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 void(entity this) havocbot_role_ka_carrier;
36 void(entity this) havocbot_role_ka_collector;
38 void ka_DropEvent(entity plyr);
43 int autocvar_g_keepaway_ballcarrier_effects;
44 float autocvar_g_keepaway_ballcarrier_damage;
45 float autocvar_g_keepaway_ballcarrier_force;
46 float autocvar_g_keepaway_ballcarrier_highspeed;
47 float autocvar_g_keepaway_ballcarrier_selfdamage;
48 float autocvar_g_keepaway_ballcarrier_selfforce;
49 float autocvar_g_keepaway_noncarrier_damage;
50 float autocvar_g_keepaway_noncarrier_force;
51 float autocvar_g_keepaway_noncarrier_selfdamage;
52 float autocvar_g_keepaway_noncarrier_selfforce;
53 bool autocvar_g_keepaway_noncarrier_warn;
54 int autocvar_g_keepaway_score_bckill;
55 int autocvar_g_keepaway_score_killac;
56 int autocvar_g_keepaway_score_timepoints;
57 float autocvar_g_keepaway_score_timeinterval;
58 float autocvar_g_keepawayball_damageforcescale;
59 int autocvar_g_keepawayball_effects;
60 float autocvar_g_keepawayball_respawntime;
61 int autocvar_g_keepawayball_trail_color;
63 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
67 return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
69 // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
74 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
76 if(autocvar_sv_eventlog)
77 GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
80 void ka_TouchEvent(entity this, entity toucher);
81 void ka_RespawnBall(entity this);
82 void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
84 if(gameover) { return; }
85 vector oldballorigin = this.origin;
87 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
89 entity spot = SelectSpawnPoint(this, true);
90 setorigin(this, spot.origin);
91 this.angles = spot.angles;
94 makevectors(this.angles);
95 set_movetype(this, MOVETYPE_BOUNCE);
96 this.velocity = '0 0 200';
97 this.angles = '0 0 0';
98 this.effects = autocvar_g_keepawayball_effects;
99 settouch(this, ka_TouchEvent);
100 setthink(this, ka_RespawnBall);
101 this.nextthink = time + autocvar_g_keepawayball_respawntime;
103 Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
104 Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
106 WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
107 WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
109 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
112 void ka_TimeScoring(entity this)
114 if(this.owner.ballcarried)
115 { // add points for holding the ball after a certain amount of time
116 if(autocvar_g_keepaway_score_timepoints)
117 PlayerScore_Add(this.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
119 PlayerScore_Add(this.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
120 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
124 void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
126 if(gameover) { return; }
127 if(!this) { return; }
128 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
129 { // The ball fell off the map, respawn it since players can't get to it
130 ka_RespawnBall(this);
133 if(IS_DEAD(toucher)) { return; }
134 if(STAT(FROZEN, toucher)) { return; }
135 if (!IS_PLAYER(toucher))
136 { // The ball just touched an object, most likely the world
137 Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
138 sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
141 else if(this.wait > time) { return; }
143 // attach the ball to the player
144 this.owner = toucher;
145 toucher.ballcarried = this;
146 setattachment(this, toucher, "");
147 setorigin(this, '0 0 0');
149 // make the ball invisible/unable to do anything/set up time scoring
150 this.velocity = '0 0 0';
151 set_movetype(this, MOVETYPE_NONE);
152 this.effects |= EF_NODRAW;
153 settouch(this, func_null);
154 setthink(this, ka_TimeScoring);
155 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
156 this.takedamage = DAMAGE_NO;
158 // apply effects to player
159 toucher.glow_color = autocvar_g_keepawayball_trail_color;
160 toucher.glow_trail = true;
161 toucher.effects |= autocvar_g_keepaway_ballcarrier_effects;
163 // messages and sounds
164 ka_EventLog("pickup", toucher);
165 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname);
166 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname);
167 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
168 sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
171 PlayerScore_Add(toucher, SP_KEEPAWAY_PICKUPS, 1);
174 WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
175 toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
176 WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
177 WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier);
178 WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
181 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
184 ball = plyr.ballcarried;
186 if(!ball) { return; }
189 setattachment(ball, NULL, "");
190 set_movetype(ball, MOVETYPE_BOUNCE);
191 ball.wait = time + 1;
192 settouch(ball, ka_TouchEvent);
193 setthink(ball, ka_RespawnBall);
194 ball.nextthink = time + autocvar_g_keepawayball_respawntime;
195 ball.takedamage = DAMAGE_YES;
196 ball.effects &= ~EF_NODRAW;
197 setorigin(ball, plyr.origin + '0 0 10');
198 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
199 ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P
202 // reset the player effects
203 plyr.glow_trail = false;
204 plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
206 // messages and sounds
207 ka_EventLog("dropped", plyr);
208 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
209 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
210 sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
213 // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
216 WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
217 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
218 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
219 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
222 /** used to clear the ballcarrier whenever the match switches from warmup to normal */
223 void ka_Reset(entity this)
225 if((this.owner) && (IS_PLAYER(this.owner)))
226 ka_DropEvent(this.owner);
228 if(time < game_starttime)
230 setthink(this, ka_RespawnBall);
231 settouch(this, func_null);
232 this.nextthink = game_starttime;
235 ka_RespawnBall(this);
243 void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
247 ball_owner = ka_ball.owner;
249 if (ball_owner == this)
252 // If ball is carried by player then hunt them down.
