1 #include "gamemode_ctf.qh"
3 #include <common/effects/all.qh>
4 #include <common/vehicles/all.qh>
5 #include <server/teamplay.qh>
7 #include <lib/warpzone/common.qh>
9 bool autocvar_g_ctf_allow_vehicle_carry;
10 bool autocvar_g_ctf_allow_vehicle_touch;
11 bool autocvar_g_ctf_allow_monster_touch;
12 bool autocvar_g_ctf_throw;
13 float autocvar_g_ctf_throw_angle_max;
14 float autocvar_g_ctf_throw_angle_min;
15 int autocvar_g_ctf_throw_punish_count;
16 float autocvar_g_ctf_throw_punish_delay;
17 float autocvar_g_ctf_throw_punish_time;
18 float autocvar_g_ctf_throw_strengthmultiplier;
19 float autocvar_g_ctf_throw_velocity_forward;
20 float autocvar_g_ctf_throw_velocity_up;
21 float autocvar_g_ctf_drop_velocity_up;
22 float autocvar_g_ctf_drop_velocity_side;
23 bool autocvar_g_ctf_oneflag_reverse;
24 bool autocvar_g_ctf_portalteleport;
25 bool autocvar_g_ctf_pass;
26 float autocvar_g_ctf_pass_arc;
27 float autocvar_g_ctf_pass_arc_max;
28 float autocvar_g_ctf_pass_directional_max;
29 float autocvar_g_ctf_pass_directional_min;
30 float autocvar_g_ctf_pass_radius;
31 float autocvar_g_ctf_pass_wait;
32 bool autocvar_g_ctf_pass_request;
33 float autocvar_g_ctf_pass_turnrate;
34 float autocvar_g_ctf_pass_timelimit;
35 float autocvar_g_ctf_pass_velocity;
36 bool autocvar_g_ctf_dynamiclights;
37 float autocvar_g_ctf_flag_collect_delay;
38 float autocvar_g_ctf_flag_damageforcescale;
39 bool autocvar_g_ctf_flag_dropped_waypoint;
40 bool autocvar_g_ctf_flag_dropped_floatinwater;
41 bool autocvar_g_ctf_flag_glowtrails;
42 int autocvar_g_ctf_flag_health;
43 bool autocvar_g_ctf_flag_return;
44 bool autocvar_g_ctf_flag_return_carrying;
45 float autocvar_g_ctf_flag_return_carried_radius;
46 float autocvar_g_ctf_flag_return_time;
47 bool autocvar_g_ctf_flag_return_when_unreachable;
48 float autocvar_g_ctf_flag_return_damage;
49 float autocvar_g_ctf_flag_return_damage_delay;
50 float autocvar_g_ctf_flag_return_dropped;
51 float autocvar_g_ctf_flagcarrier_auto_helpme_damage;
52 float autocvar_g_ctf_flagcarrier_auto_helpme_time;
53 float autocvar_g_ctf_flagcarrier_selfdamagefactor;
54 float autocvar_g_ctf_flagcarrier_selfforcefactor;
55 float autocvar_g_ctf_flagcarrier_damagefactor;
56 float autocvar_g_ctf_flagcarrier_forcefactor;
57 //float autocvar_g_ctf_flagcarrier_waypointforenemy_spotting;
58 bool autocvar_g_ctf_fullbrightflags;
59 bool autocvar_g_ctf_ignore_frags;
60 bool autocvar_g_ctf_score_ignore_fields;
61 int autocvar_g_ctf_score_capture;
62 int autocvar_g_ctf_score_capture_assist;
63 int autocvar_g_ctf_score_kill;
64 int autocvar_g_ctf_score_penalty_drop;
65 int autocvar_g_ctf_score_penalty_returned;
66 int autocvar_g_ctf_score_pickup_base;
67 int autocvar_g_ctf_score_pickup_dropped_early;
68 int autocvar_g_ctf_score_pickup_dropped_late;
69 int autocvar_g_ctf_score_return;
70 float autocvar_g_ctf_shield_force;
71 float autocvar_g_ctf_shield_max_ratio;
72 int autocvar_g_ctf_shield_min_negscore;
73 bool autocvar_g_ctf_stalemate;
74 int autocvar_g_ctf_stalemate_endcondition;
75 float autocvar_g_ctf_stalemate_time;
76 bool autocvar_g_ctf_reverse;
77 float autocvar_g_ctf_dropped_capture_delay;
78 float autocvar_g_ctf_dropped_capture_radius;
80 void ctf_FakeTimeLimit(entity e, float t)
83 WriteByte(MSG_ONE, 3); // svc_updatestat
84 WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
86 WriteCoord(MSG_ONE, autocvar_timelimit);
88 WriteCoord(MSG_ONE, (t + 1) / 60);
91 void ctf_EventLog(string mode, int flagteam, entity actor) // use an alias for easy changing and quick editing later
93 if(autocvar_sv_eventlog)
94 GameLogEcho(sprintf(":ctf:%s:%d:%d:%s", mode, flagteam, actor.team, ((actor != NULL) ? ftos(actor.playerid) : "")));
95 //GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
98 void ctf_CaptureRecord(entity flag, entity player)
100 float cap_record = ctf_captimerecord;
101 float cap_time = (time - flag.ctf_pickuptime);
102 string refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
106 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_CTF_CAPTURE_NEUTRAL, player.netname);
107 else if(!ctf_captimerecord)
108 Send_Notification(NOTIF_ALL, NULL, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_CAPTURE_TIME), player.netname, TIME_ENCODE(cap_time));
109 else if(cap_time < cap_record)
110 Send_Notification(NOTIF_ALL, NULL, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_CAPTURE_BROKEN), player.netname, refername, TIME_ENCODE(cap_time), TIME_ENCODE(cap_record));
112 Send_Notification(NOTIF_ALL, NULL, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_CAPTURE_UNBROKEN), player.netname, refername, TIME_ENCODE(cap_time), TIME_ENCODE(cap_record));
114 // write that shit in the database
115 if(!ctf_oneflag) // but not in 1-flag mode
116 if((!ctf_captimerecord) || (cap_time < cap_record))
118 ctf_captimerecord = cap_time;
119 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time));
120 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname);
121 write_recordmarker(player, flag.ctf_pickuptime, cap_time);
124 if(autocvar_g_ctf_leaderboard && !ctf_oneflag)
125 race_setTime(GetMapname(), TIME_ENCODE(cap_time), player.crypto_idfp, player.netname, player, false);
128 bool ctf_Immediate_Return_Allowed(entity flag, entity toucher)
131 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(toucher, it), { ++num_perteam; });
133 // automatically return if there's only 1 player on the team
134 return ((autocvar_g_ctf_flag_return || num_perteam <= 1 || (autocvar_g_ctf_flag_return_carrying && toucher.flagcarried))
138 bool ctf_Return_Customize(entity this, entity client)
140 // only to the carrier
141 return boolean(client == this.owner);
144 void ctf_FlagcarrierWaypoints(entity player)
146 WaypointSprite_Spawn(WP_FlagCarrier, 0, 0, player, FLAG_WAYPOINT_OFFSET, NULL, player.team, player, wps_flagcarrier, true, RADARICON_FLAG);
147 WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id) * 2);
148 WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
149 WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, WPCOLOR_FLAGCARRIER(player.team));
151 if(player.flagcarried && CTF_SAMETEAM(player, player.flagcarried))
153 if(!player.wps_enemyflagcarrier)
155 entity wp = WaypointSprite_Spawn(((ctf_oneflag) ? WP_FlagCarrier : WP_FlagCarrierEnemy), 0, 0, player, FLAG_WAYPOINT_OFFSET, NULL, 0, player, wps_enemyflagcarrier, true, RADARICON_FLAG);
156 wp.colormod = WPCOLOR_ENEMYFC(player.team);
157 setcefc(wp, ctf_Stalemate_Customize);
159 if(IS_REAL_CLIENT(player) && !ctf_stalemate)
160 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PICKUP_VISIBLE);
163 if(!player.wps_flagreturn)
165 entity owp = WaypointSprite_SpawnFixed(WP_FlagReturn, player.flagcarried.ctf_spawnorigin + FLAG_WAYPOINT_OFFSET, player, wps_flagreturn, RADARICON_FLAG);
166 owp.colormod = '0 0.8 0.8';
167 //WaypointSprite_UpdateTeamRadar(player.wps_flagreturn, RADARICON_FLAG, ((player.team) ? colormapPaletteColor(player.team - 1, false) : '1 1 1'));
168 setcefc(owp, ctf_Return_Customize);
173 void ctf_CalculatePassVelocity(entity flag, vector to, vector from, float turnrate)
175 float current_distance = vlen((('1 0 0' * to.x) + ('0 1 0' * to.y)) - (('1 0 0' * from.x) + ('0 1 0' * from.y))); // for the sake of this check, exclude Z axis
176 float initial_height = min(autocvar_g_ctf_pass_arc_max, (flag.pass_distance * tanh(autocvar_g_ctf_pass_arc)));
177 float current_height = (initial_height * min(1, (current_distance / flag.pass_distance)));
178 //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
181 if(current_height) // make sure we can actually do this arcing path
183 targpos = (to + ('0 0 1' * current_height));
184 WarpZone_TraceLine(flag.origin, targpos, MOVE_NOMONSTERS, flag);
185 if(trace_fraction < 1)
187 //print("normal arc line failed, trying to find new pos...");
188 WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, flag);
189 targpos = (trace_endpos + FLAG_PASS_ARC_OFFSET);
190 WarpZone_TraceLine(flag.origin, targpos, MOVE_NOMONSTERS, flag);
191 if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
192 /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
195 else { targpos = to; }
197 //flag.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
199 vector desired_direction = normalize(targpos - from);
200 if(turnrate) { flag.velocity = (normalize(normalize(flag.velocity) + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_pass_velocity); }
201 else { flag.velocity = (desired_direction * autocvar_g_ctf_pass_velocity); }
204 bool ctf_CheckPassDirection(vector head_center, vector passer_center, vector passer_angle, vector nearest_to_passer)
206 if(autocvar_g_ctf_pass_directional_max || autocvar_g_ctf_pass_directional_min)
208 // directional tracing only
210 makevectors(passer_angle);
212 // find the closest point on the enemy to the center of the attack
213 float h; // hypotenuse, which is the distance between attacker to head
214 float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
216 h = vlen(head_center - passer_center);
217 a = h * (normalize(head_center - passer_center) * v_forward);
219 vector nearest_on_line = (passer_center + a * v_forward);
220 float distance_from_line = vlen(nearest_to_passer - nearest_on_line);
222 spreadlimit = (autocvar_g_ctf_pass_radius ? min(1, (vlen(passer_center - nearest_on_line) / autocvar_g_ctf_pass_radius)) : 1);
223 spreadlimit = (autocvar_g_ctf_pass_directional_min * (1 - spreadlimit) + autocvar_g_ctf_pass_directional_max * spreadlimit);
225 if(spreadlimit && (distance_from_line <= spreadlimit) && ((vlen(normalize(head_center - passer_center) - v_forward) * RAD2DEG) <= 90))
230 else { return true; }
234 // =======================
235 // CaptureShield Functions
236 // =======================
238 bool ctf_CaptureShield_CheckStatus(entity p)
240 int s, s2, s3, s4, se, se2, se3, se4, sr, ser;
241 int players_worseeq, players_total;
243 if(ctf_captureshield_max_ratio <= 0)
246 s = GameRules_scoring_add(p, CTF_CAPS, 0);
247 s2 = GameRules_scoring_add(p, CTF_PICKUPS, 0);
248 s3 = GameRules_scoring_add(p, CTF_RETURNS, 0);
249 s4 = GameRules_scoring_add(p, CTF_FCKILLS, 0);
251 sr = ((s - s2) + (s3 + s4));
253 if(sr >= -ctf_captureshield_min_negscore)
256 players_total = players_worseeq = 0;
257 FOREACH_CLIENT(IS_PLAYER(it), {
260 se = GameRules_scoring_add(it, CTF_CAPS, 0);
