1 // ================================================================
2 // Official capture the flag game mode coding, reworked by Samual
3 // Last updated: March 27th, 2012
4 // ================================================================
6 float ctf_ReadScore(string parameter) // make this obsolete
8 //if(g_ctf_win_mode != 2)
9 return cvar(strcat("g_ctf_personal", parameter));
11 // return cvar(strcat("g_ctf_flag", parameter));
14 void ctf_FakeTimeLimit(entity e, float t)
17 WriteByte(MSG_ONE, 3); // svc_updatestat
18 WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
20 WriteCoord(MSG_ONE, autocvar_timelimit);
22 WriteCoord(MSG_ONE, (t + 1) / 60);
25 void ctf_EventLog(string mode, float flagteam, entity actor) // use an alias for easy changing and quick editing later
27 if(autocvar_sv_eventlog)
28 GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
32 // =======================
33 // CaptureShield Functions
34 // =======================
36 float ctf_CaptureShield_CheckStatus(entity p)
40 float players_worseeq, players_total;
42 if(ctf_captureshield_max_ratio <= 0)
45 s = PlayerScore_Add(p, SP_SCORE, 0);
46 if(s >= -ctf_captureshield_min_negscore)
49 players_total = players_worseeq = 0;
54 se = PlayerScore_Add(e, SP_SCORE, 0);
60 // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
63 if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
69 void ctf_CaptureShield_Update(entity player, float wanted_status)
71 float updated_status = ctf_CaptureShield_CheckStatus(player);
72 if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
74 if(updated_status) // TODO csqc notifier for this // Samual: How?
75 Send_CSQC_Centerprint_Generic(player, CPID_CTF_CAPTURESHIELD, "^3You are now ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Make some defensive scores before trying again.", 5, 0);
77 Send_CSQC_Centerprint_Generic(player, CPID_CTF_CAPTURESHIELD, "^3You are now free.\n\n^3Feel free to ^1try to capture^3 the flag again\n^3if you think you will succeed.", 5, 0);
79 player.ctf_captureshielded = updated_status;
83 float ctf_CaptureShield_Customize()
85 if not(other.ctf_captureshielded)
87 if(self.team == other.team)
92 void ctf_CaptureShield_Touch()
94 if not(other.ctf_captureshielded)
96 if(self.team == other.team)
100 mymid = (self.absmin + self.absmax) * 0.5;
101 othermid = (other.absmin + other.absmax) * 0.5;
102 Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
103 Send_CSQC_Centerprint_Generic(other, CPID_CTF_CAPTURESHIELD, "^3You are ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Get some defensive scores before trying again.", 5, 0);
106 void ctf_CaptureShield_Spawn(entity flag)
112 e.touch = ctf_CaptureShield_Touch;
113 e.customizeentityforclient = ctf_CaptureShield_Customize;
114 e.classname = "ctf_captureshield";
115 e.effects = EF_ADDITIVE;
116 e.movetype = MOVETYPE_NOCLIP;
117 e.solid = SOLID_TRIGGER;
118 e.avelocity = '7 0 11';
119 setorigin(e, self.origin);
120 setmodel(e, "models/ctf/shield.md3");
122 setsize(e, e.scale * e.mins, e.scale * e.maxs);
130 void ctf_Handle_Drop(entity player)
132 print("ctf_Handle_Drop() called.\n");
134 entity flag = player.flagcarried;
136 if(!flag) { return; }
137 if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
140 setattachment(flag, world, "");
141 setorigin(flag, player.origin - '0 0 24' + '0 0 37');
142 flag.owner.flagcarried = world;
144 flag.movetype = MOVETYPE_TOSS;
145 flag.solid = SOLID_TRIGGER;
146 flag.takedamage = DAMAGE_YES;
147 flag.velocity = ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom()));
148 flag.pain_finished = time + autocvar_g_ctf_flag_returntime; // replace this later
150 flag.ctf_droptime = time;
151 flag.ctf_dropperid = player.playerid;
152 flag.ctf_status = FLAG_DROPPED;
154 // messages and sounds
155 Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
156 sound(flag, CH_TRIGGER, flag.noise4, VOL_BASE, ATTN_NONE);
157 ctf_EventLog("dropped", player.team, player);
160 PlayerTeamScore_AddScore(player, -ctf_ReadScore("penalty_drop"));
161 PlayerScore_Add(player, SP_CTF_DROPS, 1);
164 WaypointSprite_Spawn("flagdropped", 0, 0, flag, '0 0 64', world, player.team, flag, wps_flagdropped, FALSE, RADARICON_FLAG, '0 1 1'); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
165 WaypointSprite_Ping(player.wps_flagcarrier);
