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Mutators: combine headers
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_keepaway.qc
diff --git a/qcsrc/server/mutators/gamemode_keepaway.qc b/qcsrc/server/mutators/gamemode_keepaway.qc
deleted file mode 100644 (file)
index f96aada..0000000
+++ /dev/null
@@ -1,485 +0,0 @@
-#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;
-}