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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / keepaway / keepaway.qc
1 #include "keepaway.qh"
2
3 // TODO: keepaway
4 #ifdef SVQC
5 #include <common/effects/all.qh>
6
7 .entity ballcarried;
8
9 int autocvar_g_keepaway_ballcarrier_effects;
10 float autocvar_g_keepaway_ballcarrier_damage;
11 float autocvar_g_keepaway_ballcarrier_force;
12 float autocvar_g_keepaway_ballcarrier_highspeed;
13 float autocvar_g_keepaway_ballcarrier_selfdamage;
14 float autocvar_g_keepaway_ballcarrier_selfforce;
15 float autocvar_g_keepaway_noncarrier_damage;
16 float autocvar_g_keepaway_noncarrier_force;
17 float autocvar_g_keepaway_noncarrier_selfdamage;
18 float autocvar_g_keepaway_noncarrier_selfforce;
19 bool autocvar_g_keepaway_noncarrier_warn;
20 int autocvar_g_keepaway_score_bckill;
21 int autocvar_g_keepaway_score_killac;
22 int autocvar_g_keepaway_score_timepoints;
23 float autocvar_g_keepaway_score_timeinterval;
24 float autocvar_g_keepawayball_damageforcescale;
25 int autocvar_g_keepawayball_effects;
26 float autocvar_g_keepawayball_respawntime;
27 int autocvar_g_keepawayball_trail_color;
28
29 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
30 {
31         if(view.ballcarried)
32                 if(IS_SPEC(player))
33                         return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
34
35         // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
36
37         return true;
38 }
39
40 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
41 {
42         if(autocvar_sv_eventlog)
43                 GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
44 }
45
46 void ka_TouchEvent(entity this, entity toucher);
47 void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
48 {
49         if(game_stopped) return;
50         vector oldballorigin = this.origin;
51
52         if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
53         {
54                 entity spot = SelectSpawnPoint(this, true);
55                 setorigin(this, spot.origin);
56                 this.angles = spot.angles;
57         }
58
59         makevectors(this.angles);
60         set_movetype(this, MOVETYPE_BOUNCE);
61         this.velocity = '0 0 200';
62         this.angles = '0 0 0';
63         this.effects = autocvar_g_keepawayball_effects;
64         settouch(this, ka_TouchEvent);
65         setthink(this, ka_RespawnBall);
66         this.nextthink = time + autocvar_g_keepawayball_respawntime;
67         navigation_dynamicgoal_set(this);
68
69         Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
70         Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
71
72         WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
73         WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
74
75         sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
76 }
77
78 void ka_TimeScoring(entity this)
79 {
80         if(this.owner.ballcarried)
81         { // add points for holding the ball after a certain amount of time
82                 if(autocvar_g_keepaway_score_timepoints)
83                         GameRules_scoring_add(this.owner, SCORE, autocvar_g_keepaway_score_timepoints);
84
85                 GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
86                 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
87         }
88 }
89
90 void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
91 {
92         if (!this || game_stopped || time < game_starttime)
93                 return;
94
95         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
96         { // The ball fell off the map, respawn it since players can't get to it
97                 ka_RespawnBall(this);
98                 return;
99         }
100         if(IS_DEAD(toucher)) { return; }
101         if(STAT(FROZEN, toucher)) { return; }
102         if (!IS_PLAYER(toucher))
103         {  // The ball just touched an object, most likely the world
104                 Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
105                 sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
106                 return;
107         }
108         else if(this.wait > time) { return; }
109
110         // attach the ball to the player
111         this.owner = toucher;
112         toucher.ballcarried = this;
113         GameRules_scoring_vip(toucher, true);
114         setattachment(this, toucher, "");
115         setorigin(this, '0 0 0');
116
117         // make the ball invisible/unable to do anything/set up time scoring
118         this.velocity = '0 0 0';
119         set_movetype(this, MOVETYPE_NONE);
120         this.effects |= EF_NODRAW;
121         settouch(this, func_null);
122         setthink(this, ka_TimeScoring);
123         this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
124         this.takedamage = DAMAGE_NO;
125         navigation_dynamicgoal_unset(this);
126
127         // apply effects to player
128         toucher.glow_color = autocvar_g_keepawayball_trail_color;
