]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/mutator/gamemode_keepaway.qc
Merge branch 'master' into TimePath/scoreboard_elo
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator / gamemode_keepaway.qc
index 5f5f278b62223773bac531e50d48f8fba3a9ea93..7bb9509d868cb0e31437164a2aaf69745c023e77 100644 (file)
@@ -26,7 +26,7 @@ REGISTER_MUTATOR(ka, false)
                return -1;
        }
 
-       return 0;
+       return false;
 }
 
 
@@ -60,10 +60,10 @@ int autocvar_g_keepawayball_effects;
 float autocvar_g_keepawayball_respawntime;
 int autocvar_g_keepawayball_trail_color;
 
-float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame
+bool ka_ballcarrier_waypointsprite_visible_for_player(entity this, entity player, entity view) // runs on waypoints which are attached to ballcarriers, updates once per frame
 {
-       if(e.ballcarried)
-               if(IS_SPEC(other))
+       if(view.ballcarried)
+               if(IS_SPEC(player))
                        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
@@ -74,85 +74,86 @@ float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on wayp
 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
 {
        if(autocvar_sv_eventlog)
-               GameLogEcho(strcat(":ka:", mode, ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
+               GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
 }
 
-void ka_TouchEvent();
+void ka_TouchEvent(entity this);
+void ka_RespawnBall(entity this);
 void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
 {
        if(gameover) { return; }
-       vector oldballorigin = self.origin;
+       vector oldballorigin = this.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))
+       if(!MoveToRandomMapLocation(this, 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);
-               setorigin(self, spot.origin);
-               self.angles = spot.angles;
+               entity spot = SelectSpawnPoint(this, true);
+               setorigin(this, spot.origin);
+               this.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.touch = ka_TouchEvent;
-       setthink(self, ka_RespawnBall);
-       self.nextthink = time + autocvar_g_keepawayball_respawntime;
+       makevectors(this.angles);
+       this.movetype = MOVETYPE_BOUNCE;
+       this.velocity = '0 0 200';
+       this.angles = '0 0 0';
+       this.effects = autocvar_g_keepawayball_effects;
+       settouch(this, ka_TouchEvent);
+       setthink(this, ka_RespawnBall);
+       this.nextthink = time + autocvar_g_keepawayball_respawntime;
 
        Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1);
-       Send_Effect(EFFECT_ELECTRO_COMBO, self.origin, '0 0 0', 1);
+       Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 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);
+       WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
+       WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
 
-       sound(self, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
+       sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
 }
 
-void ka_TimeScoring()
-{SELFPARAM();
-       if(self.owner.ballcarried)
+void ka_TimeScoring(entity this)
+{
+       if(this.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(this.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;
+               PlayerScore_Add(this.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
+               this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
        }
 }
 
-void ka_TouchEvent() // runs any time that the ball comes in contact with something
-{SELFPARAM();
+void ka_TouchEvent(entity this) // runs any time that the ball comes in contact with something
+{
        if(gameover) { return; }
-       if(!self) { return; }
+       if(!this) { return; }
        if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
        { // The ball fell off the map, respawn it since players can't get to it
-               ka_RespawnBall(self);
+               ka_RespawnBall(this);
                return;
        }
        if(IS_DEAD(other)) { return; }
        if(STAT(FROZEN, other)) { return; }
        if (!IS_PLAYER(other))
        {  // The ball just touched an object, most likely the world
-               Send_Effect(EFFECT_BALL_SPARKS, self.origin, '0 0 0', 1);
-               sound(self, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
+               Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
+               sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
                return;
        }
-       else if(self.wait > time) { return; }
+       else if(this.wait > time) { return; }
 
        // attach the ball to the player
-       self.owner = other;
-       other.ballcarried = self;
-       setattachment(self, other, "");
-       setorigin(self, '0 0 0');
+       this.owner = other;
+       other.ballcarried = this;
+       setattachment(this, other, "");
+       setorigin(this, '0 0 0');
 
