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1 // ================================================================
2 //  Official capture the flag game mode coding, reworked by Samual
3 //  Last updated: March 27th, 2011
4 // ================================================================
5
6 // Flag constants 
7 #define FLAG_MIN (PL_MIN + '0 0 -13')
8 #define FLAG_MAX (PL_MAX + '0 0 -13')
9 #define FLAG_CARRY_POS '-15 0 7'
10
11 .entity bot_basewaypoint; // Flag waypointsprite
12 .entity wps_flagbase; 
13 .entity wps_flagcarrier;
14 .entity wps_flagdropped;
15
16 entity ctf_worldflaglist; // CTF flags in the map
17 .entity ctf_worldflagnext;
18
19 .float ctf_dropperid; // Don't allow spam of dropping the flag
20 .float ctf_droptime;
21 .float ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally)
22
23 // Delay between when the person can pick up a flag // replace with .wait? 
24 .float next_take_time;
25
26 // Record time for capturing the flag
27 float flagcaptimerecord;
28 .float flagpickuptime;
29
30 // CaptureShield: If the player is too bad to be allowed to capture, shield them from taking the flag.
31 .float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture
32 float captureshield_min_negscore; // punish at -20 points
33 float captureshield_max_ratio; // punish at most 30% of each team
34 float captureshield_force; // push force of the shield
35
36
37 // declare functions so they can be used in any order in the file
38 void ctf_FlagTouch(void);
39 void ctf_FlagThink(void);
40 void ctf_SetupFlag(float, entity);
41 void ctf_RespawnFlag(entity);
42 float ctf_CaptureShield_CheckStatus(entity);
43 void ctf_CaptureShield_Update(entity, float);
44 float ctf_CaptureShield_Customize(void);
45 void ctf_CaptureShield_Touch(void);
46 void ctf_CaptureShield_Spawn(entity);
47
48
49 // ==================
50 // Misc CTF functions
51 // ==================
52
53 float ctf_ReadScore(string parameter) // make this obsolete
54 {
55         if(g_ctf_win_mode != 2)
56                 return cvar(strcat("g_ctf_personal", parameter));
57         else
58                 return cvar(strcat("g_ctf_flag", parameter));
59 }
60
61 void ctf_FakeTimeLimit(entity e, float t)
62 {
63         msg_entity = e;
64         WriteByte(MSG_ONE, 3); // svc_updatestat
65         WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
66         if(t < 0)
67                 WriteCoord(MSG_ONE, autocvar_timelimit);
68         else
69                 WriteCoord(MSG_ONE, (t + 1) / 60);
70 }
71
72 void ctf_EventLog(string mode, float flagteam, entity actor)
73 {
74         string s;
75         if(!autocvar_sv_eventlog)
76                 return;
77         s = strcat(":ctf:", mode);
78         s = strcat(s, ":", ftos(flagteam));
79         if(actor != world)
80                 s = strcat(s, ":", ftos(actor.playerid));
81         GameLogEcho(s);
82 }
83
84 void ctf_CaptureShockwave(vector org)
85 {
86         shockwave_spawn("models/ctf/shockwavetransring.md3", org - '0 0 15', -0.8, 0, 1);
87 }
88
89 void ctf_CreateBaseWaypoints(entity flag, float teamnumber)
90 {
91         // for bots
92         waypoint_spawnforitem_force(flag, flag.origin);
93         flag.nearestwaypointtimeout = 0; // activate waypointing again
94         flag.bot_basewaypoint = flag.nearestwaypoint;
95
96         // waypointsprites
97         WaypointSprite_SpawnFixed(((teamnumber) ? "redbase" : "bluebase"), flag.origin + '0 0 61', flag, wps_flagbase);
98         WaypointSprite_UpdateTeamRadar(flag.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
99 }
100
101 void ctf_SetStatus_ForType(entity flag, float type)
102 {
103         if(flag.cnt ==  FLAG_CARRY)
104         {
105                 if(flag.owner == self)
106                         self.items |= type * 3; // carrying: self is currently carrying the flag
107                 else 
108                         self.items |= type * 1; // taken: someone on self's team is carrying the flag
109         }
110         else if(flag.cnt == FLAG_DROPPED) 
111                 self.items |= type * 2; // lost: the flag is dropped somewhere on the map
112 }
113
114 void ctf_SetStatus() // re-write this in some less shitty way
115 {
116         // declarations 
117         float redflags, blueflags;
118         local entity flag;
119         
120         // initially clear items so they can be set as necessary later.
