1 #include "sv_keepaway.qh"
3 #include <common/effects/all.qh>
4 #include <server/client.qh>
5 #include <server/gamelog.qh>
6 #include <server/g_damage.qh>
10 int autocvar_g_keepaway_ballcarrier_effects;
11 float autocvar_g_keepaway_ballcarrier_damage;
12 float autocvar_g_keepaway_ballcarrier_force;
13 float autocvar_g_keepaway_ballcarrier_highspeed;
14 float autocvar_g_keepaway_ballcarrier_selfdamage;
15 float autocvar_g_keepaway_ballcarrier_selfforce;
16 float autocvar_g_keepaway_noncarrier_damage;
17 float autocvar_g_keepaway_noncarrier_force;
18 float autocvar_g_keepaway_noncarrier_selfdamage;
19 float autocvar_g_keepaway_noncarrier_selfforce;
20 bool autocvar_g_keepaway_noncarrier_warn;
21 int autocvar_g_keepaway_score_bckill;
22 int autocvar_g_keepaway_score_killac;
23 int autocvar_g_keepaway_score_timepoints;
24 float autocvar_g_keepaway_score_timeinterval;
25 float autocvar_g_keepawayball_damageforcescale;
26 int autocvar_g_keepawayball_effects;
27 float autocvar_g_keepawayball_respawntime;
28 int autocvar_g_keepawayball_trail_color;
30 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
34 return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
36 // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
41 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
43 if(autocvar_sv_eventlog)
44 GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
47 void ka_TouchEvent(entity this, entity toucher);
48 void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
50 if(game_stopped) return;
51 vector oldballorigin = this.origin;
53 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
55 entity spot = SelectSpawnPoint(this, true);
56 setorigin(this, spot.origin);
57 this.angles = spot.angles;
60 makevectors(this.angles);
61 set_movetype(this, MOVETYPE_BOUNCE);
62 this.velocity = '0 0 200';
63 this.angles = '0 0 0';
64 this.effects = autocvar_g_keepawayball_effects;
65 settouch(this, ka_TouchEvent);
66 setthink(this, ka_RespawnBall);
67 this.nextthink = time + autocvar_g_keepawayball_respawntime;
68 navigation_dynamicgoal_set(this, NULL);
70 Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
71 Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
73 WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
74 WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
76 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
79 void ka_TimeScoring(entity this)
81 if(this.owner.ballcarried)
82 { // add points for holding the ball after a certain amount of time
83 if(autocvar_g_keepaway_score_timepoints)
84 GameRules_scoring_add(this.owner, SCORE, autocvar_g_keepaway_score_timepoints);
86 GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
87 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
91 void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
93 if (!this || game_stopped)
96 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
97 { // The ball fell off the map, respawn it since players can't get to it
101 if(IS_DEAD(toucher)) { return; }
102 if(STAT(FROZEN, toucher)) { return; }
103 if (!IS_PLAYER(toucher))
104 { // The ball just touched an object, most likely the world
105 Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
106 sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
109 else if(this.wait > time) { return; }
111 // attach the ball to the player
112 this.owner = toucher;
113 toucher.ballcarried = this;
114 GameRules_scoring_vip(toucher, true);
115 setattachment(this, toucher, "");
116 setorigin(this, '0 0 0');
118 // make the ball invisible/unable to do anything/set up time scoring
119 this.velocity = '0 0 0';
120 set_movetype(this, MOVETYPE_NONE);
121 this.effects |= EF_NODRAW;
122 settouch(this, func_null);
123 setthink(this, ka_TimeScoring);
124 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
125 this.takedamage = DAMAGE_NO;
126 navigation_dynamicgoal_unset(this);
128 // apply effects to player
129 toucher.glow_color = autocvar_g_keepawayball_trail_color;
130 toucher.glow_trail = true;
131 toucher.effects |= autocvar_g_keepaway_ballcarrier_effects;
133 // messages and sounds
134 ka_EventLog("pickup", toucher);
135 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname);
136 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname);
137 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
138 sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
141 GameRules_scoring_add(toucher, KEEPAWAY_PICKUPS, 1);
144 WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
145 toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
146 WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
147 WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier);
148 WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
151 void ka_PlayerReset(entity plyr)
153 plyr.ballcarried = NULL;
154 GameRules_scoring_vip(plyr, false);
155 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
157 // reset the player effects
158 plyr.glow_trail = false;
159 plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
162 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
165 ball = plyr.ballcarried;
167 if(!ball) { return; }
170 setattachment(ball, NULL, "");
171 set_movetype(ball, MOVETYPE_BOUNCE);
172 ball.wait = time + 1;
173 settouch(ball, ka_TouchEvent);
174 setthink(ball, ka_RespawnBall);
175 ball.nextthink = time + autocvar_g_keepawayball_respawntime;
176 ball.takedamage = DAMAGE_YES;
177 ball.effects &= ~EF_NODRAW;
178 setorigin(ball, plyr.origin + '0 0 10');
179 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
181 navigation_dynamicgoal_set(ball, plyr);
183 // messages and sounds
184 ka_EventLog("dropped", plyr);
185 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
186 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
187 sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
190 WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
191 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
192 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
194 ka_PlayerReset(plyr);
199 MODEL(KA_BALL, "models/orbs/orbblue.md3");
203 entity plyr = ka_ball.owner;
204 if (plyr) // it was attached
205 ka_PlayerReset(plyr);
207 WaypointSprite_DetachCarrier(ka_ball);
214 entity e = new(keepawayball);
215 setmodel(e, MDL_KA_BALL);
216 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
