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ctf: block capture records when having >1 player on the server (bots are still allowed).
[divverent/nexuiz.git] / data / qcsrc / server / ctf.qc
1 .entity sprite;
2 entity ctf_worldflaglist; // CTF flags in the map
3 .entity ctf_worldflagnext;
4 .float dropperid;
5 .float ctf_droptime;
6
7 .float next_take_time;                  // the next time a player can pick up a flag (time + blah)
8                                                                 /// I used this, in part, to fix the looping score bug. - avirox
9 //float FLAGSCORE_PICKUP        =  1;
10 //float FLAGSCORE_RETURN        =  5; // returned by owner team
11 //float FLAGSCORE_RETURNROGUE   = 10; // returned by rogue team
12 //float FLAGSCORE_CAPTURE       =  5;
13
14 #define FLAG_CARRY_POS '-15 0 7'
15
16 .float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture
17
18 float captureshield_min_negscore; // punish at -20 points
19 float captureshield_max_ratio; // punish at most 30% of each team
20 float captureshield_force; // push force of the shield
21
22 float ctf_captureshield_shielded(entity p)
23 {
24         float s, se;
25         entity e;
26         float players_worseeq, players_total;
27
28         if(captureshield_max_ratio <= 0)
29                 return FALSE;
30
31         s = PlayerScore_Add(p, SP_SCORE, 0);
32         if(s >= -captureshield_min_negscore)
33                 return FALSE;
34
35         players_total = players_worseeq = 0;
36         FOR_EACH_PLAYER(e)
37         {
38                 if(e.team != p.team)
39                         continue;
40                 se = PlayerScore_Add(e, SP_SCORE, 0);
41                 if(se <= s)
42                         ++players_worseeq;
43                 ++players_total;
44         }
45
46         // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
47         // use this rule here
48         
49         if(players_worseeq >= players_total * captureshield_max_ratio)
50                 return FALSE;
51
52         return TRUE;
53 }
54
55 void ctf_captureshield_update(entity p, float dir)
56 {
57         float should;
58         if(dir == p.ctf_captureshielded) // 0: shield only, 1: unshield only
59         {
60                 should = ctf_captureshield_shielded(p);
61                 if(should != dir)
62                 {
63                         if(should)
64                         {
65                                 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.");
66                                 // TODO csqc notifier for this
67                         }
68                         else
69                         {
70                                 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.");
71                                 // TODO csqc notifier for this
72                         }
73                         p.ctf_captureshielded = should;
74                 }
75         }
76 }
77
78 float ctf_captureshield_customize()
79 {
80         if not(other.ctf_captureshielded)
81                 return FALSE;
82         if(self.team == other.team)
83                 return FALSE;
84         return TRUE;
85 }
86
87 void ctf_captureshield_touch()
88 {
89         if not(other.ctf_captureshielded)
90                 return;
91         if(self.team == other.team)
92                 return;
93         vector mymid;
94         vector othermid;
95         mymid = (self.absmin + self.absmax) * 0.5;
96         othermid = (other.absmin + other.absmax) * 0.5;
97         Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * captureshield_force);
98         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.");
99 }
100
101 void ctf_captureshield_spawn()
102 {
103         entity e;
104         e = spawn();
105         e.enemy = self;
106         e.team = self.team;
107         e.touch = ctf_captureshield_touch;
108         e.customizeentityforclient = ctf_captureshield_customize;
109         e.classname = "ctf_captureshield";
110         e.effects = EF_ADDITIVE;
111         e.movetype = MOVETYPE_NOCLIP;
112         e.solid = SOLID_TRIGGER;
113         e.avelocity = '7 0 11';
114         setorigin(e, self.origin);
115         setmodel(e, "models/onslaught/generator_shield.md3");
116         e.scale = 0.5;
117         setsize(e, e.scale * e.mins, e.scale * e.maxs);
118         print(etos(e), "\n");
119 }
120
121 float ctf_score_value(string parameter)
122 {
123         if(g_ctf_win_mode != 2)
124                 return cvar(strcat("g_ctf_personal", parameter));
125         else
126                 return cvar(strcat("g_ctf_flag", parameter));
127 }
128
129 void FakeTimeLimit(entity e, float t)
130 {
131         msg_entity = e;
132         WriteByte(MSG_ONE, 3); // svc_updatestat
133         WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
134         if(t < 0)
135                 WriteCoord(MSG_ONE, cvar("timelimit"));
136         else
137                 WriteCoord(MSG_ONE, (t + 1) / 60);
138 }
139
140 float   flagcaptimerecord;
141 .float  flagpickuptime;
142 //.float  iscommander;
143 //.float  ctf_state;
144
145 void() FlagThink;
146 void() FlagTouch;
147
148 void place_flag()
149 {
150         if(!self.t_width)
151                 self.t_width = 0.1; // frame animation rate
152         if(!self.t_length)
153                 self.t_length = 119; // maximum frame
154
155         setattachment(self, world, "");
156         self.mdl = self.model;
157         self.flags = FL_ITEM;
158         self.solid = SOLID_TRIGGER;
159         self.movetype = MOVETYPE_NONE;
160         self.velocity = '0 0 0';
161         self.origin_z = self.origin_z + 6;
162         self.think = FlagThink;
