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-rw-r--r--code/game/g_team.c1486
1 files changed, 1486 insertions, 0 deletions
diff --git a/code/game/g_team.c b/code/game/g_team.c
new file mode 100644
index 0000000..0191f55
--- /dev/null
+++ b/code/game/g_team.c
@@ -0,0 +1,1486 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+//
+
+#include "g_local.h"
+
+
+typedef struct teamgame_s {
+ float last_flag_capture;
+ int last_capture_team;
+ flagStatus_t redStatus; // CTF
+ flagStatus_t blueStatus; // CTF
+ flagStatus_t flagStatus; // One Flag CTF
+ int redTakenTime;
+ int blueTakenTime;
+ int redObeliskAttackedTime;
+ int blueObeliskAttackedTime;
+} teamgame_t;
+
+teamgame_t teamgame;
+
+gentity_t *neutralObelisk;
+
+void Team_SetFlagStatus( int team, flagStatus_t status );
+
+void Team_InitGame( void ) {
+ memset(&teamgame, 0, sizeof teamgame);
+
+ switch( g_gametype.integer ) {
+ case GT_CTF:
+ teamgame.redStatus = -1; // Invalid to force update
+ Team_SetFlagStatus( TEAM_RED, FLAG_ATBASE );
+ teamgame.blueStatus = -1; // Invalid to force update
+ Team_SetFlagStatus( TEAM_BLUE, FLAG_ATBASE );
+ break;
+#ifdef MISSIONPACK
+ case GT_1FCTF:
+ teamgame.flagStatus = -1; // Invalid to force update
+ Team_SetFlagStatus( TEAM_FREE, FLAG_ATBASE );
+ break;
+#endif
+ default:
+ break;
+ }
+}
+
+int OtherTeam(int team) {
+ if (team==TEAM_RED)
+ return TEAM_BLUE;
+ else if (team==TEAM_BLUE)
+ return TEAM_RED;
+ return team;
+}
+
+const char *TeamName(int team) {
+ if (team==TEAM_RED)
+ return "RED";
+ else if (team==TEAM_BLUE)
+ return "BLUE";
+ else if (team==TEAM_SPECTATOR)
+ return "SPECTATOR";
+ return "FREE";
+}
+
+const char *OtherTeamName(int team) {
+ if (team==TEAM_RED)
+ return "BLUE";
+ else if (team==TEAM_BLUE)
+ return "RED";
+ else if (team==TEAM_SPECTATOR)
+ return "SPECTATOR";
+ return "FREE";
+}
+
+const char *TeamColorString(int team) {
+ if (team==TEAM_RED)
+ return S_COLOR_RED;
+ else if (team==TEAM_BLUE)
+ return S_COLOR_BLUE;
+ else if (team==TEAM_SPECTATOR)
+ return S_COLOR_YELLOW;
+ return S_COLOR_WHITE;
+}
+
+// NULL for everyone
+void QDECL PrintMsg( gentity_t *ent, const char *fmt, ... ) {
+ char msg[1024];
+ va_list argptr;
+ char *p;
+
+ va_start (argptr,fmt);
+ if (Q_vsnprintf (msg, sizeof(msg), fmt, argptr) > sizeof(msg)) {
+ G_Error ( "PrintMsg overrun" );
+ }
+ va_end (argptr);
+
+ // double quotes are bad
+ while ((p = strchr(msg, '"')) != NULL)
+ *p = '\'';
+
+ trap_SendServerCommand ( ( (ent == NULL) ? -1 : ent-g_entities ), va("print \"%s\"", msg ));
+}
+
+/*
+==============
+AddTeamScore
+
+ used for gametype > GT_TEAM
+ for gametype GT_TEAM the level.teamScores is updated in AddScore in g_combat.c
+==============
+*/
+void AddTeamScore(vec3_t origin, int team, int score) {
+ gentity_t *te;
+
+ te = G_TempEntity(origin, EV_GLOBAL_TEAM_SOUND );
+ te->r.svFlags |= SVF_BROADCAST;
+
+ if ( team == TEAM_RED ) {
+ if ( level.teamScores[ TEAM_RED ] + score == level.teamScores[ TEAM_BLUE ] ) {
+ //teams are tied sound
