Example #1
0
void FlagThink()
{
	if ( !isCTF() )
		return;

	self->s.v.nextthink = g_globalvars.time + 0.1;

	if (self->cnt == FLAG_AT_BASE)
		return;

	if (self->cnt == FLAG_DROPPED)
	{
		self->cnt2 += 0.1;
		if ( g_globalvars.time > self->super_time )
		{
			RegenFlag( self );
			G_bprint( 2, "The %s flag has been returned\n", redtext( ( (int) self->s.v.items & IT_KEY1) ? "BLUE" : "RED" ) );
		}
		return;
	}

	if (self->cnt == FLAG_RETURNED)
	{
		setorigin( self, PASSVEC3(self->s.v.oldorigin) );
		self->cnt = FLAG_AT_BASE;
		return;
	}

	self->cnt2 += 0.1;
}
Example #2
0
void spawn_item_flag()
{
	if ( k_ctf_custom_models )
		setmodel( self, "progs/flag.mdl" );

	self->s.v.noise = "misc/flagtk.wav";
	self->s.v.noise1 = "doors/runetry.wav";
	setsize( self, -16, -16, 0, 16, 16, 74);
	self->mdl = self->s.v.model;
	self->s.v.flags = FL_ITEM;
	self->s.v.solid = SOLID_TRIGGER;
	self->s.v.movetype = MOVETYPE_TOSS;
	SetVector( self->s.v.velocity, 0, 0, 0 );
	self->s.v.origin[2] += 6;
	self->s.v.think = (func_t) FlagThink;
	self->s.v.touch = (func_t) FlagTouch;
	self->s.v.nextthink = g_globalvars.time + 0.1;
	self->cnt = FLAG_AT_BASE;
	self->cnt2 = 0.0;
	VectorCopy( self->s.v.angles, self->mangle );
	self->s.v.effects = (int) self->s.v.effects | EF_DIMLIGHT;

	if ( !droptofloor( self ) )
		ent_remove( self );
	else
		VectorCopy( self->s.v.origin, self->s.v.oldorigin );

	if ( !isCTF() )
	{
		setmodel( self, "" );
		self->s.v.touch = (func_t) SUB_Null;
	}
}
Example #3
0
File: ctf.c Project: deurk/ktx
void mctf()
{
	if( match_in_progress && !k_matchLess )
		return;

	if ( !isCTF() ) {
		G_sprint ( self, 2, "Can't do this in non CTF mode\n" );
		return;
	}

	if ( !cvar("k_ctf_hook") && !cvar("k_ctf_runes") ) {
		G_sprint ( self, 2, "Already done\n" );
		return;
	}

	cvar_fset("k_ctf_hook", 0);
	cvar_fset("k_ctf_runes", 0);

	G_sprint ( self, 2, "%s turn off: %s\n", getname(self), redtext("hook & runes") );

	// In matchless mode, toggling runes and hook normally won't do anything since match is already in progress. Call this to handle this scenario.
	if (k_matchLess)
	{
		// If a player is carrying a rune when runes are disabled, get rid of it
		if (!cvar("k_ctf_runes")) {
			gedict_t * p;
			for (p = world; (p = find_plr(p)); ) {
				p->ctf_flag -= (p->ctf_flag & (CTF_RUNE_MASK));
				p->maxspeed = cvar("sv_maxspeed"); // Reset speed, in case was carrying haste
			}
		}
		SpawnRunes( 0 );
		AddHook ( false );
	}
}
Example #4
0
File: ctf.c Project: deurk/ktx
void norunes()
{
	if( match_in_progress && !k_matchLess )
		return;

	if ( !isCTF() ) {
		G_sprint ( self, 2, "Can't do this in non CTF mode\n" );
		return;
	}

	cvar_toggle_msg( self, "k_ctf_runes", redtext("runes") );

	// In matchless mode, toggling runes normally won't do anything since match is already in progress. Call this to handle this scenario.
	if (k_matchLess)
	{
		// If a player is carrying a rune when runes are disabled, get rid of it
		if (!cvar("k_ctf_runes")) {
			gedict_t * p;
			for (p = world; (p = find_plr(p)); ) {
				p->ctf_flag -= (p->ctf_flag & (CTF_RUNE_MASK));
				p->maxspeed = cvar("sv_maxspeed"); // Reset speed, in case was carrying haste
			}
		}
		SpawnRunes(cvar("k_ctf_runes")); // Toggle runes
	}
}
Example #5
0
void LoadMap(void) {
	// Need to do this anyway, otherwise teleporters will be broken
	CreateItemMarkers();

	if (!(isRACE () || isCTF ())) {
		// If we have a .bot file, use that
		if (LoadBotRoutingFromFile ()) {
			map_supported = true;
			CustomiseFrogbotMap ();
			AssignVirtualGoals ();
			AllMarkersLoaded ();
			return;
		}
	}