163         self.touch = FlagTouch;
164         self.nextthink = time + 0.1;
165         self.cnt = FLAG_BASE;
166         self.mangle = self.angles;
167         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
168         //self.effects = self.effects | EF_DIMLIGHT;
169         if(self.noalign)
170         {
171                 self.dropped_origin = self.origin;
172         }
173         else
174         {
175                 droptofloor();
176                 self.movetype = MOVETYPE_TOSS;
177         }
178         InitializeEntity(self, ctf_captureshield_spawn, INITPRIO_SETLOCATION);
179 };
180
181 void LogCTF(string mode, float flagteam, entity actor)
182 {
183         string s;
184         if(!cvar("sv_eventlog"))
185                 return;
186         s = strcat(":ctf:", mode);
187         s = strcat(s, ":", ftos(flagteam));
188         if(actor != world)
189                 s = strcat(s, ":", ftos(actor.playerid));
190         GameLogEcho(s);
191 }
192
193 void RegenFlag(entity e)
194 {
195         setattachment(e, world, "");
196         e.damageforcescale = 0;
197         e.movetype = MOVETYPE_NONE;
198         if(!self.noalign)
199                 e.movetype = MOVETYPE_TOSS;
200         e.solid = SOLID_TRIGGER;
201         // TODO: play a sound here
202         setorigin(e, e.dropped_origin);
203         e.angles = e.mangle;
204         e.cnt = FLAG_BASE;
205         e.owner = world;
206         e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
207 };
208
209 void ReturnFlag(entity e)
210 {
211         if (e.owner)
212         if (e.owner.flagcarried == e)
213         {
214                 WaypointSprite_DetachCarrier(e.owner);
215                 e.owner.flagcarried = world;
216
217                 if(e.speedrunning)
218                         FakeTimeLimit(e.owner, -1);
219         }
220         e.owner = world;
221         RegenFlag(e);
222 };
223
224 void DropFlag(entity e, entity penalty_receiver, entity attacker)
225 {
226         local entity p;
227
228         if(e.speedrunning)
229         {
230                 ReturnFlag(e);
231                 return;
232         }
233
234         if (!e.owner)
235         {
236                 dprint("FLAG: drop - no owner?!?!\n");
237                 return;
238         }
239         p = e.owner;
240         if (p.flagcarried != e)
241         {
242                 dprint("FLAG: drop - owner is not carrying this flag??\n");
243                 return;
244         }
245         bprint(p.netname, "^7 lost the ", e.netname, "\n");
246
247         if(penalty_receiver)
248                 UpdateFrags(penalty_receiver, -ctf_score_value("penalty_suicidedrop"));
249         else
250                 UpdateFrags(p, -ctf_score_value("penalty_drop"));
251         PlayerScore_Add(p, SP_CTF_DROPS, +1);
252         ctf_captureshield_update(p, 0); // shield only
253         e.playerid = attacker.playerid;
254         e.ctf_droptime = time;
255         
256         if(p.waypointsprite_attachedforcarrier)
257         {
258                 WaypointSprite_Ping(p.waypointsprite_attachedforcarrier);
259                 WaypointSprite_DetachCarrier(p);
260         }
261         else
262         {
263                 bprint("\{1}^1Flag carrier had no flag sprite?!?\n");
264                 backtrace("Flag carrier had no flag sprite?!?");
265         }
266         LogCTF("dropped", p.team, p);
267
268         setattachment(e, world, "");
269         e.damageforcescale = cvar("g_balance_ctf_damageforcescale");
270
271         if (p.flagcarried == e)
272                 p.flagcarried = world;
273         e.owner = world;
274
275         e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
276         e.solid = SOLID_TRIGGER;
277         e.movetype = MOVETYPE_TOSS;
278         // setsize(e, '-16 -16 0', '16 16 74');
279         setorigin(e, p.origin - '0 0 24' + '0 0 37');
280         e.cnt = FLAG_DROPPED;
281         e.velocity = '0 0 300';
282         e.pain_finished = time + cvar("g_ctf_flag_returntime");//30;
283
284         trace_startsolid = FALSE;
285         tracebox(e.origin, e.mins, e.maxs, e.origin, TRUE, e);
286         if(trace_startsolid)
287                 dprint("FLAG FALLTHROUGH will happen SOON\n");
288 };
289
290 void AnimateFlag()
291 {
292         if(self.delay > time)
293                 return;
294         self.delay = time + self.t_width;
295         if(self.nextthink > self.delay)
296                 self.nextthink = self.delay;
297
298         self.frame = self.frame + 1;
299         if(self.frame > self.t_length)
300                 self.frame = 0;
301 }
302
303 void FlagThink()
304 {
305         local entity e;
306
307         self.nextthink = time + 0.1;
308
309         if(self == ctf_worldflaglist) // only for the first flag
310         {
311                 FOR_EACH_CLIENT(e)
312                         ctf_captureshield_update(e, 1); // release shield only
313         }
314
315         AnimateFlag();
316
317         if(self.speedrunning)
318         if(self.cnt == FLAG_CARRY)
319         {
320                 if(self.owner)
321                 if(flagcaptimerecord)
322                 if(time >= self.flagpickuptime + flagcaptimerecord)
323                 {
324                         bprint("The ", self.netname, " became impatient after ", ftos_decimals(flagcaptimerecord, 2), " seconds and returned itself\n");
325
326                         self.owner.impulse = 77; // returning!
327                         e = self;
328                         self = self.owner;
329                         ReturnFlag(e);
330                         ImpulseCommands();
331                         self = e;
332                         return;
