1 #include "sv_keepaway.qh"
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>
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;
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
36 return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
38 // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
43 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
45 if(autocvar_sv_eventlog)
46 GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
49 void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
51 if(game_stopped) return;
52 vector oldballorigin = this.origin;
54 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 entity spot = SelectSpawnPoint(this, true);
57 setorigin(this, spot.origin);
58 this.angles = spot.angles;
61 makevectors(this.angles);
62 set_movetype(this, MOVETYPE_BOUNCE);
63 this.velocity = '0 0 200';
64 this.angles = '0 0 0';
65 this.effects = autocvar_g_keepawayball_effects;
66 settouch(this, ka_TouchEvent);
67 setthink(this, ka_RespawnBall);
68 this.nextthink = time + autocvar_g_keepawayball_respawntime;
69 navigation_dynamicgoal_set(this, NULL);
71 Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
72 Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
74 WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
75 WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
77 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
80 .float timepoints_counter;
81 MUTATOR_HOOKFUNCTION(ka, reset_map_global)
85 it.timepoints_counter = 0;
90 void ka_TimeScoring(entity this)
92 if(this.owner.ballcarried)
93 { // add points for holding the ball after a certain amount of time
95 if(autocvar_g_keepaway_score_timepoints)
96 timescore = autocvar_g_keepaway_score_timepoints / max(0.001, autocvar_g_keepaway_score_timeinterval);
99 GameRules_scoring_add_float2int(this.owner, SCORE, timescore, timepoints_counter, 1);
101 GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, 1);
102 this.nextthink = time + 1;
106 void ka_DamageEvent(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
108 if(ITEM_DAMAGE_NEEDKILL(deathtype))
109 ka_RespawnBall(this);
112 void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
114 if (!this || game_stopped)
117 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
118 { // The ball fell off the map, respawn it since players can't get to it
119 ka_RespawnBall(this);
122 if(toucher.ballcarried) { return; }
123 if(IS_DEAD(toucher)) { return; }
124 if(STAT(FROZEN, toucher)) { return; }
125 if (!IS_PLAYER(toucher))
126 { // The ball just touched an object, most likely the world
127 Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
128 sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
131 else if(this.wait > time) { return; }
133 // attach the ball to the player
134 this.owner = toucher;
135 toucher.ballcarried = this;
136 GameRules_scoring_vip(toucher, true);
137 setattachment(this, toucher, "");
138 setorigin(this, '0 0 0');
140 // make the ball invisible/unable to do anything/set up time scoring
141 this.velocity = '0 0 0';
142 set_movetype(this, MOVETYPE_NONE);
143 this.effects |= EF_NODRAW;
144 settouch(this, func_null);
145 setthink(this, ka_TimeScoring);
146 this.nextthink = time + 1;
147 this.takedamage = DAMAGE_NO;
148 this.event_damage = func_null;
149 this.damagedbycontents = false;
150 IL_REMOVE(g_damagedbycontents, this);
151 navigation_dynamicgoal_unset(this);
153 // apply effects to player
154 toucher.glow_color = autocvar_g_keepawayball_trail_color;
155 toucher.glow_trail = true;
156 toucher.effects |= autocvar_g_keepaway_ballcarrier_effects;
158 // messages and sounds
159 ka_EventLog("pickup", toucher);
160 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname);
161 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname);
162 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
163 sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
166 GameRules_scoring_add(toucher, KEEPAWAY_PICKUPS, 1);
169 WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
170 toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
171 WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
172 WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier);
173 WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
176 void ka_PlayerReset(entity player)
178 player.ballcarried = NULL;
179 GameRules_scoring_vip(player, false);
