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Add an intrusive list for entities that are damaged by contents (liquids etc)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator / gamemode_ctf.qc
1 #include "gamemode_ctf.qh"
2
3 #ifndef CSQC
4 void ctf_Initialize();
5
6 REGISTER_MUTATOR(ctf, false)
7 {
8         MUTATOR_ONADD
9         {
10                 if (time > 1) // game loads at time 1
11                         error("This is a game type and it cannot be added at runtime.");
12                 ctf_Initialize();
13
14                 ActivateTeamplay();
15                 SetLimits(autocvar_capturelimit_override, autocvar_captureleadlimit_override, autocvar_timelimit_override, -1);
16                 have_team_spawns = -1; // request team spawns
17         }
18
19         MUTATOR_ONROLLBACK_OR_REMOVE
20         {
21                 // we actually cannot roll back ctf_Initialize here
22                 // BUT: we don't need to! If this gets called, adding always
23                 // succeeds.
24         }
25
26         MUTATOR_ONREMOVE
27         {
28                 LOG_INFO("This is a game type and it cannot be removed at runtime.");
29                 return -1;
30         }
31
32         return 0;
33 }
34 #endif
35
36 #ifdef SVQC
37 #include <common/vehicles/all.qh>
38 #include <server/teamplay.qh>
39 #endif
40
41 #include <lib/warpzone/common.qh>
42
43 bool autocvar_g_ctf_allow_vehicle_carry;
44 bool autocvar_g_ctf_allow_vehicle_touch;
45 bool autocvar_g_ctf_allow_monster_touch;
46 bool autocvar_g_ctf_throw;
47 float autocvar_g_ctf_throw_angle_max;
48 float autocvar_g_ctf_throw_angle_min;
49 int autocvar_g_ctf_throw_punish_count;
50 float autocvar_g_ctf_throw_punish_delay;
51 float autocvar_g_ctf_throw_punish_time;
52 float autocvar_g_ctf_throw_strengthmultiplier;
53 float autocvar_g_ctf_throw_velocity_forward;
54 float autocvar_g_ctf_throw_velocity_up;
55 float autocvar_g_ctf_drop_velocity_up;
56 float autocvar_g_ctf_drop_velocity_side;
57 bool autocvar_g_ctf_oneflag_reverse;
58 bool autocvar_g_ctf_portalteleport;
59 bool autocvar_g_ctf_pass;
60 float autocvar_g_ctf_pass_arc;
61 float autocvar_g_ctf_pass_arc_max;
62 float autocvar_g_ctf_pass_directional_max;
63 float autocvar_g_ctf_pass_directional_min;
64 float autocvar_g_ctf_pass_radius;
65 float autocvar_g_ctf_pass_wait;
66 bool autocvar_g_ctf_pass_request;
67 float autocvar_g_ctf_pass_turnrate;
68 float autocvar_g_ctf_pass_timelimit;
69 float autocvar_g_ctf_pass_velocity;
70 bool autocvar_g_ctf_dynamiclights;
71 float autocvar_g_ctf_flag_collect_delay;
72 float autocvar_g_ctf_flag_damageforcescale;
73 bool autocvar_g_ctf_flag_dropped_waypoint;
74 bool autocvar_g_ctf_flag_dropped_floatinwater;
75 bool autocvar_g_ctf_flag_glowtrails;
76 int autocvar_g_ctf_flag_health;
77 bool autocvar_g_ctf_flag_return;
78 bool autocvar_g_ctf_flag_return_carrying;
79 float autocvar_g_ctf_flag_return_carried_radius;
80 float autocvar_g_ctf_flag_return_time;
81 bool autocvar_g_ctf_flag_return_when_unreachable;
82 float autocvar_g_ctf_flag_return_damage;
83 float autocvar_g_ctf_flag_return_damage_delay;
84 float autocvar_g_ctf_flag_return_dropped;
85 float autocvar_g_ctf_flagcarrier_auto_helpme_damage;
86 float autocvar_g_ctf_flagcarrier_auto_helpme_time;
87 float autocvar_g_ctf_flagcarrier_selfdamagefactor;
88 float autocvar_g_ctf_flagcarrier_selfforcefactor;
89 float autocvar_g_ctf_flagcarrier_damagefactor;
90 float autocvar_g_ctf_flagcarrier_forcefactor;
91 //float autocvar_g_ctf_flagcarrier_waypointforenemy_spotting;
92 bool autocvar_g_ctf_fullbrightflags;
93 bool autocvar_g_ctf_ignore_frags;
94 int autocvar_g_ctf_score_capture;
95 int autocvar_g_ctf_score_capture_assist;
96 int autocvar_g_ctf_score_kill;
97 int autocvar_g_ctf_score_penalty_drop;
98 int autocvar_g_ctf_score_penalty_returned;
99 int autocvar_g_ctf_score_pickup_base;
100 int autocvar_g_ctf_score_pickup_dropped_early;
101 int autocvar_g_ctf_score_pickup_dropped_late;
102 int autocvar_g_ctf_score_return;
103 float autocvar_g_ctf_shield_force;
104 float autocvar_g_ctf_shield_max_ratio;
105 int autocvar_g_ctf_shield_min_negscore;
106 bool autocvar_g_ctf_stalemate;
107 int autocvar_g_ctf_stalemate_endcondition;
108 float autocvar_g_ctf_stalemate_time;
109 bool autocvar_g_ctf_reverse;
110 float autocvar_g_ctf_dropped_capture_delay;
111 float autocvar_g_ctf_dropped_capture_radius;
112
113 void ctf_FakeTimeLimit(entity e, float t)
114 {
115         msg_entity = e;
116         WriteByte(MSG_ONE, 3); // svc_updatestat
117         WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
118         if(t < 0)
119                 WriteCoord(MSG_ONE, autocvar_timelimit);
120         else
121                 WriteCoord(MSG_ONE, (t + 1) / 60);
122 }
123
124 void ctf_EventLog(string mode, int flagteam, entity actor) // use an alias for easy changing and quick editing later
125 {
126         if(autocvar_sv_eventlog)
127                 GameLogEcho(sprintf(":ctf:%s:%d:%d:%s", mode, flagteam, actor.team, ((actor != NULL) ? ftos(actor.playerid) : "")));
128                 //GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
129 }
130
131 void ctf_CaptureRecord(entity flag, entity player)
132 {
133         float cap_record = ctf_captimerecord;
134         float cap_time = (time - flag.ctf_pickuptime);
135         string refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
136
137         // notify about shit
138         if(ctf_oneflag) { Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_CTF_CAPTURE_NEUTRAL, player.netname); }
139         else if(!ctf_captimerecord) { Send_Notification(NOTIF_ALL, NULL, MSG_CHOICE, APP_TEAM_ENT(flag, CHOICE_CTF_CAPTURE_TIME), player.netname, (cap_time * 100)); }
140         else if(cap_time < cap_record) { Send_Notification(NOTIF_ALL, NULL, MSG_CHOICE, APP_TEAM_ENT(flag, CHOICE_CTF_CAPTURE_BROKEN), player.netname, refername, (cap_time * 100), (cap_record * 100)); }
141         else { Send_Notification(NOTIF_ALL, NULL, MSG_CHOICE, APP_TEAM_ENT(flag, CHOICE_CTF_CAPTURE_UNBROKEN), player.netname, refername, (cap_time * 100), (cap_record * 100)); }
142
143         // write that shit in the database
144         if(!ctf_oneflag) // but not in 1-flag mode
145         if((!ctf_captimerecord) || (cap_time < cap_record))
146         {
147                 ctf_captimerecord = cap_time;
148                 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time));
149                 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname);
150                 write_recordmarker(player, (time - cap_time), cap_time);
151         }
152 }
153
154 bool ctf_Return_Customize(entity this, entity client)
155 {
156         // only to the carrier
157         return boolean(client == this.owner);
158 }
159
160 void ctf_FlagcarrierWaypoints(entity player)
161 {
162         WaypointSprite_Spawn(WP_FlagCarrier, 0, 0, player, FLAG_WAYPOINT_OFFSET, NULL, player.team, player, wps_flagcarrier, true, RADARICON_FLAG);
163         WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id) * 2);
164         WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
165         WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, WPCOLOR_FLAGCARRIER(player.team));
166
167         if(player.flagcarried && CTF_SAMETEAM(player, player.flagcarried))
168         {
169                 if(!player.wps_enemyflagcarrier)
170                 {
171                         entity wp = WaypointSprite_Spawn(((ctf_oneflag) ? WP_FlagCarrier : WP_FlagCarrierEnemy), 0, 0, player, FLAG_WAYPOINT_OFFSET, NULL, 0, player, wps_enemyflagcarrier, true, RADARICON_FLAG);
172                         wp.colormod = WPCOLOR_ENEMYFC(player.team);
173                         setcefc(wp, ctf_Stalemate_Customize);
174
175                         if(IS_REAL_CLIENT(player) && !ctf_stalemate)
176                                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PICKUP_VISIBLE);
177                 }
178
179                 if(!player.wps_flagreturn)
180                 {
181                         entity owp = WaypointSprite_SpawnFixed(WP_FlagReturn, player.flagcarried.ctf_spawnorigin + FLAG_WAYPOINT_OFFSET, player, wps_flagreturn, RADARICON_FLAG);
182                         owp.colormod = '0 0.8 0.8';
183                         //WaypointSprite_UpdateTeamRadar(player.wps_flagreturn, RADARICON_FLAG, ((player.team) ? colormapPaletteColor(player.team - 1, false) : '1 1 1'));
184                         setcefc(owp, ctf_Return_Customize);
185                 }
186         }
187 }
188
189 void ctf_CalculatePassVelocity(entity flag, vector to, vector from, float turnrate)
190 {
191         float current_distance = vlen((('1 0 0' * to.x) + ('0 1 0' * to.y)) - (('1 0 0' * from.x) + ('0 1 0' * from.y))); // for the sake of this check, exclude Z axis
192         float initial_height = min(autocvar_g_ctf_pass_arc_max, (flag.pass_distance * tanh(autocvar_g_ctf_pass_arc)));
193         float current_height = (initial_height * min(1, (current_distance / flag.pass_distance)));
194         //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
195
196         vector targpos;
197         if(current_height) // make sure we can actually do this arcing path
198         {
199                 targpos = (to + ('0 0 1' * current_height));
200                 WarpZone_TraceLine(flag.origin, targpos, MOVE_NOMONSTERS, flag);
201                 if(trace_fraction < 1)
202                 {
203                         //print("normal arc line failed, trying to find new pos...");
204                         WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, flag);
205                         targpos = (trace_endpos + FLAG_PASS_ARC_OFFSET);
206                         WarpZone_TraceLine(flag.origin, targpos, MOVE_NOMONSTERS, flag);
207                         if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
208                         /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
209                 }
210         }
211         else { targpos = to; }
212
213         //flag.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
214
215         vector desired_direction = normalize(targpos - from);
216         if(turnrate) { flag.velocity = (normalize(normalize(flag.velocity) + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_pass_velocity); }
217         else { flag.velocity = (desired_direction * autocvar_g_ctf_pass_velocity); }
218 }
219
220 bool ctf_CheckPassDirection(vector head_center, vector passer_center, vector passer_angle, vector nearest_to_passer)
221 {
222         if(autocvar_g_ctf_pass_directional_max || autocvar_g_ctf_pass_directional_min)
223         {
224                 // directional tracing only
225                 float spreadlimit;
226                 makevectors(passer_angle);
227
228                 // find the closest point on the enemy to the center of the attack
229                 float h; // hypotenuse, which is the distance between attacker to head
230                 float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
231
232                 h = vlen(head_center - passer_center);
233                 a = h * (normalize(head_center - passer_center) * v_forward);
234
235                 vector nearest_on_line = (passer_center + a * v_forward);
236                 float distance_from_line = vlen(nearest_to_passer - nearest_on_line);
237
238                 spreadlimit = (autocvar_g_ctf_pass_radius ? min(1, (vlen(passer_center - nearest_on_line) / autocvar_g_ctf_pass_radius)) : 1);
239                 spreadlimit = (autocvar_g_ctf_pass_directional_min * (1 - spreadlimit) + autocvar_g_ctf_pass_directional_max * spreadlimit);
240
241                 if(spreadlimit && (distance_from_line <= spreadlimit) && ((vlen(normalize(head_center - passer_center) - v_forward) * RAD2DEG) <= 90))
242                         { return true; }
243                 else
244                         { return false; }
245         }
246         else { return true; }
247 }
248
249
250 // =======================
251 // CaptureShield Functions
252 // =======================
253
254 bool ctf_CaptureShield_CheckStatus(entity p)
255 {
256         int s, s2, s3, s4, se, se2, se3, se4, sr, ser;
257         int players_worseeq, players_total;
258
259         if(ctf_captureshield_max_ratio <= 0)
260                 return false;
261
262         s  = PlayerScore_Add(p, SP_CTF_CAPS,    0);
263         s2 = PlayerScore_Add(p, SP_CTF_PICKUPS, 0);
264         s3 = PlayerScore_Add(p, SP_CTF_RETURNS, 0);
265         s4 = PlayerScore_Add(p, SP_CTF_FCKILLS, 0);
266
267         sr = ((s - s2) + (s3 + s4));
268
269         if(sr >= -ctf_captureshield_min_negscore)
270                 return false;
271
272         players_total = players_worseeq = 0;
273         FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
274                 if(DIFF_TEAM(it, p))
275                         continue;
276                 se  = PlayerScore_Add(it, SP_CTF_CAPS,    0);
277                 se2 = PlayerScore_Add(it, SP_CTF_PICKUPS, 0);
278                 se3 = PlayerScore_Add(it, SP_CTF_RETURNS, 0);
279                 se4 = PlayerScore_Add(it, SP_CTF_FCKILLS, 0);
280
281                 ser = ((se - se2) + (se3 + se4));
282
283                 if(ser <= sr)
284                         ++players_worseeq;
285                 ++players_total;
286         ));
287
288         // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
289         // use this rule here
290
291         if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
292                 return false;
293
294         return true;
295 }
296
297 void ctf_CaptureShield_Update(entity player, bool wanted_status)
298 {
299         bool updated_status = ctf_CaptureShield_CheckStatus(player);
300         if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
301         {
302                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, ((updated_status) ? CENTER_CTF_CAPTURESHIELD_SHIELDED : CENTER_CTF_CAPTURESHIELD_FREE));
303                 player.ctf_captureshielded = updated_status;
