]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Ground work for re-write of CTF game mode... god this is going to be a fun project...
authorSamual <samual@xonotic.org>
Sun, 27 Mar 2011 08:00:54 +0000 (04:00 -0400)
committerSamual <samual@xonotic.org>
Sun, 27 Mar 2011 08:00:54 +0000 (04:00 -0400)
qcsrc/common/items.qh
qcsrc/server/cl_client.qc
qcsrc/server/mutators/gamemode_ctf.qc [new file with mode: 0644]
qcsrc/server/mutators/gamemode_ctf.qh [new file with mode: 0644]
qcsrc/server/mutators/mutators.qh
qcsrc/server/nexball.qc
qcsrc/server/progs.src
qcsrc/server/teamplay.qc

index c98ff786b9cb9c12ceaa380907930d2f0334d7bd..59f5e47409bee1a5d374b2d6893b27c1bf12c2f6 100644 (file)
@@ -36,10 +36,10 @@ float       IT_HEALTH                               = 32768;
        // for players:
        float   IT_RED_FLAG_TAKEN               = 32768;
        float   IT_RED_FLAG_LOST                = 65536;
-       float   IT_RED_FLAG_CARRING             = 98304;
+       float   IT_RED_FLAG_CARRYING            = 98304;
        float   IT_BLUE_FLAG_TAKEN              = 131072;
        float   IT_BLUE_FLAG_LOST               = 262144;
-       float   IT_BLUE_FLAG_CARRING    = 393216;
+       float   IT_BLUE_FLAG_CARRYING   = 393216;
 // end
 float  IT_5HP                                  = 524288;
 float  IT_25HP                                 = 1048576;
index 1b10b6e254869f29b1482635c27f36fdaf963f9e..06d159251095552b96bee0a38cb7bc095b6461b5 100644 (file)
@@ -2604,7 +2604,7 @@ PlayerPreThink
 Called every frame for each client before the physics are run
 =============
 */
-void() ctf_setstatus;
+//void() ctf_setstatus;
 void() nexball_setstatus;
 .float items_added;
 void PlayerPreThink (void)
@@ -2893,8 +2893,8 @@ void PlayerPreThink (void)
                if (g_minstagib)
                        minstagib_ammocheck();
 
-               if(g_ctf)
-                       ctf_setstatus();
+               //if(g_ctf)
+               //      ctf_setstatus();
 
                if(g_nexball)
                        nexball_setstatus();
diff --git a/qcsrc/server/mutators/gamemode_ctf.qc b/qcsrc/server/mutators/gamemode_ctf.qc
new file mode 100644 (file)
index 0000000..a8edaa1
--- /dev/null
@@ -0,0 +1,955 @@
+// ================================================================
+//  Official capture the flag game mode coding, reworked by Samual
+//  Last updated: March 25th, 2011
+// ================================================================
+
+// Flag constants 
+#define FLAG_MIN (PL_MIN + '0 0 -13')
+#define FLAG_MAX (PL_MAX + '0 0 -13')
+#define FLAG_CARRY_POS '-15 0 7'
+
+// Flag waypointsprite
+.entity basewaypoint; 
+.entity sprite; 
+
+// CTF flags in the map
+entity ctf_worldflaglist;
+.entity ctf_worldflagnext;
+
+// Don't allow spam of dropping the flag. 
+.float ctf_dropperid;
+.float ctf_droptime;
+
+// Delay between when the person can pick up a flag // replace with .wait? 
+.float next_take_time;
+
+// Record time for capturing the flag
+float flagcaptimerecord;
+.float flagpickuptime;
+
+// CaptureShield: If the player is too bad to be allowed to capture, shield them from taking the flag.