+ te->s.eventParm = GTS_TEAMS_ARE_TIED;
+ }
+ else if ( level.teamScores[ TEAM_RED ] <= level.teamScores[ TEAM_BLUE ] &&
+ level.teamScores[ TEAM_RED ] + score > level.teamScores[ TEAM_BLUE ]) {
+ // red took the lead sound
+ te->s.eventParm = GTS_REDTEAM_TOOK_LEAD;
+ }
+ else {
+ // red scored sound
+ te->s.eventParm = GTS_REDTEAM_SCORED;
+ }
+ }
+ else {
+ if ( level.teamScores[ TEAM_BLUE ] + score == level.teamScores[ TEAM_RED ] ) {
+ //teams are tied sound
+ te->s.eventParm = GTS_TEAMS_ARE_TIED;
+ }
+ else if ( level.teamScores[ TEAM_BLUE ] <= level.teamScores[ TEAM_RED ] &&
+ level.teamScores[ TEAM_BLUE ] + score > level.teamScores[ TEAM_RED ]) {
+ // blue took the lead sound
+ te->s.eventParm = GTS_BLUETEAM_TOOK_LEAD;
+ }
+ else {
+ // blue scored sound
+ te->s.eventParm = GTS_BLUETEAM_SCORED;
+ }
+ }
+ level.teamScores[ team ] += score;
+}
+
+/*
+==============
+OnSameTeam
+==============
+*/
+qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ) {
+ if ( !ent1->client || !ent2->client ) {
+ return qfalse;
+ }
+
+ if ( g_gametype.integer < GT_TEAM ) {
+ return qfalse;
+ }
+
+ if ( ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam ) {
+ return qtrue;
+ }
+
+ return qfalse;
+}
+
+
+static char ctfFlagStatusRemap[] = { '0', '1', '*', '*', '2' };
+static char oneFlagStatusRemap[] = { '0', '1', '2', '3', '4' };
+
+void Team_SetFlagStatus( int team, flagStatus_t status ) {
+ qboolean modified = qfalse;
+
+ switch( team ) {
+ case TEAM_RED: // CTF
+ if( teamgame.redStatus != status ) {
+ teamgame.redStatus = status;
+ modified = qtrue;
+ }
+ break;
+
+ case TEAM_BLUE: // CTF
+ if( teamgame.blueStatus != status ) {
+ teamgame.blueStatus = status;
+ modified = qtrue;
+ }
+ break;
+
+ case TEAM_FREE: // One Flag CTF
+ if( teamgame.flagStatus != status ) {
+ teamgame.flagStatus = status;
+ modified = qtrue;
+ }
+ break;
+ }
+
+ if( modified ) {
+ char st[4];
+
+ if( g_gametype.integer == GT_CTF ) {
+ st[0] = ctfFlagStatusRemap[teamgame.redStatus];
+ st[1] = ctfFlagStatusRemap[teamgame.blueStatus];
+ st[2] = 0;
+ }
+ else { // GT_1FCTF
+ st[0] = oneFlagStatusRemap[teamgame.flagStatus];
+ st[1] = 0;
+ }
+
+ trap_SetConfigstring( CS_FLAGSTATUS, st );
+ }
+}
+
+void Team_CheckDroppedItem( gentity_t *dropped ) {
+ if( dropped->item->giTag == PW_REDFLAG ) {
+ Team_SetFlagStatus( TEAM_RED, FLAG_DROPPED );
+ }
+ else if( dropped->item->giTag == PW_BLUEFLAG ) {
+ Team_SetFlagStatus( TEAM_BLUE, FLAG_DROPPED );
+ }
+ else if( dropped->item->giTag == PW_NEUTRALFLAG ) {
+ Team_SetFlagStatus( TEAM_FREE, FLAG_DROPPED );
+ }
+}
+
+/*
+================
+Team_ForceGesture
+================
+*/
+void Team_ForceGesture(int team) {
+ int i;
+ gentity_t *ent;
+
+ for (i = 0; i < MAX_CLIENTS; i++) {
+ ent = &g_entities[i];
+ if (!ent->inuse)
+ continue;
+ if (!ent->client)
+ continue;
+ if (ent->client->sess.sessionTeam != team)
+ continue;
+ //
+ ent->flags |= FL_FORCE_GESTURE;
+ }
+}
+
+/*
+================
+Team_FragBonuses
+
+Calculate the bonuses for flag defense, flag carrier defense, etc.
