X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fmutator%2Fgamemode_keepaway.qc;h=53d770611f0290ce1ab4d2ffe59141850d741e13;hb=8acaf6b6479901564ebc1dc4e825c6343f746a29;hp=8961e6bf0027398d159f1d3b266b8d19ee0934dd;hpb=948c08402a7b9b7af36059104937650e343ecefe;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/mutator/gamemode_keepaway.qc b/qcsrc/server/mutators/mutator/gamemode_keepaway.qc index 8961e6bf0..53d770611 100644 --- a/qcsrc/server/mutators/mutator/gamemode_keepaway.qc +++ b/qcsrc/server/mutators/mutator/gamemode_keepaway.qc @@ -1,3 +1,4 @@ +#include "gamemode_keepaway.qh" #ifndef GAMEMODE_KEEPAWAY_H #define GAMEMODE_KEEPAWAY_H @@ -25,7 +26,7 @@ REGISTER_MUTATOR(ka, false) return -1; } - return 0; + return false; } @@ -35,8 +36,8 @@ const float SP_KEEPAWAY_PICKUPS = 4; const float SP_KEEPAWAY_CARRIERKILLS = 5; const float SP_KEEPAWAY_BCTIME = 6; -void() havocbot_role_ka_carrier; -void() havocbot_role_ka_collector; +void(entity this) havocbot_role_ka_carrier; +void(entity this) havocbot_role_ka_collector; void ka_DropEvent(entity plyr); #endif @@ -63,10 +64,10 @@ 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 @@ -80,15 +81,16 @@ void ka_EventLog(string mode, entity actor) // use an alias for easy changing an GameLogEcho(strcat(":ka:", mode, ((actor != world) ? (strcat(":", ftos(actor.playerid))) : ""))); } -void ka_TouchEvent(); -void ka_RespawnBall() // runs whenever the ball needs to be relocated -{SELFPARAM(); +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; if(!MoveToRandomMapLocation(self, 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); + entity spot = SelectSpawnPoint(this, true); setorigin(self, spot.origin); self.angles = spot.angles; } @@ -98,8 +100,8 @@ void ka_RespawnBall() // runs whenever the ball needs to be relocated self.velocity = '0 0 200'; self.angles = '0 0 0'; self.effects = autocvar_g_keepawayball_effects; - self.touch = ka_TouchEvent; - self.think = ka_RespawnBall; + settouch(self, ka_TouchEvent); + setthink(self, ka_RespawnBall); self.nextthink = time + autocvar_g_keepawayball_respawntime; Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1); @@ -111,8 +113,8 @@ void ka_RespawnBall() // runs whenever the ball needs to be relocated sound(self, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) } -void ka_TimeScoring() -{SELFPARAM(); +void ka_TimeScoring(entity this) +{ if(self.owner.ballcarried) { // add points for holding the ball after a certain amount of time if(autocvar_g_keepaway_score_timepoints) @@ -123,17 +125,17 @@ void ka_TimeScoring() } } -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(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { // The ball fell off the map, respawn it since players can't get to it - ka_RespawnBall(); + ka_RespawnBall(self); return; } - if(other.deadflag != DEAD_NO) { return; } - if(other.frozen) { 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); @@ -152,8 +154,8 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth self.velocity = '0 0 0'; self.movetype = MOVETYPE_NONE; self.effects |= EF_NODRAW; - self.touch = func_null; - self.think = ka_TimeScoring; + settouch(self, func_null); + setthink(self, ka_TimeScoring); self.nextthink = time + autocvar_g_keepaway_score_timeinterval; self.takedamage = DAMAGE_NO; @@ -191,8 +193,8 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los setattachment(ball, world, ""); ball.movetype = MOVETYPE_BOUNCE; ball.wait = time + 1; - ball.touch = ka_TouchEvent; - ball.think = ka_RespawnBall; + settouch(ball, ka_TouchEvent); + setthink(ball, ka_RespawnBall); ball.nextthink = time + autocvar_g_keepawayball_respawntime; ball.takedamage = DAMAGE_YES; ball.effects &= ~EF_NODRAW; @@ -221,19 +223,20 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier); } -void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal -{SELFPARAM(); - if((self.owner) && (IS_PLAYER(self.owner))) - ka_DropEvent(self.owner); +/** used to clear the ballcarrier whenever the match switches from warmup to normal */ +void ka_Reset(entity this) +{ + if((this.owner) && (IS_PLAYER(this.owner))) + ka_DropEvent(this.owner); if(time < game_starttime) { - self.think = ka_RespawnBall; - self.touch = func_null; - self.nextthink = game_starttime; + setthink(this, ka_RespawnBall); + settouch(this, func_null); + this.nextthink = game_starttime; } else - ka_RespawnBall(); + ka_RespawnBall(this); } @@ -241,68 +244,68 @@ void ka_Reset() // used to clear the ballcarrier whenever the match switches fro // Bot player logic // ================ -void havocbot_goalrating_ball(float ratingscale, vector org) -{SELFPARAM(); +void havocbot_goalrating_ball(entity this, float ratingscale, vector org) +{ float t; entity ball_owner; ball_owner = ka_ball.owner; - if (ball_owner == self) + if (ball_owner == this) return; // If ball is carried by player then hunt them down. if (ball_owner) { - t = (self.health + self.armorvalue) / (ball_owner.health + ball_owner.armorvalue); - navigation_routerating(ball_owner, t * ratingscale, 2000); + t = (this.health + this.armorvalue) / (ball_owner.health + ball_owner.armorvalue); + navigation_routerating(this, ball_owner, t * ratingscale, 2000); } else // Ball has been dropped so collect. - navigation_routerating(ka_ball, ratingscale, 2000); + navigation_routerating(this, ka_ball, ratingscale, 2000); } -void havocbot_role_ka_carrier() -{SELFPARAM(); - if (self.deadflag != DEAD_NO) +void havocbot_role_ka_carrier(entity this) +{ + if (IS_DEAD(this)) return; - if (time > self.bot_strategytime) + if (time > this.bot_strategytime) { - self.bot_strategytime = time + autocvar_bot_ai_strategyinterval; + this.bot_strategytime = time + autocvar_bot_ai_strategyinterval; - navigation_goalrating_start(); - havocbot_goalrating_items(10000, self.origin, 10000); - havocbot_goalrating_enemyplayers(20000, self.origin, 10000); - //havocbot_goalrating_waypoints(1, self.origin, 1000); - navigation_goalrating_end(); + navigation_goalrating_start(this); + havocbot_goalrating_items(this, 10000, this.origin, 10000); + havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000); + //havocbot_goalrating_waypoints(1, this.origin, 1000); + navigation_goalrating_end(this); } - if (!self.ballcarried) + if (!this.ballcarried) { - self.havocbot_role = havocbot_role_ka_collector; - self.bot_strategytime = 0; + this.havocbot_role = havocbot_role_ka_collector; + this.bot_strategytime = 0; } } -void havocbot_role_ka_collector() -{SELFPARAM(); - if (self.deadflag != DEAD_NO) +void havocbot_role_ka_collector(entity this) +{ + if (IS_DEAD(this)) return; - if (time > self.bot_strategytime) + if (time > this.bot_strategytime) { - self.bot_strategytime = time + autocvar_bot_ai_strategyinterval; + this.bot_strategytime = time + autocvar_bot_ai_strategyinterval; - navigation_goalrating_start(); - havocbot_goalrating_items(10000, self.origin, 10000); - havocbot_goalrating_enemyplayers(1000, self.origin, 10000); - havocbot_goalrating_ball(20000, self.origin); - navigation_goalrating_end(); + navigation_goalrating_start(this); + havocbot_goalrating_items(this, 10000, this.origin, 10000); + havocbot_goalrating_enemyplayers(this, 1000, this.origin, 10000); + havocbot_goalrating_ball(this, 20000, this.origin); + navigation_goalrating_end(this); } - if (self.ballcarried) + if (this.ballcarried) { - self.havocbot_role = havocbot_role_ka_carrier; - self.bot_strategytime = 0; + this.havocbot_role = havocbot_role_ka_carrier; + this.bot_strategytime = 0; } } @@ -312,7 +315,10 @@ void havocbot_role_ka_collector() // ============== MUTATOR_HOOKFUNCTION(ka, PlayerDies) -{SELFPARAM(); +{ + 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 @@ -328,41 +334,47 @@ MUTATOR_HOOKFUNCTION(ka, PlayerDies) 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 - return 0; + if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it + return false; } 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 @@ -389,66 +401,81 @@ 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; + + return false; } 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 + return false; } 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; - - if(self.ballcarried) - self.effects |= autocvar_g_keepaway_ballcarrier_effects; + player.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); @@ -462,13 +489,11 @@ MUTATOR_HOOKFUNCTION(ka, DropSpecialItems) void ka_SpawnBall() // loads various values for the ball, runs only once at start of match { - entity e; - e = spawn(); + entity e = new(keepawayball); e.model = "models/orbs/orbblue.md3"; 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; @@ -476,8 +501,9 @@ 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; + settouch(e, ka_TouchEvent); e.owner = world; ka_ball = e;