5 #include <common/effects/all.qh>
9 int autocvar_g_keepaway_ballcarrier_effects;
10 float autocvar_g_keepaway_ballcarrier_damage;
11 float autocvar_g_keepaway_ballcarrier_force;
12 float autocvar_g_keepaway_ballcarrier_highspeed;
13 float autocvar_g_keepaway_ballcarrier_selfdamage;
14 float autocvar_g_keepaway_ballcarrier_selfforce;
15 float autocvar_g_keepaway_noncarrier_damage;
16 float autocvar_g_keepaway_noncarrier_force;
17 float autocvar_g_keepaway_noncarrier_selfdamage;
18 float autocvar_g_keepaway_noncarrier_selfforce;
19 bool autocvar_g_keepaway_noncarrier_warn;
20 int autocvar_g_keepaway_score_bckill;
21 int autocvar_g_keepaway_score_killac;
22 int autocvar_g_keepaway_score_timepoints;
23 float autocvar_g_keepaway_score_timeinterval;
24 float autocvar_g_keepawayball_damageforcescale;
25 int autocvar_g_keepawayball_effects;
26 float autocvar_g_keepawayball_respawntime;
27 int autocvar_g_keepawayball_trail_color;
29 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
33 return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
35 // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
40 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
42 if(autocvar_sv_eventlog)
43 GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
46 void ka_TouchEvent(entity this, entity toucher);
47 void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
49 if(game_stopped) return;
50 vector oldballorigin = this.origin;
52 if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
54 entity spot = SelectSpawnPoint(this, true);
55 setorigin(this, spot.origin);
56 this.angles = spot.angles;
59 makevectors(this.angles);
60 set_movetype(this, MOVETYPE_BOUNCE);
61 this.velocity = '0 0 200';
62 this.angles = '0 0 0';
63 this.effects = autocvar_g_keepawayball_effects;
64 settouch(this, ka_TouchEvent);
65 setthink(this, ka_RespawnBall);
66 this.nextthink = time + autocvar_g_keepawayball_respawntime;
67 navigation_dynamicgoal_set(this);
69 Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
70 Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
72 WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
73 WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
75 sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
78 void ka_TimeScoring(entity this)
80 if(this.owner.ballcarried)
81 { // add points for holding the ball after a certain amount of time
82 if(autocvar_g_keepaway_score_timepoints)
83 GameRules_scoring_add(this.owner, SCORE, autocvar_g_keepaway_score_timepoints);
85 GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
86 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
90 void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
92 if(game_stopped) return;
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_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
152 ball = plyr.ballcarried;
154 if(!ball) { return; }
157 setattachment(ball, NULL, "");
158 set_movetype(ball, MOVETYPE_BOUNCE);
159 ball.wait = time + 1;
160 settouch(ball, ka_TouchEvent);
161 setthink(ball, ka_RespawnBall);
162 ball.nextthink = time + autocvar_g_keepawayball_respawntime;
163 ball.takedamage = DAMAGE_YES;
164 ball.effects &= ~EF_NODRAW;
165 setorigin(ball, plyr.origin + '0 0 10');
166 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
167 entity e = ball.owner; ball.owner = NULL;
168 e.ballcarried = NULL;
169 GameRules_scoring_vip(e, false);
170 navigation_dynamicgoal_set(ball);
172 // reset the player effects
173 plyr.glow_trail = false;
174 plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
176 // messages and sounds
177 ka_EventLog("dropped", plyr);
178 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
179 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
180 sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
183 // GameRules_scoring_add(plyr, KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
186 WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
187 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
188 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
189 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
192 /** used to clear the ballcarrier whenever the match switches from warmup to normal */
193 void ka_Reset(entity this)
195 if((this.owner) && (IS_PLAYER(this.owner)))
196 ka_DropEvent(this.owner);
198 if(time < game_starttime)
200 setthink(this, ka_RespawnBall);
201 settouch(this, func_null);
202 this.nextthink = game_starttime;
205 ka_RespawnBall(this);
213 void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
217 ball_owner = ka_ball.owner;
219 if (ball_owner == this)
222 // If ball is carried by player then hunt them down.
225 t = (this.health + this.armorvalue) / (ball_owner.health + ball_owner.armorvalue);
226 navigation_routerating(this, ball_owner, t * ratingscale, 2000);
228 else // Ball has been dropped so collect.
