2 entity ctf_worldflaglist; // CTF flags in the map
3 .entity ctf_worldflagnext;
5 .float next_take_time; // the next time a player can pick up a flag (time + blah)
6 /// I used this, in part, to fix the looping score bug. - avirox
7 //float FLAGSCORE_PICKUP = 1;
8 //float FLAGSCORE_RETURN = 5; // returned by owner team
9 //float FLAGSCORE_RETURNROGUE = 10; // returned by rogue team
10 //float FLAGSCORE_CAPTURE = 5;
12 #define FLAG_CARRY_POS '-15 0 7'
14 void FakeTimeLimit(entity e, float t)
17 WriteByte(MSG_ONE, 3); // svc_updatestat
18 WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
20 WriteCoord(MSG_ONE, cvar("timelimit"));
22 WriteCoord(MSG_ONE, (t + 1) / 60);
25 float flagcaptimerecord;
26 .float flagpickuptime;
36 self.t_width = 0.1; // frame animation rate
38 self.t_length = 119; // maximum frame
40 setattachment(self, world, "");
41 self.mdl = self.model;
43 self.solid = SOLID_TRIGGER;
44 self.movetype = MOVETYPE_NONE;
45 self.velocity = '0 0 0';
46 self.origin_z = self.origin_z + 6;
47 self.think = FlagThink;
48 self.touch = FlagTouch;
49 self.nextthink = time + 0.1;
51 self.mangle = self.angles;
52 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
53 //self.effects = self.effects | EF_DIMLIGHT;
56 self.movetype = MOVETYPE_TOSS;
59 dprint("Flag fell out of level at ", vtos(self.origin), "\n");
64 self.oldorigin = self.origin;
67 void LogCTF(string mode, float flagteam, entity actor)
70 if(!cvar("sv_eventlog"))
72 s = strcat(":ctf:", mode);
73 s = strcat(s, ":", ftos(flagteam));
75 s = strcat(s, ":", ftos(actor.playerid));
79 void RegenFlag(entity e)
81 setattachment(e, world, "");
82 e.movetype = MOVETYPE_NONE;
84 e.movetype = MOVETYPE_TOSS;
85 e.solid = SOLID_TRIGGER;
86 // TODO: play a sound here
87 setorigin(e, e.oldorigin);
91 e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
94 void ReturnFlag(entity e)
97 if (e.owner.flagcarried == e)
99 WaypointSprite_DetachCarrier(e.owner);
100 e.owner.flagcarried = world;
103 FakeTimeLimit(e.owner, -1);
109 void DropFlag(entity e, entity penalty_receiver, entity attacker)
121 dprint("FLAG: drop - no owner?!?!\n");
125 if (p.flagcarried != e)
127 dprint("FLAG: drop - owner is not carrying this flag??\n");
130 bprint(p.netname, "^7 lost the ", e.netname, "\n");
133 UpdateFrags(penalty_receiver, -cvar("g_ctf_flagpenalty_suicidedrop"));
135 UpdateFrags(p, -cvar("g_ctf_flagpenalty_drop"));
136 PlayerScore_Add(p, SP_CTF_DROPS, +1);
137 e.playerid = attacker.playerid;
139 WaypointSprite_DetachCarrier(p);
140 LogCTF("dropped", p.team, p);
142 setattachment(e, world, "");
144 if (p.flagcarried == e)
145 p.flagcarried = world;
148 e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
149 e.solid = SOLID_TRIGGER;
150 e.movetype = MOVETYPE_TOSS;
151 // setsize(e, '-16 -16 0', '16 16 74');
152 setorigin(e, p.origin - '0 0 24' + '0 0 37');
153 e.cnt = FLAG_DROPPED;
154 e.velocity = '0 0 300';
155 e.pain_finished = time + cvar("g_ctf_flag_returntime");//30;
157 trace_startsolid = FALSE;
158 tracebox(e.origin, e.mins, e.maxs, e.origin, TRUE, e);
160 dprint("FLAG FALLTHROUGH will happen SOON\n");
165 if(self.delay > time)
167 self.delay = time + self.t_width;
168 if(self.nextthink > self.delay)
169 self.nextthink = self.delay;
171 self.frame = self.frame + 1;
172 if(self.frame > self.t_length)
180 self.nextthink = time + 0.1;
184 if(self.speedrunning)
185 if(self.cnt == FLAG_CARRY)
188 if(flagcaptimerecord)
189 if(time >= self.flagpickuptime + flagcaptimerecord)
191 bprint("The ", self.netname, " became impatient after ", ftos_decimals(flagcaptimerecord, 2), " seconds and returned itself\n");
193 self.owner.impulse = 77; // returning!
