1 // ================================================================
2 // Official capture the flag game mode coding, reworked by Samual
3 // Last updated: September, 2012
4 // ================================================================
6 void ctf_FakeTimeLimit(entity e, float t)
9 WriteByte(MSG_ONE, 3); // svc_updatestat
10 WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
12 WriteCoord(MSG_ONE, autocvar_timelimit);
14 WriteCoord(MSG_ONE, (t + 1) / 60);
17 void ctf_EventLog(string mode, float flagteam, entity actor) // use an alias for easy changing and quick editing later
19 if(autocvar_sv_eventlog)
20 GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
23 void ctf_CaptureRecord(entity flag, entity player)
26 float cap_record = ctf_captimerecord;
27 float cap_time = (time - flag.ctf_pickuptime);
28 string refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
31 FOR_EACH_REALCLIENT(tmp_entity)
33 if(tmp_entity.CAPTURE_VERBOSE)
35 if(!ctf_captimerecord) { Send_Notification(NOTIF_ONE_ONLY, tmp_entity, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_CAPTURE_TIME_), player.netname, (cap_time * 100)); }
36 else if(cap_time < cap_record) { Send_Notification(NOTIF_ONE_ONLY, tmp_entity, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_CAPTURE_BROKEN_), player.netname, refername, (cap_time * 100), (cap_record * 100)); }
37 else { Send_Notification(NOTIF_ONE_ONLY, tmp_entity, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_CAPTURE_UNBROKEN_), player.netname, refername, (cap_time * 100), (cap_record * 100)); }
39 else { Send_Notification(NOTIF_ONE_ONLY, tmp_entity, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_CAPTURE_), player.netname); }
42 // the previous notification broadcast is only sent to real clients, this will notify server log too
43 if(server_is_dedicated)
45 if(autocvar_notification_ctf_capture_verbose)
47 if(!ctf_captimerecord) { Local_Notification(MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_CAPTURE_TIME_), player.netname, (cap_time * 100)); }
48 else if(cap_time < cap_record) { Local_Notification(MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_CAPTURE_BROKEN_), player.netname, refername, (cap_time * 100), (cap_record * 100)); }
49 else { Local_Notification(MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_CAPTURE_UNBROKEN_), player.netname, refername, (cap_time * 100), (cap_record * 100)); }
51 else { Local_Notification(MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_CAPTURE_), player.netname); }
54 // write that shit in the database
55 if((!ctf_captimerecord) || (cap_time < cap_record))
57 ctf_captimerecord = cap_time;
58 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time));
59 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname);
60 write_recordmarker(player, (time - cap_time), cap_time);
64 void ctf_FlagcarrierWaypoints(entity player)
66 WaypointSprite_Spawn("flagcarrier", 0, 0, player, FLAG_WAYPOINT_OFFSET, world, player.team, player, wps_flagcarrier, TRUE, RADARICON_FLAG, WPCOLOR_FLAGCARRIER(player.team));
67 WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
68 WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
69 WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, WPCOLOR_FLAGCARRIER(player.team));
72 void ctf_CalculatePassVelocity(entity flag, vector to, vector from, float turnrate)
74 float current_distance = vlen((('1 0 0' * to_x) + ('0 1 0' * to_y)) - (('1 0 0' * from_x) + ('0 1 0' * from_y))); // for the sake of this check, exclude Z axis
75 float initial_height = min(autocvar_g_ctf_pass_arc_max, (flag.pass_distance * tanh(autocvar_g_ctf_pass_arc)));
76 float current_height = (initial_height * min(1, (current_distance / flag.pass_distance)));
77 //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
80 if(current_height) // make sure we can actually do this arcing path
82 targpos = (to + ('0 0 1' * current_height));
83 WarpZone_TraceLine(flag.origin, targpos, MOVE_NOMONSTERS, flag);
84 if(trace_fraction < 1)
86 //print("normal arc line failed, trying to find new pos...");
87 WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, flag);
88 targpos = (trace_endpos + FLAG_PASS_ARC_OFFSET);
89 WarpZone_TraceLine(flag.origin, targpos, MOVE_NOMONSTERS, flag);
90 if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
91 /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
94 else { targpos = to; }
96 //flag.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
98 vector desired_direction = normalize(targpos - from);
99 if(turnrate) { flag.velocity = (normalize(normalize(flag.velocity) + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_pass_velocity); }
100 else { flag.velocity = (desired_direction * autocvar_g_ctf_pass_velocity); }
103 float ctf_CheckPassDirection(vector head_center, vector passer_center, vector passer_angle, vector nearest_to_passer)
105 if(autocvar_g_ctf_pass_directional_max || autocvar_g_ctf_pass_directional_min)
107 // directional tracing only
109 makevectors(passer_angle);
111 // find the closest point on the enemy to the center of the attack
112 float ang; // angle between shotdir and h
113 float h; // hypotenuse, which is the distance between attacker to head
114 float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
116 h = vlen(head_center - passer_center);
117 ang = acos(dotproduct(normalize(head_center - passer_center), v_forward));
120 vector nearest_on_line = (passer_center + a * v_forward);
121 float distance_from_line = vlen(nearest_to_passer - nearest_on_line);
123 spreadlimit = (autocvar_g_ctf_pass_radius ? min(1, (vlen(passer_center - nearest_on_line) / autocvar_g_ctf_pass_radius)) : 1);
124 spreadlimit = (autocvar_g_ctf_pass_directional_min * (1 - spreadlimit) + autocvar_g_ctf_pass_directional_max * spreadlimit);
126 if(spreadlimit && (distance_from_line <= spreadlimit) && ((vlen(normalize(head_center - passer_center) - v_forward) * RAD2DEG) <= 90))
131 else { return TRUE; }
135 // =======================
136 // CaptureShield Functions
137 // =======================
139 float ctf_CaptureShield_CheckStatus(entity p)
143 float players_worseeq, players_total;
145 if(ctf_captureshield_max_ratio <= 0)
148 s = PlayerScore_Add(p, SP_SCORE, 0);
149 if(s >= -ctf_captureshield_min_negscore)
152 players_total = players_worseeq = 0;
155 if(IsDifferentTeam(e, p))
157 se = PlayerScore_Add(e, SP_SCORE, 0);
163 // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
164 // use this rule here
166 if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
172 void ctf_CaptureShield_Update(entity player, float wanted_status)
174 float updated_status = ctf_CaptureShield_CheckStatus(player);
175 if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
177 Send_Notification(NOTIF_ONE, player, MSG_CENTER, ((updated_status) ? CENTER_CTF_CAPTURESHIELD_SHIELDED : CENTER_CTF_CAPTURESHIELD_FREE));
178 player.ctf_captureshielded = updated_status;
182 float ctf_CaptureShield_Customize()
184 if(!other.ctf_captureshielded) { return FALSE; }
185 if(!IsDifferentTeam(self, other)) { return FALSE; }
190 void ctf_CaptureShield_Touch()
192 if(!other.ctf_captureshielded) { return; }
193 if(!IsDifferentTeam(self, other)) { return; }
195 vector mymid = (self.absmin + self.absmax) * 0.5;
196 vector othermid = (other.absmin + other.absmax) * 0.5;
198 Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
199 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_CTF_CAPTURESHIELD_SHIELDED);
202 void ctf_CaptureShield_Spawn(entity flag)
204 entity shield = spawn();
207 shield.team = self.team;
208 shield.touch = ctf_CaptureShield_Touch;
209 shield.customizeentityforclient = ctf_CaptureShield_Customize;
