ref: a4200cb010c09374c6d664cbcc4d88c2e40006e2
dir: /crbot/g_ctf.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.h" typedef struct ctfgame_s { int team1, team2; int total1, total2; // these are only set when going into intermission! float last_flag_capture; int last_capture_team; } ctfgame_t; ctfgame_t ctfgame; qboolean techspawn = false; cvar_t *ctf; cvar_t *ctf_forcejoin; char *ctf_statusbar = "yb -24 " // health "xv 0 " "hnum " "xv 50 " "pic 0 " // ammo "if 2 " " xv 100 " " anum " " xv 150 " " pic 2 " "endif " // armor "if 4 " " xv 200 " " rnum " " xv 250 " " pic 4 " "endif " // selected item "if 6 " " xv 296 " " pic 6 " "endif " "yb -50 " // picked up item "if 7 " " xv 0 " " pic 7 " " xv 26 " " yb -42 " " stat_string 8 " " yb -50 " "endif " // timer "if 9 " "xv 246 " "num 2 10 " "xv 296 " "pic 9 " "endif " // help / weapon icon "if 11 " "xv 148 " "pic 11 " "endif " // frags "xr -50 " "yt 2 " "num 3 14 " //tech "yb -129 " "if 26 " "xr -26 " "pic 26 " "endif " // red team "yb -102 " "if 17 " "xr -26 " "pic 17 " "endif " "xr -62 " "num 2 18 " //joined overlay "if 22 " "yb -104 " "xr -28 " "pic 22 " "endif " // blue team "yb -75 " "if 19 " "xr -26 " "pic 19 " "endif " "xr -62 " "num 2 20 " "if 23 " "yb -77 " "xr -28 " "pic 23 " "endif " // have flag graph "if 21 " "yt 26 " "xr -24 " "pic 21 " "endif " // id view state "if 27 " "xv 0 " "yb -58 " "string \"Viewing\" " "xv 64 " "stat_string 27 " "endif " ; static char *tnames[] = { "item_tech1", "item_tech2", "item_tech3", "item_tech4", NULL }; void stuffcmd(edict_t *ent, char *s) { gi.WriteByte (11); gi.WriteString (s); gi.unicast (ent, true); } /*--------------------------------------------------------------------------*/ /* ================= findradius Returns entities that have origins within a spherical area findradius (origin, radius) ================= */ static edict_t *loc_findradius (edict_t *from, vec3_t org, float rad) { vec3_t eorg; int j; if (!from) from = g_edicts; else from++; for ( ; from < &g_edicts[globals.num_edicts]; from++) { if (!from->inuse) continue; /* if (from->solid == SOLID_NOT) continue; */ for (j=0 ; j<3 ; j++) eorg[j] = org[j] - (from->s.origin[j] + (from->mins[j] + from->maxs[j])*0.5); if (VectorLength(eorg) > rad) continue; return from; } return NULL; } static void loc_buildboxpoints(vec3_t p[8], vec3_t org, vec3_t mins, vec3_t maxs) { VectorAdd(org, mins, p[0]); VectorCopy(p[0], p[1]); p[1][0] -= mins[0]; VectorCopy(p[0], p[2]); p[2][1] -= mins[1]; VectorCopy(p[0], p[3]); p[3][0] -= mins[0]; p[3][1] -= mins[1]; VectorAdd(org, maxs, p[4]); VectorCopy(p[4], p[5]); p[5][0] -= maxs[0]; VectorCopy(p[0], p[6]); p[6][1] -= maxs[1]; VectorCopy(p[0], p[7]); p[7][0] -= maxs[0]; p[7][1] -= maxs[1]; } static qboolean loc_CanSee (edict_t *targ, edict_t *inflictor) { trace_t trace; vec3_t targpoints[8]; int i; vec3_t viewpoint; // bmodels need special checking because their origin is 0,0,0 if (targ->movetype == MOVETYPE_PUSH) return false; // bmodels not supported loc_buildboxpoints(targpoints, targ->s.origin, targ->mins, targ->maxs); VectorCopy(inflictor->s.origin, viewpoint); viewpoint[2] += inflictor->viewheight; for (i = 0; i < 8; i++) { trace = gi.trace (viewpoint, vec3_origin, vec3_origin, targpoints[i], inflictor, MASK_SOLID); if (trace.fraction == 1.0) return true; } return false; } /*--------------------------------------------------------------------------*/ static gitem_t *flag1_item; static gitem_t *flag2_item; void CTFInit(void) { ctf = gi.cvar("ctf", "1", CVAR_SERVERINFO); ctf_forcejoin = gi.cvar("ctf_forcejoin", "", 0); if (!flag1_item) flag1_item = FindItemByClassname("item_flag_team1"); if (!flag2_item) flag2_item = FindItemByClassname("item_flag_team2"); memset(&ctfgame, 0, sizeof(ctfgame)); techspawn = false; } /*--------------------------------------------------------------------------*/ char *CTFTeamName(int team) { switch (team) { case CTF_TEAM1: return "RED"; case CTF_TEAM2: return "BLUE"; } return "UKNOWN"; } char *CTFOtherTeamName(int team) { switch (team) { case CTF_TEAM1: return "BLUE"; case CTF_TEAM2: return "RED"; } return "UKNOWN"; } int CTFOtherTeam(int team) { switch (team) { case CTF_TEAM1: return CTF_TEAM2; case CTF_TEAM2: return CTF_TEAM1; } return -1; // invalid value } /*--------------------------------------------------------------------------*/ edict_t *SelectRandomDeathmatchSpawnPoint (void); edict_t *SelectFarthestDeathmatchSpawnPoint (void); float PlayersRangeFromSpot (edict_t *spot); void CTFAssignSkin(edict_t *ent, char *s) { int playernum = ent-g_edicts-1; char *p; char t[64]; Com_sprintf(t, sizeof(t), "%s", s); if ((p = strrchr(t, '/')) != NULL) p[1] = 0; else strcpy(t, "male/"); switch (ent->client->resp.ctf_team) { case CTF_TEAM1: gi.configstring (CS_PLAYERSKINS+playernum, va("%s\\%s%s", ent->client->pers.netname, t, CTF_TEAM1_SKIN) ); break; case CTF_TEAM2: gi.configstring (CS_PLAYERSKINS+playernum, va("%s\\%s%s", ent->client->pers.netname, t, CTF_TEAM2_SKIN) ); break; default: gi.configstring (CS_PLAYERSKINS+playernum, va("%s\\%s", ent->client->pers.netname, s) ); break; } // gi.cprintf(ent, PRINT_HIGH, "You have been assigned to %s team.\n", ent->client->pers.netname); } void CTFAssignTeam(gclient_t *who) { edict_t *player; int i; int team1count = 0, team2count = 0; who->resp.ctf_state = CTF_STATE_START; if (!((int)dmflags->value & DF_CTF_FORCEJOIN)) { who->resp.ctf_team = CTF_NOTEAM; return; } for (i = 1; i <= maxclients->value; i++) { player = &g_edicts[i]; if (!player->inuse || player->client == who) continue; switch (player->client->resp.ctf_team) { case CTF_TEAM1: team1count++; break; case CTF_TEAM2: team2count++; } } if (team1count < team1count) who->resp.ctf_team = CTF_TEAM1; else if (team2count < team1count) who->resp.ctf_team = CTF_TEAM2; else if (rand() & 1) who->resp.ctf_team = CTF_TEAM1; else who->resp.ctf_team = CTF_TEAM2; } /* ================ SelectCTFSpawnPoint go to a ctf point, but NOT the two points closest to other players ================ */ edict_t *SelectCTFSpawnPoint (edict_t *ent) { edict_t *spot, *spot1, *spot2; int count = 0; int selection; float range, range1, range2; char *cname; if (ent->client->resp.ctf_state != CTF_STATE_START) { if ( (int)(dmflags->value) & DF_SPAWN_FARTHEST) return SelectFarthestDeathmatchSpawnPoint (); else return SelectRandomDeathmatchSpawnPoint (); } ent->client->resp.ctf_state = CTF_STATE_PLAYING; switch (ent->client->resp.ctf_team) { case CTF_TEAM1: cname = "info_player_team1"; break; case CTF_TEAM2: cname = "info_player_team2"; break; default: return SelectRandomDeathmatchSpawnPoint(); } spot = NULL; range1 = range2 = 99999; spot1 = spot2 = NULL; while ((spot = G_Find (spot, FOFS(classname), cname)) != NULL) { count++; range = PlayersRangeFromSpot(spot); if (range < range1) { range1 = range; spot1 = spot; } else if (range < range2) { range2 = range; spot2 = spot; } } if (!count) return SelectRandomDeathmatchSpawnPoint(); if (count <= 2) { spot1 = spot2 = NULL; } else count -= 2; selection = rand() % count; spot = NULL; do { spot = G_Find (spot, FOFS(classname), cname); if (spot == spot1 || spot == spot2) selection++; } while(selection--); return spot; } /*------------------------------------------------------------------------*/ /* CTFFragBonuses Calculate the bonuses for flag defense, flag carrier defense, etc. Note that bonuses are not cumaltive. You get one, they are in importance order. */ void CTFFragBonuses(edict_t *targ, edict_t */*inflictor*/, edict_t *attacker) { int i; edict_t *ent; gitem_t *flag_item, *enemy_flag_item; int otherteam; edict_t *flag, *carrier = nil; char *c; vec3_t v1, v2; // no bonus for fragging yourself if (!targ->client || !attacker->client || targ == attacker) return; otherteam = CTFOtherTeam(targ->client->resp.ctf_team); 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 (targ->client->resp.ctf_team == CTF_TEAM1) { flag_item = flag1_item; enemy_flag_item = flag2_item; } else { flag_item = flag2_item; enemy_flag_item = flag1_item; } // did the attacker frag the flag carrier? if (targ->client->pers.inventory[ITEM_INDEX(enemy_flag_item)]) { attacker->client->resp.ctf_lastfraggedcarrier = level.time; attacker->client->resp.score += CTF_FRAG_CARRIER_BONUS; if (!attacker->bot_info) gi.cprintf( attacker, PRINT_MEDIUM, "BONUS: %d points for fragging enemy flag carrier.