1 // ================================================================
2 // Official capture the flag game mode coding, reworked by Samual
3 // Last updated: March 30th, 2012
4 // ================================================================
6 float ctf_ReadScore(string parameter) // make this obsolete
8 //if(g_ctf_win_mode != 2)
9 return cvar(strcat("g_ctf_personal", parameter));
11 // return cvar(strcat("g_ctf_flag", parameter));
14 void ctf_FakeTimeLimit(entity e, float t)
17 WriteByte(MSG_ONE, 3); // svc_updatestat
18 WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
20 WriteCoord(MSG_ONE, autocvar_timelimit);
22 WriteCoord(MSG_ONE, (t + 1) / 60);
25 void ctf_EventLog(string mode, float flagteam, entity actor) // use an alias for easy changing and quick editing later
27 if(autocvar_sv_eventlog)
28 GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
31 string ctf_CaptureRecord(entity flag, entity player)
33 float cap_time, cap_record, success;
34 string cap_message, refername;
36 if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots))
38 cap_record = ctf_captimerecord;
39 cap_time = (time - flag.ctf_pickuptime);
41 refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
42 refername = ((refername == player.netname) ? "their" : strcat(refername, "^7's"));
44 if(!ctf_captimerecord)
45 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds"); success = TRUE; }
46 else if(cap_time < cap_record)
47 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, breaking ", refername, " previous record of ", ftos_decimals(cap_record, 2), " seconds"); success = TRUE; }
49 { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, failing to break ", refername, " record of ", ftos_decimals(cap_record, 2), " seconds"); success = FALSE; }
53 ctf_captimerecord = cap_time;
54 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time));
55 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname);
56 write_recordmarker(player, (time - cap_time), cap_time);
63 void ctf_FlagcarrierWaypoints(entity player)
65 WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE, RADARICON_FLAG, '1 1 0');
66 WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
67 WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
68 WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, '1 1 0');
72 // =======================
73 // CaptureShield Functions
74 // =======================
76 float ctf_CaptureShield_CheckStatus(entity p)
80 float players_worseeq, players_total;
82 if(ctf_captureshield_max_ratio <= 0)
85 s = PlayerScore_Add(p, SP_SCORE, 0);
86 if(s >= -ctf_captureshield_min_negscore)
89 players_total = players_worseeq = 0;
94 se = PlayerScore_Add(e, SP_SCORE, 0);
100 // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
101 // use this rule here
103 if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
109 void ctf_CaptureShield_Update(entity player, float wanted_status)
111 float updated_status = ctf_CaptureShield_CheckStatus(player);
112 if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
114 if(updated_status) // TODO csqc notifier for this // Samual: How?
115 Send_CSQC_Centerprint_Generic(player, CPID_CTF_CAPTURESHIELD, "^3You are now ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Make some defensive scores before trying again.", 5, 0);
117 Send_CSQC_Centerprint_Generic(player, CPID_CTF_CAPTURESHIELD, "^3You are now free.\n\n^3Feel free to ^1try to capture^3 the flag again\n^3if you think you will succeed.", 5, 0);
119 player.ctf_captureshielded = updated_status;
123 float ctf_CaptureShield_Customize()
125 if not(other.ctf_captureshielded) { return FALSE; }
126 if(self.team == other.team) { return FALSE; }