203 if (self.cnt == FLAG_BASE)
206 if (self.cnt == FLAG_DROPPED)
208 // flag fallthrough? FIXME remove this if bug is really fixed now
209 if(self.origin_z < -131072)
211 dprint("FLAG FALLTHROUGH just happened\n");
212 self.pain_finished = 0;
214 setattachment(self, world, "");
215 if (time > self.pain_finished)
217 bprint("The ", self.netname, " has returned to base\n");
218 sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
219 LogCTF("returned", self.team, world);
226 if (e.classname != "player" || (e.deadflag) || (e.flagcarried != self))
228 dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
229 DropFlag(self, world, world);
240 local string s, s0, h0, h1;
241 if (other.classname != "player")
243 if (other.health < 1) // ignore dead players
246 if (self.cnt == FLAG_CARRY)
249 if (self.cnt == FLAG_BASE)
250 if (other.team == self.team)
251 if (other.flagcarried) // he's got a flag
252 if (other.flagcarried.team != self.team) // capture
254 if (other.flagcarried == world)
258 t = time - other.flagcarried.flagpickuptime;
259 s = ftos_decimals(t, 2);
260 s0 = ftos_decimals(flagcaptimerecord, 2);
261 h0 = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
266 h0 = strcat(h0, "^7's"); // h0: display text for previous netname
267 if (flagcaptimerecord == 0)
269 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, " seconds\n");
270 flagcaptimerecord = t;
271 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
272 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), h1);
273 GameLogEcho(strcat(":recordset:", ftos(other.playerid), ":", ftos(t)));
275 else if (t < flagcaptimerecord)
277 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, ", breaking ", strcat(h0, " previous record of ", s0, " seconds\n"));
278 flagcaptimerecord = t;
279 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
280 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), h1);
281 GameLogEcho(strcat(":recordset:", ftos(other.playerid), ":", ftos(t)));
285 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, ", failing to break ", strcat(h0, " record of ", s0, " seconds\n"));
288 PlayerTeamScore_Add(other, SP_CTF_CAPS, ST_CTF_CAPS, 1);
289 LogCTF("capture", other.flagcarried.team, other);
290 // give credit to the individual player
291 UpdateFrags(other, cvar("g_ctf_flagscore_capture"));
293 sound (other, CHAN_AUTO, self.noise2, VOL_BASE, ATTN_NONE);
294 WaypointSprite_DetachCarrier(other);
295 if(self.speedrunning)
296 FakeTimeLimit(other, -1);
297 RegenFlag (other.flagcarried);
298 other.flagcarried = world;
299 other.next_take_time = time + 1;
301 if (self.cnt == FLAG_BASE)
302 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2) // only red and blue team can steal flags
303 if (other.team != self.team)
304 if (!other.flagcarried)
306 if (other.next_take_time > time)
309 self.flagpickuptime = time; // used for timing runs
310 self.speedrunning = other.speedrunning; // if speedrunning, flag will self-return and teleport the owner back after the record
311 if(other.speedrunning)
312 if(flagcaptimerecord)
313 FakeTimeLimit(other, time + flagcaptimerecord);
314 self.solid = SOLID_NOT;
315 setorigin(self, self.origin); // relink
317 other.flagcarried = self;
318 self.cnt = FLAG_CARRY;
319 self.angles = '0 0 0';
320 bprint(other.netname, "^7 got the ", self.netname, "\n");
321 UpdateFrags(other, cvar("g_ctf_flagscore_pickup_base"));
322 PlayerScore_Add(other, SP_CTF_PICKUPS, 1);
323 LogCTF("steal", self.team, other);
324 sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NONE);
326 FOR_EACH_PLAYER(player)
327 if(player.team == self.team)
328 centerprint(player, "The enemy got your flag! Retrieve it!");
330 self.movetype = MOVETYPE_NONE;
331 setorigin(self, FLAG_CARRY_POS);
332 setattachment(self, other, "");
333 WaypointSprite_AttachCarrier("flagcarrier", other);
338 if (self.cnt == FLAG_DROPPED)
340 self.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
341 if (other.team == self.team || (other.team != COLOR_TEAM1 && other.team != COLOR_TEAM2))
344 bprint(other.netname, "^7 returned the ", self.netname, "\n");
345 if(other.playerid == self.playerid) // is this the guy who killed the FC last?
