game-source/ctf/qwsrc/teamplay.qc
2004-02-08 05:38:36 +00:00

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/*
teamplay.qc
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
/****************************************************************************
* ThreeWave Capture The Flag
****************************************************************************
* Based on John Spikles Complete Enhanced Teamplay
****************************************************************************
* Version 4.0 rewrite Mar 21, 1997
****************************************************************************/
/** Defs **/
/** MODIFIABLE CONSTANTS **/
float TEAM_DEFAULT_PENALTY = 1; // Default frag penalty
float TEAM_STRICT_COOP = 0; // Strict Coop
// Team colors
float TEAM_COLOR1 = 4;
float TEAM_COLOR2 = 13;
/** End of MODIFIABLE CONSTANTS **/
// Globals
entity team1_lastspawn;
entity team2_lastspawn;
float nextteamupdtime; // time until next team update
float last_flag_capture; // time of last capture
float last_capture_team; // last team that captured
float teamscr1; // team 1's teamscr score
float teamscr2; // team 2's teamscr score
float lastteamscrtime; // last time we calculated it
float TEAMSCRTIME = 1;
// Teamplay bitfield entries
float TEAM_HEALTH_PROTECT = 1; // No health damage from friendly fire
float TEAM_ARMOR_PROTECT = 2; // No armor damage from friendly fire
float TEAM_ATTACKER_DAMAGE = 4; // Attacker takes damage from hitting teammates
float TEAM_FRAG_PENALTY = 8; // One frag penalty for killing teammate
float TEAM_DEATH_PENALTY = 16; // Die when you kill a teammate.
float TEAM_LOCK_COLORS = 32; // Allow only team colors
float TEAM_STATIC_TEAMS = 64; // Don't allow players to switch teams
float TEAM_DROP_ITEMS = 128; // Allow players to drop packs and
float TEAM_CAPTURE_FLAG = 256; // Play capture the flag
float TEAM_DISABLE_GRAPPLE = 2048; // team selection
float TEAM_CAPTURE_CAPTURE_BONUS = 15; // what you get for capture
float TEAM_CAPTURE_TEAM_BONUS = 10; // what your team gets for capture
float TEAM_CAPTURE_RECOVERY_BONUS = 1; // what you get for recovery
float TEAM_CAPTURE_FLAG_BONUS = 0; // what you get for picking up enemy flag
float TEAM_CAPTURE_FRAG_CARRIER_BONUS = 2; // what you get for fragging
//enemy flag carrier
float TEAM_CAPTURE_FLAG_RETURN_TIME = 40; // seconds until auto return
// XXX EXPERT CTF Additional scoring system
// bonuses
float TEAM_CAPTURE_CARRIER_DANGER_PROTECT_BONUS = 2; // bonus for fraggin someone
// who has recently hurt your flag carrier
float TEAM_CAPTURE_CARRIER_PROTECT_BONUS = 1; // bonus for fraggin someone while
// either you or your target are near your flag carrier
float TEAM_CAPTURE_FLAG_DEFENSE_BONUS = 1; // bonus for fraggin someone while
// either you or your target are near your flag
float TEAM_CAPTURE_RETURN_FLAG_ASSIST_BONUS = 1; // awarded for returning a flag that causes a
// capture to happen almost immediately
float TEAM_CAPTURE_FRAG_CARRIER_ASSIST_BONUS = 2; // award for fragging a flag carrier if a
// capture happens almost immediately
// radii
float TEAM_CAPTURE_TARGET_PROTECT_RADIUS = 400; // the radius around an object being
// defended where a target will be worth extra frags
float TEAM_CAPTURE_ATTACKER_PROTECT_RADIUS = 400; // the radius around an object being
// defended where an attacker will get extra frags when making kills
// timeouts
float TEAM_CAPTURE_CARRIER_DANGER_PROTECT_TIMEOUT = 4;
float TEAM_CAPTURE_CARRIER_FLAG_SINCE_TIMEOUT = 2;
float TEAM_CAPTURE_FRAG_CARRIER_ASSIST_TIMEOUT = 6;
float TEAM_CAPTURE_RETURN_FLAG_ASSIST_TIMEOUT = 4;
float TEAM_CAPTURE_UPDATE_TIME = 120;
// END EXPERT CTF
// flag status used in cnt field of flag
float FLAG_AT_BASE = 0;
float FLAG_CARRIED = 1;
float FLAG_DROPPED = 2;
// Prototypes
float() W_BestWeapon;
void() W_SetCurrentAmmo;
void() bound_other_ammo;
void(float o, float n) Deathmatch_Weapon;
void() BackpackTouch;
void(entity who, string s) TeamPlayerUpdate;
void() TeamCaptureResetUpdate;
// Return a name for the color of a team
string (float Team)
GetTeamColor =
{
switch (Team) {
case 0:
return "Grey";
case 1:
return "Brown";
case 2:
return "Steel blue";
case 3:
return "Green";
case 4:
return "Red";
case 5:
return "Olive";
case 6:
return "Orange";
case 7:
return "Peach";
case 8:
return "Purple";
case 9:
return "Majenta";
case 10:
return "Tan";
case 11:
return "Aqua";
case 12:
return "Yellow";
case 13:
return "Blue";
case 14:
return "Bright Orange";
case 15:
return "Bright Red";
default:
return "Unknown";
}
};
// Return a name for the color of a team
string (float Team)
GetShortTeamColor =
{
Team = Team & 15; // color loops
switch (Team) {
case 0:
return "grey";
case 1:
return "brwn";
case 2:
return "sblu";
case 3:
return "grn";
case 4:
return "red";
case 5:
return "olve";
case 6:
return "orng";
case 7:
return "pch";
case 8:
return "purp";
case 9:
return "majn";
case 10:
return "tan";
case 11:
return "aqua";
case 12:
return "ylw";
case 13:
return "blue";
case 14:
return "bojn";
case 15:
return "bred";
default:
return "Unknown";
}
};
// *XXX* EXPERT CTF
// Just a quickie to return the ASCII-ized team names for CTF
string (float Team)
GetCTFTeam =
{
switch (Team) {
case TEAM_COLOR1:
return "<EFBFBD><EFBFBD><EFBFBD>";
case TEAM_COLOR2:
return "<EFBFBD><EFBFBD><EFBFBD><EFBFBD>";
default:
return "";
}
};
/*
================
TeamPrintSettings
Print out current teamplay options
================
*/
void ()
TeamPrintSettings =
{
local string s;
sprint (self, PRINT_HIGH, "The following Teamplay options are set:\n");
if (teamplay < 0) {
sprint (self, PRINT_HIGH, "Frag penalty manually set to ");
s = ftos (teamplay);
sprint (self, PRINT_HIGH, s);
sprint (self, PRINT_HIGH, "\n");
return;
}
if (!teamplay) {
sprint (self, PRINT_HIGH, "None\n");
return;
}
if (1 == teamplay) {
sprint (self, PRINT_HIGH, "ID's original teamplay 1\n");
return;
}
if (teamplay & TEAM_HEALTH_PROTECT)
sprint (self, PRINT_HIGH, "Health-Protect ");
if (teamplay & TEAM_ARMOR_PROTECT)
sprint (self, PRINT_HIGH, "Armor-Protect ");
if (teamplay & TEAM_ATTACKER_DAMAGE)
sprint (self, PRINT_HIGH, "Mirror-Damage ");
if (teamplay & TEAM_FRAG_PENALTY)
sprint (self, PRINT_HIGH, "Frag-Penalty ");
if (teamplay & TEAM_DEATH_PENALTY)
sprint (self, PRINT_HIGH, "Death-Penalty ");
if (teamplay & TEAM_LOCK_COLORS)
sprint (self, PRINT_HIGH, "Lock-Colors ");
if (teamplay & TEAM_STATIC_TEAMS)
sprint (self, PRINT_HIGH, "Static-Teams ");
if (teamplay & TEAM_DROP_ITEMS)
sprint (self, PRINT_HIGH, "Drop-Items (Backpack Impulse 20, Weapon "
"Impulse 21) ");
if (teamplay & TEAM_CAPTURE_FLAG)
sprint (self, PRINT_HIGH, "Capture-The-Flag ");
sprint(self, PRINT_HIGH, "\n");
};
/*
================
TeamArmorDam
Return TRUE if the target's armor can take damage from this attacker.
================
*/
float (entity targ, entity inflictor, entity attacker, float damage)
TeamArmorDam =
{
if (teamplay < 0 || gamestart)
return TRUE;
if ((teamplay & TEAM_ARMOR_PROTECT) && attacker.steam == targ.steam
&& attacker != targ) {
// Armor is protected
return FALSE;
}
return TRUE;
};
/*
================
TeamHealthDam
Return TRUE if the target can take health damage from this attacker.
================
*/
float (entity targ, entity inflictor, entity attacker, float damage)
TeamHealthDam =
{
if (teamplay < 0 || gamestart)
return TRUE;
if (attacker.steam == targ.steam && attacker != targ) {
// Attacker and target are on the same team.
if (teamplay & TEAM_ATTACKER_DAMAGE) {
// Damage applied to teammate.
T_Damage (attacker, inflictor, attacker, damage);
}
if (teamplay & TEAM_HEALTH_PROTECT) {
// Health is protected
return FALSE;
}
}
return TRUE;
};
/*
================
TeamPFrags
Return the number of frags we should penalize attacker for killing targ.
================
*/
float (entity targ, entity attacker)
TeamPFrags =
{
if (teamplay < 0)
return (-teamplay);
if (targ != attacker && targ.steam == attacker.steam) {
// targ and attacker are on the same team
if (teamplay < 0) {
// teamplay indicates frag penalty
return (-teamplay);
}
if (teamplay & TEAM_FRAG_PENALTY) {
// default penalty
return TEAM_DEFAULT_PENALTY;
}
}
// No frag penalty
return 0;
};
/*
================
TeamFragPenalty
If attacker should be penalized for killing targ, penalize attacker
and return TRUE.
================
*/
float (entity targ, entity attacker)
TeamFragPenalty =
{
local float f;
f = TeamPFrags(targ, attacker);
if (f) {
// We should penalize some frags.
attacker.frags = attacker.frags - f;
return TRUE;
}
// No penalty
return FALSE;
};
/*
=================
TeamDeathPenalty
If attacker should be killed for killing targ, kill attacker and
add a frag to offset the one attacker will lose for killing himself.
*/
void (entity targ, entity attacker)
TeamDeathPenalty =
{
//Don't kill anyone if teamplay is negative.
if (teamplay < 0)
return;
if ((teamplay & TEAM_DEATH_PENALTY)
&& attacker != targ && attacker.steam == targ.steam) {
//We should kill the attacker.