210 shield.classname = "ctf_captureshield";
211 shield.effects = EF_ADDITIVE;
212 shield.movetype = MOVETYPE_NOCLIP;
213 shield.solid = SOLID_TRIGGER;
214 shield.avelocity = '7 0 11';
217 setorigin(shield, self.origin);
218 setmodel(shield, "models/ctf/shield.md3");
219 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
223 // ====================
224 // Drop/Pass/Throw Code
225 // ====================
227 void ctf_Handle_Drop(entity flag, entity player, float droptype)
230 player = (player ? player : flag.pass_sender);
233 flag.movetype = MOVETYPE_TOSS;
234 flag.takedamage = DAMAGE_YES;
235 flag.angles = '0 0 0';
236 flag.health = flag.max_flag_health;
237 flag.ctf_droptime = time;
238 flag.ctf_dropper = player;
239 flag.ctf_status = FLAG_DROPPED;
241 // messages and sounds
242 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_LOST_), player.netname);
243 sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTN_NONE);
244 ctf_EventLog("dropped", player.team, player);
247 PlayerTeamScore_AddScore(player, -autocvar_g_ctf_score_penalty_drop);
248 PlayerScore_Add(player, SP_CTF_DROPS, 1);
251 if(autocvar_g_ctf_flag_dropped_waypoint)
252 WaypointSprite_Spawn("flagdropped", 0, 0, flag, FLAG_WAYPOINT_OFFSET, world, ((autocvar_g_ctf_flag_dropped_waypoint == 2) ? 0 : player.team), flag, wps_flagdropped, TRUE, RADARICON_FLAG, WPCOLOR_DROPPEDFLAG(flag.team));
254 if(autocvar_g_ctf_flag_return_time || (autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health))
256 WaypointSprite_UpdateMaxHealth(flag.wps_flagdropped, flag.max_flag_health);
257 WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health);
260 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
262 if(droptype == DROP_PASS)
264 flag.pass_distance = 0;
265 flag.pass_sender = world;
266 flag.pass_target = world;
270 void ctf_Handle_Retrieve(entity flag, entity player)
272 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
273 entity sender = flag.pass_sender;
275 // transfer flag to player
277 flag.owner.flagcarried = flag;
280 setattachment(flag, player, "");
281 setorigin(flag, FLAG_CARRY_OFFSET);
282 flag.movetype = MOVETYPE_NONE;
283 flag.takedamage = DAMAGE_NO;
284 flag.solid = SOLID_NOT;
285 flag.angles = '0 0 0';
286 flag.ctf_status = FLAG_CARRY;
288 // messages and sounds
289 sound(player, CH_TRIGGER, flag.snd_flag_pass, VOL_BASE, ATTN_NORM);
290 ctf_EventLog("receive", flag.team, player);
292 FOR_EACH_REALPLAYER(tmp_player)
294 if(tmp_player == sender)
295 Send_Notification(NOTIF_ONE, tmp_player, MSG_CENTER, APP_TEAM_ENT_2(flag, CENTER_CTF_PASS_SENT_), player.netname);
296 else if(tmp_player == player)
297 Send_Notification(NOTIF_ONE, tmp_player, MSG_CENTER, APP_TEAM_ENT_2(flag, CENTER_CTF_PASS_RECEIVED_), sender.netname);
298 else if(!IsDifferentTeam(tmp_player, sender))
299 Send_Notification(NOTIF_ONE, tmp_player, MSG_CENTER, APP_TEAM_ENT_2(flag, CENTER_CTF_PASS_OTHER_), sender.netname, player.netname);
302 // create new waypoint
303 ctf_FlagcarrierWaypoints(player);
305 sender.throw_antispam = time + autocvar_g_ctf_pass_wait;
306 player.throw_antispam = sender.throw_antispam;
308 flag.pass_distance = 0;
309 flag.pass_sender = world;
310 flag.pass_target = world;
313 void ctf_Handle_Throw(entity player, entity receiver, float droptype)
315 entity flag = player.flagcarried;
316 vector targ_origin, flag_velocity;
318 if(!flag) { return; }
319 if((droptype == DROP_PASS) && !receiver) { return; }
321 if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
324 setattachment(flag, world, "");
325 setorigin(flag, player.origin + FLAG_DROP_OFFSET);
326 flag.owner.flagcarried = world;
328 flag.solid = SOLID_TRIGGER;
329 flag.ctf_dropper = player;
330 flag.ctf_droptime = time;
332 flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS
339 // for the examples, we assume player -> wz1 -> ... -> wzn -> receiver
340 // findradius has already put wzn ... wz1 into receiver's warpzone parameters!
341 WarpZone_RefSys_Copy(flag, receiver);
342 WarpZone_RefSys_AddInverse(flag, receiver); // wz1^-1 ... wzn^-1 receiver
343 targ_origin = WarpZone_RefSys_TransformOrigin(receiver, flag, (0.5 * (receiver.absmin + receiver.absmax))); // this is target origin as seen by the flag
345 flag.pass_distance = vlen((('1 0 0' * targ_origin_x) + ('0 1 0' * targ_origin_y)) - (('1 0 0' * player.origin_x) + ('0 1 0' * player.origin_y))); // for the sake of this check, exclude Z axis
346 ctf_CalculatePassVelocity(flag, targ_origin, player.origin, FALSE);
349 flag.movetype = MOVETYPE_FLY;
350 flag.takedamage = DAMAGE_NO;
351 flag.pass_sender = player;
352 flag.pass_target = receiver;
353 flag.ctf_status = FLAG_PASSING;
356 sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTN_NORM);
357 WarpZone_TrailParticles(world, particleeffectnum(flag.passeffect), player.origin, targ_origin);
358 ctf_EventLog("pass", flag.team, player);
364 makevectors((player.v_angle_y * '0 1 0') + (bound(autocvar_g_ctf_throw_angle_min, player.v_angle_x, autocvar_g_ctf_throw_angle_max) * '1 0 0'));
366 flag_velocity = (('0 0 1' * autocvar_g_ctf_throw_velocity_up) + ((v_forward * autocvar_g_ctf_throw_velocity_forward) * ((player.items & IT_STRENGTH) ? autocvar_g_ctf_throw_strengthmultiplier : 1)));
367 flag.velocity = W_CalculateProjectileVelocity(player.velocity, flag_velocity, FALSE);
368 ctf_Handle_Drop(flag, player, droptype);
374 flag.velocity = '0 0 0'; // do nothing
381 flag.velocity = W_CalculateProjectileVelocity(player.velocity, (('0 0 1' * autocvar_g_ctf_drop_velocity_up) + ((('0 1 0' * crandom()) + ('1 0 0' * crandom())) * autocvar_g_ctf_drop_velocity_side)), FALSE);
382 ctf_Handle_Drop(flag, player, droptype);
387 // kill old waypointsprite
388 WaypointSprite_Ping(player.wps_flagcarrier);
389 WaypointSprite_Kill(player.wps_flagcarrier);
391 if(player.wps_enemyflagcarrier)
392 WaypointSprite_Kill(player.wps_enemyflagcarrier);
395 ctf_CaptureShield_Update(player, 0); // shield player from picking up flag
403 void ctf_Handle_Capture(entity flag, entity toucher, float capturetype)
405 entity enemy_flag = ((capturetype == CAPTURE_NORMAL) ? toucher.flagcarried : toucher);
406 entity player = ((capturetype == CAPTURE_NORMAL) ? toucher : enemy_flag.ctf_dropper);
407 float old_time, new_time;
409 if not(player) { return; } // without someone to give the reward to, we can't possibly cap
411 // messages and sounds
412 Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_ENT_2(enemy_flag, CENTER_CTF_CAPTURE_));
413 ctf_CaptureRecord(enemy_flag, player);
414 sound(player, CH_TRIGGER, flag.snd_flag_capture, VOL_BASE, ATTN_NONE);
418 case CAPTURE_NORMAL: ctf_EventLog("capture", enemy_flag.team, player); break;
419 case CAPTURE_DROPPED: ctf_EventLog("droppedcapture", enemy_flag.team, player); break;
424 PlayerTeamScore_AddScore(player, autocvar_g_ctf_score_capture);
425 PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
427 old_time = PlayerScore_Add(player, SP_CTF_CAPTIME, 0);
428 new_time = TIME_ENCODE(time - enemy_flag.ctf_pickuptime);
429 if(!old_time || new_time < old_time)
430 PlayerScore_Add(player, SP_CTF_CAPTIME, new_time - old_time);
433 pointparticles(particleeffectnum(flag.capeffect), flag.origin, '0 0 0', 1);
434 //shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
437 if(capturetype == CAPTURE_NORMAL)
439 WaypointSprite_Kill(player.wps_flagcarrier);
440 if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
442 if((enemy_flag.ctf_dropper) && (player != enemy_flag.ctf_dropper))
443 { PlayerTeamScore_AddScore(enemy_flag.ctf_dropper, autocvar_g_ctf_score_capture_assist); }
447 player.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
448 ctf_RespawnFlag(enemy_flag);
