X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fmutator%2Fgamemode_assault.qc;h=8fd215b097d08fa7af513a569199b176f93a3a59;hp=ae5166c7c47df6d43a775504f7464faf017c8cd0;hb=10c0e93c75ef6f408e3357bd5fb46c721e7e0576;hpb=109c5785a22fb4336ac5e91d5f1fa91678582164 diff --git a/qcsrc/server/mutators/mutator/gamemode_assault.qc b/qcsrc/server/mutators/mutator/gamemode_assault.qc index ae5166c7c..8fd215b09 100644 --- a/qcsrc/server/mutators/mutator/gamemode_assault.qc +++ b/qcsrc/server/mutators/mutator/gamemode_assault.qc @@ -59,37 +59,34 @@ void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrat // scoreboard stuff const float ST_ASSAULT_OBJECTIVES = 1; -const float SP_ASSAULT_OBJECTIVES = 4; // predefined spawnfuncs -void target_objective_decrease_activate(); +void target_objective_decrease_activate(entity this); #endif #ifdef IMPLEMENTATION .entity sprite; // random functions -void assault_objective_use() -{SELFPARAM(); +void assault_objective_use(entity this, entity actor, entity trigger) +{ // activate objective - self.health = 100; - //print("^2Activated objective ", self.targetname, "=", etos(self), "\n"); - //print("Activator is ", activator.classname, "\n"); + this.health = 100; + //print("^2Activated objective ", this.targetname, "=", etos(this), "\n"); + //print("Activator is ", actor.classname, "\n"); - for (entity e = world; (e = find(e, target, this.targetname)); ) + for (entity e = NULL; (e = find(e, target, this.targetname)); ) { if (e.classname == "target_objective_decrease") { - WITH(entity, self, e, target_objective_decrease_activate()); + target_objective_decrease_activate(e); } } - - setself(this); } -vector target_objective_spawn_evalfunc(entity player, entity spot, vector current) -{SELFPARAM(); - if(self.health < 0 || self.health >= ASSAULT_VALUE_INACTIVE) +vector target_objective_spawn_evalfunc(entity this, entity player, entity spot, vector current) +{ + if(this.health < 0 || this.health >= ASSAULT_VALUE_INACTIVE) return '-1 0 0'; return current; } @@ -102,97 +99,86 @@ void assault_objective_reset(entity this) } // decrease the health of targeted objectives -void assault_objective_decrease_use() -{SELFPARAM(); - if(activator.team != assault_attacker_team) +void assault_objective_decrease_use(entity this, entity actor, entity trigger) +{ + if(actor.team != assault_attacker_team) { // wrong team triggered decrease return; } - if(other.assault_sprite) + if(trigger.assault_sprite) { - WaypointSprite_Disown(other.assault_sprite, waypointsprite_deadlifetime); - if(other.classname == "func_assault_destructible") - other.sprite = world; + WaypointSprite_Disown(trigger.assault_sprite, waypointsprite_deadlifetime); + if(trigger.classname == "func_assault_destructible") + trigger.sprite = NULL; // TODO: just unsetting it?! } else return; // already activated! cannot activate again! - if(self.enemy.health < ASSAULT_VALUE_INACTIVE) + if(this.enemy.health < ASSAULT_VALUE_INACTIVE) { - if(self.enemy.health - self.dmg > 0.5) + if(this.enemy.health - this.dmg > 0.5) { - PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.dmg); - self.enemy.health = self.enemy.health - self.dmg; + PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.dmg); + this.enemy.health = this.enemy.health - this.dmg; } else { - PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.enemy.health); - PlayerTeamScore_Add(activator, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1); - self.enemy.health = -1; - - entity oldactivator; + PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.enemy.health); + PlayerTeamScore_Add(actor, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1); + this.enemy.health = -1; - setself(this.enemy); - if(self.message) - FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, self.message))); + if(this.enemy.message) + FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, this.enemy.message))); - oldactivator = activator; - activator = this; - SUB_UseTargets(); - activator = oldactivator; - setself(this); + SUB_UseTargets(this.enemy, this, trigger); } } } -void