+#include "gamemode_keepaway.qh"
#ifndef GAMEMODE_KEEPAWAY_H
#define GAMEMODE_KEEPAWAY_H
const float SP_KEEPAWAY_CARRIERKILLS = 5;
const float SP_KEEPAWAY_BCTIME = 6;
-void() havocbot_role_ka_carrier;
-void() havocbot_role_ka_collector;
+void(entity this) havocbot_role_ka_carrier;
+void(entity this) havocbot_role_ka_collector;
void ka_DropEvent(entity plyr);
#endif
float autocvar_g_keepawayball_respawntime;
int autocvar_g_keepawayball_trail_color;
-float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame
+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
{
- if(e.ballcarried)
- if(IS_SPEC(other))
+ if(view.ballcarried)
+ if(IS_SPEC(player))
return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
// TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
GameLogEcho(strcat(":ka:", mode, ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
}
-void ka_TouchEvent();
-void ka_RespawnBall() // runs whenever the ball needs to be relocated
-{SELFPARAM();
+void ka_TouchEvent(entity this);
+void ka_RespawnBall(entity this);
+void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
+{
if(gameover) { return; }
vector oldballorigin = self.origin;
if(!MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
{
- entity spot = SelectSpawnPoint(true);
+ entity spot = SelectSpawnPoint(this, true);
setorigin(self, spot.origin);
self.angles = spot.angles;
}
self.velocity = '0 0 200';
self.angles = '0 0 0';
self.effects = autocvar_g_keepawayball_effects;
- self.touch = ka_TouchEvent;
- self.think = ka_RespawnBall;
+ settouch(self, ka_TouchEvent);
+ setthink(self, ka_RespawnBall);
self.nextthink = time + autocvar_g_keepawayball_respawntime;
Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
sound(self, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
}
-void ka_TimeScoring()
-{SELFPARAM();
+void ka_TimeScoring(entity this)
+{
if(self.owner.ballcarried)
{ // add points for holding the ball after a certain amount of time
if(autocvar_g_keepaway_score_timepoints)
}
}
-void ka_TouchEvent() // runs any time that the ball comes in contact with something
-{SELFPARAM();
+void ka_TouchEvent(entity this) // runs any time that the ball comes in contact with something
+{
if(gameover) { return; }
if(!self) { return; }
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
{ // The ball fell off the map, respawn it since players can't get to it
- ka_RespawnBall();
+ ka_RespawnBall(self);
return;
}
- if(other.deadflag != DEAD_NO) { return; }
- if(other.frozen) { return; }
+ if(IS_DEAD(other)) { return; }
+ if(STAT(FROZEN, other)) { return; }
if (!IS_PLAYER(other))
{ // The ball just touched an object, most likely the world
Send_Effect(EFFECT_BALL_SPARKS, self.origin, '0 0 0', 1);
self.velocity = '0 0 0';
self.movetype = MOVETYPE_NONE;
self.effects |= EF_NODRAW;
- self.touch = func_null;
- self.think = ka_TimeScoring;
+ settouch(self, func_null);
+ setthink(self, ka_TimeScoring);
self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
self.takedamage = DAMAGE_NO;
setattachment(ball, world, "");
ball.movetype = MOVETYPE_BOUNCE;
ball.wait = time + 1;
- ball.touch = ka_TouchEvent;
- ball.think = ka_RespawnBall;
+ settouch(ball, ka_TouchEvent);
+ setthink(ball, ka_RespawnBall);
ball.nextthink = time + autocvar_g_keepawayball_respawntime;
ball.takedamage = DAMAGE_YES;
ball.effects &= ~EF_NODRAW;
WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
}
-void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal
-{SELFPARAM();
- if((self.owner) && (IS_PLAYER(self.owner)))
- ka_DropEvent(self.owner);
+/** used to clear the ballcarrier whenever the match switches from warmup to normal */
+void ka_Reset(entity this)
+{
+ if((this.owner) && (IS_PLAYER(this.owner)))
+ ka_DropEvent(this.owner);
if(time < game_starttime)
{
- self.think = ka_RespawnBall;
- self.touch = func_null;
- self.nextthink = game_starttime;
+ setthink(this, ka_RespawnBall);
+ settouch(this, func_null);
+ this.nextthink = game_starttime;
}
else
- ka_RespawnBall();
+ ka_RespawnBall(this);
}
// Bot player logic
// ================
-void havocbot_goalrating_ball(float ratingscale, vector org)
-{SELFPARAM();
+void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
+{
float t;
entity ball_owner;
ball_owner = ka_ball.owner;
- if (ball_owner == self)
+ if (ball_owner == this)
return;
// If ball is carried by player then hunt them down.