304         }
305 }
306
307 bool ctf_CaptureShield_Customize(entity this, entity client)
308 {
309         if(!client.ctf_captureshielded) { return false; }
310         if(CTF_SAMETEAM(this, client)) { return false; }
311
312         return true;
313 }
314
315 void ctf_CaptureShield_Touch(entity this, entity toucher)
316 {
317         if(!toucher.ctf_captureshielded) { return; }
318         if(CTF_SAMETEAM(this, toucher)) { return; }
319
320         vector mymid = (this.absmin + this.absmax) * 0.5;
321         vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
322
323         Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, mymid, normalize(theirmid - mymid) * ctf_captureshield_force);
324         if(IS_REAL_CLIENT(toucher)) { Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_CTF_CAPTURESHIELD_SHIELDED); }
325 }
326
327 void ctf_CaptureShield_Spawn(entity flag)
328 {
329         entity shield = new(ctf_captureshield);
330
331         shield.enemy = flag;
332         shield.team = flag.team;
333         settouch(shield, ctf_CaptureShield_Touch);
334         setcefc(shield, ctf_CaptureShield_Customize);
335         shield.effects = EF_ADDITIVE;
336         set_movetype(shield, MOVETYPE_NOCLIP);
337         shield.solid = SOLID_TRIGGER;
338         shield.avelocity = '7 0 11';
339         shield.scale = 0.5;
340
341         setorigin(shield, flag.origin);
342         setmodel(shield, MDL_CTF_SHIELD);
343         setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
344 }
345
346
347 // ====================
348 // Drop/Pass/Throw Code
349 // ====================
350
351 void ctf_Handle_Drop(entity flag, entity player, int droptype)
352 {
353         // declarations
354         player = (player ? player : flag.pass_sender);
355
356         // main
357         set_movetype(flag, MOVETYPE_TOSS);
358         flag.takedamage = DAMAGE_YES;
359         flag.angles = '0 0 0';
360         flag.health = flag.max_flag_health;
361         flag.ctf_droptime = time;
362         flag.ctf_dropper = player;
363         flag.ctf_status = FLAG_DROPPED;
364
365         // messages and sounds
366         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((flag.team) ? APP_TEAM_ENT(flag, INFO_CTF_LOST) : INFO_CTF_LOST_NEUTRAL), player.netname);
367         _sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTEN_NONE);
368         ctf_EventLog("dropped", player.team, player);
369
370         // scoring
371         PlayerTeamScore_AddScore(player, -autocvar_g_ctf_score_penalty_drop);
372         PlayerScore_Add(player, SP_CTF_DROPS, 1);
373
374         // waypoints
375         if(autocvar_g_ctf_flag_dropped_waypoint) {
376                 entity wp = WaypointSprite_Spawn(WP_FlagDropped, 0, 0, flag, FLAG_WAYPOINT_OFFSET, NULL, ((autocvar_g_ctf_flag_dropped_waypoint == 2) ? 0 : player.team), flag, wps_flagdropped, true, RADARICON_FLAG);
377                 wp.colormod = WPCOLOR_DROPPEDFLAG(flag.team);
378         }
379
380         if(autocvar_g_ctf_flag_return_time || (autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health))
381         {
382                 WaypointSprite_UpdateMaxHealth(flag.wps_flagdropped, flag.max_flag_health);
383                 WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health);
384         }
385
386         player.throw_antispam = time + autocvar_g_ctf_pass_wait;
387
388         if(droptype == DROP_PASS)
389         {
390                 flag.pass_distance = 0;
391                 flag.pass_sender = NULL;
392                 flag.pass_target = NULL;
393         }
394 }
395
396 void ctf_Handle_Retrieve(entity flag, entity player)
397 {
398         entity sender = flag.pass_sender;
399
400         // transfer flag to player
401         flag.owner = player;
402         flag.owner.flagcarried = flag;
403
404         // reset flag
405         if(player.vehicle)
406         {
407                 setattachment(flag, player.vehicle, "");
408                 setorigin(flag, VEHICLE_FLAG_OFFSET);
409                 flag.scale = VEHICLE_FLAG_SCALE;
410         }
411         else
412         {
413                 setattachment(flag, player, "");
414                 setorigin(flag, FLAG_CARRY_OFFSET);
415         }
416         set_movetype(flag, MOVETYPE_NONE);
417         flag.takedamage = DAMAGE_NO;
418         flag.solid = SOLID_NOT;
419         flag.angles = '0 0 0';
420         flag.ctf_status = FLAG_CARRY;
421
422         // messages and sounds
423         _sound(player, CH_TRIGGER, flag.snd_flag_pass, VOL_BASE, ATTEN_NORM);
424         ctf_EventLog("receive", flag.team, player);
425
426         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(
427                 if(it == sender)
428                         Send_Notification(NOTIF_ONE, it, MSG_CENTER, ((flag.team) ? APP_TEAM_ENT(flag, CENTER_CTF_PASS_SENT) : CENTER_CTF_PASS_SENT_NEUTRAL), player.netname);
429                 else if(it == player)
430                         Send_Notification(NOTIF_ONE, it, MSG_CENTER, ((flag.team) ? APP_TEAM_ENT(flag, CENTER_CTF_PASS_RECEIVED) : CENTER_CTF_PASS_RECEIVED_NEUTRAL), sender.netname);
431                 else if(SAME_TEAM(it, sender))
432                         Send_Notification(NOTIF_ONE, it, MSG_CENTER, ((flag.team) ? APP_TEAM_ENT(flag, CENTER_CTF_PASS_OTHER) : CENTER_CTF_PASS_OTHER_NEUTRAL), sender.netname, player.netname);
433         ));
434
435         // create new waypoint
436         ctf_FlagcarrierWaypoints(player);
437
438         sender.throw_antispam = time + autocvar_g_ctf_pass_wait;
439         player.throw_antispam = sender.throw_antispam;
440
441         flag.pass_distance = 0;
442         flag.pass_sender = NULL;
443         flag.pass_target = NULL;
444 }
445
446 void ctf_Handle_Throw(entity player, entity receiver, int droptype)
447 {
448         entity flag = player.flagcarried;
449         vector targ_origin, flag_velocity;
450
451         if(!flag) { return; }
452         if((droptype == DROP_PASS) && !receiver) { return; }
453
454         if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
455
456         // reset the flag
457         setattachment(flag, NULL, "");
458         setorigin(flag, player.origin + FLAG_DROP_OFFSET);
459         flag.owner.flagcarried = NULL;
460         flag.owner = NULL;
461         flag.solid = SOLID_TRIGGER;
462         flag.ctf_dropper = player;
463         flag.ctf_droptime = time;
464
465         flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS
466
467         switch(droptype)
468         {
469                 case DROP_PASS:
470                 {
471                         // warpzone support:
472                         // for the examples, we assume player -> wz1 -> ... -> wzn -> receiver
473                         // findradius has already put wzn ... wz1 into receiver's warpzone parameters!
474                         WarpZone_RefSys_Copy(flag, receiver);
475                         WarpZone_RefSys_AddInverse(flag, receiver); // wz1^-1 ... wzn^-1 receiver
476                         targ_origin = WarpZone_RefSys_TransformOrigin(receiver, flag, (0.5 * (receiver.absmin + receiver.absmax))); // this is target origin as seen by the flag
477
478                         flag.pass_distance = vlen((('1 0 0' * targ_origin.x) + ('0 1 0' * targ_origin.y)) - (('1 0 0' *  player.origin.x) + ('0 1 0' *  player.origin.y))); // for the sake of this check, exclude Z axis
479                         ctf_CalculatePassVelocity(flag, targ_origin, player.origin, false);
480
481                         // main
482                         set_movetype(flag, MOVETYPE_FLY);
483                         flag.takedamage = DAMAGE_NO;
484                         flag.pass_sender = player;
485                         flag.pass_target = receiver;
486                         flag.ctf_status = FLAG_PASSING;
487
488                         // other
489                         _sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTEN_NORM);
490                         WarpZone_TrailParticles(NULL, _particleeffectnum(flag.passeffect), player.origin, targ_origin);
491                         ctf_EventLog("pass", flag.team, player);
492                         break;
493                 }
494
495                 case DROP_THROW:
496                 {
497                         makevectors((player.v_angle.y * '0 1 0') + (bound(autocvar_g_ctf_throw_angle_min, player.v_angle.x, autocvar_g_ctf_throw_angle_max) * '1 0 0'));
498
499                         flag_velocity = (('0 0 1' * autocvar_g_ctf_throw_velocity_up) + ((v_forward * autocvar_g_ctf_throw_velocity_forward) * ((player.items & ITEM_Strength.m_itemid) ? autocvar_g_ctf_throw_strengthmultiplier : 1)));
500                         flag.velocity = W_CalculateProjectileVelocity(player, player.velocity, flag_velocity, false);
501                         ctf_Handle_Drop(flag, player, droptype);
502                         break;
503                 }
504
505                 case DROP_RESET:
506                 {
507                         flag.velocity = '0 0 0'; // do nothing
508                         break;
509                 }
510
511                 default:
512                 case DROP_NORMAL:
513                 {
514                         flag.velocity = W_CalculateProjectileVelocity(player, player.velocity, (('0 0 1' * autocvar_g_ctf_drop_velocity_up) + ((('0 1 0' * crandom()) + ('1 0 0' * crandom())) * autocvar_g_ctf_drop_velocity_side)), false);
515                         ctf_Handle_Drop(flag, player, droptype);
516                         break;
517                 }
518         }
519
520         // kill old waypointsprite
521         WaypointSprite_Ping(player.wps_flagcarrier);
522         WaypointSprite_Kill(player.wps_flagcarrier);
523
524         if(player.wps_enemyflagcarrier)
525                 WaypointSprite_Kill(player.wps_enemyflagcarrier);
526
527         if(player.wps_flagreturn)
528                 WaypointSprite_Kill(player.wps_flagreturn);
529
530         // captureshield
531         ctf_CaptureShield_Update(player, 0); // shield player from picking up flag
532 }
533
534 void shockwave_spawn(string m, vector org, float sz, float t1, float t2)
535 {
536         return modeleffect_spawn(m, 0, 0, org, '0 0 0', '0 0 0', '0 0 0', 0, sz, 1, t1, t2);
537 }
538
539 // ==============
540 // Event Handlers
541 // ==============
542
543 void nades_GiveBonus(entity player, float score);
544
545 void ctf_Handle_Capture(entity flag, entity toucher, int capturetype)
546 {
547         entity enemy_flag = ((capturetype == CAPTURE_NORMAL) ? toucher.flagcarried : toucher);
548         entity player = ((capturetype == CAPTURE_NORMAL) ? toucher : enemy_flag.ctf_dropper);
549         entity player_team_flag = NULL, tmp_entity;
550         float old_time, new_time;
551
552         if(!player) { return; } // without someone to give the reward to, we can't possibly cap
553         if(CTF_DIFFTEAM(player, flag)) { return; }
554
555         if(ctf_oneflag)
556         for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
557         if(SAME_TEAM(tmp_entity, player))
558         {
559                 player_team_flag = tmp_entity;
560                 break;
561         }
562
563         nades_GiveBonus(player, autocvar_g_nades_bonus_score_high );
564
565         player.throw_prevtime = time;
566         player.throw_count = 0;
567
568         // messages and sounds
569         Send_Notification(NOTIF_ONE, player, MSG_CENTER, ((enemy_flag.team) ? APP_TEAM_ENT(enemy_flag, CENTER_CTF_CAPTURE) : CENTER_CTF_CAPTURE_NEUTRAL));
570         ctf_CaptureRecord(enemy_flag, player);
571         _sound(player, CH_TRIGGER, ((ctf_oneflag) ? player_team_flag.snd_flag_capture : ((DIFF_TEAM(player, flag)) ? enemy_flag.snd_flag_capture : flag.snd_flag_capture)), VOL_BASE, ATTEN_NONE);
572
573         switch(capturetype)
574         {
575                 case CAPTURE_NORMAL: ctf_EventLog("capture", enemy_flag.team, player); break;
576                 case CAPTURE_DROPPED: ctf_EventLog("droppedcapture", enemy_flag.team, player); break;
577                 default: break;
578         }
579
580         // scoring
581         PlayerTeamScore_AddScore(player, autocvar_g_ctf_score_capture);
582         PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
583
584         old_time = PlayerScore_Add(player, SP_CTF_CAPTIME, 0);
585         new_time = TIME_ENCODE(time - enemy_flag.ctf_pickuptime);
586         if(!old_time || new_time < old_time)
587                 PlayerScore_Add(player, SP_CTF_CAPTIME, new_time - old_time);
588
589         // effects
590         Send_Effect_(flag.capeffect, flag.origin, '0 0 0', 1);
591         //shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
592
593         // other
594         if(capturetype == CAPTURE_NORMAL)
595         {
596                 WaypointSprite_Kill(player.wps_flagcarrier);
597                 if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
598
599                 if((enemy_flag.ctf_dropper) && (player != enemy_flag.ctf_dropper))
600                         { PlayerTeamScore_AddScore(enemy_flag.ctf_dropper, autocvar_g_ctf_score_capture_assist); }
601         }
602
603         // reset the flag
604         player.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
605         ctf_RespawnFlag(enemy_flag);
606 }
607
608 void ctf_Handle_Return(entity flag, entity player)
609 {
610         // messages and sounds
611         if(IS_MONSTER(player))
612         {
613                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_ENT(flag, INFO_CTF_RETURN_MONSTER), player.monster_name);
614         }
615         else if(flag.team)
616         {
617                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_ENT(flag, CENTER_CTF_RETURN));
618                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_ENT(flag, INFO_CTF_RETURN), player.netname);
619         }
620         _sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTEN_NONE);
621         ctf_EventLog("return", flag.team, player);
622
