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1 // ================================================================
2 //  Official capture the flag game mode coding, reworked by Samual
3 //  Last updated: March 27th, 2012
4 // ================================================================
5
6 float ctf_ReadScore(string parameter) // make this obsolete
7 {
8         //if(g_ctf_win_mode != 2)
9                 return cvar(strcat("g_ctf_personal", parameter));
10         //else
11         //      return cvar(strcat("g_ctf_flag", parameter));
12 }
13
14 void ctf_FakeTimeLimit(entity e, float t)
15 {
16         msg_entity = e;
17         WriteByte(MSG_ONE, 3); // svc_updatestat
18         WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
19         if(t < 0)
20                 WriteCoord(MSG_ONE, autocvar_timelimit);
21         else
22                 WriteCoord(MSG_ONE, (t + 1) / 60);
23 }
24
25 void ctf_EventLog(string mode, float flagteam, entity actor) // use an alias for easy changing and quick editing later
26 {
27         if(autocvar_sv_eventlog)
28                 GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
29 }
30
31
32 // =======================
33 // CaptureShield Functions 
34 // =======================
35
36 float ctf_CaptureShield_CheckStatus(entity p) 
37 {
38         float s, se;
39         entity e;
40         float players_worseeq, players_total;
41
42         if(ctf_captureshield_max_ratio <= 0)
43                 return FALSE;
44
45         s = PlayerScore_Add(p, SP_SCORE, 0);
46         if(s >= -ctf_captureshield_min_negscore)
47                 return FALSE;
48
49         players_total = players_worseeq = 0;
50         FOR_EACH_PLAYER(e)
51         {
52                 if(e.team != p.team)
53                         continue;
54                 se = PlayerScore_Add(e, SP_SCORE, 0);
55                 if(se <= s)
56                         ++players_worseeq;
57                 ++players_total;
58         }
59
60         // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
61         // use this rule here
62         
63         if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
64                 return FALSE;
65
66         return TRUE;
67 }
68
69 void ctf_CaptureShield_Update(entity player, float wanted_status)
70 {
71         float updated_status = ctf_CaptureShield_CheckStatus(player);
72         if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
73         {
74                 if(updated_status) // TODO csqc notifier for this // Samual: How?
75                         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);
76                 else
77                         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);
78                         
79                 player.ctf_captureshielded = updated_status;
80         }
81 }
82
83 float ctf_CaptureShield_Customize()
84 {
85         if not(other.ctf_captureshielded)
86                 return FALSE;
87         if(self.team == other.team)
88                 return FALSE;
89         return TRUE;
90 }
91
92 void ctf_CaptureShield_Touch()
93 {
94         if not(other.ctf_captureshielded)
95                 return;
96         if(self.team == other.team)
97                 return;
98         vector mymid;
99         vector othermid;
100         mymid = (self.absmin + self.absmax) * 0.5;
101         othermid = (other.absmin + other.absmax) * 0.5;
102         Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
103         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);
104 }
105
106 void ctf_CaptureShield_Spawn(entity flag)
107 {
108         entity e;
109         e = spawn();
110         e.enemy = self;
111         e.team = self.team;
112         e.touch = ctf_CaptureShield_Touch;
113         e.customizeentityforclient = ctf_CaptureShield_Customize;
114         e.classname = "ctf_captureshield";
115         e.effects = EF_ADDITIVE;
116         e.movetype = MOVETYPE_NOCLIP;
117         e.solid = SOLID_TRIGGER;
118         e.avelocity = '7 0 11';
119         setorigin(e, self.origin);
120         setmodel(e, "models/ctf/shield.md3");
121         e.scale = 0.5;
122         setsize(e, e.scale * e.mins, e.scale * e.maxs);
123 }
124
125
126 // ==============
127 // Event Handlers
128 // ==============
129
130 void ctf_Handle_Drop(entity player)
131 {
132         entity flag = player.flagcarried;
133
134         if(!flag) { return; }
135         if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
136         
137         // reset the flag
138         setattachment(flag, world, "");
139         setorigin(flag, player.origin - '0 0 24' + '0 0 37');
