1 // ================================================================
2 // Official capture the flag game mode coding, reworked by Samual
3 // Last updated: March 30th, 2012
4 // ================================================================
6 float ctf_ReadScore(string parameter) // make this obsolete
8 //if(g_ctf_win_mode != 2)
9 return cvar(strcat("g_ctf_personal", parameter));
11 // return cvar(strcat("g_ctf_flag", parameter));
14 void ctf_FakeTimeLimit(entity e, float t)
17 WriteByte(MSG_ONE, 3); // svc_updatestat
18 WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
20 WriteCoord(MSG_ONE, autocvar_timelimit);
22 WriteCoord(MSG_ONE, (t + 1) / 60);
25 void ctf_EventLog(string mode, float flagteam, entity actor) // use an alias for easy changing and quick editing later
27 if(autocvar_sv_eventlog)
28 GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
31 string ctf_CaptureRecord(entity flag, entity player)
33 float cap_time, cap_record, success;
34 string cap_message, refername;
36 if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots))
38 cap_record = ctf_captimerecord;
39 cap_time = (time - flag.ctf_pickuptime);
41 refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
42 refername = ((refername == player.netname) ? "their" : strcat(refername, "^7's"));
44 if(!ctf_captimerecord)
45 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds"); success = TRUE; }
46 else if(cap_time < cap_record)
47 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, breaking ", refername, " previous record of ", ftos_decimals(cap_record, 2), " seconds"); success = TRUE; }
49 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, failing to break ", refername, " record of ", ftos_decimals(cap_record, 2), " seconds"); success = FALSE; }
53 ctf_captimerecord = cap_time;
54 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time));
55 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname);
56 write_recordmarker(player, (time - cap_time), cap_time);
63 void ctf_FlagcarrierWaypoints(entity player)
65 WaypointSprite_Spawn("flagcarrier", 0, 0, player, FLAG_WAYPOINT_OFFSET, world, player.team, player, wps_flagcarrier, TRUE, RADARICON_FLAG, WPCOLOR_FLAGCARRIER(player.team));
66 WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
67 WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
68 WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, WPCOLOR_FLAGCARRIER(player.team));
72 // =======================
73 // CaptureShield Functions
74 // =======================
76 float ctf_CaptureShield_CheckStatus(entity p)
80 float players_worseeq, players_total;
82 if(ctf_captureshield_max_ratio <= 0)
85 s = PlayerScore_Add(p, SP_SCORE, 0);
86 if(s >= -ctf_captureshield_min_negscore)
89 players_total = players_worseeq = 0;
94 se = PlayerScore_Add(e, SP_SCORE, 0);
100 // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
101 // use this rule here
103 if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
109 void ctf_CaptureShield_Update(entity player, float wanted_status)
111 float updated_status = ctf_CaptureShield_CheckStatus(player);
112 if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
114 if(updated_status) // TODO csqc notifier for this // Samual: How?
115 Send_CSQC_Centerprint_Generic(player, CPID_CTF_CAPTURESHIELD, "^3You are now ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Make some defensive scores before trying again.", 5, 0);
117 Send_CSQC_Centerprint_Generic(player, CPID_CTF_CAPTURESHIELD, "^3You are now free.\n\n^3Feel free to ^1try to capture^3 the flag again\n^3if you think you will succeed.", 5, 0);
119 player.ctf_captureshielded = updated_status;
123 float ctf_CaptureShield_Customize()
125 if not(other.ctf_captureshielded) { return FALSE; }
126 if(self.team == other.team) { return FALSE; }
131 void ctf_CaptureShield_Touch()
133 if not(other.ctf_captureshielded) { return; }