+Note that bonuses are not cumulative. You get one, they are in importance
+order.
+================
+*/
+void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker)
+{
+ int i;
+ gentity_t *ent;
+ int flag_pw, enemy_flag_pw;
+ int otherteam;
+ int tokens;
+ gentity_t *flag, *carrier = NULL;
+ char *c;
+ vec3_t v1, v2;
+ int team;
+
+ // no bonus for fragging yourself or team mates
+ if (!targ->client || !attacker->client || targ == attacker || OnSameTeam(targ, attacker))
+ return;
+
+ team = targ->client->sess.sessionTeam;
+ otherteam = OtherTeam(targ->client->sess.sessionTeam);
+ if (otherteam < 0)
+ return; // whoever died isn't on a team
+
+ // same team, if the flag at base, check to he has the enemy flag
+ if (team == TEAM_RED) {
+ flag_pw = PW_REDFLAG;
+ enemy_flag_pw = PW_BLUEFLAG;
+ } else {
+ flag_pw = PW_BLUEFLAG;
+ enemy_flag_pw = PW_REDFLAG;
+ }
+
+ if (g_gametype.integer == GT_1FCTF) {
+ enemy_flag_pw = PW_NEUTRALFLAG;
+ }
+
+ // did the attacker frag the flag carrier?
+ tokens = 0;
+#ifdef MISSIONPACK
+ if( g_gametype.integer == GT_HARVESTER ) {
+ tokens = targ->client->ps.generic1;
+ }
+#endif
+ if (targ->client->ps.powerups[enemy_flag_pw]) {
+ attacker->client->pers.teamState.lastfraggedcarrier = level.time;
+ AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS);
+ attacker->client->pers.teamState.fragcarrier++;
+ PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's flag carrier!\n",
+ attacker->client->pers.netname, TeamName(team));
+
+ // the target had the flag, clear the hurt carrier
+ // field on the other team
+ for (i = 0; i < g_maxclients.integer; i++) {
+ ent = g_entities + i;
+ if (ent->inuse && ent->client->sess.sessionTeam == otherteam)
+ ent->client->pers.teamState.lasthurtcarrier = 0;
+ }
+ return;
+ }
+
+ // did the attacker frag a head carrier? other->client->ps.generic1
+ if (tokens) {
+ attacker->client->pers.teamState.lastfraggedcarrier = level.time;
+ AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS * tokens * tokens);
+ attacker->client->pers.teamState.fragcarrier++;
+ PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's skull carrier!\n",
+ attacker->client->pers.netname, TeamName(team));
+
+ // the target had the flag, clear the hurt carrier
+ // field on the other team
+ for (i = 0; i < g_maxclients.integer; i++) {
+ ent = g_entities + i;
+ if (ent->inuse && ent->client->sess.sessionTeam == otherteam)
+ ent->client->pers.teamState.lasthurtcarrier = 0;
+ }
+ return;
+ }
+
+ if (targ->client->pers.teamState.lasthurtcarrier &&
+ level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT &&
+ !attacker->client->ps.powerups[flag_pw]) {
+ // attacker is on the same team as the flag carrier and
+ // fragged a guy who hurt our flag carrier
+ AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS);
+
+ attacker->client->pers.teamState.carrierdefense++;
+ targ->client->pers.teamState.lasthurtcarrier = 0;
+
+ attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
+ team = attacker->client->sess.sessionTeam;
+ // add the sprite over the player's head
+ attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
+ attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+
+ return;
+ }
+
+ if (targ->client->pers.teamState.lasthurtcarrier &&
+ level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT) {
+ // attacker is on the same team as the skull carrier and
+ AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS);
+
+ attacker->client->pers.teamState.carrierdefense++;
