#include "sv_keepaway.qh" #include #include #include #include #include #include .entity ballcarried; int autocvar_g_keepaway_ballcarrier_effects; float autocvar_g_keepaway_ballcarrier_damage; float autocvar_g_keepaway_ballcarrier_force; float autocvar_g_keepaway_ballcarrier_highspeed; float autocvar_g_keepaway_ballcarrier_selfdamage; float autocvar_g_keepaway_ballcarrier_selfforce; float autocvar_g_keepaway_noncarrier_damage; float autocvar_g_keepaway_noncarrier_force; float autocvar_g_keepaway_noncarrier_selfdamage; float autocvar_g_keepaway_noncarrier_selfforce; bool autocvar_g_keepaway_noncarrier_warn; int autocvar_g_keepaway_score_bckill; int autocvar_g_keepaway_score_killac; int autocvar_g_keepaway_score_timepoints; float autocvar_g_keepaway_score_timeinterval; float autocvar_g_keepawayball_damageforcescale; int autocvar_g_keepawayball_effects; float autocvar_g_keepawayball_respawntime; int autocvar_g_keepawayball_trail_color; 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 { if(view.ballcarried) if(IS_SPEC(player)) return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup return true; } void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later { if(autocvar_sv_eventlog) GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : ""))); } void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated { if(game_stopped) return; vector oldballorigin = this.origin; if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256)) setorigin(this, SelectSpawnPoint(this, true).origin); set_movetype(this, MOVETYPE_BOUNCE); this.velocity = '0 0 200'; this.angles = '0 0 0'; this.effects = autocvar_g_keepawayball_effects; settouch(this, ka_TouchEvent); setthink(this, ka_RespawnBall); this.nextthink = time + autocvar_g_keepawayball_respawntime; navigation_dynamicgoal_set(this, NULL); Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1); Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1); WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); WaypointSprite_Ping(this.waypointsprite_attachedforcarrier); sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) } .float timepoints_counter; MUTATOR_HOOKFUNCTION(ka, reset_map_global) { FOREACH_CLIENT(true, { it.timepoints_counter = 0; }); return true; } void ka_TimeScoring(entity this) { if(this.owner.ballcarried) { // add points for holding the ball after a certain amount of time float timescore = 0; if(autocvar_g_keepaway_score_timepoints) timescore = autocvar_g_keepaway_score_timepoints / max(0.001, autocvar_g_keepaway_score_timeinterval); if (timescore) GameRules_scoring_add_float2int(this.owner, SCORE, timescore, timepoints_counter, 1); GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, 1); this.nextthink = time + 1; } } void ka_DamageEvent(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if(ITEM_DAMAGE_NEEDKILL(deathtype)) ka_RespawnBall(this); } void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something { if (!this || game_stopped) return; if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { // The ball fell off the map, respawn it since players can't get to it ka_RespawnBall(this); return; } if(toucher.ballcarried) { return; } if(IS_DEAD(toucher)) { return; } if(STAT(FROZEN, toucher)) { return; } if (!IS_PLAYER(toucher)) { // The ball just touched an object, most likely the world Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1); sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM); return; } else if(this.wait > time) { return; } // attach the ball to the player this.owner = toucher; toucher.ballcarried = this; GameRules_scoring_vip(toucher, true); setattachment(this, toucher, ""); setorigin(this, '0 0 0'); // make the ball invisible/unable to do anything/set up time scoring this.velocity = '0 0 0'; set_movetype(this, MOVETYPE_NONE); this.effects |= EF_NODRAW; settouch(this, func_null); setthink(this, ka_TimeScoring); this.nextthink = time + 1; this.takedamage = DAMAGE_NO; this.event_damage = func_null; this.damagedbycontents = false; IL_REMOVE(g_damagedbycontents, this); navigation_dynamicgoal_unset(this); // apply effects to player toucher.glow_color = autocvar_g_keepawayball_trail_color; toucher.glow_trail = true; toucher.effects |= autocvar_g_keepaway_ballcarrier_effects; // messages and sounds ka_EventLog("pickup", toucher); Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname); Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname); Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF); sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) // scoring