623         // scoring
624         if(IS_PLAYER(player))
625         {
626                 PlayerTeamScore_AddScore(player, autocvar_g_ctf_score_return); // reward for return
627                 PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
628
629                 nades_GiveBonus(player,autocvar_g_nades_bonus_score_medium);
630         }
631
632         TeamScore_AddToTeam(flag.team, ST_SCORE, -autocvar_g_ctf_score_penalty_returned); // punish the team who was last carrying it
633
634         if(flag.ctf_dropper)
635         {
636                 PlayerScore_Add(flag.ctf_dropper, SP_SCORE, -autocvar_g_ctf_score_penalty_returned); // punish the player who dropped the flag
637                 ctf_CaptureShield_Update(flag.ctf_dropper, 0); // shield player from picking up flag
638                 flag.ctf_dropper.next_take_time = time + autocvar_g_ctf_flag_collect_delay; // set next take time
639         }
640
641         // other
642         if(player.flagcarried == flag)
643                 WaypointSprite_Kill(player.wps_flagcarrier);
644
645         // reset the flag
646         ctf_RespawnFlag(flag);
647 }
648
649 void ctf_Handle_Pickup(entity flag, entity player, int pickuptype)
650 {
651         // declarations
652         float pickup_dropped_score; // used to calculate dropped pickup score
653
654         // attach the flag to the player
655         flag.owner = player;
656         player.flagcarried = flag;
657         if(player.vehicle)
658         {
659                 setattachment(flag, player.vehicle, "");
660                 setorigin(flag, VEHICLE_FLAG_OFFSET);
661                 flag.scale = VEHICLE_FLAG_SCALE;
662         }
663         else
664         {
665                 setattachment(flag, player, "");
666                 setorigin(flag, FLAG_CARRY_OFFSET);
667         }
668
669         // flag setup
670         set_movetype(flag, MOVETYPE_NONE);
671         flag.takedamage = DAMAGE_NO;
672         flag.solid = SOLID_NOT;
673         flag.angles = '0 0 0';
674         flag.ctf_status = FLAG_CARRY;
675
676         switch(pickuptype)
677         {
678                 case PICKUP_BASE: flag.ctf_pickuptime = time; break; // used for timing runs
679                 case PICKUP_DROPPED: flag.health = flag.max_flag_health; break; // reset health/return timelimit
680                 default: break;
681         }
682
683         // messages and sounds
684         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((flag.team) ? APP_TEAM_ENT(flag, INFO_CTF_PICKUP) : INFO_CTF_PICKUP_NEUTRAL), player.netname);
685         if(ctf_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_STALEMATE_CARRIER); }
686         if(!flag.team) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PICKUP_NEUTRAL); }
687         else if(CTF_DIFFTEAM(player, flag)) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_ENT(flag, CENTER_CTF_PICKUP)); }
688         else { Send_Notification(NOTIF_ONE, player, MSG_CENTER, ((SAME_TEAM(player, flag)) ? CENTER_CTF_PICKUP_TEAM : CENTER_CTF_PICKUP_TEAM_ENEMY), Team_ColorCode(flag.team)); }
689
690         Send_Notification(NOTIF_TEAM_EXCEPT, player, MSG_CHOICE, ((flag.team) ? APP_TEAM_ENT(flag, CHOICE_CTF_PICKUP_TEAM) : CHOICE_CTF_PICKUP_TEAM_NEUTRAL), Team_ColorCode(player.team), player.netname);
691
692         if(!flag.team)
693                 FOREACH_CLIENT(IS_PLAYER(it) && it != player && DIFF_TEAM(it, player), LAMBDA(Send_Notification(NOTIF_ONE, it, MSG_CHOICE, CHOICE_CTF_PICKUP_ENEMY_NEUTRAL, Team_ColorCode(player.team), player.netname)));
694
695         if(flag.team)
696                 FOREACH_CLIENT(IS_PLAYER(it) && it != player, LAMBDA(
697                         if(CTF_SAMETEAM(flag, it))
698                         if(SAME_TEAM(player, it))
699                                 Send_Notification(NOTIF_ONE, it, MSG_CHOICE, APP_TEAM_ENT(flag, CHOICE_CTF_PICKUP_TEAM), Team_ColorCode(player.team), player.netname);
700                         else
701                                 Send_Notification(NOTIF_ONE, it, MSG_CHOICE, ((SAME_TEAM(flag, player)) ? CHOICE_CTF_PICKUP_ENEMY_TEAM : CHOICE_CTF_PICKUP_ENEMY), Team_ColorCode(player.team), player.netname);
702                 ));
703
704         _sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTEN_NONE);
705
706         // scoring
707         PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
708         nades_GiveBonus(player, autocvar_g_nades_bonus_score_minor);
709         switch(pickuptype)
710         {
711                 case PICKUP_BASE:
712                 {
713                         PlayerTeamScore_AddScore(player, autocvar_g_ctf_score_pickup_base);
714                         ctf_EventLog("steal", flag.team, player);
715                         break;
716                 }
717
718                 case PICKUP_DROPPED:
719                 {
720                         pickup_dropped_score = (autocvar_g_ctf_flag_return_time ? bound(0, ((flag.ctf_droptime + autocvar_g_ctf_flag_return_time) - time) / autocvar_g_ctf_flag_return_time, 1) : 1);
721                         pickup_dropped_score = floor((autocvar_g_ctf_score_pickup_dropped_late * (1 - pickup_dropped_score) + autocvar_g_ctf_score_pickup_dropped_early * pickup_dropped_score) + 0.5);
722                         LOG_TRACE("pickup_dropped_score is ", ftos(pickup_dropped_score));
723                         PlayerTeamScore_AddScore(player, pickup_dropped_score);
724                         ctf_EventLog("pickup", flag.team, player);
725                         break;
726                 }
727
728                 default: break;
729         }
730
731         // speedrunning
732         if(pickuptype == PICKUP_BASE)
733         {
734                 flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
735                 if((player.speedrunning) && (ctf_captimerecord))
736                         ctf_FakeTimeLimit(player, time + ctf_captimerecord);
737         }
738
739         // effects
740         Send_Effect_(flag.toucheffect, player.origin, '0 0 0', 1);
741
742         // waypoints
743         if(pickuptype == PICKUP_DROPPED) { WaypointSprite_Kill(flag.wps_flagdropped); }
744         ctf_FlagcarrierWaypoints(player);
745         WaypointSprite_Ping(player.wps_flagcarrier);
746 }
747
748
749 // ===================
750 // Main Flag Functions
751 // ===================
752
753 void ctf_CheckFlagReturn(entity flag, int returntype)
754 {
755         if((flag.ctf_status == FLAG_DROPPED) || (flag.ctf_status == FLAG_PASSING))
756         {
757                 if(flag.wps_flagdropped) { WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health); }
758
759                 if((flag.health <= 0) || (time >= flag.ctf_droptime + autocvar_g_ctf_flag_return_time))
760                 {
761                         switch(returntype)
762                         {
763                                 case RETURN_DROPPED: Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((flag.team) ? APP_TEAM_ENT(flag, INFO_CTF_FLAGRETURN_DROPPED) : INFO_CTF_FLAGRETURN_DROPPED_NEUTRAL)); break;
764                                 case RETURN_DAMAGE: Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((flag.team) ? APP_TEAM_ENT(flag, INFO_CTF_FLAGRETURN_DAMAGED) : INFO_CTF_FLAGRETURN_DAMAGED_NEUTRAL)); break;
765                                 case RETURN_SPEEDRUN: Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((flag.team) ? APP_TEAM_ENT(flag, INFO_CTF_FLAGRETURN_SPEEDRUN) : INFO_CTF_FLAGRETURN_SPEEDRUN_NEUTRAL), ctf_captimerecord); break;
766                                 case RETURN_NEEDKILL: Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((flag.team) ? APP_TEAM_ENT(flag, INFO_CTF_FLAGRETURN_NEEDKILL) : INFO_CTF_FLAGRETURN_NEEDKILL_NEUTRAL)); break;
767
768                                 default:
769                                 case RETURN_TIMEOUT:
770                                         { Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((flag.team) ? APP_TEAM_ENT(flag, INFO_CTF_FLAGRETURN_TIMEOUT) : INFO_CTF_FLAGRETURN_TIMEOUT_NEUTRAL)); break; }
771                         }
772                         _sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTEN_NONE);
773                         ctf_EventLog("returned", flag.team, NULL);
774                         ctf_RespawnFlag(flag);
775                 }
776         }
777 }
778
779 bool ctf_Stalemate_Customize(entity this, entity client)
780 {
781         // make spectators see what the player would see
782         entity e = WaypointSprite_getviewentity(client);
783         entity wp_owner = this.owner;
784
785         // team waypoints
786         //if(CTF_SAMETEAM(wp_owner.flagcarried, wp_owner)) { return false; }
787         if(SAME_TEAM(wp_owner, e)) { return false; }
788         if(!IS_PLAYER(e)) { return false; }
789
790         return true;
791 }
792
793 void ctf_CheckStalemate()
794 {
795         // declarations
796         int stale_flags = 0, stale_red_flags = 0, stale_blue_flags = 0, stale_yellow_flags = 0, stale_pink_flags = 0, stale_neutral_flags = 0;
797         entity tmp_entity;
798
799         entity ctf_staleflaglist = NULL; // reset the list, we need to build the list each time this function runs
800
801         // build list of stale flags
802         for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
803         {
804                 if(autocvar_g_ctf_stalemate)
805                 if(tmp_entity.ctf_status != FLAG_BASE)
806                 if(time >= tmp_entity.ctf_pickuptime + autocvar_g_ctf_stalemate_time || !tmp_entity.team) // instant stalemate in oneflag
807                 {
808                         tmp_entity.ctf_staleflagnext = ctf_staleflaglist; // link flag into staleflaglist
809                         ctf_staleflaglist = tmp_entity;
810
811                         switch(tmp_entity.team)
812                         {
813                                 case NUM_TEAM_1: ++stale_red_flags; break;
814                                 case NUM_TEAM_2: ++stale_blue_flags; break;
815                                 case NUM_TEAM_3: ++stale_yellow_flags; break;
816                                 case NUM_TEAM_4: ++stale_pink_flags; break;
817                                 default: ++stale_neutral_flags; break;
818                         }
819                 }
820         }
821
822         if(ctf_oneflag)
823                 stale_flags = (stale_neutral_flags >= 1);
824         else
825                 stale_flags = (stale_red_flags >= 1) + (stale_blue_flags >= 1) + (stale_yellow_flags >= 1) + (stale_pink_flags >= 1);
826
827         if(ctf_oneflag && stale_flags == 1)
828                 ctf_stalemate = true;
829         else if(stale_flags >= 2)
830                 ctf_stalemate = true;
831         else if(stale_flags == 0 && autocvar_g_ctf_stalemate_endcondition == 2)
832                 { ctf_stalemate = false; wpforenemy_announced = false; }
833         else if(stale_flags < 2 && autocvar_g_ctf_stalemate_endcondition == 1)
834                 { ctf_stalemate = false; wpforenemy_announced = false; }
835
836         // if sufficient stalemate, then set up the waypointsprite and announce the stalemate if necessary
837         if(ctf_stalemate)
838         {
839                 for(tmp_entity = ctf_staleflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_staleflagnext)
840                 {
841                         if((tmp_entity.owner) && (!tmp_entity.owner.wps_enemyflagcarrier))
842                         {
843                                 entity wp = WaypointSprite_Spawn(((ctf_oneflag) ? WP_FlagCarrier : WP_FlagCarrierEnemy), 0, 0, tmp_entity.owner, FLAG_WAYPOINT_OFFSET, NULL, 0, tmp_entity.owner, wps_enemyflagcarrier, true, RADARICON_FLAG);
844                                 wp.colormod = WPCOLOR_ENEMYFC(tmp_entity.owner.team);
845                                 setcefc(tmp_entity.owner.wps_enemyflagcarrier, ctf_Stalemate_Customize);
846                         }
847                 }
848
849                 if (!wpforenemy_announced)
850                 {
851                         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(Send_Notification(NOTIF_ONE, it, MSG_CENTER, ((it.flagcarried) ? CENTER_CTF_STALEMATE_CARRIER : CENTER_CTF_STALEMATE_OTHER))));
852
853                         wpforenemy_announced = true;
854                 }
855         }
856 }
857
858 void ctf_FlagDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
859 {
860         if(ITEM_DAMAGE_NEEDKILL(deathtype))
861         {
862                 if(autocvar_g_ctf_flag_return_damage_delay)
863                 {
864                         this.ctf_flagdamaged = true;
865                 }
866                 else
867                 {
868                         this.health = 0;
869                         ctf_CheckFlagReturn(this, RETURN_NEEDKILL);
870                 }
871                 return;
872         }
873         if(autocvar_g_ctf_flag_return_damage)
874         {
875                 // reduce health and check if it should be returned
876                 this.health = this.health - damage;
877                 ctf_CheckFlagReturn(this, RETURN_DAMAGE);
878                 return;
879         }
880 }
881
882 void ctf_FlagThink(entity this)
883 {
884         // declarations
885         entity tmp_entity;
886
887         this.nextthink = time + FLAG_THINKRATE; // only 5 fps, more is unnecessary.
888
889         // captureshield
890         if(this == ctf_worldflaglist) // only for the first flag
891                 FOREACH_CLIENT(true, LAMBDA(ctf_CaptureShield_Update(it, 1))); // release shield only
892
893         // sanity checks
894         if(this.mins != CTF_FLAG.m_mins || this.maxs != CTF_FLAG.m_maxs) { // reset the flag boundaries in case it got squished
895                 LOG_TRACE("wtf the flag got squashed?");
896                 tracebox(this.origin, CTF_FLAG.m_mins, CTF_FLAG.m_maxs, this.origin, MOVE_NOMONSTERS, this);
897                 if(!trace_startsolid || this.noalign) // can we resize it without getting stuck?
