]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/gamemode_keepaway.qc
Lots and lots of updates, mainly involving spectators (waypoints are now not shown...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_keepaway.qc
index 9dcd8fc3ae84c96dbae70961f4fb9d0c8dbea786..c771ab173f9d1881076ae69f058d13377e7c0023 100644 (file)
@@ -2,7 +2,8 @@ void ka_SpawnBall(void);
 void ka_TouchEvent(void);
 void ka_RespawnBall(void);
 void ka_DropEvent(entity);
-//.float dropperid;
+
+float ka_ballcarrier_waypointsprite_visible_for_player(entity);
 
 void ka_Initialize() // run at the start of a match, initiates game mode
 {
@@ -11,13 +12,11 @@ void ka_Initialize() // run at the start of a match, initiates game mode
                
        precache_sound("keepaway/pickedup.wav");
        precache_sound("keepaway/dropped.wav");
+       precache_sound("keepaway/respawn.wav");
+       precache_sound("keepaway/touch.wav");
 
        ScoreRules_keepaway();
-       
-       entity e;
-       e = spawn();
-       e.think = ka_SpawnBall;
-       e.nextthink = time;
+       ka_SpawnBall();
 }
 
 void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal
@@ -31,32 +30,27 @@ void ka_Reset() // used to clear the ballcarrier whenever the match switches fro
 
 void ka_SpawnBall() // loads various values for the ball
 {
-       if(!g_keepaway) { 
-               remove(self); 
-               return; 
-       }
-       if (!self.model) {
-               self.model = "models/orbs/orbblue.md3"; 
-               self.scale = 1;
-       }
+       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, '-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.takedamage = DAMAGE_YES;
+       e.glow_color = cvar("g_keepawayball_trail_color");
+       e.glow_trail = TRUE;
+       e.movetype = MOVETYPE_BOUNCE;
+       e.touch = ka_TouchEvent;
+       e.flags = FL_ITEM;
+       e.reset = ka_Reset;
+       e.owner = world;
 
-       precache_model(self.model);
-       setmodel(self, self.model);
-       setsize(self, BALL_MINS, BALL_MAXS);
-       ball_scale = self.scale;
-       self.classname = "keepawayball";
-       self.damageforcescale = cvar("g_keepawayball_damageforcescale");
-       self.takedamage = DAMAGE_YES;
-       //self.effects |= "sparks";
-       self.glow_color = cvar("g_keepawayball_trail_color");
-       self.glow_trail = TRUE;
-       self.movetype = MOVETYPE_BOUNCE;
-       self.touch = ka_TouchEvent;
-       self.think = ka_RespawnBall;
-       self.nextthink = time;
-       self.flags = FL_ITEM;
-       self.reset = ka_Reset;
-       self.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
@@ -70,47 +64,48 @@ 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.owner, CHAN_AUTO, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE);
+               sound(self, CHAN_AUTO, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) 
        }
        else
        {
-               // sorry, can't spawn, better luck next frame
-               self.think = ka_RespawnBall;
-               self.nextthink = time;
+               ka_RespawnBall(); // finding a location failed, retry 
        }
 }
 
 void ka_TouchEvent() // runs any time that the ball comes in contact with something
 {
+       if(!self) { return; }
        if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
-       {
-               self.think = ka_SpawnBall;
-               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; }
        if(other.classname != "player") 
-       { 
+       {  // The ball just touched an object, most likely the world
                pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
+               sound(self, CHAN_AUTO, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
                return; 
        }
-       if(!self) { 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, BALL_ATTACHORG);
+       setorigin(self, '3 0 20');
        
+       // make the ball invisible/unable to do anything
        self.velocity = '0 0 0';
        self.movetype = MOVETYPE_NONE;
        self.touch = SUB_Null;
@@ -119,19 +114,25 @@ 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;
+       other.effects |= EF_DIMLIGHT;
+       other.alpha = cvar("g_keepaway_ballcarrier_alpha");
+       other.exteriorweaponentity.alpha = cvar("g_keepaway_ballcarrier_alpha");
 
