1 #include "gamemode_keepaway.qh"
3 #include <common/effects/all.qh>
7 int autocvar_g_keepaway_ballcarrier_effects;
8 float autocvar_g_keepaway_ballcarrier_damage;
9 float autocvar_g_keepaway_ballcarrier_force;
10 float autocvar_g_keepaway_ballcarrier_highspeed;
11 float autocvar_g_keepaway_ballcarrier_selfdamage;
12 float autocvar_g_keepaway_ballcarrier_selfforce;
13 float autocvar_g_keepaway_noncarrier_damage;
14 float autocvar_g_keepaway_noncarrier_force;
15 float autocvar_g_keepaway_noncarrier_selfdamage;
16 float autocvar_g_keepaway_noncarrier_selfforce;
17 bool autocvar_g_keepaway_noncarrier_warn;
18 int autocvar_g_keepaway_score_bckill;
19 int autocvar_g_keepaway_score_killac;
20 int autocvar_g_keepaway_score_timepoints;
21 float autocvar_g_keepaway_score_timeinterval;
22 float autocvar_g_keepawayball_damageforcescale;
23 int autocvar_g_keepawayball_effects;
24 float autocvar_g_keepawayball_respawntime;
25 int autocvar_g_keepawayball_trail_color;
27 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
31 return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
33 // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
38 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
40 if(autocvar_sv_eventlog)
41 GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
44 void ka_TouchEvent(entity this, entity toucher);
45 void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
47 if(game_stopped) return;
48 vector oldballorigin = this.origin;
50 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
52 entity spot = SelectSpawnPoint(this, true);
53 setorigin(this, spot.origin);
54 this.angles = spot.angles;
57 makevectors(this.angles);
58 set_movetype(this, MOVETYPE_BOUNCE);
59 this.velocity = '0 0 200';
60 this.angles = '0 0 0';
61 this.effects = autocvar_g_keepawayball_effects;
62 settouch(this, ka_TouchEvent);
63 setthink(this, ka_RespawnBall);
64 this.nextthink = time + autocvar_g_keepawayball_respawntime;
65 navigation_dynamicgoal_set(this);
67 Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
68 Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
70 WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
71 WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
73 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
76 void ka_TimeScoring(entity this)
78 if(this.owner.ballcarried)
79 { // add points for holding the ball after a certain amount of time
80 if(autocvar_g_keepaway_score_timepoints)
81 GameRules_scoring_add(this.owner, SCORE, autocvar_g_keepaway_score_timepoints);
83 GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
84 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
88 void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
90 if(game_stopped) return;
92 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
93 { // The ball fell off the map, respawn it since players can't get to it
97 if(IS_DEAD(toucher)) { return; }
98 if(STAT(FROZEN, toucher)) { return; }
99 if (!IS_PLAYER(toucher))
100 { // The ball just touched an object, most likely the world
101 Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
102 sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
105 else if(this.wait > time) { return; }
107 // attach the ball to the player
108 this.owner = toucher;
109 toucher.ballcarried = this;
110 GameRules_scoring_vip(toucher, true);
111 setattachment(this, toucher, "");
112 setorigin(this, '0 0 0');
114 // make the ball invisible/unable to do anything/set up time scoring
115 this.velocity = '0 0 0';
116 set_movetype(this, MOVETYPE_NONE);
117 this.effects |= EF_NODRAW;
118 settouch(this, func_null);
119 setthink(this, ka_TimeScoring);
120 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
121 this.takedamage = DAMAGE_NO;
122 navigation_dynamicgoal_unset(this);
124 // apply effects to player
125 toucher.glow_color = autocvar_g_keepawayball_trail_color;
126 toucher.glow_trail = true;
127 toucher.effects |= autocvar_g_keepaway_ballcarrier_effects;
129 // messages and sounds
130 ka_EventLog("pickup", toucher);
131 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname);
132 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname);
133 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
134 sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
137 GameRules_scoring_add(toucher, KEEPAWAY_PICKUPS, 1);
140 WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
141 toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
142 WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
143 WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier);
144 WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
147 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
150 ball = plyr.ballcarried;
152 if(!ball) { return; }
155 setattachment(ball, NULL, "");
156 set_movetype(ball, MOVETYPE_BOUNCE);
157 ball.wait = time + 1;
158 settouch(ball, ka_TouchEvent);
159 setthink(ball, ka_RespawnBall);
160 ball.nextthink = time + autocvar_g_keepawayball_respawntime;
161 ball.takedamage = DAMAGE_YES;
162 ball.effects &= ~EF_NODRAW;
163 setorigin(ball, plyr.origin + '0 0 10');
164 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
165 entity e = ball.owner; ball.owner = NULL;
166 e.ballcarried = NULL;
167 GameRules_scoring_vip(e, false);
168 navigation_dynamicgoal_set(ball);
170 // reset the player effects
171 plyr.glow_trail = false;
172 plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
174 // messages and sounds
175 ka_EventLog("dropped", plyr);
176 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
177 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
178 sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
181 // GameRules_scoring_add(plyr, KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
184 WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
185 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
186 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
187 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
190 /** used to clear the ballcarrier whenever the match switches from warmup to normal */
191 void ka_Reset(entity this)
193 if((this.owner) && (IS_PLAYER(this.owner)))
194 ka_DropEvent(this.owner);
196 if(time < game_starttime)
198 setthink(this, ka_RespawnBall);
199 settouch(this, func_null);
200 this.nextthink = game_starttime;
203 ka_RespawnBall(this);
211 void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
215 ball_owner = ka_ball.owner;
217 if (ball_owner == this)
220 // If ball is carried by player then hunt them down.