451 void ctf_Handle_Return(entity flag, entity player)
453 // messages and sounds
454 Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_ENT_2(flag, CENTER_CTF_RETURN_));
455 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_RETURN_), player.netname);
456 sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTN_NONE);
457 ctf_EventLog("return", flag.team, player);
460 PlayerTeamScore_AddScore(player, autocvar_g_ctf_score_return); // reward for return
461 PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
463 TeamScore_AddToTeam(flag.team, ST_SCORE, -autocvar_g_ctf_score_penalty_returned); // punish the team who was last carrying it
467 PlayerScore_Add(flag.ctf_dropper, SP_SCORE, -autocvar_g_ctf_score_penalty_returned); // punish the player who dropped the flag
468 ctf_CaptureShield_Update(flag.ctf_dropper, 0); // shield player from picking up flag
469 flag.ctf_dropper.next_take_time = time + autocvar_g_ctf_flag_collect_delay; // set next take time
473 ctf_RespawnFlag(flag);
476 void ctf_Handle_Pickup(entity flag, entity player, float pickuptype)
479 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
480 float pickup_dropped_score; // used to calculate dropped pickup score
482 // attach the flag to the player
484 player.flagcarried = flag;
485 setattachment(flag, player, "");
486 setorigin(flag, FLAG_CARRY_OFFSET);
489 flag.movetype = MOVETYPE_NONE;
490 flag.takedamage = DAMAGE_NO;
491 flag.solid = SOLID_NOT;
492 flag.angles = '0 0 0';
493 flag.ctf_status = FLAG_CARRY;
497 case PICKUP_BASE: flag.ctf_pickuptime = time; break; // used for timing runs
498 case PICKUP_DROPPED: flag.health = flag.max_flag_health; break; // reset health/return timelimit
502 // messages and sounds
503 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_PICKUP_), player.netname);
504 sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTN_NONE);
506 FOR_EACH_REALPLAYER(tmp_player)
508 if(tmp_player == player)
510 Send_Notification(NOTIF_ONE, tmp_player, MSG_CENTER, APP_TEAM_ENT_2(flag, CENTER_CTF_PICKUP_));
511 if(ctf_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_STALEMATE_CARRIER); }
513 else if(!IsDifferentTeam(tmp_player, player) && tmp_player != player)
515 if(tmp_player.PICKUP_TEAM_VERBOSE)
516 Send_Notification(NOTIF_ONE, tmp_player, MSG_CENTER, CENTER_CTF_PICKUP_TEAM_VERBOSE, Team_ColorCode(player.team), player.netname);
518 Send_Notification(NOTIF_ONE, tmp_player, MSG_CENTER, CENTER_CTF_PICKUP_TEAM, Team_ColorCode(player.team));
520 else if(IsDifferentTeam(tmp_player, player))
522 if(tmp_player.PICKUP_ENEMY_VERBOSE)
523 Send_Notification(NOTIF_ONE, tmp_player, MSG_CENTER, CENTER_CTF_PICKUP_ENEMY_VERBOSE, Team_ColorCode(player.team), player.netname);
525 Send_Notification(NOTIF_ONE, tmp_player, MSG_CENTER, CENTER_CTF_PICKUP_ENEMY, Team_ColorCode(player.team));
530 PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
535 PlayerTeamScore_AddScore(player, autocvar_g_ctf_score_pickup_base);
536 ctf_EventLog("steal", flag.team, player);
542 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);
543 pickup_dropped_score = floor((autocvar_g_ctf_score_pickup_dropped_late * (1 - pickup_dropped_score) + autocvar_g_ctf_score_pickup_dropped_early * pickup_dropped_score) + 0.5);
544 dprint("pickup_dropped_score is ", ftos(pickup_dropped_score), "\n");
545 PlayerTeamScore_AddScore(player, pickup_dropped_score);
546 ctf_EventLog("pickup", flag.team, player);
554 if(pickuptype == PICKUP_BASE)
556 flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
557 if((player.speedrunning) && (ctf_captimerecord))
558 ctf_FakeTimeLimit(player, time + ctf_captimerecord);
562 pointparticles(particleeffectnum(flag.toucheffect), player.origin, '0 0 0', 1);
565 if(pickuptype == PICKUP_DROPPED) { WaypointSprite_Kill(flag.wps_flagdropped); }
566 ctf_FlagcarrierWaypoints(player);
567 WaypointSprite_Ping(player.wps_flagcarrier);
571 // ===================
572 // Main Flag Functions
573 // ===================
575 void ctf_CheckFlagReturn(entity flag, float returntype)
577 if((flag.ctf_status == FLAG_DROPPED) || (flag.ctf_status == FLAG_PASSING))
579 if(flag.wps_flagdropped) { WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health); }
581 if((flag.health <= 0) || (time >= flag.ctf_droptime + autocvar_g_ctf_flag_return_time))
585 case RETURN_DROPPED: Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_FLAGRETURN_DROPPED_)); break;
586 case RETURN_DAMAGE: Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_FLAGRETURN_DAMAGED_)); break;
587 case RETURN_SPEEDRUN: Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_FLAGRETURN_SPEEDRUN_), ctf_captimerecord); break;
588 case RETURN_NEEDKILL: Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_FLAGRETURN_NEEDKILL_)); break;
592 { Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_FLAGRETURN_TIMEOUT_)); break; }
594 sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTN_NONE);
595 ctf_EventLog("returned", flag.team, world);
596 ctf_RespawnFlag(flag);
601 void ctf_CheckStalemate(void)
604 float stale_red_flags = 0, stale_blue_flags = 0;
607 entity ctf_staleflaglist = world; // reset the list, we need to build the list each time this function runs
609 // build list of stale flags
610 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
612 if(autocvar_g_ctf_stalemate)
613 if(tmp_entity.ctf_status != FLAG_BASE)
614 if(time >= tmp_entity.ctf_pickuptime + autocvar_g_ctf_stalemate_time)
616 tmp_entity.ctf_staleflagnext = ctf_staleflaglist; // link flag into staleflaglist
617 ctf_staleflaglist = tmp_entity;
619 switch(tmp_entity.team)
621 case NUM_TEAM_1: ++stale_red_flags; break;
622 case NUM_TEAM_2: ++stale_blue_flags; break;
627 if(stale_red_flags && stale_blue_flags)
628 ctf_stalemate = TRUE;
629 else if((!stale_red_flags && !stale_blue_flags) && autocvar_g_ctf_stalemate_endcondition == 2)
630 { ctf_stalemate = FALSE; wpforenemy_announced = FALSE; }
631 else if((!stale_red_flags || !stale_blue_flags) && autocvar_g_ctf_stalemate_endcondition == 1)
632 { ctf_stalemate = FALSE; wpforenemy_announced = FALSE; }
634 // if sufficient stalemate, then set up the waypointsprite and announce the stalemate if necessary
637 for(tmp_entity = ctf_staleflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_staleflagnext)
639 if((tmp_entity.owner) && (!tmp_entity.owner.wps_enemyflagcarrier))
640 WaypointSprite_Spawn("enemyflagcarrier", 0, 0, tmp_entity.owner, FLAG_WAYPOINT_OFFSET, world, tmp_entity.team, tmp_entity.owner, wps_enemyflagcarrier, TRUE, RADARICON_FLAG, WPCOLOR_ENEMYFC(tmp_entity.owner.team));
643 if not(wpforenemy_announced)
645 FOR_EACH_REALPLAYER(tmp_entity)
646 Send_Notification(NOTIF_ONE, tmp_entity, MSG_CENTER, ((tmp_entity.flagcarried) ? CENTER_CTF_STALEMATE_CARRIER : CENTER_CTF_STALEMATE_OTHER));
648 wpforenemy_announced = TRUE;
653 void ctf_FlagDamage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
655 if(ITEM_DAMAGE_NEEDKILL(deathtype))
657 // automatically kill the flag and return it
659 ctf_CheckFlagReturn(self, RETURN_NEEDKILL);
662 if(autocvar_g_ctf_flag_return_damage)
664 // reduce health and check if it should be returned
665 self.health = self.health - damage;
666 ctf_CheckFlagReturn(self, RETURN_DAMAGE);
676 self.nextthink = time + FLAG_THINKRATE; // only 5 fps, more is unnecessary.
679 if(self == ctf_worldflaglist) // only for the first flag
680 FOR_EACH_CLIENT(tmp_entity)
681 ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
684 if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
685 dprint("wtf the flag got squashed?\n");
686 tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
687 if(!trace_startsolid) // can we resize it without getting stuck?