131 void ctf_CaptureShield_Touch()
133 if not(other.ctf_captureshielded) { return; }
134 if(self.team == other.team) { return; }
136 vector mymid = (self.absmin + self.absmax) * 0.5;
137 vector othermid = (other.absmin + other.absmax) * 0.5;
139 Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
140 Send_CSQC_Centerprint_Generic(other, CPID_CTF_CAPTURESHIELD, "^3You are ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Get some defensive scores before trying again.", 5, 0);
143 void ctf_CaptureShield_Spawn(entity flag)
145 entity shield = spawn();
148 shield.team = self.team;
149 shield.touch = ctf_CaptureShield_Touch;
150 shield.customizeentityforclient = ctf_CaptureShield_Customize;
151 shield.classname = "ctf_captureshield";
152 shield.effects = EF_ADDITIVE;
153 shield.movetype = MOVETYPE_NOCLIP;
154 shield.solid = SOLID_TRIGGER;
155 shield.avelocity = '7 0 11';
158 setorigin(shield, self.origin);
159 setmodel(shield, "models/ctf/shield.md3");
160 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
164 // ====================
165 // Drop/Pass/Throw Code
166 // ====================
168 void ctf_Handle_Drop(entity flag, entity player, float droptype)
171 player = (player ? player : flag.pass_sender);
174 flag.movetype = MOVETYPE_TOSS;
175 flag.takedamage = DAMAGE_YES;
176 flag.health = flag.max_flag_health;
177 flag.ctf_droptime = time;
178 flag.ctf_dropper = player;
179 flag.ctf_status = FLAG_DROPPED;
181 // messages and sounds
182 Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
183 sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTN_NONE);
184 ctf_EventLog("dropped", player.team, player);
187 PlayerTeamScore_AddScore(player, -ctf_ReadScore("penalty_drop"));
188 PlayerScore_Add(player, SP_CTF_DROPS, 1);
191 if(autocvar_g_ctf_flag_dropped_waypoint)
192 WaypointSprite_Spawn("flagdropped", 0, 0, flag, '0 0 64', world, ((autocvar_g_ctf_flag_dropped_waypoint == 2) ? 0 : player.team), flag, wps_flagdropped, FALSE, RADARICON_FLAG, '0 0.5 0' + ((flag.team == COLOR_TEAM1) ? '0.75 0 0' : '0 0 0.75')); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
194 if(autocvar_g_ctf_flag_return_time || (autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health))
196 WaypointSprite_UpdateMaxHealth(flag.wps_flagdropped, flag.max_flag_health);
197 WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health);
200 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
202 if(droptype == DROP_PASS)
204 flag.pass_sender = world;
205 flag.pass_target = world;
209 void ctf_Handle_Retrieve(entity flag, entity player)
211 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
212 entity sender = flag.pass_sender;
214 // transfer flag to player
215 flag.ctf_carrier = player;
217 flag.owner.flagcarried = flag;
220 setattachment(flag, player, "");
221 setorigin(flag, FLAG_CARRY_OFFSET);
222 flag.movetype = MOVETYPE_NONE;
223 flag.takedamage = DAMAGE_NO;
224 flag.solid = SOLID_NOT;
225 flag.ctf_carrier = player;
226 flag.ctf_status = FLAG_CARRY;
228 // messages and sounds
229 sound(player, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTN_NORM);
230 ctf_EventLog("recieve", flag.team, player);
231 FOR_EACH_PLAYER(tmp_player)
232 if(tmp_player == sender)
233 centerprint(tmp_player, strcat("You passed the ", flag.netname, " to ", player.netname));
234 else if(tmp_player == player)
235 centerprint(tmp_player, strcat("You recieved the ", flag.netname, " from ", sender.netname));
236 else if(tmp_player.team == sender.team)
237 centerprint(tmp_player, strcat(sender.netname, " passed the ", flag.netname, " to ", player.netname));
239 // create new waypoint
240 ctf_FlagcarrierWaypoints(player);