+ targ->client->pers.teamState.lasthurtcarrier = 0;
+
+ attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
+ team = attacker->client->sess.sessionTeam;
+ // add the sprite over the player's head
+ attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
+ attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+
+ return;
+ }
+
+ // flag and flag carrier area defense bonuses
+
+ // we have to find the flag and carrier entities
+
+#ifdef MISSIONPACK
+ if( g_gametype.integer == GT_OBELISK ) {
+ // find the team obelisk
+ switch (attacker->client->sess.sessionTeam) {
+ case TEAM_RED:
+ c = "team_redobelisk";
+ break;
+ case TEAM_BLUE:
+ c = "team_blueobelisk";
+ break;
+ default:
+ return;
+ }
+
+ } else if (g_gametype.integer == GT_HARVESTER ) {
+ // find the center obelisk
+ c = "team_neutralobelisk";
+ } else {
+#endif
+ // find the flag
+ switch (attacker->client->sess.sessionTeam) {
+ case TEAM_RED:
+ c = "team_CTF_redflag";
+ break;
+ case TEAM_BLUE:
+ c = "team_CTF_blueflag";
+ break;
+ default:
+ return;
+ }
+ // find attacker's team's flag carrier
+ for (i = 0; i < g_maxclients.integer; i++) {
+ carrier = g_entities + i;
+ if (carrier->inuse && carrier->client->ps.powerups[flag_pw])
+ break;
+ carrier = NULL;
+ }
+#ifdef MISSIONPACK
+ }
+#endif
+ flag = NULL;
+ while ((flag = G_Find (flag, FOFS(classname), c)) != NULL) {
+ if (!(flag->flags & FL_DROPPED_ITEM))
+ break;
+ }
+
+ if (!flag)
+ return; // can't find attacker's flag
+
+ // ok we have the attackers flag and a pointer to the carrier
+
+ // check to see if we are defending the base's flag
+ VectorSubtract(targ->r.currentOrigin, flag->r.currentOrigin, v1);
+ VectorSubtract(attacker->r.currentOrigin, flag->r.currentOrigin, v2);
+
+ if ( ( ( VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS &&
+ trap_InPVS(flag->r.currentOrigin, targ->r.currentOrigin ) ) ||
+ ( VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS &&
+ trap_InPVS(flag->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
+ attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
+
+ // we defended the base flag
+ AddScore(attacker, targ->r.currentOrigin, CTF_FLAG_DEFENSE_BONUS);
+ attacker->client->pers.teamState.basedefense++;
+
+ attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
+ // add the sprite over the player's head
+ attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
+ attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+
+ return;
+ }
+
+ if (carrier && carrier != attacker) {
+ VectorSubtract(targ->r.currentOrigin, carrier->r.currentOrigin, v1);
+ VectorSubtract(attacker->r.currentOrigin, carrier->r.currentOrigin, v1);
+
+ if ( ( ( VectorLength(v1) < CTF_ATTACKER_PROTECT_RADIUS &&
+ trap_InPVS(carrier->r.currentOrigin, targ->r.currentOrigin ) ) ||
+ ( VectorLength(v2) < CTF_ATTACKER_PROTECT_RADIUS &&
+ trap_InPVS(carrier->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
+ attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
+ AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_PROTECT_BONUS);
+ attacker->client->pers.teamState.carrierdefense++;
+
+ attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
+ // add the sprite over the player's head
+ attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
+ attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+
+ return;
+ }
+ }
+}
+
+/*
+================
+Team_CheckHurtCarrier
+
+Check to see if attacker hurt the flag carrier. Needed when handing out bonuses for assistance to flag
+carrier defense.