333                 }
334         }
335
336         if (self.cnt == FLAG_BASE)
337                 return;
338
339         if (self.cnt == FLAG_DROPPED)
340         {
341                 // flag fallthrough? FIXME remove this if bug is really fixed now
342                 if(self.origin_z < -131072)
343                 {
344                         dprint("FLAG FALLTHROUGH just happened\n");
345                         self.pain_finished = 0;
346                 }
347                 setattachment(self, world, "");
348                 if (time > self.pain_finished)
349                 {
350                         bprint("The ", self.netname, " has returned to base\n");
351                         sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
352                         LogCTF("returned", self.team, world);
353                         ReturnFlag(self);
354                 }
355                 return;
356         }
357
358         e = self.owner;
359         if (e.classname != "player" || (e.deadflag) || (e.flagcarried != self))
360         {
361                 dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
362                 DropFlag(self, world, world);
363                 return;
364         }
365
366         if(cvar("g_ctf_allow_drop"))
367         if(e.BUTTON_USE)
368                 DropFlag(self, e, world);
369 };
370
371 void FlagTouch()
372 {
373         if(gameover) return;
374
375         local float t;
376         local entity player;
377         local string s, s0, h0, h1;
378         if (other.classname != "player")
379                 return;
380         if (other.health < 1) // ignore dead players
381                 return;
382
383         if (self.cnt == FLAG_CARRY)
384                 return;
385
386         if (self.cnt == FLAG_BASE)
387         if (other.team == self.team)
388         if (other.flagcarried) // he's got a flag
389         if (other.flagcarried.team != self.team) // capture
390         {
391                 if (other.flagcarried == world)
392                 {
393                         return;
394                 }
395                 if(player_count - currentbots <= 1) // at most one human
396                 {
397                         t = time - other.flagcarried.flagpickuptime;
398                         s = ftos_decimals(t, 2);
399                         s0 = ftos_decimals(flagcaptimerecord, 2);
400                         h0 = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
401                         h1 = other.netname;
402                         if(h0 == h1)
403                                 h0 = "his";
404                         else
405                                 h0 = strcat(h0, "^7's"); // h0: display text for previous netname
406                         if (flagcaptimerecord == 0)
407                         {
408                                 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, " seconds\n");
409                                 flagcaptimerecord = t;
410                                 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
411                                 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), h1);
412                                 GameLogEcho(strcat(":recordset:", ftos(other.playerid), ":", ftos(t)));
413                         }
414                         else if (t < flagcaptimerecord)
415                         {
416                                 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, ", breaking ", strcat(h0, " previous record of ", s0, " seconds\n"));
417                                 flagcaptimerecord = t;
418                                 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
419                                 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), h1);
420                                 GameLogEcho(strcat(":recordset:", ftos(other.playerid), ":", ftos(t)));
421                         }
422                         else
423                         {
424                                 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, ", failing to break ", strcat(h0, " record of ", s0, " seconds\n"));
425                         }
426                 }
427
428                 PlayerTeamScore_Add(other, SP_CTF_CAPS, ST_CTF_CAPS, 1);
429                 LogCTF("capture", other.flagcarried.team, other);
430                 // give credit to the individual player
431                 UpdateFrags(other, ctf_score_value("score_capture"));
432
433                 sound (other, CHAN_AUTO, self.noise2, VOL_BASE, ATTN_NONE);
434                 WaypointSprite_DetachCarrier(other);
435                 if(self.speedrunning)
436                         FakeTimeLimit(other, -1);
437                 RegenFlag (other.flagcarried);
438                 other.flagcarried = world;
439                 other.next_take_time = time + 1;
440         }
441         if (self.cnt == FLAG_BASE)
442         if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2) // only red and blue team can steal flags
443         if (other.team != self.team)
444         if (!other.flagcarried)
445         if (!other.ctf_captureshielded)
446         {
447                 if (other.next_take_time > time)
448                         return;
449                 // pick up
450                 self.flagpickuptime = time; // used for timing runs
451                 self.speedrunning = other.speedrunning; // if speedrunning, flag will self-return and teleport the owner back after the record
452                 if(other.speedrunning)
453                 if(flagcaptimerecord)
454                         FakeTimeLimit(other, time + flagcaptimerecord);
