#include "gamemode_keepaway.qh" #ifndef GAMEMODE_KEEPAWAY_H #define GAMEMODE_KEEPAWAY_H void ka_Initialize(); REGISTER_MUTATOR(ka, false) { MUTATOR_ONADD { if (time > 1) // game loads at time 1 error("This is a game type and it cannot be added at runtime."); ka_Initialize(); } MUTATOR_ONROLLBACK_OR_REMOVE { // we actually cannot roll back ka_Initialize here // BUT: we don't need to! If this gets called, adding always // succeeds. } MUTATOR_ONREMOVE { LOG_INFO("This is a game type and it cannot be removed at runtime."); return -1; } return 0; } entity ka_ball; const float SP_KEEPAWAY_PICKUPS = 4; const float SP_KEEPAWAY_CARRIERKILLS = 5; const float SP_KEEPAWAY_BCTIME = 6; void(entity this) havocbot_role_ka_carrier; void(entity this) havocbot_role_ka_collector; void ka_DropEvent(entity plyr); #endif #ifdef IMPLEMENTATION int autocvar_g_keepaway_ballcarrier_effects; float autocvar_g_keepaway_ballcarrier_damage; float autocvar_g_keepaway_ballcarrier_force; float autocvar_g_keepaway_ballcarrier_highspeed; float autocvar_g_keepaway_ballcarrier_selfdamage; float autocvar_g_keepaway_ballcarrier_selfforce; float autocvar_g_keepaway_noncarrier_damage; float autocvar_g_keepaway_noncarrier_force; float autocvar_g_keepaway_noncarrier_selfdamage; float autocvar_g_keepaway_noncarrier_selfforce; bool autocvar_g_keepaway_noncarrier_warn; int autocvar_g_keepaway_score_bckill; int autocvar_g_keepaway_score_killac; int autocvar_g_keepaway_score_timepoints; float autocvar_g_keepaway_score_timeinterval; float autocvar_g_keepawayball_damageforcescale; int autocvar_g_keepawayball_effects; float autocvar_g_keepawayball_respawntime; int autocvar_g_keepawayball_trail_color; 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 { if(view.ballcarried) if(IS_SPEC(player)) return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup return true; } void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later { if(autocvar_sv_eventlog) GameLogEcho(strcat(":ka:", mode, ((actor != world) ? (strcat(":", ftos(actor.playerid))) : ""))); } void ka_TouchEvent(entity this); void ka_RespawnBall(entity this); void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated { if(gameover) { return; } vector oldballorigin = self.origin; if(!MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256)) { entity spot = SelectSpawnPoint(this, true); setorigin(self, spot.origin); self.angles = spot.angles; } makevectors(self.angles); self.movetype = MOVETYPE_BOUNCE; self.velocity = '0 0 200'; self.angles = '0 0 0'; self.effects = autocvar_g_keepawayball_effects; settouch(self, ka_TouchEvent); setthink(self, ka_RespawnBall); self.nextthink = time + autocvar_g_keepawayball_respawntime; Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1); Send_Effect(EFFECT_ELECTRO_COMBO, self.origin, '0 0 0', 1); WaypointSprite_Spawn(WP_KaBall, 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); WaypointSprite_Ping(self.waypointsprite_attachedforcarrier); sound(self, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) } void ka_TimeScoring(entity this) { if(self.owner.ballcarried) { // add points for holding the ball after a certain amount of time if(autocvar_g_keepaway_score_timepoints) PlayerScore_Add(self.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints); PlayerScore_Add(self.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds" self.nextthink = time + autocvar_g_keepaway_score_timeinterval; } } void ka_TouchEvent(entity this) // runs any time that the ball comes in contact with something { if(gameover) { return; } if(!self) { return; } if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { // The ball fell off the map, respawn it since players can't get to it ka_RespawnBall(self); return; } if(IS_DEAD(other)) { return; } if(STAT(FROZEN, other)) { return; } if (!IS_PLAYER(other)) { // The ball just touched an object, most likely the world Send_Effect(EFFECT_BALL_SPARKS, self.origin, '0 0 0', 1); sound(self, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM); return; } else if(self.wait > time) { return; } // attach the ball to the player self.owner = other; other.ballcarried = self; setattachment(self, other, ""); setorigin(self, '0 0 0'); // make the ball invisible/unable to do anything/set up time scoring self.velocity = '0 0 0'; self.movetype = MOVETYPE_NONE; self.effects |= EF_NODRAW; settouch(self, func_null); setthink(self, ka_TimeScoring); self.nextthink = time + autocvar_g_keepaway_score_timeinterval; self.takedamage = DAMAGE_NO; // apply effects to player other.glow_color = autocvar_g_keepawayball_trail_color; other.glow_trail = true; other.effects |= autocvar_g_keepaway_ballcarrier_effects; // messages and sounds ka_EventLog("pickup", other); Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_PICKUP, other.netname); Send_Notification(NOTIF_ALL_EXCEPT, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, other.netname); Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF); sound(self.