121         self.items &~= (IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
122
123         // item for stopping players from capturing the flag too often
124         if(self.ctf_captureshielded)
125                 self.items |= IT_CTF_SHIELDED;
126
127         // figure out what flags we already own
128         for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
129         {
130                 if(flag.items & IT_KEY2) // blue
131                         ++redflags;
132                 else if(flag.items & IT_KEY1) // red
133                         ++blueflags;
134         }
135
136         // blinking magic: if there is more than one flag, show one of these in a clever way // wtf?
137         if(redflags)
138                 redflags = mod(floor(time * redflags * 0.75), redflags);
139                 
140         if(blueflags)
141                 blueflags = mod(floor(time * blueflags * 0.75), blueflags);
142
143         for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
144         {
145                 if(flag.items & IT_KEY2) // blue
146                 {
147                         if(--redflags == -1) // happens exactly once (redflags is in 0..count-1, and will --'ed count times) // WHAT THE FUCK DOES THIS MEAN? whoever wrote this is shitty at explaining things.
148                                 ctf_SetStatus_ForType(flag, IT_RED_FLAG_TAKEN);
149                 }
150                 else if(flag.items & IT_KEY1) // red
151                 {
152                         if(--blueflags == -1) // happens exactly once
153                                 ctf_SetStatus_ForType(flag, IT_BLUE_FLAG_TAKEN);
154                 }
155         }
156 }
157
158 void ctf_Reset()
159 {
160         ctf_Handle_Drop(self);
161         ctf_RespawnFlag(self);
162 }
163
164
165 // ==============
166 // Event Handlers
167 // ==============
168
169 void ctf_Handle_Drop(entity player) // make sure this works
170 {
171         entity flag = player.flagcarried;
172
173         if(!flag) { return; }
174         if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
175         
176         // reset the flag
177         setattachment(flag, world, "");
178         flag.owner.flagcarried = world;
179         flag.owner = world;
180         flag.ctf_status = FLAG_DROPPED;
181         flag.movetype = MOVETYPE_TOSS;
182         flag.solid = SOLID_TRIGGER;
183         flag.takedamage = DAMAGE_YES;
184         flag.flags = FL_ITEM; // does this need set? same as above.
185         setorigin(flag, player.origin - '0 0 24' + '0 0 37'); // eh wtf is with these weird values?
186         flag.velocity = ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom()));
187         flag.pain_finished = time + autocvar_g_ctf_flag_returntime;
188         
189         flag.ctf_droptime = time;
190         flag.ctf_dropperid = player.playerid;
191
192         // messages and sounds
193         Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
194         sound(flag, CHAN_TRIGGER, flag.noise4, VOL_BASE, ATTN_NONE);
195         ctf_EventLog("dropped", player.team, player);
196         
197         // scoring
198         PlayerScore_Add(player, SP_CTF_DROPS, 1);
199         UpdateFrags(player, -ctf_ReadScore("penalty_drop"));
200
201         // waypoints
202         WaypointSprite_Spawn("flagdropped", 0, 0, flag, '0 0 64', world, (COLOR_TEAM1 + COLOR_TEAM2 - flag.team), flag, wps_flagcarrier, FALSE);
203         WaypointSprite_Ping(player.wps_flagcarrier);
204         WaypointSprite_Kill(player.wps_flagcarrier);
205
206         ctf_CaptureShield_Update(player, 0); // shield only
207
208         // eh? 
209         trace_startsolid = FALSE;
210         tracebox(flag.origin, flag.mins, flag.maxs, flag.origin, TRUE, flag);
211         if(trace_startsolid)
212                 dprint("FLAG FALLTHROUGH will happen SOON\n");
213 }
214
215 // finish these
216
217 void ctf_Handle_Capture(entity flag, entity player)
218 {
219         // blah blah blah
220 }
221
222 void ctf_Handle_Return(entity flag, entity player)
223 {
224         // blah blah blah
225 }
226
227 void ctf_Handle_Pickup_Base(entity flag, entity player)
228 {
229         // blah blah blah
230 }
231
232 void ctf_Handle_Pickup_Dropped(entity flag, entity player)
233 {
234         // blah blah blah
235 }
236
237
238 // ===================
239 // Main Flag Functions
240 // ===================
241
242 void ctf_SetupFlag(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc 
243 {
244         // declarations
245         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. 
