// ================================================================ // Official capture the flag game mode coding, reworked by Samual // Last updated: March 30th, 2012 // ================================================================ float ctf_ReadScore(string parameter) // make this obsolete { //if(g_ctf_win_mode != 2) return cvar(strcat("g_ctf_personal", parameter)); //else // return cvar(strcat("g_ctf_flag", parameter)); } void ctf_FakeTimeLimit(entity e, float t) { msg_entity = e; WriteByte(MSG_ONE, 3); // svc_updatestat WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT if(t < 0) WriteCoord(MSG_ONE, autocvar_timelimit); else WriteCoord(MSG_ONE, (t + 1) / 60); } void ctf_EventLog(string mode, float flagteam, entity actor) // use an alias for easy changing and quick editing later { if(autocvar_sv_eventlog) GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != world) ? (strcat(":", ftos(actor.playerid))) : ""))); } string ctf_CaptureRecord(entity flag, entity player) { float cap_time, cap_record, success; string cap_message, refername; if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots)) { cap_record = ctf_captimerecord; cap_time = (time - flag.ctf_pickuptime); refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname")); refername = ((refername == player.netname) ? "their" : strcat(refername, "^7's")); if(!ctf_captimerecord) { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds"); success = TRUE; } else if(cap_time < cap_record) { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, breaking ", refername, " previous record of ", ftos_decimals(cap_record, 2), " seconds"); success = TRUE; } else { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, failing to break ", refername, " record of ", ftos_decimals(cap_record, 2), " seconds"); success = FALSE; } if(success) { ctf_captimerecord = cap_time; db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time)); db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname); write_recordmarker(player, (time - cap_time), cap_time); } } return cap_message; } void ctf_FlagcarrierWaypoints(entity player) { WaypointSprite_Spawn("flagcarrier", 0, 0, player, FLAG_WAYPOINT_OFFSET, world, player.team, player, wps_flagcarrier, TRUE, RADARICON_FLAG, WPCOLOR_FLAGCARRIER(player.team)); WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2); WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent)); WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, WPCOLOR_FLAGCARRIER(player.team)); } // ======================= // CaptureShield Functions // ======================= float ctf_CaptureShield_CheckStatus(entity p) { float s, se; entity e; float players_worseeq, players_total; if(ctf_captureshield_max_ratio <= 0) return FALSE; s = PlayerScore_Add(p, SP_SCORE, 0); if(s >= -ctf_captureshield_min_negscore) return FALSE; players_total = players_worseeq = 0; FOR_EACH_PLAYER(e) { if(IsDifferentTeam(e, p)) continue; se = PlayerScore_Add(e, SP_SCORE, 0); if(se <= s) ++players_worseeq; ++players_total; } // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse // use this rule here if(players_worseeq >= players_total * ctf_captureshield_max_ratio) return FALSE; return TRUE; } void ctf_CaptureShield_Update(entity player, float wanted_status) { float updated_status = ctf_CaptureShield_CheckStatus(player); if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only { if(updated_status) // TODO csqc notifier for this // Samual: How? 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); else 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); player.ctf_captureshielded = updated_status; } } float ctf_CaptureShield_Customize() { if(!other.ctf_captureshielded) { return FALSE; } if(!IsDifferentTeam(self, other)) { return FALSE; } return TRUE; } void ctf_CaptureShield_Touch() { if(!other.ctf_captureshielded) { return; } if(!IsDifferentTeam(self, other)) { return; } vector mymid = (self.absmin + self.absmax) * 0.5; vector othermid = (other.absmin + other.absmax) * 0.5; Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force); 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); } void ctf_CaptureShield_Spawn(entity flag) { entity shield = spawn(); shield.enemy = self; shield.team = self.team; shield.touch = ctf_CaptureShield_Touch; shield.customizeentityforclient = ctf_CaptureShield_Customize; shield.classname = "ctf_captureshield"; shield.effects = EF_ADDITIVE; shield.movetype = MOVETYPE_NOCLIP; shield.solid = SOLID_TRIGGER; shield.avelocity = '7 0 11'; shield.scale = 