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) // scoring PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1); // waypoints WaypointSprite_AttachCarrier(WP_KaBallCarrier, other, RADARICON_FLAGCARRIER); other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player; WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT); WaypointSprite_Ping(other.waypointsprite_attachedforcarrier); WaypointSprite_Kill(self.waypointsprite_attachedforcarrier); } void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball { entity ball; ball = plyr.ballcarried; if(!ball) { return; } // reset the ball setattachment(ball, world, ""); ball.movetype = MOVETYPE_BOUNCE; ball.wait = time + 1; settouch(ball, ka_TouchEvent); setthink(ball, ka_RespawnBall); ball.nextthink = time + autocvar_g_keepawayball_respawntime; ball.takedamage = DAMAGE_YES; ball.effects &= ~EF_NODRAW; setorigin(ball, plyr.origin + '0 0 10'); ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom(); ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P ball.owner = world; // reset the player effects plyr.glow_trail = false; plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects; // messages and sounds ka_EventLog("dropped", plyr); Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname); Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname); sound(other, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) // scoring // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless. // waypoints WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT); WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier); WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier); } /** used to clear the ballcarrier whenever the match switches from warmup to normal */ void ka_Reset(entity this) { if((this.owner) && (IS_PLAYER(this.owner))) ka_DropEvent(this.owner); if(time < game_starttime) { setthink(this, ka_RespawnBall); settouch(this, func_null); this.nextthink = game_starttime; } else ka_RespawnBall(this); } // ================ // Bot player logic // ================ void havocbot_goalrating_ball(entity this, float ratingscale, vector org) { float t; entity ball_owner; ball_owner = ka_ball.owner; if (ball_owner == this) return; // If ball is carried by player then hunt them down. if (ball_owner) { t = (this.health + this.armorvalue) / (ball_owner.health + ball_owner.armorvalue); navigation_routerating(this, ball_owner, t * ratingscale, 2000); } else // Ball has been dropped so collect. navigation_routerating(this, ka_ball, ratingscale, 2000); } void havocbot_role_ka_carrier(entity this) { if (IS_DEAD(this)) return; if (time > this.bot_strategytime) { this.bot_strategytime = time + autocvar_bot_ai_strategyinterval; navigation_goalrating_start(this); havocbot_goalrating_items(this, 10000, this.origin, 10000); havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000); //havocbot_goalrating_waypoints(1, this.origin, 1000); navigation_goalrating_end(this); } if (!this.ballcarried) { this.havocbot_role = havocbot_role_ka_collector; this.bot_strategytime = 0; } } void havocbot_role_ka_collector(entity this) { if (IS_DEAD(this)) return; if (time > this.bot_strategytime) { this.bot_strategytime = time + autocvar_bot_ai_strategyinterval; navigation_goalrating_start(this); havocbot_goalrating_items(this, 10000, this.origin, 10000); havocbot_goalrating_enemyplayers(this, 1000, this.origin, 10000); havocbot_goalrating_ball(this, 20000, this.origin); navigation_goalrating_end(this); } if (this.ballcarried) { this.havocbot_role = havocbot_role_ka_carrier; this.bot_strategytime = 0; } } // ============== // Hook Functions // ============== MUTATOR_HOOKFUNCTION(ka, PlayerDies) { if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker))) { if(frag_target.ballcarried) { // add to amount of times killing carrier PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1); if(autocvar_g_keepaway_score_bckill) // add