--- /dev/null
- flag.target = "###item###"; // wut?
+#include "sv_ctf.qh"
+
+#include <common/effects/all.qh>
+#include <common/vehicles/all.qh>
+#include <server/teamplay.qh>
+
+#include <lib/warpzone/common.qh>
+
+bool autocvar_g_ctf_allow_vehicle_carry;
+bool autocvar_g_ctf_allow_vehicle_touch;
+bool autocvar_g_ctf_allow_monster_touch;
+bool autocvar_g_ctf_throw;
+float autocvar_g_ctf_throw_angle_max;
+float autocvar_g_ctf_throw_angle_min;
+int autocvar_g_ctf_throw_punish_count;
+float autocvar_g_ctf_throw_punish_delay;
+float autocvar_g_ctf_throw_punish_time;
+float autocvar_g_ctf_throw_strengthmultiplier;
+float autocvar_g_ctf_throw_velocity_forward;
+float autocvar_g_ctf_throw_velocity_up;
+float autocvar_g_ctf_drop_velocity_up;
+float autocvar_g_ctf_drop_velocity_side;
+bool autocvar_g_ctf_oneflag_reverse;
+bool autocvar_g_ctf_portalteleport;
+bool autocvar_g_ctf_pass;
+float autocvar_g_ctf_pass_arc;
+float autocvar_g_ctf_pass_arc_max;
+float autocvar_g_ctf_pass_directional_max;
+float autocvar_g_ctf_pass_directional_min;
+float autocvar_g_ctf_pass_radius;
+float autocvar_g_ctf_pass_wait;
+bool autocvar_g_ctf_pass_request;
+float autocvar_g_ctf_pass_turnrate;
+float autocvar_g_ctf_pass_timelimit;
+float autocvar_g_ctf_pass_velocity;
+bool autocvar_g_ctf_dynamiclights;
+float autocvar_g_ctf_flag_collect_delay;
+float autocvar_g_ctf_flag_damageforcescale;
+bool autocvar_g_ctf_flag_dropped_waypoint;
+bool autocvar_g_ctf_flag_dropped_floatinwater;
+bool autocvar_g_ctf_flag_glowtrails;
+int autocvar_g_ctf_flag_health;
+bool autocvar_g_ctf_flag_return;
+bool autocvar_g_ctf_flag_return_carrying;
+float autocvar_g_ctf_flag_return_carried_radius;
+float autocvar_g_ctf_flag_return_time;
+bool autocvar_g_ctf_flag_return_when_unreachable;
+float autocvar_g_ctf_flag_return_damage;
+float autocvar_g_ctf_flag_return_damage_delay;
+float autocvar_g_ctf_flag_return_dropped;
+float autocvar_g_ctf_flagcarrier_auto_helpme_damage;
+float autocvar_g_ctf_flagcarrier_auto_helpme_time;
+float autocvar_g_ctf_flagcarrier_selfdamagefactor;
+float autocvar_g_ctf_flagcarrier_selfforcefactor;
+float autocvar_g_ctf_flagcarrier_damagefactor;
+float autocvar_g_ctf_flagcarrier_forcefactor;
+//float autocvar_g_ctf_flagcarrier_waypointforenemy_spotting;
+bool autocvar_g_ctf_fullbrightflags;
+bool autocvar_g_ctf_ignore_frags;
+bool autocvar_g_ctf_score_ignore_fields;
+int autocvar_g_ctf_score_capture;
+int autocvar_g_ctf_score_capture_assist;
+int autocvar_g_ctf_score_kill;
+int autocvar_g_ctf_score_penalty_drop;
+int autocvar_g_ctf_score_penalty_returned;
+int autocvar_g_ctf_score_pickup_base;
+int autocvar_g_ctf_score_pickup_dropped_early;
+int autocvar_g_ctf_score_pickup_dropped_late;
+int autocvar_g_ctf_score_return;
+float autocvar_g_ctf_shield_force;
+float autocvar_g_ctf_shield_max_ratio;
+int autocvar_g_ctf_shield_min_negscore;
+bool autocvar_g_ctf_stalemate;
+int autocvar_g_ctf_stalemate_endcondition;
+float autocvar_g_ctf_stalemate_time;
+bool autocvar_g_ctf_reverse;
+float autocvar_g_ctf_dropped_capture_delay;
+float autocvar_g_ctf_dropped_capture_radius;
+
+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, int flagteam, entity actor) // use an alias for easy changing and quick editing later
+{
+ if(autocvar_sv_eventlog)
+ GameLogEcho(sprintf(":ctf:%s:%d:%d:%s", mode, flagteam, actor.team, ((actor != NULL) ? ftos(actor.playerid) : "")));
+ //GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
+}
+
+void ctf_CaptureRecord(entity flag, entity player)
+{
+ float cap_record = ctf_captimerecord;
+ float cap_time = (time - flag.ctf_pickuptime);
+ string refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
+
+ // notify about shit
+ if(ctf_oneflag)
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_CTF_CAPTURE_NEUTRAL, player.netname);
+ else if(!ctf_captimerecord)
+ Send_Notification(NOTIF_ALL, NULL, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_CAPTURE_TIME), player.netname, TIME_ENCODE(cap_time));
+ else if(cap_time < cap_record)
+ Send_Notification(NOTIF_ALL, NULL, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_CAPTURE_BROKEN), player.netname, refername, TIME_ENCODE(cap_time), TIME_ENCODE(cap_record));
+ else
+ Send_Notification(NOTIF_ALL, NULL, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_CAPTURE_UNBROKEN), player.netname, refername, TIME_ENCODE(cap_time), TIME_ENCODE(cap_record));
+
+ // write that shit in the database
+ if(!ctf_oneflag) // but not in 1-flag mode
+ if((!ctf_captimerecord) || (cap_time < cap_record))
+ {
+ ctf_captimerecord = cap_time;
+ db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time));
+ db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname);
+ write_recordmarker(player, flag.ctf_pickuptime, cap_time);
+ }
+
+ if(autocvar_g_ctf_leaderboard && !ctf_oneflag)
+ race_setTime(GetMapname(), TIME_ENCODE(cap_time), player.crypto_idfp, player.netname, player, false);
+}
+
+bool ctf_Immediate_Return_Allowed(entity flag, entity toucher)
+{
+ int num_perteam = 0;
+ FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(toucher, it), { ++num_perteam; });
+
+ // automatically return if there's only 1 player on the team
+ return ((autocvar_g_ctf_flag_return || num_perteam <= 1 || (autocvar_g_ctf_flag_return_carrying && toucher.flagcarried))
+ && flag.team);
+}
+
+bool ctf_Return_Customize(entity this, entity client)
+{
+ // only to the carrier
+ return boolean(client == this.owner);
+}
+
+void ctf_FlagcarrierWaypoints(entity player)
+{
+ WaypointSprite_Spawn(WP_FlagCarrier, 0, 0, player, FLAG_WAYPOINT_OFFSET, NULL, player.team, player, wps_flagcarrier, true, RADARICON_FLAG);
+ WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id) * 2);
+ WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(GetResourceAmount(player, RESOURCE_HEALTH), GetResourceAmount(player, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
+ WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, WPCOLOR_FLAGCARRIER(player.team));
+
+ if(player.flagcarried && CTF_SAMETEAM(player, player.flagcarried))
+ {
+ if(!player.wps_enemyflagcarrier)
+ {
+ entity wp = WaypointSprite_Spawn(((ctf_oneflag) ? WP_FlagCarrier : WP_FlagCarrierEnemy), 0, 0, player, FLAG_WAYPOINT_OFFSET, NULL, 0, player, wps_enemyflagcarrier, true, RADARICON_FLAG);
+ wp.colormod = WPCOLOR_ENEMYFC(player.team);
+ setcefc(wp, ctf_Stalemate_Customize);
+
+ if(IS_REAL_CLIENT(player) && !ctf_stalemate)
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PICKUP_VISIBLE);
+ }
+
+ if(!player.wps_flagreturn)
+ {
+ entity owp = WaypointSprite_SpawnFixed(WP_FlagReturn, player.flagcarried.ctf_spawnorigin + FLAG_WAYPOINT_OFFSET, player, wps_flagreturn, RADARICON_FLAG);
+ owp.colormod = '0 0.8 0.8';
+ //WaypointSprite_UpdateTeamRadar(player.wps_flagreturn, RADARICON_FLAG, ((player.team) ? colormapPaletteColor(player.team - 1, false) : '1 1 1'));
+ setcefc(owp, ctf_Return_Customize);
+ }
+ }
+}
+
+void ctf_CalculatePassVelocity(entity flag, vector to, vector from, float turnrate)
+{
+ float current_distance = vlen((('1 0 0' * to.x) + ('0 1 0' * to.y)) - (('1 0 0' * from.x) + ('0 1 0' * from.y))); // for the sake of this check, exclude Z axis
+ float initial_height = min(autocvar_g_ctf_pass_arc_max, (flag.pass_distance * tanh(autocvar_g_ctf_pass_arc)));
+ float current_height = (initial_height * min(1, (current_distance / flag.pass_distance)));
+ //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
+
+ vector targpos;
+ if(current_height) // make sure we can actually do this arcing path
+ {
+ targpos = (to + ('0 0 1' * current_height));
+ WarpZone_TraceLine(flag.origin, targpos, MOVE_NOMONSTERS, flag);
+ if(trace_fraction < 1)
+ {
+ //print("normal arc line failed, trying to find new pos...");
+ WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, flag);
+ targpos = (trace_endpos + FLAG_PASS_ARC_OFFSET);
+ WarpZone_TraceLine(flag.origin, targpos, MOVE_NOMONSTERS, flag);
+ if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
+ /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
+ }
+ }
+ else { targpos = to; }
+
+ //flag.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
+
+ vector desired_direction = normalize(targpos - from);
+ if(turnrate) { flag.velocity = (normalize(normalize(flag.velocity) + (desired_direction * autocvar_g_ctf_pass_turnrate)) * autocvar_g_ctf_pass_velocity); }
+ else { flag.velocity = (desired_direction * autocvar_g_ctf_pass_velocity); }
+}
+
+bool ctf_CheckPassDirection(vector head_center, vector passer_center, vector passer_angle, vector nearest_to_passer)
+{
+ if(autocvar_g_ctf_pass_directional_max || autocvar_g_ctf_pass_directional_min)
+ {
+ // directional tracing only
+ float spreadlimit;
+ makevectors(passer_angle);
+
+ // find the closest point on the enemy to the center of the attack
+ float h; // hypotenuse, which is the distance between attacker to head
+ float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
+
+ h = vlen(head_center - passer_center);
+ a = h * (normalize(head_center - passer_center) * v_forward);
+
+ vector nearest_on_line = (passer_center + a * v_forward);
+ float distance_from_line = vlen(nearest_to_passer - nearest_on_line);
+
+ spreadlimit = (autocvar_g_ctf_pass_radius ? min(1, (vlen(passer_center - nearest_on_line) / autocvar_g_ctf_pass_radius)) : 1);
+ spreadlimit = (autocvar_g_ctf_pass_directional_min * (1 - spreadlimit) + autocvar_g_ctf_pass_directional_max * spreadlimit);
+
+ if(spreadlimit && (distance_from_line <= spreadlimit) && ((vlen(normalize(head_center - passer_center) - v_forward) * RAD2DEG) <= 90))
+ { return true; }
+ else
+ { return false; }
+ }
+ else { return true; }
+}
+
+
+// =======================
+// CaptureShield Functions
+// =======================
+
+bool ctf_CaptureShield_CheckStatus(entity p)
+{
+ int s, s2, s3, s4, se, se2, se3, se4, sr, ser;
+ int players_worseeq, players_total;
+
+ if(ctf_captureshield_max_ratio <= 0)
+ return false;
+
+ s = GameRules_scoring_add(p, CTF_CAPS, 0);
+ s2 = GameRules_scoring_add(p, CTF_PICKUPS, 0);
+ s3 = GameRules_scoring_add(p, CTF_RETURNS, 0);
+ s4 = GameRules_scoring_add(p, CTF_FCKILLS, 0);
+
+ sr = ((s - s2) + (s3 + s4));
+
+ if(sr >= -ctf_captureshield_min_negscore)
+ return false;
+
+ players_total = players_worseeq = 0;
+ FOREACH_CLIENT(IS_PLAYER(it), {
+ if(DIFF_TEAM(it, p))
+ continue;
+ se = GameRules_scoring_add(it, CTF_CAPS, 0);
+ se2 = GameRules_scoring_add(it, CTF_PICKUPS, 0);
+ se3 = GameRules_scoring_add(it, CTF_RETURNS, 0);
+ se4 = GameRules_scoring_add(it, CTF_FCKILLS, 0);
+
+ ser = ((se - se2) + (se3 + se4));
+
+ if(ser <= sr)
+ ++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 * ctf_captureshield_max_ratio)
+ return false;
+
+ return true;
+}
+
+void ctf_CaptureShield_Update(entity player, bool wanted_status)
+{
+ bool updated_status = ctf_CaptureShield_CheckStatus(player);
+ if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
+ {
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, ((updated_status) ? CENTER_CTF_CAPTURESHIELD_SHIELDED : CENTER_CTF_CAPTURESHIELD_FREE));
+ player.ctf_captureshielded = updated_status;
+ }
+}
+
+bool ctf_CaptureShield_Customize(entity this, entity client)
+{
+ if(!client.ctf_captureshielded) { return false; }
+ if(CTF_SAMETEAM(this, client)) { return false; }
+
+ return true;
+}
+
+void ctf_CaptureShield_Touch(entity this, entity toucher)
+{
+ if(!toucher.ctf_captureshielded) { return; }
+ if(CTF_SAMETEAM(this, toucher)) { return; }
+
+ vector mymid = (this.absmin + this.absmax) * 0.5;
+ vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
+
+ Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, mymid, normalize(theirmid - mymid) * ctf_captureshield_force);
+ if(IS_REAL_CLIENT(toucher)) { Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_CTF_CAPTURESHIELD_SHIELDED); }
+}
+
+void ctf_CaptureShield_Spawn(entity flag)
+{
+ entity shield = new(ctf_captureshield);
+
+ shield.enemy = flag;
+ shield.team = flag.team;
+ settouch(shield, ctf_CaptureShield_Touch);
+ setcefc(shield, ctf_CaptureShield_Customize);
+ shield.effects = EF_ADDITIVE;
+ set_movetype(shield, MOVETYPE_NOCLIP);
+ shield.solid = SOLID_TRIGGER;
+ shield.avelocity = '7 0 11';
+ shield.scale = 0.5;
+
+ setorigin(shield, flag.origin);
+ setmodel(shield, MDL_CTF_SHIELD);
+ setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
+}
+
+
+// ====================
+// Drop/Pass/Throw Code
+// ====================
+
+void ctf_Handle_Drop(entity flag, entity player, int droptype)
+{
+ // declarations
+ player = (player ? player : flag.pass_sender);
+
+ // main
+ set_movetype(flag, MOVETYPE_TOSS);
+ flag.takedamage = DAMAGE_YES;
+ flag.angles = '0 0 0';
+ SetResourceAmountExplicit(flag, RESOURCE_HEALTH, flag.max_flag_health);
+ flag.ctf_droptime = time;
+ flag.ctf_dropper = player;
+ flag.ctf_status = FLAG_DROPPED;
+
+ // messages and sounds
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_LOST), player.netname);
+ _sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTEN_NONE);
+ ctf_EventLog("dropped", player.team, player);
+
+ // scoring
+ GameRules_scoring_add_team(player, SCORE, -((flag.score_drop) ? flag.score_drop : autocvar_g_ctf_score_penalty_drop));
+ GameRules_scoring_add(player, CTF_DROPS, 1);
+
+ // waypoints
+ if(autocvar_g_ctf_flag_dropped_waypoint) {
+ entity wp = WaypointSprite_Spawn(WP_FlagDropped, 0, 0, flag, FLAG_WAYPOINT_OFFSET, NULL, ((autocvar_g_ctf_flag_dropped_waypoint == 2) ? 0 : player.team), flag, wps_flagdropped, true, RADARICON_FLAG);
+ wp.colormod = WPCOLOR_DROPPEDFLAG(flag.team);
+ }
+
+ if(autocvar_g_ctf_flag_return_time || (autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health))
+ {
+ WaypointSprite_UpdateMaxHealth(flag.wps_flagdropped, flag.max_flag_health);
+ WaypointSprite_UpdateHealth(flag.wps_flagdropped, GetResourceAmount(flag, RESOURCE_HEALTH));
+ }
+
+ player.throw_antispam = time + autocvar_g_ctf_pass_wait;
+
+ if(droptype == DROP_PASS)
+ {
+ flag.pass_distance = 0;
+ flag.pass_sender = NULL;
+ flag.pass_target = NULL;
+ }
+}
+
+void ctf_Handle_Retrieve(entity flag, entity player)
+{
+ entity sender = flag.pass_sender;
+
+ // transfer flag to player
+ flag.owner = player;
+ flag.owner.flagcarried = flag;
+ GameRules_scoring_vip(player, true);
+
+ // reset flag
+ if(player.vehicle)
+ {
+ setattachment(flag, player.vehicle, "");
+ setorigin(flag, VEHICLE_FLAG_OFFSET);
+ flag.scale = VEHICLE_FLAG_SCALE;
+ }
+ else
+ {
+ setattachment(flag, player, "");
+ setorigin(flag, FLAG_CARRY_OFFSET);
+ }
+ set_movetype(flag, MOVETYPE_NONE);
+ flag.takedamage = DAMAGE_NO;
+ flag.solid = SOLID_NOT;
+ flag.angles = '0 0 0';
+ flag.ctf_status = FLAG_CARRY;
+
+ // messages and sounds
+ _sound(player, CH_TRIGGER, flag.snd_flag_pass, VOL_BASE, ATTEN_NORM);
+ ctf_EventLog("receive", flag.team, player);
+
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
+ if(it == sender)
+ Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_NUM(flag.team, CENTER_CTF_PASS_SENT), player.netname);
+ else if(it == player)
+ Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_NUM(flag.team, CENTER_CTF_PASS_RECEIVED), sender.netname);
+ else if(SAME_TEAM(it, sender))
+ Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_NUM(flag.team, CENTER_CTF_PASS_OTHER), sender.netname, player.netname);
+ });
+
+ // create new waypoint
+ ctf_FlagcarrierWaypoints(player);
+
+ sender.throw_antispam = time + autocvar_g_ctf_pass_wait;
+ player.throw_antispam = sender.throw_antispam;
+
+ flag.pass_distance = 0;
+ flag.pass_sender = NULL;
+ flag.pass_target = NULL;
+}
+
+void ctf_Handle_Throw(entity player, entity receiver, int droptype)
+{
+ entity flag = player.flagcarried;
+ vector targ_origin, flag_velocity;
+
+ if(!flag) { return; }
+ if((droptype == DROP_PASS) && !receiver) { return; }
+
+ if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
+
+ // reset the flag
+ setattachment(flag, NULL, "");
+ setorigin(flag, player.origin + FLAG_DROP_OFFSET);
+ flag.owner.flagcarried = NULL;
+ GameRules_scoring_vip(flag.owner, false);
+ flag.owner = NULL;
+ flag.solid = SOLID_TRIGGER;
+ flag.ctf_dropper = player;
+ flag.ctf_droptime = time;
+ navigation_dynamicgoal_set(flag);
+
+ flag.flags = FL_ITEM | FL_NOTARGET; // clear FL_ONGROUND for MOVETYPE_TOSS
+
+ switch(droptype)
+ {
+ case DROP_PASS:
+ {
+ // warpzone support:
+ // for the examples, we assume player -> wz1 -> ... -> wzn -> receiver
+ // findradius has already put wzn ... wz1 into receiver's warpzone parameters!
