--- /dev/null
+// ================================================================
+// Official capture the flag game mode coding, reworked by Samual
+// Last updated: March 28th, 2011
+// ================================================================
+
+// Flag constants
+#define FLAG_MIN (PL_MIN + '0 0 -13')
+#define FLAG_MAX (PL_MAX + '0 0 -13')
+#define FLAG_CARRY_POS '-15 0 7'
+
+.entity bot_basewaypoint; // flag waypointsprite
+.entity wps_flagbase;
+.entity wps_flagcarrier;
+.entity wps_flagdropped;
+
+entity ctf_worldflaglist; // CTF flags in the map
+.entity ctf_worldflagnext;
+
+float ctf_captimerecord; // record time for capturing the flag
+.float ctf_pickuptime;
+.float ctf_pickupid;
+.float ctf_dropperid; // don't allow spam of dropping the flag
+.float ctf_droptime;
+.float ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally)
+
+.float next_take_time; // Delay between when the person can pick up a flag // is this obsolete from the stuff above?
+
+// CaptureShield: If the player is too bad to be allowed to capture, shield them from taking the flag.
+.float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture
+float ctf_captureshield_min_negscore; // punish at -20 points
+float ctf_captureshield_max_ratio; // punish at most 30% of each team
+float ctf_captureshield_force; // push force of the shield
+
+// declare functions so they can be used in any order in the file
+void ctf_FlagTouch(void);
+void ctf_FlagThink(void);
+void ctf_SetupFlag(float, entity);
+void ctf_RespawnFlag(entity);
+float ctf_CaptureShield_CheckStatus(entity);
+void ctf_CaptureShield_Update(entity, float);
+float ctf_CaptureShield_Customize(void);
+void ctf_CaptureShield_Touch(void);
+void ctf_CaptureShield_Spawn(entity);
+
+
+// ==================
+// Misc CTF functions
+// ==================
+
+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)
+{
+ string s;
+ if(!autocvar_sv_eventlog)
+ return;
+ s = strcat(":ctf:", mode);
+ s = strcat(s, ":", ftos(flagteam));
+ if(actor != world)
+ s = strcat(s, ":", ftos(actor.playerid));
+ GameLogEcho(s);
+}
+
+void ctf_CreateBaseWaypoints(entity flag, float teamnumber)
+{
+ // for bots
+ waypoint_spawnforitem_force(flag, flag.origin);
+ flag.nearestwaypointtimeout = 0; // activate waypointing again
+ flag.bot_basewaypoint = flag.nearestwaypoint;
+
+ // waypointsprites
+ WaypointSprite_SpawnFixed(((teamnumber) ? "redbase" : "bluebase"), flag.origin + '0 0 64', flag, wps_flagbase);
+ WaypointSprite_UpdateTeamRadar(flag.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
+}
+
+void ctf_SetStatus_ForType(entity flag, float type)
+{
+ if(flag.cnt == FLAG_CARRY)
+ {
+ if(flag.owner == self)
+ self.items |= type * 3; // carrying: self is currently carrying the flag
+ else
+ self.items |= type * 1; // taken: someone on self's team is carrying the flag
+ }
+ else if(flag.cnt == FLAG_DROPPED)
+ self.items |= type * 2; // lost: the flag is dropped somewhere on the map
+}
+
+void ctf_SetStatus() // re-write this in some less shitty way
+{
+ // declarations
+ float redflags, blueflags;
+ local entity flag;
+
+ // initially clear items so they can be set as necessary later.
+ self.items &~= (IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
+
+ // item for stopping players from capturing the flag too often
+ if(self.ctf_captureshielded)
+ self.items |= IT_CTF_SHIELDED;
+
+ // figure out what flags we already own
+ for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
+ {
+ if(flag.items & IT_KEY2) // blue
+ ++redflags;
+ else if(flag.items & IT_KEY1) // red
+ ++blueflags;
+ }
+
+ // blinking magic: if there is more than one flag, show one of these in a clever way // wtf?
+ if(redflags)
+ redflags = mod(floor(time * redflags * 0.75), redflags);
+
+ if(blueflags)
+ blueflags = mod(floor(time * blueflags * 0.75), blueflags);
+
+ for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
+ {
+ if(flag.items & IT_KEY2) // blue
+ {
+ if(--redflags == -1) // happens exactly once (redflags is in 0..count-1, and will --'ed count times) // WHAT THE FUCK DOES THIS MEAN? whoever wrote this is shitty at explaining things.
