// DisplayName = Spawn CtF //--- GAME RULES BEGIN --- //Prevent enemy from capturing your flag //Score one point for grabbing the enemy's flag //To capture, your flag must be at its stand //Score 100 points each time enemy flag is captured //--- GAME RULES END --- //-------------------------------------------------------------------------------- // <> Spawn CTF <> // // Version: 1.1.25026 // Date: August 09, 2003 // By: ZOD // http://www.planettribes.com/syrinx/ // Note: For Classic mod only! // //-------------------------------------------------------------------------------- //exec the AI scripts exec("scripts/aiSCtF.cs"); //exec the prefs exec("prefs/SctfPrefs.cs"); // Setup the default bans setArmorDefaults("Light"); $Sctf::Armor = "Light"; //-- tracking --- function SCtFGame::initGameVars(%game) { %game.SCORE_PER_SUICIDE = 0; %game.SCORE_PER_TEAMKILL = -10; %game.SCORE_PER_DEATH = 0; %game.SCORE_PER_TK_DESTROY = -10; %game.SCORE_PER_KILL = 10; %game.SCORE_PER_PLYR_FLAG_CAP = 30; %game.SCORE_PER_PLYR_FLAG_TOUCH = 20; %game.SCORE_PER_TEAM_FLAG_CAP = 100; %game.SCORE_PER_TEAM_FLAG_TOUCH = 1; %game.SCORE_PER_ESCORT_ASSIST = 5; %game.SCORE_PER_HEADSHOT = 1; %game.SCORE_PER_REARSHOT = 1; %game.SCORE_PER_MIDAIR = 1; %game.SCORE_PER_TURRET_KILL = 10; %game.SCORE_PER_TURRET_KILL_AUTO = 5; %game.SCORE_PER_FLAG_DEFEND = 5; %game.SCORE_PER_CARRIER_KILL = 5; %game.SCORE_PER_FLAG_RETURN = 10; %game.SCORE_PER_STALEMATE_RETURN = 15; %game.SCORE_PER_GEN_DEFEND = 5; %game.SCORE_PER_DESTROY_GEN = 10; %game.SCORE_PER_DESTROY_SENSOR = 4; %game.SCORE_PER_DESTROY_TURRET = 5; %game.SCORE_PER_DESTROY_ISTATION = 2; %game.SCORE_PER_DESTROY_VSTATION = 5; %game.SCORE_PER_DESTROY_MPBTSTATION = 3; %game.SCORE_PER_DESTROY_SOLAR = 5; %game.SCORE_PER_DESTROY_SENTRY = 4; %game.SCORE_PER_DESTROY_DEP_SENSOR = 1; %game.SCORE_PER_DESTROY_DEP_INV = 2; %game.SCORE_PER_DESTROY_DEP_TUR = 3; %game.SCORE_PER_DESTROY_SHRIKE = 5; %game.SCORE_PER_DESTROY_BOMBER = 8; %game.SCORE_PER_DESTROY_TRANSPORT = 5; %game.SCORE_PER_DESTROY_WILDCAT = 5; %game.SCORE_PER_DESTROY_TANK = 8; %game.SCORE_PER_DESTROY_MPB = 12; %game.SCORE_PER_PASSENGER = 2; %game.SCORE_PER_REPAIR_GEN = 8; %game.SCORE_PER_REPAIR_SENSOR = 1; %game.SCORE_PER_REPAIR_TURRET = 4; %game.SCORE_PER_REPAIR_ISTATION = 2; %game.SCORE_PER_REPAIR_VSTATION = 4; %game.SCORE_PER_REPAIR_MPBTSTATION = 3; %game.SCORE_PER_REPAIR_SOLAR = 4; %game.SCORE_PER_REPAIR_SENTRY = 2; %game.SCORE_PER_REPAIR_DEP_SEN = 1; %game.SCORE_PER_REPAIR_DEP_TUR = 3; %game.SCORE_PER_REPAIR_DEP_INV = 2; %game.FLAG_RETURN_DELAY = 45 * 1000; %game.TIME_CONSIDERED_FLAGCARRIER_THREAT = 3 * 1000; %game.RADIUS_GEN_DEFENSE = 20; %game.RADIUS_FLAG_DEFENSE = 20; %game.TOUCH_DELAY_MS = 20000; %game.fadeTimeMS = 2000; %game.notifyMineDist = 7.5; %game.stalemate = false; %game.stalemateObjsVisible = false; %game.stalemateTimeMS = 60000; %game.stalemateFreqMS = 15000; %game.stalemateDurationMS = 6000; } package SCtFGame { function ShapeBase::cleanNonType(%this, %type) { if(%type $= SCtF) { for(%h = 0; (%typeList = getWord(%this.missionTypesList, %h)) !$= ""; %h++) if(%typeList $= CTF) return; } Parent::cleanNonType(%this, %type); } function ShapeBaseData::onDestroyed(%data, %obj, %prevstate) { %scorer = %obj.lastDamagedBy; if(!isObject(%scorer)) return; if((%scorer.getType() & $TypeMasks::GameBaseObjectType) && %scorer.getDataBlock().catagory $= "Vehicles") { %name = %scorer.getDatablock().getName(); if(%name $= "BomberFlyer" || %name $= "AssaultVehicle") %gunnerNode = 1; else %gunnerNode = 0; if(%scorer.getMountNodeObject(%gunnerNode)) { %destroyer = %scorer.getMountNodeObject(%gunnerNode).client; %scorer = %destroyer; %damagingTeam = %scorer.team; } } else if(%scorer.getClassName() $= "Turret") { if(%scorer.getControllingClient()) { // manned turret %destroyer = %scorer.getControllingClient(); %scorer = %destroyer; %damagingTeam = %scorer.team; } else %scorer = %scorer.owner; // unmanned turret } if(!%damagingTeam) %damagingTeam = %scorer.team; if(%damagingTeam != %obj.team) { if(!%obj.soiledByEnemyRepair) Game.awardScoreStaticShapeDestroy(%scorer, %obj); } else { if(!%obj.getDataBlock().deployedObject) Game.awardScoreTkDestroy(%scorer, %obj); return; } } function ShapeBaseData::onDisabled(%data, %obj) { %obj.wasDisabled = true; Parent::onDisabled(%data, %obj); } function RepairGunImage::onRepair(%this, %obj, %slot) { Parent::onRepair(%this, %obj, %slot); %target = %obj.repairing; if(%target && %target.team != %obj.team) %target.soiledByEnemyRepair = true; } function Flag::objectiveInit(%data, %flag) { if (!%flag.isTeamSkinned) { %pos = %flag.getTransform(); %group = %flag.getGroup(); } %flag.originalPosition = %flag.getTransform(); $flagPos[%flag.team] = %flag.originalPosition; %flag.isHome = true; %flag.carrier = ""; %flag.grabber = ""; setTargetSkin(%flag.getTarget(), CTFGame::getTeamSkin(CTFGame, %flag.team)); setTargetSensorGroup(%flag.getTarget(), %flag.team); setTargetAlwaysVisMask(%flag.getTarget(), 0x7); setTargetRenderMask(%flag.getTarget(), getTargetRenderMask(%flag.getTarget()) | 0x2); %flag.scopeWhenSensorVisible(true); $flagStatus[%flag.team] = ""; //Point the flag and stand at each other %group = %flag.getGroup(); %count = %group.getCount(); %flag.stand = ""; for(%i = 0; %i < %count; %i++) { %this = %group.getObject(%i); if(%this.getClassName() !$= "InteriorInstance" && %this.getClassName() !$= "SimGroup" && %this.getClassName() !$= "TSStatic") { if(%this.getDataBlock().getName() $= "ExteriorFlagStand") { %flag.stand = %this; %this.flag = %flag; } } } // set the nametag on the target setTargetName(%flag.getTarget(), CTFGame::getTeamName(CTFGame, %flag.team)); // create a marker on this guy %flag.waypoint = new MissionMarker() { position = %flag.getTransform(); dataBlock = "FlagMarker"; }; MissionCleanup.add(%flag.waypoint); // create a target for this (there is no MissionMarker::onAdd script call) %target = createTarget(%flag.waypoint, CTFGame::getTeamName( CTFGame, %flag.team), "", "", 'Base', %flag.team, 0); setTargetAlwaysVisMask(%target, 0xffffffff); //store the flag in an array $TeamFlag[%flag.team] = %flag; %flag.static = true; %flag.trigger = new Trigger() { dataBlock = flagTrigger; polyhedron = "-0.6 0.6 0.1 1.2 0.0 0.0 0.0 -1.2 0.0 0.0 0.0 2.5"; position = %flag.position; rotation = %flag.rotation; }; MissionCleanup.add(%flag.trigger); %flag.trigger.flag = %flag; } function Flag::onEnterLiquid(%data, %obj, %coverage, %type) { if(%type > 3) // 1-3 are water, 4+ is lava and quicksand(?) { //error("flag("@%obj@") is in liquid type" SPC %type); // Changed slightly so this can be cancelled if it leaves the // lava before its supposed to be returned - Ilys %obj.lavaEnterThread = Game.schedule(3000, "flagReturn", %obj); } } function Flag::onLeaveLiquid(%data, %obj, %type) { // Added to stop the flag retrun if it slides out of the lava - Ilys if(isEventPending(%obj.lavaEnterThread)) cancel(%obj.lavaEnterThread); } function ProjectileData::onCollision(%data, %projectile, %targetObject, %modifier, %position, %normal) { if(!isObject(%targetObject) && !isObject(%projectile.sourceObject)) return; if(!(%targetObject.getType() & ($TypeMasks::StaticTSObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::WaterObjectType))) { if(%projectile.sourceObject.team !$= %targetObject.team) { if(%targetObject.getDataBlock().getClassName() $= "PlayerData" && %data.getName() $= "DiscProjectile") { %mask = $TypeMasks::StaticShapeObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType; %start = %targetObject.getWorldBoxCenter(); %distance = mFloor(VectorDist(%start, %projectile.initialPosition)); %end = getWord(%start, 0) SPC getWord(%start, 1) SPC getWord(%start, 2) - 15; %grounded = ContainerRayCast(%start, %end, %mask, 0); if(!