+ WarpZone_RefSys_Copy(flag, receiver);
+ WarpZone_RefSys_AddInverse(flag, receiver); // wz1^-1 ... wzn^-1 receiver
+ targ_origin = WarpZone_RefSys_TransformOrigin(receiver, flag, (0.5 * (receiver.absmin + receiver.absmax))); // this is target origin as seen by the flag
+
+ flag.pass_distance = vlen((('1 0 0' * targ_origin.x) + ('0 1 0' * targ_origin.y)) - (('1 0 0' * player.origin.x) + ('0 1 0' * player.origin.y))); // for the sake of this check, exclude Z axis
+ ctf_CalculatePassVelocity(flag, targ_origin, player.origin, false);
+
+ // main
+ set_movetype(flag, MOVETYPE_FLY);
+ flag.takedamage = DAMAGE_NO;
+ flag.pass_sender = player;
+ flag.pass_target = receiver;
+ flag.ctf_status = FLAG_PASSING;
+
+ // other
+ _sound(player, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTEN_NORM);
+ WarpZone_TrailParticles(NULL, _particleeffectnum(flag.passeffect), player.origin, targ_origin);
+ ctf_EventLog("pass", flag.team, player);
+ break;
+ }
+
+ case DROP_THROW:
+ {
+ makevectors((player.v_angle.y * '0 1 0') + (bound(autocvar_g_ctf_throw_angle_min, player.v_angle.x, autocvar_g_ctf_throw_angle_max) * '1 0 0'));
+
+ flag_velocity = (('0 0 1' * autocvar_g_ctf_throw_velocity_up) + ((v_forward * autocvar_g_ctf_throw_velocity_forward) * ((player.items & ITEM_Strength.m_itemid) ? autocvar_g_ctf_throw_strengthmultiplier : 1)));
+ flag.velocity = W_CalculateProjectileVelocity(player, player.velocity, flag_velocity, false);
+ ctf_Handle_Drop(flag, player, droptype);
+ break;
+ }
+
+ case DROP_RESET:
+ {
+ flag.velocity = '0 0 0'; // do nothing
+ break;
+ }
+
+ default:
+ case DROP_NORMAL:
+ {
+ flag.velocity = W_CalculateProjectileVelocity(player, player.velocity, (('0 0 1' * autocvar_g_ctf_drop_velocity_up) + ((('0 1 0' * crandom()) + ('1 0 0' * crandom())) * autocvar_g_ctf_drop_velocity_side)), false);
+ ctf_Handle_Drop(flag, player, droptype);
+ break;
+ }
+ }
+
+ // kill old waypointsprite
+ WaypointSprite_Ping(player.wps_flagcarrier);
+ WaypointSprite_Kill(player.wps_flagcarrier);
+
+ if(player.wps_enemyflagcarrier)
+ WaypointSprite_Kill(player.wps_enemyflagcarrier);
+
+ if(player.wps_flagreturn)
+ WaypointSprite_Kill(player.wps_flagreturn);
+
+ // captureshield
+ ctf_CaptureShield_Update(player, 0); // shield player from picking up flag
+}
+
+void shockwave_spawn(string m, vector org, float sz, float t1, float t2)
+{
+ return modeleffect_spawn(m, 0, 0, org, '0 0 0', '0 0 0', '0 0 0', 0, sz, 1, t1, t2);
+}
+
+// ==============
+// Event Handlers
+// ==============
+
+void nades_GiveBonus(entity player, float score);
+
+void ctf_Handle_Capture(entity flag, entity toucher, int capturetype)
+{
+ entity enemy_flag = ((capturetype == CAPTURE_NORMAL) ? toucher.flagcarried : toucher);
+ entity player = ((capturetype == CAPTURE_NORMAL) ? toucher : enemy_flag.ctf_dropper);
+ entity player_team_flag = NULL, tmp_entity;
+ float old_time, new_time;
+
+ if(!player) { return; } // without someone to give the reward to, we can't possibly cap
+ if(CTF_DIFFTEAM(player, flag)) { return; }
+ if((flag.cnt || enemy_flag.cnt) && flag.cnt != enemy_flag.cnt) { return; } // this should catch some edge cases (capturing grouped flag at ungrouped flag disallowed etc)
+
+ if (toucher.goalentity == flag.bot_basewaypoint)
+ toucher.goalentity_lock_timeout = 0;
+
+ if(ctf_oneflag)
+ for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
+ if(SAME_TEAM(tmp_entity, player))
+ {
+ player_team_flag = tmp_entity;
+ break;
+ }
+
+ nades_GiveBonus(player, autocvar_g_nades_bonus_score_high );
+
+ player.throw_prevtime = time;
+ player.throw_count = 0;
+
+ // messages and sounds
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_NUM(enemy_flag.team, CENTER_CTF_CAPTURE));
+ ctf_CaptureRecord(enemy_flag, player);
+ _sound(player, CH_TRIGGER, ((ctf_oneflag) ? player_team_flag.snd_flag_capture : ((DIFF_TEAM(player, flag)) ? enemy_flag.snd_flag_capture : flag.snd_flag_capture)), VOL_BASE, ATTEN_NONE);
+
+ switch(capturetype)
+ {
+ case CAPTURE_NORMAL: ctf_EventLog("capture", enemy_flag.team, player); break;
+ case CAPTURE_DROPPED: ctf_EventLog("droppedcapture", enemy_flag.team, player); break;
+ default: break;
+ }
+
+ // scoring
+ float pscore = 0;
+ if(enemy_flag.score_capture || flag.score_capture)
+ pscore = floor((max(1, enemy_flag.score_capture) + max(1, flag.score_capture)) * 0.5);
+ GameRules_scoring_add_team(player, SCORE, ((pscore) ? pscore : autocvar_g_ctf_score_capture));
+ float capscore = 0;
+ if(enemy_flag.score_team_capture || flag.score_team_capture)
+ capscore = floor((max(1, enemy_flag.score_team_capture) + max(1, flag.score_team_capture)) * 0.5);
+ GameRules_scoring_add_team(player, CTF_CAPS, ((capscore) ? capscore : 1));
+
+ old_time = GameRules_scoring_add(player, CTF_CAPTIME, 0);
+ new_time = TIME_ENCODE(time - enemy_flag.ctf_pickuptime);
+ if(!old_time || new_time < old_time)
+ GameRules_scoring_add(player, CTF_CAPTIME, new_time - old_time);
+
+ // effects
+ Send_Effect_(flag.capeffect, flag.origin, '0 0 0', 1);
+ //shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
+
+ // other
+ if(capturetype == CAPTURE_NORMAL)
+ {
+ WaypointSprite_Kill(player.wps_flagcarrier);
+ if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
+
+ if((enemy_flag.ctf_dropper) && (player != enemy_flag.ctf_dropper))
+ { GameRules_scoring_add_team(enemy_flag.ctf_dropper, SCORE, ((enemy_flag.score_assist) ? enemy_flag.score_assist : autocvar_g_ctf_score_capture_assist)); }
+ }
+
+ flag.enemy = toucher;
+
+ // reset the flag
+ player.next_take_time = time + autocvar_g_ctf_flag_collect_delay;
+ ctf_RespawnFlag(enemy_flag);
+}
+
+void ctf_Handle_Return(entity flag, entity player)
+{
+ // messages and sounds
+ if(IS_MONSTER(player))
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(flag.team, INFO_CTF_RETURN_MONSTER), player.monster_name);
+ }
+ else if(flag.team)
+ {
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_NUM(flag.team, CENTER_CTF_RETURN));
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(flag.team, INFO_CTF_RETURN), player.netname);
+ }
+ _sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTEN_NONE);
+ ctf_EventLog("return", flag.team, player);
+
+ // scoring
+ if(IS_PLAYER(player))
+ {
+ GameRules_scoring_add_team(player, SCORE, ((flag.score_return) ? flag.score_return : autocvar_g_ctf_score_return)); // reward for return
+ GameRules_scoring_add(player, CTF_RETURNS, 1); // add to count of returns
+
+ nades_GiveBonus(player,autocvar_g_nades_bonus_score_medium);
+ }
+
+ TeamScore_AddToTeam(flag.team, ST_SCORE, -autocvar_g_ctf_score_penalty_returned); // punish the team who was last carrying it
+
+ if(flag.ctf_dropper)
+ {
+ GameRules_scoring_add(flag.ctf_dropper, SCORE, -autocvar_g_ctf_score_penalty_returned); // punish the player who dropped the flag
+ ctf_CaptureShield_Update(flag.ctf_dropper, 0); // shield player from picking up flag
+ flag.ctf_dropper.next_take_time = time + autocvar_g_ctf_flag_collect_delay; // set next take time
+ }
+
+ // other
+ if(player.flagcarried == flag)
+ WaypointSprite_Kill(player.wps_flagcarrier);
+
+ flag.enemy = player;
+
+ // reset the flag
+ ctf_RespawnFlag(flag);
+}
+
+void ctf_Handle_Pickup(entity flag, entity player, int pickuptype)
+{
+ // declarations
+ float pickup_dropped_score; // used to calculate dropped pickup score
+
+ // attach the flag to the player
+ flag.owner = player;
+ player.flagcarried = flag;
+ GameRules_scoring_vip(player, true);
+ if(player.vehicle)
+ {
+ setattachment(flag, player.vehicle, "");
+ setorigin(flag, VEHICLE_FLAG_OFFSET);
+ flag.scale = VEHICLE_FLAG_SCALE;
+ }
+ else
+ {
+ setattachment(flag, player, "");
+ setorigin(flag, FLAG_CARRY_OFFSET);
+ }
+
+ // flag setup
+ set_movetype(flag, MOVETYPE_NONE);
+ flag.takedamage = DAMAGE_NO;
+ flag.solid = SOLID_NOT;
+ flag.angles = '0 0 0';
+ flag.ctf_status = FLAG_CARRY;
+
+ switch(pickuptype)
+ {
+ case PICKUP_BASE: flag.ctf_pickuptime = time; break; // used for timing runs
+ case PICKUP_DROPPED: SetResourceAmountExplicit(flag, RESOURCE_HEALTH, flag.max_flag_health); break; // reset health/return timelimit
+ default: break;
+ }
+
+ // messages and sounds
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_PICKUP), player.netname);
+ if(ctf_stalemate)
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_STALEMATE_CARRIER);
+ if(!flag.team)
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PICKUP_NEUTRAL);
+ else if(CTF_DIFFTEAM(player, flag))
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_NUM(flag.team, CENTER_CTF_PICKUP));
+ else
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, ((SAME_TEAM(player, flag)) ? CENTER_CTF_PICKUP_RETURN : CENTER_CTF_PICKUP_RETURN_ENEMY), Team_ColorCode(flag.team));
+
+ Send_Notification(NOTIF_TEAM_EXCEPT, player, MSG_CHOICE, APP_NUM(flag.team, CHOICE_CTF_PICKUP_TEAM), Team_ColorCode(player.team), player.netname);
+
+ if(!flag.team)
+ FOREACH_CLIENT(IS_PLAYER(it) && it != player && DIFF_TEAM(it, player), { Send_Notification(NOTIF_ONE, it, MSG_CHOICE, CHOICE_CTF_PICKUP_ENEMY_NEUTRAL, Team_ColorCode(player.team), player.netname); });
+
+ if(flag.team)
+ FOREACH_CLIENT(IS_PLAYER(it) && it != player, {
+ if(CTF_SAMETEAM(flag, it))
+ if(SAME_TEAM(player, it))
+ Send_Notification(NOTIF_ONE, it, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_PICKUP_TEAM), Team_ColorCode(player.team), player.netname);
+ else
+ Send_Notification(NOTIF_ONE, it, MSG_CHOICE, ((SAME_TEAM(flag, player)) ? CHOICE_CTF_PICKUP_ENEMY_TEAM : CHOICE_CTF_PICKUP_ENEMY), Team_ColorCode(player.team), player.netname);
+ });
+
+ _sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTEN_NONE);
+
+ // scoring
+ GameRules_scoring_add(player, CTF_PICKUPS, 1);
+ nades_GiveBonus(player, autocvar_g_nades_bonus_score_minor);
+ switch(pickuptype)
+ {
+ case PICKUP_BASE:
+ {
+ GameRules_scoring_add_team(player, SCORE, ((flag.score_pickup) ? flag.score_pickup : autocvar_g_ctf_score_pickup_base));
+ ctf_EventLog("steal", flag.team, player);
+ break;
+ }
+
+ case PICKUP_DROPPED:
+ {
+ pickup_dropped_score = (autocvar_g_ctf_flag_return_time ? bound(0, ((flag.ctf_droptime + autocvar_g_ctf_flag_return_time) - time) / autocvar_g_ctf_flag_return_time, 1) : 1);
+ pickup_dropped_score = floor((autocvar_g_ctf_score_pickup_dropped_late * (1 - pickup_dropped_score) + autocvar_g_ctf_score_pickup_dropped_early * pickup_dropped_score) + 0.5);
+ LOG_TRACE("pickup_dropped_score is ", ftos(pickup_dropped_score));
+ GameRules_scoring_add_team(player, SCORE, pickup_dropped_score);
+ ctf_EventLog("pickup", flag.team, player);
+ break;
+ }
+
+ default: break;
+ }
+
+ // speedrunning
+ if(pickuptype == PICKUP_BASE)
+ {
+ flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
+ if((player.speedrunning) && (ctf_captimerecord))
+ ctf_FakeTimeLimit(player, time + ctf_captimerecord);
+ }
+
+ // effects
+ Send_Effect_(flag.toucheffect, player.origin, '0 0 0', 1);
+
+ // waypoints
+ if(pickuptype == PICKUP_DROPPED) { WaypointSprite_Kill(flag.wps_flagdropped); }
+ ctf_FlagcarrierWaypoints(player);
+ WaypointSprite_Ping(player.wps_flagcarrier);
+}
+
+
+// ===================
+// Main Flag Functions
+// ===================
+
+void ctf_CheckFlagReturn(entity flag, int returntype)
+{
+ if((flag.ctf_status == FLAG_DROPPED) || (flag.ctf_status == FLAG_PASSING))
+ {
+ if(flag.wps_flagdropped) { WaypointSprite_UpdateHealth(flag.wps_flagdropped, GetResourceAmount(flag, RESOURCE_HEALTH)); }
+
+ if((GetResourceAmount(flag, RESOURCE_HEALTH) <= 0) || (time >= flag.ctf_droptime + autocvar_g_ctf_flag_return_time))
+ {
+ switch(returntype)
+ {
+ case RETURN_DROPPED:
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_FLAGRETURN_DROPPED)); break;
+ case RETURN_DAMAGE:
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_FLAGRETURN_DAMAGED)); break;
+ case RETURN_SPEEDRUN:
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_FLAGRETURN_SPEEDRUN), TIME_ENCODE(ctf_captimerecord)); break;
+ case RETURN_NEEDKILL:
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_FLAGRETURN_NEEDKILL)); break;
+ default:
+ case RETURN_TIMEOUT:
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_FLAGRETURN_TIMEOUT)); break;
+ }
+ _sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTEN_NONE);
+ ctf_EventLog("returned", flag.team, NULL);
+ flag.enemy = NULL;
+ ctf_RespawnFlag(flag);
+ }
+ }
+}
+
+bool ctf_Stalemate_Customize(entity this, entity client)
+{
+ // make spectators see what the player would see
+ entity e = WaypointSprite_getviewentity(client);
+ entity wp_owner = this.owner;
+
+ // team waypoints
+ //if(CTF_SAMETEAM(wp_owner.flagcarried, wp_owner)) { return false; }
+ if(SAME_TEAM(wp_owner, e)) { return false; }
+ if(!IS_PLAYER(e)) { return false; }
+
+ return true;
+}
+
+void ctf_CheckStalemate()
+{
+ // declarations
+ int stale_flags = 0, stale_red_flags = 0, stale_blue_flags = 0, stale_yellow_flags = 0, stale_pink_flags = 0, stale_neutral_flags = 0;
+ entity tmp_entity;
+
+ entity ctf_staleflaglist = NULL; // reset the list, we need to build the list each time this function runs
+
+ // build list of stale flags
+ for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
+ {
+ if(autocvar_g_ctf_stalemate)
+ if(tmp_entity.ctf_status != FLAG_BASE)
+ if(time >= tmp_entity.ctf_pickuptime + autocvar_g_ctf_stalemate_time || !tmp_entity.team) // instant stalemate in oneflag
+ {
+ tmp_entity.ctf_staleflagnext = ctf_staleflaglist; // link flag into staleflaglist
+ ctf_staleflaglist = tmp_entity;
+
+ switch(tmp_entity.team)
+ {
+ case NUM_TEAM_1: ++stale_red_flags; break;
+ case NUM_TEAM_2: ++stale_blue_flags; break;
+ case NUM_TEAM_3: ++stale_yellow_flags; break;
+ case NUM_TEAM_4: ++stale_pink_flags; break;
+ default: ++stale_neutral_flags; break;
+ }
+ }
+ }
+
+ if(ctf_oneflag)
+ stale_flags = (stale_neutral_flags >= 1);
+ else
+ stale_flags = (stale_red_flags >= 1) + (stale_blue_flags >= 1) + (stale_yellow_flags >= 1) + (stale_pink_flags >= 1);
+
+ if(ctf_oneflag && stale_flags == 1)
+ ctf_stalemate = true;
+ else if(stale_flags >= 2)
+ ctf_stalemate = true;
+ else if(stale_flags == 0 && autocvar_g_ctf_stalemate_endcondition == 2)
+ { ctf_stalemate = false; wpforenemy_announced = false; }
+ else if(stale_flags < 2 && autocvar_g_ctf_stalemate_endcondition == 1)
+ { ctf_stalemate = false; wpforenemy_announced = false; }
+
+ // if sufficient stalemate, then set up the waypointsprite and announce the stalemate if necessary
+ if(ctf_stalemate)
+ {
+ for(tmp_entity = ctf_staleflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_staleflagnext)
+ {
+ if((tmp_entity.owner) && (!tmp_entity.owner.wps_enemyflagcarrier))
+ {
+ entity wp = WaypointSprite_Spawn(((ctf_oneflag) ? WP_FlagCarrier : WP_FlagCarrierEnemy), 0, 0, tmp_entity.owner, FLAG_WAYPOINT_OFFSET, NULL, 0, tmp_entity.owner, wps_enemyflagcarrier, true, RADARICON_FLAG);
+ wp.colormod = WPCOLOR_ENEMYFC(tmp_entity.owner.team);
+ setcefc(tmp_entity.owner.wps_enemyflagcarrier, ctf_Stalemate_Customize);
+ }
+ }
+
+ if (!wpforenemy_announced)
+ {
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), { Send_Notification(NOTIF_ONE, it, MSG_CENTER, ((it.flagcarried) ? CENTER_CTF_STALEMATE_CARRIER : CENTER_CTF_STALEMATE_OTHER)); });
+
+ wpforenemy_announced = true;
+ }
+ }
+}
+
+void ctf_FlagDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+{
+ if(ITEM_DAMAGE_NEEDKILL(deathtype))
+ {
+ if(autocvar_g_ctf_flag_return_damage_delay)
+ this.ctf_flagdamaged_byworld = true;
+ else
+ {
+ SetResourceAmountExplicit(this, RESOURCE_HEALTH, 0);
+ ctf_CheckFlagReturn(this, RETURN_NEEDKILL);
+ }
+ return;
+ }
+ if(autocvar_g_ctf_flag_return_damage)
+ {
+ // reduce health and check if it should be returned
+ TakeResource(this, RESOURCE_HEALTH, damage);
+ ctf_CheckFlagReturn(this, RETURN_DAMAGE);
+ return;
+ }
+}
+
+void ctf_FlagThink(entity this)
+{
+ // declarations
+ entity tmp_entity;
+
+ this.nextthink = time + FLAG_THINKRATE; // only 5 fps, more is unnecessary.
+
+ // captureshield
+ if(this == ctf_worldflaglist) // only for the first flag
+ FOREACH_CLIENT(true, { ctf_CaptureShield_Update(it, 1); }); // release shield only
+
+ // sanity checks
+ if(this.mins != this.m_mins || this.maxs != this.m_maxs) { // reset the flag boundaries in case it got squished
+ LOG_TRACE("wtf the flag got squashed?");
+ tracebox(this.origin, this.m_mins, this.m_maxs, this.origin, MOVE_NOMONSTERS, this);
+ if(!trace_startsolid || this.noalign) // can we resize it without getting stuck?