        // make the ball invisible/unable to do anything/set up time scoring
-       self.velocity = '0 0 0';
-       self.movetype = MOVETYPE_NONE;
-       self.effects |= EF_NODRAW;
-       self.touch = func_null;
-       self.think = ka_TimeScoring;
-       self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
-       self.takedamage = DAMAGE_NO;
+       this.velocity = '0 0 0';
+       this.movetype = MOVETYPE_NONE;
+       this.effects |= EF_NODRAW;
+       settouch(this, func_null);
+       setthink(this, ka_TimeScoring);
+       this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
+       this.takedamage = DAMAGE_NO;
 
        // apply effects to player
        other.glow_color = autocvar_g_keepawayball_trail_color;
@@ -161,10 +162,10 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
 
        // messages and sounds
        ka_EventLog("pickup", other);
-       Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_PICKUP, other.netname);
+       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, other.netname);
        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, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
+       sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
 
        // scoring
        PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
@@ -174,7 +175,7 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
        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_Kill(self.waypointsprite_attachedforcarrier);
+       WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
 }
 
 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
@@ -185,10 +186,10 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        if(!ball) { return; }
 
        // reset the ball
-       setattachment(ball, world, "");
+       setattachment(ball, NULL, "");
        ball.movetype = MOVETYPE_BOUNCE;
        ball.wait = time + 1;
-       ball.touch = ka_TouchEvent;
+       settouch(ball, ka_TouchEvent);
        setthink(ball, ka_RespawnBall);
        ball.nextthink = time + autocvar_g_keepawayball_respawntime;
        ball.takedamage = DAMAGE_YES;
@@ -196,7 +197,7 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        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 = world;
+       ball.owner = NULL;
 
        // reset the player effects
        plyr.glow_trail = false;
@@ -204,15 +205,15 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
 
        // 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);
+       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
+       Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
        sound(other, CH_TRIGGER, SND_KA_DROPPED, 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(WP_KaBall, 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
+       WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, 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);
@@ -227,7 +228,7 @@ void ka_Reset(entity this)
        if(time < game_starttime)
        {
                setthink(this, ka_RespawnBall);
-               this.touch = func_null;
+               settouch(this, func_null);
                this.nextthink = game_starttime;
        }
        else
@@ -311,6 +312,9 @@ void havocbot_role_ka_collector(entity this)
 
 MUTATOR_HOOKFUNCTION(ka, PlayerDies)
 {
+       entity frag_attacker = M_ARGV(1, entity);
+       entity frag_target = M_ARGV(2, entity);
+
        if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
        {
                if(frag_target.ballcarried) { // add to amount of times killing carrier
@@ -327,40 +331,45 @@ MUTATOR_HOOKFUNCTION(ka, PlayerDies)
        }
 
        if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // 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; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
+       M_ARGV(2, float) = 0; // no frags counted in keepaway
+       return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
 }
 
 MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
-{SELFPARAM();
+{
+       entity player = M_ARGV(0, entity);
+
        // clear the item used for the ball in keepaway
-       self.items &= ~IT_KEY1;
+       player.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;
-
-       return 0;
+       if(player.ballcarried)
+               player.items |= IT_KEY1;
 }
 
 MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
-{SELFPARAM();
+{
+       entity player = M_ARGV(0, entity);
+
        if(MUTATOR_RETURNVALUE == 0)
-       if(self.ballcarried)
+       if(player.ballcarried)
        {
-               ka_DropEvent(self);
-               return 1;
+               ka_DropEvent(player);
+               return true;
        }
-       return 0;
 }
 
