- wget -nv -O data/maps/stormkeep.waypoints https://gitlab.com/xonotic/xonotic-maps.pk3dir/raw/master/maps/stormkeep.waypoints\r
- wget -nv -O data/maps/stormkeep.waypoints.cache https://gitlab.com/xonotic/xonotic-maps.pk3dir/raw/master/maps/stormkeep.waypoints.cache\r
\r
- - EXPECT=20c9c4ea0364fbb611656cc0b876e02b\r
+ - EXPECT=b4bfc34b5a52ba950de9814c2c52c1c3\r
- HASH=$(${ENGINE} +exec serverbench.cfg\r
| tee /dev/stderr\r
| grep '^:'\r
alias cl_hook_gamestart_duel
alias cl_hook_gamestart_mayhem
alias cl_hook_gamestart_tmayhem
+alias cl_hook_gamestart_tka
+alias cl_hook_gamestart_surv
alias cl_hook_gameend
alias cl_hook_shutdown
alias cl_hook_activeweapon
alias sv_hook_gamestart_duel
alias sv_hook_gamestart_mayhem
alias sv_hook_gamestart_tmayhem
+alias sv_hook_gamestart_tka
+alias sv_hook_gamestart_surv
// there is currently no hook for when the match is restarted
// see sv_hook_readyrestart for previous uses of this hook
//alias sv_hook_gamerestart
alias sv_vote_gametype_hook_duel
alias sv_vote_gametype_hook_mayhem
alias sv_vote_gametype_hook_tmayhem
+alias sv_vote_gametype_hook_tka
+alias sv_vote_gametype_hook_surv
// Example preset to allow 1v1ctf to be used for the gametype voting screen.
// Aliases can have max 31 chars so the gametype can have max 9 chars.
set g_tmayhem_respawn_delay_max 0
set g_tmayhem_respawn_waves 0
set g_tmayhem_weapon_stay 0
+set g_tka_respawn_delay_small 0
+set g_tka_respawn_delay_small_count 0
+set g_tka_respawn_delay_large 0
+set g_tka_respawn_delay_large_count 0
+set g_tka_respawn_delay_max 0
+set g_tka_respawn_waves 0
+set g_tka_weapon_stay 0
+set g_surv_respawn_delay_small 0
+set g_surv_respawn_delay_small_count 0
+set g_surv_respawn_delay_large 0
+set g_surv_respawn_delay_large_count 0
+set g_surv_respawn_delay_max 0
+set g_surv_respawn_waves 0
+set g_surv_weapon_stay 0
// =========
set g_tmayhem_teams 2 "how many teams are in team mayhem (set by mapinfo)"
set g_tmayhem_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
set g_tmayhem_teams_override 0 "how many teams are in team mayhem"
+
+// ===============
+// team keepaway
+// ===============
+set g_tka 0 "another game mode which focuses around a ball"
+set g_tka_on_ka_maps 1 "when this is set, all KA maps automatically support TKA"
+set g_tka_on_tdm_maps 0 "when this is set, all TDM maps automatically support TKA"
+set g_tka_teams 2 "how many teams are in team keepaway (set by mapinfo)"
+set g_tka_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
+set g_tka_teams_override 0 "how many teams are in team keepaway"
+set g_tka_point_limit -1 "TKA point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set g_tka_point_leadlimit -1 "TKA point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set g_tka_score_team 1 "allow points to be awarded to teammates for any kill when the ball is in your team's possession"
+set g_tka_score_bckill 1 "points for killing the ball barrier (Ball Carrier Kill)"
+set g_tka_score_killac 1 "points for kills while holding the ball (Kill As Carrier)"
+set g_tka_score_timeinterval 1 "amount of time it takes between intervals for timepoints to be added to the score"
+set g_tka_score_timepoints 0 "points to add to score per timeinterval, 0 for no points"
+set g_tka_ballcarrier_effects 8 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
+set g_tka_ballcarrier_highspeed 1 "speed multiplier done to the person holding the ball (recommended when used with some mutators)"
+set g_tka_ballcarrier_damage 1 "damage multiplier while holding the ball"
+set g_tka_ballcarrier_force 1 "force multiplier while holding the ball"
+set g_tka_ballcarrier_selfdamage 1 "self damage multiplier while holding the ball"
+set g_tka_ballcarrier_selfforce 1 "self force multiplier while holding the ball"
+set g_tka_noncarrier_warn 1 "warn players when they kill without holding the ball"
+set g_tka_noncarrier_damage 1 "damage done to other players if both you and they don't have the ball"
+set g_tka_noncarrier_force 1 "force done to other players if both you and they don't have the ball"
+set g_tka_noncarrier_selfdamage 1 "self damage if you don't have the ball"
+set g_tka_noncarrier_selfforce 1 "self force if you don't have the ball"
+set g_tkaball_effects 8 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
+set g_tkaball_trail_color 254 "particle trail color from player/ball"
+set g_tkaball_damageforcescale 2 "Scale of force which is applied to the ball by weapons/explosions/etc"
+set g_tkaball_respawntime 10 "if no one picks up the ball, how long to wait until the ball respawns"
+
+// ==========
+// survival
+// ==========
+set g_survival 0 "Survival: identify and eliminate all the hunters before all your allies are gone"
+set g_survival_not_lms_maps 0 "when this is set, LMS maps will NOT be listed in survival"
+set g_survival_hunter_count 0.25 "number of players who will become hunters, set between 0 and 0.9 to use a multiplier of the current players, or 1 and above to specify an exact number of players"
+set g_survival_punish_teamkill 1 "kill the player when they kill an ally"
+set g_survival_reward_survival 1 "give a point to all surviving players if the round timelimit is reached, in addition to the points given for kills"
+set g_survival_warmup 10 "how long the players will have time to run around the map before the round starts"
+set g_survival_round_timelimit 120 "round time limit in seconds"
-mesh,models/ctf/flag_red.tga
-mesh2,models/ctf/banner_red.tga
-mesh3,models/ctf/glow_red.tga
\ No newline at end of file
+mesh,models/ctf/flag.tga
+mesh2,models/ctf/banner.tga
+mesh3,models/ctf/glow.tga
\ No newline at end of file
+++ /dev/null
-mesh,models/ctf/flag_blue.tga
-mesh2,models/ctf/banner_blue.tga
-mesh3,models/ctf/glow_blue.tga
\ No newline at end of file
+++ /dev/null
-mesh,models/ctf/flag_yellow.tga
-mesh2,models/ctf/banner_yellow.tga
-mesh3,models/ctf/glow_yellow.tga
\ No newline at end of file
+++ /dev/null
-mesh,models/ctf/flag_pink.tga
-mesh2,models/ctf/banner_pink.tga
-mesh3,models/ctf/glow_pink.tga
\ No newline at end of file
+++ /dev/null
-mesh,models/ctf/flag_neutral.tga
-mesh2,models/ctf/banner_neutral.tga
-mesh3,models/ctf/glow_neutral.tga
\ No newline at end of file
{ WriteByte(chan, ent.sv_solid); },
{ ent.sv_solid = ReadByte(); })
+// gamemode specific player survival status (independent of score and frags)
+ENTCS_PROP(SURVIVAL_STATUS, true, survival_status, survival_status, ENTCS_SET_NORMAL,
+ { WriteShort(chan, ent.survival_status); },
+ { ent.survival_status = ReadShort(); })
+
#ifdef SVQC
int ENTCS_PUBLICMASK = 0, ENTCS_PRIVATEMASK = 0;
#include <common/gamemodes/gamemode/nexball/_mod.inc>
#include <common/gamemodes/gamemode/onslaught/_mod.inc>