+ setsize(this, this.m_mins, this.m_maxs);
+ }
+
+ // main think method
+ switch(this.ctf_status)
+ {
+ case FLAG_BASE:
+ {
+ if(autocvar_g_ctf_dropped_capture_radius)
+ {
+ for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
+ if(tmp_entity.ctf_status == FLAG_DROPPED)
+ if(vdist(this.origin - tmp_entity.origin, <, autocvar_g_ctf_dropped_capture_radius))
+ if(time > tmp_entity.ctf_droptime + autocvar_g_ctf_dropped_capture_delay)
+ ctf_Handle_Capture(this, tmp_entity, CAPTURE_DROPPED);
+ }
+ return;
+ }
+
+ case FLAG_DROPPED:
+ {
+ this.angles = '0 0 0'; // reset flag angles in case warpzones adjust it
+
+ if(autocvar_g_ctf_flag_dropped_floatinwater)
+ {
+ vector midpoint = ((this.absmin + this.absmax) * 0.5);
+ if(pointcontents(midpoint) == CONTENT_WATER)
+ {
+ this.velocity = this.velocity * 0.5;
+
+ if(pointcontents(midpoint + FLAG_FLOAT_OFFSET) == CONTENT_WATER)
+ { this.velocity_z = autocvar_g_ctf_flag_dropped_floatinwater; }
+ else
+ { set_movetype(this, MOVETYPE_FLY); }
+ }
+ else if(this.move_movetype == MOVETYPE_FLY) { set_movetype(this, MOVETYPE_TOSS); }
+ }
+ if(autocvar_g_ctf_flag_return_dropped)
+ {
+ if((vdist(this.origin - this.ctf_spawnorigin, <=, autocvar_g_ctf_flag_return_dropped)) || (autocvar_g_ctf_flag_return_dropped == -1))
+ {
+ SetResourceAmountExplicit(this, RESOURCE_HEALTH, 0);
+ ctf_CheckFlagReturn(this, RETURN_DROPPED);
+ return;
+ }
+ }
+ if(this.ctf_flagdamaged_byworld)
+ {
+ TakeResource(this, RESOURCE_HEALTH, ((this.max_flag_health / autocvar_g_ctf_flag_return_damage_delay) * FLAG_THINKRATE));
+ ctf_CheckFlagReturn(this, RETURN_NEEDKILL);
+ return;
+ }
+ else if(autocvar_g_ctf_flag_return_time)
+ {
+ TakeResource(this, RESOURCE_HEALTH, ((this.max_flag_health / autocvar_g_ctf_flag_return_time) * FLAG_THINKRATE));
+ ctf_CheckFlagReturn(this, RETURN_TIMEOUT);
+ return;
+ }
+ return;
+ }
+
+ case FLAG_CARRY:
+ {
+ if(this.speedrunning && ctf_captimerecord && (time >= this.ctf_pickuptime + ctf_captimerecord))
+ {
+ SetResourceAmountExplicit(this, RESOURCE_HEALTH, 0);
+ ctf_CheckFlagReturn(this, RETURN_SPEEDRUN);
+
+ CS(this.owner).impulse = CHIMPULSE_SPEEDRUN.impulse; // move the player back to the waypoint they set
+ ImpulseCommands(this.owner);
+ }
+ if(autocvar_g_ctf_stalemate)
+ {
+ if(time >= wpforenemy_nextthink)
+ {
+ ctf_CheckStalemate();
+ wpforenemy_nextthink = time + WPFE_THINKRATE; // waypoint for enemy think rate (to reduce unnecessary spam of this check)
+ }
+ }
+ if(CTF_SAMETEAM(this, this.owner) && this.team)
+ {
+ if(autocvar_g_ctf_flag_return) // drop the flag if reverse status has changed
+ ctf_Handle_Throw(this.owner, NULL, DROP_THROW);
+ else if(vdist(this.owner.origin - this.ctf_spawnorigin, <=, autocvar_g_ctf_flag_return_carried_radius))
+ ctf_Handle_Return(this, this.owner);
+ }
+ return;
+ }
+
+ case FLAG_PASSING:
+ {
+ vector targ_origin = ((this.pass_target.absmin + this.pass_target.absmax) * 0.5);
+ targ_origin = WarpZone_RefSys_TransformOrigin(this.pass_target, this, targ_origin); // origin of target as seen by the flag (us)
+ WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
+
+ if((this.pass_target == NULL)
+ || (IS_DEAD(this.pass_target))
+ || (this.pass_target.flagcarried)
+ || (vdist(this.origin - targ_origin, >, autocvar_g_ctf_pass_radius))
+ || ((trace_fraction < 1) && (trace_ent != this.pass_target))
+ || (time > this.ctf_droptime + autocvar_g_ctf_pass_timelimit))
+ {
+ // give up, pass failed
+ ctf_Handle_Drop(this, NULL, DROP_PASS);
+ }
+ else
+ {
+ // still a viable target, go for it
+ ctf_CalculatePassVelocity(this, targ_origin, this.origin, true);
+ }
+ return;
+ }
+
+ default: // this should never happen
+ {
+ LOG_TRACE("ctf_FlagThink(): Flag exists with no status?");
+ return;
+ }
+ }
+}
+
+METHOD(Flag, giveTo, bool(Flag this, entity flag, entity toucher))
+{
+ return = false;
+ if(game_stopped) return;
+ if(trace_dphitcontents & (DPCONTENTS_PLAYERCLIP | DPCONTENTS_MONSTERCLIP)) { return; }
+
+ bool is_not_monster = (!IS_MONSTER(toucher));
+
+ // automatically kill the flag and return it if it touched lava/slime/nodrop surfaces
+ if(ITEM_TOUCH_NEEDKILL())
+ {
+ if(!autocvar_g_ctf_flag_return_damage_delay)
+ {
+ SetResourceAmountExplicit(flag, RESOURCE_HEALTH, 0);
+ ctf_CheckFlagReturn(flag, RETURN_NEEDKILL);
+ }
+ if(!flag.ctf_flagdamaged_byworld) { return; }
+ }
+
+ // special touch behaviors
+ if(STAT(FROZEN, toucher)) { return; }
+ else if(IS_VEHICLE(toucher))
+ {
+ if(autocvar_g_ctf_allow_vehicle_touch && toucher.owner)
+ toucher = toucher.owner; // the player is actually the vehicle owner, not other
+ else
+ return; // do nothing
+ }
+ else if(IS_MONSTER(toucher))
+ {
+ if(!autocvar_g_ctf_allow_monster_touch)
+ return; // do nothing
+ }
+ else if (!IS_PLAYER(toucher)) // The flag just touched an object, most likely the world
+ {
+ if(time > flag.wait) // if we haven't in a while, play a sound/effect
+ {
+ Send_Effect_(flag.toucheffect, flag.origin, '0 0 0', 1);
+ _sound(flag, CH_TRIGGER, flag.snd_flag_touch, VOL_BASE, ATTEN_NORM);
+ flag.wait = time + FLAG_TOUCHRATE;
+ }
+ return;
+ }
+ else if(IS_DEAD(toucher)) { return; }
+
+ switch(flag.ctf_status)
+ {
+ case FLAG_BASE:
+ {
+ if(ctf_oneflag)
+ {
+ if(CTF_SAMETEAM(toucher, flag) && (toucher.flagcarried) && !toucher.flagcarried.team && is_not_monster)
+ ctf_Handle_Capture(flag, toucher, CAPTURE_NORMAL); // toucher just captured the neutral flag to enemy base
+ else if(!flag.team && (!toucher.flagcarried) && (!toucher.ctf_captureshielded) && (time > toucher.next_take_time) && is_not_monster)
+ ctf_Handle_Pickup(flag, toucher, PICKUP_BASE); // toucher just stole the neutral flag
+ }
+ else if(CTF_SAMETEAM(toucher, flag) && (toucher.flagcarried) && DIFF_TEAM(toucher.flagcarried, flag) && is_not_monster)
+ ctf_Handle_Capture(flag, toucher, CAPTURE_NORMAL); // toucher just captured the enemies flag to his base
+ else if(CTF_DIFFTEAM(toucher, flag) && (toucher.flagcarried) && CTF_SAMETEAM(toucher.flagcarried, toucher) && (!toucher.ctf_captureshielded) && autocvar_g_ctf_flag_return_carrying && (time > toucher.next_take_time) && is_not_monster)
+ {
+ ctf_Handle_Return(toucher.flagcarried, toucher); // return their current flag
+ ctf_Handle_Pickup(flag, toucher, PICKUP_BASE); // now pickup the flag
+ }
+ else if(CTF_DIFFTEAM(toucher, flag) && (!toucher.flagcarried) && (!toucher.ctf_captureshielded) && (time > toucher.next_take_time) && is_not_monster)
+ ctf_Handle_Pickup(flag, toucher, PICKUP_BASE); // toucher just stole the enemies flag
+ break;
+ }
+
+ case FLAG_DROPPED:
+ {
+ if(CTF_SAMETEAM(toucher, flag) && ctf_Immediate_Return_Allowed(flag, toucher))
+ ctf_Handle_Return(flag, toucher); // toucher just returned his own flag
+ else if(is_not_monster && (!toucher.flagcarried) && ((toucher != flag.ctf_dropper) || (time > flag.ctf_droptime + autocvar_g_ctf_flag_collect_delay)))
+ ctf_Handle_Pickup(flag, toucher, PICKUP_DROPPED); // toucher just picked up a dropped enemy flag
+ break;
+ }
+
+ case FLAG_CARRY:
+ {
+ LOG_TRACE("Someone touched a flag even though it was being carried?");
+ break;
+ }
+
+ case FLAG_PASSING:
+ {
+ if((IS_PLAYER(toucher)) && !IS_DEAD(toucher) && (toucher != flag.pass_sender))
+ {
+ if(DIFF_TEAM(toucher, flag.pass_sender))
+ {
+ if(ctf_Immediate_Return_Allowed(flag, toucher))
+ ctf_Handle_Return(flag, toucher);
+ else if(is_not_monster && (!toucher.flagcarried))
+ ctf_Handle_Pickup(flag, toucher, PICKUP_DROPPED);
+ }
+ else if(!toucher.flagcarried)
+ ctf_Handle_Retrieve(flag, toucher);
+ }
+ break;
+ }
+ }
+}
+
+.float last_respawn;
+void ctf_RespawnFlag(entity flag)
+{
+ // check for flag respawn being called twice in a row
+ if(flag.last_respawn > time - 0.5)
+ { backtrace("flag respawn called twice quickly! please notify Samual about this..."); }
+
+ flag.last_respawn = time;
+
+ // reset the player (if there is one)
+ if((flag.owner) && (flag.owner.flagcarried == flag))
+ {
+ WaypointSprite_Kill(flag.owner.wps_enemyflagcarrier);
+ WaypointSprite_Kill(flag.owner.wps_flagreturn);
+ WaypointSprite_Kill(flag.wps_flagcarrier);
+
+ flag.owner.flagcarried = NULL;
+ GameRules_scoring_vip(flag.owner, false);
+
+ if(flag.speedrunning)
+ ctf_FakeTimeLimit(flag.owner, -1);
+ }
+
+ if((flag.owner) && (flag.owner.vehicle))
+ flag.scale = FLAG_SCALE;
+
+ if(flag.ctf_status == FLAG_DROPPED)
+ { WaypointSprite_Kill(flag.wps_flagdropped); }
+
+ // reset the flag
+ setattachment(flag, NULL, "");
+ setorigin(flag, flag.ctf_spawnorigin);
+
+ set_movetype(flag, ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS));
+ flag.takedamage = DAMAGE_NO;
+ SetResourceAmountExplicit(flag, RESOURCE_HEALTH, flag.max_flag_health);
+ flag.solid = SOLID_TRIGGER;
+ flag.velocity = '0 0 0';
+ flag.angles = flag.mangle;
+ flag.flags = FL_ITEM | FL_NOTARGET;
+
+ flag.ctf_status = FLAG_BASE;
+ flag.owner = NULL;
+ flag.pass_distance = 0;
+ flag.pass_sender = NULL;
+ flag.pass_target = NULL;
+ flag.ctf_dropper = NULL;
+ flag.ctf_pickuptime = 0;
+ flag.ctf_droptime = 0;
+ flag.ctf_flagdamaged_byworld = false;
+ navigation_dynamicgoal_unset(flag);
+
+ ctf_CheckStalemate();
+}
+
+void ctf_Reset(entity this)
+{
+ if(this.owner && IS_PLAYER(this.owner))
+ ctf_Handle_Throw(this.owner, NULL, DROP_RESET);
+
+ this.enemy = NULL;
+ ctf_RespawnFlag(this);
+}
+
+bool ctf_FlagBase_Customize(entity this, entity client)
+{
+ entity e = WaypointSprite_getviewentity(client);
+ entity wp_owner = this.owner;
+ entity flag = e.flagcarried;
+ if(flag && CTF_SAMETEAM(e, flag))
+ return false;
+ if(flag && (flag.cnt || wp_owner.cnt) && wp_owner.cnt != flag.cnt)
+ return false;
+ return true;
+}
+
+void ctf_DelayedFlagSetup(entity this) // called after a flag is placed on a map by ctf_FlagSetup()
+{
+ // bot waypoints
+ waypoint_spawnforitem_force(this, this.origin);
+ navigation_dynamicgoal_init(this, true);
+
+ // waypointsprites
+ entity basename;
+ switch (this.team)
+ {
+ case NUM_TEAM_1: basename = WP_FlagBaseRed; break;
+ case NUM_TEAM_2: basename = WP_FlagBaseBlue; break;
+ case NUM_TEAM_3: basename = WP_FlagBaseYellow; break;
+ case NUM_TEAM_4: basename = WP_FlagBasePink; break;
+ default: basename = WP_FlagBaseNeutral; break;
+ }
+
+ entity wp = WaypointSprite_SpawnFixed(basename, this.origin + FLAG_WAYPOINT_OFFSET, this, wps_flagbase, RADARICON_FLAG);
+ wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 1 1');
+ WaypointSprite_UpdateTeamRadar(this.wps_flagbase, RADARICON_FLAG, ((this.team) ? colormapPaletteColor(this.team - 1, false) : '1 1 1'));
+ setcefc(wp, ctf_FlagBase_Customize);
+
+ // captureshield setup
+ ctf_CaptureShield_Spawn(this);
+}
+
+.bool pushable;
+
+void ctf_FlagSetup(int teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
+{
+ // main setup
+ flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist
+ ctf_worldflaglist = flag;
+
+ setattachment(flag, NULL, "");
+
+ flag.netname = strzone(sprintf("%s%s^7 flag", Team_ColorCode(teamnumber), Team_ColorName_Upper(teamnumber)));
+ flag.team = teamnumber;
+ flag.classname = "item_flag_team";
++ flag.target = "###item###"; // for finding the nearest item using findnearest
+ flag.flags = FL_ITEM | FL_NOTARGET;
+ IL_PUSH(g_items, flag);
+ flag.solid = SOLID_TRIGGER;
+ flag.takedamage = DAMAGE_NO;
+ flag.damageforcescale = autocvar_g_ctf_flag_damageforcescale;
+ flag.max_flag_health = ((autocvar_g_ctf_flag_return_damage && autocvar_g_ctf_flag_health) ? autocvar_g_ctf_flag_health : 100);
+ SetResourceAmountExplicit(flag, RESOURCE_HEALTH, flag.max_flag_health);
+ flag.event_damage = ctf_FlagDamage;
+ flag.pushable = true;
+ flag.teleportable = TELEPORT_NORMAL;
+ flag.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP;
+ flag.damagedbytriggers = autocvar_g_ctf_flag_return_when_unreachable;
+ flag.damagedbycontents = autocvar_g_ctf_flag_return_when_unreachable;
+ if(flag.damagedbycontents)
+ IL_PUSH(g_damagedbycontents, flag);
+ flag.velocity = '0 0 0';
+ flag.mangle = flag.angles;
+ flag.reset = ctf_Reset;
+ settouch(flag, ctf_FlagTouch);
+ setthink(flag, ctf_FlagThink);
+ flag.nextthink = time + FLAG_THINKRATE;
+ flag.ctf_status = FLAG_BASE;
+
+ // crudely force them all to 0
+ if(autocvar_g_ctf_score_ignore_fields)
+ flag.cnt = flag.score_assist = flag.score_team_capture = flag.score_capture = flag.score_drop = flag.score_pickup = flag.score_return = 0;
+
+ string teamname = Static_Team_ColorName_Lower(teamnumber);
+ // appearence
+ if(!flag.scale) { flag.scale = FLAG_SCALE; }
+ if(flag.skin == 0) { flag.skin = cvar(sprintf("g_ctf_flag_%s_skin", teamname)); }
+ if(flag.model == "") { flag.model = cvar_string(sprintf("g_ctf_flag_%s_model", teamname)); }
+ if (flag.toucheffect == "") { flag.toucheffect = EFFECT_FLAG_TOUCH(teamnumber).eent_eff_name; }
+ if (flag.passeffect == "") { flag.passeffect = EFFECT_PASS(teamnumber).eent_eff_name; }
+ if (flag.capeffect == "") { flag.capeffect = EFFECT_CAP(teamnumber).eent_eff_name; }
+
+ // sounds
+#define X(s,b) \
+ if(flag.s == "") flag.s = b; \
+ precache_sound(flag.s);
+
+ X(snd_flag_taken, strzone(SND(CTF_TAKEN(teamnumber))))
+ X(snd_flag_returned, strzone(SND(CTF_RETURNED(teamnumber))))
+ X(snd_flag_capture, strzone(SND(CTF_CAPTURE(teamnumber))))
+ X(snd_flag_dropped, strzone(SND(CTF_DROPPED(teamnumber))))
+ X(snd_flag_respawn, strzone(SND(CTF_RESPAWN)))
+ X(snd_flag_touch, strzone(SND(CTF_TOUCH)))
+ X(snd_flag_pass, strzone(SND(CTF_PASS)))
+#undef X
+
+ // precache
+ precache_model(flag.model);
+
+ // appearence
+ _setmodel(flag, flag.model); // precision set below
+ setsize(flag, CTF_FLAG.m_mins * flag.scale, CTF_FLAG.m_maxs * flag.scale);
+ flag.m_mins = flag.mins; // store these for squash checks
+ flag.m_maxs = flag.maxs;
+ setorigin(flag, (flag.origin + FLAG_SPAWN_OFFSET));
+
+ if(autocvar_g_ctf_flag_glowtrails)
+ {
+ switch(teamnumber)
+ {
+ case NUM_TEAM_1: flag.glow_color = 251; break;
+ case NUM_TEAM_2: flag.glow_color = 210; break;
+ case NUM_TEAM_3: flag.glow_color = 110; break;
+ case NUM_TEAM_4: flag.glow_color = 145; break;
+ default: flag.glow_color = 254; break;
+ }
+ 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)
+ {
+ switch(teamnumber)
+ {
+ case NUM_TEAM_1: flag.effects |= EF_RED; break;
+ case NUM_TEAM_2: flag.effects |= EF_BLUE; break;
+ case NUM_TEAM_3: flag.effects |= EF_DIMLIGHT; break;
+ case NUM_TEAM_4: flag.effects |= EF_RED; break;
+ default: flag.effects |= EF_DIMLIGHT; break;
+ }
+ }
+
+ // flag placement
+ if((flag.spawnflags & 1) || flag.noalign) // don't drop to floor, just stay at fixed location
+ {
+ flag.dropped_origin = flag.origin;
+ flag.noalign = true;
+ set_movetype(flag, MOVETYPE_NONE);
+ }
+ else // drop to floor, automatically find a platform and set that as spawn origin
+ {
+ flag.noalign = false;
+ droptofloor(flag);
+ set_movetype(flag, MOVETYPE_NONE);
+ }
+
+ InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION);
+}
+
+
+// ================
+// Bot player logic
+// ================
+
+// NOTE: LEGACY CODE, needs to be re-written!
