1 #include "sv_keepaway.qh"
3 #include <common/effects/all.qh>
4 #include <server/client.qh>
5 #include <server/gamelog.qh>
6 #include <server/damage.qh>
7 #include <server/items/items.qh>
8 #include <server/world.qh>
12 int autocvar_g_keepaway_ballcarrier_effects;
13 float autocvar_g_keepaway_ballcarrier_damage;
14 float autocvar_g_keepaway_ballcarrier_force;
15 float autocvar_g_keepaway_ballcarrier_highspeed;
16 float autocvar_g_keepaway_ballcarrier_selfdamage;
17 float autocvar_g_keepaway_ballcarrier_selfforce;
18 float autocvar_g_keepaway_noncarrier_damage;
19 float autocvar_g_keepaway_noncarrier_force;
20 float autocvar_g_keepaway_noncarrier_selfdamage;
21 float autocvar_g_keepaway_noncarrier_selfforce;
22 bool autocvar_g_keepaway_noncarrier_warn;
23 int autocvar_g_keepaway_score_bckill;
24 int autocvar_g_keepaway_score_killac;
25 int autocvar_g_keepaway_score_timepoints;
26 float autocvar_g_keepaway_score_timeinterval;
27 float autocvar_g_keepawayball_damageforcescale;
28 int autocvar_g_keepawayball_effects;
29 float autocvar_g_keepawayball_respawntime;
30 int autocvar_g_keepawayball_trail_color;
32 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
36 return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
38 // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
43 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
45 if(autocvar_sv_eventlog)
46 GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
49 void ka_TouchEvent(entity this, entity toucher);
50 void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
52 if(game_stopped) return;
53 vector oldballorigin = this.origin;
55 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
57 entity spot = SelectSpawnPoint(this, true);
58 setorigin(this, spot.origin);
59 this.angles = spot.angles;
62 makevectors(this.angles);
63 set_movetype(this, MOVETYPE_BOUNCE);
64 this.velocity = '0 0 200';
65 this.angles = '0 0 0';
66 this.effects = autocvar_g_keepawayball_effects;
67 settouch(this, ka_TouchEvent);
68 setthink(this, ka_RespawnBall);
69 this.nextthink = time + autocvar_g_keepawayball_respawntime;
70 navigation_dynamicgoal_set(this, NULL);
72 Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
73 Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
75 WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
76 WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
78 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
81 void ka_TimeScoring(entity this)
83 if(this.owner.ballcarried)
84 { // add points for holding the ball after a certain amount of time
85 if(autocvar_g_keepaway_score_timepoints)
86 GameRules_scoring_add(this.owner, SCORE, autocvar_g_keepaway_score_timepoints);
88 GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
89 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
93 void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
95 if (!this || game_stopped)
98 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
99 { // The ball fell off the map, respawn it since players can't get to it
100 ka_RespawnBall(this);
103 if(IS_DEAD(toucher)) { return; }
104 if(STAT(FROZEN, toucher)) { return; }
105 if (!IS_PLAYER(toucher))
106 { // The ball just touched an object, most likely the world
107 Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
108 sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
111 else if(this.wait > time) { return; }
113 // attach the ball to the player
114 this.owner = toucher;
115 toucher.ballcarried = this;
116 GameRules_scoring_vip(toucher, true);
117 setattachment(this, toucher, "");
118 setorigin(this, '0 0 0');
120 // make the ball invisible/unable to do anything/set up time scoring
121 this.velocity = '0 0 0';
122 set_movetype(this, MOVETYPE_NONE);
123 this.effects |= EF_NODRAW;
124 settouch(this, func_null);
125 setthink(this, ka_TimeScoring);
126 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
127 this.takedamage = DAMAGE_NO;
128 navigation_dynamicgoal_unset(this);
130 // apply effects to player
131 toucher.glow_color = autocvar_g_keepawayball_trail_color;
132 toucher.glow_trail = true;
133 toucher.effects |= autocvar_g_keepaway_ballcarrier_effects;
135 // messages and sounds
136 ka_EventLog("pickup", toucher);
137 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname);
138 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname);
139 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
140 sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
143 GameRules_scoring_add(toucher, KEEPAWAY_PICKUPS, 1);
146 WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
147 toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
148 WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
149 WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier);
150 WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
153 void ka_PlayerReset(entity plyr)
155 plyr.ballcarried = NULL;
156 GameRules_scoring_vip(plyr, false);
157 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
159 // reset the player effects
160 plyr.glow_trail = false;
161 plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
164 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
167 ball = plyr.ballcarried;
169 if(!ball) { return; }
172 setattachment(ball, NULL, "");
173 set_movetype(ball, MOVETYPE_BOUNCE);
174 ball.wait = time + 1;
175 settouch(ball, ka_TouchEvent);
176 setthink(ball, ka_RespawnBall);
177 ball.nextthink = time + autocvar_g_keepawayball_respawntime;
178 ball.takedamage = DAMAGE_YES;
179 ball.effects &= ~EF_NODRAW;
180 setorigin(ball, plyr.origin + '0 0 10');
181 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
183 navigation_dynamicgoal_set(ball, plyr);
185 // messages and sounds
186 ka_EventLog("dropped", plyr);
187 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
188 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
189 sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
192 WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
193 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
194 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
196 ka_PlayerReset(plyr);
201 MODEL(KA_BALL, "models/orbs/orbblue.md3");
205 entity plyr = ka_ball.owner;
206 if (plyr) // it was attached
207 ka_PlayerReset(plyr);
209 WaypointSprite_DetachCarrier(ka_ball);
216 entity e = new(keepawayball);
217 setmodel(e, MDL_KA_BALL);
