1 // ================================================================
2 // Official capture the flag game mode coding, reworked by Samual
3 // Last updated: March 30th, 2012
4 // ================================================================
6 float ctf_ReadScore(string parameter) // make this obsolete
8 //if(g_ctf_win_mode != 2)
9 return cvar(strcat("g_ctf_personal", parameter));
11 // return cvar(strcat("g_ctf_flag", parameter));
14 void ctf_FakeTimeLimit(entity e, float t)
17 WriteByte(MSG_ONE, 3); // svc_updatestat
18 WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
20 WriteCoord(MSG_ONE, autocvar_timelimit);
22 WriteCoord(MSG_ONE, (t + 1) / 60);
25 void ctf_EventLog(string mode, float flagteam, entity actor) // use an alias for easy changing and quick editing later
27 if(autocvar_sv_eventlog)
28 GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
31 string ctf_CaptureRecord(entity flag, entity player)
33 float cap_time, cap_record, success;
34 string cap_message, refername;
36 if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots))
38 cap_record = ctf_captimerecord;
39 cap_time = (time - flag.ctf_pickuptime);
41 refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
42 refername = ((refername == player.netname) ? "their" : strcat(refername, "^7's"));
44 if(!ctf_captimerecord)
45 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds"); success = TRUE; }
46 else if(cap_time < cap_record)
47 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, breaking ", refername, " previous record of ", ftos_decimals(cap_record, 2), " seconds"); success = TRUE; }
49 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, failing to break ", refername, " record of ", ftos_decimals(cap_record, 2), " seconds"); success = FALSE; }
53 ctf_captimerecord = cap_time;
54 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time));
55 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname);
56 write_recordmarker(player, (time - cap_time), cap_time);
63 void ctf_FlagcarrierWaypoints(entity player)
65 WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE, RADARICON_FLAG, '1 1 0');
66 WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
67 WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
68 WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, '1 1 0');
72 // =======================
73 // CaptureShield Functions
74 // =======================
76 float ctf_CaptureShield_CheckStatus(entity p)
80 float players_worseeq, players_total;
82 if(ctf_captureshield_max_ratio <= 0)
85 s = PlayerScore_Add(p, SP_SCORE, 0);
86 if(s >= -ctf_captureshield_min_negscore)
89 players_total = players_worseeq = 0;
94 se = PlayerScore_Add(e, SP_SCORE, 0);
100 // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
101 // use this rule here
103 if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
109 void ctf_CaptureShield_Update(entity player, float wanted_status)
111 float updated_status = ctf_CaptureShield_CheckStatus(player);
112 if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
114 if(updated_status) // TODO csqc notifier for this // Samual: How?
115 Send_CSQC_Centerprint_Generic(player, CPID_CTF_CAPTURESHIELD, "^3You are now ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Make some defensive scores before trying again.", 5, 0);
117 Send_CSQC_Centerprint_Generic(player, CPID_CTF_CAPTURESHIELD, "^3You are now free.\n\n^3Feel free to ^1try to capture^3 the flag again\n^3if you think you will succeed.", 5, 0);
119 player.ctf_captureshielded = updated_status;
123 float ctf_CaptureShield_Customize()
125 if not(other.ctf_captureshielded) { return FALSE; }
126 if(self.team == other.team) { return FALSE; }
131 void ctf_CaptureShield_Touch()
133 if not(other.ctf_captureshielded) { return; }
134 if(self.team == other.team) { return; }
136 vector mymid = (self.absmin + self.absmax) * 0.5;