#include <common/gamemodes/gamemode/race/_mod.inc>
+#include <common/gamemodes/gamemode/survival/_mod.inc>
#include <common/gamemodes/gamemode/tdm/_mod.inc>
+#include <common/gamemodes/gamemode/tka/_mod.inc>
#include <common/gamemodes/gamemode/tmayhem/_mod.inc>
#include <common/gamemodes/gamemode/nexball/_mod.qh>
#include <common/gamemodes/gamemode/onslaught/_mod.qh>
#include <common/gamemodes/gamemode/race/_mod.qh>
+#include <common/gamemodes/gamemode/survival/_mod.qh>
#include <common/gamemodes/gamemode/tdm/_mod.qh>
+#include <common/gamemodes/gamemode/tka/_mod.qh>
#include <common/gamemodes/gamemode/tmayhem/_mod.qh>
flag.nextthink = time + FLAG_THINKRATE;
flag.ctf_status = FLAG_BASE;
+ // set correct team colors
+ flag.glowmod = Team_ColorRGB(teamnum);
+ flag.colormap = (teamnum) ? (teamnum - 1) * 0x11 : 0x00;
+ flag.colormap |= BIT(10); // RENDER_COLORMAPPED
+
// crudely force them all to 0
if(autocvar_g_ctf_score_ignore_fields)
flag.cnt = flag.score_assist = flag.score_team_capture = flag.score_capture = flag.score_drop = flag.score_pickup = flag.score_return = 0;
}
}
-MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in damage.qc
+MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
M_ARGV(4, float) *= autocvar_g_keepaway_ballcarrier_selfdamage;
M_ARGV(6, vector) *= autocvar_g_keepaway_ballcarrier_selfforce;
}
- else // damage done to noncarriers
+ else // damage done to other ballcarriers
{
M_ARGV(4, float) *= autocvar_g_keepaway_ballcarrier_damage;
M_ARGV(6, vector) *= autocvar_g_keepaway_ballcarrier_force;
}
}
- else // if the target is a noncarrier
+ else // if the attacker is a noncarrier
{
if(frag_target == frag_attacker) // damage done to yourself
{
--- /dev/null
+// generated file; do not modify
+#include <common/gamemodes/gamemode/survival/survival.qc>
+#ifdef CSQC
+ #include <common/gamemodes/gamemode/survival/cl_survival.qc>
+#endif
+#ifdef SVQC
+ #include <common/gamemodes/gamemode/survival/sv_survival.qc>
+#endif
--- /dev/null
+// generated file; do not modify
+#include <common/gamemodes/gamemode/survival/survival.qh>
+#ifdef CSQC
+ #include <common/gamemodes/gamemode/survival/cl_survival.qh>
+#endif
+#ifdef SVQC
+ #include <common/gamemodes/gamemode/survival/sv_survival.qh>
+#endif
--- /dev/null
+#include "cl_survival.qh"
+
+#include <client/draw.qh>
+#include <client/hud/panel/modicons.qh>
+
+void HUD_Mod_Survival(vector pos, vector mySize)
+{
+ mod_active = 1; // survival should always show the mod HUD
+
+ int mystatus = entcs_receiver(player_localnum).survival_status;
+ string player_text = "";
+ vector player_color = '1 1 1';
+ //string player_icon = "";
+ if(mystatus == SURV_STATUS_HUNTER)
+ {
+ player_text = _("Hunter");
+ player_color = '1 0 0';
+ //player_icon = "player_red";
+ }
+ else if(mystatus == SURV_STATUS_PREY)
+ {
+ player_text = _("Survivor");
+ player_color = '0 1 0';
+ //player_icon = "player_neutral";
+ }
+ else
+ {
+ // if the player has no valid status, don't draw anything
+ return;
+ }
+
+ drawstring_aspect(pos, player_text, vec2(mySize.x, mySize.y), player_color, panel_fg_alpha, DRAWFLAG_NORMAL);
+}
+
+REGISTER_MUTATOR(cl_surv, true);
+
+MUTATOR_HOOKFUNCTION(cl_surv, ForcePlayercolors_Skip, CBC_ORDER_LAST)
+{
+ if(!ISGAMETYPE(SURVIVAL))
+ return false;
+
+ entity player = M_ARGV(0, entity);
+ entity e = entcs_receiver(player.entnum - 1);
+ int surv_status = ((e) ? e.survival_status : 0);
+ int mystatus = entcs_receiver(player_localnum).survival_status;
+
+ int plcolor = SURV_COLOR_PREY; // default to survivor
+ if((mystatus == SURV_STATUS_HUNTER || intermission || STAT(GAME_STOPPED)) && surv_status == SURV_STATUS_HUNTER)
+ plcolor = SURV_COLOR_HUNTER;
+
+ player.colormap = 1024 + plcolor;
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(cl_surv, DrawScoreboard_Force)
+{
+ // show the scoreboard when the round ends, so players can see who the hunter was
+ return STAT(GAME_STOPPED);
+}
--- /dev/null
+#pragma once
+
+void HUD_Mod_Survival(vector pos, vector mySize);
--- /dev/null
+#include "survival.qh"
--- /dev/null
+#pragma once
+
+#include <common/gamemodes/gamemode/lms/lms.qh>
+#include <common/mapinfo.qh>
+
+#ifdef CSQC
+void HUD_Mod_Survival(vector pos, vector mySize);
+#endif
+CLASS(Survival, Gametype)
+ INIT(Survival)
+ {
+ this.gametype_init(this, _("Survival"), "surv", "g_survival", GAMETYPE_FLAG_USEPOINTS, "", "timelimit=20 pointlimit=12", _("Identify and eliminate all the hunters before all your allies are gone"));
+ }
+ METHOD(Survival, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
+ {
+ return true;
+ }
+ METHOD(Survival, m_isForcedSupported, bool(Gametype this))
+ {
+ if(!cvar("g_survival_not_lms_maps"))
+ {
+ // if this is unset, all LMS maps support Survival too
+ if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_LMS.m_flags))
+ return true; // TODO: references another gametype (alternatively, we could check which gamemodes are always enabled and append this if any are supported)
+ }
+ return false;
+ }
+#ifdef CSQC
+ ATTRIB(Survival, m_modicons, void(vector pos, vector mySize), HUD_Mod_Survival);
+#endif
+ENDCLASS(Survival)
+REGISTER_GAMETYPE(SURVIVAL, NEW(Survival));
+
+#ifdef GAMEQC
+// shared state signalling the player's survival status
+.int survival_status;
+const int SURV_STATUS_PREY = 1;
+const int SURV_STATUS_HUNTER = 2;
+
+// hardcoded player colors for survival
+const int SURV_COLOR_PREY = 51; // green
+const int SURV_COLOR_HUNTER = 68; // red
+#endif
--- /dev/null
+#include "sv_survival.qh"
+
+float autocvar_g_survival_hunter_count = 0.25;
+float autocvar_g_survival_round_timelimit = 120;
+float autocvar_g_survival_warmup = 10;
+bool autocvar_g_survival_punish_teamkill = true;
+bool autocvar_g_survival_reward_survival = true;
+
+void nades_Clear(entity player);
+
+void Surv_UpdateScores(bool timed_out)
+{
+ // give players their hard-earned kills now that the round is over
+ FOREACH_CLIENT(true,
+ {
+ it.totalfrags += it.survival_validkills;
+ if(it.survival_validkills)
+ GameRules_scoring_add(it, SCORE, it.survival_validkills);
+ it.survival_validkills = 0;
+ // player survived the round
+ if(IS_PLAYER(it) && !IS_DEAD(it))
+ {
+ if(autocvar_g_survival_reward_survival && timed_out && it.survival_status == SURV_STATUS_PREY)
+ GameRules_scoring_add(it, SCORE, 1); // reward survivors who make it to the end of the round time limit
+ if(it.survival_status == SURV_STATUS_PREY)
+ GameRules_scoring_add(it, SURV_SURVIVALS, 1);
+ else if(it.survival_status == SURV_STATUS_HUNTER)
+ GameRules_scoring_add(it, SURV_HUNTS, 1);
+ }
+ });
+}
+
+float Surv_CheckWinner()
+{
+ if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
+ {
+ // if the match times out, survivors win too!
