1 #include "gamemode_keepaway.qh"
2 #ifndef GAMEMODE_KEEPAWAY_H
3 #define GAMEMODE_KEEPAWAY_H
7 REGISTER_MUTATOR(ka, false)
11 if (time > 1) // game loads at time 1
12 error("This is a game type and it cannot be added at runtime.");
16 MUTATOR_ONROLLBACK_OR_REMOVE
18 // we actually cannot roll back ka_Initialize here
19 // BUT: we don't need to! If this gets called, adding always
25 LOG_INFO("This is a game type and it cannot be removed at runtime.");
35 const float SP_KEEPAWAY_PICKUPS = 4;
36 const float SP_KEEPAWAY_CARRIERKILLS = 5;
37 const float SP_KEEPAWAY_BCTIME = 6;
39 void(entity this) havocbot_role_ka_carrier;
40 void(entity this) havocbot_role_ka_collector;
42 void ka_DropEvent(entity plyr);
47 int autocvar_g_keepaway_ballcarrier_effects;
48 float autocvar_g_keepaway_ballcarrier_damage;
49 float autocvar_g_keepaway_ballcarrier_force;
50 float autocvar_g_keepaway_ballcarrier_highspeed;
51 float autocvar_g_keepaway_ballcarrier_selfdamage;
52 float autocvar_g_keepaway_ballcarrier_selfforce;
53 float autocvar_g_keepaway_noncarrier_damage;
54 float autocvar_g_keepaway_noncarrier_force;
55 float autocvar_g_keepaway_noncarrier_selfdamage;
56 float autocvar_g_keepaway_noncarrier_selfforce;
57 bool autocvar_g_keepaway_noncarrier_warn;
58 int autocvar_g_keepaway_score_bckill;
59 int autocvar_g_keepaway_score_killac;
60 int autocvar_g_keepaway_score_timepoints;
61 float autocvar_g_keepaway_score_timeinterval;
62 float autocvar_g_keepawayball_damageforcescale;
63 int autocvar_g_keepawayball_effects;
64 float autocvar_g_keepawayball_respawntime;
65 int autocvar_g_keepawayball_trail_color;
67 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
71 return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
73 // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
78 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
80 if(autocvar_sv_eventlog)
81 GameLogEcho(strcat(":ka:", mode, ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
85 void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
87 if(gameover) { return; }
88 vector oldballorigin = self.origin;
90 if(!MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
92 entity spot = SelectSpawnPoint(true);
93 setorigin(self, spot.origin);
94 self.angles = spot.angles;
97 makevectors(self.angles);
98 self.movetype = MOVETYPE_BOUNCE;
99 self.velocity = '0 0 200';
100 self.angles = '0 0 0';
101 self.effects = autocvar_g_keepawayball_effects;
102 self.touch = ka_TouchEvent;
103 setthink(self, ka_RespawnBall);
104 self.nextthink = time + autocvar_g_keepawayball_respawntime;
106 Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
107 Send_Effect(EFFECT_ELECTRO_COMBO, self.origin, '0 0 0', 1);
109 WaypointSprite_Spawn(WP_KaBall, 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
110 WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
112 sound(self, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
115 void ka_TimeScoring()
117 if(self.owner.ballcarried)
118 { // add points for holding the ball after a certain amount of time
119 if(autocvar_g_keepaway_score_timepoints)
120 PlayerScore_Add(self.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
122 PlayerScore_Add(self.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
123 self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
127 void ka_TouchEvent() // runs any time that the ball comes in contact with something
129 if(gameover) { return; }
130 if(!self) { return; }
131 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
132 { // The ball fell off the map, respawn it since players can't get to it
133 ka_RespawnBall(self);
136 if(IS_DEAD(other)) { return; }
137 if(STAT(FROZEN, other)) { return; }
138 if (!IS_PLAYER(other))
139 { // The ball just touched an object, most likely the world
140 Send_Effect(EFFECT_BALL_SPARKS, self.origin, '0 0 0', 1);
141 sound(self, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
144 else if(self.wait > time) { return; }
146 // attach the ball to the player
148 other.ballcarried = self;
149 setattachment(self, other, "");
150 setorigin(self, '0 0 0');
152 // make the ball invisible/unable to do anything/set up time scoring
153 self.velocity = '0 0 0';
154 self.movetype = MOVETYPE_NONE;
155 self.effects |= EF_NODRAW;
156 self.touch = func_null;
157 self.think = ka_TimeScoring;
158 self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
159 self.takedamage = DAMAGE_NO;
161 // apply effects to player
162 other.glow_color = autocvar_g_keepawayball_trail_color;
163 other.glow_trail = true;
164 other.effects |= autocvar_g_keepaway_ballcarrier_effects;
166 // messages and sounds
167 ka_EventLog("pickup", other);
168 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_PICKUP, other.netname);
169 Send_Notification(NOTIF_ALL_EXCEPT, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, other.netname);
170 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
171 sound(self.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
174 PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
177 WaypointSprite_AttachCarrier(WP_KaBallCarrier, other, RADARICON_FLAGCARRIER);
178 other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
179 WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
180 WaypointSprite_Ping(other.waypointsprite_attachedforcarrier);
181 WaypointSprite_Kill(self.waypointsprite_attachedforcarrier);
184 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
187 ball = plyr.ballcarried;
189 if(!ball) { return; }
192 setattachment(ball, world, "");
193 ball.movetype = MOVETYPE_BOUNCE;
194 ball.wait = time + 1;
195 ball.touch = ka_TouchEvent;
196 setthink(ball, ka_RespawnBall);
197 ball.nextthink = time + autocvar_g_keepawayball_respawntime;
198 ball.takedamage = DAMAGE_YES;
199 ball.effects &= ~EF_NODRAW;
200 setorigin(ball, plyr.origin + '0 0 10');
201 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
202 ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P
205 // reset the player effects
206 plyr.glow_trail = false;
207 plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
209 // messages and sounds
210 ka_EventLog("dropped", plyr);
211 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
212 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
213 sound(other, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
216 // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
219 WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
220 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
221 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
222 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
225 /** used to clear the ballcarrier whenever the match switches from warmup to normal */
226 void ka_Reset(entity this)
228 if((this.owner) && (IS_PLAYER(this.owner)))
229 ka_DropEvent(this.owner);
231 if(time < game_starttime)
233 setthink(this, ka_RespawnBall);
234 this.touch = func_null;
235 this.nextthink = game_starttime;
238 ka_RespawnBall(this);
246 void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
250 ball_owner = ka_ball.owner;
252 if (ball_owner == this)
255 // If ball is carried by player then hunt them down.
