1 #include "gamemode_keepaway.qh"
3 int autocvar_g_keepaway_ballcarrier_effects;
4 float autocvar_g_keepaway_ballcarrier_damage;
5 float autocvar_g_keepaway_ballcarrier_force;
6 float autocvar_g_keepaway_ballcarrier_highspeed;
7 float autocvar_g_keepaway_ballcarrier_selfdamage;
8 float autocvar_g_keepaway_ballcarrier_selfforce;
9 float autocvar_g_keepaway_noncarrier_damage;
10 float autocvar_g_keepaway_noncarrier_force;
11 float autocvar_g_keepaway_noncarrier_selfdamage;
12 float autocvar_g_keepaway_noncarrier_selfforce;
13 bool autocvar_g_keepaway_noncarrier_warn;
14 int autocvar_g_keepaway_score_bckill;
15 int autocvar_g_keepaway_score_killac;
16 int autocvar_g_keepaway_score_timepoints;
17 float autocvar_g_keepaway_score_timeinterval;
18 float autocvar_g_keepawayball_damageforcescale;
19 int autocvar_g_keepawayball_effects;
20 float autocvar_g_keepawayball_respawntime;
21 int autocvar_g_keepawayball_trail_color;
23 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
27 return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
29 // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
34 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
36 if(autocvar_sv_eventlog)
37 GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
40 void ka_TouchEvent(entity this, entity toucher);
41 void ka_RespawnBall(entity this);
42 void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
44 if(game_stopped) return;
45 vector oldballorigin = this.origin;
47 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
49 entity spot = SelectSpawnPoint(this, true);
50 setorigin(this, spot.origin);
51 this.angles = spot.angles;
54 makevectors(this.angles);
55 set_movetype(this, MOVETYPE_BOUNCE);
56 this.velocity = '0 0 200';
57 this.angles = '0 0 0';
58 this.effects = autocvar_g_keepawayball_effects;
59 settouch(this, ka_TouchEvent);
60 setthink(this, ka_RespawnBall);
61 this.nextthink = time + autocvar_g_keepawayball_respawntime;
63 Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
64 Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
66 WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
67 WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
69 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
72 void ka_TimeScoring(entity this)
74 if(this.owner.ballcarried)
75 { // add points for holding the ball after a certain amount of time
76 if(autocvar_g_keepaway_score_timepoints)
77 PlayerScore_Add(this.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
79 PlayerScore_Add(this.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
80 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
84 void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
86 if(game_stopped) return;
88 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
89 { // The ball fell off the map, respawn it since players can't get to it
93 if(IS_DEAD(toucher)) { return; }
94 if(STAT(FROZEN, toucher)) { return; }
95 if (!IS_PLAYER(toucher))
96 { // The ball just touched an object, most likely the world
97 Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
98 sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
101 else if(this.wait > time) { return; }
103 // attach the ball to the player
104 this.owner = toucher;
105 toucher.ballcarried = this;
106 setattachment(this, toucher, "");
107 setorigin(this, '0 0 0');
109 // make the ball invisible/unable to do anything/set up time scoring
110 this.velocity = '0 0 0';
111 set_movetype(this, MOVETYPE_NONE);
112 this.effects |= EF_NODRAW;
113 settouch(this, func_null);
114 setthink(this, ka_TimeScoring);
115 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
116 this.takedamage = DAMAGE_NO;
118 // apply effects to player
119 toucher.glow_color = autocvar_g_keepawayball_trail_color;
120 toucher.glow_trail = true;
121 toucher.effects |= autocvar_g_keepaway_ballcarrier_effects;
123 // messages and sounds
124 ka_EventLog("pickup", toucher);
125 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname);
126 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname);
127 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
128 sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
131 PlayerScore_Add(toucher, SP_KEEPAWAY_PICKUPS, 1);
134 WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
135 toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
136 WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
137 WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier);
138 WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
141 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
144 ball = plyr.ballcarried;
146 if(!ball) { return; }
149 setattachment(ball, NULL, "");
150 set_movetype(ball, MOVETYPE_BOUNCE);
151 ball.wait = time + 1;
152 settouch(ball, ka_TouchEvent);
153 setthink(ball, ka_RespawnBall);
154 ball.nextthink = time + autocvar_g_keepawayball_respawntime;
155 ball.takedamage = DAMAGE_YES;
156 ball.effects &= ~EF_NODRAW;
157 setorigin(ball, plyr.origin + '0 0 10');
158 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
159 ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P
162 // reset the player effects
163 plyr.glow_trail = false;
164 plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
166 // messages and sounds
167 ka_EventLog("dropped", plyr);
168 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
169 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
170 sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
173 // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
176 WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
177 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
178 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
179 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
182 /** used to clear the ballcarrier whenever the match switches from warmup to normal */
183 void ka_Reset(entity this)
185 if((this.owner) && (IS_PLAYER(this.owner)))
186 ka_DropEvent(this.owner);
188 if(time < game_starttime)
190 setthink(this, ka_RespawnBall);
191 settouch(this, func_null);
192 this.nextthink = game_starttime;
195 ka_RespawnBall(this);
203 void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
207 ball_owner = ka_ball.owner;
209 if (ball_owner == this)
212 // If ball is carried by player then hunt them down.
