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fix early/late cap scoring
[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
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;
11
12 #define FLAG_CARRY_POS '-15 0 7'
13
14 void FakeTimeLimit(entity e, float t)
15 {
16         msg_entity = e;
17         WriteByte(MSG_ONE, 3); // svc_updatestat
18         WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
19         if(t < 0)
20                 WriteCoord(MSG_ONE, cvar("timelimit"));
21         else
22                 WriteCoord(MSG_ONE, (t + 1) / 60);
23 }
24
25 float   flagcaptimerecord;
26 .float  flagpickuptime;
27 //.float  iscommander;
28 //.float  ctf_state;
29
30 void() FlagThink;
31 void() FlagTouch;
32
33 void place_flag()
34 {
35         if(!self.t_width)
36                 self.t_width = 0.1; // frame animation rate
37         if(!self.t_length)
38                 self.t_length = 119; // maximum frame
39
40         setattachment(self, world, "");
41         self.mdl = self.model;
42         self.flags = FL_ITEM;
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;
50         self.cnt = FLAG_BASE;
51         self.mangle = self.angles;
52         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
53         //self.effects = self.effects | EF_DIMLIGHT;
54         if(!self.noalign)
55         {
56                 self.movetype = MOVETYPE_TOSS;
57                 if (!droptofloor())
58                 {
59                         dprint("Flag fell out of level at ", vtos(self.origin), "\n");
60                         remove(self);
61                         return;
62                 }
63         }
64         self.oldorigin = self.origin;
65 };
66
67 void LogCTF(string mode, float flagteam, entity actor)
68 {
69         string s;
70         if(!cvar("sv_eventlog"))
71                 return;
72         s = strcat(":ctf:", mode);
73         s = strcat(s, ":", ftos(flagteam));
74         if(actor != world)
75                 s = strcat(s, ":", ftos(actor.playerid));
76         GameLogEcho(s);
77 }
78
79 void RegenFlag(entity e)
80 {
81         setattachment(e, world, "");
82         e.movetype = MOVETYPE_NONE;
83         if(!self.noalign)
84                 e.movetype = MOVETYPE_TOSS;
85         e.solid = SOLID_TRIGGER;
86         // TODO: play a sound here
87         setorigin(e, e.oldorigin);
88         e.angles = e.mangle;
89         e.cnt = FLAG_BASE;
90         e.owner = world;
91         e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
92 };
93
94 void ReturnFlag(entity e)
95 {
96         if (e.owner)
97         if (e.owner.flagcarried == e)
98         {
99                 WaypointSprite_DetachCarrier(e.owner);
100                 e.owner.flagcarried = world;
101
102                 if(e.speedrunning)
103                         FakeTimeLimit(e.owner, -1);
104         }
105         e.owner = world;
106         RegenFlag(e);
107 };
108
109 void DropFlag(entity e, entity penalty_receiver, entity attacker)
110 {
111         local entity p;
112
113         if(e.speedrunning)
114         {
115                 ReturnFlag(e);
116                 return;
117         }
118
119         if (!e.owner)
120         {
121                 dprint("FLAG: drop - no owner?!?!\n");
122                 return;
123         }
124         p = e.owner;
125         if (p.flagcarried != e)
126         {
127                 dprint("FLAG: drop - owner is not carrying this flag??\n");
128                 return;
129         }
130         bprint(p.netname, "^7 lost the ", e.netname, "\n");
131
132         if(penalty_receiver)
133                 UpdateFrags(penalty_receiver, -cvar("g_ctf_flagpenalty_suicidedrop"));
134         else
135                 UpdateFrags(p, -cvar("g_ctf_flagpenalty_drop"));
136         PlayerScore_Add(p, SP_CTF_DROPS, +1);
137         e.playerid = attacker.playerid;
138         
139         WaypointSprite_DetachCarrier(p);
140         LogCTF("dropped", p.team, p);
141
142         setattachment(e, world, "");
143
144         if (p.flagcarried == e)
145                 p.flagcarried = world;
146         e.owner = world;
147
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;
156
157         trace_startsolid = FALSE;
158         tracebox(e.origin, e.mins, e.maxs, e.origin, TRUE, e);
159         if(trace_startsolid)
160                 dprint("FLAG FALLTHROUGH will happen SOON\n");
161 };
162
163 void AnimateFlag()
164 {
165         if(self.delay > time)
166                 return;
167         self.delay = time + self.t_width;
168         if(self.nextthink > self.delay)
169                 self.nextthink = self.delay;
170
171         self.frame = self.frame + 1;
172         if(self.frame > self.t_length)
173                 self.frame = 0;
174 }
175
176 void FlagThink()
177 {
178         local entity e;
179
180         self.nextthink = time + 0.1;
181
182         AnimateFlag();
183
184         if(self.speedrunning)
185         if(self.cnt == FLAG_CARRY)
186         {
187                 if(self.owner)
188                 if(flagcaptimerecord)
189                 if(time >= self.flagpickuptime + flagcaptimerecord)
190                 {
191                         bprint("The ", self.netname, " became impatient after ", ftos_decimals(flagcaptimerecord, 2), " seconds and returned itself\n");
192
193                         self.owner.impulse = 77; // returning!