134 if(self.team == other.team) { return; }
136 vector mymid = (self.absmin + self.absmax) * 0.5;
137 vector othermid = (other.absmin + other.absmax) * 0.5;
139 Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
140 Send_CSQC_Centerprint_Generic(other, CPID_CTF_CAPTURESHIELD, "^3You are ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Get some defensive scores before trying again.", 5, 0);
143 void ctf_CaptureShield_Spawn(entity flag)
145 entity shield = spawn();
148 shield.team = self.team;
149 shield.touch = ctf_CaptureShield_Touch;
150 shield.customizeentityforclient = ctf_CaptureShield_Customize;
151 shield.classname = "ctf_captureshield";
152 shield.effects = EF_ADDITIVE;
153 shield.movetype = MOVETYPE_NOCLIP;
154 shield.solid = SOLID_TRIGGER;
155 shield.avelocity = '7 0 11';
158 setorigin(shield, self.origin);
159 setmodel(shield, "models/ctf/shield.md3");
160 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
164 // ====================
165 // Drop/Pass/Throw Code
166 // ====================
168 void ctf_Handle_Drop(entity flag, entity player, float droptype)
171 player = (player ? player : flag.pass_sender);
174 flag.movetype = MOVETYPE_TOSS;
175 flag.takedamage = DAMAGE_YES;
176 flag.health = flag.max_flag_health;
177 flag.ctf_droptime = time;
178 flag.ctf_dropper = player;
179 flag.ctf_status = FLAG_DROPPED;
181 // messages and sounds
182 Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
183 sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTN_NONE);
184 ctf_EventLog("dropped", player.team, player);
187 PlayerTeamScore_AddScore(player, -ctf_ReadScore("penalty_drop"));
188 PlayerScore_Add(player, SP_CTF_DROPS, 1);
191 if(autocvar_g_ctf_flag_dropped_waypoint)
192 WaypointSprite_Spawn("flagdropped", 0, 0, flag, FLAG_WAYPOINT_OFFSET, world, ((autocvar_g_ctf_flag_dropped_waypoint == 2) ? 0 : player.team), flag, wps_flagdropped, TRUE, RADARICON_FLAG, WPCOLOR_DROPPEDFLAG(flag.team));
194 if(autocvar_g_ctf_flag_return_time || (autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health))
196 WaypointSprite_UpdateMaxHealth(flag.wps_flagdropped, flag.max_flag_health);
197 WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health);
200 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
202 if(droptype == DROP_PASS)
204 flag.pass_sender = world;
205 flag.pass_target = world;
209 void ctf_Handle_Retrieve(entity flag, entity player)
211 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
212 entity sender = flag.pass_sender;
214 // transfer flag to player
215 flag.ctf_carrier = player;
217 flag.owner.flagcarried = flag;
220 setattachment(flag, player, "");
221 setorigin(flag, FLAG_CARRY_OFFSET);
222 flag.movetype = MOVETYPE_NONE;
223 flag.takedamage = DAMAGE_NO;
224 flag.solid = SOLID_NOT;
225 flag.ctf_carrier = player;
226 flag.ctf_status = FLAG_CARRY;
228 // messages and sounds
229 sound(player, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTN_NORM);
230 ctf_EventLog("recieve", flag.team, player);
231 FOR_EACH_PLAYER(tmp_player)
232 if(tmp_player == sender)
233 centerprint(tmp_player, strcat("You passed the ", flag.netname, " to ", player.netname));
234 else if(tmp_player == player)
235 centerprint(tmp_player, strcat("You recieved the ", flag.netname, " from ", sender.netname));
236 else if(tmp_player.team == sender.team)
237 centerprint(tmp_player, strcat(sender.netname, " passed the ", flag.netname, " to ", player.netname));
239 // create new waypoint
240 ctf_FlagcarrierWaypoints(player);
242 sender.throw_antispam = time + autocvar_g_ctf_pass_wait;
243 player.throw_antispam = sender.throw_antispam;
245 flag.pass_sender = world;
246 flag.pass_target = world;
249 void ctf_Handle_Throw(entity player, entity reciever, float droptype)
251 entity flag = player.flagcarried;
253 if(!flag) { return; }
254 if((droptype == DROP_PASS) && !reciever) { return; }
256 if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