246         
247         // main setup
248         flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist // todo: find out if this can be simplified
249         ctf_worldflaglist = flag;
250
251         setattachment(flag, world, ""); 
252
253         flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
254         flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue)
255         flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
256         flag.classname = "item_flag_team";
257         flag.target = "###item###"; // wut?
258         flag.flags = FL_ITEM;
259         flag.solid = SOLID_TRIGGER;
260         flag.velocity = '0 0 0';
261         flag.ctf_status = FLAG_BASE;
262         flag.mangle = flag.angles;
263         flag.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
264         
265         if(flag.spawnflags & 1) // I don't understand what all this is about.
266         {       
267                 flag.noalign = TRUE;
268                 flag.dropped_origin = flag.origin; 
269                 flag.movetype = MOVETYPE_NONE;
270         }
271         else 
272         { 
273                 flag.noalign = FALSE;
274                 droptofloor(); 
275                 flag.movetype = MOVETYPE_TOSS; 
276         }       
277         
278         flag.reset = ctf_Reset;
279         flag.touch = ctf_FlagTouch;
280         flag.think = ctf_RespawnFlag;
281         flag.nextthink = time + 0.2; // start after doors etc // Samual: 0.2 though? Why? 
282
283         // appearence
284         if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
285         setmodel (flag, flag.model); // precision set below
286         setsize(flag, FLAG_MIN, FLAG_MAX);
287         setorigin(flag, flag.origin + '0 0 37');
288         flag.origin_z = flag.origin_z + 6; // why 6?
289         if(!flag.scale) { flag.scale = 0.6; }
290         
291         flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin);
292         
293         if(autocvar_g_ctf_flag_glowtrails)
294         {
295                 flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
296                 flag.glow_size = 25;
297                 flag.glow_trail = 1;
298         }
299         
300         flag.effects |= EF_LOWPRECISION;
301         if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
302         if(autocvar_g_ctf_dynamiclights)   { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
303         
304         // sound 
305         if(!flag.noise)  { flag.noise  = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
306         if(!flag.noise1) { flag.noise1 = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
307         if(!flag.noise2) { flag.noise2 = ((teamnumber) ? "ctf/red_capture.wav" : "ctf/blue_capture.wav"); } // blue team scores by capturing the red flag
308         if(!flag.noise3) { flag.noise3 = "ctf/flag_respawn.wav"; } // if there is ever a team-based sound for this, update the code to match.
309         if(!flag.noise4) { flag.noise4 = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
310         
311         // precache
312         precache_sound(flag.noise);
313         precache_sound(flag.noise1);
314         precache_sound(flag.noise2);
315         precache_sound(flag.noise3);
316         precache_sound(flag.noise4);
317         precache_model(flag.model);
318         precache_model("models/ctf/shield.md3");
319         precache_model("models/ctf/shockwavetransring.md3");
320
321         // other initialization stuff
322         ctf_CreateBaseWaypoints(flag, teamnumber);
323         ctf_CaptureShield_Spawn(flag);
324         //InitializeEntity(self, ctf_CaptureShield_Spawn, INITPRIO_SETLOCATION);
325 }
326
327 void ctf_RespawnFlag(entity flag) // re-write this
328 {
329         if(flag.classname != "item_flag_team") { backtrace("ctf_RespawnFlag was called incorrectly."); return; }
330
331         if(flag.owner)
332         if(flag.owner.flagcarried == flag)
333         {
334                 WaypointSprite_DetachCarrier(flag.owner);
335                 flag.owner.flagcarried = world;
336
337                 if(flag.speedrunning)
338                         ctf_FakeTimeLimit(flag.owner, -1);
339         }
340         flag.owner = world;
341         
342         if(flag.waypointsprite_attachedforcarrier)
343                 WaypointSprite_DetachCarrier(flag);
344
345         setattachment(flag, world, "");
346         flag.damageforcescale = 0;
347         flag.takedamage = DAMAGE_NO;
348         flag.movetype = MOVETYPE_NONE;
349         if(!flag.noalign)
350                 flag.movetype = MOVETYPE_TOSS;
351         flag.velocity = '0 0 0';
352         flag.solid = SOLID_TRIGGER;
353         // TODO: play a sound here
354         setorigin(flag, flag.dropped_origin);
355         flag.angles = flag.mangle;
356         flag.ctf_status = FLAG_BASE;
357         flag.owner = world;
358         flag.flags = FL_ITEM; // clear FL_ONGROUND and any other junk // there shouldn't be any "junk" set on this... look into it and make sure it's kept clean. 