194                         e = self;
195                         self = self.owner;
196                         ReturnFlag(e);
197                         ImpulseCommands();
198                         self = e;
199                         return;
200                 }
201         }
202
203         if (self.cnt == FLAG_BASE)
204                 return;
205
206         if (self.cnt == FLAG_DROPPED)
207         {
208                 // flag fallthrough? FIXME remove this if bug is really fixed now
209                 if(self.origin_z < -131072)
210                 {
211                         dprint("FLAG FALLTHROUGH just happened\n");
212                         self.pain_finished = 0;
213                 }
214                 setattachment(self, world, "");
215                 if (time > self.pain_finished)
216                 {
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);
220                         ReturnFlag(self);
221                 }
222                 return;
223         }
224
225         e = self.owner;
226         if (e.classname != "player" || (e.deadflag) || (e.flagcarried != self))
227         {
228                 dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
229                 DropFlag(self, world, world);
230                 return;
231         }
232 };
233
234 void FlagTouch()
235 {
236         if(gameover) return;
237
238         local float t;
239         local entity player;
240         local string s, s0, h0, h1;
241         if (other.classname != "player")
242                 return;
243         if (other.health < 1) // ignore dead players
244                 return;
245
246         if (self.cnt == FLAG_CARRY)
247                 return;
248
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
253         {
254                 if (other.flagcarried == world)
255                 {
256                         return;
257                 }
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"));
262                 h1 = other.netname;
263                 if(h0 == h1)
264                         h0 = "his";
265                 else
266                         h0 = strcat(h0, "^7's"); // h0: display text for previous netname
267                 if (flagcaptimerecord == 0)
268                 {
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)));
274                 }
275                 else if (t < flagcaptimerecord)
276                 {
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)));
282                 }
283                 else
284                 {
285                         bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, ", failing to break ", strcat(h0, " record of ", s0, " seconds\n"));
286                 }
287
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"));
292
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;
300         }
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)
305         {
306                 if (other.next_take_time > time)
307                         return;
308                 // pick up
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
316                 self.owner = other;
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);
325
326                 FOR_EACH_PLAYER(player)
327                         if(player.team == self.team)
328                                 centerprint(player, "The enemy got your flag! Retrieve it!");
329
330                 self.movetype = MOVETYPE_NONE;
331                 setorigin(self, FLAG_CARRY_POS);
332                 setattachment(self, other, "");
333                 WaypointSprite_AttachCarrier("flagcarrier", other);
334
335                 return;
336         }
337
338         if (self.cnt == FLAG_DROPPED)
339         {
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))
342                 {
343                         // return flag
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?