+================
+*/
+void Team_CheckHurtCarrier(gentity_t *targ, gentity_t *attacker)
+{
+ int flag_pw;
+
+ if (!targ->client || !attacker->client)
+ return;
+
+ if (targ->client->sess.sessionTeam == TEAM_RED)
+ flag_pw = PW_BLUEFLAG;
+ else
+ flag_pw = PW_REDFLAG;
+
+ // flags
+ if (targ->client->ps.powerups[flag_pw] &&
+ targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam)
+ attacker->client->pers.teamState.lasthurtcarrier = level.time;
+
+ // skulls
+ if (targ->client->ps.generic1 &&
+ targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam)
+ attacker->client->pers.teamState.lasthurtcarrier = level.time;
+}
+
+
+gentity_t *Team_ResetFlag( int team ) {
+ char *c;
+ gentity_t *ent, *rent = NULL;
+
+ switch (team) {
+ case TEAM_RED:
+ c = "team_CTF_redflag";
+ break;
+ case TEAM_BLUE:
+ c = "team_CTF_blueflag";
+ break;
+ case TEAM_FREE:
+ c = "team_CTF_neutralflag";
+ break;
+ default:
+ return NULL;
+ }
+
+ ent = NULL;
+ while ((ent = G_Find (ent, FOFS(classname), c)) != NULL) {
+ if (ent->flags & FL_DROPPED_ITEM)
+ G_FreeEntity(ent);
+ else {
+ rent = ent;
+ RespawnItem(ent);
+ }
+ }
+
+ Team_SetFlagStatus( team, FLAG_ATBASE );
+
+ return rent;
+}
+
+void Team_ResetFlags( void ) {
+ if( g_gametype.integer == GT_CTF ) {
+ Team_ResetFlag( TEAM_RED );
+ Team_ResetFlag( TEAM_BLUE );
+ }
+#ifdef MISSIONPACK
+ else if( g_gametype.integer == GT_1FCTF ) {
+ Team_ResetFlag( TEAM_FREE );
+ }
+#endif
+}
+
+void Team_ReturnFlagSound( gentity_t *ent, int team ) {
+ gentity_t *te;
+
+ if (ent == NULL) {
+ G_Printf ("Warning: NULL passed to Team_ReturnFlagSound\n");
+ return;
+ }
+
+ te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
+ if( team == TEAM_BLUE ) {
+ te->s.eventParm = GTS_RED_RETURN;
+ }
+ else {
+ te->s.eventParm = GTS_BLUE_RETURN;
+ }
+ te->r.svFlags |= SVF_BROADCAST;
+}
+
+void Team_TakeFlagSound( gentity_t *ent, int team ) {
+ gentity_t *te;
+
+ if (ent == NULL) {
+ G_Printf ("Warning: NULL passed to Team_TakeFlagSound\n");
+ return;
+ }
+
+ // only play sound when the flag was at the base
+ // or not picked up the last 10 seconds
+ switch(team) {
+ case TEAM_RED:
+ if( teamgame.blueStatus != FLAG_ATBASE ) {
+ if (teamgame.blueTakenTime > level.time - 10000)
+ return;
+ }
+ teamgame.blueTakenTime = level.time;
+ break;
+
+ case TEAM_BLUE: // CTF
+ if( teamgame.redStatus != FLAG_ATBASE ) {
+ if (teamgame.redTakenTime > level.time - 10000)
+ return;
+ }
+ teamgame.redTakenTime = level.time;
+ break;
+ }
+
+ te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
+ if( team == TEAM_BLUE ) {
+ te->s.eventParm = GTS_RED_TAKEN;
+ }
+ else {
+ te->s.eventParm = GTS_BLUE_TAKEN;
+ }
+ te->r.svFlags |= SVF_BROADCAST;
+}
+
+void Team_CaptureFlagSound( gentity_t *ent, int team ) {
+ gentity_t *te;
+
+ if (ent == NULL) {
+ G_Printf ("Warning: NULL passed to Team_CaptureFlagSound\n");
+ return;
+ }
+
+ te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
+ if( team == TEAM_BLUE ) {
+ te->s.eventParm = GTS_BLUE_CAPTURE;
+ }
+ else {
+ te->s.eventParm = GTS_RED_CAPTURE;
+ }
+ te->r.svFlags |= SVF_BROADCAST;
+}
+
+void Team_ReturnFlag( int team ) {
+ Team_ReturnFlagSound(Team_ResetFlag(team), team);
+ if( team == TEAM_FREE ) {
+ PrintMsg(NULL, "The flag has returned!\n" );
+ }
+ else {
+ PrintMsg(NULL, "The %s flag has returned!\n", TeamName(team));