261 se2 = GameRules_scoring_add(it, CTF_PICKUPS, 0);
262 se3 = GameRules_scoring_add(it, CTF_RETURNS, 0);
263 se4 = GameRules_scoring_add(it, CTF_FCKILLS, 0);
265 ser = ((se - se2) + (se3 + se4));
272 // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
273 // use this rule here
275 if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
281 void ctf_CaptureShield_Update(entity player, bool wanted_status)
283 bool updated_status = ctf_CaptureShield_CheckStatus(player);
284 if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
286 Send_Notification(NOTIF_ONE, player, MSG_CENTER, ((updated_status) ? CENTER_CTF_CAPTURESHIELD_SHIELDED : CENTER_CTF_CAPTURESHIELD_FREE));
287 player.ctf_captureshielded = updated_status;
291 bool ctf_CaptureShield_Customize(entity this, entity client)
293 if(!client.ctf_captureshielded) { return false; }
294 if(CTF_SAMETEAM(this, client)) { return false; }
299 void ctf_CaptureShield_Touch(entity this, entity toucher)
301 if(!toucher.ctf_captureshielded) { return; }
302 if(CTF_SAMETEAM(this, toucher)) { return; }
304 vector mymid = (this.absmin + this.absmax) * 0.5;
305 vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
307 Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, mymid, normalize(theirmid - mymid) * ctf_captureshield_force);
308 if(IS_REAL_CLIENT(toucher)) { Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_CTF_CAPTURESHIELD_SHIELDED); }
311 void ctf_CaptureShield_Spawn(entity flag)
313 entity shield = new(ctf_captureshield);
316 shield.team = flag.team;
317 settouch(shield, ctf_CaptureShield_Touch);
318 setcefc(shield, ctf_CaptureShield_Customize);
319 shield.effects = EF_ADDITIVE;
320 set_movetype(shield, MOVETYPE_NOCLIP);
321 shield.solid = SOLID_TRIGGER;
322 shield.avelocity = '7 0 11';
325 setorigin(shield, flag.origin);
326 setmodel(shield, MDL_CTF_SHIELD);
327 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
331 // ====================
332 // Drop/Pass/Throw Code
333 // ====================
335 void ctf_Handle_Drop(entity flag, entity player, int droptype)
338 player = (player ? player : flag.pass_sender);
341 set_movetype(flag, MOVETYPE_TOSS);
342 flag.takedamage = DAMAGE_YES;
343 flag.angles = '0 0 0';
344 flag.health = flag.max_flag_health;
345 flag.ctf_droptime = time;
346 flag.ctf_dropper = player;
347 flag.ctf_status = FLAG_DROPPED;
349 // messages and sounds
350 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_LOST), player.netname);
351 _sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTEN_NONE);
352 ctf_EventLog("dropped", player.team, player);
355 GameRules_scoring_add_team(player, SCORE, -((flag.score_drop) ? flag.score_drop : autocvar_g_ctf_score_penalty_drop));
356 GameRules_scoring_add(player, CTF_DROPS, 1);
359 if(autocvar_g_ctf_flag_dropped_waypoint) {
360 entity wp = WaypointSprite_Spawn(WP_FlagDropped, 0, 0, flag, FLAG_WAYPOINT_OFFSET, NULL, ((autocvar_g_ctf_flag_dropped_waypoint == 2) ? 0 : player.team), flag, wps_flagdropped, true, RADARICON_FLAG);
361 wp.colormod = WPCOLOR_DROPPEDFLAG(flag.team);
364 if(autocvar_g_ctf_flag_return_time || (autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health))
366 WaypointSprite_UpdateMaxHealth(flag.wps_flagdropped, flag.max_flag_health);
367 WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health);
370 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
372 if(droptype == DROP_PASS)
374 flag.pass_distance = 0;
375 flag.pass_sender = NULL;
376 flag.pass_target = NULL;
380 void ctf_Handle_Retrieve(entity flag, entity player)
382 entity sender = flag.pass_sender;
384 // transfer flag to player
386 flag.owner.flagcarried = flag;
387 GameRules_scoring_vip(player, true);
392 setattachment(flag, player.vehicle, "");
393 setorigin(flag, VEHICLE_FLAG_OFFSET);
394 flag.scale = VEHICLE_FLAG_SCALE;
398 setattachment(flag, player, "");
399 setorigin(flag, FLAG_CARRY_OFFSET);
401 set_movetype(flag, MOVETYPE_NONE);
402 flag.takedamage = DAMAGE_NO;
403 flag.solid = SOLID_NOT;
404 flag.angles = '0 0 0';
405 flag.ctf_status = FLAG_CARRY;
407 // messages and sounds
408 _sound(player, CH_TRIGGER, flag.snd_flag_pass, VOL_BASE, ATTEN_NORM);
409 ctf_EventLog("receive", flag.team, player);
411 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
413 Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_NUM(flag.team, CENTER_CTF_PASS_SENT), player.netname);
414 else if(it == player)
415 Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_NUM(flag.team, CENTER_CTF_PASS_RECEIVED), sender.netname);
416 else if(SAME_TEAM(it, sender))
417 Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_NUM(flag.team, CENTER_CTF_PASS_OTHER), sender.netname, player.netname);
420 // create new waypoint
421 ctf_FlagcarrierWaypoints(player);
423 sender.throw_antispam = time + autocvar_g_ctf_pass_wait;
424 player.throw_antispam = sender.throw_antispam;
426 flag.pass_distance = 0;
427 flag.pass_sender = NULL;
428 flag.pass_target = NULL;
431 void ctf_Handle_Throw(entity player, entity receiver, int droptype)
433 entity flag = player.flagcarried;
434 vector targ_origin, flag_velocity;
436 if(!flag) { return; }
437 if((droptype == DROP_PASS) && !receiver) { return; }
439 if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
442 setattachment(flag, NULL, "");
443 setorigin(flag, player.origin + FLAG_DROP_OFFSET);
444 flag.owner.flagcarried = NULL;
445 GameRules_scoring_vip(flag.owner, false);
447 flag.solid = SOLID_TRIGGER;
448 flag.ctf_dropper = player;
449 flag.ctf_droptime = time;
450 navigation_dynamicgoal_set(flag);
452 flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS
459 // for the examples, we assume player -> wz1 -> ... -> wzn -> receiver
460 // findradius has already put wzn ... wz1 into receiver's warpzone parameters!
461 WarpZone_RefSys_Copy(flag, receiver);
462 WarpZone_RefSys_AddInverse(flag, receiver); // wz1^-1 ... wzn^-1 receiver
463 targ_origin = WarpZone_RefSys_TransformOrigin(receiver, flag, (0.5 * (receiver.absmin + receiver.absmax))); // this is target origin as seen by the flag
465 flag.pass_distance = vlen((('1 0 0' * targ_origin.x) + ('0 1 0' * targ_origin.y)) - (('1 0 0' * player.origin.x) + ('0 1 0' * player.origin.y))); // for the sake of this check, exclude Z axis
466 ctf_CalculatePassVelocity(flag, targ_origin, player.origin, false);
469 set_movetype(flag, MOVETYPE_FLY);
470 flag.takedamage = DAMAGE_NO;
471 flag.pass_sender = player;
472 flag.pass_target = receiver;
473 flag.ctf_status = FLAG_PASSING;
476 _sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTEN_NORM);
477 WarpZone_TrailParticles(NULL, _particleeffectnum(flag.passeffect), player.origin, targ_origin);
478 ctf_EventLog("pass", flag.team, player);
484 makevectors((player.v_angle.y * '0 1 0') + (bound(autocvar_g_ctf_throw_angle_min, player.v_angle.x, autocvar_g_ctf_throw_angle_max) * '1 0 0'));
486 flag_velocity = (('0 0 1' * autocvar_g_ctf_throw_velocity_up) + ((v_forward * autocvar_g_ctf_throw_velocity_forward) * ((player.items & ITEM_Strength.m_itemid) ? autocvar_g_ctf_throw_strengthmultiplier : 1)));
487 flag.velocity = W_CalculateProjectileVelocity(player, player.velocity, flag_velocity, false);
488 ctf_Handle_Drop(flag, player, droptype);
494 flag.velocity = '0 0 0'; // do nothing
501 flag.velocity = W_CalculateProjectileVelocity(player, player.velocity, (('0 0 1' * autocvar_g_ctf_drop_velocity_up) + ((('0 1 0' * crandom()) + ('1 0 0' * crandom())) * autocvar_g_ctf_drop_velocity_side)), false);
502 ctf_Handle_Drop(flag, player, droptype);
507 // kill old waypointsprite
508 WaypointSprite_Ping(player.wps_flagcarrier);
509 WaypointSprite_Kill(player.wps_flagcarrier);
511 if(player.wps_enemyflagcarrier)
512 WaypointSprite_Kill(player.wps_enemyflagcarrier);
514 if(player.wps_flagreturn)
515 WaypointSprite_Kill(player.wps_flagreturn);
518 ctf_CaptureShield_Update(player, 0); // shield player from picking up flag
521 void shockwave_spawn(string m, vector org, float sz, float t1, float t2)
523 return modeleffect_spawn(m, 0, 0, org, '0 0 0', '0 0 0', '0 0 0', 0, sz, 1, t1, t2);
530 void nades_GiveBonus(entity player, float score);
532 void ctf_Handle_Capture(entity flag, entity toucher, int capturetype)
534 entity enemy_flag = ((capturetype == CAPTURE_NORMAL) ? toucher.flagcarried : toucher);
535 entity player = ((capturetype == CAPTURE_NORMAL) ? toucher : enemy_flag.ctf_dropper);
536 entity player_team_flag = NULL, tmp_entity;
537 float old_time, new_time;
539 if(!player) { return; } // without someone to give the reward to, we can't possibly cap
540 if(CTF_DIFFTEAM(player, flag)) { return; }
541 if((flag.cnt || enemy_flag.cnt) && flag.cnt != enemy_flag.cnt) { return; } // this should catch some edge cases (capturing grouped flag at ungrouped flag disallowed etc)
543 if (toucher.goalentity == flag.bot_basewaypoint)
544 toucher.goalentity_lock_timeout = 0;
547 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
548 if(SAME_TEAM(tmp_entity, player))
550 player_team_flag = tmp_entity;
554 nades_GiveBonus(player, autocvar_g_nades_bonus_score_high );
556 player.throw_prevtime = time;
557 player.throw_count = 0;
559 // messages and sounds
560 Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_NUM(enemy_flag.team, CENTER_CTF_CAPTURE));
561 ctf_CaptureRecord(enemy_flag, player);
562 _sound(player, CH_TRIGGER, ((ctf_oneflag) ? player_team_flag.snd_flag_capture : ((DIFF_TEAM(player, flag)) ? enemy_flag.snd_flag_capture : flag.snd_flag_capture)), VOL_BASE, ATTEN_NONE);
566 case CAPTURE_NORMAL: ctf_EventLog("capture", enemy_flag.team, player); break;
567 case CAPTURE_DROPPED: ctf_EventLog("droppedcapture", enemy_flag.team, player); break;
573 if(enemy_flag.score_capture || flag.score_capture)
574 pscore = floor((max(1, enemy_flag.score_capture) + max(1, flag.score_capture)) * 0.5);
575 GameRules_scoring_add_team(player, SCORE, ((pscore) ? pscore : autocvar_g_ctf_score_capture));
577 if(enemy_flag.score_team_capture || flag.score_team_capture)
578 capscore = floor((max(1, enemy_flag.score_team_capture) + max(1, flag.score_team_capture)) * 0.5);
579 GameRules_scoring_add_team(player, CTF_CAPS, ((capscore) ? capscore : 1));
581 old_time = GameRules_scoring_add(player, CTF_CAPTIME, 0);
582 new_time = TIME_ENCODE(time - enemy_flag.ctf_pickuptime);
583 if(!old_time || new_time < old_time)
584 GameRules_scoring_add(player, CTF_CAPTIME, new_time - old_time);