346                         {
347                                 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
348                                         UpdateFrags(other, cvar("g_ctf_flagscore_return_by_killer"));
349                                 else
350                                         UpdateFrags(other, cvar("g_ctf_flagscore_return_rogue_by_killer"));
351                         }
352                         else
353                         {
354                                 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
355                                         UpdateFrags(other, cvar("g_ctf_flagscore_return"));
356                                 else
357                                         UpdateFrags(other, cvar("g_ctf_flagscore_return_rogue"));
358                         }
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);
362                         ReturnFlag(self);
363                 }
364                 else if (!other.flagcarried)
365                 {
366                         // pick up
367                         self.solid = SOLID_NOT;
368                         setorigin(self, self.origin); // relink
369                         self.owner = other;
370                         other.flagcarried = self;
371                         self.cnt = FLAG_CARRY;
372                         bprint(other.netname, "^7 picked up the ", self.netname, "\n");
373
374                         float f;
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;
379                         f = floor(f + 0.5);
380                         //print("score is ", ftos(f), "\n");
381
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);
386
387                         FOR_EACH_PLAYER(player)
388                                 if(player.team == self.team)
389                                         centerprint(player, "The enemy got your flag! Retrieve it!");
390
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);
395                 }
396         }
397 };
398
399 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
400 CTF Starting point for a player
401 in team one (Red).
402
403 Keys:
404 "angle"
405  viewing angle when spawning
406 */
407 void spawnfunc_info_player_team1()
408 {
409         self.team = COLOR_TEAM1; // red
410         spawnfunc_info_player_deathmatch();
411 };
412 //self.team = 4;self.classname = "info_player_start";spawnfunc_info_player_start();};
413
414 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
415 CTF Starting point for a player in
416 team two (Blue).
417
418 Keys:
419 "angle"
420  viewing angle when spawning
421 */
422 void spawnfunc_info_player_team2()
423 {
424         self.team = COLOR_TEAM2; // blue
425         spawnfunc_info_player_deathmatch();
426 };
427 //self.team = 13;self.classname = "info_player_start";spawnfunc_info_player_start();};
428
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).
432
433 Keys:
434 "angle"
435  viewing angle when spawning
436 */
437 void spawnfunc_info_player_team3()
438 {
439         self.team = COLOR_TEAM3; // purple
440         spawnfunc_info_player_deathmatch();
441 };
442
443
444 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
445 CTF Starting point for a player in
446 team four (Yellow).
447
448 Keys:
449 "angle"
450  viewing angle when spawning
451 */
452 void spawnfunc_info_player_team4()
453 {
454         self.team = COLOR_TEAM4; // yellow
455         spawnfunc_info_player_deathmatch();
456 };
457
458
459
460
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.
464
465 Keys:
466 "angle"
467  Angle the flag will point
468 (minus 90 degrees)
469 "model"
470  model to use, note this needs red and blue as skins 0 and 1
471  (default models/ctf/flag.md3)
472 "noise"
473  sound played when flag is picked up
474  (default ctf/take.wav)
475 "noise1"
476  sound played when flag is returned by a teammate
477  (default ctf/return.wav)
478 "noise2"
479  sound played when flag is captured
480  (default ctf/redcapture.wav)
481 "noise3"
482  sound played when flag is lost in the field and respawns itself
483  (default ctf/respawn.wav)
484 */
485
486 void spawnfunc_item_flag_team1()
487 {
488         if (!g_ctf)
489         {
490                 remove(self);
491                 return;
492         }
493
494         //if(!cvar("teamplay"))
495         //      cvar_set("teamplay", "3");
496
497         // link flag into ctf_worldflaglist
498         self.ctf_worldflagnext = ctf_worldflaglist;
499         ctf_worldflaglist = self;
500
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###";
506         self.skin = 0;
507         if(self.spawnflags & 1)
508                 self.noalign = 1;
509         if (!self.model)
510                 self.model = "models/ctf/flag_red.md3";
511         if (!self.noise)
512                 self.noise = "ctf/take.wav";
513         if (!self.noise1)
514                 self.noise1 = "ctf/return.wav";
515         if (!self.noise2)
516                 self.noise2 = "ctf/redcapture.wav"; // blue team scores by capturing the red flag
517         if (!self.noise3)
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;
529
530         if(!self.scale)
531                 self.scale = 0.6;
532         //if(!self.glow_size)
533         //      self.glow_size = 50;
534
535         self.effects = self.effects | EF_FULLBRIGHT | EF_LOWPRECISION;
536         if(!self.noalign)
537                 droptofloor();
538
539         waypoint_spawnforitem(self);
540
541         WaypointSprite_SpawnFixed("redbase", self.origin + '0 0 37', self, sprite);
542 };
543
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.