455                 self.solid = SOLID_NOT;
456                 setorigin(self, self.origin); // relink
457                 self.owner = other;
458                 other.flagcarried = self;
459                 self.cnt = FLAG_CARRY;
460                 self.angles = '0 0 0';
461                 bprint(other.netname, "^7 got the ", self.netname, "\n");
462                 UpdateFrags(other, ctf_score_value("score_pickup_base"));
463                 self.dropperid = other.playerid;
464                 PlayerScore_Add(other, SP_CTF_PICKUPS, 1);
465                 LogCTF("steal", self.team, other);
466                 sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NONE);
467
468                 FOR_EACH_PLAYER(player)
469                         if(player.team == self.team)
470                                 centerprint(player, "The enemy got your flag! Retrieve it!");
471
472                 self.movetype = MOVETYPE_NONE;
473                 setorigin(self, FLAG_CARRY_POS);
474                 setattachment(self, other, "");
475                 WaypointSprite_AttachCarrier("flagcarrier", other);
476                 WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 1 0');
477                 WaypointSprite_Ping(self.sprite);
478
479                 return;
480         }
481
482         if (self.cnt == FLAG_DROPPED)
483         {
484                 self.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
485                 if (other.team == self.team || (other.team != COLOR_TEAM1 && other.team != COLOR_TEAM2))
486                 {
487                         // return flag
488                         bprint(other.netname, "^7 returned the ", self.netname, "\n");
489
490                         // punish the player who last had it
491                         FOR_EACH_PLAYER(player)
492                                 if(player.playerid == self.dropperid)
493                                 {
494                                         PlayerScore_Add(player, SP_SCORE, -ctf_score_value("penalty_returned"));
495                                         ctf_captureshield_update(player, 0); // shield only
496                                 }
497
498                         // punish the team who was last carrying it
499                         if(self.team == COLOR_TEAM1)
500                                 TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, -ctf_score_value("penalty_returned"));
501                         else
502                                 TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, -ctf_score_value("penalty_returned"));
503
504                         // reward the player who returned it
505                         if(other.playerid == self.playerid) // is this the guy who killed the FC last?
506                         {
507                                 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
508                                         UpdateFrags(other, ctf_score_value("score_return_by_killer"));
509                                 else
510                                         UpdateFrags(other, ctf_score_value("score_return_rogue_by_killer"));
511                         }
512                         else
513                         {
514                                 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
515                                         UpdateFrags(other, ctf_score_value("score_return"));
516                                 else
517                                         UpdateFrags(other, ctf_score_value("score_return_rogue"));
518                         }
519                         PlayerScore_Add(other, SP_CTF_RETURNS, 1);
520                         LogCTF("return", self.team, other);
521                         sound (other, CHAN_AUTO, self.noise1, VOL_BASE, ATTN_NONE);
522                         ReturnFlag(self);
523                 }
524                 else if (!other.flagcarried && (other.playerid != self.dropperid || time > self.ctf_droptime + cvar("g_balance_ctf_delay_collect")))
525                 {
526                         // pick up
527                         self.solid = SOLID_NOT;
528                         setorigin(self, self.origin); // relink
529                         self.owner = other;
530                         other.flagcarried = self;
531                         self.cnt = FLAG_CARRY;
532                         bprint(other.netname, "^7 picked up the ", self.netname, "\n");
533
534                         float f;
535                         f = bound(0, (self.pain_finished - time) / cvar("g_ctf_flag_returntime"), 1);
536                         //print("factor is ", ftos(f), "\n");
537                         f = ctf_score_value("score_pickup_dropped_late") * (1-f)
538                           + ctf_score_value("score_pickup_dropped_early") * f;
539                         f = floor(f + 0.5);
540                         self.dropperid = other.playerid;
541                         //print("score is ", ftos(f), "\n");
542
543                         UpdateFrags(other, f);
544                         PlayerScore_Add(other, SP_CTF_PICKUPS, 1);
545                         LogCTF("pickup", self.team, other);
546                         sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NONE);
547
548                         FOR_EACH_PLAYER(player)
549                                 if(player.team == self.team)
550                                         centerprint(player, "The enemy got your flag! Retrieve it!");
551
552                         self.movetype = MOVETYPE_NONE;  // flag must have MOVETYPE_NONE here, otherwise it will drop through the floor...
