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CTF capture times - two digits please!
[divverent/nexuiz.git] / data / qcsrc / server / ctf.qc
1
2 .float next_take_time;                  // the next time a player can pick up a flag (time + blah)
3                                                                 /// I used this, in part, to fix the looping score bug. - avirox
4
5 //float FLAGSCORE_PICKUP        =  1;
6 //float FLAGSCORE_RETURN        =  5; // returned by owner team
7 //float FLAGSCORE_RETURNROGUE   = 10; // returned by rogue team
8 //float FLAGSCORE_CAPTURE       =  5;
9 //float FLAGSCORE_CAPTURE_TEAM  = 20;
10
11 #define FLAG_CARRY_POS '-15 0 7'
12
13 void() FlagThink;
14 void() FlagTouch;
15
16 void() place_flag =
17 {
18         if(!self.t_width)
19                 self.t_width = 0.1; // frame animation rate
20         if(!self.t_length)
21                 self.t_length = 119; // maximum frame
22
23         setattachment(self, world, "");
24         self.mdl = self.model;
25         self.flags = FL_ITEM;
26         self.solid = SOLID_TRIGGER;
27         self.movetype = MOVETYPE_TOSS;
28         self.velocity = '0 0 0';
29         self.origin_z = self.origin_z + 6;
30         self.think = FlagThink;
31         self.touch = FlagTouch;
32         self.nextthink = time + 0.1;
33         self.cnt = FLAG_BASE;
34         self.mangle = self.angles;
35         //self.effects = self.effects | EF_DIMLIGHT;
36         if (!droptofloor())
37         {
38                 dprint("Flag fell out of level at ", vtos(self.origin), "\n");
39                 remove(self);
40                 return;
41         }
42         self.oldorigin = self.origin;
43 };
44
45 void LogCTF(string mode, float flagteam, entity actor)
46 {
47         string s;
48         if(!cvar("sv_eventlog"))
49                 return;
50         s = strcat(":ctf:", mode);
51         s = strcat(s, ":", ftos(flagteam));
52         if(actor != world)
53                 s = strcat(s, ":", ftos(actor.playerid));
54         GameLogEcho(s, FALSE);
55 }
56
57 void(entity e) RegenFlag =
58 {
59         setattachment(e, world, "");
60         e.movetype = MOVETYPE_TOSS;
61         e.solid = SOLID_TRIGGER;
62         // TODO: play a sound here
63         setorigin(e, e.oldorigin);
64         e.angles = e.mangle;
65         e.cnt = FLAG_BASE;
66         e.owner = world;
67         e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
68 };
69
70 void(entity e) ReturnFlag =
71 {
72         if (e.owner)
73         if (e.owner.flagcarried == e)
74         {
75                 WaypointSprite_DetachCarrier(e.owner);
76                 e.owner.flagcarried = world;
77         }
78         e.owner = world;
79         RegenFlag(e);
80 };
81
82 void(entity e) DropFlag =
83 {
84         local entity p;
85
86         if (!e.owner)
87         {
88                 dprint("FLAG: drop - no owner?!?!\n");
89                 return;
90         }
91         p = e.owner;
92         if (p.flagcarried != e)
93         {
94                 dprint("FLAG: drop - owner is not carrying this flag??\n");
95                 return;
96         }
97         bprint(p.netname, "^7 lost the ", e.netname, "\n");
98         WaypointSprite_DetachCarrier(p);
99         LogCTF("dropped", p.team, p.flagcarried);
100
101         setattachment(e, world, "");
102
103         if (p.flagcarried == e)
104                 p.flagcarried = world;
105         e.owner = world;
106
107         e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
108         e.solid = SOLID_TRIGGER;
109         e.movetype = MOVETYPE_TOSS;
110         // setsize(e, '-16 -16 0', '16 16 74');
111         setorigin(e, p.origin - '0 0 24' + '0 0 37');
112         e.cnt = FLAG_DROPPED;
113         e.velocity = '0 0 300';
114         e.pain_finished = time + cvar("g_ctf_flag_returntime");//30;
115
116         trace_startsolid = FALSE;
117         tracebox(e.origin, e.mins, e.maxs, e.origin, TRUE, e);
118         if(trace_startsolid)
119                 dprint("FLAG FALLTHROUGH will happen SOON\n");
120 };
121
122 void AnimateFlag()
123 {
124         if(self.delay > time)
125                 return;
126         self.delay = time + self.t_width;
127         if(self.nextthink > self.delay)
128                 self.nextthink = self.delay;
129
130         self.frame = self.frame + 1;
131         if(self.frame > self.t_length)
132                 self.frame = 0;
133 }
134
135 void() FlagThink =
