#include "sv_domination.qh" #include #include #include #include #include #include #include #include #include bool g_domination; int autocvar_g_domination_default_teams; bool autocvar_g_domination_disable_frags; int autocvar_g_domination_point_amt; bool autocvar_g_domination_point_fullbright; float autocvar_g_domination_round_timelimit; float autocvar_g_domination_warmup; float autocvar_g_domination_point_rate; int autocvar_g_domination_teams_override; void dom_EventLog(string mode, float team_before, entity actor) // use an alias for easy changing and quick editing later { if(autocvar_sv_eventlog) GameLogEcho(strcat(":dom:", mode, ":", ftos(team_before), ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : ""))); } void set_dom_state(entity e) { STAT(DOM_TOTAL_PPS, e) = total_pps; STAT(DOM_PPS_RED, e) = pps_red; STAT(DOM_PPS_BLUE, e) = pps_blue; if(domination_teams & BIT(2)) STAT(DOM_PPS_YELLOW, e) = pps_yellow; if(domination_teams & BIT(3)) STAT(DOM_PPS_PINK, e) = pps_pink; } void dompoint_captured(entity this) { float old_delay, old_team, real_team; // now that the delay has expired, switch to the latest team to lay claim to this point entity head = this.owner; real_team = this.cnt; this.cnt = -1; dom_EventLog("taken", this.team, this.dmg_inflictor); this.dmg_inflictor = NULL; this.goalentity = head; this.model = head.mdl; this.modelindex = head.dmg; this.skin = head.skin; float points, wait_time; if (autocvar_g_domination_point_amt) points = autocvar_g_domination_point_amt; else points = this.frags; if (autocvar_g_domination_point_rate) wait_time = autocvar_g_domination_point_rate; else wait_time = this.wait; if(domination_roundbased) bprint(sprintf("^3%s^3%s\n", head.netname, this.message)); else Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_DOMINATION_CAPTURE_TIME, head.netname, this.message, points, wait_time); if(this.enemy.playerid == this.enemy_playerid) GameRules_scoring_add(this.enemy, DOM_TAKES, 1); else this.enemy = NULL; if (head.noise != "") { if(this.enemy) _sound(this.enemy, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM); else _sound(this, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM); } if (head.noise1 != "") play2all(head.noise1); this.delay = time + wait_time; // do trigger work old_delay = this.delay; old_team = this.team; this.team = real_team; this.delay = 0; SUB_UseTargets (this, this, NULL); this.delay = old_delay; this.team = old_team; entity msg = WP_DomNeut; switch(real_team) { case NUM_TEAM_1: msg = WP_DomRed; break; case NUM_TEAM_2: msg = WP_DomBlue; break; case NUM_TEAM_3: msg = WP_DomYellow; break; case NUM_TEAM_4: msg = WP_DomPink; break; } WaypointSprite_UpdateSprites(this.sprite, msg, WP_Null, WP_Null); total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0; IL_EACH(g_dompoints, true, { if (autocvar_g_domination_point_amt) points = autocvar_g_domination_point_amt; else points = it.frags; if (autocvar_g_domination_point_rate) wait_time = autocvar_g_domination_point_rate; else wait_time = it.wait; switch(it.goalentity.team) { case NUM_TEAM_1: pps_red += points/wait_time; break; case NUM_TEAM_2: pps_blue += points/wait_time; break; case NUM_TEAM_3: pps_yellow += points/wait_time; break; case NUM_TEAM_4: pps_pink += points/wait_time; break; } total_pps += points/wait_time; }); WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, colormapPaletteColor(this.goalentity.team - 1, 0)); WaypointSprite_Ping(this.sprite); this.captime = time; FOREACH_CLIENT(IS_REAL_CLIENT(it), { set_dom_state(it); }); } void AnimateDomPoint(entity this) { if(this.pain_finished > time) return; this.pain_finished = time + this.t_width; if(this.nextthink > this.pain_finished) this.nextthink = this.pain_finished; this.frame = this.frame + 1; if(this.frame > this.t_length) this.frame = 0; } void dompointthink(entity this) { float fragamt; this.nextthink = time + 0.1; //this.frame = this.frame + 1; //if(this.frame > 119) // this.frame = 0; AnimateDomPoint(this); // give points if (game_stopped || this.delay > time || time < game_starttime) // game has ended, don't keep giving points return; if(autocvar_g_domination_point_rate) this.delay = time + autocvar_g_domination_point_rate; else this.delay = time + this.wait; // give credit to the team // NOTE: this defaults to 0 if (!domination_roundbased) if (this.goalentity.netname != "") { if(autocvar_g_domination_point_amt) fragamt = autocvar_g_domination_point_amt; else fragamt = this.frags; TeamScore_AddToTeam(this.goalentity.team, ST_SCORE, fragamt); TeamScore_AddToTeam(this.goalentity.team, ST_DOM_TICKS, fragamt); // give credit to the individual player, if they are still there if (this.enemy.playerid == this.enemy_playerid) { GameRules_scoring_add(this.enemy, SCORE, fragamt); GameRules_scoring_add(this.enemy, DOM_TICKS, fragamt); } else this.enemy = NULL; } } void dompointtouch(entity this, entity toucher) { if(!IS_PLAYER(toucher)) return; if(IS_DEAD(toucher)) return; if(IS_INDEPENDENT_PLAYER(toucher)) return; if(round_handler_IsActive() && !round_handler_IsRoundStarted()) return; if(time < this.captime + 0.3) return; // only valid teams can claim it entity head = find(NULL, classname, "dom_team"); while (head && head.team != toucher.team) head = find(head, classname, "dom_team"); if (!head || head.netname == "" || head == this.goalentity) return; // delay capture this.team = this.goalentity.team; // this stores the PREVIOUS team! this.cnt = toucher.team; this.owner = head; // team to switch to after the delay this.dmg_inflictor = toucher; // this.state = 1; // this.delay = time + cvar("g_domination_point_capturetime"); //this.nextthink = time + cvar("g_domination_point_capturetime"); //this.think = dompoint_captured; // go to neutral team in the mean time head = find(NULL, classname, "dom_team"); while (head && head.netname != "") head = find(head, classname, "dom_team"); if(head == NULL) return; WaypointSprite_UpdateSprites(this.sprite, WP_DomNeut, WP_Null, WP_Null); WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, '0 1 1'); WaypointSprite_Ping(this.sprite); this.goalentity = head; this.model = head.mdl; this.modelindex = head.dmg; this.skin = head.skin; this.enemy = toucher; // individual player scoring this.enemy_playerid = toucher.playerid; dompoint_captured(this); } void dom_controlpoint_setup(entity this) { entity head; // find the spawnfunc_dom_team representing unclaimed points head = find(NULL, classname, "dom_team"); while(head && head.netname != "") head = find(head, classname, "dom_team"); if (!head) objerror(this, "no spawnfunc_dom_team with netname \"\" found\n"); // copy important properties from spawnfunc_dom_team entity this.goalentity = head; _setmodel(this, head.mdl); // precision already set this.skin = head.skin; this.cnt = -1; if(this.message == "") this.message = " has captured a control point"; if(this.frags <= 0) this.frags = 1; if(this.wait <= 0) this.wait = 5; float points, waittime; if (autocvar_g_domination_point_amt) points = autocvar_g_domination_point_amt; else points = this.frags; if (autocvar_g_domination_point_rate) waittime = autocvar_g_domination_point_rate; else waittime = this.wait; total_pps += points/waittime; if(!this.t_width) this.t_width = 0.02; // frame animation rate if(!this.t_length) this.t_length = 239; // maximum frame setthink(this, dompointthink); this.nextthink = time; settouch(this, dompointtouch); this.solid = SOLID_TRIGGER; if(!this.flags & FL_ITEM) IL_PUSH(g_items, this); this.flags = FL_ITEM; setsize(this, '-48 -48 -32', '48 48 32'); // 0.8.6 used '-32 -32 -32', '32 32 32' with sv_legacy_bbox_expand 1 and FL_ITEM setorigin(this, this.origin + '0 0 20'); DropToFloor_QC_DelayedInit(this); waypoint_spawnforitem(this); WaypointSprite_SpawnFixed(WP_DomNeut, this.origin + '0 0 32', this, sprite, RADARICON_DOMPOINT); } int total_control_points; void Domination_count_controlpoints() { total_control_points = 0; for (int i = 1; i <= NUM_TEAMS; ++i) { Team_SetNumberOfOwnedItems(Team_GetTeamFromIndex(i), 0); } IL_EACH(g_dompoints, true, { ++total_control_points; if (!Entity_HasValidTeam(it.goalentity)) { continue; } entity team_ = Entity_GetTeam(it.goalentity); int num_control_points = Team_GetNumberOfOwnedItems(team_); ++num_control_points; Team_SetNumberOfOwnedItems(team_, num_control_points); }); } bool Domination_CheckWinner() { if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0) { Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER); Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER); game_stopped = true; round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit); return true; } Domination_count_controlpoints(); int winner_team = Team_GetWinnerTeam_WithOwnedItems(total_control_points); if (winner_team == -1) return 0; if(winner_team > 0) { Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN)); Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN)); TeamScore_AddToTeam(winner_team, ST_DOM_CAPS, +1); } game_stopped = true; round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit); return true; } bool Domination_CheckPlayers() { return true; } void Domination_RoundStart() { FOREACH_CLIENT(IS_PLAYER(it), { it.player_blocked = false; }); } //go to best items, or control points you don't own void havocbot_goalrating_controlpoints(entity this, float ratingscale, vector org, float sradius) { IL_EACH(g_dompoints, vdist((((it.absmin + it.absmax) * 0.5) - org), <, sradius), { if(it.cnt > -1) // this is just being fought navigation_routerating(this, it, ratingscale, 5000); else if(it.goalentity.cnt == 0) // unclaimed navigation_routerating(this, it, ratingscale, 5000); else if(it.goalentity.team != this.team) // other team's point navigation_routerating(this, it, ratingscale, 5000); }); } void havocbot_role_dom(entity this) { if(IS_DEAD(this)) return; if (navigation_goalrating_timeout(this)) { navigation_goalrating_start(this); havocbot_goalrating_controlpoints(this, 10000, this.origin, 15000); havocbot_goalrating_items(this, 20000, this.origin, 8000); //havocbot_goalrating_enemyplayers(this, 1500, this.origin, 2000); havocbot_goalrating_waypoints(this, 1, this.origin, 3000); navigation_goalrating_end(this); navigation_goalrating_timeout_set(this); } } MUTATOR_HOOKFUNCTION(dom, TeamBalance_CheckAllowedTeams) { // fallback? M_ARGV(0, float) = domination_teams; string ret_string = "dom_team"; entity head = find(NULL, classname, ret_string); while(head) { if(head.netname != "") { if (Team_IsValidTeam(head.team)) { M_ARGV(0, float) |= Team_TeamToBit(head.team); } } head = find(head, classname, ret_string); } M_ARGV(1, string) = string_null; return true; } MUTATOR_HOOKFUNCTION(dom, reset_map_players) { total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0; FOREACH_CLIENT(true, { if (IS_PLAYER(it)) { PutClientInServer(it); if(domination_roundbased) it.player_blocked = 1; } if(IS_REAL_CLIENT(it)) set_dom_state(it); }); return true; } MUTATOR_HOOKFUNCTION(dom, PlayerSpawn) { entity player = M_ARGV(0, entity); if(domination_roundbased) player.player_blocked = !round_handler_IsRoundStarted(); } MUTATOR_HOOKFUNCTION(dom, ClientConnect) { entity player = M_ARGV(0, entity); set_dom_state(player); } MUTATOR_HOOKFUNCTION(dom, HavocBot_ChooseRole) { entity bot = M_ARGV(0, entity); bot.havocbot_role = havocbot_role_dom; return true; } /*QUAKED spawnfunc_dom_controlpoint (0 .5 .8) (-16 -16 -24) (16 16 32) Control point for Domination gameplay. */ spawnfunc(dom_controlpoint) { if(!g_domination) { delete(this); return; } setthink(this, dom_controlpoint_setup); this.nextthink = time + 0.1; this.reset = dom_controlpoint_setup; if(!this.scale) this.scale = 0.6; this.effects = this.effects | EF_LOWPRECISION; if (autocvar_g_domination_point_fullbright) this.effects |= EF_FULLBRIGHT; IL_PUSH(g_dompoints, this); } // Quake Live CP /*QUAKED team_dom_point (0 .2 1) (-16 -16 0) (16 16 88) Domination capture point. -------- KEYS -------- identifier : Set to 1, 2, or 3 to match to point 'A', 'B', or 'C'. count : Adjust the range of the capture point (in units, eg: 64, 128... etc). target : Target name for multiple info_player_deathmatch entities (to allow spawning near that particular dom point). -------- NOTES -------- Do not assign a 'gametype' key to this item. It is used in all four team game types. The game will call for it as needed. -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/powerups/domination/dompoint.md3" */ spawnfunc(team_dom_point) { spawnfunc_dom_controlpoint(this); } /*QUAKED spawnfunc_dom_team (0 .5 .8) (-32 -32 -24) (32 32 32) Team declaration for Domination gameplay, this allows you to decide what team names and control point models are used in your map. Note: If you use spawnfunc_dom_team entities you must define at least 3 and only two can have netname set! The nameless team owns all control points at start. Keys: "netname" Name of the team (for example Red Team, Blue Team, Green Team, Yellow Team, Life, Death, etc) "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue) "model" Model to use for control points owned by this team (for example "progs/b_g_key.mdl" is a gold