1 #include "gamemode_keepaway.qh"
2 #ifndef GAMEMODE_KEEPAWAY_H
3 #define GAMEMODE_KEEPAWAY_H
7 REGISTER_MUTATOR(ka, false)
11 if (time > 1) // game loads at time 1
12 error("This is a game type and it cannot be added at runtime.");
16 MUTATOR_ONROLLBACK_OR_REMOVE
18 // we actually cannot roll back ka_Initialize here
19 // BUT: we don't need to! If this gets called, adding always
25 LOG_INFO("This is a game type and it cannot be removed at runtime.");
35 const float SP_KEEPAWAY_PICKUPS = 4;
36 const float SP_KEEPAWAY_CARRIERKILLS = 5;
37 const float SP_KEEPAWAY_BCTIME = 6;
39 void(entity this) havocbot_role_ka_carrier;
40 void(entity this) havocbot_role_ka_collector;
42 void ka_DropEvent(entity plyr);
47 int autocvar_g_keepaway_ballcarrier_effects;
48 float autocvar_g_keepaway_ballcarrier_damage;
49 float autocvar_g_keepaway_ballcarrier_force;
50 float autocvar_g_keepaway_ballcarrier_highspeed;
51 float autocvar_g_keepaway_ballcarrier_selfdamage;
52 float autocvar_g_keepaway_ballcarrier_selfforce;
53 float autocvar_g_keepaway_noncarrier_damage;
54 float autocvar_g_keepaway_noncarrier_force;
55 float autocvar_g_keepaway_noncarrier_selfdamage;
56 float autocvar_g_keepaway_noncarrier_selfforce;
57 bool autocvar_g_keepaway_noncarrier_warn;
58 int autocvar_g_keepaway_score_bckill;
59 int autocvar_g_keepaway_score_killac;
60 int autocvar_g_keepaway_score_timepoints;
61 float autocvar_g_keepaway_score_timeinterval;
62 float autocvar_g_keepawayball_damageforcescale;
63 int autocvar_g_keepawayball_effects;
64 float autocvar_g_keepawayball_respawntime;
65 int autocvar_g_keepawayball_trail_color;
67 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
71 return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
73 // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
78 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
80 if(autocvar_sv_eventlog)
81 GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
84 void ka_TouchEvent(entity this);
85 void ka_RespawnBall(entity this);
86 void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
88 if(gameover) { return; }
89 vector oldballorigin = this.origin;
91 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
93 entity spot = SelectSpawnPoint(this, true);
94 setorigin(this, spot.origin);
95 this.angles = spot.angles;
98 makevectors(this.angles);
99 this.movetype = MOVETYPE_BOUNCE;
100 this.velocity = '0 0 200';
101 this.angles = '0 0 0';
102 this.effects = autocvar_g_keepawayball_effects;
103 settouch(this, ka_TouchEvent);
104 setthink(this, ka_RespawnBall);
105 this.nextthink = time + autocvar_g_keepawayball_respawntime;
107 Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
108 Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
110 WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
111 WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
113 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
116 void ka_TimeScoring(entity this)
118 if(this.owner.ballcarried)
119 { // add points for holding the ball after a certain amount of time
120 if(autocvar_g_keepaway_score_timepoints)
121 PlayerScore_Add(this.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
123 PlayerScore_Add(this.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
124 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
128 void ka_TouchEvent(entity this) // runs any time that the ball comes in contact with something
130 if(gameover) { return; }
131 if(!this) { return; }
132 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
133 { // The ball fell off the map, respawn it since players can't get to it
134 ka_RespawnBall(this);
137 if(IS_DEAD(other)) { return; }
138 if(STAT(FROZEN, other)) { return; }
139 if (!IS_PLAYER(other))
140 { // The ball just touched an object, most likely the world
141 Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
142 sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
145 else if(this.wait > time) { return; }
147 // attach the ball to the player
149 other.ballcarried = this;
150 setattachment(this, other, "");
151 setorigin(this, '0 0 0');
153 // make the ball invisible/unable to do anything/set up time scoring
154 this.velocity = '0 0 0';
155 this.movetype = MOVETYPE_NONE;
156 this.effects |= EF_NODRAW;
157 settouch(this, func_null);
158 setthink(this, ka_TimeScoring);
159 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
160 this.takedamage = DAMAGE_NO;
162 // apply effects to player
163 other.glow_color = autocvar_g_keepawayball_trail_color;
164 other.glow_trail = true;
