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make also CTF skin cvar'red
[divverent/nexuiz.git] / data / qcsrc / server / ctf.qc
1 #define FLAG_MIN (PL_MIN + '0 0 -13')
2 #define FLAG_MAX (PL_MAX + '0 0 -13')
3
4 .entity sprite;
5 entity ctf_worldflaglist; // CTF flags in the map
6 .entity ctf_worldflagnext;
7 .float dropperid;
8 .float ctf_droptime;
9
10 .float next_take_time;                  // the next time a player can pick up a flag (time + blah)
11                                                                 /// I used this, in part, to fix the looping score bug. - avirox
12 //float FLAGSCORE_PICKUP        =  1;
13 //float FLAGSCORE_RETURN        =  5; // returned by owner team
14 //float FLAGSCORE_RETURNROGUE   = 10; // returned by rogue team
15 //float FLAGSCORE_CAPTURE       =  5;
16
17 #define FLAG_CARRY_POS '-15 0 7'
18
19 .float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture
20
21 float captureshield_min_negscore; // punish at -20 points
22 float captureshield_max_ratio; // punish at most 30% of each team
23 float captureshield_force; // push force of the shield
24
25 float ctf_captureshield_shielded(entity p)
26 {
27         float s, se;
28         entity e;
29         float players_worseeq, players_total;
30
31         if(captureshield_max_ratio <= 0)
32                 return FALSE;
33
34         s = PlayerScore_Add(p, SP_SCORE, 0);
35         if(s >= -captureshield_min_negscore)
36                 return FALSE;
37
38         players_total = players_worseeq = 0;
39         FOR_EACH_PLAYER(e)
40         {
41                 if(e.team != p.team)
42                         continue;
43                 se = PlayerScore_Add(e, SP_SCORE, 0);
44                 if(se <= s)
45                         ++players_worseeq;
46                 ++players_total;
47         }
48
49         // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
50         // use this rule here
51         
52         if(players_worseeq >= players_total * captureshield_max_ratio)
53                 return FALSE;
54
55         return TRUE;
56 }
57
58 void ctf_captureshield_update(entity p, float dir)
59 {
60         float should;
61         if(dir == p.ctf_captureshielded) // 0: shield only, 1: unshield only
62         {
63                 should = ctf_captureshield_shielded(p);
64                 if(should != dir)
65                 {
66                         if(should)
67                         {
68                                 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.");
69                                 // TODO csqc notifier for this
70                         }
71                         else
72                         {
73                                 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.");
74                                 // TODO csqc notifier for this
75                         }
76                         p.ctf_captureshielded = should;
77                 }
78         }
79 }
80
81 float ctf_captureshield_customize()
82 {
83         if not(other.ctf_captureshielded)
84                 return FALSE;
85         if(self.team == other.team)
86                 return FALSE;
87         return TRUE;
88 }
89
90 void ctf_captureshield_touch()
91 {
92         if not(other.ctf_captureshielded)
93                 return;
94         if(self.team == other.team)
95                 return;
96         vector mymid;
97         vector othermid;
98         mymid = (self.absmin + self.absmax) * 0.5;
99         othermid = (other.absmin + other.absmax) * 0.5;
100         Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * captureshield_force);
101         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.");
102 }
103
104 void ctf_captureshield_spawn()
105 {
106         entity e;
107         e = spawn();
108         e.enemy = self;
109         e.team = self.team;
110         e.touch = ctf_captureshield_touch;
111         e.customizeentityforclient = ctf_captureshield_customize;
112         e.classname = "ctf_captureshield";
113         e.effects = EF_ADDITIVE;
114         e.movetype = MOVETYPE_NOCLIP;
115         e.solid = SOLID_TRIGGER;
116         e.avelocity = '7 0 11';
117         setorigin(e, self.origin);
118         setmodel(e, "models/onslaught/generator_shield.md3");
119         e.scale = 0.5;
120         setsize(e, e.scale * e.mins, e.scale * e.maxs);
121 }
122
123 float ctf_score_value(string parameter)
124 {
125         if(g_ctf_win_mode != 2)
126                 return cvar(strcat("g_ctf_personal", parameter));
127         else
128                 return cvar(strcat("g_ctf_flag", parameter));
129 }
130
131 void FakeTimeLimit(entity e, float t)
132 {
133         msg_entity = e;
134         WriteByte(MSG_ONE, 3); // svc_updatestat
135         WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
136         if(t < 0)
137                 WriteCoord(MSG_ONE, cvar("timelimit"));
138         else
139                 WriteCoord(MSG_ONE, (t + 1) / 60);
140 }
141
142 float   flagcaptimerecord;
143 .float  flagpickuptime;
144 //.float  iscommander;
145 //.float  ctf_state;
146
147 void() FlagThink;
148 void() FlagTouch;
149
150 void place_flag()
151 {
152         if(self.classname != "item_flag_team")
153         {
154                 backtrace("PlaceFlag a non-flag");
155                 return;
156         }
157
158         if(!self.t_width)
159                 self.t_width = 0.1; // frame animation rate
160         if(!self.t_length)
161                 self.t_length = 58; // maximum frame
162
163         setattachment(self, world, "");
164         self.mdl = self.model;
165         self.flags = FL_ITEM;
166         self.solid = SOLID_TRIGGER;
167         self.movetype = MOVETYPE_NONE;
168         self.velocity = '0 0 0';
169         self.origin_z = self.origin_z + 6;
170         self.think = FlagThink;
171         self.touch = FlagTouch;
172         self.nextthink = time + 0.1;
173         self.cnt = FLAG_BASE;
174         self.mangle = self.angles;
