]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Update keepaway scoring so it supports time based scoring and add a time field in...
authorSamual <samual@xonotic.org>
Mon, 10 Jan 2011 08:21:54 +0000 (03:21 -0500)
committerSamual <samual@xonotic.org>
Mon, 10 Jan 2011 08:21:54 +0000 (03:21 -0500)
defaultXonotic.cfg
qcsrc/client/scoreboard.qc
qcsrc/server/autocvars.qh
qcsrc/server/cl_client.qc
qcsrc/server/mutators/gamemode_keepaway.qc
qcsrc/server/scores_rules.qc

index 751a368b74d61c1a83ae0bd95f9aed410e108088..a4e537263d1a36fbb91412f79df772abad368fd4 100644 (file)
@@ -1274,23 +1274,25 @@ set g_keyhunt_teams 0
 
 // keepaway
 set g_keepaway 0 "game mode which focuses around a ball, look at g_keepaway_win_mode for further details"
-set g_keepaway_bckillscore 0 "enable scoring points (y/n) for ball carrier kills"
-set g_keepaway_pointlimit      -1      "total amount of points you can get, -1 for unlimited"
-set g_keepaway_pointleadlimit  -1      "mercy rule, -1 for unlimited"
-set g_keepaway_ballcarrier_alpha 0.6 "alpha when the player is the ballcarrier"
-set g_keepaway_ballcarrier_highspeed 1.5 "speed multiplier done to the person holding the ball"
+set g_keepaway_score_bckill 1 "enable scoring points (y/n) for ball carrier kills (value is how many points to award)"
+set g_keepaway_score_killac 1 "amount of points to give when you kill someone while you have the ball"
+set g_keepaway_score_timeinterval 1 "amount of time it takes between intervals for timepoints to be added to the score"
+set g_keepaway_score_timepoints 0 "points to add to score per timeinterval, 0 for no points"
+set g_keepaway_ballcarrier_effects 40 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
+set g_keepaway_ballcarrier_highspeed 1 "speed multiplier done to the person holding the ball (recommended when used with some mutators)"
 set g_keepaway_ballcarrier_damage      1.5     "damage multiplier while holding the ball"
 set g_keepaway_ballcarrier_force       1.5     "force multiplier while holding the ball"
 set g_keepaway_ballcarrier_selfdamage  1       "self damage multiplier while holding the ball"
 set g_keepaway_ballcarrier_selfforce   1.5     "self force multiplier while holding the ball"
-set g_keepaway_noncarrier_warn 0       "warn players when they kill without holding the ball"
+set g_keepaway_noncarrier_warn 1       "warn players when they kill without holding the ball"
 set g_keepaway_noncarrier_damage       0.5     "damage done to other players if both you and they don't have the ball"
 set g_keepaway_noncarrier_force        0.5     "force done to other players if both you and they don't have the ball"
 set g_keepaway_noncarrier_selfdamage   1       "self damage if you don't have the ball"
 set g_keepaway_noncarrier_selfforce    1       "self force if you don't have the ball"
+set g_keepawayball_effects 0 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
 set g_keepawayball_trail_color 254     "particle trail color from player/ball"
-set g_keepawayball_damageforcescale    2 "Scale of force which is applied to the ball by weapons/explosions/etc"
-set g_keepawayball_respawntime 15      "if no one picks up the ball, how long to wait until the ball respawns"
+set g_keepawayball_damageforcescale    4 "Scale of force which is applied to the ball by weapons/explosions/etc"
+set g_keepawayball_respawntime 10      "if no one picks up the ball, how long to wait until the ball respawns"
 seta g_keepaway_teams_override 0
 set g_keepaway_teams 0
 
index ebdd92361f6a90a33ef8732a69558bba7df82198..4055f54007f6233d05bd7b5a3fd941f075944f3a 100644 (file)
@@ -253,7 +253,7 @@ string HUD_DefaultColumnLayout()
                "+lms/lives +lms/rank ",
                "+kh/caps +kh/pushes +kh/destroyed ",
                "?+race/laps ?+race/time ?+race/fastest ",
-               "+as/objectives +nexball/faults +nexball/goals +ka/drops +ka/pickups +ka/bckills +freezetag/revivals ",
+               "+as/objectives +nexball/faults +nexball/goals +ka/drops +ka/pickups +ka/bckills +ka/time +freezetag/revivals ",
                "-lms,race,nexball/score");
 }
 