553                         setorigin(self, FLAG_CARRY_POS);
554                         setattachment(self, other, "");
555                         self.damageforcescale = 0;
556                         WaypointSprite_AttachCarrier("flagcarrier", other);
557                         WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 1 0');
558                 }
559         }
560 };
561
562 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
563 CTF Starting point for a player
564 in team one (Red).
565
566 Keys:
567 "angle"
568  viewing angle when spawning
569 */
570 void spawnfunc_info_player_team1()
571 {
572         self.team = COLOR_TEAM1; // red
573         spawnfunc_info_player_deathmatch();
574 };
575 //self.team = 4;self.classname = "info_player_start";spawnfunc_info_player_start();};
576
577 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
578 CTF Starting point for a player in
579 team two (Blue).
580
581 Keys:
582 "angle"
583  viewing angle when spawning
584 */
585 void spawnfunc_info_player_team2()
586 {
587         self.team = COLOR_TEAM2; // blue
588         spawnfunc_info_player_deathmatch();
589 };
590 //self.team = 13;self.classname = "info_player_start";spawnfunc_info_player_start();};
591
592 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
593 CTF Starting point for a player in
594 team three (Magenta).
595
596 Keys:
597 "angle"
598  viewing angle when spawning
599 */
600 void spawnfunc_info_player_team3()
601 {
602         self.team = COLOR_TEAM3; // purple
603         spawnfunc_info_player_deathmatch();
604 };
605
606
607 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
608 CTF Starting point for a player in
609 team four (Yellow).
610
611 Keys:
612 "angle"
613  viewing angle when spawning
614 */
615 void spawnfunc_info_player_team4()
616 {
617         self.team = COLOR_TEAM4; // yellow
618         spawnfunc_info_player_deathmatch();
619 };
620
621
622
623
624 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
625 CTF flag for team one (Red).
626 Multiple are allowed.
627
628 Keys:
629 "angle"
630  Angle the flag will point
631 (minus 90 degrees)
632 "model"
633  model to use, note this needs red and blue as skins 0 and 1
634  (default models/ctf/flag.md3)
635 "noise"
636  sound played when flag is picked up
637  (default ctf/take.wav)
638 "noise1"
639  sound played when flag is returned by a teammate
640  (default ctf/return.wav)
641 "noise2"
642  sound played when flag is captured
643  (default ctf/redcapture.wav)
644 "noise3"
645  sound played when flag is lost in the field and respawns itself
646  (default ctf/respawn.wav)
647 */
648
649 void spawnfunc_item_flag_team1()
650 {
651         if (!g_ctf)
652         {
653                 remove(self);
654                 return;
655         }
656
657         //if(!cvar("teamplay"))
658         //      cvar_set("teamplay", "3");
659
660         // link flag into ctf_worldflaglist
661         self.ctf_worldflagnext = ctf_worldflaglist;
662         ctf_worldflaglist = self;
663
664         self.classname = "item_flag_team";
665         if(g_ctf_reverse)
666         {
667                 self.team = COLOR_TEAM2; // color 13 team (blue)
668                 self.items = IT_KEY1; // silver key (bluish enough)
669         }
670         else
671         {
672                 self.team = COLOR_TEAM1; // color 4 team (red)
673                 self.items = IT_KEY2; // gold key (redish enough)
674         }
675         self.netname = "^1RED^7 flag";
676         self.target = "###item###";
677         self.skin = 0;
678         if(self.spawnflags & 1)
679                 self.noalign = 1;
680         if (!self.model)
681                 self.model = "models/ctf/flag_red.md3";
682         if (!self.noise)
683                 self.noise = "ctf/take.wav";
684         if (!self.noise1)
685                 self.noise1 = "ctf/return.wav";
686         if (!self.noise2)
687                 self.noise2 = "ctf/redcapture.wav"; // blue team scores by capturing the red flag
688         if (!self.noise3)
689                 self.noise3 = "ctf/respawn.wav";
690         precache_model (self.model);
691         setmodel (self, self.model); // precision set below
692         precache_sound (self.noise);
693         precache_sound (self.noise1);
694         precache_sound (self.noise2);
695         precache_sound (self.noise3);