175         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
176         //self.effects = self.effects | EF_DIMLIGHT;
177         if(self.noalign)
178         {
179                 self.dropped_origin = self.origin;
180         }
181         else
182         {
183                 droptofloor();
184                 self.movetype = MOVETYPE_TOSS;
185         }
186         InitializeEntity(self, ctf_captureshield_spawn, INITPRIO_SETLOCATION);
187 };
188
189 void LogCTF(string mode, float flagteam, entity actor)
190 {
191         string s;
192         if(!cvar("sv_eventlog"))
193                 return;
194         s = strcat(":ctf:", mode);
195         s = strcat(s, ":", ftos(flagteam));
196         if(actor != world)
197                 s = strcat(s, ":", ftos(actor.playerid));
198         GameLogEcho(s);
199 }
200
201 void RegenFlag(entity e)
202 {
203         if(e.classname != "item_flag_team")
204         {
205                 backtrace("RegenFlag a non-flag");
206                 return;
207         }
208
209         setattachment(e, world, "");
210         e.damageforcescale = 0;
211         e.movetype = MOVETYPE_NONE;
212         if(!e.noalign)
213                 e.movetype = MOVETYPE_TOSS;
214         e.solid = SOLID_TRIGGER;
215         // TODO: play a sound here
216         setorigin(e, e.dropped_origin);
217         e.angles = e.mangle;
218         e.cnt = FLAG_BASE;
219         e.owner = world;
220         e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
221 };
222
223 void ReturnFlag(entity e)
224 {
225         if(e.classname != "item_flag_team")
226         {
227                 backtrace("ReturnFlag a non-flag");
228                 return;
229         }
230
231         if (e.owner)
232         if (e.owner.flagcarried == e)
233         {
234                 WaypointSprite_DetachCarrier(e.owner);
235                 e.owner.flagcarried = world;
236
237                 if(e.speedrunning)
238                         FakeTimeLimit(e.owner, -1);
239         }
240         e.owner = world;
241         RegenFlag(e);
242 };
243
244 void DropFlag(entity e, entity penalty_receiver, entity attacker)
245 {
246         local entity p;
247
248         if(e.classname != "item_flag_team")
249         {
250                 backtrace("DropFlag a non-flag");
251                 return;
252         }
253
254         if(e.speedrunning)
255         {
256                 ReturnFlag(e);
257                 return;
258         }
259
260         if (!e.owner)
261         {
262                 dprint("FLAG: drop - no owner?!?!\n");
263                 return;
264         }
265         p = e.owner;
266         if (p.flagcarried != e)
267         {
268                 dprint("FLAG: drop - owner is not carrying this flag??\n");
269                 return;
270         }
271         bprint(p.netname, "^7 lost the ", e.netname, "\n");
272
273         if(penalty_receiver)
274                 UpdateFrags(penalty_receiver, -ctf_score_value("penalty_suicidedrop"));
275         else
276                 UpdateFrags(p, -ctf_score_value("penalty_drop"));
277         PlayerScore_Add(p, SP_CTF_DROPS, +1);
278         ctf_captureshield_update(p, 0); // shield only
279         e.playerid = attacker.playerid;
280         e.ctf_droptime = time;
281         
282         if(p.waypointsprite_attachedforcarrier)
283         {
284                 WaypointSprite_Ping(p.waypointsprite_attachedforcarrier);
285                 WaypointSprite_DetachCarrier(p);
286         }
287         else
288         {
289                 bprint("\{1}^1Flag carrier had no flag sprite?!?\n");
290                 backtrace("Flag carrier had no flag sprite?!?");
291         }
292         LogCTF("dropped", p.team, p);
293
294         setattachment(e, world, "");
295         e.damageforcescale = cvar("g_balance_ctf_damageforcescale");
296
297         if (p.flagcarried == e)
298                 p.flagcarried = world;
299         e.owner = world;
300
301         e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
302         e.solid = SOLID_TRIGGER;
303         e.movetype = MOVETYPE_TOSS;
304         // setsize(e, '-16 -16 0', '16 16 74');
305         setorigin(e, p.origin - '0 0 24' + '0 0 37');
306         e.cnt = FLAG_DROPPED;
307         e.velocity = '0 0 300';
308         e.pain_finished = time + cvar("g_ctf_flag_returntime");//30;
309
310         trace_startsolid = FALSE;
311         tracebox(e.origin, e.mins, e.maxs, e.origin, TRUE, e);
312         if(trace_startsolid)
313                 dprint("FLAG FALLTHROUGH will happen SOON\n");
314 };
315
316 void AnimateFlag()
317 {
318         if(self.delay > time)
319                 return;
320         self.delay = time + self.t_width;
321         if(self.nextthink > self.delay)
322                 self.nextthink = self.delay;
323
324         self.frame = self.frame + 1;
325         if(self.frame > self.t_length)
326                 self.frame = 0;
327 }
328
329 void FlagThink()
330 {
331         local entity e;
332
333         self.nextthink = time + 0.1;
334
335         // sorry, we have to reset the flag size if it got squished by something
336         if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX)
337         {
338                 // if we can grow back, grow back
339                 tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
340                 if(!trace_startsolid)
341                         setsize(self, FLAG_MIN, FLAG_MAX);
342         }
343
344         if(self == ctf_worldflaglist) // only for the first flag
345         {
346                 FOR_EACH_CLIENT(e)
347                         ctf_captureshield_update(e, 1); // release shield only
348         }
349
350         AnimateFlag();
351
352         if(self.speedrunning)
353         if(self.cnt == FLAG_CARRY)
354         {
355                 if(self.owner)
356                 if(flagcaptimerecord)
357                 if(time >= self.flagpickuptime + flagcaptimerecord)
358                 {
