+++ /dev/null
-#include "gamemode_keepaway.qh"
-
-#include "gamemode.qh"
-
-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;
-
-float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame
-{
- if(e.ballcarried)
- if(IS_SPEC(other))
- 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 != world) ? (strcat(":", ftos(actor.playerid))) : "")));
-}
-
-void ka_TouchEvent();
-void ka_RespawnBall() // runs whenever the ball needs to be relocated
-{SELFPARAM();
- if(gameover) { return; }
- vector oldballorigin = self.origin;
-
- if(!MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
- {
- entity spot = SelectSpawnPoint(true);
- setorigin(self, spot.origin);
- self.angles = spot.angles;
- }
-
- makevectors(self.angles);
- self.movetype = MOVETYPE_BOUNCE;
- self.velocity = '0 0 200';
- self.angles = '0 0 0';
- self.effects = autocvar_g_keepawayball_effects;
- self.touch = ka_TouchEvent;
- self.think = ka_RespawnBall;
- self.nextthink = time + autocvar_g_keepawayball_respawntime;
-
- Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
- Send_Effect(EFFECT_ELECTRO_COMBO, self.origin, '0 0 0', 1);
-
- WaypointSprite_Spawn(WP_KaBall, 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
- WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
-
- sound(self, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
-}
-
-void ka_TimeScoring()
-{SELFPARAM();
- if(self.owner.ballcarried)
- { // add points for holding the ball after a certain amount of time
- if(autocvar_g_keepaway_score_timepoints)
- PlayerScore_Add(self.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
-
- PlayerScore_Add(self.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
- self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
- }
-}
-
-void ka_TouchEvent() // runs any time that the ball comes in contact with something
-{SELFPARAM();
- if(gameover) { return; }
- if(!self) { return; }
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
- { // The ball fell off the map, respawn it since players can't get to it
- ka_RespawnBall();
- return;
- }
- if(other.deadflag != DEAD_NO) { return; }
- if(other.frozen) { return; }
- if (!IS_PLAYER(other))
- { // The ball just touched an object, most likely the world
- Send_Effect(EFFECT_BALL_SPARKS, self.origin, '0 0 0', 1);
- sound(self, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
- return;
- }
- else if(self.wait > time) { return; }
-
- // attach the ball to the player
- self.owner = other;
- other.ballcarried = self;
- setattachment(self, other, "");
- setorigin(self, '0 0 0');
-
- // make the ball invisible/unable to do anything/set up time scoring
- self.velocity = '0 0 0';
- self.movetype = MOVETYPE_NONE;
- self.effects |= EF_NODRAW;
- self.touch = func_null;
- self.think = ka_TimeScoring;
- self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
- self.takedamage = DAMAGE_NO;
-
- // apply effects to player
- other.glow_color = autocvar_g_keepawayball_trail_color;
- other.glow_trail = true;
- other.effects |= autocvar_g_keepaway_ballcarrier_effects;
-
- // messages and sounds
- ka_EventLog("pickup", other);
- Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_PICKUP, other.netname);
- Send_Notification(NOTIF_ALL_EXCEPT, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, other.netname);
- Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
- sound(self.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
-
- // scoring
- PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
-
- // waypoints
- WaypointSprite_AttachCarrier(WP_KaBallCarrier, other, RADARICON_FLAGCARRIER);
- other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
- WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
- WaypointSprite_Ping(other.waypointsprite_attachedforcarrier);
- WaypointSprite_Kill(self.waypointsprite_attachedforcarrier);
-}
-
-void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
-{
- entity ball;
- ball = plyr.ballcarried;
-
- if(!ball) { return; }
-
- // reset the ball
- setattachment(ball, world, "");
- ball.movetype = MOVETYPE_BOUNCE;
- ball.wait = time + 1;
- ball.touch = ka_TouchEvent;
- ball.think = ka_RespawnBall;
- ball.nextthink = time + autocvar_g_keepawayball_respawntime;
- ball.takedamage = DAMAGE_YES;
- ball.effects &= ~EF_NODRAW;
- setorigin(ball, plyr.origin + '0 0 10');
- ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
- ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P
- ball.owner = world;
-
- // reset the player effects
- plyr.glow_trail = false;
- plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
-
- // messages and sounds
- ka_EventLog("dropped", plyr);
- Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
- Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
- sound(other, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
-
- // scoring
- // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
-
- // waypoints
- WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
- WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
- WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
- WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
-}
-
-void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal
-{SELFPARAM();
- if((self.owner) && (IS_PLAYER(self.owner)))
- ka_DropEvent(self.owner);
-
- if(time < game_starttime)
- {
- self.think = ka_RespawnBall;
- self.touch = func_null;
- self.nextthink = game_starttime;
- }
- else
- ka_RespawnBall();
-}
-
-
-// ================
-// Bot player logic
-// ================
-
-void havocbot_goalrating_ball(float ratingscale, vector org)
-{SELFPARAM();
- float t;
- entity ball_owner;
- ball_owner = ka_ball.owner;
-
- if (ball_owner == self)
- return;
-
- // If ball is carried by player then hunt them down.
- if (ball_owner)
- {
- t = (self.health + self.armorvalue) / (ball_owner.health + ball_owner.armorvalue);
- navigation_routerating(ball_owner, t * ratingscale, 2000);
- }
- else // Ball has been dropped so collect.