index b00c1acc4c58c2e6fe53244048cc5d1468c27988..4a17dc0f9170ecd2ca2648643e73de6b52f2e158 100644 (file)
@@ -741,19 +741,23 @@ float autocvar_g_jetpack_attenuation;
 float autocvar_g_jetpack_fuel;
 float autocvar_g_jetpack_maxspeed_side;
 float autocvar_g_jetpack_maxspeed_up;
-float autocvar_g_keepaway_ballcarrier_alpha;
+float autocvar_g_keepaway_ballcarrier_effects;
 float autocvar_g_keepaway_ballcarrier_damage;
 float autocvar_g_keepaway_ballcarrier_force;
 float autocvar_g_keepaway_ballcarrier_highspeed;
 float autocvar_g_keepaway_ballcarrier_selfdamage;
 float autocvar_g_keepaway_ballcarrier_selfforce;
-float autocvar_g_keepaway_bckillscore;
 float autocvar_g_keepaway_noncarrier_damage;
 float autocvar_g_keepaway_noncarrier_force;
 float autocvar_g_keepaway_noncarrier_selfdamage;
 float autocvar_g_keepaway_noncarrier_selfforce;
 float autocvar_g_keepaway_noncarrier_warn;
+float autocvar_g_keepaway_score_bckill;
+float autocvar_g_keepaway_score_killac;
+float autocvar_g_keepaway_score_timepoints;
+float autocvar_g_keepaway_score_timeinterval;
 float autocvar_g_keepawayball_damageforcescale;
+float autocvar_g_keepawayball_effects;
 float autocvar_g_keepawayball_respawntime;
 float autocvar_g_keepawayball_trail_color;
 float autocvar_g_keyhunt_point_leadlimit;
index cb2d2ed3dea2cecefbf54d40905f90ad30954dca..60dca236954f0d37a79ec4cad13eb3d2c0b1689e 100644 (file)
@@ -2040,7 +2040,7 @@ void player_powerups (void)
                self.modelflags &~= MF_ROCKET;
        }
 
-       self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
+       self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
 
        if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
                return;
index 04939e8398fe42dc06e7bdc98ed41c347c76279e..a23169c37346758fb1c7adbec38f8586f74d30f7 100644 (file)
@@ -2,6 +2,7 @@ void ka_SpawnBall(void);
 void ka_TouchEvent(void);
 void ka_RespawnBall(void);
 void ka_DropEvent(entity);
+void ka_TimeScoring(void);
 
 float ka_ballcarrier_waypointsprite_visible_for_player(entity);
 
@@ -35,19 +36,19 @@ void ka_SpawnBall() // loads various values for the ball, runs only once at star
        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 = autocvar_g_keepawayball_damageforcescale;
        e.takedamage = DAMAGE_YES;
+       e.solid = SOLID_TRIGGER;
+       e.movetype = MOVETYPE_BOUNCE;
        e.glow_color = autocvar_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.touch = ka_TouchEvent;
        e.owner = world;
 
        InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So. 
@@ -55,15 +56,16 @@ void ka_SpawnBall() // loads various values for the ball, runs only once at star
 
 void ka_RespawnBall() // runs whenever the ball needs to be relocated
 {
+       if(gameover) { return; }
        vector oldballorigin = self.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))
        {
                makevectors(self.angles);
                self.movetype = MOVETYPE_BOUNCE;
                self.velocity = '0 0 200';
                self.angles = '0 0 0';
-               self.solid = SOLID_TRIGGER;
+               self.effects = autocvar_g_keepawayball_effects;
                self.think = ka_RespawnBall;
                self.nextthink = time + autocvar_g_keepawayball_respawntime;
                
@@ -84,6 +86,7 @@ void ka_RespawnBall() // runs whenever the ball needs to be relocated
 
 void ka_TouchEvent() // runs any time that the ball comes in contact with something
 {
+       if(gameover) { return; }
        if(!self) { return; }
        if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
        { // The ball fell off the map, respawn it since players can't get to it
@@ -103,24 +106,22 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
        self.owner = other;
        other.ballcarried = self;
        setattachment(self, other, "");
-       setorigin(self, '3 0 20'); // wtf why is this not '0 0 0' ? 
+       setorigin(self, '0 0 0');
        
-       // make the ball invisible/unable to do anything
+       // make the ball invisible/unable to do anything/set up time scoring
        self.velocity = '0 0 0';
        self.movetype = MOVETYPE_NONE;
-       self.touch = SUB_Null;
        self.effects |= EF_NODRAW;
-       self.think = SUB_Null;
-       self.nextthink = 0;
+       self.touch = SUB_Null;
+       self.think = ka_TimeScoring;
+       self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
        self.takedamage = DAMAGE_NO;
 