\n", CTF_FRAG_CARRIER_BONUS); // the the target had the flag, clear the hurt carrier // field on the other team for (i = 1; i <= maxclients->value; i++) { ent = g_edicts + i; if (ent->inuse && ent->client->resp.ctf_team == otherteam) ent->client->resp.ctf_lasthurtcarrier = 0; } return; } if (targ->client->resp.ctf_lasthurtcarrier && level.time - targ->client->resp.ctf_lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT && !attacker->client->pers.inventory[ITEM_INDEX(flag_item)]) { // attacker is on the same team as the flag carrier and // fragged a guy who hurt our flag carrier attacker->client->resp.score += CTF_CARRIER_DANGER_PROTECT_BONUS; gi.bprintf(PRINT_MEDIUM, "%s defends %s's flag carrier against an agressive enemy\n", attacker->client->pers.netname, CTFTeamName(attacker->client->resp.ctf_team)); return; } // flag and flag carrier area defense bonuses // we have to find the flag and carrier entities // find the flag switch (attacker->client->resp.ctf_team) { case CTF_TEAM1: c = "item_flag_team1"; break; case CTF_TEAM2: c = "item_flag_team2"; break; default: return; } flag = NULL; while ((flag = G_Find (flag, FOFS(classname), c)) != NULL) { if (!(flag->spawnflags & DROPPED_ITEM)) break; } if (!flag) return; // can't find attacker's flag // find attacker's team's flag carrier for (i = 1; i <= maxclients->value; i++) { carrier = g_edicts + i; if (carrier->inuse && carrier->client->pers.inventory[ITEM_INDEX(flag_item)]) 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->s.origin, flag->s.origin, v1); VectorSubtract(attacker->s.origin, flag->s.origin, v2); if (VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS || VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS || loc_CanSee(flag, targ) || loc_CanSee(flag, attacker)) { // we defended the base flag attacker->client->resp.score += CTF_FLAG_DEFENSE_BONUS; if (flag->solid == SOLID_NOT) gi.bprintf(PRINT_MEDIUM, "%s defends the %s base.\n", attacker->client->pers.netname, CTFTeamName(attacker->client->resp.ctf_team)); else gi.bprintf(PRINT_MEDIUM, "%s defends the %s flag.\n", attacker->client->pers.netname, CTFTeamName(attacker->client->resp.ctf_team)); return; } if (carrier && carrier != attacker) { VectorSubtract(targ->s.origin, carrier->s.origin, v1); VectorSubtract(attacker->s.origin, carrier->s.origin, v1); if (VectorLength(v1) < CTF_ATTACKER_PROTECT_RADIUS || VectorLength(v2) < CTF_ATTACKER_PROTECT_RADIUS || loc_CanSee(carrier, targ) || loc_CanSee(carrier, attacker)) { attacker->client->resp.score += CTF_CARRIER_PROTECT_BONUS; gi.bprintf(PRINT_MEDIUM, "%s defends the %s's flag carrier.\n", attacker->client->pers.netname, CTFTeamName(attacker->client->resp.ctf_team)); return; } } } void CTFCheckHurtCarrier(edict_t *targ, edict_t *attacker) { gitem_t *flag_item; if (!targ->client || !attacker->client) return; if (targ->client->resp.ctf_team == CTF_TEAM1) flag_item = flag2_item; else flag_item = flag1_item; if (targ->client->pers.inventory[ITEM_INDEX(flag_item)] && targ->client->resp.ctf_team != attacker->client->resp.ctf_team) attacker->client->resp.ctf_lasthurtcarrier = level.time; } /*------------------------------------------------------------------------*/ void CTFResetFlag(int ctf_team) { char *c; edict_t *ent; switch (ctf_team) { case CTF_TEAM1: c = "item_flag_team1"; break; case CTF_TEAM2: c = "item_flag_team2"; break; default: return; } ent = NULL; while ((ent = G_Find (ent, FOFS(classname), c)) != NULL) { if (ent->spawnflags & DROPPED_ITEM) G_FreeEdict(ent); else { ent->svflags &= ~SVF_NOCLIENT; ent->solid = SOLID_TRIGGER; gi.linkentity(ent); ent->s.event = EV_ITEM_RESPAWN; } } } void CTFResetFlags(void) { CTFResetFlag(CTF_TEAM1); CTFResetFlag(CTF_TEAM2); } qboolean CTFPickup_Flag(edict_t *ent, edict_t *other) { int ctf_team; int i; edict_t *player; gitem_t *flag_item, *enemy_flag_item; // figure out what team this flag is if (strcmp(ent->classname, "item_flag_team1") == 0) ctf_team = CTF_TEAM1; else if (strcmp(ent->classname, "item_flag_team2") == 0) ctf_team = CTF_TEAM2; else { if (!ent->bot_info) gi.cprintf(ent, PRINT_HIGH, "Don't know what team the flag is on.\n"); return false; } // same team, if the flag at base, check to he has the enemy flag if (ctf_team == CTF_TEAM1) { flag_item = flag1_item; enemy_flag_item = flag2_item; } else { flag_item = flag2_item; enemy_flag_item = flag1_item; } if (ctf_team == other->client->resp.ctf_team) { if (!(ent->spawnflags & DROPPED_ITEM)) { // the flag is at home base. if the player has the enemy // flag, he's just won! if (other->client->pers.inventory[ITEM_INDEX(enemy_flag_item)]) { gi.bprintf(PRINT_HIGH, "%s captured the %s flag!\n", other->client->pers.netname, CTFOtherTeamName(ctf_team)); other->client->pers.inventory[ITEM_INDEX(enemy_flag_item)] = 0; ctfgame.last_flag_capture = level.time; ctfgame.last_capture_team = ctf_team; if (ctf_team == CTF_TEAM1) ctfgame.team1++; else ctfgame.team2++; gi.sound (ent, CHAN_RELIABLE+CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex("ctf/flagcap.wav"), 1, ATTN_NONE, 0); // other gets another 10 frag bonus other->client->resp.score += CTF_CAPTURE_BONUS; // Ok, let's do the player loop, hand out the bonuses for (i = 1; i <= maxclients->value; i++) { player = &g_edicts[i]; if (!player->inuse) continue; if (player->client->resp.ctf_team != other->client->resp.ctf_team) player->client->resp.ctf_lasthurtcarrier = -5; else if (player->client->resp.ctf_team == other->client->resp.ctf_team) { if (player != other) player->client->resp.score += CTF_TEAM_BONUS; // award extra points for capture assists if (player->client->resp.ctf_lastreturnedflag + CTF_RETURN_FLAG_ASSIST_TIMEOUT > level.time) { gi.bprintf(PRINT_HIGH, "%s gets an assist for returning the flag!\n", player->client->pers.netname); player->client->resp.score += CTF_RETURN_FLAG_ASSIST_BONUS; } if (player->client->resp.ctf_lastfraggedcarrier + CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) { gi.bprintf(PRINT_HIGH, "%s gets an assist for fragging the flag carrier!\n", player->client->pers.netname); player->client->resp.score += CTF_FRAG_CARRIER_ASSIST_BONUS; } } } CTFResetFlags(); return false; } return false; // its at home base already } // hey, its not home. return it by teleporting it back gi.bprintf(PRINT_HIGH, "%s returned the %s flag!\n", other->client->pers.netname, CTFTeamName(ctf_team)); other->client->resp.score += CTF_RECOVERY_BONUS; other->client->resp.ctf_lastreturnedflag = level.time; gi.sound (ent, CHAN_RELIABLE+CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex("ctf/flagret.wav"), 1, ATTN_NONE, 0); //CTFResetFlag will remove this entity! We must return false CTFResetFlag(ctf_team); return false; } // hey, its not our flag, pick it up gi.bprintf(PRINT_HIGH, "%s got the %s flag!\n", other->client->pers.netname, CTFTeamName(ctf_team)); other->client->resp.score += CTF_FLAG_BONUS; other->client->pers.inventory[ITEM_INDEX(flag_item)] = 1; other->client->resp.ctf_flagsince = level.time; // pick up the flag // if it's not a dropped flag, we just make is disappear // if it's dropped, it will be removed by the pickup caller if (!(ent->spawnflags & DROPPED_ITEM)) { ent->flags |= FL_RESPAWN; ent->svflags |= SVF_NOCLIENT; ent->solid = SOLID_NOT; } return true; } static void CTFDropFlagTouch(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) { //owner (who dropped us) can't touch for two secs if (other == ent->owner && ent->nextthink - level.time > CTF_AUTO_FLAG_RETURN_TIMEOUT-2) return; Touch_Item (ent, other, plane, surf); } static void CTFDropFlagThink(edict_t *ent) { // auto return the flag // reset flag will remove ourselves if (strcmp(ent->classname, "item_flag_team1") == 0) { CTFResetFlag(CTF_TEAM1); gi.bprintf(PRINT_HIGH, "The %s flag has returned!