]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/gamemode_keepaway.qc
Merge branch 'master' into Mario/vaporizer_damage
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_keepaway.qc
index 7e1006ec1d92252e624fda40366e08dee47feb99..96765796a1de7967bd938b17e00facdf70f3a8a5 100644 (file)
@@ -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
@@ -20,6 +25,7 @@ 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
 {
        if(gameover) { return; }
@@ -27,7 +33,7 @@ void ka_RespawnBall() // runs whenever the ball needs to be relocated
 
        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;
        }
@@ -37,13 +43,14 @@ 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)
@@ -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
@@ -153,7 +160,7 @@ 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);
@@ -164,7 +171,14 @@ void ka_Reset() // used to clear the ballcarrier whenever the match switches fro
        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();
 }
 
 
@@ -187,9 +201,8 @@ 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()
@@ -343,13 +356,31 @@ MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
        return 0;
 }
 
+MUTATOR_HOOKFUNCTION(ka_PlayerPhysics)
+{
+       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)
+{
+       // 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)
 {
        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;
        }