165 other.effects |= autocvar_g_keepaway_ballcarrier_effects;
167 // messages and sounds
168 ka_EventLog("pickup", other);
169 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, other.netname);
170 Send_Notification(NOTIF_ALL_EXCEPT, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, other.netname);
171 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
172 sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
175 PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
178 WaypointSprite_AttachCarrier(WP_KaBallCarrier, other, RADARICON_FLAGCARRIER);
179 other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
180 WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
181 WaypointSprite_Ping(other.waypointsprite_attachedforcarrier);
182 WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
185 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
188 ball = plyr.ballcarried;
190 if(!ball) { return; }
193 setattachment(ball, NULL, "");
194 ball.movetype = MOVETYPE_BOUNCE;
195 ball.wait = time + 1;
196 settouch(ball, ka_TouchEvent);
197 setthink(ball, ka_RespawnBall);
198 ball.nextthink = time + autocvar_g_keepawayball_respawntime;
199 ball.takedamage = DAMAGE_YES;
200 ball.effects &= ~EF_NODRAW;
201 setorigin(ball, plyr.origin + '0 0 10');
202 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
203 ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P
206 // reset the player effects
207 plyr.glow_trail = false;
208 plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
210 // messages and sounds
211 ka_EventLog("dropped", plyr);
212 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
213 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
214 sound(other, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
217 // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
220 WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
221 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
222 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
223 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
226 /** used to clear the ballcarrier whenever the match switches from warmup to normal */
227 void ka_Reset(entity this)
229 if((this.owner) && (IS_PLAYER(this.owner)))
230 ka_DropEvent(this.owner);
232 if(time < game_starttime)
234 setthink(this, ka_RespawnBall);
235 settouch(this, func_null);
236 this.nextthink = game_starttime;
239 ka_RespawnBall(this);
247 void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
251 ball_owner = ka_ball.owner;
253 if (ball_owner == this)
256 // If ball is carried by player then hunt them down.
259 t = (this.health + this.armorvalue) / (ball_owner.health + ball_owner.armorvalue);
260 navigation_routerating(this, ball_owner, t * ratingscale, 2000);
262 else // Ball has been dropped so collect.
263 navigation_routerating(this, ka_ball, ratingscale, 2000);
266 void havocbot_role_ka_carrier(entity this)
271 if (time > this.bot_strategytime)
273 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
275 navigation_goalrating_start(this);
276 havocbot_goalrating_items(this, 10000, this.origin, 10000);
277 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
278 //havocbot_goalrating_waypoints(1, this.origin, 1000);
279 navigation_goalrating_end(this);
282 if (!this.ballcarried)
284 this.havocbot_role = havocbot_role_ka_collector;
285 this.bot_strategytime = 0;
289 void havocbot_role_ka_collector(entity this)
294 if (time > this.bot_strategytime)
296 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
298 navigation_goalrating_start(this);
299 havocbot_goalrating_items(this, 10000, this.origin, 10000);
300 havocbot_goalrating_enemyplayers(this, 1000, this.origin, 10000);
301 havocbot_goalrating_ball(this, 20000, this.origin);
302 navigation_goalrating_end(this);
305 if (this.ballcarried)
307 this.havocbot_role = havocbot_role_ka_carrier;
308 this.bot_strategytime = 0;
317 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
319 entity frag_attacker = M_ARGV(1, entity);
320 entity frag_target = M_ARGV(2, entity);
322 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
324 if(frag_target.ballcarried) { // add to amount of times killing carrier
325 PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
326 if(autocvar_g_keepaway_score_bckill) // add bckills to the score
327 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill);
329 else if(!frag_attacker.ballcarried)
330 if(autocvar_g_keepaway_noncarrier_warn)
331 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
333 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