140         flag.owner.flagcarried = world;
141         flag.owner = world;
142         flag.movetype = MOVETYPE_TOSS;
143         flag.solid = SOLID_TRIGGER;
144         flag.takedamage = DAMAGE_YES;
145         flag.velocity = ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom()));
146         flag.pain_finished = time + autocvar_g_ctf_flag_returntime; // replace this later
147         
148         flag.ctf_droptime = time;
149         flag.ctf_dropperid = player.playerid;
150         flag.ctf_status = FLAG_DROPPED;
151
152         // messages and sounds
153         Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
154         sound(flag, CH_TRIGGER, flag.noise4, VOL_BASE, ATTN_NONE);
155         ctf_EventLog("dropped", player.team, player);
156         
157         // scoring
158         PlayerTeamScore_AddScore(player, -ctf_ReadScore("penalty_drop"));       
159         PlayerScore_Add(player, SP_CTF_DROPS, 1);
160
161         // waypoints
162         WaypointSprite_Spawn("flagdropped", 0, 0, flag, '0 0 64', world, player.team, flag, wps_flagdropped, FALSE, RADARICON_FLAG, '0 1 1'); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
163         WaypointSprite_Ping(player.wps_flagcarrier);
164         WaypointSprite_Kill(player.wps_flagcarrier);
165
166         // captureshield
167         ctf_CaptureShield_Update(player, 0); // shield only
168
169         // check if the flag will fall off the map
170         trace_startsolid = FALSE;
171         tracebox(flag.origin, flag.mins, flag.maxs, flag.origin, TRUE, flag);
172         if(trace_startsolid)
173                 dprint("FLAG FALLTHROUGH will happen SOON\n");
174 }
175
176 void ctf_Handle_Capture(entity flag, entity player)
177 {
178         // declarations
179         float cap_time, cap_record, success;
180         string cap_message, refername;
181
182         // records
183         if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots)) {
184                 cap_record = ctf_captimerecord;
185                 cap_time = (time - player.flagcarried.ctf_pickuptime);
186
187                 refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
188                 refername = ((refername == player.netname) ? "their" : strcat(refername, "^7's"));
189
190                 if(!ctf_captimerecord) 
191                         { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds"); success = TRUE; }
192                 else if(cap_time < cap_record) 
193                         { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, breaking ", refername, " previous record of ", ftos_decimals(cap_record, 2), " seconds"); success = TRUE; }
194                 else
195                         { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, failing to break ", refername, " record of ", ftos_decimals(cap_record, 2), " seconds"); success = FALSE; }
196
197                 if(success) {
198                         ctf_captimerecord = cap_time;
199                         db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time));
200                         db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname);
201                         write_recordmarker(player, (time - cap_time), cap_time); } }
202         
203         // messages and sounds
204         Send_KillNotification(player.netname, player.flagcarried.netname, cap_message, INFO_CAPTUREFLAG, MSG_INFO);
205         sound(player, CH_TRIGGER, flag.noise2, VOL_BASE, ATTN_NONE); // "ctf/*_capture.wav"
206         ctf_EventLog("capture", player.flagcarried.team, player);
207         
208         // scoring
209         PlayerTeamScore_AddScore(player, ctf_ReadScore("score_capture"));
210         PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
211
212         // effects
213         if (autocvar_g_ctf_flag_capture_effects) 
214         {
215                 pointparticles(particleeffectnum((player.team == COLOR_TEAM1) ? "red_ground_quake" : "blue_ground_quake"), flag.origin, '0 0 0', 1);
216                 //shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
217         }
218
219         // waypointsprites
220         WaypointSprite_Kill(player.wps_flagcarrier);
221
222         // reset the flag
223         if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
224         
225         ctf_RespawnFlag(player.flagcarried);
226 }
227
228 void ctf_Handle_Return(entity flag, entity player)
229 {
230         // messages and sounds
231         Send_KillNotification (player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO);