%grounded) { %projectile.sourceObject.client.scoreMidAir++; messageClient(%projectile.sourceObject.client, 'MsgMidAir', '\c0You received a %1 point bonus for a successful mid air shot.', Game.SCORE_PER_MIDAIR, %data.radiusDamageType, %distance); messageTeamExcept(%projectile.sourceObject.client, 'MsgMidAir', '\c5%1 hit a mid air shot.', %projectile.sourceObject.client.name, %data.radiusDamageType, %distance); Game.recalcScore(%projectile.sourceObject.client); } } } Parent::onCollision(%data, %projectile, %targetObject, %modifier, %position, %normal); } } }; ///////////////////////////////////////////////////////////////////////////////////////// // Mission Functions //////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// function SCtFGame::missionLoadDone(%game) { //default version sets up teams - must be called first... DefaultGame::missionLoadDone(%game); for(%i = 1; %i < (%game.numTeams + 1); %i++) $teamScore[%i] = 0; // remove MissionGroup.clearFlagWaypoints(); //reset some globals, just in case... $dontScoreTimer[1] = false; $dontScoreTimer[2] = false; echo( "starting camp thread..." ); %game.campThread_1 = schedule( 1000, 0, "checkVehicleCamping", 1 ); %game.campThread_2 = schedule( 1000, 0, "checkVehicleCamping", 2 ); } function SCtFGame::clientMissionDropReady(%game, %client) { %class = "CTFGame"; // Fake out clients objective hud into thinking this is CTF messageClient(%client, 'MsgClientReady',"", %class); %game.resetScore(%client); for(%i = 1; %i <= %game.numTeams; %i++) { $Teams[%i].score = 0; messageClient(%client, 'MsgCTFAddTeam', "", %i, %game.getTeamName(%i), $flagStatus[%i], $TeamScore[%i]); } messageClient(%client, 'MsgMissionDropInfo', '\c0You are in mission %1 (%2).', $MissionDisplayName, $MissionTypeDisplayName, $ServerName ); DefaultGame::clientMissionDropReady(%game, %client); } function SCtFGame::assignClientTeam(%game, %client, %respawn) { DefaultGame::assignClientTeam(%game, %client, %respawn); // if player's team is not on top of objective hud, switch lines messageClient(%client, 'MsgCheckTeamLines', "", %client.team); } function SCtFGame::equip(%game, %player) { for(%i = 0; %i < $InventoryHudCount; %i++) %player.client.setInventoryHudItem($InventoryHudData[%i, itemDataName], 0, 1); %player.client.clearBackpackIcon(); if(!%player.client.isAIControlled()) { %player.setArmor($Sctf::Armor); buyDeployableFavorites(%player.client); %player.setEnergyLevel(%player.getDataBlock().maxEnergy); %player.selectWeaponSlot( 0 ); } else { %player.setInventory(EnergyPack, 1); %player.setInventory(Chaingun, 1); %player.setInventory(ChaingunAmmo, %player.getDataBlock().max[ChaingunAmmo]); %player.setInventory(Disc, 1); %player.setInventory(DiscAmmo, %player.getDataBlock().max[DiscAmmo]); %player.setInventory(GrenadeLauncher, 1); %player.setInventory(GrenadeLauncherAmmo, %player.getDataBlock().max[GrenadeLauncherAmmo]); %player.setInventory(Grenade, %player.getDataBlock().max[Grenade]); %player.setInventory(Mine, %player.getDataBlock().max[Mine]); %player.setInventory(Beacon, %player.getDataBlock().max[Beacon]); %player.setInventory(RepairKit, 1); %player.setInventory(TargetingLaser, 1); %player.use("Disc"); } %player.weaponCount = 3; } function SCtFGame::timeLimitReached(%game) { logEcho("game over (timelimit)"); %game.gameOver(); cycleMissions(); } function SCtFGame::scoreLimitReached(%game) { logEcho("game over (scorelimit)"); %game.gameOver(); cycleMissions(); } function SCtFGame::gameOver(%game) { // z0dd - ZOD, 5/27/03. Kill the anti-turtle schedule if(%game.turtleSchedule !$= "") { cancel(%game.turtleSchedule); %game.turtleSchedule = ""; } // z0dd - ZOD, 9/28/02. Hack for flag collision bug. for(%f = 1; %f <= %game.numTeams; %f++) { cancel($TeamFlag[%f].searchSchedule); cancel($TeamFlag[%f].lavaEnterThread); // Kill Ilys lava schedule - ZOD } // ------------------------------------------- // z0dd - ZOD, 9/28/02. Cancel camp schedules. if( Game.campThread_1 !$= "" ) cancel(Game.campThread_1); if( Game.campThread_2 !$= "" ) cancel(Game.campThread_2); //call the default DefaultGame::gameOver(%game); //send the winner message %winner = ""; if ($teamScore[1] > $teamScore[2]) %winner = %game.getTeamName(1); else if ($teamScore[2] > $teamScore[1]) %winner = %game.getTeamName(2); switch$(%winner) { case 'Storm': messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.stowins.wav"); case 'Inferno': messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.infwins.wav"); case 'Starwolf': messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.swwin.wav"); case 'Blood Eagle': messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.bewin.wav"); case 'Diamond Sword': messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.dswin.wav"); case 'Phoenix': messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.pxwin.wav"); default: messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.gameover.wav"); } messageAll('MsgClearObjHud', ""); for(%i = 0; %i < ClientGroup.getCount(); %i ++) { %client = ClientGroup.getObject(%i); %game.resetScore(%client); } for(%j = 1; %j <= %game.numTeams; %j++) $TeamScore[%j] = 0; } ///////////////////////////////////////////////////////////////////////////////////////// // Flag Functions /////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// function SCtFGame::playerTouchFlag(%game, %player, %flag) { %client = %player.client; if ((%flag.carrier $= "") && (%player.getState() !$= "Dead")) { // z0dd - ZOD, 5/07/04. Cancel the lava return. if(isEventPending(%obj.lavaEnterThread)) cancel(%obj.lavaEnterThread); //flag isn't held and has been touched by a live player if (%client.team == %flag.team) %game.playerTouchOwnFlag(%player, %flag); else %game.playerTouchEnemyFlag(%player, %flag); } // toggle visibility of the flag setTargetRenderMask(%flag.waypoint.getTarget(), %flag.isHome ? 0 : 1); } function SCtFGame::playerTouchOwnFlag(%game, %player, %flag) { if(%flag.isHome) { if (%player.holdingFlag !$= "") %game.flagCap(%player); } else %game.flagReturn(%flag, %player); //call the AI function %game.AIplayerTouchOwnFlag(%player, %flag); } function SCtFGame::playerTouchEnemyFlag(%game, %player, %flag) { // --------------------------------------------------------------- // z0dd, ZOD - 9/27/02. Player must wait to grab after throwing it if((%player.flagTossWait !$= "") && %player.flagTossWait) return false; cancel(%flag.searchSchedule); // z0dd - ZOD, 9/28/02. Hack for flag collision bug. SquirrelOfDeath, 10/02/02: Moved from PlayerTouchFlag cancel(%game.updateFlagThread[%flag]); // z0dd - ZOD, 8/4/02. Cancel this flag's thread to KineticPoet's flag updater %game.flagHeldTime[%flag] = getSimTime(); // z0dd - ZOD, 8/15/02. Store time player grabbed flag. %client = %player.client; %player.holdingFlag = %flag; //%player has this flag %flag.carrier = %player; //this %flag is carried by %player // attach the camera to the flag.carrier if($Observers) { for(%i = 0; %i < ClientGroup.getCount(); %i++) { %cl = ClientGroup.getObject(%i); if(%cl.team <= 0 && %cl.observingFlag && %cl.flagObsTeam == %flag.team) observeFlag(%cl, %player.client, 2, %flag.team); } } %player.mountImage(FlagImage, $FlagSlot, true, %game.getTeamSkin(%flag.team)); %game.playerGotFlagTarget(%player); //only cancel the return timer if the player is in bounds... if(!%client.outOfBounds) { cancel($FlagReturnTimer[%flag]); $FlagReturnTimer[%flag] = ""; } %player.mountImage(FlagImage, $FlagSlot, true, %game.getTeamSkin(%flag.team)); %game.playerGotFlagTarget(%player); //only cancel the return timer if the player is in bounds... if (!%client.outOfBounds) { cancel($FlagReturnTimer[%flag]); $FlagReturnTimer[%flag] = ""; } //if this flag was "at home", see if both flags have now been taken if (%flag.isHome) { // tiebreaker score game.awardScoreFlagTouch( %client, %flag ); %startStalemate = false; if ($TeamFlag[1] == %flag) %startStalemate = !$TeamFlag[2].isHome; else %startStalemate = !$TeamFlag[1].isHome; if (%startStalemate) %game.stalemateSchedule = %game.schedule(%game.stalemateTimeMS, beginStalemate); } %flag.hide(true); %flag.startFade(0, 0, false); %flag.isHome = false; %flag.setVelocity("0 0 0"); if(%flag.stand) %flag.stand.getDataBlock().onFlagTaken(%flag.stand);//animate, if exterior stand $flagStatus[%flag.team] = %client.nameBase; %teamName = %game.getTeamName(%flag.team); if(%grabspeed) { messageTeamExcept(%client, 'MsgCTFFlagTaken', '\c2Teammate %1 took the %2 flag. (Speed: %5Kph)~wfx/misc/flag_snatch.wav', %client.name, %teamName, %flag.team, %client.nameBase, %grabspeed); messageTeam(%flag.team, 'MsgCTFFlagTaken', '\c2Your flag has been taken by %1! (Speed: %5Kph)~wfx/misc/flag_taken.wav',%client.name, 0, %flag.team, %client.nameBase, %grabspeed); messageTeam(0, 'MsgCTFFlagTaken', '\c2%1 took the %2 flag. (Speed: %5Kph)~wfx/misc/flag_snatch.wav', %client.name, %teamName, %flag.team, %client.nameBase, %grabspeed); messageClient(%client, 'MsgCTFFlagTaken', '\c2You took the %2 flag. (Speed: %5Kph)~wfx/misc/flag_snatch.wav', %client.name, %teamName, %flag.team, %client.nameBase, %grabspeed); if(%grabspeed > 300) messageAll('', "~wfx/Bonuses/high-level4-blazing.wav"); } else { messageTeamExcept(%client, 'MsgCTFFlagTaken', '\c2Teammate %1 took the %2 flag.~wfx/misc/flag_snatch.wav', %client.name, %teamName, %flag.team, %client.nameBase); messageTeam(%flag.team, 'MsgCTFFlagTaken', '\c2Your flag has been taken by %1!~wfx/misc/flag_taken.wav',%client.name, 0, %flag.team, %client.nameBase); messageTeam(0, 'MsgCTFFlagTaken', '\c2%1 took the %2 flag.~wfx/misc/flag_snatch.wav', %client.name, %teamName, %flag.team, %client.nameBase); messageClient(%client, 'MsgCTFFlagTaken', '\c2You took the %2 flag.