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Cleanup/quick improvement to auto_helpme_when_damaged
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1 // ================================================================
2 //  Official capture the flag game mode coding, reworked by Samual
3 //  Last updated: March 30th, 2012
4 // ================================================================
5
6 float ctf_ReadScore(string parameter) // make this obsolete
7 {
8         //if(g_ctf_win_mode != 2)
9                 return cvar(strcat("g_ctf_personal", parameter));
10         //else
11         //      return cvar(strcat("g_ctf_flag", parameter));
12 }
13
14 void ctf_FakeTimeLimit(entity e, float t)
15 {
16         msg_entity = e;
17         WriteByte(MSG_ONE, 3); // svc_updatestat
18         WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
19         if(t < 0)
20                 WriteCoord(MSG_ONE, autocvar_timelimit);
21         else
22                 WriteCoord(MSG_ONE, (t + 1) / 60);
23 }
24
25 void ctf_EventLog(string mode, float flagteam, entity actor) // use an alias for easy changing and quick editing later
26 {
27         if(autocvar_sv_eventlog)
28                 GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
29 }
30
31 string ctf_CaptureRecord(entity flag, entity player)
32 {
33         float cap_time, cap_record, success;
34         string cap_message, refername;
35         
36         if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots)) 
37         {
38                 cap_record = ctf_captimerecord;
39                 cap_time = (time - flag.ctf_pickuptime);
40
41                 refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
42                 refername = ((refername == player.netname) ? "their" : strcat(refername, "^7's"));
43
44                 if(!ctf_captimerecord) 
45                         { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds"); success = TRUE; }
46                 else if(cap_time < cap_record) 
47                         { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, breaking ", refername, " previous record of ", ftos_decimals(cap_record, 2), " seconds"); success = TRUE; }
48                 else
49                         { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, failing to break ", refername, " record of ", ftos_decimals(cap_record, 2), " seconds"); success = FALSE; }
50
51                 if(success) 
52                 {
53                         ctf_captimerecord = cap_time;
54                         db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time));
55                         db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname);
56                         write_recordmarker(player, (time - cap_time), cap_time); 
57                 } 
58         }
59         
60         return cap_message;
61 }
62
63 void ctf_FlagcarrierWaypoints(entity player)
64 {
65         WaypointSprite_Spawn("flagcarrier", 0, 0, player, FLAG_WAYPOINT_OFFSET, world, player.team, player, wps_flagcarrier, TRUE, RADARICON_FLAG, WPCOLOR_FLAGCARRIER(player.team));
66         WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
67         WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
68         WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, WPCOLOR_FLAGCARRIER(player.team));
69 }
70
71
72 // =======================
73 // CaptureShield Functions 
74 // =======================
75
76 float ctf_CaptureShield_CheckStatus(entity p) 
77 {
78         float s, se;
79         entity e;
80         float players_worseeq, players_total;
81
82         if(ctf_captureshield_max_ratio <= 0)
83                 return FALSE;
84
85         s = PlayerScore_Add(p, SP_SCORE, 0);
86         if(s >= -ctf_captureshield_min_negscore)
87                 return FALSE;
88
89         players_total = players_worseeq = 0;
90         FOR_EACH_PLAYER(e)
91         {
92                 if(IsDifferentTeam(e, p))
93                         continue;
94                 se = PlayerScore_Add(e, SP_SCORE, 0);
95                 if(se <= s)
96                         ++players_worseeq;
97                 ++players_total;
98         }
99
100         // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
101         // use this rule here
102         
103         if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
104                 return FALSE;
105
106         return TRUE;
107 }
108
109 void ctf_CaptureShield_Update(entity player, float wanted_status)
110 {
111         float updated_status = ctf_CaptureShield_CheckStatus(player);
112         if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
113         {
114                 if(updated_status) // TODO csqc notifier for this // Samual: How?
115                         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);
116                 else
117                         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);
118                         
119                 player.ctf_captureshielded = updated_status;
120         }
121 }
122
123 float ctf_CaptureShield_Customize()
124 {
125         if(!other.ctf_captureshielded) { return FALSE; }
126         if(!IsDifferentTeam(self, other)) { return FALSE; }
127         
128         return TRUE;
129 }
130
131 void ctf_CaptureShield_Touch()
132 {
133         if(!other.ctf_captureshielded) { return; }
134         if(!IsDifferentTeam(self, other)) { return; }
135         
136         vector mymid = (self.absmin + self.absmax) * 0.5;
137         vector othermid = (other.absmin + other.absmax) * 0.5;
138
139         Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
140         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);
141 }
142
143 void ctf_CaptureShield_Spawn(entity flag)
144 {
145         entity shield = spawn();
146         
147         shield.enemy = self;
148         shield.team = self.team;
149         shield.touch = ctf_CaptureShield_Touch;
150         shield.customizeentityforclient = ctf_CaptureShield_Customize;
151         shield.classname = "ctf_captureshield";
152         shield.effects = EF_ADDITIVE;
153         shield.movetype = MOVETYPE_NOCLIP;
154         shield.solid = SOLID_TRIGGER;
155         shield.avelocity = '7 0 11';
156         shield.scale = 0.5;
157         
158         setorigin(shield, self.origin);
159         setmodel(shield, "models/ctf/shield.md3");
160         setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
161 }
162
163
164 // ====================
165 // Drop/Pass/Throw Code
166 // ====================
167
168 void ctf_Handle_Drop(entity flag, entity player, float droptype)
169 {
170         // declarations
171         player = (player ? player : flag.pass_sender);
172
173         // main
174         flag.movetype = MOVETYPE_TOSS;
175         flag.takedamage = DAMAGE_YES;
176         flag.health = flag.max_flag_health;
177         flag.ctf_droptime = time;
178         flag.ctf_dropper = player;
179         flag.ctf_status = FLAG_DROPPED;
180         
181         // messages and sounds
182         Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
183         sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTN_NONE);
184         ctf_EventLog("dropped", player.team, player);
185
186         // scoring
187         PlayerTeamScore_AddScore(player, -ctf_ReadScore("penalty_drop"));       
188         PlayerScore_Add(player, SP_CTF_DROPS, 1);
189         
190         // waypoints
191         if(autocvar_g_ctf_flag_dropped_waypoint)
192                 WaypointSprite_Spawn("flagdropped", 0, 0, flag, FLAG_WAYPOINT_OFFSET, world, ((autocvar_g_ctf_flag_dropped_waypoint == 2) ? 0 : player.team), flag, wps_flagdropped, TRUE, RADARICON_FLAG, WPCOLOR_DROPPEDFLAG(flag.team));