232         sound(player, CH_TRIGGER, flag.noise1, VOL_BASE, ATTN_NONE);
233         ctf_EventLog("return", flag.team, player);
234
235         // scoring
236         PlayerTeamScore_AddScore(player, ctf_ReadScore(strcat("score_return", ((player.playerid == flag.playerid) ? "_by_killer" : "")))); // reward for return
237         PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
238
239         TeamScore_AddToTeam(((flag.team == COLOR_TEAM1) ? COLOR_TEAM2 : COLOR_TEAM1), ST_SCORE, -ctf_ReadScore("penalty_returned")); // punish the team who was last carrying it
240         FOR_EACH_PLAYER(player) if(player.playerid == flag.ctf_dropperid) // punish the player who dropped the flag
241         {
242                 PlayerScore_Add(player, SP_SCORE, -ctf_ReadScore("penalty_returned"));
243                 ctf_CaptureShield_Update(player, 0); // shield only
244         }
245
246         // waypointsprites 
247         WaypointSprite_Kill(flag.wps_flagdropped);
248         
249         // reset the flag
250         ctf_RespawnFlag(flag);
251 }
252
253 void ctf_Handle_Pickup_Base(entity flag, entity player)
254 {
255         entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
256         string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
257
258         // attach the flag to the player
259         flag.owner = player;
260         player.flagcarried = flag;
261         setattachment(flag, player, "");
262         setorigin(flag, FLAG_CARRY_POS);
263         
264         // set up the flag
265         flag.movetype = MOVETYPE_NONE;
266         flag.takedamage = DAMAGE_NO;
267         flag.solid = SOLID_NOT;
268         flag.angles = '0 0 0';
269         flag.ctf_pickuptime = time; // used for timing runs
270         flag.ctf_pickupid = player.playerid;
271         flag.ctf_status = FLAG_CARRY;
272         
273         // messages and sounds
274         Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO);
275         sound(player, CH_TRIGGER, flag.noise, VOL_BASE, ATTN_NONE);
276         ctf_EventLog("steal", flag.team, player);
277         verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat("(", player.netname, ")") : ""); // replace TRUE with an autocvar for it.
278         FOR_EACH_PLAYER(tmp_player)
279                 if(tmp_player.team == flag.team)
280                         centerprint(tmp_player, strcat("The enemy ", verbosename, "got your flag! Retrieve it!"));
281                 else if((tmp_player.team == player.team) && (tmp_player != player))
282                         centerprint(tmp_player, strcat("Your team mate ", verbosename, "got the flag! Protect them!"));
283         
284         // scoring
285         PlayerTeamScore_AddScore(player, ctf_ReadScore("score_pickup_base"));
286         PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
287         
288         // speedrunning
289         flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
290         if((player.speedrunning) && (ctf_captimerecord))
291                 ctf_FakeTimeLimit(player, time + ctf_captimerecord);
292                 
293         // effects
294         if (autocvar_g_ctf_flag_pickup_effects)
295         {
296                 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
297         }
298         
299         // waypoints 
300         WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE, RADARICON_FLAG, '1 1 0'); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
301         WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
302         WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
303         WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, '1 1 0');
304         WaypointSprite_Ping(player.wps_flagcarrier);
305 }
306  
307 void ctf_Handle_Pickup_Dropped(entity flag, entity player) // make sure this works
308 {
309         // declarations
310         float returnscore = bound(0, (flag.pain_finished - time) / autocvar_g_ctf_flag_returntime, 1); // can this be division by zero?
311         entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
312         string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
313
314         // attach the flag to the player
315         flag.owner = player;
316         player.flagcarried = flag;
317         setattachment(flag, player, "");
318         setorigin(flag, FLAG_CARRY_POS);
319         
320         // set up the flag
321         flag.movetype = MOVETYPE_NONE;
322         flag.takedamage = DAMAGE_NO;
323         flag.solid = SOLID_NOT;
324         flag.angles = '0 0 0';
325         //flag.ctf_pickuptime = time; // don't update pickuptime since this isn't a real steal. 