	// At this point it's an unsupported map
	CustomiseFrogbotMap ();
	if (FrogbotOptionEnabled (FB_OPTION_EDITOR_MODE)) {
		gedict_t* e;

		// We don't want spawnpoint markers or powerups to mess with colours
		for (e = world; (e = nextent (e)); ) {
			e->s.v.effects = (int)e->s.v.effects & ~(EF_BLUE | EF_GREEN | EF_RED);
		}

		AssignGoalNumbers ();
	}
}
Example #6
0
void noga()
{
	if( match_in_progress )
		return;

	if ( !isCTF() ) {
		G_sprint ( self, 2, "Can't do this in non CTF mode\n" );
		return;
	}

	cvar_toggle_msg( self, "k_ctf_ga", redtext("green armor") );
}
Example #7
0
void norunes()
{
	if( match_in_progress )
		return;

	if ( !isCTF() ) {
		G_sprint ( self, 2, "Can't do this in non CTF mode\n" );
		return;
	}

	cvar_toggle_msg( self, "k_ctf_runes", redtext("runes") );
}
Example #8
0
void CTFBasedSpawn()
{
	if( match_in_progress )
		return;

	if ( !isCTF() ) {
		G_sprint ( self, 2, "Can't do this in non CTF mode\n" );
		return;
	}

	if ( cvar("k_ctf_based_spawn") && ( find_cnt(FOFCLSN, "info_player_deathmatch") <= 1 ) ) {
		G_sprint ( self, 2, "Spawn on base enforced due to map limitation\n" );
		return;
	}
		
	cvar_toggle_msg( self, "k_ctf_based_spawn", redtext("spawn on base") );
}
Example #9
0
void mctf()
{
	if( match_in_progress )
		return;

	if ( !isCTF() ) {
		G_sprint ( self, 2, "Can't do this in non CTF mode\n" );
		return;
	}

	if ( !cvar("k_ctf_hook") && !cvar("k_ctf_runes") ) {
		G_sprint ( self, 2, "Already done\n" );
		return;
	}

	cvar_fset("k_ctf_hook", 0);
	cvar_fset("k_ctf_runes", 0);

	G_sprint ( self, 2, "%s turn off: %s\n", getname(self), redtext("hook & runes") );
}
Example #10
0
File: admin.c Project: deurk/ktx
// convienence command for ctf admins
// often times you play a game on non-symmetrical map as one color then swap teams and play again to be fair
void AdminSwapAll()
{
	gedict_t *p;

	if ( !is_adm( self ) )
		return;

	if ( match_in_progress )
		return;

	if ( !isCTF() )
		return;

	for( p = world; (p = find_plr( p )); ) {
		if ( streq( getteam(p), "blue" ) )
        	stuffcmd_flags(p, STUFFCMD_IGNOREINDEMO, "team \"red\"\ncolor 4\n");
		else if ( streq( getteam(p), "red" ) )
			stuffcmd_flags(p, STUFFCMD_IGNOREINDEMO, "team \"blue\"\ncolor 13\n");
    }

	G_bprint(2, "%s swapped the teams\n", getname( self ) );
}
Example #11
0
File: ctf.c Project: deurk/ktx
void nohook()
{
	if( match_in_progress && !k_matchLess )
		return;

	if ( !isCTF() ) {
		G_sprint ( self, 2, "Can't do this in non CTF mode\n" );
		return;
	}

	cvar_toggle_msg( self, "k_ctf_hook", redtext("hook") );
	
	// In matchless mode, toggling hook normally won't do anything since match is already in progress. Call this to handle this scenario.
	if (k_matchLess) {
		if ( cvar("k_ctf_hook") ) {
			AddHook( true );
		}
		else {
			AddHook( false );
		}
	}
}
Example #12
0
void CTF_CheckFlagsAsKeys( void )
{
	gedict_t *flag1, *flag2;

	if ( !isCTF() )
		return;

	flag1 = find( world, FOFCLSN, "item_flag_team1" ); // RED
	flag2 = find( world, FOFCLSN, "item_flag_team2" ); // BLUE

	if ( !flag1 || !flag2 )
		return;

	// remove keys/flags.
	self->s.v.items = (int) self->s.v.items & ~(IT_KEY1 | IT_KEY2);

