// ================================================================ // Official capture the flag game mode coding, reworked by Samual // Last updated: March 28th, 2011 // ================================================================ // Flag constants #define FLAG_MIN (PL_MIN + '0 0 -13') #define FLAG_MAX (PL_MAX + '0 0 -13') #define FLAG_CARRY_POS '-15 0 7' .entity bot_basewaypoint; // flag waypointsprite .entity wps_flagbase; .entity wps_flagcarrier; .entity wps_flagdropped; entity ctf_worldflaglist; // CTF flags in the map .entity ctf_worldflagnext; float ctf_captimerecord; // record time for capturing the flag .float ctf_pickuptime; .float ctf_pickupid; .float ctf_dropperid; // don't allow spam of dropping the flag .float ctf_droptime; .float ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally) .float next_take_time; // Delay between when the person can pick up a flag // is this obsolete from the stuff above? // CaptureShield: If the player is too bad to be allowed to capture, shield them from taking the flag. .float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture float ctf_captureshield_min_negscore; // punish at -20 points float ctf_captureshield_max_ratio; // punish at most 30% of each team float ctf_captureshield_force; // push force of the shield // declare functions so they can be used in any order in the file void ctf_FlagTouch(void); void ctf_FlagThink(void); void ctf_SetupFlag(float, entity); void ctf_RespawnFlag(entity); float ctf_CaptureShield_CheckStatus(entity); void ctf_CaptureShield_Update(entity, float); float ctf_CaptureShield_Customize(void); void ctf_CaptureShield_Touch(void); void ctf_CaptureShield_Spawn(entity); // ================== // Misc CTF functions // ================== float ctf_ReadScore(string parameter) // make this obsolete { if(g_ctf_win_mode != 2) return cvar(strcat("g_ctf_personal", parameter)); else return cvar(strcat("g_ctf_flag", parameter)); } void ctf_FakeTimeLimit(entity e, float t) { msg_entity = e; WriteByte(MSG_ONE, 3); // svc_updatestat WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT if(t < 0) WriteCoord(MSG_ONE, autocvar_timelimit); else WriteCoord(MSG_ONE, (t + 1) / 60); } void ctf_EventLog(string mode, float flagteam, entity actor) { string s; if(!autocvar_sv_eventlog) return; s = strcat(":ctf:", mode); s = strcat(s, ":", ftos(flagteam)); if(actor != world) s = strcat(s, ":", ftos(actor.playerid)); GameLogEcho(s); } void ctf_CreateBaseWaypoints(entity flag, float teamnumber) { // for bots waypoint_spawnforitem_force(flag, flag.origin); flag.nearestwaypointtimeout = 0; // activate waypointing again flag.bot_basewaypoint = flag.nearestwaypoint; // waypointsprites WaypointSprite_SpawnFixed(((teamnumber) ? "redbase" : "bluebase"), flag.origin + '0 0 64', flag, wps_flagbase); WaypointSprite_UpdateTeamRadar(flag.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE)); } void ctf_SetStatus_ForType(entity flag, float type) { if(flag.cnt == FLAG_CARRY) { if(flag.owner == self) self.items |= type * 3; // carrying: self is currently carrying the flag else self.items |= type * 1; // taken: someone on self's team is carrying the flag } else if(flag.cnt == FLAG_DROPPED) self.items |= type * 2; // lost: the flag is dropped somewhere on the map } void ctf_SetStatus() // re-write this in some less shitty way { // declarations float redflags, blueflags; local entity flag; // initially clear items so they can be set as necessary later. self.items &~= (IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED); // item for stopping players from capturing the flag too often if(self.ctf_captureshielded) self.items |= IT_CTF_SHIELDED; // figure out what flags we already own for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE) { if(flag.items & IT_KEY2) // blue ++redflags; else if(flag.items & IT_KEY1) // red ++blueflags; } // blinking magic: if there is more than one flag, show one of these in a clever