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Diffstat (limited to 'code/game/g_team.h')
-rw-r--r-- | code/game/g_team.h | 88 |
1 files changed, 88 insertions, 0 deletions
diff --git a/code/game/g_team.h b/code/game/g_team.h new file mode 100644 index 0000000..ca54caf --- /dev/null +++ b/code/game/g_team.h @@ -0,0 +1,88 @@ +/* +=========================================================================== +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 +=========================================================================== +*/ +// + +#ifdef MISSIONPACK + +#define CTF_CAPTURE_BONUS 100 // what you get for capture +#define CTF_TEAM_BONUS 25 // what your team gets for capture +#define CTF_RECOVERY_BONUS 10 // what you get for recovery +#define CTF_FLAG_BONUS 10 // what you get for picking up enemy flag +#define CTF_FRAG_CARRIER_BONUS 20 // what you get for fragging enemy flag carrier +#define CTF_FLAG_RETURN_TIME 40000 // seconds until auto return + +#define CTF_CARRIER_DANGER_PROTECT_BONUS 5 // bonus for fraggin someone who has recently hurt your flag carrier +#define CTF_CARRIER_PROTECT_BONUS 2 // bonus for fraggin someone while either you or your target are near your flag carrier +#define CTF_FLAG_DEFENSE_BONUS 10 // bonus for fraggin someone while either you or your target are near your flag +#define CTF_RETURN_FLAG_ASSIST_BONUS 10 // awarded for returning a flag that causes a capture to happen almost immediately +#define CTF_FRAG_CARRIER_ASSIST_BONUS 10 // award for fragging a flag carrier if a capture happens almost immediately + +#else + +#define CTF_CAPTURE_BONUS 5 // what you get for capture +#define CTF_TEAM_BONUS 0 // what your team gets for capture +#define CTF_RECOVERY_BONUS 1 // what you get for recovery +#define CTF_FLAG_BONUS 0 // what you get for picking up enemy flag +#define CTF_FRAG_CARRIER_BONUS 2 // what you get for fragging enemy flag carrier +#define CTF_FLAG_RETURN_TIME 40000 // seconds until auto return + +#define CTF_CARRIER_DANGER_PROTECT_BONUS 2 // bonus for fraggin someone who has recently hurt your flag carrier +#define CTF_CARRIER_PROTECT_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag carrier +#define CTF_FLAG_DEFENSE_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag +#define CTF_RETURN_FLAG_ASSIST_BONUS 1 // awarded for returning a flag that causes a capture to happen almost immediately +#define CTF_FRAG_CARRIER_ASSIST_BONUS 2 // award for fragging a flag carrier if a capture happens almost immediately + +#endif + +#define CTF_TARGET_PROTECT_RADIUS 1000 // the radius around an object being defended where a target will be worth extra frags +#define CTF_ATTACKER_PROTECT_RADIUS 1000 // the radius around an object being defended where an attacker will get extra frags when making kills + +#define CTF_CARRIER_DANGER_PROTECT_TIMEOUT 8000 +#define CTF_FRAG_CARRIER_ASSIST_TIMEOUT 10000 +#define CTF_RETURN_FLAG_ASSIST_TIMEOUT 10000 + +#define CTF_GRAPPLE_SPEED 750 // speed of grapple in flight +#define CTF_GRAPPLE_PULL_SPEED 750 // speed player is pulled at + +#define OVERLOAD_ATTACK_BASE_SOUND_TIME 20000 + +// Prototypes + +int OtherTeam(int team); +const char *TeamName(int team); +const char *OtherTeamName(int team); +const char *TeamColorString(int team); +void AddTeamScore(vec3_t origin, int team, int score); + +void Team_DroppedFlagThink(gentity_t *ent); +void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker); +void Team_CheckHurtCarrier(gentity_t *targ, gentity_t *attacker); +void Team_InitGame(void); +void Team_ReturnFlag(int team); +void Team_FreeEntity(gentity_t *ent); +gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles, qboolean isbot ); +gentity_t *Team_GetLocation(gentity_t *ent); +qboolean Team_GetLocationMsg(gentity_t *ent, char *loc, int loclen); +void TeamplayInfoMessage( gentity_t *ent ); +void CheckTeamStatus(void); + +int Pickup_Team( gentity_t *ent, gentity_t *other ); |