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>
11 int autocvar_g_keepaway_ballcarrier_effects;
12 float autocvar_g_keepaway_ballcarrier_damage;
13 float autocvar_g_keepaway_ballcarrier_force;
14 float autocvar_g_keepaway_ballcarrier_highspeed;
15 float autocvar_g_keepaway_ballcarrier_selfdamage;
16 float autocvar_g_keepaway_ballcarrier_selfforce;
17 float autocvar_g_keepaway_noncarrier_damage;
18 float autocvar_g_keepaway_noncarrier_force;
19 float autocvar_g_keepaway_noncarrier_selfdamage;
20 float autocvar_g_keepaway_noncarrier_selfforce;
21 bool autocvar_g_keepaway_noncarrier_warn;
22 int autocvar_g_keepaway_score_bckill;
23 int autocvar_g_keepaway_score_killac;
24 int autocvar_g_keepaway_score_timepoints;
25 float autocvar_g_keepaway_score_timeinterval;
26 float autocvar_g_keepawayball_damageforcescale;
27 int autocvar_g_keepawayball_effects;
28 float autocvar_g_keepawayball_respawntime;
29 int autocvar_g_keepawayball_trail_color;
31 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
35 return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
37 // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
42 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
44 if(autocvar_sv_eventlog)
45 GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
48 void ka_TouchEvent(entity this, entity toucher);
49 void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
51 if(game_stopped) return;
52 vector oldballorigin = this.origin;
54 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
56 entity spot = SelectSpawnPoint(this, true);
57 setorigin(this, spot.origin);
58 this.angles = spot.angles;
61 makevectors(this.angles);
62 set_movetype(this, MOVETYPE_BOUNCE);
63 this.velocity = '0 0 200';
64 this.angles = '0 0 0';
65 this.effects = autocvar_g_keepawayball_effects;
66 settouch(this, ka_TouchEvent);
67 setthink(this, ka_RespawnBall);
68 this.nextthink = time + autocvar_g_keepawayball_respawntime;
69 navigation_dynamicgoal_set(this, NULL);
71 Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
72 Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
74 WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
75 WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
77 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
80 void ka_TimeScoring(entity this)
82 if(this.owner.ballcarried)
83 { // add points for holding the ball after a certain amount of time
84 if(autocvar_g_keepaway_score_timepoints)
85 GameRules_scoring_add(this.owner, SCORE, autocvar_g_keepaway_score_timepoints);
87 GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
88 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
92 void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
94 if (!this || game_stopped)
97 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
98 { // The ball fell off the map, respawn it since players can't get to it
102 if(IS_DEAD(toucher)) { return; }
103 if(STAT(FROZEN, toucher)) { return; }
104 if (!IS_PLAYER(toucher))
105 { // The ball just touched an object, most likely the world
106 Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
107 sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
110 else if(this.wait > time) { return; }
112 // attach the ball to the player
113 this.owner = toucher;
114 toucher.ballcarried = this;
115 GameRules_scoring_vip(toucher, true);
116 setattachment(this, toucher, "");
117 setorigin(this, '0 0 0');
119 // make the ball invisible/unable to do anything/set up time scoring
120 this.velocity = '0 0 0';
121 set_movetype(this, MOVETYPE_NONE);
122 this.effects |= EF_NODRAW;
123 settouch(this, func_null);
124 setthink(this, ka_TimeScoring);
125 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
126 this.takedamage = DAMAGE_NO;
127 navigation_dynamicgoal_unset(this);
129 // apply effects to player
130 toucher.glow_color = autocvar_g_keepawayball_trail_color;
131 toucher.glow_trail = true;
132 toucher.effects |= autocvar_g_keepaway_ballcarrier_effects;
134 // messages and sounds
135 ka_EventLog("pickup", toucher);
136 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname);
137 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname);
138 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
139 sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
142 GameRules_scoring_add(toucher, KEEPAWAY_PICKUPS, 1);
145 WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
146 toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
147 WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
148 WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier);
149 WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
152 void ka_PlayerReset(entity plyr)
154 plyr.ballcarried = NULL;
155 GameRules_scoring_vip(plyr, false);
156 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
158 // reset the player effects
159 plyr.glow_trail = false;
160 plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
163 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
166 ball = plyr.ballcarried;
168 if(!ball) { return; }
171 setattachment(ball, NULL, "");
172 set_movetype(ball, MOVETYPE_BOUNCE);
173 ball.wait = time + 1;
174 settouch(ball, ka_TouchEvent);
175 setthink(ball, ka_RespawnBall);
176 ball.nextthink = time + autocvar_g_keepawayball_respawntime;
177 ball.takedamage = DAMAGE_YES;
178 ball.effects &= ~EF_NODRAW;
179 setorigin(ball, plyr.origin + '0 0 10');
180 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
182 navigation_dynamicgoal_set(ball, plyr);
184 // messages and sounds
185 ka_EventLog("dropped", plyr);
186 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
187 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
188 sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
191 WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
192 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
193 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
195 ka_PlayerReset(plyr);
200 MODEL(KA_BALL, "models/orbs/orbblue.md3");
204 entity plyr = ka_ball.owner;
205 if (plyr) // it was attached
206 ka_PlayerReset(plyr);
208 WaypointSprite_DetachCarrier(ka_ball);
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;