696         //setsize(self, '-16 -16 -37', '16 16 37');
697         setsize(self, PL_MIN + '0 0 -13', PL_MAX + '0 0 -13');
698         setorigin(self, self.origin + '0 0 37');
699         self.nextthink = time + 0.2; // start after doors etc
700         self.think = place_flag;
701
702         if(!self.scale)
703                 self.scale = 0.6;
704         //if(!self.glow_size)
705         //      self.glow_size = 50;
706
707         self.effects = self.effects | EF_LOWPRECISION;
708         if(cvar("g_ctf_fullbrightflags"))
709                 self.effects |= EF_FULLBRIGHT;
710
711         waypoint_spawnforitem(self);
712
713         WaypointSprite_SpawnFixed("redbase", self.origin + '0 0 37', self, sprite);
714         WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_FLAG, '1 0 0');
715
716         precache_model("models/onslaught/generator_shield.md3");
717 };
718
719 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -24) (48 48 64)
720 CTF flag for team two (Blue).
721 Multiple are allowed.
722
723 Keys:
724 "angle"
725  Angle the flag will point
726 (minus 90 degrees)
727 "model"
728  model to use, note this needs red and blue as skins 0 and 1
729  (default models/ctf/flag.md3)
730 "noise"
731  sound played when flag is picked up
732  (default ctf/take.wav)
733 "noise1"
734  sound played when flag is returned by a teammate
735  (default ctf/return.wav)
736 "noise2"
737  sound played when flag is captured
738  (default ctf/bluecapture.wav)
739 "noise3"
740  sound played when flag is lost in the field and respawns itself
741  (default ctf/respawn.wav)
742 */
743
744 void spawnfunc_item_flag_team2()
745 {
746         if (!g_ctf)
747         {
748                 remove(self);
749                 return;
750         }
751         //if(!cvar("teamplay"))
752         //      cvar_set("teamplay", "3");
753
754         // link flag into ctf_worldflaglist
755         self.ctf_worldflagnext = ctf_worldflaglist;
756         ctf_worldflaglist = self;
757
758         self.classname = "item_flag_team";
759         if(g_ctf_reverse)
760         {
761                 self.team = COLOR_TEAM1; // color 4 team (red)
762                 self.items = IT_KEY2; // gold key (redish enough)
763         }
764         else
765         {
766                 self.team = COLOR_TEAM2; // color 13 team (blue)
767                 self.items = IT_KEY1; // silver key (bluish enough)
768         }
769         self.netname = "^4BLUE^7 flag";
770         self.target = "###item###";
771         self.skin = 0;
772         if(self.spawnflags & 1)
773                 self.noalign = 1;
774         if (!self.model)
775                 self.model = "models/ctf/flag_blue.md3";
776         if (!self.noise)
777                 self.noise = "ctf/take.wav";
778         if (!self.noise1)
779                 self.noise1 = "ctf/return.wav";
780         if (!self.noise2)
781                 self.noise2 = "ctf/bluecapture.wav"; // red team scores by capturing the blue flag
782         if (!self.noise3)
783                 self.noise3 = "ctf/respawn.wav";
784         precache_model (self.model);
785         setmodel (self, self.model); // precision set below
786         precache_sound (self.noise);
787         precache_sound (self.noise1);
788         precache_sound (self.noise2);
789         precache_sound (self.noise3);
790         //setsize(self, '-16 -16 -37', '16 16 37');
791         setsize(self, PL_MIN + '0 0 -13', PL_MAX + '0 0 -13');
792         setorigin(self, self.origin + '0 0 37');
793         self.nextthink = time + 0.2; // start after doors etc
794         self.think = place_flag;
795
796         if(!self.scale)
797                 self.scale = 0.6;
798         //if(!self.glow_size)
799         //      self.glow_size = 50;
800
801         self.effects = self.effects | EF_LOWPRECISION;
802         if(cvar("g_ctf_fullbrightflags"))
803                 self.effects |= EF_FULLBRIGHT;
804
805         waypoint_spawnforitem(self);
806
807         WaypointSprite_SpawnFixed("bluebase", self.origin + '0 0 37', self, sprite);
808         WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_FLAG, '0 0 1');
809
810         precache_model("models/onslaught/generator_shield.md3");
811 };
812
813
814 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
815 Team declaration for CTF gameplay, this allows you to decide what team
816 names and control point models are used in your map.
