📄 g_team.c
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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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