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