PlayerDamage_Calculate -> Damage_Calculate
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator / gamemode_keepaway.qc
1 #include "gamemode_keepaway.qh"
2
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;
22
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
24 {
25         if(view.ballcarried)
26                 if(IS_SPEC(player))
27                         return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
28
29         // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
30
31         return true;
32 }
33
34 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
35 {
36         if(autocvar_sv_eventlog)
37                 GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
38 }
39
40 void ka_TouchEvent(entity this, entity toucher);
41 void ka_RespawnBall(entity this);
42 void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
43 {
44         if(gameover) { return; }
45         vector oldballorigin = this.origin;
46
47         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         {
49                 entity spot = SelectSpawnPoint(this, true);
50                 setorigin(this, spot.origin);
51                 this.angles = spot.angles;
52         }
53
54         makevectors(this.angles);
55         set_movetype(this, MOVETYPE_BOUNCE);
56         this.velocity = '0 0 200';
57         this.angles = '0 0 0';
58         this.effects = autocvar_g_keepawayball_effects;
59         settouch(this, ka_TouchEvent);
60         setthink(this, ka_RespawnBall);
61         this.nextthink = time + autocvar_g_keepawayball_respawntime;
62
63         Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
64         Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
65
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);
68
69         sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
70 }
71
72 void ka_TimeScoring(entity this)
73 {
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);
78
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;
81         }
82 }
83
84 void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
85 {
86         if(gameover) { return; }
87         if(!this) { return; }
88         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
89         { // The ball fell off the map, respawn it since players can't get to it
90                 ka_RespawnBall(this);
91                 return;
92         }
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);
99                 return;
100         }
101         else if(this.wait > time) { return; }
102
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');
108
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
118         // apply effects to player
119         toucher.glow_color = autocvar_g_keepawayball_trail_color;
120         toucher.glow_trail = true;
121         toucher.effects |= autocvar_g_keepaway_ballcarrier_effects;
122
123         // messages and sounds
124         ka_EventLog("pickup", toucher);
125         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname);
126         Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname);
127         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
128         sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
129
130         // scoring
131         PlayerScore_Add(toucher, SP_KEEPAWAY_PICKUPS, 1);
132
133         // waypoints
134         WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
135         toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
136         WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
137         WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier);
138         WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
139 }
140
141 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
142 {
143         entity ball;
144         ball = plyr.ballcarried;
145
146         if(!ball) { return; }
147
148         // reset the ball
149         setattachment(ball, NULL, "");
150         set_movetype(ball, MOVETYPE_BOUNCE);
151         ball.wait = time + 1;
152         settouch(ball, ka_TouchEvent);
153         setthink(ball, ka_RespawnBall);
154         ball.nextthink = time + autocvar_g_keepawayball_respawntime;
155         ball.takedamage = DAMAGE_YES;
156         ball.effects &= ~EF_NODRAW;
157         setorigin(ball, plyr.origin + '0 0 10');
158         ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
159         ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P
160         ball.owner = NULL;
161
162         // reset the player effects
163         plyr.glow_trail = false;
164         plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
165
166         // messages and sounds
167         ka_EventLog("dropped", plyr);
168         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
169         Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
170         sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
171
172         // scoring
173         // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
174
175         // waypoints
176         WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
177         WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
178         WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
179         WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
180 }
181
182 /** used to clear the ballcarrier whenever the match switches from warmup to normal */
183 void ka_Reset(entity this)
184 {
185         if((this.owner) && (IS_PLAYER(this.owner)))
186                 ka_DropEvent(this.owner);
187
188         if(time < game_starttime)
189         {
190                 setthink(this, ka_RespawnBall);
191                 settouch(this, func_null);
192                 this.nextthink = game_starttime;
193         }
194         else
195                 ka_RespawnBall(this);
196 }
197
198
199 // ================
200 // Bot player logic
201 // ================
202
203 void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
204 {
205         float t;
206         entity ball_owner;
207         ball_owner = ka_ball.owner;
208
209         if (ball_owner == this)
210                 return;
211
212         // If ball is carried by player then hunt them down.
213         if (ball_owner)
214         {
215                 t = (this.health + this.armorvalue) / (ball_owner.health + ball_owner.armorvalue);
216                 navigation_routerating(this, ball_owner, t * ratingscale, 2000);
217         }
218         else // Ball has been dropped so collect.
