team_maxplayers.integer <= cnt ) {
G_printFull( va( "The %s team is full!", aTeams[team_num] ), ent );
return( qfalse );
// Check for locked teams
} else if ( teamInfo[team_num].team_lock && ( !( ent->client->pers.invite & team_num ) ) ) {
G_printFull( va( "The %s team is LOCKED!", aTeams[team_num] ), ent );
return( qfalse );
}
} else {
if ( team_maxplayers.integer > 0 && team_maxplayers.integer <= cnt ) {
G_printFull( va( "The %s team is full!", aTeams[team_num] ), ent );
return( qfalse );
} else if ( g_gamestate.integer == GS_PLAYING && g_lms_lockTeams.integer && ( !( ent->client->pers.invite & team_num ) ) ) {
G_printFull( va( "The %s team is LOCKED!", aTeams[team_num] ), ent );
return( qfalse );
}
}
}
return( qtrue );
}
// Update specs for blackout, as needed
void G_updateSpecLock( int nTeam, qboolean fLock ) {
int i;
gentity_t *ent;
teamInfo[nTeam].spec_lock = fLock;
for ( i = 0; i < level.numConnectedClients; i++ ) {
ent = g_entities + level.sortedClients[i];
if ( ent->client->sess.referee ) {
continue;
}
if ( ent->client->sess.coach_team ) {
continue;
}
ent->client->sess.spec_invite &= ~nTeam;
if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
continue;
}
if ( !fLock ) {
continue;
}
if ( ent->client->pers.mvCount > 0 ) {
G_smvRemoveInvalidClients( ent, nTeam );
} else if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
StopFollowing( ent );
ent->client->sess.spec_team &= ~nTeam;
}
// ClientBegin sets blackout
if ( ent->client->pers.mvCount < 1 ) {
SetTeam( ent, "s", qtrue, -1, -1, qfalse );
}
}
}
// Swap team speclocks
void G_swapTeamLocks( void ) {
qboolean fLock = teamInfo[TEAM_AXIS].spec_lock;
teamInfo[TEAM_AXIS].spec_lock = teamInfo[TEAM_ALLIES].spec_lock;
teamInfo[TEAM_ALLIES].spec_lock = fLock;
fLock = teamInfo[TEAM_AXIS].team_lock;
teamInfo[TEAM_AXIS].team_lock = teamInfo[TEAM_ALLIES].team_lock;
teamInfo[TEAM_ALLIES].team_lock = fLock;
}
// Removes everyone's specinvite for a particular team.
void G_removeSpecInvite( int team ) {
int i;
gentity_t *cl;
for ( i = 0; i < level.numConnectedClients; i++ ) {
cl = g_entities + level.sortedClients[i];
if ( !cl->inuse || cl->client->sess.referee || cl->client->sess.coach_team == team ) {
continue;
}
cl->client->sess.spec_invite &= ~team; // none = 0, red = 1, blue = 2
}
}
// Return blockout status for a player
int G_blockoutTeam( gentity_t *ent, int nTeam ) {
return( !G_allowFollow( ent, nTeam ) );
}
// Figure out if we are allowed/want to follow a given player
qboolean G_allowFollow( gentity_t *ent, int nTeam ) {
if ( g_gametype.integer == GT_WOLF_LMS && g_lms_followTeamOnly.integer ) {
if ( ( ent->client->sess.spec_invite & nTeam ) == nTeam ) {
return qtrue;
}
if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR &&
ent->client->sess.sessionTeam != nTeam ) {
return qfalse;
}
}
if ( level.time - level.startTime > 2500 ) {
if ( TeamCount( -1, TEAM_AXIS ) == 0 ) {
teamInfo[TEAM_AXIS].spec_lock = qfalse;
}
if ( TeamCount( -1, TEAM_ALLIES ) == 0 ) {
teamInfo[TEAM_ALLIES].spec_lock = qfalse;
}
}
return( ( !teamInfo[nTeam].spec_lock || ent->client->sess.sessionTeam != TEAM_SPECTATOR || ( ent->client->sess.spec_invite & nTeam ) == nTeam ) );
}
// Figure out if we are allowed/want to follow a given player
qboolean G_desiredFollow( gentity_t *ent, int nTeam ) {
if ( G_allowFollow( ent, nTeam ) &&
( ent->client->sess.spec_team == 0 || ent->client->sess.spec_team == nTeam ) ) {
return( qtrue );
}
return( qfalse );
}
// -OSP