688 setsize(self, FLAG_MIN, FLAG_MAX); }
690 switch(self.ctf_status) // reset flag angles in case warpzones adjust it
694 self.angles = '0 0 0';
702 switch(self.ctf_status)
706 if(autocvar_g_ctf_dropped_capture_radius)
708 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
709 if(tmp_entity.ctf_status == FLAG_DROPPED)
710 if(vlen(self.origin - tmp_entity.origin) < autocvar_g_ctf_dropped_capture_radius)
711 if(time > tmp_entity.ctf_droptime + autocvar_g_ctf_dropped_capture_delay)
712 ctf_Handle_Capture(self, tmp_entity, CAPTURE_DROPPED);
719 if(autocvar_g_ctf_flag_dropped_floatinwater)
721 vector midpoint = ((self.absmin + self.absmax) * 0.5);
722 if(pointcontents(midpoint) == CONTENT_WATER)
724 self.velocity = self.velocity * 0.5;
726 if(pointcontents(midpoint + FLAG_FLOAT_OFFSET) == CONTENT_WATER)
727 { self.velocity_z = autocvar_g_ctf_flag_dropped_floatinwater; }
729 { self.movetype = MOVETYPE_FLY; }
731 else if(self.movetype == MOVETYPE_FLY) { self.movetype = MOVETYPE_TOSS; }
733 if(autocvar_g_ctf_flag_return_dropped)
735 if((vlen(self.origin - self.ctf_spawnorigin) <= autocvar_g_ctf_flag_return_dropped) || (autocvar_g_ctf_flag_return_dropped == -1))
738 ctf_CheckFlagReturn(self, RETURN_DROPPED);
742 if(autocvar_g_ctf_flag_return_time)
744 self.health -= ((self.max_flag_health / autocvar_g_ctf_flag_return_time) * FLAG_THINKRATE);
745 ctf_CheckFlagReturn(self, RETURN_TIMEOUT);
753 if(self.speedrunning && ctf_captimerecord && (time >= self.ctf_pickuptime + ctf_captimerecord))
756 ctf_CheckFlagReturn(self, RETURN_SPEEDRUN);
760 self.impulse = CHIMPULSE_SPEEDRUN; // move the player back to the waypoint they set
764 if(autocvar_g_ctf_stalemate)
766 if(time >= wpforenemy_nextthink)
768 ctf_CheckStalemate();
769 wpforenemy_nextthink = time + WPFE_THINKRATE; // waypoint for enemy think rate (to reduce unnecessary spam of this check)
777 vector targ_origin = ((self.pass_target.absmin + self.pass_target.absmax) * 0.5);
778 targ_origin = WarpZone_RefSys_TransformOrigin(self.pass_target, self, targ_origin); // origin of target as seen by the flag (us)
779 WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
781 if((self.pass_target == world)
782 || (self.pass_target.deadflag != DEAD_NO)
783 || (vlen(self.origin - targ_origin) > autocvar_g_ctf_pass_radius)
784 || ((trace_fraction < 1) && (trace_ent != self.pass_target))
785 || (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit))
787 // give up, pass failed
788 ctf_Handle_Drop(self, world, DROP_PASS);
792 // still a viable target, go for it
793 ctf_CalculatePassVelocity(self, targ_origin, self.origin, TRUE);
798 default: // this should never happen
800 dprint("ctf_FlagThink(): Flag exists with no status?\n");
808 if(gameover) { return; }
810 entity toucher = other;
812 // automatically kill the flag and return it if it touched lava/slime/nodrop surfaces
813 if(ITEM_TOUCH_NEEDKILL())
816 ctf_CheckFlagReturn(self, RETURN_NEEDKILL);
820 // special touch behaviors
821 if(toucher.vehicle_flags & VHF_ISVEHICLE)
823 if(autocvar_g_ctf_allow_vehicle_touch)
824 toucher = toucher.owner; // the player is actually the vehicle owner, not other
826 return; // do nothing
828 else if not(IS_PLAYER(toucher)) // The flag just touched an object, most likely the world
830 if(time > self.wait) // if we haven't in a while, play a sound/effect
832 pointparticles(particleeffectnum(self.toucheffect), self.origin, '0 0 0', 1);
833 sound(self, CH_TRIGGER, self.snd_flag_touch, VOL_BASE, ATTN_NORM);
834 self.wait = time + FLAG_TOUCHRATE;
838 else if(toucher.deadflag != DEAD_NO) { return; }
840 switch(self.ctf_status)
844 if(!IsDifferentTeam(toucher, self) && (toucher.flagcarried) && IsDifferentTeam(toucher.flagcarried, self))
845 ctf_Handle_Capture(self, toucher, CAPTURE_NORMAL); // toucher just captured the enemies flag to his base
846 else if(IsDifferentTeam(toucher, self) && (!toucher.flagcarried) && (!toucher.ctf_captureshielded) && (time > toucher.next_take_time))
847 ctf_Handle_Pickup(self, toucher, PICKUP_BASE); // toucher just stole the enemies flag
853 if(!IsDifferentTeam(toucher, self))
854 ctf_Handle_Return(self, toucher); // toucher just returned his own flag
855 else if((!toucher.flagcarried) && ((toucher != self.ctf_dropper) || (time > self.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
856 ctf_Handle_Pickup(self, toucher, PICKUP_DROPPED); // toucher just picked up a dropped enemy flag
862 dprint("Someone touched a flag even though it was being carried?\n");
868 if((IS_PLAYER(toucher)) && (toucher.deadflag == DEAD_NO) && (toucher != self.pass_sender))
870 if(IsDifferentTeam(toucher, self.pass_sender))
871 ctf_Handle_Return(self, toucher);
873 ctf_Handle_Retrieve(self, toucher);
881 void ctf_RespawnFlag(entity flag)
883 // check for flag respawn being called twice in a row
884 if(flag.last_respawn > time - 0.5)
885 { backtrace("flag respawn called twice quickly! please notify Samual about this..."); }
887 flag.last_respawn = time;
889 // reset the player (if there is one)
890 if((flag.owner) && (flag.owner.flagcarried == flag))
892 if(flag.owner.wps_enemyflagcarrier)
893 WaypointSprite_Kill(flag.owner.wps_enemyflagcarrier);
895 WaypointSprite_Kill(flag.wps_flagcarrier);
897 flag.owner.flagcarried = world;
899 if(flag.speedrunning)
900 ctf_FakeTimeLimit(flag.owner, -1);
903 if((flag.ctf_status == FLAG_DROPPED) && (flag.wps_flagdropped))
904 { WaypointSprite_Kill(flag.wps_flagdropped); }
907 setattachment(flag, world, "");
908 setorigin(flag, flag.ctf_spawnorigin);
910 flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
911 flag.takedamage = DAMAGE_NO;
912 flag.health = flag.max_flag_health;
913 flag.solid = SOLID_TRIGGER;
914 flag.velocity = '0 0 0';
915 flag.angles = flag.mangle;
916 flag.flags = FL_ITEM | FL_NOTARGET;
918 flag.ctf_status = FLAG_BASE;
920 flag.pass_distance = 0;
921 flag.pass_sender = world;
922 flag.pass_target = world;
923 flag.ctf_dropper = world;
924 flag.ctf_pickuptime = 0;
925 flag.ctf_droptime = 0;
931 if(IS_PLAYER(self.owner))
932 ctf_Handle_Throw(self.owner, world, DROP_RESET);
934 ctf_RespawnFlag(self);
937 void ctf_DelayedFlagSetup(void) // called after a flag is placed on a map by ctf_FlagSetup()
940 waypoint_spawnforitem_force(self, self.origin);
941 self.nearestwaypointtimeout = 0; // activate waypointing again
942 self.bot_basewaypoint = self.nearestwaypoint;
945 WaypointSprite_SpawnFixed(((self.team == NUM_TEAM_1) ? "redbase" : "bluebase"), self.origin + FLAG_WAYPOINT_OFFSET, self, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
946 WaypointSprite_UpdateTeamRadar(self.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
948 // captureshield setup
949 ctf_CaptureShield_Spawn(self);
952 void ctf_FlagSetup(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
955 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.
956 self = flag; // for later usage with droptofloor()
959 flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist
960 ctf_worldflaglist = flag;
962 setattachment(flag, world, "");
964 flag.netname = ((teamnumber) ? "^1REPLACETHIS^7" : "^4REPLACETHIS^7"); // ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
965 flag.team = ((teamnumber) ? NUM_TEAM_1 : NUM_TEAM_2); // NUM_TEAM_1: color 4 team (red) - NUM_TEAM_2: color 13 team (blue)
966 flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
967 flag.classname = "item_flag_team";
968 flag.target = "###item###"; // wut?
