1 #include "sv_keepaway.qh"
3 #include <common/effects/all.qh>
4 #include <server/gamelog.qh>
8 int autocvar_g_keepaway_ballcarrier_effects;
9 float autocvar_g_keepaway_ballcarrier_damage;
10 float autocvar_g_keepaway_ballcarrier_force;
11 float autocvar_g_keepaway_ballcarrier_highspeed;
12 float autocvar_g_keepaway_ballcarrier_selfdamage;
13 float autocvar_g_keepaway_ballcarrier_selfforce;
14 float autocvar_g_keepaway_noncarrier_damage;
15 float autocvar_g_keepaway_noncarrier_force;
16 float autocvar_g_keepaway_noncarrier_selfdamage;
17 float autocvar_g_keepaway_noncarrier_selfforce;
18 bool autocvar_g_keepaway_noncarrier_warn;
19 int autocvar_g_keepaway_score_bckill;
20 int autocvar_g_keepaway_score_killac;
21 int autocvar_g_keepaway_score_timepoints;
22 float autocvar_g_keepaway_score_timeinterval;
23 float autocvar_g_keepawayball_damageforcescale;
24 int autocvar_g_keepawayball_effects;
25 float autocvar_g_keepawayball_respawntime;
26 int autocvar_g_keepawayball_trail_color;
28 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
32 return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
34 // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
39 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
41 if(autocvar_sv_eventlog)
42 GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
45 void ka_TouchEvent(entity this, entity toucher);
46 void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
48 if(game_stopped) return;
49 vector oldballorigin = this.origin;
51 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 entity spot = SelectSpawnPoint(this, true);
54 setorigin(this, spot.origin);
55 this.angles = spot.angles;
58 makevectors(this.angles);
59 set_movetype(this, MOVETYPE_BOUNCE);
60 this.velocity = '0 0 200';
61 this.angles = '0 0 0';
62 this.effects = autocvar_g_keepawayball_effects;
63 settouch(this, ka_TouchEvent);
64 setthink(this, ka_RespawnBall);
65 this.nextthink = time + autocvar_g_keepawayball_respawntime;
66 navigation_dynamicgoal_set(this, NULL);
68 Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
69 Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
71 WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
72 WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
74 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
77 void ka_TimeScoring(entity this)
79 if(this.owner.ballcarried)
80 { // add points for holding the ball after a certain amount of time
81 if(autocvar_g_keepaway_score_timepoints)
82 GameRules_scoring_add(this.owner, SCORE, autocvar_g_keepaway_score_timepoints);
84 GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
85 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
89 void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
91 if (!this || game_stopped)
94 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
95 { // The ball fell off the map, respawn it since players can't get to it
99 if(IS_DEAD(toucher)) { return; }
100 if(STAT(FROZEN, toucher)) { return; }
101 if (!IS_PLAYER(toucher))
102 { // The ball just touched an object, most likely the world
103 Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
104 sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
107 else if(this.wait > time) { return; }
109 // attach the ball to the player
110 this.owner = toucher;
111 toucher.ballcarried = this;
112 GameRules_scoring_vip(toucher, true);
113 setattachment(this, toucher, "");
114 setorigin(this, '0 0 0');
116 // make the ball invisible/unable to do anything/set up time scoring
117 this.velocity = '0 0 0';
118 set_movetype(this, MOVETYPE_NONE);
119 this.effects |= EF_NODRAW;
120 settouch(this, func_null);
121 setthink(this, ka_TimeScoring);
122 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
123 this.takedamage = DAMAGE_NO;
124 navigation_dynamicgoal_unset(this);
126 // apply effects to player
127 toucher.glow_color = autocvar_g_keepawayball_trail_color;
128 toucher.glow_trail = true;
129 toucher.effects |= autocvar_g_keepaway_ballcarrier_effects;
131 // messages and sounds
132 ka_EventLog("pickup", toucher);
133 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname);
134 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname);
135 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
136 sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
139 GameRules_scoring_add(toucher, KEEPAWAY_PICKUPS, 1);
142 WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
143 toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
144 WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
145 WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier);
146 WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
149 void ka_PlayerReset(entity plyr)
151 plyr.ballcarried = NULL;
152 GameRules_scoring_vip(plyr, false);
153 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
155 // reset the player effects
156 plyr.glow_trail = false;
157 plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
160 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
163 ball = plyr.ballcarried;
165 if(!ball) { return; }
168 setattachment(ball, NULL, "");
169 set_movetype(ball, MOVETYPE_BOUNCE);
170 ball.wait = time + 1;
171 settouch(ball, ka_TouchEvent);
172 setthink(ball, ka_RespawnBall);
173 ball.nextthink = time + autocvar_g_keepawayball_respawntime;
174 ball.takedamage = DAMAGE_YES;
175 ball.effects &= ~EF_NODRAW;
176 setorigin(ball, plyr.origin + '0 0 10');
177 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
179 navigation_dynamicgoal_set(ball, plyr);
181 // messages and sounds
182 ka_EventLog("dropped", plyr);
183 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
184 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
185 sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
188 WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
189 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
190 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
192 ka_PlayerReset(plyr);
197 MODEL(KA_BALL, "models/orbs/orbblue.md3");
201 entity plyr = ka_ball.owner;
202 if (plyr) // it was attached
203 ka_PlayerReset(plyr);
205 WaypointSprite_DetachCarrier(ka_ball);
212 entity e = new(keepawayball);
213 setmodel(e, MDL_KA_BALL);
214 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
215 e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