+
+void havocbot_ctf_calculate_middlepoint()
+{
+ entity f;
+ vector s = '0 0 0';
+ vector fo = '0 0 0';
+ int n = 0;
+
+ f = ctf_worldflaglist;
+ while (f)
+ {
+ fo = f.origin;
+ s = s + fo;
+ f = f.ctf_worldflagnext;
+ n++;
+ }
+ if(!n)
+ return;
+
+ havocbot_middlepoint = s / n;
+ havocbot_middlepoint_radius = vlen(fo - havocbot_middlepoint);
+
+ havocbot_symmetry_axis_m = 0;
+ havocbot_symmetry_axis_q = 0;
+ if(n == 2)
+ {
+ // for symmetrical editing of waypoints
+ entity f1 = ctf_worldflaglist;
+ entity f2 = f1.ctf_worldflagnext;
+ float m = -(f1.origin.y - f2.origin.y) / (f1.origin.x - f2.origin.x);
+ float q = havocbot_middlepoint.y - m * havocbot_middlepoint.x;
+ havocbot_symmetry_axis_m = m;
+ havocbot_symmetry_axis_q = q;
+ }
+ havocbot_symmetry_origin_order = n;
+}
+
+
+entity havocbot_ctf_find_flag(entity bot)
+{
+ entity f;
+ f = ctf_worldflaglist;
+ while (f)
+ {
+ if (CTF_SAMETEAM(bot, f))
+ return f;
+ f = f.ctf_worldflagnext;
+ }
+ return NULL;
+}
+
+entity havocbot_ctf_find_enemy_flag(entity bot)
+{
+ entity f;
+ f = ctf_worldflaglist;
+ while (f)
+ {
+ if(ctf_oneflag)
+ {
+ if(CTF_DIFFTEAM(bot, f))
+ {
+ if(f.team)
+ {
+ if(bot.flagcarried)
+ return f;
+ }
+ else if(!bot.flagcarried)
+ return f;
+ }
+ }
+ else if (CTF_DIFFTEAM(bot, f))
+ return f;
+ f = f.ctf_worldflagnext;
+ }
+ return NULL;
+}
+
+int havocbot_ctf_teamcount(entity bot, vector org, float tc_radius)
+{
+ if (!teamplay)
+ return 0;
+
+ int c = 0;
+
+ FOREACH_CLIENT(IS_PLAYER(it), {
+ if(DIFF_TEAM(it, bot) || IS_DEAD(it) || it == bot)
+ continue;
+
+ if(vdist(it.origin - org, <, tc_radius))
+ ++c;
+ });
+
+ return c;
+}
+
+// unused
+#if 0
+void havocbot_goalrating_ctf_ourflag(entity this, float ratingscale)
+{
+ entity head;
+ head = ctf_worldflaglist;
+ while (head)
+ {
+ if (CTF_SAMETEAM(this, head))
+ break;
+ head = head.ctf_worldflagnext;
+ }
+ if (head)
+ navigation_routerating(this, head, ratingscale, 10000);
+}
+#endif
+
+void havocbot_goalrating_ctf_ourbase(entity this, float ratingscale)
+{
+ entity head;
+ head = ctf_worldflaglist;
+ while (head)
+ {
+ if (CTF_SAMETEAM(this, head))
+ {
+ if (this.flagcarried)
+ if ((this.flagcarried.cnt || head.cnt) && this.flagcarried.cnt != head.cnt)
+ {
+ head = head.ctf_worldflagnext; // skip base if it has a different group
+ continue;
+ }
+ break;
+ }
+ head = head.ctf_worldflagnext;
+ }
+ if (!head)
+ return;
+
+ navigation_routerating(this, head.bot_basewaypoint, ratingscale, 10000);
+}
+
+void havocbot_goalrating_ctf_enemyflag(entity this, float ratingscale)
+{
+ entity head;
+ head = ctf_worldflaglist;
+ while (head)
+ {
+ if(ctf_oneflag)
+ {
+ if(CTF_DIFFTEAM(this, head))
+ {
+ if(head.team)
+ {
+ if(this.flagcarried)
+ break;
+ }
+ else if(!this.flagcarried)
+ break;
+ }
+ }
+ else if(CTF_DIFFTEAM(this, head))
+ break;
+ head = head.ctf_worldflagnext;
+ }
+ if (head)
+ navigation_routerating(this, head, ratingscale, 10000);
+}
+
+void havocbot_goalrating_ctf_enemybase(entity this, float ratingscale)
+{
+ if (!bot_waypoints_for_items)
+ {
+ havocbot_goalrating_ctf_enemyflag(this, ratingscale);
+ return;
+ }
+
+ entity head;
+
+ head = havocbot_ctf_find_enemy_flag(this);
+
+ if (!head)
+ return;
+
+ navigation_routerating(this, head.bot_basewaypoint, ratingscale, 10000);
+}
+
+void havocbot_goalrating_ctf_ourstolenflag(entity this, float ratingscale)
+{
+ entity mf;
+
+ mf = havocbot_ctf_find_flag(this);
+
+ if(mf.ctf_status == FLAG_BASE)
+ return;
+
+ if(mf.tag_entity)
+ navigation_routerating(this, mf.tag_entity, ratingscale, 10000);
+}
+
+void havocbot_goalrating_ctf_droppedflags(entity this, float ratingscale, vector org, float df_radius)
+{
+ entity head;
+ head = ctf_worldflaglist;
+ while (head)
+ {
+ // flag is out in the field
+ if(head.ctf_status != FLAG_BASE)
+ if(head.tag_entity==NULL) // dropped
+ {
+ if(df_radius)
+ {
+ if(vdist(org - head.origin, <, df_radius))
+ navigation_routerating(this, head, ratingscale, 10000);
+ }
+ else
+ navigation_routerating(this, head, ratingscale, 10000);
+ }
+
+ head = head.ctf_worldflagnext;
+ }
+}
+
+void havocbot_goalrating_ctf_carrieritems(entity this, float ratingscale, vector org, float sradius)
+{
+ IL_EACH(g_items, it.bot_pickup,
+ {
+ // gather health and armor only
+ if (it.solid)
+ if (GetResourceAmount(it, RESOURCE_HEALTH) || GetResourceAmount(it, RESOURCE_ARMOR))
+ if (vdist(it.origin - org, <, sradius))
+ {
+ // get the value of the item
+ float t = it.bot_pickupevalfunc(this, it) * 0.0001;
+ if (t > 0)
+ navigation_routerating(this, it, t * ratingscale, 500);
+ }
+ });
+}
+
+void havocbot_ctf_reset_role(entity this)
+{
+ float cdefense, cmiddle, coffense;
+ entity mf, ef;
+ float c;
+
+ if(IS_DEAD(this))
+ return;
+
+ // Check ctf flags
+ if (this.flagcarried)
+ {
+ havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
+ return;
+ }
+
+ mf = havocbot_ctf_find_flag(this);
+ ef = havocbot_ctf_find_enemy_flag(this);
+
+ // Retrieve stolen flag
+ if(mf.ctf_status!=FLAG_BASE)
+ {
+ havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_RETRIEVER);
+ return;
+ }
+
+ // If enemy flag is taken go to the middle to intercept pursuers
+ if(ef.ctf_status!=FLAG_BASE)
+ {
+ havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_MIDDLE);
+ return;
+ }
+
+ // if there is only me on the team switch to offense
+ c = 0;
+ FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this), { ++c; });
+
+ if(c==1)
+ {
+ havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_OFFENSE);
+ return;
+ }
+
+ // Evaluate best position to take
+ // Count mates on middle position
+ cmiddle = havocbot_ctf_teamcount(this, havocbot_middlepoint, havocbot_middlepoint_radius * 0.5);
+
+ // Count mates on defense position
+ cdefense = havocbot_ctf_teamcount(this, mf.dropped_origin, havocbot_middlepoint_radius * 0.5);
+
+ // Count mates on offense position
+ coffense = havocbot_ctf_teamcount(this, ef.dropped_origin, havocbot_middlepoint_radius);
+
+ if(cdefense<=coffense)
+ havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_DEFENSE);
+ else if(coffense<=cmiddle)
+ havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_OFFENSE);
+ else
+ havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_MIDDLE);
+}
+
+void havocbot_role_ctf_carrier(entity this)
+{
+ if(IS_DEAD(this))
+ {
+ havocbot_ctf_reset_role(this);
+ return;
+ }
+
+ if (this.flagcarried == NULL)
+ {
+ havocbot_ctf_reset_role(this);
+ return;
+ }
+
+ if (navigation_goalrating_timeout(this))
+ {
+ navigation_goalrating_start(this);
+
+ if(ctf_oneflag)
+ havocbot_goalrating_ctf_enemybase(this, 50000);
+ else
+ havocbot_goalrating_ctf_ourbase(this, 50000);
+
+ if(GetResourceAmount(this, RESOURCE_HEALTH) < 100)
+ havocbot_goalrating_ctf_carrieritems(this, 1000, this.origin, 1000);
+
+ navigation_goalrating_end(this);
+
+ navigation_goalrating_timeout_set(this);
+
+ entity head = ctf_worldflaglist;
+ while (head)
+ {
+ if (this.goalentity == head.bot_basewaypoint)
+ {
+ this.goalentity_lock_timeout = time + 5;
+ break;
+ }
+ head = head.ctf_worldflagnext;
+ }
+
+ if (this.goalentity)
+ this.havocbot_cantfindflag = time + 10;
+ else if (time > this.havocbot_cantfindflag)
+ {
+ // Can't navigate to my own base, suicide!
+ // TODO: drop it and wander around
+ Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
+ return;
+ }
+ }
+}
+
+void havocbot_role_ctf_escort(entity this)
+{
+ entity mf, ef;
+
+ if(IS_DEAD(this))
+ {
+ havocbot_ctf_reset_role(this);
+ return;
+ }
+
+ if (this.flagcarried)
+ {
+ havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
+ return;
+ }
+
+ // If enemy flag is back on the base switch to previous role
+ ef = havocbot_ctf_find_enemy_flag(this);
+ if(ef.ctf_status==FLAG_BASE)
+ {
+ this.havocbot_role = this.havocbot_previous_role;
+ this.havocbot_role_timeout = 0;
+ return;
+ }
+
+ // If the flag carrier reached the base switch to defense
+ mf = havocbot_ctf_find_flag(this);
+ if(mf.ctf_status!=FLAG_BASE)
+ if(vdist(ef.origin - mf.dropped_origin, <, 300))
+ {
+ havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_DEFENSE);
+ return;
+ }
+
+ // Set the role timeout if necessary
+ if (!this.havocbot_role_timeout)
+ {
+ this.havocbot_role_timeout = time + random() * 30 + 60;
+ }
+
+ // If nothing happened just switch to previous role
+ if (time > this.havocbot_role_timeout)
+ {
+ this.havocbot_role = this.havocbot_previous_role;
+ this.havocbot_role_timeout = 0;
+ return;
+ }
+
+ // Chase the flag carrier
+ if (navigation_goalrating_timeout(this))
+ {
+ navigation_goalrating_start(this);
+
+ havocbot_goalrating_ctf_enemyflag(this, 30000);
+ havocbot_goalrating_ctf_ourstolenflag(this, 40000);
+ havocbot_goalrating_items(this, 10000, this.origin, 10000);
+
+ navigation_goalrating_end(this);
+
+ navigation_goalrating_timeout_set(this);
+ }
+}
+
+void havocbot_role_ctf_offense(entity this)
+{
+ entity mf, ef;
+ vector pos;
+
+ if(IS_DEAD(this))
+ {
+ havocbot_ctf_reset_role(this);
+ return;
+ }
+
+ if (this.flagcarried)
+ {
+ havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
+ return;
+ }
+
+ // Check flags
+ mf = havocbot_ctf_find_flag(this);
+ ef = havocbot_ctf_find_enemy_flag(this);
+
+ // Own flag stolen
+ if(mf.ctf_status!=FLAG_BASE)
+ {
+ if(mf.tag_entity)
+ pos = mf.tag_entity.origin;
+ else
+ pos = mf.origin;
+
+ // Try to get it if closer than the enemy base
+ if(vlen2(this.origin-ef.dropped_origin)>vlen2(this.origin-pos))
+ {
+ havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_RETRIEVER);
+ return;
+ }
+ }
+
+ // Escort flag carrier
+ if(ef.ctf_status!=FLAG_BASE)
+ {
+ if(ef.tag_entity)
+ pos = ef.tag_entity.origin;
+ else
+ pos = ef.origin;
+
+ if(vdist(pos - mf.dropped_origin, >, 700))
+ {
+ havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_ESCORT);
+ return;
+ }
+ }
+
+ // About to fail, switch to middlefield
+ if(GetResourceAmount(this, RESOURCE_HEALTH) < 50)
+ {
+ havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_MIDDLE);
+ return;
+ }
+
+ // Set the role timeout if necessary
+ if (!this.havocbot_role_timeout)
+ this.havocbot_role_timeout = time + 120;
+
+ if (time > this.havocbot_role_timeout)
+ {
+ havocbot_ctf_reset_role(this);
+ return;
+ }
+
+ if (navigation_goalrating_timeout(this))
+ {
+ navigation_goalrating_start(this);
+
+ havocbot_goalrating_ctf_ourstolenflag(this, 50000);
+ havocbot_goalrating_ctf_enemybase(this, 20000);
+ havocbot_goalrating_items(this, 5000, this.origin, 1000);
+ havocbot_goalrating_items(this, 1000, this.origin, 10000);
+
+ navigation_goalrating_end(this);
+
+ navigation_goalrating_timeout_set(this);
+ }
+}
+
+// Retriever (temporary role):
+void havocbot_role_ctf_retriever(entity this)
+{
+ entity mf;
+
+ if(IS_DEAD(this))
+ {
+ havocbot_ctf_reset_role(this);
+ return;
+ }
+
+ if (this.flagcarried)
+ {
+ havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
+ return;
+ }
+
+ // If flag is back on the base switch to previous role
+ mf = havocbot_ctf_find_flag(this);
+ if(mf.ctf_status==FLAG_BASE)
+ {
+ if (mf.enemy == this) // did this bot return the flag?
+ navigation_goalrating_timeout_force(this);
+ havocbot_ctf_reset_role(this);
+ return;
+ }
+
+ if (!this.havocbot_role_timeout)
+ this.havocbot_role_timeout = time + 20;
+
+ if (time > this.havocbot_role_timeout)
+ {
+ havocbot_ctf_reset_role(this);
+ return;
+ }
+
+ if (navigation_goalrating_timeout(this))
+ {
+ float rt_radius;
+ rt_radius = 10000;
+
+ navigation_goalrating_start(this);
+
+ havocbot_goalrating_ctf_ourstolenflag(this, 50000);
+ havocbot_goalrating_ctf_droppedflags(this, 40000, this.origin, rt_radius);
+ havocbot_goalrating_ctf_enemybase(this, 30000);
+ havocbot_goalrating_items(this, 500, this.origin, rt_radius);
+
+ navigation_goalrating_end(this);
+
+ navigation_goalrating_timeout_set(this);
+ }
+}
+
+void havocbot_role_ctf_middle(entity this)
+{
+ entity mf;
+
+ if(IS_DEAD(this))
+ {
+ havocbot_ctf_reset_role(this);
+ return;
+ }
+
+ if (this.flagcarried)
+ {
+ havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
+ return;
+ }
+
+ mf = havocbot_ctf_find_flag(this);
+ if(mf.ctf_status!=FLAG_BASE)
+ {
+ havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_RETRIEVER);
+ return;
+ }
+
+ if (!this.havocbot_role_timeout)
+ this.havocbot_role_timeout = time + 10;
+
+ if (time > this.havocbot_role_timeout)
+ {
+ havocbot_ctf_reset_role(this);
+ return;
+ }
+
+ if (navigation_goalrating_timeout(this))
+ {
+ vector org;
+
+ org = havocbot_middlepoint;
+ org.z = this.origin.z;
+
+ navigation_goalrating_start(this);
+
+ havocbot_goalrating_ctf_ourstolenflag(this, 50000);
+ havocbot_goalrating_ctf_droppedflags(this, 30000, this.origin, 10000);
+ havocbot_goalrating_enemyplayers(this, 10000, org, havocbot_middlepoint_radius * 0.5);
+ havocbot_goalrating_items(this, 5000, org, havocbot_middlepoint_radius * 0.5);
+ havocbot_goalrating_items(this, 2500, this.origin, 10000);
+ havocbot_goalrating_ctf_enemybase(this, 2500);
+
+ navigation_goalrating_end(this);
+
+ navigation_goalrating_timeout_set(this);
+ }
+}
+
+void havocbot_role_ctf_defense(entity this)
+{
+ entity mf;
+
+ if(IS_DEAD(this))
+ {
+ havocbot_ctf_reset_role(this);
+ return;
+ }
+
+ if (this.flagcarried)
+ {
+ havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_CARRIER);
+ return;
+ }
+
+ // If own flag was captured
+ mf = havocbot_ctf_find_flag(this);
+ if(mf.ctf_status!=FLAG_BASE)
+ {
+ havocbot_role_ctf_setrole(this, HAVOCBOT_CTF_ROLE_RETRIEVER);
+ return;
+ }
+
+ if (!this.havocbot_role_timeout)
+ this.havocbot_role_timeout = time + 30;
+
+ if (time > this.havocbot_role_timeout)
+ {
+ havocbot_ctf_reset_role(this);
+ return;
+ }
+ if (navigation_goalrating_timeout(this))
+ {
+ vector org = mf.dropped_origin;
+
+ navigation_goalrating_start(this);
+
+ // if enemies are closer to our base, go there
+ entity closestplayer = NULL;
+ float distance, bestdistance = 10000;
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
+ distance = vlen(org - it.origin);
+ if(distance<bestdistance)
+ {
+ closestplayer = it;
+ bestdistance = distance;
+ }
+ });
+
+ if(closestplayer)
+ if(DIFF_TEAM(closestplayer, this))
+ if(vdist(org - this.origin, >, 1000))
+ if(checkpvs(this.origin,closestplayer)||random()<0.5)
+ havocbot_goalrating_ctf_ourbase(this, 30000);
+
+ havocbot_goalrating_ctf_ourstolenflag(this, 20000);
+ havocbot_goalrating_ctf_droppedflags(this, 20000, org, havocbot_middlepoint_radius);
+ havocbot_goalrating_enemyplayers(this, 15000, org, havocbot_middlepoint_radius);
+ havocbot_goalrating_items(this, 10000, org, havocbot_middlepoint_radius);
+ havocbot_goalrating_items(this, 5000, this.origin, 10000);
+
+ navigation_goalrating_end(this);
+
+ navigation_goalrating_timeout_set(this);
+ }
+}
+
+void havocbot_role_ctf_setrole(entity bot, int role)
+{
+ string s = "(null)";
+ switch(role)
+ {
+ case HAVOCBOT_CTF_ROLE_CARRIER:
+ s = "carrier";
+ bot.havocbot_role = havocbot_role_ctf_carrier;
+ bot.havocbot_role_timeout = 0;
+ bot.havocbot_cantfindflag = time + 10;
+ if (bot.havocbot_previous_role != bot.havocbot_role)
+ navigation_goalrating_timeout_force(bot);
+ break;
+ case HAVOCBOT_CTF_ROLE_DEFENSE:
+ s = "defense";
+ bot.havocbot_role = havocbot_role_ctf_defense;
+ bot.havocbot_role_timeout = 0;
+ break;
+ case HAVOCBOT_CTF_ROLE_MIDDLE:
+ s = "middle";
+ bot.havocbot_role = havocbot_role_ctf_middle;
+ bot.havocbot_role_timeout = 0;
+ break;
+ case HAVOCBOT_CTF_ROLE_OFFENSE:
+ s = "offense";
+ bot.havocbot_role = havocbot_role_ctf_offense;
+ bot.havocbot_role_timeout = 0;
+ break;
+ case HAVOCBOT_CTF_ROLE_RETRIEVER:
+ s = "retriever";
+ bot.havocbot_previous_role = bot.havocbot_role;
+ bot.havocbot_role = havocbot_role_ctf_retriever;
+ bot.havocbot_role_timeout = time + 10;
+ if (bot.havocbot_previous_role != bot.havocbot_role)
+ navigation_goalrating_timeout_expire(bot, 2);
+ break;
+ case HAVOCBOT_CTF_ROLE_ESCORT:
+ s = "escort";
+ bot.havocbot_previous_role = bot.havocbot_role;
+ bot.havocbot_role = havocbot_role_ctf_escort;
+ bot.havocbot_role_timeout = time + 30;
+ if (bot.havocbot_previous_role != bot.havocbot_role)
+ navigation_goalrating_timeout_expire(bot, 2);
+ break;
+ }
+ LOG_TRACE(bot.netname, " switched to ", s);
+}
+
+
+// ==============
+// Hook Functions
+// ==============
+
+MUTATOR_HOOKFUNCTION(ctf, PlayerPreThink)
+{
+ entity player = M_ARGV(0, entity);
+
+ int t = 0, t2 = 0, t3 = 0;
+ bool b1 = false, b2 = false, b3 = false, b4 = false, b5 = false; // TODO: kill this, we WANT to show the other flags, somehow! (note: also means you don't see if you're FC)
+
+ // initially clear items so they can be set as necessary later.