215 t = (this.health + this.armorvalue) / (ball_owner.health + ball_owner.armorvalue);
216 navigation_routerating(this, ball_owner, t * ratingscale, 2000);
218 else // Ball has been dropped so collect.
219 navigation_routerating(this, ka_ball, ratingscale, 2000);
222 void havocbot_role_ka_carrier(entity this)
227 if (time > this.bot_strategytime)
229 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
231 navigation_goalrating_start(this);
232 havocbot_goalrating_items(this, 10000, this.origin, 10000);
233 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
234 //havocbot_goalrating_waypoints(1, this.origin, 1000);
235 navigation_goalrating_end(this);
238 if (!this.ballcarried)
240 this.havocbot_role = havocbot_role_ka_collector;
241 this.bot_strategytime = 0;
245 void havocbot_role_ka_collector(entity this)
250 if (time > this.bot_strategytime)
252 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
254 navigation_goalrating_start(this);
255 havocbot_goalrating_items(this, 10000, this.origin, 10000);
256 havocbot_goalrating_enemyplayers(this, 1000, this.origin, 10000);
257 havocbot_goalrating_ball(this, 20000, this.origin);
258 navigation_goalrating_end(this);
261 if (this.ballcarried)
263 this.havocbot_role = havocbot_role_ka_carrier;
264 this.bot_strategytime = 0;
273 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
275 entity frag_attacker = M_ARGV(1, entity);
276 entity frag_target = M_ARGV(2, entity);
278 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
280 if(frag_target.ballcarried) { // add to amount of times killing carrier
281 PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
282 if(autocvar_g_keepaway_score_bckill) // add bckills to the score
283 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill);
285 else if(!frag_attacker.ballcarried)
286 if(autocvar_g_keepaway_noncarrier_warn)
287 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
289 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
290 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
293 if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
296 MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
298 M_ARGV(2, float) = 0; // no frags counted in keepaway
299 return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
302 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
304 entity player = M_ARGV(0, entity);
306 // clear the item used for the ball in keepaway
307 player.items &= ~IT_KEY1;
309 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
310 if(player.ballcarried)
311 player.items |= IT_KEY1;
314 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
316 entity player = M_ARGV(0, entity);
318 if(MUTATOR_RETURNVALUE == 0)
319 if(player.ballcarried)
321 ka_DropEvent(player);
326 MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
328 entity frag_attacker = M_ARGV(1, entity);
329 entity frag_target = M_ARGV(2, entity);
330 float frag_damage = M_ARGV(4, float);
331 vector frag_force = M_ARGV(6, vector);
333 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
335 if(frag_target == frag_attacker) // damage done to yourself
337 frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
338 frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
340 else // damage done to noncarriers
342 frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
343 frag_force *= autocvar_g_keepaway_ballcarrier_force;
346 else if (!frag_target.ballcarried) // if the target is a noncarrier
348 if(frag_target == frag_attacker) // damage done to yourself
350 frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
351 frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
353 else // damage done to other noncarriers
355 frag_damage *= autocvar_g_keepaway_noncarrier_damage;
356 frag_force *= autocvar_g_keepaway_noncarrier_force;
360 M_ARGV(4, float) = frag_damage;
361 M_ARGV(6, vector) = frag_force;
364 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
366 entity player = M_ARGV(0, entity);
368 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
371 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
373 entity player = M_ARGV(0, entity);
375 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
378 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
380 entity player = M_ARGV(0, entity);
382 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
383 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
385 player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
387 if(player.ballcarried)
388 player.effects |= autocvar_g_keepaway_ballcarrier_effects;
391 .float stat_sv_airspeedlimit_nonqw;
392 .float stat_sv_maxspeed;
394 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics)
396 entity player = M_ARGV(0, entity);
398 if(player.ballcarried)
400 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_keepaway_ballcarrier_highspeed;
401 player.stat_sv_maxspeed *= autocvar_g_keepaway_ballcarrier_highspeed;
405 MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
407 entity bot = M_ARGV(0, entity);
408 entity targ = M_ARGV(1, entity);
410 // if neither player has ball then don't attack unless the ball is on the ground
411 if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner)
415 MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
417 entity bot = M_ARGV(0, entity);
420 bot.havocbot_role = havocbot_role_ka_carrier;
422 bot.havocbot_role = havocbot_role_ka_collector;
426 MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
428 entity frag_target = M_ARGV(0, entity);
430 if(frag_target.ballcarried)
431 ka_DropEvent(frag_target);
440 void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
442 entity e = new(keepawayball);
443 e.model = "models/orbs/orbblue.md3";
444 precache_model(e.model);
445 _setmodel(e, e.model);
446 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
447 e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
448 e.takedamage = DAMAGE_YES;
449 e.solid = SOLID_TRIGGER;
450 set_movetype(e, MOVETYPE_BOUNCE);
451 e.glow_color = autocvar_g_keepawayball_trail_color;
457 settouch(e, ka_TouchEvent);
461 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
466 ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, true); // SFL_SORT_PRIO_PRIMARY
467 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0);
468 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0);
469 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY);
470 ScoreRules_basics_end();
473 void ka_Initialize() // run at the start of a match, initiates game mode