242 sender.throw_antispam = time + autocvar_g_ctf_pass_wait;
243 player.throw_antispam = sender.throw_antispam;
245 flag.pass_sender = world;
246 flag.pass_target = world;
249 void ctf_Handle_Throw(entity player, entity reciever, float droptype)
251 entity flag = player.flagcarried;
253 if(!flag) { return; }
254 if((droptype == DROP_PASS) && !reciever) { return; }
256 if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
259 setattachment(flag, world, "");
260 setorigin(flag, player.origin + FLAG_DROP_OFFSET);
261 flag.owner.flagcarried = world;
263 flag.solid = SOLID_TRIGGER;
264 flag.ctf_droptime = time;
266 flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS
272 vector targ_origin = (0.5 * (reciever.absmin + reciever.absmax));
273 flag.velocity = (normalize(targ_origin - player.origin) * autocvar_g_ctf_throw_velocity);
279 makevectors((player.v_angle_y * '0 1 0') + (player.v_angle_x * '0.5 0 0'));
280 flag.velocity = W_CalculateProjectileVelocity(player.velocity, ('0 0 200' + (v_forward * autocvar_g_ctf_throw_velocity)), FALSE);
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);
336 //ctf_CaptureShield_Update(player, 0); // shield only
344 void ctf_Handle_Capture(entity flag, entity toucher, float capturetype)
346 entity enemy_flag = ((capturetype == CAPTURE_NORMAL) ? toucher.flagcarried : toucher);
347 entity player = ((capturetype == CAPTURE_NORMAL) ? toucher : enemy_flag.ctf_dropper);
349 if not(player) { return; } // without someone to give the reward to, we can't possibly cap
351 // messages and sounds
352 Send_KillNotification(player.netname, enemy_flag.netname, ctf_CaptureRecord(enemy_flag, player), INFO_CAPTUREFLAG, MSG_INFO);
353 sound(player, CH_TRIGGER, flag.snd_flag_capture, VOL_BASE, ATTN_NONE);
357 case CAPTURE_NORMAL: ctf_EventLog("capture", enemy_flag.team, player); break;
358 case CAPTURE_DROPPED: ctf_EventLog("droppedcapture", enemy_flag.team, player); break;
363 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_capture"));
364 PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
367 if(autocvar_g_ctf_flag_capture_effects)
369 pointparticles(particleeffectnum((player.team == COLOR_TEAM1) ? "red_ground_quake" : "blue_ground_quake"), flag.origin, '0 0 0', 1);
370 shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
374 if(capturetype == CAPTURE_NORMAL)
376 WaypointSprite_Kill(player.wps_flagcarrier);
377 if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
381 player.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
382 ctf_RespawnFlag(enemy_flag);
385 void ctf_Handle_Return(entity flag, entity player)
387 // messages and sounds
388 //centerprint(player, strcat("You returned the ", flag.netname));
389 Send_KillNotification (player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO);
390 sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTN_NONE);
391 ctf_EventLog("return", flag.team, player);
394 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_return")); // reward for return
395 PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
397 TeamScore_AddToTeam(((flag.team == COLOR_TEAM1) ? COLOR_TEAM2 : COLOR_TEAM1), ST_SCORE, -ctf_ReadScore("penalty_returned")); // punish the team who was last carrying it
398 FOR_EACH_PLAYER(player) if(player == flag.ctf_dropper) // punish the player who dropped the flag
400 PlayerScore_Add(player, SP_SCORE, -ctf_ReadScore("penalty_returned"));
401 ctf_CaptureShield_Update(player, 0); // shield only
405 ctf_RespawnFlag(flag);
408 void ctf_Handle_Pickup(entity flag, entity player, float pickuptype)
411 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
412 string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
