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_returntime || (autocvar_g_ctf_flag_take_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);
287 flag.velocity = ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom()));
297 flag.movetype = MOVETYPE_FLY;
298 flag.takedamage = DAMAGE_NO;
299 flag.pass_sender = player;
300 flag.pass_target = reciever;
301 flag.ctf_status = FLAG_PASSING;
304 sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTN_NORM);
305 ctf_EventLog("pass", flag.team, player);
306 te_lightning2(world, reciever.origin, player.origin);
314 ctf_Handle_Drop(flag, player, droptype);
319 // kill old waypointsprite
320 WaypointSprite_Ping(player.wps_flagcarrier);
321 WaypointSprite_Kill(player.wps_flagcarrier);
324 //ctf_CaptureShield_Update(player, 0); // shield only
332 void ctf_Handle_Capture(entity flag, entity toucher, float capturetype)
334 entity enemy_flag = ((capturetype == CAPTURE_NORMAL) ? toucher.flagcarried : toucher);
335 entity player = ((capturetype == CAPTURE_NORMAL) ? toucher : enemy_flag.ctf_dropper);
337 if not(player) { return; } // without someone to give the reward to, we can't possibly cap
339 // messages and sounds
340 Send_KillNotification(player.netname, enemy_flag.netname, ctf_CaptureRecord(enemy_flag, player), INFO_CAPTUREFLAG, MSG_INFO);
341 sound(player, CH_TRIGGER, flag.snd_flag_capture, VOL_BASE, ATTN_NONE);
345 case CAPTURE_NORMAL: ctf_EventLog("capture", enemy_flag.team, player); break;
346 case CAPTURE_DROPPED: ctf_EventLog("droppedcapture", enemy_flag.team, player); break;
351 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_capture"));
352 PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
355 if(autocvar_g_ctf_flag_capture_effects)
357 pointparticles(particleeffectnum((player.team == COLOR_TEAM1) ? "red_ground_quake" : "blue_ground_quake"), flag.origin, '0 0 0', 1);
358 shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
362 if(capturetype == CAPTURE_NORMAL)
364 WaypointSprite_Kill(player.wps_flagcarrier);
365 if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
369 player.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
370 ctf_RespawnFlag(enemy_flag);
373 void ctf_Handle_Return(entity flag, entity player)
375 // messages and sounds
376 //centerprint(player, strcat("You returned ", flag.netname));
377 Send_KillNotification (player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO);
378 sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTN_NONE);
379 ctf_EventLog("return", flag.team, player);
382 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_return")); // reward for return
383 PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
385 TeamScore_AddToTeam(((flag.team == COLOR_TEAM1) ? COLOR_TEAM2 : COLOR_TEAM1), ST_SCORE, -ctf_ReadScore("penalty_returned")); // punish the team who was last carrying it
386 FOR_EACH_PLAYER(player) if(player == flag.ctf_dropper) // punish the player who dropped the flag
388 PlayerScore_Add(player, SP_SCORE, -ctf_ReadScore("penalty_returned"));
389 ctf_CaptureShield_Update(player, 0); // shield only
393 ctf_RespawnFlag(flag);
396 void ctf_Handle_Pickup(entity flag, entity player, float pickuptype)
399 entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
400 string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
401 float pickup_dropped_score; // used to calculate dropped pickup score
403 // attach the flag to the player
405 player.flagcarried = flag;
406 setattachment(flag, player, "");
407 setorigin(flag, FLAG_CARRY_OFFSET);
410 flag.movetype = MOVETYPE_NONE;