136 {
137         local entity e;
138
139         self.nextthink = time + 0.1;
140
141         AnimateFlag();
142
143         if (self.cnt == FLAG_BASE)
144                 return;
145
146         if (self.cnt == FLAG_DROPPED)
147         {
148                 // flag fallthrough? FIXME remove this if bug is really fixed now
149                 if(self.origin_z < -131072)
150                 {
151                         dprint("FLAG FALLTHROUGH just happened\n");
152                         self.pain_finished = 0;
153                 }
154                 setattachment(self, world, "");
155                 if (time > self.pain_finished)
156                 {
157                         bprint("The ", self.netname, " has returned to base\n");
158                         sound (e, CHAN_AUTO, self.noise3, 1, ATTN_NONE);
159                         LogCTF("returned", self.team, world);
160                         ReturnFlag(self);
161                 }
162                 return;
163         }
164
165         e = self.owner;
166         if (e.classname != "player" || (e.deadflag) || (e.flagcarried != self))
167         {
168                 dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
169                 DropFlag(self);
170                 return;
171         }
172 };
173
174 float   flagcaptimerecord;
175 .float  flagpickuptime;
176
177 void() FlagTouch =
178 {
179         if(gameover) return;
180
181         local float t;
182         local entity head;
183         local entity player;
184         local string s, s0;
185         if (other.classname != "player")
186                 return;
187         if (other.health < 1) // ignore dead players
188                 return;
189
190         if (self.cnt == FLAG_CARRY)
191                 return;
192
193         if (self.cnt == FLAG_BASE)
194         if (other.team == self.team)
195         if (other.flagcarried) // he's got a flag
196         if (other.flagcarried.team != self.team) // capture
197         {
198                 if (other.flagcarried == world)
199                 {
200                         return;
201                 }
202                 t = time - other.flagcarried.flagpickuptime;
203                 s = ftos_decimals(t, 2);
204                 s0 = ftos_decimals(flagcaptimerecord, 2);
205                 if (flagcaptimerecord == 0)
206                 {
207                         bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, " seconds\n");
208                         flagcaptimerecord = t;
209                 }
210                 else if (t < flagcaptimerecord)
211                 {
212                         bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, ", breaking the previous record of ", s0, " seconds\n");
213                         flagcaptimerecord = t;
214                 }
215                 else
216                 {
217                         bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, ", failing to break the previous record of ", s0, " seconds\n");
218                 }
219
220                 LogCTF("capture", other.flagcarried.team, other);
221                 // give credit to the individual player
222                 UpdateFrags(other, cvar("g_ctf_flagscore_capture"));
223
224                 // give credit to all players of the team (rewards large teams)
225                 // NOTE: this defaults to 0
226                 FOR_EACH_PLAYER(head)
227                         if (head.team == self.team)
228                                 UpdateFrags(head, cvar("g_ctf_flagscore_capture_team"));
229
230                 sound (self, CHAN_AUTO, self.noise2, 1, ATTN_NONE);
231                 WaypointSprite_DetachCarrier(other);
232                 RegenFlag (other.flagcarried);
233                 other.flagcarried = world;
234                 other.next_take_time = time + 1;
235         }
236         if (self.cnt == FLAG_BASE)
237         if (other.team == 5 || other.team == 14) // only red and blue team can steal flags
238         if (other.team != self.team)
239         if (!other.flagcarried)
240         {
241                 if (other.next_take_time > time)
242                         return;
243                 // pick up
244                 self.flagpickuptime = time; // used for timing runs
245                 self.solid = SOLID_NOT;
246                 setorigin(self, self.origin); // relink
247                 self.owner = other;