413 float pickup_dropped_score; // used to calculate dropped pickup score
415 // attach the flag to the player
417 player.flagcarried = flag;
418 setattachment(flag, player, "");
419 setorigin(flag, FLAG_CARRY_OFFSET);
422 flag.movetype = MOVETYPE_NONE;
423 flag.takedamage = DAMAGE_NO;
424 flag.solid = SOLID_NOT;
425 flag.angles = '0 0 0';
426 flag.ctf_carrier = player;
427 flag.ctf_status = FLAG_CARRY;
431 case PICKUP_BASE: flag.ctf_pickuptime = time; break; // used for timing runs
432 case PICKUP_DROPPED: flag.health = flag.max_flag_health; break; // reset health/return timelimit
436 // messages and sounds
437 Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO);
438 sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTN_NONE);
439 verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat(Team_ColorCode(player.team), "(^7", player.netname, Team_ColorCode(player.team), ") ") : "");
441 FOR_EACH_PLAYER(tmp_player)
442 if(tmp_player == player)
443 centerprint(tmp_player, strcat("You got the ", flag.netname, "!"));
444 else if(tmp_player.team == player.team)
445 centerprint(tmp_player, strcat("Your ", Team_ColorCode(player.team), "team mate ", verbosename, "^7got the flag! Protect them!"));
446 else if(tmp_player.team == flag.team)
447 centerprint(tmp_player, strcat("The ", Team_ColorCode(player.team), "enemy ", verbosename, "^7got your flag! Retrieve it!"));
451 case PICKUP_BASE: ctf_EventLog("steal", flag.team, player); break;
452 case PICKUP_DROPPED: ctf_EventLog("pickup", flag.team, player); break;
457 PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
462 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_pickup_base"));
468 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);
469 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);
470 print("pickup_dropped_score is ", ftos(pickup_dropped_score), "\n");
471 PlayerTeamScore_AddScore(player, pickup_dropped_score);
479 if(pickuptype == PICKUP_BASE)
481 flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
482 if((player.speedrunning) && (ctf_captimerecord))
483 ctf_FakeTimeLimit(player, time + ctf_captimerecord);
487 if(autocvar_g_ctf_flag_pickup_effects)
488 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
491 if(pickuptype == PICKUP_DROPPED) { WaypointSprite_Kill(flag.wps_flagdropped); }
492 ctf_FlagcarrierWaypoints(player);
493 WaypointSprite_Ping(player.wps_flagcarrier);
497 // ===================
498 // Main Flag Functions
499 // ===================
501 void ctf_CheckFlagReturn(entity flag)
503 if(flag.wps_flagdropped) { WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health); }
505 if((flag.health <= 0) || (time > flag.ctf_droptime + autocvar_g_ctf_flag_return_time))
507 bprint("The ", flag.netname, " has returned to base\n");
508 sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTN_NONE);
509 ctf_EventLog("returned", flag.team, world);
510 ctf_RespawnFlag(flag);
514 void ctf_FlagDamage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
516 if(ITEM_DAMAGE_NEEDKILL(deathtype))
518 // automatically kill the flag and return it
520 ctf_CheckFlagReturn(self);
524 if(autocvar_g_ctf_flag_return_damage)
526 self.health = self.health - damage;
527 ctf_CheckFlagReturn(self);
537 self.nextthink = time + FLAG_THINKRATE; // only 5 fps, more is unnecessary.
540 if(self == ctf_worldflaglist) // only for the first flag
541 FOR_EACH_CLIENT(tmp_entity)
542 ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
545 if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
546 dprint("wtf the flag got squashed?\n");
547 tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
548 if(!trace_startsolid) // can we resize it without getting stuck?