359 }
360
361 void ctf_FlagThink() // re-write this
362 {
363         local entity e;
364
365         self.nextthink = time + 0.1;
366
367         // sorry, we have to reset the flag size if it got squished by something
368         if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX)
369         {
370                 // if we can grow back, grow back
371                 tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
372                 if(!trace_startsolid)
373                         setsize(self, FLAG_MIN, FLAG_MAX);
374         }
375
376         if(self == ctf_worldflaglist) // only for the first flag
377         {
378                 FOR_EACH_CLIENT(e)
379                         ctf_CaptureShield_Update(e, 1); // release shield only
380         }
381
382         if(self.speedrunning)
383         if(self.cnt == FLAG_CARRY)
384         {
385                 if(self.owner)
386                 if(flagcaptimerecord)
387                 if(time >= self.flagpickuptime + flagcaptimerecord)
388                 {
389                         bprint("The ", self.netname, " became impatient after ", ftos_decimals(flagcaptimerecord, 2), " seconds and returned itself\n");
390
391                         sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
392                         self.owner.impulse = 141; // returning!
393
394                         e = self;
395                         self = self.owner;
396                         ctf_RespawnFlag(e);
397                         ImpulseCommands();
398                         self = e;
399                         return;
400                 }
401         }
402
403         if(self.cnt == FLAG_BASE)
404                 return;
405
406         if(self.cnt == FLAG_DROPPED)
407         {
408                 // flag fallthrough? FIXME remove this if bug is really fixed now
409                 if(self.origin_z < -131072)
410                 {
411                         dprint("FLAG FALLTHROUGH just happened\n");
412                         self.pain_finished = 0;
413                 }
414                 setattachment(self, world, "");
415                 if(time > self.pain_finished)
416                 {
417                         bprint("The ", self.netname, " has returned to base\n");
418                         sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
419                         ctf_EventLog("returned", self.team, world);
420                         ctf_RespawnFlag(self);
421                 }
422                 return;
423         }
424
425         e = self.owner;
426         if(e.classname != "player" || (e.deadflag) || (e.flagcarried != self))
427         {
428                 dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
429                 ctf_Handle_Drop(e);
430                 return;
431         }
432
433         if(autocvar_g_ctf_allow_drop)
434         if(e.BUTTON_USE)
435                 ctf_Handle_Drop(self);
436 }
437
438 void ctf_FlagTouch()
439 {
440         if(gameover) { return; }
441         if(!self) { return; }
442         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
443         { // The flag fell off the map, respawn it since players can't get to it
444                 ctf_RespawnFlag(self);
445                 return;
446         }
447         if(other.deadflag != DEAD_NO) { return; }
448         if(other.classname != "player") 
449         {  // The flag just touched an object, most likely the world
450                 pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
451                 sound(self, CHAN_AUTO, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
452                 return; 
453         }
454         else if(self.wait > time) { return; }
455
456         switch(self.ctf_status) 
457         {       
458                 case FLAG_BASE:
459                         if((other.team == self.team) && (other.flagcarried) && (other.flagcarried.team != self.team))
460                                 ctf_Handle_Capture(self, other); // other just captured the enemies flag to his base
461                         else if((other.team != self.team) && (!other.flagcarried) && (!other.ctf_captureshielded))
462                                 ctf_Handle_Pickup_Base(self, other); // other just stole the enemies flag
463                         break;
464                 
465                 case FLAG_DROPPED:
466                         if(other.team == self.team)
467                                 ctf_Handle_Return(self, other); // other just returned his own flag
468                         else if((!other.flagcarried) && ((other.playerid != self.ctf_dropperid) || (time > self.ctf_droptime + autocvar_g_balance_ctf_delay_collect)))
469                                 ctf_Handle_Pickup_Dropped(self, other); // other just picked up a dropped enemy flag