~wfx/misc/flag_snatch.wav', %client.name, %teamName, %flag.team, %client.nameBase); } logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") took team "@%flag.team@" flag ("@%grabspeed@")"); // MP: 6/15/2011 added grabspeed. //call the AI function %game.AIplayerTouchEnemyFlag(%player, %flag); //if the player is out of bounds, then in 3 seconds, it should be thrown back towards the in bounds area... if (%client.outOfBounds) %game.schedule(3000, "boundaryLoseFlag", %player); } function SCtFGame::playerGotFlagTarget(%game, %player) { %player.scopeWhenSensorVisible(true); %target = %player.getTarget(); setTargetRenderMask(%target, getTargetRenderMask(%target) | 0x2); if(%game.stalemateObjsVisible) setTargetAlwaysVisMask(%target, 0x7); } function SCtFGame::playerLostFlagTarget(%game, %player) { %player.scopeWhenSensorVisible(false); %target = %player.getTarget(); setTargetRenderMask(%target, getTargetRenderMask(%target) & ~0x2); // clear his always vis target mask setTargetAlwaysVisMask(%target, (1 << getTargetSensorGroup(%target))); } //---------------------------------------------------------------------------------------- // z0dd - ZOD, 8/4/02: KineticPoet's flag updater code function SCtFGame::updateFlagTransform(%game, %flag) { %flag.setTransform(%flag.getTransform()); %game.updateFlagThread[%flag] = %game.schedule(256, "updateFlagTransform", %flag); } function SCtFGame::playerDroppedFlag(%game, %player) { %client = %player.client; %flag = %player.holdingFlag; %game.updateFlagTransform(%flag); // z0dd - ZOD, 8/4/02, Call to KineticPoet's flag updater %held = %game.formatTime(getSimTime() - %game.flagHeldTime[%flag], false); // z0dd - ZOD, 8/15/02. How long did player hold flag? %game.playerLostFlagTarget(%player); %player.holdingFlag = ""; //player isn't holding a flag anymore %flag.carrier = ""; //flag isn't held anymore $flagStatus[%flag.team] = ""; // attach the camera to the flag if($Observers) { for(%i = 0; %i < ClientGroup.getCount(); %i++) { %cl = ClientGroup.getObject(%i); if(%cl.team <= 0 && %cl.observingFlag && %cl.flagObsTeam == %flag.team) observeFlag(%cl, $TeamFlag[%flag.team], 1, %flag.team); } } %player.unMountImage($FlagSlot); %flag.hide(false); //Does the throwItem function handle this? %teamName = %game.getTeamName(%flag.team); messageTeamExcept(%client, 'MsgCTFFlagDropped', '\c2Teammate %1 dropped the %2 flag. (Held: %4)~wfx/misc/flag_drop.wav', %client.name, %teamName, %flag.team, %held); // z0dd - ZOD, 8/15/02. How long flag was held messageTeam(%flag.team, 'MsgCTFFlagDropped', '\c2Your flag has been dropped by %1! (Held: %4)~wfx/misc/flag_drop.wav', %client.name, 0, %flag.team, %held); // z0dd - ZOD, 8/15/02. How long flag was held messageTeam(0, 'MsgCTFFlagDropped', '\c2%1 dropped the %2 flag. (Held: %4)~wfx/misc/flag_drop.wav', %client.name, %teamName, %flag.team, %held); // z0dd - ZOD, 8/15/02. How long flag was held if(!%player.client.outOfBounds) messageClient(%client, 'MsgCTFFlagDropped', '\c2You dropped the %2 flag. (Held: %4)~wfx/misc/flag_drop.wav', %client.name, %teamName, %flag.team, %held); // z0dd - ZOD, 8/15/02. How long flag was held // Yogi, 8/18/02. 3rd param changed 0 -> %client.name logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") dropped team "@%flag.team@" flag"@" (Held: "@%held@")"); //don't duplicate the schedule if there's already one in progress... if ($FlagReturnTimer[%flag] <= 0) $FlagReturnTimer[%flag] = %game.schedule(%game.FLAG_RETURN_DELAY - %game.fadeTimeMS, "flagReturnFade", %flag); //call the AI function %game.AIplayerDroppedFlag(%player, %flag); } function SCtFGame::flagCap(%game, %player) { %client = %player.client; %flag = %player.holdingFlag; %flag.carrier = ""; // when a player cap the flag, attach to flag again if($Observers) { for(%i = 0; %i < ClientGroup.getCount(); %i++) { %cl = ClientGroup.getObject(%i); if(%cl.team <= 0 && %cl.observingFlag && %cl.flagObsTeam == %flag.team) observeFlag(%cl, $TeamFlag[%flag.team], 1, %flag.team); } } %held = %game.formatTime(getSimTime() - %game.flagHeldTime[%flag], true); // z0dd - ZOD, 8/15/02. How long did player hold flag? %game.playerLostFlagTarget(%player); //award points to player and team %teamName = %game.getTeamName(%flag.team); messageTeamExcept(%client, 'MsgCTFFlagCapped', '\c2%1 captured the %2 flag! (Held: %5)~wfx/misc/flag_capture.wav', %client.name, %teamName, %flag.team, %client.team, %held); messageTeam(%flag.team, 'MsgCTFFlagCapped', '\c2Your flag was captured by %1. (Held: %5)~wfx/misc/flag_lost.wav', %client.name, 0, %flag.team, %client.team, %held); messageTeam(0, 'MsgCTFFlagCapped', '\c2%1 captured the %2 flag! (Held: %5)~wfx/misc/flag_capture.wav', %client.name, %teamName, %flag.team, %client.team, %held); messageClient(%client, 'MsgCTFFlagCapped', '\c2You captured the %2 flag! (Held: %5)~wfx/misc/flag_capture.wav', %client.name, %teamName, %flag.team, %client.team, %held); // Yogi, 8/18/02. 3rd param changed 0 -> %client.name logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") capped team "@%client.team@" flag"@" (Held: "@%held@")"); // MP: 6/14/2011 The team is wrong, but the stats program auto-corrects it, so just leave as is %player.holdingFlag = ""; //no longer holding it. %player.unMountImage($FlagSlot); %game.awardScoreFlagCap(%client, %flag); %game.flagReset(%flag); //call the AI function %game.AIflagCap(%player, %flag); //Determine score status %caplimit = MissionGroup.CTF_scoreLimit; %otherteam = ( %client.team == 1 ) ? 2 : 1; //Find out caps from score %clientteamcaps = mFloor($TeamScore[%client.team] / %game.SCORE_PER_TEAM_FLAG_CAP); %otherteamcaps = mFloor($TeamScore[%otherteam] / %game.SCORE_PER_TEAM_FLAG_CAP); //Determine Gamepoint if(%clientteamcaps >= (%caplimit - 1)) { if(%clientteamcaps == %otherteamcaps) %scorestatus = "tied"; else %scorestatus = "gamepoint"; } else %scorestatus = "normal"; //if this cap didn't end the game, play the announcer... if($missionRunning) { switch$(%scorestatus) { case normal: //classic uses only storm/inferno if(%game.getTeamName(%client.team) $= 'Inferno') messageAll("", '~wvoice/announcer/ann.infscores.wav'); else if(%game.getTeamName(%client.team) $= 'Storm') messageAll("", '~wvoice/announcer/ann.stoscores.wav'); case tied: //Announce tied message messageAll("", '~wvoice/announcer/ann.closegame_03.wav'); case gamepoint: //Announce gamepoint messageAll("", '~wvoice/announcer/ann.gamepoint_imminent.wav'); } } } function SCtFGame::flagReturnFade(%game, %flag) { $FlagReturnTimer[%flag] = %game.schedule(%game.fadeTimeMS, "flagReturn", %flag); %flag.startFade(%game.fadeTimeMS, 0, true); } function SCtFGame::flagReturn(%game, %flag, %player) { cancel($FlagReturnTimer[%flag]); $FlagReturnTimer[%flag] = ""; if(%flag.team == 1) %otherTeam = 2; else %otherTeam = 1; %teamName = %game.getTeamName(%flag.team); // when the flag return, attach to flag again if($Observers) { for(%i = 0; %i < ClientGroup.getCount(); %i++) { %cl = ClientGroup.getObject(%i); if(%cl.team <= 0 && %cl.observingFlag && %cl.flagObsTeam == %flag.team) observeFlag(%cl, $TeamFlag[%flag.team], 1, %flag.team); } } if (%player !$= "") { //a player returned it %client = %player.client; messageTeamExcept(%client, 'MsgCTFFlagReturned', '\c2Teammate %1 returned your flag to base.~wfx/misc/flag_return.wav', %client.name, 0, %flag.team); messageTeam(%otherTeam, 'MsgCTFFlagReturned', '\c2Enemy %1 returned the %2 flag.~wfx/misc/flag_return.wav', %client.name, %teamName, %flag.team); messageTeam(0, 'MsgCTFFlagReturned', '\c2%1 returned the %2 flag.~wfx/misc/flag_return.wav', %client.name, %teamName, %flag.team); messageClient(%client, 'MsgCTFFlagReturned', '\c2You returned your flag.~wfx/misc/flag_return.wav', %client.name, %teamName, %flag.team); // Yogi, 8/18/02. 3rd param changed 0 -> %client.name logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") returned team "@%flag.team@" flag"); // find out what type of return it is // stalemate return? // --------------------------------------------------- // z0dd - ZOD, 9/29/02. Removed T2 demo code from here if(%game.stalemate) { //error("Stalemate return!!!"); %game.awardScoreStalemateReturn(%player.client); } // regular return else { %enemyFlagDist = vectorDist($flagPos[%flag.team], $flagPos[%otherTeam]); %dist = vectorDist(%flag.position, %flag.originalPosition); %rawRatio = %dist/%enemyFlagDist; %ratio = %rawRatio < 1 ? %rawRatio : 1; %percentage = mFloor( (%ratio) * 10 ) * 10; %game.awardScoreFlagReturn(%player.client, %percentage); } } else { //returned due to timer messageTeam(%otherTeam, 'MsgCTFFlagReturned', '\c2The %2 flag was returned to base.~wfx/misc/flag_return.wav', 0, %teamName, %flag.team); //because it was dropped for too long messageTeam(%flag.team, 'MsgCTFFlagReturned', '\c2Your flag was returned.~wfx/misc/flag_return.wav', 0, 0, %flag.team); messageTeam(0, 'MsgCTFFlagReturned', '\c2The %2 flag was returned to base.