T_Damage (attacker, attacker, attacker, 1000);
//Add a frag to offset the self-kill penalty.
attacker.frags++;
}
};
/*
==================
TeamColorIsLegal
Return TRUE if the indicated color is legal
==================
*/
float (float color)
TeamColorIsLegal =
{
// All colors are legal if teamplay is negative.
if (teamplay < 0)
return TRUE;
// All colors are legal if TEAM_LOCK_COLORS is off.
if (!(teamplay & TEAM_LOCK_COLORS))
return TRUE;
if (color == TEAM_COLOR1)
return TRUE;
if (color == TEAM_COLOR2)
return TRUE;
return FALSE;
};
void ()
TeamSkinSet =
{
switch (self.ctfskinno) {
case 1:
self.ctfskin = "ctfr1";
return;
case 2:
self.ctfskin = "ctfr2";
return;
case 3:
self.ctfskin = "ctfb1";
return;
case 4:
self.ctfskin = "ctfb2";
return;
default:
switch (self.steam) {
case TEAM_COLOR1:
self.ctfskin = "ctfr1";
return;
case TEAM_COLOR2:
self.ctfskin = "ctfb1";
return;
default:
self.ctfskin = "base";
return;
}
}
};
void ()
TeamSkinAssign =
{
if (!(teamplay & TEAM_CAPTURE_FLAG))
return;
if (self.steam == TEAM_COLOR1)
self.ctfskinno = 1;
else
self.ctfskinno = 3;
if (random () < 0.5)
self.ctfskinno++;
self.player_flag &= ~65280;
self.player_flag |= self.ctfskinno * 256;
TeamSkinSet ();
};
float (float tcolor, float bcolor)
CrossDressCheck =
{
// All colors are legal if teamplay is negative.
if (teamplay < 0)
return FALSE;
// All colors are legal is TEAM_LOCK_COLORS is off.
if (!(teamplay & TEAM_LOCK_COLORS))
return FALSE;
if (tcolor == TEAM_COLOR1 && bcolor == TEAM_COLOR2)
return TRUE;
if (tcolor == TEAM_COLOR2 && bcolor == TEAM_COLOR1)
return TRUE;
return FALSE;
};
/*
==================
TeamAssign
Check if the team self is on is legal, and put self in a legal team if not.
==================
*/
void ()
TeamAssign =
{
local entity p;
local float TEAM1, TEAM2, newcolor;
local string n;
if (self.steam >= 0) {
if (TeamColorIsLegal (self.steam)) {
TeamSkinAssign ();
return;
}
}
// Assign the player to a team.
// Sum the players on all the teams.
TEAM1 = 0;
TEAM2 = 0;
p = find (world, classname, "player");
while (p) {
if (p != self && !(p.player_flag & PF_GHOST)) {
if (p.steam == TEAM_COLOR1)
TEAM1 = TEAM1 + 1;
else if (p.steam == TEAM_COLOR2)
TEAM2 = TEAM2 + 1;
}
p = find (p, classname, "player");
}
// Find the team with the least players.
if (TEAM1 < TEAM2 || ((TEAM1 == TEAM2) && (random () < 0.5)))
newcolor = TEAM_COLOR1;
else
newcolor = TEAM_COLOR2;
// Put the player on a the new team.
sprint (self, PRINT_HIGH, "You have been assigned to ");
n = GetTeamColor (newcolor);
sprint (self, PRINT_HIGH, n);
sprint (self, PRINT_HIGH, " team.\n");
self.steam = newcolor;
TeamSkinAssign ();
self.player_flag |= TEAM_STUFF_COLOR;
};
/*
===============
TeamCheckLock
Check for team changing and perform whatever actions are neccessary.
===============
*/
void ()
TeamCheckLock =
{
local float pteam, n;
local string s;
// Don't do anything if teamplay is negative
if (teamplay < 0)
return;
if (gamestart) {
s = infokey (self, "bottomcolor");
pteam = stof (s);
if (pteam != 0)
stuffcmd (self, "setinfo bottomcolor 0\n");
self.steam = -1;
return;
}
if (self.player_flag & TEAM_STUFF_COLOR) {
self.player_flag = self.player_flag - TEAM_STUFF_COLOR;
s = ftos (self.steam);
stuffcmd (self, "setinfo bottomcolor ");
stuffcmd (self, s);
stuffcmd (self, "\n");
s = infokey (self, "topcolor");
n = stof (s);
if (CrossDressCheck(n, self.steam)) {
s = ftos (self.steam);
stuffcmd (self, "setinfo topcolor ");
stuffcmd (self, s);
stuffcmd (self, "\n");
}
s = GetShortTeamColor (self.steam);
stuffcmd (self, "setinfo team ");
stuffcmd (self, s);
stuffcmd (self, "\n");
if (teamplay & TEAM_CAPTURE_FLAG) {
stuffcmd (self, "setinfo skin ");
stuffcmd (self, self.ctfskin);
stuffcmd (self, "\n");
}
self.lastteamset = time;
return;
}
s = infokey (self, "bottomcolor");
pteam = stof (s);
// Check to see if the player has changed skins
if (self.steam > 0 && time - self.lastteamset > 2) {
if (teamplay & TEAM_CAPTURE_FLAG)
if (infokey (self, "skin") != self.ctfskin) {
stuffcmd (self, "setinfo skin ");
stuffcmd (self, self.ctfskin);
stuffcmd (self, "\n");
self.lastteamset = time;
}
s = GetShortTeamColor (self.steam);
if (infokey (self, "team") != s) {
stuffcmd (self, "setinfo team ");
stuffcmd (self, s);
stuffcmd (self, "\n");
self.lastteamset = time;
}
}
// check for crossdressing
s = infokey (self, "topcolor");
n = stof (s);
if (CrossDressCheck (n, self.steam)) {
s = ftos (self.steam);
stuffcmd (self, "setinfo topcolor ");
stuffcmd (self, s);
stuffcmd (self, "\n");
return;
}
// Check to see if the player has changed colors
if (time - self.lastteamset > 2 && pteam != self.steam) {
// Player has changed colors
// If teams are static and we've been on some team already,
// put us back on the team we were on.