193
194         if(autocvar_g_ctf_flag_return_time || (autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health))
195         {
196                 WaypointSprite_UpdateMaxHealth(flag.wps_flagdropped, flag.max_flag_health);
197                 WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health);
198         }
199         
200         player.throw_antispam = time + autocvar_g_ctf_pass_wait;
201         
202         if(droptype == DROP_PASS)
203         {
204                 flag.pass_sender = world;
205                 flag.pass_target = world;
206         }
207 }
208
209 void ctf_Handle_Retrieve(entity flag, entity player)
210 {
211         entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
212         entity sender = flag.pass_sender;
213         
214         // transfer flag to player
215         flag.ctf_carrier = player;
216         flag.owner = player;
217         flag.owner.flagcarried = flag;
218         
219         // reset flag
220         setattachment(flag, player, "");
221         setorigin(flag, FLAG_CARRY_OFFSET);
222         flag.movetype = MOVETYPE_NONE;
223         flag.takedamage = DAMAGE_NO;
224         flag.solid = SOLID_NOT;
225         flag.ctf_carrier = player;
226         flag.ctf_status = FLAG_CARRY;
227
228         // messages and sounds
229         sound(player, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTN_NORM); // FIXCTF
230         ctf_EventLog("recieve", flag.team, player);
231         
232         FOR_EACH_REALPLAYER(tmp_player)
233         {
234                 if(tmp_player == sender)
235                         centerprint(tmp_player, strcat("You passed the ", flag.netname, " to ", player.netname));
236                 else if(tmp_player == player)
237                         centerprint(tmp_player, strcat("You recieved the ", flag.netname, " from ", sender.netname));
238                 else if(!IsDifferentTeam(tmp_player, sender))
239                         centerprint(tmp_player, strcat(sender.netname, " passed the ", flag.netname, " to ", player.netname));
240         }
241         
242         // create new waypoint
243         ctf_FlagcarrierWaypoints(player);
244         
245         sender.throw_antispam = time + autocvar_g_ctf_pass_wait;
246         player.throw_antispam = sender.throw_antispam;
247         
248         flag.pass_sender = world;
249         flag.pass_target = world;
250 }
251
252 void ctf_Handle_Throw(entity player, entity reciever, float droptype)
253 {
254         entity flag = player.flagcarried;
255         
256         if(!flag) { return; }
257         if((droptype == DROP_PASS) && !reciever) { return; }
258         
259         if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
260         
261         // reset the flag
262         setattachment(flag, world, "");
263         setorigin(flag, player.origin + FLAG_DROP_OFFSET);
264         flag.owner.flagcarried = world;
265         flag.owner = world;
266         flag.solid = SOLID_TRIGGER;
267         flag.ctf_droptime = time;
268         
269         flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS
270         
271         switch(droptype)
272         {
273                 case DROP_PASS:
274                 {
275                         vector targ_origin = (0.5 * (reciever.absmin + reciever.absmax));
276                         flag.velocity = (normalize(targ_origin - player.origin) * autocvar_g_ctf_pass_velocity);
277                         break;
278                 }
279                 
280                 case DROP_THROW:
281                 {
282                         makevectors((player.v_angle_y * '0 1 0') + (player.v_angle_x * '0.5 0 0'));
283                         flag.velocity = W_CalculateProjectileVelocity(player.velocity, ('0 0 200' + (v_forward * autocvar_g_ctf_drop_velocity)), FALSE);
284                         break;
285                 }
286                 
287                 case DROP_RESET:
288                 {
289                         flag.velocity = '0 0 0'; // do nothing
290                         break;
291                 }
292                 
293                 default:
294                 case DROP_NORMAL:
295                 {
296                         flag.velocity = W_CalculateProjectileVelocity(player.velocity, ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom())), FALSE);
297                         break;
298                 }
299         }
300         
301         switch(droptype)
302         {
303                 case DROP_PASS:
304                 {
305                         // main
306                         flag.movetype = MOVETYPE_FLY;
307                         flag.takedamage = DAMAGE_NO;
308                         flag.pass_sender = player;
309                         flag.pass_target = reciever;
310                         flag.ctf_status = FLAG_PASSING;
311                         
312                         // other
313                         sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTN_NORM);
314                         ctf_EventLog("pass", flag.team, player);
315                         te_lightning2(world, reciever.origin, player.origin);
316                         break;
317                 }
318
319                 case DROP_RESET: 
320                 {
321                         // do nothing
322                         break;
323                 }
324                 
325                 default:
326                 case DROP_THROW:
327                 case DROP_NORMAL:
328                 {
329                         ctf_Handle_Drop(flag, player, droptype);
330                         break;
331                 }
332         }
333
334         // kill old waypointsprite
335         WaypointSprite_Ping(player.wps_flagcarrier);
336         WaypointSprite_Kill(player.wps_flagcarrier);
337         
338         if(player.wps_enemyflagcarrier)
339                 WaypointSprite_Kill(player.wps_enemyflagcarrier);
340         
341         // captureshield
342         ctf_CaptureShield_Update(player, 0); // shield player from picking up flag
343 }
344
345
346 // ==============
347 // Event Handlers
348 // ==============
349
350 void ctf_Handle_Capture(entity flag, entity toucher, float capturetype)
351 {
352         entity enemy_flag = ((capturetype == CAPTURE_NORMAL) ? toucher.flagcarried : toucher);
353         entity player = ((capturetype == CAPTURE_NORMAL) ? toucher : enemy_flag.ctf_dropper);
354         
355         if not(player) { return; } // without someone to give the reward to, we can't possibly cap
356         
357         // messages and sounds
358         Send_KillNotification(player.netname, enemy_flag.netname, ctf_CaptureRecord(enemy_flag, player), INFO_CAPTUREFLAG, MSG_INFO);
359         sound(player, CH_TRIGGER, flag.snd_flag_capture, VOL_BASE, ATTN_NONE);
360         
361         switch(capturetype)
362         {
363                 case CAPTURE_NORMAL: ctf_EventLog("capture", enemy_flag.team, player); break;
364                 case CAPTURE_DROPPED: ctf_EventLog("droppedcapture", enemy_flag.team, player); break;
365                 default: break;
366         }
367         
368         // scoring
369         PlayerTeamScore_AddScore(player, ctf_ReadScore("score_capture"));
370         PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
371
372         // effects
373         if(autocvar_g_ctf_flag_capture_effects) 
374         {
375                 pointparticles(particleeffectnum((player.team == COLOR_TEAM1) ? "red_ground_quake" : "blue_ground_quake"), flag.origin, '0 0 0', 1);
376                 shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
377         }
378