217 e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
218 e.takedamage = DAMAGE_YES;
219 e.solid = SOLID_TRIGGER;
220 set_movetype(e, MOVETYPE_BOUNCE);
221 e.glow_color = autocvar_g_keepawayball_trail_color;
226 settouch(e, ka_TouchEvent);
229 navigation_dynamicgoal_init(ka_ball, false);
231 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
234 void ka_Handler_CheckBall(entity this)
236 if(time < game_starttime)
247 this.nextthink = time;
250 void ka_Initialize() // run at the start of a match, initiates game mode
252 ka_Handler = new(ka_Handler);
253 setthink(ka_Handler, ka_Handler_CheckBall);
254 ka_Handler.nextthink = time;
262 void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
265 ball_owner = ka_ball.owner;
267 if (ball_owner == this)
271 navigation_routerating(this, ball_owner, ratingscale, 2000);
273 navigation_routerating(this, ka_ball, ratingscale, 2000);
276 void havocbot_role_ka_carrier(entity this)
281 if (navigation_goalrating_timeout(this))
283 navigation_goalrating_start(this);
284 havocbot_goalrating_items(this, 10000, this.origin, 10000);
285 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
286 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
287 navigation_goalrating_end(this);
289 navigation_goalrating_timeout_set(this);
292 if (!this.ballcarried)
294 this.havocbot_role = havocbot_role_ka_collector;
295 navigation_goalrating_timeout_expire(this, 2);
299 void havocbot_role_ka_collector(entity this)
304 if (navigation_goalrating_timeout(this))
306 navigation_goalrating_start(this);
307 havocbot_goalrating_items(this, 10000, this.origin, 10000);
308 havocbot_goalrating_enemyplayers(this, 500, this.origin, 10000);
309 havocbot_goalrating_ball(this, 8000, this.origin);
310 navigation_goalrating_end(this);
312 navigation_goalrating_timeout_set(this);
315 if (this.ballcarried)
317 this.havocbot_role = havocbot_role_ka_carrier;
318 navigation_goalrating_timeout_expire(this, 2);
327 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
329 entity frag_attacker = M_ARGV(1, entity);
330 entity frag_target = M_ARGV(2, entity);
332 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
334 if(frag_target.ballcarried) { // add to amount of times killing carrier
335 GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1);
336 if(autocvar_g_keepaway_score_bckill) // add bckills to the score
337 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill);
339 else if(!frag_attacker.ballcarried)
340 if(autocvar_g_keepaway_noncarrier_warn)
341 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
343 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
344 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac);
347 if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
350 MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
352 M_ARGV(2, float) = 0; // no frags counted in keepaway
353 return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
356 MUTATOR_HOOKFUNCTION(ka, Scores_CountFragsRemaining)
358 // announce remaining frags, but only when timed scoring is off
359 return !autocvar_g_keepaway_score_timepoints;
362 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
364 entity player = M_ARGV(0, entity);
366 // clear the item used for the ball in keepaway
367 player.items &= ~IT_KEY1;
369 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
370 if(player.ballcarried)
371 player.items |= IT_KEY1;
374 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
376 entity player = M_ARGV(0, entity);
378 if(MUTATOR_RETURNVALUE == 0)
379 if(player.ballcarried)
381 ka_DropEvent(player);
386 MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
388 entity frag_attacker = M_ARGV(1, entity);
389 entity frag_target = M_ARGV(2, entity);
390 float frag_damage = M_ARGV(4, float);
391 vector frag_force = M_ARGV(6, vector);
393 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
395 if(frag_target == frag_attacker) // damage done to yourself
397 frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
398 frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
400 else // damage done to noncarriers
402 frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
403 frag_force *= autocvar_g_keepaway_ballcarrier_force;
406 else if (IS_PLAYER(frag_attacker) && !frag_target.ballcarried) // if the target is a noncarrier
408 if(frag_target == frag_attacker) // damage done to yourself
410 frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
411 frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
413 else // damage done to other noncarriers
415 frag_damage *= autocvar_g_keepaway_noncarrier_damage;
416 frag_force *= autocvar_g_keepaway_noncarrier_force;
420 M_ARGV(4, float) = frag_damage;
421 M_ARGV(6, vector) = frag_force;
424 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
426 entity player = M_ARGV(0, entity);
428 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
431 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
433 entity player = M_ARGV(0, entity);
435 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
438 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
440 entity player = M_ARGV(0, entity);
442 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
443 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
445 player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
447 if(player.ballcarried)
448 player.effects |= autocvar_g_keepaway_ballcarrier_effects;
452 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics_UpdateStats)
454 entity player = M_ARGV(0, entity);
455 // these automatically reset, no need to worry
457 if(player.ballcarried)
458 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_keepaway_ballcarrier_highspeed;
461 MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
463 entity bot = M_ARGV(0, entity);
464 entity targ = M_ARGV(1, entity);
466 // if neither player has ball then don't attack unless the ball is on the ground
467 if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner)
471 MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
473 entity bot = M_ARGV(0, entity);
476 bot.havocbot_role = havocbot_role_ka_carrier;
478 bot.havocbot_role = havocbot_role_ka_collector;
482 MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
484 entity frag_target = M_ARGV(0, entity);
486 if(frag_target.ballcarried)
487 ka_DropEvent(frag_target);