326         flag.ctf_pickupid = player.playerid;
327         flag.ctf_status = FLAG_CARRY;
328
329         // messages and sounds
330         Send_KillNotification (player.netname, flag.netname, "", INFO_PICKUPFLAG, MSG_INFO);
331         sound (player, CH_TRIGGER, flag.noise, VOL_BASE, ATTN_NONE);
332         ctf_EventLog("pickup", flag.team, player);
333         verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat("(", player.netname, ")") : "");
334         FOR_EACH_PLAYER(tmp_player)
335                 if(tmp_player.team == flag.team)
336                         centerprint(tmp_player, strcat("The enemy ", verbosename, "got your flag! Retrieve it!"));
337                 else if((tmp_player.team == player.team) && (tmp_player != player))
338                         centerprint(tmp_player, strcat("Your team mate ", verbosename, "got the flag! Protect them!"));
339
340         // scoring
341         returnscore = floor((ctf_ReadScore("score_pickup_dropped_late") * (1-returnscore) + ctf_ReadScore("score_pickup_dropped_early") * returnscore) + 0.5);
342         print("score is ", ftos(returnscore), "\n");
343         PlayerTeamScore_AddScore(player, returnscore);
344         PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
345
346         // effects
347         if (autocvar_g_ctf_flag_pickup_effects) // field pickup effect
348         {
349                 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1); 
350         }
351
352         // waypoints
353         WaypointSprite_Kill(flag.wps_flagdropped);
354         WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE, RADARICON_FLAG, '1 1 0'); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
355         WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
356         WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
357         WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, '1 1 0');
358         WaypointSprite_Ping(player.wps_flagcarrier);
359 }
360
361
362 // ===================
363 // Main Flag Functions
364 // ===================
365
366 void ctf_FlagThink()
367 {
368         // declarations
369         entity tmp_entity;
370
371         self.nextthink = time + 0.1; // only 10 fps, more is unnecessary.
372
373         // captureshield
374         if(self == ctf_worldflaglist) // only for the first flag
375                 FOR_EACH_CLIENT(tmp_entity)
376                         ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
377
378         // sanity checks
379         if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
380                 dprint("wtf the flag got squished?\n");
381                 tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
382                 if(!trace_startsolid) // can we resize it without getting stuck?
383                         setsize(self, FLAG_MIN, FLAG_MAX); }
384
385         if(self.owner.classname != "player" || (self.owner.deadflag) || (self.owner.flagcarried != self)) {
386                 dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
387                 ctf_Handle_Drop(self.owner);
388                 return; }
389
390         // main think method
391         switch(self.ctf_status) 
392         {       
393                 case FLAG_BASE: // nothing to do here
394                         return;
395                 
396                 case FLAG_DROPPED:
397                         // flag fallthrough? FIXME remove this if bug is really fixed now
398                         if(self.origin_z < -131072)
399                         {
400                                 dprint("FLAG FALLTHROUGH just happened\n");
401                                 self.pain_finished = 0;
402                         }
403                         setattachment(self, world, "");
404                         if(time > self.pain_finished)
405                         {
406                                 bprint("The ", self.netname, " has returned to base\n");
407                                 sound (self, CH_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
408                                 ctf_EventLog("returned", self.team, world);
409                                 ctf_RespawnFlag(self);
410                         }
411                         return;
412                                 
413                 case FLAG_CARRY:
414                         if((self.owner) && (self.speedrunning) && (ctf_captimerecord) && (time >= self.ctf_pickuptime + ctf_captimerecord)) 
415                         {
416                                 bprint("The ", self.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n");
417                                 sound (self, CH_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
418
419                                 self.owner.impulse = 141; // returning!