- navigation_routerating(ka_ball, ratingscale, 2000);
-}
-
-void havocbot_role_ka_carrier()
-{SELFPARAM();
- if (self.deadflag != DEAD_NO)
- return;
-
- if (time > self.bot_strategytime)
- {
- self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
-
- navigation_goalrating_start();
- havocbot_goalrating_items(10000, self.origin, 10000);
- havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
- //havocbot_goalrating_waypoints(1, self.origin, 1000);
- navigation_goalrating_end();
- }
-
- if (!self.ballcarried)
- {
- self.havocbot_role = havocbot_role_ka_collector;
- self.bot_strategytime = 0;
- }
-}
-
-void havocbot_role_ka_collector()
-{SELFPARAM();
- if (self.deadflag != DEAD_NO)
- return;
-
- if (time > self.bot_strategytime)
- {
- self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
-
- navigation_goalrating_start();
- havocbot_goalrating_items(10000, self.origin, 10000);
- havocbot_goalrating_enemyplayers(1000, self.origin, 10000);
- havocbot_goalrating_ball(20000, self.origin);
- navigation_goalrating_end();
- }
-
- if (self.ballcarried)
- {
- self.havocbot_role = havocbot_role_ka_carrier;
- self.bot_strategytime = 0;
- }
-}
-
-
-// ==============
-// Hook Functions
-// ==============
-
-MUTATOR_HOOKFUNCTION(ka, PlayerDies)
-{SELFPARAM();
- if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
- {
- if(frag_target.ballcarried) { // add to amount of times killing carrier
- PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
- if(autocvar_g_keepaway_score_bckill) // add bckills to the score
- PlayerScore_Add(frag_attacker, SP_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
- PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
- }
-
- if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has died, drop it
- return 0;
-}
-
-MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
-{
- frag_score = 0; // no frags counted in keepaway
- return 1; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
-}
-
-MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
-{SELFPARAM();
- // clear the item used for the ball in keepaway
- self.items &= ~IT_KEY1;
-
- // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
- if(self.ballcarried)
- self.items |= IT_KEY1;
-
- return 0;
-}
-
-MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
-{SELFPARAM();
- if(MUTATOR_RETURNVALUE == 0)
- if(self.ballcarried)
- {
- ka_DropEvent(self);
- return 1;
- }
- return 0;
-}
-
-MUTATOR_HOOKFUNCTION(ka, PlayerDamage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
-{
- if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
- {
- if(frag_target == frag_attacker) // damage done to yourself
- {
- frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
- frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
- }
- else // damage done to noncarriers
- {
- frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
- frag_force *= autocvar_g_keepaway_ballcarrier_force;
- }
- }
- else if (!frag_target.ballcarried) // if the target is a noncarrier
- {
- if(frag_target == frag_attacker) // damage done to yourself
- {
- frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
- frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
- }
- else // damage done to other noncarriers
- {
- frag_damage *= autocvar_g_keepaway_noncarrier_damage;
- frag_force *= autocvar_g_keepaway_noncarrier_force;
- }
- }
- return 0;
-}
-
-MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
-{SELFPARAM();
- if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
- return 0;
-}
-
-MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
-{SELFPARAM();
- if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
- return 0;
-}
-
-MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
-{SELFPARAM();
- // 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()
-
- self.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
-
- if(self.ballcarried)
- self.effects |= autocvar_g_keepaway_ballcarrier_effects;
-
- return 0;
-}
-
-.float stat_sv_airspeedlimit_nonqw;
-.float stat_sv_maxspeed;
-
-MUTATOR_HOOKFUNCTION(ka, PlayerPhysics)
-{SELFPARAM();
- if(self.ballcarried)
- {
- self.stat_sv_airspeedlimit_nonqw *= autocvar_g_keepaway_ballcarrier_highspeed;
- self.stat_sv_maxspeed *= autocvar_g_keepaway_ballcarrier_highspeed;
- }
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
-{SELFPARAM();
- // if neither player has ball then don't attack unless the ball is on the ground
- if(!checkentity.ballcarried && !self.ballcarried && ka_ball.owner)
- return true;
- return false;
-}
-
-MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
-{SELFPARAM();
- if (self.ballcarried)
- self.havocbot_role = havocbot_role_ka_carrier;
- else
- self.havocbot_role = havocbot_role_ka_collector;
- return true;
-}
-
-MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
-{
- if(frag_target.ballcarried)
- ka_DropEvent(frag_target);
-
- return false;
-}
-
-
-// ==============
-// Initialization
-// ==============
-
-void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
-{
- entity e;
- e = spawn();
- e.model = "models/orbs/orbblue.md3";
- precache_model(e.model);
- _setmodel(e, e.model);
- 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
- e.classname = "keepawayball";
- e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
- e.takedamage = DAMAGE_YES;
- e.solid = SOLID_TRIGGER;
- e.movetype = MOVETYPE_BOUNCE;
- e.glow_color = autocvar_g_keepawayball_trail_color;
- e.glow_trail = true;
- e.flags = FL_ITEM;
- e.reset = ka_Reset;
- e.touch = ka_TouchEvent;
- e.owner = world;
- ka_ball = e;
-
- InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
-}
-
-void ka_ScoreRules()
-{
- ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, true); // SFL_SORT_PRIO_PRIMARY
- ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0);
- ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0);
- ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY);
- ScoreRules_basics_end();
-}
-
-void ka_Initialize() // run at the start of a match, initiates game mode
-{
- ka_ScoreRules();
- ka_SpawnBall();
-}
-
-
-REGISTER_MUTATOR(ka, IS_GAMETYPE(KEEPAWAY))
-{
- MUTATOR_ONADD
- {
- if(time > 1) // game loads at time 1
- error("This is a game type and it cannot be added at runtime.");
- ka_Initialize();
- }
-
- MUTATOR_ONROLLBACK_OR_REMOVE
- {
- // we actually cannot roll back ka_Initialize here
- // BUT: we don't need to! If this gets called, adding always
- // succeeds.
- }
-
- MUTATOR_ONREMOVE
- {
- LOG_INFO("This is a game type and it cannot be removed at runtime.");
- return -1;
- }
-
- return 0;
-}