137 vector othermid = (other.absmin + other.absmax) * 0.5;
139 Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
140 Send_CSQC_Centerprint_Generic(other, CPID_CTF_CAPTURESHIELD, "^3You are ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Get some defensive scores before trying again.", 5, 0);
143 void ctf_CaptureShield_Spawn(entity flag)
145 entity shield = spawn();
148 shield.team = self.team;
149 shield.touch = ctf_CaptureShield_Touch;
150 shield.customizeentityforclient = ctf_CaptureShield_Customize;
151 shield.classname = "ctf_captureshield";
152 shield.effects = EF_ADDITIVE;
153 shield.movetype = MOVETYPE_NOCLIP;
154 shield.solid = SOLID_TRIGGER;
155 shield.avelocity = '7 0 11';
158 setorigin(shield, self.origin);
159 setmodel(shield, "models/ctf/shield.md3");
160 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
164 // ====================
165 // Drop/Pass/Throw Code
166 // ====================
168 void ctf_Handle_Drop(entity flag, entity player, float droptype)
171 player = (player ? player : flag.pass_sender);
174 flag.movetype = MOVETYPE_TOSS;
175 flag.takedamage = DAMAGE_YES;
176 flag.health = flag.max_flag_health;
177 flag.ctf_droptime = time;
178 flag.ctf_dropper = player;
179 flag.ctf_status = FLAG_DROPPED;
181 // messages and sounds
182 Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
183 sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTN_NONE);
184 ctf_EventLog("dropped", player.team, player);
187 PlayerTeamScore_AddScore(player, -ctf_ReadScore("penalty_drop"));
188 PlayerScore_Add(player, SP_CTF_DROPS, 1);
191 if(autocvar_g_ctf_flag_dropped_waypoint)
192 WaypointSprite_Spawn("flagdropped", 0, 0, flag, '0 0 64', world, ((autocvar_g_ctf_flag_dropped_waypoint == 2) ? 0 : player.team), flag, wps_flagdropped, FALSE, RADARICON_FLAG, '0 0.5 0' + ((flag.team == COLOR_TEAM1) ? '0.75 0 0' : '0 0 0.75')); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
194 if(autocvar_g_ctf_flag_return_time || (autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health))
196 WaypointSprite_UpdateMaxHealth(flag.wps_flagdropped, flag.max_flag_health);
197 WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health);
200 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
202 if(droptype == DROP_PASS)
204 flag.pass_sender = world;
205 flag.pass_target = world;
209 void ctf_Handle_Retrieve(entity flag, entity player)
211 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
212 entity sender = flag.pass_sender;
214 // transfer flag to player
215 flag.ctf_carrier = player;
217 flag.owner.flagcarried = flag;
220 setattachment(flag, player, "");
221 setorigin(flag, FLAG_CARRY_OFFSET);
222 flag.movetype = MOVETYPE_NONE;
223 flag.takedamage = DAMAGE_NO;
224 flag.solid = SOLID_NOT;
225 flag.ctf_carrier = player;
226 flag.ctf_status = FLAG_CARRY;
228 // messages and sounds
229 sound(player, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTN_NORM);
230 ctf_EventLog("recieve", flag.team, player);
231 FOR_EACH_PLAYER(tmp_player)
232 if(tmp_player == sender)
233 centerprint(tmp_player, strcat("You passed the ", flag.netname, " to ", player.netname));
234 else if(tmp_player == player)
235 centerprint(tmp_player, strcat("You recieved the ", flag.netname, " from ", sender.netname));
236 else if(tmp_player.team == sender.team)
237 centerprint(tmp_player, strcat(sender.netname, " passed the ", flag.netname, " to ", player.netname));
239 // create new waypoint
240 ctf_FlagcarrierWaypoints(player);
242 sender.throw_antispam = time + autocvar_g_ctf_pass_wait;
243 player.throw_antispam = sender.throw_antispam;
245 flag.pass_sender = world;
246 flag.pass_target = world;
249 void ctf_Handle_Throw(entity player, entity reciever, float droptype)
251 entity flag = player.flagcarried;
253 if(!flag) { return; }
254 if((droptype == DROP_PASS) && !reciever) { return; }
