X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fgamemode_ctf.qc;h=1cd01be7ecc8aea6f5acd93645f618708422cd0e;hb=adaa580f88d0a97498ea660d6f5cad095dc42dad;hp=4b0f0546e5ef488b01fe2fd9dd0c50bb312f4a30;hpb=77784dd28789a1f660101a4025afccf761cb696f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/gamemode_ctf.qc b/qcsrc/server/mutators/gamemode_ctf.qc index 4b0f0546e..1cd01be7e 100644 --- a/qcsrc/server/mutators/gamemode_ctf.qc +++ b/qcsrc/server/mutators/gamemode_ctf.qc @@ -1,7 +1,14 @@ -// ================================================================ -// Official capture the flag game mode coding, reworked by Samual -// Last updated: September, 2012 -// ================================================================ +#include "gamemode_ctf.qh" +#include "../_all.qh" + +#include "gamemode.qh" + +#ifdef SVQC +#include "../vehicles/vehicle.qh" +#endif + +#include "../../warpzonelib/common.qh" +#include "../../warpzonelib/mathlib.qh" void ctf_FakeTimeLimit(entity e, float t) { @@ -92,13 +99,11 @@ bool ctf_CheckPassDirection(vector head_center, vector passer_center, vector pas makevectors(passer_angle); // find the closest point on the enemy to the center of the attack - float ang; // angle between shotdir and h float h; // hypotenuse, which is the distance between attacker to head float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin h = vlen(head_center - passer_center); - ang = acos(dotproduct(normalize(head_center - passer_center), v_forward)); - a = h * cos(ang); + a = h * (normalize(head_center - passer_center) * v_forward); vector nearest_on_line = (passer_center + a * v_forward); float distance_from_line = vlen(nearest_to_passer - nearest_on_line); @@ -121,9 +126,9 @@ bool ctf_CheckPassDirection(vector head_center, vector passer_center, vector pas bool ctf_CaptureShield_CheckStatus(entity p) { - float s, s2, s3, s4, se, se2, se3, se4, sr, ser; + int s, s2, s3, s4, se, se2, se3, se4, sr, ser; entity e; - float players_worseeq, players_total; + int players_worseeq, players_total; if(ctf_captureshield_max_ratio <= 0) return false; @@ -367,7 +372,7 @@ void ctf_Handle_Throw(entity player, entity receiver, int droptype) { makevectors((player.v_angle.y * '0 1 0') + (bound(autocvar_g_ctf_throw_angle_min, player.v_angle.x, autocvar_g_ctf_throw_angle_max) * '1 0 0')); - flag_velocity = (('0 0 1' * autocvar_g_ctf_throw_velocity_up) + ((v_forward * autocvar_g_ctf_throw_velocity_forward) * ((player.items & IT_STRENGTH) ? autocvar_g_ctf_throw_strengthmultiplier : 1))); + flag_velocity = (('0 0 1' * autocvar_g_ctf_throw_velocity_up) + ((v_forward * autocvar_g_ctf_throw_velocity_forward) * ((player.items & ITEM_Strength.m_itemid) ? autocvar_g_ctf_throw_strengthmultiplier : 1))); flag.velocity = W_CalculateProjectileVelocity(player.velocity, flag_velocity, false); ctf_Handle_Drop(flag, player, droptype); break; @@ -693,11 +698,11 @@ void ctf_CheckStalemate(void) if(ctf_oneflag && stale_flags == 1) ctf_stalemate = true; - else if(stale_flags == ctf_teams) + else if(stale_flags >= 2) ctf_stalemate = true; else if(stale_flags == 0 && autocvar_g_ctf_stalemate_endcondition == 2) { ctf_stalemate = false; wpforenemy_announced = false; } - else if(stale_flags < ctf_teams && autocvar_g_ctf_stalemate_endcondition == 1) + else if(stale_flags < 2 && autocvar_g_ctf_stalemate_endcondition == 1) { ctf_stalemate = false; wpforenemy_announced = false; } // if sufficient stalemate, then set up the waypointsprite and announce the stalemate if necessary @@ -722,7 +727,7 @@ void ctf_CheckStalemate(void) } } -void ctf_FlagDamage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +void ctf_FlagDamage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) { if(ITEM_DAMAGE_NEEDKILL(deathtype)) { @@ -1076,9 +1081,16 @@ void