129         toucher.glow_trail = true;
130         toucher.effects |= autocvar_g_keepaway_ballcarrier_effects;
131
132         // messages and sounds
133         ka_EventLog("pickup", toucher);
134         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname);
135         Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname);
136         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
137         sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
138
139         // scoring
140         GameRules_scoring_add(toucher, KEEPAWAY_PICKUPS, 1);
141
142         // waypoints
143         WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
144         toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
145         WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
146         WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier);
147         WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
148 }
149
150 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
151 {
152         entity ball;
153         ball = plyr.ballcarried;
154
155         if(!ball) { return; }
156
157         // reset the ball
158         setattachment(ball, NULL, "");
159         set_movetype(ball, MOVETYPE_BOUNCE);
160         ball.wait = time + 1;
161         settouch(ball, ka_TouchEvent);
162         setthink(ball, ka_RespawnBall);
163         ball.nextthink = time + autocvar_g_keepawayball_respawntime;
164         ball.takedamage = DAMAGE_YES;
165         ball.effects &= ~EF_NODRAW;
166         setorigin(ball, plyr.origin + '0 0 10');
167         ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
168         ball.owner = NULL;
169         plyr.ballcarried = NULL;
170         GameRules_scoring_vip(plyr, false);
171         navigation_dynamicgoal_set(ball);
172
173         // reset the player effects
174         plyr.glow_trail = false;
175         plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
176
177         // messages and sounds
178         ka_EventLog("dropped", plyr);
179         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
180         Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
181         sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
182
183         // scoring
184         // GameRules_scoring_add(plyr, KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
185
186         // waypoints
187         WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
188         WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
189         WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
190         WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
191 }
192
193 /** used to clear the ballcarrier whenever the match switches from warmup to normal */
194 void ka_Reset(entity this)
195 {
196         if((this.owner) && (IS_PLAYER(this.owner)))
197                 ka_DropEvent(this.owner);
198
199         if(time < game_starttime)
200         {
201                 setthink(this, ka_RespawnBall);
202                 settouch(this, func_null);
203                 this.nextthink = game_starttime;
204         }
205         else
206                 ka_RespawnBall(this);
207 }
208
209 .bool pushable;
210
211 MODEL(KA_BALL, "models/orbs/orbblue.md3");
212
213 void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
214 {
215         entity e = new(keepawayball);
216         setmodel(e, MDL_KA_BALL);
217         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
218         e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
219         e.takedamage = DAMAGE_YES;
220         e.solid = SOLID_TRIGGER;
221         set_movetype(e, MOVETYPE_BOUNCE);
222         e.glow_color = autocvar_g_keepawayball_trail_color;
223         e.glow_trail = true;
224         e.flags = FL_ITEM;
225         IL_PUSH(g_items, e);
226         e.pushable = true;
227         e.reset = ka_Reset;
228         settouch(e, ka_TouchEvent);
229         e.owner = NULL;
230         ka_ball = e;
231         navigation_dynamicgoal_init(ka_ball, false);
232
233         InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
234 }
235
236 void ka_Initialize() // run at the start of a match, initiates game mode
237 {
238         ka_SpawnBall();
239 }
240
241 // ================
242 // Bot player logic
243 // ================
244
245 void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
246 {
247         float t;
248         entity ball_owner;
249         ball_owner = ka_ball.owner;
250
251         if (ball_owner == this)
252                 return;
253
254         // If ball is carried by player then hunt them down.
255         if (ball_owner)
256         {
257                 t = (GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR)) / (GetResourceAmount(ball_owner, RESOURCE_HEALTH) + GetResourceAmount(ball_owner, RESOURCE_ARMOR));
258                 navigation_routerating(this, ball_owner, t * ratingscale, 2000);
259         }
260         else // Ball has been dropped so collect.