470                         break;
471                                 
472                 case FLAG_CARRY:
473                 default:
474                         dprint("Someone touched a flag even though it was being carried? wtf?\n");
475                         break; // this should never happen
476         }
477 }
478
479
480 // =======================
481 // CaptureShield Functions 
482 // =======================
483
484 float ctf_CaptureShield_CheckStatus(entity p) // check to see 
485 {
486         float s, se;
487         entity e;
488         float players_worseeq, players_total;
489
490         if(captureshield_max_ratio <= 0)
491                 return FALSE;
492
493         s = PlayerScore_Add(p, SP_SCORE, 0);
494         if(s >= -captureshield_min_negscore)
495                 return FALSE;
496
497         players_total = players_worseeq = 0;
498         FOR_EACH_PLAYER(e)
499         {
500                 if(e.team != p.team)
501                         continue;
502                 se = PlayerScore_Add(e, SP_SCORE, 0);
503                 if(se <= s)
504                         ++players_worseeq;
505                 ++players_total;
506         }
507
508         // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
509         // use this rule here
510         
511         if(players_worseeq >= players_total * captureshield_max_ratio)
512                 return FALSE;
513
514         return TRUE;
515 }
516
517 void ctf_CaptureShield_Update(entity p, float dir)
518 {
519         float should;
520         if(dir == p.ctf_captureshielded) // 0: shield only, 1: unshield only
521         {
522                 should = ctf_CaptureShield_CheckStatus(p);
523                 if(should != dir)
524                 {
525                         if(should) // TODO csqc notifier for this
526                                 centerprint_atprio(p, CENTERPRIO_SHIELDING, "^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.");
527                         else
528                                 centerprint_atprio(p, CENTERPRIO_SHIELDING, "^3You are now free.\n\n^3Feel free to ^1try to capture^3 the flag again\n^3if you think you will succeed.");
529                         
530                         p.ctf_captureshielded = should;
531                 }
532         }
533 }
534
535 float ctf_CaptureShield_Customize()
536 {
537         if not(other.ctf_captureshielded)
538                 return FALSE;
539         if(self.team == other.team)
540                 return FALSE;
541         return TRUE;
542 }
543
544 void ctf_CaptureShield_Touch()
545 {
546         if not(other.ctf_captureshielded)
547                 return;
548         if(self.team == other.team)
549                 return;
550         vector mymid;
551         vector othermid;
552         mymid = (self.absmin + self.absmax) * 0.5;
553         othermid = (other.absmin + other.absmax) * 0.5;
554         Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * captureshield_force);
555         centerprint_atprio(other, CENTERPRIO_SHIELDING, "^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.");
556 }
557
558 void ctf_CaptureShield_Spawn(entity flag)
559 {
560         entity e;
561         e = spawn();
562         e.enemy = self;
563         e.team = self.team;
564         e.touch = ctf_CaptureShield_Touch;
565         e.customizeentityforclient = ctf_CaptureShield_Customize;
566         e.classname = "ctf_captureshield";
567         e.effects = EF_ADDITIVE;
568         e.movetype = MOVETYPE_NOCLIP;
569         e.solid = SOLID_TRIGGER;
570         e.avelocity = '7 0 11';
571         setorigin(e, self.origin);
572         setmodel(e, "models/ctf/shield.md3");
573         e.scale = 0.5;
574         setsize(e, e.scale * e.mins, e.scale * e.maxs);
575 }
576
577
578 // ==============
579 // Hook Functions
580 // ==============
581
582 MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
583 {
584         if(self.flagcarried) { ctf_Handle_Drop(self); } // figure this out
585         
586         return TRUE;
587 }
588
589
590 // ==========
591 // Spawnfuncs
592 // ==========
593
594 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
595 CTF Starting point for a player in team one (Red).
596 Keys: "angle" viewing angle when spawning. */
597 void spawnfunc_info_player_team1()
598 {
599         if(g_assault) { remove(self); return; }
600         
601         self.team = COLOR_TEAM1; // red
602         spawnfunc_info_player_deathmatch();
603 }
604
605
606 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
607 CTF Starting point for a player in team two (Blue).
608 Keys: "angle" viewing angle when spawning. */
609 void spawnfunc_info_player_team2()
610 {
611         if(g_assault) { remove(self); return; }
612         
613         self.team = COLOR_TEAM2; // blue
614         spawnfunc_info_player_deathmatch();
