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assault: fix lots of bugs, initial waypointsprites support
[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         if(g_assault)
573         {
574                 remove(self);
575                 return;
576         }
577         self.team = COLOR_TEAM1; // red
578         spawnfunc_info_player_deathmatch();
579 };
580 //self.team = 4;self.classname = "info_player_start";spawnfunc_info_player_start();};
581
582 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
583 CTF Starting point for a player in
584 team two (Blue).
585
586 Keys:
587 "angle"
588  viewing angle when spawning
589 */
590 void spawnfunc_info_player_team2()
591 {
592         if(g_assault)
593         {
594                 remove(self);
595                 return;
596         }
597         self.team = COLOR_TEAM2; // blue
598         spawnfunc_info_player_deathmatch();
599 };
600 //self.team = 13;self.classname = "info_player_start";spawnfunc_info_player_start();};
601
602 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
603 CTF Starting point for a player in
604 team three (Magenta).
605
606 Keys:
607 "angle"
608  viewing angle when spawning
609 */
610 void spawnfunc_info_player_team3()
611 {
612         if(g_assault)
613         {
614                 remove(self);
615                 return;
616         }
617         self.team = COLOR_TEAM3; // purple
618         spawnfunc_info_player_deathmatch();
619 };
620
621
622 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
623 CTF Starting point for a player in
624 team four (Yellow).
625
626 Keys:
627 "angle"
628  viewing angle when spawning
629 */
630 void spawnfunc_info_player_team4()
631 {
632         if(g_assault)
633         {
634                 remove(self);
635                 return;
636         }
637         self.team = COLOR_TEAM4; // yellow
638         spawnfunc_info_player_deathmatch();
639 };
640
641
642
643
644 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
645 CTF flag for team one (Red).
646 Multiple are allowed.
647
648 Keys:
649 "angle"
650  Angle the flag will point
651 (minus 90 degrees)
652 "model"
653  model to use, note this needs red and blue as skins 0 and 1
654  (default models/ctf/flag.md3)
655 "noise"
656  sound played when flag is picked up
657  (default ctf/take.wav)
658 "noise1"
659  sound played when flag is returned by a teammate
660  (default ctf/return.wav)
661 "noise2"
662  sound played when flag is captured
663  (default ctf/redcapture.wav)
664 "noise3"
665  sound played when flag is lost in the field and respawns itself
666  (default ctf/respawn.wav)
667 */
668
669 void spawnfunc_item_flag_team1()
670 {
671         if (!g_ctf)
672         {
673                 remove(self);
674                 return;
675         }
676
677         //if(!cvar("teamplay"))
678         //      cvar_set("teamplay", "3");
679
680         // link flag into ctf_worldflaglist
681         self.ctf_worldflagnext = ctf_worldflaglist;
682         ctf_worldflaglist = self;
683
684         self.classname = "item_flag_team";
685         if(g_ctf_reverse)
686         {
687                 self.team = COLOR_TEAM2; // color 13 team (blue)
688                 self.items = IT_KEY1; // silver key (bluish enough)
689         }
690         else
691         {
692                 self.team = COLOR_TEAM1; // color 4 team (red)
693                 self.items = IT_KEY2; // gold key (redish enough)
694         }
695         self.netname = "^1RED^7 flag";
696         self.target = "###item###";
697         self.skin = 0;
698         if(self.spawnflags & 1)
699                 self.noalign = 1;
700         if (!self.model)
701                 self.model = "models/ctf/flag_red.md3";
702         if (!self.noise)
703                 self.noise = "ctf/take.wav";
704         if (!self.noise1)
705                 self.noise1 = "ctf/return.wav";
706         if (!self.noise2)
707                 self.noise2 = "ctf/redcapture.wav"; // blue team scores by capturing the red flag
708         if (!self.noise3)
709                 self.noise3 = "ctf/respawn.wav";
710         precache_model (self.model);
711         setmodel (self, self.model); // precision set below
712         precache_sound (self.noise);
713         precache_sound (self.noise1);
714         precache_sound (self.noise2);
715         precache_sound (self.noise3);
716         //setsize(self, '-16 -16 -37', '16 16 37');
717         setsize(self, PL_MIN + '0 0 -13', PL_MAX + '0 0 -13');
718         setorigin(self, self.origin + '0 0 37');
719         self.nextthink = time + 0.2; // start after doors etc
720         self.think = place_flag;
721
722         if(!self.scale)
723                 self.scale = 0.6;
724         //if(!self.glow_size)
725         //      self.glow_size = 50;
726
727         self.effects = self.effects | EF_LOWPRECISION;
728         if(cvar("g_ctf_fullbrightflags"))
729                 self.effects |= EF_FULLBRIGHT;
730
731         waypoint_spawnforitem(self);
732
733         WaypointSprite_SpawnFixed("redbase", self.origin + '0 0 37', self, sprite);
734         WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_FLAG, '1 0 0');
735
736         precache_model("models/onslaught/generator_shield.md3");
737 };
738
739 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -24) (48 48 64)