 MUTATOR_HOOKFUNCTION(ka, PlayerDamage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
 {
+       entity frag_attacker = M_ARGV(1, entity);
+       entity frag_target = M_ARGV(2, entity);
+       float frag_damage = M_ARGV(4, float);
+       vector frag_force = M_ARGV(6, vector);
+
        if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
        {
                if(frag_target == frag_attacker) // damage done to yourself
@@ -387,70 +396,79 @@ MUTATOR_HOOKFUNCTION(ka, PlayerDamage_Calculate) // for changing damage and forc
                        frag_force *= autocvar_g_keepaway_noncarrier_force;
                }
        }
-       return 0;
+
+       M_ARGV(4, float) = frag_damage;
+       M_ARGV(6, vector) = frag_force;
 }
 
 MUTATOR_HOOKFUNCTION(ka, ClientDisconnect)
-{SELFPARAM();
-       if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
-       return 0;
+{
+       entity player = M_ARGV(0, entity);
+
+       if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
 }
 
 MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver)
-{SELFPARAM();
-       if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
-       return 0;
+{
+       entity player = M_ARGV(0, entity);
+
+       if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it
 }
 
 MUTATOR_HOOKFUNCTION(ka, PlayerPowerups)
-{SELFPARAM();
+{
+       entity player = M_ARGV(0, entity);
+
        // 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;
+       player.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
 
-       if(self.ballcarried)
-               self.effects |= autocvar_g_keepaway_ballcarrier_effects;
-
-       return 0;
+       if(player.ballcarried)
+               player.effects |= autocvar_g_keepaway_ballcarrier_effects;
 }
 
 .float stat_sv_airspeedlimit_nonqw;
 .float stat_sv_maxspeed;
 
 MUTATOR_HOOKFUNCTION(ka, PlayerPhysics)
-{SELFPARAM();
-       if(self.ballcarried)
+{
+       entity player = M_ARGV(0, entity);
+
+       if(player.ballcarried)
        {
-               self.stat_sv_airspeedlimit_nonqw *= autocvar_g_keepaway_ballcarrier_highspeed;
-               self.stat_sv_maxspeed *= autocvar_g_keepaway_ballcarrier_highspeed;
+               player.stat_sv_airspeedlimit_nonqw *= autocvar_g_keepaway_ballcarrier_highspeed;
+               player.stat_sv_maxspeed *= autocvar_g_keepaway_ballcarrier_highspeed;
        }
-       return false;
 }
 
 MUTATOR_HOOKFUNCTION(ka, BotShouldAttack)
-{SELFPARAM();
+{
+       entity bot = M_ARGV(0, entity);
+       entity targ = M_ARGV(1, entity);
+
        // if neither player has ball then don't attack unless the ball is on the ground
-       if(!checkentity.ballcarried && !self.ballcarried && ka_ball.owner)
+       if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner)
                return true;
-       return false;
 }
 
 MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole)
-{SELFPARAM();
-       if (self.ballcarried)
-               self.havocbot_role = havocbot_role_ka_carrier;
+{
+       entity bot = M_ARGV(0, entity);
+
+       if (bot.ballcarried)
+               bot.havocbot_role = havocbot_role_ka_carrier;
        else
-               self.havocbot_role = havocbot_role_ka_collector;
+               bot.havocbot_role = havocbot_role_ka_collector;
        return true;
 }
 
 MUTATOR_HOOKFUNCTION(ka, DropSpecialItems)
 {
+       entity frag_target = M_ARGV(0, entity);
+       
        if(frag_target.ballcarried)
                ka_DropEvent(frag_target);
-
-       return false;
 }
 
 
@@ -472,9 +490,10 @@ void ka_SpawnBall() // loads various values for the ball, runs only once at star
        e.glow_color = autocvar_g_keepawayball_trail_color;
        e.glow_trail = true;
        e.flags = FL_ITEM;
+       e.pushable = true;
        e.reset = ka_Reset;
-       e.touch = ka_TouchEvent;
-       e.owner = world;
+       settouch(e, ka_TouchEvent);
+       e.owner = NULL;
        ka_ball = e;
 
        InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.