~wfx/misc/flag_return.wav', 0, %teamName, %flag.team); logEcho("team "@%flag.team@" flag returned (timeout)"); } %game.flagReset(%flag); } function SCtFGame::showStalemateTargets(%game) { cancel(%game.stalemateSchedule); //show the targets for (%i = 1; %i <= 2; %i++) { %flag = $TeamFlag[%i]; //find the object to scope/waypoint.... //render the target hud icon for slot 1 (a centermass flag) //if we just set him as always sensor vis, it'll work fine. if (isObject(%flag.carrier)) setTargetAlwaysVisMask(%flag.carrier.getTarget(), 0x7); } //schedule the targets to hide %game.stalemateObjsVisible = true; %game.stalemateSchedule = %game.schedule(%game.stalemateDurationMS, hideStalemateTargets); } function SCtFGame::hideStalemateTargets(%game) { cancel(%game.stalemateSchedule); //hide the targets for (%i = 1; %i <= 2; %i++) { %flag = $TeamFlag[%i]; if (isObject(%flag.carrier)) { %target = %flag.carrier.getTarget(); setTargetAlwaysVisMask(%target, (1 << getTargetSensorGroup(%target))); } } //schedule the targets to show again %game.stalemateObjsVisible = false; %game.stalemateSchedule = %game.schedule(%game.stalemateFreqMS, showStalemateTargets); } function SCtFGame::beginStalemate(%game) { %game.stalemate = true; %game.showStalemateTargets(); // z0dd - ZOD, 5/27/03. Added anti-turtling, return flags after x minutes if(!$Host::TournamentMode) { messageAll( 'MsgStalemate', "\c3Anti turtle initialized. Flags will be returned to bases in " @ $Host::ClassicAntiTurtleTime @ " minutes."); %game.turtleSchedule = %game.schedule($Host::ClassicAntiTurtleTime * 60000, "antiTurtle"); error(formatTimeString("HH:nn:ss") SPC "Anti-Turtle thread beginning now - ID:" SPC %game.turtleSchedule); } } function SCtFGame::endStalemate(%game) { %game.stalemate = false; %game.hideStalemateTargets(); cancel(%game.stalemateSchedule); cancel(%game.turtleSchedule); } // z0dd - ZOD, 5/27/03. Anti-turtle function function CTFGame::antiTurtle(%game) { if(isEventPending(%game.turtleSchedule)) cancel(%game.turtleSchedule); if(%game.turtleSchedule > 0) %game.turtleSchedule = 0; if(isEventPending(%game.stalemateSchedule)) cancel(%game.stalemateSchedule); if(%game.stalemateSchedule > 0) %game.stalemateSchedule = 0; for (%i = 1; %i <= Game.numTeams; %i++) Game.flagReturn($TeamFlag[%i]); messageAll( "", "\c3Both flags returned to bases to break stalemate.~wfx/misc/flag_return.wav"); error(formatTimeString("HH:nn:ss") SPC "Anti-Turtle thread ended"); } function SCtFGame::flagReset(%game, %flag) { cancel(%game.updateFlagThread[%flag]); // z0dd - ZOD, 8/4/02. Cancel this flag's thread to KineticPoet's flag updater //any time a flag is reset, kill the stalemate schedule %game.endStalemate(%game); //make sure if there's a player carrying it (probably one out of bounds...), it is stripped first if (isObject(%flag.carrier)) { //hide the target hud icon for slot 2 (a centermass flag - visible only as part of a teams sensor network) %game.playerLostFlagTarget(%flag.carrier); %flag.carrier.holdingFlag = ""; //no longer holding it. %flag.carrier.unMountImage($FlagSlot); } //fades, restore default position, home, velocity, general status, etc. %flag.setVelocity("0 0 0"); %flag.setTransform(%flag.originalPosition); %flag.isHome = true; %flag.carrier = ""; %flag.grabber = ""; $flagStatus[%flag.team] = ""; %flag.hide(false); if(%flag.stand) %flag.stand.getDataBlock().onFlagReturn(%flag.stand);//animate, if exterior stand //fade the flag in... %flag.startFade(%game.fadeTimeMS, 0, false); // dont render base target setTargetRenderMask(%flag.waypoint.getTarget(), 0); //call the AI function %game.AIflagReset(%flag); // -------------------------------------------------------- // z0dd - ZOD, 5/26/02. Don't let flag hover over defenders %flag.static = true; // -------------------------------------------------------------------------- // z0dd - ZOD, 9/28/02. Hack for flag collision bug. if(%flag.searchSchedule !$="") { cancel(%flag.searchSchedule); } // -------------------------------------------------------------------------- } function SCtFGame::notifyMineDeployed(%game, %mine) { //see if the mine is within 5 meters of the flag stand... %mineTeam = %mine.sourceObject.team; %homeFlag = $TeamFlag[%mineTeam]; if (isObject(%homeFlag)) { %dist = VectorDist(%homeFlag.originalPosition, %mine.position); if (%dist <= %game.notifyMineDist) { messageTeam(%mineTeam, 'MsgCTFFlagMined', "The flag has been mined.~wvoice/announcer/flag_minedFem.wav" ); } } } function SCtFGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %implement, %damageLoc) { if(%clVictim.headshot && %damageType == $DamageType::Laser && %clVictim.team != %clAttacker.team) { %clAttacker.scoreHeadshot++; if (%game.SCORE_PER_HEADSHOT != 0) { messageClient(%clAttacker, 'msgHeadshot', '\c0You received a %1 point bonus for a successful headshot.', %game.SCORE_PER_HEADSHOT); messageTeamExcept(%clAttacker, 'msgHeadshot', '\c5%1 hit a sniper rifle headshot.', %clAttacker.name); } %game.recalcScore(%clAttacker); } if(%clVictim.rearshot && %damageType == $DamageType::ShockLance && %clVictim.team != %clAttacker.team) { %clAttacker.scoreRearshot++; if (%game.SCORE_PER_REARSHOT != 0) { messageClient(%clAttacker, 'msgRearshot', '\c0You received a %1 point bonus for a successful rearshot.', %game.SCORE_PER_REARSHOT); messageTeamExcept(%clAttacker, 'msgRearshot', '\c5%1 hit a shocklance rearshot.', %clAttacker.name); } %game.recalcScore(%clAttacker); } //the DefaultGame will set some vars DefaultGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %implement, %damageLoc); //if victim is carrying a flag and is not on the attackers team, mark the attacker as a threat for x seconds(for scoring purposes) if ((%clVictim.holdingFlag !$= "") && (%clVictim.team != %clAttacker.team)) { %clAttacker.dmgdFlagCarrier = true; cancel(%clAttacker.threatTimer); //restart timer %clAttacker.threatTimer = schedule(%game.TIME_CONSIDERED_FLAGCARRIER_THREAT, %clAttacker.dmgdFlagCarrier = false); } } //////////////////////////////////////////////////////////////////////////////////////// function SCtFGame::recalcScore(%game, %cl) { %killValue = %cl.kills * %game.SCORE_PER_KILL; %deathValue = %cl.deaths * %game.SCORE_PER_DEATH; if (%killValue - %deathValue == 0) %killPoints = 0; else %killPoints = (%killValue * %killValue) / (%killValue - %deathValue); %cl.offenseScore = %killPoints + %cl.suicides * %game.SCORE_PER_SUICIDE + %cl.escortAssists * %game.SCORE_PER_ESCORT_ASSIST + %cl.teamKills * %game.SCORE_PER_TEAMKILL + %cl.tkDestroys * %game.SCORE_PER_TK_DESTROY + %cl.scoreHeadshot * %game.SCORE_PER_HEADSHOT + %cl.scoreRearshot * %game.SCORE_PER_REARSHOT + %cl.scoreMidAir * %game.SCORE_PER_MIDAIR + %cl.flagCaps * %game.SCORE_PER_PLYR_FLAG_CAP + %cl.flagGrabs * %game.SCORE_PER_PLYR_FLAG_TOUCH + %cl.genDestroys * %game.SCORE_PER_DESTROY_GEN + %cl.sensorDestroys * %game.SCORE_PER_DESTROY_SENSOR + %cl.turretDestroys * %game.SCORE_PER_DESTROY_TURRET + %cl.iStationDestroys * %game.SCORE_PER_DESTROY_ISTATION + %cl.vstationDestroys * %game.SCORE_PER_DESTROY_VSTATION + %cl.mpbtstationDestroys * %game.SCORE_PER_DESTROY_MPBTSTATION + %cl.solarDestroys * %game.SCORE_PER_DESTROY_SOLAR + %cl.sentryDestroys * %game.SCORE_PER_DESTROY_SENTRY + %cl.depSensorDestroys * %game.SCORE_PER_DESTROY_DEP_SENSOR + %cl.depTurretDestroys * %game.SCORE_PER_DESTROY_DEP_TUR + %cl.depStationDestroys * %game.SCORE_PER_DESTROY_DEP_INV + %cl.vehicleScore + %cl.vehicleBonus; %cl.defenseScore = %cl.genDefends * %game.SCORE_PER_GEN_DEFEND + %cl.flagDefends * %game.SCORE_PER_FLAG_DEFEND + %cl.carrierKills * %game.SCORE_PER_CARRIER_KILL + %cl.escortAssists * %game.SCORE_PER_ESCORT_ASSIST + %cl.turretKills * %game.SCORE_PER_TURRET_KILL_AUTO + %cl.mannedturretKills * %game.SCORE_PER_TURRET_KILL + %cl.genRepairs * %game.SCORE_PER_REPAIR_GEN + %cl.SensorRepairs * %game.SCORE_PER_REPAIR_SENSOR + %cl.TurretRepairs * %game.SCORE_PER_REPAIR_TURRET + %cl.StationRepairs * %game.SCORE_PER_REPAIR_ISTATION + %cl.VStationRepairs * %game.SCORE_PER_REPAIR_VSTATION + %cl.mpbtstationRepairs * %game.SCORE_PER_REPAIR_MPBTSTATION + %cl.solarRepairs * %game.SCORE_PER_REPAIR_SOLAR + %cl.sentryRepairs * %game.SCORE_PER_REPAIR_SENTRY + %cl.depSensorRepairs * %game.SCORE_PER_REPAIR_DEP_SEN + %cl.depInvRepairs * %game.SCORE_PER_REPAIR_DEP_INV + %cl.depTurretRepairs * %game.SCORE_PER_REPAIR_DEP_TUR + %cl.returnPts; %cl.score = mFloor(%cl.offenseScore + %cl.defenseScore); %game.recalcTeamRanks(%cl); } function SCtFGame::updateKillScores(%game, %clVictim, %clKiller, %damageType, %implement) { // is this a vehicle kill rather than a player kill // console error message suppression if( isObject( %implement ) ) { if( %implement.getDataBlock().getName() $= "AssaultPlasmaTurret" || %implement.getDataBlock().getName() $= "BomberTurret" ) // gunner %clKiller = %implement.vehicleMounted.getMountNodeObject(1).client; else if(%implement.getDataBlock().catagory $= "Vehicles") // pilot %clKiller = %implement.getMountNodeObject(0).client; } if(%game.testTurretKill(%implement)) //check for turretkill before awarded a non client points for a kill %game.awardScoreTurretKill(%clVictim, %implement); else if (%game.testKill(%clVictim, %clKiller)) //verify victim was an