.entity sprite;
.float captime;
+// pps: points per second
+.float dom_total_pps;
+.float dom_pps_red;
+.float dom_pps_blue;
+.float dom_pps_yellow;
+.float dom_pps_pink;
+float total_pps;
+float pps_red;
+float pps_blue;
+float pps_yellow;
+float pps_pink;
+void set_dom_state(entity e)
+{
+ e.dom_total_pps = total_pps;
+ e.dom_pps_red = pps_red;
+ e.dom_pps_blue = pps_blue;
+ if(c3 >= 0)
+ e.dom_pps_yellow = pps_yellow;
+ if(c4 >= 0)
+ e.dom_pps_pink = pps_pink;
+}
+
void() dom_controlpoint_setup;
void LogDom(string mode, float team_before, entity actor)
void dompoint_captured ()
{
- local entity head;
- local float old_delay, old_team, real_team;
+ entity head;
+ float old_delay, old_team, real_team;
// now that the delay has expired, switch to the latest team to lay claim to this point
head = self.owner;
if (head.noise != "")
if(self.enemy)
- sound(self.enemy, CHAN_AUTO, head.noise, VOL_BASE, ATTN_NORM);
+ sound(self.enemy, CH_TRIGGER, head.noise, VOL_BASE, ATTN_NORM);
else
- sound(self, CHAN_TRIGGER, head.noise, VOL_BASE, ATTN_NORM);
+ sound(self, CH_TRIGGER, head.noise, VOL_BASE, ATTN_NORM);
if (head.noise1 != "")
play2all(head.noise1);
break;
case COLOR_TEAM4:
WaypointSprite_UpdateSprites(self.sprite, "dom-pink", "", "");
- break;
}
+
+ total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
+ for(head = world; (head = find(head, classname, "dom_controlpoint")) != world; )
+ {
+ if (autocvar_g_domination_point_amt)
+ points = autocvar_g_domination_point_amt;
+ else
+ points = head.frags;
+ if (autocvar_g_domination_point_rate)
+ wait_time = autocvar_g_domination_point_rate;
+ else
+ wait_time = head.wait;
+ switch(head.goalentity.team)
+ {
+ case COLOR_TEAM1:
+ pps_red += points/wait_time;
+ break;
+ case COLOR_TEAM2:
+ pps_blue += points/wait_time;
+ break;
+ case COLOR_TEAM3:
+ pps_yellow += points/wait_time;
+ break;
+ case COLOR_TEAM4:
+ pps_pink += points/wait_time;
+ }
+ total_pps += points/wait_time;
+ }
+
WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_DOMPOINT, colormapPaletteColor(self.goalentity.team - 1, 0));
WaypointSprite_Ping(self.sprite);
self.captime = time;
-};
+
+ FOR_EACH_REALCLIENT(head)
+ set_dom_state(head);
+}
void AnimateDomPoint()
{
void dompointthink()
{
- local float fragamt;
+ float fragamt;
self.nextthink = time + 0.1;
void dompointtouch()
{
- local entity head;
+ entity head;
if (other.classname != "player")
return;
if (other.health < 1)
self.enemy = other; // individual player scoring
self.enemy_playerid = other.playerid;
dompoint_captured();
-};
+}
/*QUAKED spawnfunc_dom_team (0 .5 .8) (-32 -32 -24) (32 32 32)
Team declaration for Domination gameplay, this allows you to decide what team
// this would have to be changed if used in quakeworld
if(self.cnt)
self.team = self.cnt + 1; // WHY are these different anyway?