359                         bprint("The ", self.netname, " became impatient after ", ftos_decimals(flagcaptimerecord, 2), " seconds and returned itself\n");
360
361                         self.owner.impulse = 77; // returning!
362                         e = self;
363                         self = self.owner;
364                         ReturnFlag(e);
365                         ImpulseCommands();
366                         self = e;
367                         return;
368                 }
369         }
370
371         if (self.cnt == FLAG_BASE)
372                 return;
373
374         if (self.cnt == FLAG_DROPPED)
375         {
376                 // flag fallthrough? FIXME remove this if bug is really fixed now
377                 if(self.origin_z < -131072)
378                 {
379                         dprint("FLAG FALLTHROUGH just happened\n");
380                         self.pain_finished = 0;
381                 }
382                 setattachment(self, world, "");
383                 if (time > self.pain_finished)
384                 {
385                         bprint("The ", self.netname, " has returned to base\n");
386                         sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
387                         LogCTF("returned", self.team, world);
388                         ReturnFlag(self);
389                 }
390                 return;
391         }
392
393         e = self.owner;
394         if (e.classname != "player" || (e.deadflag) || (e.flagcarried != self))
395         {
396                 dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
397                 DropFlag(self, world, world);
398                 return;
399         }
400
401         if(cvar("g_ctf_allow_drop"))
402         if(e.BUTTON_USE)
403                 DropFlag(self, e, world);
404 };
405
406 void FlagTouch()
407 {
408         if(gameover) return;
409
410         local float t;
411         local entity player;
412         local string s, s0, h0, h1;
413         if (other.classname != "player")
414                 return;
415         if (other.health < 1) // ignore dead players
416                 return;
417
418         if (self.cnt == FLAG_CARRY)
419                 return;
420
421         if (self.cnt == FLAG_BASE)
422         if (other.team == self.team)
423         if (other.flagcarried) // he's got a flag
424         if (other.flagcarried.team != self.team) // capture
425         {
426                 if (other.flagcarried == world)
427                 {
428                         return;
429                 }
430                 if(cvar("g_ctf_captimerecord_allow_assisted") || player_count - currentbots <= 1) // at most one human
431                 {
432                         t = time - other.flagcarried.flagpickuptime;
433                         s = ftos_decimals(t, 2);
434                         s0 = ftos_decimals(flagcaptimerecord, 2);
435                         h0 = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
436                         h1 = other.netname;
437                         if(h0 == h1)
438                                 h0 = "his";
439                         else
440                                 h0 = strcat(h0, "^7's"); // h0: display text for previous netname
441                         if (flagcaptimerecord == 0)
442                         {
443                                 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, " seconds\n");
444                                 flagcaptimerecord = t;
445                                 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
446                                 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), h1);
447                                 write_recordmarker(other, time - t, t);
448                         }
449                         else if (t < flagcaptimerecord)
450                         {
451                                 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, ", breaking ", strcat(h0, " previous record of ", s0, " seconds\n"));
452                                 flagcaptimerecord = t;
453                                 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
454                                 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), h1);
455                                 write_recordmarker(other, time - t, t);
456                         }
457                         else
458                         {
459                                 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, ", failing to break ", strcat(h0, " record of ", s0, " seconds\n"));
460                         }
461                 }
462                 else
463                         bprint(other.netname, "^7 captured the ", other.flagcarried.netname, "\n");
464
465                 PlayerTeamScore_Add(other, SP_CTF_CAPS, ST_CTF_CAPS, 1);
466                 LogCTF("capture", other.flagcarried.team, other);
467                 // give credit to the individual player
468                 UpdateFrags(other, ctf_score_value("score_capture"));
469
470                 sound (other, CHAN_AUTO, self.noise2, VOL_BASE, ATTN_NONE);
471                 WaypointSprite_DetachCarrier(other);
472                 if(self.speedrunning)
473                         FakeTimeLimit(other, -1);
474                 RegenFlag (other.flagcarried);
475                 other.flagcarried = world;
476                 other.next_take_time = time + 1;
477         }
478         if (self.cnt == FLAG_BASE)
479         if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2) // only red and blue team can steal flags
480         if (other.team != self.team)
481         if (!other.flagcarried)
482         if (!other.ctf_captureshielded)
483         {
484                 if (other.next_take_time > time)
485                         return;
486                 // pick up
487                 self.flagpickuptime = time; // used for timing runs
