1 #include "gamemode_keepaway.qh"
3 #include <common/effects/all.qh>
5 int autocvar_g_keepaway_ballcarrier_effects;
6 float autocvar_g_keepaway_ballcarrier_damage;
7 float autocvar_g_keepaway_ballcarrier_force;
8 float autocvar_g_keepaway_ballcarrier_highspeed;
9 float autocvar_g_keepaway_ballcarrier_selfdamage;
10 float autocvar_g_keepaway_ballcarrier_selfforce;
11 float autocvar_g_keepaway_noncarrier_damage;
12 float autocvar_g_keepaway_noncarrier_force;
13 float autocvar_g_keepaway_noncarrier_selfdamage;
14 float autocvar_g_keepaway_noncarrier_selfforce;
15 bool autocvar_g_keepaway_noncarrier_warn;
16 int autocvar_g_keepaway_score_bckill;
17 int autocvar_g_keepaway_score_killac;
18 int autocvar_g_keepaway_score_timepoints;
19 float autocvar_g_keepaway_score_timeinterval;
20 float autocvar_g_keepawayball_damageforcescale;
21 int autocvar_g_keepawayball_effects;
22 float autocvar_g_keepawayball_respawntime;
23 int autocvar_g_keepawayball_trail_color;
25 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
29 return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
31 // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
36 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
38 if(autocvar_sv_eventlog)
39 GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
42 void ka_TouchEvent(entity this, entity toucher);
43 void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
45 if(game_stopped) return;
46 vector oldballorigin = this.origin;
48 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
50 entity spot = SelectSpawnPoint(this, true);
51 setorigin(this, spot.origin);
52 this.angles = spot.angles;
55 makevectors(this.angles);
56 set_movetype(this, MOVETYPE_BOUNCE);
57 this.velocity = '0 0 200';
58 this.angles = '0 0 0';
59 this.effects = autocvar_g_keepawayball_effects;
60 settouch(this, ka_TouchEvent);
61 setthink(this, ka_RespawnBall);
62 this.nextthink = time + autocvar_g_keepawayball_respawntime;
63 navigation_dynamicgoal_set(this);
65 Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
66 Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
68 WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
69 WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
71 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
74 void ka_TimeScoring(entity this)
76 if(this.owner.ballcarried)
77 { // add points for holding the ball after a certain amount of time
78 if(autocvar_g_keepaway_score_timepoints)
79 PlayerScore_Add(this.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
81 PlayerScore_Add(this.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
82 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
86 void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
88 if(game_stopped) return;
90 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
91 { // The ball fell off the map, respawn it since players can't get to it
95 if(IS_DEAD(toucher)) { return; }
96 if(STAT(FROZEN, toucher)) { return; }
97 if (!IS_PLAYER(toucher))
98 { // The ball just touched an object, most likely the world
99 Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
100 sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
103 else if(this.wait > time) { return; }
105 // attach the ball to the player
106 this.owner = toucher;
107 toucher.ballcarried = this;
108 setattachment(this, toucher, "");
109 setorigin(this, '0 0 0');
111 // make the ball invisible/unable to do anything/set up time scoring
112 this.velocity = '0 0 0';
113 set_movetype(this, MOVETYPE_NONE);
114 this.effects |= EF_NODRAW;
115 settouch(this, func_null);
116 setthink(this, ka_TimeScoring);
117 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
118 this.takedamage = DAMAGE_NO;
119 navigation_dynamicgoal_unset(this);
121 // apply effects to player
122 toucher.glow_color = autocvar_g_keepawayball_trail_color;
123 toucher.glow_trail = true;
124 toucher.effects |= autocvar_g_keepaway_ballcarrier_effects;
126 // messages and sounds
127 ka_EventLog("pickup", toucher);
128 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname);
129 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname);
130 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
131 sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
134 PlayerScore_Add(toucher, SP_KEEPAWAY_PICKUPS, 1);
137 WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
138 toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
139 WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
140 WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier);
141 WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
144 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
147 ball = plyr.ballcarried;
149 if(!ball) { return; }
152 setattachment(ball, NULL, "");
153 set_movetype(ball, MOVETYPE_BOUNCE);
154 ball.wait = time + 1;
155 settouch(ball, ka_TouchEvent);
156 setthink(ball, ka_RespawnBall);
157 ball.nextthink = time + autocvar_g_keepawayball_respawntime;
158 ball.takedamage = DAMAGE_YES;
159 ball.effects &= ~EF_NODRAW;
160 setorigin(ball, plyr.origin + '0 0 10');
161 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
162 ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P
164 navigation_dynamicgoal_set(ball);
166 // reset the player effects
167 plyr.glow_trail = false;
168 plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
170 // messages and sounds
171 ka_EventLog("dropped", plyr);
172 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
173 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
174 sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
177 // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
180 WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
181 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
182 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
183 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
186 /** used to clear the ballcarrier whenever the match switches from warmup to normal */
187 void ka_Reset(entity this)
189 if((this.owner) && (IS_PLAYER(this.owner)))
190 ka_DropEvent(this.owner);
192 if(time < game_starttime)
194 setthink(this, ka_RespawnBall);
195 settouch(this, func_null);
196 this.nextthink = game_starttime;
199 ka_RespawnBall(this);
207 void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
211 ball_owner = ka_ball.owner;
213 if (ball_owner == this)
216 // If ball is carried by player then hunt them down.