256 if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
259 setattachment(flag, world, "");
260 setorigin(flag, player.origin + FLAG_DROP_OFFSET);
261 flag.owner.flagcarried = world;
263 flag.solid = SOLID_TRIGGER;
264 flag.ctf_droptime = time;
266 flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS
272 vector targ_origin = (0.5 * (reciever.absmin + reciever.absmax));
273 flag.velocity = (normalize(targ_origin - player.origin) * autocvar_g_ctf_throw_velocity);
279 makevectors((player.v_angle_y * '0 1 0') + (player.v_angle_x * '0.5 0 0'));
280 flag.velocity = W_CalculateProjectileVelocity(player.velocity, ('0 0 200' + (v_forward * autocvar_g_ctf_throw_velocity)), FALSE);
287 flag.velocity = ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom()));
297 flag.movetype = MOVETYPE_FLY;
298 flag.takedamage = DAMAGE_NO;
299 flag.pass_sender = player;
300 flag.pass_target = reciever;
301 flag.ctf_status = FLAG_PASSING;
304 sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTN_NORM);
305 ctf_EventLog("pass", flag.team, player);
306 te_lightning2(world, reciever.origin, player.origin);
314 ctf_Handle_Drop(flag, player, droptype);
319 // kill old waypointsprite
320 WaypointSprite_Ping(player.wps_flagcarrier);
321 WaypointSprite_Kill(player.wps_flagcarrier);
324 //ctf_CaptureShield_Update(player, 0); // shield only
332 void ctf_Handle_Capture(entity flag, entity toucher, float capturetype)
334 entity enemy_flag = ((capturetype == CAPTURE_NORMAL) ? toucher.flagcarried : toucher);
335 entity player = ((capturetype == CAPTURE_NORMAL) ? toucher : enemy_flag.ctf_dropper);
337 if not(player) { return; } // without someone to give the reward to, we can't possibly cap
339 // messages and sounds
340 Send_KillNotification(player.netname, enemy_flag.netname, ctf_CaptureRecord(enemy_flag, player), INFO_CAPTUREFLAG, MSG_INFO);
341 sound(player, CH_TRIGGER, flag.snd_flag_capture, VOL_BASE, ATTN_NONE);
345 case CAPTURE_NORMAL: ctf_EventLog("capture", enemy_flag.team, player); break;
346 case CAPTURE_DROPPED: ctf_EventLog("droppedcapture", enemy_flag.team, player); break;
351 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_capture"));
352 PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
355 if(autocvar_g_ctf_flag_capture_effects)
357 pointparticles(particleeffectnum((player.team == COLOR_TEAM1) ? "red_ground_quake" : "blue_ground_quake"), flag.origin, '0 0 0', 1);
358 shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
362 if(capturetype == CAPTURE_NORMAL)
364 WaypointSprite_Kill(player.wps_flagcarrier);
365 if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
369 player.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
370 ctf_RespawnFlag(enemy_flag);
373 void ctf_Handle_Return(entity flag, entity player)
375 // messages and sounds
376 //centerprint(player, strcat("You returned ", flag.netname));
377 Send_KillNotification (player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO);
378 sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTN_NONE);
379 ctf_EventLog("return", flag.team, player);
382 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_return")); // reward for return
383 PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
385 TeamScore_AddToTeam(((flag.team == COLOR_TEAM1) ? COLOR_TEAM2 : COLOR_TEAM1), ST_SCORE, -ctf_ReadScore("penalty_returned")); // punish the team who was last carrying it
386 FOR_EACH_PLAYER(player) if(player == flag.ctf_dropper) // punish the player who dropped the flag
388 PlayerScore_Add(player, SP_SCORE, -ctf_ReadScore("penalty_returned"));
389 ctf_CaptureShield_Update(player, 0); // shield only
393 ctf_RespawnFlag(flag);
396 void ctf_Handle_Pickup(entity flag, entity player, float pickuptype)
399 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
400 string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