180 WaypointSprite_Kill(player.waypointsprite_attachedforcarrier);
182 // reset the player effects
183 player.glow_trail = false;
184 player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
187 void ka_DropEvent(entity player) // runs any time that a player is supposed to lose the ball
189 entity ball = player.ballcarried;
191 if(!ball) { return; }
194 setattachment(ball, NULL, "");
195 set_movetype(ball, MOVETYPE_BOUNCE);
196 ball.wait = time + 1;
197 settouch(ball, ka_TouchEvent);
198 setthink(ball, ka_RespawnBall);
199 ball.nextthink = time + autocvar_g_keepawayball_respawntime;
200 ball.takedamage = DAMAGE_YES;
201 ball.event_damage = ka_DamageEvent;
202 ball.damagedbycontents = true;
203 IL_PUSH(g_damagedbycontents, ball);
204 ball.effects &= ~EF_NODRAW;
205 setorigin(ball, player.origin + '0 0 10');
206 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
208 navigation_dynamicgoal_set(ball, player);
210 // messages and sounds
211 ka_EventLog("dropped", player);
212 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, player.netname);
213 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, player.netname);
214 sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
217 WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
218 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
219 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
221 ka_PlayerReset(player);
226 MODEL(KA_BALL, "models/orbs/orbblue.md3");
228 void ka_RemoveBall(entity ball)
230 entity player = ball.owner;
231 if (player) // it was attached
232 ka_PlayerReset(player);
234 WaypointSprite_DetachCarrier(ball);
238 void ka_RemoveBalls()
240 IL_EACH(g_kaballs, true,
248 entity e = new(keepawayball);
249 setmodel(e, MDL_KA_BALL);
250 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
251 e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
252 e.takedamage = DAMAGE_YES;
253 e.event_damage = ka_DamageEvent;
254 e.damagedbycontents = true;
255 IL_PUSH(g_damagedbycontents, e);
256 e.solid = SOLID_TRIGGER;
257 set_movetype(e, MOVETYPE_BOUNCE);
258 e.glow_color = autocvar_g_keepawayball_trail_color;
263 settouch(e, ka_TouchEvent);
265 IL_PUSH(g_kaballs, e);
266 navigation_dynamicgoal_init(e, false);
268 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
271 void ka_SpawnBalls(int ballcount)
273 int realballcount = max(1, ballcount); // never allow less than 1 ball to spawn
274 for(int j = 0; j < realballcount; ++j)
280 void ka_Handler_CheckBall(entity this)
282 if(time < game_starttime)
284 if (!IL_EMPTY(g_kaballs))
289 if (IL_EMPTY(g_kaballs))
290 ka_SpawnBalls(KA_BALL_COUNT); // ;)
293 this.nextthink = time;
296 void ka_Initialize() // run at the start of a match, initiates game mode
298 g_kaballs = IL_NEW();
299 ka_Handler = new_pure(ka_Handler);
300 setthink(ka_Handler, ka_Handler_CheckBall);
301 ka_Handler.nextthink = time;
309 void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
311 entity ball = NULL, ball_carried = NULL;
313 // stops at last ball, prefers ball without carrier
314 IL_EACH(g_kaballs, it.owner != this,
317 ball_carried = it.owner;
323 navigation_routerating(this, ball, ratingscale, 2000);
324 else if(ball_carried)
325 navigation_routerating(this, ball_carried, ratingscale, 2000);
328 void havocbot_role_ka_carrier(entity this)
333 if (navigation_goalrating_timeout(this))
335 navigation_goalrating_start(this);
336 havocbot_goalrating_items(this, 10000, this.origin, 10000);
337 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
338 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
339 navigation_goalrating_end(this);
341 navigation_goalrating_timeout_set(this);
344 if (!this.ballcarried)
346 this.havocbot_role = havocbot_role_ka_collector;
347 navigation_goalrating_timeout_expire(this, 2);
351 void havocbot_role_ka_collector(entity this)
356 if (navigation_goalrating_timeout(this))
358 navigation_goalrating_start(this);
359 havocbot_goalrating_items(this, 10000, this.origin, 10000);
360 havocbot_goalrating_enemyplayers(this, 500, this.origin, 10000);
361 havocbot_goalrating_ball(this, 8000, this.origin);
362 navigation_goalrating_end(this);
364 navigation_goalrating_timeout_set(this);
367 if (this.ballcarried)
369 this.havocbot_role = havocbot_role_ka_carrier;
370 navigation_goalrating_timeout_expire(this, 2);
379 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