488                 self.speedrunning = other.speedrunning; // if speedrunning, flag will self-return and teleport the owner back after the record
489                 if(other.speedrunning)
490                 if(flagcaptimerecord)
491                         FakeTimeLimit(other, time + flagcaptimerecord);
492                 self.solid = SOLID_NOT;
493                 setorigin(self, self.origin); // relink
494                 self.owner = other;
495                 other.flagcarried = self;
496                 self.cnt = FLAG_CARRY;
497                 self.angles = '0 0 0';
498                 bprint(other.netname, "^7 got the ", self.netname, "\n");
499                 UpdateFrags(other, ctf_score_value("score_pickup_base"));
500                 self.dropperid = other.playerid;
501                 PlayerScore_Add(other, SP_CTF_PICKUPS, 1);
502                 LogCTF("steal", self.team, other);
503                 sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NONE);
504
505                 FOR_EACH_PLAYER(player)
506                         if(player.team == self.team)
507                                 centerprint(player, "The enemy got your flag! Retrieve it!");
508
509                 self.movetype = MOVETYPE_NONE;
510                 setorigin(self, FLAG_CARRY_POS);
511                 setattachment(self, other, "");
512                 WaypointSprite_AttachCarrier("flagcarrier", other);
513                 WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 1 0');
514                 WaypointSprite_Ping(self.sprite);
515
516                 return;
517         }
518
519         if (self.cnt == FLAG_DROPPED)
520         {
521                 self.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
522                 if (other.team == self.team || (other.team != COLOR_TEAM1 && other.team != COLOR_TEAM2))
523                 {
524                         // return flag
525                         bprint(other.netname, "^7 returned the ", self.netname, "\n");
526
527                         // punish the player who last had it
528                         FOR_EACH_PLAYER(player)
529                                 if(player.playerid == self.dropperid)
530                                 {
531                                         PlayerScore_Add(player, SP_SCORE, -ctf_score_value("penalty_returned"));
532                                         ctf_captureshield_update(player, 0); // shield only
533                                 }
534
535                         // punish the team who was last carrying it
536                         if(self.team == COLOR_TEAM1)
537                                 TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, -ctf_score_value("penalty_returned"));
538                         else
539                                 TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, -ctf_score_value("penalty_returned"));
540
541                         // reward the player who returned it
542                         if(other.playerid == self.playerid) // is this the guy who killed the FC last?
543                         {
544                                 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
545                                         UpdateFrags(other, ctf_score_value("score_return_by_killer"));
546                                 else
547                                         UpdateFrags(other, ctf_score_value("score_return_rogue_by_killer"));
548                         }
549                         else
550                         {
551                                 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
552                                         UpdateFrags(other, ctf_score_value("score_return"));
553                                 else
554                                         UpdateFrags(other, ctf_score_value("score_return_rogue"));
555                         }
556                         PlayerScore_Add(other, SP_CTF_RETURNS, 1);
557                         LogCTF("return", self.team, other);
558                         sound (other, CHAN_AUTO, self.noise1, VOL_BASE, ATTN_NONE);
559                         ReturnFlag(self);
560                 }
561                 else if (!other.flagcarried && (other.playerid != self.dropperid || time > self.ctf_droptime + cvar("g_balance_ctf_delay_collect")))
562                 {
563                         // pick up
564                         self.solid = SOLID_NOT;
565                         setorigin(self, self.origin); // relink
566                         self.owner = other;
567                         other.flagcarried = self;
568                         self.cnt = FLAG_CARRY;
569                         bprint(other.netname, "^7 picked up the ", self.netname, "\n");
570
571                         float f;
572                         f = bound(0, (self.pain_finished - time) / cvar("g_ctf_flag_returntime"), 1);
573                         //print("factor is ", ftos(f), "\n");
574                         f = ctf_score_value("score_pickup_dropped_late") * (1-f)
575                           + ctf_score_value("score_pickup_dropped_early") * f;
576                         f = floor(f + 0.5);
577                         self.dropperid = other.playerid;
578                         //print("score is ", ftos(f), "\n");
579
580                         UpdateFrags(other, f);
581                         PlayerScore_Add(other, SP_CTF_PICKUPS, 1);
582                         LogCTF("pickup", self.team, other);
583                         sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NONE);
584
585                         FOR_EACH_PLAYER(player)
586                                 if(player.team == self.team)
587                                         centerprint(player, "The enemy got your flag! Retrieve it!");
588
589                         self.movetype = MOVETYPE_NONE;  // flag must have MOVETYPE_NONE here, otherwise it will drop through the floor...