bckills to the score PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill); } else if(!frag_attacker.ballcarried) if(autocvar_g_keepaway_noncarrier_warn) Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN); if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac); } if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it return 0; } MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill) { frag_score = 0; // no frags counted in keepaway return 1; // you deceptive little bugger ;3 This needs to be true in order for this function to even count. } MUTATOR_HOOKFUNCTION(ka, PlayerPreThink) {SELFPARAM(); // clear the item used for the ball in keepaway self.items &= ~IT_KEY1; // if the player has the ball, make sure they have the item for it (Used for HUD primarily) if(self.ballcarried) self.items |= IT_KEY1; return 0; } MUTATOR_HOOKFUNCTION(ka, PlayerUseKey) {SELFPARAM(); if(MUTATOR_RETURNVALUE == 0) if(self.ballcarried) { ka_DropEvent(self); return 1; } return 0; } MUTATOR_HOOKFUNCTION(ka, PlayerDamage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc { if(frag_attacker.ballcarried) // if the attacker is a ballcarrier { if(frag_target == frag_attacker) // damage done to yourself { frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage; frag_force *= autocvar_g_keepaway_ballcarrier_selfforce; } else // damage done to noncarriers { frag_damage *= autocvar_g_keepaway_ballcarrier_damage; frag_force *= autocvar_g_keepaway_ballcarrier_force; } } else if (!frag_target.ballcarried) // if the target is a noncarrier { if(frag_target == frag_attacker) // damage done to yourself { frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage; frag_force *= autocvar_g_keepaway_noncarrier_selfforce; } else // damage done to other noncarriers { frag_damage *= autocvar_g_keepaway_noncarrier_damage; frag_force *= autocvar_g_keepaway_noncarrier_force; } } return 0; } MUTATOR_HOOKFUNCTION(ka, ClientDisconnect) {SELFPARAM(); if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it return 0; } MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver) {SELFPARAM(); if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it return 0; } MUTATOR_HOOKFUNCTION(ka, PlayerPowerups) {SELFPARAM(); // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player() self.effects &= ~autocvar_g_keepaway_ballcarrier_effects; if(self.ballcarried) self.effects |= autocvar_g_keepaway_ballcarrier_effects; return 0; } .float stat_sv_airspeedlimit_nonqw; .float stat_sv_maxspeed; MUTATOR_HOOKFUNCTION(ka, PlayerPhysics) {SELFPARAM(); if(self.ballcarried) { self.stat_sv_airspeedlimit_nonqw *= autocvar_g_keepaway_ballcarrier_highspeed; self.stat_sv_maxspeed *= autocvar_g_keepaway_ballcarrier_highspeed; } return false; } MUTATOR_HOOKFUNCTION(ka, BotShouldAttack) {SELFPARAM(); // if neither player has ball then don't attack unless the ball is on the ground if(!checkentity.ballcarried && !self.ballcarried && ka_ball.owner) return true; return false; } MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole) {SELFPARAM(); if (self.ballcarried) self.havocbot_role = havocbot_role_ka_carrier; else self.havocbot_role = havocbot_role_ka_collector; return true; } MUTATOR_HOOKFUNCTION(ka, DropSpecialItems) { if(frag_target.ballcarried) ka_DropEvent(frag_target); return false; } // ============== // Initialization // ============== void ka_SpawnBall() // loads various values for the ball, runs only once at start of match { entity e = new(keepawayball); e.model = "models/orbs/orbblue.md3"; precache_model(e.model); _setmodel(e, e.model); 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 e.damageforcescale = autocvar_g_keepawayball_damageforcescale; e.takedamage = DAMAGE_YES; e.solid = SOLID_TRIGGER; e.movetype = MOVETYPE_BOUNCE; e.glow_color = autocvar_g_keepawayball_trail_color; e.glow_trail = true; e.flags = FL_ITEM; e.pushable = true; e.reset = ka_Reset; settouch(e, ka_TouchEvent); e.owner = world; ka_ball = e; InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So. } void ka_ScoreRules() { ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, true); // SFL_SORT_PRIO_PRIMARY ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0); ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0); ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY); ScoreRules_basics_end(); } void ka_Initialize() // run at the start of a match, initiates game mode { ka_ScoreRules(); ka_SpawnBall(); } #endif