379         // other
380         if(capturetype == CAPTURE_NORMAL)
381         {
382                 WaypointSprite_Kill(player.wps_flagcarrier);
383                 if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
384         }
385         
386         // reset the flag
387         player.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
388         ctf_RespawnFlag(enemy_flag);
389 }
390
391 void ctf_Handle_Return(entity flag, entity player)
392 {
393         // messages and sounds
394         //centerprint(player, strcat("You returned the ", flag.netname));
395         Send_KillNotification(player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO);
396         sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTN_NONE);
397         ctf_EventLog("return", flag.team, player);
398
399         // scoring
400         PlayerTeamScore_AddScore(player, ctf_ReadScore("score_return")); // reward for return
401         PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
402
403         TeamScore_AddToTeam(flag.team, ST_SCORE, -ctf_ReadScore("penalty_returned")); // punish the team who was last carrying it
404         
405         if(flag.ctf_dropper) 
406         {
407                 PlayerScore_Add(flag.ctf_dropper, SP_SCORE, -ctf_ReadScore("penalty_returned")); // punish the player who dropped the flag
408                 ctf_CaptureShield_Update(flag.ctf_dropper, 0); // shield player from picking up flag 
409                 flag.ctf_dropper.next_take_time = time + autocvar_g_ctf_flag_collect_delay; // set next take time
410         }
411         
412         // reset the flag
413         ctf_RespawnFlag(flag);
414 }
415
416 void ctf_Handle_Pickup(entity flag, entity player, float pickuptype)
417 {
418         // declarations
419         entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
420         string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
421         float pickup_dropped_score; // used to calculate dropped pickup score
422         
423         // attach the flag to the player
424         flag.owner = player;
425         player.flagcarried = flag;
426         setattachment(flag, player, "");
427         setorigin(flag, FLAG_CARRY_OFFSET);
428         
429         // flag setup
430         flag.movetype = MOVETYPE_NONE;
431         flag.takedamage = DAMAGE_NO;
432         flag.solid = SOLID_NOT;
433         flag.angles = '0 0 0';
434         flag.ctf_carrier = player;
435         flag.ctf_status = FLAG_CARRY;
436         
437         switch(pickuptype)
438         {
439                 case PICKUP_BASE: flag.ctf_pickuptime = time; break; // used for timing runs
440                 case PICKUP_DROPPED: flag.health = flag.max_flag_health; break; // reset health/return timelimit
441                 default: break;
442         }
443
444         // messages and sounds
445         Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO);
446         sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTN_NONE);
447         verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat(Team_ColorCode(player.team), "(^7", player.netname, Team_ColorCode(player.team), ") ") : "");
448         
449         FOR_EACH_REALPLAYER(tmp_player)
450         {
451                 if(tmp_player == player)
452                         centerprint(tmp_player, strcat("You got the ", flag.netname, "!"));
453                 else if(!IsDifferentTeam(tmp_player, player))
454                         centerprint(tmp_player, strcat("Your ", Team_ColorCode(player.team), "team mate ", verbosename, "^7got the flag! Protect them!"));
455                 else if(!IsDifferentTeam(tmp_player, flag))
456                         centerprint(tmp_player, strcat("The ", Team_ColorCode(player.team), "enemy ", verbosename, "^7got your flag! Retrieve it!"));
457         }
458                 
459         switch(pickuptype)
460         {
461                 case PICKUP_BASE: ctf_EventLog("steal", flag.team, player); break;
462                 case PICKUP_DROPPED: ctf_EventLog("pickup", flag.team, player); break;
463                 default: break;
464         }
465         
466         // scoring
467         PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
468         switch(pickuptype)
469         {               
470                 case PICKUP_BASE:
471                 {
472                         PlayerTeamScore_AddScore(player, ctf_ReadScore("score_pickup_base"));
473                         break;
474                 }
475                 
476                 case PICKUP_DROPPED:
477                 {
478                         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);
479                         pickup_dropped_score = floor((ctf_ReadScore("score_pickup_dropped_late") * (1 - pickup_dropped_score) + ctf_ReadScore("score_pickup_dropped_early") * pickup_dropped_score) + 0.5);
480                         print("pickup_dropped_score is ", ftos(pickup_dropped_score), "\n");
481                         PlayerTeamScore_AddScore(player, pickup_dropped_score);
482                         break;
483                 }
484                 
485                 default: break;
486         }
487         
488         // speedrunning
489         if(pickuptype == PICKUP_BASE)
490         {
491                 flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
492                 if((player.speedrunning) && (ctf_captimerecord))
493                         ctf_FakeTimeLimit(player, time + ctf_captimerecord);
494         }
495                 
496         // effects
497         if(autocvar_g_ctf_flag_pickup_effects)
498                 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
499         
500         // waypoints 
501         if(pickuptype == PICKUP_DROPPED) { WaypointSprite_Kill(flag.wps_flagdropped); }
502         ctf_FlagcarrierWaypoints(player);
503         WaypointSprite_Ping(player.wps_flagcarrier);
504 }
505
506
507 // ===================
508 // Main Flag Functions
509 // ===================
510
511 void ctf_CheckFlagReturn(entity flag, float returntype)
512 {
513         if(flag.wps_flagdropped) { WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health); }
514         
515         if((flag.health <= 0) || (time >= flag.ctf_droptime + autocvar_g_ctf_flag_return_time))
516         {
517                 switch(returntype)
518                 {
519                         case RETURN_DROPPED: bprint("The ", flag.netname, " was dropped in the base and returned itself\n"); break;
520                         case RETURN_DAMAGE: bprint("The ", flag.netname, " was destroyed and returned to base\n"); break;
521                         case RETURN_SPEEDRUN: bprint("The ", flag.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n"); break;
522                         case RETURN_NEEDKILL: bprint("The ", flag.netname, " fell somewhere it couldn't be reached and returned to base\n"); break;
523                         
524                         default:
525                         case RETURN_TIMEOUT:
526                                 { bprint("The ", flag.netname, " has returned to base\n"); break; }
527                 }
528                 sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTN_NONE);
529                 ctf_EventLog("returned", flag.team, world);
530                 ctf_RespawnFlag(flag);
531         }
532 }
533
534 void ctf_CheckStalemate(void)
535 {
536         // declarations
537         float stale_red_flags, stale_blue_flags;
538         entity tmp_entity;
539
540         // build list of stale flags
541         for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
542         {
543                 if(autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