420
421                                 tmp_entity = self;
422                                 self = self.owner;
423                                 ctf_RespawnFlag(tmp_entity);
424                                 ImpulseCommands();
425                                 self = tmp_entity;
426                         }
427                         return;
428
429                 default: // this should never happen
430                         dprint("Think: Flag exists with no status?\n");
431                         return;
432         }
433 }
434
435 void ctf_FlagTouch()
436 {
437         if(gameover) { return; }
438         if(!self) { return; }
439         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
440         { // The flag fell off the map, respawn it since players can't get to it
441                 ctf_RespawnFlag(self);
442                 return;
443         }
444         if(other.deadflag != DEAD_NO) { return; }
445         if(other.classname != "player") 
446         {  // The flag just touched an object, most likely the world
447                 pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
448                 sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
449                 return; 
450         }
451         else if(self.wait > time) { return; }
452
453         switch(self.ctf_status) 
454         {       
455                 case FLAG_BASE:
456                         if((other.team == self.team) && (other.flagcarried) && (other.flagcarried.team != self.team))
457                                 ctf_Handle_Capture(self, other); // other just captured the enemies flag to his base
458                         else if((other.team != self.team) && (!other.flagcarried) && (!other.ctf_captureshielded))
459                                 ctf_Handle_Pickup_Base(self, other); // other just stole the enemies flag
460                         break;
461                 
462                 case FLAG_DROPPED:
463                         if(other.team == self.team)
464                                 ctf_Handle_Return(self, other); // other just returned his own flag
465                         else if((!other.flagcarried) && ((other.playerid != self.ctf_dropperid) || (time > self.ctf_droptime + autocvar_g_balance_ctf_delay_collect)))
466                                 ctf_Handle_Pickup_Dropped(self, other); // other just picked up a dropped enemy flag
467                         break;
468                                 
469                 case FLAG_CARRY:
470                         dprint("Someone touched a flag even though it was being carried?\n");
471                         break;
472
473                 default: // this should never happen
474                         dprint("Touch: Flag exists with no status?\n");
475                         break;
476         }
477 }
478
479 void ctf_RespawnFlag(entity flag)
480 {
481         // reset the player (if there is one)
482         if((flag.owner) && (flag.owner.flagcarried == flag))
483         {
484                 WaypointSprite_Kill(flag.wps_flagcarrier);
485                 flag.owner.flagcarried = world;
486
487                 if(flag.speedrunning)
488                         ctf_FakeTimeLimit(flag.owner, -1);
489         }
490
491         // reset the flag
492         setattachment(flag, world, "");
493         setorigin(flag, flag.ctf_spawnorigin); // replace with flag.ctf_spawnorigin
494         flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
495         flag.takedamage = DAMAGE_NO;
496         flag.solid = SOLID_TRIGGER;
497         flag.velocity = '0 0 0';
498         flag.angles = flag.mangle;
499         flag.ctf_status = FLAG_BASE;
500         flag.flags = FL_ITEM | FL_NOTARGET;
501         flag.owner = world;
502 }
503
504 void ctf_Reset()
505 {
506         if(self.owner)
507                 if(self.owner.classname == "player")
508                         ctf_Handle_Drop(self.owner);
509                         
510         ctf_RespawnFlag(self);
511 }
512
513 void ctf_SetupFlag(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc 
514 {
515         // declarations
516         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. 
517         
518         // main setup
519         flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist // todo: find out if this can be simplified
520         ctf_worldflaglist = flag;
521
522         setattachment(flag, world, ""); 
523
524         flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
525         flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue)
526         flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
527         flag.classname = "item_flag_team";
528         flag.target = "###item###"; // wut?
529         flag.flags = FL_ITEM | FL_NOTARGET;
530         flag.solid = SOLID_TRIGGER;
531         flag.velocity = '0 0 0';
532         flag.ctf_status = FLAG_BASE;
533         flag.ctf_spawnorigin = flag.origin; 
534         flag.mangle = flag.angles;
535         flag.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
536         
537         if(flag.spawnflags & 1) // I don't understand what all this is about.
538         {       
539                 flag.noalign = TRUE;
540                 flag.movetype = MOVETYPE_NONE;
541                 print("This map was loaded with flags using MOVETYPE_NONE\n");
542         }
543         else 
544         { 
545                 flag.noalign = FALSE;
546                 flag.movetype = MOVETYPE_TOSS; 
547                 print("This map was loaded with flags using MOVETYPE_TOSS\n");
548         }       
549         
550         flag.reset = ctf_Reset;
551         flag.touch = ctf_FlagTouch;
552
553         // appearence
554         if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
555         setmodel (flag, flag.model); // precision set below
556         setsize(flag, FLAG_MIN, FLAG_MAX);
557         setorigin(flag, flag.origin);
558         if(!flag.scale) { flag.scale = 0.6; }
559         
560         flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin);
561         
562         if(autocvar_g_ctf_flag_glowtrails)
563         {
564                 flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
565                 flag.glow_size = 25;
566                 flag.glow_trail = 1;
567         }
568         
569         flag.effects |= EF_LOWPRECISION;
570         if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
571         if(autocvar_g_ctf_dynamiclights)   { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
572         
573         // sound 
574         if(!flag.noise)  { flag.noise  = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
575         if(!flag.noise1) { flag.noise1 = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
576         if(!flag.noise2) { flag.noise2 = ((teamnumber) ? "ctf/red_capture.wav" : "ctf/blue_capture.wav"); } // blue team scores by capturing the red flag
577         if(!flag.noise3) { flag.noise3 = "ctf/flag_respawn.wav"; } // if there is ever a team-based sound for this, update the code to match.
