1#include "gamemode_keepaway.qh" 2 3int autocvar_g_keepaway_ballcarrier_effects; 4float autocvar_g_keepaway_ballcarrier_damage; 5float autocvar_g_keepaway_ballcarrier_force; 6float autocvar_g_keepaway_ballcarrier_highspeed; 7float autocvar_g_keepaway_ballcarrier_selfdamage; 8float autocvar_g_keepaway_ballcarrier_selfforce; 9float autocvar_g_keepaway_noncarrier_damage; 10float autocvar_g_keepaway_noncarrier_force; 11float autocvar_g_keepaway_noncarrier_selfdamage; 12float autocvar_g_keepaway_noncarrier_selfforce; 13bool autocvar_g_keepaway_noncarrier_warn; 14int autocvar_g_keepaway_score_bckill; 15int autocvar_g_keepaway_score_killac; 16int autocvar_g_keepaway_score_timepoints; 17float autocvar_g_keepaway_score_timeinterval; 18float autocvar_g_keepawayball_damageforcescale; 19int autocvar_g_keepawayball_effects; 20float autocvar_g_keepawayball_respawntime; 21int autocvar_g_keepawayball_trail_color; 22 23bool ka_ballcarrier_waypointsprite_visible_for_player(entity this, entity player, entity view) // runs on waypoints which are attached to ballcarriers, updates once per frame 24{ 25 if(view.ballcarried) 26 if(IS_SPEC(player)) 27 return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen 28 29 // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup 30 31 return true; 32} 33 34void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later 35{ 36 if(autocvar_sv_eventlog) 37 GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : ""))); 38} 39 40void ka_TouchEvent(entity this, entity toucher); 41void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated 42{ 43 if(game_stopped) return; 44 vector oldballorigin = this.origin; 45 46 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256)) 47 { 48 entity spot = SelectSpawnPoint(this, true); 49 setorigin(this, spot.origin); 50 this.angles = spot.angles; 51 } 52 53 makevectors(this.angles); 54 set_movetype(this, MOVETYPE_BOUNCE); 55 this.velocity = '0 0 200'; 56 this.angles = '0 0 0'; 57 this.effects = autocvar_g_keepawayball_effects; 58 settouch(this, ka_TouchEvent); 59 setthink(this, ka_RespawnBall); 60 this.nextthink = time + autocvar_g_keepawayball_respawntime; 61 navigation_dynamicgoal_set(this); 62 63 Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1); 64 Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1); 65 66 WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); 67 WaypointSprite_Ping(this.waypointsprite_attachedforcarrier); 68 69 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) 70} 71 72void ka_TimeScoring(entity this) 73{ 74 if(this.owner.ballcarried) 75 { // add points for holding the ball after a certain amount of time 76 if(autocvar_g_keepaway_score_timepoints) 77 PlayerScore_Add(this.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints); 78 79 PlayerScore_Add(this.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds" 80 this.nextthink = time + autocvar_g_keepaway_score_timeinterval; 81 } 82} 83 84void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something 85{ 86 if(game_stopped) return; 87 if(!this) return; 88 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) 89 { // The ball fell off the map, respawn it since players can't get to it 90 ka_RespawnBall(this); 91 return; 92 } 93 if(IS_DEAD(toucher)) { return; } 94 if(STAT(FROZEN, toucher)) { return; } 95 if (!IS_PLAYER(toucher)) 96 { // The ball just touched an object, most likely the world 97 Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1); 98 sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM); 99 return; 100 } 101 else if(this.wait > time) { return; } 102 103 // attach the ball to the player 104 this.owner = toucher; 105 toucher.ballcarried = this; 106 setattachment(this, toucher, ""); 107 setorigin(this, '0 0 0'); 108 109 // make the ball invisible/unable to do anything/set up time scoring 110 this.velocity = '0 0 0'; 111 set_movetype(this, MOVETYPE_NONE); 112 this.effects |= EF_NODRAW; 113 settouch(this, func_null); 114 setthink(this, ka_TimeScoring); 115 this.nextthink = time + autocvar_g_keepaway_score_timeinterval; 116 this.takedamage = DAMAGE_NO; 117 navigation_dynamicgoal_unset(this); 118 119 // apply effects to player 120 toucher.glow_color = autocvar_g_keepawayball_trail_color; 121 toucher.glow_trail = true; 122 toucher.effects |= autocvar_g_keepaway_ballcarrier_effects; 123 124 // messages and sounds 125 ka_EventLog("pickup", toucher); 126 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname); 127 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname); 128 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF); 129 sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) 130 131 // scoring 132 PlayerScore_Add(toucher, SP_KEEPAWAY_PICKUPS, 1); 133 134 // waypoints 135 WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER); 136 toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player; 137 WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT); 138 WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier); 