229 navigation_routerating(this, ka_ball, ratingscale, 2000);
232 void havocbot_role_ka_carrier(entity this)
237 if (navigation_goalrating_timeout(this))
239 navigation_goalrating_start(this);
240 havocbot_goalrating_items(this, 10000, this.origin, 10000);
241 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
242 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
243 navigation_goalrating_end(this);
245 navigation_goalrating_timeout_set(this);
248 if (!this.ballcarried)
250 this.havocbot_role = havocbot_role_ka_collector;
251 navigation_goalrating_timeout_expire(this, 2);
255 void havocbot_role_ka_collector(entity this)
260 if (navigation_goalrating_timeout(this))
262 navigation_goalrating_start(this);
263 havocbot_goalrating_items(this, 10000, this.origin, 10000);
264 havocbot_goalrating_enemyplayers(this, 1000, this.origin, 10000);
265 havocbot_goalrating_ball(this, 20000, this.origin);
266 navigation_goalrating_end(this);
268 navigation_goalrating_timeout_set(this);
271 if (this.ballcarried)
273 this.havocbot_role = havocbot_role_ka_carrier;
274 navigation_goalrating_timeout_expire(this, 2);
283 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
285 entity frag_attacker = M_ARGV(1, entity);
286 entity frag_target = M_ARGV(2, entity);
288 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
290 if(frag_target.ballcarried) { // add to amount of times killing carrier
291 GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1);
292 if(autocvar_g_keepaway_score_bckill) // add bckills to the score
293 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill);
295 else if(!frag_attacker.ballcarried)
296 if(autocvar_g_keepaway_noncarrier_warn)
297 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
299 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
300 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac);
303 if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
306 MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
308 M_ARGV(2, float) = 0; // no frags counted in keepaway
309 return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
312 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
314 entity player = M_ARGV(0, entity);
316 // clear the item used for the ball in keepaway
317 player.items &= ~IT_KEY1;
319 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
320 if(player.ballcarried)
321 player.items |= IT_KEY1;
324 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
326 entity player = M_ARGV(0, entity);
328 if(MUTATOR_RETURNVALUE == 0)
329 if(player.ballcarried)
331 ka_DropEvent(player);
336 MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
338 entity frag_attacker = M_ARGV(1, entity);
339 entity frag_target = M_ARGV(2, entity);
340 float frag_damage = M_ARGV(4, float);
341 vector frag_force = M_ARGV(6, vector);
343 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
345 if(frag_target == frag_attacker) // damage done to yourself
347 frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
348 frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
350 else // damage done to noncarriers
352 frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
353 frag_force *= autocvar_g_keepaway_ballcarrier_force;
356 else if (!frag_target.ballcarried) // if the target is a noncarrier
358 if(frag_target == frag_attacker) // damage done to yourself
360 frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
361 frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
363 else // damage done to other noncarriers
365 frag_damage *= autocvar_g_keepaway_noncarrier_damage;
366 frag_force *= autocvar_g_keepaway_noncarrier_force;
370 M_ARGV(4, float) = frag_damage;
371 M_ARGV(6, vector) = frag_force;
374 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
376 entity player = M_ARGV(0, entity);
378 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
381 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
383 entity player = M_ARGV(0, entity);
385 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
388 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
390 entity player = M_ARGV(0, entity);
392 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
393 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
395 player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
397 if(player.ballcarried)
398 player.effects |= autocvar_g_keepaway_ballcarrier_effects;
402 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics_UpdateStats)
404 entity player = M_ARGV(0, entity);
405 // these automatically reset, no need to worry
407 if(player.ballcarried)
408 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_keepaway_ballcarrier_highspeed;
411 MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
413 entity bot = M_ARGV(0, entity);
414 entity targ = M_ARGV(1, entity);
416 // if neither player has ball then don't attack unless the ball is on the ground
417 if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner)
421 MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
423 entity bot = M_ARGV(0, entity);
426 bot.havocbot_role = havocbot_role_ka_carrier;
428 bot.havocbot_role = havocbot_role_ka_collector;
432 MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
434 entity frag_target = M_ARGV(0, entity);
436 if(frag_target.ballcarried)
437 ka_DropEvent(frag_target);
446 MODEL(KA_BALL, "models/orbs/orbblue.md3");
448 void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
450 entity e = new(keepawayball);
451 setmodel(e, MDL_KA_BALL);
452 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
453 e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
454 e.takedamage = DAMAGE_YES;
455 e.solid = SOLID_TRIGGER;
456 set_movetype(e, MOVETYPE_BOUNCE);
457 e.glow_color = autocvar_g_keepawayball_trail_color;
463 settouch(e, ka_TouchEvent);
466 navigation_dynamicgoal_init(ka_ball, false);
468 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
471 void ka_Initialize() // run at the start of a match, initiates game mode