381 entity frag_attacker = M_ARGV(1, entity);
382 entity frag_target = M_ARGV(2, entity);
384 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
386 if(frag_target.ballcarried) { // add to amount of times killing carrier
387 GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1);
388 if(autocvar_g_keepaway_score_bckill) // add bckills to the score
389 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill);
391 else if(!frag_attacker.ballcarried)
392 if(autocvar_g_keepaway_noncarrier_warn)
393 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
395 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
396 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac);
399 if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
402 MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
404 M_ARGV(2, float) = 0; // no frags counted in keepaway
405 return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
408 MUTATOR_HOOKFUNCTION(ka, Scores_CountFragsRemaining)
410 // announce remaining frags, but only when timed scoring is off
411 return !autocvar_g_keepaway_score_timepoints;
414 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
416 entity player = M_ARGV(0, entity);
418 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
419 STAT(OBJECTIVE_STATUS, player) = BITSET(STAT(OBJECTIVE_STATUS, player), KA_CARRYING, player.ballcarried != NULL);
422 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
424 entity player = M_ARGV(0, entity);
426 if(MUTATOR_RETURNVALUE == 0)
427 if(player.ballcarried)
429 ka_DropEvent(player);
434 MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in damage.qc
436 entity frag_attacker = M_ARGV(1, entity);
437 entity frag_target = M_ARGV(2, entity);
439 // as a gamemode rule, only apply scaling to player versus player combat
440 if(!IS_PLAYER(frag_attacker) || !IS_PLAYER(frag_target))
443 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
445 if(frag_target == frag_attacker) // damage done to yourself
447 M_ARGV(4, float) *= autocvar_g_keepaway_ballcarrier_selfdamage;
448 M_ARGV(6, vector) *= autocvar_g_keepaway_ballcarrier_selfforce;
450 else // damage done to noncarriers
452 M_ARGV(4, float) *= autocvar_g_keepaway_ballcarrier_damage;
453 M_ARGV(6, vector) *= autocvar_g_keepaway_ballcarrier_force;
456 else // if the target is a noncarrier
458 if(frag_target == frag_attacker) // damage done to yourself
460 M_ARGV(4, float) *= autocvar_g_keepaway_noncarrier_selfdamage;
461 M_ARGV(6, vector) *= autocvar_g_keepaway_noncarrier_selfforce;
463 else // damage done to other noncarriers
465 M_ARGV(4, float) *= autocvar_g_keepaway_noncarrier_damage;
466 M_ARGV(6, vector) *= autocvar_g_keepaway_noncarrier_force;
471 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
473 entity player = M_ARGV(0, entity);
475 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
478 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
480 entity player = M_ARGV(0, entity);
482 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
485 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
487 entity player = M_ARGV(0, entity);
489 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
490 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
492 player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
494 if(player.ballcarried)
495 player.effects |= autocvar_g_keepaway_ballcarrier_effects;
499 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics_UpdateStats)
501 entity player = M_ARGV(0, entity);
502 // these automatically reset, no need to worry
504 if(player.ballcarried)
505 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_keepaway_ballcarrier_highspeed;
508 MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
510 entity bot = M_ARGV(0, entity);
511 entity targ = M_ARGV(1, entity);
513 // if neither player has ball then don't attack unless the ball is on the ground
514 bool have_held_ball = false;
515 IL_EACH(g_kaballs, it.owner,
517 have_held_ball = true;
520 if(!targ.ballcarried && !bot.ballcarried && have_held_ball)
524 MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
526 entity bot = M_ARGV(0, entity);
529 bot.havocbot_role = havocbot_role_ka_carrier;
531 bot.havocbot_role = havocbot_role_ka_collector;
535 MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
537 entity frag_target = M_ARGV(0, entity);
539 if(frag_target.ballcarried)
540 ka_DropEvent(frag_target);