enemy { %value = %game.awardScoreKill(%clKiller); %game.shareScore(%clKiller, %value); %game.awardScoreDeath(%clVictim); if (%game.testGenDefend(%clVictim, %clKiller)) %game.awardScoreGenDefend(%clKiller); if(%game.testCarrierKill(%clVictim, %clKiller)) %game.awardScoreCarrierKill(%clKiller); else { if (%game.testFlagDefend(%clVictim, %clKiller)) %game.awardScoreFlagDefend(%clKiller); } if (%game.testEscortAssist(%clVictim, %clKiller)) %game.awardScoreEscortAssist(%clKiller); } else { if (%game.testSuicide(%clVictim, %clKiller, %damageType)) //otherwise test for suicide { %game.awardScoreSuicide(%clVictim); } else { if (%game.testTeamKill(%clVictim, %clKiller, %damageType)) //otherwise test for a teamkill %game.awardScoreTeamKill(%clVictim, %clKiller); } } } function SCtFGame::testFlagDefend(%game, %victimID, %killerID) { InitContainerRadiusSearch(%victimID.plyrPointOfDeath, %game.RADIUS_FLAG_DEFENSE, $TypeMasks::ItemObjectType); %objID = containerSearchNext(); while(%objID != 0) { %objType = %objID.getDataBlock().getName(); if ((%objType $= "Flag") && (%objID.team == %killerID.team)) return true; //found the(a) killer's flag near the victim's point of death else %objID = containerSearchNext(); } return false; //didn't find a qualifying flag within required radius of victims point of death } function SCtFGame::testGenDefend(%game, %victimID, %killerID) { InitContainerRadiusSearch(%victimID.plyrPointOfDeath, %game.RADIUS_GEN_DEFENSE, $TypeMasks::StaticShapeObjectType); %objID = containerSearchNext(); while(%objID != 0) { %objType = %objID.getDataBlock().ClassName; if ((%objType $= "generator") && (%objID.team == %killerID.team)) return true; //found a killer's generator within required radius of victim's death else %objID = containerSearchNext(); } return false; //didn't find a qualifying gen within required radius of victim's point of death } function SCtFGame::testCarrierKill(%game, %victimID, %killerID) { %flag = %victimID.plyrDiedHoldingFlag; return ((%flag !$= "") && (%flag.team == %killerID.team)); } function SCtFGame::testEscortAssist(%game, %victimID, %killerID) { return (%victimID.dmgdFlagCarrier); } function SCtFGame::testValidRepair(%game, %obj) { if(!%obj.wasDisabled) { //error(%obj SPC "was never disabled"); return false; } else if(%obj.lastDamagedByTeam == %obj.team) { //error(%obj SPC "was last damaged by a friendly"); return false; } else if(%obj.team != %obj.repairedBy.team) { //error(%obj SPC "was repaired by an enemy"); return false; } else { if(%obj.soiledByEnemyRepair) %obj.soiledByEnemyRepair = false; return true; } } function SCtFGame::awardScoreFlagCap(%game, %cl, %flag) { %cl.flagCaps++; $TeamScore[%cl.team] += %game.SCORE_PER_TEAM_FLAG_CAP; messageAll('MsgTeamScoreIs', "", %cl.team, $TeamScore[%cl.team]); //%flag.grabber.flagGrabs++; //moved to awardScoreFlagTouch if (%game.SCORE_PER_TEAM_FLAG_CAP > 0) { %plural = (%game.SCORE_PER_PLYR_FLAG_CAP != 1 ? 's' : ""); %plural2 = (%game.SCORE_PER_PLYR_FLAG_TOUCH != 1 ? 's' : ""); if(%cl == %flag.grabber) { messageClient(%cl, 'msgCTFFriendCap', '\c0You receive %1 point%2 for stealing and capturing the enemy flag!', %game.SCORE_PER_PLYR_FLAG_CAP+%game.SCORE_PER_PLYR_FLAG_TOUCH, %plural); messageTeam(%flag.team, 'msgCTFEnemyCap', '\c0Enemy %1 received %2 point%3 for capturing your flag!', %cl.name, %game.SCORE_PER_PLYR_FLAG_CAP+%game.SCORE_PER_PLYR_FLAG_TOUCH, %plural); //messageTeamExcept(%cl, 'msgCTFFriendCap', '\c0Teammate %1 receives %2 point%3 for capturing the enemy flag!', %cl.name, %game.SCORE_PER_PLYR_FLAG_CAP+%game.SCORE_PER_PLYR_FLAG_TOUCH, %plural); // z0dd - ZOD, 8/15/02. Message is pointless } else { if(isObject(%flag.grabber)) // is the grabber still here? { messageClient(%cl, 'msgCTFFriendCap', '\c0You receive %1 point%2 for capturing the enemy flag! %3 gets %4 point%5 for the steal assist.', %game.SCORE_PER_PLYR_FLAG_CAP, %plural, %flag.grabber.name, %game.SCORE_PER_PLYR_FLAG_TOUCH, %plural2); messageClient(%flag.grabber, 'msgCTFFriendCap', '\c0You receive %1 point%2 for stealing a flag that was subsequently capped by %3.', %game.SCORE_PER_PLYR_FLAG_TOUCH, %plural2, %cl.name); } else messageClient(%cl, 'msgCTFFriendCap', '\c0You receive %1 point%2 for capturing the enemy flag!', %game.SCORE_PER_PLYR_FLAG_CAP, %plural); } } %game.recalcScore(%cl); if(isObject(%flag.grabber)) %game.recalcScore(%flag.grabber); %game.checkScoreLimit(%cl.team); } function SCtFGame::awardScoreFlagTouch(%game, %cl, %flag) { %flag.grabber = %cl; %flag.grabber.flagGrabs++; //moved from awardScoreFlagCap to correctly count flaggrabs %team = %cl.team; if( $DontScoreTimer[%team] ) return; $dontScoreTimer[%team] = true; //tinman - needed to remove all game calls to "eval" for the PURE server... %game.schedule(%game.TOUCH_DELAY_MS, resetDontScoreTimer, %team); //schedule(%game.TOUCH_DELAY_MS, 0, eval, "$dontScoreTimer["@%team@"] = false;"); $TeamScore[%team] += %game.SCORE_PER_TEAM_FLAG_TOUCH; messageAll('MsgTeamScoreIs', "", %team, $TeamScore[%team]); if (%game.SCORE_PER_TEAM_FLAG_TOUCH > 0) { %plural = (%game.SCORE_PER_TEAM_FLAG_TOUCH != 1 ? 's' : ""); messageTeam(%team, 'msgCTFFriendFlagTouch', '\c0Your team receives %1 point%2 for grabbing the enemy flag!', %game.SCORE_PER_TEAM_FLAG_TOUCH, %plural); messageTeam(%flag.team, 'msgCTFEnemyFlagTouch', '\c0Enemy %1 receives %2 point%3 for grabbing your flag!', %cl.name, %game.SCORE_PER_TEAM_FLAG_TOUCH, %plural); } %game.recalcScore(%cl); %game.checkScoreLimit(%team); } function SCtFGame::resetDontScoreTimer(%game, %team) { $dontScoreTimer[%team] = false; } function SCtFGame::checkScoreLimit(%game, %team) { %scoreLimit = MissionGroup.CTF_scoreLimit * %game.SCORE_PER_TEAM_FLAG_CAP; // default of 5 if scoreLimit not defined if(%scoreLimit $= "") %scoreLimit = 5 * %game.SCORE_PER_TEAM_FLAG_CAP; if($TeamScore[%team] >= %scoreLimit) %game.scoreLimitReached(); } function SCtFGame::awardScoreFlagReturn(%game, %cl, %perc) { if (%game.SCORE_PER_FLAG_RETURN != 0) { %pts = mfloor( %game.SCORE_PER_FLAG_RETURN * (%perc/100) ); if(%perc == 100) messageClient(%cl, 'scoreFlaRetMsg', 'Flag return - exceeded capping distance - %1 point bonus.', %pts, %perc); else if(%perc == 0) messageClient(%cl, 'scoreFlaRetMsg', 'You gently place the flag back on the stand.', %pts, %perc); else messageClient(%cl, 'scoreFlaRetMsg', '\c0Flag return from %2%% of capping distance - %1 point bonus.', %pts, %perc); %cl.returnPts += %pts; } %game.recalcScore(%cl); return %game.SCORE_PER_FLAG_RETURN; } function SCtFGame::awardScoreStalemateReturn(%game, %cl) { if (%game.SCORE_PER_STALEMATE_RETURN != 0) { messageClient(%cl, 'scoreStaleRetMsg', '\c0You received a %1 point bonus for a stalemate-breaking, flag return.', %game.SCORE_PER_STALEMATE_RETURN); %cl.returnPts += %game.SCORE_PER_STALEMATE_RETURN; } %game.recalcScore(%cl); return %game.SCORE_PER_STALEMATE_RETURN; } function SCtFGame::awardScoreGenDefend(%game, %killerID) { %killerID.genDefends++; if (%game.SCORE_PER_GEN_DEFEND != 0) { messageClient(%killerID, 'msgGenDef', '\c0You received a %1 point bonus for defending a generator.', %game.SCORE_PER_GEN_DEFEND); messageTeamExcept(%killerID, 'msgGenDef', '\c2%1 defended our generator from an attack.', %killerID.name); // z0dd - ZOD, 8/15/02. Tell team } %game.recalcScore(%cl); return %game.SCORE_PER_GEN_DEFEND; } function SCtFGame::awardScoreCarrierKill(%game, %killerID) { %killerID.carrierKills++; if (%game.SCORE_PER_CARRIER_KILL != 0) { messageClient(%killerID, 'msgCarKill', '\c0You received a %1 point bonus for stopping the enemy flag carrier!', %game.SCORE_PER_CARRIER_KILL); messageTeamExcept(%killerID, 'msgCarKill', '\c2%1 stopped the enemy flag carrier.', %killerID.name); // z0dd - ZOD, 8/15/02. Tell team } %game.recalcScore(%killerID); return %game.SCORE_PER_CARRIER_KILL; } function SCtFGame::awardScoreFlagDefend(%game, %killerID) { %killerID.flagDefends++; if (%game.SCORE_PER_FLAG_DEFEND != 0) { messageClient(%killerID, 'msgFlagDef', '\c0You received a %1 point bonus for defending your flag!', %game.SCORE_PER_FLAG_DEFEND); messageTeamExcept(%killerID, 'msgFlagDef', '\c2%1 defended our flag.', %killerID.name); // z0dd - ZOD, 8/15/02. Tell team } %game.recalcScore(%killerID); return %game.SCORE_PER_FLAG_DEFEND; } function SCtFGame::awardScoreEscortAssist(%game, %killerID) { %killerID.escortAssists++; if (%game.SCORE_PER_ESCORT_ASSIST != 0) { messageClient(%killerID, 'msgEscAsst', '\c0You received a %1 point bonus for protecting the flag carrier!', %game.SCORE_PER_ESCORT_ASSIST); messageTeamExcept(%killerID, 'msgEscAsst', '\c2%1 protected our flag carrier.', %killerID.name); // z0dd - ZOD, 8/15/02. Tell team } %game.recalcScore(%killerID); return %game.SCORE_PER_ESCORT_ASSIST; } function SCtFGame::resetScore(%game, %client) { %client.offenseScore = 0; %client.kills = 0; %client.scoreMidAir = 0; %client.deaths = 0; %client.suicides = 0; %client.escortAssists = 0; %client.teamKills = 0; %client.tkDestroys = 0; // z0dd - ZOD, 10/03/02. Penalty for tking equiptment. %client.flagCaps = 0; %client.flagGrabs = 0; %client.genDestroys = 0; %client.sensorDestroys = 0; %client.turretDestroys = 0; %client.iStationDestroys = 0; %client.vstationDestroys = 0; %client.mpbtstationDestroys = 0; %client.solarDestroys = 0; %client.sentryDestroys = 0; %client.depSensorDestroys = 0; %client.depTurretDestroys = 0; %client.depStationDestroys = 0; %client.vehicleScore = 0; %client.vehicleBonus = 0; %client.flagDefends = 0; %client.defenseScore = 0; %client.genDefends = 0; %client.carrierKills = 0; %client.escortAssists = 0; %client.mannedTurretKills = 0; %client.flagReturns = 0; %client.genRepairs = 0; %client.SensorRepairs = 0; %client.TurretRepairs = 0; %client.StationRepairs = 0; %client.VStationRepairs = 0; %client.mpbtstationRepairs = 0; %client.solarRepairs = 0; %client.sentryRepairs = 0; %client.depSensorRepairs = 0; %client.depInvRepairs = 0; %client.depTurretRepairs = 0; %client.returnPts = 0; %client.score = 0; } ///////////////////////////////////////////////////////////////////////////////////////// // Asset Destruction scoring //////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// function SCtFGame::awardScoreTkDestroy(%game, %cl, %obj) { %cl.tkDestroys++; messageTeamExcept(%cl, 'msgTkDes', '\c5Teammate %1 destroyed your team\'s %3 objective!', %cl.name, %game.cleanWord(%obj.getDataBlock().targetTypeTag)); messageClient(%cl, 'msgTkDes', '\c0You have been penalized %1 points for destroying your teams equiptment.', %game.SCORE_PER_TK_DESTROY); %game.recalcScore(%cl); %game.shareScore(%cl, %game.SCORE_PER_TK_DESTROY); } function SCtFGame::awardScoreStaticShapeDestroy(%game, %cl, %obj) { %dataName = %obj.getDataBlock().getName(); switch$ ( %dataName ) { case "GeneratorLarge": %cl.genDestroys++; %value = %game.SCORE_PER_DESTROY_GEN; %msgType = 'msgGenDes'; %tMsg = '\c5%1 destroyed an enemy %2 Generator!'; %clMsg = '\c0You received a %1 point bonus for destroying an enemy generator.'; case "SolarPanel": %cl.solarDestroys++; %value = %game.SCORE_PER_DESTROY_SOLAR; %msgType = 'msgSolarDes'; %tMsg = '\c5%1 destroyed an enemy %2 Solar Panel!'; %clMsg = '\c0You received a %1 point bonus for destroying an enemy solar panel.'; case "SensorLargePulse" or "SensorMediumPulse": %cl.sensorDestroys++; %value = %game.SCORE_PER_DESTROY_SENSOR; %msgType = 'msgSensorDes'; %tMsg = '\c5%1 destroyed an enemy %2 Sensor!'; %clMsg = '\c0You received a %1 point bonus for destroying an enemy pulse sensor.'; case "TurretBaseLarge": %cl.turretDestroys++; %value = %game.SCORE_PER_DESTROY_TURRET; %msgType = 'msgTurretDes'; %tMsg = '\c5%1 destroyed an enemy %2 Turret!'; %clMsg = '\c0You received a %1 point bonus for destroying an enemy base turret.'; case "StationInventory": %cl.IStationDestroys++; %value = %game.SCORE_PER_DESTROY_ISTATION; %msgType = 'msgInvDes'; %tMsg = '\c5%1 destroyed an enemy %2 Inventory Station!'; %clMsg = '\c0You received a %1 point bonus for destroying an enemy inventory station.'; case "StationAmmo": %cl.aStationDestroys++; %value = %game.SCORE_PER_DESTROY_ASTATION; %msgType = 'msgAmmoDes'; %tMsg = '\c5%1 destroyed an enemy %2 Ammo Station!'; %clMsg = '\c0You received a %1 point bonus for destroying an enemy ammo station.'; case "StationVehicle": %cl.VStationDestroys++; %value = %game.SCORE_PER_DESTROY_VSTATION; %msgType = 'msgVSDes'; %tMsg = '\c5%1 destroyed an enemy Vehicle Station!'; %clMsg = '\c0You received a %1 point bonus for destroying an enemy vehicle station.'; case "SentryTurret": %cl.sentryDestroys++; %value = %game.SCORE_PER_DESTROY_SENTRY; %msgType = 'msgSentryDes'; %tMsg = '\c5%1 destroyed an enemy %2 Sentry Turret!'; %clMsg = '\c0You received a %1 point bonus for destroying an enemy sentry turret.'; case "DeployedMotionSensor" or "DeployedPulseSensor": %cl.depSensorDestroys++; %value = %game.SCORE_PER_DESTROY_DEP_SENSOR; %msgType = 'msgDepSensorDes'; %tMsg = '\c5%1 destroyed an enemy Deployed Sensor!'; %clMsg = '\c0You received a %1 point bonus for destroying an enemy deployed sensor.'; case "TurretDeployedWallIndoor" or "TurretDeployedFloorIndoor" or "TurretDeployedCeilingIndoor": %cl.depTurretDestroys++; %value = %game.SCORE_PER_DESTROY_DEP_TUR; %msgType = 'msgDepTurDes'; %tMsg = '\c5%1 destroyed an enemy Deployed Spider Clamp Turret!'; %clMsg = '\c0You received a %1 point bonus for destroying an enemy deployed spider clamp turret.'; case "TurretDeployedOutdoor": %cl.depTurretDestroys++; %value = %game.SCORE_PER_DESTROY_DEP_TUR; %msgType = 'msgDepTurDes'; %tMsg = '\c5%1 destroyed an enemy Deployed Landspike Turret!'; %clMsg = '\c0You received a %1 point bonus for destroying an enemy deployed landspike turret.'; case "DeployedStationInventory": %cl.depStationDestroys++; %value = %game.SCORE_PER_DESTROY_DEP_INV; %msgType = 'msgDepInvDes'; %tMsg = '\c5%1 destroyed an enemy Deployed Station!'; %clMsg = '\c0You received a %1 point bonus for destroying an enemy deployed station.'; case "MPBTeleporter": %cl.TStationDestroys++; %value = %game.SCORE_PER_DESTROY_TSTATION; %msgType = 'msgMPBTeleDes'; %tMsg = '\c5%1 destroyed an enemy MPB Teleport Station!'; %clMsg = '\c0You received a %1 point bonus for destroying an enemy MPB teleport station.'; default: return; } if(isObject(%cl)) { teamDestroyMessage(%cl, 'MsgDestroyed', %tMsg, %cl.name, %obj.nameTag); messageClient(%cl, %msgType, %clMsg, %value, %dataName); %game.recalcScore(%cl); %game.shareScore(%scorer, %value); } else //when the asset attacker is unknown teamDestroyMessage(%cl, 'MsgDestroyed', %tMsg, "A teammate", %obj.nameTag); } ///////////////////////////////////////////////////////////////////////////////////////// // Repair Scoring Functions ///////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// function SCtFGame::testValidRepair(%game, %obj) { if(!%obj.wasDisabled) return false; else if(%obj.lastDamagedByTeam == %obj.team) return false; else if(%obj.team != %obj.repairedBy.team) return false; else { if(%obj.soiledByEnemyRepair) %obj.soiledByEnemyRepair = false; return true; } } function SCtFGame::objectRepaired(%game, %obj, %objName) { %game.staticShapeOnRepaired(%obj, %objName); %obj.wasDisabled = false; } function SCtFGame::staticShapeOnRepaired(%game, %obj, %objName) { if (%game.testValidRepair(%obj)) { %repairman = %obj.repairedBy; %dataName = %obj.getDataBlock().getName(); switch$ (%dataName) { case "GeneratorLarge": %repairman.genRepairs++; %score = %game.SCORE_PER_REPAIR_GEN; %tMsgType = 'msgGenRepaired'; %msgType = 'msgGenRep'; %tMsg = '\c0%1 repaired the %2 Generator!'; %clMsg = '\c0You received a %1 point bonus for repairing a generator.'; case "SolarPanel": %repairman.solarRepairs++; %score = %game.SCORE_PER_REPAIR_SOLAR; %tMsgType = 'msgsolarRepaired'; %msgType = 'msgsolarRep'; %tMsg = '\c0%1 repaired the %2 Solar Panel!'; %clMsg = '\c0You received a %1 point bonus for repairing a solar panel.'; case "SensorLargePulse" or "SensorMediumPulse": %repairman.sensorRepairs++; %score = %game.SCORE_PER_REPAIR_SENSOR; %tMsgType = 'msgSensorRepaired'; %msgType = 'msgSensorRep'; %tMsg = '\c0%1 repaired the %2 Pulse Sensor!'; %clMsg = '\c0You received a %1 point bonus for repairing a pulse sensor.'; case "StationInventory" or "StationAmmo": %repairman.stationRepairs++; %score = %game.SCORE_PER_REPAIR_ISTATION; %tMsgType = 'msgStationRepaired'; %msgType = 'msgIStationRep'; %tMsg = '\c0%1 repaired the %2 Station!'; %clMsg = '\c0You received a %1 point bonus for repairing a station.'; case "StationVehicle": %repairman.VStationRepairs++; %score = %game.SCORE_PER_REPAIR_VSTATION; %tMsgType = 'msgvstationRepaired'; %msgType = 'msgVStationRep'; %tMsg = '\c0%1 repaired the Vehicle Station!'; %clMsg = '\c0You received a %1 point bonus for repairing a vehicle station.'; case "TurretBaseLarge": %repairman.TurretRepairs++; %score = %game.SCORE_PER_REPAIR_TURRET; %tMsgType = 'msgTurretRepaired'; %msgType = 'msgTurretRep'; %tMsg = '\c0%1 repaired the %2 Turret!'; %clMsg = '\c0You received a %1 point bonus for repairing a base turret.'; case "SentryTurret": %repairman.sentryRepairs++; %score = %game.SCORE_PER_REPAIR_SENTRY; %tMsgType = 'msgsentryTurretRepaired'; %msgType = 'msgSentryRep'; %tMsg = '\c0%1 repaired the %2 Sentry Turret!'; %clMsg = '\c0You received a %1 point bonus for repairing a sentry turret.'; case "DeployedMotionSensor" or "DeployedPulseSensor": %repairman.depSensorRepairs++; %tMsgType = 'msgDepSensorRepaired'; %msgType = 'msgDepSensorRep'; %score = %game.SCORE_PER_REPAIR_DEP_SENSOR; %tMsg = '\c0%1 repaired a Deployed Sensor!'; %clMsg = '\c0You received a %1 point bonus for repairing a deployed sensor.'; case "TurretDeployedWallIndoor" or "TurretDeployedFloorIndoor" or "TurretDeployedCeilingIndoor": %repairman.depTurretRepairs++; %score = %game.SCORE_PER_REPAIR_DEP_TUR; %tMsgType = 