+.float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture
+float captureshield_min_negscore; // punish at -20 points
+float captureshield_max_ratio; // punish at most 30% of each team
+float captureshield_force; // push force of the shield
+
+// ===================
+// Main Flag Functions 
+// ===================
+
+float ctf_CaptureShield_CheckStatus(entity p) // check to see 
+{
+       float s, se;
+       entity e;
+       float players_worseeq, players_total;
+
+       if(captureshield_max_ratio <= 0)
+               return FALSE;
+
+       s = PlayerScore_Add(p, SP_SCORE, 0);
+       if(s >= -captureshield_min_negscore)
+               return FALSE;
+
+       players_total = players_worseeq = 0;
+       FOR_EACH_PLAYER(e)
+       {
+               if(e.team != p.team)
+                       continue;
+               se = PlayerScore_Add(e, SP_SCORE, 0);
+               if(se <= s)
+                       ++players_worseeq;
+               ++players_total;
+       }
+
+       // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
+       // use this rule here
+       
+       if(players_worseeq >= players_total * captureshield_max_ratio)
+               return FALSE;
+
+       return TRUE;
+}
+
+void ctf_CaptureShield_Update(entity p, float dir)
+{
+       float should;
+       if(dir == p.ctf_captureshielded) // 0: shield only, 1: unshield only
+       {
+               should = ctf_captureshield_shielded(p);
+               if(should != dir)
+               {
+                       if(should)
+                       {
+                               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.");
+                               // TODO csqc notifier for this
+                       }
+                       else
+                       {
+                               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.");
+                               // TODO csqc notifier for this
+                       }
+                       p.ctf_captureshielded = should;
+               }
+       }
+}
+
+float ctf_CaptureShield_customize()
+{
+       if not(other.ctf_captureshielded)
+               return FALSE;
+       if(self.team == other.team)
+               return FALSE;
+       return TRUE;
+}
+
+void ctf_CaptureShield_touch()
+{
+       if not(other.ctf_captureshielded)
+               return;
+       if(self.team == other.team)
+               return;
+       vector mymid;
+       vector othermid;
+       mymid = (self.absmin + self.absmax) * 0.5;
+       othermid = (other.absmin + other.absmax) * 0.5;
+       Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * captureshield_force);
+       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.");
+}
+
+void ctf_flag_spawnstuff()
+{
+       entity e;
+       e = spawn();
+       e.enemy = self;
+       e.team = self.team;
+       e.touch = ctf_captureshield_touch;
+       e.customizeentityforclient = ctf_captureshield_customize;
+       e.classname = "ctf_captureshield";
+       e.effects = EF_ADDITIVE;
+       e.movetype = MOVETYPE_NOCLIP;
+       e.solid = SOLID_TRIGGER;
+       e.avelocity = '7 0 11';
+       setorigin(e, self.origin);
+       setmodel(e, "models/ctf/shield.md3");
+       e.scale = 0.5;
+       setsize(e, e.scale * e.mins, e.scale * e.maxs);
+
+       waypoint_spawnforitem_force(self, self.origin);
+       self.nearestwaypointtimeout = 0; // activate waypointing again
+       self.basewaypoint = self.nearestwaypoint;
+
+       if(self.team == COLOR_TEAM1)
+       {
+               WaypointSprite_SpawnFixed("redbase", self.origin + '0 0 61', self, sprite);
+               WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_FLAG, colormapPaletteColor(COLOR_TEAM1 - 1, FALSE));
+       }
+       else
+       {
+               WaypointSprite_SpawnFixed("bluebase", self.origin + '0 0 61', self, sprite);
+               WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_FLAG, colormapPaletteColor(COLOR_TEAM2 - 1, FALSE));
+       }
+}
+
+// ==================
+// Misc CTF functions
+// ==================
+
+float ctf_ReadScore(string parameter)
+{
+       if(g_ctf_win_mode != 2)
+               return cvar(strcat("g_ctf_personal", parameter));
+       else
+               return cvar(strcat("g_ctf_flag", parameter));
+}
+
+void ctf_FakeTimeLimit(entity e, float t)
+{
+       msg_entity = e;
+       WriteByte(MSG_ONE, 3); // svc_updatestat
+       WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
+       if(t < 0)
+               WriteCoord(MSG_ONE, autocvar_timelimit);
+       else
+               WriteCoord(MSG_ONE, (t + 1) / 60);
+}
+
+void ctf_EventLog(string mode, float flagteam, entity actor)
+{
+       string s;
+       if(!autocvar_sv_eventlog)
+               return;
+       s = strcat(":ctf:", mode);
+       s = strcat(s, ":", ftos(flagteam));
+       if(actor != world)
+               s = strcat(s, ":", ftos(actor.playerid));
+       GameLogEcho(s);
+}
+
+void ctf_CaptureShockwave(vector org)
+{
+       shockwave_spawn("models/ctf/shockwavetransring.md3", org - '0 0 15', -0.8, 0, 1);
+}
+
+void ctf_SetStatus_ForType(entity flag, float type)
+{
+       if(flag.cnt ==  FLAG_CARRY)
+       {
+               if(flag.owner == self)
+                       self.items |= type * 3; // carrying: self is currently carrying the flag
+               else 
+                       self.items |= type * 1; // taken: someone on self's team is carrying the flag
+       }
+       else if(flag.cnt == FLAG_DROPPED) 
+               self.items |= type * 2; // lost: the flag is dropped somewhere on the map
+}
+
+void ctf_SetStatus()
+{
+       // declarations 
+       float redflags, blueflags;
+       local entity flag;
+       
+       // initially clear items so they can be set as necessary later.
+       self.items &~= (IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
+
+       // item for stopping players from capturing the flag too often
+       if(self.ctf_captureshielded)
+               self.items |= IT_CTF_SHIELDED;
+
+       // figure out what flags we already own
+       for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
+       {
+               if(flag.items & IT_KEY2) // blue
+                       ++redflags;
+               else if(flag.items & IT_KEY1) // red
+                       ++blueflags;
+       }
+
+       // blinking magic: if there is more than one flag, show one of these in a clever way // wtf?
+       if(redflags)
+               redflags = mod(floor(time * redflags * 0.75), redflags);
+               
+       if(blueflags)
+               blueflags = mod(floor(time * blueflags * 0.75), blueflags);
+
+       for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext) if(flag.cnt != FLAG_BASE)
+       {
+               if(flag.items & IT_KEY2) // blue
+               {
+                       if(--redflags == -1) // happens exactly once (redflags is in 0..count-1, and will --'ed count times) // WHAT THE FUCK DOES THIS MEAN? whoever wrote this is shitty at explaining things.