590                         setorigin(self, FLAG_CARRY_POS);
591                         setattachment(self, other, "");
592                         self.damageforcescale = 0;
593                         WaypointSprite_AttachCarrier("flagcarrier", other);
594                         WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 1 0');
595                 }
596         }
597 };
598
599 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
600 CTF Starting point for a player
601 in team one (Red).
602
603 Keys:
604 "angle"
605  viewing angle when spawning
606 */
607 void spawnfunc_info_player_team1()
608 {
609         if(g_assault)
610         {
611                 remove(self);
612                 return;
613         }
614         self.team = COLOR_TEAM1; // red
615         spawnfunc_info_player_deathmatch();
616 };
617 //self.team = 4;self.classname = "info_player_start";spawnfunc_info_player_start();};
618
619 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
620 CTF Starting point for a player in
621 team two (Blue).
622
623 Keys:
624 "angle"
625  viewing angle when spawning
626 */
627 void spawnfunc_info_player_team2()
628 {
629         if(g_assault)
630         {
631                 remove(self);
632                 return;
633         }
634         self.team = COLOR_TEAM2; // blue
635         spawnfunc_info_player_deathmatch();
636 };
637 //self.team = 13;self.classname = "info_player_start";spawnfunc_info_player_start();};
638
639 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
640 CTF Starting point for a player in
641 team three (Magenta).
642
643 Keys:
644 "angle"
645  viewing angle when spawning
646 */
647 void spawnfunc_info_player_team3()
648 {
649         if(g_assault)
650         {
651                 remove(self);
652                 return;
653         }
654         self.team = COLOR_TEAM3; // purple
655         spawnfunc_info_player_deathmatch();
656 };
657
658
659 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
660 CTF Starting point for a player in
661 team four (Yellow).
662
663 Keys:
664 "angle"
665  viewing angle when spawning
666 */
667 void spawnfunc_info_player_team4()
668 {
669         if(g_assault)
670         {
671                 remove(self);
672                 return;
673         }
674         self.team = COLOR_TEAM4; // yellow
675         spawnfunc_info_player_deathmatch();
676 };
677
678 void item_flag_reset()
679 {
680         DropFlag(self, world, world);
681         ReturnFlag(self);
682 }
683
684
685 /*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
686 CTF flag for team one (Red).
687 Multiple are allowed.
688
689 Keys:
690 "angle"
691  Angle the flag will point
692 (minus 90 degrees)
693 "model"
694  model to use, note this needs red and blue as skins 0 and 1
695  (default models/ctf/flag.md3)
696 "noise"
697  sound played when flag is picked up
698  (default ctf/take.wav)
699 "noise1"
700  sound played when flag is returned by a teammate
701  (default ctf/return.wav)
702 "noise2"
703  sound played when flag is captured
704  (default ctf/redcapture.wav)
705 "noise3"
706  sound played when flag is lost in the field and respawns itself
707  (default ctf/respawn.wav)
708 */
709
710 void spawnfunc_item_flag_team1()
711 {
712         if (!g_ctf)
713         {
714                 remove(self);
715                 return;
716         }
717
718         //if(!cvar("teamplay"))
719         //      cvar_set("teamplay", "3");
720
721         // link flag into ctf_worldflaglist
722         self.ctf_worldflagnext = ctf_worldflaglist;
723         ctf_worldflaglist = self;
724
725         self.classname = "item_flag_team";
726         if(g_ctf_reverse)
727         {
728                 self.team = COLOR_TEAM2; // color 13 team (blue)
729                 self.items = IT_KEY1; // silver key (bluish enough)
730         }
731         else
732         {
733                 self.team = COLOR_TEAM1; // color 4 team (red)
734                 self.items = IT_KEY2; // gold key (redish enough)
735         }
736         self.netname = "^1RED^7 flag";
737         self.target = "###item###";
738         self.skin = cvar("g_ctf_flag_red_skin");
739         if(self.spawnflags & 1)
740                 self.noalign = 1;
741         if (!self.model)
742                 self.model = cvar_string("g_ctf_flag_red_model");
743         if (!self.noise)
744                 self.noise = "ctf/take.wav";
745         if (!self.noise1)
746                 self.noise1 = "ctf/return.wav";
747         if (!self.noise2)
748                 self.noise2 = "ctf/redcapture.wav"; // blue team scores by capturing the red flag
749         if (!self.noise3)
750                 self.noise3 = "ctf/respawn.wav";
751         precache_model (self.model);
752         setmodel (self, self.model); // precision set below
753         precache_sound (self.noise);