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_SURVIVAL_SURVIVOR_WIN);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SURVIVAL_SURVIVOR_WIN);
+ FOREACH_CLIENT(true,
+ {
+ if(IS_PLAYER(it))
+ nades_Clear(it);
+ });
+
+ Surv_UpdateScores(true);
+
+ allowed_to_spawn = false;
+ game_stopped = true;
+ round_handler_Init(5, autocvar_g_survival_warmup, autocvar_g_survival_round_timelimit);
+ return 1;
+ }
+
+ int survivor_count = 0, hunter_count = 0;
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ if(it.survival_status == SURV_STATUS_PREY)
+ survivor_count++;
+ else if(it.survival_status == SURV_STATUS_HUNTER)
+ hunter_count++;
+ });
+ if(survivor_count > 0 && hunter_count > 0)
+ {
+ return 0;
+ }
+
+ if(hunter_count > 0) // hunters win
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_SURVIVAL_HUNTER_WIN);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SURVIVAL_HUNTER_WIN);
+ }
+ else if(survivor_count > 0) // survivors win
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_SURVIVAL_SURVIVOR_WIN);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SURVIVAL_SURVIVOR_WIN);
+ }
+ else
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
+ }
+
+ Surv_UpdateScores(false);
+
+ allowed_to_spawn = false;
+ game_stopped = true;
+ round_handler_Init(5, autocvar_g_survival_warmup, autocvar_g_survival_round_timelimit);
+
+ FOREACH_CLIENT(true,
+ {
+ if(IS_PLAYER(it))
+ nades_Clear(it);
+ });
+
+ return 1;
+}
+
+void Surv_RoundStart()
+{
+ allowed_to_spawn = boolean(warmup_stage);
+ int playercount = 0;
+ FOREACH_CLIENT(true,
+ {
+ if(IS_PLAYER(it) && !IS_DEAD(it))
+ {
+ ++playercount;
+ it.survival_status = SURV_STATUS_PREY;
+ }
+ else
+ it.survival_status = 0; // this is mostly a safety check; if a client manages to somehow maintain a survival status, clear it before the round starts!
+ it.survival_validkills = 0;
+ });
+ int hunter_count = bound(1, ((autocvar_g_survival_hunter_count >= 1) ? autocvar_g_survival_hunter_count : floor(playercount * autocvar_g_survival_hunter_count)), playercount - 1); // 20%, but ensure at least 1 and less than total
+ int total_hunters = 0;
+ FOREACH_CLIENT_RANDOM(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ if(total_hunters >= hunter_count)
+ break;
+ total_hunters++;
+ it.survival_status = SURV_STATUS_HUNTER;
+ });
+
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ if(it.survival_status == SURV_STATUS_PREY)
+ Send_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CENTER_SURVIVAL_SURVIVOR);
+ else if(it.survival_status == SURV_STATUS_HUNTER)
+ Send_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CENTER_SURVIVAL_HUNTER);
+ });
+}
+
+bool Surv_CheckPlayers()
+{
+ static int prev_missing_players;
+ allowed_to_spawn = true;
+ int playercount = 0;
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ ++playercount;
+ });
+ if (playercount >= 2)
+ {
+ if(prev_missing_players > 0)
+ Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_PLAYERS);
+ prev_missing_players = -1;
+ return true;
+ }
+ if(playercount == 0)
+ {
+ if(prev_missing_players > 0)
+ Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_PLAYERS);
+ prev_missing_players = -1;
+ return false;
+ }
+ // if we get here, only 1 player is missing
+ if(prev_missing_players != 1)
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_PLAYERS, 1);
+ prev_missing_players = 1;
+ }
+ return false;
+}
+
+bool surv_isEliminated(entity e)
+{
+ if(INGAME_JOINED(e) && (IS_DEAD(e) || e.frags == FRAGS_PLAYER_OUT_OF_GAME))
+ return true;
+ if(INGAME_JOINING(e))
+ return true;
+ return false;
+}
+
+void surv_Initialize() // run at the start of a match, initiates game mode
+{
+ GameRules_scoring(0, SFL_SORT_PRIO_PRIMARY, 0, {
+ field(SP_SURV_SURVIVALS, "survivals", 0);
+ field(SP_SURV_HUNTS, "hunts", SFL_SORT_PRIO_SECONDARY);
+ });
+
+ allowed_to_spawn = true;
+ round_handler_Spawn(Surv_CheckPlayers, Surv_CheckWinner, Surv_RoundStart);
+ round_handler_Init(5, autocvar_g_survival_warmup, autocvar_g_survival_round_timelimit);
+ EliminatedPlayers_Init(surv_isEliminated);
+}
+
+
+// ==============
+// Hook Functions
+// ==============
+
+MUTATOR_HOOKFUNCTION(surv, ClientObituary)
+{
+ // in survival, announcing a frag would tell everyone who the hunter is
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ if(IS_PLAYER(frag_attacker) && frag_attacker != frag_target)
+ {
+ float frag_deathtype = M_ARGV(3, float);
+ entity wep_ent = M_ARGV(4, entity);
+ // "team" kill, a point is awarded to the player by default so we must take it away plus an extra one
+ // unless the player is going to be punished for suicide, in which case just remove one
+ if(frag_attacker.survival_status == frag_target.survival_status)
+ GiveFrags(frag_attacker, frag_target, ((autocvar_g_survival_punish_teamkill) ? -1 : -2), frag_deathtype, wep_ent.weaponentity_fld);
+ }
+
+ if(frag_attacker.survival_status == SURV_STATUS_HUNTER)
+ M_ARGV(5, bool) = true; // anonymous attacker
+}
+
+MUTATOR_HOOKFUNCTION(surv, PlayerPreThink)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(IS_PLAYER(player) || INGAME_JOINED(player))
+ {
+ // update the scoreboard colour display to out the real killer at the end of the round
+ // running this every frame to avoid cheats
+ int plcolor = SURV_COLOR_PREY;
+ if(player.survival_status == SURV_STATUS_HUNTER && game_stopped)
+ plcolor = SURV_COLOR_HUNTER;
+ setcolor(player, plcolor);
+ }
+}
+
+MUTATOR_HOOKFUNCTION(surv, PlayerSpawn)
+{
+ entity player = M_ARGV(0, entity);
+
+ player.survival_status = 0;
+ player.survival_validkills = 0;
+ INGAME_STATUS_SET(player, INGAME_STATUS_JOINED);
+ if (!warmup_stage)
+ eliminatedPlayers.SendFlags |= 1;
+}
+
+MUTATOR_HOOKFUNCTION(surv, ForbidSpawn)
+{
+ entity player = M_ARGV(0, entity);
+
+ // spectators / observers that weren't playing can join; they are
+ // immediately forced to observe in the PutClientInServer hook
+ // this way they are put in a team and can play in the next round
+ if (!allowed_to_spawn && INGAME(player))
+ return true;
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(surv, PutClientInServer)
+{
+ entity player = M_ARGV(0, entity);
+
+ if (!allowed_to_spawn && IS_PLAYER(player)) // this is true even when player is trying to join
+ {
+ TRANSMUTE(Observer, player);
+ if (CS(player).jointime != time && !INGAME(player)) // not when connecting
+ {
+ INGAME_STATUS_SET(player, INGAME_STATUS_JOINING);
+ Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_JOIN_LATE);
+ }
+ }
+}
+
+MUTATOR_HOOKFUNCTION(surv, reset_map_players)
+{
+ FOREACH_CLIENT(true, {
+ CS(it).killcount = 0;
+ it.survival_status = 0;
+ if (INGAME(it) || IS_BOT_CLIENT(it))