259 setattachment(flag, world, "");
260 setorigin(flag, player.origin + FLAG_DROP_OFFSET);
261 flag.owner.flagcarried = world;
263 flag.solid = SOLID_TRIGGER;
264 flag.ctf_droptime = time;
266 flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS
272 vector targ_origin = (0.5 * (reciever.absmin + reciever.absmax));
273 flag.velocity = (normalize(targ_origin - player.origin) * autocvar_g_ctf_pass_velocity);
279 makevectors((player.v_angle_y * '0 1 0') + (player.v_angle_x * '0.5 0 0'));
280 flag.velocity = W_CalculateProjectileVelocity(player.velocity, ('0 0 200' + (v_forward * autocvar_g_ctf_drop_velocity)), FALSE);
286 flag.velocity = '0 0 0'; // do nothing
293 flag.velocity = ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom()));
303 flag.movetype = MOVETYPE_FLY;
304 flag.takedamage = DAMAGE_NO;
305 flag.pass_sender = player;
306 flag.pass_target = reciever;
307 flag.ctf_status = FLAG_PASSING;
310 sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTN_NORM);
311 ctf_EventLog("pass", flag.team, player);
312 te_lightning2(world, reciever.origin, player.origin);
326 ctf_Handle_Drop(flag, player, droptype);
331 // kill old waypointsprite
332 WaypointSprite_Ping(player.wps_flagcarrier);
333 WaypointSprite_Kill(player.wps_flagcarrier);
335 if(player.wps_enemyflagcarrier)
336 WaypointSprite_Kill(player.wps_enemyflagcarrier);
339 //ctf_CaptureShield_Update(player, 0); // shield only
347 void ctf_Handle_Capture(entity flag, entity toucher, float capturetype)
349 entity enemy_flag = ((capturetype == CAPTURE_NORMAL) ? toucher.flagcarried : toucher);
350 entity player = ((capturetype == CAPTURE_NORMAL) ? toucher : enemy_flag.ctf_dropper);
352 if not(player) { return; } // without someone to give the reward to, we can't possibly cap
354 // messages and sounds
355 Send_KillNotification(player.netname, enemy_flag.netname, ctf_CaptureRecord(enemy_flag, player), INFO_CAPTUREFLAG, MSG_INFO);
356 sound(player, CH_TRIGGER, flag.snd_flag_capture, VOL_BASE, ATTN_NONE);
360 case CAPTURE_NORMAL: ctf_EventLog("capture", enemy_flag.team, player); break;
361 case CAPTURE_DROPPED: ctf_EventLog("droppedcapture", enemy_flag.team, player); break;
366 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_capture"));
367 PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
370 if(autocvar_g_ctf_flag_capture_effects)
372 pointparticles(particleeffectnum((player.team == COLOR_TEAM1) ? "red_ground_quake" : "blue_ground_quake"), flag.origin, '0 0 0', 1);
373 shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
377 if(capturetype == CAPTURE_NORMAL)
379 WaypointSprite_Kill(player.wps_flagcarrier);
380 if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
384 player.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
385 ctf_RespawnFlag(enemy_flag);
388 void ctf_Handle_Return(entity flag, entity player)
390 // messages and sounds
391 //centerprint(player, strcat("You returned the ", flag.netname));
392 Send_KillNotification (player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO);
393 sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTN_NONE);
394 ctf_EventLog("return", flag.team, player);
397 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_return")); // reward for return
398 PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
400 TeamScore_AddToTeam(flag.ctf_dropper.team, ST_SCORE, -ctf_ReadScore("penalty_returned")); // punish the team who was last carrying it
401 FOR_EACH_PLAYER(player) if(player == flag.ctf_dropper) // punish the player who dropped the flag
403 PlayerScore_Add(player, SP_SCORE, -ctf_ReadScore("penalty_returned"));
404 ctf_CaptureShield_Update(player, 0); // shield only
408 flag.ctf_dropper.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
409 ctf_RespawnFlag(flag);
412 void ctf_Handle_Pickup(entity flag, entity player, float pickuptype)
415 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
