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 void ka_TimeScoring(entity this)
82 if(this.owner.ballcarried)
83 { // add points for holding the ball after a certain amount of time
84 if(autocvar_g_keepaway_score_timepoints)
85 GameRules_scoring_add(this.owner, SCORE, autocvar_g_keepaway_score_timepoints);
87 GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
88 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
92 void ka_DamageEvent(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
94 if(ITEM_DAMAGE_NEEDKILL(deathtype))
98 void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
100 if (!this || game_stopped)
103 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
104 { // The ball fell off the map, respawn it since players can't get to it
105 ka_RespawnBall(this);
108 if(toucher.ballcarried) { return; }
109 if(IS_DEAD(toucher)) { return; }
110 if(STAT(FROZEN, toucher)) { return; }
111 if (!IS_PLAYER(toucher))
112 { // The ball just touched an object, most likely the world
113 Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
114 sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
117 else if(this.wait > time) { return; }
119 // attach the ball to the player
120 this.owner = toucher;
121 toucher.ballcarried = this;
122 GameRules_scoring_vip(toucher, true);
123 setattachment(this, toucher, "");
124 setorigin(this, '0 0 0');
126 // make the ball invisible/unable to do anything/set up time scoring
127 this.velocity = '0 0 0';
128 set_movetype(this, MOVETYPE_NONE);
129 this.effects |= EF_NODRAW;
130 settouch(this, func_null);
131 setthink(this, ka_TimeScoring);
132 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
133 this.takedamage = DAMAGE_NO;
134 this.event_damage = func_null;
135 this.damagedbycontents = false;
136 IL_REMOVE(g_damagedbycontents, this);
137 navigation_dynamicgoal_unset(this);
139 // apply effects to player
140 toucher.glow_color = autocvar_g_keepawayball_trail_color;
141 toucher.glow_trail = true;
142 toucher.effects |= autocvar_g_keepaway_ballcarrier_effects;
144 // messages and sounds
145 ka_EventLog("pickup", toucher);
146 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname);
147 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname);
148 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
149 sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
152 GameRules_scoring_add(toucher, KEEPAWAY_PICKUPS, 1);
155 WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
156 toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
157 WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
158 WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier);
159 WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
162 void ka_PlayerReset(entity player)
164 player.ballcarried = NULL;
165 GameRules_scoring_vip(player, false);
166 WaypointSprite_Kill(player.waypointsprite_attachedforcarrier);
168 // reset the player effects
169 player.glow_trail = false;
170 player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
173 void ka_DropEvent(entity player) // runs any time that a player is supposed to lose the ball
175 entity ball = player.ballcarried;
177 if(!ball) { return; }
180 setattachment(ball, NULL, "");
181 set_movetype(ball, MOVETYPE_BOUNCE);
182 ball.wait = time + 1;
183 settouch(ball, ka_TouchEvent);
184 setthink(ball, ka_RespawnBall);
185 ball.nextthink = time + autocvar_g_keepawayball_respawntime;
186 ball.takedamage = DAMAGE_YES;
187 ball.event_damage = ka_DamageEvent;
188 ball.damagedbycontents = true;
189 IL_PUSH(g_damagedbycontents, ball);
190 ball.effects &= ~EF_NODRAW;
191 setorigin(ball, player.origin + '0 0 10');
192 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
194 navigation_dynamicgoal_set(ball, player);
196 // messages and sounds
197 ka_EventLog("dropped", player);
198 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, player.netname);
199 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, player.netname);
200 sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
203 WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
204 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
205 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
207 ka_PlayerReset(player);
212 MODEL(KA_BALL, "models/orbs/orbblue.md3");
214 void ka_RemoveBall(entity ball)
216 entity player = ball.owner;
217 if (player) // it was attached
218 ka_PlayerReset(player);
220 WaypointSprite_DetachCarrier(ball);
224 void ka_RemoveBalls()
226 IL_EACH(g_kaballs, true,
234 entity e = new(keepawayball);
235 setmodel(e, MDL_KA_BALL);
236 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
237 e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
238 e.takedamage = DAMAGE_YES;
239 e.event_damage = ka_DamageEvent;
240 e.damagedbycontents = true;
241 IL_PUSH(g_damagedbycontents, e);
242 e.solid = SOLID_TRIGGER;
243 set_movetype(e, MOVETYPE_BOUNCE);
244 e.glow_color = autocvar_g_keepawayball_trail_color;
249 settouch(e, ka_TouchEvent);
251 IL_PUSH(g_kaballs, e);
252 navigation_dynamicgoal_init(e, false);
254 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
257 void ka_SpawnBalls(int ballcount)
259 int realballcount = max(1, ballcount); // never allow less than 1 ball to spawn
260 for(int j = 0; j < realballcount; ++j)
266 void ka_Handler_CheckBall(entity this)
268 if(time < game_starttime)
270 if (!IL_EMPTY(g_kaballs))
275 if (IL_EMPTY(g_kaballs))
276 ka_SpawnBalls(KA_BALL_COUNT); // ;)
279 this.nextthink = time;
282 void ka_Initialize() // run at the start of a match, initiates game mode
284 g_kaballs = IL_NEW();
285 ka_Handler = new_pure(ka_Handler);
286 setthink(ka_Handler, ka_Handler_CheckBall);
287 ka_Handler.nextthink = time;
295 void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
297 entity ball = NULL, ball_carried = NULL;