+ {
+ TRANSMUTE(Player, it);
+ INGAME_STATUS_SET(it, INGAME_STATUS_JOINED);
+ PutClientInServer(it);
+ }
+ });
+ bot_relinkplayerlist();
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(surv, reset_map_global)
+{
+ allowed_to_spawn = true;
+ return true;
+}
+
+entity surv_LastPlayerForTeam(entity this)
+{
+ entity last_pl = NULL;
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
+ if (!IS_DEAD(it) && this.survival_status == it.survival_status)
+ {
+ if (!last_pl)
+ last_pl = it;
+ else
+ return NULL;
+ }
+ });
+ return last_pl;
+}
+
+void surv_LastPlayerForTeam_Notify(entity this)
+{
+ if (!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted())
+ {
+ entity pl = surv_LastPlayerForTeam(this);
+ if (pl)
+ Send_Notification(NOTIF_ONE_ONLY, pl, MSG_CENTER, CENTER_ALONE);
+ }
+}
+
+MUTATOR_HOOKFUNCTION(surv, PlayerDies)
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ float frag_deathtype = M_ARGV(3, float);
+
+ surv_LastPlayerForTeam_Notify(frag_target);
+ if (!allowed_to_spawn)
+ {
+ frag_target.respawn_flags = RESPAWN_SILENT;
+ // prevent unwanted sudden rejoin as spectator and movement of spectator camera
+ frag_target.respawn_time = time + 2;
+ }
+ frag_target.respawn_flags |= RESPAWN_FORCE;
+ if (!warmup_stage)
+ {
+ eliminatedPlayers.SendFlags |= 1;
+ if (IS_BOT_CLIENT(frag_target))
+ bot_clearqueue(frag_target);
+ }
+
+ // killed an ally! punishment is death
+ if(autocvar_g_survival_punish_teamkill && frag_attacker != frag_target && IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker.survival_status == frag_target.survival_status && !ITEM_DAMAGE_NEEDKILL(frag_deathtype))
+ if(!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted()) // don't autokill if the round hasn't
+ Damage(frag_attacker, frag_attacker, frag_attacker, 100000, DEATH_MIRRORDAMAGE.m_id, DMG_NOWEP, frag_attacker.origin, '0 0 0');
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(surv, ClientDisconnect)
+{
+ entity player = M_ARGV(0, entity);
+
+ if (IS_PLAYER(player) && !IS_DEAD(player))
+ surv_LastPlayerForTeam_Notify(player);
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(surv, MakePlayerObserver)
+{
+ entity player = M_ARGV(0, entity);
+ bool is_forced = M_ARGV(1, bool);
+ if (is_forced && INGAME(player))
+ INGAME_STATUS_CLEAR(player);
+
+ if (IS_PLAYER(player) && !IS_DEAD(player))
+ surv_LastPlayerForTeam_Notify(player);
+ if (player.killindicator_teamchange == -2) // player wants to spectate
+ INGAME_STATUS_CLEAR(player);
+ if (INGAME(player))
+ player.frags = FRAGS_PLAYER_OUT_OF_GAME;
+ if (!warmup_stage)
+ eliminatedPlayers.SendFlags |= 1;
+ if (!INGAME(player))
+ {
+ player.survival_validkills = 0;
+ player.survival_status = 0;
+ return false; // allow team reset
+ }
+ return true; // prevent team reset
+}
+
+MUTATOR_HOOKFUNCTION(surv, Scores_CountFragsRemaining)
+{
+ // announce remaining frags?
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(surv, GiveFragsForKill, CBC_ORDER_FIRST)
+{
+ entity frag_attacker = M_ARGV(0, entity);
+ if(!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted())
+ frag_attacker.survival_validkills += M_ARGV(2, float);
+ M_ARGV(2, float) = 0; // score will be given to the winner when the round ends
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(surv, AddPlayerScore)
+{
+ entity scorefield = M_ARGV(0, entity);
+ if(scorefield == SP_KILLS || scorefield == SP_DEATHS || scorefield == SP_SUICIDES || scorefield == SP_DMG || scorefield == SP_DMGTAKEN)
+ M_ARGV(1, float) = 0; // don't report that the player has killed or been killed, that would out them as a hunter!
+}
+
+MUTATOR_HOOKFUNCTION(surv, CalculateRespawnTime)
+{
+ // no respawn calculations needed, player is forced to spectate anyway
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(surv, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
+{
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), {
+ if (IS_PLAYER(it) || INGAME_JOINED(it))
+ ++M_ARGV(0, int);
+ ++M_ARGV(1, int);
+ });
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(surv, ClientCommand_Spectate)
+{
+ entity player = M_ARGV(0, entity);
+
+ if (INGAME(player))
+ {
+ // they're going to spec, we can do other checks
+ if (autocvar_sv_spectate && (IS_SPEC(player) || IS_OBSERVER(player)))
+ Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_LEAVE);
+ return MUT_SPECCMD_FORCE;
+ }
+
+ return MUT_SPECCMD_CONTINUE;
+}
+
+MUTATOR_HOOKFUNCTION(surv, BotShouldAttack)
+{
+ entity bot = M_ARGV(0, entity);
+ entity targ = M_ARGV(1, entity);
+
+ if(targ.survival_status == bot.survival_status)
+ return true;
+}
--- /dev/null
+#pragma once
+
+#include <common/mutators/base.qh>
+#include <common/scores.qh>
+void surv_Initialize();
+
+REGISTER_MUTATOR(surv, false)
+{
+ MUTATOR_STATIC();
+ MUTATOR_ONADD
+ {
+ surv_Initialize();
+ }
+ return false;
+}
+
+.int survival_validkills; // store the player's valid kills to be given at the end of the match (avoid exposing their score until then)
--- /dev/null
+// generated file; do not modify
+#include <common/gamemodes/gamemode/tka/tka.qc>
+#ifdef CSQC
+ #include <common/gamemodes/gamemode/tka/cl_tka.qc>
+#endif
+#ifdef SVQC
+ #include <common/gamemodes/gamemode/tka/sv_tka.qc>
+#endif
--- /dev/null
+// generated file; do not modify
+#include <common/gamemodes/gamemode/tka/tka.qh>
+#ifdef CSQC
+ #include <common/gamemodes/gamemode/tka/cl_tka.qh>
+#endif
+#ifdef SVQC
+ #include <common/gamemodes/gamemode/tka/sv_tka.qh>
+#endif
--- /dev/null
+#include "cl_tka.qh"
+
+#include <client/draw.qh>
+#include <client/hud/panel/modicons.qh>
+
+// Keepaway HUD mod icon
+int tkaball_prevstatus; // last remembered status
+float tkaball_statuschange_time; // time when the status changed
+
+// we don't need to reset for team keepaway since it immediately
+// autocorrects prevstatus as to if the player has the ball or not
+
+void HUD_Mod_TeamKeepaway(vector pos, vector mySize)
+{
+ mod_active = 1; // team keepaway should always show the mod HUD
+
+ float tkaball_alpha = blink(0.85, 0.15, 5);
+
+ int stat_items = STAT(TKA_BALLSTATUS);
+ int tkaball = (stat_items & TKA_BALL_CARRYING);
+
+ if(tkaball != tkaball_prevstatus)
+ {
+ tkaball_statuschange_time = time;
+ tkaball_prevstatus = tkaball;
+ }
+
+ vector tkaball_pos, tkaball_size;
+
+ if(mySize.x > mySize.y) {
+ tkaball_pos = pos + eX * 0.25 * mySize.x;
+ tkaball_size = vec2(0.5 * mySize.x, mySize.y);
+ } else {
+ tkaball_pos = pos + eY * 0.25 * mySize.y;
+ tkaball_size = vec2(mySize.x, 0.5 * mySize.y);
+ }
+
+ float tkaball_statuschange_elapsedtime = time - tkaball_statuschange_time;
+ float f = bound(0, tkaball_statuschange_elapsedtime*2, 1);