way // wtf? if(redflags) redflags = mod(floor(time * redflags * 0.75), redflags); if(blueflags) blueflags = mod(floor(time * blueflags * 0.75), blueflags); for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE) { if(flag.items & IT_KEY2) // blue { if(--redflags == -1) // happens exactly once (redflags is in 0..count-1, and will --'ed count times) // WHAT THE FUCK DOES THIS MEAN? whoever wrote this is shitty at explaining things. ctf_SetStatus_ForType(flag, IT_RED_FLAG_TAKEN); } else if(flag.items & IT_KEY1) // red { if(--blueflags == -1) // happens exactly once ctf_SetStatus_ForType(flag, IT_BLUE_FLAG_TAKEN); } } } void ctf_Reset() { if(self.owner) if(self.owner.classname == "player") ctf_Handle_Drop(self.owner); ctf_RespawnFlag(self); } // ============== // Event Handlers // ============== void ctf_Handle_Drop(entity player) // make sure this works { entity flag = player.flagcarried; if(!flag) { return; } if(flag.speedrunning) { ctf_RespawnFlag(flag); return; } // reset the flag setattachment(flag, world, ""); setorigin(flag, player.origin - '0 0 24' + '0 0 37'); flag.owner.flagcarried = world; flag.owner = world; flag.movetype = MOVETYPE_TOSS; flag.solid = SOLID_TRIGGER; flag.takedamage = DAMAGE_YES; //flag.flags = FL_ITEM; // does this need set? same as above. // eh wtf is with these weird values? flag.velocity = ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom())); flag.pain_finished = time + autocvar_g_ctf_flag_returntime; // replace this later flag.ctf_droptime = time; flag.ctf_dropperid = player.playerid; flag.ctf_status = FLAG_DROPPED; // messages and sounds Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO); sound(flag, CHAN_TRIGGER, flag.noise4, VOL_BASE, ATTN_NONE); ctf_EventLog("dropped", player.team, player); // scoring PlayerScore_Add(player, SP_CTF_DROPS, 1); UpdateFrags(player, -ctf_ReadScore("penalty_drop")); // waypoints WaypointSprite_Spawn("flagdropped", 0, 0, flag, '0 0 64', world, player.team, flag, wps_flagdropped, FALSE); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team) WaypointSprite_Ping(player.wps_flagcarrier); WaypointSprite_Kill(player.wps_flagcarrier); // ctf_CaptureShield_Update(player, 0); // shield only // eh? trace_startsolid = FALSE; tracebox(flag.origin, flag.mins, flag.maxs, flag.origin, TRUE, flag); if(trace_startsolid) dprint("FLAG FALLTHROUGH will happen SOON\n"); } void ctf_Handle_Capture(entity flag, entity player) // make sure this works { // declarations float cap_time, cap_record, success; string cap_message, refername; // records if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots)) { cap_record = ctf_captimerecord; cap_time = (time - player.flagcarried.ctf_pickuptime); refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname")); refername = ((refername == player.netname) ? "their" : strcat(refername, "^7's")); if(!ctf_captimerecord) { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds"); success = TRUE; } else if(cap_time < cap_record) { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, breaking ", refername, " previous record of ", ftos_decimals(cap_record, 2), " seconds"); success = TRUE; } else { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, failing to break ", refername, " record of ", ftos_decimals(cap_record, 2), " seconds"); success = FALSE; } if(success) { ctf_captimerecord = cap_time; db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time)); db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname); write_recordmarker(player, (time - cap_time), cap_time); } } // messages and sounds Send_KillNotification(player.netname, player.flagcarried.netname, cap_message, INFO_CAPTUREFLAG, MSG_INFO); sound(player, CHAN_AUTO, flag.noise2, VOL_BASE, ATTN_NONE); // scoring PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1); ctf_EventLog("capture", player.flagcarried.team, player); UpdateFrags(player, ctf_ReadScore("score_capture")); // effects if (autocvar_g_ctf_flag_capture_effects) { pointparticles(particleeffectnum((player.team == COLOR_TEAM1) ? "red_ground_quake" : "blue_ground_quake"), flag.origin, '0 0 0', 1); shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1); } // waypointsprites // todo: improve this vvvv // WaypointSprite_Spawn("flagdropped", 0, 0, flag, '0 0 64', world, player.team, flag, wps_flagdropped, FALSE); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team) //WaypointSprite_Ping(player.wps_flagcarrier); WaypointSprite_Kill(player.wps_flagcarrier); //WaypointSprite_DetachCarrier(player); // reset the flag if(flag.speedrunning) ctf_FakeTimeLimit(player, -1); ctf_RespawnFlag(player.flagcarried); //player.flagcarried = world; //player.next_take_time = time + 1; } void ctf_Handle_Return(entity flag, entity player) // todo: re-write this { /* // return flag Send_KillNotification (player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO); //bprint(player.netname, "^7 returned the ", flag.netname, "\n"); // punish the player who last had it FOR_EACH_PLAYER(player) if(player.playerid == flag.ctf_dropperid) { PlayerScore_Add(player, SP_SCORE, -ctf_ReadScore("penalty_returned")); ctf_captureshield_update(player, 0); // shield only } // punish the team who was last carrying it TeamScore_AddToTeam(((flag.team == COLOR_TEAM1) ? COLOR_TEAM2 : COLOR_TEAM1), ST_SCORE, -ctf_ReadScore("penalty_returned")); // reward the player who returned it if(player.playerid == flag.playerid) // is this the guy who killed the FC last? { if (player.team == COLOR_TEAM1 || player.team == COLOR_TEAM2) UpdateFrags(player, ctf_ReadScore("score_return_by_killer")); else UpdateFrags(player, ctf_ReadScore("score_return_rogue_by_killer")); } else { if (player.team == COLOR_TEAM1 || player.team == COLOR_TEAM2) UpdateFrags(player, ctf_ReadScore("score_return")); else UpdateFrags(player, ctf_ReadScore("score_return_rogue")); } PlayerScore_Add(player, SP_CTF_RETURNS, 1); ctf_EventLog("return", flag.team, player); sound(player, CHAN_AUTO, flag.noise1, VOL_BASE, ATTN_NONE); ReturnFlag(flag); */ } void ctf_Handle_Pickup_Base(entity flag, entity player) // todo: re-write this { entity tmp_player; if (player.next_take_time > time) return; if (autocvar_g_ctf_flag_pickup_effects) // pickup effect pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1); // attach the flag to the player flag.owner = player; player.flagcarried = flag; setattachment(flag, player, ""); setorigin(flag, FLAG_CARRY_POS); // set up the flag flag.movetype = MOVETYPE_NONE; flag.solid = SOLID_NOT; flag.angles = '0 0 0'; flag.ctf_pickuptime = time; // used for timing runs flag.ctf_pickupid = player.playerid; flag.ctf_status = FLAG_CARRY; // messages and sounds Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO); sound(player, CHAN_AUTO, flag.noise, VOL_BASE, ATTN_NONE); FOR_EACH_PLAYER(tmp_player) if(tmp_player.team == flag.team) centerprint(tmp_player, "The enemy got your flag! Retrieve it!"); // scoring PlayerTeamScore_AddScore(player, ctf_ReadScore("score_pickup_base")); PlayerScore_Add(player, SP_CTF_PICKUPS, 1); ctf_EventLog("steal", flag.team, player); // speedrunning flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record if((player.speedrunning) && (ctf_captimerecord)) ctf_FakeTimeLimit(player, time + ctf_captimerecord); // waypoints WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team) WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2); WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent)); WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, '1 1 0'); WaypointSprite_Ping(player.wps_flagcarrier); } void ctf_Handle_Pickup_Dropped(entity flag, entity player) // todo: re-write this { /* if(flag.waypointsprite_attachedforcarrier) WaypointSprite_DetachCarrier(flag); if (autocvar_g_ctf_flag_pickup_effects) // field pickup effect pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1); // pick up flag.solid = SOLID_NOT; setorigin(flag, flag.origin); // relink flag.owner = player; player.flagcarried = flag; flag.cnt = FLAG_CARRY; Send_KillNotification (player.netname, flag.netname, "", INFO_PICKUPFLAG, MSG_INFO); //bprint(player.netname, "^7 picked up the ", flag.netname, "\n"); float f; f = bound(0, (flag.pain_finished - time) / autocvar_g_ctf_flag_returntime, 1); //print("factor is ", ftos(f), "\n"); f = ctf_ReadScore("score_pickup_dropped_late") * (1-f) + ctf_ReadScore("score_pickup_dropped_early") * f; f = floor(f + 0.5); flag.dropperid = player.playerid; //print("score is ", ftos(f), "\n"); UpdateFrags(player, f); PlayerScore_Add(player, SP_CTF_PICKUPS, 1); LogCTF("pickup", flag.team, player); sound (player, CHAN_AUTO, flag.noise, VOL_BASE, ATTN_NONE); FOR_EACH_PLAYER(player) if(player.team == flag.team) centerprint(player, "The enemy got your flag! Retrieve it!"); flag.movetype = MOVETYPE_NONE; // flag must have MOVETYPE_NONE here, playerwise it will drop through the floor... setorigin(flag, FLAG_CARRY_POS); setattachment(flag, player, ""); flag.damageforcescale = 0; flag.takedamage = DAMAGE_NO; WaypointSprite_AttachCarrier("flagcarrier", player); WaypointSprite_UpdateTeamRadar(player.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 1 0'); */ } // =================== // Main Flag Functions // =================== void ctf_SetupFlag(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc { // declarations teamnumber = fabs(teamnumber - bound(0, g_ctf_reverse, 1)); // if we were originally 1, this will become 0. If we were originally 0, this will become 1. // main setup flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist // todo: find out if this can be simplified ctf_worldflaglist = flag; setattachment(flag, world, ""); flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag"); flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue) flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough) flag.classname = "item_flag_team"; flag.target = "###item###"; // wut? flag.flags = FL_ITEM; flag.solid = SOLID_TRIGGER; flag.velocity = '0 0 0'; flag.ctf_status = FLAG_BASE; flag.mangle = flag.angles; flag.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP; if(flag.spawnflags & 1) // I don't understand what all this is about. { flag.noalign = TRUE; flag.dropped_origin = flag.origin; flag.movetype = MOVETYPE_NONE; } else { flag.noalign = FALSE; droptofloor(); flag.movetype = MOVETYPE_TOSS; } flag.reset = ctf_Reset; flag.touch = ctf_FlagTouch; //flag.think = ctf_RespawnFlag; //flag.nextthink = time + 0.2; // start after doors etc // Samual: 0.2 though? Why? // appearence if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); } setmodel (flag, flag.model); // precision set below setsize(flag, FLAG_MIN, FLAG_MAX); setorigin(flag, flag.origin);// + '0 0 37'); //flag.origin_z = flag.origin_z + 6; // why 6? if(!flag.scale) { flag.scale = 0.6; } flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin); if(autocvar_g_ctf_flag_glowtrails) { flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue flag.glow_size = 25; flag.glow_trail = 1; } flag.effects |= EF_LOWPRECISION; if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; } if(autocvar_g_ctf_dynamiclights) { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); } // sound if(!flag.noise) { flag.noise = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); } if(!flag.noise1) { flag.noise1 = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); } if(!flag.noise2) { flag.noise2 = ((teamnumber) ? "ctf/red_capture.wav" : "ctf/blue_capture.wav"); } // blue team scores by capturing the red flag if(!flag.noise3) { flag.noise3 = "ctf/flag_respawn.wav"; } // if there is ever a team-based sound for this, update the code to match. if(!flag.noise4) { flag.noise4 = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); } //if(!flag.noise5) { flag.noise5 = "ctf/flag_touch.wav"; } // precache