]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/gamemode_keepaway.qc
Merge branch 'master' into Mario/buffs
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_keepaway.qc
index 7a16cd62b2716f62d0115916ff4a3f09cee06350..79058b0cf0c806ec98f1d1796bc1c9eb3b83873d 100644 (file)
@@ -3,12 +3,12 @@
 //  Last updated: September, 2012
 // ===========================================================
 
-float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame 
+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") 
+               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
-               
+
        // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
 
        return TRUE;
@@ -24,29 +24,29 @@ 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.effects = autocvar_g_keepawayball_effects;
-               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);
-
-               WaypointSprite_Spawn("ka-ball", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1');
-               WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);    
-
-               sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) 
-       }
-       else
+
+       if(!MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
        {
-               ka_RespawnBall(); // finding a location failed, retry 
+               entity spot = SelectSpawnPoint(TRUE);
+               setorigin(self, spot.origin);
+               self.angles = spot.angles;
        }
+
+       makevectors(self.angles);
+       self.movetype = MOVETYPE_BOUNCE;
+       self.velocity = '0 0 200';
+       self.angles = '0 0 0';
+       self.effects = autocvar_g_keepawayball_effects;
+       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);
+
+       WaypointSprite_Spawn("ka-ball", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1');
+       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()
@@ -55,7 +55,7 @@ void ka_TimeScoring()
        { // 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;
        }
@@ -71,11 +71,11 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
                return;
        }
        if(other.deadflag != DEAD_NO) { return; }
-       if(other.classname != "player") 
+       if (!IS_PLAYER(other))
        {  // The ball just touched an object, most likely the world
                pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
-               sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
-               return; 
+               sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTEN_NORM);
+               return;
        }
        else if(self.wait > time) { return; }
 
@@ -84,7 +84,7 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
        other.ballcarried = self;
        setattachment(self, other, "");
        setorigin(self, '0 0 0');
-       
+
        // make the ball invisible/unable to do anything/set up time scoring
        self.velocity = '0 0 0';
        self.movetype = MOVETYPE_NONE;
@@ -98,13 +98,14 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
        other.glow_color = autocvar_g_keepawayball_trail_color;
        other.glow_trail = TRUE;
        other.effects |= autocvar_g_keepaway_ballcarrier_effects;
-       
+
        // messages and sounds
        ka_EventLog("pickup", other);
        Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_PICKUP, other.netname);
-       Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, other.netname);
-       sound(self.owner, CH_TRIGGER, "keepaway/pickedup.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) 
-       
+       Send_Notification(NOTIF_ALL_EXCEPT, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, other.netname);
+       Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
+       sound(self.owner, CH_TRIGGER, "keepaway/pickedup.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
+
        // scoring
        PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
 
@@ -112,7 +113,7 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
        WaypointSprite_AttachCarrier("ka-ballcarrier", other, RADARICON_FLAGCARRIER, '1 0 0');
        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);   
+       WaypointSprite_Ping(other.waypointsprite_attachedforcarrier);
        WaypointSprite_Kill(self.waypointsprite_attachedforcarrier);
 }
 
@@ -122,44 +123,44 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        ball = plyr.ballcarried;
 
        if(!ball) { return; }
-       
+
        // reset the ball
        setattachment(ball, world, "");
        ball.movetype = MOVETYPE_BOUNCE;
-       ball.wait = time + 1; 
+       ball.wait = time + 1;
        ball.touch = ka_TouchEvent;
        ball.think = ka_RespawnBall;
        ball.nextthink = time + autocvar_g_keepawayball_respawntime;
        ball.takedamage = DAMAGE_YES;
-       ball.effects &~= EF_NODRAW; 
+       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.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.glow_trail = FALSE;
-       plyr.effects &~= autocvar_g_keepaway_ballcarrier_effects;
+       plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
 
        // messages and sounds
        ka_EventLog("dropped", plyr);
        Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
        Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
-       sound(other, CH_TRIGGER, "keepaway/dropped.wav", VOL_BASE, ATTN_NONE);  // ATTN_NONE (it's a sound intended to be heard anywhere) 
-       
+       sound(other, CH_TRIGGER, "keepaway/dropped.wav", 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.
-       
+
        // waypoints
        WaypointSprite_Spawn("ka-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1');
        WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
-       WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);    
+       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
 {
-       if((self.owner) && (self.owner.classname == "player"))
+       if((self.owner) && (IS_PLAYER(self.owner)))
                ka_DropEvent(self.owner);
 
        ka_RespawnBall();
@@ -243,7 +244,7 @@ void havocbot_role_ka_collector()
 
 MUTATOR_HOOKFUNCTION(ka_Scoring)
 {
-       if((frag_attacker != frag_target) && (frag_attacker.classname == "player"))
+       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);
@@ -265,14 +266,14 @@ MUTATOR_HOOKFUNCTION(ka_Scoring)
 MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill)
 {
        frag_score = 0; // no frags counted in keepaway
-       return 1; // you deceptive little bugger ;3 This needs to be true in order for this function to even count. 
+       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;
-       
+       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;
@@ -306,7 +307,7 @@ MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values th
                        frag_force *= autocvar_g_keepaway_ballcarrier_force;
                }
        }
-       else if not(frag_target.ballcarried) // if the target is a noncarrier
+       else if (!frag_target.ballcarried) // if the target is a noncarrier
        {
                if(frag_target == frag_attacker) // damage done to yourself
                {
@@ -331,13 +332,13 @@ MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
 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;
+       // 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;
 }
 
@@ -358,10 +359,10 @@ MUTATOR_HOOKFUNCTION(ka_BotRoles)
 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.model = "models/orbs/orbblue.md3";
        precache_model(e.model);
        setmodel(e, e.model);
        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
@@ -378,7 +379,7 @@ void ka_SpawnBall() // loads various values for the ball, runs only once at star
        e.owner = world;
        ka_ball = e;
 
-       InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So. 
+       InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
 }
 
 void ka_ScoreRules()
@@ -394,7 +395,7 @@ void ka_Initialize() // run at the start of a match, initiates game mode
 {
        if(!g_keepaway)
                return;
-               
+
        precache_sound("keepaway/pickedup.wav");
        precache_sound("keepaway/dropped.wav");
        precache_sound("keepaway/respawn.wav");
@@ -415,7 +416,7 @@ 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(HavocBot_ChooseRule, ka_BotRoles, CBC_ORDER_ANY);
+       MUTATOR_HOOK(HavocBot_ChooseRole, ka_BotRoles, CBC_ORDER_ANY);
 
        MUTATOR_ONADD
        {