	// add gold/RED.
	if ( flag1->cnt != FLAG_AT_BASE )
		self->s.v.items = (int) self->s.v.items | IT_KEY2;

	// add silver/BLUE.
	if ( flag2->cnt != FLAG_AT_BASE )
		self->s.v.items = (int) self->s.v.items | IT_KEY1;
}
Example #13
0
File: player.c Project: deurk/ktx
void PlayerDie()
{
	self->ca_alive = false;

	DropPowerups();

	if ( isCTF() )
	{
		if ( self->hook_out )
		{
			GrappleReset( self->hook );
			self->attack_finished = g_globalvars.time + 0.75;
			self->hook_out = true; // FIXME: for which reason this set to true?
		}

		DropRune();
		PlayerDropFlag( self, false );
	}

	TeamplayDeathEvent (self);
#ifdef BOT_SUPPORT
	BotPlayerDeathEvent (self);
#endif

	self->s.v.items -= ( int ) self->s.v.items & IT_INVISIBILITY;
	self->invisible_finished = 0;	// don't die as eyes
	self->invincible_finished = 0;
// so we have quad few milleseconds after death
//	self->super_damage_finished = 0; // moved to prethink, like in ktpro
	self->radsuit_finished = 0;

	self->s.v.modelindex = modelindex_player;	// don't use eyes

	DropBackpack();

	self->weaponmodel = "";
	if (vw_enabled)
		self->vw_index = 9;	// null vwep model

	SetVector( self->s.v.view_ofs, 0, 0, -8 );
	self->s.v.deadflag = DEAD_DYING;
	self->s.v.solid = SOLID_NOT;
	self->s.v.flags -= ( ( int ) ( self->s.v.flags ) ) & FL_ONGROUND;
	self->s.v.movetype = MOVETYPE_TOSS;
	if ( self->s.v.velocity[2] < 10 )
		self->s.v.velocity[2] = self->s.v.velocity[2] + g_random() * 300;

    if ( self->s.v.health < -40 || dtSQUISH == self->deathtype || dtSUICIDE == self->deathtype || isRA() || isCA() )
	{
		GibPlayer();

		// Yawnmode: respawn has the same delay (900ms) regardless of deathtype gib/normal
		// - Molgrum

		// Hoonymode: Also force some time, e.g. to prevent instant respawn after /kill which
		// can cause bug if kill telefrags an idle player (counts as two points...)
		// only ever happens in testing, but oh well --phil
		if ( k_yawnmode || isHoonyModeDuel() )
		{
			self->s.v.nextthink = g_globalvars.time + 0.9;
			self->think = ( func_t ) PlayerDead;
			return;
		}

		PlayerDead();
		return;
	}

    if( match_in_progress == 2 )
		DeathSound();

	self->s.v.angles[0] = 0;
	self->s.v.angles[2] = 0;


    // function part split and called here
	StartDie();
}
Example #14
0
void CTF_Obituary( gedict_t *targ, gedict_t *attacker )
{
	qbool carrier_bonus = false;
	qbool flagdefended = false;
	gedict_t *head;
	char *attackerteam;

	if ( !isCTF() )
		return;

	attackerteam = getteam(attacker);

	// 2 point bonus for killing enemy flag carrier
	if ( targ->ctf_flag & CTF_FLAG )
	{
		attacker->ps.c_frags++;
		attacker->s.v.frags += 2;
		attacker->ps.ctf_points += 2;
		attacker->carrier_frag_time = g_globalvars.time;
		//G_sprint( attacker, 1, "Enemy flag carrier killed: 2 bonus frags\n" );
	}

	// defending carrier from aggressive player
	if (( targ->carrier_hurt_time + CARRIER_DEFEND_TIME > g_globalvars.time ) &&
		!( attacker->ctf_flag & CTF_FLAG ) )
	{
		carrier_bonus = true;
		attacker->ps.c_defends++;
		attacker->s.v.frags += 2;
		attacker->ps.ctf_points += 2;
		// Yes, aggressive is spelled wrong.. but dont want to fix now and break stat parsers
		G_bprint( 2, "%s defends %s's flag carrier against an agressive enemy\n",
			attacker->s.v.netname,
			streq( getteam(attacker), "red" ) ? redtext("RED") : redtext("BLUE") );
	}

	head = trap_findradius( world, targ->s.v.origin, 400 );
	while ( head )
	{
		if ( head->ct == ctPlayer )
		{
			if ( (head->ctf_flag & CTF_FLAG) && ( head != attacker )
				 && streq(getteam(head), getteam(attacker)) && !carrier_bonus
			   )
			{
				attacker->ps.c_defends++;
				attacker->s.v.frags++;
				attacker->ps.ctf_points++;
				G_bprint( 2, "%s defends %s's flag carrier\n", attacker->s.v.netname,
					streq(getteam(attacker), "red") ? redtext("RED") : redtext("BLUE"));
			}
		}

