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, NULL);
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;
169 e.ballcarried = NULL;
170 GameRules_scoring_vip(e, false);
171 navigation_dynamicgoal_set(ball, e);
173 // reset the player effects
174 plyr.glow_trail = false;
175 plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
177 // messages and sounds
178 ka_EventLog("dropped", plyr);
179 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
180 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
181 sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
184 // GameRules_scoring_add(plyr, KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
187 WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
188 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
189 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
190 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
193 /** used to clear the ballcarrier whenever the match switches from warmup to normal */
194 void ka_Reset(entity this)
196 if((this.owner) && (IS_PLAYER(this.owner)))
197 ka_DropEvent(this.owner);
199 if(time < game_starttime)
201 setthink(this, ka_RespawnBall);
202 settouch(this, func_null);
203 this.nextthink = game_starttime;
206 ka_RespawnBall(this);
214 void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
217 ball_owner = ka_ball.owner;
219 if (ball_owner == this)
223 navigation_routerating(this, ball_owner, ratingscale, 2000);
225 navigation_routerating(this, ka_ball, ratingscale, 2000);
228 void havocbot_role_ka_carrier(entity this)
233 if (navigation_goalrating_timeout(this))
235 navigation_goalrating_start(this);
236 havocbot_goalrating_items(this, 10000, this.origin, 10000);
237 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
238 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
239 navigation_goalrating_end(this);
241 navigation_goalrating_timeout_set(this);
244 if (!this.ballcarried)
246 this.havocbot_role = havocbot_role_ka_collector;
247 navigation_goalrating_timeout_expire(this, 2);
251 void havocbot_role_ka_collector(entity this)
256 if (navigation_goalrating_timeout(this))
258 navigation_goalrating_start(this);
259 havocbot_goalrating_items(this, 10000, this.origin, 10000);
260 havocbot_goalrating_enemyplayers(this, 500, this.origin, 10000);
261 havocbot_goalrating_ball(this, 8000, this.origin);
262 navigation_goalrating_end(this);
264 navigation_goalrating_timeout_set(this);
267 if (this.ballcarried)
269 this.havocbot_role = havocbot_role_ka_carrier;
270 navigation_goalrating_timeout_expire(this, 2);
279 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
281 entity frag_attacker = M_ARGV(1, entity);
282 entity frag_target = M_ARGV(2, entity);
284 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
286 if(frag_target.ballcarried) { // add to amount of times killing carrier
287 GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1);
288 if(autocvar_g_keepaway_score_bckill) // add bckills to the score
289 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill);
291 else if(!frag_attacker.ballcarried)
292 if(autocvar_g_keepaway_noncarrier_warn)
293 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
295 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
296 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac);
299 if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
302 MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
304 M_ARGV(2, float) = 0; // no frags counted in keepaway
305 return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
308 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
310 entity player = M_ARGV(0, entity);
312 // clear the item used for the ball in keepaway
313 player.items &= ~IT_KEY1;
315 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
316 if(player.ballcarried)
317 player.items |= IT_KEY1;
320 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
322 entity player = M_ARGV(0, entity);
324 if(MUTATOR_RETURNVALUE == 0)
325 if(player.ballcarried)
327 ka_DropEvent(player);
332 MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
334 entity frag_attacker = M_ARGV(1, entity);
335 entity frag_target = M_ARGV(2, entity);
336 float frag_damage = M_ARGV(4, float);
337 vector frag_force = M_ARGV(6, vector);
339 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
341 if(frag_target == frag_attacker) // damage done to yourself
343 frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
344 frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
346 else // damage done to noncarriers
348 frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
349 frag_force *= autocvar_g_keepaway_ballcarrier_force;
352 else if (!frag_target.ballcarried) // if the target is a noncarrier
354 if(frag_target == frag_attacker) // damage done to yourself
356 frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
357 frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
359 else // damage done to other noncarriers
361 frag_damage *= autocvar_g_keepaway_noncarrier_damage;
362 frag_force *= autocvar_g_keepaway_noncarrier_force;
366 M_ARGV(4, float) = frag_damage;
367 M_ARGV(6, vector) = frag_force;
370 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
372 entity player = M_ARGV(0, entity);
374 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
377 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
379 entity player = M_ARGV(0, entity);
381 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
384 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
386 entity player = M_ARGV(0, entity);
388 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
389 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
391 player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
393 if(player.ballcarried)
394 player.effects |= autocvar_g_keepaway_ballcarrier_effects;
398 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics_UpdateStats)
400 entity player = M_ARGV(0, entity);
401 // these automatically reset, no need to worry
403 if(player.ballcarried)
404 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_keepaway_ballcarrier_highspeed;
407 MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
409 entity bot = M_ARGV(0, entity);
410 entity targ = M_ARGV(1, entity);
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)
417 MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
419 entity bot = M_ARGV(0, entity);
422 bot.havocbot_role = havocbot_role_ka_carrier;
424 bot.havocbot_role = havocbot_role_ka_collector;
428 MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
430 entity frag_target = M_ARGV(0, entity);
432 if(frag_target.ballcarried)
433 ka_DropEvent(frag_target);
442 MODEL(KA_BALL, "models/orbs/orbblue.md3");
444 void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
446 entity e = new(keepawayball);
447 setmodel(e, MDL_KA_BALL);
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;
459 settouch(e, ka_TouchEvent);
462 navigation_dynamicgoal_init(ka_ball, false);
464 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
467 void ka_Initialize() // run at the start of a match, initiates game mode