+ STAT(CTF_FLAGSTATUS, player) &= ~(CTF_RED_FLAG_CARRYING | CTF_RED_FLAG_TAKEN | CTF_RED_FLAG_LOST
+ | CTF_BLUE_FLAG_CARRYING | CTF_BLUE_FLAG_TAKEN | CTF_BLUE_FLAG_LOST
+ | CTF_YELLOW_FLAG_CARRYING | CTF_YELLOW_FLAG_TAKEN | CTF_YELLOW_FLAG_LOST
+ | CTF_PINK_FLAG_CARRYING | CTF_PINK_FLAG_TAKEN | CTF_PINK_FLAG_LOST
+ | CTF_NEUTRAL_FLAG_CARRYING | CTF_NEUTRAL_FLAG_TAKEN | CTF_NEUTRAL_FLAG_LOST
+ | CTF_FLAG_NEUTRAL | CTF_SHIELDED | CTF_STALEMATE);
+
+ // scan through all the flags and notify the client about them
+ for(entity flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
+ {
+ if(flag.team == NUM_TEAM_1 && !b1) { b1 = true; t = CTF_RED_FLAG_CARRYING; t2 = CTF_RED_FLAG_TAKEN; t3 = CTF_RED_FLAG_LOST; }
+ if(flag.team == NUM_TEAM_2 && !b2) { b2 = true; t = CTF_BLUE_FLAG_CARRYING; t2 = CTF_BLUE_FLAG_TAKEN; t3 = CTF_BLUE_FLAG_LOST; }
+ if(flag.team == NUM_TEAM_3 && !b3) { b3 = true; t = CTF_YELLOW_FLAG_CARRYING; t2 = CTF_YELLOW_FLAG_TAKEN; t3 = CTF_YELLOW_FLAG_LOST; }
+ if(flag.team == NUM_TEAM_4 && !b4) { b4 = true; t = CTF_PINK_FLAG_CARRYING; t2 = CTF_PINK_FLAG_TAKEN; t3 = CTF_PINK_FLAG_LOST; }
+ if(flag.team == 0 && !b5) { b5 = true; t = CTF_NEUTRAL_FLAG_CARRYING; t2 = CTF_NEUTRAL_FLAG_TAKEN; t3 = CTF_NEUTRAL_FLAG_LOST; STAT(CTF_FLAGSTATUS, player) |= CTF_FLAG_NEUTRAL; }
+
+ switch(flag.ctf_status)
+ {
+ case FLAG_PASSING:
+ case FLAG_CARRY:
+ {
+ if((flag.owner == player) || (flag.pass_sender == player))
+ STAT(CTF_FLAGSTATUS, player) |= t; // carrying: player is currently carrying the flag
+ else
+ STAT(CTF_FLAGSTATUS, player) |= t2; // taken: someone else is carrying the flag
+ break;
+ }
+ case FLAG_DROPPED:
+ {
+ STAT(CTF_FLAGSTATUS, player) |= t3; // lost: the flag is dropped somewhere on the map
+ break;
+ }
+ }
+ }
+
+ // item for stopping players from capturing the flag too often
+ if(player.ctf_captureshielded)
+ STAT(CTF_FLAGSTATUS, player) |= CTF_SHIELDED;
+
+ if(ctf_stalemate)
+ STAT(CTF_FLAGSTATUS, player) |= CTF_STALEMATE;
+
+ // update the health of the flag carrier waypointsprite
+ if(player.wps_flagcarrier)
+ WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(GetResourceAmount(player, RESOURCE_HEALTH), GetResourceAmount(player, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
+}
+
+MUTATOR_HOOKFUNCTION(ctf, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ float frag_damage = M_ARGV(4, float);
+ vector frag_force = M_ARGV(6, vector);
+
+ if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
+ {
+ if(frag_target == frag_attacker) // damage done to yourself
+ {
+ frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
+ frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
+ }
+ else // damage done to everyone else
+ {
+ frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
+ frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
+ }
+
+ M_ARGV(4, float) = frag_damage;
+ M_ARGV(6, vector) = frag_force;
+ }
+ else if(frag_target.flagcarried && !IS_DEAD(frag_target) && CTF_DIFFTEAM(frag_target, frag_attacker)) // if the target is a flagcarrier
+ {
+ if(autocvar_g_ctf_flagcarrier_auto_helpme_damage > ('1 0 0' * healtharmor_maxdamage(GetResourceAmount(frag_target, RESOURCE_HEALTH), GetResourceAmount(frag_target, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id)))
+ if(time > frag_target.wps_helpme_time + autocvar_g_ctf_flagcarrier_auto_helpme_time)
+ {
+ frag_target.wps_helpme_time = time;
+ WaypointSprite_HelpMePing(frag_target.wps_flagcarrier);
+ }
+ // todo: add notification for when flag carrier needs help?
+ }
+}
+
+MUTATOR_HOOKFUNCTION(ctf, PlayerDies)
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+
+ if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)) && (frag_target.flagcarried))
+ {
+ GameRules_scoring_add_team(frag_attacker, SCORE, ((SAME_TEAM(frag_attacker, frag_target)) ? -autocvar_g_ctf_score_kill : autocvar_g_ctf_score_kill));
+ GameRules_scoring_add(frag_attacker, CTF_FCKILLS, 1);
+ }
+
+ if(frag_target.flagcarried)
+ {
+ entity tmp_entity = frag_target.flagcarried;
+ ctf_Handle_Throw(frag_target, NULL, DROP_NORMAL);
+ tmp_entity.ctf_dropper = NULL;
+ }
+}
+
+MUTATOR_HOOKFUNCTION(ctf, GiveFragsForKill)
+{
+ M_ARGV(2, float) = 0; // frag score
+ return (autocvar_g_ctf_ignore_frags); // no frags counted in ctf if this is true
+}
+
+void ctf_RemovePlayer(entity player)
+{
+ if(player.flagcarried)
+ { ctf_Handle_Throw(player, NULL, DROP_NORMAL); }
+
+ for(entity flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
+ {
+ if(flag.pass_sender == player) { flag.pass_sender = NULL; }
+ if(flag.pass_target == player) { flag.pass_target = NULL; }
+ if(flag.ctf_dropper == player) { flag.ctf_dropper = NULL; }
+ }
+}
+
+MUTATOR_HOOKFUNCTION(ctf, MakePlayerObserver)
+{
+ entity player = M_ARGV(0, entity);
+
+ ctf_RemovePlayer(player);
+}
+
+MUTATOR_HOOKFUNCTION(ctf, ClientDisconnect)
+{
+ entity player = M_ARGV(0, entity);
+
+ ctf_RemovePlayer(player);
+}
+
+MUTATOR_HOOKFUNCTION(ctf, ClientConnect)
+{
+ if(!autocvar_g_ctf_leaderboard)
+ return;
+
+ entity player = M_ARGV(0, entity);
+
+ if(IS_REAL_CLIENT(player))
+ {
+ int m = min(RANKINGS_CNT, autocvar_g_cts_send_rankings_cnt);
+ race_send_rankings_cnt(MSG_ONE);
+ for (int i = 1; i <= m; ++i)
+ {
+ race_SendRankings(i, 0, 0, MSG_ONE);
+ }
+ }
+}
+
+MUTATOR_HOOKFUNCTION(ctf, GetPressedKeys)
+{
+ if(!autocvar_g_ctf_leaderboard)
+ return;
+
+ entity player = M_ARGV(0, entity);
+
+ if(CS(player).cvar_cl_allow_uidtracking == 1 && CS(player).cvar_cl_allow_uid2name == 1)
+ {
+ if (!player.stored_netname)
+ player.stored_netname = strzone(uid2name(player.crypto_idfp));
+ if(player.stored_netname != player.netname)
+ {
+ db_put(ServerProgsDB, strcat("/uid2name/", player.crypto_idfp), player.netname);
+ strcpy(player.stored_netname, player.netname);
+ }
+ }
+}
+
+MUTATOR_HOOKFUNCTION(ctf, PortalTeleport)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(player.flagcarried)
+ if(!autocvar_g_ctf_portalteleport)
+ { ctf_Handle_Throw(player, NULL, DROP_NORMAL); }
+}
+
+MUTATOR_HOOKFUNCTION(ctf, PlayerUseKey)
+{
+ if(MUTATOR_RETURNVALUE || game_stopped) return;
+
+ entity player = M_ARGV(0, entity);
+
+ if((time > player.throw_antispam) && !IS_DEAD(player) && !player.speedrunning && (!player.vehicle || autocvar_g_ctf_allow_vehicle_touch))
+ {
+ // pass the flag to a team mate
+ if(autocvar_g_ctf_pass)
+ {
+ entity head, closest_target = NULL;
+ head = WarpZone_FindRadius(player.origin, autocvar_g_ctf_pass_radius, true);
+
+ while(head) // find the closest acceptable target to pass to
+ {
+ if(IS_PLAYER(head) && !IS_DEAD(head))
+ if(head != player && SAME_TEAM(head, player))
+ if(!head.speedrunning && !head.vehicle)
+ {
+ // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
+ vector head_center = WarpZone_UnTransformOrigin(head, CENTER_OR_VIEWOFS(head));
+ vector passer_center = CENTER_OR_VIEWOFS(player);
+
+ if(ctf_CheckPassDirection(head_center, passer_center, player.v_angle, head.WarpZone_findradius_nearest))
+ {
+ if(autocvar_g_ctf_pass_request && !player.flagcarried && head.flagcarried)
+ {
+ if(IS_BOT_CLIENT(head))
+ {
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PASS_REQUESTING, head.netname);
+ ctf_Handle_Throw(head, player, DROP_PASS);
+ }
+ else
+ {
+ Send_Notification(NOTIF_ONE, head, MSG_CENTER, CENTER_CTF_PASS_REQUESTED, player.netname);
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PASS_REQUESTING, head.netname);
+ }
+ player.throw_antispam = time + autocvar_g_ctf_pass_wait;
+ return true;
+ }
+ else if(player.flagcarried && !head.flagcarried)
+ {
+ if(closest_target)
+ {
+ vector closest_target_center = WarpZone_UnTransformOrigin(closest_target, CENTER_OR_VIEWOFS(closest_target));
+ if(vlen2(passer_center - head_center) < vlen2(passer_center - closest_target_center))
+ { closest_target = head; }
+ }
+ else { closest_target = head; }
+ }
+ }
+ }
+ head = head.chain;
+ }
+
+ if(closest_target) { ctf_Handle_Throw(player, closest_target, DROP_PASS); return true; }
+ }
+
+ // throw the flag in front of you
+ if(autocvar_g_ctf_throw && player.flagcarried)
+ {
+ if(player.throw_count == -1)
+ {
+ if(time > player.throw_prevtime + autocvar_g_ctf_throw_punish_delay)
+ {
+ player.throw_prevtime = time;
+ player.throw_count = 1;
+ ctf_Handle_Throw(player, NULL, DROP_THROW);
+ return true;
+ }
+ else
+ {
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_FLAG_THROW_PUNISH, rint((player.throw_prevtime + autocvar_g_ctf_throw_punish_delay) - time));
+ return false;
+ }
+ }
+ else
+ {
+ if(time > player.throw_prevtime + autocvar_g_ctf_throw_punish_time) { player.throw_count = 1; }
+ else { player.throw_count += 1; }
+ if(player.throw_count >= autocvar_g_ctf_throw_punish_count) { player.throw_count = -1; }
+
+ player.throw_prevtime = time;
+ ctf_Handle_Throw(player, NULL, DROP_THROW);
+ return true;
+ }
+ }
+ }
+}
+
+MUTATOR_HOOKFUNCTION(ctf, HelpMePing)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(player.wps_flagcarrier) // update the flagcarrier waypointsprite with "NEEDING HELP" notification
+ {
+ player.wps_helpme_time = time;
+ WaypointSprite_HelpMePing(player.wps_flagcarrier);
+ }
+ else // create a normal help me waypointsprite
+ {
+ WaypointSprite_Spawn(WP_Helpme, waypointsprite_deployed_lifetime, waypointsprite_limitedrange, player, FLAG_WAYPOINT_OFFSET, NULL, player.team, player, wps_helpme, false, RADARICON_HELPME);
+ WaypointSprite_Ping(player.wps_helpme);
+ }
+
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(ctf, VehicleEnter)
+{
+ entity player = M_ARGV(0, entity);
+ entity veh = M_ARGV(1, entity);
+
+ if(player.flagcarried)
+ {
+ if(!autocvar_g_ctf_allow_vehicle_carry && !autocvar_g_ctf_allow_vehicle_touch)
+ {
+ ctf_Handle_Throw(player, NULL, DROP_NORMAL);
+ }
+ else
+ {
+ player.flagcarried.nodrawtoclient = player; // hide the flag from the driver
+ setattachment(player.flagcarried, veh, "");
+ setorigin(player.flagcarried, VEHICLE_FLAG_OFFSET);
+ player.flagcarried.scale = VEHICLE_FLAG_SCALE;
+ //player.flagcarried.angles = '0 0 0';
+ }
+ return true;
+ }
+}
+
+MUTATOR_HOOKFUNCTION(ctf, VehicleExit)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(player.flagcarried)
+ {
+ setattachment(player.flagcarried, player, "");
+ setorigin(player.flagcarried, FLAG_CARRY_OFFSET);
+ player.flagcarried.scale = FLAG_SCALE;
+ player.flagcarried.angles = '0 0 0';
+ player.flagcarried.nodrawtoclient = NULL;
+ return true;
+ }
+}
+
+MUTATOR_HOOKFUNCTION(ctf, AbortSpeedrun)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(player.flagcarried)
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(player.flagcarried.team, INFO_CTF_FLAGRETURN_ABORTRUN));
+ ctf_RespawnFlag(player.flagcarried);
+ return true;
+ }
+}
+
+MUTATOR_HOOKFUNCTION(ctf, MatchEnd)
+{
+ entity flag; // temporary entity for the search method
+
+ for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
+ {
+ switch(flag.ctf_status)
+ {
+ case FLAG_DROPPED:
+ case FLAG_PASSING:
+ {
+ // lock the flag, game is over
+ set_movetype(flag, MOVETYPE_NONE);
+ flag.takedamage = DAMAGE_NO;
+ flag.solid = SOLID_NOT;
+ flag.nextthink = false; // stop thinking
+
+ //dprint("stopping the ", flag.netname, " from moving.\n");
+ break;
+ }
+
+ default:
+ case FLAG_BASE:
+ case FLAG_CARRY:
+ {
+ // do nothing for these flags
+ break;
+ }
+ }
+ }
+}
+
+MUTATOR_HOOKFUNCTION(ctf, HavocBot_ChooseRole)
+{
+ entity bot = M_ARGV(0, entity);
+
+ havocbot_ctf_reset_role(bot);
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(ctf, TeamBalance_CheckAllowedTeams)
+{
+ M_ARGV(1, string) = "ctf_team";
+}
+
+MUTATOR_HOOKFUNCTION(ctf, SpectateCopy)
+{
+ entity spectatee = M_ARGV(0, entity);
+ entity client = M_ARGV(1, entity);
+
+ STAT(CTF_FLAGSTATUS, client) = STAT(CTF_FLAGSTATUS, spectatee);
+}
+
+MUTATOR_HOOKFUNCTION(ctf, GetRecords)
+{
+ int record_page = M_ARGV(0, int);
+ string ret_string = M_ARGV(1, string);
+
+ for(int i = record_page * 200; i < MapInfo_count && i < record_page * 200 + 200; ++i)
+ {
+ if (MapInfo_Get_ByID(i))
+ {
+ float r = stof(db_get(ServerProgsDB, strcat(MapInfo_Map_bspname, "/captimerecord/time")));
+
+ if(!r)
+ continue;
+
+ // TODO: uid2name
+ string h = db_get(ServerProgsDB, strcat(MapInfo_Map_bspname, "/captimerecord/netname"));
+ ret_string = strcat(ret_string, strpad(32, MapInfo_Map_bspname), " ", strpad(-6, ftos_decimals(r, 2)), " ", h, "\n");
+ }
+ }
+
+ M_ARGV(1, string) = ret_string;
+}
+
+bool superspec_Spectate(entity this, entity targ); // TODO
+void superspec_msg(string _center_title, string _con_title, entity _to, string _msg, float _spamlevel); // TODO
+MUTATOR_HOOKFUNCTION(ctf, SV_ParseClientCommand)
+{
+ entity player = M_ARGV(0, entity);
+ string cmd_name = M_ARGV(1, string);
+ int cmd_argc = M_ARGV(2, int);
+
+ if(IS_PLAYER(player) || MUTATOR_RETURNVALUE || !cvar("g_superspectate")) { return false; }
+
+ if(cmd_name == "followfc")
+ {
+ if(!g_ctf)
+ return true;
+
+ int _team = 0;
+ bool found = false;
+
+ if(cmd_argc == 2)
+ {
+ switch(argv(1))
+ {
+ case "red": if(ctf_teams & BIT(0)) _team = NUM_TEAM_1; break;
+ case "blue": if(ctf_teams & BIT(1)) _team = NUM_TEAM_2; break;
+ case "yellow": if(ctf_teams & BIT(2)) _team = NUM_TEAM_3; break;
+ case "pink": if(ctf_teams & BIT(3)) _team = NUM_TEAM_4; break;
+ }
+ }
+
+ FOREACH_CLIENT(IS_PLAYER(it), {
+ if(it.flagcarried && (it.team == _team || _team == 0))
+ {
+ found = true;
+ if(_team == 0 && IS_SPEC(player) && player.enemy == it)
+ continue; // already spectating this fc, try another
+ return superspec_Spectate(player, it);
+ }
+ });
+
+ if(!found)
+ superspec_msg("", "", player, "No active flag carrier\n", 1);
+ return true;
+ }
+}
+
+MUTATOR_HOOKFUNCTION(ctf, DropSpecialItems)
+{
+ entity frag_target = M_ARGV(0, entity);
+
+ if(frag_target.flagcarried)
+ ctf_Handle_Throw(frag_target, NULL, DROP_THROW);
+}
+
+
+// ==========
+// Spawnfuncs
+// ==========
+
+/*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
+CTF flag for team one (Red).
+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...
+"noise" sound played when flag is picked up...
+"noise1" sound played when flag is returned by a teammate...
+"noise2" sound played when flag is captured...
+"noise3" sound played when flag is lost in the field and respawns itself...
+"noise4" sound played when flag is dropped by a player...
+"noise5" sound played when flag touches the ground... */
+spawnfunc(item_flag_team1)
+{
+ if(!g_ctf) { delete(this); return; }
+
+ ctf_FlagSetup(NUM_TEAM_1, this);
+}
+
+/*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
+CTF flag for team two (Blue).
+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...
+"noise" sound played when flag is picked up...
+"noise1" sound played when flag is returned by a teammate...
+"noise2" sound played when flag is captured...
+"noise3" sound played when flag is lost in the field and respawns itself...
