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Merge branch 'master' into terencehill/lms_updates
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / keepaway / sv_keepaway.qc
1 #include "sv_keepaway.qh"
2
3 #include <common/effects/all.qh>
4 #include <server/client.qh>
5 #include <server/gamelog.qh>
6 #include <server/damage.qh>
7 #include <server/items/items.qh>
8 #include <server/world.qh>
9
10 .entity ballcarried;
11
12 int autocvar_g_keepaway_ballcarrier_effects;
13 float autocvar_g_keepaway_ballcarrier_damage;
14 float autocvar_g_keepaway_ballcarrier_force;
15 float autocvar_g_keepaway_ballcarrier_highspeed;
16 float autocvar_g_keepaway_ballcarrier_selfdamage;
17 float autocvar_g_keepaway_ballcarrier_selfforce;
18 float autocvar_g_keepaway_noncarrier_damage;
19 float autocvar_g_keepaway_noncarrier_force;
20 float autocvar_g_keepaway_noncarrier_selfdamage;
21 float autocvar_g_keepaway_noncarrier_selfforce;
22 bool autocvar_g_keepaway_noncarrier_warn;
23 int autocvar_g_keepaway_score_bckill;
24 int autocvar_g_keepaway_score_killac;
25 int autocvar_g_keepaway_score_timepoints;
26 float autocvar_g_keepaway_score_timeinterval;
27 float autocvar_g_keepawayball_damageforcescale;
28 int autocvar_g_keepawayball_effects;
29 float autocvar_g_keepawayball_respawntime;
30 int autocvar_g_keepawayball_trail_color;
31
32 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
33 {
34         if(view.ballcarried)
35                 if(IS_SPEC(player))
36                         return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
37
38         // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
39
40         return true;
41 }
42
43 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
44 {
45         if(autocvar_sv_eventlog)
46                 GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
47 }
48
49 void ka_TouchEvent(entity this, entity toucher);
50 void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
51 {
52         if(game_stopped) return;
53         vector oldballorigin = this.origin;
54
55         if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
56         {
57                 entity spot = SelectSpawnPoint(this, true);
58                 setorigin(this, spot.origin);
59                 this.angles = spot.angles;
60         }
61
62         makevectors(this.angles);
63         set_movetype(this, MOVETYPE_BOUNCE);
64         this.velocity = '0 0 200';
65         this.angles = '0 0 0';
66         this.effects = autocvar_g_keepawayball_effects;
67         settouch(this, ka_TouchEvent);
68         setthink(this, ka_RespawnBall);
69         this.nextthink = time + autocvar_g_keepawayball_respawntime;
70         navigation_dynamicgoal_set(this, NULL);
71
72         Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
73         Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
74
75         WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
76         WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
77
78         sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
79 }
80
81 void ka_TimeScoring(entity this)
82 {
83         if(this.owner.ballcarried)
84         { // add points for holding the ball after a certain amount of time
85                 if(autocvar_g_keepaway_score_timepoints)
86                         GameRules_scoring_add(this.owner, SCORE, autocvar_g_keepaway_score_timepoints);
87
88                 GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
89                 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
90         }
91 }
92
93 void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
94 {
95         if (!this || game_stopped)
96                 return;
97
98         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
99         { // The ball fell off the map, respawn it since players can't get to it
100                 ka_RespawnBall(this);
101                 return;
102         }
103         if(toucher.ballcarried) { return; }
104         if(IS_DEAD(toucher)) { return; }
105         if(STAT(FROZEN, toucher)) { return; }
106         if (!IS_PLAYER(toucher))
107         {  // The ball just touched an object, most likely the world
108                 Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
109                 sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
110                 return;
111         }
112         else if(this.wait > time) { return; }
113
114         // attach the ball to the player
115         this.owner = toucher;
116         toucher.ballcarried = this;
117         GameRules_scoring_vip(toucher, true);
118         setattachment(this, toucher, "");
119         setorigin(this, '0 0 0');
120
121         // make the ball invisible/unable to do anything/set up time scoring
122         this.velocity = '0 0 0';
123         set_movetype(this, MOVETYPE_NONE);
124         this.effects |= EF_NODRAW;
125         settouch(this, func_null);
126         setthink(this, ka_TimeScoring);
127         this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
128         this.takedamage = DAMAGE_NO;
129         navigation_dynamicgoal_unset(this);
130
131         // apply effects to player
132         toucher.glow_color = autocvar_g_keepawayball_trail_color;
133         toucher.glow_trail = true;
134         toucher.effects |= autocvar_g_keepaway_ballcarrier_effects;
135
136         // messages and sounds
137         ka_EventLog("pickup", toucher);
138         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname);
139         Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname);
140         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
141         sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
142
143         // scoring
144         GameRules_scoring_add(toucher, KEEPAWAY_PICKUPS, 1);
145
146         // waypoints
147         WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
148         toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
149         WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
150         WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier);
151         WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
152 }
153
154 void ka_PlayerReset(entity player)
155 {
156         player.ballcarried = NULL;