+ }
+}
+
+void Team_FreeEntity( gentity_t *ent ) {
+ if( ent->item->giTag == PW_REDFLAG ) {
+ Team_ReturnFlag( TEAM_RED );
+ }
+ else if( ent->item->giTag == PW_BLUEFLAG ) {
+ Team_ReturnFlag( TEAM_BLUE );
+ }
+ else if( ent->item->giTag == PW_NEUTRALFLAG ) {
+ Team_ReturnFlag( TEAM_FREE );
+ }
+}
+
+/*
+==============
+Team_DroppedFlagThink
+
+Automatically set in Launch_Item if the item is one of the flags
+
+Flags are unique in that if they are dropped, the base flag must be respawned when they time out
+==============
+*/
+void Team_DroppedFlagThink(gentity_t *ent) {
+ int team = TEAM_FREE;
+
+ if( ent->item->giTag == PW_REDFLAG ) {
+ team = TEAM_RED;
+ }
+ else if( ent->item->giTag == PW_BLUEFLAG ) {
+ team = TEAM_BLUE;
+ }
+ else if( ent->item->giTag == PW_NEUTRALFLAG ) {
+ team = TEAM_FREE;
+ }
+
+ Team_ReturnFlagSound( Team_ResetFlag( team ), team );
+ // Reset Flag will delete this entity
+}
+
+
+/*
+==============
+Team_DroppedFlagThink
+==============
+*/
+int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) {
+ int i;
+ gentity_t *player;
+ gclient_t *cl = other->client;
+ int enemy_flag;
+
+#ifdef MISSIONPACK
+ if( g_gametype.integer == GT_1FCTF ) {
+ enemy_flag = PW_NEUTRALFLAG;
+ }
+ else {
+#endif
+ if (cl->sess.sessionTeam == TEAM_RED) {
+ enemy_flag = PW_BLUEFLAG;
+ } else {
+ enemy_flag = PW_REDFLAG;
+ }
+
+ if ( ent->flags & FL_DROPPED_ITEM ) {
+ // hey, its not home. return it by teleporting it back
+ PrintMsg( NULL, "%s" S_COLOR_WHITE " returned the %s flag!\n",
+ cl->pers.netname, TeamName(team));
+ AddScore(other, ent->r.currentOrigin, CTF_RECOVERY_BONUS);
+ other->client->pers.teamState.flagrecovery++;
+ other->client->pers.teamState.lastreturnedflag = level.time;
+ //ResetFlag will remove this entity! We must return zero
+ Team_ReturnFlagSound(Team_ResetFlag(team), team);
+ return 0;
+ }
+#ifdef MISSIONPACK
+ }
+#endif
+
+ // the flag is at home base. if the player has the enemy
+ // flag, he's just won!
+ if (!cl->ps.powerups[enemy_flag])
+ return 0; // We don't have the flag
+#ifdef MISSIONPACK
+ if( g_gametype.integer == GT_1FCTF ) {
+ PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the flag!\n", cl->pers.netname );
+ }
+ else {
+#endif
+ PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the %s flag!\n", cl->pers.netname, TeamName(OtherTeam(team)));
+#ifdef MISSIONPACK
+ }
+#endif
+
+ cl->ps.powerups[enemy_flag] = 0;
+
+ teamgame.last_flag_capture = level.time;
+ teamgame.last_capture_team = team;
+
+ // Increase the team's score
+ AddTeamScore(ent->s.pos.trBase, other->client->sess.sessionTeam, 1);
+ Team_ForceGesture(other->client->sess.sessionTeam);
+
+ other->client->pers.teamState.captures++;
+ // add the sprite over the player's head
+ other->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ other->client->ps.eFlags |= EF_AWARD_CAP;
+ other->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+ other->client->ps.persistant[PERS_CAPTURES]++;
+
+ // other gets another 10 frag bonus
+ AddScore(other, ent->r.currentOrigin, CTF_CAPTURE_BONUS);
+
+ Team_CaptureFlagSound( ent, team );
+
+ // Ok, let's do the player loop, hand out the bonuses
+ for (i = 0; i < g_maxclients.integer; i++) {
+ player = &g_entities[i];
+
+ // also make sure we don't award assist bonuses to the flag carrier himself.