+
+ if(tkaball_prevstatus && f < 1)
+ drawpic_aspect_skin_expanding(tkaball_pos, "keepawayball_carrying", tkaball_size, '1 1 1', panel_fg_alpha * tkaball_alpha, DRAWFLAG_NORMAL, f);
+
+ if(stat_items & TKA_BALL_CARRYING) // TODO: unique team based icon while carrying
+ drawpic_aspect_skin(pos, "keepawayball_carrying", vec2(mySize.x, mySize.y), '1 1 1', panel_fg_alpha * tkaball_alpha * f, DRAWFLAG_NORMAL);
+ else if(stat_items & TKA_BALL_TAKEN_RED)
+ drawpic_aspect_skin(pos, "tka_taken_red", vec2(mySize.x, mySize.y), '1 1 1', panel_fg_alpha * tkaball_alpha * f, DRAWFLAG_NORMAL);
+ else if(stat_items & TKA_BALL_TAKEN_BLUE)
+ drawpic_aspect_skin(pos, "tka_taken_blue", vec2(mySize.x, mySize.y), '1 1 1', panel_fg_alpha * tkaball_alpha * f, DRAWFLAG_NORMAL);
+ else if(stat_items & TKA_BALL_TAKEN_YELLOW)
+ drawpic_aspect_skin(pos, "tka_taken_yellow", vec2(mySize.x, mySize.y), '1 1 1', panel_fg_alpha * tkaball_alpha * f, DRAWFLAG_NORMAL);
+ else if(stat_items & TKA_BALL_TAKEN_PINK)
+ drawpic_aspect_skin(pos, "tka_taken_pink", vec2(mySize.x, mySize.y), '1 1 1', panel_fg_alpha * tkaball_alpha * f, DRAWFLAG_NORMAL);
+}
--- /dev/null
+#pragma once
+
+void HUD_Mod_TeamKeepaway(vector pos, vector mySize);
--- /dev/null
+#include "sv_tka.qh"
+
+#include <common/effects/all.qh>
+
+.entity ballcarried;
+
+int autocvar_g_tka_ballcarrier_effects;
+float autocvar_g_tka_ballcarrier_damage;
+float autocvar_g_tka_ballcarrier_force;
+float autocvar_g_tka_ballcarrier_highspeed;
+float autocvar_g_tka_ballcarrier_selfdamage;
+float autocvar_g_tka_ballcarrier_selfforce;
+float autocvar_g_tka_noncarrier_damage;
+float autocvar_g_tka_noncarrier_force;
+float autocvar_g_tka_noncarrier_selfdamage;
+float autocvar_g_tka_noncarrier_selfforce;
+bool autocvar_g_tka_noncarrier_warn;
+int autocvar_g_tka_score_bckill;
+int autocvar_g_tka_score_killac;
+bool autocvar_g_tka_score_team;
+int autocvar_g_tka_score_timepoints;
+float autocvar_g_tka_score_timeinterval;
+float autocvar_g_tkaball_damageforcescale;
+int autocvar_g_tkaball_effects;
+float autocvar_g_tkaball_respawntime;
+int autocvar_g_tkaball_trail_color;
+
+bool tka_ballcarrier_waypointsprite_visible_for_player(entity this, entity player, entity view) // runs on waypoints which are attached to ballcarriers, updates once per frame
+{
+ if(view.ballcarried)
+ if(IS_SPEC(player))
+ 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 tka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
+{
+ if(autocvar_sv_eventlog)
+ GameLogEcho(strcat(":tka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.team), ":", ftos(actor.playerid))) : "")));
+}
+
+void tka_TouchEvent(entity this, entity toucher);
+void tka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
+{
+ if(game_stopped) return;
+ vector oldballorigin = this.origin;
+
+ if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
+ setorigin(this, SelectSpawnPoint(this, true).origin);
+
+ set_movetype(this, MOVETYPE_BOUNCE);
+ this.velocity = '0 0 200';
+ this.angles = '0 0 0';
+ this.effects = autocvar_g_tkaball_effects;
+ settouch(this, tka_TouchEvent);
+ setthink(this, tka_RespawnBall);
+ this.nextthink = time + autocvar_g_tkaball_respawntime;
+ navigation_dynamicgoal_set(this, NULL);
+
+ Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
+ Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
+
+ WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
+ WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
+
+ sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
+}
+
+void tka_TimeScoring(entity this)
+{
+ if(this.owner.ballcarried)
+ { // add points for holding the ball after a certain amount of time
+ if(autocvar_g_tka_score_timepoints)
+ GameRules_scoring_add_team(this.owner, SCORE, autocvar_g_tka_score_timepoints);
+
+ GameRules_scoring_add(this.owner, TKA_BCTIME, (autocvar_g_tka_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
+ this.nextthink = time + autocvar_g_tka_score_timeinterval;
+ }
+}
+
+void tka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
+{
+ if (!this || game_stopped)
+ return;
+
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+ { // The ball fell off the map, respawn it since players can't get to it
+ tka_RespawnBall(this);
+ return;
+ }
+ if(toucher.ballcarried) { return; }
+ if(IS_DEAD(toucher)) { return; }
+ if(STAT(FROZEN, toucher)) { return; }
+ if (!IS_PLAYER(toucher))
+ { // The ball just touched an object, most likely the world
+ Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
+ sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
+ return;
+ }
+ else if(this.wait > time) { return; }
+
+ // attach the ball to the player
+ this.owner = toucher;
+ toucher.ballcarried = this;
+ GameRules_scoring_vip(toucher, true);
+ setattachment(this, toucher, "");
+ setorigin(this, '0 0 0');
+
+ // make the ball invisible/unable to do anything/set up time scoring
+ this.velocity = '0 0 0';
+ set_movetype(this, MOVETYPE_NONE);
+ this.effects |= EF_NODRAW;
+ settouch(this, func_null);
+ setthink(this, tka_TimeScoring);
+ this.nextthink = time + autocvar_g_tka_score_timeinterval;
+ this.takedamage = DAMAGE_NO;
+ navigation_dynamicgoal_unset(this);
+
+ // apply effects to player
+ toucher.glow_color = autocvar_g_tkaball_trail_color;
+ toucher.glow_trail = true;
+ toucher.effects |= autocvar_g_tka_ballcarrier_effects;
+
+ // messages and sounds
+ tka_EventLog("pickup", toucher);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname);
+ Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname);
+ Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
+ sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
+
+ // scoring
+ GameRules_scoring_add(toucher, TKA_PICKUPS, 1);
+
+ // waypoints
+ WaypointSprite_AttachCarrier(WP_Null, toucher, RADARICON_FLAGCARRIER);
+ toucher.waypointsprite_attachedforcarrier.colormod = colormapPaletteColor(toucher.team - 1, 0);
+ toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = tka_ballcarrier_waypointsprite_visible_for_player;
+ WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, toucher.team, SPRITERULE_TEAMPLAY);
+ if(toucher.team == NUM_TEAM_1)
+ WaypointSprite_UpdateSprites(toucher.waypointsprite_attachedforcarrier, WP_TkaBallCarrierRed, WP_KaBallCarrier, WP_TkaBallCarrierRed);
+ else if(toucher.team == NUM_TEAM_2)
+ WaypointSprite_UpdateSprites(toucher.waypointsprite_attachedforcarrier, WP_TkaBallCarrierBlue, WP_KaBallCarrier, WP_TkaBallCarrierBlue);
+ else if(toucher.team == NUM_TEAM_3)
+ WaypointSprite_UpdateSprites(toucher.waypointsprite_attachedforcarrier, WP_TkaBallCarrierYellow, WP_KaBallCarrier, WP_TkaBallCarrierYellow);