416 string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
417 float pickup_dropped_score; // used to calculate dropped pickup score
419 // attach the flag to the player
421 player.flagcarried = flag;
422 setattachment(flag, player, "");
423 setorigin(flag, FLAG_CARRY_OFFSET);
426 flag.movetype = MOVETYPE_NONE;
427 flag.takedamage = DAMAGE_NO;
428 flag.solid = SOLID_NOT;
429 flag.angles = '0 0 0';
430 flag.ctf_carrier = player;
431 flag.ctf_status = FLAG_CARRY;
435 case PICKUP_BASE: flag.ctf_pickuptime = time; break; // used for timing runs
436 case PICKUP_DROPPED: flag.health = flag.max_flag_health; break; // reset health/return timelimit
440 // messages and sounds
441 Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO);
442 sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTN_NONE);
443 verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat(Team_ColorCode(player.team), "(^7", player.netname, Team_ColorCode(player.team), ") ") : "");
445 FOR_EACH_PLAYER(tmp_player)
446 if(tmp_player == player)
447 centerprint(tmp_player, strcat("You got the ", flag.netname, "!"));
448 else if(tmp_player.team == player.team)
449 centerprint(tmp_player, strcat("Your ", Team_ColorCode(player.team), "team mate ", verbosename, "^7got the flag! Protect them!"));
450 else if(tmp_player.team == flag.team)
451 centerprint(tmp_player, strcat("The ", Team_ColorCode(player.team), "enemy ", verbosename, "^7got your flag! Retrieve it!"));
455 case PICKUP_BASE: ctf_EventLog("steal", flag.team, player); break;
456 case PICKUP_DROPPED: ctf_EventLog("pickup", flag.team, player); break;
461 PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
466 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_pickup_base"));
472 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);
473 pickup_dropped_score = floor((ctf_ReadScore("score_pickup_dropped_late") * (1 - pickup_dropped_score) + ctf_ReadScore("score_pickup_dropped_early") * pickup_dropped_score) + 0.5);
474 print("pickup_dropped_score is ", ftos(pickup_dropped_score), "\n");
475 PlayerTeamScore_AddScore(player, pickup_dropped_score);
483 if(pickuptype == PICKUP_BASE)
485 flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
486 if((player.speedrunning) && (ctf_captimerecord))
487 ctf_FakeTimeLimit(player, time + ctf_captimerecord);
491 if(autocvar_g_ctf_flag_pickup_effects)
492 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
495 if(pickuptype == PICKUP_DROPPED) { WaypointSprite_Kill(flag.wps_flagdropped); }
496 ctf_FlagcarrierWaypoints(player);
497 WaypointSprite_Ping(player.wps_flagcarrier);
501 // ===================
502 // Main Flag Functions
503 // ===================
505 void ctf_CheckFlagReturn(entity flag)
507 if(flag.wps_flagdropped) { WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health); }
509 if((flag.health <= 0) || (time >= flag.ctf_droptime + autocvar_g_ctf_flag_return_time))
511 bprint("The ", flag.netname, " has returned to base\n");
512 sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTN_NONE);
513 ctf_EventLog("returned", flag.team, world);
514 ctf_RespawnFlag(flag);
518 void ctf_FlagDamage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
520 if(ITEM_DAMAGE_NEEDKILL(deathtype))
522 // automatically kill the flag and return it
524 ctf_CheckFlagReturn(self);
528 if(autocvar_g_ctf_flag_return_damage)
530 self.health = self.health - damage;
531 ctf_CheckFlagReturn(self);
541 self.nextthink = time + FLAG_THINKRATE; // only 5 fps, more is unnecessary.
544 if(self == ctf_worldflaglist) // only for the first flag
545 FOR_EACH_CLIENT(tmp_entity)
546 ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
549 if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
550 dprint("wtf the flag got squashed?\n");
551 tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
552 if(!trace_startsolid) // can we resize it without getting stuck?