547
548 Keys:
549 "angle"
550  Angle the flag will point
551 (minus 90 degrees)
552 "model"
553  model to use, note this needs red and blue as skins 0 and 1
554  (default models/ctf/flag.md3)
555 "noise"
556  sound played when flag is picked up
557  (default ctf/take.wav)
558 "noise1"
559  sound played when flag is returned by a teammate
560  (default ctf/return.wav)
561 "noise2"
562  sound played when flag is captured
563  (default ctf/bluecapture.wav)
564 "noise3"
565  sound played when flag is lost in the field and respawns itself
566  (default ctf/respawn.wav)
567 */
568
569 void spawnfunc_item_flag_team2()
570 {
571         if (!g_ctf)
572         {
573                 remove(self);
574                 return;
575         }
576         //if(!cvar("teamplay"))
577         //      cvar_set("teamplay", "3");
578
579         // link flag into ctf_worldflaglist
580         self.ctf_worldflagnext = ctf_worldflaglist;
581         ctf_worldflaglist = self;
582
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###";
588         self.skin = 0;
589         if(self.spawnflags & 1)
590                 self.noalign = 1;
591         if (!self.model)
592                 self.model = "models/ctf/flag_blue.md3";
593         if (!self.noise)
594                 self.noise = "ctf/take.wav";
595         if (!self.noise1)
596                 self.noise1 = "ctf/return.wav";
597         if (!self.noise2)
598                 self.noise2 = "ctf/bluecapture.wav"; // red team scores by capturing the blue flag
599         if (!self.noise3)
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;
611
612         if(!self.scale)
613                 self.scale = 0.6;
614         //if(!self.glow_size)
615         //      self.glow_size = 50;
616
617         self.effects = self.effects | EF_FULLBRIGHT | EF_LOWPRECISION;
618         if(!self.noalign)
619                 droptofloor();
620
621         waypoint_spawnforitem(self);
622
623         WaypointSprite_SpawnFixed("bluebase", self.origin + '0 0 37', self, sprite);
624 };
625
626
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.
630
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.
633
634 Keys:
635 "netname"
636  Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)
637 "cnt"
638  Scoreboard color of the team (for example 4 is red and 13 is blue)
639
640 */
641
642 void spawnfunc_ctf_team()
643 {
644         if (!g_ctf)
645         {
646                 remove(self);
647                 return;
648         }
649         self.classname = "ctf_team";
650         self.team = self.cnt + 1;
651 };
652
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)
655 {
656         local entity oldself;
657         oldself = self;
658         self = spawn();
659         self.classname = "ctf_team";
660         self.netname = teamname;
661         self.cnt = teamcolor;
662
663         spawnfunc_ctf_team();
664
665         self = oldself;
666 };
667
668 // spawn some default teams if the map is not set up for ctf
669 void ctf_spawnteams()
670 {
671         float numteams;
672
673         numteams = 2;//cvar("g_ctf_default_teams");
674
675         ctf_spawnteam("Red", COLOR_TEAM1 - 1);
676         ctf_spawnteam("Blue", COLOR_TEAM2 - 1);
677 };
678
679 void ctf_delayedinit()
680 {
681         // if no teams are found, spawn defaults
682         if (find(world, classname, "ctf_team") == world)
683                 ctf_spawnteams();
684
685         ScoreRules_ctf();
686 };
687
688 void ctf_init()
689 {
690         InitializeEntity(world, ctf_delayedinit, INITPRIO_GAMETYPE);
691         flagcaptimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
692 };
693
694 void ctf_setstatus2(entity flag, float shift)
695 {
696         if (flag.cnt == FLAG_CARRY)
697                 if (flag.owner == self)
698                         self.items |= shift * 3;
699                 else
700                         self.items |= shift * 1;
701         else if (flag.cnt == FLAG_DROPPED)
702                 self.items |= shift * 2;
703         else
704         {
705                 // no status bits
706         }
707 };
708
709 void ctf_setstatus()
710 {
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);
715
716         if (g_ctf) {
717                 local entity flag;
718                 float redflags, blueflags;
719
720                 redflags = 0;
721                 blueflags = 0;
722
723                 for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
724                 {
725                         if(flag.team == COLOR_TEAM1)
726                                 ++redflags;
727                         else if(flag.team == COLOR_TEAM2)
728                                 ++blueflags;
729                 }
730
731                 // blinking magic: if there is more than one flag, show one of these in a clever way
732                 if(redflags)
733                         redflags = mod(floor(time * redflags * 0.75), redflags);
734                 if(blueflags)