+ ctf_SetStatus_ForType(flag, IT_RED_FLAG_TAKEN);
+ }
+ else if(flag.items & IT_KEY1) // red
+ {
+ if(--blueflags == -1) // happens exactly once
+ ctf_SetStatus_ForType(flag, IT_BLUE_FLAG_TAKEN);
+ }
+ }
+}
+
+void ctf_Reset()
+{
+ if(self.owner)
+ if(self.owner.classname == "player")
+ ctf_Handle_Drop(self.owner);
+
+ ctf_RespawnFlag(self);
+}
+
+
+// ==============
+// Event Handlers
+// ==============
+
+void ctf_Handle_Drop(entity player) // make sure this works
+{
+ entity flag = player.flagcarried;
+
+ if(!flag) { return; }
+ if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
+
+ // reset the flag
+ setattachment(flag, world, "");
+ setorigin(flag, player.origin - '0 0 24' + '0 0 37');
+ flag.owner.flagcarried = world;
+ flag.owner = world;
+ flag.movetype = MOVETYPE_TOSS;
+ flag.solid = SOLID_TRIGGER;
+ flag.takedamage = DAMAGE_YES;
+ //flag.flags = FL_ITEM; // does this need set? same as above. // eh wtf is with these weird values?
+ flag.velocity = ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom()));
+ flag.pain_finished = time + autocvar_g_ctf_flag_returntime; // replace this later
+
+ flag.ctf_droptime = time;
+ flag.ctf_dropperid = player.playerid;
+ flag.ctf_status = FLAG_DROPPED;
+
+ // messages and sounds
+ Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
+ sound(flag, CHAN_TRIGGER, flag.noise4, VOL_BASE, ATTN_NONE);
+ ctf_EventLog("dropped", player.team, player);
+
+ // scoring
+ PlayerScore_Add(player, SP_CTF_DROPS, 1);
+ UpdateFrags(player, -ctf_ReadScore("penalty_drop"));
+
+ // waypoints
+ WaypointSprite_Spawn("flagdropped", 0, 0, flag, '0 0 64', world, player.team, flag, wps_flagdropped, FALSE); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
+ WaypointSprite_Ping(player.wps_flagcarrier);
+ WaypointSprite_Kill(player.wps_flagcarrier);
+
+ //
+ ctf_CaptureShield_Update(player, 0); // shield only
+
+ // eh?
+ trace_startsolid = FALSE;
+ tracebox(flag.origin, flag.mins, flag.maxs, flag.origin, TRUE, flag);
+ if(trace_startsolid)
+ dprint("FLAG FALLTHROUGH will happen SOON\n");
+}
+
+void ctf_Handle_Capture(entity flag, entity player) // make sure this works
+{
+ // declarations
+ float cap_time, cap_record, success;
+ string cap_message, refername;
+
+ // records
+ if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots)) {
+ cap_record = ctf_captimerecord;
+ cap_time = (time - player.flagcarried.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); } }
+
+ // messages and sounds
+ Send_KillNotification(player.netname, player.flagcarried.netname, cap_message, INFO_CAPTUREFLAG, MSG_INFO);
+ sound(player, CHAN_AUTO, flag.noise2, VOL_BASE, ATTN_NONE);
+
+ // scoring
+ PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
+ ctf_EventLog("capture", player.flagcarried.team, player);
+ UpdateFrags(player, ctf_ReadScore("score_capture"));
+
+ // 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);
+ }
+
+ // waypointsprites // todo: improve this vvvv
+ // WaypointSprite_Spawn("flagdropped", 0, 0, flag, '0 0 64', world, player.team, flag, wps_flagdropped, FALSE); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
+ //WaypointSprite_Ping(player.wps_flagcarrier);
+ WaypointSprite_Kill(player.wps_flagcarrier);
+ //WaypointSprite_DetachCarrier(player);
+
+ // reset the flag
+ if(flag.speedrunning)
+ ctf_FakeTimeLimit(player, -1);
+
+ ctf_RespawnFlag(player.flagcarried);
+ //player.flagcarried = world;
+ //player.next_take_time = time + 1;
+}
+
+void ctf_Handle_Return(entity flag, entity player) // todo: re-write this
+{
+ /*
+ // return flag
+ Send_KillNotification (player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO);
+ //bprint(player.netname, "^7 returned the ", flag.netname, "\n");
+
+ // punish the player who last had it
+ FOR_EACH_PLAYER(player)
+ if(player.playerid == flag.ctf_dropperid)
+ {
+ PlayerScore_Add(player, SP_SCORE, -ctf_ReadScore("penalty_returned"));
+ ctf_captureshield_update(player, 0); // shield only
+ }
+
+ // punish the team who was last carrying it
+ TeamScore_AddToTeam(((flag.team == COLOR_TEAM1) ? COLOR_TEAM2 : COLOR_TEAM1), ST_SCORE, -ctf_ReadScore("penalty_returned"));
+
+ // reward the player who returned it
+ if(player.playerid == flag.playerid) // is this the guy who killed the FC last?
