1 /**
2 * @file
3 * @brief Mission related code - king of the hill and so on.
4 */
5
6 /*
7 All original material Copyright (C) 2002-2013 UFO: Alien Invasion.
8
9 Original file from Quake 2 v3.21: quake2-2.31/game/g_spawn.c
10 Copyright (C) 1997-2001 Id Software, Inc.
11
12 This program is free software; you can redistribute it and/or
13 modify it under the terms of the GNU General Public License
14 as published by the Free Software Foundation; either version 2
15 of the License, or (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
20
21 See the GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
26
27 */
28
29 #include "g_mission.h"
30 #include "g_actor.h"
31 #include "g_client.h"
32 #include "g_edicts.h"
33 #include "g_inventory.h"
34 #include "g_match.h"
35 #include "g_spawn.h"
36 #include "g_utils.h"
37
G_MissionAddVictoryMessage(const char * message)38 void G_MissionAddVictoryMessage (const char* message)
39 {
40 gi.ConfigString(CS_VICTORY_CONDITIONS, "%s", message);
41 }
42
43 /**
44 * @brief Mission trigger
45 * @todo use level.nextmap to spawn another map when every living actor has touched the mission trigger
46 * @todo use level.actualRound to determine the 'King of the Hill' time
47 * @note Don't set a client action here - otherwise the movement event might
48 * be corrupted
49 */
G_MissionTouch(Edict * self,Edict * activator)50 bool G_MissionTouch (Edict* self, Edict* activator)
51 {
52 if (!self->owner)
53 return false;
54
55 switch (self->owner->team) {
56 case TEAM_ALIEN:
57 if (G_IsAlien(activator)) {
58 if (!self->count) {
59 self->count = level.actualRound;
60 gi.BroadcastPrintf(PRINT_HUD, _("Aliens entered target zone!"));
61 }
62 return true;
63 } else {
64 /* reset king of the hill counter */
65 self->count = 0;
66 }
67 /* general case that also works for multiplayer teams */
68 default:
69 if (activator->team != self->owner->team) {
70 /* reset king of the hill counter */
71 self->count = 0;
72 return false;
73 }
74 if (self->owner->count)
75 return false;
76
77 self->owner->count = level.actualRound;
78 if (!self->owner->item) {
79 gi.BroadcastPrintf(PRINT_HUD, _("Target zone is occupied!"));
80 return true;
81 }
82
83 /* search the item in the activator's inventory */
84 /* ignore items linked from any temp container the actor must have this in his hands */
85 const Container* cont = nullptr;
86 while ((cont = activator->chr.inv.getNextCont(cont))) {
87 Item* item = nullptr;
88 while ((item = cont->getNextItem(item))) {
89 const objDef_t* od = item->def();
90 /* check whether we found the searched item in the actor's inventory */
91 if (!Q_streq(od->id, self->owner->item))
92 continue;
93
94 /* drop the weapon - even if out of TUs */
95 G_ActorInvMove(activator, cont->def(), item, INVDEF(CID_FLOOR), NONE, NONE, false);
96 gi.BroadcastPrintf(PRINT_HUD, _("Item was placed."));
97 self->owner->count = level.actualRound;
98 return true;
99 }
100 }
101 break;
102 }
103 return true;
104 }
105
106 /**
107 * @brief Mission trigger destroy function
108 */
G_MissionDestroy(Edict * self)109 bool G_MissionDestroy (Edict* self)
110 {
111 return true;
112 }
113
114 /**
115 * @brief Mission trigger use function
116 */
G_MissionUse(Edict * self,Edict * activator)117 bool G_MissionUse (Edict* self, Edict* activator)
118 {
119 Edict* target = G_EdictsFindTargetEntity(self->target);
120 if (!target) {
121 gi.DPrintf("Target '%s' wasn't found for misc_mission\n", self->target);
122 G_FreeEdict(self);
123 return false;
