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
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;
11 #define FLAG_CARRY_POS '-15 0 7'
13 void FakeTimeLimit(entity e, float t)
16 WriteByte(MSG_ONE, 3); // svc_updatestat
17 WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
19 WriteCoord(MSG_ONE, cvar("timelimit"));
21 WriteCoord(MSG_ONE, (t + 1) / 60);
24 float flagcaptimerecord;
25 .float flagpickuptime;
33 self.t_width = 0.1; // frame animation rate
35 self.t_length = 119; // maximum frame
37 setattachment(self, world, "");
38 self.mdl = self.model;
40 self.solid = SOLID_TRIGGER;
41 self.movetype = MOVETYPE_NONE;
42 self.velocity = '0 0 0';
43 self.origin_z = self.origin_z + 6;
44 self.think = FlagThink;
45 self.touch = FlagTouch;
46 self.nextthink = time + 0.1;
48 self.mangle = self.angles;
49 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
50 //self.effects = self.effects | EF_DIMLIGHT;
53 self.movetype = MOVETYPE_TOSS;
56 dprint("Flag fell out of level at ", vtos(self.origin), "\n");
61 self.oldorigin = self.origin;
64 void LogCTF(string mode, float flagteam, entity actor)
67 if(!cvar("sv_eventlog"))
69 s = strcat(":ctf:", mode);
70 s = strcat(s, ":", ftos(flagteam));
72 s = strcat(s, ":", ftos(actor.playerid));
73 GameLogEcho(s, FALSE);
76 void(entity e) RegenFlag =
78 setattachment(e, world, "");
79 e.movetype = MOVETYPE_NONE;
81 e.movetype = MOVETYPE_TOSS;
82 e.solid = SOLID_TRIGGER;
83 // TODO: play a sound here
84 setorigin(e, e.oldorigin);
88 e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
91 void(entity e) ReturnFlag =
94 if (e.owner.flagcarried == e)
96 WaypointSprite_DetachCarrier(e.owner);
97 e.owner.flagcarried = world;
100 FakeTimeLimit(e.owner, -1);
106 void(entity e) DropFlag =
118 dprint("FLAG: drop - no owner?!?!\n");
122 if (p.flagcarried != e)
124 dprint("FLAG: drop - owner is not carrying this flag??\n");
127 bprint(p.netname, "^7 lost the ", e.netname, "\n");
128 WaypointSprite_DetachCarrier(p);
129 LogCTF("dropped", p.team, p.flagcarried);
131 setattachment(e, world, "");
133 if (p.flagcarried == e)
134 p.flagcarried = world;
137 e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
138 e.solid = SOLID_TRIGGER;
139 e.movetype = MOVETYPE_TOSS;
140 // setsize(e, '-16 -16 0', '16 16 74');
141 setorigin(e, p.origin - '0 0 24' + '0 0 37');
142 e.cnt = FLAG_DROPPED;
143 e.velocity = '0 0 300';
144 e.pain_finished = time + cvar("g_ctf_flag_returntime");//30;
146 trace_startsolid = FALSE;
147 tracebox(e.origin, e.mins, e.maxs, e.origin, TRUE, e);
149 dprint("FLAG FALLTHROUGH will happen SOON\n");
154 if(self.delay > time)
156 self.delay = time + self.t_width;
157 if(self.nextthink > self.delay)
158 self.nextthink = self.delay;
160 self.frame = self.frame + 1;
161 if(self.frame > self.t_length)
169 self.nextthink = time + 0.1;
173 if(self.speedrunning)
174 if(self.cnt == FLAG_CARRY)
177 if(flagcaptimerecord)
178 if(time >= self.flagpickuptime + flagcaptimerecord)
180 bprint("The ", self.netname, " became impatient after ", ftos_decimals(flagcaptimerecord, 2), " seconds and returned itself\n");
182 self.owner.impulse = 77; // returning!