216 e.takedamage = DAMAGE_YES;
217 e.solid = SOLID_TRIGGER;
218 set_movetype(e, MOVETYPE_BOUNCE);
219 e.glow_color = autocvar_g_keepawayball_trail_color;
224 settouch(e, ka_TouchEvent);
227 navigation_dynamicgoal_init(ka_ball, false);
229 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
232 void ka_Handler_CheckBall(entity this)
234 if(time < game_starttime)
245 this.nextthink = time;
248 void ka_Initialize() // run at the start of a match, initiates game mode
250 ka_Handler = new(ka_Handler);
251 setthink(ka_Handler, ka_Handler_CheckBall);
252 ka_Handler.nextthink = time;
260 void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
263 ball_owner = ka_ball.owner;
265 if (ball_owner == this)
269 navigation_routerating(this, ball_owner, ratingscale, 2000);
271 navigation_routerating(this, ka_ball, ratingscale, 2000);
274 void havocbot_role_ka_carrier(entity this)
279 if (navigation_goalrating_timeout(this))
281 navigation_goalrating_start(this);
282 havocbot_goalrating_items(this, 10000, this.origin, 10000);
283 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
284 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
285 navigation_goalrating_end(this);
287 navigation_goalrating_timeout_set(this);
290 if (!this.ballcarried)
292 this.havocbot_role = havocbot_role_ka_collector;
293 navigation_goalrating_timeout_expire(this, 2);
297 void havocbot_role_ka_collector(entity this)
302 if (navigation_goalrating_timeout(this))
304 navigation_goalrating_start(this);
305 havocbot_goalrating_items(this, 10000, this.origin, 10000);
306 havocbot_goalrating_enemyplayers(this, 500, this.origin, 10000);
307 havocbot_goalrating_ball(this, 8000, this.origin);
308 navigation_goalrating_end(this);
310 navigation_goalrating_timeout_set(this);
313 if (this.ballcarried)
315 this.havocbot_role = havocbot_role_ka_carrier;
316 navigation_goalrating_timeout_expire(this, 2);
325 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
327 entity frag_attacker = M_ARGV(1, entity);
328 entity frag_target = M_ARGV(2, entity);
330 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
332 if(frag_target.ballcarried) { // add to amount of times killing carrier
333 GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1);
334 if(autocvar_g_keepaway_score_bckill) // add bckills to the score
335 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill);
337 else if(!frag_attacker.ballcarried)
338 if(autocvar_g_keepaway_noncarrier_warn)
339 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
341 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
342 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac);
345 if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
348 MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
350 M_ARGV(2, float) = 0; // no frags counted in keepaway
351 return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
354 MUTATOR_HOOKFUNCTION(ka, Scores_CountFragsRemaining)
356 // announce remaining frags, but only when timed scoring is off
357 return !autocvar_g_keepaway_score_timepoints;
360 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
362 entity player = M_ARGV(0, entity);
364 // clear the item used for the ball in keepaway
365 player.items &= ~IT_KEY1;
367 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
368 if(player.ballcarried)
369 player.items |= IT_KEY1;
372 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
374 entity player = M_ARGV(0, entity);
376 if(MUTATOR_RETURNVALUE == 0)
377 if(player.ballcarried)
379 ka_DropEvent(player);
384 MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
386 entity frag_attacker = M_ARGV(1, entity);
387 entity frag_target = M_ARGV(2, entity);
388 float frag_damage = M_ARGV(4, float);
389 vector frag_force = M_ARGV(6, vector);
391 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
393 if(frag_target == frag_attacker) // damage done to yourself
395 frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
396 frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
398 else // damage done to noncarriers
400 frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
401 frag_force *= autocvar_g_keepaway_ballcarrier_force;
404 else if (IS_PLAYER(frag_attacker) && !frag_target.ballcarried) // if the target is a noncarrier
406 if(frag_target == frag_attacker) // damage done to yourself
408 frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
409 frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
411 else // damage done to other noncarriers
413 frag_damage *= autocvar_g_keepaway_noncarrier_damage;
414 frag_force *= autocvar_g_keepaway_noncarrier_force;
418 M_ARGV(4, float) = frag_damage;
419 M_ARGV(6, vector) = frag_force;
422 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
424 entity player = M_ARGV(0, entity);
426 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
429 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
431 entity player = M_ARGV(0, entity);
433 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
436 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
438 entity player = M_ARGV(0, entity);
440 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
441 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
443 player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
445 if(player.ballcarried)
446 player.effects |= autocvar_g_keepaway_ballcarrier_effects;
450 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics_UpdateStats)
452 entity player = M_ARGV(0, entity);
453 // these automatically reset, no need to worry
455 if(player.ballcarried)
456 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_keepaway_ballcarrier_highspeed;
459 MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
461 entity bot = M_ARGV(0, entity);
462 entity targ = M_ARGV(1, entity);
464 // if neither player has ball then don't attack unless the ball is on the ground
465 if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner)
469 MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
471 entity bot = M_ARGV(0, entity);
474 bot.havocbot_role = havocbot_role_ka_carrier;
476 bot.havocbot_role = havocbot_role_ka_collector;
480 MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
482 entity frag_target = M_ARGV(0, entity);
484 if(frag_target.ballcarried)
485 ka_DropEvent(frag_target);