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 (!this || game_stopped)
95 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
96 { // The ball fell off the map, respawn it since players can't get to it
100 if(IS_DEAD(toucher)) { return; }
101 if(STAT(FROZEN, toucher)) { return; }
102 if (!IS_PLAYER(toucher))
103 { // The ball just touched an object, most likely the world
104 Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
105 sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
108 else if(this.wait > time) { return; }
110 // attach the ball to the player
111 this.owner = toucher;
112 toucher.ballcarried = this;
113 GameRules_scoring_vip(toucher, true);
114 setattachment(this, toucher, "");
115 setorigin(this, '0 0 0');
117 // make the ball invisible/unable to do anything/set up time scoring
118 this.velocity = '0 0 0';
119 set_movetype(this, MOVETYPE_NONE);
120 this.effects |= EF_NODRAW;
121 settouch(this, func_null);
122 setthink(this, ka_TimeScoring);
123 this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
124 this.takedamage = DAMAGE_NO;
125 navigation_dynamicgoal_unset(this);
127 // apply effects to player
128 toucher.glow_color = autocvar_g_keepawayball_trail_color;
129 toucher.glow_trail = true;
130 toucher.effects |= autocvar_g_keepaway_ballcarrier_effects;
132 // messages and sounds
133 ka_EventLog("pickup", toucher);
134 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname);
135 Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname);
136 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
137 sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
140 GameRules_scoring_add(toucher, KEEPAWAY_PICKUPS, 1);
143 WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
144 toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
145 WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
146 WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier);
147 WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
150 void ka_PlayerReset(entity plyr)
152 plyr.ballcarried = NULL;
153 GameRules_scoring_vip(plyr, false);
154 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
156 // reset the player effects
157 plyr.glow_trail = false;
158 plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
161 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
164 ball = plyr.ballcarried;
166 if(!ball) { return; }
169 setattachment(ball, NULL, "");
170 set_movetype(ball, MOVETYPE_BOUNCE);
171 ball.wait = time + 1;
172 settouch(ball, ka_TouchEvent);
173 setthink(ball, ka_RespawnBall);
174 ball.nextthink = time + autocvar_g_keepawayball_respawntime;
175 ball.takedamage = DAMAGE_YES;
176 ball.effects &= ~EF_NODRAW;
177 setorigin(ball, plyr.origin + '0 0 10');
178 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
180 navigation_dynamicgoal_set(ball, plyr);
182 // messages and sounds
183 ka_EventLog("dropped", plyr);
184 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
185 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
186 sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
189 WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
190 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
191 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
193 ka_PlayerReset(plyr);
198 MODEL(KA_BALL, "models/orbs/orbblue.md3");
202 entity plyr = ka_ball.owner;
203 if (plyr) // it was attached
204 ka_PlayerReset(plyr);
206 WaypointSprite_DetachCarrier(ka_ball);
213 entity e = new(keepawayball);
214 setmodel(e, MDL_KA_BALL);
215 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
216 e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
217 e.takedamage = DAMAGE_YES;
218 e.solid = SOLID_TRIGGER;
219 set_movetype(e, MOVETYPE_BOUNCE);
220 e.glow_color = autocvar_g_keepawayball_trail_color;
225 settouch(e, ka_TouchEvent);
228 navigation_dynamicgoal_init(ka_ball, false);
230 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
233 void ka_Handler_CheckBall(entity this)
235 if(time < game_starttime)
246 this.nextthink = time;
249 void ka_Initialize() // run at the start of a match, initiates game mode
251 ka_Handler = new(ka_Handler);
252 setthink(ka_Handler, ka_Handler_CheckBall);
253 ka_Handler.nextthink = time;
261 void havocbot_goalrating_ball(entity this, float ratingscale, vector org)
264 ball_owner = ka_ball.owner;
266 if (ball_owner == this)
270 navigation_routerating(this, ball_owner, ratingscale, 2000);
272 navigation_routerating(this, ka_ball, ratingscale, 2000);
275 void havocbot_role_ka_carrier(entity this)
280 if (navigation_goalrating_timeout(this))
282 navigation_goalrating_start(this);
283 havocbot_goalrating_items(this, 10000, this.origin, 10000);
284 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
285 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
286 navigation_goalrating_end(this);
288 navigation_goalrating_timeout_set(this);