754         precache_sound (self.noise1);
755         precache_sound (self.noise2);
756         precache_sound (self.noise3);
757         //setsize(self, '-16 -16 -37', '16 16 37');
758         setsize(self, FLAG_MIN, FLAG_MAX);
759         setorigin(self, self.origin + '0 0 37');
760         self.nextthink = time + 0.2; // start after doors etc
761         self.think = place_flag;
762
763         if(!self.scale)
764                 self.scale = 0.6;
765         //if(!self.glow_size)
766         //      self.glow_size = 50;
767
768         self.effects = self.effects | EF_LOWPRECISION;
769         if(cvar("g_ctf_fullbrightflags"))
770                 self.effects |= EF_FULLBRIGHT;
771         if(cvar("g_ctf_dynamiclights"))
772                 self.effects |= EF_RED;
773
774         waypoint_spawnforitem(self);
775
776         WaypointSprite_SpawnFixed("redbase", self.origin + '0 0 37', self, sprite);
777         WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_FLAG, '1 0 0');
778
779         precache_model("models/onslaught/generator_shield.md3");
780
781         self.reset = item_flag_reset;
782 };
783
784 /*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -24) (48 48 64)
785 CTF flag for team two (Blue).
786 Multiple are allowed.
787
788 Keys:
789 "angle"
790  Angle the flag will point
791 (minus 90 degrees)
792 "model"
793  model to use, note this needs red and blue as skins 0 and 1
794  (default models/ctf/flag.md3)
795 "noise"
796  sound played when flag is picked up
797  (default ctf/take.wav)
798 "noise1"
799  sound played when flag is returned by a teammate
800  (default ctf/return.wav)
801 "noise2"
802  sound played when flag is captured
803  (default ctf/bluecapture.wav)
804 "noise3"
805  sound played when flag is lost in the field and respawns itself
806  (default ctf/respawn.wav)
807 */
808
809 void spawnfunc_item_flag_team2()
810 {
811         if (!g_ctf)
812         {
813                 remove(self);
814                 return;
815         }
816         //if(!cvar("teamplay"))
817         //      cvar_set("teamplay", "3");
818
819         // link flag into ctf_worldflaglist
820         self.ctf_worldflagnext = ctf_worldflaglist;
821         ctf_worldflaglist = self;
822
823         self.classname = "item_flag_team";
824         if(g_ctf_reverse)
825         {
826                 self.team = COLOR_TEAM1; // color 4 team (red)
827                 self.items = IT_KEY2; // gold key (redish enough)
828         }
829         else
830         {
831                 self.team = COLOR_TEAM2; // color 13 team (blue)
832                 self.items = IT_KEY1; // silver key (bluish enough)
833         }
834         self.netname = "^4BLUE^7 flag";
835         self.target = "###item###";
836         self.skin = cvar("g_ctf_flag_blue_skin");
837         if(self.spawnflags & 1)
838                 self.noalign = 1;
839         if (!self.model)
840                 self.model = cvar_string("g_ctf_flag_blue_model");
841         if (!self.noise)
842                 self.noise = "ctf/take.wav";
843         if (!self.noise1)
844                 self.noise1 = "ctf/return.wav";
845         if (!self.noise2)
846                 self.noise2 = "ctf/bluecapture.wav"; // red team scores by capturing the blue flag
847         if (!self.noise3)
848                 self.noise3 = "ctf/respawn.wav";
849         precache_model (self.model);
850         setmodel (self, self.model); // precision set below
851         precache_sound (self.noise);
852         precache_sound (self.noise1);
853         precache_sound (self.noise2);
854         precache_sound (self.noise3);
855         //setsize(self, '-16 -16 -37', '16 16 37');
856         setsize(self, FLAG_MIN, FLAG_MAX);
857         setorigin(self, self.origin + '0 0 37');
858         self.nextthink = time + 0.2; // start after doors etc
859         self.think = place_flag;
860
861         if(!self.scale)
862                 self.scale = 0.6;
863         //if(!self.glow_size)
864         //      self.glow_size = 50;
865
866         self.effects = self.effects | EF_LOWPRECISION;
867         if(cvar("g_ctf_fullbrightflags"))
868                 self.effects |= EF_FULLBRIGHT;
869         if(cvar("g_ctf_dynamiclights"))
870                 self.effects |= EF_BLUE;
871
872         waypoint_spawnforitem(self);
873
874         WaypointSprite_SpawnFixed("bluebase", self.origin + '0 0 37', self, sprite);
875         WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_FLAG, '0 0 1');
876
877         precache_model("models/onslaught/generator_shield.md3");
878
879         self.reset = item_flag_reset;
880 };
881
882
883 /*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
884 Team declaration for CTF gameplay, this allows you to decide what team
885 names and control point models are used in your map.