735                         blueflags = mod(floor(time * blueflags * 0.75), blueflags);
736
737                 for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
738                 {
739                         if(flag.team == COLOR_TEAM1)
740                         {
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);
743                         }
744                         else if(flag.team == COLOR_TEAM2)
745                         {
746                                 if(--blueflags == -1) // happens exactly once
747                                         ctf_setstatus2(flag, IT_BLUE_FLAG_TAKEN);
748                         }
749                 }
750         }
751 };
752 /*
753 entity(float cteam) ctf_team_has_commander =
754 {
755         entity pl;
756         if(cteam != COLOR_TEAM1 || cteam != COLOR_TEAM2)
757                 return world;
758         
759         FOR_EACH_REALPLAYER(pl) {
760                 if(pl.team == cteam && pl.iscommander) {
761                         return pl;
762                 }
763         }
764         return world;
765 };
766
767 void(entity e, float st) ctf_setstate =
768 {
769         e.ctf_state = st;
770         ++e.version;
771 };
772
773 void(float cteam) ctf_new_commander =
774 {
775         entity pl, plmax;
776         
777         plmax = world;
778         FOR_EACH_REALPLAYER(pl) {
779                 if(pl.team == cteam) {
780                         if(pl.iscommander) { // don't reassign if alreay there
781                                 return;
782                         }
783                         if(plmax == world || plmax.frags < pl.frags) <<<<<<<<<<<<<<<<< BROKEN in new scoring system
784                                 plmax = pl;
785                 }
786         }
787         if(plmax == world) {
788                 bprint(strcat(ColoredTeamName(cteam), " Team has no Commander!\n"));
789                 return;
790         }
791
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");
796 };
797
798 void() ctf_clientconnect =
799 {
800         self.iscommander = FALSE;
801         
802         if(!self.team || self.classname != "player") {
803                 ctf_setstate(self, -1);
804         } else
805                 ctf_setstate(self, 0);
806
807         self.team_saved = self.team;
808         
809         if(self.team != 0 && self.classname == "player" && !ctf_team_has_commander(self.team)) {
810                 ctf_new_commander(self.team);
811         }
812 };
813
814 void() ctf_playerchanged =
815 {
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);
820         }
821
822         if(self.iscommander &&
823            (self.classname != "player" || self.team != self.team_saved)
824                 )
825         {
826                 self.iscommander = FALSE;
827                 if(self.classname == "player")
828                         ctf_setstate(self, 0);
829                 else
830                         ctf_setstate(self, -1);
831                 ctf_new_commander(self.team_saved);
832         }
833         
834         self.team_saved = self.team;
835         
836         ctf_new_commander(self.team);
837 };
838
839 void() ctf_clientdisconnect =
840 {
841         if(self.iscommander)
842         {
843                 ctf_new_commander(self.team);
844         }
845 };
846
847 entity GetPlayer(string);
848 float() ctf_clientcommand =
849 {
850         entity e;
851         if(argv(0) == "order") {
852                 if(!g_ctf) {
853                         sprint(self, "This command is not supported in this gamemode.\n");
854                         return TRUE;
855                 }
856                 if(!self.iscommander) {
857                         sprint(self, "^1You are not the commander!\n");
858                         return TRUE;
859                 }
860                 if(argv(2) == "") {
861                         sprint(self, "Usage: order #player status   - (playernumber as in status)\n");
862                         return TRUE;
863                 }
864                 e = GetPlayer(argv(1));
865                 if(e == world) {
866                         sprint(self, "Invalid player.\nUsage: order #player status   - (playernumber as in status)\n");
867                         return TRUE;
868                 }
869                 if(e.team != self.team) {
870                         sprint(self, "^3You can only give orders to your own team!\n");
871                         return TRUE;
872                 }
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");
877                         ctf_setstate(e, 1);
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");
882                         ctf_setstate(e, 2);
883                 } else {
884                         sprint(self, "^7Invalid command, use ^3attack^7, or ^3defend^7.\n");
885                 }
886                 return TRUE;
887         }
888         return FALSE;
889 };
890 */