192 if (self.cnt == FLAG_BASE)
195 if (self.cnt == FLAG_DROPPED)
197 // flag fallthrough? FIXME remove this if bug is really fixed now
198 if(self.origin_z < -131072)
200 dprint("FLAG FALLTHROUGH just happened\n");
201 self.pain_finished = 0;
203 setattachment(self, world, "");
204 if (time > self.pain_finished)
206 bprint("The ", self.netname, " has returned to base\n");
207 sound (e, CHAN_AUTO, self.noise3, 1, ATTN_NONE);
208 LogCTF("returned", self.team, world);
215 if (e.classname != "player" || (e.deadflag) || (e.flagcarried != self))
217 dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
230 local string s, s0, h0;
231 if (other.classname != "player")
233 if (other.health < 1) // ignore dead players
236 if (self.cnt == FLAG_CARRY)
239 if (self.cnt == FLAG_BASE)
240 if (other.team == self.team)
241 if (other.flagcarried) // he's got a flag
242 if (other.flagcarried.team != self.team) // capture
244 if (other.flagcarried == world)
248 t = time - other.flagcarried.flagpickuptime;
249 s = ftos_decimals(t, 2);
250 s0 = ftos_decimals(flagcaptimerecord, 2);
251 h0 = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
252 if(h0 == other.netname)
255 h0 = strcat(h0, "^7's");
256 if (flagcaptimerecord == 0)
258 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, " seconds\n");
259 flagcaptimerecord = t;
260 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
261 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), other.netname);
263 else if (t < flagcaptimerecord)
265 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, ", breaking ", strcat(h0, " previous record of ", s0, " seconds\n"));
266 flagcaptimerecord = t;
267 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
268 db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), other.netname);
272 bprint(other.netname, "^7 captured the ", other.flagcarried.netname, " in ", s, ", failing to break ", strcat(h0, " record of ", s0, " seconds\n"));
275 LogCTF("capture", other.flagcarried.team, other);
276 // give credit to the individual player
277 UpdateFrags(other, cvar("g_ctf_flagscore_capture"));
279 // give credit to all players of the team (rewards large teams)
280 // NOTE: this defaults to 0
281 FOR_EACH_PLAYER(head)
282 if (head.team == self.team)
283 UpdateFrags(head, cvar("g_ctf_flagscore_capture_team"));
285 sound (self, CHAN_AUTO, self.noise2, 1, ATTN_NONE);
286 WaypointSprite_DetachCarrier(other);
287 if(self.speedrunning)
288 FakeTimeLimit(other, -1);
289 RegenFlag (other.flagcarried);
290 other.flagcarried = world;
291 other.next_take_time = time + 1;
293 if (self.cnt == FLAG_BASE)
294 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2) // only red and blue team can steal flags
295 if (other.team != self.team)
296 if (!other.flagcarried)
298 if (other.next_take_time > time)
301 self.flagpickuptime = time; // used for timing runs
302 self.speedrunning = other.speedrunning; // if speedrunning, flag will self-return and teleport the owner back after the record
303 if(other.speedrunning)
304 if(flagcaptimerecord)
305 FakeTimeLimit(other, time + flagcaptimerecord);
306 self.solid = SOLID_NOT;
307 setorigin(self, self.origin); // relink
309 other.flagcarried = self;
310 self.cnt = FLAG_CARRY;
311 self.angles = '0 0 0';
312 bprint(other.netname, "^7 got the ", self.netname, "\n");
313 UpdateFrags(other, cvar("g_ctf_flagscore_pickup"));
314 LogCTF("steal", self.team, other);
315 sound (self, CHAN_AUTO, self.noise, 1, ATTN_NONE);
317 FOR_EACH_PLAYER(player)
318 if(player.team == self.team)
319 centerprint(player, "The enemy got your flag! Retrieve it!");
321 self.movetype = MOVETYPE_NONE;
322 setorigin(self, FLAG_CARRY_POS);
323 setattachment(self, other, "");
324 WaypointSprite_AttachCarrier("flagcarrier", other);
329 if (self.cnt == FLAG_DROPPED)
331 self.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
332 if (other.team == self.team || (other.team != COLOR_TEAM1 && other.team != COLOR_TEAM2))
335 bprint(other.netname, "^7 returned the ", self.netname, "\n");
336 if (other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
337 UpdateFrags(other, cvar("g_ctf_flagscore_return"));
339 UpdateFrags(other, cvar("g_ctf_flagscore_return_rogue"));
340 LogCTF("return", self.team, other);
341 sound (self, CHAN_AUTO, self.noise1, 1, ATTN_NONE);
344 else if (!other.flagcarried)
347 self.solid = SOLID_NOT;
348 setorigin(self, self.origin); // relink
350 other.flagcarried = self;
351 self.cnt = FLAG_CARRY;
352 bprint(other.netname, "^7 picked up the ", self.netname, "\n");
353 UpdateFrags(other, cvar("g_ctf_flagscore_pickup"));
354 LogCTF("pickup", self.team, other);
355 sound (self, CHAN_AUTO, self.noise, 1, ATTN_NONE);
357 FOR_EACH_PLAYER(player)
358 if(player.team == self.team)
359 centerprint(player, "The enemy got your flag! Retrieve it!");
361 self.movetype = MOVETYPE_NONE; // flag must have MOVETYPE_NONE here, otherwise it will drop through the floor...