219                 navigation_routerating(this, ka_ball, ratingscale, 2000);
220 }
221
222 void havocbot_role_ka_carrier(entity this)
223 {
224         if (IS_DEAD(this))
225                 return;
226
227         if (time > this.bot_strategytime)
228         {
229                 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
230
231                 navigation_goalrating_start(this);
232                 havocbot_goalrating_items(this, 10000, this.origin, 10000);
233                 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
234                 //havocbot_goalrating_waypoints(1, this.origin, 1000);
235                 navigation_goalrating_end(this);
236         }
237
238         if (!this.ballcarried)
239         {
240                 this.havocbot_role = havocbot_role_ka_collector;
241                 this.bot_strategytime = 0;
242         }
243 }
244
245 void havocbot_role_ka_collector(entity this)
246 {
247         if (IS_DEAD(this))
248                 return;
249
250         if (time > this.bot_strategytime)
251         {
252                 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
253
254                 navigation_goalrating_start(this);
255                 havocbot_goalrating_items(this, 10000, this.origin, 10000);
256                 havocbot_goalrating_enemyplayers(this, 1000, this.origin, 10000);
257                 havocbot_goalrating_ball(this, 20000, this.origin);
258                 navigation_goalrating_end(this);
259         }
260
261         if (this.ballcarried)
262         {
263                 this.havocbot_role = havocbot_role_ka_carrier;
264                 this.bot_strategytime = 0;
265         }
266 }
267
268
269 // ==============
270 // Hook Functions
271 // ==============
272
273 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
274 {
275         entity frag_attacker = M_ARGV(1, entity);
276         entity frag_target = M_ARGV(2, entity);
277
278         if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
279         {
280                 if(frag_target.ballcarried) { // add to amount of times killing carrier
281                         PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
282                         if(autocvar_g_keepaway_score_bckill) // add bckills to the score
283                                 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill);
284                 }
285                 else if(!frag_attacker.ballcarried)
286                         if(autocvar_g_keepaway_noncarrier_warn)
287                                 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
288
289                 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
290                         PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
291         }
292
293         if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
294 }
295
296 MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
297 {
298         M_ARGV(2, float) = 0; // no frags counted in keepaway
299         return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
300 }
301
302 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
303 {
304         entity player = M_ARGV(0, entity);
305
306         // clear the item used for the ball in keepaway
307         player.items &= ~IT_KEY1;
308
309         // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
310         if(player.ballcarried)
311                 player.items |= IT_KEY1;
312 }
313
314 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
315 {
316         entity player = M_ARGV(0, entity);
317
318         if(MUTATOR_RETURNVALUE == 0)
319         if(player.ballcarried)
320         {
321                 ka_DropEvent(player);
322                 return true;
323         }
324 }
325
326 MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
327 {
328         entity frag_attacker = M_ARGV(1, entity);
329         entity frag_target = M_ARGV(2, entity);
330         float frag_damage = M_ARGV(4, float);
331         vector frag_force = M_ARGV(6, vector);
332
333         if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
334         {
335                 if(frag_target == frag_attacker) // damage done to yourself
336                 {
337                         frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
338                         frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
339                 }
340                 else // damage done to noncarriers
341                 {
342                         frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
343                         frag_force *= autocvar_g_keepaway_ballcarrier_force;
344                 }
345         }
346         else if (!frag_target.ballcarried) // if the target is a noncarrier
347         {
348                 if(frag_target == frag_attacker) // damage done to yourself
349                 {
350                         frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
351                         frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
352                 }
353                 else // damage done to other noncarriers
354                 {
355                         frag_damage *= autocvar_g_keepaway_noncarrier_damage;
356                         frag_force *= autocvar_g_keepaway_noncarrier_force;
357                 }
358         }
359
360         M_ARGV(4, float) = frag_damage;
361         M_ARGV(6, vector) = frag_force;
362 }
363
364 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
365 {
366         entity player = M_ARGV(0, entity);
367
368         if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
369 }
370
371 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
372 {
373         entity player = M_ARGV(0, entity);
374
375         if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
376 }
377
378 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
379 {
380         entity player = M_ARGV(0, entity);
381
382         // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
383         // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
384
385         player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
386
387         if(player.ballcarried)
388                 player.effects |= autocvar_g_keepaway_ballcarrier_effects;
389 }
390
391 .float stat_sv_airspeedlimit_nonqw;
392 .float stat_sv_maxspeed;
393
394 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics)
395 {
396         entity player = M_ARGV(0, entity);
397
398         if(player.ballcarried)
399         {
400                 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_keepaway_ballcarrier_highspeed;
401                 player.stat_sv_maxspeed *= autocvar_g_keepaway_ballcarrier_highspeed;
402         }
403 }
404
405 MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
406 {
407         entity bot = M_ARGV(0, entity);
408         entity targ = M_ARGV(1, entity);
409
410         // if neither player has ball then don't attack unless the ball is on the ground
411         if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner)
412                 return true;
413 }
414
415 MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
416 {
417         entity bot = M_ARGV(0, entity);
418
419         if (bot.ballcarried)
420                 bot.havocbot_role = havocbot_role_ka_carrier;
421         else
422                 bot.havocbot_role = havocbot_role_ka_collector;
423         return true;
424 }
425
426 MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
427 {
428         entity frag_target = M_ARGV(0, entity);
429
430         if(frag_target.ballcarried)
431                 ka_DropEvent(frag_target);
432 }
433
434 .bool pushable;
435
436 // ==============
437 // Initialization
438 // ==============
439
440 void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
441 {
442         entity e = new(keepawayball);
443         e.model = "models/orbs/orbblue.md3";
444         precache_model(e.model);
445         _setmodel(e, e.model);
446         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
447         e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
448         e.takedamage = DAMAGE_YES;
449         e.solid = SOLID_TRIGGER;
450         set_movetype(e, MOVETYPE_BOUNCE);
451         e.glow_color = autocvar_g_keepawayball_trail_color;
452         e.glow_trail = true;
453         e.flags = FL_ITEM;
454         IL_PUSH(g_items, e);
455         e.pushable = true;
456         e.reset = ka_Reset;
457         settouch(e, ka_TouchEvent);
458         e.owner = NULL;
459         ka_ball = e;
460
461         InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
462 }
463
464 void ka_ScoreRules()
465 {
466         ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, true); // SFL_SORT_PRIO_PRIMARY
467         ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS,             "pickups",              0);
468         ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS,   "bckills",           0);
469         ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME,                  "bctime",           SFL_SORT_PRIO_SECONDARY);
470         ScoreRules_basics_end();
471 }
472
473 void ka_Initialize() // run at the start of a match, initiates game mode
474 {
475         ka_ScoreRules();
476         ka_SpawnBall();
477 }