587 Send_Effect_(flag.capeffect, flag.origin, '0 0 0', 1);
588 //shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
591 if(capturetype == CAPTURE_NORMAL)
593 WaypointSprite_Kill(player.wps_flagcarrier);
594 if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
596 if((enemy_flag.ctf_dropper) && (player != enemy_flag.ctf_dropper))
597 { GameRules_scoring_add_team(enemy_flag.ctf_dropper, SCORE, ((enemy_flag.score_assist) ? enemy_flag.score_assist : autocvar_g_ctf_score_capture_assist)); }
600 flag.enemy = toucher;
603 player.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
604 ctf_RespawnFlag(enemy_flag);
607 void ctf_Handle_Return(entity flag, entity player)
609 // messages and sounds
610 if(IS_MONSTER(player))
612 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(flag.team, INFO_CTF_RETURN_MONSTER), player.monster_name);
616 Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_NUM(flag.team, CENTER_CTF_RETURN));
617 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(flag.team, INFO_CTF_RETURN), player.netname);
619 _sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTEN_NONE);
620 ctf_EventLog("return", flag.team, player);
623 if(IS_PLAYER(player))
625 GameRules_scoring_add_team(player, SCORE, ((flag.score_return) ? flag.score_return : autocvar_g_ctf_score_return)); // reward for return
626 GameRules_scoring_add(player, CTF_RETURNS, 1); // add to count of returns
628 nades_GiveBonus(player,autocvar_g_nades_bonus_score_medium);
631 TeamScore_AddToTeam(flag.team, ST_SCORE, -autocvar_g_ctf_score_penalty_returned); // punish the team who was last carrying it
635 GameRules_scoring_add(flag.ctf_dropper, SCORE, -autocvar_g_ctf_score_penalty_returned); // punish the player who dropped the flag
636 ctf_CaptureShield_Update(flag.ctf_dropper, 0); // shield player from picking up flag
637 flag.ctf_dropper.next_take_time = time + autocvar_g_ctf_flag_collect_delay; // set next take time
641 if(player.flagcarried == flag)
642 WaypointSprite_Kill(player.wps_flagcarrier);
647 ctf_RespawnFlag(flag);
650 void ctf_Handle_Pickup(entity flag, entity player, int pickuptype)
653 float pickup_dropped_score; // used to calculate dropped pickup score
655 // attach the flag to the player
657 player.flagcarried = flag;
658 GameRules_scoring_vip(player, true);
661 setattachment(flag, player.vehicle, "");
662 setorigin(flag, VEHICLE_FLAG_OFFSET);
663 flag.scale = VEHICLE_FLAG_SCALE;
667 setattachment(flag, player, "");
668 setorigin(flag, FLAG_CARRY_OFFSET);
672 set_movetype(flag, MOVETYPE_NONE);
673 flag.takedamage = DAMAGE_NO;
674 flag.solid = SOLID_NOT;
675 flag.angles = '0 0 0';
676 flag.ctf_status = FLAG_CARRY;
680 case PICKUP_BASE: flag.ctf_pickuptime = time; break; // used for timing runs
681 case PICKUP_DROPPED: flag.health = flag.max_flag_health; break; // reset health/return timelimit
685 // messages and sounds
686 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_PICKUP), player.netname);
688 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_STALEMATE_CARRIER);
690 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PICKUP_NEUTRAL);
691 else if(CTF_DIFFTEAM(player, flag))
692 Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_NUM(flag.team, CENTER_CTF_PICKUP));
694 Send_Notification(NOTIF_ONE, player, MSG_CENTER, ((SAME_TEAM(player, flag)) ? CENTER_CTF_PICKUP_RETURN : CENTER_CTF_PICKUP_RETURN_ENEMY), Team_ColorCode(flag.team));
696 Send_Notification(NOTIF_TEAM_EXCEPT, player, MSG_CHOICE, APP_NUM(flag.team, CHOICE_CTF_PICKUP_TEAM), Team_ColorCode(player.team), player.netname);
699 FOREACH_CLIENT(IS_PLAYER(it) && it != player && DIFF_TEAM(it, player), { Send_Notification(NOTIF_ONE, it, MSG_CHOICE, CHOICE_CTF_PICKUP_ENEMY_NEUTRAL, Team_ColorCode(player.team), player.netname); });
702 FOREACH_CLIENT(IS_PLAYER(it) && it != player, {
703 if(CTF_SAMETEAM(flag, it))
704 if(SAME_TEAM(player, it))
705 Send_Notification(NOTIF_ONE, it, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_PICKUP_TEAM), Team_ColorCode(player.team), player.netname);
707 Send_Notification(NOTIF_ONE, it, MSG_CHOICE, ((SAME_TEAM(flag, player)) ? CHOICE_CTF_PICKUP_ENEMY_TEAM : CHOICE_CTF_PICKUP_ENEMY), Team_ColorCode(player.team), player.netname);
710 _sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTEN_NONE);
713 GameRules_scoring_add(player, CTF_PICKUPS, 1);
714 nades_GiveBonus(player, autocvar_g_nades_bonus_score_minor);
719 GameRules_scoring_add_team(player, SCORE, ((flag.score_pickup) ? flag.score_pickup : autocvar_g_ctf_score_pickup_base));
720 ctf_EventLog("steal", flag.team, player);
726 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);
727 pickup_dropped_score = floor((autocvar_g_ctf_score_pickup_dropped_late * (1 - pickup_dropped_score) + autocvar_g_ctf_score_pickup_dropped_early * pickup_dropped_score) + 0.5);
728 LOG_TRACE("pickup_dropped_score is ", ftos(pickup_dropped_score));
729 GameRules_scoring_add_team(player, SCORE, pickup_dropped_score);
730 ctf_EventLog("pickup", flag.team, player);
738 if(pickuptype == PICKUP_BASE)
740 flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
741 if((player.speedrunning) && (ctf_captimerecord))
742 ctf_FakeTimeLimit(player, time + ctf_captimerecord);
746 Send_Effect_(flag.toucheffect, player.origin, '0 0 0', 1);
749 if(pickuptype == PICKUP_DROPPED) { WaypointSprite_Kill(flag.wps_flagdropped); }
750 ctf_FlagcarrierWaypoints(player);
751 WaypointSprite_Ping(player.wps_flagcarrier);
755 // ===================
756 // Main Flag Functions
757 // ===================
759 void ctf_CheckFlagReturn(entity flag, int returntype)
761 if((flag.ctf_status == FLAG_DROPPED) || (flag.ctf_status == FLAG_PASSING))
763 if(flag.wps_flagdropped) { WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health); }
765 if((flag.health <= 0) || (time >= flag.ctf_droptime + autocvar_g_ctf_flag_return_time))
770 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_FLAGRETURN_DROPPED)); break;
772 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_FLAGRETURN_DAMAGED)); break;
773 case RETURN_SPEEDRUN:
774 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_FLAGRETURN_SPEEDRUN), TIME_ENCODE(ctf_captimerecord)); break;
775 case RETURN_NEEDKILL:
776 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_FLAGRETURN_NEEDKILL)); break;
779 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_FLAGRETURN_TIMEOUT)); break;
781 _sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTEN_NONE);
782 ctf_EventLog("returned", flag.team, NULL);
784 ctf_RespawnFlag(flag);
789 bool ctf_Stalemate_Customize(entity this, entity client)
791 // make spectators see what the player would see
792 entity e = WaypointSprite_getviewentity(client);
793 entity wp_owner = this.owner;
796 //if(CTF_SAMETEAM(wp_owner.flagcarried, wp_owner)) { return false; }
797 if(SAME_TEAM(wp_owner, e)) { return false; }
798 if(!IS_PLAYER(e)) { return false; }
803 void ctf_CheckStalemate()
806 int stale_flags = 0, stale_red_flags = 0, stale_blue_flags = 0, stale_yellow_flags = 0, stale_pink_flags = 0, stale_neutral_flags = 0;
809 entity ctf_staleflaglist = NULL; // reset the list, we need to build the list each time this function runs
811 // build list of stale flags
812 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
814 if(autocvar_g_ctf_stalemate)
815 if(tmp_entity.ctf_status != FLAG_BASE)
816 if(time >= tmp_entity.ctf_pickuptime + autocvar_g_ctf_stalemate_time || !tmp_entity.team) // instant stalemate in oneflag
818 tmp_entity.ctf_staleflagnext = ctf_staleflaglist; // link flag into staleflaglist
819 ctf_staleflaglist = tmp_entity;
821 switch(tmp_entity.team)
823 case NUM_TEAM_1: ++stale_red_flags; break;
824 case NUM_TEAM_2: ++stale_blue_flags; break;
825 case NUM_TEAM_3: ++stale_yellow_flags; break;
826 case NUM_TEAM_4: ++stale_pink_flags; break;
827 default: ++stale_neutral_flags; break;
833 stale_flags = (stale_neutral_flags >= 1);
835 stale_flags = (stale_red_flags >= 1) + (stale_blue_flags >= 1) + (stale_yellow_flags >= 1) + (stale_pink_flags >= 1);
837 if(ctf_oneflag && stale_flags == 1)
838 ctf_stalemate = true;
839 else if(stale_flags >= 2)
840 ctf_stalemate = true;
841 else if(stale_flags == 0 && autocvar_g_ctf_stalemate_endcondition == 2)
842 { ctf_stalemate = false; wpforenemy_announced = false; }
843 else if(stale_flags < 2 && autocvar_g_ctf_stalemate_endcondition == 1)
844 { ctf_stalemate = false; wpforenemy_announced = false; }
846 // if sufficient stalemate, then set up the waypointsprite and announce the stalemate if necessary
849 for(tmp_entity = ctf_staleflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_staleflagnext)
851 if((tmp_entity.owner) && (!tmp_entity.owner.wps_enemyflagcarrier))
853 entity wp = WaypointSprite_Spawn(((ctf_oneflag) ? WP_FlagCarrier : WP_FlagCarrierEnemy), 0, 0, tmp_entity.owner, FLAG_WAYPOINT_OFFSET, NULL, 0, tmp_entity.owner, wps_enemyflagcarrier, true, RADARICON_FLAG);
854 wp.colormod = WPCOLOR_ENEMYFC(tmp_entity.owner.team);
855 setcefc(tmp_entity.owner.wps_enemyflagcarrier, ctf_Stalemate_Customize);
859 if (!wpforenemy_announced)
861 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), { Send_Notification(NOTIF_ONE, it, MSG_CENTER, ((it.flagcarried) ? CENTER_CTF_STALEMATE_CARRIER : CENTER_CTF_STALEMATE_OTHER)); });
863 wpforenemy_announced = true;
868 void ctf_FlagDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
870 if(ITEM_DAMAGE_NEEDKILL(deathtype))
872 if(autocvar_g_ctf_flag_return_damage_delay)
873 this.ctf_flagdamaged_byworld = true;
877 ctf_CheckFlagReturn(this, RETURN_NEEDKILL);
881 if(autocvar_g_ctf_flag_return_damage)
883 // reduce health and check if it should be returned
884 this.health = this.health - damage;
885 ctf_CheckFlagReturn(this, RETURN_DAMAGE);
890 void ctf_FlagThink(entity this)
895 this.nextthink = time + FLAG_THINKRATE; // only 5 fps, more is unnecessary.
898 if(this == ctf_worldflaglist) // only for the first flag
899 FOREACH_CLIENT(true, { ctf_CaptureShield_Update(it, 1); }); // release shield only
902 if(this.mins != this.m_mins || this.maxs != this.m_maxs) { // reset the flag boundaries in case it got squished
903 LOG_TRACE("wtf the flag got squashed?");
904 tracebox(this.origin, this.m_mins, this.m_maxs, this.origin, MOVE_NOMONSTERS, this);
905 if(!trace_startsolid || this.noalign) // can we resize it without getting stuck?