969 flag.flags = FL_ITEM | FL_NOTARGET;
970 flag.solid = SOLID_TRIGGER;
971 flag.takedamage = DAMAGE_NO;
972 flag.damageforcescale = autocvar_g_ctf_flag_damageforcescale;
973 flag.max_flag_health = ((autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health) ? autocvar_g_ctf_flag_health : 100);
974 flag.health = flag.max_flag_health;
975 flag.event_damage = ctf_FlagDamage;
976 flag.pushable = TRUE;
977 flag.teleportable = TELEPORT_NORMAL;
978 flag.damagedbytriggers = autocvar_g_ctf_flag_return_when_unreachable;
979 flag.damagedbycontents = autocvar_g_ctf_flag_return_when_unreachable;
980 flag.velocity = '0 0 0';
981 flag.mangle = flag.angles;
982 flag.reset = ctf_Reset;
983 flag.touch = ctf_FlagTouch;
984 flag.think = ctf_FlagThink;
985 flag.nextthink = time + FLAG_THINKRATE;
986 flag.ctf_status = FLAG_BASE;
988 if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
989 if(!flag.scale) { flag.scale = FLAG_SCALE; }
990 if(!flag.skin) { flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin); }
991 if(!flag.toucheffect) { flag.toucheffect = ((teamnumber) ? "redflag_touch" : "blueflag_touch"); }
992 if(!flag.passeffect) { flag.passeffect = ((teamnumber) ? "red_pass" : "blue_pass"); }
993 if(!flag.capeffect) { flag.capeffect = ((teamnumber) ? "red_cap" : "blue_cap"); }
996 if(!flag.snd_flag_taken) { flag.snd_flag_taken = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
997 if(!flag.snd_flag_returned) { flag.snd_flag_returned = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
998 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
999 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.
1000 if(!flag.snd_flag_dropped) { flag.snd_flag_dropped = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
1001 if(!flag.snd_flag_touch) { flag.snd_flag_touch = "ctf/touch.wav"; } // again has no team-based sound
1002 if(!flag.snd_flag_pass) { flag.snd_flag_pass = "ctf/pass.wav"; } // same story here
1005 precache_sound(flag.snd_flag_taken);
1006 precache_sound(flag.snd_flag_returned);
1007 precache_sound(flag.snd_flag_capture);
1008 precache_sound(flag.snd_flag_respawn);
1009 precache_sound(flag.snd_flag_dropped);
1010 precache_sound(flag.snd_flag_touch);
1011 precache_sound(flag.snd_flag_pass);
1012 precache_model(flag.model);
1013 precache_model("models/ctf/shield.md3");
1014 precache_model("models/ctf/shockwavetransring.md3");
1017 setmodel(flag, flag.model); // precision set below
1018 setsize(flag, FLAG_MIN, FLAG_MAX);
1019 setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET));
1021 if(autocvar_g_ctf_flag_glowtrails)
1023 flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
1024 flag.glow_size = 25;
1025 flag.glow_trail = 1;
1028 flag.effects |= EF_LOWPRECISION;
1029 if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
1030 if(autocvar_g_ctf_dynamiclights) { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
1033 if((flag.spawnflags & 1) || flag.noalign) // don't drop to floor, just stay at fixed location
1035 flag.dropped_origin = flag.origin;
1036 flag.noalign = TRUE;
1037 flag.movetype = MOVETYPE_NONE;
1039 else // drop to floor, automatically find a platform and set that as spawn origin
1041 flag.noalign = FALSE;
1044 flag.movetype = MOVETYPE_TOSS;
1047 InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION);
1055 // NOTE: LEGACY CODE, needs to be re-written!
1057 void havocbot_calculate_middlepoint()
1061 vector fo = '0 0 0';
1064 f = ctf_worldflaglist;
1069 f = f.ctf_worldflagnext;
1073 havocbot_ctf_middlepoint = s * (1.0 / n);
1074 havocbot_ctf_middlepoint_radius = vlen(fo - havocbot_ctf_middlepoint);
1078 entity havocbot_ctf_find_flag(entity bot)
1081 f = ctf_worldflaglist;
1084 if (bot.team == f.team)
1086 f = f.ctf_worldflagnext;
1091 entity havocbot_ctf_find_enemy_flag(entity bot)
1094 f = ctf_worldflaglist;
1097 if (bot.team != f.team)
1099 f = f.ctf_worldflagnext;
1104 float havocbot_ctf_teamcount(entity bot, vector org, float tc_radius)
1112 FOR_EACH_PLAYER(head)
1114 if(head.team!=bot.team || head.deadflag != DEAD_NO || head == bot)
1117 if(vlen(head.origin - org) < tc_radius)
1124 void havocbot_goalrating_ctf_ourflag(float ratingscale)
1127 head = ctf_worldflaglist;
1130 if (self.team == head.team)
1132 head = head.ctf_worldflagnext;
1135 navigation_routerating(head, ratingscale, 10000);
1138 void havocbot_goalrating_ctf_ourbase(float ratingscale)
1141 head = ctf_worldflaglist;
1144 if (self.team == head.team)
1146 head = head.ctf_worldflagnext;
1151 navigation_routerating(head.bot_basewaypoint, ratingscale, 10000);
1154 void havocbot_goalrating_ctf_enemyflag(float ratingscale)
1157 head = ctf_worldflaglist;
1160 if (self.team != head.team)
1162 head = head.ctf_worldflagnext;
1165 navigation_routerating(head, ratingscale, 10000);
1168 void havocbot_goalrating_ctf_enemybase(float ratingscale)
1170 if not(bot_waypoints_for_items)
1172 havocbot_goalrating_ctf_enemyflag(ratingscale);
1178 head = havocbot_ctf_find_enemy_flag(self);
1183 navigation_routerating(head.bot_basewaypoint, ratingscale, 10000);
1186 void havocbot_goalrating_ctf_ourstolenflag(float ratingscale)
1190 mf = havocbot_ctf_find_flag(self);
1192 if(mf.ctf_status == FLAG_BASE)
1196 navigation_routerating(mf.tag_entity, ratingscale, 10000);
1199 void havocbot_goalrating_ctf_droppedflags(float ratingscale, vector org, float df_radius)
1202 head = ctf_worldflaglist;
1205 // flag is out in the field
1206 if(head.ctf_status != FLAG_BASE)
1207 if(head.tag_entity==world) // dropped
1211 if(vlen(org-head.origin)<df_radius)
1212 navigation_routerating(head, ratingscale, 10000);
1215 navigation_routerating(head, ratingscale, 10000);
1218 head = head.ctf_worldflagnext;
1222 void havocbot_goalrating_ctf_carrieritems(float ratingscale, vector org, float sradius)
1226 head = findchainfloat(bot_pickup, TRUE);
1229 // gather health and armor only
1231 if (head.health || head.armorvalue)
1232 if (vlen(head.origin - org) < sradius)
1234 // get the value of the item
1235 t = head.bot_pickupevalfunc(self, head) * 0.0001;
1237 navigation_routerating(head, t * ratingscale, 500);
1243 void havocbot_ctf_reset_role(entity bot)
1245 float cdefense, cmiddle, coffense;
1246 entity mf, ef, head;
1249 if(bot.deadflag != DEAD_NO)
1252 if(vlen(havocbot_ctf_middlepoint)==0)
1253 havocbot_calculate_middlepoint();
1256 if (bot.flagcarried)
1258 havocbot_role_ctf_setrole(bot, HAVOCBOT_CTF_ROLE_CARRIER);
1262 mf = havocbot_ctf_find_flag(bot);
1263 ef = havocbot_ctf_find_enemy_flag(bot);
1265 // Retrieve stolen flag
1266 if(mf.ctf_status!=FLAG_BASE)
1268 havocbot_role_ctf_setrole(bot, HAVOCBOT_CTF_ROLE_RETRIEVER);
1272 // If enemy flag is taken go to the middle to intercept pursuers
1273 if(ef.ctf_status!=FLAG_BASE)
1275 havocbot_role_ctf_setrole(bot, HAVOCBOT_CTF_ROLE_MIDDLE);
1279 // if there is only me on the team switch to offense
1281 FOR_EACH_PLAYER(head)
1282 if(head.team==bot.team)
1287 havocbot_role_ctf_setrole(bot, HAVOCBOT_CTF_ROLE_OFFENSE);
1291 // Evaluate best position to take
1292 // Count mates on middle position
1293 cmiddle = havocbot_ctf_teamcount(bot, havocbot_ctf_middlepoint, havocbot_ctf_middlepoint_radius * 0.5);
1295 // Count mates on defense position
1296 cdefense = havocbot_ctf_teamcount(bot, mf.dropped_origin, havocbot_ctf_middlepoint_radius * 0.5);
1298 // Count mates on offense position
1299 coffense = havocbot_ctf_teamcount(bot, ef.dropped_origin, havocbot_ctf_middlepoint_radius);
1301 if(cdefense<=coffense)
1302 havocbot_role_ctf_setrole(bot, HAVOCBOT_CTF_ROLE_DEFENSE);
1303 else if(coffense<=cmiddle)
1304 havocbot_role_ctf_setrole(bot, HAVOCBOT_CTF_ROLE_OFFENSE);
1306 havocbot_role_ctf_setrole(bot, HAVOCBOT_CTF_ROLE_MIDDLE);
1309 void havocbot_role_ctf_carrier()
1311 if(self.deadflag != DEAD_NO)
1313 havocbot_ctf_reset_role(self);
1317 if (self.flagcarried == world)
1319 havocbot_ctf_reset_role(self);
1323 if (self.bot_strategytime < time)
1325 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1327 navigation_goalrating_start();
1328 havocbot_goalrating_ctf_ourbase(50000);
1331 havocbot_goalrating_ctf_carrieritems(1000, self.origin, 1000);
1333 navigation_goalrating_end();
1335 if (self.navigation_hasgoals)
1336 self.havocbot_cantfindflag = time + 10;
1337 else if (time > self.havocbot_cantfindflag)
1339 // Can't navigate to my own base, suicide!