544                 if(time >= tmp_entity.ctf_pickuptime + autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
545                 {
546                         tmp_entity.ctf_staleflagnext = ctf_staleflaglist; // link flag into staleflaglist
547                         ctf_staleflaglist = tmp_entity;
548                         
549                         switch(tmp_entity.team)
550                         {
551                                 case COLOR_TEAM1: ++stale_red_flags; break;
552                                 case COLOR_TEAM2: ++stale_blue_flags; break;
553                         }
554                 }
555         }
556         
557         // if sufficient stalemate, then set up the waypointsprite and announce the stalemate if necessary
558         if(stale_red_flags && stale_blue_flags)
559         {
560                 for(tmp_entity = ctf_staleflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_staleflagnext)
561                 {
562                         if not(tmp_entity.owner.wps_enemyflagcarrier)   
563                                 WaypointSprite_Spawn("enemyflagcarrier", 0, 0, tmp_entity.owner, FLAG_WAYPOINT_OFFSET, world, tmp_entity.team, tmp_entity.owner, wps_enemyflagcarrier, TRUE, RADARICON_FLAG, WPCOLOR_ENEMYFC(tmp_entity.owner.team));
564                 }
565                 
566                 if not(wpforenemy_announced)
567                 {
568                         FOR_EACH_REALPLAYER(tmp_entity)
569                                 if(tmp_entity.flagcarried)
570                                         centerprint(tmp_entity, "Stalemate! Enemies can now see you on radar!");
571                                 else
572                                         centerprint(tmp_entity, "Stalemate! Flag carriers can now be seen by enemies on radar!");
573                         
574                         wpforenemy_announced = TRUE;
575                 }
576         }
577 }
578
579 void ctf_FlagDamage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
580 {
581         if(ITEM_DAMAGE_NEEDKILL(deathtype))
582         {
583                 // automatically kill the flag and return it
584                 self.health = 0;
585                 ctf_CheckFlagReturn(self, RETURN_NEEDKILL);
586                 return;
587         }
588         if(autocvar_g_ctf_flag_return_damage) 
589         {
590                 // reduce health and check if it should be returned
591                 self.health = self.health - damage;
592                 ctf_CheckFlagReturn(self, RETURN_DAMAGE);
593                 return;
594         }
595 }
596
597 void ctf_FlagThink()
598 {
599         // declarations
600         entity tmp_entity;
601
602         self.nextthink = time + FLAG_THINKRATE; // only 5 fps, more is unnecessary.
603
604         // captureshield
605         if(self == ctf_worldflaglist) // only for the first flag
606                 FOR_EACH_CLIENT(tmp_entity)
607                         ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
608
609         // sanity checks
610         if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
611                 dprint("wtf the flag got squashed?\n");
612                 tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
613                 if(!trace_startsolid) // can we resize it without getting stuck?
614                         setsize(self, FLAG_MIN, FLAG_MAX); }
615                         
616         switch(self.ctf_status) // reset flag angles in case warpzones adjust it
617         {
618                 case FLAG_DROPPED:
619                 case FLAG_PASSING:
620                 {
621                         self.angles = '0 0 0';
622                         break;
623                 }
624                 
625                 default: break;
626         }
627
628         // main think method
629         switch(self.ctf_status)
630         {       
631                 case FLAG_BASE:
632                 {
633                         if(autocvar_g_ctf_dropped_capture_radius)
634                         {
635                                 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
636                                         if(tmp_entity.ctf_status == FLAG_DROPPED)
637                                                 if(vlen(self.origin - tmp_entity.origin) < autocvar_g_ctf_dropped_capture_radius)
638                                                         ctf_Handle_Capture(self, tmp_entity, CAPTURE_DROPPED);
639                         }
640                         return;
641                 }
642                 
643                 case FLAG_DROPPED:
644                 {
645                         if(autocvar_g_ctf_flag_dropped_floatinwater && (self.flags & FL_INWATER))
646                                 self.velocity_z = autocvar_g_ctf_flag_dropped_floatinwater;
647                 
648                         if(autocvar_g_ctf_flag_return_dropped)
649                         {
650                                 if((vlen(self.origin - self.ctf_spawnorigin) <= autocvar_g_ctf_flag_return_dropped) || (autocvar_g_ctf_flag_return_dropped == -1))
651                                 {
652                                         self.health = 0;
653                                         ctf_CheckFlagReturn(self, RETURN_DROPPED);
654                                         return;
655                                 }
656                         }
657                         if(autocvar_g_ctf_flag_return_time)
658                         {
659                                 self.health -= ((self.max_flag_health / autocvar_g_ctf_flag_return_time) * FLAG_THINKRATE);
660                                 ctf_CheckFlagReturn(self, RETURN_TIMEOUT);
661                                 return;
662                         } 
663                         return;
664                 }
665                         
666                 case FLAG_CARRY:
667                 {
668                         if(self.speedrunning && ctf_captimerecord && (time >= self.ctf_pickuptime + ctf_captimerecord)) 
669                         {
670                                 self.health = 0;
671                                 ctf_CheckFlagReturn(self, RETURN_SPEEDRUN);
672
673                                 tmp_entity = self;
674                                 self = self.owner;
675                                 self.impulse = CHIMPULSE_SPEEDRUN; // move the player back to the waypoint they set
676                                 ImpulseCommands();
677                                 self = tmp_entity;
678                         }
679                         if(autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate)
680                         {
681                                 if(time >= wpforenemy_nextthink)
682                                 {
683                                         ctf_CheckStalemate();
684                                         wpforenemy_nextthink = time + WPFE_THINKRATE; // waypoint for enemy think rate (to reduce unnecessary spam of this check)
685                                 }
686                         }
687                         return;
688                 }
689                 
690                 case FLAG_PASSING: // todo make work with warpzones
691                 {                       
692                         vector targ_origin = ((self.pass_target.absmin + self.pass_target.absmax) * 0.5);
693                         traceline(self.origin, targ_origin, MOVE_NOMONSTERS, self);
694                         
695                         if((self.pass_target.deadflag != DEAD_NO)