precache_sound(flag.noise); precache_sound(flag.noise1); precache_sound(flag.noise2); precache_sound(flag.noise3); precache_sound(flag.noise4); //precache_sound(flag.noise5); precache_model(flag.model); precache_model("models/ctf/shield.md3"); precache_model("models/ctf/shockwavetransring.md3"); // other initialization stuff ctf_CreateBaseWaypoints(flag, teamnumber); ctf_CaptureShield_Spawn(flag); //InitializeEntity(flag, ctf_RespawnFlag, INITPRIO_SETLOCATION); //InitializeEntity(self, ctf_CaptureShield_Spawn, INITPRIO_SETLOCATION); } void ctf_RespawnFlag(entity flag) // todo: re-write this { //if((self) && (!flag) { flag = self } if(flag.classname != "item_flag_team") { backtrace("ctf_RespawnFlag was called incorrectly."); return; } if(flag.owner) if(flag.owner.flagcarried == flag) { WaypointSprite_DetachCarrier(flag.owner); flag.owner.flagcarried = world; if(flag.speedrunning) ctf_FakeTimeLimit(flag.owner, -1); } flag.owner = world; if(flag.waypointsprite_attachedforcarrier) WaypointSprite_DetachCarrier(flag); setattachment(flag, world, ""); flag.damageforcescale = 0; flag.takedamage = DAMAGE_NO; flag.movetype = MOVETYPE_NONE; if(!flag.noalign) flag.movetype = MOVETYPE_TOSS; flag.velocity = '0 0 0'; flag.solid = SOLID_TRIGGER; // TODO: play a sound here setorigin(flag, flag.dropped_origin); flag.angles = flag.mangle; flag.ctf_status = FLAG_BASE; flag.owner = world; flag.flags = FL_ITEM; // clear FL_ONGROUND and any other junk // there shouldn't be any "junk" set on this... look into it and make sure it's kept clean. } void ctf_FlagThink() // todo: re-write this { local entity e; self.nextthink = time + 0.1; // sorry, we have to reset the flag size if it got squished by something if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // if we can grow back, grow back tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self); if(!trace_startsolid) setsize(self, FLAG_MIN, FLAG_MAX); } if(self == ctf_worldflaglist) // only for the first flag { FOR_EACH_CLIENT(e) ctf_CaptureShield_Update(e, 1); // release shield only } if(self.speedrunning) if(self.cnt == FLAG_CARRY) { if(self.owner) if(ctf_captimerecord) if(time >= self.ctf_pickuptime + ctf_captimerecord) { bprint("The ", self.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n"); sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE); self.owner.impulse = 141; // returning! e = self; self = self.owner; ctf_RespawnFlag(e); ImpulseCommands(); self = e; return; } } if(self.cnt == FLAG_BASE) return; if(self.cnt == FLAG_DROPPED) { // flag fallthrough? FIXME remove this if bug is really fixed now if(self.origin_z < -131072) { dprint("FLAG FALLTHROUGH just happened\n"); self.pain_finished = 0; } setattachment(self, world, ""); if(time > self.pain_finished) { bprint("The ", self.netname, " has returned to base\n"); sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE); ctf_EventLog("returned", self.team, world); ctf_RespawnFlag(self); } return; } e = self.owner; if(e.classname != "player" || (e.deadflag) || (e.flagcarried != self)) { dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n"); ctf_Handle_Drop(e); return; } if(autocvar_g_ctf_allow_drop) if(e.BUTTON_USE) ctf_Handle_Drop(self); } void ctf_FlagTouch() { if(gameover) { return; } if(!self) { return; } if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { // The flag fell off the map, respawn it since players can't get to it ctf_RespawnFlag(self); return; } if(other.deadflag != DEAD_NO) { return; } if(other.classname != "player") { // The flag just touched an object, most likely the world pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1); sound(self, CHAN_AUTO, "keepaway/touch.wav", VOL_BASE, ATTN_NORM); return; } else if(self.wait > time) { return; } switch(self.ctf_status) { case FLAG_BASE: if((other.team == self.team) && (other.flagcarried) && (other.flagcarried.team != self.team)) ctf_Handle_Capture(self, other); // other just captured the enemies flag to his base else