906 setsize(this, this.m_mins, this.m_maxs);
910 switch(this.ctf_status)
914 if(autocvar_g_ctf_dropped_capture_radius)
916 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
917 if(tmp_entity.ctf_status == FLAG_DROPPED)
918 if(vdist(this.origin - tmp_entity.origin, <, autocvar_g_ctf_dropped_capture_radius))
919 if(time > tmp_entity.ctf_droptime + autocvar_g_ctf_dropped_capture_delay)
920 ctf_Handle_Capture(this, tmp_entity, CAPTURE_DROPPED);
927 this.angles = '0 0 0'; // reset flag angles in case warpzones adjust it
929 if(autocvar_g_ctf_flag_dropped_floatinwater)
931 vector midpoint = ((this.absmin + this.absmax) * 0.5);
932 if(pointcontents(midpoint) == CONTENT_WATER)
934 this.velocity = this.velocity * 0.5;
936 if(pointcontents(midpoint + FLAG_FLOAT_OFFSET) == CONTENT_WATER)
937 { this.velocity_z = autocvar_g_ctf_flag_dropped_floatinwater; }
939 { set_movetype(this, MOVETYPE_FLY); }
941 else if(this.move_movetype == MOVETYPE_FLY) { set_movetype(this, MOVETYPE_TOSS); }
943 if(autocvar_g_ctf_flag_return_dropped)
945 if((vdist(this.origin - this.ctf_spawnorigin, <=, autocvar_g_ctf_flag_return_dropped)) || (autocvar_g_ctf_flag_return_dropped == -1))
948 ctf_CheckFlagReturn(this, RETURN_DROPPED);
952 if(this.ctf_flagdamaged_byworld)
954 this.health -= ((this.max_flag_health / autocvar_g_ctf_flag_return_damage_delay) * FLAG_THINKRATE);
955 ctf_CheckFlagReturn(this, RETURN_NEEDKILL);
958 else if(autocvar_g_ctf_flag_return_time)
960 this.health -= ((this.max_flag_health / autocvar_g_ctf_flag_return_time) * FLAG_THINKRATE);
961 ctf_CheckFlagReturn(this, RETURN_TIMEOUT);
969 if(this.speedrunning && ctf_captimerecord && (time >= this.ctf_pickuptime + ctf_captimerecord))
972 ctf_CheckFlagReturn(this, RETURN_SPEEDRUN);
974 CS(this.owner).impulse = CHIMPULSE_SPEEDRUN.impulse; // move the player back to the waypoint they set
975 ImpulseCommands(this.owner);
977 if(autocvar_g_ctf_stalemate)
979 if(time >= wpforenemy_nextthink)
981 ctf_CheckStalemate();
982 wpforenemy_nextthink = time + WPFE_THINKRATE; // waypoint for enemy think rate (to reduce unnecessary spam of this check)
985 if(CTF_SAMETEAM(this, this.owner) && this.team)
987 if(autocvar_g_ctf_flag_return) // drop the flag if reverse status has changed
988 ctf_Handle_Throw(this.owner, NULL, DROP_THROW);
989 else if(vdist(this.owner.origin - this.ctf_spawnorigin, <=, autocvar_g_ctf_flag_return_carried_radius))
990 ctf_Handle_Return(this, this.owner);
997 vector targ_origin = ((this.pass_target.absmin + this.pass_target.absmax) * 0.5);
998 targ_origin = WarpZone_RefSys_TransformOrigin(this.pass_target, this, targ_origin); // origin of target as seen by the flag (us)
999 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
1001 if((this.pass_target == NULL)
1002 || (IS_DEAD(this.pass_target))
1003 || (this.pass_target.flagcarried)
1004 || (vdist(this.origin - targ_origin, >, autocvar_g_ctf_pass_radius))
1005 || ((trace_fraction < 1) && (trace_ent != this.pass_target))
1006 || (time > this.ctf_droptime + autocvar_g_ctf_pass_timelimit))
1008 // give up, pass failed
1009 ctf_Handle_Drop(this, NULL, DROP_PASS);
1013 // still a viable target, go for it
1014 ctf_CalculatePassVelocity(this, targ_origin, this.origin, true);
1019 default: // this should never happen
1021 LOG_TRACE("ctf_FlagThink(): Flag exists with no status?");
1027 METHOD(Flag, giveTo, bool(Flag this, entity flag, entity toucher))
1030 if(game_stopped) return;
1031 if(trace_dphitcontents & (DPCONTENTS_PLAYERCLIP | DPCONTENTS_MONSTERCLIP)) { return; }
1033 bool is_not_monster = (!IS_MONSTER(toucher));
1035 // automatically kill the flag and return it if it touched lava/slime/nodrop surfaces
1036 if(ITEM_TOUCH_NEEDKILL())
1038 if(!autocvar_g_ctf_flag_return_damage_delay)
1041 ctf_CheckFlagReturn(flag, RETURN_NEEDKILL);
1043 if(!flag.ctf_flagdamaged_byworld) { return; }
1046 // special touch behaviors
1047 if(STAT(FROZEN, toucher)) { return; }
1048 else if(IS_VEHICLE(toucher))
1050 if(autocvar_g_ctf_allow_vehicle_touch && toucher.owner)
1051 toucher = toucher.owner; // the player is actually the vehicle owner, not other
1053 return; // do nothing
1055 else if(IS_MONSTER(toucher))
1057 if(!autocvar_g_ctf_allow_monster_touch)
1058 return; // do nothing
1060 else if (!IS_PLAYER(toucher)) // The flag just touched an object, most likely the world
1062 if(time > flag.wait) // if we haven't in a while, play a sound/effect
1064 Send_Effect_(flag.toucheffect, flag.origin, '0 0 0', 1);
1065 _sound(flag, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTEN_NORM);
1066 flag.wait = time + FLAG_TOUCHRATE;
1070 else if(IS_DEAD(toucher)) { return; }
1072 switch(flag.ctf_status)
1078 if(CTF_SAMETEAM(toucher, flag) && (toucher.flagcarried) && !toucher.flagcarried.team && is_not_monster)
1079 ctf_Handle_Capture(flag, toucher, CAPTURE_NORMAL); // toucher just captured the neutral flag to enemy base
1080 else if(!flag.team && (!toucher.flagcarried) && (!toucher.ctf_captureshielded) && (time > toucher.next_take_time) && is_not_monster)
1081 ctf_Handle_Pickup(flag, toucher, PICKUP_BASE); // toucher just stole the neutral flag
1083 else if(CTF_SAMETEAM(toucher, flag) && (toucher.flagcarried) && DIFF_TEAM(toucher.flagcarried, flag) && is_not_monster)
1084 ctf_Handle_Capture(flag, toucher, CAPTURE_NORMAL); // toucher just captured the enemies flag to his base
1085 else if(CTF_DIFFTEAM(toucher, flag) && (toucher.flagcarried) && CTF_SAMETEAM(toucher.flagcarried, toucher) && (!toucher.ctf_captureshielded) && autocvar_g_ctf_flag_return_carrying && (time > toucher.next_take_time) && is_not_monster)
1087 ctf_Handle_Return(toucher.flagcarried, toucher); // return their current flag
1088 ctf_Handle_Pickup(flag, toucher, PICKUP_BASE); // now pickup the flag
1090 else if(CTF_DIFFTEAM(toucher, flag) && (!toucher.flagcarried) && (!toucher.ctf_captureshielded) && (time > toucher.next_take_time) && is_not_monster)
1091 ctf_Handle_Pickup(flag, toucher, PICKUP_BASE); // toucher just stole the enemies flag
1097 if(CTF_SAMETEAM(toucher, flag) && ctf_Immediate_Return_Allowed(flag, toucher))
1098 ctf_Handle_Return(flag, toucher); // toucher just returned his own flag
1099 else if(is_not_monster && (!toucher.flagcarried) && ((toucher != flag.ctf_dropper) || (time > flag.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
1100 ctf_Handle_Pickup(flag, toucher, PICKUP_DROPPED); // toucher just picked up a dropped enemy flag
1106 LOG_TRACE("Someone touched a flag even though it was being carried?");
1112 if((IS_PLAYER(toucher)) && !IS_DEAD(toucher) && (toucher != flag.pass_sender))
1114 if(DIFF_TEAM(toucher, flag.pass_sender))
1116 if(ctf_Immediate_Return_Allowed(flag, toucher))
1117 ctf_Handle_Return(flag, toucher);
1118 else if(is_not_monster && (!toucher.flagcarried))
1119 ctf_Handle_Pickup(flag, toucher, PICKUP_DROPPED);
1121 else if(!toucher.flagcarried)
1122 ctf_Handle_Retrieve(flag, toucher);
1129 .float last_respawn;
1130 void ctf_RespawnFlag(entity flag)
1132 // check for flag respawn being called twice in a row
1133 if(flag.last_respawn > time - 0.5)
1134 { backtrace("flag respawn called twice quickly! please notify Samual about this..."); }
1136 flag.last_respawn = time;
1138 // reset the player (if there is one)
1139 if((flag.owner) && (flag.owner.flagcarried == flag))
1141 WaypointSprite_Kill(flag.owner.wps_enemyflagcarrier);
1142 WaypointSprite_Kill(flag.owner.wps_flagreturn);
1143 WaypointSprite_Kill(flag.wps_flagcarrier);
1145 flag.owner.flagcarried = NULL;
1146 GameRules_scoring_vip(flag.owner, false);
1148 if(flag.speedrunning)
1149 ctf_FakeTimeLimit(flag.owner, -1);
1152 if((flag.owner) && (flag.owner.vehicle))
1153 flag.scale = FLAG_SCALE;
1155 if(flag.ctf_status == FLAG_DROPPED)
1156 { WaypointSprite_Kill(flag.wps_flagdropped); }
1159 setattachment(flag, NULL, "");
1160 setorigin(flag, flag.ctf_spawnorigin);
1162 set_movetype(flag, ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS));
1163 flag.takedamage = DAMAGE_NO;
1164 flag.health = flag.max_flag_health;
1165 flag.solid = SOLID_TRIGGER;
1166 flag.velocity = '0 0 0';
1167 flag.angles = flag.mangle;
1168 flag.flags = FL_ITEM | FL_NOTARGET;
1170 flag.ctf_status = FLAG_BASE;
1172 flag.pass_distance = 0;
1173 flag.pass_sender = NULL;
1174 flag.pass_target = NULL;
1175 flag.ctf_dropper = NULL;
1176 flag.ctf_pickuptime = 0;
1177 flag.ctf_droptime = 0;
1178 flag.ctf_flagdamaged_byworld = false;
1179 navigation_dynamicgoal_unset(flag);
1181 ctf_CheckStalemate();
1184 void ctf_Reset(entity this)
1186 if(this.owner && IS_PLAYER(this.owner))
1187 ctf_Handle_Throw(this.owner, NULL, DROP_RESET);
1190 ctf_RespawnFlag(this);
1193 bool ctf_FlagBase_Customize(entity this, entity client)
1195 entity e = WaypointSprite_getviewentity(client);
1196 entity wp_owner = this.owner;
1197 entity flag = e.flagcarried;
1198 if(flag && CTF_SAMETEAM(e, flag))
1200 if(flag && (flag.cnt || wp_owner.cnt) && wp_owner.cnt != flag.cnt)
1205 void ctf_DelayedFlagSetup(entity this) // called after a flag is placed on a map by ctf_FlagSetup()
1208 waypoint_spawnforitem_force(this, this.origin);
1209 navigation_dynamicgoal_init(this, true);
1215 case NUM_TEAM_1: basename = WP_FlagBaseRed; break;
1216 case NUM_TEAM_2: basename = WP_FlagBaseBlue; break;
1217 case NUM_TEAM_3: basename = WP_FlagBaseYellow; break;
1218 case NUM_TEAM_4: basename = WP_FlagBasePink; break;
1219 default: basename = WP_FlagBaseNeutral; break;
1222 entity wp = WaypointSprite_SpawnFixed(basename, this.origin + FLAG_WAYPOINT_OFFSET, this, wps_flagbase, RADARICON_FLAG);
1223 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 1 1');
1224 WaypointSprite_UpdateTeamRadar(this.wps_flagbase, RADARICON_FLAG, ((this.team) ? colormapPaletteColor(this.team - 1, false) : '1 1 1'));
1225 setcefc(wp, ctf_FlagBase_Customize);
1227 // captureshield setup
1228 ctf_CaptureShield_Spawn(this);
1233 void ctf_FlagSetup(int teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
1236 flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist
1237 ctf_worldflaglist = flag;
1239 setattachment(flag, NULL, "");
1241 flag.netname = strzone(sprintf("%s%s^7 flag", Team_ColorCode(teamnumber), Team_ColorName_Upper(teamnumber)));
1242 flag.team = teamnumber;
1243 flag.classname = "item_flag_team";
1244 flag.target = "###item###"; // wut?