if ((teamplay & TEAM_STATIC_TEAMS) && (self.steam >= 0)) {
if (TeamColorIsLegal (self.steam)) {
// changing teams sucks, kill him
// if he has tried to change teams several times,
// kick him off the server.
if (self.suicide_count > 3) {
sprint(self, PRINT_HIGH, "You were told you can't change "
"teams.\nGo play color games somewhere else.\n");
stuffcmd (self, "disconnect\n");
bprint (PRINT_MEDIUM, self.netname);
bprint (PRINT_MEDIUM, " has bad color sense\n");
}
// case base respawn
self.killed = 99;
T_Damage (self, self, self, 1000); // Kill the player
self.killed = 2;
// trying to change teams counts as a suicide
self.suicide_count++;
logfrag (self, self); // he pays for it
sprint (self, PRINT_HIGH, "You cannot change teams.\n");
stuffcmd (self, "setinfo bottomcolor ");
s = ftos (self.steam);
stuffcmd (self, s);
stuffcmd (self, "\n");
self.lastteamset = time;
return;
} else {
// If we're on an illegal team, force a change.
self.steam = -1;
}
} else
// If teamlock is turned off, don't do anything more.
if (!(teamplay & TEAM_LOCK_COLORS))
return;
if (self.steam >= 0) {
// case base respawn
self.killed = 99;
T_Damage (self, self, self, 1000); // Kill the player
self.killed = 0;
}
self.steam = pteam;
self.frags = 0; // Zero out frags
TeamAssign ();
}
};
/*
=======================
TossBackPack
Original idea by Vhold
Rewritten by John Spickes
Toss out a backpack containing some ammo from your current weapon,
and any weapons you don't have.
=======================
*/
void ()
TossBackpack =
{
local entity item;
// If we don't have any ammo, return (except AXE/GRAPPLE)
if (self.currentammo <= 0) {
if ((self.weapon != IT_AXE) && (self.weapon != IT_GRAPPLE))
return;
}
item = spawn ();
// See if you have the Shotgun or Super Shotgun on
if ((self.weapon == IT_SHOTGUN) || (self.weapon == IT_SUPER_SHOTGUN)) {
if (self.ammo_shells >= 20) {
item.ammo_shells = 20;
self.ammo_shells -= 20;
} else {
item.ammo_shells = self.ammo_shells;
self.ammo_shells = 0;
}
}
// See if you have neither the Shotgun or Super Shotgun
if (!(self.items & IT_SHOTGUN) && !(self.items & IT_SUPER_SHOTGUN)) {
if (self.ammo_shells >= 20) {
item.ammo_shells = 20;
self.ammo_shells -= 20;
} else {
item.ammo_shells = self.ammo_shells;
self.ammo_shells = 0;
}
}
// See if we are using a nailgun
if ((self.weapon == IT_NAILGUN) || (self.weapon == IT_SUPER_NAILGUN)) {
if (self.ammo_nails >= 20) {
item.ammo_nails = 20;
self.ammo_nails -= 20;
} else {
item.ammo_nails = self.ammo_nails;
self.ammo_nails = 0;
}
}
// Check to see if we have neither nailgun
if (!(self.items & IT_NAILGUN) && !(self.items & IT_SUPER_NAILGUN)) {
if (self.ammo_nails >= 20) {
item.ammo_nails = 20;
self.ammo_nails -= 20;
} else {
item.ammo_nails = self.ammo_nails;
self.ammo_nails = 0;
}
}
// See if we are using a grenade or rocket launcher
if ((self.weapon == IT_GRENADE_LAUNCHER)
|| (self.weapon == IT_ROCKET_LAUNCHER)) {
if (self.ammo_rockets >= 10) {
item.ammo_rockets = 10;
self.ammo_rockets -= 10;
} else {
item.ammo_rockets = self.ammo_rockets;
self.ammo_rockets = 0;
}
}
// See if we have neither the Grenade or rocket launcher
if (!(self.items & IT_GRENADE_LAUNCHER)
&& !(self.items & IT_ROCKET_LAUNCHER)) {
if (self.ammo_rockets >= 10) {
item.ammo_rockets = 10;
self.ammo_rockets -= 10;
} else {
item.ammo_rockets = self.ammo_rockets;
self.ammo_rockets = 0;
}
}
// See if we're using the lightning gun
if (self.weapon == IT_LIGHTNING) {
if (self.ammo_cells >= 20) {
item.ammo_cells = 20;
self.ammo_cells -= 20;
} else {
item.ammo_cells = self.ammo_cells;
self.ammo_cells = 0;
}
}
// see if we don't have the lightning gun
if (!(self.items & IT_LIGHTNING)) {
if (self.ammo_cells >= 20) {
item.ammo_cells = 20;
self.ammo_cells -= 20;
} else {
item.ammo_cells = self.ammo_cells;
self.ammo_cells = 0;
}
}
if (!item.ammo_shells && !item.ammo_nails && !item.ammo_rockets
&& !item.ammo_cells) {
// we didn't put anything in
remove (item);
return;
}
item.owner = self;
makevectors (self.v_angle);
setorigin (item, self.origin + '0 0 16');
item.velocity = aim (self, 1000);
item.velocity *= 500;
item.flags = FL_ITEM;
item.solid = SOLID_TRIGGER;
item.movetype = MOVETYPE_BOUNCE;
setmodel (item, "progs/backpack.mdl");
setsize (item, '-16 -16 0', '16 16 56');
item.touch = BackpackTouch;
item.nextthink = time + 120; // remove after 2 minutes
item.think = SUB_Remove;
W_SetCurrentAmmo();
};
void ()
Team_weapon_touch =
{
local entity stemp;
local float hadammo, best, new = 0, old;
if (!(other.flags & FL_CLIENT))
return;
// Don't let the owner pick up his own weapon for a second.