+ if (!player->inuse || player == other)
+ continue;
+
+ if (player->client->sess.sessionTeam !=
+ cl->sess.sessionTeam) {
+ player->client->pers.teamState.lasthurtcarrier = -5;
+ } else if (player->client->sess.sessionTeam ==
+ cl->sess.sessionTeam) {
+ if (player != other)
+ AddScore(player, ent->r.currentOrigin, CTF_TEAM_BONUS);
+ // award extra points for capture assists
+ if (player->client->pers.teamState.lastreturnedflag +
+ CTF_RETURN_FLAG_ASSIST_TIMEOUT > level.time) {
+ AddScore (player, ent->r.currentOrigin, CTF_RETURN_FLAG_ASSIST_BONUS);
+ other->client->pers.teamState.assists++;
+
+ player->client->ps.persistant[PERS_ASSIST_COUNT]++;
+ // add the sprite over the player's head
+ player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ player->client->ps.eFlags |= EF_AWARD_ASSIST;
+ player->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+
+ } else if (player->client->pers.teamState.lastfraggedcarrier +
+ CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) {
+ AddScore(player, ent->r.currentOrigin, CTF_FRAG_CARRIER_ASSIST_BONUS);
+ other->client->pers.teamState.assists++;
+ player->client->ps.persistant[PERS_ASSIST_COUNT]++;
+ // add the sprite over the player's head
+ player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ player->client->ps.eFlags |= EF_AWARD_ASSIST;
+ player->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+ }
+ }
+ }
+ Team_ResetFlags();
+
+ CalculateRanks();
+
+ return 0; // Do not respawn this automatically
+}
+
+int Team_TouchEnemyFlag( gentity_t *ent, gentity_t *other, int team ) {
+ gclient_t *cl = other->client;
+
+#ifdef MISSIONPACK
+ if( g_gametype.integer == GT_1FCTF ) {
+ PrintMsg (NULL, "%s" S_COLOR_WHITE " got the flag!\n", other->client->pers.netname );
+
+ cl->ps.powerups[PW_NEUTRALFLAG] = INT_MAX; // flags never expire
+
+ if( team == TEAM_RED ) {
+ Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_RED );
+ }
+ else {
+ Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_BLUE );
+ }
+ }
+ else{
+#endif
+ PrintMsg (NULL, "%s" S_COLOR_WHITE " got the %s flag!\n",
+ other->client->pers.netname, TeamName(team));
+
+ if (team == TEAM_RED)
+ cl->ps.powerups[PW_REDFLAG] = INT_MAX; // flags never expire
+ else
+ cl->ps.powerups[PW_BLUEFLAG] = INT_MAX; // flags never expire
+
+ Team_SetFlagStatus( team, FLAG_TAKEN );
+#ifdef MISSIONPACK
+ }
+#endif
+
+ AddScore(other, ent->r.currentOrigin, CTF_FLAG_BONUS);
+ cl->pers.teamState.flagsince = level.time;
+ Team_TakeFlagSound( ent, team );
+
+ return -1; // Do not respawn this automatically, but do delete it if it was FL_DROPPED
+}
+
+int Pickup_Team( gentity_t *ent, gentity_t *other ) {
+ int team;
+ gclient_t *cl = other->client;
+
+#ifdef MISSIONPACK
+ if( g_gametype.integer == GT_OBELISK ) {
+ // there are no team items that can be picked up in obelisk
+ G_FreeEntity( ent );
+ return 0;
+ }
+
+ if( g_gametype.integer == GT_HARVESTER ) {
+ // the only team items that can be picked up in harvester are the cubes
+ if( ent->spawnflags != cl->sess.sessionTeam ) {
+ cl->ps.generic1 += 1;
+ }
+ G_FreeEntity( ent );
+ return 0;
+ }
+#endif
+ // figure out what team this flag is
+ if( strcmp(ent->classname, "team_CTF_redflag") == 0 ) {
+ team = TEAM_RED;
+ }
+ else if( strcmp(ent->classname, "team_CTF_blueflag") == 0 ) {