401 float pickup_dropped_score; // used to calculate dropped pickup score
403 // attach the flag to the player
405 player.flagcarried = flag;
406 setattachment(flag, player, "");
407 setorigin(flag, FLAG_CARRY_OFFSET);
410 flag.movetype = MOVETYPE_NONE;
411 flag.takedamage = DAMAGE_NO;
412 flag.solid = SOLID_NOT;
413 flag.angles = '0 0 0';
414 flag.ctf_carrier = player;
415 flag.ctf_status = FLAG_CARRY;
419 case PICKUP_BASE: flag.ctf_pickuptime = time; break; // used for timing runs
420 case PICKUP_DROPPED: flag.health = flag.max_flag_health; break; // reset health/return timelimit
424 // messages and sounds
425 Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO);
426 sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTN_NONE);
427 verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat(Team_ColorCode(player.team), "(^7", player.netname, Team_ColorCode(player.team), ") ") : "");
429 FOR_EACH_PLAYER(tmp_player)
430 if(tmp_player == player)
431 centerprint(tmp_player, strcat("You got the ", flag.netname, "!"));
432 else if(tmp_player.team == player.team)
433 centerprint(tmp_player, strcat("Your ", Team_ColorCode(player.team), "team mate ", verbosename, "^7got the flag! Protect them!"));
434 else if(tmp_player.team == flag.team)
435 centerprint(tmp_player, strcat("The ", Team_ColorCode(player.team), "enemy ", verbosename, "^7got your flag! Retrieve it!"));
439 case PICKUP_BASE: ctf_EventLog("steal", flag.team, player); break;
440 case PICKUP_DROPPED: ctf_EventLog("pickup", flag.team, player); break;
445 PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
450 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_pickup_base"));
456 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);
457 pickup_dropped_score = floor((ctf_ReadScore("score_pickup_dropped_late") * (1 - pickup_dropped_score) + ctf_ReadScore("score_pickup_dropped_early") * pickup_dropped_score) + 0.5);
458 print("pickup_dropped_score is ", ftos(pickup_dropped_score), "\n");
459 PlayerTeamScore_AddScore(player, pickup_dropped_score);
467 if(pickuptype == PICKUP_BASE)
469 flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
470 if((player.speedrunning) && (ctf_captimerecord))
471 ctf_FakeTimeLimit(player, time + ctf_captimerecord);
475 if(autocvar_g_ctf_flag_pickup_effects)
476 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
479 if(pickuptype == PICKUP_DROPPED) { WaypointSprite_Kill(flag.wps_flagdropped); }
480 ctf_FlagcarrierWaypoints(player);
481 WaypointSprite_Ping(player.wps_flagcarrier);
485 // ===================
486 // Main Flag Functions
487 // ===================
489 void ctf_CheckFlagReturn(entity flag)
491 if(flag.wps_flagdropped) { WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health); }
493 if((flag.health <= 0) || (time > flag.ctf_droptime + autocvar_g_ctf_flag_return_time))
495 bprint("The ", flag.netname, " has returned to base\n");
496 sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTN_NONE);
497 ctf_EventLog("returned", flag.team, world);
498 ctf_RespawnFlag(flag);
502 void ctf_FlagDamage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
504 if(ITEM_DAMAGE_NEEDKILL(deathtype))
506 // automatically kill the flag and return it
508 ctf_CheckFlagReturn(self);
511 if(autocvar_g_ctf_flag_return_damage)
513 self.health = self.health - damage;
514 ctf_CheckFlagReturn(self);
523 self.nextthink = time + FLAG_THINKRATE; // only 5 fps, more is unnecessary.
526 if(self == ctf_worldflaglist) // only for the first flag
527 FOR_EACH_CLIENT(tmp_entity)
528 ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
531 if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
532 dprint("wtf the flag got squashed?\n");
533 tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
534 if(!trace_startsolid) // can we resize it without getting stuck?