898                         setsize(this, CTF_FLAG.m_mins, CTF_FLAG.m_maxs); }
899
900         switch(this.ctf_status) // reset flag angles in case warpzones adjust it
901         {
902                 case FLAG_DROPPED:
903                 {
904                         this.angles = '0 0 0';
905                         break;
906                 }
907
908                 default: break;
909         }
910
911         // main think method
912         switch(this.ctf_status)
913         {
914                 case FLAG_BASE:
915                 {
916                         if(autocvar_g_ctf_dropped_capture_radius)
917                         {
918                                 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
919                                         if(tmp_entity.ctf_status == FLAG_DROPPED)
920                                         if(vdist(this.origin - tmp_entity.origin, <, autocvar_g_ctf_dropped_capture_radius))
921                                         if(time > tmp_entity.ctf_droptime + autocvar_g_ctf_dropped_capture_delay)
922                                                 ctf_Handle_Capture(this, tmp_entity, CAPTURE_DROPPED);
923                         }
924                         return;
925                 }
926
927                 case FLAG_DROPPED:
928                 {
929                         if(autocvar_g_ctf_flag_dropped_floatinwater)
930                         {
931                                 vector midpoint = ((this.absmin + this.absmax) * 0.5);
932                                 if(pointcontents(midpoint) == CONTENT_WATER)
933                                 {
934                                         this.velocity = this.velocity * 0.5;
935
936                                         if(pointcontents(midpoint + FLAG_FLOAT_OFFSET) == CONTENT_WATER)
937                                                 { this.velocity_z = autocvar_g_ctf_flag_dropped_floatinwater; }
938                                         else
939                                                 { set_movetype(this, MOVETYPE_FLY); }
940                                 }
941                                 else if(this.move_movetype == MOVETYPE_FLY) { set_movetype(this, MOVETYPE_TOSS); }
942                         }
943                         if(autocvar_g_ctf_flag_return_dropped)
944                         {
945                                 if((vdist(this.origin - this.ctf_spawnorigin, <=, autocvar_g_ctf_flag_return_dropped)) || (autocvar_g_ctf_flag_return_dropped == -1))
946                                 {
947                                         this.health = 0;
948                                         ctf_CheckFlagReturn(this, RETURN_DROPPED);
949                                         return;
950                                 }
951                         }
952                         if(this.ctf_flagdamaged)
953                         {
954                                 this.health -= ((this.max_flag_health / autocvar_g_ctf_flag_return_damage_delay) * FLAG_THINKRATE);
955                                 ctf_CheckFlagReturn(this, RETURN_NEEDKILL);
956                                 return;
957                         }
958                         else if(autocvar_g_ctf_flag_return_time)
959                         {
960                                 this.health -= ((this.max_flag_health / autocvar_g_ctf_flag_return_time) * FLAG_THINKRATE);
961                                 ctf_CheckFlagReturn(this, RETURN_TIMEOUT);
962                                 return;
963                         }
964                         return;
965                 }
966
967                 case FLAG_CARRY:
968                 {
969                         if(this.speedrunning && ctf_captimerecord && (time >= this.ctf_pickuptime + ctf_captimerecord))
970                         {
971                                 this.health = 0;
972                                 ctf_CheckFlagReturn(this, RETURN_SPEEDRUN);
973
974                                 this.owner.impulse = CHIMPULSE_SPEEDRUN.impulse; // move the player back to the waypoint they set
975                                 ImpulseCommands(this.owner);
976                         }
977                         if(autocvar_g_ctf_stalemate)
978                         {
979                                 if(time >= wpforenemy_nextthink)
980                                 {
981                                         ctf_CheckStalemate();
982                                         wpforenemy_nextthink = time + WPFE_THINKRATE; // waypoint for enemy think rate (to reduce unnecessary spam of this check)
983                                 }
984                         }
985                         if(CTF_SAMETEAM(this, this.owner) && this.team)
986                         {
987                                 if(autocvar_g_ctf_flag_return) // drop the flag if reverse status has changed
988                                         ctf_Handle_Throw(this.owner, NULL, DROP_THROW);
989                                 else if(vdist(this.owner.origin - this.ctf_spawnorigin, <=, autocvar_g_ctf_flag_return_carried_radius))
990                                         ctf_Handle_Return(this, this.owner);
991                         }
992                         return;
993                 }
994
995                 case FLAG_PASSING:
996                 {
997                         vector targ_origin = ((this.pass_target.absmin + this.pass_target.absmax) * 0.5);
998                         targ_origin = WarpZone_RefSys_TransformOrigin(this.pass_target, this, targ_origin); // origin of target as seen by the flag (us)
999                         WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
1000
1001                         if((this.pass_target == NULL)
1002                                 || (IS_DEAD(this.pass_target))
1003                                 || (this.pass_target.flagcarried)
1004                                 || (vdist(this.origin - targ_origin, >, autocvar_g_ctf_pass_radius))
1005                                 || ((trace_fraction < 1) && (trace_ent != this.pass_target))
1006                                 || (time > this.ctf_droptime + autocvar_g_ctf_pass_timelimit))
1007                         {
1008                                 // give up, pass failed
1009                                 ctf_Handle_Drop(this, NULL, DROP_PASS);
1010                         }
1011                         else
1012                         {
1013                                 // still a viable target, go for it
1014                                 ctf_CalculatePassVelocity(this, targ_origin, this.origin, true);
1015                         }
1016                         return;
1017                 }
1018
1019                 default: // this should never happen
1020                 {
1021                         LOG_TRACE("ctf_FlagThink(): Flag exists with no status?");
1022                         return;
1023                 }
1024         }
1025 }
1026
1027 METHOD(Flag, giveTo, bool(Flag this, entity flag, entity toucher))
1028 {
1029         return = false;
1030         if(gameover) { return; }
1031         if(trace_dphitcontents & (DPCONTENTS_PLAYERCLIP | DPCONTENTS_MONSTERCLIP)) { return; }
1032
1033         bool is_not_monster = (!IS_MONSTER(toucher));
1034
1035         // automatically kill the flag and return it if it touched lava/slime/nodrop surfaces
1036         if(ITEM_TOUCH_NEEDKILL())
1037         {
1038                 if(!autocvar_g_ctf_flag_return_damage_delay)
1039                 {
1040                         flag.health = 0;
1041                         ctf_CheckFlagReturn(flag, RETURN_NEEDKILL);
1042                 }
1043                 if(!flag.ctf_flagdamaged) { return; }
1044         }
1045
1046         int num_perteam = 0;
1047         FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(toucher, it), LAMBDA(++num_perteam));
1048
1049         // special touch behaviors
1050         if(STAT(FROZEN, toucher)) { return; }
1051         else if(IS_VEHICLE(toucher))
1052         {
1053                 if(autocvar_g_ctf_allow_vehicle_touch && toucher.owner)
1054                         toucher = toucher.owner; // the player is actually the vehicle owner, not other
1055                 else
1056                         return; // do nothing
1057         }
1058         else if(IS_MONSTER(toucher))
1059         {
1060                 if(!autocvar_g_ctf_allow_monster_touch)
1061                         return; // do nothing
1062         }
1063         else if (!IS_PLAYER(toucher)) // The flag just touched an object, most likely the world
1064         {
1065                 if(time > flag.wait) // if we haven't in a while, play a sound/effect
1066                 {
1067                         Send_Effect_(flag.toucheffect, flag.origin, '0 0 0', 1);
1068                         _sound(flag, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTEN_NORM);
1069                         flag.wait = time + FLAG_TOUCHRATE;
1070                 }
1071                 return;
1072         }
1073         else if(IS_DEAD(toucher)) { return; }
1074
1075         switch(flag.ctf_status)
1076         {
1077                 case FLAG_BASE:
1078                 {
1079                         if(ctf_oneflag)
1080                         {
1081                                 if(CTF_SAMETEAM(toucher, flag) && (toucher.flagcarried) && !toucher.flagcarried.team && is_not_monster)
1082                                         ctf_Handle_Capture(flag, toucher, CAPTURE_NORMAL); // toucher just captured the neutral flag to enemy base
1083                                 else if(!flag.team && (!toucher.flagcarried) && (!toucher.ctf_captureshielded) && (time > toucher.next_take_time) && is_not_monster)
1084                                         ctf_Handle_Pickup(flag, toucher, PICKUP_BASE); // toucher just stole the neutral flag
1085                         }
1086                         else if(CTF_SAMETEAM(toucher, flag) && (toucher.flagcarried) && DIFF_TEAM(toucher.flagcarried, flag) && is_not_monster)
1087                                 ctf_Handle_Capture(flag, toucher, CAPTURE_NORMAL); // toucher just captured the enemies flag to his base
1088                         else if(CTF_DIFFTEAM(toucher, flag) && (toucher.flagcarried) && CTF_SAMETEAM(toucher.flagcarried, toucher) && (!toucher.ctf_captureshielded) && autocvar_g_ctf_flag_return_carrying && (time > toucher.next_take_time) && is_not_monster)
1089                         {
1090                                 ctf_Handle_Return(toucher.flagcarried, toucher); // return their current flag
1091                                 ctf_Handle_Pickup(flag, toucher, PICKUP_BASE); // now pickup the flag
1092                         }
1093                         else if(CTF_DIFFTEAM(toucher, flag) && (!toucher.flagcarried) && (!toucher.ctf_captureshielded) && (time > toucher.next_take_time) && is_not_monster)
1094                                 ctf_Handle_Pickup(flag, toucher, PICKUP_BASE); // toucher just stole the enemies flag
1095                         break;
1096                 }
1097
1098                 case FLAG_DROPPED:
1099                 {
1100                         if(CTF_SAMETEAM(toucher, flag) && (autocvar_g_ctf_flag_return || num_perteam <= 1 || (autocvar_g_ctf_flag_return_carrying && toucher.flagcarried)) && flag.team) // automatically return if there's only 1 player on the team
1101                                 ctf_Handle_Return(flag, toucher); // toucher just returned his own flag
1102                         else if(is_not_monster && (!toucher.flagcarried) && ((toucher != flag.ctf_dropper) || (time > flag.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
1103                                 ctf_Handle_Pickup(flag, toucher, PICKUP_DROPPED); // toucher just picked up a dropped enemy flag
1104                         break;
1105                 }
1106
1107                 case FLAG_CARRY:
1108                 {
1109                         LOG_TRACE("Someone touched a flag even though it was being carried?");
1110                         break;
1111                 }
1112
1113                 case FLAG_PASSING:
1114                 {
1115                         if((IS_PLAYER(toucher)) && !IS_DEAD(toucher) && (toucher != flag.pass_sender))
1116                         {
1117                                 if(DIFF_TEAM(toucher, flag.pass_sender))
1118                                         ctf_Handle_Return(flag, toucher);
1119                                 else
1120                                         ctf_Handle_Retrieve(flag, toucher);
1121                         }
1122                         break;
1123                 }
1124         }
1125 }
1126
1127 .float last_respawn;
1128 void ctf_RespawnFlag(entity flag)
1129 {
1130         // check for flag respawn being called twice in a row
1131         if(flag.last_respawn > time - 0.5)
1132                 { backtrace("flag respawn called twice quickly! please notify Samual about this..."); }
1133
1134         flag.last_respawn = time;
1135
1136         // reset the player (if there is one)
1137         if((flag.owner) && (flag.owner.flagcarried == flag))
1138         {
1139                 WaypointSprite_Kill(flag.owner.wps_enemyflagcarrier);
1140                 WaypointSprite_Kill(flag.owner.wps_flagreturn);
1141                 WaypointSprite_Kill(flag.wps_flagcarrier);
1142
1143                 flag.owner.flagcarried = NULL;
1144
1145                 if(flag.speedrunning)
1146                         ctf_FakeTimeLimit(flag.owner, -1);
1147         }
1148
1149         if((flag.owner) && (flag.owner.vehicle))
1150                 flag.scale = FLAG_SCALE;
1151
1152         if(flag.ctf_status == FLAG_DROPPED)
1153                 { WaypointSprite_Kill(flag.wps_flagdropped); }
1154
1155         // reset the flag
1156         setattachment(flag, NULL, "");
1157         setorigin(flag, flag.ctf_spawnorigin);
1158
1159         set_movetype(flag, ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS));
1160         flag.takedamage = DAMAGE_NO;
1161         flag.health = flag.max_flag_health;
1162         flag.solid = SOLID_TRIGGER;
1163         flag.velocity = '0 0 0';
1164         flag.angles = flag.mangle;
1165         flag.flags = FL_ITEM | FL_NOTARGET;
1166
1167         flag.ctf_status = FLAG_BASE;
1168         flag.owner = NULL;
1169         flag.pass_distance = 0;
1170         flag.pass_sender = NULL;
1171         flag.pass_target = NULL;
1172         flag.ctf_dropper = NULL;
1173         flag.ctf_pickuptime = 0;
1174         flag.ctf_droptime = 0;
1175         flag.ctf_flagdamaged = 0;
1176
1177         ctf_CheckStalemate();
1178 }
1179
1180 void ctf_Reset(entity this)
1181 {
1182         if(this.owner && IS_PLAYER(this.owner))
1183         ctf_Handle_Throw(this.owner, NULL, DROP_RESET);
1184
1185         ctf_RespawnFlag(this);
1186 }
1187
1188 bool ctf_FlagBase_Customize(entity this, entity client)
1189 {
1190         if(client.flagcarried && CTF_SAMETEAM(client, client.flagcarried))
1191                 return false;
1192         return true;
1193 }
1194
1195 void ctf_DelayedFlagSetup(entity this) // called after a flag is placed on a map by ctf_FlagSetup()
1196 {
1197         // bot waypoints
1198         waypoint_spawnforitem_force(this, this.origin);
1199         this.nearestwaypointtimeout = 0; // activate waypointing again
1200         this.bot_basewaypoint = this.nearestwaypoint;
1201
1202         // waypointsprites
1203         entity basename;
1204         switch (this.team)
1205         {
1206                 case NUM_TEAM_1: basename = WP_FlagBaseRed; break;
1207                 case NUM_TEAM_2: basename = WP_FlagBaseBlue; break;
1208                 case NUM_TEAM_3: basename = WP_FlagBaseYellow; break;
1209                 case NUM_TEAM_4: basename = WP_FlagBasePink; break;
1210                 default: basename = WP_FlagBaseNeutral; break;
1211         }
1212
1213         entity wp = WaypointSprite_SpawnFixed(basename, this.origin + FLAG_WAYPOINT_OFFSET, this, wps_flagbase, RADARICON_FLAG);
1214         wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 1 1');
1215         WaypointSprite_UpdateTeamRadar(this.wps_flagbase, RADARICON_FLAG, ((this.team) ? colormapPaletteColor(this.team - 1, false) : '1 1 1'));
1216         setcefc(wp, ctf_FlagBase_Customize);
1217
1218         // captureshield setup
1219         ctf_CaptureShield_Spawn(this);
1220 }
1221
1222 .bool pushable;
1223
1224 void ctf_FlagSetup(int teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
1225 {
1226         // main setup
1227         flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist
1228         ctf_worldflaglist = flag;
1229
1230         setattachment(flag, NULL, "");
1231
1232         flag.netname = strzone(sprintf("%s%s^7 flag", Team_ColorCode(teamnumber), Team_ColorName_Upper(teamnumber)));
1233         flag.team = teamnumber;
1234         flag.classname = "item_flag_team";
1235         flag.target = "###item###"; // wut?