157         GameRules_scoring_vip(player, false);
158         WaypointSprite_Kill(player.waypointsprite_attachedforcarrier);
159
160         // reset the player effects
161         player.glow_trail = false;
162         player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
163 }
164
165 void ka_DropEvent(entity player) // runs any time that a player is supposed to lose the ball
166 {
167         entity ball = player.ballcarried;
168
169         if(!ball) { return; }
170
171         // reset the ball
172         setattachment(ball, NULL, "");
173         set_movetype(ball, MOVETYPE_BOUNCE);
174         ball.wait = time + 1;
175         settouch(ball, ka_TouchEvent);
176         setthink(ball, ka_RespawnBall);
177         ball.nextthink = time + autocvar_g_keepawayball_respawntime;
178         ball.takedamage = DAMAGE_YES;
179         ball.effects &= ~EF_NODRAW;
180         setorigin(ball, player.origin + '0 0 10');
181         ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
182         ball.owner = NULL;
183         navigation_dynamicgoal_set(ball, player);
184
185         // messages and sounds
186         ka_EventLog("dropped", player);
187         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, player.netname);
188         Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, player.netname);
189         sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
190
191         // waypoints
192         WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
193         WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
194         WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
195
196         ka_PlayerReset(player);
197 }
198
199 .bool pushable;
200
201 MODEL(KA_BALL, "models/orbs/orbblue.md3");
202
203 void ka_RemoveBall(entity ball)
204 {
205         entity player = ball.owner;
206         if (player) // it was attached
207                 ka_PlayerReset(player);
208         else
209                 WaypointSprite_DetachCarrier(ball);
210         delete(ball);
211 }
212
213 void ka_RemoveBalls()
214 {
215         IL_EACH(g_kaballs, true,
216         {
217                 ka_RemoveBall(it);
218         });
219 }
220
221 void ka_SpawnBall()
222 {
223         entity e = new(keepawayball);
224         setmodel(e, MDL_KA_BALL);
225         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
226         e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
227         e.takedamage = DAMAGE_YES;
228         e.solid = SOLID_TRIGGER;
229         set_movetype(e, MOVETYPE_BOUNCE);
230         e.glow_color = autocvar_g_keepawayball_trail_color;
231         e.glow_trail = true;
232         e.flags = FL_ITEM;
233         IL_PUSH(g_items, e);
234         e.pushable = true;
235         settouch(e, ka_TouchEvent);
236         e.owner = NULL;
237         IL_PUSH(g_kaballs, e);
238         navigation_dynamicgoal_init(e, false);
239
240         InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
241 }
242
243 void ka_SpawnBalls(int ballcount)
244 {
245         int realballcount = max(1, ballcount); // never allow less than 1 ball to spawn
246         for(int j = 0; j < realballcount; ++j)
247         {
248                 ka_SpawnBall();
249         }
250 }
251
252 void ka_Handler_CheckBall(entity this)
253 {
254         if(time < game_starttime)
255         {
256                 if (!IL_EMPTY(g_kaballs))
257                         ka_RemoveBalls();
258         }
259         else
260         {
261                 if (IL_EMPTY(g_kaballs))
262                         ka_SpawnBalls(KA_BALL_COUNT); // ;)
263         }
264
265         this.nextthink = time;
266 }
267
268 void ka_Initialize() // run at the start of a match, initiates game mode
269 {
270         g_kaballs = IL_NEW();
271         ka_Handler = new_pure(ka_Handler);
272         setthink(ka_Handler, ka_Handler_CheckBall);
273         ka_Handler.nextthink = time;
274 }
275
276
277 // ================
278 // Bot player logic
279 // ================
280
281 void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
282 {
283         entity ball = NULL, ball_carried = NULL;
284
285         // stops at last ball, prefers ball without carrier
286         IL_EACH(g_kaballs, it.owner != this,
287         {
288                 if(it.owner)
289                         ball_carried = it.owner;
290                 else
291                         ball = it;
292         });
293
294         if(ball)
295                 navigation_routerating(this, ball, ratingscale, 2000);
296         else if(ball_carried)
297                 navigation_routerating(this, ball_carried, ratingscale, 2000);
298 }
299
300 void havocbot_role_ka_carrier(entity this)
301 {
302         if (IS_DEAD(this))
303                 return;
304
305         if (navigation_goalrating_timeout(this))
306         {
307                 navigation_goalrating_start(this);
308                 havocbot_goalrating_items(this, 10000, this.origin, 10000);
309                 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
310                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
311                 navigation_goalrating_end(this);
312
313                 navigation_goalrating_timeout_set(this);
314         }
315
316         if (!this.ballcarried)
317         {
318                 this.havocbot_role = havocbot_role_ka_collector;
319                 navigation_goalrating_timeout_expire(this, 2);
320         }
321 }
322
323 void havocbot_role_ka_collector(entity this)
324 {
325         if (IS_DEAD(this))
326                 return;
327
328         if (navigation_goalrating_timeout(this))
329         {
330                 navigation_goalrating_start(this);
331                 havocbot_goalrating_items(this, 10000, this.origin, 10000);
332                 havocbot_goalrating_enemyplayers(this, 500, this.origin, 10000);
333                 havocbot_goalrating_ball(this, 8000, this.origin);
334                 navigation_goalrating_end(this);
335
336                 navigation_goalrating_timeout_set(this);
337         }
338
339         if (this.ballcarried)
340         {
341                 this.havocbot_role = havocbot_role_ka_carrier;
342                 navigation_goalrating_timeout_expire(this, 2);
343         }