0.5; setorigin(shield, self.origin); setmodel(shield, "models/ctf/shield.md3"); setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs); } // ==================== // Drop/Pass/Throw Code // ==================== void ctf_Handle_Drop(entity flag, entity player, float droptype) { // declarations player = (player ? player : flag.pass_sender); // main flag.movetype = MOVETYPE_TOSS; flag.takedamage = DAMAGE_YES; flag.health = flag.max_flag_health; flag.ctf_droptime = time; flag.ctf_dropper = player; flag.ctf_status = FLAG_DROPPED; // messages and sounds Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO); sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTN_NONE); ctf_EventLog("dropped", player.team, player); // scoring PlayerTeamScore_AddScore(player, -ctf_ReadScore("penalty_drop")); PlayerScore_Add(player, SP_CTF_DROPS, 1); // waypoints if(autocvar_g_ctf_flag_dropped_waypoint) WaypointSprite_Spawn("flagdropped", 0, 0, flag, FLAG_WAYPOINT_OFFSET, world, ((autocvar_g_ctf_flag_dropped_waypoint == 2) ? 0 : player.team), flag, wps_flagdropped, TRUE, RADARICON_FLAG, WPCOLOR_DROPPEDFLAG(flag.team)); if(autocvar_g_ctf_flag_return_time || (autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health)) { WaypointSprite_UpdateMaxHealth(flag.wps_flagdropped, flag.max_flag_health); WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health); } player.throw_antispam = time + autocvar_g_ctf_pass_wait; if(droptype == DROP_PASS) { flag.pass_sender = world; flag.pass_target = world; } } void ctf_Handle_Retrieve(entity flag, entity player) { entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players entity sender = flag.pass_sender; // transfer flag to player flag.ctf_carrier = player; flag.owner = player; flag.owner.flagcarried = flag; // reset flag setattachment(flag, player, ""); setorigin(flag, FLAG_CARRY_OFFSET); flag.movetype = MOVETYPE_NONE; flag.takedamage = DAMAGE_NO; flag.solid = SOLID_NOT; flag.ctf_carrier = player; flag.ctf_status = FLAG_CARRY; // messages and sounds sound(player, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTN_NORM); // FIXCTF ctf_EventLog("recieve", flag.team, player); FOR_EACH_REALPLAYER(tmp_player) if(tmp_player == sender) centerprint(tmp_player, strcat("You passed the ", flag.netname, " to ", player.netname)); else if(tmp_player == player) centerprint(tmp_player, strcat("You recieved the ", flag.netname, " from ", sender.netname)); else if(!IsDifferentTeam(tmp_player, sender)) centerprint(tmp_player, strcat(sender.netname, " passed the ", flag.netname, " to ", player.netname)); // create new waypoint ctf_FlagcarrierWaypoints(player); sender.throw_antispam = time + autocvar_g_ctf_pass_wait; player.throw_antispam = sender.throw_antispam; flag.pass_sender = world; flag.pass_target = world; } void ctf_Handle_Throw(entity player, entity reciever, float droptype) { entity flag = player.flagcarried; if(!flag) { return; } if((droptype == DROP_PASS) && !reciever) { return; } if(flag.speedrunning) { ctf_RespawnFlag(flag); return; } // reset the flag setattachment(flag, world, ""); setorigin(flag, player.origin + FLAG_DROP_OFFSET); flag.owner.flagcarried = world; flag.owner = world; flag.solid = SOLID_TRIGGER; flag.ctf_droptime = time; flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS switch(droptype) { case DROP_PASS: { vector targ_origin = (0.5 * (reciever.absmin + reciever.absmax)); flag.velocity = (normalize(targ_origin - player.origin) * autocvar_g_ctf_pass_velocity); break; } case DROP_THROW: { makevectors((player.v_angle_y * '0 1 0') + (player.v_angle_x * '0.5 0 0')); flag.velocity = W_CalculateProjectileVelocity(player.velocity, ('0 0 200' + (v_forward * autocvar_g_ctf_drop_velocity)), FALSE); break; } case DROP_RESET: { flag.velocity = '0 0 0'; // do nothing break; } default: case DROP_NORMAL: { flag.velocity = W_CalculateProjectileVelocity(player.velocity, ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom())), FALSE); break; } } switch(droptype) { case DROP_PASS: { // main flag.movetype = MOVETYPE_FLY; flag.takedamage = DAMAGE_NO; flag.pass_sender = player; flag.pass_target = reciever; flag.ctf_status = FLAG_PASSING; // other sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTN_NORM); ctf_EventLog("pass", flag.team, player); te_lightning2(world, reciever.origin, player.origin); break; } case DROP_RESET: { // do nothing break; } default: case DROP_THROW: case DROP_NORMAL: { ctf_Handle_Drop(flag, player, droptype); break; } } // kill old waypointsprite WaypointSprite_Ping(player.wps_flagcarrier); WaypointSprite_Kill(player.wps_flagcarrier); if(player.wps_enemyflagcarrier) WaypointSprite_Kill(player.wps_enemyflagcarrier); // captureshield //ctf_CaptureShield_Update(player, 0); // shield only } // ============== // Event Handlers // ============== void ctf_Handle_Capture(entity flag, entity toucher, float capturetype) { entity enemy_flag = ((capturetype == CAPTURE_NORMAL) ? toucher.flagcarried : toucher); entity player = ((capturetype == CAPTURE_NORMAL) ? toucher : enemy_flag.ctf_dropper); if not(player) { return; } // without someone to give the reward to, we can't possibly cap // messages and sounds Send_KillNotification(player.netname, enemy_flag.netname, ctf_CaptureRecord(enemy_flag, player), INFO_CAPTUREFLAG, MSG_INFO); sound(player, CH_TRIGGER, flag.snd_flag_capture, VOL_BASE, ATTN_NONE); switch(capturetype) { case CAPTURE_NORMAL: ctf_EventLog("capture", enemy_flag.team, player); break; case CAPTURE_DROPPED: ctf_EventLog("droppedcapture", enemy_flag.team, player); break; default: break; } // scoring PlayerTeamScore_AddScore(player, ctf_ReadScore("score_capture")); PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1); // effects if(autocvar_g_ctf_flag_capture_effects) { pointparticles(particleeffectnum((player.team == COLOR_TEAM1) ? "red_ground_quake" : "blue_ground_quake"), flag.origin, '0 0 0', 1); shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1); } // other if(capturetype == CAPTURE_NORMAL) { WaypointSprite_Kill(player.wps_flagcarrier); if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); } } // reset the flag player.next_take_time = time + autocvar_g_ctf_flag_collect_delay; ctf_RespawnFlag(enemy_flag); } void ctf_Handle_Return(entity flag, entity player) { // messages and sounds //centerprint(player, strcat("You returned the ", flag.netname)); Send_KillNotification (player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO); sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTN_NONE); ctf_EventLog("return", flag.team, player); // scoring PlayerTeamScore_AddScore(player, ctf_ReadScore("score_return")); // reward for return PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns TeamScore_AddToTeam(flag.team, ST_SCORE, -ctf_ReadScore("penalty_returned")); // punish the team who was last carrying it if(flag.ctf_dropper) { // punish the player who dropped the flag PlayerScore_Add(flag.ctf_dropper, SP_SCORE, -ctf_ReadScore("penalty_returned")); ctf_CaptureShield_Update(flag.ctf_dropper, 0); // shield only // set next take time flag.ctf_dropper.next_take_time = time + autocvar_g_ctf_flag_collect_delay; } // reset the flag ctf_RespawnFlag(flag); } void ctf_Handle_Pickup(entity flag, entity player, float pickuptype) { // declarations entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players string verbosename; // holds the name of the player OR no name at all for printing in the centerprints float pickup_dropped_score; // used to calculate dropped pickup score // attach the flag to the player flag.owner = player; player.flagcarried = flag; setattachment(flag, player, ""); setorigin(flag, FLAG_CARRY_OFFSET); // flag setup flag.movetype = MOVETYPE_NONE; flag.takedamage = DAMAGE_NO; flag.solid = SOLID_NOT; flag.angles = '0 0 0'; flag.ctf_carrier = player; flag.ctf_status = FLAG_CARRY; switch(pickuptype) { case PICKUP_BASE: flag.ctf_pickuptime = time; break; // used for timing runs case PICKUP_DROPPED: flag.health = flag.max_flag_health; break; // reset health/return timelimit default: break; } // messages and sounds Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO); sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTN_NONE); verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat(Team_ColorCode(player.team), "(^7", player.netname, Team_ColorCode(player.team), ") ") : ""); FOR_EACH_REALPLAYER(tmp_player) if(tmp_player == player) centerprint(tmp_player, strcat("You got the ", flag.netname, "!")); else if(!IsDifferentTeam(tmp_player, player)) centerprint(tmp_player, strcat("Your ", Team_ColorCode(player.team), "team mate ", verbosename, "^7got the flag! Protect them!")); else if(!IsDifferentTeam(tmp_player, flag)) centerprint(tmp_player, strcat("The ", Team_ColorCode(player.team), "enemy ", verbosename, "^7got your flag! Retrieve it!")); switch(pickuptype) { case PICKUP_BASE: ctf_EventLog("steal", flag.team, player); break; case PICKUP_DROPPED: ctf_EventLog("pickup", flag.team, player); break; default: break; } // scoring PlayerScore_Add(player, SP_CTF_PICKUPS, 1); switch(pickuptype) { case PICKUP_BASE: { PlayerTeamScore_AddScore(player, ctf_ReadScore("score_pickup_base")); break; } case PICKUP_DROPPED: { 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); 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); print("pickup_dropped_score