1245 flag.flags = FL_ITEM | FL_NOTARGET;
1246 IL_PUSH(g_items, flag);
1247 flag.solid = SOLID_TRIGGER;
1248 flag.takedamage = DAMAGE_NO;
1249 flag.damageforcescale = autocvar_g_ctf_flag_damageforcescale;
1250 flag.max_flag_health = ((autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health) ? autocvar_g_ctf_flag_health : 100);
1251 flag.health = flag.max_flag_health;
1252 flag.event_damage = ctf_FlagDamage;
1253 flag.pushable = true;
1254 flag.teleportable = TELEPORT_NORMAL;
1255 flag.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP;
1256 flag.damagedbytriggers = autocvar_g_ctf_flag_return_when_unreachable;
1257 flag.damagedbycontents = autocvar_g_ctf_flag_return_when_unreachable;
1258 if(flag.damagedbycontents)
1259 IL_PUSH(g_damagedbycontents, flag);
1260 flag.velocity = '0 0 0';
1261 flag.mangle = flag.angles;
1262 flag.reset = ctf_Reset;
1263 settouch(flag, ctf_FlagTouch);
1264 setthink(flag, ctf_FlagThink);
1265 flag.nextthink = time + FLAG_THINKRATE;
1266 flag.ctf_status = FLAG_BASE;
1268 // crudely force them all to 0
1269 if(autocvar_g_ctf_score_ignore_fields)
1270 flag.cnt = flag.score_assist = flag.score_team_capture = flag.score_capture = flag.score_drop = flag.score_pickup = flag.score_return = 0;
1272 string teamname = Static_Team_ColorName_Lower(teamnumber);
1274 if(!flag.scale) { flag.scale = FLAG_SCALE; }
1275 if(flag.skin == 0) { flag.skin = cvar(sprintf("g_ctf_flag_%s_skin", teamname)); }
1276 if(flag.model == "") { flag.model = cvar_string(sprintf("g_ctf_flag_%s_model", teamname)); }
1277 if (flag.toucheffect == "") { flag.toucheffect = EFFECT_FLAG_TOUCH(teamnumber).eent_eff_name; }
1278 if (flag.passeffect == "") { flag.passeffect = EFFECT_PASS(teamnumber).eent_eff_name; }
1279 if (flag.capeffect == "") { flag.capeffect = EFFECT_CAP(teamnumber).eent_eff_name; }
1283 if(flag.s == "") flag.s = b; \
1284 precache_sound(flag.s);
1286 X(snd_flag_taken, strzone(SND(CTF_TAKEN(teamnumber))))
1287 X(snd_flag_returned, strzone(SND(CTF_RETURNED(teamnumber))))
1288 X(snd_flag_capture, strzone(SND(CTF_CAPTURE(teamnumber))))
1289 X(snd_flag_dropped, strzone(SND(CTF_DROPPED(teamnumber))))
1290 X(snd_flag_respawn, strzone(SND(CTF_RESPAWN)))
1291 X(snd_flag_touch, strzone(SND(CTF_TOUCH)))
1292 X(snd_flag_pass, strzone(SND(CTF_PASS)))
1296 precache_model(flag.model);
1299 _setmodel(flag, flag.model); // precision set below
1300 setsize(flag, CTF_FLAG.m_mins * flag.scale, CTF_FLAG.m_maxs * flag.scale);
1301 flag.m_mins = flag.mins; // store these for squash checks
1302 flag.m_maxs = flag.maxs;
1303 setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET));
1305 if(autocvar_g_ctf_flag_glowtrails)
1309 case NUM_TEAM_1: flag.glow_color = 251; break;
1310 case NUM_TEAM_2: flag.glow_color = 210; break;
1311 case NUM_TEAM_3: flag.glow_color = 110; break;
1312 case NUM_TEAM_4: flag.glow_color = 145; break;
1313 default: flag.glow_color = 254; break;
1315 flag.glow_size = 25;
1316 flag.glow_trail = 1;
1319 flag.effects |= EF_LOWPRECISION;
1320 if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
1321 if(autocvar_g_ctf_dynamiclights)
1325 case NUM_TEAM_1: flag.effects |= EF_RED; break;
1326 case NUM_TEAM_2: flag.effects |= EF_BLUE; break;
1327 case NUM_TEAM_3: flag.effects |= EF_DIMLIGHT; break;
1328 case NUM_TEAM_4: flag.effects |= EF_RED; break;
1329 default: flag.effects |= EF_DIMLIGHT; break;
1334 if((flag.spawnflags & 1) || flag.noalign) // don't drop to floor, just stay at fixed location
1336 flag.dropped_origin = flag.origin;
1337 flag.noalign = true;
1338 set_movetype(flag, MOVETYPE_NONE);
1340 else // drop to floor, automatically find a platform and set that as spawn origin
1342 flag.noalign = false;
1344 set_movetype(flag, MOVETYPE_NONE);
1347 InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION);
1355 // NOTE: LEGACY CODE, needs to be re-written!
1357 void havocbot_ctf_calculate_middlepoint()
1361 vector fo = '0 0 0';
1364 f = ctf_worldflaglist;
1369 f = f.ctf_worldflagnext;
1375 havocbot_middlepoint = s / n;
1376 havocbot_middlepoint_radius = vlen(fo - havocbot_middlepoint);
1378 havocbot_symmetryaxis_equation = '0 0 0';
1381 // for symmetrical editing of waypoints
1382 entity f1 = ctf_worldflaglist;
1383 entity f2 = f1.ctf_worldflagnext;
1384 float m = -(f1.origin.y - f2.origin.y) / (f1.origin.x - f2.origin.x);
1385 float q = havocbot_middlepoint.y - m * havocbot_middlepoint.x;
1386 havocbot_symmetryaxis_equation.x = m;
1387 havocbot_symmetryaxis_equation.y = q;
1389 // store number of flags in this otherwise unused vector component
1390 havocbot_symmetryaxis_equation.z = n;
1394 entity havocbot_ctf_find_flag(entity bot)
1397 f = ctf_worldflaglist;
1400 if (CTF_SAMETEAM(bot, f))
1402 f = f.ctf_worldflagnext;
1407 entity havocbot_ctf_find_enemy_flag(entity bot)
1410 f = ctf_worldflaglist;
1415 if(CTF_DIFFTEAM(bot, f))
1422 else if(!bot.flagcarried)
1426 else if (CTF_DIFFTEAM(bot, f))
1428 f = f.ctf_worldflagnext;
1433 int havocbot_ctf_teamcount(entity bot, vector org, float tc_radius)
1440 FOREACH_CLIENT(IS_PLAYER(it), {
1441 if(DIFF_TEAM(it, bot) || IS_DEAD(it) || it == bot)
1444 if(vdist(it.origin - org, <, tc_radius))
1453 void havocbot_goalrating_ctf_ourflag(entity this, float ratingscale)
1456 head = ctf_worldflaglist;
1459 if (CTF_SAMETEAM(this, head))
1461 head = head.ctf_worldflagnext;
1464 navigation_routerating(this, head, ratingscale, 10000);
1468 void havocbot_goalrating_ctf_ourbase(entity this, float ratingscale)
1471 head = ctf_worldflaglist;
1474 if (CTF_SAMETEAM(this, head))
1476 if (this.flagcarried)
1477 if ((this.flagcarried.cnt || head.cnt) && this.flagcarried.cnt != head.cnt)
1479 head = head.ctf_worldflagnext; // skip base if it has a different group
1484 head = head.ctf_worldflagnext;
1489 navigation_routerating(this, head.bot_basewaypoint, ratingscale, 10000);
1492 void havocbot_goalrating_ctf_enemyflag(entity this, float ratingscale)
1495 head = ctf_worldflaglist;
1500 if(CTF_DIFFTEAM(this, head))
1504 if(this.flagcarried)
1507 else if(!this.flagcarried)
1511 else if(CTF_DIFFTEAM(this, head))
1513 head = head.ctf_worldflagnext;
1516 navigation_routerating(this, head, ratingscale, 10000);
1519 void havocbot_goalrating_ctf_enemybase(entity this, float ratingscale)
1521 // disabled because we always spawn waypoints for flags with waypoint_spawnforitem_force
1523 if (!bot_waypoints_for_items)
1525 havocbot_goalrating_ctf_enemyflag(this, ratingscale);
1531 head = havocbot_ctf_find_enemy_flag(this);
1536 navigation_routerating(this, head.bot_basewaypoint, ratingscale, 10000);
1539 void havocbot_goalrating_ctf_ourstolenflag(entity this, float ratingscale)
1543 mf = havocbot_ctf_find_flag(this);
1545 if(mf.ctf_status == FLAG_BASE)
1549 navigation_routerating(this, mf.tag_entity, ratingscale, 10000);
1552 void havocbot_goalrating_ctf_droppedflags(entity this, float ratingscale, vector org, float df_radius)
1555 head = ctf_worldflaglist;
1558 // flag is out in the field
1559 if(head.ctf_status != FLAG_BASE)
1560 if(head.tag_entity==NULL) // dropped
1564 if(vdist(org - head.origin, <, df_radius))
1565 navigation_routerating(this, head, ratingscale, 10000);
1568 navigation_routerating(this, head, ratingscale, 10000);
1571 head = head.ctf_worldflagnext;
1575 void havocbot_goalrating_ctf_carrieritems(entity this, float ratingscale, vector org, float sradius)
1577 IL_EACH(g_items, it.bot_pickup,
1579 // gather health and armor only
1581 if (it.health || it.armorvalue)
1582 if (vdist(it.origin - org, <, sradius))
1584 float t = it.bot_pickupevalfunc(this, it) * 0.0001;
1586 navigation_routerating(this, it, t * ratingscale, 500);
1591 void havocbot_ctf_reset_role(entity this)
1593 float cdefense, cmiddle, coffense;
1601 if (this.flagcarried)
1603 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
1607 mf = havocbot_ctf_find_flag(this);
1608 ef = havocbot_ctf_find_enemy_flag(this);
1610 // Retrieve stolen flag
1611 if(mf.ctf_status!=FLAG_BASE)
1613 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_RETRIEVER);
1617 // If enemy flag is taken go to the middle to intercept pursuers
1618 if(ef.ctf_status!=FLAG_BASE)
1620 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_MIDDLE);
1624 // if there is only me on the team switch to offense
1626 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this), { ++c; });
1630 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_OFFENSE);
1634 // Evaluate best position to take
1635 // Count mates on middle position
1636 cmiddle = havocbot_ctf_teamcount(this, havocbot_middlepoint, havocbot_middlepoint_radius * 0.5);
1638 // Count mates on defense position
1639 cdefense = havocbot_ctf_teamcount(this, mf.dropped_origin, havocbot_middlepoint_radius * 0.5);
1641 // Count mates on offense position
1642 coffense = havocbot_ctf_teamcount(this, ef.dropped_origin, havocbot_middlepoint_radius);
1644 if(cdefense<=coffense)
1645 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_DEFENSE);
1646 else if(coffense<=cmiddle)
1647 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_OFFENSE);
1649 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_MIDDLE);
1652 bool havocbot_ctf_is_basewaypoint(entity item)
1654 if (item.classname != "waypoint")
1657 entity head = ctf_worldflaglist;
1660 if (item == head.bot_basewaypoint)
1662 head = head.ctf_worldflagnext;
1667 void havocbot_role_ctf_carrier(entity this)
1671 havocbot_ctf_reset_role(this);
1675 if (this.flagcarried == NULL)
1677 havocbot_ctf_reset_role(this);
1681 if (navigation_goalrating_timeout(this))
1683 navigation_goalrating_start(this);
1686 havocbot_goalrating_ctf_enemybase(this, 50000);
1688 havocbot_goalrating_ctf_ourbase(this, 50000);
1691 havocbot_goalrating_ctf_carrieritems(this, 1000, this.origin, 1000);
1693 navigation_goalrating_end(this);
1695 navigation_goalrating_timeout_set(this);
1697 entity goal = this.goalentity;
1698 if (havocbot_ctf_is_basewaypoint(goal) && vdist(goal.origin - this.origin, <, 100))
1699 this.goalentity_lock_timeout = time + 5;
1702 this.havocbot_cantfindflag = time + 10;
1703 else if (time > this.havocbot_cantfindflag)
1705 // Can't navigate to my own base, suicide!
