X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fgamemode_ctf.qh;h=1c5898bd1ad99afc1e3d773984620de82a2f288d;hb=14e5e00667e8cbed3cbbb7c77f4603546ebe6c4b;hp=8e806747b8777af47f3558446ebb31af18cef177;hpb=85fcc50125959d738f1295bfc1645cad4c8b26fc;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/gamemode_ctf.qh b/qcsrc/server/mutators/gamemode_ctf.qh index 8e806747b..1c5898bd1 100644 --- a/qcsrc/server/mutators/gamemode_ctf.qh +++ b/qcsrc/server/mutators/gamemode_ctf.qh @@ -1,10 +1,132 @@ // these are needed since mutators are compiled last -// used in t_quake3.qc -void spawnfunc_info_player_team1(); -void spawnfunc_info_player_team2(); -void spawnfunc_info_player_team3(); -void spawnfunc_info_player_team4(); -void spawnfunc_item_flag_team1(); -void spawnfunc_item_flag_team2(); -void spawnfunc_ctf_team(); +// used in cheats.qc +void ctf_RespawnFlag(entity flag); + +// score rule declarations +#define ST_CTF_CAPS 1 +#define SP_CTF_CAPS 4 +#define SP_CTF_CAPTIME 5 +#define SP_CTF_PICKUPS 6 +#define SP_CTF_DROPS 7 +#define SP_CTF_FCKILLS 8 +#define SP_CTF_RETURNS 9 + +// flag constants // for most of these, there is just one question to be asked: WHYYYYY? +#define FLAG_MIN (PL_MIN + '0 0 -13') +#define FLAG_MAX (PL_MAX + '0 0 -13') + +#define FLAG_SCALE 0.6 + +#define FLAG_THINKRATE 0.2 +#define FLAG_TOUCHRATE 0.5 +#define WPFE_THINKRATE 0.5 + +#define FLAG_DROP_OFFSET ('0 0 32') +#define FLAG_CARRY_OFFSET ('-16 0 8') +#define FLAG_SPAWN_OFFSET ('0 0 1' * (PL_MAX_z - 13)) +#define FLAG_WAYPOINT_OFFSET ('0 0 64') +#define FLAG_FLOAT_OFFSET ('0 0 32') +#define FLAG_PASS_ARC_OFFSET ('0 0 -10') + +#define VEHICLE_FLAG_OFFSET ('0 0 96') +#define VEHICLE_FLAG_SCALE 1.0 + +// waypoint colors +#define WPCOLOR_ENEMYFC(t) (colormapPaletteColor(t - 1, FALSE) * 0.75) +#define WPCOLOR_FLAGCARRIER(t) ('0.8 0.8 0') +#define WPCOLOR_DROPPEDFLAG(t) (('0.25 0.25 0.25' + colormapPaletteColor(t - 1, FALSE)) * 0.5) + +// sounds +#define snd_flag_taken noise +#define snd_flag_returned noise1 +#define snd_flag_capture noise2 +#define snd_flag_respawn noise3 +.string snd_flag_dropped; +.string snd_flag_touch; +.string snd_flag_pass; + +// effects +.string toucheffect; +.string passeffect; +.string capeffect; + +// list of flags on the map +entity ctf_worldflaglist; +.entity ctf_worldflagnext; +.entity ctf_staleflagnext; + +// waypoint sprites +.entity bot_basewaypoint; // flag waypointsprite +.entity wps_helpme; +.entity wps_flagbase; +.entity wps_flagcarrier; +.entity wps_flagdropped; +.entity wps_enemyflagcarrier; +.float wps_helpme_time; +float wpforenemy_announced; +float wpforenemy_nextthink; + +// statuses +#define FLAG_BASE 1 +#define FLAG_DROPPED 2 +#define FLAG_CARRY 3 +#define FLAG_PASSING 4 + +#define DROP_NORMAL 1 +#define DROP_THROW 2 +#define DROP_PASS 3 +#define DROP_RESET 4 + +#define PICKUP_BASE 1 +#define PICKUP_DROPPED 2 + +#define CAPTURE_NORMAL 1 +#define CAPTURE_DROPPED 2 + +#define RETURN_TIMEOUT 1 +#define RETURN_DROPPED 2 +#define RETURN_DAMAGE 3 +#define RETURN_SPEEDRUN 4 +#define RETURN_NEEDKILL 5 + +// flag properties +#define ctf_spawnorigin dropped_origin +float ctf_stalemate; // indicates that a stalemate is active +float ctf_captimerecord; // record time for capturing the flag +.float ctf_pickuptime; +.float ctf_droptime; +.float ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally) +.entity ctf_dropper; // don't allow spam of dropping the flag +.float max_flag_health; +.float next_take_time; + +// passing/throwing properties +.float pass_distance; +.entity pass_sender; +.entity pass_target; +.float throw_antispam; +.float throw_prevtime; +.float throw_count; + +// 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 + +// bot player logic +#define HAVOCBOT_CTF_ROLE_NONE 0 +#define HAVOCBOT_CTF_ROLE_DEFENSE 2 +#define HAVOCBOT_CTF_ROLE_MIDDLE 4 +#define HAVOCBOT_CTF_ROLE_OFFENSE 8 +#define HAVOCBOT_CTF_ROLE_CARRIER 16 +#define HAVOCBOT_CTF_ROLE_RETRIEVER 32 +#define HAVOCBOT_CTF_ROLE_ESCORT 64 + +.float havocbot_cantfindflag; + +vector havocbot_ctf_middlepoint; +float havocbot_ctf_middlepoint_radius; + +void havocbot_role_ctf_setrole(entity bot, float role);