549 setsize(self, FLAG_MIN, FLAG_MAX); }
552 switch(self.ctf_status)
556 if(autocvar_g_ctf_dropped_capture_radius)
558 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
559 if(tmp_entity.ctf_status == FLAG_DROPPED)
560 if(vlen(self.origin - tmp_entity.origin) < autocvar_g_ctf_dropped_capture_radius)
561 ctf_Handle_Capture(self, tmp_entity, CAPTURE_DROPPED);
568 if(autocvar_g_ctf_flag_return_dropped)
570 if((vlen(self.origin - self.ctf_spawnorigin) < autocvar_g_ctf_flag_return_dropped) || (autocvar_g_ctf_flag_return_dropped == -1))
573 ctf_CheckFlagReturn(self);
577 if(autocvar_g_ctf_flag_return_time)
579 self.health -= ((self.max_flag_health / autocvar_g_ctf_flag_return_time) * FLAG_THINKRATE);
580 ctf_CheckFlagReturn(self);
588 if((self.owner) && (self.speedrunning) && (ctf_captimerecord) && (time >= self.ctf_pickuptime + ctf_captimerecord))
590 bprint("The ", self.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n");
591 sound(self, CH_TRIGGER, self.snd_flag_respawn, VOL_BASE, ATTN_NONE);
592 ctf_EventLog("returned", self.team, world);
593 ctf_RespawnFlag(tmp_entity);
597 self.impulse = CHIMPULSE_SPEEDRUN; // move the player back to the waypoint they set
604 case FLAG_PASSING: // todo make work with warpzones
606 vector targ_origin = ((self.pass_target.absmin + self.pass_target.absmax) * 0.5);
608 traceline(self.origin, targ_origin, MOVE_NOMONSTERS, self);
610 if((self.pass_target.deadflag != DEAD_NO)
611 || (vlen(self.origin - targ_origin) > autocvar_g_ctf_pass_radius)
612 || ((trace_fraction < 1) && (trace_ent != self.pass_target))
613 || (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit))
615 ctf_Handle_Drop(self, world, DROP_PASS);
617 else // still a viable target, go for it
619 vector desired_direction = normalize(targ_origin - self.origin);
620 vector current_direction = normalize(self.velocity);
622 self.velocity = (normalize(current_direction + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_throw_velocity);
627 default: // this should never happen
629 dprint("ctf_FlagThink(): Flag exists with no status?\n");
637 if(gameover) { return; }
638 if(!self) { return; }
639 if(other.deadflag != DEAD_NO) { return; }
640 if(ITEM_TOUCH_NEEDKILL())
642 // automatically kill the flag and return it
644 ctf_CheckFlagReturn(self);
647 if(other.classname != "player") // The flag just touched an object, most likely the world
649 if(time > self.wait) // if we haven't in a while, play a sound/effect
651 pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
652 sound(self, CH_TRIGGER, self.snd_flag_touch, VOL_BASE, ATTN_NORM);
653 self.wait = time + FLAG_TOUCHRATE;
658 switch(self.ctf_status)
662 if((other.team == self.team) && (other.flagcarried) && (other.flagcarried.team != self.team))
663 ctf_Handle_Capture(self, other, CAPTURE_NORMAL); // other just captured the enemies flag to his base
664 else if((other.team != self.team) && (!other.flagcarried) && (!other.ctf_captureshielded) && (time > other.next_take_time))
665 ctf_Handle_Pickup(self, other, PICKUP_BASE); // other just stole the enemies flag
671 if(other.team == self.team)
672 ctf_Handle_Return(self, other); // other just returned his own flag
673 else if((!other.flagcarried) && ((other != self.ctf_dropper) || (time > self.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
674 ctf_Handle_Pickup(self, other, PICKUP_DROPPED); // other just picked up a dropped enemy flag
680 dprint("Someone touched a flag even though it was being carried?\n");
686 if((other.classname == "player") && (other.deadflag == DEAD_NO) && (other != self.pass_sender))
688 if(IsDifferentTeam(other, self.pass_sender))
689 ctf_Handle_Return(self, other);
691 ctf_Handle_Retrieve(self, other);
696 default: // this should never happen
698 dprint("Touch: Flag exists with no status?\n");
704 void ctf_RespawnFlag(entity flag)
706 // reset the player (if there is one)
707 if((flag.owner) && (flag.owner.flagcarried == flag))
709 WaypointSprite_Kill(flag.wps_flagcarrier);
710 flag.owner.flagcarried = world;
712 if(flag.speedrunning)
713 ctf_FakeTimeLimit(flag.owner, -1);
716 if((flag.ctf_status == FLAG_DROPPED) && (flag.wps_flagdropped))
717 { WaypointSprite_Kill(flag.wps_flagdropped); }
720 setattachment(flag, world, "");
721 setorigin(flag, flag.ctf_spawnorigin);
723 flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
724 flag.takedamage = DAMAGE_NO;
725 flag.health = flag.max_flag_health;
726 flag.solid = SOLID_TRIGGER;
727 flag.velocity = '0 0 0';
728 flag.angles = flag.mangle;
729 flag.flags = FL_ITEM | FL_NOTARGET;
731 flag.ctf_status = FLAG_BASE;
733 flag.pass_sender = world;
734 flag.pass_target = world;
735 flag.ctf_carrier = world;
736 flag.ctf_dropper = world;
737 flag.ctf_pickuptime = 0;
738 flag.ctf_droptime = 0;
744 if(self.owner.classname == "player")
745 ctf_Handle_Throw(self.owner, world, DROP_RESET);
747 ctf_RespawnFlag(self);
750 void ctf_DelayedFlagSetup(void) // called after a flag is placed on a map by ctf_FlagSetup()
753 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.
