Beispiel #1
0
void AddBossExp (edict_t *attacker, edict_t *target)
{
	int		exp_points, credits;
	float	levelmod;
	edict_t *boss;

	//if (!pvb->value)
	//	return;

	attacker = G_GetClient(attacker);

	if (!IsBossTeam(attacker))
		return;

	target = G_GetClient(target);
	if (!target)
		return;

	boss = attacker->owner;

	levelmod = (((float)target->myskills.level+1) / ((float)boss->monsterinfo.level+1));
	exp_points = levelmod*PVB_BOSS_FRAG_EXP;
	credits = levelmod*PVB_BOSS_FRAG_CREDITS;

	// award points and credits
    /*
    attacker->myskills.experience += exp_points;
    attacker->client->resp.score += exp_points;
    vrx_check_for_levelup(attacker);
    */
	attacker->myskills.credits += credits;
	V_AddFinalExp(attacker, exp_points);
}
Beispiel #2
0
int AddAllyExp (edict_t *ent, int exp)
{
	int		i, allies=0;
	edict_t	*cl_ent;

	// get number of players allied with us
	allies = numAllies(ent);
	if (!allies)
		return 0;

	// divide experience evenly among allies
	exp /= allies+1;

	// award points to allies
	for (i=0 ; i<game.maxclients ; i++)
	{
		cl_ent = g_edicts+1+i;

		if (!cl_ent->inuse)
			continue;
		if (cl_ent->teamnum != ent->teamnum)
			continue;
		if (cl_ent->health < 0)
			continue;
		if (G_IsSpectator(cl_ent))
			continue;
		if (cl_ent->flags & FL_CHATPROTECT)
			continue;

		V_AddFinalExp(cl_ent, exp);
	}

	//V_AddFinalExp(ent, exp);
	return exp;
}
Beispiel #3
0
void INV_AwardPlayers (void)
{
	int		i, points, credits, num_spawns = INV_GetNumPlayerSpawns(), num_winners = 0;
	edict_t *player;

	// we're not in invasion mode
	if (!INVASION_OTHERSPAWNS_REMOVED)
		return;

	// if map didn't end normally, don't award points
	if (level.time < timelimit->value*60)
		return;

	// no award if the humans were unable to defend their spawns
	if (num_spawns < 1)
		return;

	for (i=0; i<game.maxclients; i++) 
	{
		player = g_edicts+1+i;
		if (!player->inuse)
			continue;
		
		if (invasion->value == 2)
			points = player->client->resp.score*((float)num_spawns/invasion_max_playerspawns) + 500 * invasion_difficulty_level;
		else
			points = player->client->resp.score*((float)num_spawns/invasion_max_playerspawns);

		if (invasion->value == 1  && points > INVASION_BONUS_EXP)
			points = INVASION_BONUS_EXP;
		//points = INVASION_BONUS_EXP*((float)num_spawns/invasion_max_playerspawns);
		if (invasion->value < 2)
			credits = INVASION_BONUS_CREDITS*((float)num_spawns/invasion_max_playerspawns);
		else
			credits = INVASION_BONUS_CREDITS*((float)num_spawns/invasion_max_playerspawns) + 1000 * invasion_difficulty_level;

	//	gi.dprintf("points=%d credits=%d spawns=%d max=%d\n", 
	//		points, credits, num_spawns, invasion_max_playerspawns);
	
		if (!G_IsSpectator(player))
		{
			int fexp = V_AddFinalExp(player, points);
			player->myskills.credits += credits;
			safe_cprintf(player, PRINT_MEDIUM, "Earned %d exp and %d credits!\n", fexp, credits);

			if (player->client && player->client->pers.score) // we've been here for a while at least
				num_winners++;
		}
	}
	
	if (num_winners)
		gi.bprintf(PRINT_HIGH, "Humans win! Players were awarded a bonus.\n");
}
Beispiel #4
0
void AwardBossKill (edict_t *boss)
{
	int			i, damage, exp_points, credits;
	float		levelmod, dmgmod;
	edict_t		*player;
	dmglist_t	*slot=NULL;

	// find the player that did the most damage
	slot = findHighestDmgPlayer(boss);

	for (i=0; i<game.maxclients; i++) 
	{
		player = g_edicts+1+i;
		if (!player->inuse)
			continue;


		levelmod = ((float)boss->monsterinfo.level+1) / ((float)player->myskills.level+1);

		damage = GetPlayerBossDamage(player, boss);
		if (damage < 1)
			continue; // they get nothing if they didn't touch the boss

		dmgmod = (float)damage / GetTotalBossDamage(boss);

		exp_points = levelmod*dmgmod*PVB_BOSS_EXPERIENCE;
		credits = levelmod*dmgmod*PVB_BOSS_CREDITS;

		// award extra points for the player that did the most damage
		if (slot && (player == slot->player))
		{
			dmgmod = 100*(slot->damage/GetTotalBossDamage(boss));
			G_PrintGreenText(va("%s got a hi-damage bonus! %d damage (%.1f%c)", 
				slot->player->client->pers.netname, (int)slot->damage, dmgmod, '%'));
			exp_points *= BOSS_DAMAGE_BONUSMOD;
		}


		if (exp_points > PVB_BOSS_MAX_EXP)
			exp_points = PVB_BOSS_MAX_EXP;
		else if (exp_points < PVB_BOSS_MIN_EXP)
			exp_points = PVB_BOSS_MIN_EXP;

		player->myskills.credits += credits;
		V_AddFinalExp(player, exp_points);

		safe_cprintf(player, PRINT_HIGH, "You gained %d experience and %d credits!\n", exp_points, credits);
	}
}
Beispiel #5
0
void dom_awardpoints (void)
{
	int		i, points, credits;
	edict_t	*cl_ent;