124 }
125
126 if (target->destroy) {
127 /* set this to zero to determine that this is a triggered destroy call */
128 target->HP = 0;
129 target->destroy(target);
130 /* freed when the level changes */
131 self->target = nullptr;
132 self->use = nullptr;
133 } else if (target->use)
134 target->use(target, activator);
135
136 return true;
137 }
138
139 /**
140 * @note Think functions are only executed when the match is running
141 * or in other word, the game has started
142 */
G_MissionThink(Edict * self)143 void G_MissionThink (Edict* self)
144 {
145 Edict* chain = self->groupMaster;
146 Edict* ent;
147 int team;
148
149 if (!G_MatchIsRunning())
150 return;
151
152 /* when every player has joined the match - spawn the mission target
153 * particle (if given) to mark the trigger */
154 if (self->particle) {
155 self->link = G_SpawnParticle(self->origin, self->spawnflags, self->particle);
156
157 /* This is automatically freed on map shutdown */
158 self->particle = nullptr;
159 }
160
161 if (!chain)
162 chain = self;
163 while (chain) {
164 if (chain->type == ET_MISSION) {
165 if (chain->item) {
166 const Item* ic;
167 G_GetFloorItems(chain);
168 ic = chain->getFloor();
169 if (!ic) {
170 /* reset the counter if there is no item */
171 chain->count = 0;
172 return;
173 }
174 for (; ic; ic = ic->getNext()) {
175 const objDef_t* od = ic->def();
176 assert(od);
177 /* not the item we are looking for */
178 if (Q_streq(od->id, chain->item))
179 break;
180 }
181 if (!ic) {
182 /* reset the counter if it's not the searched item */
183 chain->count = 0;
184 return;
185 }
186 }
187 if (chain->time) {
188 const int endTime = level.actualRound - chain->count;
189 const int spawnIndex = (self->team + level.teamOfs) % MAX_TEAMS;
190 const int currentIndex = (level.activeTeam + level.teamOfs) % MAX_TEAMS;
191 /* not every edict in the group chain has
192 * been occupied long enough */
193 if (!chain->count || endTime < chain->time ||
194 (endTime == level.actualRound && spawnIndex <= currentIndex))
195 return;
196 }
197 /* not destroyed yet */
198 if ((chain->flags & FL_DESTROYABLE) && chain->HP)
199 return;
200 }
201 chain = chain->groupChain;
202 }
203
204 if (self->use)
205 self->use(self, nullptr);
206
207 /* store team before the edict is released */
208 team = self->team;
209
210 chain = self->groupMaster;
211 if (!chain)
212 chain = self;
213 while (chain) {
214 if (chain->item != nullptr) {
215 Edict* item = G_GetEdictFromPos(chain->pos, ET_ITEM);
216 if (item != nullptr) {
217 if (!G_InventoryRemoveItemByID(chain->item, item, CID_FLOOR)) {
218 Com_Printf("Could not remove item '%s' from floor edict %i\n",
219 chain->item, item->number);
220 } else {
221 G_AppearPerishEvent(G_VisToPM(item->visflags), false, *item, nullptr);
222 }
223 }
224 }
225 if (chain->link != nullptr) {
226 Edict* particle = G_GetEdictFromPos(chain->pos, ET_PARTICLE);
227 if (particle != nullptr) {
228 G_AppearPerishEvent(PM_ALL, false, *particle, nullptr);
229 G_FreeEdict(particle);
230 }
231 chain->link = nullptr;
232 }
233
234 ent = chain->groupChain;
235 /* free the trigger */
236 if (chain->child)
237 G_FreeEdict(chain->child);
238 /* free the group chain */
239 G_FreeEdict(chain);
240 chain = ent;
241 }
242 self = nullptr;
243
244 /* still active mission edicts left */
245 ent = nullptr;
246 while ((ent = G_EdictsGetNextInUse(ent)))
247 if (ent->type == ET_MISSION && ent->team == team)
248 return;
249
250 G_MatchEndTrigger(team, 10);
251 }
252