756 waypoint_spawnforitem_force(self, self.origin);
757 self.nearestwaypointtimeout = 0; // activate waypointing again
758 self.bot_basewaypoint = self.nearestwaypoint;
761 WaypointSprite_SpawnFixed(((teamnumber) ? "redbase" : "bluebase"), self.origin + '0 0 64', self, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
762 WaypointSprite_UpdateTeamRadar(self.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
764 // captureshield setup
765 ctf_CaptureShield_Spawn(self);
768 void ctf_FlagSetup(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
771 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.
772 self = flag; // for later usage with droptofloor()
775 flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist
776 ctf_worldflaglist = flag;
778 setattachment(flag, world, "");
780 flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
781 flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue)
782 flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
783 flag.classname = "item_flag_team";
784 flag.target = "###item###"; // wut?
785 flag.flags = FL_ITEM | FL_NOTARGET;
786 flag.solid = SOLID_TRIGGER;
787 flag.takedamage = DAMAGE_NO;
788 flag.damageforcescale = autocvar_g_ctf_flag_damageforcescale;
789 flag.max_flag_health = ((autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health) ? autocvar_g_ctf_flag_health : 100);
790 flag.health = flag.max_flag_health;
791 flag.event_damage = ctf_FlagDamage;
792 flag.pushable = TRUE;
793 flag.damagedbytriggers = autocvar_g_ctf_flag_return_when_unreachable;
794 flag.damagedbycontents = autocvar_g_ctf_flag_return_when_unreachable;
795 flag.velocity = '0 0 0';
796 flag.mangle = flag.angles;
797 flag.reset = ctf_Reset;
798 flag.touch = ctf_FlagTouch;
799 flag.think = ctf_FlagThink;
800 flag.nextthink = time + FLAG_THINKRATE;
801 flag.ctf_status = FLAG_BASE;
803 if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
804 if(!flag.scale) { flag.scale = FLAG_SCALE; }
805 if(!flag.skin) { flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin); }
808 if(!flag.snd_flag_taken) { flag.snd_flag_taken = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
809 if(!flag.snd_flag_returned) { flag.snd_flag_returned = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
810 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
811 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.