411 flag.takedamage = DAMAGE_NO;
412 flag.solid = SOLID_NOT;
413 flag.angles = '0 0 0';
414 flag.ctf_carrier = player;
415 flag.ctf_status = FLAG_CARRY;
419 case PICKUP_BASE: flag.ctf_pickuptime = time; break; // used for timing runs
420 case PICKUP_DROPPED: flag.health = flag.max_flag_health; break; // reset health/return timelimit
424 // messages and sounds
425 Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO);
426 sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTN_NONE);
427 verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat(Team_ColorCode(player.team), "(^7", player.netname, Team_ColorCode(player.team), ") ") : "");
429 FOR_EACH_PLAYER(tmp_player)
430 if(tmp_player == player)
431 centerprint(tmp_player, strcat("You got the ", flag.netname, "!"));
432 else if(tmp_player.team == player.team)
433 centerprint(tmp_player, strcat("Your ", Team_ColorCode(player.team), "team mate ", verbosename, "^7got the flag! Protect them!"));
434 else if(tmp_player.team == flag.team)
435 centerprint(tmp_player, strcat("The ", Team_ColorCode(player.team), "enemy ", verbosename, "^7got your flag! Retrieve it!"));
439 case PICKUP_BASE: ctf_EventLog("steal", flag.team, player); break;
440 case PICKUP_DROPPED: ctf_EventLog("pickup", flag.team, player); break;
445 PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
450 PlayerTeamScore_AddScore(player, ctf_ReadScore("score_pickup_base"));
456 pickup_dropped_score = (autocvar_g_ctf_flag_returntime ? bound(0, ((flag.ctf_droptime + autocvar_g_ctf_flag_returntime) - time) / autocvar_g_ctf_flag_returntime, 1) : 1);
457 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);
458 print("pickup_dropped_score is ", ftos(pickup_dropped_score), "\n");
459 PlayerTeamScore_AddScore(player, pickup_dropped_score);
467 if(pickuptype == PICKUP_BASE)
469 flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
470 if((player.speedrunning) && (ctf_captimerecord))
471 ctf_FakeTimeLimit(player, time + ctf_captimerecord);
475 if(autocvar_g_ctf_flag_pickup_effects)
476 pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
479 if(pickuptype == PICKUP_DROPPED) { WaypointSprite_Kill(flag.wps_flagdropped); }
480 ctf_FlagcarrierWaypoints(player);
481 WaypointSprite_Ping(player.wps_flagcarrier);
485 // ===================
486 // Main Flag Functions
487 // ===================
489 void ctf_CheckFlagReturn(entity flag)
491 if(flag.wps_flagdropped) { WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health); }
493 if((flag.health <= 0) || (time > flag.ctf_droptime + autocvar_g_ctf_flag_returntime))
495 bprint("The ", flag.netname, " has returned to base\n");
496 sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTN_NONE);
497 ctf_EventLog("returned", flag.team, world);
498 ctf_RespawnFlag(flag);
502 void ctf_FlagDamage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
504 if(ITEM_DAMAGE_NEEDKILL(deathtype))
506 // automatically kill the flag and return it
508 ctf_CheckFlagReturn(self);
511 if(autocvar_g_ctf_flag_take_damage)
513 self.health = self.health - damage;
514 ctf_CheckFlagReturn(self);
523 self.nextthink = time + FLAG_THINKRATE; // only 5 fps, more is unnecessary.
526 if(self == ctf_worldflaglist) // only for the first flag
527 FOR_EACH_CLIENT(tmp_entity)
528 ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
531 if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
532 dprint("wtf the flag got squashed?\n");
533 tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
534 if(!trace_startsolid) // can we resize it without getting stuck?