+                               ctf_SetStatus_ForType(flag, IT_RED_FLAG_TAKEN);
+               }
+               else if(flag.items & IT_KEY1) // red
+               {
+                       if(--blueflags == -1) // happens exactly once
+                               ctf_SetStatus_ForType(flag, IT_BLUE_FLAG_TAKEN);
+               }
+       }
+}
+
+void ctf_Reset()
+{
+       DropFlag(self, world, world);
+       
+       if(self.waypointsprite_attachedforcarrier)
+               WaypointSprite_DetachCarrier(self);
+
+       ReturnFlag(self);
+}
+
+// ===================
+// Main Flag Functions
+// ===================
+
+void ctf_SetupFlag(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc 
+{
+       // declarations
+       teamnumber = fabs(teamnumber - bound(0, g_ctf_reverse, 1));
+       string flag_team_by_name;
+       
+       // main setup
+       flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist // todo: find out if this can be simplified
+       ctf_worldflaglist = flag;
+       
+       flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
+       flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue)
+       flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
+       flag.classname = "item_flag_team";
+       flag.target = "###item###"; // wut?
+       flag.noalign = (flag.spawnflags & 1);
+       
+       flag.nextthink = time + 0.2; // start after doors etc // Samual: 0.2 though? Why? 
+       flag.think = ctf_PlaceFlag; // todo: needs renaming
+       flag.reset = ctf_Reset;
+
+       // appearence
+       if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
+       setmodel (flag, flag.model); // precision set below
+       setsize(flag, FLAG_MIN, FLAG_MAX);
+       setorigin(flag, flag.origin + '0 0 37');
+       if(!flag.scale) { flag.scale = 0.6; }
+       
+       flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin);
+       
+       if(autocvar_g_ctf_flag_glowtrails)
+       {
+               flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
+               flag.glow_size = 25;
+               flag.glow_trail = 1;
+       }
+       
+       flag.effects |= EF_LOWPRECISION;
+       if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
+       if(autocvar_g_ctf_dynamiclights)   { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
+       
+       // sound 
+       if(!flag.noise)  { flag.noise  = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
+       if(!flag.noise1) { flag.noise1 = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
+       if(!flag.noise2) { flag.noise2 = ((teamnumber) ? "ctf/red_capture.wav" : "ctf/blue_capture.wav"); } // blue team scores by capturing the red flag
+       if(!flag.noise3) { flag.noise3 = "ctf/flag_respawn.wav"; } 
+       if(!flag.noise4) { flag.noise4 = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
+       
+       // precache
+       precache_sound(flag.noise);
+       precache_sound(flag.noise1);
+       precache_sound(flag.noise2);
+       precache_sound(flag.noise3);
+       precache_sound(flag.noise4);
+       precache_model(flag.model);
+       precache_model("models/ctf/shield.md3");
+       precache_model("models/ctf/shockwavetransring.md3");
+}
+
+void ctf_PlaceFlag()
+{
+       if(self.classname != "item_flag_team")
+       {
+               backtrace("PlaceFlag a non-flag");
+               return;
+       }
+
+       setattachment(self, world, "");
+       self.mdl = self.model;
+       self.flags = FL_ITEM;
+       self.solid = SOLID_TRIGGER;
+       self.movetype = MOVETYPE_NONE;
+       self.velocity = '0 0 0';
+       self.origin_z = self.origin_z + 6;
+       self.think = FlagThink;
+       self.touch = FlagTouch;
+       self.nextthink = time + 0.1;
+       self.cnt = FLAG_BASE;
+       self.mangle = self.angles;
+       self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
+       //self.effects = self.effects | EF_DIMLIGHT;
+       if(self.noalign)
+       {
+               self.dropped_origin = self.origin;
+       }
+       else
+       {
+               droptofloor();
+               self.movetype = MOVETYPE_TOSS;
+       }
+
+       InitializeEntity(self, ctf_flag_spawnstuff, INITPRIO_SETLOCATION);
+}
+
+void ctf_RegenFlag(entity e)
+{
+       if(e.classname != "item_flag_team")
+       {
+               backtrace("RegenFlag a non-flag");
+               return;
+       }
+
+       if(e.waypointsprite_attachedforcarrier)
+               WaypointSprite_DetachCarrier(e);
+
+       setattachment(e, world, "");
+       e.damageforcescale = 0;
+       e.takedamage = DAMAGE_NO;
+       e.movetype = MOVETYPE_NONE;
+       if(!e.noalign)
+               e.movetype = MOVETYPE_TOSS;
+       e.velocity = '0 0 0';
+       e.solid = SOLID_TRIGGER;
+       // TODO: play a sound here
+       setorigin(e, e.dropped_origin);
+       e.angles = e.mangle;
+       e.cnt = FLAG_BASE;
+       e.owner = world;
+       e.flags = FL_ITEM; // clear FL_ONGROUND and any other junk // there shouldn't be any "junk" set on this... look into it and make sure it's kept clean. 
