1 #include "gamemode_keepaway.qh"
3 int autocvar_g_keepaway_ballcarrier_effects;
4 float autocvar_g_keepaway_ballcarrier_damage;
5 float autocvar_g_keepaway_ballcarrier_force;
6 float autocvar_g_keepaway_ballcarrier_highspeed;
7 float autocvar_g_keepaway_ballcarrier_selfdamage;
8 float autocvar_g_keepaway_ballcarrier_selfforce;
9 float autocvar_g_keepaway_noncarrier_damage;
10 float autocvar_g_keepaway_noncarrier_force;
11 float autocvar_g_keepaway_noncarrier_selfdamage;
12 float autocvar_g_keepaway_noncarrier_selfforce;
13 bool autocvar_g_keepaway_noncarrier_warn;
14 int autocvar_g_keepaway_score_bckill;
15 int autocvar_g_keepaway_score_killac;
16 int autocvar_g_keepaway_score_timepoints;
17 float autocvar_g_keepaway_score_timeinterval;
18 float autocvar_g_keepawayball_damageforcescale;
19 int autocvar_g_keepawayball_effects;
20 float autocvar_g_keepawayball_respawntime;
21 int autocvar_g_keepawayball_trail_color;
23 bool ka_ballcarrier_waypointsprite_visible_for_player(entity this, entity player, entity view) // runs on waypoints which are attached to ballcarriers, updates once per frame
27 return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
29 // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
34 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
36 if(autocvar_sv_eventlog)
37 GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
40 void ka_TouchEvent(entity this, entity toucher);
41 void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
43 if(game_stopped) return;
44 vector oldballorigin = this.origin;
46 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
48 entity spot = SelectSpawnPoint(this, true);
49 setorigin(this, spot.origin);
50 this.angles = spot.angles;
53 makevectors(this.angles);
54 set_movetype(this, MOVETYPE_BOUNCE);
55 this.velocity = '0 0 200';
56 this.angles = '0 0 0';
57 this.effects = autocvar_g_keepawayball_effects;
58 settouch(this, ka_TouchEvent);
59 setthink(this, ka_RespawnBall);
60 this.nextthink = time + autocvar_g_keepawayball_respawntime;
61 navigation_dynamicgoal_set(this);
63 Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
64 Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
66 WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
67 WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
69 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
72 void ka_TimeScoring(entity this)
74 if(this.owner.ballcarried)
75 { // add points for holding the ball after a certain amount of time
76 if(autocvar_g_keepaway_score_timepoints)
77 PlayerScore_Add(this.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
79 PlayerScore_Add(this.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
80 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
84 void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
86 if(game_stopped) return;
88 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
89 { // The ball fell off the map, respawn it since players can't get to it
93 if(IS_DEAD(toucher)) { return; }
94 if(STAT(FROZEN, toucher)) { return; }
95 if (!IS_PLAYER(toucher))
96 { // The ball just touched an object, most likely the world
97 Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
98 sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
101 else if(this.wait > time) { return; }
103 // attach the ball to the player
104 this.owner = toucher;
105 toucher.ballcarried = this;
106 setattachment(this, toucher, "");
107 setorigin(this, '0 0 0');
109 // make the ball invisible/unable to do anything/set up time scoring
110 this.velocity = '0 0 0';
111 set_movetype(this, MOVETYPE_NONE);
112 this.effects |= EF_NODRAW;
113 settouch(this, func_null);
114 setthink(this, ka_TimeScoring);
115 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
116 this.takedamage = DAMAGE_NO;
117 navigation_dynamicgoal_unset(this);
119 // apply effects to player
120 toucher.glow_color = autocvar_g_keepawayball_trail_color;
121 toucher.glow_trail = true;
122 toucher.effects |= autocvar_g_keepaway_ballcarrier_effects;
124 // messages and sounds
125 ka_EventLog("pickup", toucher);
126 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname);
127 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname);
128 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
129 sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
132 PlayerScore_Add(toucher, SP_KEEPAWAY_PICKUPS, 1);
135 WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
136 toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
137 WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
138 WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier);
139 WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
142 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
145 ball = plyr.ballcarried;
147 if(!ball) { return; }
150 setattachment(ball, NULL, "");
151 set_movetype(ball, MOVETYPE_BOUNCE);
152 ball.wait = time + 1;
153 settouch(ball, ka_TouchEvent);
154 setthink(ball, ka_RespawnBall);
155 ball.nextthink = time + autocvar_g_keepawayball_respawntime;
156 ball.takedamage = DAMAGE_YES;
157 ball.effects &= ~EF_NODRAW;
158 setorigin(ball, plyr.origin + '0 0 10');
159 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
160 ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P
162 navigation_dynamicgoal_set(ball);
164 // reset the player effects
165 plyr.glow_trail = false;
166 plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
168 // messages and sounds
169 ka_EventLog("dropped", plyr);
170 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
171 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
172 sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
175 // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
178 WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
179 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
180 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
181 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
184 /** used to clear the ballcarrier whenever the match switches from warmup to normal */
185 void ka_Reset(entity this)
187 if((this.owner) && (IS_PLAYER(this.owner)))
188 ka_DropEvent(this.owner);
190 if(time < game_starttime)
192 setthink(this, ka_RespawnBall);
193 settouch(this, func_null);
194 this.nextthink = game_starttime;
197 ka_RespawnBall(this);
205 void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
209 ball_owner = ka_ball.owner;
211 if (ball_owner == this)
214 // If ball is carried by player then hunt them down.