1236         flag.flags = FL_ITEM | FL_NOTARGET;
1237         flag.solid = SOLID_TRIGGER;
1238         flag.takedamage = DAMAGE_NO;
1239         flag.damageforcescale = autocvar_g_ctf_flag_damageforcescale;
1240         flag.max_flag_health = ((autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health) ? autocvar_g_ctf_flag_health : 100);
1241         flag.health = flag.max_flag_health;
1242         flag.event_damage = ctf_FlagDamage;
1243         flag.pushable = true;
1244         flag.teleportable = TELEPORT_NORMAL;
1245         flag.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP;
1246         flag.damagedbytriggers = autocvar_g_ctf_flag_return_when_unreachable;
1247         flag.damagedbycontents = autocvar_g_ctf_flag_return_when_unreachable;
1248         if(flag.damagedbycontents)
1249                 IL_PUSH(g_damagedbycontents, flag);
1250         flag.velocity = '0 0 0';
1251         flag.mangle = flag.angles;
1252         flag.reset = ctf_Reset;
1253         settouch(flag, ctf_FlagTouch);
1254         setthink(flag, ctf_FlagThink);
1255         flag.nextthink = time + FLAG_THINKRATE;
1256         flag.ctf_status = FLAG_BASE;
1257
1258         string teamname = Static_Team_ColorName_Lower(teamnumber);
1259         // appearence
1260         if(!flag.scale)                         { flag.scale = FLAG_SCALE; }
1261         if(flag.skin == 0)                      { flag.skin = cvar(sprintf("g_ctf_flag_%s_skin", teamname)); }
1262         if(flag.model == "")            { flag.model = cvar_string(sprintf("g_ctf_flag_%s_model", teamname)); }
1263         if (flag.toucheffect == "") { flag.toucheffect = EFFECT_FLAG_TOUCH(teamnumber).eent_eff_name; }
1264         if (flag.passeffect == "")      { flag.passeffect = EFFECT_PASS(teamnumber).eent_eff_name; }
1265         if (flag.capeffect == "")       { flag.capeffect = EFFECT_CAP(teamnumber).eent_eff_name; }
1266
1267         // sounds
1268 #define X(s,b) \
1269                 if(flag.s == "") flag.s = b; \
1270                 precache_sound(flag.s);
1271
1272         X(snd_flag_taken,               strzone(SND(CTF_TAKEN(teamnumber))))
1273         X(snd_flag_returned,    strzone(SND(CTF_RETURNED(teamnumber))))
1274         X(snd_flag_capture,     strzone(SND(CTF_CAPTURE(teamnumber))))
1275         X(snd_flag_dropped,     strzone(SND(CTF_DROPPED(teamnumber))))
1276         X(snd_flag_respawn,     strzone(SND(CTF_RESPAWN)))
1277         X(snd_flag_touch,               strzone(SND(CTF_TOUCH)))
1278         X(snd_flag_pass,                strzone(SND(CTF_PASS)))
1279 #undef X
1280
1281         // precache
1282         precache_model(flag.model);
1283
1284         // appearence
1285         _setmodel(flag, flag.model); // precision set below
1286         setsize(flag, CTF_FLAG.m_mins, CTF_FLAG.m_maxs);
1287         setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET));
1288
1289         if(autocvar_g_ctf_flag_glowtrails)
1290         {
1291                 switch(teamnumber)
1292                 {
1293                         case NUM_TEAM_1: flag.glow_color = 251; break;
1294                         case NUM_TEAM_2: flag.glow_color = 210; break;
1295                         case NUM_TEAM_3: flag.glow_color = 110; break;
1296                         case NUM_TEAM_4: flag.glow_color = 145; break;
1297                         default:                 flag.glow_color = 254; break;
1298                 }
1299                 flag.glow_size = 25;
1300                 flag.glow_trail = 1;
1301         }
1302
1303         flag.effects |= EF_LOWPRECISION;
1304         if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
1305         if(autocvar_g_ctf_dynamiclights)
1306         {
1307                 switch(teamnumber)
1308                 {
1309                         case NUM_TEAM_1: flag.effects |= EF_RED; break;
1310                         case NUM_TEAM_2: flag.effects |= EF_BLUE; break;
1311                         case NUM_TEAM_3: flag.effects |= EF_DIMLIGHT; break;
1312                         case NUM_TEAM_4: flag.effects |= EF_RED; break;
1313                         default:                 flag.effects |= EF_DIMLIGHT; break;
1314                 }
1315         }
1316
1317         // flag placement
1318         if((flag.spawnflags & 1) || flag.noalign) // don't drop to floor, just stay at fixed location
1319         {
1320                 flag.dropped_origin = flag.origin;
1321                 flag.noalign = true;
1322                 set_movetype(flag, MOVETYPE_NONE);
1323         }
1324         else // drop to floor, automatically find a platform and set that as spawn origin
1325         {
1326                 flag.noalign = false;
1327                 droptofloor(flag);
1328                 set_movetype(flag, MOVETYPE_NONE);
1329         }
1330
1331         InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION);
1332 }
1333
1334
1335 // ================
1336 // Bot player logic
1337 // ================
1338
1339 // NOTE: LEGACY CODE, needs to be re-written!
1340
1341 void havocbot_calculate_middlepoint()
1342 {
1343         entity f;
1344         vector s = '0 0 0';
1345         vector fo = '0 0 0';
1346         float n = 0;
1347
1348         f = ctf_worldflaglist;
1349         while (f)
1350         {
1351                 fo = f.origin;
1352                 s = s + fo;
1353                 f = f.ctf_worldflagnext;
1354         }
1355         if(!n)
1356                 return;
1357         havocbot_ctf_middlepoint = s * (1.0 / n);
1358         havocbot_ctf_middlepoint_radius  = vlen(fo - havocbot_ctf_middlepoint);
1359 }
1360
1361
1362 entity havocbot_ctf_find_flag(entity bot)
1363 {
1364         entity f;
1365         f = ctf_worldflaglist;
1366         while (f)
1367         {
1368                 if (CTF_SAMETEAM(bot, f))
1369                         return f;
1370                 f = f.ctf_worldflagnext;
1371         }
1372         return NULL;
1373 }
1374
1375 entity havocbot_ctf_find_enemy_flag(entity bot)
1376 {
1377         entity f;
1378         f = ctf_worldflaglist;
1379         while (f)
1380         {
1381                 if(ctf_oneflag)
1382                 {
1383                         if(CTF_DIFFTEAM(bot, f))
1384                         {
1385                                 if(f.team)
1386                                 {
1387                                         if(bot.flagcarried)
1388                                                 return f;
1389                                 }
1390                                 else if(!bot.flagcarried)
1391                                         return f;
1392                         }
1393                 }
1394                 else if (CTF_DIFFTEAM(bot, f))
1395                         return f;
1396                 f = f.ctf_worldflagnext;
1397         }
1398         return NULL;
1399 }
1400
1401 int havocbot_ctf_teamcount(entity bot, vector org, float tc_radius)
1402 {
1403         if (!teamplay)
1404                 return 0;
1405
1406         int c = 0;
1407
1408         FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
1409                 if(DIFF_TEAM(it, bot) || IS_DEAD(it) || it == bot)
1410                         continue;
1411
1412                 if(vdist(it.origin - org, <, tc_radius))
1413                         ++c;
1414         ));
1415
1416         return c;
1417 }
1418
1419 void havocbot_goalrating_ctf_ourflag(entity this, float ratingscale)
1420 {
1421         entity head;
1422         head = ctf_worldflaglist;
1423         while (head)
1424         {
1425                 if (CTF_SAMETEAM(this, head))
1426                         break;
1427                 head = head.ctf_worldflagnext;
1428         }
1429         if (head)
1430                 navigation_routerating(this, head, ratingscale, 10000);
1431 }
1432
1433 void havocbot_goalrating_ctf_ourbase(entity this, float ratingscale)
1434 {
1435         entity head;
1436         head = ctf_worldflaglist;
1437         while (head)
1438         {
1439                 if (CTF_SAMETEAM(this, head))
1440                         break;
1441                 head = head.ctf_worldflagnext;
1442         }
1443         if (!head)
1444                 return;
1445
1446         navigation_routerating(this, head.bot_basewaypoint, ratingscale, 10000);
1447 }
1448
1449 void havocbot_goalrating_ctf_enemyflag(entity this, float ratingscale)
1450 {
1451         entity head;
1452         head = ctf_worldflaglist;
1453         while (head)
1454         {
1455                 if(ctf_oneflag)
1456                 {
1457                         if(CTF_DIFFTEAM(this, head))
1458                         {
1459                                 if(head.team)
1460                                 {
1461                                         if(this.flagcarried)
1462                                                 break;
1463                                 }
1464                                 else if(!this.flagcarried)
1465                                         break;
1466                         }
1467                 }
1468                 else if(CTF_DIFFTEAM(this, head))
1469                         break;
1470                 head = head.ctf_worldflagnext;
1471         }
1472         if (head)
1473                 navigation_routerating(this, head, ratingscale, 10000);
1474 }
1475
1476 void havocbot_goalrating_ctf_enemybase(entity this, float ratingscale)
1477 {
1478         if (!bot_waypoints_for_items)
1479         {
1480                 havocbot_goalrating_ctf_enemyflag(this, ratingscale);
1481                 return;
1482         }
1483
1484         entity head;
1485
1486         head = havocbot_ctf_find_enemy_flag(this);
1487
1488         if (!head)
1489                 return;
1490
1491         navigation_routerating(this, head.bot_basewaypoint, ratingscale, 10000);
1492 }
1493
1494 void havocbot_goalrating_ctf_ourstolenflag(entity this, float ratingscale)
1495 {
1496         entity mf;
1497
1498         mf = havocbot_ctf_find_flag(this);
1499
1500         if(mf.ctf_status == FLAG_BASE)
1501                 return;
1502
1503         if(mf.tag_entity)
1504                 navigation_routerating(this, mf.tag_entity, ratingscale, 10000);
1505 }
1506
1507 void havocbot_goalrating_ctf_droppedflags(entity this, float ratingscale, vector org, float df_radius)
1508 {
1509         entity head;
1510         head = ctf_worldflaglist;
1511         while (head)
1512         {
1513                 // flag is out in the field
1514                 if(head.ctf_status != FLAG_BASE)
1515                 if(head.tag_entity==NULL)       // dropped
1516                 {
1517                         if(df_radius)
1518                         {
1519                                 if(vdist(org - head.origin, <, df_radius))
1520                                         navigation_routerating(this, head, ratingscale, 10000);
1521                         }
1522                         else
1523                                 navigation_routerating(this, head, ratingscale, 10000);
1524                 }
1525
1526                 head = head.ctf_worldflagnext;
1527         }
1528 }
1529
1530 void havocbot_goalrating_ctf_carrieritems(entity this, float ratingscale, vector org, float sradius)
1531 {
1532         FOREACH_ENTITY_FLOAT(bot_pickup, true,
1533         {
1534                 // gather health and armor only
1535                 if (it.solid)
1536                 if (it.health || it.armorvalue)
1537                 if (vdist(it.origin - org, <, sradius))
1538                 {
1539                         // get the value of the item
1540                         float t = it.bot_pickupevalfunc(this, it) * 0.0001;
1541                         if (t > 0)
1542                                 navigation_routerating(this, it, t * ratingscale, 500);
1543                 }
1544         });
1545 }
1546
1547 void havocbot_ctf_reset_role(entity this)
1548 {
1549         float cdefense, cmiddle, coffense;
1550         entity mf, ef;
1551         float c;
1552
1553         if(IS_DEAD(this))
1554                 return;
1555
1556         if(havocbot_ctf_middlepoint == '0 0 0')
1557                 havocbot_calculate_middlepoint();
1558
1559         // Check ctf flags
1560         if (this.flagcarried)
1561         {
1562                 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
1563                 return;
1564         }
1565
1566         mf = havocbot_ctf_find_flag(this);
1567         ef = havocbot_ctf_find_enemy_flag(this);
1568
1569         // Retrieve stolen flag
1570         if(mf.ctf_status!=FLAG_BASE)
1571         {
1572                 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_RETRIEVER);
1573                 return;
1574         }
1575
1576         // If enemy flag is taken go to the middle to intercept pursuers
1577         if(ef.ctf_status!=FLAG_BASE)
1578         {
1579                 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_MIDDLE);
1580                 return;
1581         }
1582
1583         // if there is only me on the team switch to offense
1584         c = 0;
1585         FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this), LAMBDA(++c));
1586
1587         if(c==1)
1588         {
1589                 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_OFFENSE);
1590                 return;
1591         }
1592
1593         // Evaluate best position to take
1594         // Count mates on middle position
1595         cmiddle = havocbot_ctf_teamcount(this, havocbot_ctf_middlepoint, havocbot_ctf_middlepoint_radius * 0.5);
1596
1597         // Count mates on defense position
1598         cdefense = havocbot_ctf_teamcount(this, mf.dropped_origin, havocbot_ctf_middlepoint_radius * 0.5);
1599
1600         // Count mates on offense position
1601         coffense = havocbot_ctf_teamcount(this, ef.dropped_origin, havocbot_ctf_middlepoint_radius);
1602
1603         if(cdefense<=coffense)
1604                 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_DEFENSE);
1605         else if(coffense<=cmiddle)
1606                 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_OFFENSE);
1607         else
1608                 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_MIDDLE);
1609 }
1610
1611 void havocbot_role_ctf_carrier(entity this)
1612 {
1613         if(IS_DEAD(this))
1614         {
1615                 havocbot_ctf_reset_role(this);
1616                 return;
1617         }
1618
1619         if (this.flagcarried == NULL)
1620         {
1621                 havocbot_ctf_reset_role(this);
1622                 return;
1623         }
1624
1625         if (this.bot_strategytime < time)
1626         {
1627                 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1628
1629                 navigation_goalrating_start(this);
1630                 if(ctf_oneflag)
1631                         havocbot_goalrating_ctf_enemybase(this, 50000);
1632                 else
1633                         havocbot_goalrating_ctf_ourbase(this, 50000);
1634
1635                 if(this.health<100)
1636                         havocbot_goalrating_ctf_carrieritems(this, 1000, this.origin, 1000);
1637
1638                 navigation_goalrating_end(this);
1639
1640                 if (this.navigation_hasgoals)
1641                         this.havocbot_cantfindflag = time + 10;
1642                 else if (time > this.havocbot_cantfindflag)
1643                 {
1644                         // Can't navigate to my own base, suicide!