1340 // TODO: drop it and wander around
1341 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
1347 void havocbot_role_ctf_escort()
1351 if(self.deadflag != DEAD_NO)
1353 havocbot_ctf_reset_role(self);
1357 if (self.flagcarried)
1359 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_CARRIER);
1363 // If enemy flag is back on the base switch to previous role
1364 ef = havocbot_ctf_find_enemy_flag(self);
1365 if(ef.ctf_status==FLAG_BASE)
1367 self.havocbot_role = self.havocbot_previous_role;
1368 self.havocbot_role_timeout = 0;
1372 // If the flag carrier reached the base switch to defense
1373 mf = havocbot_ctf_find_flag(self);
1374 if(mf.ctf_status!=FLAG_BASE)
1375 if(vlen(ef.origin - mf.dropped_origin) < 300)
1377 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_DEFENSE);
1381 // Set the role timeout if necessary
1382 if (!self.havocbot_role_timeout)
1384 self.havocbot_role_timeout = time + random() * 30 + 60;
1387 // If nothing happened just switch to previous role
1388 if (time > self.havocbot_role_timeout)
1390 self.havocbot_role = self.havocbot_previous_role;
1391 self.havocbot_role_timeout = 0;
1395 // Chase the flag carrier
1396 if (self.bot_strategytime < time)
1398 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1399 navigation_goalrating_start();
1400 havocbot_goalrating_ctf_enemyflag(30000);
1401 havocbot_goalrating_ctf_ourstolenflag(40000);
1402 havocbot_goalrating_items(10000, self.origin, 10000);
1403 navigation_goalrating_end();
1407 void havocbot_role_ctf_offense()
1412 if(self.deadflag != DEAD_NO)
1414 havocbot_ctf_reset_role(self);
1418 if (self.flagcarried)
1420 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_CARRIER);
1425 mf = havocbot_ctf_find_flag(self);
1426 ef = havocbot_ctf_find_enemy_flag(self);
1429 if(mf.ctf_status!=FLAG_BASE)
1432 pos = mf.tag_entity.origin;
1436 // Try to get it if closer than the enemy base
1437 if(vlen(self.origin-ef.dropped_origin)>vlen(self.origin-pos))
1439 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_RETRIEVER);
1444 // Escort flag carrier
1445 if(ef.ctf_status!=FLAG_BASE)
1448 pos = ef.tag_entity.origin;
1452 if(vlen(pos-mf.dropped_origin)>700)
1454 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_ESCORT);
1459 // About to fail, switch to middlefield
1462 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_MIDDLE);
1466 // Set the role timeout if necessary
1467 if (!self.havocbot_role_timeout)
1468 self.havocbot_role_timeout = time + 120;
1470 if (time > self.havocbot_role_timeout)
1472 havocbot_ctf_reset_role(self);
1476 if (self.bot_strategytime < time)
1478 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1479 navigation_goalrating_start();
1480 havocbot_goalrating_ctf_ourstolenflag(50000);
1481 havocbot_goalrating_ctf_enemybase(20000);
1482 havocbot_goalrating_items(5000, self.origin, 1000);
1483 havocbot_goalrating_items(1000, self.origin, 10000);
1484 navigation_goalrating_end();
1488 // Retriever (temporary role):
1489 void havocbot_role_ctf_retriever()
1493 if(self.deadflag != DEAD_NO)
1495 havocbot_ctf_reset_role(self);
1499 if (self.flagcarried)
1501 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_CARRIER);
1505 // If flag is back on the base switch to previous role
1506 mf = havocbot_ctf_find_flag(self);
1507 if(mf.ctf_status==FLAG_BASE)
1509 havocbot_ctf_reset_role(self);
1513 if (!self.havocbot_role_timeout)
1514 self.havocbot_role_timeout = time + 20;
1516 if (time > self.havocbot_role_timeout)
1518 havocbot_ctf_reset_role(self);
1522 if (self.bot_strategytime < time)
1527 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1528 navigation_goalrating_start();
1529 havocbot_goalrating_ctf_ourstolenflag(50000);
1530 havocbot_goalrating_ctf_droppedflags(40000, self.origin, rt_radius);
1531 havocbot_goalrating_ctf_enemybase(30000);
1532 havocbot_goalrating_items(500, self.origin, rt_radius);
1533 navigation_goalrating_end();
1537 void havocbot_role_ctf_middle()
1541 if(self.deadflag != DEAD_NO)
1543 havocbot_ctf_reset_role(self);
1547 if (self.flagcarried)
1549 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_CARRIER);
1553 mf = havocbot_ctf_find_flag(self);
1554 if(mf.ctf_status!=FLAG_BASE)
1556 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_RETRIEVER);
1560 if (!self.havocbot_role_timeout)
1561 self.havocbot_role_timeout = time + 10;
1563 if (time > self.havocbot_role_timeout)
1565 havocbot_ctf_reset_role(self);
1569 if (self.bot_strategytime < time)
1573 org = havocbot_ctf_middlepoint;
1574 org_z = self.origin_z;
1576 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1577 navigation_goalrating_start();
1578 havocbot_goalrating_ctf_ourstolenflag(50000);
1579 havocbot_goalrating_ctf_droppedflags(30000, self.origin, 10000);
1580 havocbot_goalrating_enemyplayers(10000, org, havocbot_ctf_middlepoint_radius * 0.5);
1581 havocbot_goalrating_items(5000, org, havocbot_ctf_middlepoint_radius * 0.5);
1582 havocbot_goalrating_items(2500, self.origin, 10000);
1583 havocbot_goalrating_ctf_enemybase(2500);
1584 navigation_goalrating_end();
1588 void havocbot_role_ctf_defense()
1592 if(self.deadflag != DEAD_NO)
1594 havocbot_ctf_reset_role(self);
1598 if (self.flagcarried)
1600 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_CARRIER);
1604 // If own flag was captured
1605 mf = havocbot_ctf_find_flag(self);
1606 if(mf.ctf_status!=FLAG_BASE)
1608 havocbot_role_ctf_setrole(self, HAVOCBOT_CTF_ROLE_RETRIEVER);
1612 if (!self.havocbot_role_timeout)
1613 self.havocbot_role_timeout = time + 30;
1615 if (time > self.havocbot_role_timeout)
1617 havocbot_ctf_reset_role(self);
1620 if (self.bot_strategytime < time)
1625 org = mf.dropped_origin;
1626 mp_radius = havocbot_ctf_middlepoint_radius;
1628 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1629 navigation_goalrating_start();
1631 // if enemies are closer to our base, go there
1632 entity head, closestplayer = world;
1633 float distance, bestdistance = 10000;
1634 FOR_EACH_PLAYER(head)
1636 if(head.deadflag!=DEAD_NO)
1639 distance = vlen(org - head.origin);
1640 if(distance<bestdistance)
1642 closestplayer = head;
1643 bestdistance = distance;
1648 if(closestplayer.team!=self.team)
1649 if(vlen(org - self.origin)>1000)
1650 if(checkpvs(self.origin,closestplayer)||random()<0.5)
1651 havocbot_goalrating_ctf_ourbase(30000);
1653 havocbot_goalrating_ctf_ourstolenflag(20000);
1654 havocbot_goalrating_ctf_droppedflags(20000, org, mp_radius);
1655 havocbot_goalrating_enemyplayers(15000, org, mp_radius);
1656 havocbot_goalrating_items(10000, org, mp_radius);
1657 havocbot_goalrating_items(5000, self.origin, 10000);
1658 navigation_goalrating_end();
1662 void havocbot_role_ctf_setrole(entity bot, float role)
1664 dprint(strcat(bot.netname," switched to "));
1667 case HAVOCBOT_CTF_ROLE_CARRIER:
1669 bot.havocbot_role = havocbot_role_ctf_carrier;
1670 bot.havocbot_role_timeout = 0;
1671 bot.havocbot_cantfindflag = time + 10;
1672 bot.bot_strategytime = 0;
1674 case HAVOCBOT_CTF_ROLE_DEFENSE:
1676 bot.havocbot_role = havocbot_role_ctf_defense;
1677 bot.havocbot_role_timeout = 0;
1679 case HAVOCBOT_CTF_ROLE_MIDDLE:
1681 bot.havocbot_role = havocbot_role_ctf_middle;
1682 bot.havocbot_role_timeout = 0;
1684 case HAVOCBOT_CTF_ROLE_OFFENSE:
1686 bot.havocbot_role = havocbot_role_ctf_offense;
1687 bot.havocbot_role_timeout = 0;
1689 case HAVOCBOT_CTF_ROLE_RETRIEVER:
1690 dprint("retriever");
1691 bot.havocbot_previous_role = bot.havocbot_role;
1692 bot.havocbot_role = havocbot_role_ctf_retriever;
1693 bot.havocbot_role_timeout = time + 10;
1694 bot.bot_strategytime = 0;
1696 case HAVOCBOT_CTF_ROLE_ESCORT:
1698 bot.havocbot_previous_role = bot.havocbot_role;
1699 bot.havocbot_role = havocbot_role_ctf_escort;
1700 bot.havocbot_role_timeout = time + 30;
1701 bot.bot_strategytime = 0;
1712 MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
1716 // initially clear items so they can be set as necessary later.