if ((other == self.owner) && ((self.nextthink - time) > 119))
return;
// if the player was using his best weapon, change to the new one if better
stemp = self;
self = other;
best = W_BestWeapon ();
self = stemp;
switch (self.classname) {
case "weapon_nailgun":
hadammo = other.ammo_nails;
new = IT_NAILGUN;
break;
case "weapon_supernailgun":
hadammo = other.ammo_rockets;
new = IT_SUPER_NAILGUN;
break;
case "weapon_supershotgun":
hadammo = other.ammo_rockets;
new = IT_SUPER_SHOTGUN;
break;
case "weapon_rocketlauncher":
hadammo = other.ammo_rockets;
new = IT_ROCKET_LAUNCHER;
break;
case "weapon_grenadelauncher":
hadammo = other.ammo_rockets;
new = IT_GRENADE_LAUNCHER;
break;
case "weapon_lightning":
hadammo = other.ammo_rockets;
new = IT_LIGHTNING;
break;
default:
objerror ("Team_weapon_touch: unknown classname");
break;
}
sprint (other, PRINT_LOW, "You got the ");
sprint (other, PRINT_LOW, self.netname);
sprint (other, PRINT_LOW, "\n");
// weapon touch sound
sound (other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
stuffcmd (other, "bf\n");
bound_other_ammo ();
// change to the weapon
old = other.items;
other.items |= new;
remove (self);
self = other;
if (!deathmatch)
self.weapon = new;
else
Deathmatch_Weapon (old, new);
W_SetCurrentAmmo();
activator = other;
SUB_UseTargets (); // fire all targets / killtargets
};
void ()
TossWeapon =
{
local entity item;
if (deathmatch != 1)
return; // only in deathmatch 1
if ((self.weapon == IT_AXE) || (self.weapon == IT_SHOTGUN)
|| (self.weapon == IT_GRAPPLE))
return;
item = spawn ();
item.owner = self;
makevectors (self.v_angle);
setorigin (item, self.origin + '0 0 16');
item.velocity = aim (self, 1000);
item.velocity = item.velocity * 500;
item.flags = FL_ITEM;
item.solid = SOLID_TRIGGER;
item.movetype = MOVETYPE_BOUNCE;
switch (self.weapon) {
case IT_SUPER_SHOTGUN:
setmodel (item, "progs/g_shot.mdl");
item.weapon = IT_SUPER_SHOTGUN;
item.netname = "Double-barrelled Shotgun";
item.classname = "weapon_supershotgun";
self.items &= ~IT_SUPER_SHOTGUN;
break;
case IT_NAILGUN:
setmodel (item, "progs/g_nail.mdl");
item.weapon = IT_NAILGUN;
item.netname = "nailgun";
item.classname = "weapon_nailgun";
self.items &= ~IT_NAILGUN;
break;
case IT_SUPER_NAILGUN:
setmodel (item, "progs/g_nail2.mdl");
item.weapon = IT_SUPER_NAILGUN;
item.netname = "Super Nailgun";
item.classname = "weapon_supernailgun";
self.items &= ~IT_SUPER_NAILGUN;
break;
case IT_GRENADE_LAUNCHER:
setmodel (item, "progs/g_rock.mdl");
item.weapon = 3;
item.netname = "Grenade Launcher";
item.classname = "weapon_grenadelauncher";
self.items &= ~IT_GRENADE_LAUNCHER;
break;
case IT_ROCKET_LAUNCHER:
setmodel (item, "progs/g_rock2.mdl");
item.weapon = 3;
item.netname = "Rocket Launcher";
item.classname = "weapon_rocketlauncher";
self.items &= ~IT_ROCKET_LAUNCHER;
break;
case IT_LIGHTNING:
setmodel (item, "progs/g_light.mdl");
item.weapon = 3;
item.netname = "Thunderbolt";
item.classname = "weapon_lightning";
self.items &= ~IT_LIGHTNING;
default:
break;
}
setsize (item, '-16 -16 0', '16 16 56');
item.touch = Team_weapon_touch;
item.think = SUB_Remove;
item.nextthink = time + 120;
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
};
void (entity flg)
RegenFlag =
{
flg.movetype = MOVETYPE_TOSS;
flg.solid = SOLID_TRIGGER;
setmodel (flg, flg.mdl);
setorigin (flg, flg.oldorigin);
flg.angles = flg.mangle;
flg.cnt = FLAG_AT_BASE; // it's at home base
flg.owner = world;
flg.velocity = '0 0 0';
// play respawn sound
sound (flg, CHAN_VOICE, "items/itembk2.wav", 1, ATTN_NORM);
};
void (entity flg)
TeamCaptureReturnFlag =
{
local entity p;
RegenFlag (flg);
p = find (world, classname, "player");
while (p != world) {
if (p.steam != flg.steam)