keycard, and "progs/b_s_key.mdl" is a silver keycard) "skin" Skin of the model to use (for team skins on a single model) "noise" Sound to play when this team captures a point. (this is a localized sound, like a small alarm or other effect) "noise1" Narrator speech to play when this team captures a point. (this is a global sound, like "Red team has captured a control point") */ spawnfunc(dom_team) { if(!g_domination || autocvar_g_domination_teams_override >= 2) { delete(this); return; } precache_model(this.model); if (this.noise != "") precache_sound(this.noise); if (this.noise1 != "") precache_sound(this.noise1); _setmodel(this, this.model); // precision not needed this.mdl = this.model; this.dmg = this.modelindex; this.model = ""; this.modelindex = 0; // this would have to be changed if used in quakeworld if(this.cnt) this.team = this.cnt + 1; // WHY are these different anyway? } // scoreboard setup void ScoreRules_dom(int teams) { if(domination_roundbased) { GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, { field_team(ST_DOM_CAPS, "caps", SFL_SORT_PRIO_PRIMARY); field(SP_DOM_TAKES, "takes", 0); }); } else { float sp_domticks, sp_score; sp_score = sp_domticks = 0; if(autocvar_g_domination_disable_frags) sp_domticks = SFL_SORT_PRIO_PRIMARY; else sp_score = SFL_SORT_PRIO_PRIMARY; GameRules_scoring(teams, sp_score, sp_score, { field_team(ST_DOM_TICKS, "ticks", sp_domticks); field(SP_DOM_TICKS, "ticks", sp_domticks); field(SP_DOM_TAKES, "takes", 0); }); } } // code from here on is just to support maps that don't have control point and team entities void dom_spawnteam(string teamname, float teamcolor, string pointmodel, float pointskin, Sound capsound, string capnarration, string capmessage) { TC(Sound, capsound); entity e = new_pure(dom_team); e.netname = strzone(teamname); e.cnt = teamcolor; e.model = pointmodel; e.skin = pointskin; e.noise = strzone(Sound_fixpath(capsound)); e.noise1 = strzone(capnarration); e.message = strzone(capmessage); // this code is identical to spawnfunc_dom_team _setmodel(e, e.model); // precision not needed e.mdl = e.model; e.dmg = e.modelindex; e.model = ""; e.modelindex = 0; // this would have to be changed if used in quakeworld e.team = e.cnt + 1; //eprint(e); } void dom_spawnpoint(vector org) { entity e = spawn(); setthink(e, spawnfunc_dom_controlpoint); e.nextthink = time; setorigin(e, org); spawnfunc_dom_controlpoint(e); } // spawn some default teams if the map is not set up for domination void dom_spawnteams(int teams) { TC(int, teams); dom_spawnteam(Team_ColoredFullName(NUM_TEAM_1), NUM_TEAM_1-1, "models/domination/dom_red.md3", 0, SND_DOM_CLAIM, "", "Red team has captured a control point"); dom_spawnteam(Team_ColoredFullName(NUM_TEAM_2), NUM_TEAM_2-1, "models/domination/dom_blue.md3", 0, SND_DOM_CLAIM, "", "Blue team has captured a control point"); if(teams & BIT(2)) dom_spawnteam(Team_ColoredFullName(NUM_TEAM_3), NUM_TEAM_3-1, "models/domination/dom_yellow.md3", 0, SND_DOM_CLAIM, "", "Yellow team has captured a control point"); if(teams & BIT(3)) dom_spawnteam(Team_ColoredFullName(NUM_TEAM_4), NUM_TEAM_4-1, "models/domination/dom_pink.md3", 0, SND_DOM_CLAIM, "", "Pink team has captured a control point"); dom_spawnteam("", 0, "models/domination/dom_unclaimed.md3", 0, SND_Null, "", ""); } void dom_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up. { // if no teams are found, spawn defaults if(find(NULL, classname, "dom_team") == NULL || autocvar_g_domination_teams_override >= 2) { LOG_TRACE("No \"dom_team\" entities found on this map, creating them anyway."); domination_teams = autocvar_g_domination_teams_override; if (domination_teams < 2) domination_teams = autocvar_g_domination_default_teams; domination_teams = BITS(bound(2, domination_teams, 4)); dom_spawnteams(domination_teams); } else { entity balance = TeamBalance_CheckAllowedTeams(NULL); domination_teams = TeamBalance_GetAllowedTeams(balance); TeamBalance_Destroy(balance); } domination_roundbased = autocvar_g_domination_roundbased; ScoreRules_dom(domination_teams); if(domination_roundbased) { round_handler_Spawn(Domination_CheckPlayers, Domination_CheckWinner, Domination_RoundStart); round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit); } } void dom_Initialize() { g_domination = true; g_dompoints = IL_NEW(); InitializeEntity(NULL, dom_DelayedInit, INITPRIO_GAMETYPE); }