Code cleanups + keepaway powerups, this one might be questionable and might require...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_keepaway.qc
index 4103263..8acb81f 100644 (file)
@@ -2,7 +2,6 @@ void ka_SpawnBall(void);
 void ka_TouchEvent(void);
 void ka_RespawnBall(void);
 void ka_DropEvent(entity);
-//.float dropperid;
 
 void ka_Initialize() // run at the start of a match, initiates game mode
 {
@@ -15,13 +14,6 @@ void ka_Initialize() // run at the start of a match, initiates game mode
        precache_sound("keepaway/touch.wav");
 
        ScoreRules_keepaway();
-       
-       //entity e; // Is this needed here? I think not
-       //e = spawn();
-       //e.think = ka_SpawnBall;
-       //e.nextthink = time;
-
-       //InitializeEntity(e, ka_SpawnBall, INITPRIO_SETLOCATION); // Is initializeentity needed here? I think not
        ka_SpawnBall();
 }
 
@@ -40,26 +32,23 @@ void ka_SpawnBall() // loads various values for the ball
        
        entity e;
        e = spawn();
-       if (!e.model) { // is this needed? OF COURSE the model doesn't exist, the ball isn't on the map yet!
-               e.model = "models/orbs/orbblue.md3";    
-               e.scale = 1; }
+       e.model = "models/orbs/orbblue.md3";    
+       e.scale = 1;
        precache_model(e.model);
        setmodel(e, e.model);
        setsize(e, BALL_MINS, BALL_MAXS);
-       ball_scale = e.scale;
        e.classname = "keepawayball";
        e.damageforcescale = cvar("g_keepawayball_damageforcescale");
        e.takedamage = DAMAGE_YES;
-       //self.effects |= "sparks";
        e.glow_color = cvar("g_keepawayball_trail_color");
        e.glow_trail = TRUE;
        e.movetype = MOVETYPE_BOUNCE;
        e.touch = ka_TouchEvent;
-       e.think = ka_RespawnBall;
-       e.nextthink = time;
        e.flags = FL_ITEM;
        e.reset = ka_Reset;
        e.owner = world;
+
+       InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So. 
 }
 
 void ka_RespawnBall() // runs whenever the ball needs to be relocated
@@ -73,23 +62,21 @@ void ka_RespawnBall() // runs whenever the ball needs to be relocated
                self.velocity = '0 0 200';
                self.angles = '0 0 0';
                self.solid = SOLID_TRIGGER;
-               //self.touch = ka_TouchEvent;
                self.think = ka_RespawnBall;
                self.nextthink = time + cvar("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);
                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);
        }
        else
        {
-               // sorry, can't spawn, better luck next frame
-               //self.think = ka_RespawnBall;
-               //self.nextthink = time;
-               ka_RespawnBall();
+               ka_RespawnBall(); // finding a location failed, retry 
        }
 }
 
@@ -97,9 +84,8 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
 {
        if(!self) { return; }
        if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
-       {
-               self.think = ka_RespawnBall;
-               self.nextthink = time;
+       { // The ball fell off the map, respawn it since players can't get to it
+               ka_RespawnBall();
                return;
        }
        if(other.deadflag != DEAD_NO) { return; }
@@ -111,11 +97,13 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
        }
        if(self.wait > time) { return; }
 
+       // attach the ball to the player
        self.owner = other;
        other.ballcarried = self;
        setattachment(self, other, "");
        setorigin(self, BALL_ATTACHORG);
        
+       // make the ball invisible/unable to do anything
        self.velocity = '0 0 0';
        self.movetype = MOVETYPE_NONE;
        self.touch = SUB_Null;
@@ -124,18 +112,22 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
        self.nextthink = 0;
        self.takedamage = DAMAGE_NO;
 
+       // apply effects to player
        other.glow_color = cvar("g_keepawayball_trail_color");
        other.glow_trail = TRUE;
        other.effects |= 8;
        other.alpha = 0.6;
 