166 WaypointSprite_Kill(player.wps_flagcarrier);
169 ctf_CaptureShield_Update(player, 0); // shield only
171 // check if the flag will fall off the map
172 trace_startsolid = FALSE;
173 tracebox(flag.origin, flag.mins, flag.maxs, flag.origin, TRUE, flag);
175 dprint("FLAG FALLTHROUGH will happen SOON\n");
178 void ctf_Handle_Capture(entity flag, entity player)
180 print("ctf_Handle_Capture() called.\n");
183 float cap_time, cap_record, success;
184 string cap_message, refername;
187 if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots)) {
188 cap_record = ctf_captimerecord;
189 cap_time = (time - player.flagcarried.ctf_pickuptime);
191 refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
192 refername = ((refername == player.netname) ? "their" : strcat(refername, "^7's"));
194 if(!ctf_captimerecord)
195 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds"); success = TRUE; }
196 else if(cap_time < cap_record)
197 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, breaking ", refername, " previous record of ", ftos_decimals(cap_record, 2), " seconds"); success = TRUE; }
199 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, failing to break ", refername, " record of ", ftos_decimals(cap_record, 2), " seconds"); success = FALSE; }
202 ctf_captimerecord = cap_time;
203 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time));
204 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname);
205 write_recordmarker(player, (time - cap_time), cap_time); } }
207 // messages and sounds
208 Send_KillNotification(player.netname, player.flagcarried.netname, cap_message, INFO_CAPTUREFLAG, MSG_INFO);
209 sound(player, CH_TRIGGER, flag.noise2, VOL_BASE, ATTN_NONE); // "ctf/*_capture.wav"
210 ctf_EventLog("capture", player.flagcarried.team, player);
213 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_capture"));
214 PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
217 if (autocvar_g_ctf_flag_capture_effects)
219 pointparticles(particleeffectnum((player.team == COLOR_TEAM1) ? "red_ground_quake" : "blue_ground_quake"), flag.origin, '0 0 0', 1);
220 //shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
224 WaypointSprite_Kill(player.wps_flagcarrier);
227 if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
229 ctf_RespawnFlag(player.flagcarried);
232 void ctf_Handle_Return(entity flag, entity player)
234 print("ctf_Handle_Return() called.\n");
236 // messages and sounds
237 Send_KillNotification (player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO);
238 sound(player, CH_TRIGGER, flag.noise1, VOL_BASE, ATTN_NONE);
239 ctf_EventLog("return", flag.team, player);
242 PlayerTeamScore_AddScore(player, ctf_ReadScore(strcat("score_return", ((player.playerid == flag.playerid) ? "_by_killer" : "")))); // reward for return
243 PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
245 TeamScore_AddToTeam(((flag.team == COLOR_TEAM1) ? COLOR_TEAM2 : COLOR_TEAM1), ST_SCORE, -ctf_ReadScore("penalty_returned")); // punish the team who was last carrying it
246 FOR_EACH_PLAYER(player) if(player.playerid == flag.ctf_dropperid) // punish the player who dropped the flag
248 PlayerScore_Add(player, SP_SCORE, -ctf_ReadScore("penalty_returned"));
249 ctf_CaptureShield_Update(player, 0); // shield only
253 WaypointSprite_Kill(flag.wps_flagdropped);
256 ctf_RespawnFlag(flag);
259 void ctf_Handle_Pickup_Base(entity flag, entity player)
261 print("ctf_Handle_Pickup_Base() called.\n");
263 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
264 string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
266 // attach the flag to the player
268 player.flagcarried = flag;
269 setattachment(flag, player, "");
270 setorigin(flag, FLAG_CARRY_POS);
273 flag.movetype = MOVETYPE_NONE;
274 flag.takedamage = DAMAGE_NO;
275 flag.solid = SOLID_NOT;
276 flag.angles = '0 0 0';
277 flag.ctf_pickuptime = time; // used for timing runs
278 flag.ctf_pickupid = player.playerid;
279 flag.ctf_status = FLAG_CARRY;
281 // messages and sounds
282 Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO);
283 sound(player, CH_TRIGGER, flag.noise, VOL_BASE, ATTN_NONE);
284 ctf_EventLog("steal", flag.team, player);
285 verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat("(", player.netname, ")") : ""); // replace TRUE with an autocvar for it.
