// ================================================================ // 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; .vector ctf_spawnorigin; // stored vector for where the flag is placed on the map itself. 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 // after game mode is finished, these will be changed to use #define with other entities so as to not create many more. // ================== // 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) // 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))) : ""))); } // ======================= // 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(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 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 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); 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 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); } // ============== // Event Handlers // ============== void ctf_Handle_Drop(entity player) { 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.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, CH_TRIGGER, flag.noise4, 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 WaypointSprite_Spawn("flagdropped", 0, 0, flag, '0 0 64', world, player.team, flag, wps_flagdropped, FALSE, RADARICON_FLAG, '0 1 1'); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team) WaypointSprite_Ping(player.wps_flagcarrier); WaypointSprite_Kill(player.wps_flagcarrier); // captureshield ctf_CaptureShield_Update(player, 0); // shield only // check if the flag will fall off the map 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) { // 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, CH_TRIGGER, flag.noise2, VOL_BASE, ATTN_NONE); // "ctf/*_capture.wav" ctf_EventLog("capture", player.flagcarried.team, player); // 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); } // waypointsprites WaypointSprite_Kill(player.wps_flagcarrier); // reset the flag if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); } ctf_RespawnFlag(player.flagcarried); } void ctf_Handle_Return(entity flag, entity player) { // messages and sounds Send_KillNotification (player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO); sound(player, CH_TRIGGER, flag.noise1, VOL_BASE, ATTN_NONE); ctf_EventLog("return", flag.team, player); // scoring PlayerTeamScore_AddScore(player, ctf_ReadScore(strcat("score_return", ((player.playerid == flag.playerid) ? "_by_killer" : "")))); // reward for return PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns TeamScore_AddToTeam(((flag.team == COLOR_TEAM1) ? COLOR_TEAM2 : COLOR_TEAM1), ST_SCORE, -ctf_ReadScore("penalty_returned")); // punish the team who was last carrying it FOR_EACH_PLAYER(player) if(player.playerid == flag.ctf_dropperid) // punish the player who dropped the flag { PlayerScore_Add(player, SP_SCORE, -ctf_ReadScore("penalty_returned")); ctf_CaptureShield_Update(player, 0); // shield only } // waypointsprites WaypointSprite_Kill(flag.wps_flagdropped); // reset the flag ctf_RespawnFlag(flag); } void ctf_Handle_Pickup_Base(entity flag, entity player) { 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 // 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.takedamage = DAMAGE_NO; 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, CH_TRIGGER, flag.noise, VOL_BASE, ATTN_NONE); ctf_EventLog("steal", flag.team, player); verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat("(", player.netname, ")") : ""); // replace TRUE with an autocvar for it. FOR_EACH_PLAYER(tmp_player) if(tmp_player.team == flag.team) centerprint(tmp_player, strcat("The enemy ", verbosename, "got your flag! Retrieve it!")); else if((tmp_player.team == player.team) && (tmp_player != player)) centerprint(tmp_player, strcat("Your team mate ", verbosename, "got the flag! Protect them!")); // scoring PlayerTeamScore_AddScore(player, ctf_ReadScore("score_pickup_base")); PlayerScore_Add(player, SP_CTF_PICKUPS, 1); // 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); // effects if (autocvar_g_ctf_flag_pickup_effects) { pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1); } // waypoints WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE, RADARICON_FLAG, '1 1 0'); // (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) // make sure this works { // declarations float returnscore = bound(0, (flag.pain_finished - time) / autocvar_g_ctf_flag_returntime, 1); // can this be division by zero? 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 // 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.takedamage = DAMAGE_NO; flag.solid = SOLID_NOT; flag.angles = '0 0 0'; //flag.ctf_pickuptime = time; // don't update pickuptime since this isn't a real steal. flag.ctf_pickupid = player.playerid; flag.ctf_status = FLAG_CARRY; // messages and sounds Send_KillNotification (player.netname, flag.netname, "", INFO_PICKUPFLAG, MSG_INFO); sound (player, CH_TRIGGER, flag.noise, VOL_BASE, ATTN_NONE); ctf_EventLog("pickup", flag.team, player); verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat("(", player.netname, ")") : ""); FOR_EACH_PLAYER(tmp_player) if(tmp_player.team == flag.team) centerprint(tmp_player, strcat("The enemy ", verbosename, "got your flag! Retrieve it!")); else if((tmp_player.team == player.team) && (tmp_player != player)) centerprint(tmp_player, strcat("Your team