535 setsize(self, FLAG_MIN, FLAG_MAX); }
538 switch(self.ctf_status)
542 if(autocvar_g_ctf_dropped_capture_radius)
544 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
545 if(tmp_entity.ctf_status == FLAG_DROPPED)
546 if(vlen(self.origin - tmp_entity.origin) < autocvar_g_ctf_dropped_capture_radius)
547 ctf_Handle_Capture(self, tmp_entity, CAPTURE_DROPPED);
554 if(autocvar_g_ctf_flag_returntime)
556 self.health -= ((self.max_flag_health / autocvar_g_ctf_flag_returntime) * FLAG_THINKRATE);
557 ctf_CheckFlagReturn(self);
564 if((self.owner) && (self.speedrunning) && (ctf_captimerecord) && (time >= self.ctf_pickuptime + ctf_captimerecord))
566 bprint("The ", self.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n");
567 sound(self, CH_TRIGGER, self.snd_flag_respawn, VOL_BASE, ATTN_NONE);
568 ctf_EventLog("returned", self.team, world);
569 ctf_RespawnFlag(tmp_entity);
573 self.impulse = CHIMPULSE_SPEEDRUN; // move the player back to the waypoint they set
580 case FLAG_PASSING: // todo make work with warpzones
582 vector targ_origin = ((self.pass_target.absmin + self.pass_target.absmax) * 0.5);
584 traceline(self.origin, targ_origin, MOVE_NOMONSTERS, self);
586 if((self.pass_target.deadflag != DEAD_NO)
587 || (vlen(self.origin - targ_origin) > autocvar_g_ctf_pass_radius)
588 || ((trace_fraction < 1) && (trace_ent != self.pass_target))
589 || (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit))
591 ctf_Handle_Drop(self, world, DROP_PASS);
593 else // still a viable target, go for it
595 vector desired_direction = normalize(targ_origin - self.origin);
596 vector current_direction = normalize(self.velocity);
598 self.velocity = (normalize(current_direction + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_throw_velocity);
603 default: // this should never happen
605 dprint("ctf_FlagThink(): Flag exists with no status?\n");
613 if(gameover) { return; }
614 if(!self) { return; }
615 if(other.deadflag != DEAD_NO) { return; }
616 if(ITEM_TOUCH_NEEDKILL())
618 // automatically kill the flag and return it
620 ctf_CheckFlagReturn(self);
623 if(other.classname != "player") // The flag just touched an object, most likely the world
625 if(time > self.wait) // if we haven't in a while, play a sound/effect
627 pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
628 sound(self, CH_TRIGGER, self.snd_flag_touch, VOL_BASE, ATTN_NORM);
629 self.wait = time + FLAG_TOUCHRATE;
634 switch(self.ctf_status)
638 if((other.team == self.team) && (other.flagcarried) && (other.flagcarried.team != self.team))
639 ctf_Handle_Capture(self, other, CAPTURE_NORMAL); // other just captured the enemies flag to his base
640 else if((other.team != self.team) && (!other.flagcarried) && (!other.ctf_captureshielded) && (time > other.next_take_time))
641 ctf_Handle_Pickup(self, other, PICKUP_BASE); // other just stole the enemies flag
647 if(other.team == self.team)
648 ctf_Handle_Return(self, other); // other just returned his own flag
649 else if((!other.flagcarried) && ((other != self.ctf_dropper) || (time > self.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
650 ctf_Handle_Pickup(self, other, PICKUP_DROPPED); // other just picked up a dropped enemy flag
656 dprint("Someone touched a flag even though it was being carried?\n");
662 if((other.classname == "player") && (other.deadflag == DEAD_NO) && (other != self.pass_sender))
664 if(IsDifferentTeam(other, self.pass_sender))
665 ctf_Handle_Return(self, other);
667 ctf_Handle_Retrieve(self, other);
672 default: // this should never happen
674 dprint("Touch: Flag exists with no status?\n");
680 void ctf_RespawnFlag(entity flag)
682 // reset the player (if there is one)
683 if((flag.owner) && (flag.owner.flagcarried == flag))
685 WaypointSprite_Kill(flag.wps_flagcarrier);
686 flag.owner.flagcarried = world;
688 if(flag.speedrunning)
689 ctf_FakeTimeLimit(flag.owner, -1);
692 if((flag.ctf_status == FLAG_DROPPED) && (flag.wps_flagdropped))
693 { WaypointSprite_Kill(flag.wps_flagdropped); }
696 setattachment(flag, world, "");
697 setorigin(flag, flag.ctf_spawnorigin);
699 flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
700 flag.takedamage = DAMAGE_NO;
701 flag.health = flag.max_flag_health;
702 flag.solid = SOLID_TRIGGER;
703 flag.velocity = '0 0 0';
704 flag.angles = flag.mangle;
705 flag.flags = FL_ITEM | FL_NOTARGET;
707 flag.ctf_status = FLAG_BASE;
709 flag.pass_sender = world;
710 flag.pass_target = world;
711 flag.ctf_carrier = world;
712 flag.ctf_dropper = world;
713 flag.ctf_pickuptime = 0;
714 flag.ctf_droptime = 0;
720 if(self.owner.classname == "player")
721 ctf_Handle_Throw(self.owner, world, DROP_NORMAL);
723 ctf_RespawnFlag(self);
726 void ctf_DelayedFlagSetup(void) // called after a flag is placed on a map by ctf_FlagSetup()
729 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.