+}
+
+void ctf_ReturnFlag(entity e)
+{
+       if(e.classname != "item_flag_team")
+       {
+               backtrace("ReturnFlag a non-flag");
+               return;
+       }
+
+       if(e.owner)
+       if(e.owner.flagcarried == e)
+       {
+               WaypointSprite_DetachCarrier(e.owner);
+               e.owner.flagcarried = world;
+
+               if(e.speedrunning)
+                       FakeTimeLimit(e.owner, -1);
+       }
+       e.owner = world;
+       RegenFlag(e);
+}
+
+void ctf_DropFlag(entity flag, entity penalty_receiver, entity attacker)
+{
+       local entity carrier = flag.owner;
+       
+       // Called on an entity that is not a flag?
+       if(flag.classname != "item_flag_team") { 
+               backtrace("DropFlag a non-flag");
+               return; }
+               
+       // Reset the flag when speedrunning is enabled.
+       if(flag.speedrunning) {
+               ReturnFlag(flag);
+               return; }
+               
+       // HOW OFTEN DO THESE EVEN HAPPEN? IS THIS NEEDED? todo: remove if not needed.
+       if(!flag.owner) {
+               dprint("FLAG: drop - no owner?!?!\n");
+               return; }
+       if(carrier.flagcarried != flag) {
+               dprint("FLAG: drop - owner is not carrying this flag??\n");
+               return; }
+       
+       //bprint(p.netname, "^7 lost the ", e.netname, "\n");
+       Send_KillNotification (carrier.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
+
+       if(penalty_receiver)
+               UpdateFrags(penalty_receiver, -ctf_score_value("penalty_suicidedrop"));
+       else
+               UpdateFrags(carrier, -ctf_score_value("penalty_drop"));
+
+       PlayerScore_Add(carrier, SP_CTF_DROPS, +1);
+       ctf_captureshield_update(carrier, 0); // shield only
+       flag.playerid = attacker.playerid;
+       flag.ctf_droptime = time;
+       WaypointSprite_Spawn("flagdropped", 0, 0, flag, '0 0 1' * 61, world, COLOR_TEAM1 + COLOR_TEAM2 - flag.team, flag, waypointsprite_attachedforcarrier, FALSE);
+       
+       if(carrier.waypointsprite_attachedforcarrier)
+       {
+               WaypointSprite_Ping(carrier.waypointsprite_attachedforcarrier);
+               WaypointSprite_DetachCarrier(carrier);
+       }
+       else
+       {
+               bprint("\{1}^1Flag carrier had no flag sprite?!?\n");
+               backtrace("Flag carrier had no flag sprite?!?");
+       }
+       
+       ctf_EventLog("dropped", carrier.team, carrier);
+       sound (self, CHAN_TRIGGER, self.noise4, VOL_BASE, ATTN_NONE);
+
+       setattachment(flag, world, "");
+       flag.damageforcescale = autocvar_g_balance_ctf_damageforcescale;
+       flag.takedamage = DAMAGE_YES;
+
+       if(carrier.flagcarried == flag)
+               carrier.flagcarried = world;
+       flag.owner = world;
+
+       flag.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
+       flag.solid = SOLID_TRIGGER;
+       flag.movetype = MOVETYPE_TOSS;
+       // setsize(e, '-16 -16 0', '16 16 74');
+       setorigin(flag, p.origin - '0 0 24' + '0 0 37');
+       flag.cnt = FLAG_DROPPED;
+       flag.velocity = '0 0 300';
+       flag.pain_finished = time + autocvar_g_ctf_flag_returntime;//30;
+
+       trace_startsolid = FALSE;
+       tracebox(flag.origin, flag.mins, flag.maxs, flag.origin, TRUE, flag);
+       if(trace_startsolid)
+               dprint("FLAG FALLTHROUGH will happen SOON\n");
+}
+
+void ctf_FlagThink()
+{
+       local entity e;
+
+       self.nextthink = time + 0.1;
+
+       // sorry, we have to reset the flag size if it got squished by something
+       if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX)
+       {
+               // if we can grow back, grow back
+               tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
+               if(!trace_startsolid)
+                       setsize(self, FLAG_MIN, FLAG_MAX);
+       }
+
+       if(self == ctf_worldflaglist) // only for the first flag
+       {
+               FOR_EACH_CLIENT(e)
+                       ctf_captureshield_update(e, 1); // release shield only
+       }
+
+       if(self.speedrunning)
+       if(self.cnt == FLAG_CARRY)
+       {
+               if(self.owner)
+               if(flagcaptimerecord)
+               if(time >= self.flagpickuptime + flagcaptimerecord)
+               {
+                       bprint("The ", self.netname, " became impatient after ", ftos_decimals(flagcaptimerecord, 2), " seconds and returned itself\n");
+
+                       sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
+                       self.owner.impulse = 141; // returning!