740 CTF flag for team two (Blue).
741 Multiple are allowed.
742
743 Keys:
744 "angle"
745  Angle the flag will point
746 (minus 90 degrees)
747 "model"
748  model to use, note this needs red and blue as skins 0 and 1
749  (default models/ctf/flag.md3)
750 "noise"
751  sound played when flag is picked up
752  (default ctf/take.wav)
753 "noise1"
754  sound played when flag is returned by a teammate
755  (default ctf/return.wav)
756 "noise2"
757  sound played when flag is captured
758  (default ctf/bluecapture.wav)
759 "noise3"
760  sound played when flag is lost in the field and respawns itself
761  (default ctf/respawn.wav)
762 */
763
764 void spawnfunc_item_flag_team2()
765 {
766         if (!g_ctf)
767         {
768                 remove(self);
769                 return;
770         }
771         //if(!cvar("teamplay"))
772         //      cvar_set("teamplay", "3");
773
774         // link flag into ctf_worldflaglist
775         self.ctf_worldflagnext = ctf_worldflaglist;
776         ctf_worldflaglist = self;
777
778         self.classname = "item_flag_team";
779         if(g_ctf_reverse)
780         {
781                 self.team = COLOR_TEAM1; // color 4 team (red)
782                 self.items = IT_KEY2; // gold key (redish enough)
783         }
784         else
785         {
786                 self.team = COLOR_TEAM2; // color 13 team (blue)
787                 self.items = IT_KEY1; // silver key (bluish enough)
788         }
789         self.netname = "^4BLUE^7 flag";
790         self.target = "###item###";
791         self.skin = 0;
792         if(self.spawnflags & 1)
793                 self.noalign = 1;
794         if (!self.model)
795                 self.model = "models/ctf/flag_blue.md3";
796         if (!self.noise)
797                 self.noise = "ctf/take.wav";
798         if (!self.noise1)
799                 self.noise1 = "ctf/return.wav";
800         if (!self.noise2)
801                 self.noise2 = "ctf/bluecapture.wav"; // red team scores by capturing the blue flag
802         if (!self.noise3)
803                 self.noise3 = "ctf/respawn.wav";
804         precache_model (self.model);
805         setmodel (self, self.model); // precision set below
806         precache_sound (self.noise);
807         precache_sound (self.noise1);
808         precache_sound (self.noise2);
809         precache_sound (self.noise3);
810         //setsize(self, '-16 -16 -37', '16 16 37');
811         setsize(self, PL_MIN + '0 0 -13', PL_MAX + '0 0 -13');
812         setorigin(self, self.origin + '0 0 37');
813         self.nextthink = time + 0.2; // start after doors etc
814         self.think = place_flag;
815
816         if(!self.scale)
817                 self.scale = 0.6;
818         //if(!self.glow_size)
819         //      self.glow_size = 50;
820
821         self.effects = self.effects | EF_LOWPRECISION;
822         if(cvar("g_ctf_fullbrightflags"))
823                 self.effects |= EF_FULLBRIGHT;
824
825         waypoint_spawnforitem(self);
826
827         WaypointSprite_SpawnFixed("bluebase", self.origin + '0 0 37', self, sprite);
828         WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_FLAG, '0 0 1');
829
830         precache_model("models/onslaught/generator_shield.md3");
831 };
832
833
834 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
835 Team declaration for CTF gameplay, this allows you to decide what team
836 names and control point models are used in your map.
837
838 Note: If you use spawnfunc_ctf_team entities you must define at least 2!  However, unlike
839 domination, you don't need to make a blank one too.