+ else if(toucher.team == NUM_TEAM_4)
+ WaypointSprite_UpdateSprites(toucher.waypointsprite_attachedforcarrier, WP_TkaBallCarrierPink, WP_KaBallCarrier, WP_TkaBallCarrierPink);
+ WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier);
+ WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
+}
+
+void tka_PlayerReset(entity player)
+{
+ player.ballcarried = NULL;
+ GameRules_scoring_vip(player, false);
+ WaypointSprite_Kill(player.waypointsprite_attachedforcarrier);
+
+ // reset the player effects
+ player.glow_trail = false;
+ player.effects &= ~autocvar_g_tka_ballcarrier_effects;
+}
+
+void tka_DropEvent(entity player) // runs any time that a player is supposed to lose the ball
+{
+ entity ball;
+ ball = player.ballcarried;
+
+ if(!ball) { return; }
+
+ // reset the ball
+ setattachment(ball, NULL, "");
+ set_movetype(ball, MOVETYPE_BOUNCE);
+ ball.wait = time + 1;
+ settouch(ball, tka_TouchEvent);
+ setthink(ball, tka_RespawnBall);
+ ball.nextthink = time + autocvar_g_tkaball_respawntime;
+ ball.takedamage = DAMAGE_YES;
+ ball.effects &= ~EF_NODRAW;
+ setorigin(ball, player.origin + '0 0 10');
+ ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
+ ball.owner = NULL;
+ navigation_dynamicgoal_set(ball, player);
+
+ // messages and sounds
+ tka_EventLog("dropped", player);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, player.netname);
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, player.netname);
+ sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
+
+ // waypoints
+ WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
+ WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
+ WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
+
+ tka_PlayerReset(player);
+}
+
+.bool pushable;
+
+MODEL(TKA_BALL, "models/orbs/orbblue.md3");
+
+void tka_RemoveBalls()
+{
+ IL_EACH(g_tkaballs, true,
+ {
+ if (it.owner) // it was attached
+ tka_PlayerReset(it.owner);
+ else
+ WaypointSprite_DetachCarrier(it);
+ delete(it);
+ });
+}
+
+void tka_SpawnBalls()
+{
+ int i = 0;
+ do // never allow less than 1 ball to spawn
+ {
+ entity e = new(keepawayball);
+ setmodel(e, MDL_TKA_BALL);
+ 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.damageforcescale = autocvar_g_tkaball_damageforcescale;
+ e.takedamage = DAMAGE_YES;
+ e.solid = SOLID_TRIGGER;
+ set_movetype(e, MOVETYPE_BOUNCE);
+ e.glow_color = autocvar_g_tkaball_trail_color;
+ e.glow_trail = true;
+ e.flags = FL_ITEM;
+ IL_PUSH(g_items, e);
+ e.pushable = true;
+ settouch(e, tka_TouchEvent);
+ e.owner = NULL;
+ IL_PUSH(g_tkaballs, e);
+ navigation_dynamicgoal_init(e, false);
+
+ tka_RespawnBall(e);
+
+ ++i;
+ }
+ while (i < TKA_BALL_COUNT);
+}
+
+void tka_Handler_CheckBall(entity this)
+{
+ if(time < game_starttime)
+ {
+ if (!IL_EMPTY(g_tkaballs))
+ tka_RemoveBalls();
+ }
+ else
+ {
+ if (IL_EMPTY(g_tkaballs))
+ tka_SpawnBalls();
+ }
+
+ this.nextthink = time;
+}
+
+
+// ================
+// Bot player logic
+// ================
+
+void havocbot_goalrating_tkaball(entity this, float ratingscale, vector org)
+{
+ entity ball = NULL, ball_carried = NULL;
+
+ // stops at last ball, prefers ball without carrier
+ IL_EACH(g_tkaballs, it.owner != this && DIFF_TEAM(ball.owner, this),
+ {
+ if(it.owner)
+ ball_carried = it.owner;
+ else
+ ball = it;
+ });
+
+ if (ball)
+ navigation_routerating(this, ball, ratingscale, 2000);
+ else if(ball_carried)
+ navigation_routerating(this, ball_carried, ratingscale, 2000);
+}
+
+void havocbot_role_tka_carrier(entity this)
+{
+ if (IS_DEAD(this))
+ return;
+
+ if (navigation_goalrating_timeout(this))
+ {
+ navigation_goalrating_start(this);
+ havocbot_goalrating_items(this, 10000, this.origin, 10000);
+ havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
+ havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
+ navigation_goalrating_end(this);
+
+ navigation_goalrating_timeout_set(this);
+ }
+
+ if (!this.ballcarried)
+ {
+ this.havocbot_role = havocbot_role_tka_collector;
+ navigation_goalrating_timeout_expire(this, 2);
+ }
+}
+
+void havocbot_role_tka_collector(entity this)
+{
+ if (IS_DEAD(this))
+ return;
+
+ if (navigation_goalrating_timeout(this))
+ {
+ navigation_goalrating_start(this);
+ havocbot_goalrating_items(this, 10000, this.origin, 10000);
+ havocbot_goalrating_enemyplayers(this, 500, this.origin, 10000);
+ havocbot_goalrating_tkaball(this, 8000, this.origin);
+ navigation_goalrating_end(this);
+
+ navigation_goalrating_timeout_set(this);
+ }
+
+ if (this.ballcarried)
+ {
+ this.havocbot_role = havocbot_role_tka_carrier;
+ navigation_goalrating_timeout_expire(this, 2);
+ }
+}
+
+
+// ==============
+// Hook Functions
+// ==============
+
+MUTATOR_HOOKFUNCTION(tka, PlayerDies)
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+
+ if(frag_attacker != frag_target && IS_PLAYER(frag_attacker) && DIFF_TEAM(frag_attacker, frag_target))
+ {
+ bool team_has_ball = false;
+ IL_EACH(g_tkaballs, it.owner != frag_attacker && SAME_TEAM(it.owner, frag_attacker),
+ {
+ team_has_ball = true;
+ break;
+ });
+ if(frag_target.ballcarried) { // add to amount of times killing carrier
+ GameRules_scoring_add(frag_attacker, TKA_CARRIERKILLS, 1);
+ if(autocvar_g_tka_score_bckill) // add bckills to the score
+ GameRules_scoring_add_team(frag_attacker, SCORE, autocvar_g_tka_score_bckill);
+ }
+ else if(!frag_attacker.ballcarried && !(autocvar_g_tka_score_team && team_has_ball))
+ {
+ if(autocvar_g_tka_noncarrier_warn)
+ Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
+ }
+
+ if(frag_attacker.ballcarried || (autocvar_g_tka_score_team && team_has_ball)) // add to amount of kills while ballcarrier (or if team scoring is enabled)
+ GameRules_scoring_add_team(frag_attacker, SCORE, autocvar_g_tka_score_killac);
+ }
+
+ if(frag_target.ballcarried) { tka_DropEvent(frag_target); } // a player with the ball has died, drop it
+}
+
+MUTATOR_HOOKFUNCTION(tka, GiveFragsForKill)
+{
+ M_ARGV(2, float) = 0; // no frags counted in keepaway
+ return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
+}
+
+MUTATOR_HOOKFUNCTION(tka, Scores_CountFragsRemaining)
+{
+ // announce remaining frags, but only when timed scoring is off
+ return !autocvar_g_tka_score_timepoints;
+}
+
+MUTATOR_HOOKFUNCTION(tka, PlayerPreThink)
+{
+ entity player = M_ARGV(0, entity);
+
+ // clear the item used for the ball in keepaway
+ STAT(TKA_BALLSTATUS, player) = 0;
+
+ // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
+ if(player.ballcarried)
+ STAT(TKA_BALLSTATUS, player) |= TKA_BALL_CARRYING;
+
+ IL_EACH(g_tkaballs, true,
+ {
+ if(!it.owner)
+ STAT(TKA_BALLSTATUS, player) |= TKA_BALL_DROPPED;
+ else
+ {
+ // TODO: teamless carrier?
