X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fgamemode_keepaway.qc;h=3ab6342b3becd1e936ad92c80334304051f93536;hb=3a035cb2732af064519135410c5664c2e1b3f501;hp=7e1006ec1d92252e624fda40366e08dee47feb99;hpb=5c2f4b4147d182636eebc0c4454fc78f6561d56f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/gamemode_keepaway.qc b/qcsrc/server/mutators/gamemode_keepaway.qc index 7e1006ec1..3ab6342b3 100644 --- a/qcsrc/server/mutators/gamemode_keepaway.qc +++ b/qcsrc/server/mutators/gamemode_keepaway.qc @@ -1,3 +1,8 @@ +#include "gamemode_keepaway.qh" +#include "../_all.qh" + +#include "gamemode.qh" + // =========================================================== // Keepaway game mode coding, written by Samual and Diabolik // Last updated: September, 2012 @@ -7,11 +12,11 @@ float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on wayp { if(e.ballcarried) if(IS_SPEC(other)) - return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen + 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; + return true; } void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later @@ -20,14 +25,15 @@ void ka_EventLog(string mode, entity actor) // use an alias for easy changing an GameLogEcho(strcat(":ka:", mode, ((actor != world) ? (strcat(":", ftos(actor.playerid))) : ""))); } +void ka_TouchEvent(); void ka_RespawnBall() // runs whenever the ball needs to be relocated -{ +{SELFPARAM(); if(gameover) { return; } vector oldballorigin = self.origin; if(!MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256)) { - entity spot = SelectSpawnPoint(TRUE); + entity spot = SelectSpawnPoint(true); setorigin(self, spot.origin); self.angles = spot.angles; } @@ -37,20 +43,21 @@ void ka_RespawnBall() // runs whenever the ball needs to be relocated self.velocity = '0 0 200'; self.angles = '0 0 0'; self.effects = autocvar_g_keepawayball_effects; + self.touch = ka_TouchEvent; self.think = ka_RespawnBall; self.nextthink = time + autocvar_g_keepawayball_respawntime; - pointparticles(particleeffectnum("electro_combo"), oldballorigin, '0 0 0', 1); - pointparticles(particleeffectnum("electro_combo"), self.origin, '0 0 0', 1); + Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1); + Send_Effect(EFFECT_ELECTRO_COMBO, self.origin, '0 0 0', 1); - WaypointSprite_Spawn("ka-ball", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1'); + WaypointSprite_Spawn(WP_KaBall, 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); WaypointSprite_Ping(self.waypointsprite_attachedforcarrier); sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) } void ka_TimeScoring() -{ +{SELFPARAM(); if(self.owner.ballcarried) { // add points for holding the ball after a certain amount of time if(autocvar_g_keepaway_score_timepoints) @@ -62,7 +69,7 @@ void ka_TimeScoring() } void ka_TouchEvent() // runs any time that the ball comes in contact with something -{ +{SELFPARAM(); if(gameover) { return; } if(!self) { return; } if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) @@ -74,7 +81,7 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth if(other.frozen) { return; } if (!IS_PLAYER(other)) { // The ball just touched an object, most likely the world - pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1); + Send_Effect(EFFECT_BALL_SPARKS, self.origin, '0 0 0', 1); sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTEN_NORM); return; } @@ -97,7 +104,7 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth // apply effects to player other.glow_color = autocvar_g_keepawayball_trail_color; - other.glow_trail = TRUE; + other.glow_trail = true; other.effects |= autocvar_g_keepaway_ballcarrier_effects; // messages and sounds @@ -111,7 +118,7 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1); // waypoints - WaypointSprite_AttachCarrier("ka-ballcarrier", other, RADARICON_FLAGCARRIER, '1 0 0'); + WaypointSprite_AttachCarrier(WP_KaBallCarrier, other, RADARICON_FLAGCARRIER); other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player; WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT); WaypointSprite_Ping(other.waypointsprite_attachedforcarrier); @@ -140,7 +147,7 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los ball.owner = world; // reset the player effects - plyr.glow_trail = FALSE; + plyr.glow_trail = false; plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects; // messages and sounds @@ -153,18 +160,25 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless. // waypoints - WaypointSprite_Spawn("ka-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1'); + WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT); WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier); WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier); } void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal -{ +{SELFPARAM(); if((self.owner) && (IS_PLAYER(self.owner))) ka_DropEvent(self.owner); - ka_RespawnBall(); + if(time < game_starttime) + { + self.think = ka_RespawnBall; + self.touch = func_null; + self.nextthink = game_starttime; + } + else + ka_RespawnBall(); } @@ -173,7 +187,7 @@ void ka_Reset() // used to clear the ballcarrier whenever the match switches fro // ================ void havocbot_goalrating_ball(float ratingscale, vector org) -{ +{SELFPARAM(); float t; entity ball_owner; ball_owner = ka_ball.owner; @@ -187,13 +201,12 @@ void havocbot_goalrating_ball(float ratingscale, vector org) t = (self.health + self.armorvalue) / (ball_owner.health + ball_owner.armorvalue); navigation_routerating(ball_owner, t * ratingscale, 2000); } - - // Ball has been dropped so collect. - navigation_routerating(ka_ball, ratingscale, 2000); + else // Ball has been dropped so collect. + navigation_routerating(ka_ball, ratingscale, 2000); } void havocbot_role_ka_carrier() -{ +{SELFPARAM(); if (self.deadflag != DEAD_NO) return; @@ -216,7 +229,7 @@ void havocbot_role_ka_carrier() } void havocbot_role_ka_collector() -{ +{SELFPARAM(); if (self.deadflag != DEAD_NO) return; @@ -244,7 +257,7 @@ void havocbot_role_ka_collector() // ============== MUTATOR_HOOKFUNCTION(ka_Scoring) -{ +{SELFPARAM(); if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker))) { if(frag_target.ballcarried) { // add to amount of times killing carrier @@ -271,7 +284,7 @@ MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill) } MUTATOR_HOOKFUNCTION(ka_PlayerPreThink) -{ +{SELFPARAM(); // clear the item used for the ball in keepaway self.items &= ~IT_KEY1; @@ -283,7 +296,7 @@ MUTATOR_HOOKFUNCTION(ka_PlayerPreThink) } MUTATOR_HOOKFUNCTION(ka_PlayerUseKey) -{ +{SELFPARAM(); if(MUTATOR_RETURNVALUE == 0) if(self.ballcarried) { @@ -325,13 +338,13 @@ MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values th } MUTATOR_HOOKFUNCTION(ka_RemovePlayer) -{ +{SELFPARAM(); if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it return 0; } MUTATOR_HOOKFUNCTION(ka_PlayerPowerups) -{ +{SELFPARAM(); // In the future this hook is 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() @@ -343,13 +356,31 @@ MUTATOR_HOOKFUNCTION(ka_PlayerPowerups) return 0; } +MUTATOR_HOOKFUNCTION(ka_PlayerPhysics) +{SELFPARAM(); + if(self.ballcarried) + { + self.stat_sv_airspeedlimit_nonqw *= autocvar_g_keepaway_ballcarrier_highspeed; + self.stat_sv_maxspeed *= autocvar_g_keepaway_ballcarrier_highspeed; + } + return false; +} + +MUTATOR_HOOKFUNCTION(ka_BotShouldAttack) +{SELFPARAM(); + // if neither player has ball then don't attack unless the ball is on the ground + if(!checkentity.ballcarried && !self.ballcarried && ka_ball.owner) + return true; + return false; +} + MUTATOR_HOOKFUNCTION(ka_BotRoles) -{ +{SELFPARAM(); if (self.ballcarried) self.havocbot_role = havocbot_role_ka_carrier; else self.havocbot_role = havocbot_role_ka_collector; - return TRUE; + return true; } @@ -373,7 +404,7 @@ void ka_SpawnBall() // loads various values for the ball, runs only once at star e.solid = SOLID_TRIGGER; e.movetype = MOVETYPE_BOUNCE; e.glow_color = autocvar_g_keepawayball_trail_color; - e.glow_trail = TRUE; + e.glow_trail = true; e.flags = FL_ITEM; e.reset = ka_Reset; e.touch = ka_TouchEvent; @@ -385,7 +416,7 @@ void ka_SpawnBall() // loads various values for the ball, runs only once at star void ka_ScoreRules() { - ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, TRUE); // SFL_SORT_PRIO_PRIMARY + 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); @@ -417,6 +448,8 @@ MUTATOR_DEFINITION(gamemode_keepaway) MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerUseKey, ka_PlayerUseKey, CBC_ORDER_ANY); + MUTATOR_HOOK(PlayerPhysics, ka_PlayerPhysics, CBC_ORDER_ANY); + MUTATOR_HOOK(BotShouldAttack, ka_BotShouldAttack, CBC_ORDER_ANY); MUTATOR_HOOK(HavocBot_ChooseRole, ka_BotRoles, CBC_ORDER_ANY); MUTATOR_ONADD @@ -435,7 +468,7 @@ MUTATOR_DEFINITION(gamemode_keepaway) MUTATOR_ONREMOVE { - print("This is a game type and it cannot be removed at runtime."); + LOG_INFO("This is a game type and it cannot be removed at runtime."); return -1; }