299 // stops at last ball, prefers ball without carrier
300 IL_EACH(g_kaballs, it.owner != this,
303 ball_carried = it.owner;
309 navigation_routerating(this, ball, ratingscale, 2000);
310 else if(ball_carried)
311 navigation_routerating(this, ball_carried, ratingscale, 2000);
314 void havocbot_role_ka_carrier(entity this)
319 if (navigation_goalrating_timeout(this))
321 navigation_goalrating_start(this);
322 havocbot_goalrating_items(this, 10000, this.origin, 10000);
323 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
324 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
325 navigation_goalrating_end(this);
327 navigation_goalrating_timeout_set(this);
330 if (!this.ballcarried)
332 this.havocbot_role = havocbot_role_ka_collector;
333 navigation_goalrating_timeout_expire(this, 2);
337 void havocbot_role_ka_collector(entity this)
342 if (navigation_goalrating_timeout(this))
344 navigation_goalrating_start(this);
345 havocbot_goalrating_items(this, 10000, this.origin, 10000);
346 havocbot_goalrating_enemyplayers(this, 500, this.origin, 10000);
347 havocbot_goalrating_ball(this, 8000, this.origin);
348 navigation_goalrating_end(this);
350 navigation_goalrating_timeout_set(this);
353 if (this.ballcarried)
355 this.havocbot_role = havocbot_role_ka_carrier;
356 navigation_goalrating_timeout_expire(this, 2);
365 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
367 entity frag_attacker = M_ARGV(1, entity);
368 entity frag_target = M_ARGV(2, entity);
370 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
372 if(frag_target.ballcarried) { // add to amount of times killing carrier
373 GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1);
374 if(autocvar_g_keepaway_score_bckill) // add bckills to the score
375 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill);
377 else if(!frag_attacker.ballcarried)
378 if(autocvar_g_keepaway_noncarrier_warn)
379 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
381 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
382 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac);
385 if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
388 MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
390 M_ARGV(2, float) = 0; // no frags counted in keepaway
391 return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
394 MUTATOR_HOOKFUNCTION(ka, Scores_CountFragsRemaining)
396 // announce remaining frags, but only when timed scoring is off
397 return !autocvar_g_keepaway_score_timepoints;
400 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
402 entity player = M_ARGV(0, entity);
404 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
405 STAT(OBJECTIVE_STATUS, player) = BITSET(STAT(OBJECTIVE_STATUS, player), KA_CARRYING, player.ballcarried != NULL);
408 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
410 entity player = M_ARGV(0, entity);
412 if(MUTATOR_RETURNVALUE == 0)
413 if(player.ballcarried)
415 ka_DropEvent(player);
420 MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in damage.qc
422 entity frag_attacker = M_ARGV(1, entity);
423 entity frag_target = M_ARGV(2, entity);
425 // as a gamemode rule, only apply scaling to player versus player combat
426 if(!IS_PLAYER(frag_attacker) || !IS_PLAYER(frag_target))
429 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
431 if(frag_target == frag_attacker) // damage done to yourself
433 M_ARGV(4, float) *= autocvar_g_keepaway_ballcarrier_selfdamage;
434 M_ARGV(6, vector) *= autocvar_g_keepaway_ballcarrier_selfforce;
436 else // damage done to noncarriers
438 M_ARGV(4, float) *= autocvar_g_keepaway_ballcarrier_damage;
439 M_ARGV(6, vector) *= autocvar_g_keepaway_ballcarrier_force;
442 else // if the target is a noncarrier
444 if(frag_target == frag_attacker) // damage done to yourself
446 M_ARGV(4, float) *= autocvar_g_keepaway_noncarrier_selfdamage;
447 M_ARGV(6, vector) *= autocvar_g_keepaway_noncarrier_selfforce;
449 else // damage done to other noncarriers
451 M_ARGV(4, float) *= autocvar_g_keepaway_noncarrier_damage;
452 M_ARGV(6, vector) *= autocvar_g_keepaway_noncarrier_force;
457 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
459 entity player = M_ARGV(0, entity);
461 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
464 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
466 entity player = M_ARGV(0, entity);
468 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
471 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
473 entity player = M_ARGV(0, entity);
475 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
476 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
478 player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
480 if(player.ballcarried)
481 player.effects |= autocvar_g_keepaway_ballcarrier_effects;
485 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics_UpdateStats)
487 entity player = M_ARGV(0, entity);
488 // these automatically reset, no need to worry
490 if(player.ballcarried)
491 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_keepaway_ballcarrier_highspeed;
494 MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
496 entity bot = M_ARGV(0, entity);
497 entity targ = M_ARGV(1, entity);
499 // if neither player has ball then don't attack unless the ball is on the ground
500 bool have_held_ball = false;
501 IL_EACH(g_kaballs, it.owner,
503 have_held_ball = true;
506 if(!targ.ballcarried && !bot.ballcarried && have_held_ball)
510 MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
512 entity bot = M_ARGV(0, entity);
515 bot.havocbot_role = havocbot_role_ka_carrier;
517 bot.havocbot_role = havocbot_role_ka_collector;
521 MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
523 entity frag_target = M_ARGV(0, entity);
525 if(frag_target.ballcarried)
526 ka_DropEvent(frag_target);