139 WaypointSprite_Kill(this.waypointsprite_attachedforcarrier); 140} 141 142void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball 143{ 144 entity ball; 145 ball = plyr.ballcarried; 146 147 if(!ball) { return; } 148 149 // reset the ball 150 setattachment(ball, NULL, ""); 151 set_movetype(ball, MOVETYPE_BOUNCE); 152 ball.wait = time + 1; 153 settouch(ball, ka_TouchEvent); 154 setthink(ball, ka_RespawnBall); 155 ball.nextthink = time + autocvar_g_keepawayball_respawntime; 156 ball.takedamage = DAMAGE_YES; 157 ball.effects &= ~EF_NODRAW; 158 setorigin(ball, plyr.origin + '0 0 10'); 159 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom(); 160 ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P 161 ball.owner = NULL; 162 navigation_dynamicgoal_set(ball); 163 164 // reset the player effects 165 plyr.glow_trail = false; 166 plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects; 167 168 // messages and sounds 169 ka_EventLog("dropped", plyr); 170 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname); 171 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname); 172 sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) 173 174 // scoring 175 // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless. 176 177 // waypoints 178 WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); 179 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT); 180 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier); 181 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier); 182} 183 184/** used to clear the ballcarrier whenever the match switches from warmup to normal */ 185void ka_Reset(entity this) 186{ 187 if((this.owner) && (IS_PLAYER(this.owner))) 188 ka_DropEvent(this.owner); 189 190 if(time < game_starttime) 191 { 192 setthink(this, ka_RespawnBall); 193 settouch(this, func_null); 194 this.nextthink = game_starttime; 195 } 196 else 197 ka_RespawnBall(this); 198} 199 200 201// ================ 202// Bot player logic 203// ================ 204 205void havocbot_goalrating_ball(entity this, float ratingscale, vector org) 206{ 207 float t; 208 entity ball_owner; 209 ball_owner = ka_ball.owner; 210 211 if (ball_owner == this) 212 return; 213 214 // If ball is carried by player then hunt them down. 215 if (ball_owner) 216 { 217 t = (this.health + this.armorvalue) / (ball_owner.health + ball_owner.armorvalue); 218 navigation_routerating(this, ball_owner, t * ratingscale, 2000); 219 } 220 else // Ball has been dropped so collect. 221 navigation_routerating(this, ka_ball, ratingscale, 2000); 222} 223 224void havocbot_role_ka_carrier(entity this) 225{ 226 if (IS_DEAD(this)) 227 return; 228 229 if (time > this.bot_strategytime) 230 { 231 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval; 232 233 navigation_goalrating_start(this); 234 havocbot_goalrating_items(this, 10000, this.origin, 10000); 235 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000); 236 havocbot_goalrating_waypoints(this, 1, this.origin, 3000); 237 navigation_goalrating_end(this); 238 } 239 240 if (!this.ballcarried) 241 { 242 this.havocbot_role = havocbot_role_ka_collector; 243 this.bot_strategytime = 0; 244 } 245} 246 247void havocbot_role_ka_collector(entity this) 248{ 249 if (IS_DEAD(this)) 250 return; 251 252 if (time > this.bot_strategytime) 253 { 254 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval; 255 256 navigation_goalrating_start(this); 257 havocbot_goalrating_items(this, 10000, this.origin, 10000); 258 havocbot_goalrating_enemyplayers(this, 1000, this.origin, 10000); 259 havocbot_goalrating_ball(this, 20000, this.origin); 260 navigation_goalrating_end(this); 261 } 262 263 if (this.ballcarried) 264 { 265 this.havocbot_role = havocbot_role_ka_carrier; 266 this.bot_strategytime = 0; 267 } 268} 269 270 271// ============== 272// Hook Functions 273// ============== 274 275MUTATOR_HOOKFUNCTION(ka, PlayerDies) 276{ 277 entity frag_attacker = M_ARGV(1, entity); 278 entity frag_target = M_ARGV(2, entity); 279 280 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker))) 281 { 282 if(frag_target.ballcarried) { // add to amount of times killing carrier 283 PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1); 284 if(autocvar_g_keepaway_score_bckill) // add bckills to the score 285 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill); 286 } 287 else if(!frag_attacker.ballcarried) 288 if(autocvar_g_keepaway_noncarrier_warn) 289 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN); 290 291 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier 292 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac); 293 } 294 295 if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it 296} 297 298MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill) 299{ 300 M_ARGV(2, float) = 0; // no frags counted in keepaway 301 return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count. 