553 setsize(self, FLAG_MIN, FLAG_MAX); }
556 switch(self.ctf_status)
560 if(autocvar_g_ctf_dropped_capture_radius)
562 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
563 if(tmp_entity.ctf_status == FLAG_DROPPED)
564 if(vlen(self.origin - tmp_entity.origin) < autocvar_g_ctf_dropped_capture_radius)
565 ctf_Handle_Capture(self, tmp_entity, CAPTURE_DROPPED);
572 if(autocvar_g_ctf_flag_return_dropped)
574 if((vlen(self.origin - self.ctf_spawnorigin) <= autocvar_g_ctf_flag_return_dropped) || (autocvar_g_ctf_flag_return_dropped == -1))
577 ctf_CheckFlagReturn(self);
581 if(autocvar_g_ctf_flag_return_time)
583 self.health -= ((self.max_flag_health / autocvar_g_ctf_flag_return_time) * FLAG_THINKRATE);
584 ctf_CheckFlagReturn(self);
592 if(self.speedrunning && ctf_captimerecord && (time >= self.ctf_pickuptime + ctf_captimerecord))
594 bprint("The ", self.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n");
595 sound(self, CH_TRIGGER, self.snd_flag_respawn, VOL_BASE, ATTN_NONE);
596 ctf_EventLog("returned", self.team, world);
597 ctf_RespawnFlag(tmp_entity);
601 self.impulse = CHIMPULSE_SPEEDRUN; // move the player back to the waypoint they set
606 if(autocvar_g_ctf_flagcarrier_waypointforenemy_time)
607 if((time >= self.ctf_pickuptime + autocvar_g_ctf_flagcarrier_waypointforenemy_time) && !self.owner.wps_enemyflagcarrier)
609 WaypointSprite_Spawn("enemyflagcarrier", 0, 0, self.owner, FLAG_WAYPOINT_OFFSET, world, self.team, self.owner, wps_enemyflagcarrier, TRUE, RADARICON_FLAG, WPCOLOR_ENEMYFC(self.owner.team));
611 FOR_EACH_PLAYER(tmp_entity)
612 centerprint(tmp_entity, strcat(self.owner.netname, " held on to the ", self.netname, " for ", ftos(autocvar_g_ctf_flagcarrier_waypointforenemy_time), " seconds"));
618 case FLAG_PASSING: // todo make work with warpzones
620 vector targ_origin = ((self.pass_target.absmin + self.pass_target.absmax) * 0.5);
622 traceline(self.origin, targ_origin, MOVE_NOMONSTERS, self);
624 if((self.pass_target.deadflag != DEAD_NO)
625 || (vlen(self.origin - targ_origin) > autocvar_g_ctf_pass_radius)
626 || ((trace_fraction < 1) && (trace_ent != self.pass_target))
627 || (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit))
629 ctf_Handle_Drop(self, world, DROP_PASS);
631 else // still a viable target, go for it
633 vector desired_direction = normalize(targ_origin - self.origin);
634 vector current_direction = normalize(self.velocity);
636 self.velocity = (normalize(current_direction + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_pass_velocity);
641 default: // this should never happen
643 dprint("ctf_FlagThink(): Flag exists with no status?\n");
651 if(gameover) { return; }
652 if(!self) { return; }
653 if(other.deadflag != DEAD_NO) { return; }
654 if(ITEM_TOUCH_NEEDKILL())
656 // automatically kill the flag and return it
658 ctf_CheckFlagReturn(self);
661 if(other.classname != "player") // The flag just touched an object, most likely the world
663 if(time > self.wait) // if we haven't in a while, play a sound/effect
665 pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
666 sound(self, CH_TRIGGER, self.snd_flag_touch, VOL_BASE, ATTN_NORM);
667 self.wait = time + FLAG_TOUCHRATE;
672 switch(self.ctf_status)
676 if((other.team == self.team) && (other.flagcarried) && (other.flagcarried.team != self.team))
677 ctf_Handle_Capture(self, other, CAPTURE_NORMAL); // other just captured the enemies flag to his base
678 else if((other.team != self.team) && (!other.flagcarried) && (!other.ctf_captureshielded) && (time > other.next_take_time))
679 ctf_Handle_Pickup(self, other, PICKUP_BASE); // other just stole the enemies flag
685 if(other.team == self.team)
686 ctf_Handle_Return(self, other); // other just returned his own flag
687 else if((!other.flagcarried) && ((other != self.ctf_dropper) || (time > self.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
688 ctf_Handle_Pickup(self, other, PICKUP_DROPPED); // other just picked up a dropped enemy flag
694 dprint("Someone touched a flag even though it was being carried?\n");
700 if((other.classname == "player") && (other.deadflag == DEAD_NO) && (other != self.pass_sender))