'msgDepTurretRepaired'; %msgType = 'msgDepTurretRep'; %tMsg = '\c0%1 repaired a Spider Clamp Turret!'; %clMsg = '\c0You received a %1 point bonus for repairing a deployable spider clamp turret.'; case "TurretDeployedOutdoor": %repairman.depTurretRepairs++; %score = %game.SCORE_PER_REPAIR_DEP_TUR; %tMsgType = 'msgDepTurretRepaired'; %msgType = 'msgDepTurretRep'; %tMsg = '\c0%1 repaired a Landspike Turret!'; %clMsg = '\c0You received a %1 point bonus for repairing a deployable landspike turret.'; case "DeployedStationInventory": %repairman.depInvRepairs++; %score = %game.SCORE_PER_REPAIR_DEP_INV; %tMsgType = 'msgDepInvRepaired'; %msgType = 'msgDepInvRep'; %tMsg = '\c0%1 repaired a Deployable Station!'; %clMsg = '\c0You received a %1 point bonus for repairing a deployed station.'; case "MPBTeleporter": %repairman.TStationRepairs++; %score = %game.SCORE_PER_REPAIR_TSTATION; %tMsgType = 'msgMPBTeleRepaired'; %msgType = 'msgMPBTeleRep'; %tMsg = '\c0%1 repaired the MPB Teleporter Station!'; %clMsg = '\c0You received a %1 point bonus for repairing a mpb teleporter station.'; default: return; } teamRepairMessage(%repairman, %tMsgType, %tMsg, %repairman.name, %obj.nameTag); messageClient(%repairman, %msgType, %clMsg, %score, %dataName); %game.recalcScore(%repairman); } } function SCtFGame::enterMissionArea(%game, %playerData, %player) { if(%player.getState() $= "Dead") return; %player.client.outOfBounds = false; messageClient(%player.client, 'EnterMissionArea', '\c1You are back in the mission area.'); logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") entered mission area"); //the instant a player leaves the mission boundary, the flag is dropped, and the return is scheduled... if (%player.holdingFlag > 0) { cancel($FlagReturnTimer[%player.holdingFlag]); $FlagReturnTimer[%player.holdingFlag] = ""; } } function SCtFGame::leaveMissionArea(%game, %playerData, %player) { if(%player.getState() $= "Dead") return; // maybe we'll do this just in case %player.client.outOfBounds = true; // if the player is holding a flag, strip it and throw it back into the mission area // otherwise, just print a message if(%player.holdingFlag > 0) %game.boundaryLoseFlag(%player); else messageClient(%player.client, 'MsgLeaveMissionArea', '\c1You have left the mission area.~wfx/misc/warning_beep.wav'); logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") left mission area"); } function SCtFGame::boundaryLoseFlag(%game, %player) { // this is called when a player goes out of the mission area while holding // the enemy flag. - make sure the player is still out of bounds if (!%player.client.outOfBounds || !isObject(%player.holdingFlag)) return; // ------------------------------------------------------------------------------ // z0dd - ZOD - SquirrelOfDeath, 9/27/02. Delay on grabbing flag after tossing it %player.flagTossWait = true; %player.schedule(1000, resetFlagTossWait); // ------------------------------------------------------------------------------ %client = %player.client; %flag = %player.holdingFlag; %flag.setVelocity("0 0 0"); %flag.setTransform(%player.getWorldBoxCenter()); %flag.setCollisionTimeout(%player); %held = %game.formatTime(getSimTime() - %game.flagHeldTime[%flag], false); // z0dd - ZOD, 8/15/02. How long did player hold flag? %game.playerDroppedFlag(%player); // now for the tricky part -- throwing the flag back into the mission area // let's try throwing it back towards its "home" %home = %flag.originalPosition; %vecx = firstWord(%home) - firstWord(%player.getWorldBoxCenter()); %vecy = getWord(%home, 1) - getWord(%player.getWorldBoxCenter(), 1); %vecz = getWord(%home, 2) - getWord(%player.getWorldBoxCenter(), 2); %vec = %vecx SPC %vecy SPC %vecz; // normalize the vector, scale it, and add an extra "upwards" component %vecNorm = VectorNormalize(%vec); %vec = VectorScale(%vecNorm, 1500); %vec = vectorAdd(%vec, "0 0 500"); // z0dd - ZOD, 6/09/02. Remove anti-hover so flag can be thrown properly %flag.static = false; // z0dd - ZOD, 10/02/02. Hack for flag collision bug. %flag.searchSchedule = %game.schedule(10, "startFlagCollisionSearch", %flag); // apply the impulse to the flag object %flag.applyImpulse(%player.getWorldBoxCenter(), %vec); //don't forget to send the message //messageClient(%player.client, 'MsgCTFFlagDropped', '\c1You have left the mission area and lost the flag.~wfx/misc/flag_drop.wav', 0, 0, %player.holdingFlag.team); // z0dd - ZOD 3/30/02. Above message was sending the wrong varible to objective hud. messageClient(%player.client, 'MsgCTFFlagDropped', '\c1You have left the mission area and lost the flag. (Held: %4)~wfx/misc/flag_drop.wav', %client.name, 0, %flag.team, %held); // Yogi, 8/18/02. 3rd param changed 0 -> %client.name logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") lost flag (out of bounds)"@" (Held: "@%held@")"); } function SCtFGame::dropFlag(%game, %player) { if(%player.holdingFlag > 0) { if (!%player.client.outOfBounds) %player.throwObject(%player.holdingFlag); else %game.boundaryLoseFlag(%player); } } function SCtFGame::applyConcussion(%game, %player) { %game.dropFlag( %player ); } function SCtFGame::vehicleDestroyed(%game, %vehicle, %destroyer) { //vehicle name %data = %vehicle.getDataBlock(); //%vehicleType = getTaggedString(%data.targetNameTag) SPC getTaggedString(%data.targetTypeTag); %vehicleType = getTaggedString(%data.targetTypeTag); if(%vehicleType !$= "MPB") %vehicleType = strlwr(%vehicleType); %enemyTeam = ( %destroyer.team == 1 ) ? 2 : 1; %scorer = 0; %multiplier = 1; %passengers = 0; for(%i = 0; %i < %data.numMountPoints; %i++) if(%vehicle.getMountNodeObject(%i)) %passengers++; //what destroyed this vehicle if(%destroyer.client) { //it was a player, or his mine, satchel, whatever... %destroyer = %destroyer.client; %scorer = %destroyer; // determine if the object used was a mine if(%vehicle.lastDamageType == $DamageType::Mine) %multiplier = 2; } else if(%destroyer.getClassName() $= "Turret") { if(%destroyer.getControllingClient()) { //manned turret %destroyer = %destroyer.getControllingClient(); %scorer = %destroyer; } else { %destroyerName = "A turret"; %multiplier = 0; } } else if(%destroyer.getDataBlock().catagory $= "Vehicles") { // Vehicle vs vehicle kill! if(%name $= "BomberFlyer" || %name $= "AssaultVehicle") %gunnerNode = 1; else %gunnerNode = 0; if(%destroyer.getMountNodeObject(%gunnerNode)) { %destroyer = %destroyer.getMountNodeObject(%gunnerNode).client; %scorer = %destroyer; } %multiplier = 3; } else // Is there anything else we care about? return; if(%destroyerName $= "") %destroyerName = %destroyer.name; if(%vehicle.team == %destroyer.team) // team kill { %pref = (%vehicleType $= "Assault Tank") ? "an" : "a"; messageAll( 'msgVehicleTeamDestroy', '\c0%1 TEAMKILLED %3 %2!', %destroyerName, %vehicleType, %pref); } else // legit kill { //messageTeamExcept(%destroyer, 'msgVehicleDestroy', '\c0%1 destroyed an enemy %2.', %destroyerName, %vehicleType); // z0dd - ZOD, 8/20/02. not needed with new messenger on line below teamDestroyMessage(%destroyer, 'msgVehDestroyed', '\c5%1 destroyed an enemy %2!', %destroyerName, %vehicleType); // z0dd - ZOD, 8/20/02. Send teammates a destroy message messageTeam(%enemyTeam, 'msgVehicleDestroy', '\c0%1 destroyed your team\'s %2.', %destroyerName, %vehicleType); //messageClient(%destroyer, 'msgVehicleDestroy', '\c0You destroyed an enemy %1.', %vehicleType); if(%scorer) { %value = %game.awardScoreVehicleDestroyed(%scorer, %vehicleType, %multiplier, %passengers); %game.shareScore(%value); } } } function SCtFGame::awardScoreVehicleDestroyed(%game, %client, %vehicleType, %mult, %passengers) { // z0dd - ZOD, 9/29/02. Removed T2 demo code from here if(%vehicleType $= "Grav Cycle") %base = %game.SCORE_PER_DESTROY_WILDCAT; else if(%vehicleType $= "Assault Tank") %base = %game.SCORE_PER_DESTROY_TANK; else if(%vehicleType $= "MPB") %base = %game.SCORE_PER_DESTROY_MPB; else if(%vehicleType $= "Turbograv") %base = %game.SCORE_PER_DESTROY_SHRIKE; else if(%vehicleType $= "Bomber") %base = %game.SCORE_PER_DESTROY_BOMBER; else if(%vehicleType $= "Heavy Transport") %base = %game.SCORE_PER_DESTROY_TRANSPORT; %total = ( %base * %mult ) + ( %passengers * %game.SCORE_PER_PASSENGER ); %client.vehicleScore += %total; messageClient(%client, 'msgVehicleScore', '\c0You received a %1 point bonus for destroying an enemy %2.', %total, %vehicleType); %game.recalcScore(%client); return %total; } function SCtFGame::shareScore(%game, %client, %amount) { // z0dd - ZOD, 9/29/02. Removed T2 demo code from here //error("share score of"SPC %amount SPC "from client:" SPC %client); // all of the player in the bomber and tank share the points // gained from any of the others %vehicle = %client.vehicleMounted; if(!