1717 self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST
1718 | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
1720 // scan through all the flags and notify the client about them
1721 for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
1723 switch(flag.ctf_status)
1728 if((flag.owner == self) || (flag.pass_sender == self))
1729 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
1731 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag
1736 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
1742 // item for stopping players from capturing the flag too often
1743 if(self.ctf_captureshielded)
1744 self.items |= IT_CTF_SHIELDED;
1746 // update the health of the flag carrier waypointsprite
1747 if(self.wps_flagcarrier)
1748 WaypointSprite_UpdateHealth(self.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
1753 MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
1755 if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
1757 if(frag_target == frag_attacker) // damage done to yourself
1759 frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
1760 frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
1762 else // damage done to everyone else
1764 frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
1765 frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
1768 else if(frag_target.flagcarried && (frag_target.deadflag == DEAD_NO) && IsDifferentTeam(frag_target, frag_attacker)) // if the target is a flagcarrier
1770 if(autocvar_g_ctf_flagcarrier_auto_helpme_damage > ('1 0 0' * healtharmor_maxdamage(frag_target.health, frag_target.armorvalue, autocvar_g_balance_armor_blockpercent)))
1771 if(time > frag_target.wps_helpme_time + autocvar_g_ctf_flagcarrier_auto_helpme_time)
1773 frag_target.wps_helpme_time = time;
1774 WaypointSprite_HelpMePing(frag_target.wps_flagcarrier);
1776 // todo: add notification for when flag carrier needs help?
1781 MUTATOR_HOOKFUNCTION(ctf_PlayerDies)
1783 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)) && (frag_target.flagcarried))
1785 PlayerTeamScore_AddScore(frag_attacker, autocvar_g_ctf_score_kill);
1786 PlayerScore_Add(frag_attacker, SP_CTF_FCKILLS, 1);
1789 if(frag_target.flagcarried)
1790 { ctf_Handle_Throw(frag_target, world, DROP_NORMAL); }
1795 MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
1798 return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true
1801 MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
1803 entity flag; // temporary entity for the search method
1805 if(self.flagcarried)
1806 { ctf_Handle_Throw(self, world, DROP_NORMAL); }
1808 for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
1810 if(flag.pass_sender == self) { flag.pass_sender = world; }
1811 if(flag.pass_target == self) { flag.pass_target = world; }
1812 if(flag.ctf_dropper == self) { flag.ctf_dropper = world; }
1818 MUTATOR_HOOKFUNCTION(ctf_PortalTeleport)
1820 if(self.flagcarried)
1821 if(!autocvar_g_ctf_portalteleport)
1822 { ctf_Handle_Throw(self, world, DROP_NORMAL); }
1827 MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
1829 if(MUTATOR_RETURNVALUE || gameover) { return FALSE; }
1831 entity player = self;
1833 if((time > player.throw_antispam) && (player.deadflag == DEAD_NO) && !player.speedrunning && (!player.vehicle || autocvar_g_ctf_allow_vehicle_touch))
1835 // pass the flag to a team mate
1836 if(autocvar_g_ctf_pass)
1838 entity head, closest_target = world;
1839 head = WarpZone_FindRadius(player.origin, autocvar_g_ctf_pass_radius, TRUE);
1841 while(head) // find the closest acceptable target to pass to
1843 if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
1844 if(head != player && !IsDifferentTeam(head, player))
1845 if(!head.speedrunning && !head.vehicle)
1847 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
1848 vector head_center = WarpZone_UnTransformOrigin(head, CENTER_OR_VIEWOFS(head));
1849 vector passer_center = CENTER_OR_VIEWOFS(player);
1851 if(ctf_CheckPassDirection(head_center, passer_center, player.v_angle, head.WarpZone_findradius_nearest))
1853 if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried)
1855 if(IS_BOT_CLIENT(head))
1857 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PASS_REQUESTING, head.netname);
1858 ctf_Handle_Throw(head, player, DROP_PASS);
1862 Send_Notification(NOTIF_ONE, head, MSG_CENTER, CENTER_CTF_PASS_REQUESTED, player.netname);
1863 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PASS_REQUESTING, head.netname);
1865 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
1868 else if(player.flagcarried)
1872 vector closest_target_center = WarpZone_UnTransformOrigin(closest_target, CENTER_OR_VIEWOFS(closest_target));
1873 if(vlen(passer_center - head_center) < vlen(passer_center - closest_target_center))
1874 { closest_target = head; }
1876 else { closest_target = head; }
1883 if(closest_target) { ctf_Handle_Throw(player, closest_target, DROP_PASS); return TRUE; }
1886 // throw the flag in front of you
1887 if(autocvar_g_ctf_throw && player.flagcarried)
1889 if(player.throw_count == -1)
1891 if(time > player.throw_prevtime + autocvar_g_ctf_throw_punish_delay)
1893 player.throw_prevtime = time;
1894 player.throw_count = 1;
1895 ctf_Handle_Throw(player, world, DROP_THROW);
1900 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_FLAG_THROW_PUNISH, rint((player.throw_prevtime + autocvar_g_ctf_throw_punish_delay) - time));
1906 if(time > player.throw_prevtime + autocvar_g_ctf_throw_punish_time) { player.throw_count = 1; }
1907 else { player.throw_count += 1; }
1908 if(player.throw_count >= autocvar_g_ctf_throw_punish_count) { player.throw_count = -1; }
1910 player.throw_prevtime = time;
1911 ctf_Handle_Throw(player, world, DROP_THROW);
1920 MUTATOR_HOOKFUNCTION(ctf_HelpMePing)
1922 if(self.wps_flagcarrier) // update the flagcarrier waypointsprite with "NEEDING HELP" notification
1924 self.wps_helpme_time = time;
1925 WaypointSprite_HelpMePing(self.wps_flagcarrier);
1927 else // create a normal help me waypointsprite
1929 WaypointSprite_Spawn("helpme", waypointsprite_deployed_lifetime, waypointsprite_limitedrange, self, FLAG_WAYPOINT_OFFSET, world, self.team, self, wps_helpme, FALSE, RADARICON_HELPME, '1 0.5 0');
1930 WaypointSprite_Ping(self.wps_helpme);
1936 MUTATOR_HOOKFUNCTION(ctf_VehicleEnter)
1938 if(vh_player.flagcarried)
1940 if(!autocvar_g_ctf_allow_vehicle_carry && !autocvar_g_ctf_allow_vehicle_touch)
1942 ctf_Handle_Throw(vh_player, world, DROP_NORMAL);
1946 setattachment(vh_player.flagcarried, vh_vehicle, "");
1947 setorigin(vh_player.flagcarried, VEHICLE_FLAG_OFFSET);
1948 vh_player.flagcarried.scale = VEHICLE_FLAG_SCALE;
1949 //vh_player.flagcarried.angles = '0 0 0';
1957 MUTATOR_HOOKFUNCTION(ctf_VehicleExit)
1959 if(vh_player.flagcarried)
1961 setattachment(vh_player.flagcarried, vh_player, "");
1962 setorigin(vh_player.flagcarried, FLAG_CARRY_OFFSET);
1963 vh_player.flagcarried.scale = FLAG_SCALE;
1964 vh_player.flagcarried.angles = '0 0 0';
1971 MUTATOR_HOOKFUNCTION(ctf_AbortSpeedrun)
1973 if(self.flagcarried)
1975 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(self.flagcarried, INFO_CTF_FLAGRETURN_ABORTRUN_));
1976 ctf_RespawnFlag(self.flagcarried);
1983 MUTATOR_HOOKFUNCTION(ctf_MatchEnd)
1985 entity flag; // temporary entity for the search method
1987 for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
1989 switch(flag.ctf_status)
1994 // lock the flag, game is over
1995 flag.movetype = MOVETYPE_NONE;
1996 flag.takedamage = DAMAGE_NO;
1997 flag.solid = SOLID_NOT;
1998 flag.nextthink = FALSE; // stop thinking
2000 //dprint("stopping the ", flag.netname, " from moving.\n");
2008 // do nothing for these flags
2017 MUTATOR_HOOKFUNCTION(ctf_BotRoles)
2019 havocbot_ctf_reset_role(self);