218 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
219 e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
220 e.takedamage = DAMAGE_YES;
221 e.solid = SOLID_TRIGGER;
222 set_movetype(e, MOVETYPE_BOUNCE);
223 e.glow_color = autocvar_g_keepawayball_trail_color;
228 settouch(e, ka_TouchEvent);
231 navigation_dynamicgoal_init(ka_ball, false);
233 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
236 void ka_Handler_CheckBall(entity this)
238 if(time < game_starttime)
249 this.nextthink = time;
252 void ka_Initialize() // run at the start of a match, initiates game mode
254 ka_Handler = new(ka_Handler);
255 setthink(ka_Handler, ka_Handler_CheckBall);
256 ka_Handler.nextthink = time;
264 void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
267 ball_owner = ka_ball.owner;
269 if (ball_owner == this)
273 navigation_routerating(this, ball_owner, ratingscale, 2000);
275 navigation_routerating(this, ka_ball, ratingscale, 2000);
278 void havocbot_role_ka_carrier(entity this)
283 if (navigation_goalrating_timeout(this))
285 navigation_goalrating_start(this);
286 havocbot_goalrating_items(this, 10000, this.origin, 10000);
287 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
288 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
289 navigation_goalrating_end(this);
291 navigation_goalrating_timeout_set(this);
294 if (!this.ballcarried)
296 this.havocbot_role = havocbot_role_ka_collector;
297 navigation_goalrating_timeout_expire(this, 2);
301 void havocbot_role_ka_collector(entity this)
306 if (navigation_goalrating_timeout(this))
308 navigation_goalrating_start(this);
309 havocbot_goalrating_items(this, 10000, this.origin, 10000);
310 havocbot_goalrating_enemyplayers(this, 500, this.origin, 10000);
311 havocbot_goalrating_ball(this, 8000, this.origin);
312 navigation_goalrating_end(this);
314 navigation_goalrating_timeout_set(this);
317 if (this.ballcarried)
319 this.havocbot_role = havocbot_role_ka_carrier;
320 navigation_goalrating_timeout_expire(this, 2);
329 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
331 entity frag_attacker = M_ARGV(1, entity);
332 entity frag_target = M_ARGV(2, entity);
334 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
336 if(frag_target.ballcarried) { // add to amount of times killing carrier
337 GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1);
338 if(autocvar_g_keepaway_score_bckill) // add bckills to the score
339 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill);
341 else if(!frag_attacker.ballcarried)
342 if(autocvar_g_keepaway_noncarrier_warn)
343 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
345 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
346 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac);
349 if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
352 MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
354 M_ARGV(2, float) = 0; // no frags counted in keepaway
355 return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
358 MUTATOR_HOOKFUNCTION(ka, Scores_CountFragsRemaining)
360 // announce remaining frags, but only when timed scoring is off
361 return !autocvar_g_keepaway_score_timepoints;
364 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
366 entity player = M_ARGV(0, entity);
368 // clear the item used for the ball in keepaway
369 player.items &= ~IT_KEY1;
371 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
372 if(player.ballcarried)
373 player.items |= IT_KEY1;
376 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
378 entity player = M_ARGV(0, entity);
380 if(MUTATOR_RETURNVALUE == 0)
381 if(player.ballcarried)
383 ka_DropEvent(player);
388 MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in damage.qc
390 entity frag_attacker = M_ARGV(1, entity);
391 entity frag_target = M_ARGV(2, entity);
392 float frag_damage = M_ARGV(4, float);
393 vector frag_force = M_ARGV(6, vector);
395 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
397 if(frag_target == frag_attacker) // damage done to yourself
399 frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
400 frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
402 else // damage done to noncarriers
404 frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
405 frag_force *= autocvar_g_keepaway_ballcarrier_force;
408 else if (IS_PLAYER(frag_attacker) && !frag_target.ballcarried) // if the target is a noncarrier
410 if(frag_target == frag_attacker) // damage done to yourself
412 frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
413 frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
415 else // damage done to other noncarriers
417 frag_damage *= autocvar_g_keepaway_noncarrier_damage;
418 frag_force *= autocvar_g_keepaway_noncarrier_force;
422 M_ARGV(4, float) = frag_damage;
423 M_ARGV(6, vector) = frag_force;
426 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
428 entity player = M_ARGV(0, entity);
430 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
433 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
435 entity player = M_ARGV(0, entity);
437 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
440 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
442 entity player = M_ARGV(0, entity);
444 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
445 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
447 player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
449 if(player.ballcarried)
450 player.effects |= autocvar_g_keepaway_ballcarrier_effects;
454 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics_UpdateStats)
456 entity player = M_ARGV(0, entity);
457 // these automatically reset, no need to worry
459 if(player.ballcarried)
460 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_keepaway_ballcarrier_highspeed;
463 MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
465 entity bot = M_ARGV(0, entity);
466 entity targ = M_ARGV(1, entity);
468 // if neither player has ball then don't attack unless the ball is on the ground
469 if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner)
473 MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
475 entity bot = M_ARGV(0, entity);
478 bot.havocbot_role = havocbot_role_ka_carrier;
480 bot.havocbot_role = havocbot_role_ka_collector;
484 MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
486 entity frag_target = M_ARGV(0, entity);
488 if(frag_target.ballcarried)
489 ka_DropEvent(frag_target);