+
+                       e = self;
+                       self = self.owner;
+                       ReturnFlag(e);
+                       ImpulseCommands();
+                       self = e;
+                       return;
+               }
+       }
+
+       if(self.cnt == FLAG_BASE)
+               return;
+
+       if(self.cnt == FLAG_DROPPED)
+       {
+               // flag fallthrough? FIXME remove this if bug is really fixed now
+               if(self.origin_z < -131072)
+               {
+                       dprint("FLAG FALLTHROUGH just happened\n");
+                       self.pain_finished = 0;
+               }
+               setattachment(self, world, "");
+               if(time > self.pain_finished)
+               {
+                       bprint("The ", self.netname, " has returned to base\n");
+                       sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
+                       LogCTF("returned", self.team, world);
+                       ReturnFlag(self);
+               }
+               return;
+       }
+
+       e = self.owner;
+       if(e.classname != "player" || (e.deadflag) || (e.flagcarried != self))
+       {
+               dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
+               DropFlag(self, world, world);
+               return;
+       }
+
+       if(autocvar_g_ctf_allow_drop)
+       if(e.BUTTON_USE)
+               DropFlag(self, e, world);
+}
+
+void FlagTouch()
+{
+       if(gameover) return;
+
+       local float t;
+       local entity player;
+       local string s, s0, h0, h1;
+       if(other.classname != "player")
+               return;
+       if(other.health < 1) // ignore dead players
+               return;
+
+       if(self.cnt == FLAG_CARRY)
+               return;
+
+       if(self.cnt == FLAG_BASE)
+       if(other.team == self.team)
+       if(other.flagcarried) // he's got a flag
+       if(other.flagcarried.team != self.team) // capture
+       {
+               if(other.flagcarried == world)
+               {
+                       return;
+               }
+               if(autocvar_g_ctf_captimerecord_always || player_count - currentbots <= 1) // at most one human
+               {
+                       t = time - other.flagcarried.flagpickuptime;
+                       s = ftos_decimals(t, 2);
+                       s0 = ftos_decimals(flagcaptimerecord, 2);
+                       h0 = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
+                       h1 = other.netname;
+                       if(h0 == h1)
+                               h0 = "their";
+                       else
+                               h0 = strcat(h0, "^7's"); // h0: display text for previous netname
+                       if(flagcaptimerecord == 0)
+                       {
+                               s = strcat(" in ", s, " seconds");
+                               flagcaptimerecord = t;
+                               db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
+                               db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), h1);
+                               write_recordmarker(other, time - t, t);
+                       }
+                       else if(t < flagcaptimerecord)
+                       {
+                               s = strcat(" in ", s, " seconds, breaking ", h0, " previous record of ", s0, " seconds");
+                               flagcaptimerecord = t;
+                               db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(t));
+                               db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), h1);
+                               write_recordmarker(other, time - t, t);
+                       }
+                       else
+                       {
+                               s = strcat(" in ", s, " seconds, failing to break ", h0, " record of ", s0, " seconds");
+                       }
+               }
+               else
+                       s = "";
+
+               Send_KillNotification (other.netname, other.flagcarried.netname, s, INFO_CAPTUREFLAG, MSG_INFO);
+
+               PlayerTeamScore_Add(other, SP_CTF_CAPS, ST_CTF_CAPS, 1);
+               LogCTF("capture", other.flagcarried.team, other);
+               // give credit to the individual player
+               UpdateFrags(other, ctf_score_value("score_capture"));
+
+               if(autocvar_g_ctf_flag_capture_effects) {
+                       if(other.team == COLOR_TEAM1) { // red team scores effect
+                               pointparticles(particleeffectnum("red_ground_quake"), self.origin, '0 0 0', 1);
+                               flag_cap_ring_spawn(self.origin);
+                       }
+                       if(other.team == COLOR_TEAM2) { // blue team scores effect
+                               pointparticles(particleeffectnum("blue_ground_quake"), self.origin, '0 0 0', 1);
+                               flag_cap_ring_spawn(self.origin);
+                       }
+               }
+
+               sound (other, CHAN_AUTO, self.noise2, VOL_BASE, ATTN_NONE);
+               WaypointSprite_DetachCarrier(other);
+               if(self.speedrunning)
+                       FakeTimeLimit(other, -1);
+               RegenFlag (other.flagcarried);
+               other.flagcarried = world;
+               other.next_take_time = time + 1;
+       }
+       
+       if(self.cnt == FLAG_BASE)
+       if(other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2) // only red and blue team can steal flags
+       if(other.team != self.team)
+       if(!other.flagcarried)
+       if(!other.ctf_captureshielded)
+       {
+               if(other.next_take_time > time)
+                       return;
+                       
+               if(autocvar_g_ctf_flag_pickup_effects) // pickup effect
+                       pointparticles(particleeffectnum("smoke_ring"), 0.5 * (self.absmin + self.absmax), '0 0 0', 1);
+                       
+               // pick up
+               self.flagpickuptime = time; // used for timing runs
+               self.speedrunning = other.speedrunning; // if speedrunning, flag will self-return and teleport the owner back after the record
+               if(other.speedrunning)
+               if(flagcaptimerecord)
+                       FakeTimeLimit(other, time + flagcaptimerecord);
+               self.solid = SOLID_NOT;
+               setorigin(self, self.origin); // relink
+               self.owner = other;
+               other.flagcarried = self;