347 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
348 UpdateFrags(other, cvar("g_ctf_flagscore_return_by_killer"));
350 UpdateFrags(other, cvar("g_ctf_flagscore_return_rogue_by_killer"));
354 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
355 UpdateFrags(other, cvar("g_ctf_flagscore_return"));
357 UpdateFrags(other, cvar("g_ctf_flagscore_return_rogue"));
359 PlayerScore_Add(other, SP_CTF_RETURNS, 1);
360 LogCTF("return", self.team, other);
361 sound (other, CHAN_AUTO, self.noise1, VOL_BASE, ATTN_NONE);
364 else if (!other.flagcarried)
367 self.solid = SOLID_NOT;
368 setorigin(self, self.origin); // relink
370 other.flagcarried = self;
371 self.cnt = FLAG_CARRY;
372 bprint(other.netname, "^7 picked up the ", self.netname, "\n");
375 f = bound(0, (self.pain_finished - time) / cvar("g_ctf_flag_returntime"), 1);
376 //print("factor is ", ftos(f), "\n");
377 f = cvar("g_ctf_flagscore_pickup_dropped_late") * (1-f)
378 + cvar("g_ctf_flagscore_pickup_dropped_early") * f;
380 //print("score is ", ftos(f), "\n");
382 UpdateFrags(other, f);
383 PlayerScore_Add(other, SP_CTF_PICKUPS, 1);
384 LogCTF("pickup", self.team, other);
385 sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NONE);
387 FOR_EACH_PLAYER(player)
388 if(player.team == self.team)
389 centerprint(player, "The enemy got your flag! Retrieve it!");
391 self.movetype = MOVETYPE_NONE; // flag must have MOVETYPE_NONE here, otherwise it will drop through the floor...
392 setorigin(self, FLAG_CARRY_POS);
393 setattachment(self, other, "");
394 WaypointSprite_AttachCarrier("flagcarrier", other);
399 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
400 CTF Starting point for a player
405 viewing angle when spawning
407 void spawnfunc_info_player_team1()
409 self.team = COLOR_TEAM1; // red
410 spawnfunc_info_player_deathmatch();
412 //self.team = 4;self.classname = "info_player_start";spawnfunc_info_player_start();};
414 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
415 CTF Starting point for a player in
420 viewing angle when spawning
422 void spawnfunc_info_player_team2()
424 self.team = COLOR_TEAM2; // blue
425 spawnfunc_info_player_deathmatch();
427 //self.team = 13;self.classname = "info_player_start";spawnfunc_info_player_start();};
429 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
430 CTF Starting point for a player in
431 team three (Magenta).
435 viewing angle when spawning
437 void spawnfunc_info_player_team3()
439 self.team = COLOR_TEAM3; // purple
440 spawnfunc_info_player_deathmatch();
444 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
445 CTF Starting point for a player in
450 viewing angle when spawning
452 void spawnfunc_info_player_team4()
454 self.team = COLOR_TEAM4; // yellow
455 spawnfunc_info_player_deathmatch();
461 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
462 CTF flag for team one (Red).
463 Multiple are allowed.
467 Angle the flag will point
470 model to use, note this needs red and blue as skins 0 and 1
471 (default models/ctf/flag.md3)
473 sound played when flag is picked up
474 (default ctf/take.wav)
476 sound played when flag is returned by a teammate
477 (default ctf/return.wav)
479 sound played when flag is captured
480 (default ctf/redcapture.wav)
482 sound played when flag is lost in the field and respawns itself
483 (default ctf/respawn.wav)
486 void spawnfunc_item_flag_team1()
494 //if(!cvar("teamplay"))
495 // cvar_set("teamplay", "3");
497 // link flag into ctf_worldflaglist
498 self.ctf_worldflagnext = ctf_worldflaglist;
499 ctf_worldflaglist = self;
501 self.classname = "item_flag_team";
502 self.team = COLOR_TEAM1; // color 4 team (red)
503 self.items = IT_KEY2; // gold key (redish enough)
504 self.netname = "^1RED^7 flag";
505 self.target = "###item###";
507 if(self.spawnflags & 1)
510 self.model = "models/ctf/flag_red.md3";
512 self.noise = "ctf/take.wav";
514 self.noise1 = "ctf/return.wav";
516 self.noise2 = "ctf/redcapture.wav"; // blue team scores by capturing the red flag
518 self.noise3 = "ctf/respawn.wav";
519 precache_model (self.model);
520 setmodel (self, self.model); // precision set below
521 precache_sound (self.noise);
522 precache_sound (self.noise1);
523 precache_sound (self.noise2);
524 precache_sound (self.noise3);
525 setsize(self, '-16 -16 -37', '16 16 37');
526 setorigin(self, self.origin + '0 0 37');
527 self.nextthink = time + 0.2; // start after doors etc
528 self.think = place_flag;
532 //if(!self.glow_size)
533 // self.glow_size = 50;
535 self.effects = self.effects | EF_FULLBRIGHT | EF_LOWPRECISION;
539 waypoint_spawnforitem(self);
541 WaypointSprite_SpawnFixed("redbase", self.origin + '0 0 37', self, sprite);
544 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -24) (48 48 64)