223 t = (this.health + this.armorvalue) / (ball_owner.health + ball_owner.armorvalue);
224 navigation_routerating(this, ball_owner, t * ratingscale, 2000);
226 else // Ball has been dropped so collect.
227 navigation_routerating(this, ka_ball, ratingscale, 2000);
230 void havocbot_role_ka_carrier(entity this)
235 if (navigation_goalrating_timeout(this))
237 navigation_goalrating_start(this);
238 havocbot_goalrating_items(this, 10000, this.origin, 10000);
239 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
240 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
241 navigation_goalrating_end(this);
243 navigation_goalrating_timeout_set(this);
246 if (!this.ballcarried)
248 this.havocbot_role = havocbot_role_ka_collector;
249 navigation_goalrating_timeout_expire(this, 2);
253 void havocbot_role_ka_collector(entity this)
258 if (navigation_goalrating_timeout(this))
260 navigation_goalrating_start(this);
261 havocbot_goalrating_items(this, 10000, this.origin, 10000);
262 havocbot_goalrating_enemyplayers(this, 1000, this.origin, 10000);
263 havocbot_goalrating_ball(this, 20000, this.origin);
264 navigation_goalrating_end(this);
266 navigation_goalrating_timeout_set(this);
269 if (this.ballcarried)
271 this.havocbot_role = havocbot_role_ka_carrier;
272 navigation_goalrating_timeout_expire(this, 2);
281 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
283 entity frag_attacker = M_ARGV(1, entity);
284 entity frag_target = M_ARGV(2, entity);
286 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
288 if(frag_target.ballcarried) { // add to amount of times killing carrier
289 GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1);
290 if(autocvar_g_keepaway_score_bckill) // add bckills to the score
291 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill);
293 else if(!frag_attacker.ballcarried)
294 if(autocvar_g_keepaway_noncarrier_warn)
295 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
297 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
298 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac);
301 if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
304 MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
306 M_ARGV(2, float) = 0; // no frags counted in keepaway
307 return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
310 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
312 entity player = M_ARGV(0, entity);
314 // clear the item used for the ball in keepaway
315 player.items &= ~IT_KEY1;
317 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
318 if(player.ballcarried)
319 player.items |= IT_KEY1;
322 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
324 entity player = M_ARGV(0, entity);
326 if(MUTATOR_RETURNVALUE == 0)
327 if(player.ballcarried)
329 ka_DropEvent(player);
334 MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
336 entity frag_attacker = M_ARGV(1, entity);
337 entity frag_target = M_ARGV(2, entity);
338 float frag_damage = M_ARGV(4, float);
339 vector frag_force = M_ARGV(6, vector);
341 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
343 if(frag_target == frag_attacker) // damage done to yourself
345 frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
346 frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
348 else // damage done to noncarriers
350 frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
351 frag_force *= autocvar_g_keepaway_ballcarrier_force;
354 else if (!frag_target.ballcarried) // if the target is a noncarrier
356 if(frag_target == frag_attacker) // damage done to yourself
358 frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
359 frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
361 else // damage done to other noncarriers
363 frag_damage *= autocvar_g_keepaway_noncarrier_damage;
364 frag_force *= autocvar_g_keepaway_noncarrier_force;
368 M_ARGV(4, float) = frag_damage;
369 M_ARGV(6, vector) = frag_force;
372 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
374 entity player = M_ARGV(0, entity);
376 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
379 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
381 entity player = M_ARGV(0, entity);
383 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
386 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
388 entity player = M_ARGV(0, entity);
390 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
391 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
393 player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
395 if(player.ballcarried)
396 player.effects |= autocvar_g_keepaway_ballcarrier_effects;
400 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics_UpdateStats)
402 entity player = M_ARGV(0, entity);
403 // these automatically reset, no need to worry
405 if(player.ballcarried)
406 STAT(MOVEVARS_HIGHSPEED, player) *= 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 MODEL(KA_BALL, "models/orbs/orbblue.md3");
446 void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
448 entity e = new(keepawayball);
449 setmodel(e, MDL_KA_BALL);
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.
469 void ka_Initialize() // run at the start of a match, initiates game mode