812 if(!flag.snd_flag_dropped) { flag.snd_flag_dropped = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
813 if(!flag.snd_flag_touch) { flag.snd_flag_touch = "keepaway/touch.wav"; } // again has no team-based sound // FIXME
816 precache_sound(flag.snd_flag_taken);
817 precache_sound(flag.snd_flag_returned);
818 precache_sound(flag.snd_flag_capture);
819 precache_sound(flag.snd_flag_respawn);
820 precache_sound(flag.snd_flag_dropped);
821 precache_sound(flag.snd_flag_touch);
822 precache_model(flag.model);
823 precache_model("models/ctf/shield.md3");
824 precache_model("models/ctf/shockwavetransring.md3");
827 setmodel(flag, flag.model); // precision set below
828 setsize(flag, FLAG_MIN, FLAG_MAX);
829 setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET));
831 if(autocvar_g_ctf_flag_glowtrails)
833 flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
838 flag.effects |= EF_LOWPRECISION;
839 if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
840 if(autocvar_g_ctf_dynamiclights) { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
843 if((flag.spawnflags & 1) || flag.noalign) // don't drop to floor, just stay at fixed location
845 flag.dropped_origin = flag.origin;
847 flag.movetype = MOVETYPE_NONE;
849 else // drop to floor, automatically find a platform and set that as spawn origin
851 flag.noalign = FALSE;
854 flag.movetype = MOVETYPE_TOSS;
857 InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION);
865 MUTATOR_HOOKFUNCTION(ctf_HookedDrop)
867 if(self.flagcarried) { ctf_Handle_Throw(self, world, DROP_NORMAL); }
871 MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
875 // initially clear items so they can be set as necessary later.
876 self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST
877 | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
879 // scan through all the flags and notify the client about them
880 for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
882 if(flag.ctf_status == FLAG_CARRY)
883 if(flag.owner == self)
884 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
886 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag
887 else if(flag.ctf_status == FLAG_DROPPED)
888 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
891 // item for stopping players from capturing the flag too often
892 if(self.ctf_captureshielded)
893 self.items |= IT_CTF_SHIELDED;
895 // update the health of the flag carrier waypointsprite
896 if(self.wps_flagcarrier)
897 WaypointSprite_UpdateHealth(self.wps_flagcarrier, self.health);
902 MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
904 if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
906 if(frag_target == frag_attacker) // damage done to yourself
908 frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
909 frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
911 else // damage done everyone else
913 frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
914 frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
920 MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
923 return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true
926 MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
928 entity player = self;
930 if(time > player.throw_antispam)
932 // pass the flag to a team mate
933 if(autocvar_g_ctf_allow_pass)
935 entity head, closest_target;
936 head = findradius(player.origin, autocvar_g_ctf_pass_radius);
938 while(head) // find the closest acceptable target to pass to
940 if(head.classname == "player" && head.deadflag == DEAD_NO)
941 if(head != player && !IsDifferentTeam(head, player))
942 if(!player.speedrunning && !head.speedrunning)
944 traceline(player.origin, head.origin, MOVE_NOMONSTERS, player);
945 if not((trace_fraction < 1) && (trace_ent != head))
947 if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried)
949 if(clienttype(head) == CLIENTTYPE_BOT)
951 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
952 ctf_Handle_Throw(head, player, DROP_PASS);
956 centerprint(head, strcat(player.netname, " requests you to pass the ", head.flagcarried.netname));
957 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
959 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
962 else if(player.flagcarried)
964 if(closest_target) { if(vlen(player.origin - head.origin) < vlen(player.origin - closest_target.origin)) { closest_target = head; } }
965 else { closest_target = head; }
972 if(closest_target) { ctf_Handle_Throw(player, closest_target, DROP_PASS); return 0; }
975 // throw the flag in front of you
976 if(autocvar_g_ctf_allow_drop && player.flagcarried && !player.speedrunning)
977 { ctf_Handle_Throw(player, world, DROP_THROW); }
987 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
988 CTF Starting point for a player in team one (Red).
989 Keys: "angle" viewing angle when spawning. */
990 void spawnfunc_info_player_team1()
992 if(g_assault) { remove(self); return; }
994 self.team = COLOR_TEAM1; // red
995 spawnfunc_info_player_deathmatch();
999 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
1000 CTF Starting point for a player in team two (Blue).
1001 Keys: "angle" viewing angle when spawning. */
1002 void spawnfunc_info_player_team2()
1004 if(g_assault) { remove(self); return; }
1006 self.team = COLOR_TEAM2; // blue
1007 spawnfunc_info_player_deathmatch();
