]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/gamemode_keepaway.qc
Merge remote branch 'origin/master' into samual/keepaway
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_keepaway.qc
index dd88aebc898e1bc843735caf7f53e90266e17394..104af5475e713118ff167a74ad4dec109711678d 100644 (file)
@@ -3,6 +3,8 @@ void ka_TouchEvent(void);
 void ka_RespawnBall(void);
 void ka_DropEvent(entity);
 
+float ka_ballcarrier_waypointsprite_visible_for_player(entity);
+
 void ka_Initialize() // run at the start of a match, initiates game mode
 {
        if(!g_keepaway)
@@ -26,7 +28,7 @@ void ka_Reset() // used to clear the ballcarrier whenever the match switches fro
        ka_RespawnBall();
 }
 
-void ka_SpawnBall() // loads various values for the ball
+void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
 {
        if(!g_keepaway) { return; }
        
@@ -36,7 +38,7 @@ void ka_SpawnBall() // loads various values for the ball
        e.scale = 1;
        precache_model(e.model);
        setmodel(e, e.model);
-       setsize(e, '-20 -20 -20', '20 20 20');
+       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 = cvar("g_keepawayball_damageforcescale");
        e.takedamage = DAMAGE_YES;
@@ -72,7 +74,7 @@ void ka_RespawnBall() // runs whenever the ball needs to be relocated
                WaypointSprite_UpdateTeamRadar(self.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '0 1 1');
                WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);    
 
-               sound(self, CHAN_AUTO, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // no attenuation as this is a global sound
+               sound(self, CHAN_AUTO, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) 
        }
        else
        {
@@ -95,13 +97,13 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
                sound(self, CHAN_AUTO, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
                return; 
        }
-       if(self.wait > time) { return; }
+       else if(self.wait > time) { return; }
 
        // attach the ball to the player
        self.owner = other;
        other.ballcarried = self;
        setattachment(self, other, "");
-       setorigin(self, '3 0 20');
+       setorigin(self, '3 0 20'); // wtf why is this not '0 0 0' ? 
        
        // make the ball invisible/unable to do anything
        self.velocity = '0 0 0';
@@ -115,20 +117,22 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
        // apply effects to player
        other.glow_color = cvar("g_keepawayball_trail_color");
        other.glow_trail = TRUE;
-       other.effects |= 8;
-       other.alpha = 0.6;
+       other.effects |= EF_DIMLIGHT;
+       other.alpha = cvar("g_keepaway_ballcarrier_alpha");
+       other.exteriorweaponentity.alpha = cvar("g_keepaway_ballcarrier_alpha");
 
        // messages and sounds
        Send_KillNotification(other.netname, "", "", KA_PICKUPBALL, MSG_KA);
        WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
        WriteString(MSG_BROADCAST, strcat("\n\n", other.netname, "^7 has picked up the ball!\n"));
-       sound(self.owner, CHAN_AUTO, "keepaway/pickedup.wav", VOL_BASE, ATTN_NONE);
+       sound(self.owner, CHAN_AUTO, "keepaway/pickedup.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) 
        
        // scoring
        PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
 
        // waypoints
        WaypointSprite_AttachCarrier("ka-ballcarrier", other);
+       other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
        WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
        WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 0 0');
        WaypointSprite_Ping(other.waypointsprite_attachedforcarrier);   
@@ -145,7 +149,7 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        // reset the ball
        setattachment(ball, world, "");
        ball.movetype = MOVETYPE_BOUNCE;
-       ball.solid = SOLID_TRIGGER;
+       ball.solid = SOLID_TRIGGER; // is this needed? 
        ball.wait = time + 1; 
        ball.think = ka_RespawnBall;
        ball.nextthink = time + cvar("g_keepawayball_respawntime");
@@ -154,19 +158,20 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        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;
+       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 = world;
        
        // reset the player effects
-       plyr.effects &~= 8;
-       plyr.alpha = 1.0;
        plyr.glow_trail = FALSE;
+       plyr.effects &~= EF_DIMLIGHT;
+       plyr.alpha = default_player_alpha;
+       plyr.exteriorweaponentity.alpha = default_weapon_alpha; 
        