702 if(IsDifferentTeam(other, self.pass_sender))
703 ctf_Handle_Return(self, other);
705 ctf_Handle_Retrieve(self, other);
710 default: // this should never happen
712 dprint("Touch: Flag exists with no status?\n");
718 void ctf_RespawnFlag(entity flag)
720 // reset the player (if there is one)
721 if((flag.owner) && (flag.owner.flagcarried == flag))
723 if(flag.owner.wps_enemyflagcarrier)
724 WaypointSprite_Kill(flag.owner.wps_enemyflagcarrier);
726 WaypointSprite_Kill(flag.wps_flagcarrier);
728 flag.owner.flagcarried = world;
730 if(flag.speedrunning)
731 ctf_FakeTimeLimit(flag.owner, -1);
734 if((flag.ctf_status == FLAG_DROPPED) && (flag.wps_flagdropped))
735 { WaypointSprite_Kill(flag.wps_flagdropped); }
738 setattachment(flag, world, "");
739 setorigin(flag, flag.ctf_spawnorigin);
741 flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
742 flag.takedamage = DAMAGE_NO;
743 flag.health = flag.max_flag_health;
744 flag.solid = SOLID_TRIGGER;
745 flag.velocity = '0 0 0';
746 flag.angles = flag.mangle;
747 flag.flags = FL_ITEM | FL_NOTARGET;
749 flag.ctf_status = FLAG_BASE;
751 flag.pass_sender = world;
752 flag.pass_target = world;
753 flag.ctf_carrier = world;
754 flag.ctf_dropper = world;
755 flag.ctf_pickuptime = 0;
756 flag.ctf_droptime = 0;
762 if(self.owner.classname == "player")
763 ctf_Handle_Throw(self.owner, world, DROP_RESET);
765 ctf_RespawnFlag(self);
768 void ctf_DelayedFlagSetup(void) // called after a flag is placed on a map by ctf_FlagSetup()
771 float teamnumber = ((self.team == COLOR_TEAM1) ? TRUE : FALSE); // if we were originally 1, this will become 0. If we were originally 0, this will become 1.
774 waypoint_spawnforitem_force(self, self.origin);
775 self.nearestwaypointtimeout = 0; // activate waypointing again
776 self.bot_basewaypoint = self.nearestwaypoint;
779 WaypointSprite_SpawnFixed(((teamnumber) ? "redbase" : "bluebase"), self.origin + FLAG_WAYPOINT_OFFSET, self, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
780 WaypointSprite_UpdateTeamRadar(self.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE));
782 // captureshield setup
783 ctf_CaptureShield_Spawn(self);
786 void ctf_FlagSetup(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
789 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.
790 self = flag; // for later usage with droptofloor()
793 flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist
794 ctf_worldflaglist = flag;
796 setattachment(flag, world, "");
798 flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
799 flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue)
800 flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
801 flag.classname = "item_flag_team";
802 flag.target = "###item###"; // wut?
803 flag.flags = FL_ITEM | FL_NOTARGET;
804 flag.solid = SOLID_TRIGGER;
805 flag.takedamage = DAMAGE_NO;
806 flag.damageforcescale = autocvar_g_ctf_flag_damageforcescale;
807 flag.max_flag_health = ((autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health) ? autocvar_g_ctf_flag_health : 100);
808 flag.health = flag.max_flag_health;
809 flag.event_damage = ctf_FlagDamage;
810 flag.pushable = TRUE;
811 flag.damagedbytriggers = autocvar_g_ctf_flag_return_when_unreachable;
812 flag.damagedbycontents = autocvar_g_ctf_flag_return_when_unreachable;
813 flag.velocity = '0 0 0';
814 flag.mangle = flag.angles;
815 flag.reset = ctf_Reset;
816 flag.touch = ctf_FlagTouch;
817 flag.think = ctf_FlagThink;
818 flag.nextthink = time + FLAG_THINKRATE;
819 flag.ctf_status = FLAG_BASE;
821 if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
822 if(!flag.scale) { flag.scale = FLAG_SCALE; }
823 if(!flag.skin) { flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin); }
826 if(!flag.snd_flag_taken) { flag.snd_flag_taken = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
827 if(!flag.snd_flag_returned) { flag.snd_flag_returned = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
828 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
829 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.