286 FOR_EACH_PLAYER(tmp_player)
287 if(tmp_player.team == flag.team)
288 centerprint(tmp_player, strcat("The enemy ", verbosename, "got your flag! Retrieve it!"));
289 else if((tmp_player.team == player.team) && (tmp_player != player))
290 centerprint(tmp_player, strcat("Your team mate ", verbosename, "got the flag! Protect them!"));
293 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_pickup_base"));
294 PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
297 flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
298 if((player.speedrunning) && (ctf_captimerecord))
299 ctf_FakeTimeLimit(player, time + ctf_captimerecord);
302 if (autocvar_g_ctf_flag_pickup_effects)
304 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
308 WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE, RADARICON_FLAG, '1 1 0'); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
309 WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
310 WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
311 WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, '1 1 0');
312 WaypointSprite_Ping(player.wps_flagcarrier);
315 void ctf_Handle_Pickup_Dropped(entity flag, entity player) // make sure this works
317 print("ctf_Handle_Pickup_Dropped() called.\n");
320 float returnscore = bound(0, (flag.pain_finished - time) / autocvar_g_ctf_flag_returntime, 1); // can this be division by zero?
321 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
322 string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
324 // attach the flag to the player
326 player.flagcarried = flag;
327 setattachment(flag, player, "");
328 setorigin(flag, FLAG_CARRY_POS);
331 flag.movetype = MOVETYPE_NONE;
332 flag.takedamage = DAMAGE_NO;
333 flag.solid = SOLID_NOT;
334 flag.angles = '0 0 0';
335 //flag.ctf_pickuptime = time; // don't update pickuptime since this isn't a real steal.
336 flag.ctf_pickupid = player.playerid;
337 flag.ctf_status = FLAG_CARRY;
339 // messages and sounds
340 Send_KillNotification (player.netname, flag.netname, "", INFO_PICKUPFLAG, MSG_INFO);
341 sound (player, CH_TRIGGER, flag.noise, VOL_BASE, ATTN_NONE);
342 ctf_EventLog("pickup", flag.team, player);
343 verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat("(", player.netname, ")") : "");
344 FOR_EACH_PLAYER(tmp_player)
345 if(tmp_player.team == flag.team)
346 centerprint(tmp_player, strcat("The enemy ", verbosename, "got your flag! Retrieve it!"));
347 else if((tmp_player.team == player.team) && (tmp_player != player))
348 centerprint(tmp_player, strcat("Your team mate ", verbosename, "got the flag! Protect them!"));
351 returnscore = floor((ctf_ReadScore("score_pickup_dropped_late") * (1-returnscore) + ctf_ReadScore("score_pickup_dropped_early") * returnscore) + 0.5);
352 print("score is ", ftos(returnscore), "\n");
353 PlayerTeamScore_AddScore(player, returnscore);
354 PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
357 if (autocvar_g_ctf_flag_pickup_effects) // field pickup effect
359 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
363 WaypointSprite_Kill(flag.wps_flagdropped);
364 WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE, RADARICON_FLAG, '1 1 0'); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
365 WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
366 WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
367 WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, '1 1 0');
368 WaypointSprite_Ping(player.wps_flagcarrier);
372 // ===================
373 // Main Flag Functions
374 // ===================
381 self.nextthink = time + 0.1; // only 10 fps, more is unnecessary.
384 if(self == ctf_worldflaglist) // only for the first flag
385 FOR_EACH_CLIENT(tmp_entity)
386 ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
389 if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
390 dprint("wtf the flag got squished?\n");
391 tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
392 if(!trace_startsolid) // can we resize it without getting stuck?