1706 // TODO: drop it and wander around
1707 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
1713 void havocbot_role_ctf_escort(entity this)
1719 havocbot_ctf_reset_role(this);
1723 if (this.flagcarried)
1725 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
1729 // If enemy flag is back on the base switch to previous role
1730 ef = havocbot_ctf_find_enemy_flag(this);
1731 if(ef.ctf_status==FLAG_BASE)
1733 this.havocbot_role = this.havocbot_previous_role;
1734 this.havocbot_role_timeout = 0;
1737 if (ef.ctf_status == FLAG_DROPPED)
1739 navigation_goalrating_timeout_expire(this, 1);
1743 // If the flag carrier reached the base switch to defense
1744 mf = havocbot_ctf_find_flag(this);
1745 if(mf.ctf_status!=FLAG_BASE)
1746 if(vdist(ef.origin - mf.dropped_origin, <, 300))
1748 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_DEFENSE);
1752 // Set the role timeout if necessary
1753 if (!this.havocbot_role_timeout)
1755 this.havocbot_role_timeout = time + random() * 30 + 60;
1758 // If nothing happened just switch to previous role
1759 if (time > this.havocbot_role_timeout)
1761 this.havocbot_role = this.havocbot_previous_role;
1762 this.havocbot_role_timeout = 0;
1766 // Chase the flag carrier
1767 if (navigation_goalrating_timeout(this))
1769 navigation_goalrating_start(this);
1771 havocbot_goalrating_ctf_enemyflag(this, 30000);
1772 havocbot_goalrating_ctf_ourstolenflag(this, 40000);
1773 havocbot_goalrating_items(this, 10000, this.origin, 10000);
1775 navigation_goalrating_end(this);
1777 navigation_goalrating_timeout_set(this);
1781 void havocbot_role_ctf_offense(entity this)
1788 havocbot_ctf_reset_role(this);
1792 if (this.flagcarried)
1794 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
1799 mf = havocbot_ctf_find_flag(this);
1800 ef = havocbot_ctf_find_enemy_flag(this);
1803 if(mf.ctf_status!=FLAG_BASE)
1806 pos = mf.tag_entity.origin;
1810 // Try to get it if closer than the enemy base
1811 if(vlen2(this.origin-ef.dropped_origin)>vlen2(this.origin-pos))
1813 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_RETRIEVER);
1818 // Escort flag carrier
1819 if(ef.ctf_status!=FLAG_BASE)
1822 pos = ef.tag_entity.origin;
1826 if(vdist(pos - mf.dropped_origin, >, 700))
1828 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_ESCORT);
1833 // About to fail, switch to middlefield
1836 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_MIDDLE);
1840 // Set the role timeout if necessary
1841 if (!this.havocbot_role_timeout)
1842 this.havocbot_role_timeout = time + 120;
1844 if (time > this.havocbot_role_timeout)
1846 havocbot_ctf_reset_role(this);
1850 if (navigation_goalrating_timeout(this))
1852 navigation_goalrating_start(this);
1854 havocbot_goalrating_ctf_ourstolenflag(this, 50000);
1855 havocbot_goalrating_ctf_enemybase(this, 20000);
1856 havocbot_goalrating_items(this, 5000, this.origin, 1000);
1857 havocbot_goalrating_items(this, 1000, this.origin, 10000);
1859 navigation_goalrating_end(this);
1861 navigation_goalrating_timeout_set(this);
1865 // Retriever (temporary role):
1866 void havocbot_role_ctf_retriever(entity this)
1872 havocbot_ctf_reset_role(this);
1876 if (this.flagcarried)
1878 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
1882 // If flag is back on the base switch to previous role
1883 mf = havocbot_ctf_find_flag(this);
1884 if(mf.ctf_status==FLAG_BASE)
1886 if (mf.enemy == this) // did this bot return the flag?
1887 navigation_goalrating_timeout_force(this);
1888 havocbot_ctf_reset_role(this);
1892 if (!this.havocbot_role_timeout)
1893 this.havocbot_role_timeout = time + 20;
1895 if (time > this.havocbot_role_timeout)
1897 havocbot_ctf_reset_role(this);
1901 if (navigation_goalrating_timeout(this))
1906 navigation_goalrating_start(this);
1908 havocbot_goalrating_ctf_ourstolenflag(this, 50000);
1909 havocbot_goalrating_ctf_droppedflags(this, 40000, this.origin, rt_radius);
1910 havocbot_goalrating_ctf_enemybase(this, 30000);
1911 havocbot_goalrating_items(this, 500, this.origin, rt_radius);
1913 navigation_goalrating_end(this);
1915 navigation_goalrating_timeout_set(this);
1919 void havocbot_role_ctf_middle(entity this)
1925 havocbot_ctf_reset_role(this);
1929 if (this.flagcarried)
1931 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
1935 mf = havocbot_ctf_find_flag(this);
1936 if(mf.ctf_status!=FLAG_BASE)
1938 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_RETRIEVER);
1942 if (!this.havocbot_role_timeout)
1943 this.havocbot_role_timeout = time + 10;
1945 if (time > this.havocbot_role_timeout)
1947 havocbot_ctf_reset_role(this);
1951 if (navigation_goalrating_timeout(this))
1955 org = havocbot_middlepoint;
1956 org.z = this.origin.z;
1958 navigation_goalrating_start(this);
1960 havocbot_goalrating_ctf_ourstolenflag(this, 50000);
1961 havocbot_goalrating_ctf_droppedflags(this, 30000, this.origin, 10000);
1962 havocbot_goalrating_enemyplayers(this, 10000, org, havocbot_middlepoint_radius * 0.5);
1963 havocbot_goalrating_items(this, 5000, org, havocbot_middlepoint_radius * 0.5);
1964 havocbot_goalrating_items(this, 2500, this.origin, 10000);
1965 havocbot_goalrating_ctf_enemybase(this, 2500);
1967 navigation_goalrating_end(this);
1969 entity goal = this.goalentity;
1970 if (havocbot_ctf_is_basewaypoint(goal) && vdist(goal.origin - this.origin, <, 100))
1971 this.goalentity_lock_timeout = time + 2;
1973 navigation_goalrating_timeout_set(this);
1977 void havocbot_role_ctf_defense(entity this)
1983 havocbot_ctf_reset_role(this);
1987 if (this.flagcarried)
1989 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
1993 // If own flag was captured
1994 mf = havocbot_ctf_find_flag(this);
1995 if(mf.ctf_status!=FLAG_BASE)
1997 havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_RETRIEVER);
2001 if (!this.havocbot_role_timeout)
2002 this.havocbot_role_timeout = time + 30;
2004 if (time > this.havocbot_role_timeout)
2006 havocbot_ctf_reset_role(this);
2009 if (navigation_goalrating_timeout(this))
2011 vector org = mf.dropped_origin;
2013 navigation_goalrating_start(this);
2015 // if enemies are closer to our base, go there
2016 entity closestplayer = NULL;
2017 float distance, bestdistance = 10000;
2018 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
2019 distance = vlen(org - it.origin);
2020 if(distance<bestdistance)
2023 bestdistance = distance;
2028 if(DIFF_TEAM(closestplayer, this))
2029 if(vdist(org - this.origin, >, 1000))
2030 if(checkpvs(this.origin,closestplayer)||random()<0.5)
2031 havocbot_goalrating_ctf_ourbase(this, 30000);
2033 havocbot_goalrating_ctf_ourstolenflag(this, 20000);
2034 havocbot_goalrating_ctf_droppedflags(this, 20000, org, havocbot_middlepoint_radius);
2035 havocbot_goalrating_enemyplayers(this, 15000, org, havocbot_middlepoint_radius);
2036 havocbot_goalrating_items(this, 10000, org, havocbot_middlepoint_radius);
2037 havocbot_goalrating_items(this, 5000, this.origin, 10000);
2039 navigation_goalrating_end(this);
2041 navigation_goalrating_timeout_set(this);
2045 void havocbot_role_ctf_setrole(entity bot, int role)
2047 string s = "(null)";
2050 case HAVOCBOT_CTF_ROLE_CARRIER:
2052 bot.havocbot_role = havocbot_role_ctf_carrier;
2053 bot.havocbot_role_timeout = 0;
2054 bot.havocbot_cantfindflag = time + 10;
2055 if (bot.havocbot_previous_role != bot.havocbot_role)
2056 navigation_goalrating_timeout_force(bot);
2058 case HAVOCBOT_CTF_ROLE_DEFENSE:
2060 bot.havocbot_role = havocbot_role_ctf_defense;
2061 bot.havocbot_role_timeout = 0;
2063 case HAVOCBOT_CTF_ROLE_MIDDLE:
2065 bot.havocbot_role = havocbot_role_ctf_middle;
2066 bot.havocbot_role_timeout = 0;
2068 case HAVOCBOT_CTF_ROLE_OFFENSE:
2070 bot.havocbot_role = havocbot_role_ctf_offense;
2071 bot.havocbot_role_timeout = 0;
2073 case HAVOCBOT_CTF_ROLE_RETRIEVER:
2075 bot.havocbot_previous_role = bot.havocbot_role;
2076 bot.havocbot_role = havocbot_role_ctf_retriever;
2077 bot.havocbot_role_timeout = time + 10;
2078 if (bot.havocbot_previous_role != bot.havocbot_role)
2079 navigation_goalrating_timeout_expire(bot, 2);
2081 case HAVOCBOT_CTF_ROLE_ESCORT:
2083 bot.havocbot_previous_role = bot.havocbot_role;
2084 bot.havocbot_role = havocbot_role_ctf_escort;
2085 bot.havocbot_role_timeout = time + 30;
2086 if (bot.havocbot_previous_role != bot.havocbot_role)
2087 navigation_goalrating_timeout_expire(bot, 2);
2090 LOG_TRACE(bot.netname, " switched to ", s);
2098 MUTATOR_HOOKFUNCTION(ctf, PlayerPreThink)
2100 entity player = M_ARGV(0, entity);
2102 int t = 0, t2 = 0, t3 = 0;
2103 bool b1 = false, b2 = false, b3 = false, b4 = false, b5 = false; // TODO: kill this, we WANT to show the other flags, somehow! (note: also means you don't see if you're FC)
2105 // initially clear items so they can be set as necessary later.