578         if(!flag.noise4) { flag.noise4 = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
579         
580         // precache
581         precache_sound(flag.noise);
582         precache_sound(flag.noise1);
583         precache_sound(flag.noise2);
584         precache_sound(flag.noise3);
585         precache_sound(flag.noise4);
586         precache_model(flag.model);
587         precache_model("models/ctf/shield.md3");
588         precache_model("models/ctf/shockwavetransring.md3");
589
590         // bot waypoints
591         waypoint_spawnforitem_force(flag, flag.origin);
592         flag.nearestwaypointtimeout = 0; // activate waypointing again
593         flag.bot_basewaypoint = flag.nearestwaypoint;
594
595         // waypointsprites
596         WaypointSprite_SpawnFixed(((teamnumber) ? "redbase" : "bluebase"), flag.origin + '0 0 64', flag, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
597         WaypointSprite_UpdateTeamRadar(flag.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
598
599         // captureshield setup
600         ctf_CaptureShield_Spawn(flag);
601 }
602
603
604 // ==============
605 // Hook Functions
606 // ==============
607
608 // g_ctf_ignore_frags
609
610 MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
611 {
612         if(self.flagcarried) { ctf_Handle_Drop(self); }
613         return 0;
614 }
615
616 MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
617 {
618         entity flag;
619         
620         // initially clear items so they can be set as necessary later.
621         self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST 
622                 | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
623
624         // item for stopping players from capturing the flag too often
625         if(self.ctf_captureshielded)
626                 self.items |= IT_CTF_SHIELDED;
627
628         // scan through all the flags and notify the client about them 
629         for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
630         {
631                 if(flag.ctf_status == FLAG_CARRY)
632                         if(flag.owner == self)
633                                 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
634                         else 
635                                 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag
636                 else if(flag.ctf_status == FLAG_DROPPED) 
637                         self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
638         }
639         
640         return 0;
641 }
642
643 MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
644 {       /*
645         if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
646         {
647                 if(frag_target == frag_attacker) // damage done to yourself
648                 {
649                         frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
650                         frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
651                 }
652                 else // damage done to noncarriers
653                 {
654                         frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
655                         frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
656                 }
657         }*/
658         return 0;
659 }
660
661 MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
662 {
663         frag_score = 0; // no frags counted in ctf
664         return (g_ctf_ignore_frags); // you deceptive little bugger ;3 This needs to be true in order for this function to even count. 
665 }
666
667 MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
668 {
669         if(autocvar_g_ctf_allow_drop)
670                 ctf_Handle_Drop(self);
671                 
672         return 0;
673 }
674
675 // ==========
676 // Spawnfuncs
677 // ==========
678
679 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
680 CTF Starting point for a player in team one (Red).
681 Keys: "angle" viewing angle when spawning. */
682 void spawnfunc_info_player_team1()
683 {
684         if(g_assault) { remove(self); return; }
685         
686         self.team = COLOR_TEAM1; // red
687         spawnfunc_info_player_deathmatch();
688 }
689
690
691 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
692 CTF Starting point for a player in team two (Blue).
693 Keys: "angle" viewing angle when spawning. */
694 void spawnfunc_info_player_team2()
695 {
696         if(g_assault) { remove(self); return; }
697         
698         self.team = COLOR_TEAM2; // blue
699         spawnfunc_info_player_deathmatch();