696                                 || (vlen(self.origin - targ_origin) > autocvar_g_ctf_pass_radius)
697                                 || ((trace_fraction < 1) && (trace_ent != self.pass_target))
698                                 || (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit))
699                         {
700                                 ctf_Handle_Drop(self, world, DROP_PASS);
701                         }
702                         else // still a viable target, go for it
703                         {
704                                 vector desired_direction = normalize(targ_origin - self.origin);
705                                 vector current_direction = normalize(self.velocity);
706                                 
707                                 self.velocity = (normalize(current_direction + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_pass_velocity); 
708                         }
709                         return;
710                 }
711
712                 default: // this should never happen
713                 {
714                         dprint("ctf_FlagThink(): Flag exists with no status?\n");
715                         return;
716                 }
717         }
718 }
719
720 void ctf_FlagTouch()
721 {
722         if(gameover) { return; }
723         
724         entity toucher = other;
725         
726         // automatically kill the flag and return it if it touched lava/slime/nodrop surfaces
727         if(ITEM_TOUCH_NEEDKILL())
728         {
729                 self.health = 0;
730                 ctf_CheckFlagReturn(self, RETURN_NEEDKILL);
731                 return;
732         }
733         
734         // special touch behaviors
735         if(toucher.vehicle_flags & VHF_ISVEHICLE)
736         {
737                 if(autocvar_g_ctf_allow_vehicle_touch)
738                         toucher = toucher.owner; // the player is actually the vehicle owner, not other
739                 else
740                         return; // do nothing
741         }
742         else if(toucher.classname != "player") // The flag just touched an object, most likely the world
743         {
744                 if(time > self.wait) // if we haven't in a while, play a sound/effect
745                 {
746                         pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
747                         sound(self, CH_TRIGGER, self.snd_flag_touch, VOL_BASE, ATTN_NORM);
748                         self.wait = time + FLAG_TOUCHRATE;
749                 }
750                 return;
751         }
752         else if(toucher.deadflag != DEAD_NO) { return; }
753
754         switch(self.ctf_status) 
755         {       
756                 case FLAG_BASE:
757                 {
758                         if(!IsDifferentTeam(toucher, self) && (toucher.flagcarried) && IsDifferentTeam(toucher.flagcarried, self))
759                                 ctf_Handle_Capture(self, toucher, CAPTURE_NORMAL); // toucher just captured the enemies flag to his base
760                         else if(IsDifferentTeam(toucher, self) && (!toucher.flagcarried) && (!toucher.ctf_captureshielded) && (time > toucher.next_take_time))
761                                 ctf_Handle_Pickup(self, toucher, PICKUP_BASE); // toucher just stole the enemies flag
762                         break;
763                 }
764                 
765                 case FLAG_DROPPED:
766                 {
767                         if(!IsDifferentTeam(toucher, self))
768                                 ctf_Handle_Return(self, toucher); // toucher just returned his own flag
769                         else if((!toucher.flagcarried) && ((toucher != self.ctf_dropper) || (time > self.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
770                                 ctf_Handle_Pickup(self, toucher, PICKUP_DROPPED); // toucher just picked up a dropped enemy flag
771                         break;
772                 }
773                         
774                 case FLAG_CARRY:
775                 {
776                         dprint("Someone touched a flag even though it was being carried?\n");
777                         break;
778                 }
779                 
780                 case FLAG_PASSING:
781                 {
782                         if((toucher.classname == "player") && (toucher.deadflag == DEAD_NO) && (toucher != self.pass_sender))
783                         {
784                                 if(IsDifferentTeam(toucher, self.pass_sender))
785                                         ctf_Handle_Return(self, toucher);
786                                 else
787                                         ctf_Handle_Retrieve(self, toucher);
788                         }
789                         break;
790                 }
791         }
792 }
793
794 void ctf_RespawnFlag(entity flag)
795 {
796         // reset the player (if there is one)
797         if((flag.owner) && (flag.owner.flagcarried == flag))
798         {
799                 if(flag.owner.wps_enemyflagcarrier)
800                         WaypointSprite_Kill(flag.owner.wps_enemyflagcarrier);
801                         
802                 WaypointSprite_Kill(flag.wps_flagcarrier);
803                 
804                 flag.owner.flagcarried = world;
805
806                 if(flag.speedrunning)
807                         ctf_FakeTimeLimit(flag.owner, -1);
808         }
809
810         if((flag.ctf_status == FLAG_DROPPED) && (flag.wps_flagdropped))
811                 { WaypointSprite_Kill(flag.wps_flagdropped); }
812
813         // reset the flag
814         setattachment(flag, world, "");
815         setorigin(flag, flag.ctf_spawnorigin);
816         
817         flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
818         flag.takedamage = DAMAGE_NO;
819         flag.health = flag.max_flag_health;
820         flag.solid = SOLID_TRIGGER;
821         flag.velocity = '0 0 0';
822         flag.angles = flag.mangle;
823         flag.flags = FL_ITEM | FL_NOTARGET;
824         
825         flag.ctf_status = FLAG_BASE;
826         flag.owner = world;
827         flag.pass_sender = world;
828         flag.pass_target = world;
829         flag.ctf_carrier = world;
830         flag.ctf_dropper = world;
831         flag.ctf_pickuptime = 0;
832         flag.ctf_droptime = 0;
833
834         wpforenemy_announced = FALSE;
835 }
836
837 void ctf_Reset()
838 {
839         if(self.owner)
840                 if(self.owner.classname == "player")
841                         ctf_Handle_Throw(self.owner, world, DROP_RESET);
842                         
843         ctf_RespawnFlag(self);
844 }
845
846 void ctf_DelayedFlagSetup(void) // called after a flag is placed on a map by ctf_FlagSetup()
847 {
848         // bot waypoints
849         waypoint_spawnforitem_force(self, self.origin);
850         self.nearestwaypointtimeout = 0; // activate waypointing again
851         self.bot_basewaypoint = self.nearestwaypoint;
852
853         // waypointsprites
854         WaypointSprite_SpawnFixed(((self.team == COLOR_TEAM1) ? "redbase" : "bluebase"), self.origin + FLAG_WAYPOINT_OFFSET, self, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
855         WaypointSprite_UpdateTeamRadar(self.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
856
857         // captureshield setup
858         ctf_CaptureShield_Spawn(self);
859 }
860
861 void ctf_FlagSetup(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc 
862 {       
863         // declarations
864         teamnumber = fabs(teamnumber - bound(0, autocvar_g_ctf_reverse, 1)); // if we were originally 1, this will become 0. If we were originally 0, this will become 1. 