248                 other.flagcarried = self;
249                 self.cnt = FLAG_CARRY;
250                 bprint(other.netname, "^7 got the ", self.netname, "\n");
251                 UpdateFrags(other, cvar("g_ctf_flagscore_pickup"));
252                 LogCTF("steal", self.team, other);
253                 sound (self, CHAN_AUTO, self.noise, 1, ATTN_NONE);
254
255                 FOR_EACH_PLAYER(player)
256                         if(player.team == self.team)
257                                 centerprint(player, "The enemy got your flag! Retrieve it!");
258
259                 self.movetype = MOVETYPE_NONE;
260                 setorigin(self, FLAG_CARRY_POS);
261                 setattachment(self, other, "");
262                 WaypointSprite_AttachCarrier("flagcarrier", other);
263
264                 return;
265         }
266
267         if (self.cnt == FLAG_DROPPED)
268         {
269                 self.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
270                 if (other.team == self.team || (other.team != 5 && other.team != 14))
271                 {
272                         // return flag
273                         bprint(other.netname, "^7 returned the ", self.netname, "\n");
274                         if (other.team == 5 || other.team == 14)
275                                 UpdateFrags(other, cvar("g_ctf_flagscore_return"));
276                         else
277                                 UpdateFrags(other, cvar("g_ctf_flagscore_return_rogue"));
278                         LogCTF("return", self.team, other);
279                         sound (self, CHAN_AUTO, self.noise1, 1, ATTN_NONE);
280                         ReturnFlag(self);
281                 }
282                 else if (!other.flagcarried)
283                 {
284                         // pick up
285                         self.solid = SOLID_NOT;
286                         setorigin(self, self.origin); // relink
287                         self.owner = other;
288                         other.flagcarried = self;
289                         self.cnt = FLAG_CARRY;
290                         bprint(other.netname, "^7 picked up the ", self.netname, "\n");
291                         UpdateFrags(other, cvar("g_ctf_flagscore_pickup"));
292                         LogCTF("pickup", self.team, other);
293                         sound (self, CHAN_AUTO, self.noise, 1, ATTN_NONE);
294
295                         FOR_EACH_PLAYER(player)
296                                 if(player.team == self.team)
297                                         centerprint(player, "The enemy got your flag! Retrieve it!");
298
299                         self.movetype = MOVETYPE_NONE;  // flag must have MOVETYPE_NONE here, otherwise it will drop through the floor...
300                         setorigin(self, FLAG_CARRY_POS);
301                         setattachment(self, other, "");
302                         WaypointSprite_AttachCarrier("flagcarrier", other);
303                 }
304         }
305 };
306
307 /*QUAKED info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
308 CTF Starting point for a player
309 in team one (Red).
310
311 Keys:
312 "angle"
313  viewing angle when spawning
314 */
315 void() info_player_team1 =
316 {
317         self.classname = "info_player_deathmatch";
318         self.team = 5; // red
319         relocate_spawnpoint();
320 };
321 //self.team = 4;self.classname = "info_player_start";info_player_start();};
322
323 /*QUAKED info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
324 CTF Starting point for a player in
325 team two (Blue).
326
327 Keys:
328 "angle"
329  viewing angle when spawning
330 */
331 void() info_player_team2 =
332 {
333         self.classname = "info_player_deathmatch";
334         self.team = 14; // blue
335         relocate_spawnpoint();
336 };
337 //self.team = 13;self.classname = "info_player_start";info_player_start();};
338
339 /*QUAKED info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
340 CTF Starting point for a player in
341 team three (Magenta).
342
343 Keys:
344 "angle"
345  viewing angle when spawning
346 */
347 void() info_player_team3 =
348 {
349         self.classname = "info_player_deathmatch";
350         self.team = 10; // purple
351         relocate_spawnpoint();
352 };
353
354
355 /*QUAKED info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
356 CTF Starting point for a player in
357 team four (Yellow).