+       // messages and prints
        bprint(other.netname, "^7 has picked up the ball!\n");
        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);
        
+       // scoring
        PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
 
+       // waypoints
        WaypointSprite_AttachCarrier("ka-ballcarrier", other);
        WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
        WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 0 0');
@@ -150,6 +142,7 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
 
        if(!ball) { return; }
        
+       // reset the ball
        setattachment(ball, world, "");
        ball.movetype = MOVETYPE_BOUNCE;
        ball.solid = SOLID_TRIGGER;
@@ -158,23 +151,27 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        ball.nextthink = time + cvar("g_keepawayball_respawntime");
        ball.touch = ka_TouchEvent;
        ball.takedamage = DAMAGE_YES;
-       ball.effects &~= EF_NODRAW; //ball.alpha = 1.0;
+       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 = world;
-
+       
+       // reset the player effects
        plyr.effects &~= 8;
        plyr.alpha = 1.0;
        plyr.glow_trail = FALSE;
        
+       // messages and prints
        bprint(plyr.netname, "^7 has dropped the ball!\n");
        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);   
        
+       // scoring
        PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1);
        
+       // waypoints
        WaypointSprite_Spawn("ka-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE);
        WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
        WaypointSprite_UpdateTeamRadar(ball.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '0 1 1');
@@ -184,35 +181,35 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
 
 MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
 {
-       if(self.ballcarried) { ka_DropEvent(self); }
-       return 1;
+       if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
+       return 0;
 }
 
 MUTATOR_HOOKFUNCTION(ka_Scoring)
 {
        if((frag_attacker != frag_target) && (frag_attacker.classname == "player"))
        {
-               if(frag_target.ballcarried) { // get amount of times killing carrier
+               if(frag_target.ballcarried) { // add to amount of times killing carrier
                        PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
-                       if(cvar("g_keepaway_bckillscore"))
+                       if(cvar("g_keepaway_bckillscore")) // add bckills to the score
                                PlayerScore_Add(frag_attacker, SP_KEEPAWAY_SCORE, 1);
                }
                else if(!frag_attacker.ballcarried)
                        if(cvar("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) // get kills as carrier
+               if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
                        PlayerScore_Add(frag_attacker, SP_KEEPAWAY_SCORE, 1);
        }
 
-       if(self.ballcarried) { ka_DropEvent(self); }
-       return 1;
+       if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has died, drop it
+       return 0;
 }
 
 MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill)
 {
        frag_score = 0; // no frags counted in keepaway
-       return 1;
+       return 0;
 }
 
 MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
@@ -220,12 +217,43 @@ MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
        self.items &~= IT_KEY1;
 
        if(self.ballcarried)
-               self.items |= IT_KEY1; 
+               self.items |= IT_KEY1;
        
        if(self.BUTTON_USE)
-               if(self.ballcarried) { ka_DropEvent(self); }
+               if(self.ballcarried) { ka_DropEvent(self); } // drop the ball if the player presses the use button
 
-       return 1;
+       return 0;
+}
+
+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_target == frag_attacker) // damage done to yourself
+               {
+                       frag_damage *= cvar("g_keepaway_ballcarrier_selfdamage");
+                       frag_force *= cvar("g_keepaway_ballcarrier_selfforce");
+               }
+               else // damage done to noncarriers
+               {
+                       frag_damage *= cvar("g_keepaway_ballcarrier_damage");
+                       frag_force *= cvar("g_keepaway_ballcarrier_force");
+               }
+       }
+       else if not(frag_target.items & IT_KEY1) // 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");
+               }
+               else // damage done to other noncarriers
+               {
+                       frag_damage *= cvar("g_keepaway_noncarrier_damage");
+                       frag_force *= cvar("g_keepaway_noncarrier_force");
+               }
+       }
+       return 0;
 }
 
 MUTATOR_DEFINITION(gamemode_keepaway)
@@ -233,8 +261,9 @@ 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_FIRST);
+       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_ONADD
        {