535 setsize(self, FLAG_MIN, FLAG_MAX); }
538 switch(self.ctf_status)
542 if(autocvar_g_ctf_dropped_capture_radius)
544 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
545 if(tmp_entity.ctf_status == FLAG_DROPPED)
546 if(vlen(self.origin - tmp_entity.origin) < autocvar_g_ctf_dropped_capture_radius)
547 ctf_Handle_Capture(self, tmp_entity, CAPTURE_DROPPED);
554 if(autocvar_g_ctf_flag_return_dropped)
556 if((vlen(self.origin - self.ctf_spawnorigin) < autocvar_g_ctf_flag_return_dropped) || (autocvar_g_ctf_flag_return_dropped == -1))
559 ctf_CheckFlagReturn(self);
563 if(autocvar_g_ctf_flag_return_time)
565 self.health -= ((self.max_flag_health / autocvar_g_ctf_flag_return_time) * FLAG_THINKRATE);
566 ctf_CheckFlagReturn(self);
574 if((self.owner) && (self.speedrunning) && (ctf_captimerecord) && (time >= self.ctf_pickuptime + ctf_captimerecord))
576 bprint("The ", self.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n");
577 sound(self, CH_TRIGGER, self.snd_flag_respawn, VOL_BASE, ATTN_NONE);
578 ctf_EventLog("returned", self.team, world);
579 ctf_RespawnFlag(tmp_entity);
583 self.impulse = CHIMPULSE_SPEEDRUN; // move the player back to the waypoint they set
590 case FLAG_PASSING: // todo make work with warpzones
592 vector targ_origin = ((self.pass_target.absmin + self.pass_target.absmax) * 0.5);
594 traceline(self.origin, targ_origin, MOVE_NOMONSTERS, self);
596 if((self.pass_target.deadflag != DEAD_NO)
597 || (vlen(self.origin - targ_origin) > autocvar_g_ctf_pass_radius)
598 || ((trace_fraction < 1) && (trace_ent != self.pass_target))
599 || (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit))
601 ctf_Handle_Drop(self, world, DROP_PASS);
603 else // still a viable target, go for it
605 vector desired_direction = normalize(targ_origin - self.origin);
606 vector current_direction = normalize(self.velocity);
608 self.velocity = (normalize(current_direction + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_throw_velocity);
613 default: // this should never happen
615 dprint("ctf_FlagThink(): Flag exists with no status?\n");
623 if(gameover) { return; }
624 if(!self) { return; }
625 if(other.deadflag != DEAD_NO) { return; }
626 if(ITEM_TOUCH_NEEDKILL())
628 // automatically kill the flag and return it
630 ctf_CheckFlagReturn(self);
633 if(other.classname != "player") // The flag just touched an object, most likely the world
635 if(time > self.wait) // if we haven't in a while, play a sound/effect
637 pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
638 sound(self, CH_TRIGGER, self.snd_flag_touch, VOL_BASE, ATTN_NORM);
639 self.wait = time + FLAG_TOUCHRATE;
644 switch(self.ctf_status)
648 if((other.team == self.team) && (other.flagcarried) && (other.flagcarried.team != self.team))
649 ctf_Handle_Capture(self, other, CAPTURE_NORMAL); // other just captured the enemies flag to his base
650 else if((other.team != self.team) && (!other.flagcarried) && (!other.ctf_captureshielded) && (time > other.next_take_time))
651 ctf_Handle_Pickup(self, other, PICKUP_BASE); // other just stole the enemies flag
657 if(other.team == self.team)
658 ctf_Handle_Return(self, other); // other just returned his own flag
659 else if((!other.flagcarried) && ((other != self.ctf_dropper) || (time > self.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
660 ctf_Handle_Pickup(self, other, PICKUP_DROPPED); // other just picked up a dropped enemy flag
666 dprint("Someone touched a flag even though it was being carried?\n");
672 if((other.classname == "player") && (other.deadflag == DEAD_NO) && (other != self.pass_sender))
674 if(IsDifferentTeam(other, self.pass_sender))
675 ctf_Handle_Return(self, other);
677 ctf_Handle_Retrieve(self, other);
682 default: // this should never happen
684 dprint("Touch: Flag exists with no status?\n");
690 void ctf_RespawnFlag(entity flag)
692 // reset the player (if there is one)
693 if((flag.owner) && (flag.owner.flagcarried == flag))
695 WaypointSprite_Kill(flag.wps_flagcarrier);
696 flag.owner.flagcarried = world;
698 if(flag.speedrunning)
699 ctf_FakeTimeLimit(flag.owner, -1);
702 if((flag.ctf_status == FLAG_DROPPED) && (flag.wps_flagdropped))
703 { WaypointSprite_Kill(flag.wps_flagdropped); }
706 setattachment(flag, world, "");
707 setorigin(flag, flag.ctf_spawnorigin);
709 flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
710 flag.takedamage = DAMAGE_NO;
711 flag.health = flag.max_flag_health;
712 flag.solid = SOLID_TRIGGER;
713 flag.velocity = '0 0 0';
714 flag.angles = flag.mangle;
715 flag.flags = FL_ITEM | FL_NOTARGET;
717 flag.ctf_status = FLAG_BASE;
719 flag.pass_sender = world;
720 flag.pass_target = world;
721 flag.ctf_carrier = world;
722 flag.ctf_dropper = world;
723 flag.ctf_pickuptime = 0;
724 flag.ctf_droptime = 0;
730 if(self.owner.classname == "player")
731 ctf_Handle_Throw(self.owner, world, DROP_NORMAL);
733 ctf_RespawnFlag(self);
736 void ctf_DelayedFlagSetup(void) // called after a flag is placed on a map by ctf_FlagSetup()
739 float teamnumber = ((self.team == COLOR_TEAM1) ? TRUE : FALSE); // if we were originally 1, this will become 0. If we were originally 0, this will become 1.