        // apply effects to player
        other.glow_color = autocvar_g_keepawayball_trail_color;
        other.glow_trail = TRUE;
-       other.effects |= EF_DIMLIGHT;
-       other.alpha = autocvar_g_keepaway_ballcarrier_alpha;
-       other.exteriorweaponentity.alpha = autocvar_g_keepaway_ballcarrier_alpha;
-
+       other.effects |= autocvar_g_keepaway_ballcarrier_effects;
+       
        // messages and sounds
        Send_KillNotification(other.netname, "", "", KA_PICKUPBALL, MSG_KA);
        WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
@@ -149,11 +150,10 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        // reset the ball
        setattachment(ball, world, "");
        ball.movetype = MOVETYPE_BOUNCE;
-       ball.solid = SOLID_TRIGGER; // is this needed? 
        ball.wait = time + 1; 
+       ball.touch = ka_TouchEvent;
        ball.think = ka_RespawnBall;
        ball.nextthink = time + autocvar_g_keepawayball_respawntime;
-       ball.touch = ka_TouchEvent;
        ball.takedamage = DAMAGE_YES;
        ball.effects &~= EF_NODRAW; 
        setorigin(ball, plyr.origin + '0 0 10');
@@ -163,10 +163,8 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        
        // reset the player effects
        plyr.glow_trail = FALSE;
-       plyr.effects &~= EF_DIMLIGHT;
-       plyr.alpha = default_player_alpha;
-       plyr.exteriorweaponentity.alpha = default_weapon_alpha; 
-       
+       plyr.effects &~= autocvar_g_keepaway_ballcarrier_effects;
+
        // messages and sounds
        Send_KillNotification(plyr.netname, "", "", KA_DROPBALL, MSG_KA);
        WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
@@ -195,10 +193,16 @@ float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on wayp
        return TRUE;
 }
 
-MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
+void ka_TimeScoring()
 {
-       if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
-       return 0;
+       if(self.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(self.owner, SP_KEEPAWAY_TIME, (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;
+       }
 }
 
 MUTATOR_HOOKFUNCTION(ka_Scoring)
@@ -207,15 +211,15 @@ MUTATOR_HOOKFUNCTION(ka_Scoring)
        {
                if(frag_target.ballcarried) { // add to amount of times killing carrier
                        PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
-                       if(autocvar_g_keepaway_bckillscore) // add bckills to the score
-                               PlayerScore_Add(frag_attacker, SP_KEEPAWAY_SCORE, 1);
+                       if(autocvar_g_keepaway_score_bckill) // add bckills to the score
+                               PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill);
                }
                else if(!frag_attacker.ballcarried)
                        if(autocvar_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) // add to amount of kills while ballcarrier
-                       PlayerScore_Add(frag_attacker, SP_KEEPAWAY_SCORE, 1);
+                       PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
        }
 
        if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has died, drop it
@@ -225,7 +229,7 @@ MUTATOR_HOOKFUNCTION(ka_Scoring)
 MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill)
 {
        frag_score = 0; // no frags counted in keepaway
-       return 0;
+       return 1; // you deceptive little bugger ;3 This needs to be true in order for this function to even count. 
 }
 
 MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
@@ -275,58 +279,32 @@ MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values th
        return 0;
 }
 
+MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
+{
+       if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
+       return 0;
+}
+
 MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
 {
-       // right now this hook doesn't make much sense (It's actually useless this way except for minstagib invisibility alpha) 
-       // but in the future it's supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
+       // 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() 
        
-       // also note that this structure makes no sense (Rather there is a better way to do it) the way it's currently applied
-       // again just bare with me as this is for a future feature. 
+       self.effects &~= autocvar_g_keepaway_ballcarrier_effects;
 
        if(self.ballcarried)
-       { 
-               // force the default ballcarrier alpha on the player if they have the ball
-               self.alpha = autocvar_g_keepaway_ballcarrier_alpha;
-               self.exteriorweaponentity.alpha = autocvar_g_keepaway_ballcarrier_alpha;
-       
-               if(g_minstagib)
-               {
-                       if(olditems & IT_STRENGTH) 
-                       { // if the player has the ball and they also have the invisibility powerup, apply alpha accordingly
-                               self.alpha = g_minstagib_invis_alpha;
-                               self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
-                       }
-               }
-       }
-       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;
-       }
+               self.effects |= autocvar_g_keepaway_ballcarrier_effects;
        
        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_ANY);
-       MUTATOR_HOOK(PlayerPreThink, ka_PlayerPreThink, CBC_ORDER_FIRST);
+       MUTATOR_HOOK(PlayerPreThink, ka_PlayerPreThink, CBC_ORDER_ANY);
        MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY);
        MUTATOR_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY);
 
index 61fc9f4c9e5e5521778427724f033bc756ff1338..18c780d8147a2499d6869c02c9b9b448af361c96 100644 (file)
@@ -191,14 +191,14 @@ void ScoreRules_nexball(float teams)
 #define SP_KEEPAWAY_PICKUPS 4
 #define SP_KEEPAWAY_CARRIERKILLS 5
 #define SP_KEEPAWAY_DROPS 6
-#define SP_KEEPAWAY_SCORE 7
+#define SP_KEEPAWAY_TIME 7
 void ScoreRules_keepaway()
 {
-       ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, FALSE); // SFL_SORT_PRIO_PRIMARY
-       ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_SCORE,               "score",                SFL_SORT_PRIO_PRIMARY);
-       ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS,             "pickups",              0);
+       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_DROPS,               "drops",                SFL_LOWER_IS_BETTER);
+       ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_DROPS,                       "drops",                SFL_LOWER_IS_BETTER);
+       ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_TIME,                        "time",                 SFL_SORT_PRIO_SECONDARY);
        ScoreRules_basics_end();
 }