830 if(!flag.snd_flag_dropped) { flag.snd_flag_dropped = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
831 if(!flag.snd_flag_touch) { flag.snd_flag_touch = "keepaway/touch.wav"; } // again has no team-based sound // FIXME
834 precache_sound(flag.snd_flag_taken);
835 precache_sound(flag.snd_flag_returned);
836 precache_sound(flag.snd_flag_capture);
837 precache_sound(flag.snd_flag_respawn);
838 precache_sound(flag.snd_flag_dropped);
839 precache_sound(flag.snd_flag_touch);
840 precache_model(flag.model);
841 precache_model("models/ctf/shield.md3");
842 precache_model("models/ctf/shockwavetransring.md3");
845 setmodel(flag, flag.model); // precision set below
846 setsize(flag, FLAG_MIN, FLAG_MAX);
847 setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET));
849 if(autocvar_g_ctf_flag_glowtrails)
851 flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
856 flag.effects |= EF_LOWPRECISION;
857 if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
858 if(autocvar_g_ctf_dynamiclights) { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
861 if((flag.spawnflags & 1) || flag.noalign) // don't drop to floor, just stay at fixed location
863 flag.dropped_origin = flag.origin;
865 flag.movetype = MOVETYPE_NONE;
867 else // drop to floor, automatically find a platform and set that as spawn origin
869 flag.noalign = FALSE;
872 flag.movetype = MOVETYPE_TOSS;
875 InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION);
883 MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
886 { ctf_Handle_Throw(self, world, DROP_NORMAL); }
891 MUTATOR_HOOKFUNCTION(ctf_PortalTeleport)
894 if(!autocvar_g_ctf_portalteleport)
895 { ctf_Handle_Throw(self, world, DROP_NORMAL); }
900 MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
904 // initially clear items so they can be set as necessary later.
905 self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST
906 | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
908 // scan through all the flags and notify the client about them
909 for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
911 if(flag.ctf_status == FLAG_CARRY)
912 if(flag.owner == self)
913 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
915 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag
916 else if(flag.ctf_status == FLAG_DROPPED)
917 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
920 // item for stopping players from capturing the flag too often
921 if(self.ctf_captureshielded)
922 self.items |= IT_CTF_SHIELDED;
924 // update the health of the flag carrier waypointsprite
925 if(self.wps_flagcarrier)
926 WaypointSprite_UpdateHealth(self.wps_flagcarrier, self.health);
931 MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
933 if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
935 if(frag_target == frag_attacker) // damage done to yourself
937 frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
938 frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
940 else // damage done everyone else
942 frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
943 frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
949 MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
952 return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true
955 MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
957 entity player = self;
959 if(time > player.throw_antispam)
961 // pass the flag to a team mate
962 if(autocvar_g_ctf_pass)
964 entity head, closest_target;
965 head = findradius(player.origin, autocvar_g_ctf_pass_radius);
967 while(head) // find the closest acceptable target to pass to
969 if(head.classname == "player" && head.deadflag == DEAD_NO)
970 if(head != player && !IsDifferentTeam(head, player))
971 if(!player.speedrunning && !head.speedrunning)
973 traceline(player.origin, head.origin, MOVE_NOMONSTERS, player);
974 if not((trace_fraction < 1) && (trace_ent != head))
976 if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried)
978 if(clienttype(head) == CLIENTTYPE_BOT)
980 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
981 ctf_Handle_Throw(head, player, DROP_PASS);
985 centerprint(head, strcat(player.netname, " requests you to pass the ", head.flagcarried.netname));
986 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
988 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
991 else if(player.flagcarried)
993 if(closest_target) { if(vlen(player.origin - head.origin) < vlen(player.origin - closest_target.origin)) { closest_target = head; } }
994 else { closest_target = head; }
1001 if(closest_target) { ctf_Handle_Throw(player, closest_target, DROP_PASS); return 0; }
1004 // throw the flag in front of you
1005 if(autocvar_g_ctf_drop && player.flagcarried && !player.speedrunning)