886
887 Note: If you use spawnfunc_ctf_team entities you must define at least 2!  However, unlike
888 domination, you don't need to make a blank one too.
889
890 Keys:
891 "netname"
892  Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)
893 "cnt"
894  Scoreboard color of the team (for example 4 is red and 13 is blue)
895
896 */
897
898 void spawnfunc_ctf_team()
899 {
900         if (!g_ctf)
901         {
902                 remove(self);
903                 return;
904         }
905         self.classname = "ctf_team";
906         self.team = self.cnt + 1;
907 };
908
909 // code from here on is just to support maps that don't have control point and team entities
910 void ctf_spawnteam (string teamname, float teamcolor)
911 {
912         local entity oldself;
913         oldself = self;
914         self = spawn();
915         self.classname = "ctf_team";
916         self.netname = teamname;
917         self.cnt = teamcolor;
918
919         spawnfunc_ctf_team();
920
921         self = oldself;
922 };
923
924 // spawn some default teams if the map is not set up for ctf
925 void ctf_spawnteams()
926 {
927         float numteams;
928
929         numteams = 2;//cvar("g_ctf_default_teams");
930
931         ctf_spawnteam("Red", COLOR_TEAM1 - 1);
932         ctf_spawnteam("Blue", COLOR_TEAM2 - 1);
933 };
934
935 void ctf_delayedinit()
936 {
937         // if no teams are found, spawn defaults
938         if (find(world, classname, "ctf_team") == world)
939                 ctf_spawnteams();
940
941         ScoreRules_ctf();
942 };
943
944 void ctf_init()
945 {
946         InitializeEntity(world, ctf_delayedinit, INITPRIO_GAMETYPE);
947         flagcaptimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
948
949         captureshield_min_negscore = cvar("g_ctf_shield_min_negscore");
950         captureshield_max_ratio = cvar("g_ctf_shield_max_ratio");
951         captureshield_force = cvar("g_ctf_shield_force");
952 };
953
954 void ctf_setstatus2(entity flag, float shift)
955 {
956         if (flag.cnt == FLAG_CARRY)
957                 if (flag.owner == self)
958                         self.items |= shift * 3;
959                 else
960                         self.items |= shift * 1;
961         else if (flag.cnt == FLAG_DROPPED)
962                 self.items |= shift * 2;
963         else
964         {
965                 // no status bits
966         }
967 };
968
969 void ctf_setstatus()
970 {
971         self.items &~= IT_RED_FLAG_TAKEN;
972         self.items &~= IT_RED_FLAG_LOST;
973         self.items &~= IT_BLUE_FLAG_TAKEN;
974         self.items &~= IT_BLUE_FLAG_LOST;
975         self.items &~= IT_CTF_SHIELDED;
976
977         if (g_ctf) {
978                 local entity flag;
979                 float redflags, blueflags;
980
981                 if(self.ctf_captureshielded)
982                         self.items |= IT_CTF_SHIELDED;
983
984                 redflags = 0;
985                 blueflags = 0;
986
987                 for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
988                 {
989                         if(flag.items & IT_KEY2) // blue
990                                 ++redflags;
991                         else if(flag.items & IT_KEY1) // red
992                                 ++blueflags;
993                 }
994
995                 // blinking magic: if there is more than one flag, show one of these in a clever way
996                 if(redflags)
997                         redflags = mod(floor(time * redflags * 0.75), redflags);
998                 if(blueflags)
999                         blueflags = mod(floor(time * blueflags * 0.75), blueflags);
1000
1001                 for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
1002                 {
1003                         if(flag.items & IT_KEY2) // blue
1004                         {
1005                                 if(--redflags == -1) // happens exactly once (redflags is in 0..count-1, and will --'ed count times)
1006                                         ctf_setstatus2(flag, IT_RED_FLAG_TAKEN);
1007                         }
1008                         else if(flag.items & IT_KEY1) // red
1009                         {
1010                                 if(--blueflags == -1) // happens exactly once
1011                                         ctf_setstatus2(flag, IT_BLUE_FLAG_TAKEN);
1012                         }
1013                 }
1014         }
1015 };
1016 /*
1017 entity(float cteam) ctf_team_has_commander =
1018 {
1019         entity pl;
1020         if(cteam != COLOR_TEAM1 || cteam != COLOR_TEAM2)
1021                 return world;
1022         
1023         FOR_EACH_REALPLAYER(pl) {
1024                 if(pl.team == cteam && pl.iscommander) {
1025                         return pl;