865         self = flag; // for later usage with droptofloor()
866         
867         // main setup
868         flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist
869         ctf_worldflaglist = flag;
870
871         setattachment(flag, world, ""); 
872
873         flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
874         flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue)
875         flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
876         flag.classname = "item_flag_team";
877         flag.target = "###item###"; // wut?
878         flag.flags = FL_ITEM | FL_NOTARGET;
879         flag.solid = SOLID_TRIGGER;
880         flag.takedamage = DAMAGE_NO;
881         flag.damageforcescale = autocvar_g_ctf_flag_damageforcescale;   
882         flag.max_flag_health = ((autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health) ? autocvar_g_ctf_flag_health : 100);
883         flag.health = flag.max_flag_health;
884         flag.event_damage = ctf_FlagDamage;
885         flag.pushable = TRUE;
886         flag.teleportable = TELEPORT_NORMAL;
887         flag.damagedbytriggers = autocvar_g_ctf_flag_return_when_unreachable;
888         flag.damagedbycontents = autocvar_g_ctf_flag_return_when_unreachable;
889         flag.velocity = '0 0 0';
890         flag.mangle = flag.angles;
891         flag.reset = ctf_Reset;
892         flag.touch = ctf_FlagTouch;
893         flag.think = ctf_FlagThink;
894         flag.nextthink = time + FLAG_THINKRATE;
895         flag.ctf_status = FLAG_BASE;
896         
897         if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
898         if(!flag.scale) { flag.scale = FLAG_SCALE; }
899         if(!flag.skin) { flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin); }
900         
901         // sound 
902         if(!flag.snd_flag_taken) { flag.snd_flag_taken  = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
903         if(!flag.snd_flag_returned) { flag.snd_flag_returned = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
904         if(!flag.snd_flag_capture) { flag.snd_flag_capture = ((teamnumber) ? "ctf/red_capture.wav" : "ctf/blue_capture.wav"); } // blue team scores by capturing the red flag
905         if(!flag.snd_flag_respawn) { flag.snd_flag_respawn = "ctf/flag_respawn.wav"; } // if there is ever a team-based sound for this, update the code to match.
906         if(!flag.snd_flag_dropped) { flag.snd_flag_dropped = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
907         if(!flag.snd_flag_touch) { flag.snd_flag_touch = "keepaway/touch.wav"; } // again has no team-based sound // FIXME
908         
909         // precache
910         precache_sound(flag.snd_flag_taken);
911         precache_sound(flag.snd_flag_returned);
912         precache_sound(flag.snd_flag_capture);
913         precache_sound(flag.snd_flag_respawn);
914         precache_sound(flag.snd_flag_dropped);
915         precache_sound(flag.snd_flag_touch);
916         precache_model(flag.model);
917         precache_model("models/ctf/shield.md3");
918         precache_model("models/ctf/shockwavetransring.md3");
919
920         // appearence
921         setmodel(flag, flag.model); // precision set below
922         setsize(flag, FLAG_MIN, FLAG_MAX);
923         setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET));
924         
925         if(autocvar_g_ctf_flag_glowtrails)
926         {
927                 flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
928                 flag.glow_size = 25;
929                 flag.glow_trail = 1;
930         }
931         
932         flag.effects |= EF_LOWPRECISION;
933         if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
934         if(autocvar_g_ctf_dynamiclights)   { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
935         
936         // flag placement
937         if((flag.spawnflags & 1) || flag.noalign) // don't drop to floor, just stay at fixed location
938         {       
939                 flag.dropped_origin = flag.origin; 
940                 flag.noalign = TRUE;
941                 flag.movetype = MOVETYPE_NONE;
942         }
943         else // drop to floor, automatically find a platform and set that as spawn origin
944         { 
945                 flag.noalign = FALSE;
946                 self = flag;
947                 droptofloor();
948                 flag.movetype = MOVETYPE_TOSS; 
949         }       
950         
951         InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION);
952 }
953
954
955 // ==============
956 // Hook Functions
957 // ==============
958
959 MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
960 {
961         entity flag;
962         
963         // initially clear items so they can be set as necessary later.
964         self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST 
965                 | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
966
967         // scan through all the flags and notify the client about them 
968         for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
969         {
970                 switch(flag.ctf_status)
971                 {
972                         case FLAG_CARRY:
973                         {
974                                 if(flag.owner == self)
975                                         self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
976                                 else 
977                                         self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag
978                                 break;
979                         }
980                         case FLAG_DROPPED:
981                         {
982                                 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
983                                 break;
984                         }
985                 }
986         }
987         
988         // item for stopping players from capturing the flag too often
989         if(self.ctf_captureshielded)
990                 self.items |= IT_CTF_SHIELDED;
991         
992         // update the health of the flag carrier waypointsprite
993         if(self.wps_flagcarrier) 
994                 WaypointSprite_UpdateHealth(self.wps_flagcarrier, self.health);
995         
996         return 0;
997 }
998
999 MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
1000 {
1001         if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
1002         {
1003                 if(frag_target == frag_attacker) // damage done to yourself
1004                 {
1005                         frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
1006                         frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
1007                 }
1008                 else // damage done to everyone else
1009                 {
1010                         frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
1011                         frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
1012                 }
1013         }
1014         else if(frag_target.flagcarried && (frag_target.deadflag == DEAD_NO) && IsDifferentTeam(frag_target, frag_attacker)) // if the target is a flagcarrier
1015         {
1016                 if(autocvar_g_ctf_flagcarrier_auto_helpme_when_damaged > frag_target.health)
1017                         WaypointSprite_HelpMePing(frag_target.wps_flagcarrier); // TODO: only do this if there is a significant loss of health?