	// flag has not been captured
	if (!DEFENSE_TEAM)
		return;
	FLAG_FRAMES++; // record frames flag has been captured
//	if (!(FLAG_FRAMES % 10))
//		gi.dprintf("frames %d\n", FLAG_FRAMES);

	if (level.framenum % DOMINATION_AWARD_FRAMES)
		return;
	// not enough players
	if (total_players() < DOMINATION_MINIMUM_PLAYERS)
		return;

	for (i=0 ; i<game.maxclients ; i++) {
		cl_ent = g_edicts+1+i;
		//if (G_EntIsAlive(cl_ent) && (cl_ent->teamnum == DEFENSE_TEAM))
		if (cl_ent && cl_ent->inuse && cl_ent->client && (cl_ent->health>0) 
			&& !G_IsSpectator(cl_ent) && (cl_ent->teamnum==DEFENSE_TEAM))
		{
			points = DOMINATION_POINTS;
			credits = DOMINATION_CREDITS;
			// flag carrier gets extra points
			if (cl_ent->client->pers.inventory[flag_index])
			{
				points *= 3;
				credits *= 3;
			}
			/*
			cl_ent->myskills.experience += points;
			cl_ent->client->resp.score += points;
			check_for_levelup(cl_ent);
			*/
			cl_ent->myskills.credits += credits;
			V_AddFinalExp(cl_ent, points);
		}
	}
}
Beispiel #6
0
void TBI_AwardTeam(int Teamnum, int exp, qboolean Broadcast)
{
	edict_t *cl_ent;
	int i_maxclients = maxclients->value;

	if (TBI_CountActivePlayers() < 4) // we can't give experience if there's not enough active players
		return; 

	for (cl_ent = g_edicts + 1; cl_ent != g_edicts + i_maxclients + 1; cl_ent++)
	{
		if (!G_IsSpectator(cl_ent) && cl_ent->client && cl_ent->inuse)
		{
			if (cl_ent->teamnum == Teamnum)
				V_AddFinalExp(cl_ent, exp);
			cl_ent->myskills.credits += exp * 2 / 3; // 2/3s the exp.
		}
	}

	if (Broadcast)
		gi.bprintf(PRINT_HIGH, "Awarded team %s a total of %d experience points and %d credits!\n", Teamnum == RED_TEAM ? "Red" : "Blue", exp, exp * 2 / 3);
}
Beispiel #7
0
void dom_fragaward (edict_t *attacker, edict_t *target)
{
	int		points = DOMINATION_FRAG_POINTS;
	float	dist;
	edict_t *carrier, *targ;

	targ = target; // this could possibly be a non-client entity
	attacker = G_GetClient(attacker);
	target = G_GetClient(target);

	if (!DEFENSE_TEAM)
		return;
	if (FLAG_FRAMES < 100)
		return; // flag must be captured for at least 10 seconds
	//if (!G_EntExists(attacker) || !G_EntExists(target))
	//	return;
	// basic sanity checks
	if (!attacker || !attacker->inuse || G_IsSpectator(attacker) 
		|| !target || !target->inuse || G_IsSpectator(target))
		return;
	if (attacker == target)
		return;
	if (attacker->health < 1)
		return;
	
	if (((carrier = dom_flagcarrier()) != NULL) && (carrier != attacker))
	{
		dist = entdist(carrier, targ);
		if (OnSameTeam(attacker, carrier))
		{
			// if we are on the same team as the flag carrier and the
			// enemy was close to the carrier, then award a bonus for
			// protecting the flag
			if (dist <= DOMINATION_DEFEND_RANGE)
			{
				gi.bprintf(PRINT_HIGH, "%s defends the flag carrier!\n", 
					attacker->client->pers.netname);
				points = DOMINATION_DEFEND_BONUS;
				gi.sound(carrier, CHAN_ITEM, gi.soundindex("speech/excelent.wav"), 1, ATTN_NORM, 0);
			}
		}
		else if (carrier == targ)
		{
			// award a bonus for killing the flag carrier
			gi.bprintf(PRINT_HIGH, "%s kills the flag carrier!\n",
				attacker->client->pers.netname);
			points = DOMINATION_CARRIER_BONUS;
			gi.sound(attacker, CHAN_ITEM, gi.soundindex("ctf/flagcap.wav"), 1, ATTN_NORM, 0);
		}
		else if (dist <= DOMINATION_DEFEND_RANGE)
		{
			// award a bonus for killing flag defense
			gi.bprintf(PRINT_HIGH, "%s kills a defender!\n", 
				attacker->client->pers.netname);
			points = DOMINATION_OFFENSE_BONUS;
			gi.sound(attacker, CHAN_ITEM, gi.soundindex("speech/idoasskk.wav"), 1, ATTN_NORM, 0);
		}
	}
	else if (attacker->teamnum == DEFENSE_TEAM)
		return; // no further bonuses available for defense team

	/*
	attacker->myskills.experience += points;
	attacker->client->resp.score += points;
	check_for_levelup(attacker);
	*/
	V_AddFinalExp(attacker, points);
}