\n", CTFTeamName(CTF_TEAM1)); } else if (strcmp(ent->classname, "item_flag_team2") == 0) { CTFResetFlag(CTF_TEAM2); gi.bprintf(PRINT_HIGH, "The %s flag has returned!\n", CTFTeamName(CTF_TEAM2)); } } // Called from PlayerDie, to drop the flag from a dying player void CTFDeadDropFlag(edict_t *self) { edict_t *dropped = NULL; if (!flag1_item || !flag2_item) CTFInit(); if (self->client->pers.inventory[ITEM_INDEX(flag1_item)]) { dropped = Drop_Item(self, flag1_item); self->client->pers.inventory[ITEM_INDEX(flag1_item)] = 0; gi.bprintf(PRINT_HIGH, "%s lost the %s flag!\n", self->client->pers.netname, CTFTeamName(CTF_TEAM1)); } else if (self->client->pers.inventory[ITEM_INDEX(flag2_item)]) { dropped = Drop_Item(self, flag2_item); self->client->pers.inventory[ITEM_INDEX(flag2_item)] = 0; gi.bprintf(PRINT_HIGH, "%s lost the %s flag!\n", self->client->pers.netname, CTFTeamName(CTF_TEAM2)); } if (dropped) { dropped->think = CTFDropFlagThink; dropped->nextthink = level.time + CTF_AUTO_FLAG_RETURN_TIMEOUT; dropped->touch = CTFDropFlagTouch; } } void CTFDrop_Flag(edict_t *ent, gitem_t *) { if (!ent->bot_info) { if (rand() & 1) gi.cprintf(ent, PRINT_HIGH, "Only lusers drop flags.\n"); else gi.cprintf(ent, PRINT_HIGH, "Winners don't drop flags.\n"); } } static void CTFFlagThink(edict_t *ent) { if (ent->solid != SOLID_NOT) ent->s.frame = 173 + (((ent->s.frame - 173) + 1) % 16); ent->nextthink = level.time + FRAMETIME; } void CTFFlagSetup (edict_t *ent) { trace_t tr; vec3_t dest; float *v; v = tv(-15,-15,-15); VectorCopy (v, ent->mins); v = tv(15,15,15); VectorCopy (v, ent->maxs); if (ent->model) gi.setmodel (ent, ent->model); else gi.setmodel (ent, ent->item->world_model); ent->solid = SOLID_TRIGGER; ent->movetype = MOVETYPE_TOSS; ent->touch = Touch_Item; v = tv(0,0,-128); VectorAdd (ent->s.origin, v, dest); tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, dest, ent, MASK_SOLID); if (tr.startsolid) { gi.dprintf ("CTFFlagSetup: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin)); G_FreeEdict (ent); return; } VectorCopy (tr.endpos, ent->s.origin); gi.linkentity (ent); ent->nextthink = level.time + FRAMETIME; ent->think = CTFFlagThink; } void CTFEffects(edict_t *player) { player->s.effects &= (EF_FLAG1 | EF_FLAG2); if (player->health > 0) { if (player->client->pers.inventory[ITEM_INDEX(flag1_item)]) { player->s.effects |= EF_FLAG1; } if (player->client->pers.inventory[ITEM_INDEX(flag2_item)]) { player->s.effects |= EF_FLAG2; } } if (player->client->pers.inventory[ITEM_INDEX(flag1_item)]) player->s.modelindex3 = gi.modelindex("players/male/flag1.md2"); else if (player->client->pers.inventory[ITEM_INDEX(flag2_item)]) player->s.modelindex3 = gi.modelindex("players/male/flag2.md2"); else player->s.modelindex3 = 0; } // called when we enter the intermission void CTFCalcScores(void) { int i; ctfgame.total1 = ctfgame.total2 = 0; for (i = 0; i < maxclients->value; i++) { if (!g_edicts[i+1].inuse) continue; if (game.clients[i].resp.ctf_team == CTF_TEAM1) ctfgame.total1 += game.clients[i].resp.score; else if (game.clients[i].resp.ctf_team == CTF_TEAM2) ctfgame.total2 += game.clients[i].resp.score; } } void CTFID_f (edict_t *ent) { if (ent->client->resp.id_state) { gi.cprintf(ent, PRINT_HIGH, "Disabling player identication display.\n"); ent->client->resp.id_state = false; } else { gi.cprintf(ent, PRINT_HIGH, "Activating player identication display.\n"); ent->client->resp.id_state = true; } } static void CTFSetIDView(edict_t *ent) { vec3_t forward, dir; trace_t tr; edict_t *who, *best; float bd = 0, d; int i; ent->client->ps.stats[STAT_CTF_ID_VIEW] = 0; AngleVectors(ent->client->v_angle, forward, NULL, NULL); VectorScale(forward, 1024, forward); VectorAdd(ent->s.origin, forward, forward); tr = gi.trace(ent->s.origin, NULL, NULL, forward, ent, MASK_SOLID); if (tr.fraction < 1 && tr.ent && tr.ent->client) { ent->client->ps.stats[STAT_CTF_ID_VIEW] = CS_PLAYERSKINS + (ent - g_edicts - 1); return; } AngleVectors(ent->client->v_angle, forward, NULL, NULL); best = NULL; for (i = 1; i <= maxclients->value; i++) { who = g_edicts + i; if (!who->inuse) continue; VectorSubtract(who->s.origin, ent->s.origin, dir); VectorNormalize(dir); d = DotProduct(forward, dir); if (d > bd && loc_CanSee(ent, who)) { bd = d; best = who; } } if (bd > 0.90) ent->client->ps.stats[STAT_CTF_ID_VIEW] = CS_PLAYERSKINS + (best - g_edicts - 1); } void SetCTFStats(edict_t *ent) { gitem_t *tech; int i; int p1, p2; edict_t *e; // logo headers for the frag display ent->client->ps.stats[STAT_CTF_TEAM1_HEADER] = gi.imageindex ("ctfsb1"); ent->client->ps.stats[STAT_CTF_TEAM2_HEADER] = gi.imageindex ("ctfsb2"); // if during intermission, we must blink the team header of the winning team if (level.intermissiontime && (level.framenum & 8)) { // blink 1/8th second // note that ctfgame.total[12] is set when we go to intermission if (ctfgame.team1 > ctfgame.team2) ent->client->ps.stats[STAT_CTF_TEAM1_HEADER] = 0; else if (ctfgame.team2 > ctfgame.team1) ent->client->ps.stats[STAT_CTF_TEAM2_HEADER] = 0; else if (ctfgame.total1 > ctfgame.total2) // frag tie breaker ent->client->ps.stats[STAT_CTF_TEAM1_HEADER] = 0; else if (ctfgame.total2 > ctfgame.total1) ent->client->ps.stats[STAT_CTF_TEAM2_HEADER] = 0; else { // tie game! ent->client->ps.stats[STAT_CTF_TEAM1_HEADER] = 0; ent->client->ps.stats[STAT_CTF_TEAM2_HEADER] = 0; } } // tech icon i = 0; ent->client->ps.stats[STAT_CTF_TECH] = 0; while (tnames[i]) { if ((tech = FindItemByClassname(tnames[i])) != NULL && ent->client->pers.inventory[ITEM_INDEX(tech)]) { ent->client->ps.stats[STAT_CTF_TECH] = gi.imageindex(tech->icon); break; } i++; } // figure out what icon to display for team logos // three states: // flag at base // flag taken // flag dropped p1 = gi.imageindex ("i_ctf1"); e = G_Find(NULL, FOFS(classname), "item_flag_team1"); if (e != NULL) { if (e->solid == SOLID_NOT) { int i; // not at base // check if on player p1 = gi.imageindex ("i_ctf1d"); // default to dropped for (i = 1; i <= maxclients->value; i++) if (g_edicts[i].inuse && g_edicts[i].client->pers.inventory[ITEM_INDEX(flag1_item)]) { // enemy has it p1 = gi.imageindex ("i_ctf1t"); break; } } else if (e->spawnflags & DROPPED_ITEM) p1 = gi.imageindex ("i_ctf1d"); // must be dropped } p2 = gi.imageindex ("i_ctf2"); e = G_Find(NULL, FOFS(classname), "item_flag_team2"); if (e != NULL) { if (e->solid == SOLID_NOT) { int i; // not at base // check if on player p2 = gi.imageindex ("i_ctf2d"); // default to dropped for (i = 1; i <= maxclients->value; i++) if (g_edicts[i].inuse && g_edicts[i].client->pers.inventory[ITEM_INDEX(flag2_item)]) { // enemy has it p2 = gi.imageindex ("i_ctf2t"); break; } } else if (e->spawnflags & DROPPED_ITEM) p2 = gi.imageindex ("i_ctf2d"); // must be dropped } ent->client->ps.stats[STAT_CTF_TEAM1_PIC] = p1; ent->client->ps.stats[STAT_CTF_TEAM2_PIC] = p2; if (ctfgame.last_flag_capture && level.time - ctfgame.last_flag_capture < 5) { if (ctfgame.last_capture_team == CTF_TEAM1) if (level.framenum & 8) ent->client->ps.stats[STAT_CTF_TEAM1_PIC] = p1; else ent->client->ps.stats[STAT_CTF_TEAM1_PIC] = 0; else if (level.framenum & 8) ent->client->ps.stats[STAT_CTF_TEAM2_PIC] = p2; else ent->client->ps.stats[STAT_CTF_TEAM2_PIC] = 0; } ent->client->ps.stats[STAT_CTF_TEAM1_CAPS] = ctfgame.team1; ent->client->ps.stats[STAT_CTF_TEAM2_CAPS] = ctfgame.team2; ent->client->ps.stats[STAT_CTF_FLAG_PIC] = 0; if (ent->client->resp.ctf_team == CTF_TEAM1 && ent->client->pers.inventory[ITEM_INDEX(flag2_item)] && (level.framenum & 8)) ent->client->ps.stats[STAT_CTF_FLAG_PIC] = gi.imageindex ("i_ctf2"); else if (ent->client->resp.ctf_team == CTF_TEAM2 && ent->client->pers.inventory[ITEM_INDEX(flag1_item)] && (level.framenum & 8)) ent->client->ps.stats[STAT_CTF_FLAG_PIC] = gi.imageindex ("i_ctf1"); ent->client->ps.stats[STAT_CTF_JOINED_TEAM1_PIC] = 0; ent->client->ps.stats[STAT_CTF_JOINED_TEAM2_PIC] = 0; if (ent->client->resp.ctf_team == CTF_TEAM1) ent->client->ps.stats[STAT_CTF_JOINED_TEAM1_PIC] = gi.imageindex ("i_ctfj"); else if (ent->client->resp.ctf_team == CTF_TEAM2) ent->client->ps.stats[STAT_CTF_JOINED_TEAM2_PIC] = gi.imageindex ("i_ctfj"); ent->client->ps.stats[STAT_CTF_ID_VIEW] = 0; if (ent->client->resp.id_state) CTFSetIDView(ent); } /*------------------------------------------------------------------------*/ /*QUAKED info_player_team1 (1 0 0) (-16 -16 -24) (16 16 32) potential team1 spawning position for ctf games */ void SP_info_player_team1(edict_t *) { } /*QUAKED info_player_team2 (0 0 1) (-16 -16 -24) (16 16 32) potential team2 spawning position for ctf games */ void SP_info_player_team2(edict_t *) { } /*------------------------------------------------------------------------*/ /* GRAPPLE */ /*------------------------------------------------------------------------*/ // ent is player void CTFPlayerResetGrapple(edict_t *ent) { if (ent->client && ent->client->ctf_grapple) CTFResetGrapple(ent->client->ctf_grapple); } // self is grapple, not player void CTFResetGrapple(edict_t *self) { if (self->owner->client->ctf_grapple) { float volume = 1.0; gclient_t *cl; if (self->owner->client->silencer_shots) volume = 0.2; gi.sound (self->owner, CHAN_RELIABLE+CHAN_WEAPON, gi.soundindex("weapons/grapple/grreset.wav"), volume, ATTN_NORM, 0); cl = self->owner->client; cl->ctf_grapple = NULL; cl->ctf_grapplereleasetime = level.time; cl->ctf_grapplestate = CTF_GRAPPLE_STATE_FLY; // we're firing, not on hook cl->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION; G_FreeEdict(self); } } void CTFGrappleTouch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { float volume = 1.0; if (other == self->owner) return; if (self->owner->client->ctf_grapplestate != CTF_GRAPPLE_STATE_FLY) return; if (surf && (surf->flags & SURF_SKY)) { CTFResetGrapple(self); return; } VectorCopy(vec3_origin, self->velocity); PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT); if (other->takedamage) { T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, 0, MOD_GRAPPLE); CTFResetGrapple(self); return; } self->owner->client->ctf_grapplestate = CTF_GRAPPLE_STATE_PULL; // we're on hook self->enemy = other; self->solid = SOLID_NOT; if (self->owner->client->silencer_shots) volume = 0.2; gi.sound (self->owner, CHAN_RELIABLE+CHAN_WEAPON, gi.soundindex("weapons/grapple/grpull.wav"), volume, ATTN_NORM, 0); gi.sound (self, CHAN_WEAPON, gi.soundindex("weapons/grapple/grhit.wav"), volume, ATTN_NORM, 0); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_SPARKS); gi.WritePosition (self->s.origin); if (!plane) gi.WriteDir (vec3_origin); else gi.WriteDir (plane->normal); gi.multicast (self->s.origin, MULTICAST_PVS); } // draw beam between grapple and self void CTFGrappleDrawCable(edict_t *self) { vec3_t offset, start, end, f, r; vec3_t dir; float distance; AngleVectors (self->owner->client->v_angle, f, r, NULL); VectorSet(offset, 16, 16, self->owner->viewheight-8); P_ProjectSource (self->owner->client, self->owner->s.origin, offset, f, r, start); VectorSubtract(start, self->owner->s.origin, offset); VectorSubtract (start, self->s.origin, dir); distance = VectorLength(dir); // don't draw cable if close if (distance < 64) return; /* if (distance > 256) return; // check for min/max pitch vectoangles (dir, angles); if (angles[0] < -180) angles[0] += 360; if (fabs(angles[0]) > 45) return; trace_t tr; //!! tr = gi.trace (start, NULL, NULL, self->s.origin, self, MASK_SHOT); if (tr.ent != self) { CTFResetGrapple(self); return; } */ // adjust start for beam origin being in middle of a segment // VectorMA (start, 8, f, start); VectorCopy (self->s.origin, end); // adjust end z for end spot since the monster is currently dead // end[2] = self->absmin[2] + self->size[2] / 2; gi.WriteByte (svc_temp_entity); /* ifdef USE_GRAPPLE_CABLE */ gi.WriteByte (TE_GRAPPLE_CABLE); gi.WriteShort (self->owner - g_edicts); gi.WritePosition (self->owner->s.origin); gi.WritePosition (end); gi.WritePosition (offset); /* gi.WriteByte (TE_MEDIC_CABLE_ATTACK); gi.WriteShort (self - g_edicts); gi.WritePosition (end); gi.WritePosition (start); */ gi.multicast (self->s.origin, MULTICAST_PVS); } void SV_AddGravity (edict_t *ent); // pull the player toward the grapple void CTFGrapplePull(edict_t *self) { vec3_t hookdir, v; float vlen; if (strcmp(self->owner->client->pers.weapon->classname, "weapon_grapple") == 0 && !self->owner->client->newweapon && self->owner->client->weaponstate != WEAPON_FIRING && self->owner->client->weaponstate != WEAPON_ACTIVATING) { CTFResetGrapple(self); return; } if (self->enemy) { if (self->enemy->solid == SOLID_NOT) { CTFResetGrapple(self); return; } if (self->enemy->solid == SOLID_BBOX) { VectorScale(self->enemy->size, 0.5, v); VectorAdd(v, self->enemy->s.origin, v); VectorAdd(v, self->enemy->mins, self->s.origin); gi.linkentity (self); } else VectorCopy(self->enemy->velocity, self->velocity); if (self->enemy->takedamage && !CheckTeamDamage (self->enemy, self->owner)) { float volume = 1.0; if (self->owner->client->silencer_shots) volume = 0.2; T_Damage (self->enemy, self, self->owner, self->velocity, self->s.origin, vec3_origin, 1, 1, 0, MOD_GRAPPLE); gi.sound (self, CHAN_WEAPON, gi.soundindex("weapons/grapple/grhurt.wav"), volume, ATTN_NORM, 0); } if (self->enemy->deadflag) { // he died CTFResetGrapple(self); return; } } CTFGrappleDrawCable(self); if (self->owner->client->ctf_grapplestate > CTF_GRAPPLE_STATE_FLY) { // pull player toward grapple // this causes icky stuff with prediction, we need to extend // the prediction layer to include two new fields in the player // move stuff: a point and a velocity. The client should add // that velociy in the direction of the point vec3_t forward, up; AngleVectors (self->owner->client->v_angle, forward, NULL, up); VectorCopy(self->owner->s.origin, v); v[2] += self->owner->viewheight; VectorSubtract (self->s.origin, v, hookdir); vlen = VectorLength(hookdir); if (self->owner->client->ctf_grapplestate == CTF_GRAPPLE_STATE_PULL && vlen < 64) { float volume = 1.0; if (self->owner->client->silencer_shots) volume = 0.2; self->owner->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION; gi.sound (self->owner, CHAN_RELIABLE+CHAN_WEAPON, gi.soundindex("weapons/grapple/grhang.wav"), volume, ATTN_NORM, 0); self->owner->client->ctf_grapplestate = CTF_GRAPPLE_STATE_HANG; } VectorNormalize (hookdir); VectorScale(hookdir, CTF_GRAPPLE_PULL_SPEED, hookdir); VectorCopy(hookdir, self->owner->velocity); SV_AddGravity(self->owner); } } void CTFFireGrapple (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect) { edict_t *grapple; trace_t tr; VectorNormalize (dir); grapple = G_Spawn(); VectorCopy (start, grapple->s.origin); VectorCopy (start, grapple->s.old_origin); vectoangles (dir, grapple->s.angles); VectorScale (dir, speed, grapple->velocity); grapple->movetype = MOVETYPE_FLYMISSILE; grapple->clipmask = MASK_SHOT; grapple->solid = SOLID_BBOX; grapple->s.effects |= effect; VectorClear (grapple->mins); VectorClear (grapple->maxs); grapple->s.modelindex = gi.modelindex ("models/weapons/grapple/hook/tris.md2"); // grapple->s.sound = gi.soundindex ("misc/lasfly.wav"); grapple->owner = self; grapple->touch = CTFGrappleTouch; // grapple->nextthink = level.time + FRAMETIME; // grapple->think = CTFGrappleThink; grapple->dmg = damage; self->client->ctf_grapple = grapple; self->client->ctf_grapplestate = CTF_GRAPPLE_STATE_FLY; // we're firing, not on hook gi.linkentity (grapple); tr = gi.trace (self->s.origin, NULL, NULL, grapple->s.origin, grapple, MASK_SHOT); if (tr.fraction < 1.0) { VectorMA (grapple->s.origin, -10, dir, grapple->s.origin); grapple->touch (grapple, tr.ent, NULL, NULL); } } void CTFGrappleFire (edict_t *ent, vec3_t g_offset, int damage, int effect) { vec3_t forward, right; vec3_t start; vec3_t offset; float volume = 1.0; if (ent->client->ctf_grapplestate > CTF_GRAPPLE_STATE_FLY) return; // it's already out AngleVectors (ent->client->v_angle, forward, right, NULL); // VectorSet(offset, 24, 16, ent->viewheight-8+2); VectorSet(offset, 24, 8, ent->viewheight-8+2); VectorAdd (offset, g_offset, offset); P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); VectorScale (forward, -2, ent->client->kick_origin); ent->client->kick_angles[0] = -1; if (ent->client->silencer_shots) volume = 0.2; gi.sound (ent, CHAN_RELIABLE+CHAN_WEAPON, gi.soundindex("weapons/grapple/grfire.wav"), volume, ATTN_NORM, 0); CTFFireGrapple (ent, start, forward, damage, CTF_GRAPPLE_SPEED, effect); /* // send muzzle flash gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (MZ_BLASTER); gi.multicast (ent->s.origin, MULTICAST_PVS); */ PlayerNoise(ent, start, PNOISE_WEAPON); } void CTFWeapon_Grapple_Fire (edict_t *ent) { int damage; damage = 10; CTFGrappleFire (ent, vec3_origin, damage, 0); ent->client->ps.gunframe++; } void CTFWeapon_Grapple (edict_t *ent) { static int pause_frames[] = {10, 18, 27, 0}; static int fire_frames[] = {6, 0}; int prevstate; // if the the attack button is still down, stay in the firing frame if ((ent->client->buttons & BUTTON_ATTACK) && ent->client->weaponstate == WEAPON_FIRING && ent->client->ctf_grapple) ent->client->ps.gunframe = 9; if (!(ent->client->buttons & BUTTON_ATTACK) && ent->client->ctf_grapple) { CTFResetGrapple(ent->client->ctf_grapple); if (ent->client->weaponstate == WEAPON_FIRING) ent->client->weaponstate = WEAPON_READY; } if (ent->client->newweapon && ent->client->ctf_grapplestate > CTF_GRAPPLE_STATE_FLY && ent->client->weaponstate == WEAPON_FIRING) { // he wants to change weapons while grappled ent->client->weaponstate = WEAPON_DROPPING; ent->client->ps.gunframe = 32; } prevstate = ent->client->weaponstate; Weapon_Generic (ent, 5, 9, 31, 36, pause_frames, fire_frames, CTFWeapon_Grapple_Fire); // if we just switched back to grapple, immediately go to fire frame if (prevstate == WEAPON_ACTIVATING && ent->client->weaponstate == WEAPON_READY && ent->client->ctf_grapplestate > CTF_GRAPPLE_STATE_FLY) { if (!(ent->client->buttons & BUTTON_ATTACK)) ent->client->ps.gunframe = 9; else ent->client->ps.gunframe = 5; ent->client->weaponstate = WEAPON_FIRING; } } void CTFTeam_f (edict_t *ent) { char *t, *s; int desired_team; t = gi.args(); if (!*t) { if (!ent->bot_info) gi.cprintf(ent, PRINT_HIGH, "You are on the %s team.\n", CTFTeamName(ent->client->resp.ctf_team)); return; } if (cistrcmp(t, "red") == 0) desired_team = CTF_TEAM1; else if (cistrcmp(t, "blue") == 0) desired_team = CTF_TEAM2; else { if (!ent->bot_info) gi.cprintf(ent, PRINT_HIGH, "Unknown team %s.\n", t); return; } if (ent->client->resp.ctf_team == desired_team) { if (!ent->bot_info) gi.cprintf(ent, PRINT_HIGH, "You are already on the %s team.\n", CTFTeamName(ent->client->resp.ctf_team)); return; } //// ent->svflags = 0; ent->flags &= ~FL_GODMODE; ent->client->resp.ctf_team = desired_team; ent->client->resp.ctf_state = CTF_STATE_START; s = Info_ValueForKey (ent->client->pers.userinfo, "skin"); CTFAssignSkin(ent, s); if (ent->solid == SOLID_NOT) { // spectator PutClientInServer (ent); // add a teleportation effect ent->s.event = EV_PLAYER_TELEPORT; // hold in place briefly ent->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT; ent->client->ps.pmove.pm_time = 14; gi.bprintf(PRINT_HIGH, "%s joined the %s team.\n", ent->client->pers.netname, CTFTeamName(desired_team)); return; } ent->health = 0; player_die (ent, ent, ent, 100000, vec3_origin); // don't even bother waiting for death frames ent->deadflag = DEAD_DEAD; respawn (ent); ent->client->resp.score = 0; gi.bprintf(PRINT_HIGH, "%s changed to the %s team.\n", ent->client->pers.netname, CTFTeamName(desired_team)); } /* ================== CTFScoreboardMessage ================== */ void CTFScoreboardMessage (edict_t *, edict_t *) { char entry[1024]; char string[1400]; int len; int i, j, k, n; int sorted[2][MAX_CLIENTS]; int sortedscores[2][MAX_CLIENTS]; int score, total[2], totalscore[2]; int last[2]; gclient_t *cl; edict_t *cl_ent; int team; int maxsize = 1000; // sort the clients by team and score total[0] = total[1] = 0; last[0] = last[1] = 0; totalscore[0] = totalscore[1] = 0; for (i=0 ; i<game.maxclients ; i++) { cl_ent = g_edicts + 1 + i; if (!cl_ent->inuse) continue; if (game.clients[i].resp.ctf_team == CTF_TEAM1) team = 0; else if (game.clients[i].resp.ctf_team == CTF_TEAM2) team = 1; else continue; // unknown team? score = game.clients[i].resp.score; for (j=0 ; j<total[team] ; j++) { if (score > sortedscores[team][j]) break; } for (k=total[team] ; k>j ; k--) { sorted[team][k] = sorted[team][k-1]; sortedscores[team][k] = sortedscores[team][k-1]; } sorted[team][j] = i; sortedscores[team][j] = score; totalscore[team] += score; total[team]++; } // print level name and exit rules // add the clients in sorted order *string = 0; // team one sprintf(string, "if 24 xv 8 yv 8 pic 24 endif " "xv 40 yv 28 string \"%4d/%-3d\" " "xv 98 yv 12 num 2 18 " "if 25 xv 168 yv 8 pic 25 endif " "xv 200 yv 28 string \"%4d/%-3d\" " "xv 256 yv 12 num 2 20 ", totalscore[0], total[0], totalscore[1], total[1]); len = strlen(string); for (i=0 ; i<16 ; i++) { if (i >= total[0] && i >= total[1]) break; // we're done /* ifndef NEW_SCORE // set up y sprintf(entry, "yv %d ", 42 + i * 8); if (maxsize - len > strlen(entry)) { strcat(string, entry); len = strlen(string); } */ *entry = 0; // left side if (i < total[0]) { cl = &game.clients[sorted[0][i]]; cl_ent = g_edicts + 1 + sorted[0][i]; /* ifndef NEW_SCORE sprintf(entry+strlen(entry), "xv 0 %s \"%3d %3d %-12.12s\" ", (cl_ent == ent) ? "string2" : "string", cl->resp.score, (cl->ping > 999) ? 999 : cl->ping, cl->pers.netname); if (cl_ent->client->pers.inventory[ITEM_INDEX(flag2_item)]) strcat(entry, "xv 56 picn sbfctf2 "); */ sprintf(entry+strlen(entry), "ctf 0 %d %d %d %d ", 42 + i * 8, sorted[0][i], cl->resp.score, cl->ping > 999 ? 999 : cl->ping); if (cl_ent->client->pers.inventory[ITEM_INDEX(flag2_item)]) sprintf(entry + strlen(entry), "xv 56 yv %d picn sbfctf2 ", 42 + i * 8); if (maxsize - len > strlen(entry)) { strcat(string, entry); len = strlen(string); last[0] = i; } } // right side if (i < total[1]) { cl = &game.clients[sorted[1][i]]; cl_ent = g_edicts + 1 + sorted[1][i]; /* ifndef NEW_SCORE sprintf(entry+strlen(entry), "xv 160 %s \"%3d %3d %-12.12s\" ", (cl_ent == ent) ? "string2" : "string", cl->resp.score, (cl->ping > 999) ? 999 : cl->ping, cl->pers.netname); if (cl_ent->client->pers.inventory[ITEM_INDEX(flag1_item)]) strcat(entry, "xv 216 picn sbfctf1 "); */ sprintf(entry+strlen(entry), "ctf 160 %d %d %d %d ", 42 + i * 8, sorted[1][i], cl->resp.score, cl->ping > 999 ? 999 : cl->ping); if (cl_ent->client->pers.inventory[ITEM_INDEX(flag1_item)]) sprintf(entry + strlen(entry), "xv 216 yv %d picn sbfctf1 ", 42 + i * 8); if (maxsize - len > strlen(entry)) { strcat(string, entry); len = strlen(string); last[1] = i; } } } // put in spectators if we have enough room if (last[0] > last[1]) j = last[0]; else j = last[1]; j = (j + 2) * 8 + 42; k = n = 0; if (maxsize - len > 50) { for (i = 0; i < maxclients->value; i++) { cl_ent = g_edicts + 1 + i; cl = &game.clients[i]; if (!cl_ent->inuse || cl_ent->solid != SOLID_NOT || cl_ent->client->resp.ctf_team != CTF_NOTEAM) continue; if (!k) { k = 1; sprintf(entry, "xv 0 yv %d string2 \"Spectators\" ", j); strcat(string, entry); len = strlen(string); j += 8; } sprintf(entry+strlen(entry), "ctf %d %d %d %d %d ", (n & 1) ? 160 : 0, // x j, // y i, // playernum cl->resp.score, cl->ping > 999 ? 