2106 STAT(CTF_FLAGSTATUS, player) &= ~(CTF_RED_FLAG_CARRYING | CTF_RED_FLAG_TAKEN | CTF_RED_FLAG_LOST
2107 | CTF_BLUE_FLAG_CARRYING | CTF_BLUE_FLAG_TAKEN | CTF_BLUE_FLAG_LOST
2108 | CTF_YELLOW_FLAG_CARRYING | CTF_YELLOW_FLAG_TAKEN | CTF_YELLOW_FLAG_LOST
2109 | CTF_PINK_FLAG_CARRYING | CTF_PINK_FLAG_TAKEN | CTF_PINK_FLAG_LOST
2110 | CTF_NEUTRAL_FLAG_CARRYING | CTF_NEUTRAL_FLAG_TAKEN | CTF_NEUTRAL_FLAG_LOST
2111 | CTF_FLAG_NEUTRAL | CTF_SHIELDED | CTF_STALEMATE);
2113 // scan through all the flags and notify the client about them
2114 for(entity flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
2116 if(flag.team == NUM_TEAM_1 && !b1) { b1 = true; t = CTF_RED_FLAG_CARRYING; t2 = CTF_RED_FLAG_TAKEN; t3 = CTF_RED_FLAG_LOST; }
2117 if(flag.team == NUM_TEAM_2 && !b2) { b2 = true; t = CTF_BLUE_FLAG_CARRYING; t2 = CTF_BLUE_FLAG_TAKEN; t3 = CTF_BLUE_FLAG_LOST; }
2118 if(flag.team == NUM_TEAM_3 && !b3) { b3 = true; t = CTF_YELLOW_FLAG_CARRYING; t2 = CTF_YELLOW_FLAG_TAKEN; t3 = CTF_YELLOW_FLAG_LOST; }
2119 if(flag.team == NUM_TEAM_4 && !b4) { b4 = true; t = CTF_PINK_FLAG_CARRYING; t2 = CTF_PINK_FLAG_TAKEN; t3 = CTF_PINK_FLAG_LOST; }
2120 if(flag.team == 0 && !b5) { b5 = true; t = CTF_NEUTRAL_FLAG_CARRYING; t2 = CTF_NEUTRAL_FLAG_TAKEN; t3 = CTF_NEUTRAL_FLAG_LOST; STAT(CTF_FLAGSTATUS, player) |= CTF_FLAG_NEUTRAL; }
2122 switch(flag.ctf_status)
2127 if((flag.owner == player) || (flag.pass_sender == player))
2128 STAT(CTF_FLAGSTATUS, player) |= t; // carrying: player is currently carrying the flag
2130 STAT(CTF_FLAGSTATUS, player) |= t2; // taken: someone else is carrying the flag
2135 STAT(CTF_FLAGSTATUS, player) |= t3; // lost: the flag is dropped somewhere on the map
2141 // item for stopping players from capturing the flag too often
2142 if(player.ctf_captureshielded)
2143 STAT(CTF_FLAGSTATUS, player) |= CTF_SHIELDED;
2146 STAT(CTF_FLAGSTATUS, player) |= CTF_STALEMATE;
2148 // update the health of the flag carrier waypointsprite
2149 if(player.wps_flagcarrier)
2150 WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2153 MUTATOR_HOOKFUNCTION(ctf, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
2155 entity frag_attacker = M_ARGV(1, entity);
2156 entity frag_target = M_ARGV(2, entity);
2157 float frag_damage = M_ARGV(4, float);
2158 vector frag_force = M_ARGV(6, vector);
2160 if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
2162 if(frag_target == frag_attacker) // damage done to yourself
2164 frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
2165 frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
2167 else // damage done to everyone else
2169 frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
2170 frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
2173 M_ARGV(4, float) = frag_damage;
2174 M_ARGV(6, vector) = frag_force;
2176 else if(frag_target.flagcarried && !IS_DEAD(frag_target) && CTF_DIFFTEAM(frag_target, frag_attacker)) // if the target is a flagcarrier
2178 if(autocvar_g_ctf_flagcarrier_auto_helpme_damage > ('1 0 0' * healtharmor_maxdamage(frag_target.health, frag_target.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id)))
2179 if(time > frag_target.wps_helpme_time + autocvar_g_ctf_flagcarrier_auto_helpme_time)
2181 frag_target.wps_helpme_time = time;
2182 WaypointSprite_HelpMePing(frag_target.wps_flagcarrier);
2184 // todo: add notification for when flag carrier needs help?
2188 MUTATOR_HOOKFUNCTION(ctf, PlayerDies)
2190 entity frag_attacker = M_ARGV(1, entity);
2191 entity frag_target = M_ARGV(2, entity);
2193 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)) && (frag_target.flagcarried))
2195 GameRules_scoring_add_team(frag_attacker, SCORE, ((SAME_TEAM(frag_attacker, frag_target)) ? -autocvar_g_ctf_score_kill : autocvar_g_ctf_score_kill));
2196 GameRules_scoring_add(frag_attacker, CTF_FCKILLS, 1);
2199 if(frag_target.flagcarried)
2201 entity tmp_entity = frag_target.flagcarried;
2202 ctf_Handle_Throw(frag_target, NULL, DROP_NORMAL);
2203 tmp_entity.ctf_dropper = NULL;
2207 MUTATOR_HOOKFUNCTION(ctf, GiveFragsForKill)
2209 M_ARGV(2, float) = 0; // frag score
2210 return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true
2213 void ctf_RemovePlayer(entity player)
2215 if(player.flagcarried)
2216 { ctf_Handle_Throw(player, NULL, DROP_NORMAL); }
2218 for(entity flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
2220 if(flag.pass_sender == player) { flag.pass_sender = NULL; }
2221 if(flag.pass_target == player) { flag.pass_target = NULL; }
2222 if(flag.ctf_dropper == player) { flag.ctf_dropper = NULL; }
2226 MUTATOR_HOOKFUNCTION(ctf, MakePlayerObserver)
2228 entity player = M_ARGV(0, entity);
2230 ctf_RemovePlayer(player);
2233 MUTATOR_HOOKFUNCTION(ctf, ClientDisconnect)
2235 entity player = M_ARGV(0, entity);
2237 ctf_RemovePlayer(player);
2240 MUTATOR_HOOKFUNCTION(ctf, ClientConnect)
2242 if(!autocvar_g_ctf_leaderboard)
2245 entity player = M_ARGV(0, entity);
2247 if(IS_REAL_CLIENT(player))
2249 for(int i = 1; i <= RANKINGS_CNT; ++i)
2251 race_SendRankings(i, 0, 0, MSG_ONE);
2256 MUTATOR_HOOKFUNCTION(ctf, GetPressedKeys)
2258 if(!autocvar_g_ctf_leaderboard)
2261 entity player = M_ARGV(0, entity);
2263 if(CS(player).cvar_cl_allow_uidtracking == 1 && CS(player).cvar_cl_allow_uid2name == 1)
2265 if (!player.stored_netname)
2266 player.stored_netname = strzone(uid2name(player.crypto_idfp));
2267 if(player.stored_netname != player.netname)
2269 db_put(ServerProgsDB, strcat("/uid2name/", player.crypto_idfp), player.netname);
2270 strcpy(player.stored_netname, player.netname);
2275 MUTATOR_HOOKFUNCTION(ctf, PortalTeleport)
2277 entity player = M_ARGV(0, entity);
2279 if(player.flagcarried)
2280 if(!autocvar_g_ctf_portalteleport)
2281 { ctf_Handle_Throw(player, NULL, DROP_NORMAL); }
2284 MUTATOR_HOOKFUNCTION(ctf, PlayerUseKey)
2286 if(MUTATOR_RETURNVALUE || game_stopped) return;
2288 entity player = M_ARGV(0, entity);
2290 if((time > player.throw_antispam) && !IS_DEAD(player) && !player.speedrunning && (!player.vehicle || autocvar_g_ctf_allow_vehicle_touch))
2292 // pass the flag to a team mate
2293 if(autocvar_g_ctf_pass)
2295 entity head, closest_target = NULL;
2296 head = WarpZone_FindRadius(player.origin, autocvar_g_ctf_pass_radius, true);
2298 while(head) // find the closest acceptable target to pass to
2300 if(IS_PLAYER(head) && !IS_DEAD(head))
2301 if(head != player && SAME_TEAM(head, player))
2302 if(!head.speedrunning && !head.vehicle)
2304 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
2305 vector head_center = WarpZone_UnTransformOrigin(head, CENTER_OR_VIEWOFS(head));
2306 vector passer_center = CENTER_OR_VIEWOFS(player);
2308 if(ctf_CheckPassDirection(head_center, passer_center, player.v_angle, head.WarpZone_findradius_nearest))
2310 if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried)
2312 if(IS_BOT_CLIENT(head))
2314 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PASS_REQUESTING, head.netname);
2315 ctf_Handle_Throw(head, player, DROP_PASS);
2319 Send_Notification(NOTIF_ONE, head, MSG_CENTER, CENTER_CTF_PASS_REQUESTED, player.netname);
2320 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PASS_REQUESTING, head.netname);
2322 player.throw_antispam = time + autocvar_g_ctf_pass_wait;
2325 else if(player.flagcarried && !head.flagcarried)
2329 vector closest_target_center = WarpZone_UnTransformOrigin(closest_target, CENTER_OR_VIEWOFS(closest_target));
2330 if(vlen2(passer_center - head_center) < vlen2(passer_center - closest_target_center))
2331 { closest_target = head; }
2333 else { closest_target = head; }
2340 if(closest_target) { ctf_Handle_Throw(player, closest_target, DROP_PASS); return true; }
2343 // throw the flag in front of you
2344 if(autocvar_g_ctf_throw && player.flagcarried)
2346 if(player.throw_count == -1)
2348 if(time > player.throw_prevtime + autocvar_g_ctf_throw_punish_delay)
2350 player.throw_prevtime = time;
2351 player.throw_count = 1;
2352 ctf_Handle_Throw(player, NULL, DROP_THROW);
2357 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_FLAG_THROW_PUNISH, rint((player.throw_prevtime + autocvar_g_ctf_throw_punish_delay) - time));
2363 if(time > player.throw_prevtime + autocvar_g_ctf_throw_punish_time) { player.throw_count = 1; }
2364 else { player.throw_count += 1; }
2365 if(player.throw_count >= autocvar_g_ctf_throw_punish_count) { player.throw_count = -1; }
2367 player.throw_prevtime = time;
2368 ctf_Handle_Throw(player, NULL, DROP_THROW);
2375 MUTATOR_HOOKFUNCTION(ctf, HelpMePing)
2377 entity player = M_ARGV(0, entity);
2379 if(player.wps_flagcarrier) // update the flagcarrier waypointsprite with "NEEDING HELP" notification
2381 player.wps_helpme_time = time;
2382 WaypointSprite_HelpMePing(player.wps_flagcarrier);
2384 else // create a normal help me waypointsprite
2386 WaypointSprite_Spawn(WP_Helpme, waypointsprite_deployed_lifetime, waypointsprite_limitedrange, player, FLAG_WAYPOINT_OFFSET, NULL, player.team, player, wps_helpme, false, RADARICON_HELPME);
2387 WaypointSprite_Ping(player.wps_helpme);
2393 MUTATOR_HOOKFUNCTION(ctf, VehicleEnter)
2395 entity player = M_ARGV(0, entity);
2396 entity veh = M_ARGV(1, entity);
2398 if(player.flagcarried)
2400 if(!autocvar_g_ctf_allow_vehicle_carry && !autocvar_g_ctf_allow_vehicle_touch)
2402 ctf_Handle_Throw(player, NULL, DROP_NORMAL);
2406 player.flagcarried.nodrawtoclient = player; // hide the flag from the driver
2407 setattachment(player.flagcarried, veh, "");
2408 setorigin(player.flagcarried, VEHICLE_FLAG_OFFSET);
2409 player.flagcarried.scale = VEHICLE_FLAG_SCALE;
2410 //player.flagcarried.angles = '0 0 0';
2416 MUTATOR_HOOKFUNCTION(ctf, VehicleExit)
2418 entity player = M_ARGV(0, entity);
2420 if(player.flagcarried)
2422 setattachment(player.flagcarried, player, "");
2423 setorigin(player.flagcarried, FLAG_CARRY_OFFSET);
2424 player.flagcarried.scale = FLAG_SCALE;
2425 player.flagcarried.angles = '0 0 0';
2426 player.flagcarried.nodrawtoclient = NULL;
2431 MUTATOR_HOOKFUNCTION(ctf, AbortSpeedrun)
2433 entity player = M_ARGV(0, entity);
2435 if(player.flagcarried)
2437 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(player.flagcarried.team, INFO_CTF_FLAGRETURN_ABORTRUN));
2438 ctf_RespawnFlag(player.flagcarried);
2443 MUTATOR_HOOKFUNCTION(ctf, MatchEnd)
2445 entity flag; // temporary entity for the search method
2447 for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
2449 switch(flag.ctf_status)
2454 // lock the flag, game is over
2455 set_movetype(flag, MOVETYPE_NONE);
2456 flag.takedamage = DAMAGE_NO;
2457 flag.solid = SOLID_NOT;
2458 flag.nextthink = false; // stop thinking
2460 //dprint("stopping the ", flag.netname, " from moving.\n");
2468 // do nothing for these flags
2475 MUTATOR_HOOKFUNCTION(ctf, HavocBot_ChooseRole)
2477 entity bot = M_ARGV(0, entity);
2479 havocbot_ctf_reset_role(bot);
2483 MUTATOR_HOOKFUNCTION(ctf, CheckAllowedTeams)
2485 //M_ARGV(0, float) = ctf_teams;
2486 M_ARGV(1, string) = "ctf_team";
2490 MUTATOR_HOOKFUNCTION(ctf, SpectateCopy)
2492 entity spectatee = M_ARGV(0, entity);
2493 entity client = M_ARGV(1, entity);
2495 STAT(CTF_FLAGSTATUS, client) = STAT(CTF_FLAGSTATUS, spectatee);
2498 MUTATOR_HOOKFUNCTION(ctf, GetRecords)
2500 int record_page = M_ARGV(0, int);
2501 string ret_string = M_ARGV(1, string);
2503 for(int i = record_page * 200; i < MapInfo_count && i < record_page * 200 + 200; ++i)
2505 if (MapInfo_Get_ByID(i))
2507 float r = stof(db_get(ServerProgsDB, strcat(MapInfo_Map_bspname, "/captimerecord/time")));
2513 string h = db_get(ServerProgsDB, strcat(MapInfo_Map_bspname, "/captimerecord/netname"));
2514 ret_string = strcat(ret_string, strpad(32, MapInfo_Map_bspname), " ", strpad(-6, ftos_decimals(r, 2)), " ", h, "\n");
2518 M_ARGV(1, string) = ret_string;
2521 bool superspec_Spectate(entity this, entity targ); // TODO
2522 void superspec_msg(string _center_title, string _con_title, entity _to, string _msg, float _spamlevel); // TODO
2523 MUTATOR_HOOKFUNCTION(ctf, SV_ParseClientCommand)
2525 entity player = M_ARGV(0, entity);
2526 string cmd_name = M_ARGV(1, string);
2527 int cmd_argc = M_ARGV(2, int);
2529 if(IS_PLAYER(player) || MUTATOR_RETURNVALUE || !cvar("g_superspectate")) { return false; }
2531 if(cmd_name == "followfc")
2543 case "red": if(ctf_teams & BIT(0)) _team = NUM_TEAM_1; break;
2544 case "blue": if(ctf_teams & BIT(1)) _team = NUM_TEAM_2; break;
2545 case "yellow": if(ctf_teams & BIT(2)) _team = NUM_TEAM_3; break;
2546 case "pink": if(ctf_teams & BIT(3)) _team = NUM_TEAM_4; break;
2550 FOREACH_CLIENT(IS_PLAYER(it), {
2551 if(it.flagcarried && (it.team == _team || _team == 0))
2554 if(_team == 0 && IS_SPEC(player) && player.enemy == it)
2555 continue; // already spectating this fc, try another
2556 return superspec_Spectate(player, it);
2561 superspec_msg("", "", player, "No active flag carrier\n", 1);
2566 MUTATOR_HOOKFUNCTION(ctf, DropSpecialItems)
2568 entity frag_target = M_ARGV(0, entity);
2570 if(frag_target.flagcarried)
2571 ctf_Handle_Throw(frag_target, NULL, DROP_THROW);