GameRules_scoring_add(toucher, KEEPAWAY_PICKUPS, 1); // waypoints WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER); toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player; WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT); WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier); WaypointSprite_Kill(this.waypointsprite_attachedforcarrier); } void ka_PlayerReset(entity player) { player.ballcarried = NULL; GameRules_scoring_vip(player, false); WaypointSprite_Kill(player.waypointsprite_attachedforcarrier); // reset the player effects player.glow_trail = false; player.effects &= ~autocvar_g_keepaway_ballcarrier_effects; } void ka_DropEvent(entity player) // runs any time that a player is supposed to lose the ball { entity ball = player.ballcarried; if(!ball) { return; } // reset the ball setattachment(ball, NULL, ""); set_movetype(ball, MOVETYPE_BOUNCE); ball.wait = time + 1; settouch(ball, ka_TouchEvent); setthink(ball, ka_RespawnBall); ball.nextthink = time + autocvar_g_keepawayball_respawntime; ball.takedamage = DAMAGE_YES; ball.event_damage = ka_DamageEvent; ball.damagedbycontents = true; IL_PUSH(g_damagedbycontents, ball); ball.effects &= ~EF_NODRAW; setorigin(ball, player.origin + '0 0 10'); nudgeoutofsolid(ball); // a ball has a horizontally bigger bbox than a player ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom(); ball.owner = NULL; navigation_dynamicgoal_set(ball, player); // messages and sounds ka_EventLog("dropped", player); Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, player.netname); Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, player.netname); sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) // waypoints WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT); WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier); ka_PlayerReset(player); } .bool pushable; MODEL(KA_BALL, "models/orbs/orbblue.md3"); void ka_RemoveBalls() { IL_EACH(g_kaballs, true, { if (it.owner) // it was attached ka_PlayerReset(it.owner); else WaypointSprite_DetachCarrier(it); delete(it); }); } void ka_SpawnBalls() { int i = 0; do // never allow less than 1 ball to spawn { entity e = new(keepawayball); setmodel(e, MDL_KA_BALL); e.solid = SOLID_TRIGGER; // before setsize to ensure area grid linking // 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 // bones_was_here: that was WITH sv_legacy_bbox_expand 1 and FL_ITEM (mins -= '15 15 1'; maxs += '15 15 1') // it's round so should have a symmetrical bbox, same height as pickup items so it can't be jumped over in any physics setsize(e, '-24 -24 -24', '24 24 24'); e.damageforcescale = autocvar_g_keepawayball_damageforcescale; e.takedamage = DAMAGE_YES; e.event_damage = ka_DamageEvent; e.damagedbycontents = true; IL_PUSH(g_damagedbycontents, e); set_movetype(e, MOVETYPE_BOUNCE); e.glow_color = autocvar_g_keepawayball_trail_color; e.glow_trail = true; e.flags = FL_ITEM; IL_PUSH(g_items, e); e.pushable = true; settouch(e, ka_TouchEvent); e.owner = NULL; IL_PUSH(g_kaballs, e); navigation_dynamicgoal_init(e, false); ka_RespawnBall(e); ++i; } while (i < KA_BALL_COUNT); } void ka_Handler_CheckBall(entity this) { if(time < game_starttime) { if (!IL_EMPTY(g_kaballs)) ka_RemoveBalls(); } else { if (IL_EMPTY(g_kaballs)) ka_SpawnBalls(); // ;) } this.nextthink = time; } // ================ // Bot player logic // ================ void havocbot_goalrating_ball(entity this, float ratingscale, vector org) { entity ball = NULL, ball_carried = NULL; // stops at last ball, prefers ball without carrier IL_EACH(g_kaballs, it.owner != this, { if(it.owner) ball_carried = it.owner; else ball = it; }); if(ball) navigation_routerating(this, ball, ratingscale, 2000); else if(ball_carried) navigation_routerating(this, ball_carried, ratingscale, 2000); } void havocbot_role_ka_carrier(entity this) { if (IS_DEAD(this)) return; if (navigation_goalrating_timeout(this)) { navigation_goalrating_start(this); havocbot_goalrating_items(this, 10000, this.origin, 10000); havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000); havocbot_goalrating_waypoints(this, 1, this.origin, 3000); navigation_goalrating_end(this); navigation_goalrating_timeout_set(this); } if (!this.ballcarried) { this.havocbot_role = havocbot_role_ka_collector; navigation_goalrating_timeout_expire(this, 2); } } void havocbot_role_ka_collector(entity this) { if (IS_DEAD(this)) return; if (navigation_goalrating_timeout(this)) { navigation_goalrating_start(this); havocbot_goalrating_items(this, 10000, this.origin, 