999 : cl->ping); if (maxsize - len > strlen(entry)) { strcat(string, entry); len = strlen(string); } if (n & 1) j += 8; n++; } } if (total[0] - last[0] > 1) // couldn't fit everyone sprintf(string + strlen(string), "xv 8 yv %d string \"..and %d more\" ", 42 + (last[0]+1)*8, total[0] - last[0] - 1); if (total[1] - last[1] > 1) // couldn't fit everyone sprintf(string + strlen(string), "xv 168 yv %d string \"..and %d more\" ", 42 + (last[1]+1)*8, total[1] - last[1] - 1); gi.WriteByte (svc_layout); gi.WriteString (string); } /*------------------------------------------------------------------------*/ /* TECH */ /*------------------------------------------------------------------------*/ void CTFHasTech(edict_t *who) { if (level.time - who->client->ctf_lasttechmsg > 2) { if (!who->bot_info) gi.centerprintf(who, "You already have a TECH powerup."); who->client->ctf_lasttechmsg = level.time; } } gitem_t *CTFWhat_Tech(edict_t *ent) { gitem_t *tech; int i; i = 0; while (tnames[i]) { if ((tech = FindItemByClassname(tnames[i])) != NULL && ent->client->pers.inventory[ITEM_INDEX(tech)]) { return tech; } i++; } return NULL; } qboolean CTFPickup_Tech (edict_t *ent, edict_t *other) { gitem_t *tech; int i; i = 0; while (tnames[i]) { if ((tech = FindItemByClassname(tnames[i])) != NULL && other->client->pers.inventory[ITEM_INDEX(tech)]) { CTFHasTech(other); return false; // has this one } i++; } // client only gets one tech other->client->pers.inventory[ITEM_INDEX(ent->item)]++; other->client->ctf_regentime = level.time; return true; } static void SpawnTech(gitem_t *item, edict_t *spot); static edict_t *FindTechSpawn(void) { edict_t *spot = NULL; int i = rand() % 16; while (i--) spot = G_Find (spot, FOFS(classname), "info_player_deathmatch"); if (!spot) spot = G_Find (spot, FOFS(classname), "info_player_deathmatch"); return spot; } static void TechThink(edict_t *tech) { edict_t *spot; if ((spot = FindTechSpawn()) != NULL) { SpawnTech(tech->item, spot); G_FreeEdict(tech); } else { tech->nextthink = level.time + CTF_TECH_TIMEOUT; tech->think = TechThink; } } void CTFDrop_Tech(edict_t *ent, gitem_t *item) { edict_t *tech; tech = Drop_Item(ent, item); tech->nextthink = level.time + CTF_TECH_TIMEOUT; tech->think = TechThink; ent->client->pers.inventory[ITEM_INDEX(item)] = 0; } void CTFDeadDropTech(edict_t *ent) { gitem_t *tech; edict_t *dropped; int i; i = 0; while (tnames[i]) { if ((tech = FindItemByClassname(tnames[i])) != NULL && ent->client->pers.inventory[ITEM_INDEX(tech)]) { dropped = Drop_Item(ent, tech); // hack the velocity to make it bounce random dropped->velocity[0] = (rand() % 600) - 300; dropped->velocity[1] = (rand() % 600) - 300; dropped->nextthink = level.time + CTF_TECH_TIMEOUT; dropped->think = TechThink; dropped->owner = NULL; ent->client->pers.inventory[ITEM_INDEX(tech)] = 0; } i++; } } static void SpawnTech(gitem_t *item, edict_t *spot) { edict_t *ent; vec3_t forward, right; vec3_t angles; ent = G_Spawn(); ent->classname = item->classname; ent->item = item; ent->spawnflags = DROPPED_ITEM; ent->s.effects = item->world_model_flags; ent->s.renderfx = RF_GLOW; VectorSet (ent->mins, -15, -15, -15); VectorSet (ent->maxs, 15, 15, 15); gi.setmodel (ent, ent->item->world_model); ent->solid = SOLID_TRIGGER; ent->movetype = MOVETYPE_TOSS; ent->touch = Touch_Item; ent->owner = ent; angles[0] = 0; angles[1] = rand() % 360; angles[2] = 0; AngleVectors (angles, forward, right, NULL); VectorCopy (spot->s.origin, ent->s.origin); ent->s.origin[2] += 16; VectorScale (forward, 100, ent->velocity); ent->velocity[2] = 300; ent->nextthink = level.time + CTF_TECH_TIMEOUT; ent->think = TechThink; gi.linkentity (ent); } static void SpawnTechs(edict_t *) { gitem_t *tech; edict_t *spot; int i; i = 0; while (tnames[i]) { if ((tech = FindItemByClassname(tnames[i])) != NULL && (spot = FindTechSpawn()) != NULL) SpawnTech(tech, spot); i++; } } // frees the passed edict! void CTFRespawnTech(edict_t *ent) { edict_t *spot; if ((spot = FindTechSpawn()) != NULL) SpawnTech(ent->item, spot); G_FreeEdict(ent); } void CTFSetupTechSpawn(void) { edict_t *ent; if (!((int)ctf->value) && (int)(no_tech->value)) return; if (techspawn || ((int)dmflags->value & DF_CTF_NO_TECH)) return; ent = G_Spawn(); ent->nextthink = level.time + 2; ent->think = SpawnTechs; techspawn = true; } int CTFApplyResistance(edict_t *ent, int dmg) { static gitem_t *tech = NULL; float volume = 1.0; if (ent->client && ent->client->silencer_shots) volume = 0.2; if (!tech) tech = FindItemByClassname("item_tech1"); if (dmg && tech && ent->client && ent->client->pers.inventory[ITEM_INDEX(tech)]) { // make noise gi.sound(ent, CHAN_VOICE, gi.soundindex("ctf/tech1.wav"), volume, ATTN_NORM, 0); return dmg / 2; } return dmg; } int CTFApplyStrength(edict_t *ent, int dmg) { static gitem_t *tech = NULL; if (!tech) tech = FindItemByClassname("item_tech2"); if (dmg && tech && ent->client && ent->client->pers.inventory[ITEM_INDEX(tech)]) { return dmg * 2; } return dmg; } qboolean CTFApplyStrengthSound(edict_t *ent) { static gitem_t *tech = NULL; float volume = 1.0; if (ent->client && ent->client->silencer_shots) volume = 0.2; if (!tech) tech = FindItemByClassname("item_tech2"); if (tech && ent->client && ent->client->pers.inventory[ITEM_INDEX(tech)]) { if (ent->client->ctf_techsndtime < level.time) { ent->client->ctf_techsndtime = level.time + 1; if (ent->client->quad_framenum > level.framenum) gi.sound(ent, CHAN_VOICE, gi.soundindex("ctf/tech2x.wav"), volume, ATTN_NORM, 0); else gi.sound(ent, CHAN_VOICE, gi.soundindex("ctf/tech2.wav"), volume, ATTN_NORM, 0); } return true; } return false; } qboolean CTFApplyHaste(edict_t *ent) { static gitem_t *tech = NULL; if (!tech) tech = FindItemByClassname("item_tech3"); if (tech && ent->client && ent->client->pers.inventory[ITEM_INDEX(tech)]) return true; return false; } void CTFApplyHasteSound(edict_t *ent) { static gitem_t *tech = NULL; float volume = 1.0; if (ent->client && ent->client->silencer_shots) volume = 0.2; if (!tech) tech = FindItemByClassname("item_tech3"); if (tech && ent->client && ent->client->pers.inventory[ITEM_INDEX(tech)] && ent->client->ctf_techsndtime < level.time) { ent->client->ctf_techsndtime = level.time + 1; gi.sound(ent, CHAN_VOICE, gi.soundindex("ctf/tech3.wav"), volume, ATTN_NORM, 0); } } void CTFApplyRegeneration(edict_t *ent) { static gitem_t *tech = NULL; qboolean noise = false; gclient_t *client; int index; float volume = 1.0; client = ent->client; if (!client) return; if (ent->client->silencer_shots) volume = 0.2; if (!tech) tech = FindItemByClassname("item_tech4"); if (tech && client->pers.inventory[ITEM_INDEX(tech)]) { if (client->ctf_regentime < level.time) { client->ctf_regentime = level.time; if (ent->health < 150) { ent->health += 5; if (ent->health > 150) ent->health = 150; client->ctf_regentime += 0.5; noise = true; } index = ArmorIndex (ent); if (index && client->pers.inventory[index] < 150) { client->pers.inventory[index] += 5; if (client->pers.inventory[index] > 150) client->pers.inventory[index] = 150; client->ctf_regentime += 0.5; noise = true; } } if (noise && ent->client->ctf_techsndtime < level.time) { ent->client->ctf_techsndtime = level.time + 1; gi.sound(ent, CHAN_VOICE, gi.soundindex("ctf/tech4.wav"), volume, ATTN_NORM, 0); } } } qboolean CTFHasRegeneration(edict_t *ent) { static gitem_t *tech = NULL; if (!tech) tech = FindItemByClassname("item_tech4"); if (tech && ent->client && ent->client->pers.inventory[ITEM_INDEX(tech)]) return true; return false; } /* ====================================================================== SAY_TEAM ====================================================================== */ // This array is in 'importance order', it indicates what items are // more important when reporting their names. struct { char *classname; int priority; } loc_names[] = { { "item_flag_team1", 1 }, { "item_flag_team2", 1 }, { "item_quad", 2 }, { "item_invulnerability", 2 }, { "weapon_bfg", 3 }, { "weapon_railgun", 4 }, { "weapon_rocketlauncher", 4 }, { "weapon_hyperblaster", 4 }, { "weapon_chaingun", 4 }, { "weapon_grenadelauncher", 4 }, { "weapon_machinegun", 4 }, { "weapon_supershotgun", 4 }, { "weapon_shotgun", 4 }, { "item_power_screen", 5 }, { "item_power_shield", 5 }, { "item_armor_body", 6 }, { "item_armor_combat", 6 }, { "item_armor_jacket", 6 }, { "item_silencer", 7 }, { "item_breather", 7 }, { "item_enviro", 7 }, { "item_adrenaline", 7 }, { "item_bandolier", 8 }, { "item_pack", 8 }, { NULL, 0 } }; static void CTFSay_Team_Location(edict_t *who, char *buf) { edict_t *what = NULL; edict_t *hot = NULL; float hotdist = 999999, newdist; vec3_t v; int hotindex = 999; int i; gitem_t *item; int nearteam = -1; edict_t *flag1, *flag2; qboolean hotsee = false; qboolean cansee; while ((what = loc_findradius(what, who->s.origin, 1024)) != NULL) { // find what in loc_classnames for (i = 0; loc_names[i].classname; i++) if (strcmp(what->classname, loc_names[i].classname) == 0) break; if (!loc_names[i].classname) continue; // something we can see get priority over something we can't cansee = loc_CanSee(what, who); if (cansee && !hotsee) { hotsee = true; hotindex = loc_names[i].priority; hot = what; VectorSubtract(what->s.origin, who->s.origin, v); hotdist = VectorLength(v); continue; } // if we can't see this, but we have something we can see, skip it if (hotsee && !cansee) continue; if (hotsee && hotindex < loc_names[i].priority) continue; VectorSubtract(what->s.origin, who->s.origin, v); newdist = VectorLength(v); if (newdist < hotdist || (cansee && loc_names[i].priority < hotindex)) { hot = what; hotdist = newdist; hotindex = i; hotsee = loc_CanSee(hot, who); } } if (!hot) { strcpy(buf, "nowhere"); return; } // we now have the closest item // see if there's more than one in the map, if so // we need to determine what team is closest what = NULL; while ((what = G_Find(what, FOFS(classname), hot->classname)) != NULL) { if (what == hot) continue; // if we are here, there is more than one, find out if hot // is closer to red flag or blue flag if ((flag1 = G_Find(NULL, FOFS(classname), "item_flag_team1")) != NULL && (flag2 = G_Find(NULL, FOFS(classname), "item_flag_team2")) != NULL) { VectorSubtract(hot->s.origin, flag1->s.origin, v); hotdist = VectorLength(v); VectorSubtract(hot->s.origin, flag2->s.origin, v); newdist = VectorLength(v); if (hotdist < newdist) nearteam = CTF_TEAM1; else if (hotdist > newdist) nearteam = CTF_TEAM2; } break; } if ((item = FindItemByClassname(hot->classname)) == NULL) { strcpy(buf, "nowhere"); return; } // in water? if (who->waterlevel) strcpy(buf, "in the water "); else *buf = 0; // near or above VectorSubtract(who->s.origin, hot->s.origin, v); if (fabs(v[2]) > fabs(v[0]) && fabs(v[2]) > fabs(v[1])) if (v[2] > 0) strcat(buf, "above "); else strcat(buf, "below "); else strcat(buf, "near "); if (nearteam == CTF_TEAM1) strcat(buf, "the red "); else if (nearteam == CTF_TEAM2) strcat(buf, "the blue "); else strcat(buf, "the "); strcat(buf, item->pickup_name); } static void CTFSay_Team_Armor(edict_t *who, char *buf) { gitem_t *item; int index, cells; int power_armor_type; *buf = 0; power_armor_type = PowerArmorType (who); if (power_armor_type) { cells = who->client->pers.inventory[ITEM_INDEX(FindItem ("cells"))]; if (cells) sprintf(buf+strlen(buf), "%s with %i cells ", (power_armor_type == POWER_ARMOR_SCREEN) ? "Power Screen" : "Power Shield", cells); } index = ArmorIndex (who); if (index) { item = GetItemByIndex (index); if (item) { if (*buf) strcat(buf, "and "); sprintf(buf+strlen(buf), "%i units of %s", who->client->pers.inventory[index], item->pickup_name); } } if (!*buf) strcpy(buf, "no armor"); } static void CTFSay_Team_Health(edict_t *who, char *buf) { if (who->health <= 0) strcpy(buf, "dead"); else sprintf(buf, "%i health", who->health); } static void CTFSay_Team_Tech(edict_t *who, char *buf) { gitem_t *tech; int i; // see if the player has a tech powerup i = 0; while (tnames[i]) { if ((tech = FindItemByClassname(tnames[i])) != NULL && who->client->pers.inventory[ITEM_INDEX(tech)]) { sprintf(buf, "the %s", tech->pickup_name); return; } i++; } strcpy(buf, "no powerup"); } static void CTFSay_Team_Weapon(edict_t *who, char *buf) { if (who->client->pers.weapon) strcpy(buf, who->client->pers.weapon->pickup_name); else strcpy(buf, "none"); } static void CTFSay_Team_Sight(edict_t *who, char *buf) { int i; edict_t *targ; int n = 0; char s[1024]; char s2[1024]; *s = *s2 = 0; for (i = 1; i <= maxclients->value; i++) { targ = g_edicts + i; if (!targ->inuse || targ == who || !loc_CanSee(targ, who)) continue; if (*s2) { if (strlen(s) + strlen(s2) + 3 < sizeof(s)) { if (n) strcat(s, ", "); strcat(s, s2); *s2 = 0; } n++; } strcpy(s2, targ->client->pers.netname); } if (*s2) { if (strlen(s) + strlen(s2) + 6 < sizeof(s)) { if (n) strcat(s, " and "); strcat(s, s2); } strcpy(buf, s); } else strcpy(buf, "no one"); } void CTFSay_Team(edict_t *who, char *msg) { char outmsg[1024]; char buf[1024]; int i; char *p; edict_t *cl_ent; outmsg[0] = 0; if (*msg == '\"') { msg[strlen(msg) - 1] = 0; msg++; } for (p = outmsg; *msg && (p - outmsg) < sizeof(outmsg) - 1; msg++) { if (*msg == '%') { switch (*++msg) { case 'l' : case 'L' : CTFSay_Team_Location(who, buf); strcpy(p, buf); p += strlen(buf); break; case 'a' : case 'A' : CTFSay_Team_Armor(who, buf); strcpy(p, buf); p += strlen(buf); break; case 'h' : case 'H' : CTFSay_Team_Health(who, buf); strcpy(p, buf); p += strlen(buf); break; case 't' : case 'T' : CTFSay_Team_Tech(who, buf); strcpy(p, buf); p += strlen(buf); break; case 'w' : case 'W' : CTFSay_Team_Weapon(who, buf); strcpy(p, buf); p += strlen(buf); break; case 'n' : case 'N' : CTFSay_Team_Sight(who, buf); strcpy(p, buf); p += strlen(buf); break; default : *p++ = *msg; } } else *p++ = *msg; } *p = 0; for (i = 0; i < maxclients->value; i++) { cl_ent = g_edicts + 1 + i; if (!cl_ent->inuse) continue; if (cl_ent->client->resp.ctf_team == who->client->resp.ctf_team) { if (!cl_ent->bot_info) gi.cprintf(cl_ent, PRINT_CHAT, "(%s): %s\n", who->client->pers.netname, outmsg); } } } /*-----------------------------------------------------------------------*/ /*QUAKED misc_ctf_banner (1 .5 0) (-4 -64 0) (4 64 248) TEAM2 The origin is the bottom of the banner. The banner is 248 tall. */ static void misc_ctf_banner_think (edict_t *ent) { ent->s.frame = (ent->s.frame + 1) % 16; ent->nextthink = level.time + FRAMETIME; } void SP_misc_ctf_banner (edict_t *ent) { ent->movetype = MOVETYPE_NONE; ent->solid = SOLID_NOT; ent->s.modelindex = gi.modelindex ("models/ctf/banner/tris.md2"); if (ent->spawnflags & 1) // team2 ent->s.skinnum = 1; ent->s.frame = rand() % 16; gi.linkentity (ent); ent->think = misc_ctf_banner_think; ent->nextthink = level.time + FRAMETIME; } /*QUAKED misc_ctf_small_banner (1 .5 0) (-4 -32 0) (4 32 124) TEAM2 The origin is the bottom of the banner. The banner is 124 tall. */ void SP_misc_ctf_small_banner (edict_t *ent) { ent->movetype = MOVETYPE_NONE; ent->solid = SOLID_NOT; ent->s.modelindex = gi.modelindex ("models/ctf/banner/small.md2"); if (ent->spawnflags & 1) // team2 ent->s.skinnum = 1; ent->s.frame = rand() % 16; gi.linkentity (ent); ent->think = misc_ctf_banner_think; ent->nextthink = level.time + FRAMETIME; } /*-----------------------------------------------------------------------*/ void CTFJoinTeam(edict_t *ent, int desired_team) { char *s; PMenu_Close(ent); ent->client->pers.team_no = (desired_team==CTF_TEAM1) ? 1 : 2; if (ent->bot_pers) ent->bot_pers->team_no = ent->client->pers.team_no; ent->svflags &= ~SVF_NOCLIENT; ent->client->resp.ctf_team = desired_team; ent->client->resp.ctf_state = CTF_STATE_START; s = Info_ValueForKey (ent->client->pers.userinfo, "skin"); CTFAssignSkin(ent, s); PutClientInServer (ent); // add a teleportation effect ent->s.event = EV_PLAYER_TELEPORT; // hold in place briefly ent->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT; ent->client->ps.pmove.pm_time = 14; gi.bprintf(PRINT_HIGH, "%s joined the %s team.