        // messages and sounds
        Send_KillNotification(plyr.netname, "", "", KA_DROPBALL, MSG_KA);
        WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
        WriteString(MSG_BROADCAST, strcat("\n\n", plyr.netname, "^7 has dropped the ball!\n"));
-       sound(other, CHAN_AUTO, "keepaway/dropped.wav", VOL_BASE, ATTN_NONE);   
+       sound(other, CHAN_AUTO, "keepaway/dropped.wav", VOL_BASE, ATTN_NONE);   // ATTN_NONE (it's a sound intended to be heard anywhere) 
        
        // scoring
        PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1);
@@ -179,6 +184,17 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
 }
 
+float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame 
+{
+       if(e.ballcarried)
+               if(other.classname == "spectator") 
+                       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
+
+       return TRUE;
+}
+
 MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
 {
        if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
@@ -214,12 +230,15 @@ MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill)
 
 MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
 {
+       // clear the item used for the ball in keepaway
        self.items &~= IT_KEY1;
-
+       
+       // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
        if(self.ballcarried)
                self.items |= IT_KEY1;
-       
-       if(self.BUTTON_USE) // drop the ball if the player presses the use button
+
+       // drop the ball if the player presses the use button
+       if(self.BUTTON_USE)
                if(self.ballcarried) { ka_DropEvent(self); } 
 
        return 0;
@@ -227,7 +246,7 @@ MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
 
 MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
 {
-       if(frag_attacker.items & IT_KEY1) // if the attacker is a ballcarrier
+       if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
        {
                if(frag_target == frag_attacker) // damage done to yourself
                {
@@ -240,7 +259,7 @@ MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values th
                        frag_force *= cvar("g_keepaway_ballcarrier_force");
                }
        }
-       else if not(frag_target.items & IT_KEY1) // if the target is a noncarrier
+       else if not(frag_target.ballcarried) // if the target is a noncarrier
        {
                if(frag_target == frag_attacker) // damage done to yourself
                {
@@ -256,14 +275,60 @@ MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values th
        return 0;
 }
 
+MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
+{
+       // right now this hook doesn't make much sense (It's actually useless this way except for minstagib invisibility alpha) 
+       // but in the future it's supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
+       // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player() 
+       
+       // also note that this structure makes no sense (Rather there is a better way to do it) the way it's currently applied
+       // again just bare with me as this is for a future feature. 
+
+       if(self.ballcarried)
+       { 
+               // force the default ballcarrier alpha on the player if they have the ball
+               self.alpha = cvar("g_keepaway_ballcarrier_alpha");
+               self.exteriorweaponentity.alpha = cvar("g_keepaway_ballcarrier_alpha");
+       
+               if(g_minstagib)
+               {
+                       if(olditems & IT_STRENGTH) 
+                       { // if the player has the ball and they also have the invisibility powerup, apply alpha accordingly
+                               self.alpha = g_minstagib_invis_alpha;
+                               self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
+                       }
+               }
+       }
+       else if(g_minstagib)
+       {
+               // if we're in minstagib and a noncarrier has invisibility, assure that we apply the invisibility effects normally
+               if(olditems & IT_STRENGTH) 
+               {
+                       self.alpha = g_minstagib_invis_alpha;
+                       self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
+               }
+       }
+       else
+       {
+               // if we're a normal player with no powerups that edit alpha make sure the alpha is default. 
+               // (normal powerups just use EF_ADDITIVE)
+               self.alpha = default_player_alpha;
+               self.exteriorweaponentity.alpha = default_weapon_alpha;
+       }
+       
+       return 0;
+}
+
 MUTATOR_DEFINITION(gamemode_keepaway)
 {
+       // I don't quite understand these orders, perhaps someone could enlighten me?
        MUTATOR_HOOK(MakePlayerObserver, ka_RemovePlayer, CBC_ORDER_ANY);
        MUTATOR_HOOK(ClientDisconnect, ka_RemovePlayer, CBC_ORDER_ANY);
        MUTATOR_HOOK(PlayerDies, ka_Scoring, CBC_ORDER_ANY);
        MUTATOR_HOOK(GiveFragsForKill, ka_GiveFragsForKill, CBC_ORDER_ANY);
        MUTATOR_HOOK(PlayerPreThink, ka_PlayerPreThink, CBC_ORDER_FIRST);
        MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY);
+       MUTATOR_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY);
 
        MUTATOR_ONADD
        {