732 waypoint_spawnforitem_force(self, self.origin);
733 self.nearestwaypointtimeout = 0; // activate waypointing again
734 self.bot_basewaypoint = self.nearestwaypoint;
737 WaypointSprite_SpawnFixed(((teamnumber) ? "redbase" : "bluebase"), self.origin + '0 0 64', self, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
738 WaypointSprite_UpdateTeamRadar(self.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
740 // captureshield setup
741 ctf_CaptureShield_Spawn(self);
744 void ctf_FlagSetup(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
747 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.
748 self = flag; // for later usage with droptofloor()
751 flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist
752 ctf_worldflaglist = flag;
754 setattachment(flag, world, "");
756 flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
757 flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue)
758 flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
759 flag.classname = "item_flag_team";
760 flag.target = "###item###"; // wut?
761 flag.flags = FL_ITEM | FL_NOTARGET;
762 flag.solid = SOLID_TRIGGER;
763 flag.takedamage = DAMAGE_NO;
764 flag.damageforcescale = autocvar_g_ctf_flag_damageforcescale;
765 flag.max_flag_health = ((autocvar_g_ctf_flag_take_damage && autocvar_g_ctf_flag_health) ? autocvar_g_ctf_flag_health : 100);
766 flag.health = flag.max_flag_health;
767 flag.event_damage = ctf_FlagDamage;
768 flag.pushable = TRUE;
769 flag.damagedbytriggers = autocvar_g_ctf_flag_return_when_unreachable;
770 flag.damagedbycontents = autocvar_g_ctf_flag_return_when_unreachable;
771 flag.velocity = '0 0 0';
772 flag.mangle = flag.angles;
773 flag.reset = ctf_Reset;
774 flag.touch = ctf_FlagTouch;
775 flag.think = ctf_FlagThink;
776 flag.nextthink = time + FLAG_THINKRATE;
777 flag.ctf_status = FLAG_BASE;
779 if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
780 if(!flag.scale) { flag.scale = FLAG_SCALE; }
781 if(!flag.skin) { flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin); }
784 if(!flag.snd_flag_taken) { flag.snd_flag_taken = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
785 if(!flag.snd_flag_returned) { flag.snd_flag_returned = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
786 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
787 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.
