]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/gamemode_keepaway.qc
Merge branch 'master' into terencehill/centerprint_stuff
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_keepaway.qc
index 9fb47afbb354310890b7319fdc28555497ce36e4..8d3511eceda0750e74266d5649133b69f9c15e84 100644 (file)
@@ -2,6 +2,9 @@ void ka_SpawnBall(void);
 void ka_TouchEvent(void);
 void ka_RespawnBall(void);
 void ka_DropEvent(entity);
+void ka_TimeScoring(void);
+
+entity ka_ball;
 
 float ka_ballcarrier_waypointsprite_visible_for_player(entity);
 
@@ -28,53 +31,54 @@ void ka_Reset() // used to clear the ballcarrier whenever the match switches fro
        ka_RespawnBall();
 }
 
-void ka_SpawnBall() // loads various values for the ball
+void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
 {
        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 = 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;
+       ka_ball = e;
 
        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
 {
+       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;
                
                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_Spawn("ka-ball", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1');
                WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);    
 
-               sound(self, CHAN_AUTO, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) 
+               sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) 
        }
        else
        {
@@ -84,6 +88,7 @@ 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
@@ -94,7 +99,7 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
        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);
+               sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
                return; 
        }
        else if(self.wait > time) { return; }
@@ -103,38 +108,35 @@ 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');
+       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);
-       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); // ATTN_NONE (it's a sound intended to be heard anywhere) 
+       WriteString(MSG_BROADCAST, strcat(other.netname, "^7 has picked up the ball!"));
+       sound(self.owner, CH_TRIGGER, "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);
+       WaypointSprite_AttachCarrier("ka-ballcarrier", other, RADARICON_FLAGCARRIER, '1 0 0');
        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);   
        WaypointSprite_Kill(self.waypointsprite_attachedforcarrier);
 }
@@ -149,11 +151,10 @@ 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');
@@ -162,24 +163,21 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        ball.owner = world;
        
        // reset the player effects
-       plyr.effects &~= EF_DIMLIGHT;
-       plyr.alpha = default_player_alpha;
-       plyr.exteriorweaponentity.alpha = default_weapon_alpha; 
        plyr.glow_trail = FALSE;
-       
+       plyr.effects &~= autocvar_g_keepaway_ballcarrier_effects;
+
        // 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);   // ATTN_NONE (it's a sound intended to be heard anywhere) 
+       WriteString(MSG_BROADCAST, strcat(plyr.netname, "^7 has dropped the ball!"));
+       sound(other, CH_TRIGGER, "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);
+       // 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);
+       WaypointSprite_Spawn("ka-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1');
        WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
-       WaypointSprite_UpdateTeamRadar(ball.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '0 1 1');
        WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);    
        WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
 }
@@ -187,20 +185,24 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
 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
-       }
+               
+       // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
 
        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_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;
+       }
 }
 
 MUTATOR_HOOKFUNCTION(ka_Scoring)
@@ -209,15 +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!");
+                               centerprint(frag_attacker, "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
@@ -227,7 +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)
@@ -239,10 +241,17 @@ MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
        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); } 
+       return 0;
+}
 
+MUTATOR_HOOKFUNCTION(ka_PlayerUseKey)
+{
+       if(MUTATOR_RETURNVALUE == 0)
+       if(self.ballcarried)
+       {
+               ka_DropEvent(self);
+               return 1;
+       }
        return 0;
 }
 
@@ -277,64 +286,35 @@ 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)
 {
-       if(self.ballcarried)
-       { 
-               // if the player has the ball, force ballcarrier alpha upon them
-               self.alpha = autocvar_g_keepaway_ballcarrier_alpha;
-               self.exteriorweaponentity.alpha = autocvar_g_keepaway_ballcarrier_alpha;
+       // 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() 
        
-               // 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;
-       }
+       self.effects &~= autocvar_g_keepaway_ballcarrier_effects;
+
+       if(self.ballcarried)
+               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);
+       MUTATOR_HOOK(PlayerUseKey, ka_PlayerUseKey, CBC_ORDER_ANY);
 
        MUTATOR_ONADD
        {