+ {
+ if (player.team == COLOR_TEAM1 || player.team == COLOR_TEAM2)
+ UpdateFrags(player, ctf_ReadScore("score_return_by_killer"));
+ else
+ UpdateFrags(player, ctf_ReadScore("score_return_rogue_by_killer"));
+ }
+ else
+ {
+ if (player.team == COLOR_TEAM1 || player.team == COLOR_TEAM2)
+ UpdateFrags(player, ctf_ReadScore("score_return"));
+ else
+ UpdateFrags(player, ctf_ReadScore("score_return_rogue"));
+ }
+ PlayerScore_Add(player, SP_CTF_RETURNS, 1);
+ ctf_EventLog("return", flag.team, player);
+ sound(player, CHAN_AUTO, flag.noise1, VOL_BASE, ATTN_NONE);
+ ReturnFlag(flag);
+ */
+}
+
+void ctf_Handle_Pickup_Base(entity flag, entity player) // todo: re-write this
+{
+ entity tmp_player;
+ if (player.next_take_time > time)
+ return;
+
+ if (autocvar_g_ctf_flag_pickup_effects) // pickup effect
+ pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
+
+ // attach the flag to the player
+ flag.owner = player;
+ player.flagcarried = flag;
+ setattachment(flag, player, "");
+ setorigin(flag, FLAG_CARRY_POS);
+
+ // set up the flag
+ flag.movetype = MOVETYPE_NONE;
+ flag.solid = SOLID_NOT;
+ flag.angles = '0 0 0';
+ flag.ctf_pickuptime = time; // used for timing runs
+ flag.ctf_pickupid = player.playerid;
+ flag.ctf_status = FLAG_CARRY;
+
+ // messages and sounds
+ Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO);
+ sound(player, CHAN_AUTO, flag.noise, VOL_BASE, ATTN_NONE);
+ FOR_EACH_PLAYER(tmp_player)
+ if(tmp_player.team == flag.team)
+ centerprint(tmp_player, "The enemy got your flag! Retrieve it!");
+
+ // scoring
+ PlayerTeamScore_AddScore(player, ctf_ReadScore("score_pickup_base"));
+ PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
+ ctf_EventLog("steal", flag.team, player);
+
+ // speedrunning
+ 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);
+
+ // waypoints
+ WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.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, '1 1 0');
+ WaypointSprite_Ping(player.wps_flagcarrier);
+
+}
+
+void ctf_Handle_Pickup_Dropped(entity flag, entity player) // todo: re-write this
+{
+ /*
+ if(flag.waypointsprite_attachedforcarrier)
+ WaypointSprite_DetachCarrier(flag);
+
+ if (autocvar_g_ctf_flag_pickup_effects) // field pickup effect
+ pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
+
+ // pick up
+ flag.solid = SOLID_NOT;
+ setorigin(flag, flag.origin); // relink
+ flag.owner = player;
+ player.flagcarried = flag;
+ flag.cnt = FLAG_CARRY;
+ Send_KillNotification (player.netname, flag.netname, "", INFO_PICKUPFLAG, MSG_INFO);
+ //bprint(player.netname, "^7 picked up the ", flag.netname, "\n");
+
+ float f;
+ f = bound(0, (flag.pain_finished - time) / autocvar_g_ctf_flag_returntime, 1);
+ //print("factor is ", ftos(f), "\n");
+ f = ctf_ReadScore("score_pickup_dropped_late") * (1-f)
+ + ctf_ReadScore("score_pickup_dropped_early") * f;
+ f = floor(f + 0.5);
+ flag.dropperid = player.playerid;
+ //print("score is ", ftos(f), "\n");
+
+ UpdateFrags(player, f);
+ PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
+ LogCTF("pickup", flag.team, player);
+ sound (player, CHAN_AUTO, flag.noise, VOL_BASE, ATTN_NONE);
+
+ FOR_EACH_PLAYER(player)
+ if(player.team == flag.team)
+ centerprint(player, "The enemy got your flag! Retrieve it!");
+
+ flag.movetype = MOVETYPE_NONE; // flag must have MOVETYPE_NONE here, playerwise it will drop through the floor...