545 CTF flag for team two (Blue).
546 Multiple are allowed.
550 Angle the flag will point
553 model to use, note this needs red and blue as skins 0 and 1
554 (default models/ctf/flag.md3)
556 sound played when flag is picked up
557 (default ctf/take.wav)
559 sound played when flag is returned by a teammate
560 (default ctf/return.wav)
562 sound played when flag is captured
563 (default ctf/bluecapture.wav)
565 sound played when flag is lost in the field and respawns itself
566 (default ctf/respawn.wav)
569 void spawnfunc_item_flag_team2()
576 //if(!cvar("teamplay"))
577 // cvar_set("teamplay", "3");
579 // link flag into ctf_worldflaglist
580 self.ctf_worldflagnext = ctf_worldflaglist;
581 ctf_worldflaglist = self;
583 self.classname = "item_flag_team";
584 self.team = COLOR_TEAM2; // color 13 team (blue)
585 self.items = IT_KEY1; // silver key (bluish enough)
586 self.netname = "^4BLUE^7 flag";
587 self.target = "###item###";
589 if(self.spawnflags & 1)
592 self.model = "models/ctf/flag_blue.md3";
594 self.noise = "ctf/take.wav";
596 self.noise1 = "ctf/return.wav";
598 self.noise2 = "ctf/bluecapture.wav"; // red team scores by capturing the blue flag
600 self.noise3 = "ctf/respawn.wav";
601 precache_model (self.model);
602 setmodel (self, self.model); // precision set below
603 precache_sound (self.noise);
604 precache_sound (self.noise1);
605 precache_sound (self.noise2);
606 precache_sound (self.noise3);
607 setsize(self, '-16 -16 -37', '16 16 37');
608 setorigin(self, self.origin + '0 0 37');
609 self.nextthink = time + 0.2; // start after doors etc
610 self.think = place_flag;
614 //if(!self.glow_size)
615 // self.glow_size = 50;
617 self.effects = self.effects | EF_FULLBRIGHT | EF_LOWPRECISION;
621 waypoint_spawnforitem(self);
623 WaypointSprite_SpawnFixed("bluebase", self.origin + '0 0 37', self, sprite);
627 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
628 Team declaration for CTF gameplay, this allows you to decide what team
629 names and control point models are used in your map.
631 Note: If you use spawnfunc_ctf_team entities you must define at least 2! However, unlike
632 domination, you don't need to make a blank one too.