302} 303 304MUTATOR_HOOKFUNCTION(ka, PlayerPreThink) 305{ 306 entity player = M_ARGV(0, entity); 307 308 // clear the item used for the ball in keepaway 309 player.items &= ~IT_KEY1; 310 311 // if the player has the ball, make sure they have the item for it (Used for HUD primarily) 312 if(player.ballcarried) 313 player.items |= IT_KEY1; 314} 315 316MUTATOR_HOOKFUNCTION(ka, PlayerUseKey) 317{ 318 entity player = M_ARGV(0, entity); 319 320 if(MUTATOR_RETURNVALUE == 0) 321 if(player.ballcarried) 322 { 323 ka_DropEvent(player); 324 return true; 325 } 326} 327 328MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc 329{ 330 entity frag_attacker = M_ARGV(1, entity); 331 entity frag_target = M_ARGV(2, entity); 332 float frag_damage = M_ARGV(4, float); 333 vector frag_force = M_ARGV(6, vector); 334 335 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier 336 { 337 if(frag_target == frag_attacker) // damage done to yourself 338 { 339 frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage; 340 frag_force *= autocvar_g_keepaway_ballcarrier_selfforce; 341 } 342 else // damage done to noncarriers 343 { 344 frag_damage *= autocvar_g_keepaway_ballcarrier_damage; 345 frag_force *= autocvar_g_keepaway_ballcarrier_force; 346 } 347 } 348 else if (!frag_target.ballcarried) // if the target is a noncarrier 349 { 350 if(frag_target == frag_attacker) // damage done to yourself 351 { 352 frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage; 353 frag_force *= autocvar_g_keepaway_noncarrier_selfforce; 354 } 355 else // damage done to other noncarriers 356 { 357 frag_damage *= autocvar_g_keepaway_noncarrier_damage; 358 frag_force *= autocvar_g_keepaway_noncarrier_force; 359 } 360 } 361 362 M_ARGV(4, float) = frag_damage; 363 M_ARGV(6, vector) = frag_force; 364} 365 366MUTATOR_HOOKFUNCTION(ka, ClientDisconnect) 367{ 368 entity player = M_ARGV(0, entity); 369 370 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it 371} 372 373MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver) 374{ 375 entity player = M_ARGV(0, entity); 376 377 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it 378} 379 380MUTATOR_HOOKFUNCTION(ka, PlayerPowerups) 381{ 382 entity player = M_ARGV(0, entity); 383 384 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup 385 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player() 386 387 player.effects &= ~autocvar_g_keepaway_ballcarrier_effects; 388 389 if(player.ballcarried) 390 player.effects |= autocvar_g_keepaway_ballcarrier_effects; 391} 392 393.float stat_sv_airspeedlimit_nonqw; 394.float stat_sv_maxspeed; 395 396MUTATOR_HOOKFUNCTION(ka, PlayerPhysics) 397{ 398 entity player = M_ARGV(0, entity); 399 400 if(player.ballcarried) 401 { 402 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_keepaway_ballcarrier_highspeed; 403 player.stat_sv_maxspeed *= autocvar_g_keepaway_ballcarrier_highspeed; 404 } 405} 406 407MUTATOR_HOOKFUNCTION(ka, BotShouldAttack) 408{ 409 entity bot = M_ARGV(0, entity); 410 entity targ = M_ARGV(1, entity); 411 412 // if neither player has ball then don't attack unless the ball is on the ground 413 if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner) 414 return true; 415} 416 417MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole) 418{ 419 entity bot = M_ARGV(0, entity); 420 421 if (bot.ballcarried) 422 bot.havocbot_role = havocbot_role_ka_carrier; 423 else 424 bot.havocbot_role = havocbot_role_ka_collector; 425 return true; 426} 427 428MUTATOR_HOOKFUNCTION(ka, DropSpecialItems) 429{ 430 entity frag_target = M_ARGV(0, entity); 431 432 if(frag_target.ballcarried) 433 ka_DropEvent(frag_target); 434} 435 436.bool pushable; 437 438// ============== 439// Initialization 440// ============== 441 442void ka_SpawnBall() // loads various values for the ball, runs only once at start of match 443{ 444 entity e = new(keepawayball); 445 e.model = "models/orbs/orbblue.md3"; 446 precache_model(e.model); 447 _setmodel(e, e.model); 448 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 449 e.damageforcescale = autocvar_g_keepawayball_damageforcescale; 450 e.takedamage = DAMAGE_YES; 451 e.solid = SOLID_TRIGGER; 452 set_movetype(e, MOVETYPE_BOUNCE); 453 e.glow_color = autocvar_g_keepawayball_trail_color; 454 e.glow_trail = true; 455 e.flags = FL_ITEM; 456 IL_PUSH(g_items, e); 457 e.pushable = true; 458 e.reset = ka_Reset; 459 settouch(e, ka_TouchEvent); 460 e.owner = NULL; 461 ka_ball = e; 462 navigation_dynamicgoal_init(ka_ball, false); 463 464 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So. 465} 466 467void ka_ScoreRules() 468{ 469 ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, true); // SFL_SORT_PRIO_PRIMARY 470 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0); 471 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0); 472 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY); 473 ScoreRules_basics_end(); 474} 475 476void ka_Initialize() // run at the start of a match, initiates game mode 477{ 478 ka_ScoreRules(); 479 ka_SpawnBall(); 480} 481