if((other.team != self.team) && (!other.flagcarried) && (!other.ctf_captureshielded)) ctf_Handle_Pickup_Base(self, other); // other just stole the enemies flag break; case FLAG_DROPPED: if(other.team == self.team) ctf_Handle_Return(self, other); // other just returned his own flag else if((!other.flagcarried) && ((other.playerid != self.ctf_dropperid) || (time > self.ctf_droptime + autocvar_g_balance_ctf_delay_collect))) ctf_Handle_Pickup_Dropped(self, other); // other just picked up a dropped enemy flag break; case FLAG_CARRY: default: dprint("Someone touched a flag even though it was being carried? wtf?\n"); break; // this should never happen } } // ======================= // CaptureShield Functions // ======================= float ctf_CaptureShield_CheckStatus(entity p) // check to see { float s, se; entity e; float players_worseeq, players_total; if(ctf_captureshield_max_ratio <= 0) return FALSE; s = PlayerScore_Add(p, SP_SCORE, 0); if(s >= -ctf_captureshield_min_negscore) return FALSE; players_total = players_worseeq = 0; FOR_EACH_PLAYER(e) { if(e.team != p.team) continue; se = PlayerScore_Add(e, SP_SCORE, 0); if(se <= s) ++players_worseeq; ++players_total; } // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse // use this rule here if(players_worseeq >= players_total * ctf_captureshield_max_ratio) return FALSE; return TRUE; } void ctf_CaptureShield_Update(entity p, float dir) { float should; if(dir == p.ctf_captureshielded) // 0: shield only, 1: unshield only { should = ctf_CaptureShield_CheckStatus(p); if(should != dir) { if(should) // TODO csqc notifier for this centerprint_atprio(p, CENTERPRIO_SHIELDING, "^3You are now ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Make some defensive scores before trying again."); else centerprint_atprio(p, CENTERPRIO_SHIELDING, "^3You are now free.\n\n^3Feel free to ^1try to capture^3 the flag again\n^3if you think you will succeed."); p.ctf_captureshielded = should; } } } float ctf_CaptureShield_Customize() { if not(other.ctf_captureshielded) return FALSE; if(self.team == other.team) return FALSE; return TRUE; } void ctf_CaptureShield_Touch() { if not(other.ctf_captureshielded) return; if(self.team == other.team) return; vector mymid; vector othermid; mymid = (self.absmin + self.absmax) * 0.5; othermid = (other.absmin + other.absmax) * 0.5; Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force); centerprint_atprio(other, CENTERPRIO_SHIELDING, "^3You are ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Get some defensive scores before trying again."); } void ctf_CaptureShield_Spawn(entity flag) { entity e; e = spawn(); e.enemy = self; e.team = self.team; e.touch = ctf_CaptureShield_Touch; e.customizeentityforclient = ctf_CaptureShield_Customize; e.classname = "ctf_captureshield"; e.effects = EF_ADDITIVE; e.movetype = MOVETYPE_NOCLIP; e.solid = SOLID_TRIGGER; e.avelocity = '7 0 11'; setorigin(e, self.origin); setmodel(e, "models/ctf/shield.md3"); e.scale = 0.5; setsize(e, e.scale * e.mins, e.scale * e.maxs); } // ============== // Hook Functions // ============== MUTATOR_HOOKFUNCTION(ctf_RemovePlayer) { if(self.flagcarried) { ctf_Handle_Drop(self); } // figure this out return TRUE; } // ========== // Spawnfuncs // ========== /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24) CTF Starting point for a player in team one (Red). Keys: "angle" viewing angle when spawning. */ void spawnfunc_info_player_team1() { if(g_assault) { remove(self); return; } self.team = COLOR_TEAM1; // red spawnfunc_info_player_deathmatch(); } /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24) CTF Starting point for a player in team two (Blue). Keys: "angle" viewing angle when spawning. */ void spawnfunc_info_player_team2() { if(g_assault) { remove(self); return; } self.team = COLOR_TEAM2; // blue spawnfunc_info_player_deathmatch(); } /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24) CTF Starting point for a