is ", ftos(pickup_dropped_score), "\n"); PlayerTeamScore_AddScore(player, pickup_dropped_score); break; } default: break; } // speedrunning if(pickuptype == PICKUP_BASE) { flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record if((player.speedrunning) && (ctf_captimerecord)) ctf_FakeTimeLimit(player, time + ctf_captimerecord); } // effects if(autocvar_g_ctf_flag_pickup_effects) pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1); // waypoints if(pickuptype == PICKUP_DROPPED) { WaypointSprite_Kill(flag.wps_flagdropped); } ctf_FlagcarrierWaypoints(player); WaypointSprite_Ping(player.wps_flagcarrier); } // =================== // Main Flag Functions // =================== void ctf_CheckFlagReturn(entity flag) { if(flag.wps_flagdropped) { WaypointSprite_UpdateHealth(flag.wps_flagdropped, flag.health); } if((flag.health <= 0) || (time >= flag.ctf_droptime + autocvar_g_ctf_flag_return_time)) { bprint("The ", flag.netname, " has returned to base\n"); sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTN_NONE); ctf_EventLog("returned", flag.team, world); ctf_RespawnFlag(flag); } } void ctf_FlagDamage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if(ITEM_DAMAGE_NEEDKILL(deathtype)) { // automatically kill the flag and return it self.health = 0; ctf_CheckFlagReturn(self); return; } if(autocvar_g_ctf_flag_return_damage) { // reduce health and check if it should be returned self.health = self.health - damage; ctf_CheckFlagReturn(self); return; } } void ctf_FlagThink() { // declarations entity tmp_entity; self.nextthink = time + FLAG_THINKRATE; // only 5 fps, more is unnecessary. // captureshield if(self == ctf_worldflaglist) // only for the first flag FOR_EACH_CLIENT(tmp_entity) ctf_CaptureShield_Update(tmp_entity, 1); // release shield only // sanity checks if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished dprint("wtf the flag got squashed?\n"); tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self); if(!trace_startsolid) // can we resize it without getting stuck? setsize(self, FLAG_MIN, FLAG_MAX); } // main think method switch(self.ctf_status) { case FLAG_BASE: { if(autocvar_g_ctf_dropped_capture_radius) { for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext) if(tmp_entity.ctf_status == FLAG_DROPPED) if(vlen(self.origin - tmp_entity.origin) < autocvar_g_ctf_dropped_capture_radius) ctf_Handle_Capture(self, tmp_entity, CAPTURE_DROPPED); } return; } case FLAG_DROPPED: { if(autocvar_g_ctf_flag_return_dropped) { if((vlen(self.origin - self.ctf_spawnorigin) <= autocvar_g_ctf_flag_return_dropped) || (autocvar_g_ctf_flag_return_dropped == -1)) { self.health = 0; ctf_CheckFlagReturn(self); return; } } if(autocvar_g_ctf_flag_return_time) { self.health -= ((self.max_flag_health / autocvar_g_ctf_flag_return_time) * FLAG_THINKRATE); ctf_CheckFlagReturn(self); return; } return; } case FLAG_CARRY: { if(self.speedrunning && ctf_captimerecord && (time >= self.ctf_pickuptime + ctf_captimerecord)) { bprint("The ", self.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n"); sound(self, CH_TRIGGER, self.snd_flag_respawn, VOL_BASE, ATTN_NONE); ctf_EventLog("returned", self.team, world); ctf_RespawnFlag(tmp_entity); tmp_entity = self; self = self.owner; self.impulse = CHIMPULSE_SPEEDRUN; // move the player back to the waypoint they set ImpulseCommands(); self = tmp_entity; } if(autocvar_g_ctf_flagcarrier_waypointforenemy_time) if((time >= self.ctf_pickuptime + autocvar_g_ctf_flagcarrier_waypointforenemy_time) && !self.owner.wps_enemyflagcarrier) { WaypointSprite_Spawn("enemyflagcarrier", 0, 0, self.owner, FLAG_WAYPOINT_OFFSET, world, self.team, self.owner, wps_enemyflagcarrier, TRUE, RADARICON_FLAG, WPCOLOR_ENEMYFC(self.owner.team)); if(!self.wpforenemy_announced) { FOR_EACH_REALPLAYER(tmp_entity) { if(tmp_entity == self.owner) centerprint(tmp_entity, strcat("Enemies can now see you on radar! (held ", self.netname, " for ", ftos(autocvar_g_ctf_flagcarrier_waypointforenemy_time), " seconds)")); else if(IsDifferentTeam(tmp_entity, self.owner)) centerprint(tmp_entity, strcat("You can now see the enemy flag carrier on radar! (held ", self.netname, " for ", ftos(autocvar_g_ctf_flagcarrier_waypointforenemy_time), " seconds)")); else centerprint(tmp_entity, strcat("Enemies can now see your flag carrier on radar! (held ", self.netname, " for ", ftos(autocvar_g_ctf_flagcarrier_waypointforenemy_time), " seconds)")); } self.wpforenemy_announced = TRUE; } } return; } case FLAG_PASSING: // todo make work with warpzones { vector targ_origin = ((self.pass_target.absmin + self.pass_target.absmax) * 0.5); traceline(self.origin, targ_origin, MOVE_NOMONSTERS, self); if((self.pass_target.deadflag != DEAD_NO) || (vlen(self.origin - targ_origin) > autocvar_g_ctf_pass_radius) || ((trace_fraction < 1) && (trace_ent != self.pass_target)) || (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit)) { ctf_Handle_Drop(self, world, DROP_PASS); } else // still a viable target, go for it { vector desired_direction = normalize(targ_origin - self.origin); vector current_direction = normalize(self.velocity); self.velocity = (normalize(current_direction + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_pass_velocity); } return; } default: // this should never happen { dprint("ctf_FlagThink(): Flag exists with no status?\n"); return; } } } void ctf_FlagTouch() { if(gameover) { return; } if(!self) { return; } if(other.deadflag != DEAD_NO) { return; } if(ITEM_TOUCH_NEEDKILL()) { // automatically kill the flag and return it self.health = 0; ctf_CheckFlagReturn(self); return; } if(other.classname != "player") // The flag just touched an object, most likely the world { if(time > self.wait) // if we haven't in a while, play a sound/effect { pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1); sound(self, CH_TRIGGER, self.snd_flag_touch, VOL_BASE, ATTN_NORM); self.wait = time + FLAG_TOUCHRATE; } return; } switch(self.ctf_status) { case FLAG_BASE: { if(!IsDifferentTeam(other, self) && (other.flagcarried) && IsDifferentTeam(other.flagcarried, self)) ctf_Handle_Capture(self, other, CAPTURE_NORMAL); // other just captured the enemies flag to his base else if(IsDifferentTeam(other, self) && (!other.flagcarried) && (!other.ctf_captureshielded) && (time > other.next_take_time)) ctf_Handle_Pickup(self, other, PICKUP_BASE); // other just stole the enemies flag break; } case FLAG_DROPPED: { if(!IsDifferentTeam(other, self)) ctf_Handle_Return(self, other); // other just returned his own flag else if((!other.flagcarried) && ((other != self.ctf_dropper) || (time > self.ctf_droptime + autocvar_g_ctf_flag_collect_delay))) ctf_Handle_Pickup(self, other, PICKUP_DROPPED); // other just picked up a dropped enemy flag break; } case FLAG_CARRY: { dprint("Someone touched a flag even though it was being carried?\n"); break; } case FLAG_PASSING: { if((other.classname == "player") && (other.deadflag == DEAD_NO) && (other != self.pass_sender)) { if(IsDifferentTeam(other, self.pass_sender)) ctf_Handle_Return(self, other); else ctf_Handle_Retrieve(self, other); } break; } default: // this should never happen { dprint("Touch: Flag exists with no status?\n"); break; } } } void ctf_RespawnFlag(entity flag) { // reset the player (if there is one) if((flag.owner) && (flag.owner.flagcarried == flag)) { if(flag.owner.wps_enemyflagcarrier) WaypointSprite_Kill(flag.owner.wps_enemyflagcarrier); WaypointSprite_Kill(flag.wps_flagcarrier); flag.owner.flagcarried = world; if(flag.speedrunning) ctf_FakeTimeLimit(flag.owner, -1); } if((flag.ctf_status == FLAG_DROPPED) && (flag.wps_flagdropped)) { WaypointSprite_Kill(flag.wps_flagdropped); } // reset the flag setattachment(flag, world, ""); setorigin(flag, flag.ctf_spawnorigin); flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS); flag.takedamage = DAMAGE_NO; flag.health = flag.max_flag_health; flag.solid = SOLID_TRIGGER; flag.velocity = '0 0 0'; flag.angles = flag.mangle; flag.flags = FL_ITEM | FL_NOTARGET; flag.ctf_status = FLAG_BASE; flag.owner = world; flag.pass_sender = world; flag.pass_target = world; flag.ctf_carrier = world; flag.ctf_dropper = world; flag.ctf_pickuptime = 0; flag.ctf_droptime = 0; flag.wpforenemy_announced = FALSE; } void ctf_Reset() { if(self.owner) if(self.owner.classname == "player") ctf_Handle_Throw(self.owner, world, DROP_RESET); ctf_RespawnFlag(self); } void ctf_DelayedFlagSetup(void) // called after a flag is placed on a map by ctf_FlagSetup() { // bot waypoints waypoint_spawnforitem_force(self, self.origin); self.nearestwaypointtimeout = 0; // activate waypointing again self.bot_basewaypoint = self.nearestwaypoint; // waypointsprites WaypointSprite_SpawnFixed(((self.team == COLOR_TEAM1) ? "redbase" : "bluebase"), self.origin + FLAG_WAYPOINT_OFFSET, self, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE)); WaypointSprite_UpdateTeamRadar(self.