261                 navigation_routerating(this, ka_ball, ratingscale, 2000);
262 }
263
264 void havocbot_role_ka_carrier(entity this)
265 {
266         if (IS_DEAD(this))
267                 return;
268
269         if (navigation_goalrating_timeout(this))
270         {
271                 navigation_goalrating_start(this);
272                 havocbot_goalrating_items(this, 10000, this.origin, 10000);
273                 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
274                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
275                 navigation_goalrating_end(this);
276
277                 navigation_goalrating_timeout_set(this);
278         }
279
280         if (!this.ballcarried)
281         {
282                 this.havocbot_role = havocbot_role_ka_collector;
283                 navigation_goalrating_timeout_expire(this, 2);
284         }
285 }
286
287 void havocbot_role_ka_collector(entity this)
288 {
289         if (IS_DEAD(this))
290                 return;
291
292         if (navigation_goalrating_timeout(this))
293         {
294                 navigation_goalrating_start(this);
295                 havocbot_goalrating_items(this, 10000, this.origin, 10000);
296                 havocbot_goalrating_enemyplayers(this, 1000, this.origin, 10000);
297                 havocbot_goalrating_ball(this, 20000, this.origin);
298                 navigation_goalrating_end(this);
299
300                 navigation_goalrating_timeout_set(this);
301         }
302
303         if (this.ballcarried)
304         {
305                 this.havocbot_role = havocbot_role_ka_carrier;
306                 navigation_goalrating_timeout_expire(this, 2);
307         }
308 }
309
310
311 // ==============
312 // Hook Functions
313 // ==============
314
315 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
316 {
317         entity frag_attacker = M_ARGV(1, entity);
318         entity frag_target = M_ARGV(2, entity);
319
320         if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
321         {
322                 if(frag_target.ballcarried) { // add to amount of times killing carrier
323                         GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1);
324                         if(autocvar_g_keepaway_score_bckill) // add bckills to the score
325                                 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill);
326                 }
327                 else if(!frag_attacker.ballcarried)
328                         if(autocvar_g_keepaway_noncarrier_warn)
329                                 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
330
331                 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
332                         GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac);
333         }
334
335         if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
336 }
337
338 MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
339 {
340         M_ARGV(2, float) = 0; // no frags counted in keepaway
341         return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
342 }
343
344 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
345 {
346         entity player = M_ARGV(0, entity);
347
348         // clear the item used for the ball in keepaway
349         player.items &= ~IT_KEY1;
350
351         // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
352         if(player.ballcarried)
353                 player.items |= IT_KEY1;
354 }
355
356 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
357 {
358         entity player = M_ARGV(0, entity);
359
360         if(MUTATOR_RETURNVALUE == 0)
361         if(player.ballcarried)
362         {
363                 ka_DropEvent(player);
364                 return true;
365         }
366 }
367
368 MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
369 {
370         entity frag_attacker = M_ARGV(1, entity);
371         entity frag_target = M_ARGV(2, entity);
372         float frag_damage = M_ARGV(4, float);
373         vector frag_force = M_ARGV(6, vector);
374
375         if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
376         {
377                 if(frag_target == frag_attacker) // damage done to yourself
378                 {
379                         frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
380                         frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
381                 }
382                 else // damage done to noncarriers
383                 {
384                         frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
385                         frag_force *= autocvar_g_keepaway_ballcarrier_force;
386                 }
387         }
388         else if (!frag_target.ballcarried) // if the target is a noncarrier
389         {
390                 if(frag_target == frag_attacker) // damage done to yourself
391                 {
392                         frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
393                         frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
394                 }
395                 else // damage done to other noncarriers
396                 {
397                         frag_damage *= autocvar_g_keepaway_noncarrier_damage;
398                         frag_force *= autocvar_g_keepaway_noncarrier_force;
399                 }
400         }
401
402         M_ARGV(4, float) = frag_damage;
403         M_ARGV(6, vector) = frag_force;
404 }
405
406 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
407 {
408         entity player = M_ARGV(0, entity);
409
410         if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
411 }
412
413 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
414 {
415         entity player = M_ARGV(0, entity);
416
417         if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
418 }
419
420 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
421 {
422         entity player = M_ARGV(0, entity);
423
424         // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
425         // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
426
427         player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
428
429         if(player.ballcarried)
430                 player.effects |= autocvar_g_keepaway_ballcarrier_effects;
431 }
432
433
434 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics_UpdateStats)
435 {
436         entity player = M_ARGV(0, entity);
437         // these automatically reset, no need to worry
438
439         if(player.ballcarried)
440                 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_keepaway_ballcarrier_highspeed;
441 }
442
443 MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
444 {
445         entity bot = M_ARGV(0, entity);
446         entity targ = M_ARGV(1, entity);
447
448         // if neither player has ball then don't attack unless the ball is on the ground
449         if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner)
450                 return true;
451 }
452
453 MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
454 {
455         entity bot = M_ARGV(0, entity);
456
457         if (bot.ballcarried)
458                 bot.havocbot_role = havocbot_role_ka_carrier;
459         else
460                 bot.havocbot_role = havocbot_role_ka_collector;
461         return true;
462 }
463
464 MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
465 {
466         entity frag_target = M_ARGV(0, entity);
467
468         if(frag_target.ballcarried)
469                 ka_DropEvent(frag_target);
470 }
471
472 #endif