player in team three (Yellow). Keys: "angle" viewing angle when spawning. */ void spawnfunc_info_player_team3() { if(g_assault) { remove(self); return; } self.team = COLOR_TEAM3; // yellow spawnfunc_info_player_deathmatch(); } /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24) CTF Starting point for a player in team four (Purple). Keys: "angle" viewing angle when spawning. */ void spawnfunc_info_player_team4() { if(g_assault) { remove(self); return; } self.team = COLOR_TEAM4; // purple spawnfunc_info_player_deathmatch(); } /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37) CTF flag for team one (Red). Multiple flags are allowed. Keys: "angle" Angle the flag will point (minus 90 degrees)... "model" model to use, note this needs red and blue as skins 0 and 1 (default models/ctf/flag.md3)... "noise" sound played when flag is picked up (default ctf/take.wav)... "noise1" sound played when flag is returned by a teammate (default ctf/return.wav)... "noise2" sound played when flag is captured (default ctf/redcapture.wav)... "noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */ void spawnfunc_item_flag_team1() { if(!g_ctf) { remove(self); return; } ctf_SetupFlag(1, self); } /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37) CTF flag for team two (Blue). Multiple flags are allowed. Keys: "angle" Angle the flag will point (minus 90 degrees)... "model" model to use, note this needs red and blue as skins 0 and 1 (default models/ctf/flag.md3)... "noise" sound played when flag is picked up (default ctf/take.wav)... "noise1" sound played when flag is returned by a teammate (default ctf/return.wav)... "noise2" sound played when flag is captured (default ctf/redcapture.wav)... "noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */ void spawnfunc_item_flag_team2() { if(!g_ctf) { remove(self); return; } ctf_SetupFlag(0, self); } /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32) Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map. 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. Keys: "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)... "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */ void spawnfunc_ctf_team() { if(!g_ctf) { remove(self); return; } self.classname = "ctf_team"; self.team = self.cnt + 1; } // ============== // Initialization // ============== // code from here on is just to support maps that don't have flag and team entities void ctf_SpawnTeam (string teamname, float teamcolor) { local entity oldself; oldself = self; self = spawn(); self.classname = "ctf_team"; self.netname = teamname; self.cnt = teamcolor; spawnfunc_ctf_team(); self = oldself; } void ctf_DelayedInit() { // if no teams are found, spawn defaults if(find(world, classname, "ctf_team") == world) { ctf_SpawnTeam("Red", COLOR_TEAM1 - 1); ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1); } } void ctf_Initialize() { ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"))); ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore; ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio; ctf_captureshield_force = autocvar_g_ctf_shield_force; g_ctf_win_mode = cvar("g_ctf_win_mode"); ScoreRules_ctf(); InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE); } MUTATOR_DEFINITION(gamemode_ctf) { MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY); MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerDies, ctf_RemovePlayer, CBC_ORDER_ANY); //MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY); //MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY); //MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY); //MUTATOR_HOOK(PlayerPowerups, ctf_PlayerPowerups, CBC_ORDER_ANY); MUTATOR_ONADD { if(time > 1) // game loads at time 1 error("This is a game type and it cannot be added at runtime."); g_ctf = 1; ctf_Initialize(); } MUTATOR_ONREMOVE { g_ctf = 0; error("This is a game type and it cannot be removed at runtime."); } return 0; }