258 t = (this.health + this.armorvalue) / (ball_owner.health + ball_owner.armorvalue);
259 navigation_routerating(this, ball_owner, t * ratingscale, 2000);
261 else // Ball has been dropped so collect.
262 navigation_routerating(this, ka_ball, ratingscale, 2000);
265 void havocbot_role_ka_carrier(entity this)
270 if (time > this.bot_strategytime)
272 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
274 navigation_goalrating_start(this);
275 havocbot_goalrating_items(this, 10000, this.origin, 10000);
276 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
277 //havocbot_goalrating_waypoints(1, this.origin, 1000);
278 navigation_goalrating_end(this);
281 if (!this.ballcarried)
283 this.havocbot_role = havocbot_role_ka_collector;
284 this.bot_strategytime = 0;
288 void havocbot_role_ka_collector(entity this)
293 if (time > this.bot_strategytime)
295 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
297 navigation_goalrating_start(this);
298 havocbot_goalrating_items(this, 10000, this.origin, 10000);
299 havocbot_goalrating_enemyplayers(this, 1000, this.origin, 10000);
300 havocbot_goalrating_ball(this, 20000, this.origin);
301 navigation_goalrating_end(this);
304 if (this.ballcarried)
306 this.havocbot_role = havocbot_role_ka_carrier;
307 this.bot_strategytime = 0;
316 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
318 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
320 if(frag_target.ballcarried) { // add to amount of times killing carrier
321 PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
322 if(autocvar_g_keepaway_score_bckill) // add bckills to the score
323 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill);
325 else if(!frag_attacker.ballcarried)
326 if(autocvar_g_keepaway_noncarrier_warn)
327 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
329 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
330 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
333 if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
337 MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
339 frag_score = 0; // no frags counted in keepaway
340 return 1; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
343 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
345 // clear the item used for the ball in keepaway
346 self.items &= ~IT_KEY1;
348 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
350 self.items |= IT_KEY1;
355 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
357 if(MUTATOR_RETURNVALUE == 0)
366 MUTATOR_HOOKFUNCTION(ka, PlayerDamage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
368 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
370 if(frag_target == frag_attacker) // damage done to yourself
372 frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
373 frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
375 else // damage done to noncarriers
377 frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
378 frag_force *= autocvar_g_keepaway_ballcarrier_force;
381 else if (!frag_target.ballcarried) // if the target is a noncarrier
383 if(frag_target == frag_attacker) // damage done to yourself
385 frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
386 frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
388 else // damage done to other noncarriers
390 frag_damage *= autocvar_g_keepaway_noncarrier_damage;
391 frag_force *= autocvar_g_keepaway_noncarrier_force;
397 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
399 if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
403 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
405 if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
409 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
411 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
412 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
414 self.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
417 self.effects |= autocvar_g_keepaway_ballcarrier_effects;
422 .float stat_sv_airspeedlimit_nonqw;
423 .float stat_sv_maxspeed;
425 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics)
429 self.stat_sv_airspeedlimit_nonqw *= autocvar_g_keepaway_ballcarrier_highspeed;
430 self.stat_sv_maxspeed *= autocvar_g_keepaway_ballcarrier_highspeed;
435 MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
437 // if neither player has ball then don't attack unless the ball is on the ground
438 if(!checkentity.ballcarried && !self.ballcarried && ka_ball.owner)
443 MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
445 if (self.ballcarried)
446 self.havocbot_role = havocbot_role_ka_carrier;
448 self.havocbot_role = havocbot_role_ka_collector;
452 MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
454 if(frag_target.ballcarried)
455 ka_DropEvent(frag_target);
465 void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
467 entity e = new(keepawayball);
468 e.model = "models/orbs/orbblue.md3";
469 precache_model(e.model);
470 _setmodel(e, e.model);
471 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
472 e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
473 e.takedamage = DAMAGE_YES;
474 e.solid = SOLID_TRIGGER;
475 e.movetype = MOVETYPE_BOUNCE;
476 e.glow_color = autocvar_g_keepawayball_trail_color;
481 e.touch = ka_TouchEvent;
485 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
490 ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, true); // SFL_SORT_PRIO_PRIMARY
491 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0);
492 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0);
493 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY);
494 ScoreRules_basics_end();
497 void ka_Initialize() // run at the start of a match, initiates game mode