mate ", verbosename, "got the flag! Protect them!")); // scoring returnscore = floor((ctf_ReadScore("score_pickup_dropped_late") * (1-returnscore) + ctf_ReadScore("score_pickup_dropped_early") * returnscore) + 0.5); print("score is ", ftos(returnscore), "\n"); PlayerTeamScore_AddScore(player, returnscore); PlayerScore_Add(player, SP_CTF_PICKUPS, 1); // effects if (autocvar_g_ctf_flag_pickup_effects) // field pickup effect { pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1); } // waypoints WaypointSprite_Kill(flag.wps_flagdropped); WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE, RADARICON_FLAG, '1 1 0'); // (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); } // =================== // Main Flag Functions // =================== void ctf_FlagThink() { // declarations entity tmp_entity; self.nextthink = time + 0.1; // only 10 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 squished?\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); } if(self.owner.classname != "player" || (self.owner.deadflag) || (self.owner.flagcarried != self)) { dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n"); ctf_Handle_Drop(self.owner); return; } // main think method switch(self.ctf_status) { case FLAG_BASE: // nothing to do here return; case 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, CH_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE); ctf_EventLog("returned", self.team, world); ctf_RespawnFlag(self); } return; case FLAG_CARRY: if((self.owner) && (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.noise3, VOL_BASE, ATTN_NONE); self.owner.impulse = 141; // returning! tmp_entity = self; self = self.owner; ctf_RespawnFlag(tmp_entity); ImpulseCommands(); self = tmp_entity; } return; default: // this should never happen dprint("Think: Flag exists with no status?\n"); return; } } 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, CH_TRIGGER, "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: dprint("Someone touched a flag even though it was being carried?\n"); 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)) { WaypointSprite_Kill(flag.wps_flagcarrier); flag.owner.flagcarried = world; if(flag.speedrunning) ctf_FakeTimeLimit(flag.owner, -1); } // reset the flag setattachment(flag, world, ""); setorigin(flag, flag.ctf_spawnorigin); // replace with flag.ctf_spawnorigin flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS); flag.takedamage = DAMAGE_NO; flag.solid = SOLID_TRIGGER; flag.velocity = '0 0 0'; flag.angles = flag.mangle; flag.ctf_status = FLAG_BASE; flag.flags = FL_ITEM | FL_NOTARGET; flag.owner = world; } void ctf_Reset() { if(self.owner) if(self.owner.classname == "player") ctf_Handle_Drop(self.owner); ctf_RespawnFlag(self); } 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 | FL_NOTARGET; flag.solid = SOLID_TRIGGER; flag.velocity = '0 0 0'; flag.ctf_status = FLAG_BASE; flag.ctf_spawnorigin = flag.origin; 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.movetype = MOVETYPE_NONE; print("This map was loaded with flags using MOVETYPE_NONE\n"); } else { flag.noalign = FALSE; flag.movetype = MOVETYPE_TOSS; print("This map was loaded with flags using MOVETYPE_TOSS\n"); } flag.reset = ctf_Reset; flag.touch = ctf_FlagTouch; // 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); 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"); } // precache precache_sound(flag.noise); precache_sound(flag.noise1); precache_sound(flag.noise2); precache_sound(flag.noise3); precache_sound(flag.noise4); precache_model(flag.model); precache_model("models/ctf/shield.md3"); precache_model("models/ctf/shockwavetransring.md3"); // bot waypoints 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, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE)); WaypointSprite_UpdateTeamRadar(flag.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE)); // captureshield setup ctf_CaptureShield_Spawn(flag); } // ============== // Hook Functions // ============== // g_ctf_ignore_frags MUTATOR_HOOKFUNCTION(ctf_RemovePlayer) { if(self.flagcarried) { ctf_Handle_Drop(self); } return 0; } 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); // item for stopping players from capturing the flag too often if(self.ctf_captureshielded) self.items |= 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 } 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 to noncarriers { frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor; frag_force *= autocvar_g_ctf_flagcarrier_forcefactor; } }*/ return 0; } MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill) { frag_score = 0; // no frags counted in keepaway return (g_ctf_ignore_frags); // you deceptive little bugger ;3 This needs to be true in order for this function to even count. } MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey) { if(autocvar_g_ctf_allow_drop) ctf_Handle_Drop(self); 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). 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); // 1 = red } /*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); // 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 TEAMS FOUND FOR CTF! 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; //g_ctf_win_mode = cvar("g_ctf_win_mode"); 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(PlayerUseKey, ctf_PlayerUseKey, 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; }