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