358
359 Keys:
360 "angle"
361  viewing angle when spawning
362 */
363 void() info_player_team4 =
364 {
365         self.classname = "info_player_deathmatch";
366         self.team = 13; // yellow
367         relocate_spawnpoint();
368 };
369
370
371
372
373 /*QUAKED item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
374 CTF flag for team one (Red).
375 Multiple are allowed.
376
377 Keys:
378 "angle"
379  Angle the flag will point
380 (minus 90 degrees)
381 "model"
382  model to use, note this needs red and blue as skins 0 and 1
383  (default models/ctf/flag.md3)
384 "noise"
385  sound played when flag is picked up
386  (default ctf/take.wav)
387 "noise1"
388  sound played when flag is returned by a teammate
389  (default ctf/return.wav)
390 "noise2"
391  sound played when flag is captured
392  (default ctf/capture.wav)
393 "noise3"
394  sound played when flag is lost in the field and respawns itself
395  (default ctf/respawn.wav)
396 */
397
398 void() item_flag_team1 =
399 {
400         if (!cvar("g_ctf"))
401                 return;
402         //if(!cvar("teamplay"))
403         //      cvar_set("teamplay", "3");
404
405         self.classname = "item_flag_team1";
406         self.team = 5; // color 4 team (red)
407         self.items = IT_KEY2; // gold key (redish enough)
408         self.netname = "^1RED^7 flag";
409         self.target = "###item###";
410         self.skin = 0;
411         if (!self.model)
412                 self.model = "models/ctf/flag_red.md3";
413         if (!self.noise)
414                 self.noise = "ctf/take.wav";
415         if (!self.noise1)
416                 self.noise1 = "ctf/return.wav";
417         if (!self.noise2)
418                 self.noise2 = "ctf/capture.wav";
419         if (!self.noise3)
420                 self.noise3 = "ctf/respawn.wav";
421         precache_model (self.model);
422         setmodel (self, self.model); // precision set below
423         precache_sound (self.noise);
424         precache_sound (self.noise1);
425         precache_sound (self.noise2);
426         precache_sound (self.noise3);
427         setsize(self, '-16 -16 -37', '16 16 37');
428         setorigin(self, self.origin + '0 0 37');
429         self.nextthink = time + 0.2; // start after doors etc
430         self.think = place_flag;
431
432         if(!self.scale)
433                 self.scale = 0.6;
434         //if(!self.glow_size)
435         //      self.glow_size = 50;
436
437         self.effects = self.effects | EF_FULLBRIGHT | EF_LOWPRECISION;
438         droptofloor();
439
440         WaypointSprite_SpawnFixed("redbase", self.origin + '0 0 37');
441 };
442
443 /*QUAKED item_flag_team2 (0 0.5 0.8) (-48 -48 -24) (48 48 64)