817
818 Note: If you use spawnfunc_ctf_team entities you must define at least 2!  However, unlike
819 domination, you don't need to make a blank one too.
820
821 Keys:
822 "netname"
823  Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)
824 "cnt"
825  Scoreboard color of the team (for example 4 is red and 13 is blue)
826
827 */
828
829 void spawnfunc_ctf_team()
830 {
831         if (!g_ctf)
832         {
833                 remove(self);
834                 return;
835         }
836         self.classname = "ctf_team";
837         self.team = self.cnt + 1;
838 };
839
840 // code from here on is just to support maps that don't have control point and team entities
841 void ctf_spawnteam (string teamname, float teamcolor)
842 {
843         local entity oldself;
844         oldself = self;
845         self = spawn();
846         self.classname = "ctf_team";
847         self.netname = teamname;
848         self.cnt = teamcolor;
849
850         spawnfunc_ctf_team();
851
852         self = oldself;
853 };
854
855 // spawn some default teams if the map is not set up for ctf
856 void ctf_spawnteams()
857 {
858         float numteams;
859
860         numteams = 2;//cvar("g_ctf_default_teams");
861
862         ctf_spawnteam("Red", COLOR_TEAM1 - 1);
863         ctf_spawnteam("Blue", COLOR_TEAM2 - 1);
864 };
865
866 void ctf_delayedinit()
867 {
868         // if no teams are found, spawn defaults
869         if (find(world, classname, "ctf_team") == world)
870                 ctf_spawnteams();
871
872         ScoreRules_ctf();
873 };
874
875 void ctf_init()
876 {
877         InitializeEntity(world, ctf_delayedinit, INITPRIO_GAMETYPE);
878         flagcaptimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
879
880         captureshield_min_negscore = cvar("g_ctf_shield_min_negscore");
881         captureshield_max_ratio = cvar("g_ctf_shield_max_ratio");
882         captureshield_force = cvar("g_ctf_shield_force");
883 };
884
885 void ctf_setstatus2(entity flag, float shift)
886 {
887         if (flag.cnt == FLAG_CARRY)
888                 if (flag.owner == self)
889                         self.items |= shift * 3;
890                 else
891                         self.items |= shift * 1;
892         else if (flag.cnt == FLAG_DROPPED)
893                 self.items |= shift * 2;
894         else
895         {
896                 // no status bits
897         }
898 };
899
900 void ctf_setstatus()
901 {
902         self.items (-) IT_RED_FLAG_TAKEN;
903         self.items (-) IT_RED_FLAG_LOST;
904         self.items (-) IT_BLUE_FLAG_TAKEN;
905         self.items (-) IT_BLUE_FLAG_LOST;
906         self.items (-) IT_CTF_SHIELDED;
907
908         if (g_ctf) {
909                 local entity flag;
910                 float redflags, blueflags;
911
912                 if(self.ctf_captureshielded)
913                         self.items |= IT_CTF_SHIELDED;
914
915                 redflags = 0;
916                 blueflags = 0;
917
918                 for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
919                 {
920                         if(flag.items & IT_KEY2) // blue
921                                 ++redflags;
922                         else if(flag.items & IT_KEY1) // red
923                                 ++blueflags;
924                 }
925
926                 // blinking magic: if there is more than one flag, show one of these in a clever way
927                 if(redflags)
928                         redflags = mod(floor(time * redflags * 0.75), redflags);
929                 if(blueflags)
930                         blueflags = mod(floor(time * blueflags * 0.75), blueflags);
931
932                 for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
933                 {
934                         if(flag.items & IT_KEY2) // blue
935                         {
936                                 if(--redflags == -1) // happens exactly once (redflags is in 0..count-1, and will --'ed count times)
937                                         ctf_setstatus2(flag, IT_RED_FLAG_TAKEN);
938                         }
939                         else if(flag.items & IT_KEY1) // red
940                         {
941                                 if(--blueflags == -1) // happens exactly once
942                                         ctf_setstatus2(flag, IT_BLUE_FLAG_TAKEN);
943                         }
944                 }
945         }
946 };
947 /*
948 entity(float cteam) ctf_team_has_commander =
949 {
950         entity pl;
951         if(cteam != COLOR_TEAM1 || cteam != COLOR_TEAM2)
952                 return world;
953         
954         FOR_EACH_REALPLAYER(pl) {
955                 if(pl.team == cteam && pl.iscommander) {
956                         return pl;