227 settouch(e, ka_TouchEvent);
230 navigation_dynamicgoal_init(ka_ball, false);
232 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
235 void ka_Handler_CheckBall(entity this)
237 if(time < game_starttime)
248 this.nextthink = time;
251 void ka_Initialize() // run at the start of a match, initiates game mode
253 ka_Handler = new(ka_Handler);
254 setthink(ka_Handler, ka_Handler_CheckBall);
255 ka_Handler.nextthink = time;
263 void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
266 ball_owner = ka_ball.owner;
268 if (ball_owner == this)
272 navigation_routerating(this, ball_owner, ratingscale, 2000);
274 navigation_routerating(this, ka_ball, ratingscale, 2000);
277 void havocbot_role_ka_carrier(entity this)
282 if (navigation_goalrating_timeout(this))
284 navigation_goalrating_start(this);
285 havocbot_goalrating_items(this, 10000, this.origin, 10000);
286 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
287 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
288 navigation_goalrating_end(this);
290 navigation_goalrating_timeout_set(this);
293 if (!this.ballcarried)
295 this.havocbot_role = havocbot_role_ka_collector;
296 navigation_goalrating_timeout_expire(this, 2);
300 void havocbot_role_ka_collector(entity this)
305 if (navigation_goalrating_timeout(this))
307 navigation_goalrating_start(this);
308 havocbot_goalrating_items(this, 10000, this.origin, 10000);
309 havocbot_goalrating_enemyplayers(this, 500, this.origin, 10000);
310 havocbot_goalrating_ball(this, 8000, this.origin);
311 navigation_goalrating_end(this);
313 navigation_goalrating_timeout_set(this);
316 if (this.ballcarried)
318 this.havocbot_role = havocbot_role_ka_carrier;
319 navigation_goalrating_timeout_expire(this, 2);
328 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
330 entity frag_attacker = M_ARGV(1, entity);
331 entity frag_target = M_ARGV(2, entity);
333 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
335 if(frag_target.ballcarried) { // add to amount of times killing carrier
336 GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1);
337 if(autocvar_g_keepaway_score_bckill) // add bckills to the score
338 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill);
340 else if(!frag_attacker.ballcarried)
341 if(autocvar_g_keepaway_noncarrier_warn)
342 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
344 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
345 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac);
348 if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
351 MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
353 M_ARGV(2, float) = 0; // no frags counted in keepaway
354 return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
357 MUTATOR_HOOKFUNCTION(ka, Scores_CountFragsRemaining)
359 // announce remaining frags, but only when timed scoring is off
360 return !autocvar_g_keepaway_score_timepoints;
363 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
365 entity player = M_ARGV(0, entity);
367 // clear the item used for the ball in keepaway
368 player.items &= ~IT_KEY1;
370 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
371 if(player.ballcarried)
372 player.items |= IT_KEY1;
375 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
377 entity player = M_ARGV(0, entity);
379 if(MUTATOR_RETURNVALUE == 0)
380 if(player.ballcarried)
382 ka_DropEvent(player);
387 MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in damage.qc
389 entity frag_attacker = M_ARGV(1, entity);
390 entity frag_target = M_ARGV(2, entity);
391 float frag_damage = M_ARGV(4, float);
392 vector frag_force = M_ARGV(6, vector);
394 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
396 if(frag_target == frag_attacker) // damage done to yourself
398 frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
399 frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
401 else // damage done to noncarriers
403 frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
404 frag_force *= autocvar_g_keepaway_ballcarrier_force;
407 else if (IS_PLAYER(frag_attacker) && !frag_target.ballcarried) // if the target is a noncarrier
409 if(frag_target == frag_attacker) // damage done to yourself
411 frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
412 frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
414 else // damage done to other noncarriers
416 frag_damage *= autocvar_g_keepaway_noncarrier_damage;
417 frag_force *= autocvar_g_keepaway_noncarrier_force;
421 M_ARGV(4, float) = frag_damage;
422 M_ARGV(6, vector) = frag_force;
425 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
427 entity player = M_ARGV(0, entity);
429 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
432 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
434 entity player = M_ARGV(0, entity);
436 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
439 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
441 entity player = M_ARGV(0, entity);
443 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
444 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
446 player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
448 if(player.ballcarried)
449 player.effects |= autocvar_g_keepaway_ballcarrier_effects;
453 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics_UpdateStats)
455 entity player = M_ARGV(0, entity);
456 // these automatically reset, no need to worry
458 if(player.ballcarried)
459 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_keepaway_ballcarrier_highspeed;
462 MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
464 entity bot = M_ARGV(0, entity);
465 entity targ = M_ARGV(1, entity);
467 // if neither player has ball then don't attack unless the ball is on the ground
468 if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner)
472 MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
474 entity bot = M_ARGV(0, entity);
477 bot.havocbot_role = havocbot_role_ka_carrier;
479 bot.havocbot_role = havocbot_role_ka_collector;
483 MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
485 entity frag_target = M_ARGV(0, entity);
487 if(frag_target.ballcarried)
488 ka_DropEvent(frag_target);