788 if(!flag.snd_flag_dropped) { flag.snd_flag_dropped = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
789 if(!flag.snd_flag_touch) { flag.snd_flag_touch = "keepaway/touch.wav"; } // again has no team-based sound // FIXME
792 precache_sound(flag.snd_flag_taken);
793 precache_sound(flag.snd_flag_returned);
794 precache_sound(flag.snd_flag_capture);
795 precache_sound(flag.snd_flag_respawn);
796 precache_sound(flag.snd_flag_dropped);
797 precache_sound(flag.snd_flag_touch);
798 precache_model(flag.model);
799 precache_model("models/ctf/shield.md3");
800 precache_model("models/ctf/shockwavetransring.md3");
803 setmodel(flag, flag.model); // precision set below
804 setsize(flag, FLAG_MIN, FLAG_MAX);
805 setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET));
807 if(autocvar_g_ctf_flag_glowtrails)
809 flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
814 flag.effects |= EF_LOWPRECISION;
815 if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
816 if(autocvar_g_ctf_dynamiclights) { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
819 if((flag.spawnflags & 1) || flag.noalign) // don't drop to floor, just stay at fixed location
821 flag.dropped_origin = flag.origin;
823 flag.movetype = MOVETYPE_NONE;
825 else // drop to floor, automatically find a platform and set that as spawn origin
827 flag.noalign = FALSE;
830 flag.movetype = MOVETYPE_TOSS;
833 InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION);
841 MUTATOR_HOOKFUNCTION(ctf_HookedDrop)
843 if(self.flagcarried) { ctf_Handle_Throw(self, world, DROP_NORMAL); }
847 MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
851 // initially clear items so they can be set as necessary later.
852 self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST
853 | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
855 // scan through all the flags and notify the client about them
856 for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
858 if(flag.ctf_status == FLAG_CARRY)
859 if(flag.owner == self)
860 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
862 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag
863 else if(flag.ctf_status == FLAG_DROPPED)
864 self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
867 // item for stopping players from capturing the flag too often
868 if(self.ctf_captureshielded)
869 self.items |= IT_CTF_SHIELDED;
871 // update the health of the flag carrier waypointsprite
872 if(self.wps_flagcarrier)
873 WaypointSprite_UpdateHealth(self.wps_flagcarrier, self.health);
878 MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
880 if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
882 if(frag_target == frag_attacker) // damage done to yourself
884 frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
885 frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
887 else // damage done everyone else
889 frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
890 frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
896 MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
899 return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true
902 MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
904 entity player = self;
906 if(time > player.throw_antispam)
908 // pass the flag to a team mate
909 if(autocvar_g_ctf_allow_pass)
911 entity head, closest_target;
912 head = findradius(player.origin, autocvar_g_ctf_pass_radius);
914 while(head) // find the closest acceptable target to pass to
916 if(head.classname == "player" && head.deadflag == DEAD_NO)
917 if(head != player && !IsDifferentTeam(head, player))
918 if(!player.speedrunning && !head.speedrunning)
920 traceline(player.origin, head.origin, MOVE_NOMONSTERS, player);
921 if not((trace_fraction < 1) && (trace_ent != head))
923 if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried)
925 if(clienttype(head) == CLIENTTYPE_BOT)
927 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
928 ctf_Handle_Throw(head, player, DROP_PASS);
932 centerprint(head, strcat(player.netname, " requests you to pass the ", head.flagcarried.netname));
933 centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname));
935 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
938 else if(player.flagcarried)
940 if(closest_target) { if(vlen(player.origin - head.origin) < vlen(player.origin - closest_target.origin)) { closest_target = head; } }
941 else { closest_target = head; }
948 if(closest_target) { ctf_Handle_Throw(player, closest_target, DROP_PASS); return 0; }
951 // throw the flag in front of you
952 if(autocvar_g_ctf_allow_drop && player.flagcarried && !player.speedrunning)
953 { ctf_Handle_Throw(player, world, DROP_THROW); }
963 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
964 CTF Starting point for a player in team one (Red).
965 Keys: "angle" viewing angle when spawning. */
966 void spawnfunc_info_player_team1()
968 if(g_assault) { remove(self); return; }
970 self.team = COLOR_TEAM1; // red
971 spawnfunc_info_player_deathmatch();
975 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
976 CTF Starting point for a player in team two (Blue).
977 Keys: "angle" viewing angle when spawning. */
978 void spawnfunc_info_player_team2()
980 if(g_assault) { remove(self); return; }
982 self.team = COLOR_TEAM2; // blue
983 spawnfunc_info_player_deathmatch();