957                 }
958         }
959         return world;
960 };
961
962 void(entity e, float st) ctf_setstate =
963 {
964         e.ctf_state = st;
965         ++e.version;
966 };
967
968 void(float cteam) ctf_new_commander =
969 {
970         entity pl, plmax;
971         
972         plmax = world;
973         FOR_EACH_REALPLAYER(pl) {
974                 if(pl.team == cteam) {
975                         if(pl.iscommander) { // don't reassign if alreay there
976                                 return;
977                         }
978                         if(plmax == world || plmax.frags < pl.frags) <<<<<<<<<<<<<<<<< BROKEN in new scoring system
979                                 plmax = pl;
980                 }
981         }
982         if(plmax == world) {
983                 bprint(strcat(ColoredTeamName(cteam), " Team has no Commander!\n"));
984                 return;
985         }
986
987         plmax.iscommander = TRUE;
988         ctf_setstate(plmax, 3);
989         sprint(plmax, "^3You're the commander now!\n");
990         centerprint(plmax, "^3You're the commander now!\n");
991 };
992
993 void() ctf_clientconnect =
994 {
995         self.iscommander = FALSE;
996         
997         if(!self.team || self.classname != "player") {
998                 ctf_setstate(self, -1);
999         } else
1000                 ctf_setstate(self, 0);
1001
1002         self.team_saved = self.team;
1003         
1004         if(self.team != 0 && self.classname == "player" && !ctf_team_has_commander(self.team)) {
1005                 ctf_new_commander(self.team);
1006         }
1007 };
1008
1009 void() ctf_playerchanged =
1010 {
1011         if(!self.team || self.classname != "player") {
1012                 ctf_setstate(self, -1);
1013         } else if(self.ctf_state < 0 && self.classname == "player") {
1014                 ctf_setstate(self, 0);
1015         }
1016
1017         if(self.iscommander &&
1018            (self.classname != "player" || self.team != self.team_saved)
1019                 )
1020         {
1021                 self.iscommander = FALSE;
1022                 if(self.classname == "player")
1023                         ctf_setstate(self, 0);
1024                 else
1025                         ctf_setstate(self, -1);
1026                 ctf_new_commander(self.team_saved);
1027         }
1028         
1029         self.team_saved = self.team;
1030         
1031         ctf_new_commander(self.team);
1032 };
1033
1034 void() ctf_clientdisconnect =
1035 {
1036         if(self.iscommander)
1037         {
1038                 ctf_new_commander(self.team);
1039         }
1040 };
1041
1042 entity GetPlayer(string);
1043 float() ctf_clientcommand =
1044 {
1045         entity e;
1046         if(argv(0) == "order") {
1047                 if(!g_ctf) {
1048                         sprint(self, "This command is not supported in this gamemode.\n");
1049                         return TRUE;
1050                 }
1051                 if(!self.iscommander) {
1052                         sprint(self, "^1You are not the commander!\n");
1053                         return TRUE;
1054                 }
1055                 if(argv(2) == "") {
1056                         sprint(self, "Usage: order #player status   - (playernumber as in status)\n");
1057                         return TRUE;
1058                 }
1059                 e = GetPlayer(argv(1));
1060                 if(e == world) {
1061                         sprint(self, "Invalid player.\nUsage: order #player status   - (playernumber as in status)\n");
1062                         return TRUE;
1063                 }
1064                 if(e.team != self.team) {
1065                         sprint(self, "^3You can only give orders to your own team!\n");
1066                         return TRUE;
1067                 }
1068                 if(argv(2) == "attack") {
1069                         sprint(self, strcat("Ordering ", e.netname, " to attack!\n"));
1070                         sprint(e, "^1Attack!\n");
1071                         centerprint(e, "^7You've been ordered to^9\n^1Attack!\n");
1072                         ctf_setstate(e, 1);
1073                 } else if(argv(2) == "defend") {
1074                         sprint(self, strcat("Ordering ", e.netname, " to defend!\n"));
1075                         sprint(e, "^Defend!\n");
1076                         centerprint(e, "^7You've been ordered to^9\n^2Defend!\n");
1077                         ctf_setstate(e, 2);
1078                 } else {
1079                         sprint(self, "^7Invalid command, use ^3attack^7, or ^3defend^7.\n");
1080                 }
1081                 return TRUE;
1082         }
1083         return FALSE;
1084 };
1085 */