#include "gamemode_keyhunt.qh" float autocvar_g_balance_keyhunt_damageforcescale; float autocvar_g_balance_keyhunt_delay_collect; float autocvar_g_balance_keyhunt_delay_return; float autocvar_g_balance_keyhunt_delay_round; float autocvar_g_balance_keyhunt_delay_tracking; float autocvar_g_balance_keyhunt_dropvelocity; float autocvar_g_balance_keyhunt_maxdist; float autocvar_g_balance_keyhunt_protecttime; int autocvar_g_balance_keyhunt_score_capture; int autocvar_g_balance_keyhunt_score_carrierfrag; int autocvar_g_balance_keyhunt_score_collect; int autocvar_g_balance_keyhunt_score_destroyed; int autocvar_g_balance_keyhunt_score_destroyed_ownfactor; int autocvar_g_balance_keyhunt_score_push; float autocvar_g_balance_keyhunt_throwvelocity; int autocvar_g_keyhunt_teams; int autocvar_g_keyhunt_teams_override; // #define KH_PLAYER_USE_ATTACHMENT // #define KH_PLAYER_USE_CARRIEDMODEL #ifdef KH_PLAYER_USE_ATTACHMENT const vector KH_PLAYER_ATTACHMENT_DIST_ROTATED = '0 -4 0'; const vector KH_PLAYER_ATTACHMENT_DIST = '4 0 0'; const vector KH_PLAYER_ATTACHMENT = '0 0 0'; const vector KH_PLAYER_ATTACHMENT_ANGLES = '0 0 0'; const string KH_PLAYER_ATTACHMENT_BONE = ""; #else const float KH_KEY_ZSHIFT = 22; const float KH_KEY_XYDIST = 24; const float KH_KEY_XYSPEED = 45; #endif const float KH_KEY_WP_ZSHIFT = 20; const vector KH_KEY_MIN = '-10 -10 -46'; const vector KH_KEY_MAX = '10 10 3'; const float KH_KEY_BRIGHTNESS = 2; float kh_no_radar_circles; // kh_state // bits 0- 4: team of key 1, or 0 for no such key, or 30 for dropped, or 31 for self // bits 5- 9: team of key 2, or 0 for no such key, or 30 for dropped, or 31 for self // bits 10-14: team of key 3, or 0 for no such key, or 30 for dropped, or 31 for self // bits 15-19: team of key 4, or 0 for no such key, or 30 for dropped, or 31 for self .float kh_state = _STAT(KH_KEYS); .float siren_time; // time delay the siren //.float stuff_time; // time delay to stuffcmd a cvar float kh_keystatus[17]; //kh_keystatus[0] = status of dropped keys, kh_keystatus[1 - 16] = player # //replace 17 with cvar("maxplayers") or similar !!!!!!!!! //for(i = 0; i < maxplayers; ++i) // kh_keystatus[i] = "0"; float kh_Team_ByID(float t) { if(t == 0) return NUM_TEAM_1; if(t == 1) return NUM_TEAM_2; if(t == 2) return NUM_TEAM_3; if(t == 3) return NUM_TEAM_4; return 0; } //entity kh_worldkeylist; .entity kh_worldkeynext; entity kh_controller; //float kh_tracking_enabled; float kh_teams; float kh_interferemsg_time, kh_interferemsg_team; .entity kh_next, kh_prev; // linked list .float kh_droptime; .float kh_dropperteam; .entity kh_previous_owner; .float kh_previous_owner_playerid; .float kh_cp_duration; float kh_key_dropped, kh_key_carried; const float ST_KH_CAPS = 1; void kh_ScoreRules(int teams) { ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, true); ScoreInfo_SetLabel_TeamScore( ST_KH_CAPS, "caps", SFL_SORT_PRIO_SECONDARY); ScoreInfo_SetLabel_PlayerScore(SP_KH_CAPS, "caps", SFL_SORT_PRIO_SECONDARY); ScoreInfo_SetLabel_PlayerScore(SP_KH_PUSHES, "pushes", 0); ScoreInfo_SetLabel_PlayerScore(SP_KH_DESTROYS, "destroyed", SFL_LOWER_IS_BETTER); ScoreInfo_SetLabel_PlayerScore(SP_KH_PICKUPS, "pickups", 0); ScoreInfo_SetLabel_PlayerScore(SP_KH_KCKILLS, "kckills", 0); ScoreInfo_SetLabel_PlayerScore(SP_KH_LOSSES, "losses", SFL_LOWER_IS_BETTER); ScoreRules_basics_end(); } bool kh_KeyCarrier_waypointsprite_visible_for_player(entity this, entity player, entity view) // runs all the time { if(!IS_PLAYER(view) || DIFF_TEAM(this, view)) if(!kh_tracking_enabled) return false; return true; } bool kh_Key_waypointsprite_visible_for_player(entity this, entity player, entity view) { if(!kh_tracking_enabled) return false; if(!this.owner) return true; if(!this.owner.owner) return true; return false; // draw only when key is not owned } void kh_update_state() { entity key; float s; float f; s = 0; FOR_EACH_KH_KEY(key) { if(key.owner) f = key.team; else f = 30; s |= pow(32, key.count) * f; } FOREACH_CLIENT(true, LAMBDA(it.kh_state = s)); FOR_EACH_KH_KEY(key) { if(key.owner) key.owner.kh_state |= pow(32, key.count) * 31; } //print(ftos((nextent(NULL)).kh_state), "\n"); } var kh_Think_t kh_Controller_Thinkfunc; void kh_Controller_SetThink(float t, kh_Think_t func) // runs occasionaly { kh_Controller_Thinkfunc = func; kh_controller.cnt = ceil(t); if(t == 0) kh_controller.nextthink = time; // force } void kh_WaitForPlayers(); void kh_Controller_Think(entity this) // called a lot { if(intermission_running) return; if(this.cnt > 0) { if(getthink(this) != kh_WaitForPlayers) { this.cnt -= 1; } } else if(this.cnt == 0) { this.cnt -= 1; kh_Controller_Thinkfunc(); } this.nextthink = time + 1; } // frags f: take from cvar * f // frags 0: no frags void kh_Scores_Event(entity player, entity key, string what, float frags_player, float frags_owner) // update the score when a key is captured { string s; if(intermission_running) return; if(frags_player) UpdateFrags(player, frags_player); if(key && key.owner && frags_owner) UpdateFrags(key.owner, frags_owner); if(!autocvar_sv_eventlog) //output extra info to the console or text file return; s = strcat(":keyhunt:", what, ":", ftos(player.playerid), ":", ftos(frags_player)); if(key && key.owner) s = strcat(s, ":", ftos(key.owner.playerid)); else s = strcat(s, ":0"); s = strcat(s, ":", ftos(frags_owner), ":"); if(key) s = strcat(s, key.netname); GameLogEcho(s); } vector kh_AttachedOrigin(entity e) // runs when a team captures the flag, it can run 2 or 3 times. { if(e.tag_entity) { makevectors(e.tag_entity.angles); return e.tag_entity.origin + e.origin.x * v_forward - e.origin.y * v_right + e.origin.z * v_up; } else return e.origin; } void kh_Key_Attach(entity key) // runs when a player picks up a key and several times when a key is assigned to a player at the start of a round { #ifdef KH_PLAYER_USE_ATTACHMENT entity first; first = key.owner.kh_next; if(key == first) { setattachment(key, key.owner, KH_PLAYER_ATTACHMENT_BONE); if(key.kh_next) { setattachment(key.kh_next, key, ""); setorigin(key, key.kh_next.origin - 0.5 * KH_PLAYER_ATTACHMENT_DIST); setorigin(key.kh_next, KH_PLAYER_ATTACHMENT_DIST_ROTATED); key.kh_next.angles = '0 0 0'; } else setorigin(key, KH_PLAYER_ATTACHMENT); key.angles = KH_PLAYER_ATTACHMENT_ANGLES; } else { setattachment(key, key.kh_prev, ""); if(key.kh_next) setattachment(key.kh_next, key, ""); setorigin(key, KH_PLAYER_ATTACHMENT_DIST_ROTATED); setorigin(first, first.origin - 0.5 * KH_PLAYER_ATTACHMENT_DIST); key.angles = '0 0 0'; } #else setattachment(key, key.owner, ""); setorigin(key, '0 0 1' * KH_KEY_ZSHIFT); // fixing x, y in think key.angles_y -= key.owner.angles.y; #endif key.flags = 0; key.solid = SOLID_NOT; set_movetype(key, MOVETYPE_NONE); key.team = key.owner.team; key.nextthink = time; key.damageforcescale = 0; key.takedamage = DAMAGE_NO; key.modelindex = kh_key_carried; } void kh_Key_Detach(entity key) // runs every time a key is dropped or lost. Runs several times times when all the keys are captured { #ifdef KH_PLAYER_USE_ATTACHMENT entity first; first = key.owner.kh_next; if(key == first) { if(key.kh_next) { setattachment(key.kh_next, key.owner, KH_PLAYER_ATTACHMENT_BONE); setorigin(key.kh_next, key.origin + 0.5 * KH_PLAYER_ATTACHMENT_DIST); key.kh_next.angles = KH_PLAYER_ATTACHMENT_ANGLES; } } else { if(key.kh_next) setattachment(key.kh_next, key.kh_prev, ""); setorigin(first, first.origin + 0.5 * KH_PLAYER_ATTACHMENT_DIST); } // in any case: setattachment(key, NULL, ""); setorigin(key, key.owner.origin + '0 0 1' * (STAT(PL_MIN, NULL).z - KH_KEY_MIN_z)); key.angles = key.owner.angles; #else setorigin(key, key.owner.origin + key.origin.z * '0 0 1'); setattachment(key, NULL, ""); key.angles_y += key.owner.angles.y; #endif key.flags = FL_ITEM; key.solid = SOLID_TRIGGER; set_movetype(key, MOVETYPE_TOSS); key.pain_finished = time + autocvar_g_balance_keyhunt_delay_return; key.damageforcescale = autocvar_g_balance_keyhunt_damageforcescale; key.takedamage = DAMAGE_YES; // let key.team stay key.modelindex = kh_key_dropped; key.kh_previous_owner = key.owner; key.kh_previous_owner_playerid = key.owner.playerid; } void kh_Key_AssignTo(entity key, entity player) // runs every time a key is picked up or assigned. Runs prior to kh_key_attach { entity k; float ownerteam0, ownerteam; if(key.owner == player) return; ownerteam0 = kh_Key_AllOwnedByWhichTeam(); if(key.owner) { kh_Key_Detach(key); // remove from linked list if(key.kh_next) key.kh_next.kh_prev = key.kh_prev; key.kh_prev.kh_next = key.kh_next; key.kh_next = NULL; key.kh_prev = NULL; if(key.owner.kh_next == NULL) { // No longer a