1026                 }
1027         }
1028         return world;
1029 };
1030
1031 void(entity e, float st) ctf_setstate =
1032 {
1033         e.ctf_state = st;
1034         ++e.version;
1035 };
1036
1037 void(float cteam) ctf_new_commander =
1038 {
1039         entity pl, plmax;
1040         
1041         plmax = world;
1042         FOR_EACH_REALPLAYER(pl) {
1043                 if(pl.team == cteam) {
1044                         if(pl.iscommander) { // don't reassign if alreay there
1045                                 return;
1046                         }
1047                         if(plmax == world || plmax.frags < pl.frags) <<<<<<<<<<<<<<<<< BROKEN in new scoring system
1048                                 plmax = pl;
1049                 }
1050         }
1051         if(plmax == world) {
1052                 bprint(strcat(ColoredTeamName(cteam), " Team has no Commander!\n"));
1053                 return;
1054         }
1055
1056         plmax.iscommander = TRUE;
1057         ctf_setstate(plmax, 3);
1058         sprint(plmax, "^3You're the commander now!\n");
1059         centerprint(plmax, "^3You're the commander now!\n");
1060 };
1061
1062 void() ctf_clientconnect =
1063 {
1064         self.iscommander = FALSE;
1065         
1066         if(!self.team || self.classname != "player") {
1067                 ctf_setstate(self, -1);
1068         } else
1069                 ctf_setstate(self, 0);
1070
1071         self.team_saved = self.team;
1072         
1073         if(self.team != 0 && self.classname == "player" && !ctf_team_has_commander(self.team)) {
1074                 ctf_new_commander(self.team);
1075         }
1076 };
1077
1078 void() ctf_playerchanged =
1079 {
1080         if(!self.team || self.classname != "player") {
1081                 ctf_setstate(self, -1);
1082         } else if(self.ctf_state < 0 && self.classname == "player") {
1083                 ctf_setstate(self, 0);
1084         }
1085
1086         if(self.iscommander &&
1087            (self.classname != "player" || self.team != self.team_saved)
1088                 )
1089         {
1090                 self.iscommander = FALSE;
1091                 if(self.classname == "player")
1092                         ctf_setstate(self, 0);
1093                 else
1094                         ctf_setstate(self, -1);
1095                 ctf_new_commander(self.team_saved);
1096         }
1097         
1098         self.team_saved = self.team;
1099         
1100         ctf_new_commander(self.team);
1101 };
1102
1103 void() ctf_clientdisconnect =
1104 {
1105         if(self.iscommander)
1106         {
1107                 ctf_new_commander(self.team);
1108         }
1109 };
1110
1111 entity GetPlayer(string);
1112 float() ctf_clientcommand =
1113 {
1114         entity e;
1115         if(argv(0) == "order") {
1116                 if(!g_ctf) {
1117                         sprint(self, "This command is not supported in this gamemode.\n");
1118                         return TRUE;
1119                 }
1120                 if(!self.iscommander) {
1121                         sprint(self, "^1You are not the commander!\n");
1122                         return TRUE;
1123                 }
1124                 if(argv(2) == "") {
1125                         sprint(self, "Usage: order #player status   - (playernumber as in status)\n");
1126                         return TRUE;
1127                 }
1128                 e = GetPlayer(argv(1));
1129                 if(e == world) {
1130                         sprint(self, "Invalid player.\nUsage: order #player status   - (playernumber as in status)\n");
1131                         return TRUE;
1132                 }
1133                 if(e.team != self.team) {
1134                         sprint(self, "^3You can only give orders to your own team!\n");
1135                         return TRUE;
1136                 }
1137                 if(argv(2) == "attack") {
1138                         sprint(self, strcat("Ordering ", e.netname, " to attack!\n"));
1139                         sprint(e, "^1Attack!\n");
1140                         centerprint(e, "^7You've been ordered to^9\n^1Attack!\n");
1141                         ctf_setstate(e, 1);
1142                 } else if(argv(2) == "defend") {
1143                         sprint(self, strcat("Ordering ", e.netname, " to defend!\n"));
1144                         sprint(e, "^Defend!\n");
1145                         centerprint(e, "^7You've been ordered to^9\n^2Defend!\n");
1146                         ctf_setstate(e, 2);
1147                 } else {
1148                         sprint(self, "^7Invalid command, use ^3attack^7, or ^3defend^7.\n");
1149                 }
1150                 return TRUE;
1151         }
1152         return FALSE;
1153 };
1154 */