1645                         // TODO: drop it and wander around
1646                         Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
1647                         return;
1648                 }
1649         }
1650 }
1651
1652 void havocbot_role_ctf_escort(entity this)
1653 {
1654         entity mf, ef;
1655
1656         if(IS_DEAD(this))
1657         {
1658                 havocbot_ctf_reset_role(this);
1659                 return;
1660         }
1661
1662         if (this.flagcarried)
1663         {
1664                 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
1665                 return;
1666         }
1667
1668         // If enemy flag is back on the base switch to previous role
1669         ef = havocbot_ctf_find_enemy_flag(this);
1670         if(ef.ctf_status==FLAG_BASE)
1671         {
1672                 this.havocbot_role = this.havocbot_previous_role;
1673                 this.havocbot_role_timeout = 0;
1674                 return;
1675         }
1676
1677         // If the flag carrier reached the base switch to defense
1678         mf = havocbot_ctf_find_flag(this);
1679         if(mf.ctf_status!=FLAG_BASE)
1680         if(vdist(ef.origin - mf.dropped_origin, <, 300))
1681         {
1682                 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_DEFENSE);
1683                 return;
1684         }
1685
1686         // Set the role timeout if necessary
1687         if (!this.havocbot_role_timeout)
1688         {
1689                 this.havocbot_role_timeout = time + random() * 30 + 60;
1690         }
1691
1692         // If nothing happened just switch to previous role
1693         if (time > this.havocbot_role_timeout)
1694         {
1695                 this.havocbot_role = this.havocbot_previous_role;
1696                 this.havocbot_role_timeout = 0;
1697                 return;
1698         }
1699
1700         // Chase the flag carrier
1701         if (this.bot_strategytime < time)
1702         {
1703                 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1704                 navigation_goalrating_start(this);
1705                 havocbot_goalrating_ctf_enemyflag(this, 30000);
1706                 havocbot_goalrating_ctf_ourstolenflag(this, 40000);
1707                 havocbot_goalrating_items(this, 10000, this.origin, 10000);
1708                 navigation_goalrating_end(this);
1709         }
1710 }
1711
1712 void havocbot_role_ctf_offense(entity this)
1713 {
1714         entity mf, ef;
1715         vector pos;
1716
1717         if(IS_DEAD(this))
1718         {
1719                 havocbot_ctf_reset_role(this);
1720                 return;
1721         }
1722
1723         if (this.flagcarried)
1724         {
1725                 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
1726                 return;
1727         }
1728
1729         // Check flags
1730         mf = havocbot_ctf_find_flag(this);
1731         ef = havocbot_ctf_find_enemy_flag(this);
1732
1733         // Own flag stolen
1734         if(mf.ctf_status!=FLAG_BASE)
1735         {
1736                 if(mf.tag_entity)
1737                         pos = mf.tag_entity.origin;
1738                 else
1739                         pos = mf.origin;
1740
1741                 // Try to get it if closer than the enemy base
1742                 if(vlen2(this.origin-ef.dropped_origin)>vlen2(this.origin-pos))
1743                 {
1744                         havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_RETRIEVER);
1745                         return;
1746                 }
1747         }
1748
1749         // Escort flag carrier
1750         if(ef.ctf_status!=FLAG_BASE)
1751         {
1752                 if(ef.tag_entity)
1753                         pos = ef.tag_entity.origin;
1754                 else
1755                         pos = ef.origin;
1756
1757                 if(vdist(pos - mf.dropped_origin, >, 700))
1758                 {
1759                         havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_ESCORT);
1760                         return;
1761                 }
1762         }
1763
1764         // About to fail, switch to middlefield
1765         if(this.health<50)
1766         {
1767                 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_MIDDLE);
1768                 return;
1769         }
1770
1771         // Set the role timeout if necessary
1772         if (!this.havocbot_role_timeout)
1773                 this.havocbot_role_timeout = time + 120;
1774
1775         if (time > this.havocbot_role_timeout)
1776         {
1777                 havocbot_ctf_reset_role(this);
1778                 return;
1779         }
1780
1781         if (this.bot_strategytime < time)
1782         {
1783                 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1784                 navigation_goalrating_start(this);
1785                 havocbot_goalrating_ctf_ourstolenflag(this, 50000);
1786                 havocbot_goalrating_ctf_enemybase(this, 20000);
1787                 havocbot_goalrating_items(this, 5000, this.origin, 1000);
1788                 havocbot_goalrating_items(this, 1000, this.origin, 10000);
1789                 navigation_goalrating_end(this);
1790         }
1791 }
1792
1793 // Retriever (temporary role):
1794 void havocbot_role_ctf_retriever(entity this)
1795 {
1796         entity mf;
1797
1798         if(IS_DEAD(this))
1799         {
1800                 havocbot_ctf_reset_role(this);
1801                 return;
1802         }
1803
1804         if (this.flagcarried)
1805         {
1806                 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
1807                 return;
1808         }
1809
1810         // If flag is back on the base switch to previous role
1811         mf = havocbot_ctf_find_flag(this);
1812         if(mf.ctf_status==FLAG_BASE)
1813         {
1814                 havocbot_ctf_reset_role(this);
1815                 return;
1816         }
1817
1818         if (!this.havocbot_role_timeout)
1819                 this.havocbot_role_timeout = time + 20;
1820
1821         if (time > this.havocbot_role_timeout)
1822         {
1823                 havocbot_ctf_reset_role(this);
1824                 return;
1825         }
1826
1827         if (this.bot_strategytime < time)
1828         {
1829                 float rt_radius;
1830                 rt_radius = 10000;
1831
1832                 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1833                 navigation_goalrating_start(this);
1834                 havocbot_goalrating_ctf_ourstolenflag(this, 50000);
1835                 havocbot_goalrating_ctf_droppedflags(this, 40000, this.origin, rt_radius);
1836                 havocbot_goalrating_ctf_enemybase(this, 30000);
1837                 havocbot_goalrating_items(this, 500, this.origin, rt_radius);
1838                 navigation_goalrating_end(this);
1839         }
1840 }
1841
1842 void havocbot_role_ctf_middle(entity this)
1843 {
1844         entity mf;
1845
1846         if(IS_DEAD(this))
1847         {
1848                 havocbot_ctf_reset_role(this);
1849                 return;
1850         }
1851
1852         if (this.flagcarried)
1853         {
1854                 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
1855                 return;
1856         }
1857
1858         mf = havocbot_ctf_find_flag(this);
1859         if(mf.ctf_status!=FLAG_BASE)
1860         {
1861                 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_RETRIEVER);
1862                 return;
1863         }
1864
1865         if (!this.havocbot_role_timeout)
1866                 this.havocbot_role_timeout = time + 10;
1867
1868         if (time > this.havocbot_role_timeout)
1869         {
1870                 havocbot_ctf_reset_role(this);
1871                 return;
1872         }
1873
1874         if (this.bot_strategytime < time)
1875         {
1876                 vector org;
1877
1878                 org = havocbot_ctf_middlepoint;
1879                 org.z = this.origin.z;
1880
1881                 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1882                 navigation_goalrating_start(this);
1883                 havocbot_goalrating_ctf_ourstolenflag(this, 50000);
1884                 havocbot_goalrating_ctf_droppedflags(this, 30000, this.origin, 10000);
1885                 havocbot_goalrating_enemyplayers(this, 10000, org, havocbot_ctf_middlepoint_radius * 0.5);
1886                 havocbot_goalrating_items(this, 5000, org, havocbot_ctf_middlepoint_radius * 0.5);
1887                 havocbot_goalrating_items(this, 2500, this.origin, 10000);
1888                 havocbot_goalrating_ctf_enemybase(this, 2500);
1889                 navigation_goalrating_end(this);
1890         }
1891 }
1892
1893 void havocbot_role_ctf_defense(entity this)
1894 {
1895         entity mf;
1896
1897         if(IS_DEAD(this))
1898         {
1899                 havocbot_ctf_reset_role(this);
1900                 return;
1901         }
1902
1903         if (this.flagcarried)
1904         {
1905                 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
1906                 return;
1907         }
1908
1909         // If own flag was captured
1910         mf = havocbot_ctf_find_flag(this);
1911         if(mf.ctf_status!=FLAG_BASE)
1912         {
1913                 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_RETRIEVER);
1914                 return;
1915         }
1916
1917         if (!this.havocbot_role_timeout)
1918                 this.havocbot_role_timeout = time + 30;
1919
1920         if (time > this.havocbot_role_timeout)
1921         {
1922                 havocbot_ctf_reset_role(this);
1923                 return;
1924         }
1925         if (this.bot_strategytime < time)
1926         {
1927                 float mp_radius;
1928                 vector org;
1929
1930                 org = mf.dropped_origin;
1931                 mp_radius = havocbot_ctf_middlepoint_radius;
1932
1933                 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1934                 navigation_goalrating_start(this);
1935
1936                 // if enemies are closer to our base, go there
1937                 entity closestplayer = NULL;
1938                 float distance, bestdistance = 10000;
1939                 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), LAMBDA(
1940                         distance = vlen(org - it.origin);
1941                         if(distance<bestdistance)
1942                         {
1943                                 closestplayer = it;
1944                                 bestdistance = distance;
1945                         }
1946                 ));
1947
1948                 if(closestplayer)
1949                 if(DIFF_TEAM(closestplayer, this))
1950                 if(vdist(org - this.origin, >, 1000))
1951                 if(checkpvs(this.origin,closestplayer)||random()<0.5)
1952                         havocbot_goalrating_ctf_ourbase(this, 30000);
1953
1954                 havocbot_goalrating_ctf_ourstolenflag(this, 20000);
1955                 havocbot_goalrating_ctf_droppedflags(this, 20000, org, mp_radius);
1956                 havocbot_goalrating_enemyplayers(this, 15000, org, mp_radius);
1957                 havocbot_goalrating_items(this, 10000, org, mp_radius);
1958                 havocbot_goalrating_items(this, 5000, this.origin, 10000);
1959                 navigation_goalrating_end(this);
1960         }
1961 }
1962
1963 void havocbot_role_ctf_setrole(entity bot, int role)
1964 {
1965         string s = "(null)";
1966         switch(role)
1967         {
1968                 case HAVOCBOT_CTF_ROLE_CARRIER:
1969                         s = "carrier";
1970                         bot.havocbot_role = havocbot_role_ctf_carrier;
1971                         bot.havocbot_role_timeout = 0;
1972                         bot.havocbot_cantfindflag = time + 10;
1973                         bot.bot_strategytime = 0;
1974                         break;
1975                 case HAVOCBOT_CTF_ROLE_DEFENSE:
1976                         s = "defense";
1977                         bot.havocbot_role = havocbot_role_ctf_defense;
1978                         bot.havocbot_role_timeout = 0;
1979                         break;
1980                 case HAVOCBOT_CTF_ROLE_MIDDLE:
1981                         s = "middle";
1982                         bot.havocbot_role = havocbot_role_ctf_middle;
1983                         bot.havocbot_role_timeout = 0;
1984                         break;
1985                 case HAVOCBOT_CTF_ROLE_OFFENSE:
1986                         s = "offense";
1987                         bot.havocbot_role = havocbot_role_ctf_offense;
1988                         bot.havocbot_role_timeout = 0;
1989                         break;
1990                 case HAVOCBOT_CTF_ROLE_RETRIEVER:
1991                         s = "retriever";
1992                         bot.havocbot_previous_role = bot.havocbot_role;
1993                         bot.havocbot_role = havocbot_role_ctf_retriever;
1994                         bot.havocbot_role_timeout = time + 10;
1995                         bot.bot_strategytime = 0;
1996                         break;
1997                 case HAVOCBOT_CTF_ROLE_ESCORT:
1998                         s = "escort";
1999                         bot.havocbot_previous_role = bot.havocbot_role;
2000                         bot.havocbot_role = havocbot_role_ctf_escort;
2001                         bot.havocbot_role_timeout = time + 30;
2002                         bot.bot_strategytime = 0;
2003                         break;
2004         }
2005         LOG_TRACE(bot.netname, " switched to ", s);
2006 }
2007
2008
2009 // ==============
2010 // Hook Functions
2011 // ==============
2012
2013 MUTATOR_HOOKFUNCTION(ctf, PlayerPreThink)
2014 {
2015         entity player = M_ARGV(0, entity);
2016
2017         int t = 0, t2 = 0, t3 = 0;
2018
2019         // initially clear items so they can be set as necessary later.