840
841 Keys:
842 "netname"
843  Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)
844 "cnt"
845  Scoreboard color of the team (for example 4 is red and 13 is blue)
846
847 */
848
849 void spawnfunc_ctf_team()
850 {
851         if (!g_ctf)
852         {
853                 remove(self);
854                 return;
855         }
856         self.classname = "ctf_team";
857         self.team = self.cnt + 1;
858 };
859
860 // code from here on is just to support maps that don't have control point and team entities
861 void ctf_spawnteam (string teamname, float teamcolor)
862 {
863         local entity oldself;
864         oldself = self;
865         self = spawn();
866         self.classname = "ctf_team";
867         self.netname = teamname;
868         self.cnt = teamcolor;
869
870         spawnfunc_ctf_team();
871
872         self = oldself;
873 };
874
875 // spawn some default teams if the map is not set up for ctf
876 void ctf_spawnteams()
877 {
878         float numteams;
879
880         numteams = 2;//cvar("g_ctf_default_teams");
881
882         ctf_spawnteam("Red", COLOR_TEAM1 - 1);
883         ctf_spawnteam("Blue", COLOR_TEAM2 - 1);
884 };
885
886 void ctf_delayedinit()
887 {
888         // if no teams are found, spawn defaults
889         if (find(world, classname, "ctf_team") == world)
890                 ctf_spawnteams();
891
892         ScoreRules_ctf();
893 };
894
895 void ctf_init()
896 {
897         InitializeEntity(world, ctf_delayedinit, INITPRIO_GAMETYPE);
898         flagcaptimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
899
900         captureshield_min_negscore = cvar("g_ctf_shield_min_negscore");
901         captureshield_max_ratio = cvar("g_ctf_shield_max_ratio");
902         captureshield_force = cvar("g_ctf_shield_force");
903 };
904
905 void ctf_setstatus2(entity flag, float shift)
906 {
907         if (flag.cnt == FLAG_CARRY)
908                 if (flag.owner == self)
909                         self.items |= shift * 3;
910                 else
911                         self.items |= shift * 1;
912         else if (flag.cnt == FLAG_DROPPED)
913                 self.items |= shift * 2;
914         else
915         {
916                 // no status bits
917         }
918 };
919
920 void ctf_setstatus()
921 {
922         self.items (-) IT_RED_FLAG_TAKEN;
923         self.items (-) IT_RED_FLAG_LOST;
924         self.items (-) IT_BLUE_FLAG_TAKEN;
925         self.items (-) IT_BLUE_FLAG_LOST;
926         self.items (-) IT_CTF_SHIELDED;
927
928         if (g_ctf) {
929                 local entity flag;
930                 float redflags, blueflags;
931
932                 if(self.ctf_captureshielded)
933                         self.items |= IT_CTF_SHIELDED;
934
935                 redflags = 0;
936                 blueflags = 0;
937
938                 for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
939                 {
940                         if(flag.items & IT_KEY2) // blue
941                                 ++redflags;
942                         else if(flag.items & IT_KEY1) // red
943                                 ++blueflags;
944                 }
945
946                 // blinking magic: if there is more than one flag, show one of these in a clever way
947                 if(redflags)
948                         redflags = mod(floor(time * redflags * 0.75), redflags);
949                 if(blueflags)
950                         blueflags = mod(floor(time * blueflags * 0.75), blueflags);
951
952                 for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
953                 {
954                         if(flag.items & IT_KEY2) // blue
955                         {
956                                 if(--redflags == -1) // happens exactly once (redflags is in 0..count-1, and will --'ed count times)
957                                         ctf_setstatus2(flag, IT_RED_FLAG_TAKEN);
958                         }
959                         else if(flag.items & IT_KEY1) // red
960                         {
961                                 if(--blueflags == -1) // happens exactly once
962                                         ctf_setstatus2(flag, IT_BLUE_FLAG_TAKEN);
963                         }
964                 }
965         }
966 };
967 /*
968 entity(float cteam) ctf_team_has_commander =
969 {
970         entity pl;
971         if(cteam != COLOR_TEAM1 || cteam != COLOR_TEAM2)
972                 return world;
973         
974         FOR_EACH_REALPLAYER(pl) {
975                 if(pl.team == cteam && pl.iscommander) {
976                         return pl;
977                 }
978         }
979         return world;
980 };
981