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(self.team - 1, FALSE)); // captureshield setup ctf_CaptureShield_Spawn(self); } void ctf_FlagSetup(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc { // declarations 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. self = flag; // for later usage with droptofloor() // main setup flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist ctf_worldflaglist = flag; setattachment(flag, world, ""); flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag"); flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue) flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough) flag.classname = "item_flag_team"; flag.target = "###item###"; // wut? flag.flags = FL_ITEM | FL_NOTARGET; flag.solid = SOLID_TRIGGER; flag.takedamage = DAMAGE_NO; flag.damageforcescale = autocvar_g_ctf_flag_damageforcescale; flag.max_flag_health = ((autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health) ? autocvar_g_ctf_flag_health : 100); flag.health = flag.max_flag_health; flag.event_damage = ctf_FlagDamage; flag.pushable = TRUE; flag.damagedbytriggers = autocvar_g_ctf_flag_return_when_unreachable; flag.damagedbycontents = autocvar_g_ctf_flag_return_when_unreachable; flag.velocity = '0 0 0'; flag.mangle = flag.angles; flag.reset = ctf_Reset; flag.touch = ctf_FlagTouch; flag.think = ctf_FlagThink; flag.nextthink = time + FLAG_THINKRATE; flag.ctf_status = FLAG_BASE; if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); } if(!flag.scale) { flag.scale = FLAG_SCALE; } if(!flag.skin) { flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin); } // sound if(!flag.snd_flag_taken) { flag.snd_flag_taken = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); } if(!flag.snd_flag_returned) { flag.snd_flag_returned = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); } 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 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. if(!flag.snd_flag_dropped) { flag.snd_flag_dropped = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); } if(!flag.snd_flag_touch) { flag.snd_flag_touch = "keepaway/touch.wav"; } // again has no team-based sound // FIXME // precache precache_sound(flag.snd_flag_taken); precache_sound(flag.snd_flag_returned); precache_sound(flag.snd_flag_capture); precache_sound(flag.snd_flag_respawn); precache_sound(flag.snd_flag_dropped); precache_sound(flag.snd_flag_touch); precache_model(flag.model); precache_model("models/ctf/shield.md3"); precache_model("models/ctf/shockwavetransring.md3"); // appearence setmodel(flag, flag.model); // precision set below setsize(flag, FLAG_MIN, FLAG_MAX); setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET)); if(autocvar_g_ctf_flag_glowtrails) { flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue flag.glow_size = 25; flag.glow_trail = 1; } flag.effects |= EF_LOWPRECISION; if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; } if(autocvar_g_ctf_dynamiclights) { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); } // flag placement if((flag.spawnflags & 1) || flag.noalign) // don't drop to floor, just stay at fixed location { flag.dropped_origin = flag.origin; flag.noalign = TRUE; flag.movetype = MOVETYPE_NONE; } else // drop to floor, automatically find a platform and set that as spawn origin { flag.noalign = FALSE; self = flag; droptofloor(); flag.movetype = MOVETYPE_TOSS; } InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION); } // ============== // Hook Functions // ============== MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink) { entity flag; // initially clear items so they can be set as necessary later. self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED); // scan through all the flags and notify the client about them for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) { if(flag.ctf_status == FLAG_CARRY) if(flag.owner == self) self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag else self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag else if(flag.ctf_status == FLAG_DROPPED) self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map } // item for stopping players from capturing the flag too often if(self.ctf_captureshielded) self.items |= IT_CTF_SHIELDED; // update the health of the flag carrier waypointsprite if(self.wps_flagcarrier) WaypointSprite_UpdateHealth(self.wps_flagcarrier, self.health); return 0; } MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc { if(frag_attacker.flagcarried) // if the attacker is a flagcarrier { if(frag_target == frag_attacker) // damage done to yourself { frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor; frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor; } else // damage done everyone else { frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor; frag_force *= autocvar_g_ctf_flagcarrier_forcefactor; } } return 