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reset the flag's angles when carried
[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                 self.angles = '0 0 0';
251                 bprint(other.netname, "^7 got the ", self.netname, "\n");
252                 UpdateFrags(other, cvar("g_ctf_flagscore_pickup"));
253                 LogCTF("steal", self.team, other);
254                 sound (self, CHAN_AUTO, self.noise, 1, ATTN_NONE);
255
256                 FOR_EACH_PLAYER(player)
257                         if(player.team == self.team)
258                                 centerprint(player, "The enemy got your flag! Retrieve it!");
259
260                 self.movetype = MOVETYPE_NONE;
261                 setorigin(self, FLAG_CARRY_POS);
262                 setattachment(self, other, "");
263                 WaypointSprite_AttachCarrier("flagcarrier", other);
264
265                 return;
266         }
267
268         if (self.cnt == FLAG_DROPPED)
269         {
270                 self.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
271                 if (other.team == self.team || (other.team != 5 && other.team != 14))
272                 {
273                         // return flag
274                         bprint(other.netname, "^7 returned the ", self.netname, "\n");
275                         if (other.team == 5 || other.team == 14)
276                                 UpdateFrags(other, cvar("g_ctf_flagscore_return"));
277                         else
278                                 UpdateFrags(other, cvar("g_ctf_flagscore_return_rogue"));
279                         LogCTF("return", self.team, other);
280                         sound (self, CHAN_AUTO, self.noise1, 1, ATTN_NONE);
281                         ReturnFlag(self);
282                 }
283                 else if (!other.flagcarried)
284                 {
285                         // pick up
286                         self.solid = SOLID_NOT;
287                         setorigin(self, self.origin); // relink
288                         self.owner = other;
289                         other.flagcarried = self;
290                         self.cnt = FLAG_CARRY;
291                         bprint(other.netname, "^7 picked up the ", self.netname, "\n");
292                         UpdateFrags(other, cvar("g_ctf_flagscore_pickup"));
293                         LogCTF("pickup", self.team, other);
294                         sound (self, CHAN_AUTO, self.noise, 1, ATTN_NONE);
295
296                         FOR_EACH_PLAYER(player)
297                                 if(player.team == self.team)
298                                         centerprint(player, "The enemy got your flag! Retrieve it!");
299
300                         self.movetype = MOVETYPE_NONE;  // flag must have MOVETYPE_NONE here, otherwise it will drop through the floor...
301                         setorigin(self, FLAG_CARRY_POS);
302                         setattachment(self, other, "");
303                         WaypointSprite_AttachCarrier("flagcarrier", other);
304                 }
305         }
306 };
307
308 /*QUAKED info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
309 CTF Starting point for a player
310 in team one (Red).
311
312 Keys:
313 "angle"
314  viewing angle when spawning
315 */
316 void() info_player_team1 =
317 {
318         self.classname = "info_player_deathmatch";
319         self.team = 5; // red
320         relocate_spawnpoint();
321 };
322 //self.team = 4;self.classname = "info_player_start";info_player_start();};
323
324 /*QUAKED info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
325 CTF Starting point for a player in
326 team two (Blue).
327
328 Keys:
329 "angle"
330  viewing angle when spawning
331 */
332 void() info_player_team2 =
333 {
334         self.classname = "info_player_deathmatch";
335         self.team = 14; // blue
336         relocate_spawnpoint();
337 };
338 //self.team = 13;self.classname = "info_player_start";info_player_start();};
339
340 /*QUAKED info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
341 CTF Starting point for a player in
342 team three (Magenta).
343
344 Keys:
345 "angle"
346  viewing angle when spawning
347 */
348 void() info_player_team3 =
349 {
350         self.classname = "info_player_deathmatch";
351         self.team = 10; // purple
352         relocate_spawnpoint();
353 };
354
355
356 /*QUAKED info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
357 CTF Starting point for a player in
358 team four (Yellow).