362 setorigin(self, FLAG_CARRY_POS);
363 setattachment(self, other, "");
364 WaypointSprite_AttachCarrier("flagcarrier", other);
369 /*QUAKED info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
370 CTF Starting point for a player
375 viewing angle when spawning
377 void() info_player_team1 =
379 self.team = COLOR_TEAM1; // red
380 info_player_deathmatch();
382 //self.team = 4;self.classname = "info_player_start";info_player_start();};
384 /*QUAKED info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
385 CTF Starting point for a player in
390 viewing angle when spawning
392 void() info_player_team2 =
394 self.team = COLOR_TEAM2; // blue
395 info_player_deathmatch();
397 //self.team = 13;self.classname = "info_player_start";info_player_start();};
399 /*QUAKED info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
400 CTF Starting point for a player in
401 team three (Magenta).
405 viewing angle when spawning
407 void() info_player_team3 =
409 self.team = COLOR_TEAM3; // purple
410 info_player_deathmatch();
414 /*QUAKED info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
415 CTF Starting point for a player in
420 viewing angle when spawning
422 void() info_player_team4 =
424 self.team = COLOR_TEAM4; // yellow
425 info_player_deathmatch();
431 /*QUAKED item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
432 CTF flag for team one (Red).
433 Multiple are allowed.
437 Angle the flag will point
440 model to use, note this needs red and blue as skins 0 and 1
441 (default models/ctf/flag.md3)
443 sound played when flag is picked up
444 (default ctf/take.wav)
446 sound played when flag is returned by a teammate
447 (default ctf/return.wav)
449 sound played when flag is captured
450 (default ctf/capture.wav)
452 sound played when flag is lost in the field and respawns itself
453 (default ctf/respawn.wav)
456 void() item_flag_team1 =
460 //if(!cvar("teamplay"))
461 // cvar_set("teamplay", "3");
463 self.classname = "item_flag_team1";
464 self.team = COLOR_TEAM1; // color 4 team (red)
465 self.items = IT_KEY2; // gold key (redish enough)
466 self.netname = "^1RED^7 flag";
467 self.target = "###item###";
469 if(self.spawnflags & 1)
472 self.model = "models/ctf/flag_red.md3";
474 self.noise = "ctf/take.wav";
476 self.noise1 = "ctf/return.wav";
478 self.noise2 = "ctf/capture.wav";
480 self.noise3 = "ctf/respawn.wav";
481 precache_model (self.model);
482 setmodel (self, self.model); // precision set below
483 precache_sound (self.noise);
484 precache_sound (self.noise1);
485 precache_sound (self.noise2);
486 precache_sound (self.noise3);
487 setsize(self, '-16 -16 -37', '16 16 37');
488 setorigin(self, self.origin + '0 0 37');
489 self.nextthink = time + 0.2; // start after doors etc
490 self.think = place_flag;
494 //if(!self.glow_size)
495 // self.glow_size = 50;
497 self.effects = self.effects | EF_FULLBRIGHT | EF_LOWPRECISION;
501 WaypointSprite_SpawnFixed("redbase", self.origin + '0 0 37');
504 /*QUAKED item_flag_team2 (0 0.5 0.8) (-48 -48 -24) (48 48 64)