+ switch(it.owner.team)
+ {
+ case NUM_TEAM_1: STAT(TKA_BALLSTATUS, player) |= TKA_BALL_TAKEN_RED; break;
+ case NUM_TEAM_2: STAT(TKA_BALLSTATUS, player) |= TKA_BALL_TAKEN_BLUE; break;
+ case NUM_TEAM_3: STAT(TKA_BALLSTATUS, player) |= TKA_BALL_TAKEN_YELLOW; break;
+ case NUM_TEAM_4: STAT(TKA_BALLSTATUS, player) |= TKA_BALL_TAKEN_PINK; break;
+ }
+ }
+ });
+}
+
+MUTATOR_HOOKFUNCTION(tka, PlayerUseKey)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(MUTATOR_RETURNVALUE == 0)
+ if(player.ballcarried)
+ {
+ tka_DropEvent(player);
+ return true;
+ }
+}
+
+MUTATOR_HOOKFUNCTION(tka, Damage_Calculate) // for changing damage and force values that are applied to players
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ float frag_damage = M_ARGV(4, float);
+ vector frag_force = M_ARGV(6, vector);
+
+ // as a gamemode rule, only apply scaling to player versus player combat
+ if(!IS_PLAYER(frag_attacker) || !IS_PLAYER(frag_target))
+ return;
+
+ if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
+ {
+ if(frag_target == frag_attacker) // damage done to yourself
+ {
+ frag_damage *= autocvar_g_tka_ballcarrier_selfdamage;
+ frag_force *= autocvar_g_tka_ballcarrier_selfforce;
+ }
+ else // damage done to other ballcarriers
+ {
+ frag_damage *= autocvar_g_tka_ballcarrier_damage;
+ frag_force *= autocvar_g_tka_ballcarrier_force;
+ }
+ }
+ else // if the attacker is a noncarrier
+ {
+ if(frag_target == frag_attacker) // damage done to yourself
+ {
+ frag_damage *= autocvar_g_tka_noncarrier_selfdamage;
+ frag_force *= autocvar_g_tka_noncarrier_selfforce;
+ }
+ else // damage done to other noncarriers
+ {
+ frag_damage *= autocvar_g_tka_noncarrier_damage;
+ frag_force *= autocvar_g_tka_noncarrier_force;
+ }
+ }
+
+ M_ARGV(4, float) = frag_damage;
+ M_ARGV(6, vector) = frag_force;
+}
+
+MUTATOR_HOOKFUNCTION(tka, ClientDisconnect)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(player.ballcarried) { tka_DropEvent(player); } // a player with the ball has left the match, drop it
+}
+
+MUTATOR_HOOKFUNCTION(tka, MakePlayerObserver)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(player.ballcarried) { tka_DropEvent(player); } // a player with the ball has left the match, drop it
+}
+
+MUTATOR_HOOKFUNCTION(tka, PlayerPowerups)
+{
+ entity player = M_ARGV(0, entity);
+
+ // 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 tka_ballcarrier_waypointsprite_visible_for_player()
+
+ player.effects &= ~autocvar_g_tka_ballcarrier_effects;
+
+ if(player.ballcarried)
+ player.effects |= autocvar_g_tka_ballcarrier_effects;
+}
+
+
+MUTATOR_HOOKFUNCTION(tka, PlayerPhysics_UpdateStats)
+{
+ entity player = M_ARGV(0, entity);
+ // these automatically reset, no need to worry
+
+ if(player.ballcarried)
+ STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_tka_ballcarrier_highspeed;
+}
+
+MUTATOR_HOOKFUNCTION(tka, BotShouldAttack)
+{
+ entity bot = M_ARGV(0, entity);
+ entity targ = M_ARGV(1, entity);
+
+ // if neither player has ball then don't attack unless the ball is on the ground
+ bool have_held_ball = false, team_has_ball = false;
+ IL_EACH(g_tkaballs, it.owner,
+ {
+ have_held_ball = true;
+ if(SAME_TEAM(bot, it.owner))
+ team_has_ball = true;
+ });
+
+ if(!targ.ballcarried && !bot.ballcarried && have_held_ball && !(autocvar_g_tka_score_team && team_has_ball))
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(tka, HavocBot_ChooseRole)
+{
+ entity bot = M_ARGV(0, entity);
+
+ if (bot.ballcarried)
+ bot.havocbot_role = havocbot_role_tka_carrier;
+ else
+ bot.havocbot_role = havocbot_role_tka_collector;
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(tka, DropSpecialItems)
+{
+ entity frag_target = M_ARGV(0, entity);
+
+ if(frag_target.ballcarried)
+ tka_DropEvent(frag_target);
+}
+
+MUTATOR_HOOKFUNCTION(tka, SpectateCopy)
+{
+ entity spectatee = M_ARGV(0, entity);
+ entity client = M_ARGV(1, entity);
+
+ STAT(TKA_BALLSTATUS, client) = STAT(TKA_BALLSTATUS, spectatee);
+}
+
+MUTATOR_HOOKFUNCTION(tka, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
+{
+ M_ARGV(0, float) = tka_teams;
+ return true;
+}
+
+void tka_Initialize()
+{
+ tka_teams = autocvar_g_tka_teams_override;
+ if(tka_teams < 2)
+ tka_teams = cvar("g_tka_teams"); // read the cvar directly as it gets written earlier in the same frame
+ tka_teams = BITS(bound(2, tka_teams, 4));
+ GameRules_scoring(tka_teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, {
+ field(SP_TKA_PICKUPS, "pickups", 0);
+ field(SP_TKA_CARRIERKILLS, "bckills", 0);
+ field(SP_TKA_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY);
+ });
+
+ g_tkaballs = IL_NEW();
+ entity tka_Handler = new_pure(tka_Handler);
+ setthink(tka_Handler, tka_Handler_CheckBall);
+ InitializeEntity(tka_Handler, tka_Handler_CheckBall, INITPRIO_GAMETYPE);
+}
--- /dev/null
+#pragma once
+
+#include <common/mutators/base.qh>
+int autocvar_g_tka_point_limit;
+int autocvar_g_tka_point_leadlimit;
+bool autocvar_g_tka_team_spawns;
+void tka_Initialize();
+
+int tka_teams;
+//int autocvar_g_tka_teams;
+int autocvar_g_tka_teams_override;
+
+IntrusiveList g_tkaballs;
+REGISTER_MUTATOR(tka, false)
+{
+ MUTATOR_STATIC();
