/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena 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 2 of the License,
or (at your option) any later version.

Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
//

#ifdef TURTLEARENA // SCORING

#define CTF_CAPTURE_BONUS		250		// what you get for capture
#define CTF_TEAM_BONUS			50		// what your team gets for capture
#define CTF_RECOVERY_BONUS		0		// what you get for recovery
#define CTF_FLAG_BONUS			0		// what you get for picking up enemy flag
#define CTF_FRAG_CARRIER_BONUS	0		// what you get for fragging enemy flag carrier
#define CTF_FLAG_RETURN_TIME	40000	// seconds until auto return

#define CTF_CARRIER_DANGER_PROTECT_BONUS	0	// bonus for fraggin someone who has recently hurt your flag carrier
#define CTF_CARRIER_PROTECT_BONUS			0	// bonus for fraggin someone while either you or your target are near your flag carrier
#define CTF_FLAG_DEFENSE_BONUS				0	// bonus for fraggin someone while either you or your target are near your flag
#define CTF_RETURN_FLAG_ASSIST_BONUS		25	// awarded for returning a flag that causes a capture to happen almost immediately
#define CTF_FRAG_CARRIER_ASSIST_BONUS		25	// award for fragging a flag carrier if a capture happens almost immediately

#elif defined MISSIONPACK

#define CTF_CAPTURE_BONUS		100		// what you get for capture
#define CTF_TEAM_BONUS			25		// what your team gets for capture
#define CTF_RECOVERY_BONUS		10		// what you get for recovery
#define CTF_FLAG_BONUS			10		// what you get for picking up enemy flag
#define CTF_FRAG_CARRIER_BONUS	20		// what you get for fragging enemy flag carrier
#define CTF_FLAG_RETURN_TIME	40000	// seconds until auto return

#define CTF_CARRIER_DANGER_PROTECT_BONUS	5	// bonus for fraggin someone who has recently hurt your flag carrier
#define CTF_CARRIER_PROTECT_BONUS			2	// bonus for fraggin someone while either you or your target are near your flag carrier
#define CTF_FLAG_DEFENSE_BONUS				10	// bonus for fraggin someone while either you or your target are near your flag
#define CTF_RETURN_FLAG_ASSIST_BONUS		10	// awarded for returning a flag that causes a capture to happen almost immediately
#define CTF_FRAG_CARRIER_ASSIST_BONUS		10	// award for fragging a flag carrier if a capture happens almost immediately

#else

#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

#endif

#define CTF_TARGET_PROTECT_RADIUS			1000	// the radius around an object being defended where a target will be worth extra frags
#define CTF_ATTACKER_PROTECT_RADIUS			1000	// the radius around an object being defended where an attacker will get extra frags when making kills

#define CTF_CARRIER_DANGER_PROTECT_TIMEOUT	8000
#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

#define OVERLOAD_ATTACK_BASE_SOUND_TIME		20000

// Prototypes

#ifdef TURTLEARENA
void QDECL PrintMsg( gentity_t *ent, const char *fmt, ... ) __attribute__ ((format (printf, 2, 3)));
#endif

int OtherTeam(int team);
const char *TeamName(int team);
#ifdef IOQ3ZTM
const char *TeamNameInColor(int team);
#endif
const char *TeamColorString(int team);
void AddTeamScore(vec3_t origin, int team, int score);

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);
#ifdef TA_PLAYERSYS
gentity_t *SelectCTFSpawnPoint ( gentity_t *ent, team_t team, int teamstate, vec3_t origin, vec3_t angles, qboolean isbot );
#else
gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles, qboolean isbot );
#endif
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 );