-};
+}
void dom_controlpoint_setup()
{
- local entity head;
+ entity head;
// find the spawnfunc_dom_team representing unclaimed points
head = find(world, classname, "dom_team");
while(head && head.netname != "")
if(!self.message)
self.message = " has captured a control point";
- if(!self.DOMPOINTFRAGS)
+ if(self.DOMPOINTFRAGS <= 0)
self.DOMPOINTFRAGS = 1;
- if(!self.wait)
+ if(self.wait <= 0)
self.wait = 5;
+ float points, waittime;
+ if (autocvar_g_domination_point_amt)
+ points = autocvar_g_domination_point_amt;
+ else
+ points = self.frags;
+ if (autocvar_g_domination_point_rate)
+ waittime = autocvar_g_domination_point_rate;
+ else
+ waittime = self.wait;
+
+ total_pps += points/waittime;
+
if(!self.t_width)
self.t_width = 0.02; // frame animation rate
if(!self.t_length)
droptofloor();
waypoint_spawnforitem(self);
- WaypointSprite_SpawnFixed("dom-neut", self.origin + '0 0 32', self, sprite);
- WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_DOMPOINT, '0 1 1');
-};
+ WaypointSprite_SpawnFixed("dom-neut", self.origin + '0 0 32', self, sprite, RADARICON_DOMPOINT, '0 1 1');
+}
self.effects = self.effects | EF_LOWPRECISION;
if (autocvar_g_domination_point_fullbright)
self.effects |= EF_FULLBRIGHT;
-};
+}
// code from here on is just to support maps that don't have control point and team entities
void dom_spawnteam (string teamname, float teamcolor, string pointmodel, float pointskin, string capsound, string capnarration, string capmessage)
{
- local entity oldself;
+ entity oldself;
oldself = self;
self = spawn();
self.classname = "dom_team";
//eprint(self);
self = oldself;
-};
+}
void dom_spawnpoint(vector org)
{
- local entity oldself;
+ entity oldself;
oldself = self;
self = spawn();
self.classname = "dom_controlpoint";
setorigin(self, org);
spawnfunc_dom_controlpoint();
self = oldself;
-};
+}
// spawn some default teams if the map is not set up for domination
void dom_spawnteams()
if(numteams > 3)
dom_spawnteam("Pink", COLOR_TEAM4-1, "models/domination/dom_pink.md3", 0, "domination/claim.wav", "", "Pink team has captured a control point");
dom_spawnteam("", 0, "models/domination/dom_unclaimed.md3", 0, "", "", "");
-};
+}
void dom_delayedinit()
{
- local entity head;
+ entity head;
// if no teams are found, spawn defaults, if custom teams are set, use them
if (find(world, classname, "dom_team") == world || autocvar_g_domination_teams_override >= 2)
// if no control points are found, spawn defaults
if (find(world, classname, "dom_controlpoint") == world)
{
- // here follow default domination points for each map
- /*
- if (world.model == "maps/e1m1.bsp")
+ // TODO in a few months (maybe 2011/08): change this into error() and remove this very poor dom point selection
+ backtrace("This map contains no dom_controlpoint entities. A very poor dom point placement will be chosen. Please fix the map.");
+
+ // if no supported map was found, make every deathmatch spawn a point
+ head = find(world, classname, "info_player_deathmatch");
+ while (head)
{
- dom_spawnpoint('0 0 0');
- }
- else
- */
- {
- // if no supported map was found, make every deathmatch spawn a point
- head = find(world, classname, "info_player_deathmatch");
- while (head)
- {
- dom_spawnpoint(head.origin);
- head = find(head, classname, "info_player_deathmatch");
- }
+ dom_spawnpoint(head.origin);
+ head = find(head, classname, "info_player_deathmatch");
}
}
ScoreRules_dom();
-};
+}
void dom_init()
{
precache_model("models/domination/dom_unclaimed.md3");
precache_sound("domination/claim.wav");
InitializeEntity(world, dom_delayedinit, INITPRIO_GAMETYPE);
-};
+
+ addstat(STAT_DOM_TOTAL_PPS, AS_FLOAT, dom_total_pps);
+ addstat(STAT_DOM_PPS_RED, AS_FLOAT, dom_pps_red);
+ addstat(STAT_DOM_PPS_BLUE, AS_FLOAT, dom_pps_blue);
+ if(c3 >= 0) addstat(STAT_DOM_PPS_YELLOW, AS_FLOAT, dom_pps_yellow);
+ if(c4 >= 0) addstat(STAT_DOM_PPS_PINK, AS_FLOAT, dom_pps_pink);
+}