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/*
===========================================================================
Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).
RTCW MP 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 3 of the License, or
(at your option) any later version.
RTCW MP 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 RTCW MP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
// JPW NERVE -- more #defs for GT_WOLF gametype
#define WOLF_CAPTURE_BONUS 15 // capturing major game objective
#define WOLF_STEAL_OBJ_BONUS 10 // stealing objective (first part of capture)
#define WOLF_SECURE_OBJ_BONUS 10 // securing objective from slain enemy
#define WOLF_MEDIC_BONUS 2 // medic resurrect teammate
#define WOLF_REPAIR_BONUS 2 // engineer repair (mg42 etc) bonus
#define WOLF_DYNAMITE_BONUS 5 // engineer dynamite barriacade (dynamite only flag)
#define WOLF_FRAG_CARRIER_BONUS 10 // bonus for fragging enemy carrier
#define WOLF_FLAG_DEFENSE_BONUS 5 // bonus for frag when shooter or target near flag position
#define WOLF_CP_CAPTURE 3 // uncapped checkpoint bonus
#define WOLF_CP_RECOVER 5 // capping an enemy-held checkpoint bonus
#define WOLF_SP_CAPTURE 1 // uncapped spawnpoint bonus
#define WOLF_SP_RECOVER 2 // recovering enemy-held spawnpoint
#define WOLF_CP_PROTECT_BONUS 3 // protect a capture point by shooting target near it
#define WOLF_SP_PROTECT_BONUS 1 // protect a spawnpoint
#define WOLF_FRIENDLY_PENALTY -3 // penalty for fragging teammate
#define WOLF_FRAG_BONUS 1 // score for fragging enemy soldier
#define WOLF_DYNAMITE_PLANT 5 // planted dynamite at objective
#define WOLF_DYNAMITE_DIFFUSE 5 // diffused dynamite at objective
#define WOLF_CP_PROTECT_RADIUS 600 // wolf capture protect radius
#define WOLF_AMMO_UP 1 // pt for giving ammo not to self
#define WOLF_HEALTH_UP 1 // pt for giving health not to self
#define AXIS_OBJECTIVE 1
#define ALLIED_OBJECTIVE 2
#define OBJECTIVE_DESTROYED 4
// jpw
#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
#define CTF_TARGET_PROTECT_RADIUS 400 // the radius around an object being defended where a target will be worth extra frags
#define CTF_ATTACKER_PROTECT_RADIUS 400 // the radius around an object being defended where an attacker will get extra frags when making kills
#define CTF_CARRIER_DANGER_PROTECT_TIMEOUT 8
#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
// Prototypes
int OtherTeam( int team );
const char *TeamName( int team );
const char *TeamColorString( int team );
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, int spawnObjective );
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 );
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