TeamPlayerUpdate (p, "Enemy flag has been returned to base!");
else if (p.steam == flg.steam)
TeamPlayerUpdate (p, "Your flag has been returned to base!");
p = find (p, classname, "player");
}
};
void ()
TeamCaptureRegenFlags =
{
local entity f;
f = find (world, classname, "item_flag_team1");
if (f != world)
RegenFlag (f);
f = find (world, classname, "item_flag_team2");
if (f != world)
RegenFlag (f);
};
void (entity flg)
TeamDropFlag =
{
local entity p;
p = flg.owner;
bprint (PRINT_HIGH, p.netname);
if (p.steam == TEAM_COLOR1)
bprint (PRINT_HIGH, " <20><><EFBFBD><EFBFBD> the <20><><EFBFBD><EFBFBD> flag!\n"); // blue
else
bprint (PRINT_HIGH, " <20><><EFBFBD><EFBFBD> the <20><><EFBFBD> flag!\n"); // red
p.effects &= ~(EF_FLAG1 | EF_FLAG2);
flg.origin = p.origin - '0 0 24';
flg.cnt = FLAG_DROPPED;
flg.velocity = '0 0 300';
flg.flags = FL_ITEM;
flg.solid = SOLID_TRIGGER;
flg.movetype = MOVETYPE_TOSS;
setmodel (flg, flg.mdl);
setsize (self, '-16 -16 0', '16 16 74');
// return it after so long
flg.super_time = time + TEAM_CAPTURE_FLAG_RETURN_TIME;
};
void (entity player)
TeamCaptureDropFlagOfPlayer =
{
local entity e;
local string kn;
if (!(player.player_flag & ITEM_ENEMY_FLAG))
return;
if (player.steam == TEAM_COLOR1)
kn = "item_flag_team2";
else
kn = "item_flag_team1";
player.player_flag &= ~ITEM_ENEMY_FLAG;
e = find (world, classname, kn);
if (e != world)
TeamDropFlag (e);
};
// possum: 3 loops in one. Hopefully this will help prevent an
// occasional server lockup when a player picks up and then captures the
// flag in rapid succession
void ()
LoopThroughPlayersAfterCapture =
{
local entity p;
// count up teamscr
lastteamscrtime = time + TEAMSCRTIME;
teamscr1 = teamscr2 = 0;
// Ok, let's do the player loop, hand out the bonuses, add up
// the scores, and inform the players about the capture
p = find (world, classname, "player");
while (p != world) {
// Ok, let's do the player loop, hand out the bonuses
self = p;
self.killed = 0;
if (self.steam == other.steam && self != other)
self.frags += TEAM_CAPTURE_TEAM_BONUS;
if (self.steam != other.steam) {
// *XXX* EXPERT CTF
// reset the last_hurt_carrier variable in all enemy
// players, so that you don't get bonuses for defending
// the flag carrier if the flag carrier has already
// completed a capture
self.last_hurt_carrier = -5;
} else if (self.steam == other.steam) {
// done to all players on the capturing team
// *XXX* EXPERT CTF
// award extra points for capture assists
if (self.last_returned_flag
+ TEAM_CAPTURE_RETURN_FLAG_ASSIST_TIMEOUT > time) {
bprint (PRINT_HIGH, self.netname);
bprint (PRINT_HIGH, " gets an assist for returning his "
"flag!\n");
self.frags += TEAM_CAPTURE_RETURN_FLAG_ASSIST_BONUS;
}
if (self.last_fragged_carrier
+ TEAM_CAPTURE_FRAG_CARRIER_ASSIST_TIMEOUT > time) {
bprint (PRINT_HIGH, self.netname);
bprint (PRINT_HIGH, " gets an assist for fragging the flag "
"carrier!\n");
self.frags += TEAM_CAPTURE_FRAG_CARRIER_ASSIST_BONUS;
}
}
self.player_flag &= ~ITEM_ENEMY_FLAG;
// count up teamscr
if (p.steam == TEAM_COLOR1)
teamscr1 = teamscr1 + p.frags;
else if (p.steam == TEAM_COLOR2)
teamscr2 = teamscr2 + p.frags;
// inform players about capture
if (p.steam == other.steam)
TeamPlayerUpdate (p, "Your team captured the flag!");
else if ((p.steam == TEAM_COLOR1 && other.steam == TEAM_COLOR2) ||
(p.steam == TEAM_COLOR2 && other.steam == TEAM_COLOR1))
TeamPlayerUpdate (p, "Your flag was captured!");
// remove any flags
p.effects &= ~(EF_FLAG1 | EF_FLAG2);
p = find (p, classname, "player");
}
};
void ()
TeamCaptureFlagTouch =
{
local entity p;
if (other.classname != "player")
return;
if (other.health <= 0)
return;
if (self.steam == other.steam) {
// same team, if the flag is *not* at the base, return it to base.