1018         }
1019         return 0;
1020 }
1021
1022 MUTATOR_HOOKFUNCTION(ctf_PlayerDies)
1023 {
1024         if((frag_attacker != frag_target) && (frag_attacker.classname == "player") && (frag_target.flagcarried))
1025         {
1026                 PlayerTeamScore_AddScore(frag_attacker, ctf_ReadScore("score_kill"));
1027                 PlayerScore_Add(frag_attacker, SP_CTF_FCKILLS, 1);
1028         }
1029                                 
1030         if(frag_target.flagcarried)
1031                 { ctf_Handle_Throw(frag_target, world, DROP_NORMAL); }
1032                 
1033         return 0;
1034 }
1035
1036 MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
1037 {
1038         frag_score = 0;
1039         return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true
1040 }
1041
1042 MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
1043 {
1044         if(self.flagcarried)
1045                 { ctf_Handle_Throw(self, world, DROP_NORMAL); }
1046                 
1047         return 0;
1048 }
1049
1050 MUTATOR_HOOKFUNCTION(ctf_PortalTeleport)
1051 {
1052         if(self.flagcarried) 
1053         if(!autocvar_g_ctf_portalteleport)
1054                 { ctf_Handle_Throw(self, world, DROP_NORMAL); }
1055
1056         return 0;
1057 }
1058
1059 MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
1060 {
1061         entity player = self;
1062
1063         if((time > player.throw_antispam) && !player.speedrunning && (!player.vehicle || autocvar_g_ctf_allow_vehicle_touch))
1064         {
1065                 // pass the flag to a team mate
1066                 if(autocvar_g_ctf_pass)
1067                 {
1068                         entity head, closest_target;
1069                         head = findradius(player.origin, autocvar_g_ctf_pass_radius);
1070                         
1071                         while(head) // find the closest acceptable target to pass to
1072                         {
1073                                 if(head.classname == "player" && head.deadflag == DEAD_NO)
1074                                 if(head != player && !IsDifferentTeam(head, player))
1075                                 if(!head.speedrunning && (!head.vehicle || autocvar_g_ctf_allow_vehicle_touch))
1076                                 {
1077                                         traceline(player.origin, head.origin, MOVE_NOMONSTERS, player);
1078                                         if not((trace_fraction < 1) && (trace_ent != head))
1079                                         {
1080                                                 if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried) 
1081                                                 { 
1082                                                         if(clienttype(head) == CLIENTTYPE_BOT)
1083                                                         {
1084                                                                 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname)); 
1085                                                                 ctf_Handle_Throw(head, player, DROP_PASS);
1086                                                         }
1087                                                         else
1088                                                         {
1089                                                                 centerprint(head, strcat(player.netname, " requests you to pass the ", head.flagcarried.netname)); 
1090                                                                 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname)); 
1091                                                         }
1092                                                         player.throw_antispam = time + autocvar_g_ctf_pass_wait; 
1093                                                         return 0; 
1094                                                 }
1095                                                 else if(player.flagcarried)
1096                                                 {
1097                                                         if(closest_target) { if(vlen(player.origin - head.origin) < vlen(player.origin - closest_target.origin)) { closest_target = head; } }
1098                                                         else { closest_target = head; }
1099                                                 }
1100                                         }
1101                                 }
1102                                 head = head.chain;
1103                         }
1104                         
1105                         if(closest_target) { ctf_Handle_Throw(player, closest_target, DROP_PASS); return 0; }
1106                 }
1107                 
1108                 // throw the flag in front of you
1109                 if(autocvar_g_ctf_drop && player.flagcarried)
1110                         { ctf_Handle_Throw(player, world, DROP_THROW); }
1111         }
1112                 
1113         return 0;
1114 }
1115
1116 MUTATOR_HOOKFUNCTION(ctf_HelpMePing)
1117 {
1118         if(self.wps_flagcarrier) // update the flagcarrier waypointsprite with "NEEDING HELP" notification
1119         {
1120                 WaypointSprite_HelpMePing(self.wps_flagcarrier);
1121         } 
1122         else // create a normal help me waypointsprite
1123         {
1124                 WaypointSprite_Spawn("helpme", waypointsprite_deployed_lifetime, waypointsprite_limitedrange, self, FLAG_WAYPOINT_OFFSET, world, self.team, self, wps_helpme, FALSE, RADARICON_HELPME, '1 0.5 0');
1125                 WaypointSprite_Ping(self.wps_helpme);
1126         }
1127
1128         return 1;
1129 }
1130
1131 MUTATOR_HOOKFUNCTION(ctf_VehicleEnter)
1132 {
1133         if(other.flagcarried)
1134         {
1135                 if(!autocvar_g_ctf_flagcarrier_allow_vehicle_carry)
1136                 {
1137                         ctf_Handle_Throw(self, world, DROP_NORMAL);
1138                 }
1139                 else
1140                 {            
1141                         setattachment(other.flagcarried, self, ""); 
1142                         setorigin(other, VEHICLE_FLAG_OFFSET);
1143                         other.flagcarried.scale = VEHICLE_FLAG_SCALE;
1144                         //other.flagcarried.angles = '0 0 0';   
1145                 }
1146         }
1147                 
1148         return 0;
1149 }
1150
1151 MUTATOR_HOOKFUNCTION(ctf_VehicleExit)
1152 {
1153         if(self.owner.flagcarried)
1154         {
1155                 setattachment(self.owner.flagcarried, self.owner, ""); 
1156                 setorigin(self.owner.flagcarried, FLAG_CARRY_OFFSET);
1157                 self.owner.flagcarried.scale = FLAG_SCALE;
1158                 self.owner.flagcarried.angles = '0 0 0';        
1159         }
1160
1161         return 0;
1162 }
1163
1164 MUTATOR_HOOKFUNCTION(ctf_AbortSpeedrun)
1165 {
1166         if(self.flagcarried)
1167         {
1168                 bprint("The ", self.flagcarried.netname, " was returned to base by its carrier\n");
1169                 ctf_RespawnFlag(self);
1170         }
1171         
1172         return 0;
1173 }
1174
1175 MUTATOR_HOOKFUNCTION(ctf_MatchEnd)
1176 {
1177         entity flag; // temporary entity for the search method
1178         
1179         for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
1180         {
1181                 switch(flag.ctf_status)
1182                 {
1183                         case FLAG_DROPPED:
1184                         case FLAG_PASSING:
1185                         {
1186                                 // lock the flag, game is over
1187                                 flag.movetype = MOVETYPE_NONE;
1188                                 flag.takedamage = DAMAGE_NO;
1189                                 flag.solid = SOLID_NOT;
1190                                 flag.nextthink = 0; // stop thinking
1191                                 
1192                                 print("stopping the ", flag.netname, " from moving.\n");
1193                                 break;
1194                         }
1195                         
1196                         default:
1197                         case FLAG_BASE:
1198                         case FLAG_CARRY:
1199                         {
1200                                 // do nothing for these flags
1201                                 break;
1202                         }
1203                 }
1204         }
1205         
1206         return 0;