615 }
616
617 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
618 CTF Starting point for a player in team three (Yellow).
619 Keys: "angle" viewing angle when spawning. */
620 void spawnfunc_info_player_team3()
621 {
622         if(g_assault) { remove(self); return; }
623         
624         self.team = COLOR_TEAM3; // yellow
625         spawnfunc_info_player_deathmatch();
626 }
627
628
629 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
630 CTF Starting point for a player in team four (Purple).
631 Keys: "angle" viewing angle when spawning. */
632 void spawnfunc_info_player_team4()
633 {
634         if(g_assault) { remove(self); return; }
635         
636         self.team = COLOR_TEAM4; // purple
637         spawnfunc_info_player_deathmatch();
638 }
639
640 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
641 CTF flag for team one (Red). Multiple flags are allowed.
642 Keys: 
643 "angle" Angle the flag will point (minus 90 degrees)... 
644 "model" model to use, note this needs red and blue as skins 0 and 1 (default models/ctf/flag.md3)...
645 "noise" sound played when flag is picked up (default ctf/take.wav)...
646 "noise1" sound played when flag is returned by a teammate (default ctf/return.wav)...
647 "noise2" sound played when flag is captured (default ctf/redcapture.wav)...
648 "noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */
649 void spawnfunc_item_flag_team1()
650 {
651         if(!g_ctf) { remove(self); return; }
652
653         ctf_SetupFlag(1, self);
654 }
655
656 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
657 CTF flag for team two (Blue). Multiple flags are allowed.
658 Keys: 
659 "angle" Angle the flag will point (minus 90 degrees)... 
660 "model" model to use, note this needs red and blue as skins 0 and 1 (default models/ctf/flag.md3)...
661 "noise" sound played when flag is picked up (default ctf/take.wav)...
662 "noise1" sound played when flag is returned by a teammate (default ctf/return.wav)...
663 "noise2" sound played when flag is captured (default ctf/redcapture.wav)...
664 "noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */
665 void spawnfunc_item_flag_team2()
666 {
667         if(!g_ctf) { remove(self); return; }
668
669         ctf_SetupFlag(0, self);
670 }
671
672 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
673 Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
674 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.
675 Keys:
676 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
677 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
678 void spawnfunc_ctf_team()
679 {
680         if(!g_ctf) { remove(self); return; }
681         
682         self.classname = "ctf_team";
683         self.team = self.cnt + 1;
684 }
685
686
687 // ==============
688 // Initialization
689 // ==============
690
691 // code from here on is just to support maps that don't have flag and team entities
692 void ctf_SpawnTeam (string teamname, float teamcolor)
693 {
694         local entity oldself;
695         oldself = self;
696         self = spawn();
697         self.classname = "ctf_team";
698         self.netname = teamname;
699         self.cnt = teamcolor;
700
701         spawnfunc_ctf_team();
702
703         self = oldself;
704 }
705
706 void ctf_DelayedInit()
707 {
708         // if no teams are found, spawn defaults
709         if(find(world, classname, "ctf_team") == world)
710         {
711                 ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
712                 ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
713         }
714 }
715
716 void ctf_Initialize()
717 {
718         flagcaptimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
719
720         captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
721         captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
722         captureshield_force = autocvar_g_ctf_shield_force;
723
724         g_ctf_win_mode = cvar("g_ctf_win_mode");
725         
726         ScoreRules_ctf();
727         
728         InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
729 }
730
731
732 MUTATOR_DEFINITION(gamemode_ctf)
733 {
734         MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY);
735         MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY);
736         MUTATOR_HOOK(PlayerDies, ctf_RemovePlayer, CBC_ORDER_ANY);
737         //MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
738         //MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
739         //MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
740         //MUTATOR_HOOK(PlayerPowerups, ctf_PlayerPowerups, CBC_ORDER_ANY);
741
742         MUTATOR_ONADD
743         {
744                 if(time > 1) // game loads at time 1
745                         error("This is a game type and it cannot be added at runtime.");
746                 g_ctf = 1;
747                 ctf_Initialize();
748         }
749
750         MUTATOR_ONREMOVE
751         {
752                 g_ctf = 0;
753                 error("This is a game type and it cannot be removed at runtime.");
754         }
755
756         return TRUE;
757 }