10000); havocbot_goalrating_enemyplayers(this, 500, this.origin, 10000); havocbot_goalrating_ball(this, 8000, this.origin); navigation_goalrating_end(this); navigation_goalrating_timeout_set(this); } if (this.ballcarried) { this.havocbot_role = havocbot_role_ka_carrier; navigation_goalrating_timeout_expire(this, 2); } } // ============== // Hook Functions // ============== MUTATOR_HOOKFUNCTION(ka, PlayerDies) { entity frag_attacker = M_ARGV(1, entity); entity frag_target = M_ARGV(2, entity); if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker))) { if(frag_target.ballcarried) { // add to amount of times killing carrier GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1); if(autocvar_g_keepaway_score_bckill) // add bckills to the score GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill); } else if(!frag_attacker.ballcarried) if(autocvar_g_keepaway_noncarrier_warn) Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN); if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac); } if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it } MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill) { M_ARGV(2, float) = 0; // no frags counted in keepaway return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count. } MUTATOR_HOOKFUNCTION(ka, Scores_CountFragsRemaining) { // announce remaining frags, but only when timed scoring is off return !autocvar_g_keepaway_score_timepoints; } MUTATOR_HOOKFUNCTION(ka, PlayerPreThink) { entity player = M_ARGV(0, entity); // if the player has the ball, make sure they have the item for it (Used for HUD primarily) STAT(OBJECTIVE_STATUS, player) = BITSET(STAT(OBJECTIVE_STATUS, player), KA_CARRYING, player.ballcarried != NULL); } MUTATOR_HOOKFUNCTION(ka, PlayerUseKey) { entity player = M_ARGV(0, entity); if(MUTATOR_RETURNVALUE == 0) if(player.ballcarried) { ka_DropEvent(player); return true; } } MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players { entity frag_attacker = M_ARGV(1, entity); entity frag_target = M_ARGV(2, entity); // as a gamemode rule, only apply scaling to player versus player combat if(!IS_PLAYER(frag_attacker) || !IS_PLAYER(frag_target)) return; if(frag_attacker.ballcarried) // if the attacker is a ballcarrier { if(frag_target == frag_attacker) // damage done to yourself { M_ARGV(4, float) *= autocvar_g_keepaway_ballcarrier_selfdamage; M_ARGV(6, vector) *= autocvar_g_keepaway_ballcarrier_selfforce; } else // damage done to other ballcarriers { M_ARGV(4, float) *= autocvar_g_keepaway_ballcarrier_damage; M_ARGV(6, vector) *= autocvar_g_keepaway_ballcarrier_force; } } else // if the attacker is a noncarrier { if(frag_target == frag_attacker) // damage done to yourself { M_ARGV(4, float) *= autocvar_g_keepaway_noncarrier_selfdamage; M_ARGV(6, vector) *= autocvar_g_keepaway_noncarrier_selfforce; } else // damage done to other noncarriers { M_ARGV(4, float) *= autocvar_g_keepaway_noncarrier_damage; M_ARGV(6, vector) *= autocvar_g_keepaway_noncarrier_force; } } } MUTATOR_HOOKFUNCTION(ka, ClientDisconnect) { entity player = M_ARGV(0, entity); if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it } MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver) { entity player = M_ARGV(0, entity); if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it } MUTATOR_HOOKFUNCTION(ka, PlayerPowerups) { entity player = M_ARGV(0, entity); // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player() player.effects &= ~autocvar_g_keepaway_ballcarrier_effects; if(player.ballcarried) player.effects |= autocvar_g_keepaway_ballcarrier_effects; } MUTATOR_HOOKFUNCTION(ka, PlayerPhysics_UpdateStats) { entity player = M_ARGV(0, entity); // these automatically reset, no need to worry if(player.ballcarried) STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_keepaway_ballcarrier_highspeed; } MUTATOR_HOOKFUNCTION(ka, BotShouldAttack) { entity bot = M_ARGV(0, entity); entity targ = M_ARGV(1, entity); // if neither player has ball then don't attack unless the ball is on the ground bool have_held_ball = false; IL_EACH(g_kaballs, it.owner, { have_held_ball = true; break; }); if(!targ.ballcarried && !bot.ballcarried && have_held_ball) return true; } MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole) { entity bot = M_ARGV(0, entity); if (bot.ballcarried) bot.havocbot_role = havocbot_role_ka_carrier; else bot.havocbot_role = havocbot_role_ka_collector; return true; } MUTATOR_HOOKFUNCTION(ka, DropSpecialItems) { entity frag_target = M_ARGV(0, entity); if(frag_target.ballcarried) ka_DropEvent(frag_target); }