393 setsize(self, FLAG_MIN, FLAG_MAX); }
395 if(self.owner.classname != "player" || (self.owner.deadflag) || (self.owner.flagcarried != self)) {
396 dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
397 ctf_Handle_Drop(self.owner);
401 switch(self.ctf_status)
403 case FLAG_BASE: // nothing to do here
407 // flag fallthrough? FIXME remove this if bug is really fixed now
408 if(self.origin_z < -131072)
410 dprint("FLAG FALLTHROUGH just happened\n");
411 self.pain_finished = 0;
413 setattachment(self, world, "");
414 if(time > self.pain_finished)
416 bprint("The ", self.netname, " has returned to base\n");
417 sound (self, CH_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
418 ctf_EventLog("returned", self.team, world);
419 ctf_RespawnFlag(self);
424 if((self.owner) && (self.speedrunning) && (ctf_captimerecord) && (time >= self.ctf_pickuptime + ctf_captimerecord))
426 bprint("The ", self.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n");
427 sound (self, CH_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
429 self.owner.impulse = 141; // returning!
433 ctf_RespawnFlag(tmp_entity);
439 default: // this should never happen
440 dprint("Think: Flag exists with no status?\n");
447 if(gameover) { return; }
448 if(!self) { return; }
449 if((trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))// || (trace_dphitcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA)))
450 { // The flag fell off the map or into lava/slime, respawn it since players can't get to it
451 ctf_RespawnFlag(self);
454 if(other.deadflag != DEAD_NO) { return; }
455 if(other.classname != "player")
456 { // The flag just touched an object, most likely the world
457 pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
458 sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
461 else if(self.wait > time) { return; }
463 switch(self.ctf_status)
466 if((other.team == self.team) && (other.flagcarried) && (other.flagcarried.team != self.team))
467 ctf_Handle_Capture(self, other); // other just captured the enemies flag to his base
468 else if((other.team != self.team) && (!other.flagcarried) && (!other.ctf_captureshielded))
469 ctf_Handle_Pickup_Base(self, other); // other just stole the enemies flag
473 if(other.team == self.team)
474 ctf_Handle_Return(self, other); // other just returned his own flag
475 else if((!other.flagcarried) && ((other.playerid != self.ctf_dropperid) || (time > self.ctf_droptime + autocvar_g_balance_ctf_delay_collect)))
476 ctf_Handle_Pickup_Dropped(self, other); // other just picked up a dropped enemy flag
480 dprint("Someone touched a flag even though it was being carried?\n");
483 default: // this should never happen
484 dprint("Touch: Flag exists with no status?\n");
489 void ctf_RespawnFlag(entity flag)
491 print("ctf_RespawnFlag() called.\n");
493 // reset the player (if there is one)
494 if((flag.owner) && (flag.owner.flagcarried == flag))
496 WaypointSprite_Kill(flag.wps_flagcarrier);
497 flag.owner.flagcarried = world;
499 if(flag.speedrunning)
500 ctf_FakeTimeLimit(flag.owner, -1);
504 setattachment(flag, world, "");
505 setorigin(flag, flag.ctf_spawnorigin); // replace with flag.ctf_spawnorigin
506 flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
507 flag.takedamage = DAMAGE_NO;
508 flag.solid = SOLID_TRIGGER;
509 flag.velocity = '0 0 0';
510 flag.angles = flag.mangle;
511 flag.ctf_status = FLAG_BASE;
512 flag.flags = FL_ITEM | FL_NOTARGET;
519 if(self.owner.classname == "player")
520 ctf_Handle_Drop(self.owner);
522 ctf_RespawnFlag(self);
523 print("ctf reset\n");
526 void ctf_SetupFlag(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
529 teamnumber = fabs(teamnumber - bound(0, g_ctf_reverse, 1)); // if we were originally 1, this will become 0. If we were originally 0, this will become 1.
532 flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist // todo: find out if this can be simplified
533 ctf_worldflaglist = flag;
535 setattachment(flag, world, "");
537 flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
538 flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue)
539 flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
540 flag.classname = "item_flag_team";
541 flag.target = "###item###"; // wut?