		if ( (streq(getteam(attacker), "red") &&
			  streq(head->s.v.classname, "item_flag_team1")) ||
			 (streq(getteam(attacker), "blue") &&
			  streq(head->s.v.classname, "item_flag_team2")) 
		   )
		{
			flagdefended = true;
			attacker->ps.f_defends++;
			attacker->s.v.frags += 2;
			attacker->ps.ctf_points += 2;
			G_bprint( 2, "%s defends the %s flag\n", 
				attacker->s.v.netname, 
				streq(getteam(attacker), "red") ? redtext("RED") : redtext("BLUE"));
		}

		head = trap_findradius( head, targ->s.v.origin, 400 );
	}
	
	// Defend bonus if attacker is close to flag even if target is not
	head = trap_findradius( world, attacker->s.v.origin, 400 );
	while ( head )
	{
		if ( ( streq(head->s.v.classname, "item_flag_team1") && streq(attackerteam, "red" ) ) ||
			 ( streq(head->s.v.classname, "item_flag_team2") && streq(attackerteam, "blue") ) )
		{
			if (!flagdefended)
			{
				attacker->ps.f_defends++;
				attacker->s.v.frags += 2;
				attacker->ps.ctf_points += 2;
				G_bprint( 2, "%s defends the %s flag\n",
					attacker->s.v.netname,
					streq(attackerteam, "red") ? redtext("RED") : redtext("BLUE"));
			}
		}
		head = trap_findradius( head, attacker->s.v.origin, 400 );
	}
}
Example #15
0
void FlagStatus()
{
	gedict_t *flag1, *flag2;

	if ( !isCTF() )
		return;

	flag1 = find( world, FOFCLSN, "item_flag_team1" );
	flag2 = find( world, FOFCLSN, "item_flag_team2" );

	if (!flag1 || !flag2)
		return;

	if ( self->ct == ctSpec )
	{
		switch ( (int) flag1->cnt )
		{
			case FLAG_AT_BASE:
				G_sprint( self, 2, "The %s flag is in base.\n", redtext("RED") );
				break;
 			case FLAG_CARRIED:
				G_sprint( self, 2, "%s has the %s flag.\n", PROG_TO_EDICT( flag1->s.v.owner )->s.v.netname, redtext("RED") );
				break;
			case FLAG_DROPPED:
				G_sprint( self, 2, "The %s flag is lying about.\n", redtext("RED") );
				break;
		}

		switch ( (int) flag2->cnt )
		{
			case FLAG_AT_BASE:
				G_sprint( self, 2, "The %s flag is in base. ", redtext("BLUE") );
				break;
			case FLAG_CARRIED:
				G_sprint( self, 2, "%s has the %s flag. ", PROG_TO_EDICT( flag1->s.v.owner )->s.v.netname, redtext("BLUE") );
				break;
			case FLAG_DROPPED:
				G_sprint( self, 2, "The %s flag is lying about. ", redtext("BLUE") );
				break;
		}
		return;
	}

	// Swap flags so that flag1 is "your" flag
	if ( streq(getteam(self), "blue") )
	{
		gedict_t *swap = flag1;
		flag1 = flag2;
		flag2 = swap;
	}

	switch ( (int) flag1->cnt )
	{
		case FLAG_AT_BASE:
			G_sprint( self, 2, "Your flag is in base. " );
			break;
		case FLAG_CARRIED:
			G_sprint( self, 2, "%s has your flag. ", PROG_TO_EDICT( flag1->s.v.owner )->s.v.netname );
			break;
		case FLAG_DROPPED:
			G_sprint( self, 2, "Your flag is lying about. " );
			break;
	}

	switch ( (int) flag2->cnt )
	{
		case FLAG_AT_BASE:
			G_sprint ( self, 2, "The enemy flag is in their base.\n" );
			break;
		case FLAG_CARRIED:
			if ( self == PROG_TO_EDICT( flag2->s.v.owner ))
				G_sprint ( self, 2, "You have the enemy flag.\n" );
			else
				G_sprint ( self, 2, "%s has the enemy flag.\n", PROG_TO_EDICT( flag2->s.v.owner)->s.v.netname );
			break;
		case FLAG_DROPPED:
			G_sprint ( self, 2, "The enemy flag is lying about.\n" );
			break;
		default:
			G_sprint ( self, 2, "\n" );
	}
}