255 t = (this.health + this.armorvalue) / (ball_owner.health + ball_owner.armorvalue);
256 navigation_routerating(this, ball_owner, t * ratingscale, 2000);
258 else // Ball has been dropped so collect.
259 navigation_routerating(this, ka_ball, ratingscale, 2000);
262 void havocbot_role_ka_carrier(entity this)
267 if (time > this.bot_strategytime)
269 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
271 navigation_goalrating_start(this);
272 havocbot_goalrating_items(this, 10000, this.origin, 10000);
273 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
274 //havocbot_goalrating_waypoints(1, this.origin, 1000);
275 navigation_goalrating_end(this);
278 if (!this.ballcarried)
280 this.havocbot_role = havocbot_role_ka_collector;
281 this.bot_strategytime = 0;
285 void havocbot_role_ka_collector(entity this)
290 if (time > this.bot_strategytime)
292 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
294 navigation_goalrating_start(this);
295 havocbot_goalrating_items(this, 10000, this.origin, 10000);
296 havocbot_goalrating_enemyplayers(this, 1000, this.origin, 10000);
297 havocbot_goalrating_ball(this, 20000, this.origin);
298 navigation_goalrating_end(this);
301 if (this.ballcarried)
303 this.havocbot_role = havocbot_role_ka_carrier;
304 this.bot_strategytime = 0;
313 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
315 entity frag_attacker = M_ARGV(1, entity);
316 entity frag_target = M_ARGV(2, entity);
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
336 MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
338 M_ARGV(2, float) = 0; // no frags counted in keepaway
339 return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
342 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
344 entity player = M_ARGV(0, entity);
346 // clear the item used for the ball in keepaway
347 player.items &= ~IT_KEY1;
349 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
350 if(player.ballcarried)
351 player.items |= IT_KEY1;
354 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
356 entity player = M_ARGV(0, entity);
358 if(MUTATOR_RETURNVALUE == 0)
359 if(player.ballcarried)
361 ka_DropEvent(player);
366 MUTATOR_HOOKFUNCTION(ka, PlayerDamage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
368 entity frag_attacker = M_ARGV(1, entity);
369 entity frag_target = M_ARGV(2, entity);
370 float frag_damage = M_ARGV(4, float);
371 vector frag_force = M_ARGV(6, vector);
373 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
375 if(frag_target == frag_attacker) // damage done to yourself
377 frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
378 frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
380 else // damage done to noncarriers
382 frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
383 frag_force *= autocvar_g_keepaway_ballcarrier_force;
386 else if (!frag_target.ballcarried) // if the target is a noncarrier
388 if(frag_target == frag_attacker) // damage done to yourself
390 frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
391 frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
393 else // damage done to other noncarriers
395 frag_damage *= autocvar_g_keepaway_noncarrier_damage;
396 frag_force *= autocvar_g_keepaway_noncarrier_force;
400 M_ARGV(4, float) = frag_damage;
401 M_ARGV(6, vector) = frag_force;
404 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
406 entity player = M_ARGV(0, entity);
408 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
411 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
413 entity player = M_ARGV(0, entity);
415 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
418 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
420 entity player = M_ARGV(0, entity);
422 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
423 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
425 player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
427 if(player.ballcarried)
428 player.effects |= autocvar_g_keepaway_ballcarrier_effects;
431 .float stat_sv_airspeedlimit_nonqw;
432 .float stat_sv_maxspeed;
434 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics)
436 entity player = M_ARGV(0, entity);
438 if(player.ballcarried)
440 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_keepaway_ballcarrier_highspeed;
441 player.stat_sv_maxspeed *= autocvar_g_keepaway_ballcarrier_highspeed;
445 MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
447 entity bot = M_ARGV(0, entity);
448 entity targ = M_ARGV(1, entity);
450 // if neither player has ball then don't attack unless the ball is on the ground
451 if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner)
455 MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
457 entity bot = M_ARGV(0, entity);
460 bot.havocbot_role = havocbot_role_ka_carrier;
462 bot.havocbot_role = havocbot_role_ka_collector;
466 MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
468 entity frag_target = M_ARGV(0, entity);
470 if(frag_target.ballcarried)
471 ka_DropEvent(frag_target);
479 void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
481 entity e = new(keepawayball);
482 e.model = "models/orbs/orbblue.md3";
483 precache_model(e.model);
484 _setmodel(e, e.model);
485 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
486 e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
487 e.takedamage = DAMAGE_YES;
488 e.solid = SOLID_TRIGGER;
489 set_movetype(e, MOVETYPE_BOUNCE);
490 e.glow_color = autocvar_g_keepawayball_trail_color;
495 settouch(e, ka_TouchEvent);
499 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
504 ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, true); // SFL_SORT_PRIO_PRIMARY
505 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0);
506 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0);
507 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY);
508 ScoreRules_basics_end();
511 void ka_Initialize() // run at the start of a match, initiates game mode