2020         player.ctf_flagstatus &= ~(CTF_RED_FLAG_CARRYING                | CTF_RED_FLAG_TAKEN            | CTF_RED_FLAG_LOST
2021                                                    | CTF_BLUE_FLAG_CARRYING             | CTF_BLUE_FLAG_TAKEN           | CTF_BLUE_FLAG_LOST
2022                                                    | CTF_YELLOW_FLAG_CARRYING   | CTF_YELLOW_FLAG_TAKEN         | CTF_YELLOW_FLAG_LOST
2023                                                    | CTF_PINK_FLAG_CARRYING     | CTF_PINK_FLAG_TAKEN           | CTF_PINK_FLAG_LOST
2024                                                    | CTF_NEUTRAL_FLAG_CARRYING  | CTF_NEUTRAL_FLAG_TAKEN        | CTF_NEUTRAL_FLAG_LOST
2025                                                    | CTF_FLAG_NEUTRAL | CTF_SHIELDED | CTF_STALEMATE);
2026
2027         // scan through all the flags and notify the client about them
2028         for(entity flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
2029         {
2030                 if(flag.team == NUM_TEAM_1) { t = CTF_RED_FLAG_CARRYING;                t2 = CTF_RED_FLAG_TAKEN;                t3 = CTF_RED_FLAG_LOST; }
2031                 if(flag.team == NUM_TEAM_2) { t = CTF_BLUE_FLAG_CARRYING;               t2 = CTF_BLUE_FLAG_TAKEN;               t3 = CTF_BLUE_FLAG_LOST; }
2032                 if(flag.team == NUM_TEAM_3) { t = CTF_YELLOW_FLAG_CARRYING;     t2 = CTF_YELLOW_FLAG_TAKEN;             t3 = CTF_YELLOW_FLAG_LOST; }
2033                 if(flag.team == NUM_TEAM_4) { t = CTF_PINK_FLAG_CARRYING;               t2 = CTF_PINK_FLAG_TAKEN;               t3 = CTF_PINK_FLAG_LOST; }
2034                 if(flag.team == 0)                      { t = CTF_NEUTRAL_FLAG_CARRYING;        t2 = CTF_NEUTRAL_FLAG_TAKEN;    t3 = CTF_NEUTRAL_FLAG_LOST; player.ctf_flagstatus |= CTF_FLAG_NEUTRAL; }
2035
2036                 switch(flag.ctf_status)
2037                 {
2038                         case FLAG_PASSING:
2039                         case FLAG_CARRY:
2040                         {
2041                                 if((flag.owner == player) || (flag.pass_sender == player))
2042                                         player.ctf_flagstatus |= t; // carrying: player is currently carrying the flag
2043                                 else
2044                                         player.ctf_flagstatus |= t2; // taken: someone else is carrying the flag
2045                                 break;
2046                         }
2047                         case FLAG_DROPPED:
2048                         {
2049                                 player.ctf_flagstatus |= t3; // lost: the flag is dropped somewhere on the map
2050                                 break;
2051                         }
2052                 }
2053         }
2054
2055         // item for stopping players from capturing the flag too often
2056         if(player.ctf_captureshielded)
2057                 player.ctf_flagstatus |= CTF_SHIELDED;
2058
2059         if(ctf_stalemate)
2060                 player.ctf_flagstatus |= CTF_STALEMATE;
2061
2062         // update the health of the flag carrier waypointsprite
2063         if(player.wps_flagcarrier)
2064                 WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2065 }
2066
2067 MUTATOR_HOOKFUNCTION(ctf, PlayerDamage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
2068 {
2069         entity frag_attacker = M_ARGV(1, entity);
2070         entity frag_target = M_ARGV(2, entity);
2071         float frag_damage = M_ARGV(4, float);
2072         vector frag_force = M_ARGV(6, vector);
2073
2074         if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
2075         {
2076                 if(frag_target == frag_attacker) // damage done to yourself
2077                 {
2078                         frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
2079                         frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
2080                 }
2081                 else // damage done to everyone else
2082                 {
2083                         frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
2084                         frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
2085                 }
2086
2087                 M_ARGV(4, float) = frag_damage;
2088                 M_ARGV(6, vector) = frag_force;
2089         }
2090         else if(frag_target.flagcarried && !IS_DEAD(frag_target) && CTF_DIFFTEAM(frag_target, frag_attacker)) // if the target is a flagcarrier
2091         {
2092                 if(autocvar_g_ctf_flagcarrier_auto_helpme_damage > ('1 0 0' * healtharmor_maxdamage(frag_target.health, frag_target.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id)))
2093                 if(time > frag_target.wps_helpme_time + autocvar_g_ctf_flagcarrier_auto_helpme_time)
2094                 {
2095                         frag_target.wps_helpme_time = time;
2096                         WaypointSprite_HelpMePing(frag_target.wps_flagcarrier);
2097                 }
2098                 // todo: add notification for when flag carrier needs help?
2099         }
2100 }
2101
2102 MUTATOR_HOOKFUNCTION(ctf, PlayerDies)
2103 {
2104         entity frag_attacker = M_ARGV(1, entity);
2105         entity frag_target = M_ARGV(2, entity);
2106
2107         if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)) && (frag_target.flagcarried))
2108         {
2109                 PlayerTeamScore_AddScore(frag_attacker, ((SAME_TEAM(frag_attacker, frag_target)) ? -autocvar_g_ctf_score_kill : autocvar_g_ctf_score_kill));
2110                 PlayerScore_Add(frag_attacker, SP_CTF_FCKILLS, 1);
2111         }
2112
2113         if(frag_target.flagcarried)
2114         {
2115                 entity tmp_entity = frag_target.flagcarried;
2116                 ctf_Handle_Throw(frag_target, NULL, DROP_NORMAL);
2117                 tmp_entity.ctf_dropper = NULL;
2118         }
2119 }
2120
2121 MUTATOR_HOOKFUNCTION(ctf, GiveFragsForKill)
2122 {
2123         M_ARGV(2, float) = 0; // frag score
2124         return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true
2125 }
2126
2127 void ctf_RemovePlayer(entity player)
2128 {
2129         if(player.flagcarried)
2130                 { ctf_Handle_Throw(player, NULL, DROP_NORMAL); }
2131
2132         for(entity flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
2133         {
2134                 if(flag.pass_sender == player) { flag.pass_sender = NULL; }
2135                 if(flag.pass_target == player) { flag.pass_target = NULL; }
2136                 if(flag.ctf_dropper == player) { flag.ctf_dropper = NULL; }
2137         }
2138 }
2139
2140 MUTATOR_HOOKFUNCTION(ctf, MakePlayerObserver)
2141 {
2142         entity player = M_ARGV(0, entity);
2143
2144         ctf_RemovePlayer(player);
2145 }
2146
2147 MUTATOR_HOOKFUNCTION(ctf, ClientDisconnect)
2148 {
2149         entity player = M_ARGV(0, entity);
2150
2151         ctf_RemovePlayer(player);
2152 }
2153
2154 MUTATOR_HOOKFUNCTION(ctf, PortalTeleport)
2155 {
2156         entity player = M_ARGV(0, entity);
2157
2158         if(player.flagcarried)
2159         if(!autocvar_g_ctf_portalteleport)
2160                 { ctf_Handle_Throw(player, NULL, DROP_NORMAL); }
2161 }
2162
2163 MUTATOR_HOOKFUNCTION(ctf, PlayerUseKey)
2164 {
2165         if(MUTATOR_RETURNVALUE || gameover) { return; }
2166
2167         entity player = M_ARGV(0, entity);
2168
2169         if((time > player.throw_antispam) && !IS_DEAD(player) && !player.speedrunning && (!player.vehicle || autocvar_g_ctf_allow_vehicle_touch))
2170         {
2171                 // pass the flag to a team mate
2172                 if(autocvar_g_ctf_pass)
2173                 {
2174                         entity head, closest_target = NULL;
2175                         head = WarpZone_FindRadius(player.origin, autocvar_g_ctf_pass_radius, true);
2176
2177                         while(head) // find the closest acceptable target to pass to
2178                         {
2179                                 if(IS_PLAYER(head) && !IS_DEAD(head))
2180                                 if(head != player && SAME_TEAM(head, player))
2181                                 if(!head.speedrunning && !head.vehicle)
2182                                 {
2183                                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
2184                                         vector head_center = WarpZone_UnTransformOrigin(head, CENTER_OR_VIEWOFS(head));
2185                                         vector passer_center = CENTER_OR_VIEWOFS(player);
2186
2187                                         if(ctf_CheckPassDirection(head_center, passer_center, player.v_angle, head.WarpZone_findradius_nearest))
2188                                         {
2189                                                 if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried)
2190                                                 {
2191                                                         if(IS_BOT_CLIENT(head))
2192                                                         {
2193                                                                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PASS_REQUESTING, head.netname);
2194                                                                 ctf_Handle_Throw(head, player, DROP_PASS);
2195                                                         }
2196                                                         else
2197                                                         {
2198                                                                 Send_Notification(NOTIF_ONE, head, MSG_CENTER, CENTER_CTF_PASS_REQUESTED, player.netname);
2199                                                                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PASS_REQUESTING, head.netname);
2200                                                         }
2201                                                         player.throw_antispam = time + autocvar_g_ctf_pass_wait;
2202                                                         return true;
2203                                                 }
2204                                                 else if(player.flagcarried)
2205                                                 {
2206                                                         if(closest_target)
2207                                                         {
2208                                                                 vector closest_target_center = WarpZone_UnTransformOrigin(closest_target, CENTER_OR_VIEWOFS(closest_target));
2209                                                                 if(vlen2(passer_center - head_center) < vlen2(passer_center - closest_target_center))
2210                                                                         { closest_target = head; }
2211                                                         }
2212                                                         else { closest_target = head; }
2213                                                 }
2214                                         }
2215                                 }
2216                                 head = head.chain;
2217                         }
2218
2219                         if(closest_target) { ctf_Handle_Throw(player, closest_target, DROP_PASS); return true; }
2220                 }
2221
2222                 // throw the flag in front of you
2223                 if(autocvar_g_ctf_throw && player.flagcarried)
2224                 {
2225                         if(player.throw_count == -1)
2226                         {
2227                                 if(time > player.throw_prevtime + autocvar_g_ctf_throw_punish_delay)
2228                                 {
2229                                         player.throw_prevtime = time;
2230                                         player.throw_count = 1;
2231                                         ctf_Handle_Throw(player, NULL, DROP_THROW);
2232                                         return true;
2233                                 }
2234                                 else
2235                                 {
2236                                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_FLAG_THROW_PUNISH, rint((player.throw_prevtime + autocvar_g_ctf_throw_punish_delay) - time));
2237                                         return false;
2238                                 }
2239                         }
2240                         else
2241                         {
2242                                 if(time > player.throw_prevtime + autocvar_g_ctf_throw_punish_time) { player.throw_count = 1; }
2243                                 else { player.throw_count += 1; }
2244                                 if(player.throw_count >= autocvar_g_ctf_throw_punish_count) { player.throw_count = -1; }
2245
2246                                 player.throw_prevtime = time;
2247                                 ctf_Handle_Throw(player, NULL, DROP_THROW);
2248                                 return true;
2249                         }
2250                 }
2251         }
2252 }
2253
2254 MUTATOR_HOOKFUNCTION(ctf, HelpMePing)
2255 {
2256         entity player = M_ARGV(0, entity);
2257
2258         if(player.wps_flagcarrier) // update the flagcarrier waypointsprite with "NEEDING HELP" notification
2259         {
2260                 player.wps_helpme_time = time;
2261                 WaypointSprite_HelpMePing(player.wps_flagcarrier);
2262         }
2263         else // create a normal help me waypointsprite
2264         {
2265                 WaypointSprite_Spawn(WP_Helpme, waypointsprite_deployed_lifetime, waypointsprite_limitedrange, player, FLAG_WAYPOINT_OFFSET, NULL, player.team, player, wps_helpme, false, RADARICON_HELPME);
2266                 WaypointSprite_Ping(player.wps_helpme);
2267         }
2268
2269         return true;
2270 }
2271
2272 MUTATOR_HOOKFUNCTION(ctf, VehicleEnter)
2273 {
2274         entity player = M_ARGV(0, entity);
2275         entity veh = M_ARGV(1, entity);
2276
2277         if(player.flagcarried)
2278         {
2279                 if(!autocvar_g_ctf_allow_vehicle_carry && !autocvar_g_ctf_allow_vehicle_touch)
2280                 {
2281                         ctf_Handle_Throw(player, NULL, DROP_NORMAL);
2282                 }
2283                 else
2284                 {
2285                         player.flagcarried.nodrawtoclient = player; // hide the flag from the driver
2286                         setattachment(player.flagcarried, veh, "");
2287                         setorigin(player.flagcarried, VEHICLE_FLAG_OFFSET);
2288                         player.flagcarried.scale = VEHICLE_FLAG_SCALE;
2289                         //player.flagcarried.angles = '0 0 0';
2290                 }
2291                 return true;
2292         }
2293 }
2294
2295 MUTATOR_HOOKFUNCTION(ctf, VehicleExit)
2296 {
2297         entity player = M_ARGV(0, entity);
2298
2299         if(player.flagcarried)
2300         {