636 Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)
638 Scoreboard color of the team (for example 4 is red and 13 is blue)
642 void spawnfunc_ctf_team()
649 self.classname = "ctf_team";
650 self.team = self.cnt + 1;
653 // code from here on is just to support maps that don't have control point and team entities
654 void ctf_spawnteam (string teamname, float teamcolor)
656 local entity oldself;
659 self.classname = "ctf_team";
660 self.netname = teamname;
661 self.cnt = teamcolor;
663 spawnfunc_ctf_team();
668 // spawn some default teams if the map is not set up for ctf
669 void ctf_spawnteams()
673 numteams = 2;//cvar("g_ctf_default_teams");
675 ctf_spawnteam("Red", COLOR_TEAM1 - 1);
676 ctf_spawnteam("Blue", COLOR_TEAM2 - 1);
679 void ctf_delayedinit()
681 // if no teams are found, spawn defaults
682 if (find(world, classname, "ctf_team") == world)
690 InitializeEntity(world, ctf_delayedinit, INITPRIO_GAMETYPE);
691 flagcaptimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
694 void ctf_setstatus2(entity flag, float shift)
696 if (flag.cnt == FLAG_CARRY)
697 if (flag.owner == self)
698 self.items |= shift * 3;
700 self.items |= shift * 1;
701 else if (flag.cnt == FLAG_DROPPED)
702 self.items |= shift * 2;
711 self.items = self.items - (self.items & IT_RED_FLAG_TAKEN);
712 self.items = self.items - (self.items & IT_RED_FLAG_LOST);
713 self.items = self.items - (self.items & IT_BLUE_FLAG_TAKEN);
714 self.items = self.items - (self.items & IT_BLUE_FLAG_LOST);
718 float redflags, blueflags;
723 for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
725 if(flag.team == COLOR_TEAM1)
727 else if(flag.team == COLOR_TEAM2)
731 // blinking magic: if there is more than one flag, show one of these in a clever way
733 redflags = mod(floor(time * redflags * 0.75), redflags);
735 blueflags = mod(floor(time * blueflags * 0.75), blueflags);
737 for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
739 if(flag.team == COLOR_TEAM1)
741 if(--redflags == -1) // happens exactly once (redflags is in 0..count-1, and will --'ed count times)
742 ctf_setstatus2(flag, IT_RED_FLAG_TAKEN);
744 else if(flag.team == COLOR_TEAM2)
746 if(--blueflags == -1) // happens exactly once
747 ctf_setstatus2(flag, IT_BLUE_FLAG_TAKEN);
753 entity(float cteam) ctf_team_has_commander =
756 if(cteam != COLOR_TEAM1 || cteam != COLOR_TEAM2)
759 FOR_EACH_REALPLAYER(pl) {
760 if(pl.team == cteam && pl.iscommander) {
767 void(entity e, float st) ctf_setstate =
773 void(float cteam) ctf_new_commander =
778 FOR_EACH_REALPLAYER(pl) {
779 if(pl.team == cteam) {
780 if(pl.iscommander) { // don't reassign if alreay there
783 if(plmax == world || plmax.frags < pl.frags) <<<<<<<<<<<<<<<<< BROKEN in new scoring system
788 bprint(strcat(ColoredTeamName(cteam), " Team has no Commander!\n"));
792 plmax.iscommander = TRUE;
793 ctf_setstate(plmax, 3);
794 sprint(plmax, "^3You're the commander now!\n");
795 centerprint(plmax, "^3You're the commander now!\n");
798 void() ctf_clientconnect =
800 self.iscommander = FALSE;
802 if(!self.team || self.classname != "player") {
803 ctf_setstate(self, -1);
805 ctf_setstate(self, 0);
807 self.team_saved = self.team;
809 if(self.team != 0 && self.classname == "player" && !ctf_team_has_commander(self.team)) {
810 ctf_new_commander(self.team);
814 void() ctf_playerchanged =
816 if(!self.team || self.classname != "player") {
817 ctf_setstate(self, -1);
818 } else if(self.ctf_state < 0 && self.classname == "player") {
819 ctf_setstate(self, 0);
822 if(self.iscommander &&
823 (self.classname != "player" || self.team != self.team_saved)
826 self.iscommander = FALSE;
827 if(self.classname == "player")
828 ctf_setstate(self, 0);
830 ctf_setstate(self, -1);
831 ctf_new_commander(self.team_saved);
834 self.team_saved = self.team;
836 ctf_new_commander(self.team);
839 void() ctf_clientdisconnect =
843 ctf_new_commander(self.team);
847 entity GetPlayer(string);
848 float() ctf_clientcommand =
851 if(argv(0) == "order") {
853 sprint(self, "This command is not supported in this gamemode.\n");
856 if(!self.iscommander) {
857 sprint(self, "^1You are not the commander!\n");
861 sprint(self, "Usage: order #player status - (playernumber as in status)\n");
864 e = GetPlayer(argv(1));
866 sprint(self, "Invalid player.\nUsage: order #player status - (playernumber as in status)\n");
869 if(e.team != self.team) {
870 sprint(self, "^3You can only give orders to your own team!\n");
873 if(argv(2) == "attack") {
874 sprint(self, strcat("Ordering ", e.netname, " to attack!\n"));
875 sprint(e, "^1Attack!\n");
876 centerprint(e, "^7You've been ordered to^9\n^1Attack!\n");
878 } else if(argv(2) == "defend") {
879 sprint(self, strcat("Ordering ", e.netname, " to defend!\n"));
880 sprint(e, "^Defend!\n");
881 centerprint(e, "^7You've been ordered to^9\n^2Defend!\n");
884 sprint(self, "^7Invalid command, use ^3attack^7, or ^3defend^7.\n");