742 waypoint_spawnforitem_force(self, self.origin);
743 self.nearestwaypointtimeout = 0; // activate waypointing again
744 self.bot_basewaypoint = self.nearestwaypoint;
747 WaypointSprite_SpawnFixed(((teamnumber) ? "redbase" : "bluebase"), self.origin + '0 0 64', self, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
748 WaypointSprite_UpdateTeamRadar(self.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
750 // captureshield setup
751 ctf_CaptureShield_Spawn(self);
754 void ctf_FlagSetup(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
757 teamnumber = fabs(teamnumber - bound(0, autocvar_g_ctf_reverse, 1)); // if we were originally 1, this will become 0. If we were originally 0, this will become 1.
758 self = flag; // for later usage with droptofloor()
761 flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist
762 ctf_worldflaglist = flag;
764 setattachment(flag, world, "");
766 flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
767 flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue)
768 flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
769 flag.classname = "item_flag_team";
770 flag.target = "###item###"; // wut?
771 flag.flags = FL_ITEM | FL_NOTARGET;
772 flag.solid = SOLID_TRIGGER;
773 flag.takedamage = DAMAGE_NO;
774 flag.damageforcescale = autocvar_g_ctf_flag_damageforcescale;
775 flag.max_flag_health = ((autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health) ? autocvar_g_ctf_flag_health : 100);
776 flag.health = flag.max_flag_health;
777 flag.event_damage = ctf_FlagDamage;
778 flag.pushable = TRUE;
779 flag.damagedbytriggers = autocvar_g_ctf_flag_return_when_unreachable;
780 flag.damagedbycontents = autocvar_g_ctf_flag_return_when_unreachable;
781 flag.velocity = '0 0 0';
782 flag.mangle = flag.angles;
783 flag.reset = ctf_Reset;
784 flag.touch = ctf_FlagTouch;
785 flag.think = ctf_FlagThink;
786 flag.nextthink = time + FLAG_THINKRATE;
787 flag.ctf_status = FLAG_BASE;
789 if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
790 if(!flag.scale) { flag.scale = FLAG_SCALE; }
791 if(!flag.skin) { flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin); }
794 if(!flag.snd_flag_taken) { flag.snd_flag_taken = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
795 if(!flag.snd_flag_returned) { flag.snd_flag_returned = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
796 if(!flag.snd_flag_capture) { flag.snd_flag_capture = ((teamnumber) ? "ctf/red_capture.wav" : "ctf/blue_capture.wav"); } // blue team scores by capturing the red flag
797 if(!flag.snd_flag_respawn) { flag.snd_flag_respawn = "ctf/flag_respawn.wav"; } // if there is ever a team-based sound for this, update the code to match.