ctf_DelayedFlagSetup(void) // called after a flag is placed on a map by ctf ctf_CaptureShield_Spawn(self); } +void set_flag_string(entity flag, .string field, string value, string teamname) +{ + if(flag.field == "") + flag.field = strzone(sprintf(value,teamname)); +} + void ctf_FlagSetup(int teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc { // declarations + string teamname = Static_Team_ColorName_Lower(teamnumber); self = flag; // for later usage with droptofloor() // main setup @@ -1112,21 +1124,21 @@ void ctf_FlagSetup(int teamnumber, entity flag) // called when spawning a flag e flag.ctf_status = FLAG_BASE; // appearence - if(flag.model == "") { flag.model = ((teamnumber == NUM_TEAM_1) ? autocvar_g_ctf_flag_red_model : ((teamnumber == NUM_TEAM_2) ? autocvar_g_ctf_flag_blue_model : ((teamnumber == NUM_TEAM_3) ? autocvar_g_ctf_flag_yellow_model : ((teamnumber == NUM_TEAM_4) ? autocvar_g_ctf_flag_pink_model : autocvar_g_ctf_flag_neutral_model)))); } - if(!flag.scale) { flag.scale = FLAG_SCALE; } - if(!flag.skin) { flag.skin = ((teamnumber == NUM_TEAM_1) ? autocvar_g_ctf_flag_red_skin : ((teamnumber == NUM_TEAM_2) ? autocvar_g_ctf_flag_blue_skin : ((teamnumber == NUM_TEAM_3) ? autocvar_g_ctf_flag_yellow_skin : ((teamnumber == NUM_TEAM_4) ? autocvar_g_ctf_flag_pink_skin : autocvar_g_ctf_flag_neutral_skin)))); } - if(flag.toucheffect == "") { flag.toucheffect = ((teamnumber == NUM_TEAM_1) ? "redflag_touch" : ((teamnumber == NUM_TEAM_2) ? "blueflag_touch" : ((teamnumber == NUM_TEAM_3) ? "yellowflag_touch" : ((teamnumber == NUM_TEAM_4) ? "pinkflag_touch" : "neutralflag_touch")))); } - if(flag.passeffect == "") { flag.passeffect = ((teamnumber == NUM_TEAM_1) ? "red_pass" : ((teamnumber == NUM_TEAM_2) ? "blue_pass" : ((teamnumber == NUM_TEAM_3) ? "yellow_pass" : ((teamnumber == NUM_TEAM_4) ? "pink_pass" : "neutral_pass")))); } - if(flag.capeffect == "") { flag.capeffect = ((teamnumber == NUM_TEAM_1) ? "red_cap" : ((teamnumber == NUM_TEAM_2) ? "blue_cap" : ((teamnumber == NUM_TEAM_3) ? "yellow_cap" : ((teamnumber == NUM_TEAM_4) ? "pink_cap" : "")))); } // neutral flag cant be capped itself - - // sound - if(flag.snd_flag_taken == "") { flag.snd_flag_taken = ((teamnumber == NUM_TEAM_1) ? "ctf/red_taken.wav" : ((teamnumber == NUM_TEAM_2) ? "ctf/blue_taken.wav" : ((teamnumber == NUM_TEAM_3) ? "ctf/yellow_taken.wav" : ((teamnumber == NUM_TEAM_4) ? "ctf/pink_taken.wav" : "ctf/neutral_taken.wav")))); } - if(flag.snd_flag_returned == "") { flag.snd_flag_returned = ((teamnumber == NUM_TEAM_1) ? "ctf/red_returned.wav" : ((teamnumber == NUM_TEAM_2) ? "ctf/blue_returned.wav" : ((teamnumber == NUM_TEAM_3) ? "ctf/yellow_returned.wav" : ((teamnumber == NUM_TEAM_4) ? "ctf/pink_returned.wav" : "")))); } // neutral flag can't be returned by players - if(flag.snd_flag_capture == "") { flag.snd_flag_capture = ((teamnumber == NUM_TEAM_1) ? "ctf/red_capture.wav" : ((teamnumber == NUM_TEAM_2) ? "ctf/blue_capture.wav" : ((teamnumber == NUM_TEAM_3) ? "ctf/yellow_capture.wav" : ((teamnumber == NUM_TEAM_4) ? "ctf/pink_capture.wav" : "")))); } // again can't be captured - if(flag.snd_flag_respawn == "") { flag.snd_flag_respawn = "ctf/flag_respawn.wav"; } // if there is ever a team-based sound for this, update the code to match. - if(flag.snd_flag_dropped == "") { flag.snd_flag_dropped = ((teamnumber == NUM_TEAM_1) ? "ctf/red_dropped.wav" : ((teamnumber == NUM_TEAM_2) ? "ctf/blue_dropped.wav" : ((teamnumber == NUM_TEAM_3) ? "ctf/yellow_dropped.wav" : ((teamnumber == NUM_TEAM_4) ? "ctf/pink_dropped.wav" : "ctf/neutral_dropped.wav")))); } - if(flag.snd_flag_touch == "") { flag.snd_flag_touch = "ctf/touch.wav"; } // again has no team-based sound - if(flag.snd_flag_pass == "") { flag.snd_flag_pass = "ctf/pass.wav"; } // same story here + if(!flag.scale) { flag.scale = FLAG_SCALE; } + if(flag.skin == 0) { flag.skin = cvar(sprintf("g_ctf_flag_%s_skin", teamname)); } + if(flag.model == "") { flag.model = cvar_string(sprintf("g_ctf_flag_%s_model", teamname)); } + set_flag_string(flag, toucheffect, "%sflag_touch", teamname); + set_flag_string(flag, passeffect, "%s_pass", teamname); + set_flag_string(flag, capeffect, "%s_cap", teamname); + + // sounds + set_flag_string(flag, snd_flag_taken, "ctf/%s_taken.wav", teamname); + set_flag_string(flag, snd_flag_returned, "ctf/%s_returned.wav", teamname); + set_flag_string(flag, snd_flag_capture, "ctf/%s_capture.wav", teamname); + set_flag_string(flag, snd_flag_dropped, "ctf/%s_dropped.wav", teamname); + if(flag.snd_flag_respawn == "") { flag.snd_flag_respawn = "ctf/flag_respawn.wav"; } // if there is ever a team-based sound for this, update the code to match. + if(flag.snd_flag_touch == "") { flag.snd_flag_touch = "ctf/touch.wav"; } // again has no team-based sound + if(flag.snd_flag_pass == "") { flag.snd_flag_pass = "ctf/pass.wav"; } // same story here // precache precache_sound(flag.snd_flag_taken); @@ -1147,7 +1159,14 @@ void ctf_FlagSetup(int teamnumber, entity flag) // called when spawning a flag e if(autocvar_g_ctf_flag_glowtrails) { - flag.glow_color = ((teamnumber == NUM_TEAM_1) ? 251 : ((teamnumber == NUM_TEAM_2) ? 210 : ((teamnumber == NUM_TEAM_3) ? 110 : ((teamnumber == NUM_TEAM_4) ? 145 : 254)))); + switch(teamnumber) + { + case NUM_TEAM_1: flag.glow_color = 251; break; + case NUM_TEAM_2: flag.glow_color = 210; break; + case NUM_TEAM_3: flag.glow_color = 110; break; + case NUM_TEAM_4: flag.glow_color = 145; break; + default: flag.glow_color = 254; break; + } flag.glow_size = 25; flag.glow_trail = 1; } @@ -1162,7 +1181,7 @@ void ctf_FlagSetup(int teamnumber, entity flag) // called when spawning a flag e case NUM_TEAM_2: flag.effects |= EF_BLUE; break; case NUM_TEAM_3: flag.effects |= EF_DIMLIGHT; break; case NUM_TEAM_4: flag.effects |= EF_RED; break; - default: flag.effects |= EF_DIMLIGHT; break; + default: flag.effects |= EF_DIMLIGHT; break; } } @@ -1825,7 +1844,7 @@ void havocbot_role_ctf_defense() } } -void havocbot_role_ctf_setrole(entity bot, float role) +void havocbot_role_ctf_setrole(entity bot, int role) { dprint(strcat(bot.netname," switched to ")); switch(role) @@ -2118,6 +2137,8 @@ MUTATOR_HOOKFUNCTION(ctf_VehicleEnter) { if(vh_player.flagcarried) { + vh_player.flagcarried.nodrawtoclient = vh_player; // hide the flag from the driver + if(!autocvar_g_ctf_allow_vehicle_carry && !autocvar_g_ctf_allow_vehicle_touch) { ctf_Handle_Throw(vh_player, world, DROP_NORMAL); @@ -2143,6 +2164,7 @@ MUTATOR_HOOKFUNCTION(ctf_VehicleExit) setorigin(vh_player.flagcarried, FLAG_CARRY_OFFSET); vh_player.flagcarried.scale = FLAG_SCALE; vh_player.flagcarried.angles = '0 0 0'; + vh_player.flagcarried.nodrawtoclient = world; return true; } @@ -2378,13 +2400,16 @@ void spawnfunc_team_CTF_blueplayer() { spawnfunc_info_player_team2(); } void spawnfunc_team_CTF_redspawn() { spawnfunc_info_player_team1(); } void spawnfunc_team_CTF_bluespawn() { spawnfunc_info_player_team2(); } +void team_CTF_neutralflag() { spawnfunc_item_flag_neutral(); } +void team_neutralobelisk() { spawnfunc_item_flag_neutral(); } + // ============== // Initialization // ============== // scoreboard setup -void ctf_ScoreRules(float teams) +void ctf_ScoreRules(int teams) { CheckAllowedTeams(world); ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, 0, true); @@ -2399,7 +2424,7 @@ void ctf_ScoreRules(float teams) } // code from here on is just to support maps that don't have flag and team entities -void ctf_SpawnTeam (string teamname, float teamcolor) +void ctf_SpawnTeam (string teamname, int teamcolor) { entity oldself; oldself = self;