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