+"noise4" sound played when flag is dropped by a player...
+"noise5" sound played when flag touches the ground... */
+spawnfunc(item_flag_team2)
+{
+ if(!g_ctf) { delete(this); return; }
+
+ ctf_FlagSetup(NUM_TEAM_2, this);
+}
+
+/*QUAKED spawnfunc_item_flag_team3 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
+CTF flag for team three (Yellow).
+Keys:
+"angle" Angle the flag will point (minus 90 degrees)...
+"model" model to use, note this needs red, blue yellow and pink as skins 0, 1, 2 and 3...
+"noise" sound played when flag is picked up...
+"noise1" sound played when flag is returned by a teammate...
+"noise2" sound played when flag is captured...
+"noise3" sound played when flag is lost in the field and respawns itself...
+"noise4" sound played when flag is dropped by a player...
+"noise5" sound played when flag touches the ground... */
+spawnfunc(item_flag_team3)
+{
+ if(!g_ctf) { delete(this); return; }
+
+ ctf_FlagSetup(NUM_TEAM_3, this);
+}
+
+/*QUAKED spawnfunc_item_flag_team4 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
+CTF flag for team four (Pink).
+Keys:
+"angle" Angle the flag will point (minus 90 degrees)...
+"model" model to use, note this needs red, blue yellow and pink as skins 0, 1, 2 and 3...
+"noise" sound played when flag is picked up...
+"noise1" sound played when flag is returned by a teammate...
+"noise2" sound played when flag is captured...
+"noise3" sound played when flag is lost in the field and respawns itself...
+"noise4" sound played when flag is dropped by a player...
+"noise5" sound played when flag touches the ground... */
+spawnfunc(item_flag_team4)
+{
+ if(!g_ctf) { delete(this); return; }
+
+ ctf_FlagSetup(NUM_TEAM_4, this);
+}
+
+/*QUAKED spawnfunc_item_flag_neutral (0 0.5 0.8) (-48 -48 -37) (48 48 37)
+CTF flag (Neutral).
+Keys:
+"angle" Angle the flag will point (minus 90 degrees)...
+"model" model to use, note this needs red, blue yellow and pink as skins 0, 1, 2 and 3...
+"noise" sound played when flag is picked up...
+"noise1" sound played when flag is returned by a teammate...
+"noise2" sound played when flag is captured...
+"noise3" sound played when flag is lost in the field and respawns itself...
+"noise4" sound played when flag is dropped by a player...
+"noise5" sound played when flag touches the ground... */
+spawnfunc(item_flag_neutral)
+{
+ if(!g_ctf) { delete(this); return; }
+ if(!cvar("g_ctf_oneflag")) { delete(this); return; }
+
+ ctf_FlagSetup(0, this);
+}
+
+/*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)... */
+spawnfunc(ctf_team)
+{
+ if(!g_ctf) { delete(this); return; }
+
+ this.classname = "ctf_team";
+ this.team = this.cnt + 1;
+}
+
+// compatibility for quake maps
+spawnfunc(team_CTF_redflag) { spawnfunc_item_flag_team1(this); }
+spawnfunc(team_CTF_blueflag) { spawnfunc_item_flag_team2(this); }
+spawnfunc(info_player_team1);
+spawnfunc(team_CTF_redplayer) { spawnfunc_info_player_team1(this); }
+spawnfunc(team_CTF_redspawn) { spawnfunc_info_player_team1(this); }
+spawnfunc(info_player_team2);
+spawnfunc(team_CTF_blueplayer) { spawnfunc_info_player_team2(this); }
+spawnfunc(team_CTF_bluespawn) { spawnfunc_info_player_team2(this); }
+
+spawnfunc(team_CTF_neutralflag) { spawnfunc_item_flag_neutral(this); }
+spawnfunc(team_neutralobelisk) { spawnfunc_item_flag_neutral(this); }
+
+// compatibility for wop maps
+spawnfunc(team_redplayer) { spawnfunc_info_player_team1(this); }
+spawnfunc(team_blueplayer) { spawnfunc_info_player_team2(this); }
+spawnfunc(team_ctl_redlolly) { spawnfunc_item_flag_team1(this); }
+spawnfunc(team_CTL_redlolly) { spawnfunc_item_flag_team1(this); }
+spawnfunc(team_ctl_bluelolly) { spawnfunc_item_flag_team2(this); }
+spawnfunc(team_CTL_bluelolly) { spawnfunc_item_flag_team2(this); }
+
+
+// ==============
+// Initialization
+// ==============
+
+// scoreboard setup
+void ctf_ScoreRules(int teams)
+{
+ GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
+ field_team(ST_CTF_CAPS, "caps", SFL_SORT_PRIO_PRIMARY);
+ field(SP_CTF_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
+ field(SP_CTF_CAPTIME, "captime", SFL_LOWER_IS_BETTER | SFL_TIME);
+ field(SP_CTF_PICKUPS, "pickups", 0);
+ field(SP_CTF_FCKILLS, "fckills", 0);
+ field(SP_CTF_RETURNS, "returns", 0);
+ field(SP_CTF_DROPS, "drops", SFL_LOWER_IS_BETTER);
+ });
+}
+
+// code from here on is just to support maps that don't have flag and team entities
+void ctf_SpawnTeam (string teamname, int teamcolor)
+{
+ entity this = new_pure(ctf_team);
+ this.netname = teamname;
+ this.cnt = teamcolor - 1;
+ this.spawnfunc_checked = true;
+ this.team = teamcolor;
+}
+
+void ctf_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
+{
+ ctf_teams = 0;
+
+ entity tmp_entity;
+ for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
+ {
+ //if(tmp_entity.team == NUM_TEAM_3) { ctf_teams = max(3, ctf_teams); }
+ //if(tmp_entity.team == NUM_TEAM_4) { ctf_teams = max(4, ctf_teams); }
+
+ switch(tmp_entity.team)
+ {
+ case NUM_TEAM_1: BITSET_ASSIGN(ctf_teams, BIT(0)); break;
+ case NUM_TEAM_2: BITSET_ASSIGN(ctf_teams, BIT(1)); break;
+ case NUM_TEAM_3: BITSET_ASSIGN(ctf_teams, BIT(2)); break;
+ case NUM_TEAM_4: BITSET_ASSIGN(ctf_teams, BIT(3)); break;
+ }
+ if(tmp_entity.team == 0) { ctf_oneflag = true; }
+ }
+
+ havocbot_ctf_calculate_middlepoint();
+
+ if(NumTeams(ctf_teams) < 2) // somehow, there's not enough flags!
+ {
+ ctf_teams = 0; // so set the default red and blue teams
+ BITSET_ASSIGN(ctf_teams, BIT(0));
+ BITSET_ASSIGN(ctf_teams, BIT(1));
+ }
+
+ //ctf_teams = bound(2, ctf_teams, 4);
+
+ // if no teams are found, spawn defaults
+ if(find(NULL, classname, "ctf_team") == NULL)
+ {
+ LOG_TRACE("No \"ctf_team\" entities found on this map, creating them anyway.");
+ if(ctf_teams & BIT(0))
+ ctf_SpawnTeam("Red", NUM_TEAM_1);
+ if(ctf_teams & BIT(1))
+ ctf_SpawnTeam("Blue", NUM_TEAM_2);
+ if(ctf_teams & BIT(2))
+ ctf_SpawnTeam("Yellow", NUM_TEAM_3);
+ if(ctf_teams & BIT(3))
+ ctf_SpawnTeam("Pink", NUM_TEAM_4);
+ }
+
+ ctf_ScoreRules(ctf_teams);
+}
+
+void ctf_Initialize()
+{
+ ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
+
+ ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
+ ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
+ ctf_captureshield_force = autocvar_g_ctf_shield_force;
+
+ InitializeEntity(NULL, ctf_DelayedInit, INITPRIO_GAMETYPE);
+}
--- /dev/null
- float Domination_CheckWinner()
+#include "sv_domination.qh"
+
+#include <server/teamplay.qh>
+
+bool g_domination;
+
+int autocvar_g_domination_default_teams;
+bool autocvar_g_domination_disable_frags;
+int autocvar_g_domination_point_amt;
+bool autocvar_g_domination_point_fullbright;
+float autocvar_g_domination_round_timelimit;
+float autocvar_g_domination_warmup;
+float autocvar_g_domination_point_rate;
+int autocvar_g_domination_teams_override;
+
+void dom_EventLog(string mode, float team_before, entity actor) // use an alias for easy changing and quick editing later
+{
+ if(autocvar_sv_eventlog)
+ GameLogEcho(strcat(":dom:", mode, ":", ftos(team_before), ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
+}
+
+void set_dom_state(entity e)
+{
+ STAT(DOM_TOTAL_PPS, e) = total_pps;
+ STAT(DOM_PPS_RED, e) = pps_red;
+ STAT(DOM_PPS_BLUE, e) = pps_blue;
+ if(domination_teams >= 3)
+ STAT(DOM_PPS_YELLOW, e) = pps_yellow;
+ if(domination_teams >= 4)
+ STAT(DOM_PPS_PINK, e) = pps_pink;
+}
+
+void dompoint_captured(entity this)
+{
+ float old_delay, old_team, real_team;
+
+ // now that the delay has expired, switch to the latest team to lay claim to this point
+ entity head = this.owner;
+
+ real_team = this.cnt;
+ this.cnt = -1;
+
+ dom_EventLog("taken", this.team, this.dmg_inflictor);
+ this.dmg_inflictor = NULL;
+
+ this.goalentity = head;
+ this.model = head.mdl;
+ this.modelindex = head.dmg;
+ this.skin = head.skin;
+
+ float points, wait_time;
+ if (autocvar_g_domination_point_amt)
+ points = autocvar_g_domination_point_amt;
+ else
+ points = this.frags;
+ if (autocvar_g_domination_point_rate)
+ wait_time = autocvar_g_domination_point_rate;
+ else
+ wait_time = this.wait;
+
+ if(domination_roundbased)
+ bprint(sprintf("^3%s^3%s\n", head.netname, this.message));
+ else
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_DOMINATION_CAPTURE_TIME, head.netname, this.message, points, wait_time);
+
+ if(this.enemy.playerid == this.enemy_playerid)
+ GameRules_scoring_add(this.enemy, DOM_TAKES, 1);
+ else
+ this.enemy = NULL;
+
+ if (head.noise != "")
+ if(this.enemy)
+ _sound(this.enemy, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM);
+ else
+ _sound(this, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM);
+ if (head.noise1 != "")
+ play2all(head.noise1);
+
+ this.delay = time + wait_time;
+
+ // do trigger work
+ old_delay = this.delay;
+ old_team = this.team;
+ this.team = real_team;
+ this.delay = 0;
+ SUB_UseTargets (this, this, NULL);
+ this.delay = old_delay;
+ this.team = old_team;
+
+ entity msg = WP_DomNeut;
+ switch(real_team)
+ {
+ case NUM_TEAM_1: msg = WP_DomRed; break;
+ case NUM_TEAM_2: msg = WP_DomBlue; break;
+ case NUM_TEAM_3: msg = WP_DomYellow; break;
+ case NUM_TEAM_4: msg = WP_DomPink; break;
+ }
+
+ WaypointSprite_UpdateSprites(this.sprite, msg, WP_Null, WP_Null);
+
+ total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
+ IL_EACH(g_dompoints, true,
+ {
+ if (autocvar_g_domination_point_amt)
+ points = autocvar_g_domination_point_amt;
+ else
+ points = it.frags;
+ if (autocvar_g_domination_point_rate)
+ wait_time = autocvar_g_domination_point_rate;
+ else
+ wait_time = it.wait;
+ switch(it.goalentity.team)
+ {
+ case NUM_TEAM_1: pps_red += points/wait_time; break;
+ case NUM_TEAM_2: pps_blue += points/wait_time; break;
+ case NUM_TEAM_3: pps_yellow += points/wait_time; break;
+ case NUM_TEAM_4: pps_pink += points/wait_time; break;
+ }
+ total_pps += points/wait_time;
+ });
+
+ WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, colormapPaletteColor(this.goalentity.team - 1, 0));
+ WaypointSprite_Ping(this.sprite);
+
+ this.captime = time;
+
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), { set_dom_state(it); });
+}
+
+void AnimateDomPoint(entity this)
+{
+ if(this.pain_finished > time)
+ return;
+ this.pain_finished = time + this.t_width;
+ if(this.nextthink > this.pain_finished)
+ this.nextthink = this.pain_finished;
+
+ this.frame = this.frame + 1;
+ if(this.frame > this.t_length)
+ this.frame = 0;
+}
+
+void dompointthink(entity this)
+{
+ float fragamt;
+
+ this.nextthink = time + 0.1;
+
+ //this.frame = this.frame + 1;
+ //if(this.frame > 119)
+ // this.frame = 0;
+ AnimateDomPoint(this);
+
+ // give points
+
+ if (game_stopped || this.delay > time || time < game_starttime) // game has ended, don't keep giving points
+ return;
+
+ if(autocvar_g_domination_point_rate)
+ this.delay = time + autocvar_g_domination_point_rate;
+ else
+ this.delay = time + this.wait;
+
+ // give credit to the team
+ // NOTE: this defaults to 0
+ if (!domination_roundbased)
+ if (this.goalentity.netname != "")
+ {
+ if(autocvar_g_domination_point_amt)
+ fragamt = autocvar_g_domination_point_amt;
+ else
+ fragamt = this.frags;
+ TeamScore_AddToTeam(this.goalentity.team, ST_SCORE, fragamt);
+ TeamScore_AddToTeam(this.goalentity.team, ST_DOM_TICKS, fragamt);
+
+ // give credit to the individual player, if he is still there
+ if (this.enemy.playerid == this.enemy_playerid)
+ {
+ GameRules_scoring_add(this.enemy, SCORE, fragamt);
+ GameRules_scoring_add(this.enemy, DOM_TICKS, fragamt);
+ }
+ else
+ this.enemy = NULL;
+ }
+}
+
+void dompointtouch(entity this, entity toucher)
+{
+ if(!IS_PLAYER(toucher))
+ return;
+ if(GetResourceAmount(toucher, RESOURCE_HEALTH) < 1)
+ return;
+
+ if(round_handler_IsActive() && !round_handler_IsRoundStarted())
+ return;
+
+ if(time < this.captime + 0.3)
+ return;
+
+ // only valid teams can claim it
+ entity head = find(NULL, classname, "dom_team");
+ while (head && head.team != toucher.team)
+ head = find(head, classname, "dom_team");
+ if (!head || head.netname == "" || head == this.goalentity)
+ return;
+
+ // delay capture
+
+ this.team = this.goalentity.team; // this stores the PREVIOUS team!
+
+ this.cnt = toucher.team;
+ this.owner = head; // team to switch to after the delay
+ this.dmg_inflictor = toucher;
+
+ // this.state = 1;
+ // this.delay = time + cvar("g_domination_point_capturetime");
+ //this.nextthink = time + cvar("g_domination_point_capturetime");
+ //this.think = dompoint_captured;
+
+ // go to neutral team in the mean time
+ head = find(NULL, classname, "dom_team");
+ while (head && head.netname != "")
+ head = find(head, classname, "dom_team");
+ if(head == NULL)
+ return;
+
+ WaypointSprite_UpdateSprites(this.sprite, WP_DomNeut, WP_Null, WP_Null);
+ WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, '0 1 1');
+ WaypointSprite_Ping(this.sprite);
+
+ this.goalentity = head;
+ this.model = head.mdl;
+ this.modelindex = head.dmg;
+ this.skin = head.skin;
+
+ this.enemy = toucher; // individual player scoring
+ this.enemy_playerid = toucher.playerid;
+ dompoint_captured(this);
+}
+
+void dom_controlpoint_setup(entity this)
+{
+ entity head;
+ // find the spawnfunc_dom_team representing unclaimed points
+ head = find(NULL, classname, "dom_team");
+ while(head && head.netname != "")
+ head = find(head, classname, "dom_team");
+ if (!head)
+ objerror(this, "no spawnfunc_dom_team with netname \"\" found\n");
+
+ // copy important properties from spawnfunc_dom_team entity
+ this.goalentity = head;
+ _setmodel(this, head.mdl); // precision already set
+ this.skin = head.skin;
+
+ this.cnt = -1;
+
+ if(this.message == "")
+ this.message = " has captured a control point";
+
+ if(this.frags <= 0)
+ this.frags = 1;
+ if(this.wait <= 0)
+ this.wait = 5;
+
+ float points, waittime;
+ if (autocvar_g_domination_point_amt)
+ points = autocvar_g_domination_point_amt;
+ else
+ points = this.frags;
+ if (autocvar_g_domination_point_rate)
+ waittime = autocvar_g_domination_point_rate;
+ else
+ waittime = this.wait;
+
+ total_pps += points/waittime;
+
+ if(!this.t_width)
+ this.t_width = 0.02; // frame animation rate
+ if(!this.t_length)
+ this.t_length = 239; // maximum frame
+
+ setthink(this, dompointthink);
+ this.nextthink = time;
+ settouch(this, dompointtouch);
+ this.solid = SOLID_TRIGGER;
+ if(!this.flags & FL_ITEM)
+ IL_PUSH(g_items, this);
+ this.flags = FL_ITEM;
+ setsize(this, '-32 -32 -32', '32 32 32');
+ setorigin(this, this.origin + '0 0 20');
+ droptofloor(this);
+
+ waypoint_spawnforitem(this);
+ WaypointSprite_SpawnFixed(WP_DomNeut, this.origin + '0 0 32', this, sprite, RADARICON_DOMPOINT);
+}
+
+int total_control_points;
+void Domination_count_controlpoints()
+{
+ total_control_points = 0;
+ for (int i = 1; i <= NUM_TEAMS; ++i)
+ {
+ Team_SetNumberOfControlPoints(Team_GetTeamFromIndex(i), 0);
+ }
+ IL_EACH(g_dompoints, true,
+ {
+ ++total_control_points;
+ if (!Entity_HasValidTeam(it.goalentity))
+ {
+ continue;
+ }
+ entity team_ = Entity_GetTeam(it.goalentity);
+ int num_control_points = Team_GetNumberOfControlPoints(team_);
+ ++num_control_points;
+ Team_SetNumberOfControlPoints(team_, num_control_points);
+ });
+}
+
+int Domination_GetWinnerTeam()
+{
+ int winner_team = 0;
+ if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(1)) ==
+ total_control_points)
+ {
+ winner_team = NUM_TEAM_1;
+ }
+ for (int i = 2; i <= NUM_TEAMS; ++i)
+ {
+ if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(i)) ==
+ total_control_points)
+ {
+ if (winner_team != 0)
+ {
+ return 0;
+ }
+ winner_team = Team_IndexToTeam(i);
+ }
+ }
+ if (winner_team)
+ {
+ return winner_team;
+ }
+ return -1; // no control points left?
+}
+
- return 1;
++bool Domination_CheckWinner()
+{
+ if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
+
+ game_stopped = true;
+ round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
- return 0;
++ return true;
+ }
+
+ Domination_count_controlpoints();
+
+ float winner_team = Domination_GetWinnerTeam();
+
+ if(winner_team == -1)
- return 1;
++ return false;
+
+ if(winner_team > 0)
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
+ TeamScore_AddToTeam(winner_team, ST_DOM_CAPS, +1);
+ }
+ else if(winner_team == -1)
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
+ }
+
+ game_stopped = true;
+ round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
+
- float Domination_CheckPlayers()
++ return true;
+}
+
- return 1;
++bool Domination_CheckPlayers()
+{
++ return true;
+}
+
+void Domination_RoundStart()
+{
+ FOREACH_CLIENT(IS_PLAYER(it), { it.player_blocked = false; });
+}
+
+//go to best items, or control points you don't own
+void havocbot_goalrating_controlpoints(entity this, float ratingscale, vector org, float sradius)
+{
+ IL_EACH(g_dompoints, vdist((((it.absmin + it.absmax) * 0.5) - org), <, sradius),
+ {
+ if(it.cnt > -1) // this is just being fought
+ navigation_routerating(this, it, ratingscale, 5000);
+ else if(it.goalentity.cnt == 0) // unclaimed
+ navigation_routerating(this, it, ratingscale * 0.5, 5000);
+ else if(it.goalentity.team != this.team) // other team's point
+ navigation_routerating(this, it, ratingscale * 0.2, 5000);
+ });
+}
+
+void havocbot_role_dom(entity this)
+{
+ if(IS_DEAD(this))
+ return;
+
+ if (navigation_goalrating_timeout(this))
+ {
+ navigation_goalrating_start(this);
+ havocbot_goalrating_controlpoints(this, 10000, this.origin, 15000);
+ havocbot_goalrating_items(this, 8000, this.origin, 8000);
+ //havocbot_goalrating_enemyplayers(this, 3000, this.origin, 2000);
+ havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
+ navigation_goalrating_end(this);
+
+ navigation_goalrating_timeout_set(this);
+ }
+}
+
+MUTATOR_HOOKFUNCTION(dom, TeamBalance_CheckAllowedTeams)
+{
+ // fallback?