542 flag.flags = FL_ITEM | FL_NOTARGET;
543 flag.solid = SOLID_TRIGGER;
544 flag.velocity = '0 0 0';
545 flag.ctf_status = FLAG_BASE;
546 flag.mangle = flag.angles;
547 flag.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
549 // handle spawn origin and flag placement
550 flag.dropped_origin = (flag.origin + (FLAG_MAX * '0 0 1'));
552 if(flag.spawnflags & 1) // don't drop to floor, just stay at fixed location
555 // builtin_droptofloor();
556 flag.movetype = MOVETYPE_NONE;
557 print("^1|^3||||^1| This map was loaded with flags using MOVETYPE_NONE\n");
559 else // drop to floor, automatically find a platform and set that as spawn origin
561 flag.noalign = FALSE;
562 builtin_droptofloor();
563 flag.movetype = MOVETYPE_TOSS;
564 print("^1|^3||||^1| This map was loaded with flags using MOVETYPE_TOSS\n");
567 flag.ctf_spawnorigin = flag.dropped_origin; // set spawn origin to the "dropped" origin.
569 flag.reset = ctf_Reset;
570 flag.touch = ctf_FlagTouch;
573 if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
574 setmodel (flag, flag.model); // precision set below
575 setsize(flag, FLAG_MIN, FLAG_MAX);
576 setorigin(flag, flag.ctf_spawnorigin);
577 if(!flag.scale) { flag.scale = 0.6; }
579 flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin);
581 if(autocvar_g_ctf_flag_glowtrails)
583 flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
588 flag.effects |= EF_LOWPRECISION;
589 if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
590 if(autocvar_g_ctf_dynamiclights) { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
593 if(!flag.noise) { flag.noise = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
594 if(!flag.noise1) { flag.noise1 = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
595 if(!flag.noise2) { flag.noise2 = ((teamnumber) ? "ctf/red_capture.wav" : "ctf/blue_capture.wav"); } // blue team scores by capturing the red flag
596 if(!flag.noise3) { flag.noise3 = "ctf/flag_respawn.wav"; } // if there is ever a team-based sound for this, update the code to match.
597 if(!flag.noise4) { flag.noise4 = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
600 precache_sound(flag.noise);
601 precache_sound(flag.noise1);
602 precache_sound(flag.noise2);
603 precache_sound(flag.noise3);
604 precache_sound(flag.noise4);
605 precache_model(flag.model);
606 precache_model("models/ctf/shield.md3");
607 precache_model("models/ctf/shockwavetransring.md3");
610 waypoint_spawnforitem_force(flag, flag.origin);
611 flag.nearestwaypointtimeout = 0; // activate waypointing again
612 flag.bot_basewaypoint = flag.nearestwaypoint;
615 WaypointSprite_SpawnFixed(((teamnumber) ? "redbase" : "bluebase"), flag.origin + '0 0 64', flag, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
616 WaypointSprite_UpdateTeamRadar(flag.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
618 // captureshield setup
619 ctf_CaptureShield_Spawn(flag);
627 // g_ctf_ignore_frags
629 MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
631 if(self.flagcarried) { ctf_Handle_Drop(self); }
635 MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
639 // initially clear items so they can be set as necessary later.
640 self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST
641 | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
643 // item for stopping players from capturing the flag too often
644 if(self.ctf_captureshielded)
645 self.items |= IT_CTF_SHIELDED;
647 // scan through all the flags and notify the client about them
648 for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
650 if(flag.ctf_status == FLAG_CARRY)
651 if(flag.owner == self)
652 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
654 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag
655 else if(flag.ctf_status == FLAG_DROPPED)
656 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
662 MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
664 if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
666 if(frag_target == frag_attacker) // damage done to yourself
668 frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
669 frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
671 else // damage done to noncarriers
673 frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
674 frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
680 MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
682 frag_score = 0; // no frags counted in ctf
683 return (g_ctf_ignore_frags); // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
686 MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
688 if(autocvar_g_ctf_allow_drop)
689 ctf_Handle_Drop(self);