798 if(!flag.snd_flag_dropped) { flag.snd_flag_dropped = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
799 if(!flag.snd_flag_touch) { flag.snd_flag_touch = "keepaway/touch.wav"; } // again has no team-based sound // FIXME
802 precache_sound(flag.snd_flag_taken);
803 precache_sound(flag.snd_flag_returned);
804 precache_sound(flag.snd_flag_capture);
805 precache_sound(flag.snd_flag_respawn);
806 precache_sound(flag.snd_flag_dropped);
807 precache_sound(flag.snd_flag_touch);
808 precache_model(flag.model);
809 precache_model("models/ctf/shield.md3");
810 precache_model("models/ctf/shockwavetransring.md3");
813 setmodel(flag, flag.model); // precision set below
814 setsize(flag, FLAG_MIN, FLAG_MAX);
815 setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET));
817 if(autocvar_g_ctf_flag_glowtrails)
819 flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
824 flag.effects |= EF_LOWPRECISION;
825 if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
826 if(autocvar_g_ctf_dynamiclights) { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
829 if((flag.spawnflags & 1) || flag.noalign) // don't drop to floor, just stay at fixed location
831 flag.dropped_origin = flag.origin;
833 flag.movetype = MOVETYPE_NONE;
835 else // drop to floor, automatically find a platform and set that as spawn origin
837 flag.noalign = FALSE;
840 flag.movetype = MOVETYPE_TOSS;
843 InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION);
851 MUTATOR_HOOKFUNCTION(ctf_HookedDrop)
853 if(self.flagcarried) { ctf_Handle_Throw(self, world, DROP_NORMAL); }
857 MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
861 // initially clear items so they can be set as necessary later.
862 self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST
863 | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
865 // scan through all the flags and notify the client about them
866 for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
868 if(flag.ctf_status == FLAG_CARRY)
869 if(flag.owner == self)
870 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
872 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag
873 else if(flag.ctf_status == FLAG_DROPPED)
874 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
877 // item for stopping players from capturing the flag too often
878 if(self.ctf_captureshielded)
879 self.items |= IT_CTF_SHIELDED;
881 // update the health of the flag carrier waypointsprite
882 if(self.wps_flagcarrier)
883 WaypointSprite_UpdateHealth(self.wps_flagcarrier, self.health);
888 MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
890 if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
892 if(frag_target == frag_attacker) // damage done to yourself
894 frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
895 frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
897 else // damage done everyone else
899 frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
900 frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
906 MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
909 return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true
912 MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
914 entity player = self;
916 if(time > player.throw_antispam)
918 // pass the flag to a team mate
919 if(autocvar_g_ctf_allow_pass)
921 entity head, closest_target;
922 head = findradius(player.origin, autocvar_g_ctf_pass_radius);
924 while(head) // find the closest acceptable target to pass to
926 if(head.classname == "player" && head.deadflag == DEAD_NO)
927 if(head != player && !IsDifferentTeam(head, player))
928 if(!player.speedrunning && !head.speedrunning)
930 traceline(player.origin, head.origin, MOVE_NOMONSTERS, player);
931 if not((trace_fraction < 1) && (trace_ent != head))
933 if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried)
935 if(clienttype(head) == CLIENTTYPE_BOT)
937 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
938 ctf_Handle_Throw(head, player, DROP_PASS);
942 centerprint(head, strcat(player.netname, " requests you to pass the ", head.flagcarried.netname));
943 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
945 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
948 else if(player.flagcarried)
950 if(closest_target) { if(vlen(player.origin - head.origin) < vlen(player.origin - closest_target.origin)) { closest_target = head; } }
951 else { closest_target = head; }
958 if(closest_target) { ctf_Handle_Throw(player, closest_target, DROP_PASS); return 0; }
961 // throw the flag in front of you
962 if(autocvar_g_ctf_allow_drop && player.flagcarried && !player.speedrunning)
963 { ctf_Handle_Throw(player, world, DROP_THROW); }
973 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
974 CTF Starting point for a player in team one (Red).
975 Keys: "angle" viewing angle when spawning. */
976 void spawnfunc_info_player_team1()
978 if(g_assault) { remove(self); return; }
980 self.team = COLOR_TEAM1; // red
981 spawnfunc_info_player_deathmatch();