986 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
987 CTF Starting point for a player in team three (Yellow).
988 Keys: "angle" viewing angle when spawning. */
989 void spawnfunc_info_player_team3()
991 if(g_assault) { remove(self); return; }
993 self.team = COLOR_TEAM3; // yellow
994 spawnfunc_info_player_deathmatch();
998 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
999 CTF Starting point for a player in team four (Purple).
1000 Keys: "angle" viewing angle when spawning. */
1001 void spawnfunc_info_player_team4()
1003 if(g_assault) { remove(self); return; }
1005 self.team = COLOR_TEAM4; // purple
1006 spawnfunc_info_player_deathmatch();
1009 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1010 CTF flag for team one (Red).
1012 "angle" Angle the flag will point (minus 90 degrees)...
1013 "model" model to use, note this needs red and blue as skins 0 and 1...
1014 "noise" sound played when flag is picked up...
1015 "noise1" sound played when flag is returned by a teammate...
1016 "noise2" sound played when flag is captured...
1017 "noise3" sound played when flag is lost in the field and respawns itself...
1018 "noise4" sound played when flag is dropped by a player...
1019 "noise5" sound played when flag touches the ground... */
1020 void spawnfunc_item_flag_team1()
1022 if(!g_ctf) { remove(self); return; }
1024 ctf_FlagSetup(1, self); // 1 = red
1027 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
1028 CTF flag for team two (Blue).
1030 "angle" Angle the flag will point (minus 90 degrees)...
1031 "model" model to use, note this needs red and blue as skins 0 and 1...
1032 "noise" sound played when flag is picked up...
1033 "noise1" sound played when flag is returned by a teammate...
1034 "noise2" sound played when flag is captured...
1035 "noise3" sound played when flag is lost in the field and respawns itself...
1036 "noise4" sound played when flag is dropped by a player...
1037 "noise5" sound played when flag touches the ground... */
1038 void spawnfunc_item_flag_team2()
1040 if(!g_ctf) { remove(self); return; }
1042 ctf_FlagSetup(0, self); // the 0 is misleading, but -- 0 = blue.
1045 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
1046 Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
1047 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.
1049 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
1050 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
1051 void spawnfunc_ctf_team()
1053 if(!g_ctf) { remove(self); return; }
1055 self.classname = "ctf_team";
1056 self.team = self.cnt + 1;
1064 // code from here on is just to support maps that don't have flag and team entities
1065 void ctf_SpawnTeam (string teamname, float teamcolor)
1070 self.classname = "ctf_team";
1071 self.netname = teamname;
1072 self.cnt = teamcolor;
1074 spawnfunc_ctf_team();
1079 void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
1081 // if no teams are found, spawn defaults
1082 if(find(world, classname, "ctf_team") == world)
1084 print("No ""ctf_team"" entities found on this map, creating them anyway.\n");
1085 ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
1086 ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
1092 void ctf_Initialize()
1094 ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
1096 ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
1097 ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
1098 ctf_captureshield_force = autocvar_g_ctf_shield_force;
1100 InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
1104 MUTATOR_DEFINITION(gamemode_ctf)
1106 MUTATOR_HOOK(MakePlayerObserver, ctf_HookedDrop, CBC_ORDER_ANY);
1107 MUTATOR_HOOK(ClientDisconnect, ctf_HookedDrop, CBC_ORDER_ANY);
1108 MUTATOR_HOOK(PlayerDies, ctf_HookedDrop, CBC_ORDER_ANY);
1109 MUTATOR_HOOK(PortalTeleport, ctf_HookedDrop, CBC_ORDER_ANY);
1110 MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
1111 MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
1112 MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
1113 MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY);
1117 if(time > 1) // game loads at time 1
1118 error("This is a game type and it cannot be added at runtime.");
1126 error("This is a game type and it cannot be removed at runtime.");