%vehicle) return 0; %vehicleType = getTaggedString(%vehicle.getDataBlock().targetTypeTag); if(%vehicleType $= "Bomber" || %vehicleType $= "Assault Tank") { for(%i = 0; %i < %vehicle.getDataBlock().numMountPoints; %i++) { %occupant = %vehicle.getMountNodeObject(%i); if(%occupant) { %occCl = %occupant.client; if(%occCl != %client && %occCl.team == %client.team) { // the vehicle has a valid teammate at this node // share the score with them %occCl.vehicleBonus += %amount; %game.recalcScore(%occCl); } } } } } function SCtFGame::awardScoreTurretKill(%game, %victimID, %implement) { if ((%killer = %implement.getControllingClient()) != 0) //award whoever might be controlling the turret { if (%killer == %victimID) %game.awardScoreSuicide(%victimID); else if (%killer.team == %victimID.team) //player controlling a turret killed a teammate { %killer.teamKills++; %game.awardScoreTurretTeamKill(%victimID, %killer); %game.awardScoreDeath(%victimID); } else { %killer.mannedturretKills++; %game.recalcScore(%killer); %game.awardScoreDeath(%victimID); } } else if ((%killer = %implement.owner) != 0) //if it isn't controlled, award score to whoever deployed it { if (%killer.team == %victimID.team) { %game.awardScoreDeath(%victimID); } else { %killer.turretKills++; %game.recalcScore(%killer); %game.awardScoreDeath(%victimID); } } //default is, no one was controlling it, no one owned it. No score given. } function SCtFGame::testKill(%game, %victimID, %killerID) { return ((%killerID !=0) && (%victimID.team != %killerID.team)); } function SCtFGame::awardScoreKill(%game, %killerID) { %killerID.kills++; %game.recalcScore(%killerID); return %game.SCORE_PER_KILL; } function checkVehicleCamping( %team ) { %position = $flagPos[%team]; %radius = 5; InitContainerRadiusSearch(%position, %radius, $TypeMasks::VehicleObjectType ); while ((%vehicle = containerSearchNext()) != 0) { %dist = containerSearchCurrRadDamageDist(); if (%dist > %radius) continue; else { //if( %vehicle.team == %team ) applyVehicleCampDamage( %vehicle ); } } if( %team == 1 ) Game.campThread_1 = schedule( 1000, 0, "checkVehicleCamping", 1 ); else Game.campThread_2 = schedule( 1000, 0, "checkVehicleCamping", 2 ); } function applyVehicleCampDamage( %vehicle ) { if( !isObject( %vehicle ) ) return; if( %vehicle.getDamageState() $= "Destroyed" ) return; %client = %vehicle.getMountNodeObject(0).client; // grab the pilot messageClient( %client, 'serverMessage', "Can't park vehicles in flag zones!" ); %vehicle.getDataBlock().damageObject( %vehicle, 0, "0 0 0", 0.5, 0); } // z0dd - ZOD, 10/02/02. Hack for flag collision bug. function SCtFGame::startFlagCollisionSearch(%game, %flag) { %flag.searchSchedule = %game.schedule(10, "startFlagCollisionSearch", %flag); // SquirrelOfDeath, 10/02/02. Moved from after the while loop %pos = %flag.getWorldBoxCenter(); InitContainerRadiusSearch( %pos, 1.0, $TypeMasks::VehicleObjectType | $TypeMasks::CorpseObjectType | $TypeMasks::PlayerObjectType ); while((%found = containerSearchNext()) != 0) { %flag.getDataBlock().onCollision(%flag, %found); // SquirrelOfDeath, 10/02/02. Removed break to catch all players possibly intersecting with flag } } ///////////////////////////////////////////////////////////////////////////////////////// // VOTING /////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// // function SCTFGame::sendGameVoteMenu(%game, %client, %key) // { // DefaultGame::sendGameVoteMenu(%game, %client, %key); // if ( %game.scheduleVote $= "" ) // { // if(%client.isAdmin) // messageClient( %client, 'MsgVoteItem', "", %key, 'VoteAntiTurtleTime', 'change the anti turtle time to', 'Change Anti-Turtle time' ); // else // messageClient( %client, 'MsgVoteItem', "", %key, 'VoteAntiTurtleTime', 'change the anti turtle time to', 'Vote Anti-Turtle time' ); // } // } // function SCTFGame::evalVote(%game, %typeName, %admin, %arg1, %arg2, %arg3, %arg4) // { // DefaultGame::evalVote(%game, %typeName, %admin, %arg1, %arg2, %arg3, %arg4); // switch$ (%typeName) // { // case "voteAntiTurtleTime": // %game.voteAntiTurtleTime(%admin, %arg1, %arg2, %arg3, %arg4); // } // } // function SCTFGame::sendAntiTurtleTimeList( %game, %client, %key ) // { // messageClient( %client, 'MsgVoteItem', "", %key, 6, "", '6 minutes' ); // messageClient( %client, 'MsgVoteItem', "", %key, 8, "", '8 minutes' ); // messageClient( %client, 'MsgVoteItem', "", %key, 10, "", '10 minutes' ); // messageClient( %client, 'MsgVoteItem', "", %key, 12, "", '12 minutes' ); // messageClient( %client, 'MsgVoteItem', "", %key, 14, "", '14 minutes' ); // messageClient( %client, 'MsgVoteItem', "", %key, 16, "", '16 minutes' ); // messageClient( %client, 'MsgVoteItem', "", %key, 18, "", '18 minutes' ); // messageClient( %client, 'MsgVoteItem', "", %key, 200, "", 'Disable Anti Turtle' ); // } function SCtFGame::sendGameVoteMenu(%game, %client, %key) { DefaultGame::sendGameVoteMenu(%game, %client, %key); if ( %game.scheduleVote $= "" ) { //echo(%client.ForceVote); if(%client.ForceVote $= "skip_confirm") return; if(!%isAdmin || (%isAdmin && %client.ForceVote)) { messageClient( %client, 'MsgVoteItem', "", %key, 'VoteArmorClass', 'change the armor class to', 'Vote to change the Armor class' ); //messageClient( %client, 'MsgVoteItem', "", %key, 'VoteAntiTurtleTime', 'change the anti turtle time to', 'Vote Anti-Turtle time' ); } else { messageClient( %client, 'MsgVoteItem', "", %key, 'VoteArmorClass', 'change the armor class to', 'Change the Armor class' ); //messageClient( %client, 'MsgVoteItem', "", %key, 'VoteAntiTurtleTime', 'change the anti turtle time to', 'Change Anti-Turtle time' ); } } } // function SCtFGame::sendAntiTurtleTimeList( %game, %client, %key ) // { // messageClient( %client, 'MsgVoteItem', "", %key, 6, "", '6 minutes' ); // messageClient( %client, 'MsgVoteItem', "", %key, 8, "", '8 minutes' ); // messageClient( %client, 'MsgVoteItem', "", %key, 10, "", '10 minutes' ); // messageClient( %client, 'MsgVoteItem', "", %key, 12, "", '12 minutes' ); // messageClient( %client, 'MsgVoteItem', "", %key, 14, "", '14 minutes' ); // messageClient( %client, 'MsgVoteItem', "", %key, 16, "", '16 minutes' ); // messageClient( %client, 'MsgVoteItem', "", %key, 18, "", '18 minutes' ); // messageClient( %client, 'MsgVoteItem', "", %key, 200, "", 'Disable Anti Turtle' ); // } function SCtFGame::sendArmorClassList(%game, %client, %key) { messageClient( %client, 'MsgVoteItem', "", %key, "Light", "", 'Light Class' ); messageClient( %client, 'MsgVoteItem', "", %key, "Medium", "", 'Medium Class' ); messageClient( %client, 'MsgVoteItem', "", %key, "Heavy", "", 'Heavy Class' ); } function serverCmdGetArmorClassList( %client, %key ) { if ( isObject( Game ) ) Game.sendArmorClassList( %client, %key ); } function SCtFGame::evalVote(%game, %typeName, %admin, %arg1, %arg2, %arg3, %arg4) { DefaultGame::evalVote(%game, %typeName, %admin, %arg1, %arg2, %arg3, %arg4); switch$ (%typeName) { case "voteAntiTurtleTime": %game.voteAntiTurtleTime(%admin, %arg1, %arg2, %arg3, %arg4); case "VoteArmorClass": %game.VoteArmorClass(%admin, %arg1, %arg2, %arg3, %arg4); } } // function SCtFGame::voteAntiTurtleTime(%game, %admin, %newLimit) // { // if( %newLimit == 200 ) // %display = "disabled"; // else // %display = %newLimit; // %cause = ""; // if ( %admin ) // { // messageAll('MsgAdminForce', '\c3%1\c2 set the anti-turtle time to %2.~wfx/misc/diagnostic_on.wav', $AdminCl.name, %display); // $Host::ClassicAntiTurtleTime = %newLimit; // %cause = "(admin)"; // } // else // { // %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst; // if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100)) // { // messageAll('MsgVotePassed', '\c2The anti-turtle time is set to %1.', %display); // $Host::ClassicAntiTurtleTime = %newLimit; // %cause = "(vote)"; // } // else // messageAll('MsgVoteFailed', '\c2The vote to change the anti-turtle time did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100)); // } // if(%cause !$= "") // logEcho($AdminCl.name @ ": anti-turtle time set to "@%display SPC %cause, 1); // } function SCtFGame::VoteArmorClass(%game, %admin, %newLimit) { %cause = ""; if ( %admin ) { messageAll('MsgAdminForce', '\c3%1\c2 set the armor class to %2.~wfx/misc/diagnostic_on.wav', $AdminCl.name, %newLimit); $Sctf::Armor = %newLimit; %cause = "(admin)"; } else { %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst; if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100)) { messageAll('MsgVotePassed', '\c2The armor class was set to %1.', %newLimit); $Sctf::Armor = %newLimit; %cause = "(vote)"; } else messageAll('MsgVoteFailed', '\c2The vote to change the armor class did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100)); } switch$ ( %newLimit ) { case "Light": setArmorDefaults(%newLimit); case "Medium": setArmorDefaults(%newLimit); case "Heavy": setArmorDefaults(%newLimit); } if(%cause !$= "") logEcho($AdminCl.name @ ": armor class set to "@%display SPC %cause, 1); } function serverCmdArmorDefaults(%client, %armor) { if(%client.isAdmin) { Game.VoteArmorClass(true, %armor); } }