334 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
337 if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
340 MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
342 M_ARGV(2, float) = 0; // no frags counted in keepaway
343 return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
346 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
348 entity player = M_ARGV(0, entity);
350 // clear the item used for the ball in keepaway
351 player.items &= ~IT_KEY1;
353 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
354 if(player.ballcarried)
355 player.items |= IT_KEY1;
358 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
360 entity player = M_ARGV(0, entity);
362 if(MUTATOR_RETURNVALUE == 0)
363 if(player.ballcarried)
365 ka_DropEvent(player);
370 MUTATOR_HOOKFUNCTION(ka, PlayerDamage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
372 entity frag_attacker = M_ARGV(1, entity);
373 entity frag_target = M_ARGV(2, entity);
374 float frag_damage = M_ARGV(4, float);
375 vector frag_force = M_ARGV(6, vector);
377 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
379 if(frag_target == frag_attacker) // damage done to yourself
381 frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
382 frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
384 else // damage done to noncarriers
386 frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
387 frag_force *= autocvar_g_keepaway_ballcarrier_force;
390 else if (!frag_target.ballcarried) // if the target is a noncarrier
392 if(frag_target == frag_attacker) // damage done to yourself
394 frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
395 frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
397 else // damage done to other noncarriers
399 frag_damage *= autocvar_g_keepaway_noncarrier_damage;
400 frag_force *= autocvar_g_keepaway_noncarrier_force;
404 M_ARGV(4, float) = frag_damage;
405 M_ARGV(6, vector) = frag_force;
408 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
410 entity player = M_ARGV(0, entity);
412 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
415 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
417 entity player = M_ARGV(0, entity);
419 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
422 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
424 entity player = M_ARGV(0, entity);
426 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
427 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
429 player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
431 if(player.ballcarried)
432 player.effects |= autocvar_g_keepaway_ballcarrier_effects;
435 .float stat_sv_airspeedlimit_nonqw;
436 .float stat_sv_maxspeed;
438 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics)
440 entity player = M_ARGV(0, entity);
442 if(player.ballcarried)
444 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_keepaway_ballcarrier_highspeed;
445 player.stat_sv_maxspeed *= autocvar_g_keepaway_ballcarrier_highspeed;
449 MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
451 entity bot = M_ARGV(0, entity);
452 entity targ = M_ARGV(1, entity);
454 // if neither player has ball then don't attack unless the ball is on the ground
455 if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner)
459 MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
461 entity bot = M_ARGV(0, entity);
464 bot.havocbot_role = havocbot_role_ka_carrier;
466 bot.havocbot_role = havocbot_role_ka_collector;
470 MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
472 entity frag_target = M_ARGV(0, entity);
474 if(frag_target.ballcarried)
475 ka_DropEvent(frag_target);
483 void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
485 entity e = new(keepawayball);
486 e.model = "models/orbs/orbblue.md3";
487 precache_model(e.model);
488 _setmodel(e, e.model);
489 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
490 e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
491 e.takedamage = DAMAGE_YES;
492 e.solid = SOLID_TRIGGER;
493 e.movetype = MOVETYPE_BOUNCE;
494 e.glow_color = autocvar_g_keepawayball_trail_color;
499 settouch(e, ka_TouchEvent);
503 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
508 ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, true); // SFL_SORT_PRIO_PRIMARY
509 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0);
510 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0);
511 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY);
512 ScoreRules_basics_end();
515 void ka_Initialize() // run at the start of a match, initiates game mode