+               self.cnt = FLAG_CARRY;
+               self.angles = '0 0 0';
+               //bprint(other.netname, "^7 got the ", self.netname, "\n");
+               Send_KillNotification (other.netname, self.netname, "", INFO_GOTFLAG, MSG_INFO);
+               UpdateFrags(other, ctf_score_value("score_pickup_base"));
+               self.ctf_dropperid = other.playerid;
+               PlayerScore_Add(other, SP_CTF_PICKUPS, 1);
+               LogCTF("steal", self.team, other);
+               sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NONE);
+
+               FOR_EACH_PLAYER(player)
+                       if(player.team == self.team)
+                               centerprint(player, "The enemy got your flag! Retrieve it!");
+
+               self.movetype = MOVETYPE_NONE;
+               setorigin(self, FLAG_CARRY_POS);
+               setattachment(self, other, "");
+               WaypointSprite_AttachCarrier("flagcarrier", other);
+               WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 1 0');
+               WaypointSprite_Ping(self.sprite);
+
+               return;
+       }
+
+       if(self.cnt == FLAG_DROPPED)
+       {
+               self.flags = FL_ITEM; // clear FL_ONGROUND and any other junk
+               if(other.team == self.team || (other.team != COLOR_TEAM1 && other.team != COLOR_TEAM2))
+               {
+                       // return flag
+                       Send_KillNotification (other.netname, self.netname, "", INFO_RETURNFLAG, MSG_INFO);
+                       //bprint(other.netname, "^7 returned the ", self.netname, "\n");
+
+                       // punish the player who last had it
+                       FOR_EACH_PLAYER(player)
+                               if(player.playerid == self.ctf_dropperid)
+                               {
+                                       PlayerScore_Add(player, SP_SCORE, -ctf_score_value("penalty_returned"));
+                                       ctf_captureshield_update(player, 0); // shield only
+                               }
+
+                       // punish the team who was last carrying it
+                       if(self.team == COLOR_TEAM1)
+                               TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, -ctf_score_value("penalty_returned"));
+                       else
+                               TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, -ctf_score_value("penalty_returned"));
+
+                       // reward the player who returned it
+                       if(other.playerid == self.playerid) // is this the guy who killed the FC last?
+                       {
+                               if(other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
+                                       UpdateFrags(other, ctf_score_value("score_return_by_killer"));
+                               else
+                                       UpdateFrags(other, ctf_score_value("score_return_rogue_by_killer"));
+                       }
+                       else
+                       {
+                               if(other.team == COLOR_TEAM1 || other.team == COLOR_TEAM2)
+                                       UpdateFrags(other, ctf_score_value("score_return"));
+                               else
+                                       UpdateFrags(other, ctf_score_value("score_return_rogue"));
+                       }
+                       PlayerScore_Add(other, SP_CTF_RETURNS, 1);
+                       LogCTF("return", self.team, other);
+                       sound (other, CHAN_AUTO, self.noise1, VOL_BASE, ATTN_NONE);
+                       ReturnFlag(self);
+               }
+               else if(!other.flagcarried && (other.playerid != self.ctf_dropperid || time > self.ctf_droptime + autocvar_g_balance_ctf_delay_collect))
+               {
+                       if(self.waypointsprite_attachedforcarrier)
+                               WaypointSprite_DetachCarrier(self);
+
+                       if(autocvar_g_ctf_flag_pickup_effects) // field pickup effect
+                               pointparticles(particleeffectnum("smoke_ring"), 0.5 * (self.absmin + self.absmax), '0 0 0', 1);
+                       
+                       // pick up
+                       self.solid = SOLID_NOT;
+                       setorigin(self, self.origin); // relink
+                       self.owner = other;
+                       other.flagcarried = self;
+                       self.cnt = FLAG_CARRY;
+                       Send_KillNotification (other.netname, self.netname, "", INFO_PICKUPFLAG, MSG_INFO);
+                       //bprint(other.netname, "^7 picked up the ", self.netname, "\n");
+
+                       float f;
+                       f = bound(0, (self.pain_finished - time) / autocvar_g_ctf_flag_returntime, 1);
+                       //print("factor is ", ftos(f), "\n");
+                       f = ctf_score_value("score_pickup_dropped_late") * (1-f)
+                         + ctf_score_value("score_pickup_dropped_early") * f;
+                       f = floor(f + 0.5);
+                       self.ctf_dropperid = other.playerid;
+                       //print("score is ", ftos(f), "\n");
+
+                       UpdateFrags(other, f);
+                       PlayerScore_Add(other, SP_CTF_PICKUPS, 1);
+                       LogCTF("pickup", self.team, other);
+                       sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NONE);
+
+                       FOR_EACH_PLAYER(player)
+                               if(player.team == self.team)
+                                       centerprint(player, "The enemy got your flag! Retrieve it!");
+
+                       self.movetype = MOVETYPE_NONE;  // flag must have MOVETYPE_NONE here, otherwise it will drop through the floor...
+                       setorigin(self, FLAG_CARRY_POS);
+                       setattachment(self, other, "");
+                       self.damageforcescale = 0;
+                       self.takedamage = DAMAGE_NO;
+                       WaypointSprite_AttachCarrier("flagcarrier", other);
+                       WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 1 0');
+               }
+       }
+}
+
+
+
+// ============================================
+// Spawnfunc Section - aka "giant f%$!ing mess"
+// ============================================
+
+/*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
+CTF Starting point for a player in team one (Red).