key carrier if(!kh_no_radar_circles) WaypointSprite_Ping(key.owner.waypointsprite_attachedforcarrier); WaypointSprite_DetachCarrier(key.owner); } } key.owner = player; if(player) { // insert into linked list key.kh_next = player.kh_next; key.kh_prev = player; player.kh_next = key; if(key.kh_next) key.kh_next.kh_prev = key; float i; i = kh_keystatus[key.owner.playerid]; if(key.netname == "^1red key") i += 1; if(key.netname == "^4blue key") i += 2; if(key.netname == "^3yellow key") i += 4; if(key.netname == "^6pink key") i += 8; kh_keystatus[key.owner.playerid] = i; kh_Key_Attach(key); if(key.kh_next == NULL) { // player is now a key carrier entity wp = WaypointSprite_AttachCarrier(WP_Null, player, RADARICON_FLAGCARRIER); wp.colormod = colormapPaletteColor(player.team - 1, 0); player.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = kh_KeyCarrier_waypointsprite_visible_for_player; WaypointSprite_UpdateRule(player.waypointsprite_attachedforcarrier, player.team, SPRITERULE_TEAMPLAY); if(player.team == NUM_TEAM_1) WaypointSprite_UpdateSprites(player.waypointsprite_attachedforcarrier, WP_KeyCarrierRed, WP_KeyCarrierFriend, WP_KeyCarrierRed); else if(player.team == NUM_TEAM_2) WaypointSprite_UpdateSprites(player.waypointsprite_attachedforcarrier, WP_KeyCarrierBlue, WP_KeyCarrierFriend, WP_KeyCarrierBlue); else if(player.team == NUM_TEAM_3) WaypointSprite_UpdateSprites(player.waypointsprite_attachedforcarrier, WP_KeyCarrierYellow, WP_KeyCarrierFriend, WP_KeyCarrierYellow); else if(player.team == NUM_TEAM_4) WaypointSprite_UpdateSprites(player.waypointsprite_attachedforcarrier, WP_KeyCarrierPink, WP_KeyCarrierFriend, WP_KeyCarrierPink); if(!kh_no_radar_circles) WaypointSprite_Ping(player.waypointsprite_attachedforcarrier); } } // moved that here, also update if there's no player kh_update_state(); key.pusher = NULL; ownerteam = kh_Key_AllOwnedByWhichTeam(); if(ownerteam != ownerteam0) { if(ownerteam != -1) { kh_interferemsg_time = time + 0.2; kh_interferemsg_team = player.team; // audit all key carrier sprites, update them to RUN HERE FOR_EACH_KH_KEY(k) { if (!k.owner) continue; entity first = WP_Null; FOREACH(Waypoints, it.netname == k.owner.waypointsprite_attachedforcarrier.model1, LAMBDA(first = it; break)); entity third = WP_Null; FOREACH(Waypoints, it.netname == k.owner.waypointsprite_attachedforcarrier.model3, LAMBDA(third = it; break)); WaypointSprite_UpdateSprites(k.owner.waypointsprite_attachedforcarrier, first, WP_KeyCarrierFinish, third); } } else { kh_interferemsg_time = 0; // audit all key carrier sprites, update them to RUN HERE FOR_EACH_KH_KEY(k) { if (!k.owner) continue; entity first = WP_Null; FOREACH(Waypoints, it.netname == k.owner.waypointsprite_attachedforcarrier.model1, LAMBDA(first = it; break)); entity third = WP_Null; FOREACH(Waypoints, it.netname == k.owner.waypointsprite_attachedforcarrier.model3, LAMBDA(third = it; break)); WaypointSprite_UpdateSprites(k.owner.waypointsprite_attachedforcarrier, first, WP_KeyCarrierFriend, third); } } } } void kh_Key_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) { if(this.owner) return; if(ITEM_DAMAGE_NEEDKILL(deathtype)) { // touching lava, or hurt trigger // what shall we do? // immediately return is bad // maybe start a shorter countdown? } if(vlen(force) <= 0) return; if(time > this.pushltime) if(IS_PLAYER(attacker)) this.team = attacker.team; } void kh_Key_Collect(entity key, entity player) //a player picks up a dropped key { sound(player, CH_TRIGGER, SND_KH_COLLECT, VOL_BASE, ATTEN_NORM); if(key.kh_dropperteam != player.team) { kh_Scores_Event(player, key, "collect", autocvar_g_balance_keyhunt_score_collect, 0); PlayerScore_Add(player, SP_KH_PICKUPS, 1); } key.kh_dropperteam = 0; Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_ENT(key, INFO_KEYHUNT_PICKUP), player.netname); kh_Key_AssignTo(key, player); // this also updates .kh_state } void kh_Key_Touch(entity this, entity toucher) // runs many, many times when a key has been dropped and can be picked up { if(intermission_running) return; if(this.owner) // already carried return; if(ITEM_TOUCH_NEEDKILL()) { // touching sky, or nodrop // what shall we do? // immediately return is bad // maybe start a shorter countdown? } if (!IS_PLAYER(toucher)) return; if(IS_DEAD(toucher)) return; if(toucher == this.enemy) if(time < this.kh_droptime + autocvar_g_balance_keyhunt_delay_collect) return; // you just dropped it! kh_Key_Collect(this, toucher); } void kh_Key_Remove(entity key) // runs after when all the keys have been collected or when a key has been dropped for more than X seconds { entity o; o = key.owner; kh_Key_AssignTo(key, NULL); if(o) // it was attached WaypointSprite_Kill(key.waypointsprite_attachedforcarrier); else // it was dropped WaypointSprite_DetachCarrier(key); // remove key from key list if (kh_worldkeylist == key) kh_worldkeylist = kh_worldkeylist.kh_worldkeynext; else { o = kh_worldkeylist; while (o) { if (o.kh_worldkeynext == key) { o.kh_worldkeynext = o.kh_worldkeynext.kh_worldkeynext; break; } o = o.kh_worldkeynext; } } delete(key); kh_update_state(); } void kh_FinishRound() // runs when a team captures the keys { // prepare next round kh_interferemsg_time = 0; entity key; kh_no_radar_circles = true; FOR_EACH_KH_KEY(key) kh_Key_Remove(key); kh_no_radar_circles = false; Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEYHUNT_ROUNDSTART, autocvar_g_balance_keyhunt_delay_round); kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_round, kh_StartRound); } void nades_GiveBonus(entity player, float score); void kh_WinnerTeam(float teem) // runs when a team wins // Samual: Teem?.... TEEM?!?! what the fuck is wrong with you people { // all key carriers get some points vector firstorigin, lastorigin, midpoint; float first; entity key; float score; score = (kh_teams - 1) * autocvar_g_balance_keyhunt_score_capture; DistributeEvenly_Init(score, kh_teams); // twice the score for 3 team games, three times the score for 4 team games! // note: for a win by destroying the key, this should NOT be applied FOR_EACH_KH_KEY(key) { float f; f = DistributeEvenly_Get(1); kh_Scores_Event(key.owner, key, "capture", f, 0); PlayerTeamScore_Add(key.owner, SP_KH_CAPS, ST_KH_CAPS, 1); nades_GiveBonus(key.owner, autocvar_g_nades_bonus_score_high); } first = true; string keyowner = ""; FOR_EACH_KH_KEY(key) if(key.owner.kh_next == key) { if(!first) keyowner = strcat(keyowner, ", "); keyowner = key.owner.netname; first = false; } Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(teem, INFO_KEYHUNT_CAPTURE), keyowner); first = true; midpoint = '0 0 0'; firstorigin = '0 0 0'; lastorigin = '0 0 0'; FOR_EACH_KH_KEY(key) { vector thisorigin; thisorigin = kh_AttachedOrigin(key); //dprint("Key origin: ", vtos(thisorigin), "\n"); midpoint += thisorigin; if(!first) te_lightning2(NULL, lastorigin, thisorigin); lastorigin = thisorigin; if(first) firstorigin = thisorigin; first = false; } if(kh_teams > 2) { te_lightning2(NULL, lastorigin, firstorigin); } midpoint = midpoint * (1 / kh_teams); te_customflash(midpoint, 1000, 1, Team_ColorRGB(teem) * 0.5 + '0.5 0.5 0.5'); // make the color >=0.5 in each component play2all(SND(KH_CAPTURE)); kh_FinishRound(); } void kh_LoserTeam(float teem, entity lostkey) // runs when a player pushes a flag carrier off the map { entity key, attacker; float players; float keys; float f; attacker = NULL; if(lostkey.pusher) if(lostkey.pusher.team != teem) if(IS_PLAYER(lostkey.pusher)) attacker = lostkey.pusher; players = keys = 0; if(attacker) { if(lostkey.kh_previous_owner) kh_Scores_Event(lostkey.kh_previous_owner, NULL, "pushed", 0, -autocvar_g_balance_keyhunt_score_push); // don't actually GIVE him the -nn points, just log kh_Scores_Event(attacker, NULL, "push", autocvar_g_balance_keyhunt_score_push, 0); PlayerScore_Add(attacker, SP_KH_PUSHES, 1); //centerprint(attacker, "Your push is the best!"); // does this really need to exist? } else { float of, fragsleft, i, j, thisteam; of = autocvar_g_balance_keyhunt_score_destroyed_ownfactor; FOREACH_CLIENT(IS_PLAYER(it) && it.team != teem, LAMBDA(++players)); FOR_EACH_KH_KEY(key) if(key.owner && key.team != teem) ++keys; if(lostkey.kh_previous_owner) kh_Scores_Event(lostkey.kh_previous_owner, NULL, "destroyed", 0, -autocvar_g_balance_keyhunt_score_destroyed); // don't actually GIVE him the -nn points, just log if(lostkey.kh_previous_owner.playerid == lostkey.kh_previous_owner_playerid) PlayerScore_Add(lostkey.kh_previous_owner, SP_KH_DESTROYS, 1); DistributeEvenly_Init(autocvar_g_balance_keyhunt_score_destroyed, keys * of + players); FOR_EACH_KH_KEY(key) if(key.owner && key.team != teem) { f = DistributeEvenly_Get(of); kh_Scores_Event(key.owner, NULL, "destroyed_holdingkey", f, 0); } fragsleft = DistributeEvenly_Get(players); // Now distribute these among all other teams... j = kh_teams - 1; for(i = 0; i < kh_teams; ++i) { thisteam = kh_Team_ByID(i); if(thisteam == teem) // bad boy, no cookie - this WILL happen continue; players = 0; FOREACH_CLIENT(IS_PLAYER(it) && it.team == thisteam, LAMBDA(++players)); DistributeEvenly_Init(fragsleft, j); fragsleft = DistributeEvenly_Get(j - 1); DistributeEvenly_Init(DistributeEvenly_Get(1), players); FOREACH_CLIENT(IS_PLAYER(it) && it.team == thisteam, LAMBDA( f = DistributeEvenly_Get(1); kh_Scores_Event(it, NULL, "destroyed", f, 0); )); --j; } } Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_ENT(lostkey, INFO_KEYHUNT_LOST), lostkey.kh_previous_owner.netname); play2all(SND(KH_DESTROY)); te_tarexplosion(lostkey.origin); kh_FinishRound(); } void kh_Key_Think(entity this) // runs all the time { if(intermission_running) return; if(this.owner) { #ifndef KH_PLAYER_USE_ATTACHMENT makevectors('0 1 0' * (this.cnt + (time % 360) * KH_KEY_XYSPEED)); setorigin(this, v_forward * KH_KEY_XYDIST + '0 0 1' * this.origin.z); #endif } // if in nodrop or time over, end the round if(!this.owner) if(time > this.pain_finished) kh_LoserTeam(this.team, this); if(this.owner) if(kh_Key_AllOwnedByWhichTeam() != -1) { if(this.siren_time < time) { sound(this.owner, CH_TRIGGER, SND_KH_ALARM, VOL_BASE, ATTEN_NORM); // play a simple alarm this.siren_time = time + 2.5; // repeat every 2.5 seconds } entity key; vector p; p = this.owner.origin; FOR_EACH_KH_KEY(key) if(vdist(key.owner.origin - p, >, autocvar_g_balance_keyhunt_maxdist)) goto not_winning; kh_WinnerTeam(this.team); LABEL(not_winning) } if(kh_interferemsg_time && time > kh_interferemsg_time) { kh_interferemsg_time = 0; FOREACH_CLIENT(IS_PLAYER(it), LAMBDA( if(it.team == kh_interferemsg_team) if(it.kh_next) Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_KEYHUNT_MEET); else Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_KEYHUNT_HELP); else Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(kh_interferemsg_team, CENTER_KEYHUNT_INTERFERE)); )); } this.nextthink = time + 0.05; } void key_reset(entity this) { kh_Key_AssignTo(this, NULL); kh_Key_Remove(this); } const string STR_ITEM_KH_KEY = "item_kh_key"; void kh_Key_Spawn(entity initial_owner, float _angle, float i) // runs every time a new flag is created, ie after all the keys have been collected { entity key = spawn(); key.count = i; key.classname = STR_ITEM_KH_KEY; settouch(key, kh_Key_Touch); setthink(key, kh_Key_Think); key.nextthink = time; key.items = IT_KEY1 | IT_KEY2; key.cnt = _angle; key.angles = '0 360 0' * random(); key.event_damage = kh_Key_Damage; key.takedamage = DAMAGE_YES; key.modelindex = kh_key_dropped; key.model = "key"; key.kh_dropperteam = 0; key.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP; setsize(key, KH_KEY_MIN, KH_KEY_MAX); key.colormod = Team_ColorRGB(initial_owner.team) * KH_KEY_BRIGHTNESS; key.reset = key_reset; switch(initial_owner.team) { case NUM_TEAM_1: key.netname = "^1red key"; break; case NUM_TEAM_2: key.netname = "^4blue key"; break; case NUM_TEAM_3: key.netname = "^3yellow key"; break; case NUM_TEAM_4: key.netname = "^6pink key"; break; default: key.netname = "NETGIER key"; break; } // link into key list key.kh_worldkeynext = kh_worldkeylist; kh_worldkeylist = key; Send_Notification(NOTIF_ONE, initial_owner, MSG_CENTER, APP_TEAM_NUM(initial_owner.team, CENTER_KEYHUNT_START)); WaypointSprite_Spawn(WP_KeyDropped, 0, 0, key, '0 0 1' * KH_KEY_WP_ZSHIFT, NULL, key.team, key, waypointsprite_attachedforcarrier, false, RADARICON_FLAG); key.