Example #1
0
	public static void blinkDeathmatchScoreboard( Player client )
	{
		// if during intermission, we must blink our header if we're the winning team (or tie)
		//if ( inIntermission && ((int)Game.getGameTime()%2 == 0 ) )	// blink every second
		if ( (int)Game.getGameTime()%2 == 0 )	// blink every second
		{
			if ( TEAM1.getCaptures() > TEAM2.getCaptures() )
				client.fEntity.setPlayerStat( STAT_CTF_TEAM1_HEADER, (short)0 );
			else if ( TEAM2.getCaptures() > TEAM1.getCaptures() )
				client.fEntity.setPlayerStat( STAT_CTF_TEAM2_HEADER, (short)0 );
			// Capture tie, check total frags
			else if ( TEAM1.getScore() > TEAM2.getScore() )
				client.fEntity.setPlayerStat( STAT_CTF_TEAM1_HEADER, (short)0 );
			else if ( TEAM2.getScore() > TEAM1.getScore() )
				client.fEntity.setPlayerStat( STAT_CTF_TEAM2_HEADER, (short)0 );
			else
			{	// tie game
				client.fEntity.setPlayerStat( STAT_CTF_TEAM1_HEADER, (short)0 );
				client.fEntity.setPlayerStat( STAT_CTF_TEAM2_HEADER, (short)0 );
			}
		}
		else
		{
			// show both if not blinked
			client.fEntity.setPlayerStat( STAT_CTF_TEAM1_HEADER, (short)Engine.getImageIndex("ctfsb1") );
			client.fEntity.setPlayerStat( STAT_CTF_TEAM2_HEADER, (short)Engine.getImageIndex("ctfsb2") );
		}
	}
Example #2
0
	public void addPlayer( Player p )
	{
		if (fPlayers.contains(p))
			return; // already joined this team
			
		fPlayers.addElement( p );

		// make sure we find out if the team member disconnects
		p.addPlayerStateListener(this);

		// act as a damage filter for this member
		p.addDamageListener(this);

		// assign new skin
		assignSkinTo( p );
		Object[] args = {p.getName(), fTeamIndex};
		Game.localecast("q2java.ctf.CTFMessages", "join_team", args, Engine.PRINT_HIGH);	
		
		//update players stats that he joined this team (the yellow line around team-icon)
		int index1 = ( this == Team.TEAM1 ? STAT_CTF_JOINED_TEAM1_PIC : STAT_CTF_JOINED_TEAM2_PIC );
		int index2 = ( this == Team.TEAM1 ? STAT_CTF_JOINED_TEAM2_PIC : STAT_CTF_JOINED_TEAM1_PIC );
		int picnum = Engine.getImageIndex("i_ctfj");
		p.fEntity.setPlayerStat( index1, (short)picnum );
		p.fEntity.setPlayerStat( index2, (short)0      );
	}
Example #3
0
		{
		// look for an info_player_start object within the specified target group
		Vector list = Game.getLevelRegistryList("target-" + target);
		Enumeration enum = list.elements();
		while (enum.hasMoreElements())
			{
			Object obj = enum.nextElement();
			if (obj instanceof q2java.baseq2.spawn.info_player_start)
				return (GenericSpawnpoint) obj;
			}		
		}
Example #4
0
	/**
	 * Filter a team member's damage.
	 * @param DamageObject - damage to be filtered.
	 */
	public void damageOccured(DamageEvent damage)
	{
		// check for self-inflicted damage
		if (damage.getVictim() == damage.getAttacker())
			return; // they deserve what they get..no help from us
			
		// check if the attacker also belongs to this team
		if (isTeamMember(damage.getAttacker()))
		{
			damage.fAmount = 0;
			return;  // give the guy a break
		}
		
		if ((damage.getAttacker() instanceof Player) && ((Player)damage.getVictim()).isCarrying("flag"))
		{
			// A CTF Player other than ourselves attacked us and we have the flag			
			// mark the attacker that he was aggressive to the flag-carrier.
			CTFPlayer p = (CTFPlayer)(damage.getAttacker());
			p.fLastCarrierHurt = Game.getGameTime();
		}		
	}
Example #5
0
/**
 * Find a single-player spawnpoint. Kind of simplistic.
 * @return q2jgame.GameEntity, null if nothing available.
 */
public static GenericSpawnpoint getSpawnpointSingle() 
	{
	String target = BaseQ2.getSpawnpoint();

	if (target == null)
		{
		// look for an info_player_start spawnpoint that's not a target
		Vector list = Game.getLevelRegistryList(q2java.baseq2.spawn.info_player_start.REGISTRY_KEY);
		Enumeration enum = list.elements();
		while (enum.hasMoreElements())
			{
			GenericSpawnpoint sp = (GenericSpawnpoint) enum.nextElement();		
			if (sp.getTargetGroup() == null)
				return sp;
			}
			