219 t = (this.health + this.armorvalue) / (ball_owner.health + ball_owner.armorvalue);
220 navigation_routerating(this, ball_owner, t * ratingscale, 2000);
222 else // Ball has been dropped so collect.
223 navigation_routerating(this, ka_ball, ratingscale, 2000);
226 void havocbot_role_ka_carrier(entity this)
231 if (time > this.bot_strategytime)
233 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
235 navigation_goalrating_start(this);
236 havocbot_goalrating_items(this, 10000, this.origin, 10000);
237 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
238 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
239 navigation_goalrating_end(this);
242 if (!this.ballcarried)
244 this.havocbot_role = havocbot_role_ka_collector;
245 this.bot_strategytime = 0;
249 void havocbot_role_ka_collector(entity this)
254 if (time > this.bot_strategytime)
256 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
258 navigation_goalrating_start(this);
259 havocbot_goalrating_items(this, 10000, this.origin, 10000);
260 havocbot_goalrating_enemyplayers(this, 1000, this.origin, 10000);
261 havocbot_goalrating_ball(this, 20000, this.origin);
262 navigation_goalrating_end(this);
265 if (this.ballcarried)
267 this.havocbot_role = havocbot_role_ka_carrier;
268 this.bot_strategytime = 0;
277 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
279 entity frag_attacker = M_ARGV(1, entity);
280 entity frag_target = M_ARGV(2, entity);
282 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
284 if(frag_target.ballcarried) { // add to amount of times killing carrier
285 PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
286 if(autocvar_g_keepaway_score_bckill) // add bckills to the score
287 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill);
289 else if(!frag_attacker.ballcarried)
290 if(autocvar_g_keepaway_noncarrier_warn)
291 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
293 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
294 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
297 if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
300 MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
302 M_ARGV(2, float) = 0; // no frags counted in keepaway
303 return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
306 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
308 entity player = M_ARGV(0, entity);
310 // clear the item used for the ball in keepaway
311 player.items &= ~IT_KEY1;
313 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
314 if(player.ballcarried)
315 player.items |= IT_KEY1;
318 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
320 entity player = M_ARGV(0, entity);
322 if(MUTATOR_RETURNVALUE == 0)
323 if(player.ballcarried)
325 ka_DropEvent(player);
330 MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
332 entity frag_attacker = M_ARGV(1, entity);
333 entity frag_target = M_ARGV(2, entity);
334 float frag_damage = M_ARGV(4, float);
335 vector frag_force = M_ARGV(6, vector);
337 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
339 if(frag_target == frag_attacker) // damage done to yourself
341 frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
342 frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
344 else // damage done to noncarriers
346 frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
347 frag_force *= autocvar_g_keepaway_ballcarrier_force;
350 else if (!frag_target.ballcarried) // if the target is a noncarrier
352 if(frag_target == frag_attacker) // damage done to yourself
354 frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
355 frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
357 else // damage done to other noncarriers
359 frag_damage *= autocvar_g_keepaway_noncarrier_damage;
360 frag_force *= autocvar_g_keepaway_noncarrier_force;
364 M_ARGV(4, float) = frag_damage;
365 M_ARGV(6, vector) = frag_force;
368 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
370 entity player = M_ARGV(0, entity);
372 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
375 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
377 entity player = M_ARGV(0, entity);
379 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
382 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
384 entity player = M_ARGV(0, entity);
386 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
387 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
389 player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
391 if(player.ballcarried)
392 player.effects |= autocvar_g_keepaway_ballcarrier_effects;
395 .float stat_sv_airspeedlimit_nonqw;
396 .float stat_sv_maxspeed;
398 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics)
400 entity player = M_ARGV(0, entity);
402 if(player.ballcarried)
404 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_keepaway_ballcarrier_highspeed;
405 player.stat_sv_maxspeed *= autocvar_g_keepaway_ballcarrier_highspeed;
409 MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
411 entity bot = M_ARGV(0, entity);
412 entity targ = M_ARGV(1, entity);
414 // if neither player has ball then don't attack unless the ball is on the ground
415 if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner)
419 MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
421 entity bot = M_ARGV(0, entity);
424 bot.havocbot_role = havocbot_role_ka_carrier;
426 bot.havocbot_role = havocbot_role_ka_collector;
430 MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
432 entity frag_target = M_ARGV(0, entity);
434 if(frag_target.ballcarried)
435 ka_DropEvent(frag_target);
444 void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
446 entity e = new(keepawayball);
447 e.model = "models/orbs/orbblue.md3";
448 precache_model(e.model);
449 _setmodel(e, e.model);
450 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
451 e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
452 e.takedamage = DAMAGE_YES;
453 e.solid = SOLID_TRIGGER;
454 set_movetype(e, MOVETYPE_BOUNCE);
455 e.glow_color = autocvar_g_keepawayball_trail_color;
461 settouch(e, ka_TouchEvent);
464 navigation_dynamicgoal_init(ka_ball, false);
466 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
471 GameRules_scoring(0, SFL_SORT_PRIO_PRIMARY, 0, {
472 field(SP_KEEPAWAY_PICKUPS, "pickups", 0);
473 field(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0);
474 field(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY);
478 void ka_Initialize() // run at the start of a match, initiates game mode