217 t = (this.health + this.armorvalue) / (ball_owner.health + ball_owner.armorvalue);
218 navigation_routerating(this, ball_owner, t * ratingscale, 2000);
220 else // Ball has been dropped so collect.
221 navigation_routerating(this, ka_ball, ratingscale, 2000);
224 void havocbot_role_ka_carrier(entity this)
229 if (time > this.bot_strategytime)
231 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
233 navigation_goalrating_start(this);
234 havocbot_goalrating_items(this, 10000, this.origin, 10000);
235 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
236 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
237 navigation_goalrating_end(this);
240 if (!this.ballcarried)
242 this.havocbot_role = havocbot_role_ka_collector;
243 this.bot_strategytime = 0;
247 void havocbot_role_ka_collector(entity this)
252 if (time > this.bot_strategytime)
254 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
256 navigation_goalrating_start(this);
257 havocbot_goalrating_items(this, 10000, this.origin, 10000);
258 havocbot_goalrating_enemyplayers(this, 1000, this.origin, 10000);
259 havocbot_goalrating_ball(this, 20000, this.origin);
260 navigation_goalrating_end(this);
263 if (this.ballcarried)
265 this.havocbot_role = havocbot_role_ka_carrier;
266 this.bot_strategytime = 0;
275 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
277 entity frag_attacker = M_ARGV(1, entity);
278 entity frag_target = M_ARGV(2, entity);
280 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
282 if(frag_target.ballcarried) { // add to amount of times killing carrier
283 PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
284 if(autocvar_g_keepaway_score_bckill) // add bckills to the score
285 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill);
287 else if(!frag_attacker.ballcarried)
288 if(autocvar_g_keepaway_noncarrier_warn)
289 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
291 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
292 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
295 if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
298 MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
300 M_ARGV(2, float) = 0; // no frags counted in keepaway
301 return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
304 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
306 entity player = M_ARGV(0, entity);
308 // clear the item used for the ball in keepaway
309 player.items &= ~IT_KEY1;
311 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
312 if(player.ballcarried)
313 player.items |= IT_KEY1;
316 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
318 entity player = M_ARGV(0, entity);
320 if(MUTATOR_RETURNVALUE == 0)
321 if(player.ballcarried)
323 ka_DropEvent(player);
328 MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
330 entity frag_attacker = M_ARGV(1, entity);
331 entity frag_target = M_ARGV(2, entity);
332 float frag_damage = M_ARGV(4, float);
333 vector frag_force = M_ARGV(6, vector);
335 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
337 if(frag_target == frag_attacker) // damage done to yourself
339 frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
340 frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
342 else // damage done to noncarriers
344 frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
345 frag_force *= autocvar_g_keepaway_ballcarrier_force;
348 else if (!frag_target.ballcarried) // if the target is a noncarrier
350 if(frag_target == frag_attacker) // damage done to yourself
352 frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
353 frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
355 else // damage done to other noncarriers
357 frag_damage *= autocvar_g_keepaway_noncarrier_damage;
358 frag_force *= autocvar_g_keepaway_noncarrier_force;
362 M_ARGV(4, float) = frag_damage;
363 M_ARGV(6, vector) = frag_force;
366 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
368 entity player = M_ARGV(0, entity);
370 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
373 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
375 entity player = M_ARGV(0, entity);
377 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
380 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
382 entity player = M_ARGV(0, entity);
384 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
385 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
387 player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
389 if(player.ballcarried)
390 player.effects |= autocvar_g_keepaway_ballcarrier_effects;
393 .float stat_sv_airspeedlimit_nonqw;
394 .float stat_sv_maxspeed;
396 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics)
398 entity player = M_ARGV(0, entity);
400 if(player.ballcarried)
402 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_keepaway_ballcarrier_highspeed;
403 player.stat_sv_maxspeed *= autocvar_g_keepaway_ballcarrier_highspeed;
407 MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
409 entity bot = M_ARGV(0, entity);
410 entity targ = M_ARGV(1, entity);
412 // if neither player has ball then don't attack unless the ball is on the ground
413 if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner)
417 MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
419 entity bot = M_ARGV(0, entity);
422 bot.havocbot_role = havocbot_role_ka_carrier;
424 bot.havocbot_role = havocbot_role_ka_collector;
428 MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
430 entity frag_target = M_ARGV(0, entity);
432 if(frag_target.ballcarried)
433 ka_DropEvent(frag_target);
442 void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
444 entity e = new(keepawayball);
445 e.model = "models/orbs/orbblue.md3";
446 precache_model(e.model);
447 _setmodel(e, e.model);
448 setsize(e, '-16 -16 -20', '16 16 20'); // 20 20 20 was too big, player is only 16 16 24... gotta cheat with the Z (20) axis so that the particle isn't cut off
449 e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
450 e.takedamage = DAMAGE_YES;
451 e.solid = SOLID_TRIGGER;
452 set_movetype(e, MOVETYPE_BOUNCE);
453 e.glow_color = autocvar_g_keepawayball_trail_color;
459 settouch(e, ka_TouchEvent);
462 navigation_dynamicgoal_init(ka_ball, false);
464 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
469 ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, true); // SFL_SORT_PRIO_PRIMARY
470 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0);
471 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0);
472 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY);
473 ScoreRules_basics_end();
476 void ka_Initialize() // run at the start of a match, initiates game mode