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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_keepaway.qc
1 void ka_SpawnBall(void);
2 void ka_TouchEvent(void);
3 void ka_RespawnBall(void);
4 void ka_DropEvent(entity);
5 void ka_TimeScoring(void);
6
7 entity ka_ball;
8
9 float ka_ballcarrier_waypointsprite_visible_for_player(entity);
10
11 void ka_Initialize() // run at the start of a match, initiates game mode
12 {
13         if(!g_keepaway)
14                 return;
15                 
16         precache_sound("keepaway/pickedup.wav");
17         precache_sound("keepaway/dropped.wav");
18         precache_sound("keepaway/respawn.wav");
19         precache_sound("keepaway/touch.wav");
20
21         ScoreRules_keepaway();
22         ka_SpawnBall();
23 }
24
25 void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal
26 {
27         if(self.owner)
28                 if(self.owner.classname == "player")
29                         ka_DropEvent(self.owner);
30
31         ka_RespawnBall();
32 }
33
34 void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
35 {
36         if(!g_keepaway) { return; }
37         
38         entity e;
39         e = spawn();
40         e.model = "models/orbs/orbblue.md3";    
41         precache_model(e.model);
42         setmodel(e, e.model);
43         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
44         e.classname = "keepawayball";
45         e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
46         e.takedamage = DAMAGE_YES;
47         e.solid = SOLID_TRIGGER;
48         e.movetype = MOVETYPE_BOUNCE;
49         e.glow_color = autocvar_g_keepawayball_trail_color;
50         e.glow_trail = TRUE;
51         e.flags = FL_ITEM;
52         e.reset = ka_Reset;
53         e.touch = ka_TouchEvent;
54         e.owner = world;
55         ka_ball = e;
56
57         InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So. 
58 }
59
60 void ka_RespawnBall() // runs whenever the ball needs to be relocated
61 {
62         if(gameover) { return; }
63         vector oldballorigin = self.origin;
64         
65         if(MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
66         {
67                 makevectors(self.angles);
68                 self.movetype = MOVETYPE_BOUNCE;
69                 self.velocity = '0 0 200';
70                 self.angles = '0 0 0';
71                 self.effects = autocvar_g_keepawayball_effects;
72                 self.think = ka_RespawnBall;
73                 self.nextthink = time + autocvar_g_keepawayball_respawntime;
74                 
75                 pointparticles(particleeffectnum("electro_combo"), oldballorigin, '0 0 0', 1);
76                 pointparticles(particleeffectnum("electro_combo"), self.origin, '0 0 0', 1);
77
78                 WaypointSprite_Spawn("ka-ball", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, FALSE);
79                 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '0 1 1');
80                 WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);    
81
82                 sound(self, CHAN_AUTO, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) 
83         }
84         else
85         {
86                 ka_RespawnBall(); // finding a location failed, retry 
87         }
88 }
89
90 void ka_TouchEvent() // runs any time that the ball comes in contact with something
91 {
92         if(gameover) { return; }
93         if(!self) { return; }
94         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
95         { // The ball fell off the map, respawn it since players can't get to it
96                 ka_RespawnBall();
97                 return;
98         }
99         if(other.deadflag != DEAD_NO) { return; }
100         if(other.classname != "player") 
101         {  // The ball just touched an object, most likely the world
102                 pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
103                 sound(self, CHAN_AUTO, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
104                 return; 
105         }
106         else if(self.wait > time) { return; }
107
108         // attach the ball to the player
109         self.owner = other;
110         other.ballcarried = self;
111         setattachment(self, other, "");
112         setorigin(self, '0 0 0');
113         
114         // make the ball invisible/unable to do anything/set up time scoring
115         self.velocity = '0 0 0';
116         self.movetype = MOVETYPE_NONE;
117         self.effects |= EF_NODRAW;
118         self.touch = SUB_Null;
119         self.think = ka_TimeScoring;
120         self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
121         self.takedamage = DAMAGE_NO;
122
123         // apply effects to player
124         other.glow_color = autocvar_g_keepawayball_trail_color;
125         other.glow_trail = TRUE;
126         other.effects |= autocvar_g_keepaway_ballcarrier_effects;
127         
128         // messages and sounds
129         Send_KillNotification(other.netname, "", "", KA_PICKUPBALL, MSG_KA);
130         WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
131         WriteString(MSG_BROADCAST, strcat("\n\n", other.netname, "^7 has picked up the ball!\n"));
132         sound(self.owner, CHAN_AUTO, "keepaway/pickedup.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) 
133         
134         // scoring
135         PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
136
137         // waypoints
138         WaypointSprite_AttachCarrier("ka-ballcarrier", other);
139         other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
140         WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
141         WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 0 0');
142         WaypointSprite_Ping(other.waypointsprite_attachedforcarrier);   
143         WaypointSprite_Kill(self.waypointsprite_attachedforcarrier);
144 }
145
146 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
147 {
148         entity ball;
149         ball = plyr.ballcarried;
150
151         if(!ball) { return; }
152         
153         // reset the ball
154         setattachment(ball, world, "");
155         ball.movetype = MOVETYPE_BOUNCE;
156         ball.wait = time + 1; 
157         ball.touch = ka_TouchEvent;
158         ball.think = ka_RespawnBall;
159         ball.nextthink = time + autocvar_g_keepawayball_respawntime;
160         ball.takedamage = DAMAGE_YES;
161         ball.effects &~= EF_NODRAW; 
162         setorigin(ball, plyr.origin + '0 0 10');
163         ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
164         ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P 
165         ball.owner = world;
166         
167         // reset the player effects
168         plyr.glow_trail = FALSE;
169         plyr.effects &~= autocvar_g_keepaway_ballcarrier_effects;
170
171         // messages and sounds
172         Send_KillNotification(plyr.netname, "", "", KA_DROPBALL, MSG_KA);