assault_setenemytoobjective() -{SELFPARAM(); +void assault_setenemytoobjective(entity this) +{ entity objective; - for(objective = world; (objective = find(objective, targetname, self.target)); ) + for(objective = NULL; (objective = find(objective, targetname, this.target)); ) { if(objective.classname == "target_objective") { - if(self.enemy == world) - self.enemy = objective; + if(this.enemy == NULL) + this.enemy = objective; else - objerror("more than one objective as target - fix the map!"); + objerror(this, "more than one objective as target - fix the map!"); break; } } - if(self.enemy == world) - objerror("no objective as target - fix the map!"); + if(this.enemy == NULL) + objerror(this, "no objective as target - fix the map!"); } -float assault_decreaser_sprite_visible(entity e) -{SELFPARAM(); - entity decreaser; - - decreaser = self.assault_decreaser; - - if(decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE) +bool assault_decreaser_sprite_visible(entity this, entity player, entity view) +{ + if(this.assault_decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE) return false; return true; } -void target_objective_decrease_activate() -{SELFPARAM(); +void target_objective_decrease_activate(entity this) +{ entity ent, spr; - self.owner = world; - for(ent = world; (ent = find(ent, target, self.targetname)); ) + this.owner = NULL; + for(ent = NULL; (ent = find(ent, target, this.targetname)); ) { - if(ent.assault_sprite != world) + if(ent.assault_sprite != NULL) { WaypointSprite_Disown(ent.assault_sprite, waypointsprite_deadlifetime); if(ent.classname == "func_assault_destructible") - ent.sprite = world; + ent.sprite = NULL; // TODO: just unsetting it?! } spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite, RADARICON_OBJECTIVE); - spr.assault_decreaser = self; + spr.assault_decreaser = this; spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible; spr.classname = "sprite_waypoint"; WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY); @@ -208,9 +194,9 @@ void target_objective_decrease_activate() } } -void target_objective_decrease_findtarget() +void target_objective_decrease_findtarget(entity this) { - assault_setenemytoobjective(); + assault_setenemytoobjective(this); } void target_assault_roundend_reset(entity this) @@ -220,15 +206,14 @@ void target_assault_roundend_reset(entity this) this.winning = false; // up round } -void target_assault_roundend_use() -{SELFPARAM(); - self.winning = 1; // round has been won by attackers +void target_assault_roundend_use(entity this, entity actor, entity trigger) +{ + this.winning = 1; // round has been won by attackers } -void assault_roundstart_use() -{SELFPARAM(); - activator = self; - SUB_UseTargets(); +void assault_roundstart_use(entity this, entity actor, entity trigger) +{ + SUB_UseTargets(this, this, trigger); //(Re)spawn all turrets FOREACH_ENTITY_CLASS("turret_main", true, LAMBDA( @@ -238,48 +223,49 @@ void assault_roundstart_use() else it.team = NUM_TEAM_1; - // Dubbles as teamchange - WITH(entity, self, it, turret_respawn()); + // Doubles as teamchange + turret_respawn(it); )); } +void assault_roundstart_use_this(entity this) +{ + assault_roundstart_use(this, NULL, NULL); +} -void assault_wall_think() -{SELFPARAM(); - if(self.enemy.health < 0) +void assault_wall_think(entity this) +{ + if(this.enemy.health < 0) { - self.model = ""; - self.solid = SOLID_NOT; + this.model = ""; + this.solid = SOLID_NOT; } else { - self.model = self.mdl; - self.solid = SOLID_BSP; + this.model = this.mdl; + this.solid = SOLID_BSP; } - self.nextthink = time + 0.2; + this.nextthink = time + 0.2; } // trigger new round // reset objectives, toggle spawnpoints, reset triggers, ... void vehicles_clearreturn(entity veh); -void vehicles_spawn(); -void assault_new_round() -{SELFPARAM(); +void vehicles_spawn(entity this); +void assault_new_round(entity this) +{ //bprint("ASSAULT: new round\n"); // Eject players from vehicles - FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, LAMBDA(WITH(entity, self, it, vehicles_exit(VHEF_RELEASE)))); + FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, vehicles_exit(it.vehicle, VHEF_RELEASE)); FOREACH_ENTITY_FLAGS(vehicle_flags, VHF_ISVEHICLE, LAMBDA( - setself(it); - vehicles_clearreturn(self); - vehicles_spawn(); + vehicles_clearreturn(it); + vehicles_spawn(it); )); - setself(this); - // up round counter - self.winning = self.winning + 1; + this.winning = this.winning + 1; // swap attacker/defender roles if(assault_attacker_team == NUM_TEAM_1) @@ -301,8 +287,7 @@ void assault_new_round() // they win. Otherwise the defending team wins once the timelimit passes. int WinningCondition_Assault() { - SELFPARAM(); - WinningConditionHelper(); // set worldstatus + WinningConditionHelper(NULL); // set worldstatus int status = WINNING_NO; // as the timelimit has not yet passed just assume the defending team will win @@ -316,7 +301,7 @@ int WinningCondition_Assault() } entity ent; - ent = find(world, classname, "target_assault_roundend"); + ent = find(NULL, classname, "target_assault_roundend"); if(ent) { if(ent.winning) // round end has been triggered by attacking team @@ -332,7 +317,7 @@ int WinningCondition_Assault() } else { - WITH(entity, self, ent, assault_new_round()); + assault_new_round(ent); } } } @@ -343,17 +328,17 @@ int WinningCondition_Assault() // spawnfuncs spawnfunc(info_player_attacker) { - if (!g_assault) { remove(self); return; } + if (!g_assault) { remove(this); return; } - self.team = NUM_TEAM_1; // red, gets swapped every round + this.team = NUM_TEAM_1; // red, gets swapped every round spawnfunc_info_player_deathmatch(this); } spawnfunc(info_player_defender) { - if (!g_assault) { remove(self); return; } + if (!g_assault) { remove(this); return; } - self.team = NUM_TEAM_2; // blue, gets swapped every round + this.team = NUM_TEAM_2; // blue, gets swapped every round spawnfunc_info_player_deathmatch(this); } @@ -370,71 +355,71 @@ spawnfunc(target_objective) spawnfunc(target_objective_decrease) { - if (!g_assault) { remove(self); return; } + if (!g_assault) { remove(this); return; } - self.classname = "target_objective_decrease"; + this.classname = "target_objective_decrease"; - if(!self.dmg) - self.dmg = 101; + if(!this.dmg) + this.dmg = 101; - self.use = assault_objective_decrease_use; - self.health = ASSAULT_VALUE_INACTIVE; - self.max_health = ASSAULT_VALUE_INACTIVE; - self.enemy = world; + this.use = assault_objective_decrease_use; + this.health = ASSAULT_VALUE_INACTIVE; + this.max_health = ASSAULT_VALUE_INACTIVE; + this.enemy = NULL; - InitializeEntity(self, target_objective_decrease_findtarget, INITPRIO_FINDTARGET); + InitializeEntity(this, target_objective_decrease_findtarget, INITPRIO_FINDTARGET); } // destructible walls that can be used to trigger target_objective_decrease spawnfunc(func_breakable); spawnfunc(func_assault_destructible) { - if (!g_assault) { remove(self); return; } + if (!g_assault) { remove(this); return; } - self.spawnflags = 3; - self.classname = "func_assault_destructible"; + this.spawnflags = 3; + this.classname = "func_assault_destructible"; if(assault_attacker_team == NUM_TEAM_1) - self.team = NUM_TEAM_2; + this.team = NUM_TEAM_2; else - self.team = NUM_TEAM_1; + this.team = NUM_TEAM_1; spawnfunc_func_breakable(this); } spawnfunc(func_assault_wall) { - if (!g_assault) { remove(self); return; } + if (!g_assault) { remove(this); return; } - self.classname = "func_assault_wall"; - self.mdl = self.model; - _setmodel(self, self.mdl); - self.solid = SOLID_BSP; - self.think = assault_wall_think; - self.nextthink = time; - InitializeEntity(self, assault_setenemytoobjective, INITPRIO_FINDTARGET); + this.classname = "func_assault_wall"; + this.mdl = this.model; + _setmodel(this, this.mdl); + this.solid = SOLID_BSP; + setthink(this, assault_wall_think); + this.nextthink = time; + InitializeEntity(this, assault_setenemytoobjective, INITPRIO_FINDTARGET); } spawnfunc(target_assault_roundend) { - if (!g_assault) { remove(self); return; } + if (!g_assault) { remove(this); return; } - self.winning = 0; // round not yet won by attackers - self.classname = "target_assault_roundend"; - self.use = target_assault_roundend_use; - self.cnt = 0; // first round - self.reset = target_assault_roundend_reset; + this.winning = 0; // round not yet won by attackers + this.classname = "target_assault_roundend"; + this.use = target_assault_roundend_use; + this.cnt = 0; // first round + this.reset = target_assault_roundend_reset; } spawnfunc(target_assault_roundstart) { - if (!g_assault) { remove(self); return; } + if (!g_assault) { remove(this); return; } assault_attacker_team = NUM_TEAM_1; - self.classname = "target_assault_roundstart"; - self.use = assault_roundstart_use; - self.reset2 = assault_roundstart_use; - InitializeEntity(self, assault_roundstart_use, INITPRIO_FINDTARGET); + this.classname = "target_assault_roundstart"; + this.use = assault_roundstart_use; + this.reset2 = assault_roundstart_use_this; + InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET); } // legacy bot code @@ -455,7 +440,7 @@ void havocbot_goalrating_ast_targets(entity this, float ratingscale) continue; found = false; - for(tod = world; (tod = find(tod, targetname, ad.target)); ) + for(tod = NULL; (tod = find(tod, targetname, ad.target)); ) { if(tod.classname == "target_objective_decrease") { @@ -479,11 +464,11 @@ void havocbot_goalrating_ast_targets(entity this, float ratingscale) p = 0.5 * (ad.absmin + ad.absmax); // dprint(vtos(ad.origin), " ", vtos(ad.absmin), " ", vtos(ad.absmax),"\n"); // te_knightspike(p); - // te_lightning2(world, '0 0 0', p); + // te_lightning2(NULL, '0 0 0', p); // Find and rate waypoints around it found = false; - best = world; + best = NULL; bestvalue = 99999999999; for(radius=0; radius<1500 && !found; radius+=500) { @@ -506,7 +491,7 @@ void havocbot_goalrating_ast_targets(entity this, float ratingscale) if(best) { /// dprint("waypoints around target were found\n"); - // te_lightning2(world, '0 0 0', best.origin); + // te_lightning2(NULL, '0 0 0', best.origin); // te_knightspike(best.origin); navigation_routerating(this, best, ratingscale, 4000); @@ -622,38 +607,42 @@ void havocbot_ast_reset_role(entity this) // mutator hooks MUTATOR_HOOKFUNCTION(as, PlayerSpawn) -{SELFPARAM(); - if(self.team == assault_attacker_team) - Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING); - else - Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING); +{ + entity player = M_ARGV(0, entity); - return false; + if(player.team == assault_attacker_team) + Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_ATTACKING); + else + Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_DEFENDING); } MUTATOR_HOOKFUNCTION(as, TurretSpawn) -{SELFPARAM(); - if(!self.team || self.team == MAX_SHOT_DISTANCE) - self.team = 5; // this gets reversed when match starts? +{ + entity turret = M_ARGV(0, entity); - return false; + if(!turret.team || turret.team == MAX_SHOT_DISTANCE) + turret.team = 5; // this gets reversed when match starts? } MUTATOR_HOOKFUNCTION(as, VehicleSpawn) -{SELFPARAM(); - self.nextthink = time + 0.5; +{ + entity veh = M_ARGV(0, entity); - return false; + veh.nextthink = time + 0.5; } MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole) -{SELFPARAM(); - havocbot_ast_reset_role(self); +{ + entity bot = M_ARGV(0, entity); + + havocbot_ast_reset_role(bot); return true; } MUTATOR_HOOKFUNCTION(as, PlayHitsound) { + entity frag_victim = M_ARGV(0, entity); + return (frag_victim.classname == "func_assault_destructible"); } @@ -666,7 +655,7 @@ MUTATOR_HOOKFUNCTION(as, GetTeamCount) MUTATOR_HOOKFUNCTION(as, CheckRules_World) { - ret_float = WinningCondition_Assault(); + M_ARGV(0, float) = WinningCondition_Assault(); return true; } @@ -674,13 +663,13 @@ MUTATOR_HOOKFUNCTION(as, ReadLevelCvars) { // no assault warmups warmup_stage = 0; - return false; } MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn) { - SELFPARAM(); - switch(self.classname) + entity ent = M_ARGV(0, entity); + + switch(ent.classname) { case "info_player_team1": case "info_player_team2": @@ -688,8 +677,6 @@ MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn) case "info_player_team4": return true; } - - return false; } // scoreboard setup