\n", ent->client->pers.netname, CTFTeamName(desired_team)); if (!ent->bot_info) gi.centerprintf( ent, CRBOT_INFO ); } void CTFJoinTeam1(edict_t *ent, pmenu_t *) { CTFJoinTeam(ent, CTF_TEAM1); } void CTFJoinTeam2(edict_t *ent, pmenu_t *) { CTFJoinTeam(ent, CTF_TEAM2); } void CTFChaseCam(edict_t *ent, pmenu_t *) { int i; edict_t *e; if (ent->client->chase_target) { ent->client->chase_target = NULL; PMenu_Close(ent); return; } for (i = 1; i <= maxclients->value; i++) { e = g_edicts + i; if (e->inuse && e->solid != SOLID_NOT) { ent->client->chase_target = e; PMenu_Close(ent); ent->client->update_chase = true; break; } } } void CTFReturnToMain(edict_t *ent, pmenu_t *) { PMenu_Close(ent); CTFOpenJoinMenu(ent); } void CTFCredits(edict_t *ent, pmenu_t *); void DeathmatchScoreboard (edict_t *ent); void CTFShowScores(edict_t *ent, pmenu_t *) { PMenu_Close(ent); ent->client->showscores = true; ent->client->showinventory = false; DeathmatchScoreboard (ent); } pmenu_t creditsmenu[] = { { "*Quake II", PMENU_ALIGN_CENTER, NULL, NULL }, { "*ThreeWave Capture the Flag", PMENU_ALIGN_CENTER, NULL, NULL }, { NULL, PMENU_ALIGN_CENTER, NULL, NULL }, { "*Programming", PMENU_ALIGN_CENTER, NULL, NULL }, { "Dave 'Zoid' Kirsch", PMENU_ALIGN_CENTER, NULL, NULL }, { "*Level Design", PMENU_ALIGN_CENTER, NULL, NULL }, { "Christian Antkow", PMENU_ALIGN_CENTER, NULL, NULL }, { "Tim Willits", PMENU_ALIGN_CENTER, NULL, NULL }, { "Dave 'Zoid' Kirsch", PMENU_ALIGN_CENTER, NULL, NULL }, { "*Art", PMENU_ALIGN_CENTER, NULL, NULL }, { "Adrian Carmack Paul Steed", PMENU_ALIGN_CENTER, NULL, NULL }, { "Kevin Cloud", PMENU_ALIGN_CENTER, NULL, NULL }, { "*Sound", PMENU_ALIGN_CENTER, NULL, NULL }, { "Tom 'Bjorn' Klok", PMENU_ALIGN_CENTER, NULL, NULL }, { "*Original CTF Art Design", PMENU_ALIGN_CENTER, NULL, NULL }, { "Brian 'Whaleboy' Cozzens", PMENU_ALIGN_CENTER, NULL, NULL }, { NULL, PMENU_ALIGN_CENTER, NULL, NULL }, { "Return to Main Menu", PMENU_ALIGN_LEFT, NULL, CTFReturnToMain } }; pmenu_t joinmenu[] = { { "*CRbot " CRBOT_VER " for Quake II", PMENU_ALIGN_CENTER, NULL, NULL }, { "*ThreeWave Capture the Flag", PMENU_ALIGN_CENTER, NULL, NULL }, { NULL, PMENU_ALIGN_CENTER, NULL, NULL }, { NULL, PMENU_ALIGN_CENTER, NULL, NULL }, { "Join Red Team", PMENU_ALIGN_LEFT, NULL, CTFJoinTeam1 }, { NULL, PMENU_ALIGN_LEFT, NULL, NULL }, { "Join Blue Team", PMENU_ALIGN_LEFT, NULL, CTFJoinTeam2 }, { NULL, PMENU_ALIGN_LEFT, NULL, NULL }, { "Chase Camera", PMENU_ALIGN_LEFT, NULL, CTFChaseCam }, { "Credits", PMENU_ALIGN_LEFT, NULL, CTFCredits }, { NULL, PMENU_ALIGN_LEFT, NULL, NULL }, { "Use [ and ] to move cursor", PMENU_ALIGN_LEFT, NULL, NULL }, { "ENTER to select", PMENU_ALIGN_LEFT, NULL, NULL }, { "ESC to Exit Menu", PMENU_ALIGN_LEFT, NULL, NULL }, { "(TAB to Return)", PMENU_ALIGN_LEFT, NULL, NULL }, { NULL, PMENU_ALIGN_LEFT, NULL, NULL }, { "v" CTF_STRING_VERSION, PMENU_ALIGN_RIGHT, NULL, NULL }, }; int CTFUpdateJoinMenu(edict_t *ent) { static char levelname[32]; static char team1players[32]; static char team2players[32]; int num1, num2, i; joinmenu[4].text = "Join Red Team"; joinmenu[4].SelectFunc = CTFJoinTeam1; joinmenu[6].text = "Join Blue Team"; joinmenu[6].SelectFunc = CTFJoinTeam2; if (ctf_forcejoin->string && *ctf_forcejoin->string) { if (cistrcmp(ctf_forcejoin->string, "red") == 0) { joinmenu[6].text = NULL; joinmenu[6].SelectFunc = NULL; } else if (cistrcmp(ctf_forcejoin->string, "blue") == 0) { joinmenu[4].text = NULL; joinmenu[4].SelectFunc = NULL; } } if (ent->client->chase_target) joinmenu[8].text = "Leave Chase Camera"; else joinmenu[8].text = "Chase Camera"; levelname[0] = '*'; if (g_edicts[0].message) strncpy(levelname+1, g_edicts[0].message, sizeof(levelname) - 2); else strncpy(levelname+1, level.mapname, sizeof(levelname) - 2); levelname[sizeof(levelname) - 1] = 0; num1 = num2 = 0; for (i = 0; i < maxclients->value; i++) { if (!g_edicts[i+1].inuse) continue; if (game.clients[i].resp.ctf_team == CTF_TEAM1) num1++; else if (game.clients[i].resp.ctf_team == CTF_TEAM2) num2++; } sprintf(team1players, " (%d players)", num1); sprintf(team2players, " (%d players)", num2); joinmenu[2].text = levelname; if (joinmenu[4].text) joinmenu[5].text = team1players; else joinmenu[5].text = NULL; if (joinmenu[6].text) joinmenu[7].text = team2players; else joinmenu[7].text = NULL; if (num1 > num2) return CTF_TEAM1; else if (num2 > num1) return CTF_TEAM1; return (rand() & 1) ? CTF_TEAM1 : CTF_TEAM2; } void CTFOpenJoinMenu(edict_t *ent) { int team; team = CTFUpdateJoinMenu(ent); if (ent->client->chase_target) team = 8; else if (team == CTF_TEAM1) team = 4; else team = 6; PMenu_Open(ent, joinmenu, team, sizeof(joinmenu) / sizeof(pmenu_t)); } void CTFCredits(edict_t *ent, pmenu_t *) { PMenu_Close(ent); PMenu_Open(ent, creditsmenu, -1, sizeof(creditsmenu) / sizeof(pmenu_t)); } qboolean CTFStartClient(edict_t *ent) { if (ent->client->resp.ctf_team != CTF_NOTEAM) return false; if (!((int)dmflags->value & DF_CTF_FORCEJOIN)) { // start as 'observer' ent->movetype = MOVETYPE_NOCLIP; ent->solid = SOLID_NOT; ent->svflags |= SVF_NOCLIENT; ent->client->resp.ctf_team = CTF_NOTEAM; ent->client->ps.gunindex = 0; gi.linkentity (ent); CTFOpenJoinMenu(ent); return true; } return false; } qboolean CTFCheckRules(void) { if (capturelimit->value && (ctfgame.team1 >= capturelimit->value || ctfgame.team2 >= capturelimit->value)) { gi.bprintf (PRINT_HIGH, "Capturelimit hit.\n"); return true; } return false; } /*-------------------------------------------------------------------------- * just here to help old map conversions *--------------------------------------------------------------------------*/ static void old_teleporter_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *) { edict_t *dest; int i; vec3_t forward; if (!other->client) return; dest = G_Find (NULL, FOFS(targetname), self->target); if (!dest) { gi.dprintf ("Couldn't find destination\n"); return; } //ZOID CTFPlayerResetGrapple(other); //ZOID // unlink to make sure it can't possibly interfere with KillBox gi.unlinkentity (other); VectorCopy (dest->s.origin, other->s.origin); VectorCopy (dest->s.origin, other->s.old_origin); other->s.origin[2] += 15; // clear the velocity and hold them in place briefly VectorClear (other->velocity); other->client->ps.pmove.pm_time = 160>>3; // hold time other->client->ps.pmove.pm_flags |= PMF_TIME_TELEPORT; // draw the teleport splash at source and on the player self->enemy->s.event = EV_PLAYER_TELEPORT; other->s.event = EV_PLAYER_TELEPORT; // set angles for (i=0 ; i<3 ; i++) other->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(dest->s.angles[i] - other->client->resp.cmd_angles[i]); other->s.angles[PITCH] = 0; other->s.angles[YAW] = dest->s.angles[YAW]; other->s.angles[ROLL] = 0; VectorCopy (dest->s.angles, other->client->ps.viewangles); VectorCopy (dest->s.angles, other->client->v_angle); // give a little forward velocity AngleVectors (other->client->v_angle, forward, NULL, NULL); VectorScale(forward, 200, other->velocity); // kill anything at the destination if (!KillBox (other)) { } gi.linkentity (other); } /*QUAKED trigger_teleport (0.5 0.5 0.5) ? Players touching this will be teleported */ void SP_trigger_teleport (edict_t *ent) { edict_t *s; int i; if (!ent->target) { gi.dprintf ("teleporter without a target.\n"); G_FreeEdict (ent); return; } ent->svflags |= SVF_NOCLIENT; ent->solid = SOLID_TRIGGER; ent->touch = old_teleporter_touch; gi.setmodel (ent, ent->model); gi.linkentity (ent); // noise maker and splash effect dude s = G_Spawn(); ent->enemy = s; for (i = 0; i < 3; i++) s->s.origin[i] = ent->mins[i] + (ent->maxs[i] - ent->mins[i])/2; s->s.sound = gi.soundindex ("world/hum1.wav"); gi.linkentity(s); } /*QUAKED info_teleport_destination (0.5 0.5 0.5) (-16 -16 -24) (16 16 32) Point trigger_teleports at these. */ void SP_info_teleport_destination (edict_t *ent) { ent->s.origin[2] += 16; }