#include "gamemode_keepaway.qh"
-#ifndef GAMEMODE_KEEPAWAY_H
-#define GAMEMODE_KEEPAWAY_H
-void ka_Initialize();
-
-REGISTER_MUTATOR(ka, false)
-{
- MUTATOR_ONADD
- {
- if (time > 1) // game loads at time 1
- error("This is a game type and it cannot be added at runtime.");
- ka_Initialize();
- }
-
- MUTATOR_ONROLLBACK_OR_REMOVE
- {
- // we actually cannot roll back ka_Initialize here
- // BUT: we don't need to! If this gets called, adding always
- // succeeds.
- }
-
- MUTATOR_ONREMOVE
- {
- LOG_INFO("This is a game type and it cannot be removed at runtime.");
- return -1;
- }
-
- return false;
-}
+#include <common/effects/all.qh>
-
-entity ka_ball;
-
-const float SP_KEEPAWAY_PICKUPS = 4;
-const float SP_KEEPAWAY_CARRIERKILLS = 5;
-const float SP_KEEPAWAY_BCTIME = 6;
-
-void(entity this) havocbot_role_ka_carrier;
-void(entity this) havocbot_role_ka_collector;
-
-void ka_DropEvent(entity plyr);
-#endif
-
-#ifdef IMPLEMENTATION
+.entity ballcarried;
int autocvar_g_keepaway_ballcarrier_effects;
float autocvar_g_keepaway_ballcarrier_damage;
}
void ka_TouchEvent(entity this, entity toucher);
-void ka_RespawnBall(entity this);
void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
{
- if(gameover) { return; }
+ if(game_stopped) return;
vector oldballorigin = this.origin;
if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
}
makevectors(this.angles);
- this.movetype = MOVETYPE_BOUNCE;
+ set_movetype(this, MOVETYPE_BOUNCE);
this.velocity = '0 0 200';
this.angles = '0 0 0';
this.effects = autocvar_g_keepawayball_effects;
settouch(this, ka_TouchEvent);
setthink(this, ka_RespawnBall);
this.nextthink = time + autocvar_g_keepawayball_respawntime;
+ navigation_dynamicgoal_set(this);
Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1);
if(this.owner.ballcarried)
{ // add points for holding the ball after a certain amount of time
if(autocvar_g_keepaway_score_timepoints)
- PlayerScore_Add(this.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
+ GameRules_scoring_add(this.owner, SCORE, autocvar_g_keepaway_score_timepoints);
- PlayerScore_Add(this.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
+ GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
}
}
void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
{
- if(gameover) { return; }
- if(!this) { return; }
+ if(game_stopped) return;
+ if(!this) return;
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
{ // The ball fell off the map, respawn it since players can't get to it
ka_RespawnBall(this);
// attach the ball to the player
this.owner = toucher;
toucher.ballcarried = this;
+ GameRules_scoring_vip(toucher, true);
setattachment(this, toucher, "");
setorigin(this, '0 0 0');
// make the ball invisible/unable to do anything/set up time scoring
this.velocity = '0 0 0';
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
this.effects |= EF_NODRAW;
settouch(this, func_null);
setthink(this, ka_TimeScoring);
this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
this.takedamage = DAMAGE_NO;
+ navigation_dynamicgoal_unset(this);
// apply effects to player
toucher.glow_color = autocvar_g_keepawayball_trail_color;
sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
// scoring
- PlayerScore_Add(toucher, SP_KEEPAWAY_PICKUPS, 1);
+ GameRules_scoring_add(toucher, KEEPAWAY_PICKUPS, 1);
// waypoints
WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
// reset the ball
setattachment(ball, NULL, "");
- ball.movetype = MOVETYPE_BOUNCE;
+ set_movetype(ball, MOVETYPE_BOUNCE);
ball.wait = time + 1;
settouch(ball, ka_TouchEvent);
setthink(ball, ka_RespawnBall);
ball.effects &= ~EF_NODRAW;
setorigin(ball, plyr.origin + '0 0 10');
ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
- ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P
- ball.owner = NULL;
+ entity e = ball.owner; ball.owner = NULL;
+ e.ballcarried = NULL;
+ GameRules_scoring_vip(e, false);
+ navigation_dynamicgoal_set(ball);
// reset the player effects
plyr.glow_trail = false;
sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
// scoring
- // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
+ // GameRules_scoring_add(plyr, KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
// waypoints
WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
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);
+ havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
navigation_goalrating_end(this);
}
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_KEEPAWAY_CARRIERKILLS, 1);
+ GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1);
if(autocvar_g_keepaway_score_bckill) // add bckills to the score
- PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill);
+ GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill);
}
else if(!frag_attacker.ballcarried)
if(autocvar_g_keepaway_noncarrier_warn)
Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
- PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
+ GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac);
}
if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
}
}
-MUTATOR_HOOKFUNCTION(ka, PlayerDamage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
+MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
{
entity frag_target = M_ARGV(0, entity);
-
+
if(frag_target.ballcarried)
ka_DropEvent(frag_target);
}
+.bool pushable;
// ==============
// Initialization
// ==============
+MODEL(KA_BALL, "models/orbs/orbblue.md3");
+
void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
{
entity e = new(keepawayball);
- e.model = "models/orbs/orbblue.md3";
- precache_model(e.model);
- _setmodel(e, e.model);
+ setmodel(e, MDL_KA_BALL);
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.damageforcescale = autocvar_g_keepawayball_damageforcescale;
e.takedamage = DAMAGE_YES;
e.solid = SOLID_TRIGGER;
- e.movetype = MOVETYPE_BOUNCE;
+ set_movetype(e, MOVETYPE_BOUNCE);
e.glow_color = autocvar_g_keepawayball_trail_color;
e.glow_trail = true;
e.flags = FL_ITEM;
+ IL_PUSH(g_items, e);
e.pushable = true;
e.reset = ka_Reset;
settouch(e, ka_TouchEvent);
e.owner = NULL;
ka_ball = e;
+ navigation_dynamicgoal_init(ka_ball, false);
InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
}
-void ka_ScoreRules()
-{
- ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, true); // SFL_SORT_PRIO_PRIMARY
- ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0);
- ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0);
- ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY);
- ScoreRules_basics_end();
-}
-
void ka_Initialize() // run at the start of a match, initiates game mode
{
- ka_ScoreRules();
ka_SpawnBall();
}
-
-#endif