X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fgamemode_keepaway.qc;h=60c39d43410498bc752265a9d0d9e1f645da9ca2;hb=e49ebf3a1a9d96e4a3f63d37cc5f8d012d3d8362;hp=dd88aebc898e1bc843735caf7f53e90266e17394;hpb=0e90769eba4eafd9102491684cb2a79ba745c34a;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/gamemode_keepaway.qc b/qcsrc/server/mutators/gamemode_keepaway.qc index dd88aebc8..60c39d434 100644 --- a/qcsrc/server/mutators/gamemode_keepaway.qc +++ b/qcsrc/server/mutators/gamemode_keepaway.qc @@ -2,6 +2,9 @@ void ka_SpawnBall(void); void ka_TouchEvent(void); void ka_RespawnBall(void); void ka_DropEvent(entity); +void ka_TimeScoring(void); + +float ka_ballcarrier_waypointsprite_visible_for_player(entity); void ka_Initialize() // run at the start of a match, initiates game mode { @@ -26,26 +29,26 @@ 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; } entity e; e = spawn(); e.model = "models/orbs/orbblue.md3"; - 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.damageforcescale = autocvar_g_keepawayball_damageforcescale; e.takedamage = DAMAGE_YES; - e.glow_color = cvar("g_keepawayball_trail_color"); - e.glow_trail = TRUE; + e.solid = SOLID_TRIGGER; e.movetype = MOVETYPE_BOUNCE; - e.touch = ka_TouchEvent; + e.glow_color = autocvar_g_keepawayball_trail_color; + e.glow_trail = TRUE; e.flags = FL_ITEM; e.reset = ka_Reset; + e.touch = ka_TouchEvent; e.owner = world; InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So. @@ -53,17 +56,18 @@ void ka_SpawnBall() // loads various values for the ball void ka_RespawnBall() // runs whenever the ball needs to be relocated { + 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)) { makevectors(self.angles); self.movetype = MOVETYPE_BOUNCE; self.velocity = '0 0 200'; self.angles = '0 0 0'; - self.solid = SOLID_TRIGGER; + self.effects = autocvar_g_keepawayball_effects; self.think = ka_RespawnBall; - self.nextthink = time + cvar("g_keepawayball_respawntime"); + 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); @@ -72,7 +76,7 @@ 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 { @@ -82,6 +86,7 @@ void ka_RespawnBall() // runs whenever the ball needs to be relocated void ka_TouchEvent() // runs any time that the ball comes in contact with something { + if(gameover) { return; } if(!self) { return; } if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { // The ball fell off the map, respawn it since players can't get to it @@ -95,40 +100,40 @@ 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, '0 0 0'); - // make the ball invisible/unable to do anything + // make the ball invisible/unable to do anything/set up time scoring self.velocity = '0 0 0'; self.movetype = MOVETYPE_NONE; - self.touch = SUB_Null; self.effects |= EF_NODRAW; - self.think = SUB_Null; - self.nextthink = 0; + self.touch = SUB_Null; + self.think = ka_TimeScoring; + self.nextthink = time + autocvar_g_keepaway_score_timeinterval; self.takedamage = DAMAGE_NO; // apply effects to player - other.glow_color = cvar("g_keepawayball_trail_color"); + other.glow_color = autocvar_g_keepawayball_trail_color; other.glow_trail = TRUE; - other.effects |= 8; - other.alpha = 0.6; - + other.effects |= autocvar_g_keepaway_ballcarrier_effects; + // 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); @@ -145,31 +150,29 @@ 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.wait = time + 1; - ball.think = ka_RespawnBall; - ball.nextthink = time + cvar("g_keepawayball_respawntime"); ball.touch = ka_TouchEvent; + ball.think = ka_RespawnBall; + ball.nextthink = time + autocvar_g_keepawayball_respawntime; ball.takedamage = DAMAGE_YES; 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 &~= autocvar_g_keepaway_ballcarrier_effects; + // 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); + // 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); @@ -179,10 +182,27 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier); } -MUTATOR_HOOKFUNCTION(ka_RemovePlayer) +float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame { - if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it - return 0; + 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; +} + +void ka_TimeScoring() +{ + if(self.owner.ballcarried) + { // add points for holding the ball after a certain amount of time + if(autocvar_g_keepaway_score_timepoints) + PlayerScore_Add(self.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints); + + PlayerScore_Add(self.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds" + self.nextthink = time + autocvar_g_keepaway_score_timeinterval; + } } MUTATOR_HOOKFUNCTION(ka_Scoring) @@ -191,15 +211,15 @@ MUTATOR_HOOKFUNCTION(ka_Scoring) { if(frag_target.ballcarried) { // add to amount of times killing carrier PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1); - if(cvar("g_keepaway_bckillscore")) // add bckills to the score - PlayerScore_Add(frag_attacker, SP_KEEPAWAY_SCORE, 1); + if(autocvar_g_keepaway_score_bckill) // add bckills to the score + PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill); } else if(!frag_attacker.ballcarried) - if(cvar("g_keepaway_noncarrier_warn")) + if(autocvar_g_keepaway_noncarrier_warn) centerprint_atprio(frag_attacker, (CENTERPRIO_SPAM + 5), "Killing people while you don't have the ball gives no points!"); if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier - PlayerScore_Add(frag_attacker, SP_KEEPAWAY_SCORE, 1); + PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac); } if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has died, drop it @@ -209,17 +229,20 @@ MUTATOR_HOOKFUNCTION(ka_Scoring) MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill) { frag_score = 0; // no frags counted in keepaway - return 0; + return 1; // you deceptive little bugger ;3 This needs to be true in order for this function to even count. } 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; @@ -227,43 +250,63 @@ 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 { - frag_damage *= cvar("g_keepaway_ballcarrier_selfdamage"); - frag_force *= cvar("g_keepaway_ballcarrier_selfforce"); + frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage; + frag_force *= autocvar_g_keepaway_ballcarrier_selfforce; } else // damage done to noncarriers { - frag_damage *= cvar("g_keepaway_ballcarrier_damage"); - frag_force *= cvar("g_keepaway_ballcarrier_force"); + frag_damage *= autocvar_g_keepaway_ballcarrier_damage; + frag_force *= autocvar_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 { - frag_damage *= cvar("g_keepaway_noncarrier_selfdamage"); - frag_force *= cvar("g_keepaway_noncarrier_selfforce"); + frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage; + frag_force *= autocvar_g_keepaway_noncarrier_selfforce; } else // damage done to other noncarriers { - frag_damage *= cvar("g_keepaway_noncarrier_damage"); - frag_force *= cvar("g_keepaway_noncarrier_force"); + frag_damage *= autocvar_g_keepaway_noncarrier_damage; + frag_force *= autocvar_g_keepaway_noncarrier_force; } } return 0; } +MUTATOR_HOOKFUNCTION(ka_RemovePlayer) +{ + if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it + return 0; +} + +MUTATOR_HOOKFUNCTION(ka_PlayerPowerups) +{ + // 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() + + self.effects &~= autocvar_g_keepaway_ballcarrier_effects; + + if(self.ballcarried) + self.effects |= autocvar_g_keepaway_ballcarrier_effects; + + return 0; +} + MUTATOR_DEFINITION(gamemode_keepaway) { 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(PlayerPreThink, ka_PlayerPreThink, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY); + MUTATOR_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY); MUTATOR_ONADD { @@ -280,4 +323,4 @@ MUTATOR_DEFINITION(gamemode_keepaway) } return 0; -} \ No newline at end of file +}