// we overload the 'cnt' field for this
if (self.cnt == FLAG_AT_BASE) {
// the flag is at home base. if the player has the enemy flag,
// he's just won!
if (other.player_flag & ITEM_ENEMY_FLAG) {
bprint (PRINT_HIGH, other.netname);
if (other.steam == TEAM_COLOR1)
bprint (PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> the <20><><EFBFBD><EFBFBD> flag!\n"); // blue
else
bprint (PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> the <20><><EFBFBD> flag!\n"); // red
other.items &= ~(IT_KEY1 | IT_KEY2);
last_flag_capture = time;
last_capture_team = other.steam;
sound (other, CHAN_VOICE, "misc/flagcap.wav", 1, ATTN_NONE);
// other gets another 10 frag bonus
other.frags += TEAM_CAPTURE_CAPTURE_BONUS;
// possum: 3 loops in one
LoopThroughPlayersAfterCapture ();
// respawn flags
TeamCaptureRegenFlags ();
return;
}
return; // its at home base already
}
// hey, its not home. return it by teleporting it back
bprint (PRINT_HIGH, other.netname);
if (other.steam == TEAM_COLOR1)
bprint(PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> the <20><><EFBFBD> flag!\n"); // red
else
bprint(PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> the <20><><EFBFBD><EFBFBD> flag!\n"); // blue
other.frags += TEAM_CAPTURE_RECOVERY_BONUS;
// *XXX* EXPERT CTF set time when player last returned his flag
other.last_returned_flag = time;
sound (other, CHAN_ITEM, self.noise1, 1, ATTN_NORM);
TeamCaptureReturnFlag (self);
return;
}
// hey, its not our flag, pick it up
bprint (PRINT_HIGH, other.netname);
if (other.steam == TEAM_COLOR1)
bprint (PRINT_HIGH, " <20><><EFBFBD> the <20><><EFBFBD><EFBFBD> flag!\n"); // blue
else
bprint (PRINT_HIGH, " <20><><EFBFBD> the <20><><EFBFBD> flag!\n"); // red
if (TEAM_CAPTURE_FLAG_BONUS)
other.frags += TEAM_CAPTURE_FLAG_BONUS;
// TeamPlayerUpdate (other, "YOU GOT THE ENEMY FLAG!\n\nRETURN TO BASE!");
TeamPlayerUpdate (other, "<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>\n\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>");
sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
other.player_flag += ITEM_ENEMY_FLAG;
other.items |= self.items;
// *XXX* EXPERT CTF set the time at which the carrier picked up the flag
other.flag_since = time;
// pick up the flag
self.cnt = FLAG_CARRIED;
self.solid = SOLID_NOT;
self.owner = other;
if (self.steam == TEAM_COLOR1)
self.owner.effects |= EF_FLAG1;
else // must be other team
self.owner.effects |= EF_FLAG2;
setmodel (self, "");
p = find (world, classname, "player");
while (p != world) {
if (p != other) {
if (p.steam != other.steam)
TeamPlayerUpdate (p, "Your flag has been taken!");
else if (p.steam == other.steam)
TeamPlayerUpdate (p, "Your team has the enemy flag!");
}
p = find (p, classname, "player");
}
};
void ()
TeamCaptureFlagThink =
{
self.nextthink = time + 0.1;
switch (self.cnt) {
case FLAG_AT_BASE:
return; // just sitting around waiting to be picked up
case FLAG_DROPPED:
if (time - self.super_time > TEAM_CAPTURE_FLAG_RETURN_TIME)
TeamCaptureReturnFlag (self);
return;
case FLAG_CARRIED:
break;
default:
objerror ("Flag in invalid state\n");
break;
}
};
// self is player
entity ()
TeamCaptureSpawn =
{
if (!(teamplay & TEAM_CAPTURE_FLAG))
return world;
if (self.steam == TEAM_COLOR1) {
team1_lastspawn = find (team1_lastspawn, classname,
"info_player_team1");
if (team1_lastspawn == world)
team1_lastspawn = find (team1_lastspawn, classname,
"info_player_team1");
return team1_lastspawn;
} else if (self.steam == TEAM_COLOR2) {
team2_lastspawn = find (team2_lastspawn, classname,
"info_player_team2");
if (team2_lastspawn == world)
team2_lastspawn = find (team2_lastspawn, classname,
"info_player_team2");
return team2_lastspawn;
}
return world;
};
/*
From byron@caseware.com Wed Oct 16 18:57:44 1996
Date: Wed, 16 Oct 1996 21:22:37 -0400
From: Byron Long <byron@caseware.com>
To: zoid@mindlink.net
Subject: Team Status Command (source code included) :-)
A co-worker of mine wondered if it was possible to add a function to
your capture the flag code that would give a status report on an
impulse. I think he may have mailed you, but I wrote a quick version
myself, which your welcome to use if you like the feature (it offsets
some of the problems with the chat capabilities in Quake so it seems
like a worthwhile feature). Feel free to change it as necessary.