1006 { ctf_Handle_Throw(player, world, DROP_THROW); }
1016 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
1017 CTF Starting point for a player in team one (Red).
1018 Keys: "angle" viewing angle when spawning. */
1019 void spawnfunc_info_player_team1()
1021 if(g_assault) { remove(self); return; }
1023 self.team = COLOR_TEAM1; // red
1024 spawnfunc_info_player_deathmatch();
1028 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
1029 CTF Starting point for a player in team two (Blue).
1030 Keys: "angle" viewing angle when spawning. */
1031 void spawnfunc_info_player_team2()
1033 if(g_assault) { remove(self); return; }
1035 self.team = COLOR_TEAM2; // blue
1036 spawnfunc_info_player_deathmatch();
1039 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
1040 CTF Starting point for a player in team three (Yellow).
1041 Keys: "angle" viewing angle when spawning. */
1042 void spawnfunc_info_player_team3()
1044 if(g_assault) { remove(self); return; }
1046 self.team = COLOR_TEAM3; // yellow
1047 spawnfunc_info_player_deathmatch();
1051 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
1052 CTF Starting point for a player in team four (Purple).
1053 Keys: "angle" viewing angle when spawning. */
1054 void spawnfunc_info_player_team4()
1056 if(g_assault) { remove(self); return; }
1058 self.team = COLOR_TEAM4; // purple
1059 spawnfunc_info_player_deathmatch();
1062 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1063 CTF flag for team one (Red).
1065 "angle" Angle the flag will point (minus 90 degrees)...
1066 "model" model to use, note this needs red and blue as skins 0 and 1...
1067 "noise" sound played when flag is picked up...
1068 "noise1" sound played when flag is returned by a teammate...
1069 "noise2" sound played when flag is captured...
1070 "noise3" sound played when flag is lost in the field and respawns itself...
1071 "noise4" sound played when flag is dropped by a player...
1072 "noise5" sound played when flag touches the ground... */
1073 void spawnfunc_item_flag_team1()
1075 if(!g_ctf) { remove(self); return; }
1077 ctf_FlagSetup(1, self); // 1 = red
1080 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1081 CTF flag for team two (Blue).
1083 "angle" Angle the flag will point (minus 90 degrees)...
1084 "model" model to use, note this needs red and blue as skins 0 and 1...
1085 "noise" sound played when flag is picked up...
1086 "noise1" sound played when flag is returned by a teammate...
1087 "noise2" sound played when flag is captured...
1088 "noise3" sound played when flag is lost in the field and respawns itself...
1089 "noise4" sound played when flag is dropped by a player...
1090 "noise5" sound played when flag touches the ground... */
1091 void spawnfunc_item_flag_team2()
1093 if(!g_ctf) { remove(self); return; }
1095 ctf_FlagSetup(0, self); // the 0 is misleading, but -- 0 = blue.
1098 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
1099 Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
1100 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.
1102 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
1103 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
1104 void spawnfunc_ctf_team()
1106 if(!g_ctf) { remove(self); return; }
1108 self.classname = "ctf_team";
1109 self.team = self.cnt + 1;
1117 // code from here on is just to support maps that don't have flag and team entities
1118 void ctf_SpawnTeam (string teamname, float teamcolor)
1123 self.classname = "ctf_team";
1124 self.netname = teamname;
1125 self.cnt = teamcolor;
1127 spawnfunc_ctf_team();
1132 void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
1134 // if no teams are found, spawn defaults
1135 if(find(world, classname, "ctf_team") == world)
1137 print("No ""ctf_team"" entities found on this map, creating them anyway.\n");
1138 ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
1139 ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
1145 void ctf_Initialize()
1147 ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
1149 ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
1150 ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
1151 ctf_captureshield_force = autocvar_g_ctf_shield_force;
1153 InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
1157 MUTATOR_DEFINITION(gamemode_ctf)
1159 MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY);
1160 MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY);
1161 MUTATOR_HOOK(PlayerDies, ctf_RemovePlayer, CBC_ORDER_ANY);
1162 MUTATOR_HOOK(PortalTeleport, ctf_PortalTeleport, CBC_ORDER_ANY);
1163 MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
1164 MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
1165 MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
1166 MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY);
1170 if(time > 1) // game loads at time 1
1171 error("This is a game type and it cannot be added at runtime.");
1179 error("This is a game type and it cannot be removed at runtime.");