359
360 Keys:
361 "angle"
362  viewing angle when spawning
363 */
364 void() info_player_team4 =
365 {
366         self.classname = "info_player_deathmatch";
367         self.team = 13; // yellow
368         relocate_spawnpoint();
369 };
370
371
372
373
374 /*QUAKED item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
375 CTF flag for team one (Red).
376 Multiple are allowed.
377
378 Keys:
379 "angle"
380  Angle the flag will point
381 (minus 90 degrees)
382 "model"
383  model to use, note this needs red and blue as skins 0 and 1
384  (default models/ctf/flag.md3)
385 "noise"
386  sound played when flag is picked up
387  (default ctf/take.wav)
388 "noise1"
389  sound played when flag is returned by a teammate
390  (default ctf/return.wav)
391 "noise2"
392  sound played when flag is captured
393  (default ctf/capture.wav)
394 "noise3"
395  sound played when flag is lost in the field and respawns itself
396  (default ctf/respawn.wav)
397 */
398
399 void() item_flag_team1 =
400 {
401         if (!cvar("g_ctf"))
402                 return;
403         //if(!cvar("teamplay"))
404         //      cvar_set("teamplay", "3");
405
406         self.classname = "item_flag_team1";
407         self.team = 5; // color 4 team (red)
408         self.items = IT_KEY2; // gold key (redish enough)
409         self.netname = "^1RED^7 flag";
410         self.target = "###item###";
411         self.skin = 0;
412         if (!self.model)
413                 self.model = "models/ctf/flag_red.md3";
414         if (!self.noise)
415                 self.noise = "ctf/take.wav";
416         if (!self.noise1)
417                 self.noise1 = "ctf/return.wav";
418         if (!self.noise2)
419                 self.noise2 = "ctf/capture.wav";
420         if (!self.noise3)
421                 self.noise3 = "ctf/respawn.wav";
422         precache_model (self.model);
423         setmodel (self, self.model); // precision set below
424         precache_sound (self.noise);
425         precache_sound (self.noise1);
426         precache_sound (self.noise2);
427         precache_sound (self.noise3);
428         setsize(self, '-16 -16 -37', '16 16 37');
429         setorigin(self, self.origin + '0 0 37');
430         self.nextthink = time + 0.2; // start after doors etc
431         self.think = place_flag;
432
433         if(!self.scale)
434                 self.scale = 0.6;
435         //if(!self.glow_size)
436         //      self.glow_size = 50;
437
438         self.effects = self.effects | EF_FULLBRIGHT | EF_LOWPRECISION;
439         droptofloor();
440
441         WaypointSprite_SpawnFixed("redbase", self.origin + '0 0 37');
442 };
443
444 /*QUAKED item_flag_team2 (0 0.5 0.8) (-48 -48 -24) (48 48 64)
445 CTF flag for team two (Blue).
446 Multiple are allowed.
447
448 Keys:
449 "angle"
450  Angle the flag will point
451 (minus 90 degrees)
452
453 */
454
455 void() item_flag_team2 =
456 {
457         if (!cvar("g_ctf"))
458                 return;
459         //if(!cvar("teamplay"))
460         //      cvar_set("teamplay", "3");
461
462         self.classname = "item_flag_team2";
463         self.team = 14; // color 13 team (blue)
464         self.items = IT_KEY1; // silver key (bluish enough)
465         self.netname = "^4BLUE^7 flag";
466         self.target = "###item###";
467         self.skin = 0;
468         if (!self.model)
469                 self.model = "models/ctf/flag_blue.md3";
470         if (!self.noise)
471                 self.noise = "ctf/take.wav";
472         if (!self.noise1)
473                 self.noise1 = "ctf/return.wav";
474         if (!self.noise2)
475                 self.noise2 = "ctf/capture.wav";
476         if (!self.noise3)
477                 self.noise3 = "ctf/respawn.wav";
478         precache_model (self.model);
479         setmodel (self, self.model); // precision set below
480         precache_sound (self.noise);
481         precache_sound (self.noise1);
482         precache_sound (self.noise2);
483         precache_sound (self.noise3);
484         setsize(self, '-16 -16 -37', '16 16 37');
485         setorigin(self, self.origin + '0 0 37');
486         self.nextthink = time + 0.2; // start after doors etc
487         self.think = place_flag;
488
489         if(!self.scale)
490                 self.scale = 0.6;
491         //if(!self.glow_size)
492         //      self.glow_size = 50;
493
494         self.effects = self.effects | EF_FULLBRIGHT | EF_LOWPRECISION;
495         droptofloor();
496
497         WaypointSprite_SpawnFixed("bluebase", self.origin + '0 0 37');
498 };
499
500
501 // spawnfunctions for q3 flags
502 void team_CTF_redflag()
503 {
504         item_flag_team1();
505 }
506
507 void team_CTF_blueflag()
508 {
509         item_flag_team2();
510 }
511
512
513 /*QUAKED ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
514 Team declaration for CTF gameplay, this allows you to decide what team
515 names and control point models are used in your map.