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = kh_Key_waypointsprite_visible_for_player; kh_Key_AssignTo(key, initial_owner); } // -1 when no team completely owns all keys yet float kh_Key_AllOwnedByWhichTeam() // constantly called. check to see if all the keys are owned by the same team { entity key; float teem; float keys; teem = -1; keys = kh_teams; FOR_EACH_KH_KEY(key) { if(!key.owner) return -1; if(teem == -1) teem = key.team; else if(teem != key.team) return -1; --keys; } if(keys != 0) return -1; return teem; } void kh_Key_DropOne(entity key) { // prevent collecting this one for some time entity player; player = key.owner; key.kh_droptime = time; key.enemy = player; kh_Scores_Event(player, key, "dropkey", 0, 0); PlayerScore_Add(player, SP_KH_LOSSES, 1); Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_ENT(key, INFO_KEYHUNT_DROP), player.netname); kh_Key_AssignTo(key, NULL); makevectors(player.v_angle); key.velocity = W_CalculateProjectileVelocity(player, player.velocity, autocvar_g_balance_keyhunt_throwvelocity * v_forward, false); key.pusher = NULL; key.pushltime = time + autocvar_g_balance_keyhunt_protecttime; key.kh_dropperteam = key.team; sound(player, CH_TRIGGER, SND_KH_DROP, VOL_BASE, ATTEN_NORM); } void kh_Key_DropAll(entity player, float suicide) // runs whenever a player dies { entity key; entity mypusher; if(player.kh_next) { mypusher = NULL; if(player.pusher) if(time < player.pushltime) mypusher = player.pusher; while((key = player.kh_next)) { kh_Scores_Event(player, key, "losekey", 0, 0); PlayerScore_Add(player, SP_KH_LOSSES, 1); Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_ENT(key, INFO_KEYHUNT_LOST), player.netname); kh_Key_AssignTo(key, NULL); makevectors('-1 0 0' * (45 + 45 * random()) + '0 360 0' * random()); key.velocity = W_CalculateProjectileVelocity(player, player.velocity, autocvar_g_balance_keyhunt_dropvelocity * v_forward, false); key.pusher = mypusher; key.pushltime = time + autocvar_g_balance_keyhunt_protecttime; if(suicide) key.kh_dropperteam = player.team; } sound(player, CH_TRIGGER, SND_KH_DROP, VOL_BASE, ATTEN_NORM); } } float kh_CheckPlayers(float num) { if(num < kh_teams) { float t_team = kh_Team_ByID(num); float players = 0; FOREACH_CLIENT(IS_PLAYER(it), LAMBDA( if(!IS_DEAD(it) && !PHYS_INPUT_BUTTON_CHAT(it) && it.team == t_team) ++players; )); if (!players) { return t_team; } } return 0; } #define KH_READY_TEAMS() (!p1 + !p2 + ((kh_teams >= 3) ? !p3 : p3) + ((kh_teams >= 4) ? !p4 : p4)) #define KH_READY_TEAMS_OK() (KH_READY_TEAMS() == kh_teams) void kh_WaitForPlayers() // delay start of the round until enough players are present { if(time < game_starttime) { kh_Controller_SetThink(game_starttime - time + 0.1, kh_WaitForPlayers); return; } static float prev_missing_teams_mask; float p1 = kh_CheckPlayers(0), p2 = kh_CheckPlayers(1), p3 = kh_CheckPlayers(2), p4 = kh_CheckPlayers(3); if(KH_READY_TEAMS_OK()) { if(prev_missing_teams_mask > 0) Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS); prev_missing_teams_mask = -1; Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEYHUNT_ROUNDSTART, autocvar_g_balance_keyhunt_delay_round); kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_round, kh_StartRound); } else { if(player_count == 0) { if(prev_missing_teams_mask > 0) Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS); prev_missing_teams_mask = -1; } else { int missing_teams_mask = 0; if(kh_teams & BIT(0)) missing_teams_mask += boolean(p1) * 1; if(kh_teams & BIT(1)) missing_teams_mask += boolean(p2) * 2; if(kh_teams & BIT(2)) missing_teams_mask += boolean(p3) * 4; if(kh_teams & BIT(3)) missing_teams_mask += boolean(p4) * 8; if(prev_missing_teams_mask != missing_teams_mask) { Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask); prev_missing_teams_mask = missing_teams_mask; } } kh_Controller_SetThink(1, kh_WaitForPlayers); } } void kh_EnableTrackingDevice() // runs after each round { Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_KEYHUNT); Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_KEYHUNT_OTHER); kh_tracking_enabled = true; } void kh_StartRound() // runs at the start of each round { float i, players, teem; if(time < game_starttime) { kh_Controller_SetThink(game_starttime - time + 0.1, kh_WaitForPlayers); return; } float p1 = kh_CheckPlayers(0), p2 = kh_CheckPlayers(1), p3 = kh_CheckPlayers(2), p4 = kh_CheckPlayers(3); if(!KH_READY_TEAMS_OK()) { kh_Controller_SetThink(1, kh_WaitForPlayers); return; } Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_KEYHUNT); Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_KEYHUNT_OTHER); for(i = 0; i < kh_teams; ++i) { teem = kh_Team_ByID(i); players = 0; entity my_player = NULL; FOREACH_CLIENT(IS_PLAYER(it), LAMBDA( if(!IS_DEAD(it) && !PHYS_INPUT_BUTTON_CHAT(it) && it.team == teem) { ++players; if(random() * players <= 1) my_player = it; } )); kh_Key_Spawn(my_player, 