0; } MUTATOR_HOOKFUNCTION(ctf_PlayerDies) { if((frag_attacker != frag_target) && (frag_attacker.classname == "player") && (frag_target.flagcarried)) { PlayerTeamScore_AddScore(frag_attacker, ctf_ReadScore("score_kill")); PlayerScore_Add(frag_attacker, SP_CTF_FCKILLS, 1); } if(frag_target.flagcarried) { ctf_Handle_Throw(frag_target, world, DROP_NORMAL); } return 0; } MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill) { frag_score = 0; return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true } MUTATOR_HOOKFUNCTION(ctf_RemovePlayer) { if(self.flagcarried) { ctf_Handle_Throw(self, world, DROP_NORMAL); } return 0; } MUTATOR_HOOKFUNCTION(ctf_PortalTeleport) { if(self.flagcarried) if(!autocvar_g_ctf_portalteleport) { ctf_Handle_Throw(self, world, DROP_NORMAL); } return 0; } MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey) { entity player = self; if((time > player.throw_antispam) && !player.speedrunning && !player.vehicle) { // pass the flag to a team mate if(autocvar_g_ctf_pass) { entity head, closest_target; head = findradius(player.origin, autocvar_g_ctf_pass_radius); while(head) // find the closest acceptable target to pass to { if(head.classname == "player" && head.deadflag == DEAD_NO) if(head != player && !IsDifferentTeam(head, player)) if(!head.speedrunning && !head.vehicle) { traceline(player.origin, head.origin, MOVE_NOMONSTERS, player); if not((trace_fraction < 1) && (trace_ent != head)) { if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried) { if(clienttype(head) == CLIENTTYPE_BOT) { centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname)); ctf_Handle_Throw(head, player, DROP_PASS); } else { centerprint(head, strcat(player.netname, " requests you to pass the ", head.flagcarried.netname)); centerprint(player, strcat("Requesting ", head.netname, " to pass you the ", head.flagcarried.netname)); } player.throw_antispam = time + autocvar_g_ctf_pass_wait; return 0; } else if(player.flagcarried) { if(closest_target) { if(vlen(player.origin - head.origin) < vlen(player.origin - closest_target.origin)) { closest_target = head; } } else { closest_target = head; } } } } head = head.chain; } if(closest_target) { ctf_Handle_Throw(player, closest_target, DROP_PASS); return 0; } } // throw the flag in front of you if(autocvar_g_ctf_drop && player.flagcarried) { ctf_Handle_Throw(player, world, DROP_THROW); } } return 0; } MUTATOR_HOOKFUNCTION(ctf_HelpMePing) { if(self.wps_flagcarrier) // update the flagcarrier waypointsprite with "NEEDING HELP" notification { WaypointSprite_HelpMePing(self.wps_flagcarrier); } else // create a normal help me waypointsprite { WaypointSprite_Spawn("helpme", waypointsprite_deployed_lifetime, waypointsprite_limitedrange, self, FLAG_WAYPOINT_OFFSET, world, self.team, self, wps_helpme, FALSE, RADARICON_HELPME, '1 0.5 0'); WaypointSprite_Ping(self.wps_helpme); } return 1; } MUTATOR_HOOKFUNCTION(ctf_VehicleEnter) { if(other.flagcarried) { if(!autocvar_g_ctf_flagcarrier_allow_vehicle_carry) { ctf_Handle_Throw(self, world, DROP_NORMAL); } else { setattachment(other.flagcarried, self, ""); setorigin(other, VEHICLE_FLAG_OFFSET); other.flagcarried.scale = VEHICLE_FLAG_SCALE; //other.flagcarried.angles = '0 0 0'; } } return 0; } MUTATOR_HOOKFUNCTION(ctf_VehicleExit) { if(self.owner.flagcarried) { setattachment(self.owner.flagcarried, self.owner, ""); setorigin(self.owner.flagcarried, FLAG_CARRY_OFFSET); self.owner.flagcarried.scale = FLAG_SCALE; self.owner.flagcarried.angles = '0 0 0'; } return 0; } MUTATOR_HOOKFUNCTION(ctf_AbortSpeedrun) { if(self.flagcarried) { bprint("The ", self.flagcarried.netname, " was returned to base by its carrier\n"); ctf_RespawnFlag(self); } return 0; } MUTATOR_HOOKFUNCTION(ctf_MatchEnd) { entity flag; // temporary entity for the search method if(gameover) // is this necessary? { for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) { switch(flag.ctf_status) { case FLAG_DROPPED: case FLAG_PASSING: { // lock the flag, game is over flag.movetype = MOVETYPE_NONE; flag.takedamage = DAMAGE_NO; flag.solid = SOLID_NOT; flag.nextthink = 0; // stop thinking print("stopping the ", flag.netname, " from moving.