173         WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
174         WriteString(MSG_BROADCAST, strcat("\n\n", plyr.netname, "^7 has dropped the ball!\n"));
175         sound(other, CHAN_AUTO, "keepaway/dropped.wav", VOL_BASE, ATTN_NONE);   // ATTN_NONE (it's a sound intended to be heard anywhere) 
176         
177         // scoring
178         // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
179         
180         // waypoints
181         WaypointSprite_Spawn("ka-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE);
182         WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
183         WaypointSprite_UpdateTeamRadar(ball.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '0 1 1');
184         WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);    
185         WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
186 }
187
188 float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame 
189 {
190         if(e.ballcarried)
191                 if(other.classname == "spectator") 
192                         return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
193                 
194         // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
195
196         return TRUE;
197 }
198
199 void ka_TimeScoring()
200 {
201         if(self.owner.ballcarried)
202         { // add points for holding the ball after a certain amount of time
203                 if(autocvar_g_keepaway_score_timepoints)
204                         PlayerScore_Add(self.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
205                         
206                 PlayerScore_Add(self.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
207                 self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
208         }
209 }
210
211 MUTATOR_HOOKFUNCTION(ka_Scoring)
212 {
213         if((frag_attacker != frag_target) && (frag_attacker.classname == "player"))
214         {
215                 if(frag_target.ballcarried) { // add to amount of times killing carrier
216                         PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
217                         if(autocvar_g_keepaway_score_bckill) // add bckills to the score
218                                 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill);
219                 }
220                 else if(!frag_attacker.ballcarried)
221                         if(autocvar_g_keepaway_noncarrier_warn)
222                                 centerprint_atprio(frag_attacker, (CENTERPRIO_SPAM + 5), "Killing people while you don't have the ball gives no points!");
223
224                 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
225                         PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
226         }
227
228         if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has died, drop it
229         return 0;
230 }
231
232 MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill)
233 {
234         frag_score = 0; // no frags counted in keepaway
235         return 1; // you deceptive little bugger ;3 This needs to be true in order for this function to even count. 
236 }
237
238 MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
239 {
240         // clear the item used for the ball in keepaway
241         self.items &~= IT_KEY1;
242         
243         // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
244         if(self.ballcarried)
245                 self.items |= IT_KEY1;
246
247         return 0;
248 }
249
250 MUTATOR_HOOKFUNCTION(ka_PlayerUseKey)
251 {
252         if(MUTATOR_RETURNVALUE == 0)
253         if(self.ballcarried)
254         {
255                 ka_DropEvent(self);
256                 return 1;
257         }
258         return 0;
259 }
260
261 MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
262 {
263         if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
264         {
265                 if(frag_target == frag_attacker) // damage done to yourself
266                 {
267                         frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
268                         frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
269                 }
270                 else // damage done to noncarriers
271                 {
272                         frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
273                         frag_force *= autocvar_g_keepaway_ballcarrier_force;
274                 }
275         }
276         else if not(frag_target.ballcarried) // if the target is a noncarrier
277         {
278                 if(frag_target == frag_attacker) // damage done to yourself
279                 {
280                         frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
281                         frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
282                 }
283                 else // damage done to other noncarriers
284                 {
285                         frag_damage *= autocvar_g_keepaway_noncarrier_damage;
286                         frag_force *= autocvar_g_keepaway_noncarrier_force;
287                 }
288         }
289         return 0;
290 }
291
292 MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
293 {
294         if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
295         return 0;
296 }
297
298 MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
299 {
300         // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
301         // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player() 
302         
303         self.effects &~= autocvar_g_keepaway_ballcarrier_effects;
304
305         if(self.ballcarried)
306                 self.effects |= autocvar_g_keepaway_ballcarrier_effects;
307         
308         return 0;
309 }
310
311 MUTATOR_DEFINITION(gamemode_keepaway)
312 {
313         MUTATOR_HOOK(MakePlayerObserver, ka_RemovePlayer, CBC_ORDER_ANY);
314         MUTATOR_HOOK(ClientDisconnect, ka_RemovePlayer, CBC_ORDER_ANY);
315         MUTATOR_HOOK(PlayerDies, ka_Scoring, CBC_ORDER_ANY);
316         MUTATOR_HOOK(GiveFragsForKill, ka_GiveFragsForKill, CBC_ORDER_ANY);
317         MUTATOR_HOOK(PlayerPreThink, ka_PlayerPreThink, CBC_ORDER_ANY);
318         MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY);
319         MUTATOR_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY);
320         MUTATOR_HOOK(PlayerUseKey, ka_PlayerUseKey, CBC_ORDER_ANY);
321
322         MUTATOR_ONADD
323         {
324                 if(time > 1) // game loads at time 1
325                         error("This is a game type and it cannot be added at runtime.");
326                 g_keepaway = 1;
327                 ka_Initialize();
328         }
329
330         MUTATOR_ONREMOVE
331         {
332                 g_keepaway = 0;
333                 error("This is a game type and it cannot be removed at runtime.");
334         }
335
336         return 0;
337 }