1207 }
1208
1209
1210 // ==========
1211 // Spawnfuncs
1212 // ==========
1213
1214 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
1215 CTF Starting point for a player in team one (Red).
1216 Keys: "angle" viewing angle when spawning. */
1217 void spawnfunc_info_player_team1()
1218 {
1219         if(g_assault) { remove(self); return; }
1220         
1221         self.team = COLOR_TEAM1; // red
1222         spawnfunc_info_player_deathmatch();
1223 }
1224
1225
1226 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
1227 CTF Starting point for a player in team two (Blue).
1228 Keys: "angle" viewing angle when spawning. */
1229 void spawnfunc_info_player_team2()
1230 {
1231         if(g_assault) { remove(self); return; }
1232         
1233         self.team = COLOR_TEAM2; // blue
1234         spawnfunc_info_player_deathmatch();
1235 }
1236
1237 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
1238 CTF Starting point for a player in team three (Yellow).
1239 Keys: "angle" viewing angle when spawning. */
1240 void spawnfunc_info_player_team3()
1241 {
1242         if(g_assault) { remove(self); return; }
1243         
1244         self.team = COLOR_TEAM3; // yellow
1245         spawnfunc_info_player_deathmatch();
1246 }
1247
1248
1249 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
1250 CTF Starting point for a player in team four (Purple).
1251 Keys: "angle" viewing angle when spawning. */
1252 void spawnfunc_info_player_team4()
1253 {
1254         if(g_assault) { remove(self); return; }
1255         
1256         self.team = COLOR_TEAM4; // purple
1257         spawnfunc_info_player_deathmatch();
1258 }
1259
1260 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1261 CTF flag for team one (Red).
1262 Keys: 
1263 "angle" Angle the flag will point (minus 90 degrees)... 
1264 "model" model to use, note this needs red and blue as skins 0 and 1...
1265 "noise" sound played when flag is picked up...
1266 "noise1" sound played when flag is returned by a teammate...
1267 "noise2" sound played when flag is captured...
1268 "noise3" sound played when flag is lost in the field and respawns itself... 
1269 "noise4" sound played when flag is dropped by a player...
1270 "noise5" sound played when flag touches the ground... */
1271 void spawnfunc_item_flag_team1()
1272 {
1273         if(!g_ctf) { remove(self); return; }
1274
1275         ctf_FlagSetup(1, self); // 1 = red
1276 }
1277
1278 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1279 CTF flag for team two (Blue).
1280 Keys: 
1281 "angle" Angle the flag will point (minus 90 degrees)... 
1282 "model" model to use, note this needs red and blue as skins 0 and 1...
1283 "noise" sound played when flag is picked up...
1284 "noise1" sound played when flag is returned by a teammate...
1285 "noise2" sound played when flag is captured...
1286 "noise3" sound played when flag is lost in the field and respawns itself... 
1287 "noise4" sound played when flag is dropped by a player...
1288 "noise5" sound played when flag touches the ground... */
1289 void spawnfunc_item_flag_team2()
1290 {
1291         if(!g_ctf) { remove(self); return; }
1292
1293         ctf_FlagSetup(0, self); // the 0 is misleading, but -- 0 = blue.
1294 }
1295
1296 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
1297 Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
1298 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.
1299 Keys:
1300 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
1301 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
1302 void spawnfunc_ctf_team()
1303 {
1304         if(!g_ctf) { remove(self); return; }
1305         
1306         self.classname = "ctf_team";
1307         self.team = self.cnt + 1;
1308 }
1309
1310
1311 // ==============
1312 // Initialization
1313 // ==============
1314
1315 // code from here on is just to support maps that don't have flag and team entities
1316 void ctf_SpawnTeam (string teamname, float teamcolor)
1317 {
1318         entity oldself;
1319         oldself = self;
1320         self = spawn();
1321         self.classname = "ctf_team";
1322         self.netname = teamname;
1323         self.cnt = teamcolor;
1324
1325         spawnfunc_ctf_team();
1326
1327         self = oldself;
1328 }
1329
1330 void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
1331 {
1332         // if no teams are found, spawn defaults
1333         if(find(world, classname, "ctf_team") == world)
1334         {
1335                 print("No ""ctf_team"" entities found on this map, creating them anyway.\n");
1336                 ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
1337                 ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
1338         }
1339         
1340         ScoreRules_ctf();
1341 }
1342
1343 void ctf_Initialize()
1344 {
1345         ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
1346
1347         ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
1348         ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
1349         ctf_captureshield_force = autocvar_g_ctf_shield_force;
1350         
1351         InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
1352 }
1353
1354
1355 MUTATOR_DEFINITION(gamemode_ctf)
1356 {
1357         MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY);
1358         MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY);
1359         MUTATOR_HOOK(PlayerDies, ctf_PlayerDies, CBC_ORDER_ANY);
1360         MUTATOR_HOOK(MatchEnd, ctf_MatchEnd, CBC_ORDER_ANY);
1361         MUTATOR_HOOK(PortalTeleport, ctf_PortalTeleport, CBC_ORDER_ANY);
1362         MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
1363         MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
1364         MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
1365         MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY);
1366         MUTATOR_HOOK(HelpMePing, ctf_HelpMePing, CBC_ORDER_ANY);
1367         MUTATOR_HOOK(VehicleEnter, ctf_VehicleEnter, CBC_ORDER_ANY);
1368         MUTATOR_HOOK(VehicleExit, ctf_VehicleExit, CBC_ORDER_ANY);
1369         MUTATOR_HOOK(AbortSpeedrun, ctf_AbortSpeedrun, CBC_ORDER_ANY);
1370         
1371         MUTATOR_ONADD
1372         {
1373                 if(time > 1) // game loads at time 1
1374                         error("This is a game type and it cannot be added at runtime.");
1375                 g_ctf = 1;
1376                 ctf_Initialize();
1377         }
1378
1379         MUTATOR_ONREMOVE
1380         {
1381                 g_ctf = 0;
1382                 error("This is a game type and it cannot be removed at runtime.");
1383         }
1384
1385         return 0;
1386 }