516
517 Note: If you use ctf_team entities you must define at least 2!  However, unlike
518 domination, you don't need to make a blank one too.
519
520 Keys:
521 "netname"
522  Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)
523 "cnt"
524  Scoreboard color of the team (for example 4 is red and 13 is blue)
525
526 */
527
528 void() ctf_team =
529 {
530         self.classname = "ctf_team";
531         self.team = self.cnt + 1;
532 };
533
534 // code from here on is just to support maps that don't have control point and team entities
535 void ctf_spawnteam (string teamname, float teamcolor)
536 {
537         local entity oldself;
538         oldself = self;
539         self = spawn();
540         self.classname = "ctf_team";
541         self.netname = teamname;
542         self.cnt = teamcolor;
543
544         ctf_team();
545
546         self = oldself;
547 };
548
549 // spawn some default teams if the map is not set up for ctf
550 void() ctf_spawnteams =
551 {
552         float numteams;
553
554         numteams = 2;//cvar("g_ctf_default_teams");
555
556         ctf_spawnteam("Red", 4);
557         ctf_spawnteam("Blue", 13);
558 };
559
560 void() ctf_delayedinit =
561 {
562         self.think = SUB_Remove;
563         self.nextthink = time;
564         // if no teams are found, spawn defaults
565         if (find(world, classname, "ctf_team") == world)
566                 ctf_spawnteams();
567 };
568
569 void() ctf_init =
570 {
571         local entity e;
572         e = spawn();
573         e.think = ctf_delayedinit;
574         e.nextthink = time + 0.1;
575 };
576
577 void(entity flag) ctf_setstatus2 =
578 {
579         if (flag) {
580                 local float shift;
581                 if (flag.team == 5) shift = IT_RED_FLAG_TAKEN;
582                 else if (flag.team == 14) shift = IT_BLUE_FLAG_TAKEN;
583                 else shift = 0;
584
585                 local float status;
586                 if (flag.cnt == FLAG_CARRY)
587                         if (flag.owner == self) status = 3;
588                         else status = 1;
589                 else if (flag.cnt == FLAG_DROPPED) status = 2;
590                 else status = 0;
591
592                 self.items = self.items | (shift * status);
593         }
594 };
595
596 void() ctf_setstatus =
597 {
598         self.items = self.items - (self.items & IT_RED_FLAG_TAKEN);
599         self.items = self.items - (self.items & IT_RED_FLAG_LOST);
600         self.items = self.items - (self.items & IT_BLUE_FLAG_TAKEN);
601         self.items = self.items - (self.items & IT_BLUE_FLAG_LOST);
602
603         if (cvar("g_ctf")) {
604                 local entity flag;
605                 flag = find(world, classname, "item_flag_team1");
606                 ctf_setstatus2(flag);
607                 flag = find(world, classname, "item_flag_team2");
608                 ctf_setstatus2(flag);
609         }
610 };