+ MUTATOR_ONADD
+ {
+ GameRules_teams(true);
+ GameRules_spawning_teams(autocvar_g_tka_team_spawns);
+ GameRules_limit_score(autocvar_g_tka_point_limit);
+ GameRules_limit_lead(autocvar_g_tka_point_leadlimit);
+
+ tka_Initialize();
+ }
+ return false;
+}
+
+const int TKA_BALL_COUNT = 1;
+
+void(entity this) havocbot_role_tka_carrier;
+void(entity this) havocbot_role_tka_collector;
+
+void tka_DropEvent(entity player);
--- /dev/null
+#include "tka.qh"
--- /dev/null
+#pragma once
+
+#include <common/gamemodes/gamemode/deathmatch/deathmatch.qh>
+#include <common/gamemodes/gamemode/keepaway/keepaway.qh>
+#include <common/mapinfo.qh>
+#if defined(CSQC)
+ #include <common/gamemodes/gamemode/tka/cl_tka.qh>
+#endif
+
+CLASS(TeamKeepaway, Gametype)
+ INIT(TeamKeepaway)
+ {
+ this.gametype_init(this, _("Team Keepaway"),"tka","g_tka",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS,"","timelimit=15 pointlimit=50 teams=2 leadlimit=0",_("Keep the ball in your team's possession to get points for kills"));
+ }
+ METHOD(TeamKeepaway, m_parse_mapinfo, bool(string k, string v))
+ {
+ if (!k) {
+ cvar_set("g_tka_teams", cvar_defstring("g_tka_teams"));
+ return true;
+ }
+ switch (k) {
+ case "teams":
+ cvar_set("g_tka_teams", v);
+ return true;
+ }
+ return false;
+ }
+ METHOD(TeamKeepaway, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
+ {
+ if(spawnpoints >= 8 && diameter > 4096)
+ return true;
+ return false;
+ }
+ METHOD(TeamKeepaway, m_isForcedSupported, bool(Gametype this))
+ {
+ if(cvar("g_tka_on_ka_maps"))
+ {
+ // if this is set, all KA maps support TKA too
+ if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_KEEPAWAY.m_flags))
+ return true; // TODO: references another gametype (alternatively, we could check which gamemodes are always enabled and append this if any are supported)
+ }
+ if(cvar("g_tka_on_tdm_maps"))
+ {
+ // if this is set, all TDM maps support TKA too
+ if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_TEAM_DEATHMATCH.m_flags))
+ return true; // TODO: references another gametype (alternatively, we could check which gamemodes are always enabled and append this if any are supported)
+ }
+ return false;
+ }
+ METHOD(TeamKeepaway, m_setTeams, void(string sa))
+ {
+ cvar_set("g_tka_teams", sa);
+ }
+#ifdef CSQC
+ ATTRIB(TeamKeepaway, m_modicons, void(vector pos, vector mySize), HUD_Mod_TeamKeepaway);
+#endif
+ENDCLASS(TeamKeepaway)
+REGISTER_GAMETYPE(TEAM_KEEPAWAY, NEW(TeamKeepaway));
+
+const int TKA_BALL_TAKEN_RED = BIT(0);
+const int TKA_BALL_TAKEN_BLUE = BIT(1);
+const int TKA_BALL_TAKEN_YELLOW = BIT(2);
+const int TKA_BALL_TAKEN_PINK = BIT(3);
+const int TKA_BALL_CARRYING = BIT(4);
+const int TKA_BALL_DROPPED = BIT(5);
REGISTER_WAYPOINT(KaBall, _("Ball"), "notify_ballpickedup", '0 1 1', 1);
REGISTER_WAYPOINT(KaBallCarrier, _("Ball carrier"), "keepawayball_carrying", '1 0 0', 1);
+REGISTER_WAYPOINT(TkaBallCarrierRed, _("Ball carrier"), "tka_taken_red", '0 1 1', 1);
+REGISTER_WAYPOINT(TkaBallCarrierBlue, _("Ball carrier"), "tka_taken_blue", '0 1 1', 1);
+REGISTER_WAYPOINT(TkaBallCarrierYellow, _("Ball carrier"), "tka_taken_yellow", '0 1 1', 1);
+REGISTER_WAYPOINT(TkaBallCarrierPink, _("Ball carrier"), "tka_taken_pink", '0 1 1', 1);
REGISTER_WAYPOINT(LmsLeader, _("Leader"), "", '0 1 1', 1);
REGISTER_SP(ONS_CAPS);
REGISTER_SP(ONS_TAKES);
+REGISTER_SP(TKA_PICKUPS);
+REGISTER_SP(TKA_BCTIME);
+REGISTER_SP(TKA_CARRIERKILLS);
+
+REGISTER_SP(SURV_SURVIVALS);
+REGISTER_SP(SURV_HUNTS);
+
REGISTER_SP(SCORE);
REGISTER_SP(KILLS);
REGISTER_SP(DEATHS);
REGISTER_STAT(CAPTURE_PROGRESS, float)
REGISTER_STAT(ITEMSTIME, int, autocvar_sv_itemstime)
REGISTER_STAT(KILL_TIME, float)
+REGISTER_STAT(TKA_BALLSTATUS, int)
#ifdef SVQC
float autocvar_sv_showfps = 0;
GAMETYPE(MAPINFO_TYPE_TEAM_MAYHEM) \
GAMETYPE(MAPINFO_TYPE_MAYHEM) \
GAMETYPE(MAPINFO_TYPE_KEEPAWAY) \
+ GAMETYPE(MAPINFO_TYPE_TEAM_KEEPAWAY) \
GAMETYPE(MAPINFO_TYPE_KEYHUNT) \
GAMETYPE(MAPINFO_TYPE_LMS) \
GAMETYPE(MAPINFO_TYPE_DOMINATION) \
GAMETYPE(MAPINFO_TYPE_NEXBALL) \
GAMETYPE(MAPINFO_TYPE_ONSLAUGHT) \
GAMETYPE(MAPINFO_TYPE_ASSAULT) \
+ GAMETYPE(MAPINFO_TYPE_SURVIVAL) \
/* GAMETYPE(MAPINFO_TYPE_DUEL) */ \
/**/
BADCVAR("g_tdm");
BADCVAR("g_tdm_on_dm_maps");
BADCVAR("g_tdm_teams");
+ BADCVAR("g_tka");
+ BADCVAR("g_tka_on_ka_maps");
+ BADCVAR("g_tka_on_tdm_maps");
+ BADCVAR("g_tka_teams");
BADCVAR("g_tmayhem");
BADCVAR("g_tmayhem_teams");
BADCVAR("g_vip");
-models/ctf/glow_red
+models/ctf/glow
{
{
- map models/ctf/glow_red.tga
- tcMod scale 0.03 0.03
- tcMod scroll 0.1 -0.04
- tcMod rotate 0.1
- }
-}
-models/ctf/glow_blue
-{
- {
- map models/ctf/glow_blue.tga
- tcMod scale 0.03 0.03
- tcMod scroll 0.1 -0.04
- tcMod rotate 0.1
- }
-}
-models/ctf/glow_yellow
-{
- {
- map models/ctf/glow_yellow.tga
- tcMod scale 0.03 0.03
- tcMod scroll 0.1 -0.04
- tcMod rotate 0.1
- }
-}
-models/ctf/glow_pink
-{
- {
- map models/ctf/glow_pink.tga
- tcMod scale 0.03 0.03
- tcMod scroll 0.1 -0.04
- tcMod rotate 0.1
- }
-}
-models/ctf/glow_neutral
-{
- {
- map models/ctf/glow_neutral.tga
+ map models/ctf/glow.tga
tcMod scale 0.03 0.03
tcMod scroll 0.1 -0.04
tcMod rotate 0.1