2023 MUTATOR_HOOKFUNCTION(ctf_GetCvars)
2025 GetCvars_handleFloat(get_cvars_s, get_cvars_f, CAPTURE_VERBOSE, "notification_ctf_capture_verbose");
2026 GetCvars_handleFloat(get_cvars_s, get_cvars_f, PICKUP_TEAM_VERBOSE, "notification_ctf_pickup_team_verbose");
2027 GetCvars_handleFloat(get_cvars_s, get_cvars_f, PICKUP_ENEMY_VERBOSE, "notification_ctf_pickup_enemy_verbose");
2036 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
2037 CTF Starting point for a player in team one (Red).
2038 Keys: "angle" viewing angle when spawning. */
2039 void spawnfunc_info_player_team1()
2041 if(g_assault) { remove(self); return; }
2043 self.team = NUM_TEAM_1; // red
2044 spawnfunc_info_player_deathmatch();
2048 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
2049 CTF Starting point for a player in team two (Blue).
2050 Keys: "angle" viewing angle when spawning. */
2051 void spawnfunc_info_player_team2()
2053 if(g_assault) { remove(self); return; }
2055 self.team = NUM_TEAM_2; // blue
2056 spawnfunc_info_player_deathmatch();
2059 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
2060 CTF Starting point for a player in team three (Yellow).
2061 Keys: "angle" viewing angle when spawning. */
2062 void spawnfunc_info_player_team3()
2064 if(g_assault) { remove(self); return; }
2066 self.team = NUM_TEAM_3; // yellow
2067 spawnfunc_info_player_deathmatch();
2071 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
2072 CTF Starting point for a player in team four (Purple).
2073 Keys: "angle" viewing angle when spawning. */
2074 void spawnfunc_info_player_team4()
2076 if(g_assault) { remove(self); return; }
2078 self.team = NUM_TEAM_4; // purple
2079 spawnfunc_info_player_deathmatch();
2082 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
2083 CTF flag for team one (Red).
2085 "angle" Angle the flag will point (minus 90 degrees)...
2086 "model" model to use, note this needs red and blue as skins 0 and 1...
2087 "noise" sound played when flag is picked up...
2088 "noise1" sound played when flag is returned by a teammate...
2089 "noise2" sound played when flag is captured...
2090 "noise3" sound played when flag is lost in the field and respawns itself...
2091 "noise4" sound played when flag is dropped by a player...
2092 "noise5" sound played when flag touches the ground... */
2093 void spawnfunc_item_flag_team1()
2095 if(!g_ctf) { remove(self); return; }
2097 ctf_FlagSetup(1, self); // 1 = red
2100 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
2101 CTF flag for team two (Blue).
2103 "angle" Angle the flag will point (minus 90 degrees)...
2104 "model" model to use, note this needs red and blue as skins 0 and 1...
2105 "noise" sound played when flag is picked up...
2106 "noise1" sound played when flag is returned by a teammate...
2107 "noise2" sound played when flag is captured...
2108 "noise3" sound played when flag is lost in the field and respawns itself...
2109 "noise4" sound played when flag is dropped by a player...
2110 "noise5" sound played when flag touches the ground... */
2111 void spawnfunc_item_flag_team2()
2113 if(!g_ctf) { remove(self); return; }
2115 ctf_FlagSetup(0, self); // the 0 is misleading, but -- 0 = blue.
2118 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
2119 Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
2120 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.
2122 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
2123 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
2124 void spawnfunc_ctf_team()
2126 if(!g_ctf) { remove(self); return; }
2128 self.classname = "ctf_team";
2129 self.team = self.cnt + 1;
2132 // compatibility for quake maps
2133 void spawnfunc_team_CTF_redflag() { spawnfunc_item_flag_team1(); }
2134 void spawnfunc_team_CTF_blueflag() { spawnfunc_item_flag_team2(); }
2135 void spawnfunc_team_CTF_redplayer() { spawnfunc_info_player_team1(); }
2136 void spawnfunc_team_CTF_blueplayer() { spawnfunc_info_player_team2(); }
2137 void spawnfunc_team_CTF_redspawn() { spawnfunc_info_player_team1(); }
2138 void spawnfunc_team_CTF_bluespawn() { spawnfunc_info_player_team2(); }
2146 void ctf_ScoreRules()
2148 ScoreRules_basics(2, SFL_SORT_PRIO_PRIMARY, 0, TRUE);
2149 ScoreInfo_SetLabel_TeamScore (ST_CTF_CAPS, "caps", SFL_SORT_PRIO_PRIMARY);
2150 ScoreInfo_SetLabel_PlayerScore(SP_CTF_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2151 ScoreInfo_SetLabel_PlayerScore(SP_CTF_CAPTIME, "captime", SFL_LOWER_IS_BETTER | SFL_TIME);
2152 ScoreInfo_SetLabel_PlayerScore(SP_CTF_PICKUPS, "pickups", 0);
2153 ScoreInfo_SetLabel_PlayerScore(SP_CTF_FCKILLS, "fckills", 0);
2154 ScoreInfo_SetLabel_PlayerScore(SP_CTF_RETURNS, "returns", 0);
2155 ScoreInfo_SetLabel_PlayerScore(SP_CTF_DROPS, "drops", SFL_LOWER_IS_BETTER);
2156 ScoreRules_basics_end();
2159 // code from here on is just to support maps that don't have flag and team entities
2160 void ctf_SpawnTeam (string teamname, float teamcolor)
2165 self.classname = "ctf_team";
2166 self.netname = teamname;
2167 self.cnt = teamcolor;
2169 spawnfunc_ctf_team();
2174 void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
2176 // if no teams are found, spawn defaults
2177 if(find(world, classname, "ctf_team") == world)
2179 print("No ""ctf_team"" entities found on this map, creating them anyway.\n");
2180 ctf_SpawnTeam("Red", NUM_TEAM_1 - 1);
2181 ctf_SpawnTeam("Blue", NUM_TEAM_2 - 1);
2187 void ctf_Initialize()
2189 ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
2191 ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
2192 ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
2193 ctf_captureshield_force = autocvar_g_ctf_shield_force;
2195 InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
2199 MUTATOR_DEFINITION(gamemode_ctf)
2201 MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY);
2202 MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY);
2203 MUTATOR_HOOK(PlayerDies, ctf_PlayerDies, CBC_ORDER_ANY);
2204 MUTATOR_HOOK(MatchEnd, ctf_MatchEnd, CBC_ORDER_ANY);
2205 MUTATOR_HOOK(PortalTeleport, ctf_PortalTeleport, CBC_ORDER_ANY);
2206 MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
2207 MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
2208 MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
2209 MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY);
2210 MUTATOR_HOOK(HelpMePing, ctf_HelpMePing, CBC_ORDER_ANY);
2211 MUTATOR_HOOK(VehicleEnter, ctf_VehicleEnter, CBC_ORDER_ANY);
2212 MUTATOR_HOOK(VehicleExit, ctf_VehicleExit, CBC_ORDER_ANY);
2213 MUTATOR_HOOK(AbortSpeedrun, ctf_AbortSpeedrun, CBC_ORDER_ANY);
2214 MUTATOR_HOOK(HavocBot_ChooseRule, ctf_BotRoles, CBC_ORDER_ANY);
2215 MUTATOR_HOOK(GetCvars, ctf_GetCvars, CBC_ORDER_ANY);
2219 if(time > 1) // game loads at time 1
2220 error("This is a game type and it cannot be added at runtime.");
2224 MUTATOR_ONROLLBACK_OR_REMOVE
2226 // we actually cannot roll back ctf_Initialize here
2227 // BUT: we don't need to! If this gets called, adding always
2233 print("This is a game type and it cannot be removed at runtime.");