700 }
701
702 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
703 CTF Starting point for a player in team three (Yellow).
704 Keys: "angle" viewing angle when spawning. */
705 void spawnfunc_info_player_team3()
706 {
707         if(g_assault) { remove(self); return; }
708         
709         self.team = COLOR_TEAM3; // yellow
710         spawnfunc_info_player_deathmatch();
711 }
712
713
714 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
715 CTF Starting point for a player in team four (Purple).
716 Keys: "angle" viewing angle when spawning. */
717 void spawnfunc_info_player_team4()
718 {
719         if(g_assault) { remove(self); return; }
720         
721         self.team = COLOR_TEAM4; // purple
722         spawnfunc_info_player_deathmatch();
723 }
724
725 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
726 CTF flag for team one (Red). Multiple flags are allowed.
727 Keys: 
728 "angle" Angle the flag will point (minus 90 degrees)... 
729 "model" model to use, note this needs red and blue as skins 0 and 1 (default models/ctf/flag.md3)...
730 "noise" sound played when flag is picked up (default ctf/take.wav)...
731 "noise1" sound played when flag is returned by a teammate (default ctf/return.wav)...
732 "noise2" sound played when flag is captured (default ctf/redcapture.wav)...
733 "noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */
734 void spawnfunc_item_flag_team1()
735 {
736         if(!g_ctf) { remove(self); return; }
737
738         ctf_SetupFlag(1, self); // 1 = red
739 }
740
741 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
742 CTF flag for team two (Blue). Multiple flags are allowed.
743 Keys: 
744 "angle" Angle the flag will point (minus 90 degrees)... 
745 "model" model to use, note this needs red and blue as skins 0 and 1 (default models/ctf/flag.md3)...
746 "noise" sound played when flag is picked up (default ctf/take.wav)...
747 "noise1" sound played when flag is returned by a teammate (default ctf/return.wav)...
748 "noise2" sound played when flag is captured (default ctf/redcapture.wav)...
749 "noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */
750 void spawnfunc_item_flag_team2()
751 {
752         if(!g_ctf) { remove(self); return; }
753
754         ctf_SetupFlag(0, self); // the 0 is misleading, but -- 0 = blue.
755 }
756
757 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
758 Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
759 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.
760 Keys:
761 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
762 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
763 void spawnfunc_ctf_team()
764 {
765         if(!g_ctf) { remove(self); return; }
766         
767         self.classname = "ctf_team";
768         self.team = self.cnt + 1;
769 }
770
771
772 // ==============
773 // Initialization
774 // ==============
775
776 // code from here on is just to support maps that don't have flag and team entities
777 void ctf_SpawnTeam (string teamname, float teamcolor)
778 {
779         entity oldself;
780         oldself = self;
781         self = spawn();
782         self.classname = "ctf_team";
783         self.netname = teamname;
784         self.cnt = teamcolor;
785
786         spawnfunc_ctf_team();
787
788         self = oldself;
789 }
790
791 void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
792 {
793         // if no teams are found, spawn defaults
794         if(find(world, classname, "ctf_team") == world)
795         {
796                 print("NO TEAMS FOUND FOR CTF! creating them anyway.\n");
797                 ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
798                 ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
799         }
800         
801         ScoreRules_ctf();
802 }
803
804 void ctf_Initialize()
805 {
806         ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
807
808         ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
809         ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
810         ctf_captureshield_force = autocvar_g_ctf_shield_force;
811
812         //g_ctf_win_mode = cvar("g_ctf_win_mode");
813         
814         InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
815 }
816
817
818 MUTATOR_DEFINITION(gamemode_ctf)
819 {
820         MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY);
821         MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY);
822         MUTATOR_HOOK(PlayerDies, ctf_RemovePlayer, CBC_ORDER_ANY);
823         MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
824         MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
825         MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
826         MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY);
827         //MUTATOR_HOOK(PlayerPowerups, ctf_PlayerPowerups, CBC_ORDER_ANY);
828
829         MUTATOR_ONADD
830         {
831                 if(time > 1) // game loads at time 1
832                         error("This is a game type and it cannot be added at runtime.");
833                 g_ctf = 1;
834                 ctf_Initialize();
835         }
836
837         MUTATOR_ONREMOVE
838         {
839                 g_ctf = 0;
840                 error("This is a game type and it cannot be removed at runtime.");
841         }
842
843         return 0;
844 }