+ M_ARGV(0, float) = domination_teams;
+ string ret_string = "dom_team";
+
+ entity head = find(NULL, classname, ret_string);
+ while(head)
+ {
+ if(head.netname != "")
+ {
+ if (Team_IsValidTeam(head.team))
+ {
+ M_ARGV(0, float) |= Team_TeamToBit(head.team);
+ }
+ }
+
+ head = find(head, classname, ret_string);
+ }
+
+ M_ARGV(1, string) = string_null;
+
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(dom, reset_map_players)
+{
+ total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
+ FOREACH_CLIENT(IS_PLAYER(it), {
+ PutClientInServer(it);
+ if(domination_roundbased)
+ it.player_blocked = 1;
+ if(IS_REAL_CLIENT(it))
+ set_dom_state(it);
+ });
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(dom, PlayerSpawn)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(domination_roundbased)
+ if(!round_handler_IsRoundStarted())
+ player.player_blocked = 1;
+ else
+ player.player_blocked = 0;
+}
+
+MUTATOR_HOOKFUNCTION(dom, ClientConnect)
+{
+ entity player = M_ARGV(0, entity);
+
+ set_dom_state(player);
+}
+
+MUTATOR_HOOKFUNCTION(dom, HavocBot_ChooseRole)
+{
+ entity bot = M_ARGV(0, entity);
+
+ bot.havocbot_role = havocbot_role_dom;
+ return true;
+}
+
+/*QUAKED spawnfunc_dom_controlpoint (0 .5 .8) (-16 -16 -24) (16 16 32)
+Control point for Domination gameplay.
+*/
+spawnfunc(dom_controlpoint)
+{
+ if(!g_domination)
+ {
+ delete(this);
+ return;
+ }
+ setthink(this, dom_controlpoint_setup);
+ this.nextthink = time + 0.1;
+ this.reset = dom_controlpoint_setup;
+
+ if(!this.scale)
+ this.scale = 0.6;
+
+ this.effects = this.effects | EF_LOWPRECISION;
+ if (autocvar_g_domination_point_fullbright)
+ this.effects |= EF_FULLBRIGHT;
+
+ IL_PUSH(g_dompoints, this);
+}
+
+/*QUAKED spawnfunc_dom_team (0 .5 .8) (-32 -32 -24) (32 32 32)
+Team declaration for Domination gameplay, this allows you to decide what team
+names and control point models are used in your map.
+
+Note: If you use spawnfunc_dom_team entities you must define at least 3 and only two
+can have netname set! The nameless team owns all control points at start.
+
+Keys:
+"netname"
+ Name of the team (for example Red Team, Blue Team, Green Team, Yellow Team, Life, Death, etc)
+"cnt"
+ Scoreboard color of the team (for example 4 is red and 13 is blue)
+"model"
+ Model to use for control points owned by this team (for example
+ "progs/b_g_key.mdl" is a gold keycard, and "progs/b_s_key.mdl" is a silver
+ keycard)
+"skin"
+ Skin of the model to use (for team skins on a single model)
+"noise"
+ Sound to play when this team captures a point.
+ (this is a localized sound, like a small alarm or other effect)
+"noise1"
+ Narrator speech to play when this team captures a point.
+ (this is a global sound, like "Red team has captured a control point")
+*/
+
+spawnfunc(dom_team)
+{
+ if(!g_domination || autocvar_g_domination_teams_override >= 2)
+ {
+ delete(this);
+ return;
+ }
+ precache_model(this.model);
+ if (this.noise != "")
+ precache_sound(this.noise);
+ if (this.noise1 != "")
+ precache_sound(this.noise1);
+ this.classname = "dom_team";
+ _setmodel(this, this.model); // precision not needed
+ this.mdl = this.model;
+ this.dmg = this.modelindex;
+ this.model = "";
+ this.modelindex = 0;
+ // this would have to be changed if used in quakeworld
+ if(this.cnt)
+ this.team = this.cnt + 1; // WHY are these different anyway?
+}
+
+// scoreboard setup
+void ScoreRules_dom(int teams)
+{
+ if(domination_roundbased)
+ {
+ GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
+ field_team(ST_DOM_CAPS, "caps", SFL_SORT_PRIO_PRIMARY);
+ field(SP_DOM_TAKES, "takes", 0);
+ });
+ }
+ else
+ {
+ float sp_domticks, sp_score;
+ sp_score = sp_domticks = 0;
+ if(autocvar_g_domination_disable_frags)
+ sp_domticks = SFL_SORT_PRIO_PRIMARY;
+ else
+ sp_score = SFL_SORT_PRIO_PRIMARY;
+ GameRules_scoring(teams, sp_score, sp_score, {
+ field_team(ST_DOM_TICKS, "ticks", sp_domticks);
+ field(SP_DOM_TICKS, "ticks", sp_domticks);
+ field(SP_DOM_TAKES, "takes", 0);
+ });
+ }
+}
+
+// code from here on is just to support maps that don't have control point and team entities
+void dom_spawnteam(string teamname, float teamcolor, string pointmodel, float pointskin, Sound capsound, string capnarration, string capmessage)
+{
+ TC(Sound, capsound);
+ entity e = new_pure(dom_team);
+ e.netname = strzone(teamname);
+ e.cnt = teamcolor;
+ e.model = pointmodel;
+ e.skin = pointskin;
+ e.noise = strzone(Sound_fixpath(capsound));
+ e.noise1 = strzone(capnarration);
+ e.message = strzone(capmessage);
+
+ // this code is identical to spawnfunc_dom_team
+ _setmodel(e, e.model); // precision not needed
+ e.mdl = e.model;
+ e.dmg = e.modelindex;
+ e.model = "";
+ e.modelindex = 0;
+ // this would have to be changed if used in quakeworld
+ e.team = e.cnt + 1;
+
+ //eprint(e);
+}
+
+void dom_spawnpoint(vector org)
+{
+ entity e = spawn();
+ e.classname = "dom_controlpoint";
+ setthink(e, spawnfunc_dom_controlpoint);
+ e.nextthink = time;
+ setorigin(e, org);
+ spawnfunc_dom_controlpoint(e);
+}
+
+// spawn some default teams if the map is not set up for domination
+void dom_spawnteams(int teams)
+{
+ TC(int, teams);
+ dom_spawnteam(Team_ColoredFullName(NUM_TEAM_1), NUM_TEAM_1-1, "models/domination/dom_red.md3", 0, SND_DOM_CLAIM, "", "Red team has captured a control point");
+ dom_spawnteam(Team_ColoredFullName(NUM_TEAM_2), NUM_TEAM_2-1, "models/domination/dom_blue.md3", 0, SND_DOM_CLAIM, "", "Blue team has captured a control point");
+ if(teams >= 3)
+ dom_spawnteam(Team_ColoredFullName(NUM_TEAM_3), NUM_TEAM_3-1, "models/domination/dom_yellow.md3", 0, SND_DOM_CLAIM, "", "Yellow team has captured a control point");
+ if(teams >= 4)
+ dom_spawnteam(Team_ColoredFullName(NUM_TEAM_4), NUM_TEAM_4-1, "models/domination/dom_pink.md3", 0, SND_DOM_CLAIM, "", "Pink team has captured a control point");
+ dom_spawnteam("", 0, "models/domination/dom_unclaimed.md3", 0, SND_Null, "", "");
+}
+
+void dom_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
+{
+ // if no teams are found, spawn defaults
+ if(find(NULL, classname, "dom_team") == NULL || autocvar_g_domination_teams_override >= 2)
+ {
+ LOG_TRACE("No \"dom_team\" entities found on this map, creating them anyway.");
+ domination_teams = autocvar_g_domination_teams_override;
+ if (domination_teams < 2)
+ domination_teams = autocvar_g_domination_default_teams;
+ domination_teams = bound(2, domination_teams, 4);
+ dom_spawnteams(domination_teams);
+ }
+
+ entity balance = TeamBalance_CheckAllowedTeams(NULL);
+ int teams = TeamBalance_GetAllowedTeams(balance);
+ TeamBalance_Destroy(balance);
+ domination_teams = teams;
+
+ domination_roundbased = autocvar_g_domination_roundbased;
+
+ ScoreRules_dom(domination_teams);
+
+ if(domination_roundbased)
+ {
+ round_handler_Spawn(Domination_CheckPlayers, Domination_CheckWinner, Domination_RoundStart);
+ round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
+ }
+}
+
+void dom_Initialize()
+{
+ g_domination = true;
+ InitializeEntity(NULL, dom_DelayedInit, INITPRIO_GAMETYPE);
+}
--- /dev/null
- float freezetag_CheckTeams()
+#include "sv_freezetag.qh"
+
+#include <server/resources.qh>
+
+float autocvar_g_freezetag_frozen_maxtime;
+float autocvar_g_freezetag_revive_clearspeed;
+float autocvar_g_freezetag_round_timelimit;
+//int autocvar_g_freezetag_teams;
+int autocvar_g_freezetag_teams_override;
+float autocvar_g_freezetag_warmup;
+
+void freezetag_count_alive_players()
+{
+ total_players = 0;
+ for (int i = 1; i <= NUM_TEAMS; ++i)
+ {
+ Team_SetNumberOfAlivePlayers(Team_GetTeamFromIndex(i), 0);
+ }
+ FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it),
+ {
+ ++total_players;
+ if ((GetResourceAmount(it, RESOURCE_HEALTH) < 1) ||
+ (STAT(FROZEN, it) == 1))
+ {
+ continue;
+ }
+ entity team_ = Entity_GetTeam(it);
+ int num_alive = Team_GetNumberOfAlivePlayers(team_);
+ ++num_alive;
+ Team_SetNumberOfAlivePlayers(team_, num_alive);
+ });
+ FOREACH_CLIENT(IS_REAL_CLIENT(it),
+ {
+ STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(
+ 1));
+ STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(
+ Team_GetTeamFromIndex(2));
+ STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(
+ Team_GetTeamFromIndex(3));
+ STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(
+ Team_GetTeamFromIndex(4));
+ });
+
+ eliminatedPlayers.SendFlags |= 1;
+}
+
+#define FREEZETAG_ALIVE_TEAMS_OK() (Team_GetNumberOfAliveTeams() == NumTeams(freezetag_teams))
+
- return 1;
++bool freezetag_CheckTeams()
+{
+ static float prev_missing_teams_mask;
+ if(FREEZETAG_ALIVE_TEAMS_OK())
+ {
+ if(prev_missing_teams_mask > 0)
+ Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
+ prev_missing_teams_mask = -1;
- return 0;
++ return true;
+ }
+ if(total_players == 0)
+ {
+ if(prev_missing_teams_mask > 0)
+ Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
+ prev_missing_teams_mask = -1;
- return 0;
++ return false;
+ }
+ int missing_teams_mask = 0;
+ for (int i = 1; i <= NUM_TEAMS; ++i)
+ {
+ if ((freezetag_teams & Team_IndexToBit(i)) &&
+ (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0))
+ {
+ missing_teams_mask |= Team_IndexToBit(i);
+ }
+ }
+ if(prev_missing_teams_mask != missing_teams_mask)
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
+ prev_missing_teams_mask = missing_teams_mask;
+ }
- float freezetag_CheckWinner()
++ return false;
+}
+
+int freezetag_getWinnerTeam()
+{
+ int winner_team = 0;
+ if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1)) >= 1)
+ {
+ winner_team = NUM_TEAM_1;
+ }
+ for (int i = 2; i <= NUM_TEAMS; ++i)
+ {
+ if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) >= 1)
+ {
+ if (winner_team != 0)
+ {
+ return 0;
+ }
+ winner_team = Team_IndexToTeam(i);
+ }
+ }
+ if (winner_team)
+ {
+ return winner_team;
+ }
+ return -1; // no player left
+}
+
+void nades_Clear(entity);
+void nades_GiveBonus(entity player, float score);
+
- return 1;
++bool freezetag_CheckWinner()
+{
+ if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
+ FOREACH_CLIENT(IS_PLAYER(it), {
+ it.freezetag_frozen_timeout = 0;
+ nades_Clear(it);
+ });
+ game_stopped = true;
+ round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
- return 0;
++ return true;
+ }
+
+ if (Team_GetNumberOfAliveTeams() > 1)
+ {
- return 1;
++ return false;
+ }
+
+ int winner_team = freezetag_getWinnerTeam();
+ if(winner_team > 0)
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
+ TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
+ }
+ else if(winner_team == -1)
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
+ }
+
+ FOREACH_CLIENT(IS_PLAYER(it), {
+ it.freezetag_frozen_timeout = 0;
+ nades_Clear(it);
+ });
+
+ game_stopped = true;
+ round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
- float freezetag_isEliminated(entity e)
++ return true;
+}
+
+entity freezetag_LastPlayerForTeam(entity this)
+{
+ entity last_pl = NULL;
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
+ if (!STAT(FROZEN, it) && GetResourceAmount(it, RESOURCE_HEALTH) >= 1)
+ {
+ if (!last_pl)
+ last_pl = it;
+ else
+ return NULL;
+ }
+ });
+ return last_pl;
+}
+
+void freezetag_LastPlayerForTeam_Notify(entity this)
+{
+ if(round_handler_IsActive())
+ if(round_handler_IsRoundStarted())
+ {
+ entity pl = freezetag_LastPlayerForTeam(this);
+ if(pl)
+ Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
+ }
+}
+
+void freezetag_Add_Score(entity targ, entity attacker)
+{
+ if(attacker == targ)
+ {
+ // you froze your own dumb targ
+ // counted as "suicide" already
+ GameRules_scoring_add(targ, SCORE, -1);
+ }
+ else if(IS_PLAYER(attacker))
+ {
+ // got frozen by an enemy
+ // counted as "kill" and "death" already
+ GameRules_scoring_add(targ, SCORE, -1);
+ GameRules_scoring_add(attacker, SCORE, +1);
+ }
+ // else nothing - got frozen by the game type rules themselves
+}
+
+// to be called when the player is frozen by freezetag (on death, spectator join etc), gives the score
+void freezetag_Freeze(entity targ, entity attacker)
+{
+ if(STAT(FROZEN, targ))
+ return;
+
+ if(autocvar_g_freezetag_frozen_maxtime > 0)
+ targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
+
+ Freeze(targ, 0, 1, true);
+
+ freezetag_count_alive_players();
+
+ freezetag_Add_Score(targ, attacker);
+}
+
++bool freezetag_isEliminated(entity e)
+{
+ if(IS_PLAYER(e) && (STAT(FROZEN, e) == 1 || IS_DEAD(e)))
+ return true;
+ return false;
+}
+
+
+// ================
+// Bot player logic
+// ================
+
+void(entity this) havocbot_role_ft_freeing;
+void(entity this) havocbot_role_ft_offense;
+
+void havocbot_goalrating_freeplayers(entity this, float ratingscale, vector org, float sradius)
+{
+ float t;
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
+ if (STAT(FROZEN, it) == 1)
+ {
+ if(vdist(it.origin - org, >, sradius))
+ continue;
+ navigation_routerating(this, it, ratingscale, 2000);
+ }
+ else if(vdist(it.origin - org, >, 400)) // avoid gathering all teammates in one place
+ {
+ // If teamate is not frozen still seek them out as fight better
+ // in a group.
+ t = 0.2 * 150 / (GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR));
+ navigation_routerating(this, it, t * ratingscale, 2000);
+ }
+ });
+}
+
+void havocbot_role_ft_offense(entity this)
+{
+ if(IS_DEAD(this))
+ return;
+
+ if (!this.havocbot_role_timeout)
+ this.havocbot_role_timeout = time + random() * 10 + 20;
+
+ // Count how many players on team are unfrozen.
+ int unfrozen = 0;
+ FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && !(STAT(FROZEN, it) != 1), { unfrozen++; });
+
+ // If only one left on team or if role has timed out then start trying to free players.
+ if (((unfrozen == 0) && (!STAT(FROZEN, this))) || (time > this.havocbot_role_timeout))
+ {
+ LOG_TRACE("changing role to freeing");
+ this.havocbot_role = havocbot_role_ft_freeing;
+ this.havocbot_role_timeout = 0;
+ return;
+ }
+
+ if (navigation_goalrating_timeout(this))
+ {
+ navigation_goalrating_start(this);
+ havocbot_goalrating_items(this, 10000, this.origin, 10000);
+ havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
+ havocbot_goalrating_freeplayers(this, 9000, this.origin, 10000);
+ havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
+ navigation_goalrating_end(this);
+
+ navigation_goalrating_timeout_set(this);
+ }
+}
+
+void havocbot_role_ft_freeing(entity this)
+{
+ if(IS_DEAD(this))
+ return;
+
+ if (!this.havocbot_role_timeout)
+ this.havocbot_role_timeout = time + random() * 10 + 20;
+
+ if (time > this.havocbot_role_timeout)
+ {
+ LOG_TRACE("changing role to offense");
+ this.havocbot_role = havocbot_role_ft_offense;
+ this.havocbot_role_timeout = 0;
+ return;
+ }
+
+ if (navigation_goalrating_timeout(this))
+ {
+ navigation_goalrating_start(this);
+ havocbot_goalrating_items(this, 8000, this.origin, 10000);
+ havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
+ havocbot_goalrating_freeplayers(this, 20000, this.origin, 10000);
+ havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
+ navigation_goalrating_end(this);
+
+ navigation_goalrating_timeout_set(this);
+ }
+}
+
+
+// ==============
+// Hook Functions
+// ==============
+
+void ft_RemovePlayer(entity this)
+{
+ SetResourceAmountExplicit(this, RESOURCE_HEALTH, 0); // neccessary to update correctly alive stats
+ if(!STAT(FROZEN, this))
+ freezetag_LastPlayerForTeam_Notify(this);
+ Unfreeze(this);
+ freezetag_count_alive_players();
+}
+
+MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
+{
+ entity player = M_ARGV(0, entity);
+
+ ft_RemovePlayer(player);
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
+{
+ entity player = M_ARGV(0, entity);
+
+ ft_RemovePlayer(player);
+}
+
+MUTATOR_HOOKFUNCTION(ft, PlayerDies)
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ float frag_deathtype = M_ARGV(3, float);
+
+ if(round_handler_IsActive())
+ if(round_handler_CountdownRunning())
+ {
+ if(STAT(FROZEN, frag_target))
+ Unfreeze(frag_target);
+ freezetag_count_alive_players();
+ return true; // let the player die so that he can respawn whenever he wants
+ }
+
+ // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
+ // you succeed changing team through the menu: you both really die (gibbing) and get frozen
+ if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
+ || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
+ {
+ // let the player die, he will be automatically frozen when he respawns
+ if(STAT(FROZEN, frag_target) != 1)
+ {
+ freezetag_Add_Score(frag_target, frag_attacker);
+ freezetag_count_alive_players();
+ freezetag_LastPlayerForTeam_Notify(frag_target);
+ }
+ else
+ Unfreeze(frag_target); // remove ice
+ SetResourceAmountExplicit(frag_target, RESOURCE_HEALTH, 0); // Unfreeze resets health
+ frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
+ return true;
+ }
+
+ if(STAT(FROZEN, frag_target))
+ return true;
+
+ freezetag_Freeze(frag_target, frag_attacker);
+ freezetag_LastPlayerForTeam_Notify(frag_target);
+
+ if(frag_attacker == frag_target || frag_attacker == NULL)
+ {
+ if(IS_PLAYER(frag_target))
+ Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
+ }
+ else
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
+ }
+
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
+ return true; // do nothing, round is starting right now
+
+ if(player.freezetag_frozen_timeout == -2) // player was dead
+ {
+ freezetag_Freeze(player, NULL);
+ return true;
+ }
+
+ freezetag_count_alive_players();
+
+ if(round_handler_IsActive())
+ if(round_handler_IsRoundStarted())
+ {
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
+ freezetag_Freeze(player, NULL);
+ }
+
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(ft, reset_map_players)
+{
+ FOREACH_CLIENT(IS_PLAYER(it), {
+ CS(it).killcount = 0;
+ it.freezetag_frozen_timeout = -1;
+ PutClientInServer(it);
+ it.freezetag_frozen_timeout = 0;
+ });
+ freezetag_count_alive_players();
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
+{
+ M_ARGV(2, float) = 0; // no frags counted in Freeze Tag
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(ft, Unfreeze)
+{
+ entity targ = M_ARGV(0, entity);
+ targ.freezetag_frozen_time = 0;
+ targ.freezetag_frozen_timeout = 0;
+
+ freezetag_count_alive_players();
+}
+
+MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
+{
+ if(game_stopped)
+ return true;
+
+ if(round_handler_IsActive())
+ if(!round_handler_IsRoundStarted())
+ return true;
+
+ int n;
+ entity o = NULL;
+ entity player = M_ARGV(0, entity);
+ //if(STAT(FROZEN, player))
+ //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
+ //player.iceblock.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (player.freezetag_frozen_timeout - time) / (player.freezetag_frozen_timeout - player.freezetag_frozen_time);
+
+ if(player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
+ n = -1;
+ else
+ {
+ vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
+ n = 0;
+ FOREACH_CLIENT(IS_PLAYER(it) && it != player, {
+ if(STAT(FROZEN, it) == 0)
+ if(!IS_DEAD(it))
+ if(SAME_TEAM(it, player))
+ if(boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
+ {
+ if(!o)
+ o = it;
+ if(STAT(FROZEN, player) == 1)
+ it.reviving = true;
+ ++n;
+ }
+ });
+
+ }
+
+ if(n && STAT(FROZEN, player) == 1) // OK, there is at least one teammate reviving us
+ {
+ STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
+ SetResourceAmountExplicit(player, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
+
+ if(STAT(REVIVE_PROGRESS, player) >= 1)
+ {
+ Unfreeze(player);
+ freezetag_count_alive_players();
+
+ if(n == -1)
+ {
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, autocvar_g_freezetag_frozen_maxtime);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, autocvar_g_freezetag_frozen_maxtime);
+ return true;
+ }
+
+ // EVERY team mate nearby gets a point (even if multiple!)
+ FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
+ GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
+ GameRules_scoring_add(it, SCORE, +1);
+ nades_GiveBonus(it,autocvar_g_nades_bonus_score_low);
+ });
+
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
+ Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, o.netname);
+ }
+
+ FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
+ STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
+ it.reviving = false;
+ });
+ }
+ else if(!n && STAT(FROZEN, player) == 1) // only if no teammate is nearby will we reset
+ {
+ STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
+ SetResourceAmountExplicit(player, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
+ }
+ else if(!n && !STAT(FROZEN, player))
+ {
+ STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
+ }
+
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(ft, SetStartItems)
+{
+ start_items &= ~IT_UNLIMITED_AMMO;
+ //start_health = warmup_start_health = cvar("g_lms_start_health");
+ //start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
+ start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
+ start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
+ start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
+ start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
+ start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
+ start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
+}
+
+MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
+{
+ entity bot = M_ARGV(0, entity);
+
+ if (!IS_DEAD(bot))
+ {
+ if (random() < 0.5)
+ bot.havocbot_role = havocbot_role_ft_freeing;
+ else
+ bot.havocbot_role = havocbot_role_ft_offense;
+ }
+
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(ft, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
+{
+ M_ARGV(0, float) = freezetag_teams;
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
+{
+ // most weapons arena
+ if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
+ M_ARGV(0, string) = "most";
+}
+
+MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
+{
+ entity frag_attacker = M_ARGV(0, entity);
+ entity frag_target = M_ARGV(1, entity);
+ //float frag_deathtype = M_ARGV(2, float);
+ int kill_count_to_attacker = M_ARGV(3, int);
+ int kill_count_to_target = M_ARGV(4, int);
+
+ if(STAT(FROZEN, frag_target))
+ return; // target was already frozen, so this is just pushing them off the cliff
+
+ Send_Notification(NOTIF_ONE, frag_attacker, MSG_CHOICE, CHOICE_FRAG_FREEZE, frag_target.netname, kill_count_to_attacker, (IS_BOT_CLIENT(frag_target) ? -1 : CS(frag_target).ping));
+ Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target,
+ GetResourceAmount(frag_attacker, RESOURCE_HEALTH), GetResourceAmount(frag_attacker, RESOURCE_ARMOR), (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
+
+ return true;
+}
+
+void freezetag_Initialize()
+{
+ freezetag_teams = autocvar_g_freezetag_teams_override;
+ if(freezetag_teams < 2)
+ freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
+
+ freezetag_teams = BITS(bound(2, freezetag_teams, 4));
+ GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, {
+ field(SP_FREEZETAG_REVIVALS, "revivals", 0);
+ });
+
+ round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
+ round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
+
+ EliminatedPlayers_Init(freezetag_isEliminated);
+}
--- /dev/null
- if(game_stopped) return;
- if(!this) return;
+#include "sv_keepaway.qh"
+
+#include <common/effects/all.qh>
+
+.entity ballcarried;
+
+int autocvar_g_keepaway_ballcarrier_effects;
+float autocvar_g_keepaway_ballcarrier_damage;
+float autocvar_g_keepaway_ballcarrier_force;
+float autocvar_g_keepaway_ballcarrier_highspeed;
+float autocvar_g_keepaway_ballcarrier_selfdamage;
+float autocvar_g_keepaway_ballcarrier_selfforce;
+float autocvar_g_keepaway_noncarrier_damage;
+float autocvar_g_keepaway_noncarrier_force;
+float autocvar_g_keepaway_noncarrier_selfdamage;
+float autocvar_g_keepaway_noncarrier_selfforce;
+bool autocvar_g_keepaway_noncarrier_warn;
+int autocvar_g_keepaway_score_bckill;
+int autocvar_g_keepaway_score_killac;
+int autocvar_g_keepaway_score_timepoints;
+float autocvar_g_keepaway_score_timeinterval;
+float autocvar_g_keepawayball_damageforcescale;
+int autocvar_g_keepawayball_effects;
+float autocvar_g_keepawayball_respawntime;
+int autocvar_g_keepawayball_trail_color;
+
+bool ka_ballcarrier_waypointsprite_visible_for_player(entity this, entity player, entity view) // runs on waypoints which are attached to ballcarriers, updates once per frame
+{
+ if(view.ballcarried)
+ if(IS_SPEC(player))
+ return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
+
+ // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
+
+ return true;
+}
+
+void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
+{
+ if(autocvar_sv_eventlog)
+ GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
+}
+
+void ka_TouchEvent(entity this, entity toucher);
+void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
+{
+ if(game_stopped) return;
+ vector oldballorigin = this.origin;
+
+ if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
+ {
+ entity spot = SelectSpawnPoint(this, true);
+ setorigin(this, spot.origin);
+ this.angles = spot.angles;
+ }
+
+ makevectors(this.angles);
+ set_movetype(this, MOVETYPE_BOUNCE);
+ this.velocity = '0 0 200';
+ this.angles = '0 0 0';
+ this.effects = autocvar_g_keepawayball_effects;
+ settouch(this, ka_TouchEvent);
+ setthink(this, ka_RespawnBall);
+ this.nextthink = time + autocvar_g_keepawayball_respawntime;
+ navigation_dynamicgoal_set(this);
+
+ Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
+ Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
+
+ WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
+ WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
+
+ sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
+}
+
+void ka_TimeScoring(entity this)
+{
+ if(this.owner.ballcarried)
+ { // add points for holding the ball after a certain amount of time
+ if(autocvar_g_keepaway_score_timepoints)
+ GameRules_scoring_add(this.owner, SCORE, autocvar_g_keepaway_score_timepoints);
+
+ GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
+ this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
+ }
+}
+
+void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
+{
- entity e = ball.owner; ball.owner = NULL;
- e.ballcarried = NULL;
- GameRules_scoring_vip(e, false);
++ if (!this || game_stopped)
++ return;
++
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+ { // The ball fell off the map, respawn it since players can't get to it
+ ka_RespawnBall(this);
+ return;
+ }
+ if(IS_DEAD(toucher)) { return; }
+ if(STAT(FROZEN, toucher)) { return; }
+ if (!IS_PLAYER(toucher))
+ { // The ball just touched an object, most likely the world
+ Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
+ sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
+ return;
+ }
+ else if(this.wait > time) { return; }
+
+ // attach the ball to the player
+ this.owner = toucher;
+ toucher.ballcarried = this;
+ GameRules_scoring_vip(toucher, true);
+ setattachment(this, toucher, "");
+ setorigin(this, '0 0 0');
+
+ // make the ball invisible/unable to do anything/set up time scoring
+ this.velocity = '0 0 0';
+ set_movetype(this, MOVETYPE_NONE);
+ this.effects |= EF_NODRAW;
+ settouch(this, func_null);
+ setthink(this, ka_TimeScoring);
+ this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
+ this.takedamage = DAMAGE_NO;
+ navigation_dynamicgoal_unset(this);
+
+ // apply effects to player
+ toucher.glow_color = autocvar_g_keepawayball_trail_color;
+ toucher.glow_trail = true;
+ toucher.effects |= autocvar_g_keepaway_ballcarrier_effects;
+
+ // messages and sounds
+ ka_EventLog("pickup", toucher);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname);
+ Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname);
+ Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
+ sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
+
+ // scoring
+ GameRules_scoring_add(toucher, KEEPAWAY_PICKUPS, 1);
+
+ // waypoints
+ WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
+ toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
+ WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
+ WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier);
+ WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
+}
+
++void ka_PlayerReset(entity plyr)
++{
++ plyr.ballcarried = NULL;
++ GameRules_scoring_vip(plyr, false);
++ WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
++
++ // reset the player effects
++ plyr.glow_trail = false;
++ plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
++}
++
+void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
+{
+ entity ball;
+ ball = plyr.ballcarried;
+
+ if(!ball) { return; }
+
+ // reset the ball
+ setattachment(ball, NULL, "");
+ set_movetype(ball, MOVETYPE_BOUNCE);
+ ball.wait = time + 1;
+ settouch(ball, ka_TouchEvent);
+ setthink(ball, ka_RespawnBall);
+ ball.nextthink = time + autocvar_g_keepawayball_respawntime;
+ ball.takedamage = DAMAGE_YES;
+ ball.effects &= ~EF_NODRAW;
+ setorigin(ball, plyr.origin + '0 0 10');
+ ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
- // reset the player effects
- plyr.glow_trail = false;
- plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
-
++ ball.owner = NULL;
+ navigation_dynamicgoal_set(ball);
+
- // scoring
- // GameRules_scoring_add(plyr, KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
-
+ // messages and sounds
+ ka_EventLog("dropped", plyr);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
+ sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
+
- WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
+ // waypoints
+ WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
+ WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
+ WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
- /** used to clear the ballcarrier whenever the match switches from warmup to normal */
- void ka_Reset(entity this)
++
++ ka_PlayerReset(plyr);
++}
++
++.bool pushable;
++
++MODEL(KA_BALL, "models/orbs/orbblue.md3");
++
++void ka_RemoveBall()
++{
++ entity plyr = ka_ball.owner;
++ if (plyr) // it was attached
++ ka_PlayerReset(plyr);
++ else
++ WaypointSprite_DetachCarrier(ka_ball);
++ delete(ka_ball);
++ ka_ball = NULL;
+}
+
- if((this.owner) && (IS_PLAYER(this.owner)))
- ka_DropEvent(this.owner);
++void ka_SpawnBall()
+{
- setthink(this, ka_RespawnBall);
- settouch(this, func_null);
- this.nextthink = game_starttime;
++ entity e = new(keepawayball);
++ setmodel(e, MDL_KA_BALL);
++ setsize(e, '-16 -16 -20', '16 16 20'); // 20 20 20 was too big, player is only 16 16 24... gotta cheat with the Z (20) axis so that the particle isn't cut off
++ e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
++ e.takedamage = DAMAGE_YES;
++ e.solid = SOLID_TRIGGER;
++ set_movetype(e, MOVETYPE_BOUNCE);
++ e.glow_color = autocvar_g_keepawayball_trail_color;
++ e.glow_trail = true;
++ e.flags = FL_ITEM;
++ IL_PUSH(g_items, e);
++ e.pushable = true;
++ settouch(e, ka_TouchEvent);
++ e.owner = NULL;
++ ka_ball = e;
++ navigation_dynamicgoal_init(ka_ball, false);
+
++ InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
++}
++
++void ka_Handler_CheckBall(entity this)
++{
+ if(time < game_starttime)
+ {
- ka_RespawnBall(this);
++ if (ka_ball)
++ ka_RemoveBall();
+ }
+ else
-
- .bool pushable;
-
- // ==============
- // Initialization
- // ==============
-
- MODEL(KA_BALL, "models/orbs/orbblue.md3");
-
- void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
- {
- entity e = new(keepawayball);
- setmodel(e, MDL_KA_BALL);
- setsize(e, '-16 -16 -20', '16 16 20'); // 20 20 20 was too big, player is only 16 16 24... gotta cheat with the Z (20) axis so that the particle isn't cut off
- e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
- e.takedamage = DAMAGE_YES;
- e.solid = SOLID_TRIGGER;
- set_movetype(e, MOVETYPE_BOUNCE);
- e.glow_color = autocvar_g_keepawayball_trail_color;
- e.glow_trail = true;
- e.flags = FL_ITEM;
- IL_PUSH(g_items, e);
- e.pushable = true;
- e.reset = ka_Reset;
- settouch(e, ka_TouchEvent);
- e.owner = NULL;
- ka_ball = e;
- navigation_dynamicgoal_init(ka_ball, false);
-
- InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
- }
-
- void ka_Initialize() // run at the start of a match, initiates game mode
- {
- ka_SpawnBall();
- }
++ {
++ if (!ka_ball)
++ ka_SpawnBall();
++ }
++
++ this.nextthink = time;
++}
++
++void ka_Initialize() // run at the start of a match, initiates game mode
++{
++ ka_Handler = new(ka_Handler);
++ setthink(ka_Handler, ka_Handler_CheckBall);
++ ka_Handler.nextthink = time;
+}
+
+
+// ================
+// Bot player logic
+// ================
+
+void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
+{
+ float t;
+ entity ball_owner;
+ ball_owner = ka_ball.owner;
+
+ if (ball_owner == this)
+ return;
+
+ // If ball is carried by player then hunt them down.
+ if (ball_owner)
+ {
+ t = (GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR)) / (GetResourceAmount(ball_owner, RESOURCE_HEALTH) + GetResourceAmount(ball_owner, RESOURCE_ARMOR));
+ navigation_routerating(this, ball_owner, t * ratingscale, 2000);
+ }
+ else // Ball has been dropped so collect.
+ navigation_routerating(this, ka_ball, ratingscale, 2000);
+}
+
+void havocbot_role_ka_carrier(entity this)
+{
+ if (IS_DEAD(this))
+ return;
+
+ if (navigation_goalrating_timeout(this))
+ {
+ navigation_goalrating_start(this);
+ havocbot_goalrating_items(this, 10000, this.origin, 10000);
+ havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
+ havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
+ navigation_goalrating_end(this);
+
+ navigation_goalrating_timeout_set(this);
+ }
+
+ if (!this.ballcarried)
+ {
+ this.havocbot_role = havocbot_role_ka_collector;
+ navigation_goalrating_timeout_expire(this, 2);
+ }
+}
+
+void havocbot_role_ka_collector(entity this)
+{
+ if (IS_DEAD(this))
+ return;
+
+ if (navigation_goalrating_timeout(this))
+ {
+ navigation_goalrating_start(this);
+ havocbot_goalrating_items(this, 10000, this.origin, 10000);
+ havocbot_goalrating_enemyplayers(this, 1000, this.origin, 10000);
+ havocbot_goalrating_ball(this, 20000, this.origin);
+ navigation_goalrating_end(this);
+
+ navigation_goalrating_timeout_set(this);
+ }
+
+ if (this.ballcarried)
+ {
+ this.havocbot_role = havocbot_role_ka_carrier;
+ navigation_goalrating_timeout_expire(this, 2);
+ }
+}
+
+
+// ==============
+// Hook Functions
+// ==============
+
+MUTATOR_HOOKFUNCTION(ka, PlayerDies)
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+
+ if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
+ {
+ if(frag_target.ballcarried) { // add to amount of times killing carrier
+ GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1);
+ if(autocvar_g_keepaway_score_bckill) // add bckills to the score
+ GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill);
+ }
+ else if(!frag_attacker.ballcarried)
+ if(autocvar_g_keepaway_noncarrier_warn)
+ Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
+
+ if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
+ GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac);
+ }
+
+ if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
+}
+
+MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
+{
+ M_ARGV(2, float) = 0; // no frags counted in keepaway
+ return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
+}
+
+MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
+{
+ entity player = M_ARGV(0, entity);
+
+ // clear the item used for the ball in keepaway
+ player.items &= ~IT_KEY1;
+
+ // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
+ if(player.ballcarried)
+ player.items |= IT_KEY1;
+}
+
+MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(MUTATOR_RETURNVALUE == 0)
+ if(player.ballcarried)
+ {
+ ka_DropEvent(player);
+ return true;
+ }
+}
+
+MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ float frag_damage = M_ARGV(4, float);
+ vector frag_force = M_ARGV(6, vector);
+
+ if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
+ {
+ if(frag_target == frag_attacker) // damage done to yourself
+ {
+ frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
+ frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
+ }
+ else // damage done to noncarriers
+ {
+ frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
+ frag_force *= autocvar_g_keepaway_ballcarrier_force;
+ }
+ }
+ else if (!frag_target.ballcarried) // if the target is a noncarrier
+ {
+ if(frag_target == frag_attacker) // damage done to yourself
+ {
+ frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
+ frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
+ }
+ else // damage done to other noncarriers
+ {
+ frag_damage *= autocvar_g_keepaway_noncarrier_damage;
+ frag_force *= autocvar_g_keepaway_noncarrier_force;
+ }
+ }
+
+ M_ARGV(4, float) = frag_damage;
+ M_ARGV(6, vector) = frag_force;
+}
+
+MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
+}
+
+MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
+}
+
+MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
+{
+ entity player = M_ARGV(0, entity);
+
+ // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
+ // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
+
+ player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
+
+ if(player.ballcarried)
+ player.effects |= autocvar_g_keepaway_ballcarrier_effects;
+}
+
+
+MUTATOR_HOOKFUNCTION(ka, PlayerPhysics_UpdateStats)
+{
+ entity player = M_ARGV(0, entity);
+ // these automatically reset, no need to worry
+
+ if(player.ballcarried)
+ STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_keepaway_ballcarrier_highspeed;
+}
+
+MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
+{
+ entity bot = M_ARGV(0, entity);
+ entity targ = M_ARGV(1, entity);
+
+ // if neither player has ball then don't attack unless the ball is on the ground
+ if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner)
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
+{
+ entity bot = M_ARGV(0, entity);
+
+ if (bot.ballcarried)
+ bot.havocbot_role = havocbot_role_ka_carrier;
+ else
+ bot.havocbot_role = havocbot_role_ka_collector;
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
+{
+ entity frag_target = M_ARGV(0, entity);
+
+ if(frag_target.ballcarried)
+ ka_DropEvent(frag_target);
+}