2301                 setattachment(player.flagcarried, player, "");
2302                 setorigin(player.flagcarried, FLAG_CARRY_OFFSET);
2303                 player.flagcarried.scale = FLAG_SCALE;
2304                 player.flagcarried.angles = '0 0 0';
2305                 player.flagcarried.nodrawtoclient = NULL;
2306                 return true;
2307         }
2308 }
2309
2310 MUTATOR_HOOKFUNCTION(ctf, AbortSpeedrun)
2311 {
2312         entity player = M_ARGV(0, entity);
2313
2314         if(player.flagcarried)
2315         {
2316                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((player.flagcarried.team) ? APP_TEAM_ENT(player.flagcarried, INFO_CTF_FLAGRETURN_ABORTRUN) : INFO_CTF_FLAGRETURN_ABORTRUN_NEUTRAL));
2317                 ctf_RespawnFlag(player.flagcarried);
2318                 return true;
2319         }
2320 }
2321
2322 MUTATOR_HOOKFUNCTION(ctf, MatchEnd)
2323 {
2324         entity flag; // temporary entity for the search method
2325
2326         for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
2327         {
2328                 switch(flag.ctf_status)
2329                 {
2330                         case FLAG_DROPPED:
2331                         case FLAG_PASSING:
2332                         {
2333                                 // lock the flag, game is over
2334                                 set_movetype(flag, MOVETYPE_NONE);
2335                                 flag.takedamage = DAMAGE_NO;
2336                                 flag.solid = SOLID_NOT;
2337                                 flag.nextthink = false; // stop thinking
2338
2339                                 //dprint("stopping the ", flag.netname, " from moving.\n");
2340                                 break;
2341                         }
2342
2343                         default:
2344                         case FLAG_BASE:
2345                         case FLAG_CARRY:
2346                         {
2347                                 // do nothing for these flags
2348                                 break;
2349                         }
2350                 }
2351         }
2352 }
2353
2354 MUTATOR_HOOKFUNCTION(ctf, HavocBot_ChooseRole)
2355 {
2356         entity bot = M_ARGV(0, entity);
2357
2358         havocbot_ctf_reset_role(bot);
2359         return true;
2360 }
2361
2362 MUTATOR_HOOKFUNCTION(ctf, GetTeamCount)
2363 {
2364         //M_ARGV(0, float) = ctf_teams;
2365         M_ARGV(1, string) = "ctf_team";
2366         return true;
2367 }
2368
2369 MUTATOR_HOOKFUNCTION(ctf, SpectateCopy)
2370 {
2371         entity spectatee = M_ARGV(0, entity);
2372         entity client = M_ARGV(1, entity);
2373
2374         client.ctf_flagstatus = spectatee.ctf_flagstatus;
2375 }
2376
2377 MUTATOR_HOOKFUNCTION(ctf, GetRecords)
2378 {
2379         int record_page = M_ARGV(0, int);
2380         string ret_string = M_ARGV(1, string);
2381
2382         for(int i = record_page * 200; i < MapInfo_count && i < record_page * 200 + 200; ++i)
2383         {
2384                 if (MapInfo_Get_ByID(i))
2385                 {
2386                         float r = stof(db_get(ServerProgsDB, strcat(MapInfo_Map_bspname, "/captimerecord/time")));
2387
2388                         if(!r)
2389                                 continue;
2390
2391                         // TODO: uid2name
2392                         string h = db_get(ServerProgsDB, strcat(MapInfo_Map_bspname, "/captimerecord/netname"));
2393                         ret_string = strcat(ret_string, strpad(32, MapInfo_Map_bspname), " ", strpad(-6, ftos_decimals(r, 2)), " ", h, "\n");
2394                 }
2395         }
2396
2397         M_ARGV(1, string) = ret_string;
2398 }
2399
2400 bool superspec_Spectate(entity this, entity targ); // TODO
2401 void superspec_msg(string _center_title, string _con_title, entity _to, string _msg, float _spamlevel); // TODO
2402 MUTATOR_HOOKFUNCTION(ctf, SV_ParseClientCommand)
2403 {
2404         entity player = M_ARGV(0, entity);
2405         string cmd_name = M_ARGV(1, string);
2406         int cmd_argc = M_ARGV(2, int);
2407
2408         if(IS_PLAYER(player) || MUTATOR_RETURNVALUE || !cvar("g_superspectate")) { return false; }
2409
2410         if(cmd_name == "followfc")
2411         {
2412                 if(!g_ctf)
2413                         return true;
2414
2415                 int _team = 0;
2416                 bool found = false;
2417
2418                 if(cmd_argc == 2)
2419                 {
2420                         switch(argv(1))
2421                         {
2422                                 case "red":    if(ctf_teams & BIT(0)) _team = NUM_TEAM_1; break;
2423                                 case "blue":   if(ctf_teams & BIT(1)) _team = NUM_TEAM_2; break;
2424                                 case "yellow": if(ctf_teams & BIT(2)) _team = NUM_TEAM_3; break;
2425                                 case "pink":   if(ctf_teams & BIT(3)) _team = NUM_TEAM_4; break;
2426                         }
2427                 }
2428
2429                 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
2430                         if(it.flagcarried && (it.team == _team || _team == 0))
2431                         {
2432                                 found = true;
2433                                 if(_team == 0 && IS_SPEC(player) && player.enemy == it)
2434                                         continue; // already spectating this fc, try another
2435                                 return superspec_Spectate(player, it);
2436                         }
2437                 ));
2438
2439                 if(!found)
2440                         superspec_msg("", "", player, "No active flag carrier\n", 1);
2441                 return true;
2442         }
2443 }
2444
2445 MUTATOR_HOOKFUNCTION(ctf, DropSpecialItems)
2446 {
2447         entity frag_target = M_ARGV(0, entity);
2448
2449         if(frag_target.flagcarried)
2450                 ctf_Handle_Throw(frag_target, NULL, DROP_THROW);
2451 }
2452
2453
2454 // ==========
2455 // Spawnfuncs
2456 // ==========
2457
2458 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
2459 CTF flag for team one (Red).
2460 Keys:
2461 "angle" Angle the flag will point (minus 90 degrees)...
2462 "model" model to use, note this needs red and blue as skins 0 and 1...
2463 "noise" sound played when flag is picked up...
2464 "noise1" sound played when flag is returned by a teammate...
2465 "noise2" sound played when flag is captured...
2466 "noise3" sound played when flag is lost in the field and respawns itself...
2467 "noise4" sound played when flag is dropped by a player...
2468 "noise5" sound played when flag touches the ground... */
2469 spawnfunc(item_flag_team1)
2470 {
2471         if(!g_ctf) { delete(this); return; }
2472
2473         ctf_FlagSetup(NUM_TEAM_1, this);
2474 }
2475
2476 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
2477 CTF flag for team two (Blue).
2478 Keys:
2479 "angle" Angle the flag will point (minus 90 degrees)...
2480 "model" model to use, note this needs red and blue as skins 0 and 1...
2481 "noise" sound played when flag is picked up...
2482 "noise1" sound played when flag is returned by a teammate...
2483 "noise2" sound played when flag is captured...
2484 "noise3" sound played when flag is lost in the field and respawns itself...
2485 "noise4" sound played when flag is dropped by a player...
2486 "noise5" sound played when flag touches the ground... */
2487 spawnfunc(item_flag_team2)
2488 {
2489         if(!g_ctf) { delete(this); return; }
2490
2491         ctf_FlagSetup(NUM_TEAM_2, this);
2492 }
2493
2494 /*QUAKED spawnfunc_item_flag_team3 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
2495 CTF flag for team three (Yellow).
2496 Keys:
2497 "angle" Angle the flag will point (minus 90 degrees)...
2498 "model" model to use, note this needs red, blue yellow and pink as skins 0, 1, 2 and 3...
2499 "noise" sound played when flag is picked up...
2500 "noise1" sound played when flag is returned by a teammate...
2501 "noise2" sound played when flag is captured...
2502 "noise3" sound played when flag is lost in the field and respawns itself...
2503 "noise4" sound played when flag is dropped by a player...
2504 "noise5" sound played when flag touches the ground... */
2505 spawnfunc(item_flag_team3)
2506 {
2507         if(!g_ctf) { delete(this); return; }
2508
2509         ctf_FlagSetup(NUM_TEAM_3, this);
2510 }
2511
2512 /*QUAKED spawnfunc_item_flag_team4 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
2513 CTF flag for team four (Pink).
2514 Keys:
2515 "angle" Angle the flag will point (minus 90 degrees)...
2516 "model" model to use, note this needs red, blue yellow and pink as skins 0, 1, 2 and 3...
2517 "noise" sound played when flag is picked up...
2518 "noise1" sound played when flag is returned by a teammate...
2519 "noise2" sound played when flag is captured...
2520 "noise3" sound played when flag is lost in the field and respawns itself...
2521 "noise4" sound played when flag is dropped by a player...
2522 "noise5" sound played when flag touches the ground... */
2523 spawnfunc(item_flag_team4)
2524 {
2525         if(!g_ctf) { delete(this); return; }
2526
2527         ctf_FlagSetup(NUM_TEAM_4, this);
2528 }
2529
2530 /*QUAKED spawnfunc_item_flag_neutral (0 0.5 0.8) (-48 -48 -37) (48 48 37)
2531 CTF flag (Neutral).
2532 Keys:
2533 "angle" Angle the flag will point (minus 90 degrees)...
2534 "model" model to use, note this needs red, blue yellow and pink as skins 0, 1, 2 and 3...
2535 "noise" sound played when flag is picked up...
2536 "noise1" sound played when flag is returned by a teammate...
2537 "noise2" sound played when flag is captured...
2538 "noise3" sound played when flag is lost in the field and respawns itself...
2539 "noise4" sound played when flag is dropped by a player...
2540 "noise5" sound played when flag touches the ground... */
2541 spawnfunc(item_flag_neutral)
2542 {
2543         if(!g_ctf) { delete(this); return; }
2544         if(!cvar("g_ctf_oneflag")) { delete(this); return; }
2545
2546         ctf_FlagSetup(0, this);
2547 }
2548
2549 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
2550 Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
2551 Note: If you use spawnfunc_ctf_team entities you must define at least 2!  However, unlike domination, you don't need to make a blank one too.
2552 Keys:
2553 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
2554 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
2555 spawnfunc(ctf_team)
2556 {
2557         if(!g_ctf) { delete(this); return; }
2558
2559         this.classname = "ctf_team";
2560         this.team = this.cnt + 1;
2561 }
2562
2563 // compatibility for quake maps
2564 spawnfunc(team_CTF_redflag)    { spawnfunc_item_flag_team1(this);    }
2565 spawnfunc(team_CTF_blueflag)   { spawnfunc_item_flag_team2(this);    }
2566 spawnfunc(info_player_team1);
2567 spawnfunc(team_CTF_redplayer)  { spawnfunc_info_player_team1(this);  }
2568 spawnfunc(team_CTF_redspawn)   { spawnfunc_info_player_team1(this);  }
2569 spawnfunc(info_player_team2);
2570 spawnfunc(team_CTF_blueplayer) { spawnfunc_info_player_team2(this);  }
2571 spawnfunc(team_CTF_bluespawn)  { spawnfunc_info_player_team2(this);  }
2572
2573 spawnfunc(team_CTF_neutralflag) { spawnfunc_item_flag_neutral(this);  }
2574 spawnfunc(team_neutralobelisk)  { spawnfunc_item_flag_neutral(this);  }
2575
2576
2577 // ==============
2578 // Initialization
2579 // ==============
2580
2581 // scoreboard setup
2582 void ctf_ScoreRules(int teams)
2583 {
2584         CheckAllowedTeams(NULL);
2585         ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, 0, true);
2586         ScoreInfo_SetLabel_TeamScore  (ST_CTF_CAPS,     "caps",      SFL_SORT_PRIO_PRIMARY);
2587         ScoreInfo_SetLabel_PlayerScore(SP_CTF_CAPS,    "caps",      SFL_SORT_PRIO_SECONDARY);
2588         ScoreInfo_SetLabel_PlayerScore(SP_CTF_CAPTIME, "captime",   SFL_LOWER_IS_BETTER | SFL_TIME);
2589         ScoreInfo_SetLabel_PlayerScore(SP_CTF_PICKUPS, "pickups",   0);
2590         ScoreInfo_SetLabel_PlayerScore(SP_CTF_FCKILLS, "fckills",   0);
2591         ScoreInfo_SetLabel_PlayerScore(SP_CTF_RETURNS, "returns",   0);
2592         ScoreInfo_SetLabel_PlayerScore(SP_CTF_DROPS,   "drops",     SFL_LOWER_IS_BETTER);
2593         ScoreRules_basics_end();
2594 }
2595
2596 // code from here on is just to support maps that don't have flag and team entities
2597 void ctf_SpawnTeam (string teamname, int teamcolor)
2598 {
2599         entity this = new_pure(ctf_team);
2600         this.netname = teamname;
2601         this.cnt = teamcolor - 1;
2602         this.spawnfunc_checked = true;
2603         this.team = teamcolor;
2604 }
2605
2606 void ctf_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
2607 {
2608         ctf_teams = 0;
2609
2610         entity tmp_entity;
2611         for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
2612         {
2613                 //if(tmp_entity.team == NUM_TEAM_3) { ctf_teams = max(3, ctf_teams); }
2614                 //if(tmp_entity.team == NUM_TEAM_4) { ctf_teams = max(4, ctf_teams); }
2615
2616                 switch(tmp_entity.team)
2617                 {
2618                         case NUM_TEAM_1: BITSET_ASSIGN(ctf_teams, BIT(0)); break;
2619                         case NUM_TEAM_2: BITSET_ASSIGN(ctf_teams, BIT(1)); break;
2620                         case NUM_TEAM_3: BITSET_ASSIGN(ctf_teams, BIT(2)); break;
2621                         case NUM_TEAM_4: BITSET_ASSIGN(ctf_teams, BIT(3)); break;
2622                 }
2623                 if(tmp_entity.team == 0) { ctf_oneflag = true; }
2624         }
2625
2626         if(NumTeams(ctf_teams) < 2) // somehow, there's not enough flags!
2627         {
2628                 ctf_teams = 0; // so set the default red and blue teams
2629                 BITSET_ASSIGN(ctf_teams, BIT(0));
2630                 BITSET_ASSIGN(ctf_teams, BIT(1));
2631         }
2632
2633         //ctf_teams = bound(2, ctf_teams, 4);
2634
2635         // if no teams are found, spawn defaults
2636         if(find(NULL, classname, "ctf_team") == NULL)
2637         {
2638                 LOG_TRACE("No \"ctf_team\" entities found on this map, creating them anyway.");
2639                 if(ctf_teams & BIT(0))
2640                         ctf_SpawnTeam("Red", NUM_TEAM_1);
2641                 if(ctf_teams & BIT(1))
2642                         ctf_SpawnTeam("Blue", NUM_TEAM_2);
2643                 if(ctf_teams & BIT(2))
2644                         ctf_SpawnTeam("Yellow", NUM_TEAM_3);
2645                 if(ctf_teams & BIT(3))
2646                         ctf_SpawnTeam("Pink", NUM_TEAM_4);
2647         }
2648
2649         ctf_ScoreRules(ctf_teams);
2650 }
2651
2652 void ctf_Initialize()
2653 {
2654         ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
2655
2656         ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
2657         ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
2658         ctf_captureshield_force = autocvar_g_ctf_shield_force;
2659
2660         InitializeEntity(NULL, ctf_DelayedInit, INITPRIO_GAMETYPE);
2661 }