344 }
345
346
347 // ==============
348 // Hook Functions
349 // ==============
350
351 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
352 {
353         entity frag_attacker = M_ARGV(1, entity);
354         entity frag_target = M_ARGV(2, entity);
355
356         if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
357         {
358                 if(frag_target.ballcarried) { // add to amount of times killing carrier
359                         GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1);
360                         if(autocvar_g_keepaway_score_bckill) // add bckills to the score
361                                 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill);
362                 }
363                 else if(!frag_attacker.ballcarried)
364                         if(autocvar_g_keepaway_noncarrier_warn)
365                                 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
366
367                 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
368                         GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac);
369         }
370
371         if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
372 }
373
374 MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
375 {
376         M_ARGV(2, float) = 0; // no frags counted in keepaway
377         return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
378 }
379
380 MUTATOR_HOOKFUNCTION(ka, Scores_CountFragsRemaining)
381 {
382         // announce remaining frags, but only when timed scoring is off
383         return !autocvar_g_keepaway_score_timepoints;
384 }
385
386 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
387 {
388         entity player = M_ARGV(0, entity);
389
390         // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
391         STAT(OBJECTIVE_STATUS, player) = BITSET(STAT(OBJECTIVE_STATUS, player), KA_CARRYING, player.ballcarried != NULL);
392 }
393
394 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
395 {
396         entity player = M_ARGV(0, entity);
397
398         if(MUTATOR_RETURNVALUE == 0)
399         if(player.ballcarried)
400         {
401                 ka_DropEvent(player);
402                 return true;
403         }
404 }
405
406 MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in damage.qc
407 {
408         entity frag_attacker = M_ARGV(1, entity);
409         entity frag_target = M_ARGV(2, entity);
410         float frag_damage = M_ARGV(4, float);
411         vector frag_force = M_ARGV(6, vector);
412
413         if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
414         {
415                 if(frag_target == frag_attacker) // damage done to yourself
416                 {
417                         frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
418                         frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
419                 }
420                 else // damage done to noncarriers
421                 {
422                         frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
423                         frag_force *= autocvar_g_keepaway_ballcarrier_force;
424                 }
425         }
426         else if (IS_PLAYER(frag_attacker) && !frag_target.ballcarried) // if the target is a noncarrier
427         {
428                 if(frag_target == frag_attacker) // damage done to yourself
429                 {
430                         frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
431                         frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
432                 }
433                 else // damage done to other noncarriers
434                 {
435                         frag_damage *= autocvar_g_keepaway_noncarrier_damage;
436                         frag_force *= autocvar_g_keepaway_noncarrier_force;
437                 }
438         }
439
440         M_ARGV(4, float) = frag_damage;
441         M_ARGV(6, vector) = frag_force;
442 }
443
444 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
445 {
446         entity player = M_ARGV(0, entity);
447
448         if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
449 }
450
451 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
452 {
453         entity player = M_ARGV(0, entity);
454
455         if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
456 }
457
458 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
459 {
460         entity player = M_ARGV(0, entity);
461
462         // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
463         // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
464
465         player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
466
467         if(player.ballcarried)
468                 player.effects |= autocvar_g_keepaway_ballcarrier_effects;
469 }
470
471
472 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics_UpdateStats)
473 {
474         entity player = M_ARGV(0, entity);
475         // these automatically reset, no need to worry
476
477         if(player.ballcarried)
478                 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_keepaway_ballcarrier_highspeed;
479 }
480
481 MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
482 {
483         entity bot = M_ARGV(0, entity);
484         entity targ = M_ARGV(1, entity);
485
486         // if neither player has ball then don't attack unless the ball is on the ground
487         bool have_held_ball = false;
488         IL_EACH(g_kaballs, it.owner,
489         {
490                 have_held_ball = true;
491                 break;
492         });
493         if(!targ.ballcarried && !bot.ballcarried && have_held_ball)
494                 return true;
495 }
496
497 MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
498 {
499         entity bot = M_ARGV(0, entity);
500
501         if (bot.ballcarried)
502                 bot.havocbot_role = havocbot_role_ka_carrier;
503         else
504                 bot.havocbot_role = havocbot_role_ka_collector;
505         return true;
506 }
507
508 MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
509 {
510         entity frag_target = M_ARGV(0, entity);
511
512         if(frag_target.ballcarried)
513                 ka_DropEvent(frag_target);
514 }