+Keys: "angle" viewing angle when spawning. */
+void spawnfunc_info_player_team1()
+{
+       if(g_assault) { remove(self); return; }
+       
+       self.team = COLOR_TEAM1; // red
+       spawnfunc_info_player_deathmatch();
+}
+
+
+/*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
+CTF Starting point for a player in team two (Blue).
+Keys: "angle" viewing angle when spawning. */
+void spawnfunc_info_player_team2()
+{
+       if(g_assault) { remove(self); return; }
+       
+       self.team = COLOR_TEAM2; // blue
+       spawnfunc_info_player_deathmatch();
+}
+
+/*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
+CTF Starting point for a player in team three (Yellow).
+Keys: "angle" viewing angle when spawning. */
+void spawnfunc_info_player_team3()
+{
+       if(g_assault) { remove(self); return; }
+       
+       self.team = COLOR_TEAM3; // yellow
+       spawnfunc_info_player_deathmatch();
+}
+
+
+/*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
+CTF Starting point for a player in team four (Purple).
+Keys: "angle" viewing angle when spawning. */
+void spawnfunc_info_player_team4()
+{
+       if(g_assault) { remove(self); return; }
+       
+       self.team = COLOR_TEAM4; // purple
+       spawnfunc_info_player_deathmatch();
+}
+
+/*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
+CTF flag for team one (Red). Multiple flags are allowed.
+Keys: 
+"angle" Angle the flag will point (minus 90 degrees)... 
+"model" model to use, note this needs red and blue as skins 0 and 1 (default models/ctf/flag.md3)...
+"noise" sound played when flag is picked up (default ctf/take.wav)...
+"noise1" sound played when flag is returned by a teammate (default ctf/return.wav)...
+"noise2" sound played when flag is captured (default ctf/redcapture.wav)...
+"noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */
+void spawnfunc_item_flag_team1()
+{
+       if(!g_ctf) { remove(self); return; }
+
+       ctf_SetupFlag(1, self);
+}
+
+/*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
+CTF flag for team two (Blue). Multiple flags are allowed.
+Keys: 
+"angle" Angle the flag will point (minus 90 degrees)... 
+"model" model to use, note this needs red and blue as skins 0 and 1 (default models/ctf/flag.md3)...
+"noise" sound played when flag is picked up (default ctf/take.wav)...
+"noise1" sound played when flag is returned by a teammate (default ctf/return.wav)...
+"noise2" sound played when flag is captured (default ctf/redcapture.wav)...
+"noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */
+void spawnfunc_item_flag_team2()
+{
+       if(!g_ctf) { remove(self); return; }
+
+       ctf_SetupFlag(0, self);
+}
+
+
+/*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
+Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
+Note: If you use spawnfunc_ctf_team entities you must define at least 2!  However, unlike domination, you don't need to make a blank one too.
+Keys:
+"netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
+"cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
+void spawnfunc_ctf_team()
+{
+       if(!g_ctf) { remove(self); return; }
+       
+       self.classname = "ctf_team";
+       self.team = self.cnt + 1;
+}
+
+// code from here on is just to support maps that don't have control point and team entities
+void ctf_spawnteam (string teamname, float teamcolor)
+{
+       local entity oldself;
+       oldself = self;
+       self = spawn();
+       self.classname = "ctf_team";
+       self.netname = teamname;
+       self.cnt = teamcolor;
+
+       spawnfunc_ctf_team();
+
+       self = oldself;
+}
+
+// spawn some default teams if the map is not set up for ctf
+void ctf_spawnteams()
+{
+       float numteams;
+
+       numteams = 2;//cvar("g_ctf_default_teams");
+
+       ctf_spawnteam("Red", COLOR_TEAM1 - 1);
+       ctf_spawnteam("Blue", COLOR_TEAM2 - 1);
+}
+
+void ctf_delayedinit()
+{
+       // if no teams are found, spawn defaults
+       if(find(world, classname, "ctf_team") == world)
+       {
+               ctf_spawnteam("Red", COLOR_TEAM1 - 1);
+               ctf_spawnteam("Blue", COLOR_TEAM2 - 1);
+       }
+
+       ScoreRules_ctf();
+}
+
+void ctf_Initialize()
+{
+       InitializeEntity(world, ctf_delayedinit, INITPRIO_GAMETYPE);
+       flagcaptimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
+
+       captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
+       captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
+       captureshield_force = autocvar_g_ctf_shield_force;
+
+
+//#NO AUTOCVARS START
+       g_ctf_win_mode = cvar("g_ctf_win_mode");
+//#NO AUTOCVARS END
+}
+
+
+MUTATOR_DEFINITION(gamemode_ctf)
+{