-       bprint(other.netname, "^7 has picked up the ball!\n");
+       // 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 +146,37 @@ 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;
+       ball.solid = SOLID_TRIGGER; // is this needed? 
        ball.wait = time + 1; 
-       ball.think = ka_SpawnBall;
+       ball.think = ka_RespawnBall;
        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.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P 
        ball.owner = world;
-
-       plyr.effects &~= 8;
-       plyr.alpha = 1.0;
+       
+       // reset the player effects
+       plyr.effects &~= EF_DIMLIGHT;
+       plyr.alpha = default_player_alpha;
+       plyr.exteriorweaponentity.alpha = default_weapon_alpha; 
        plyr.glow_trail = FALSE;
        
-       bprint(plyr.netname, "^7 has dropped the ball!\n");
+       // 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);
        
+       // 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');
@@ -177,59 +184,157 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
 }
 
+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") 
+                       return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
+               else if(g_minstagib && (e.items & IT_STRENGTH))
+                       return FALSE; // if the ballcarrier has invisibility, don't draw the waypoint as this is the function of invisibility in keepaway
+       }
+
+       return TRUE;
+}
+
 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)
 {
+       // clear the item used for the ball in keepaway
        self.items &~= IT_KEY1;
-
-       if(self.ballcarried)
-               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;
+
+       // drop the ball if the player presses the use button
        if(self.BUTTON_USE)
-               if(self.ballcarried) { ka_DropEvent(self); }
+               if(self.ballcarried) { ka_DropEvent(self); } 
+
+       return 0;
+}
+
+MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
+{
+       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");
+               }
+               else // damage done to noncarriers
+               {
+                       frag_damage *= cvar("g_keepaway_ballcarrier_damage");
+                       frag_force *= cvar("g_keepaway_ballcarrier_force");
+               }
+       }
+       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");
+               }
+               else // damage done to other noncarriers
+               {
+                       frag_damage *= cvar("g_keepaway_noncarrier_damage");
+                       frag_force *= cvar("g_keepaway_noncarrier_force");
+               }
+       }
+       return 0;
+}
 
-       return 1;
+MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
+{
+       if(self.ballcarried)
+       { 
+               // if the player has the ball, force ballcarrier alpha upon them
+               self.alpha = cvar("g_keepaway_ballcarrier_alpha");
+               self.exteriorweaponentity.alpha = cvar("g_keepaway_ballcarrier_alpha");
+       
+               // if we're in minstagib and a ballcarrier has just picked up invisibility, 
+               // notify all the other players that the ballcarrier no longer has a waypoint
+               if(g_minstagib)
+               {
+                       if(olditems & IT_STRENGTH) 
+                       {
+                               if(time > self.strength_finished) 
+                               {       // this only runs ONCE right after the player loses invisibility
+                                       bprint(self.netname, "^7 isn't invisible from radar anymore.\n");
+                               }
+                       }
+                       else 
+                       {
+                               if(time < self.strength_finished)
+                               {       // this only runs ONCE right after the player gains invisibility
+                                       bprint(self.netname, "^7 has picked up invisibility and can no longer be seen on radar!\n");
+                               }
+                       }
+               }
+       }
+       else if(g_minstagib)
+       {
+               // if we're in minstagib and a noncarrier has invisibility, assure that we apply the invisibility effects normally
+               if(olditems & IT_STRENGTH) 
+               {
+                       self.alpha = g_minstagib_invis_alpha;
+                       self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
+               }
+       }
+       else
+       {
+               // if we're a normal player with no powerups that edit alpha make sure the alpha is default. 
+               // (normal powerups just use EF_ADDITIVE)
+               self.alpha = default_player_alpha;
+               self.exteriorweaponentity.alpha = default_weapon_alpha;
+       }
+       
+       return 0;
 }
 
 MUTATOR_DEFINITION(gamemode_keepaway)
 {
+       // I don't quite understand these orders, perhaps someone could enlighten me?
        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_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY);
 
        MUTATOR_ONADD
        {