+ setorigin(flag, FLAG_CARRY_POS);
+ setattachment(flag, player, "");
+ flag.damageforcescale = 0;
+ flag.takedamage = DAMAGE_NO;
+ WaypointSprite_AttachCarrier("flagcarrier", player);
+ WaypointSprite_UpdateTeamRadar(player.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 1 0');
+ */
+}
+
+
+// ===================
+// Main Flag Functions
+// ===================
+
+void ctf_SetupFlag(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
+{
+ // declarations
+ teamnumber = fabs(teamnumber - bound(0, g_ctf_reverse, 1)); // if we were originally 1, this will become 0. If we were originally 0, this will become 1.
+
+ // main setup
+ flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist // todo: find out if this can be simplified
+ 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;
+ flag.solid = SOLID_TRIGGER;
+ flag.velocity = '0 0 0';
+ flag.ctf_status = FLAG_BASE;
+ flag.mangle = flag.angles;
+ flag.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
+
+ if(flag.spawnflags & 1) // I don't understand what all this is about.
+ {
+ flag.noalign = TRUE;
+ flag.dropped_origin = flag.origin;
+ flag.movetype = MOVETYPE_NONE;
+ }
+ else
+ {
+ flag.noalign = FALSE;
+ droptofloor();
+ flag.movetype = MOVETYPE_TOSS;
+ }
+
+ flag.reset = ctf_Reset;
+ flag.touch = ctf_FlagTouch;
+ //flag.think = ctf_RespawnFlag;
+ //flag.nextthink = time + 0.2; // start after doors etc // Samual: 0.2 though? Why?
+
+ // appearence
+ if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
+ setmodel (flag, flag.model); // precision set below
+ setsize(flag, FLAG_MIN, FLAG_MAX);
+ setorigin(flag, flag.origin);// + '0 0 37');
+ //flag.origin_z = flag.origin_z + 6; // why 6?
+ if(!flag.scale) { flag.scale = 0.6; }
+
+ flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin);
+
+ 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); }
+
+ // sound
+ if(!flag.noise) { flag.noise = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
+ if(!flag.noise1) { flag.noise1 = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
+ if(!flag.noise2) { flag.noise2 = ((teamnumber) ? "ctf/red_capture.wav" : "ctf/blue_capture.wav"); } // blue team scores by capturing the red flag
+ if(!flag.noise3) { flag.noise3 = "ctf/flag_respawn.wav"; } // if there is ever a team-based sound for this, update the code to match.
+ if(!flag.noise4) { flag.noise4 = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
+ //if(!flag.noise5) { flag.noise5 = "ctf/flag_touch.wav"; }
+
+ // precache
+ precache_sound(flag.noise);
+ precache_sound(flag.noise1);
+ precache_sound(flag.noise2);
+ precache_sound(flag.noise3);
+ precache_sound(flag.noise4);
+ //precache_sound(flag.noise5);
+ precache_model(flag.model);
+ precache_model("models/ctf/shield.md3");
+ precache_model("models/ctf/shockwavetransring.md3");
+
+ // other initialization stuff
+ ctf_CreateBaseWaypoints(flag, teamnumber);
+ ctf_CaptureShield_Spawn(flag);
+ //InitializeEntity(flag, ctf_RespawnFlag, INITPRIO_SETLOCATION);
+ //InitializeEntity(self, ctf_CaptureShield_Spawn, INITPRIO_SETLOCATION);
+}
+
+void ctf_RespawnFlag(entity flag) // todo: re-write this
+{
+ //if((self) && (!flag) { flag = self }
+ if(flag.classname != "item_flag_team") { backtrace("ctf_RespawnFlag was called incorrectly."); return; }
+
+ if(flag.owner)
+ if(flag.owner.flagcarried == flag)
+ {
+ WaypointSprite_DetachCarrier(flag.owner);
+ flag.owner.flagcarried = world;
+
+ if(flag.speedrunning)
+ ctf_FakeTimeLimit(flag.owner, -1);
+ }
+ flag.owner = world;
+
+ if(flag.waypointsprite_attachedforcarrier)
+ WaypointSprite_DetachCarrier(flag);
+
+ setattachment(flag, world, "");
+ flag.damageforcescale = 0;
+ flag.takedamage = DAMAGE_NO;
+ flag.movetype = MOVETYPE_NONE;
+ if(!flag.noalign)
+ flag.movetype = MOVETYPE_TOSS;
+ flag.velocity = '0 0 0';
+ flag.solid = SOLID_TRIGGER;
+ // TODO: play a sound here
+ setorigin(flag, flag.dropped_origin);
+ flag.angles = flag.mangle;
+ flag.ctf_status = FLAG_BASE;
+ flag.owner = world;
+ flag.flags = FL_ITEM; // clear FL_ONGROUND and any other junk // there shouldn't be any "junk" set on this... look into it and make sure it's kept clean.