+ team = TEAM_BLUE;
+ }
+#ifdef MISSIONPACK
+ else if( strcmp(ent->classname, "team_CTF_neutralflag") == 0 ) {
+ team = TEAM_FREE;
+ }
+#endif
+ else {
+ PrintMsg ( other, "Don't know what team the flag is on.\n");
+ return 0;
+ }
+#ifdef MISSIONPACK
+ if( g_gametype.integer == GT_1FCTF ) {
+ if( team == TEAM_FREE ) {
+ return Team_TouchEnemyFlag( ent, other, cl->sess.sessionTeam );
+ }
+ if( team != cl->sess.sessionTeam) {
+ return Team_TouchOurFlag( ent, other, cl->sess.sessionTeam );
+ }
+ return 0;
+ }
+#endif
+ // GT_CTF
+ if( team == cl->sess.sessionTeam) {
+ return Team_TouchOurFlag( ent, other, team );
+ }
+ return Team_TouchEnemyFlag( ent, other, team );
+}
+
+/*
+===========
+Team_GetLocation
+
+Report a location for the player. Uses placed nearby target_location entities
+============
+*/
+gentity_t *Team_GetLocation(gentity_t *ent)
+{
+ gentity_t *eloc, *best;
+ float bestlen, len;
+ vec3_t origin;
+
+ best = NULL;
+ bestlen = 3*8192.0*8192.0;
+
+ VectorCopy( ent->r.currentOrigin, origin );
+
+ for (eloc = level.locationHead; eloc; eloc = eloc->nextTrain) {
+ len = ( origin[0] - eloc->r.currentOrigin[0] ) * ( origin[0] - eloc->r.currentOrigin[0] )
+ + ( origin[1] - eloc->r.currentOrigin[1] ) * ( origin[1] - eloc->r.currentOrigin[1] )
+ + ( origin[2] - eloc->r.currentOrigin[2] ) * ( origin[2] - eloc->r.currentOrigin[2] );
+
+ if ( len > bestlen ) {
+ continue;
+ }
+
+ if ( !trap_InPVS( origin, eloc->r.currentOrigin ) ) {
+ continue;
+ }
+
+ bestlen = len;
+ best = eloc;
+ }
+
+ return best;
+}
+
+
+/*
+===========
+Team_GetLocation
+
+Report a location for the player. Uses placed nearby target_location entities
+============
+*/
+qboolean Team_GetLocationMsg(gentity_t *ent, char *loc, int loclen)
+{
+ gentity_t *best;
+
+ best = Team_GetLocation( ent );
+
+ if (!best)
+ return qfalse;
+
+ if (best->count) {
+ if (best->count < 0)
+ best->count = 0;
+ if (best->count > 7)
+ best->count = 7;
+ Com_sprintf(loc, loclen, "%c%c%s" S_COLOR_WHITE, Q_COLOR_ESCAPE, best->count + '0', best->message );
+ } else
+ Com_sprintf(loc, loclen, "%s", best->message);
+
+ return qtrue;
+}
+
+
+/*---------------------------------------------------------------------------*/
+
+/*
+================
+SelectRandomTeamSpawnPoint
+
+go to a random point that doesn't telefrag
+================
+*/
+#define MAX_TEAM_SPAWN_POINTS 32
+gentity_t *SelectRandomTeamSpawnPoint( int teamstate, team_t team ) {
+ gentity_t *spot;
+ int count;
+ int selection;
+ gentity_t *spots[MAX_TEAM_SPAWN_POINTS];
+ char *classname;
+
+ if (teamstate == TEAM_BEGIN) {
+ if (team == TEAM_RED)
+ classname = "team_CTF_redplayer";
+ else if (team == TEAM_BLUE)
+ classname = "team_CTF_blueplayer";
+ else
+ 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, qboolean isbot ) {
+ gentity_t *spot;
+
+ spot = SelectRandomTeamSpawnPoint ( teamstate, team );
+
+ if (!spot) {
+ return SelectSpawnPoint( vec3_origin, origin, angles, isbot );
+ }
+
+ VectorCopy (spot->s.origin, origin);
+ origin[2] += 9;
+ VectorCopy (spot->s.angles, angles);
+
+ return spot;
+}
+
+/*---------------------------------------------------------------------------*/
+
+static int QDECL 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