*/
// *Capture The Flag - Status report by Wonko
void ()
TeamFlagStatusReport =
{
local entity flag1, flag2, p;
if (!(teamplay & TEAM_CAPTURE_FLAG)) {
sprint (self, PRINT_HIGH, "Capture the Flag is not enabled.\n");
return;
}
// Find the flags at home base
flag1 = find (world,classname, "item_flag_team1");
flag2 = find (world,classname, "item_flag_team2");
if (self.classname == "spectator") {
if (flag1 != world && flag1.cnt == FLAG_CARRIED) {
sprint (self, PRINT_HIGH, flag1.owner.netname);
sprint (self, PRINT_HIGH, " has the <20><><EFBFBD> flag.\n");
} else {
sprint (self, PRINT_HIGH, "The <20><><EFBFBD> flag is ");
if (flag1 == world)
sprint(self, PRINT_HIGH, "missing!\n");
if (flag1.cnt == FLAG_AT_BASE)
sprint (self, PRINT_HIGH, "at base.\n");
else if (flag1.cnt == FLAG_DROPPED)
sprint (self, PRINT_HIGH, "lying about.\n");
else
sprint (self, PRINT_HIGH, " corrupt.\n");
}
if (flag2 != world && flag2.cnt == FLAG_CARRIED) {
sprint (self, PRINT_HIGH, flag2.owner.netname);
sprint (self, PRINT_HIGH, " has the <20><><EFBFBD><EFBFBD> flag. ");
} else {
sprint (self, PRINT_HIGH, "The <20><><EFBFBD><EFBFBD> flag is ");
if (flag2 == world)
sprint (self, PRINT_HIGH, "missing!\n");
if (flag2.cnt == FLAG_AT_BASE)
sprint (self, PRINT_HIGH, "at base.\n");
else if (flag2.cnt == FLAG_DROPPED)
sprint (self, PRINT_HIGH, "lying about.\n");
else
sprint (self, PRINT_HIGH, " corrupt.\n");
}
return;
}
// If on team 2 switch meanings of flags
if (self.steam != TEAM_COLOR1) {
p = flag1;
flag1 = flag2;
flag2 = p;
}
if (flag1 != world && flag1.cnt == FLAG_CARRIED) {
sprint (self, PRINT_HIGH, flag1.owner.netname);
sprint (self, PRINT_HIGH, " has your flag. ");
} else {
sprint (self, PRINT_HIGH, "Your flag is ");
if (flag1 == world)
sprint (self, PRINT_HIGH, "missing! ");
if (flag1.cnt == FLAG_AT_BASE)
sprint (self, PRINT_HIGH, "in your base. ");
else if (flag1.cnt == FLAG_DROPPED)
sprint (self, PRINT_HIGH, "lying about. ");
else
sprint (self, PRINT_HIGH, " corrupt. ");
}
if (flag2 != world && flag2.cnt == FLAG_CARRIED) {
if (self == flag2.owner)
sprint (self, PRINT_HIGH, "You have the enemy flag.\n");
else {
sprint (self, PRINT_HIGH, flag2.owner.netname);
sprint (self, PRINT_HIGH, " has the enemy flag.\n");
}
} else {
sprint (self, PRINT_HIGH, "The enemy flag is ");
if (flag2 == world)
sprint (self, PRINT_HIGH, "missing!\n");
if (flag2.cnt == FLAG_AT_BASE)
sprint (self, PRINT_HIGH, "in their base.\n");
else if (flag2.cnt == FLAG_DROPPED)
sprint (self, PRINT_HIGH, "lying about.\n");
else
sprint (self, PRINT_HIGH, " corrupt.\n");
}
};
/////////////////////////////////////////////////////////////////////////
$cd id1/models/flag
$base base
$skin skin
void ()
place_flag = {
self.mdl = self.model; // so it can be restored on respawn
self.flags = FL_ITEM; // make extra wide
self.solid = SOLID_TRIGGER;
self.movetype = MOVETYPE_TOSS;
self.velocity = '0 0 0';
self.origin_z += 6;
self.think = TeamCaptureFlagThink;
self.touch = TeamCaptureFlagTouch;
self.nextthink = time + 0.1;
self.cnt = FLAG_AT_BASE;
self.mangle = self.angles;
self.effects |= EF_DIMLIGHT;
if (!droptofloor()) {
dprint ("Flag fell out of level at ");
dprint (vtos (self.origin));
dprint ("\n");
remove (self);
return;
}
self.oldorigin = self.origin; // save for flag return
};
// ZOID Capture the flag
void ()
item_flag_team1 =
{
if (!deathmatch || !(cvar ("teamplay") & TEAM_CAPTURE_FLAG)) {
remove (self);
return;
}
self.steam = TEAM_COLOR1;
self.items = IT_KEY2;
precache_model ("progs/flag.mdl");
setmodel (self, "progs/flag.mdl");
self.skin = 0;
precache_sound ("misc/flagtk.wav"); // flag taken
precache_sound ("misc/flagcap.wav"); // flag capture
precache_sound ("doors/runetry.wav");
self.noise = "misc/flagtk.wav";
self.noise1 = "doors/runetry.wav";
setsize (self, '-16 -16 0', '16 16 74');
self.nextthink = time + 0.2; // items start after other solids
self.think = place_flag;
};
void ()
item_flag_team2 =
{
if (!deathmatch || !(cvar("teamplay") & TEAM_CAPTURE_FLAG)) {
remove(self);
return;
}
self.steam = TEAM_COLOR2;
self.items = IT_KEY1;
precache_model ("progs/flag.mdl");
setmodel (self, "progs/flag.mdl");
self.skin = 1;
precache_sound ("misc/flagtk.wav"); // flag taken
precache_sound ("misc/flagcap.wav"); // flag capture
precache_sound ("doors/runetry.wav");
self.noise = "misc/flagtk.wav";
self.noise1 = "doors/runetry.wav";
setsize(self, '-16 -16 0', '16 16 74');
// make it glow
self.nextthink = time + 0.2; // items start after other solids
self.think = place_flag;
};
// Team base starting locations
void ()
info_player_team1 =
{
};
void ()
info_player_team2 =
{
};
/*QUAKED func_ctf_wall (0 .5 .8) ?
This is just a solid wall if not inhibitted
Only appears in CTF teamplay
*/
void ()
func_ctf_wall =
{
if (cvar ("teamplay") & TEAM_CAPTURE_FLAG) {
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
setmodel (self, self.model);
} else
remove (self);
};