982 void(entity e, float st) ctf_setstate =
983 {
984         e.ctf_state = st;
985         ++e.version;
986 };
987
988 void(float cteam) ctf_new_commander =
989 {
990         entity pl, plmax;
991         
992         plmax = world;
993         FOR_EACH_REALPLAYER(pl) {
994                 if(pl.team == cteam) {
995                         if(pl.iscommander) { // don't reassign if alreay there
996                                 return;
997                         }
998                         if(plmax == world || plmax.frags < pl.frags) <<<<<<<<<<<<<<<<< BROKEN in new scoring system
999                                 plmax = pl;
1000                 }
1001         }
1002         if(plmax == world) {
1003                 bprint(strcat(ColoredTeamName(cteam), " Team has no Commander!\n"));
1004                 return;
1005         }
1006
1007         plmax.iscommander = TRUE;
1008         ctf_setstate(plmax, 3);
1009         sprint(plmax, "^3You're the commander now!\n");
1010         centerprint(plmax, "^3You're the commander now!\n");
1011 };
1012
1013 void() ctf_clientconnect =
1014 {
1015         self.iscommander = FALSE;
1016         
1017         if(!self.team || self.classname != "player") {
1018                 ctf_setstate(self, -1);
1019         } else
1020                 ctf_setstate(self, 0);
1021
1022         self.team_saved = self.team;
1023         
1024         if(self.team != 0 && self.classname == "player" && !ctf_team_has_commander(self.team)) {
1025                 ctf_new_commander(self.team);
1026         }
1027 };
1028
1029 void() ctf_playerchanged =
1030 {
1031         if(!self.team || self.classname != "player") {
1032                 ctf_setstate(self, -1);
1033         } else if(self.ctf_state < 0 && self.classname == "player") {
1034                 ctf_setstate(self, 0);
1035         }
1036
1037         if(self.iscommander &&
1038            (self.classname != "player" || self.team != self.team_saved)
1039                 )
1040         {
1041                 self.iscommander = FALSE;
1042                 if(self.classname == "player")
1043                         ctf_setstate(self, 0);
1044                 else
1045                         ctf_setstate(self, -1);
1046                 ctf_new_commander(self.team_saved);
1047         }
1048         
1049         self.team_saved = self.team;
1050         
1051         ctf_new_commander(self.team);
1052 };
1053
1054 void() ctf_clientdisconnect =
1055 {
1056         if(self.iscommander)
1057         {
1058                 ctf_new_commander(self.team);
1059         }
1060 };
1061
1062 entity GetPlayer(string);
1063 float() ctf_clientcommand =
1064 {
1065         entity e;
1066         if(argv(0) == "order") {
1067                 if(!g_ctf) {
1068                         sprint(self, "This command is not supported in this gamemode.\n");
1069                         return TRUE;
1070                 }
1071                 if(!self.iscommander) {
1072                         sprint(self, "^1You are not the commander!\n");
1073                         return TRUE;
1074                 }
1075                 if(argv(2) == "") {
1076                         sprint(self, "Usage: order #player status   - (playernumber as in status)\n");
1077                         return TRUE;
1078                 }
1079                 e = GetPlayer(argv(1));
1080                 if(e == world) {
1081                         sprint(self, "Invalid player.\nUsage: order #player status   - (playernumber as in status)\n");
1082                         return TRUE;
1083                 }
1084                 if(e.team != self.team) {
1085                         sprint(self, "^3You can only give orders to your own team!\n");
1086                         return TRUE;
1087                 }
1088                 if(argv(2) == "attack") {
1089                         sprint(self, strcat("Ordering ", e.netname, " to attack!\n"));
1090                         sprint(e, "^1Attack!\n");
1091                         centerprint(e, "^7You've been ordered to^9\n^1Attack!\n");
1092                         ctf_setstate(e, 1);
1093                 } else if(argv(2) == "defend") {
1094                         sprint(self, strcat("Ordering ", e.netname, " to defend!\n"));
1095                         sprint(e, "^Defend!\n");
1096                         centerprint(e, "^7You've been ordered to^9\n^2Defend!\n");
1097                         ctf_setstate(e, 2);
1098                 } else {
1099                         sprint(self, "^7Invalid command, use ^3attack^7, or ^3defend^7.\n");
1100                 }
1101                 return TRUE;
1102         }
1103         return FALSE;
1104 };
1105 */