291 if (!this.ballcarried)
293 this.havocbot_role = havocbot_role_ka_collector;
294 navigation_goalrating_timeout_expire(this, 2);
298 void havocbot_role_ka_collector(entity this)
303 if (navigation_goalrating_timeout(this))
305 navigation_goalrating_start(this);
306 havocbot_goalrating_items(this, 10000, this.origin, 10000);
307 havocbot_goalrating_enemyplayers(this, 500, this.origin, 10000);
308 havocbot_goalrating_ball(this, 8000, this.origin);
309 navigation_goalrating_end(this);
311 navigation_goalrating_timeout_set(this);
314 if (this.ballcarried)
316 this.havocbot_role = havocbot_role_ka_carrier;
317 navigation_goalrating_timeout_expire(this, 2);
326 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
328 entity frag_attacker = M_ARGV(1, entity);
329 entity frag_target = M_ARGV(2, entity);
331 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
333 if(frag_target.ballcarried) { // add to amount of times killing carrier
334 GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1);
335 if(autocvar_g_keepaway_score_bckill) // add bckills to the score
336 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill);
338 else if(!frag_attacker.ballcarried)
339 if(autocvar_g_keepaway_noncarrier_warn)
340 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
342 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
343 GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac);
346 if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
349 MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill)
351 M_ARGV(2, float) = 0; // no frags counted in keepaway
352 return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
355 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
357 entity player = M_ARGV(0, entity);
359 // clear the item used for the ball in keepaway
360 player.items &= ~IT_KEY1;
362 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
363 if(player.ballcarried)
364 player.items |= IT_KEY1;
367 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
369 entity player = M_ARGV(0, entity);
371 if(MUTATOR_RETURNVALUE == 0)
372 if(player.ballcarried)
374 ka_DropEvent(player);
379 MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
381 entity frag_attacker = M_ARGV(1, entity);
382 entity frag_target = M_ARGV(2, entity);
383 float frag_damage = M_ARGV(4, float);
384 vector frag_force = M_ARGV(6, vector);
386 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
388 if(frag_target == frag_attacker) // damage done to yourself
390 frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
391 frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
393 else // damage done to noncarriers
395 frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
396 frag_force *= autocvar_g_keepaway_ballcarrier_force;
399 else if (!frag_target.ballcarried) // if the target is a noncarrier
401 if(frag_target == frag_attacker) // damage done to yourself
403 frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
404 frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
406 else // damage done to other noncarriers
408 frag_damage *= autocvar_g_keepaway_noncarrier_damage;
409 frag_force *= autocvar_g_keepaway_noncarrier_force;
413 M_ARGV(4, float) = frag_damage;
414 M_ARGV(6, vector) = frag_force;
417 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
419 entity player = M_ARGV(0, entity);
421 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
424 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
426 entity player = M_ARGV(0, entity);
428 if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
431 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
433 entity player = M_ARGV(0, entity);
435 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
436 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
438 player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
440 if(player.ballcarried)
441 player.effects |= autocvar_g_keepaway_ballcarrier_effects;
445 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics_UpdateStats)
447 entity player = M_ARGV(0, entity);
448 // these automatically reset, no need to worry
450 if(player.ballcarried)
451 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_keepaway_ballcarrier_highspeed;
454 MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
456 entity bot = M_ARGV(0, entity);
457 entity targ = M_ARGV(1, entity);
459 // if neither player has ball then don't attack unless the ball is on the ground
460 if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner)
464 MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
466 entity bot = M_ARGV(0, entity);
469 bot.havocbot_role = havocbot_role_ka_carrier;
471 bot.havocbot_role = havocbot_role_ka_collector;
475 MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
477 entity frag_target = M_ARGV(0, entity);
479 if(frag_target.ballcarried)
480 ka_DropEvent(frag_target);