+}
+
+void ctf_FlagThink() // todo: re-write this
+{
+ local entity e;
+
+ self.nextthink = time + 0.1;
+
+ // sorry, we have to reset the flag size if it got squished by something
+ if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX)
+ {
+ // if we can grow back, grow back
+ tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
+ if(!trace_startsolid)
+ setsize(self, FLAG_MIN, FLAG_MAX);
+ }
+
+ if(self == ctf_worldflaglist) // only for the first flag
+ {
+ FOR_EACH_CLIENT(e)
+ ctf_CaptureShield_Update(e, 1); // release shield only
+ }
+
+ if(self.speedrunning)
+ if(self.cnt == FLAG_CARRY)
+ {
+ if(self.owner)
+ if(ctf_captimerecord)
+ if(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, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
+ self.owner.impulse = 141; // returning!
+
+ e = self;
+ self = self.owner;
+ ctf_RespawnFlag(e);
+ ImpulseCommands();
+ self = e;
+ return;
+ }
+ }
+
+ if(self.cnt == FLAG_BASE)
+ return;
+
+ if(self.cnt == FLAG_DROPPED)
+ {
+ // flag fallthrough? FIXME remove this if bug is really fixed now
+ if(self.origin_z < -131072)
+ {
+ dprint("FLAG FALLTHROUGH just happened\n");
+ self.pain_finished = 0;
+ }
+ setattachment(self, world, "");
+ if(time > self.pain_finished)
+ {
+ bprint("The ", self.netname, " has returned to base\n");
+ sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
+ ctf_EventLog("returned", self.team, world);
+ ctf_RespawnFlag(self);
+ }
+ return;
+ }
+
+ e = self.owner;
+ if(e.classname != "player" || (e.deadflag) || (e.flagcarried != self))
+ {
+ dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
+ ctf_Handle_Drop(e);
+ return;
+ }
+
+ if(autocvar_g_ctf_allow_drop)
+ if(e.BUTTON_USE)
+ ctf_Handle_Drop(self);
+}
+
+void ctf_FlagTouch()
+{
+ if(gameover) { return; }
+ if(!self) { return; }
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+ { // The flag fell off the map, respawn it since players can't get to it
+ ctf_RespawnFlag(self);
+ return;
+ }
+ if(other.deadflag != DEAD_NO) { return; }
+ if(other.classname != "player")
+ { // The flag just touched an object, most likely the world
+ pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
+ sound(self, CHAN_AUTO, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
+ return;
+ }
+ else if(self.wait > time) { return; }
+
+ switch(self.ctf_status)
+ {
+ case FLAG_BASE:
+ if((other.team == self.team) && (other.flagcarried) && (other.flagcarried.team != self.team))
+ ctf_Handle_Capture(self, other); // other just captured the enemies flag to his base
+ else if((other.team != self.team) && (!other.flagcarried) && (!other.ctf_captureshielded))
+ ctf_Handle_Pickup_Base(self, other); // other just stole the enemies flag
+ break;
+
+ case FLAG_DROPPED:
+ if(other.team == self.team)
+ ctf_Handle_Return(self, other); // other just returned his own flag
+ else if((!other.flagcarried) && ((other.playerid != self.ctf_dropperid) || (time > self.ctf_droptime + autocvar_g_balance_ctf_delay_collect)))
+ ctf_Handle_Pickup_Dropped(self, other); // other just picked up a dropped enemy flag
+ break;
+
+ case FLAG_CARRY:
+ default:
+ dprint("Someone touched a flag even though it was being carried? wtf?\n");
+ break; // this should never happen
+ }
+}
+
+
+// =======================
+// CaptureShield Functions
+// =======================
+
+float ctf_CaptureShield_CheckStatus(entity p) // check to see
+{
+ 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(e.team != p.team)
+ 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 p, float dir)
+{
+ float should;
+ if(dir == p.ctf_captureshielded) // 0: shield only, 1: unshield only
+ {
+ should = ctf_CaptureShield_CheckStatus(p);
+ if(should != dir)
+ {