+       MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY);
+       MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY);
+       MUTATOR_HOOK(PlayerDies, ctf_Scoring, CBC_ORDER_ANY);
+       //MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
+       //MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
+       //MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
+       //MUTATOR_HOOK(PlayerPowerups, ctf_PlayerPowerups, CBC_ORDER_ANY);
+
+       MUTATOR_ONADD
+       {
+               if(time > 1) // game loads at time 1
+                       error("This is a game type and it cannot be added at runtime.");
+               g_ctf = 1;
+               ctf_Initialize();
+       }
+
+       MUTATOR_ONREMOVE
+       {
+               g_ctf = 0;
+               error("This is a game type and it cannot be removed at runtime.");
+       }
+
+       return TRUE;
+}
\ No newline at end of file
diff --git a/qcsrc/server/mutators/gamemode_ctf.qh b/qcsrc/server/mutators/gamemode_ctf.qh
new file mode 100644 (file)
index 0000000..8e80674
--- /dev/null
@@ -0,0 +1,10 @@
+// these are needed since mutators are compiled last
+
+// used in t_quake3.qc
+void spawnfunc_info_player_team1();
+void spawnfunc_info_player_team2();
+void spawnfunc_info_player_team3();
+void spawnfunc_info_player_team4();
+void spawnfunc_item_flag_team1();
+void spawnfunc_item_flag_team2();
+void spawnfunc_ctf_team();
index d9fff4490467b77fd2f146dd68ec4a416882d6bb..97c8907db00e6e873f32afb91a304be7cfb22186 100644 (file)
@@ -1,6 +1,7 @@
 MUTATOR_DECLARATION(gamemode_keyhunt);
 MUTATOR_DECLARATION(gamemode_freezetag);
 MUTATOR_DECLARATION(gamemode_keepaway);
+MUTATOR_DECLARATION(gamemode_ctf);
 
 MUTATOR_DECLARATION(mutator_nix);
 MUTATOR_DECLARATION(mutator_dodging);
index 13e8eea40a9103424f89eb187af775d0903f247f..8aee7f0347c8000e67aa17c5a34ed9a7c28e738b 100644 (file)
@@ -28,6 +28,9 @@ float nb_teams;
 
 .float teamtime;
 
+.float nb_dropperid;
+.float nb_droptime;
+
 void nb_delayedinit();
 void nb_init() // Called early (worldspawn stage)
 {
@@ -155,7 +158,7 @@ void GiveBall (entity plyr, entity ball)
        ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
        ball.team = plyr.team;
        plyr.ballcarried = ball;
-       ball.dropperid = plyr.playerid;
+       ball.nb_dropperid = plyr.playerid;
 
        plyr.effects |= g_nexball_basketball_effects_default;
        ball.effects &~= g_nexball_basketball_effects_default;
@@ -189,7 +192,7 @@ void DropBall (entity ball, vector org, vector vel)
        ball.flags &~= FL_ONGROUND;
        ball.scale = ball_scale;
        ball.velocity = vel;
-       ball.ctf_droptime = time;
+       ball.nb_droptime = time;
        ball.touch = basketball_touch;
        ball.think = ResetBall;
        ball.nextthink = min(time + g_nexball_delay_idle, ball.teamtime);
@@ -305,7 +308,7 @@ void basketball_touch (void)
                football_touch();
                return;
        }
-       if (!self.cnt && other.classname == "player" && (other.playerid != self.dropperid || time > self.ctf_droptime + autocvar_g_nexball_delay_collect)) {
+       if (!self.cnt && other.classname == "player" && (other.playerid != self.nb_dropperid || time > self.nb_droptime + autocvar_g_nexball_delay_collect)) {
                if (other.health <= 0)
                        return;
                LogNB("caught", other);
index c76395fdbc27df7bdd26371a491fe1da65064276..71f51b694f3297e755b5d1dfb96b9dfba0b23ef3 100644 (file)
@@ -24,6 +24,7 @@ defs.qh               // Should rename this, it has fields and globals
 
 mutators/base.qh
 mutators/mutators.qh
+mutators/gamemode_ctf.qh // for spawnfuncs
 mutators/gamemode_keyhunt.qh // TODO fix this
 mutators/mutator_dodging.qh
 
@@ -116,7 +117,7 @@ cl_client.qc
 t_plats.qc
 antilag.qc
 
-ctf.qc
+//ctf.qc
 domination.qc
 mode_onslaught.qc
 nexball.qc
@@ -180,6 +181,7 @@ cheats.qc
 playerstats.qc
 
 mutators/base.qc
+mutators/gamemode_ctf.qc
 mutators/gamemode_keyhunt.qc
 mutators/gamemode_freezetag.qc
 mutators/gamemode_keepaway.qc
index f9321b8dbf0fdbab6b3af8caf9b833af7add3c20..fa9d8a20fa16adf83eaf156daa6c218705d13929 100644 (file)
@@ -68,7 +68,7 @@ string TeamNoName(float t)
 }
 
 void dom_init();
-void ctf_init();
+//void ctf_init();
 void runematch_init();
 void tdm_init();
 void nb_init();
@@ -249,7 +249,7 @@ void InitGameplayMode()
                        fraglimit_override = autocvar_capturelimit_override;
                        leadlimit_override = autocvar_captureleadlimit_override;
                }
-               ctf_init();
+               MUTATOR_ADD(gamemode_ctf);
                have_team_spawns = -1; // request team spawns
        }