2579 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
2580 CTF flag for team one (Red).
2582 "angle" Angle the flag will point (minus 90 degrees)...
2583 "model" model to use, note this needs red and blue as skins 0 and 1...
2584 "noise" sound played when flag is picked up...
2585 "noise1" sound played when flag is returned by a teammate...
2586 "noise2" sound played when flag is captured...
2587 "noise3" sound played when flag is lost in the field and respawns itself...
2588 "noise4" sound played when flag is dropped by a player...
2589 "noise5" sound played when flag touches the ground... */
2590 spawnfunc(item_flag_team1)
2592 if(!g_ctf) { delete(this); return; }
2594 ctf_FlagSetup(NUM_TEAM_1, this);
2597 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
2598 CTF flag for team two (Blue).
2600 "angle" Angle the flag will point (minus 90 degrees)...
2601 "model" model to use, note this needs red and blue as skins 0 and 1...
2602 "noise" sound played when flag is picked up...
2603 "noise1" sound played when flag is returned by a teammate...
2604 "noise2" sound played when flag is captured...
2605 "noise3" sound played when flag is lost in the field and respawns itself...
2606 "noise4" sound played when flag is dropped by a player...
2607 "noise5" sound played when flag touches the ground... */
2608 spawnfunc(item_flag_team2)
2610 if(!g_ctf) { delete(this); return; }
2612 ctf_FlagSetup(NUM_TEAM_2, this);
2615 /*QUAKED spawnfunc_item_flag_team3 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
2616 CTF flag for team three (Yellow).
2618 "angle" Angle the flag will point (minus 90 degrees)...
2619 "model" model to use, note this needs red, blue yellow and pink as skins 0, 1, 2 and 3...
2620 "noise" sound played when flag is picked up...
2621 "noise1" sound played when flag is returned by a teammate...
2622 "noise2" sound played when flag is captured...
2623 "noise3" sound played when flag is lost in the field and respawns itself...
2624 "noise4" sound played when flag is dropped by a player...
2625 "noise5" sound played when flag touches the ground... */
2626 spawnfunc(item_flag_team3)
2628 if(!g_ctf) { delete(this); return; }
2630 ctf_FlagSetup(NUM_TEAM_3, this);
2633 /*QUAKED spawnfunc_item_flag_team4 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
2634 CTF flag for team four (Pink).
2636 "angle" Angle the flag will point (minus 90 degrees)...
2637 "model" model to use, note this needs red, blue yellow and pink as skins 0, 1, 2 and 3...
2638 "noise" sound played when flag is picked up...
2639 "noise1" sound played when flag is returned by a teammate...
2640 "noise2" sound played when flag is captured...
2641 "noise3" sound played when flag is lost in the field and respawns itself...
2642 "noise4" sound played when flag is dropped by a player...
2643 "noise5" sound played when flag touches the ground... */
2644 spawnfunc(item_flag_team4)
2646 if(!g_ctf) { delete(this); return; }
2648 ctf_FlagSetup(NUM_TEAM_4, this);
2651 /*QUAKED spawnfunc_item_flag_neutral (0 0.5 0.8) (-48 -48 -37) (48 48 37)
2654 "angle" Angle the flag will point (minus 90 degrees)...
2655 "model" model to use, note this needs red, blue yellow and pink as skins 0, 1, 2 and 3...
2656 "noise" sound played when flag is picked up...
2657 "noise1" sound played when flag is returned by a teammate...
2658 "noise2" sound played when flag is captured...
2659 "noise3" sound played when flag is lost in the field and respawns itself...
2660 "noise4" sound played when flag is dropped by a player...
2661 "noise5" sound played when flag touches the ground... */
2662 spawnfunc(item_flag_neutral)
2664 if(!g_ctf) { delete(this); return; }
2665 if(!cvar("g_ctf_oneflag")) { delete(this); return; }
2667 ctf_FlagSetup(0, this);
2670 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
2671 Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
2672 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.
2674 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
2675 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
2678 if(!g_ctf) { delete(this); return; }
2680 this.classname = "ctf_team";
2681 this.team = this.cnt + 1;
2684 // compatibility for quake maps
2685 spawnfunc(team_CTF_redflag) { spawnfunc_item_flag_team1(this); }
2686 spawnfunc(team_CTF_blueflag) { spawnfunc_item_flag_team2(this); }
2687 spawnfunc(info_player_team1);
2688 spawnfunc(team_CTF_redplayer) { spawnfunc_info_player_team1(this); }
2689 spawnfunc(team_CTF_redspawn) { spawnfunc_info_player_team1(this); }
2690 spawnfunc(info_player_team2);
2691 spawnfunc(team_CTF_blueplayer) { spawnfunc_info_player_team2(this); }
2692 spawnfunc(team_CTF_bluespawn) { spawnfunc_info_player_team2(this); }
2694 spawnfunc(team_CTF_neutralflag) { spawnfunc_item_flag_neutral(this); }
2695 spawnfunc(team_neutralobelisk) { spawnfunc_item_flag_neutral(this); }
2697 // compatibility for wop maps
2698 spawnfunc(team_redplayer) { spawnfunc_info_player_team1(this); }
2699 spawnfunc(team_blueplayer) { spawnfunc_info_player_team2(this); }
2700 spawnfunc(team_ctl_redlolly) { spawnfunc_item_flag_team1(this); }
2701 spawnfunc(team_CTL_redlolly) { spawnfunc_item_flag_team1(this); }
2702 spawnfunc(team_ctl_bluelolly) { spawnfunc_item_flag_team2(this); }
2703 spawnfunc(team_CTL_bluelolly) { spawnfunc_item_flag_team2(this); }
2711 void ctf_ScoreRules(int teams)
2713 CheckAllowedTeams(NULL);
2714 GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
2715 field_team(ST_CTF_CAPS, "caps", SFL_SORT_PRIO_PRIMARY);
2716 field(SP_CTF_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2717 field(SP_CTF_CAPTIME, "captime", SFL_LOWER_IS_BETTER | SFL_TIME);
2718 field(SP_CTF_PICKUPS, "pickups", 0);
2719 field(SP_CTF_FCKILLS, "fckills", 0);
2720 field(SP_CTF_RETURNS, "returns", 0);
2721 field(SP_CTF_DROPS, "drops", SFL_LOWER_IS_BETTER);
2725 // code from here on is just to support maps that don't have flag and team entities
2726 void ctf_SpawnTeam (string teamname, int teamcolor)
2728 entity this = new_pure(ctf_team);
2729 this.netname = teamname;
2730 this.cnt = teamcolor - 1;
2731 this.spawnfunc_checked = true;
2732 this.team = teamcolor;
2735 void ctf_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
2740 for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
2742 //if(tmp_entity.team == NUM_TEAM_3) { ctf_teams = max(3, ctf_teams); }
2743 //if(tmp_entity.team == NUM_TEAM_4) { ctf_teams = max(4, ctf_teams); }
2745 switch(tmp_entity.team)
2747 case NUM_TEAM_1: BITSET_ASSIGN(ctf_teams, BIT(0)); break;
2748 case NUM_TEAM_2: BITSET_ASSIGN(ctf_teams, BIT(1)); break;
2749 case NUM_TEAM_3: BITSET_ASSIGN(ctf_teams, BIT(2)); break;
2750 case NUM_TEAM_4: BITSET_ASSIGN(ctf_teams, BIT(3)); break;
2752 if(tmp_entity.team == 0) { ctf_oneflag = true; }
2755 havocbot_ctf_calculate_middlepoint();
2757 if(NumTeams(ctf_teams) < 2) // somehow, there's not enough flags!
2759 ctf_teams = 0; // so set the default red and blue teams
2760 BITSET_ASSIGN(ctf_teams, BIT(0));
2761 BITSET_ASSIGN(ctf_teams, BIT(1));
2764 //ctf_teams = bound(2, ctf_teams, 4);
2766 // if no teams are found, spawn defaults
2767 if(find(NULL, classname, "ctf_team") == NULL)
2769 LOG_TRACE("No \"ctf_team\" entities found on this map, creating them anyway.");
2770 if(ctf_teams & BIT(0))
2771 ctf_SpawnTeam("Red", NUM_TEAM_1);
2772 if(ctf_teams & BIT(1))
2773 ctf_SpawnTeam("Blue", NUM_TEAM_2);
2774 if(ctf_teams & BIT(2))
2775 ctf_SpawnTeam("Yellow", NUM_TEAM_3);
2776 if(ctf_teams & BIT(3))
2777 ctf_SpawnTeam("Pink", NUM_TEAM_4);
2780 ctf_ScoreRules(ctf_teams);
2783 void ctf_Initialize()
2785 ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
2787 ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
2788 ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
2789 ctf_captureshield_force = autocvar_g_ctf_shield_force;
2791 InitializeEntity(NULL, ctf_DelayedInit, INITPRIO_GAMETYPE);