		// all info_player_starts are targets, so settle for the first one (if available)
		if (list.size() > 0)
			return (GenericSpawnpoint) list.elementAt(0);					
		}
	else
Example #6
0
/**
 * Select the spawnpoint farthest from other players.
 * @return q2jgame.GameEntity
 */
public static GenericSpawnpoint getSpawnpointFarthest() 
	{
	GenericSpawnpoint result = null;
	float bestDistance = 0;
	
	Vector list = Game.getLevelRegistryList(q2java.baseq2.spawn.info_player_deathmatch.REGISTRY_KEY);
	Enumeration enum = list.elements();
	while (enum.hasMoreElements())
		{
		GenericSpawnpoint spawnPoint = (GenericSpawnpoint) enum.nextElement();
		float range = MiscUtil.nearestPlayerDistance(spawnPoint);

		if (range > bestDistance)
			{
			bestDistance = range;
			result = spawnPoint;
			}
		}

	return result;
	}
Example #7
0
	//===================================================
	// Constructor (private, so cannot be instanciated)
	//===================================================
	private Team( int teamIndex )
	{
		fTeamIndex      = new Integer(teamIndex);
		fPlayers        = new Vector();
		Game.addGameStatusListener( this );
	}
Example #8
0
	/**
	* This method finds a ctf spawnpoint for the TEAM,
	* but NOT the two points closest to other players.
	**/
	public GenericSpawnpoint getSpawnpoint()
	{
		GenericSpawnpoint spawnPoint = null;
		GenericSpawnpoint spot1 = null;
		GenericSpawnpoint spot2 = null;
		float range1 = Float.MAX_VALUE;
		float range2 = Float.MAX_VALUE;
		int count = 0;
		String regKey;

		regKey = ( this == TEAM1 ? info_player_team1.REGISTRY_KEY : info_player_team2.REGISTRY_KEY );

		// find the two ctf-team spawnpoints that are closest to any players
		Vector list = Game.getLevelRegistryList( regKey );
		Enumeration enum = list.elements();
		while (enum.hasMoreElements())
		{
			count++;
			spawnPoint = (GenericSpawnpoint) enum.nextElement();
			float range = q2java.baseq2.MiscUtil.nearestPlayerDistance(spawnPoint);

			if (range < range1)
			{
				range1 = range;
				spot1 = spawnPoint;
			}		
			else
			{
				if (range < range2)
				{
					range2 = range;
					spot2 = spawnPoint;
				}
			}			
		}

		if (count == 0)
			return null;
			
		if (count <= 2)
			spot1 = spot2 = null;
		else
			count -= 2;			

		int selection = (GameUtil.randomInt() & 0x0fff) % count;
		spawnPoint = null;

		enum = list.elements();
		while (enum.hasMoreElements())
		{
			spawnPoint = (GenericSpawnpoint) enum.nextElement();
			
			// skip the undesirable spots
			if ((spawnPoint == spot1) || (spawnPoint == spot2))
				continue;
				
			if ((selection--) == 0)					
				break;
		}
		return spawnPoint;
	}
Example #9
0
/**
 * Select a random spawnpoint, but exclude the two points closest
 * to other players.
 * @return q2jgame.GameEntity
 */
public static GenericSpawnpoint getSpawnpointRandom() 
	{
	GenericSpawnpoint spawnPoint = null;
	GenericSpawnpoint spot1 = null;
	GenericSpawnpoint spot2 = null;
	float range1 = Float.MAX_VALUE;
	float range2 = Float.MAX_VALUE;
	int count = 0;
	
	// find the two deathmatch spawnpoints that are closest to any players
	Vector list = Game.getLevelRegistryList(q2java.baseq2.spawn.info_player_deathmatch.REGISTRY_KEY);

	// if no deathmatch spawnpoint, try single-player ones
	if (list.size() < 1)
		list = Game.getLevelRegistryList(q2java.baseq2.spawn.info_player_start.REGISTRY_KEY);
		
	Enumeration enum = list.elements();
	while (enum.hasMoreElements())
		{
		count++;
		spawnPoint = (GenericSpawnpoint) enum.nextElement();
		float range = MiscUtil.nearestPlayerDistance(spawnPoint);

		if (range < range1)
			{
			range1 = range;
			spot1 = spawnPoint;
			}		
		else
			{
			if (range < range2)
				{
				range2 = range;
				spot2 = spawnPoint;
				}
			}			
			
		}

	if (count == 0)
		return null;
		
	if (count <= 2)
		spot1 = spot2 = null;
	else
		count -= 2;			

	int selection = (GameUtil.randomInt() & 0x0fff) % count;
	spawnPoint = null;

	enum = list.elements();
	while (enum.hasMoreElements())
		{
		spawnPoint = (GenericSpawnpoint) enum.nextElement();
		
		// skip the undesirable spots
		if ((spawnPoint == spot1) || (spawnPoint == spot2))
			continue;
			
		if ((selection--) == 0)					
			break;
		}

	return spawnPoint;
	}