\n"); break; } default: case FLAG_BASE: case FLAG_CARRY: { // do nothing for these flags break; } } } } return 0; } // ========== // Spawnfuncs // ========== /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24) CTF Starting point for a player in team one (Red). Keys: "angle" viewing angle when spawning. */ void spawnfunc_info_player_team1() { if(g_assault) { remove(self); return; } self.team = COLOR_TEAM1; // red spawnfunc_info_player_deathmatch(); } /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24) CTF Starting point for a player in team two (Blue). Keys: "angle" viewing angle when spawning. */ void spawnfunc_info_player_team2() { if(g_assault) { remove(self); return; } self.team = COLOR_TEAM2; // blue spawnfunc_info_player_deathmatch(); } /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24) CTF Starting point for a player in team three (Yellow). Keys: "angle" viewing angle when spawning. */ void spawnfunc_info_player_team3() { if(g_assault) { remove(self); return; } self.team = COLOR_TEAM3; // yellow spawnfunc_info_player_deathmatch(); } /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24) CTF Starting point for a player in team four (Purple). Keys: "angle" viewing angle when spawning. */ void spawnfunc_info_player_team4() { if(g_assault) { remove(self); return; } self.team = COLOR_TEAM4; // purple spawnfunc_info_player_deathmatch(); } /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37) CTF flag for team one (Red). Keys: "angle" Angle the flag will point (minus 90 degrees)... "model" model to use, note this needs red and blue as skins 0 and 1... "noise" sound played when flag is picked up... "noise1" sound played when flag is returned by a teammate... "noise2" sound played when flag is captured... "noise3" sound played when flag is lost in the field and respawns itself... "noise4" sound played when flag is dropped by a player... "noise5" sound played when flag touches the ground... */ void spawnfunc_item_flag_team1() { if(!g_ctf) { remove(self); return; } ctf_FlagSetup(1, self); // 1 = red } /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37) CTF flag for team two (Blue). Keys: "angle" Angle the flag will point (minus 90 degrees)... "model" model to use, note this needs red and blue as skins 0 and 1... "noise" sound played when flag is picked up... "noise1" sound played when flag is returned by a teammate... "noise2" sound played when flag is captured... "noise3" sound played when flag is lost in the field and respawns itself... "noise4" sound played when flag is dropped by a player... "noise5" sound played when flag touches the ground... */ void spawnfunc_item_flag_team2() { if(!g_ctf) { remove(self); return; } ctf_FlagSetup(0, self); // the 0 is misleading, but -- 0 = blue. } /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32) Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map. 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. Keys: "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)... "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */ void spawnfunc_ctf_team() { if(!g_ctf) { remove(self); return; } self.classname = "ctf_team"; self.team = self.cnt + 1; } // ============== // Initialization // ============== // code from here on is just to support maps that don't have flag and team entities void ctf_SpawnTeam (string teamname, float teamcolor) { entity oldself; oldself = self; self = spawn(); self.classname = "ctf_team"; self.netname = teamname; self.cnt = teamcolor; spawnfunc_ctf_team(); self = oldself; } void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up. { // if no teams are found, spawn defaults if(find(world, classname, "ctf_team") == world) { print("No ""ctf_team"" entities found on this map, creating them anyway.\n"); ctf_SpawnTeam("Red", COLOR_TEAM1 - 1); ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1); } ScoreRules_ctf(); } void ctf_Initialize() { ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"))); ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore; ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio; ctf_captureshield_force = autocvar_g_ctf_shield_force; InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE); } MUTATOR_DEFINITION(gamemode_ctf) { MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY); MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerDies, ctf_PlayerDies, CBC_ORDER_ANY); MUTATOR_HOOK(MatchEnd, ctf_MatchEnd, CBC_ORDER_ANY); MUTATOR_HOOK(PortalTeleport, ctf_PortalTeleport, CBC_ORDER_ANY); MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY); MUTATOR_HOOK(HelpMePing, ctf_HelpMePing, CBC_ORDER_ANY); MUTATOR_HOOK(VehicleEnter, ctf_VehicleEnter, CBC_ORDER_ANY); MUTATOR_HOOK(VehicleExit, ctf_VehicleExit, CBC_ORDER_ANY); MUTATOR_HOOK(AbortSpeedrun, ctf_AbortSpeedrun, CBC_ORDER_ANY); MUTATOR_ONADD { if(time > 1) // game loads at time 1 error("This is a game type and it cannot be added at runtime."); g_ctf = 1; ctf_Initialize(); } MUTATOR_ONREMOVE { g_ctf = 0; error("This is a game type and it cannot be removed at runtime."); } return 0; }