698 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
699 CTF Starting point for a player in team one (Red).
700 Keys: "angle" viewing angle when spawning. */
701 void spawnfunc_info_player_team1()
703 if(g_assault) { remove(self); return; }
705 self.team = COLOR_TEAM1; // red
706 spawnfunc_info_player_deathmatch();
710 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
711 CTF Starting point for a player in team two (Blue).
712 Keys: "angle" viewing angle when spawning. */
713 void spawnfunc_info_player_team2()
715 if(g_assault) { remove(self); return; }
717 self.team = COLOR_TEAM2; // blue
718 spawnfunc_info_player_deathmatch();
721 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
722 CTF Starting point for a player in team three (Yellow).
723 Keys: "angle" viewing angle when spawning. */
724 void spawnfunc_info_player_team3()
726 if(g_assault) { remove(self); return; }
728 self.team = COLOR_TEAM3; // yellow
729 spawnfunc_info_player_deathmatch();
733 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
734 CTF Starting point for a player in team four (Purple).
735 Keys: "angle" viewing angle when spawning. */
736 void spawnfunc_info_player_team4()
738 if(g_assault) { remove(self); return; }
740 self.team = COLOR_TEAM4; // purple
741 spawnfunc_info_player_deathmatch();
744 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
745 CTF flag for team one (Red). Multiple flags are allowed.
747 "angle" Angle the flag will point (minus 90 degrees)...
748 "model" model to use, note this needs red and blue as skins 0 and 1 (default models/ctf/flag.md3)...
749 "noise" sound played when flag is picked up (default ctf/take.wav)...
750 "noise1" sound played when flag is returned by a teammate (default ctf/return.wav)...
751 "noise2" sound played when flag is captured (default ctf/redcapture.wav)...
752 "noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */
753 void spawnfunc_item_flag_team1()
755 if(!g_ctf) { remove(self); return; }
757 ctf_SetupFlag(1, self); // 1 = red
760 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
761 CTF flag for team two (Blue). Multiple flags are allowed.
763 "angle" Angle the flag will point (minus 90 degrees)...
764 "model" model to use, note this needs red and blue as skins 0 and 1 (default models/ctf/flag.md3)...
765 "noise" sound played when flag is picked up (default ctf/take.wav)...
766 "noise1" sound played when flag is returned by a teammate (default ctf/return.wav)...
767 "noise2" sound played when flag is captured (default ctf/redcapture.wav)...
768 "noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */
769 void spawnfunc_item_flag_team2()
771 if(!g_ctf) { remove(self); return; }
773 ctf_SetupFlag(0, self); // the 0 is misleading, but -- 0 = blue.
776 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
777 Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
778 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.
780 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
781 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
782 void spawnfunc_ctf_team()
784 if(!g_ctf) { remove(self); return; }
786 self.classname = "ctf_team";
787 self.team = self.cnt + 1;
795 // code from here on is just to support maps that don't have flag and team entities
796 void ctf_SpawnTeam (string teamname, float teamcolor)
801 self.classname = "ctf_team";
802 self.netname = teamname;
803 self.cnt = teamcolor;
805 spawnfunc_ctf_team();
810 void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
812 // if no teams are found, spawn defaults
813 if(find(world, classname, "ctf_team") == world)
815 print("NO TEAMS FOUND FOR CTF! creating them anyway.\n");
816 ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
817 ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
823 void ctf_Initialize()
825 ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
827 ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
828 ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
829 ctf_captureshield_force = autocvar_g_ctf_shield_force;
831 //g_ctf_win_mode = cvar("g_ctf_win_mode");
833 InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
837 MUTATOR_DEFINITION(gamemode_ctf)
839 MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY);
840 MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY);
841 MUTATOR_HOOK(PlayerDies, ctf_RemovePlayer, CBC_ORDER_ANY);
842 MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
843 MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
844 MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
845 MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY);
846 //MUTATOR_HOOK(PlayerPowerups, ctf_PlayerPowerups, CBC_ORDER_ANY);
850 if(time > 1) // game loads at time 1
851 error("This is a game type and it cannot be added at runtime.");
859 error("This is a game type and it cannot be removed at runtime.");