if (ball_owner)
{
- t = (self.health + self.armorvalue) / (ball_owner.health + ball_owner.armorvalue);
- navigation_routerating(ball_owner, t * ratingscale, 2000);
+ t = (this.health + this.armorvalue) / (ball_owner.health + ball_owner.armorvalue);
+ navigation_routerating(this, ball_owner, t * ratingscale, 2000);
}
else // Ball has been dropped so collect.
- navigation_routerating(ka_ball, ratingscale, 2000);
+ navigation_routerating(this, ka_ball, ratingscale, 2000);
}
-void havocbot_role_ka_carrier()
-{SELFPARAM();
- if (self.deadflag != DEAD_NO)
+void havocbot_role_ka_carrier(entity this)
+{
+ if (IS_DEAD(this))
return;
- if (time > self.bot_strategytime)
+ if (time > this.bot_strategytime)
{
- self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+ this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
- navigation_goalrating_start();
- havocbot_goalrating_items(10000, self.origin, 10000);
- havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
- //havocbot_goalrating_waypoints(1, self.origin, 1000);
- navigation_goalrating_end();
+ navigation_goalrating_start(this);
+ havocbot_goalrating_items(this, 10000, this.origin, 10000);
+ havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
+ //havocbot_goalrating_waypoints(1, this.origin, 1000);
+ navigation_goalrating_end(this);
}
- if (!self.ballcarried)
+ if (!this.ballcarried)
{
- self.havocbot_role = havocbot_role_ka_collector;
- self.bot_strategytime = 0;
+ this.havocbot_role = havocbot_role_ka_collector;
+ this.bot_strategytime = 0;
}
}
-void havocbot_role_ka_collector()
-{SELFPARAM();
- if (self.deadflag != DEAD_NO)
+void havocbot_role_ka_collector(entity this)
+{
+ if (IS_DEAD(this))
return;
- if (time > self.bot_strategytime)
+ if (time > this.bot_strategytime)
{
- self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+ this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
- navigation_goalrating_start();
- havocbot_goalrating_items(10000, self.origin, 10000);
- havocbot_goalrating_enemyplayers(1000, self.origin, 10000);
- havocbot_goalrating_ball(20000, self.origin);
- navigation_goalrating_end();
+ navigation_goalrating_start(this);
+ havocbot_goalrating_items(this, 10000, this.origin, 10000);
+ havocbot_goalrating_enemyplayers(this, 1000, this.origin, 10000);
+ havocbot_goalrating_ball(this, 20000, this.origin);
+ navigation_goalrating_end(this);
}
- if (self.ballcarried)
+ if (this.ballcarried)
{
- self.havocbot_role = havocbot_role_ka_carrier;
- self.bot_strategytime = 0;
+ this.havocbot_role = havocbot_role_ka_carrier;
+ this.bot_strategytime = 0;
}
}
// ==============
MUTATOR_HOOKFUNCTION(ka, PlayerDies)
-{SELFPARAM();
+{
if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
{
if(frag_target.ballcarried) { // add to amount of times killing carrier
PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
}
- if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has died, drop it
+ if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
return 0;
}
void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
{
- entity e;
- e = spawn();
+ entity e = new(keepawayball);
e.model = "models/orbs/orbblue.md3";
precache_model(e.model);
_setmodel(e, e.model);
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
- e.classname = "keepawayball";
e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
e.takedamage = DAMAGE_YES;
e.solid = SOLID_TRIGGER;
e.glow_color = autocvar_g_keepawayball_trail_color;
e.glow_trail = true;
e.flags = FL_ITEM;
+ e.pushable = true;
e.reset = ka_Reset;
- e.touch = ka_TouchEvent;
+ settouch(e, ka_TouchEvent);
e.owner = world;
ka_ball = e;