360 * i / kh_teams, i); } kh_tracking_enabled = false; Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEYHUNT_SCAN, autocvar_g_balance_keyhunt_delay_tracking); kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_tracking, kh_EnableTrackingDevice); } float kh_HandleFrags(entity attacker, entity targ, float f) // adds to the player score { if(attacker == targ) return f; if(targ.kh_next) { if(attacker.team == targ.team) { entity k; float nk; nk = 0; for(k = targ.kh_next; k != NULL; k = k.kh_next) ++nk; kh_Scores_Event(attacker, targ.kh_next, "carrierfrag", -nk * autocvar_g_balance_keyhunt_score_collect, 0); } else { kh_Scores_Event(attacker, targ.kh_next, "carrierfrag", autocvar_g_balance_keyhunt_score_carrierfrag-1, 0); PlayerScore_Add(attacker, SP_KH_KCKILLS, 1); // the frag gets added later } } return f; } void kh_Initialize() // sets up th KH environment { // setup variables kh_teams = autocvar_g_keyhunt_teams_override; if(kh_teams < 2) kh_teams = autocvar_g_keyhunt_teams; kh_teams = bound(2, kh_teams, 4); int teams = 0; if(kh_teams >= 1) teams |= BIT(0); if(kh_teams >= 2) teams |= BIT(1); if(kh_teams >= 3) teams |= BIT(2); if(kh_teams >= 4) teams |= BIT(3); kh_teams = teams; // now set it? // make a KH entity for controlling the game kh_controller = spawn(); setthink(kh_controller, kh_Controller_Think); kh_Controller_SetThink(0, kh_WaitForPlayers); setmodel(kh_controller, MDL_KH_KEY); kh_key_dropped = kh_controller.modelindex; /* dprint(vtos(kh_controller.mins)); dprint(vtos(kh_controller.maxs)); dprint("\n"); */ #ifdef KH_PLAYER_USE_CARRIEDMODEL setmodel(kh_controller, MDL_KH_KEY_CARRIED); kh_key_carried = kh_controller.modelindex; #else kh_key_carried = kh_key_dropped; #endif kh_controller.model = ""; kh_controller.modelindex = 0; kh_ScoreRules(kh_teams); } void kh_finalize() { // to be called before intermission kh_FinishRound(); delete(kh_controller); kh_controller = NULL; } // legacy bot role void(entity this) havocbot_role_kh_carrier; void(entity this) havocbot_role_kh_defense; void(entity this) havocbot_role_kh_offense; void(entity this) havocbot_role_kh_freelancer; void havocbot_goalrating_kh(entity this, float ratingscale_team, float ratingscale_dropped, float ratingscale_enemy) { entity head; for (head = kh_worldkeylist; head; head = head.kh_worldkeynext) { if(head.owner == this) continue; if(!kh_tracking_enabled) { // if it's carried by our team we know about it // otherwise we have to see it to know about it if(!head.owner || head.team != this.team) { traceline(this.origin + this.view_ofs, head.origin, MOVE_NOMONSTERS, this); if (trace_fraction < 1 && trace_ent != head) continue; // skip what I can't see } } if(!head.owner) navigation_routerating(this, head, ratingscale_dropped * BOT_PICKUP_RATING_HIGH, 100000); else if(head.team == this.team) navigation_routerating(this, head.owner, ratingscale_team * BOT_PICKUP_RATING_HIGH, 100000); else navigation_routerating(this, head.owner, ratingscale_enemy * BOT_PICKUP_RATING_HIGH, 100000); } havocbot_goalrating_items(this, 1, this.origin, 10000); } void havocbot_role_kh_carrier(entity this) { if(IS_DEAD(this)) return; if (!(this.kh_next)) { LOG_TRACE("changing role to freelancer"); this.havocbot_role = havocbot_role_kh_freelancer; this.havocbot_role_timeout = 0; return; } if (this.bot_strategytime < time) { this.bot_strategytime = time + autocvar_bot_ai_strategyinterval; navigation_goalrating_start(this); if(kh_Key_AllOwnedByWhichTeam() == this.team) havocbot_goalrating_kh(this, 10, 0.1, 0.1); // bring home else havocbot_goalrating_kh(this, 4, 4, 1); // play defensively navigation_goalrating_end(this); } } void havocbot_role_kh_defense(entity this) { if(IS_DEAD(this)) return; if (this.kh_next) { LOG_TRACE("changing role to carrier"); this.havocbot_role = havocbot_role_kh_carrier; this.havocbot_role_timeout = 0; return; } if (!this.havocbot_role_timeout) this.havocbot_role_timeout = time + random() * 10 + 20; if (time > this.havocbot_role_timeout) { LOG_TRACE("changing role to freelancer"); this.havocbot_role = havocbot_role_kh_freelancer; this.havocbot_role_timeout = 0; return; } if (this.bot_strategytime < time) { float key_owner_team; this.bot_strategytime = time + autocvar_bot_ai_strategyinterval; navigation_goalrating_start(this); key_owner_team = kh_Key_AllOwnedByWhichTeam(); if(key_owner_team == this.team) havocbot_goalrating_kh(this, 10, 0.1, 0.1); // defend key carriers else if(key_owner_team == -1) havocbot_goalrating_kh(this, 4, 1, 0.1); // play defensively else havocbot_goalrating_kh(this, 0.1, 0.1, 10); // ATTACK ANYWAY navigation_goalrating_end(this); } } void havocbot_role_kh_offense(entity this) { if(IS_DEAD(this)) return; if (this.kh_next) { LOG_TRACE("changing role to carrier"); this.havocbot_role = havocbot_role_kh_carrier; this.havocbot_role_timeout = 0; return; } if (!this.havocbot_role_timeout) this.havocbot_role_timeout = time + random() * 10 + 20; if (time > this.havocbot_role_timeout) { LOG_TRACE("changing role to freelancer"); this.havocbot_role = havocbot_role_kh_freelancer; this.havocbot_role_timeout = 0; return; } if (this.bot_strategytime < time) { float key_owner_team; this.bot_strategytime = time + autocvar_bot_ai_strategyinterval; navigation_goalrating_start(this); key_owner_team = kh_Key_AllOwnedByWhichTeam(); if(key_owner_team == this.team) havocbot_goalrating_kh(this, 10, 0.1, 0.1); // defend anyway else if(key_owner_team == -1) havocbot_goalrating_kh(this, 0.1, 1, 4); // play offensively else havocbot_goalrating_kh(this, 0.1, 0.1, 10); // ATTACK! EMERGENCY! navigation_goalrating_end(this); } } void havocbot_role_kh_freelancer(entity this) { if(IS_DEAD(this)) return; if (this.kh_next) { LOG_TRACE("changing role to carrier"); this.havocbot_role = havocbot_role_kh_carrier; this.havocbot_role_timeout = 0; return; } if (!this.havocbot_role_timeout) this.havocbot_role_timeout = time + random() * 10 + 10; if (time > this.havocbot_role_timeout) { if (random() < 0.5) { LOG_TRACE("changing role to offense"); this.havocbot_role = havocbot_role_kh_offense; } else { LOG_TRACE("changing role to defense"); this.havocbot_role = havocbot_role_kh_defense; } this.havocbot_role_timeout = 0; return; } if (this.bot_strategytime < time) { float key_owner_team; this.bot_strategytime = time + autocvar_bot_ai_strategyinterval; navigation_goalrating_start(this); key_owner_team = kh_Key_AllOwnedByWhichTeam(); if(key_owner_team == this.team) havocbot_goalrating_kh(this, 10, 0.1, 0.1); // defend anyway else if(key_owner_team == -1) havocbot_goalrating_kh(this, 1, 10, 4); // prefer dropped keys else havocbot_goalrating_kh(this, 0.1, 0.1, 10); // ATTACK ANYWAY navigation_goalrating_end(this); } } // register this as a mutator MUTATOR_HOOKFUNCTION(kh, ClientDisconnect) { entity player = M_ARGV(0, entity); kh_Key_DropAll(player, true); } MUTATOR_HOOKFUNCTION(kh, MakePlayerObserver) { entity player = M_ARGV(0, entity); kh_Key_DropAll(player, true); } MUTATOR_HOOKFUNCTION(kh, PlayerDies) { entity frag_attacker = M_ARGV(1, entity); entity frag_target = M_ARGV(2, entity); if(frag_target == frag_attacker) kh_Key_DropAll(frag_target, true); else if(IS_PLAYER(frag_attacker)) kh_Key_DropAll(frag_target, false); else kh_Key_DropAll(frag_target, true); } MUTATOR_HOOKFUNCTION(kh, GiveFragsForKill, CBC_ORDER_FIRST) { entity frag_attacker = M_ARGV(0, entity); entity frag_target = M_ARGV(1, entity); float frag_score = M_ARGV(2, float); M_ARGV(2, float) = kh_HandleFrags(frag_attacker, frag_target, frag_score); } MUTATOR_HOOKFUNCTION(kh, MatchEnd) { kh_finalize(); } MUTATOR_HOOKFUNCTION(kh, GetTeamCount, CBC_ORDER_EXCLUSIVE) { M_ARGV(0, float) = kh_teams; } MUTATOR_HOOKFUNCTION(kh, SpectateCopy) { entity spectatee = M_ARGV(0, entity); entity client = M_ARGV(1, entity); client.kh_state = spectatee.kh_state; } MUTATOR_HOOKFUNCTION(kh, PlayerUseKey) { entity player = M_ARGV(0, entity); if(MUTATOR_RETURNVALUE == 0) { entity k = player.kh_next; if(k) { kh_Key_DropOne(k); return true; } } } MUTATOR_HOOKFUNCTION(kh, HavocBot_ChooseRole) { entity bot = M_ARGV(0, entity); if(IS_DEAD(bot)) return true; float r = random() * 3; if (r < 1) bot.havocbot_role = havocbot_role_kh_offense; else if (r < 2) bot.havocbot_role = havocbot_role_kh_defense; else bot.havocbot_role = havocbot_role_kh_freelancer; return true; } MUTATOR_HOOKFUNCTION(kh, DropSpecialItems) { entity frag_target = M_ARGV(0, entity); kh_Key_DropAll(frag_target, false); } MUTATOR_HOOKFUNCTION(kh, reset_map_global) { kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_round + (game_starttime - time), kh_StartRound); }