505 CTF flag for team two (Blue).
506 Multiple are allowed.
510 Angle the flag will point
515 void() item_flag_team2 =
519 //if(!cvar("teamplay"))
520 // cvar_set("teamplay", "3");
522 self.classname = "item_flag_team2";
523 self.team = COLOR_TEAM2; // color 13 team (blue)
524 self.items = IT_KEY1; // silver key (bluish enough)
525 self.netname = "^4BLUE^7 flag";
526 self.target = "###item###";
528 if(self.spawnflags & 1)
531 self.model = "models/ctf/flag_blue.md3";
533 self.noise = "ctf/take.wav";
535 self.noise1 = "ctf/return.wav";
537 self.noise2 = "ctf/capture.wav";
539 self.noise3 = "ctf/respawn.wav";
540 precache_model (self.model);
541 setmodel (self, self.model); // precision set below
542 precache_sound (self.noise);
543 precache_sound (self.noise1);
544 precache_sound (self.noise2);
545 precache_sound (self.noise3);
546 setsize(self, '-16 -16 -37', '16 16 37');
547 setorigin(self, self.origin + '0 0 37');
548 self.nextthink = time + 0.2; // start after doors etc
549 self.think = place_flag;
553 //if(!self.glow_size)
554 // self.glow_size = 50;
556 self.effects = self.effects | EF_FULLBRIGHT | EF_LOWPRECISION;
560 WaypointSprite_SpawnFixed("bluebase", self.origin + '0 0 37');
564 /*QUAKED ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
565 Team declaration for CTF gameplay, this allows you to decide what team
566 names and control point models are used in your map.
568 Note: If you use ctf_team entities you must define at least 2! However, unlike
569 domination, you don't need to make a blank one too.
573 Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)
575 Scoreboard color of the team (for example 4 is red and 13 is blue)
581 self.classname = "ctf_team";
582 self.team = self.cnt + 1;
585 // code from here on is just to support maps that don't have control point and team entities
586 void ctf_spawnteam (string teamname, float teamcolor)
588 local entity oldself;
591 self.classname = "ctf_team";
592 self.netname = teamname;
593 self.cnt = teamcolor;
600 // spawn some default teams if the map is not set up for ctf
601 void() ctf_spawnteams =
605 numteams = 2;//cvar("g_ctf_default_teams");
607 ctf_spawnteam("Red", COLOR_TEAM1 - 1);
608 ctf_spawnteam("Blue", COLOR_TEAM2 - 1);
611 void() ctf_delayedinit =
613 self.think = SUB_Remove;
614 self.nextthink = time;
615 // if no teams are found, spawn defaults
616 if (find(world, classname, "ctf_team") == world)
624 e.think = ctf_delayedinit;
625 e.nextthink = time + 0.1;
626 flagcaptimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
629 void(entity flag) ctf_setstatus2 =
633 if (flag.team == COLOR_TEAM1) shift = IT_RED_FLAG_TAKEN;
634 else if (flag.team == COLOR_TEAM2) shift = IT_BLUE_FLAG_TAKEN;
638 if (flag.cnt == FLAG_CARRY)
639 if (flag.owner == self) status = 3;
641 else if (flag.cnt == FLAG_DROPPED) status = 2;
644 self.items = self.items | (shift * status);
648 void() ctf_setstatus =
650 self.items = self.items - (self.items & IT_RED_FLAG_TAKEN);
651 self.items = self.items - (self.items & IT_RED_FLAG_LOST);
652 self.items = self.items - (self.items & IT_BLUE_FLAG_TAKEN);
653 self.items = self.items - (self.items & IT_BLUE_FLAG_LOST);
657 flag = find(world, classname, "item_flag_team1");
658 ctf_setstatus2(flag);
659 flag = find(world, classname, "item_flag_team2");
660 ctf_setstatus2(flag);