1010 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
1011 CTF Starting point for a player in team three (Yellow).
1012 Keys: "angle" viewing angle when spawning. */
1013 void spawnfunc_info_player_team3()
1015 if(g_assault) { remove(self); return; }
1017 self.team = COLOR_TEAM3; // yellow
1018 spawnfunc_info_player_deathmatch();
1022 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
1023 CTF Starting point for a player in team four (Purple).
1024 Keys: "angle" viewing angle when spawning. */
1025 void spawnfunc_info_player_team4()
1027 if(g_assault) { remove(self); return; }
1029 self.team = COLOR_TEAM4; // purple
1030 spawnfunc_info_player_deathmatch();
1033 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1034 CTF flag for team one (Red).
1036 "angle" Angle the flag will point (minus 90 degrees)...
1037 "model" model to use, note this needs red and blue as skins 0 and 1...
1038 "noise" sound played when flag is picked up...
1039 "noise1" sound played when flag is returned by a teammate...
1040 "noise2" sound played when flag is captured...
1041 "noise3" sound played when flag is lost in the field and respawns itself...
1042 "noise4" sound played when flag is dropped by a player...
1043 "noise5" sound played when flag touches the ground... */
1044 void spawnfunc_item_flag_team1()
1046 if(!g_ctf) { remove(self); return; }
1048 ctf_FlagSetup(1, self); // 1 = red
1051 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1052 CTF flag for team two (Blue).
1054 "angle" Angle the flag will point (minus 90 degrees)...
1055 "model" model to use, note this needs red and blue as skins 0 and 1...
1056 "noise" sound played when flag is picked up...
1057 "noise1" sound played when flag is returned by a teammate...
1058 "noise2" sound played when flag is captured...
1059 "noise3" sound played when flag is lost in the field and respawns itself...
1060 "noise4" sound played when flag is dropped by a player...
1061 "noise5" sound played when flag touches the ground... */
1062 void spawnfunc_item_flag_team2()
1064 if(!g_ctf) { remove(self); return; }
1066 ctf_FlagSetup(0, self); // the 0 is misleading, but -- 0 = blue.
1069 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
1070 Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
1071 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.
1073 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
1074 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
1075 void spawnfunc_ctf_team()
1077 if(!g_ctf) { remove(self); return; }
1079 self.classname = "ctf_team";
1080 self.team = self.cnt + 1;
1088 // code from here on is just to support maps that don't have flag and team entities
1089 void ctf_SpawnTeam (string teamname, float teamcolor)
1094 self.classname = "ctf_team";
1095 self.netname = teamname;
1096 self.cnt = teamcolor;
1098 spawnfunc_ctf_team();
1103 void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
1105 // if no teams are found, spawn defaults
1106 if(find(world, classname, "ctf_team") == world)
1108 print("No ""ctf_team"" entities found on this map, creating them anyway.\n");
1109 ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
1110 ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
1116 void ctf_Initialize()
1118 ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
1120 ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
1121 ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
1122 ctf_captureshield_force = autocvar_g_ctf_shield_force;
1124 InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
1128 MUTATOR_DEFINITION(gamemode_ctf)
1130 MUTATOR_HOOK(MakePlayerObserver, ctf_HookedDrop, CBC_ORDER_ANY);
1131 MUTATOR_HOOK(ClientDisconnect, ctf_HookedDrop, CBC_ORDER_ANY);
1132 MUTATOR_HOOK(PlayerDies, ctf_HookedDrop, CBC_ORDER_ANY);
1133 MUTATOR_HOOK(PortalTeleport, ctf_HookedDrop, CBC_ORDER_ANY);
1134 MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
1135 MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
1136 MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
1137 MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY);
1141 if(time > 1) // game loads at time 1
1142 error("This is a game type and it cannot be added at runtime.");
1150 error("This is a game type and it cannot be removed at runtime.");