444 CTF flag for team two (Blue).
445 Multiple are allowed.
446
447 Keys:
448 "angle"
449  Angle the flag will point
450 (minus 90 degrees)
451
452 */
453
454 void() item_flag_team2 =
455 {
456         if (!cvar("g_ctf"))
457                 return;
458         //if(!cvar("teamplay"))
459         //      cvar_set("teamplay", "3");
460
461         self.classname = "item_flag_team2";
462         self.team = 14; // color 13 team (blue)
463         self.items = IT_KEY1; // silver key (bluish enough)
464         self.netname = "^4BLUE^7 flag";
465         self.target = "###item###";
466         self.skin = 0;
467         if (!self.model)
468                 self.model = "models/ctf/flag_blue.md3";
469         if (!self.noise)
470                 self.noise = "ctf/take.wav";
471         if (!self.noise1)
472                 self.noise1 = "ctf/return.wav";
473         if (!self.noise2)
474                 self.noise2 = "ctf/capture.wav";
475         if (!self.noise3)
476                 self.noise3 = "ctf/respawn.wav";
477         precache_model (self.model);
478         setmodel (self, self.model); // precision set below
479         precache_sound (self.noise);
480         precache_sound (self.noise1);
481         precache_sound (self.noise2);
482         precache_sound (self.noise3);
483         setsize(self, '-16 -16 -37', '16 16 37');
484         setorigin(self, self.origin + '0 0 37');
485         self.nextthink = time + 0.2; // start after doors etc
486         self.think = place_flag;
487
488         if(!self.scale)
489                 self.scale = 0.6;
490         //if(!self.glow_size)
491         //      self.glow_size = 50;
492
493         self.effects = self.effects | EF_FULLBRIGHT | EF_LOWPRECISION;
494         droptofloor();
495
496         WaypointSprite_SpawnFixed("bluebase", self.origin + '0 0 37');
497 };
498
499
500 // spawnfunctions for q3 flags
501 void team_CTF_redflag()
502 {
503         item_flag_team1();
504 }
505
506 void team_CTF_blueflag()
507 {
508         item_flag_team2();
509 }
510
511
512 /*QUAKED ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
513 Team declaration for CTF gameplay, this allows you to decide what team
514 names and control point models are used in your map.
515
516 Note: If you use ctf_team entities you must define at least 2!  However, unlike
517 domination, you don't need to make a blank one too.
518
519 Keys:
520 "netname"
521  Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)
522 "cnt"
523  Scoreboard color of the team (for example 4 is red and 13 is blue)
524
525 */
526
527 void() ctf_team =
528 {
529         self.classname = "ctf_team";
530         self.team = self.cnt + 1;
531 };
532
533 // code from here on is just to support maps that don't have control point and team entities
534 void ctf_spawnteam (string teamname, float teamcolor)
535 {
536         local entity oldself;
537         oldself = self;
538         self = spawn();
539         self.classname = "ctf_team";
540         self.netname = teamname;
541         self.cnt = teamcolor;
542
543         ctf_team();
544
545         self = oldself;
546 };
547
548 // spawn some default teams if the map is not set up for ctf
549 void() ctf_spawnteams =
550 {
551         float numteams;
552
553         numteams = 2;//cvar("g_ctf_default_teams");
554
555         ctf_spawnteam("Red", 4);
556         ctf_spawnteam("Blue", 13);
557 };
558
559 void() ctf_delayedinit =
560 {
561         self.think = SUB_Remove;
562         self.nextthink = time;
563         // if no teams are found, spawn defaults
564         if (find(world, classname, "ctf_team") == world)
565                 ctf_spawnteams();
566 };
567
568 void() ctf_init =
569 {
570         local entity e;
571         e = spawn();
572         e.think = ctf_delayedinit;
573         e.nextthink = time + 0.1;
574 };
575
576 void(entity flag) ctf_setstatus2 =
577 {
578         if (flag) {
579                 local float shift;
580                 if (flag.team == 5) shift = IT_RED_FLAG_TAKEN;
581                 else if (flag.team == 14) shift = IT_BLUE_FLAG_TAKEN;
582                 else shift = 0;
583
584                 local float status;
585                 if (flag.cnt == FLAG_CARRY)
586                         if (flag.owner == self) status = 3;
587                         else status = 1;
588                 else if (flag.cnt == FLAG_DROPPED) status = 2;
589                 else status = 0;
590
591                 self.items = self.items | (shift * status);
592         }
593 };
594
595 void() ctf_setstatus =
596 {
597         self.items = self.items - (self.items & IT_RED_FLAG_TAKEN);
598         self.items = self.items - (self.items & IT_RED_FLAG_LOST);
599         self.items = self.items - (self.items & IT_BLUE_FLAG_TAKEN);
600         self.items = self.items - (self.items & IT_BLUE_FLAG_LOST);
601
602         if (cvar("g_ctf")) {
603                 local entity flag;
604                 flag = find(world, classname, "item_flag_team1");
605                 ctf_setstatus2(flag);
606                 flag = find(world, classname, "item_flag_team2");
607                 ctf_setstatus2(flag);
608         }
609 };