985 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
986 CTF Starting point for a player in team two (Blue).
987 Keys: "angle" viewing angle when spawning. */
988 void spawnfunc_info_player_team2()
990 if(g_assault) { remove(self); return; }
992 self.team = COLOR_TEAM2; // blue
993 spawnfunc_info_player_deathmatch();
996 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
997 CTF Starting point for a player in team three (Yellow).
998 Keys: "angle" viewing angle when spawning. */
999 void spawnfunc_info_player_team3()
1001 if(g_assault) { remove(self); return; }
1003 self.team = COLOR_TEAM3; // yellow
1004 spawnfunc_info_player_deathmatch();
1008 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
1009 CTF Starting point for a player in team four (Purple).
1010 Keys: "angle" viewing angle when spawning. */
1011 void spawnfunc_info_player_team4()
1013 if(g_assault) { remove(self); return; }
1015 self.team = COLOR_TEAM4; // purple
1016 spawnfunc_info_player_deathmatch();
1019 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1020 CTF flag for team one (Red).
1022 "angle" Angle the flag will point (minus 90 degrees)...
1023 "model" model to use, note this needs red and blue as skins 0 and 1...
1024 "noise" sound played when flag is picked up...
1025 "noise1" sound played when flag is returned by a teammate...
1026 "noise2" sound played when flag is captured...
1027 "noise3" sound played when flag is lost in the field and respawns itself...
1028 "noise4" sound played when flag is dropped by a player...
1029 "noise5" sound played when flag touches the ground... */
1030 void spawnfunc_item_flag_team1()
1032 if(!g_ctf) { remove(self); return; }
1034 ctf_FlagSetup(1, self); // 1 = red
1037 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1038 CTF flag for team two (Blue).
1040 "angle" Angle the flag will point (minus 90 degrees)...
1041 "model" model to use, note this needs red and blue as skins 0 and 1...
1042 "noise" sound played when flag is picked up...
1043 "noise1" sound played when flag is returned by a teammate...
1044 "noise2" sound played when flag is captured...
1045 "noise3" sound played when flag is lost in the field and respawns itself...
1046 "noise4" sound played when flag is dropped by a player...
1047 "noise5" sound played when flag touches the ground... */
1048 void spawnfunc_item_flag_team2()
1050 if(!g_ctf) { remove(self); return; }
1052 ctf_FlagSetup(0, self); // the 0 is misleading, but -- 0 = blue.
1055 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
1056 Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
1057 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.
1059 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
1060 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
1061 void spawnfunc_ctf_team()
1063 if(!g_ctf) { remove(self); return; }
1065 self.classname = "ctf_team";
1066 self.team = self.cnt + 1;
1074 // code from here on is just to support maps that don't have flag and team entities
1075 void ctf_SpawnTeam (string teamname, float teamcolor)
1080 self.classname = "ctf_team";
1081 self.netname = teamname;
1082 self.cnt = teamcolor;
1084 spawnfunc_ctf_team();
1089 void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
1091 // if no teams are found, spawn defaults
1092 if(find(world, classname, "ctf_team") == world)
1094 print("No ""ctf_team"" entities found on this map, creating them anyway.\n");
1095 ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
1096 ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
1102 void ctf_Initialize()
1104 ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
1106 ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
1107 ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
1108 ctf_captureshield_force = autocvar_g_ctf_shield_force;
1110 InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
1114 MUTATOR_DEFINITION(gamemode_ctf)
1116 MUTATOR_HOOK(MakePlayerObserver, ctf_HookedDrop, CBC_ORDER_ANY);
1117 MUTATOR_HOOK(ClientDisconnect, ctf_HookedDrop, CBC_ORDER_ANY);
1118 MUTATOR_HOOK(PlayerDies, ctf_HookedDrop, CBC_ORDER_ANY);
1119 MUTATOR_HOOK(PortalTeleport, ctf_HookedDrop, CBC_ORDER_ANY);
1120 MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
1121 MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
1122 MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
1123 MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY);
1127 if(time > 1) // game loads at time 1
1128 error("This is a game type and it cannot be added at runtime.");
1136 error("This is a game type and it cannot be removed at runtime.");