+ if(should) // TODO csqc notifier for this
+ centerprint_atprio(p, CENTERPRIO_SHIELDING, "^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.");
+ else
+ centerprint_atprio(p, CENTERPRIO_SHIELDING, "^3You are now free.\n\n^3Feel free to ^1try to capture^3 the flag again\n^3if you think you will succeed.");
+
+ p.ctf_captureshielded = should;
+ }
+ }
+}
+
+float ctf_CaptureShield_Customize()
+{
+ if not(other.ctf_captureshielded)
+ return FALSE;
+ if(self.team == other.team)
+ return FALSE;
+ return TRUE;
+}
+
+void ctf_CaptureShield_Touch()
+{
+ if not(other.ctf_captureshielded)
+ return;
+ if(self.team == other.team)
+ return;
+ vector mymid;
+ vector othermid;
+ mymid = (self.absmin + self.absmax) * 0.5;
+ othermid = (other.absmin + other.absmax) * 0.5;
+ Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
+ centerprint_atprio(other, CENTERPRIO_SHIELDING, "^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.");
+}
+
+void ctf_CaptureShield_Spawn(entity flag)
+{
+ entity e;
+ e = spawn();
+ e.enemy = self;
+ e.team = self.team;
+ e.touch = ctf_CaptureShield_Touch;
+ e.customizeentityforclient = ctf_CaptureShield_Customize;
+ e.classname = "ctf_captureshield";
+ e.effects = EF_ADDITIVE;
+ e.movetype = MOVETYPE_NOCLIP;
+ e.solid = SOLID_TRIGGER;
+ e.avelocity = '7 0 11';
+ setorigin(e, self.origin);
+ setmodel(e, "models/ctf/shield.md3");
+ e.scale = 0.5;
+ setsize(e, e.scale * e.mins, e.scale * e.maxs);
+}
+
+
+// ==============
+// Hook Functions
+// ==============
+
+MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
+{
+ if(self.flagcarried) { ctf_Handle_Drop(self); } // figure this out
+
+ return TRUE;
+}
+
+
+// ==========
+// 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). Multiple flags are allowed.
+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 (default models/ctf/flag.md3)...
+"noise" sound played when flag is picked up (default ctf/take.wav)...
+"noise1" sound played when flag is returned by a teammate (default ctf/return.wav)...
+"noise2" sound played when flag is captured (default ctf/redcapture.wav)...
+"noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */
+void spawnfunc_item_flag_team1()
+{
+ if(!g_ctf) { remove(self); return; }
+
+ ctf_SetupFlag(1, self);
+}
+
+/*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
+CTF flag for team two (Blue). Multiple flags are allowed.
+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 (default models/ctf/flag.md3)...
+"noise" sound played when flag is picked up (default ctf/take.wav)...
+"noise1" sound played when flag is returned by a teammate (default ctf/return.wav)...
+"noise2" sound played when flag is captured (default ctf/redcapture.wav)...
+"noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */
+void spawnfunc_item_flag_team2()
+{
+ if(!g_ctf) { remove(self); return; }
+
+ ctf_SetupFlag(0, self);
+}
+
+/*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)
+{
+ local entity oldself;
+ oldself = self;
+ self = spawn();
+ self.classname = "ctf_team";
+ self.netname = teamname;
+ self.cnt = teamcolor;
+
+ spawnfunc_ctf_team();
+
+ self = oldself;
+}
+
+void ctf_DelayedInit()
+{
+ // if no teams are found, spawn defaults
+ if(find(world, classname, "ctf_team") == world)
+ {
+ ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
+ ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
+ }
+}
+
+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;
+
+ g_ctf_win_mode = cvar("g_ctf_win_mode");
+
+ ScoreRules_ctf();
+
+ 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_RemovePlayer, 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(PlayerPowerups, ctf_PlayerPowerups, 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;
+}