X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fmutator%2Fgamemode_keepaway.qc;h=567f24b478a47d1e536f731db06af69b190ace97;hb=fbd313c7ceb26a09310d8062926f4ac2468623a8;hp=da43b84deb3bb3f1909493c18057cb2c5e6e9d91;hpb=641c47df604de42c11c68a7d80813b29affcefb2;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 da43b84de..567f24b47 100644 --- a/qcsrc/server/mutators/mutator/gamemode_keepaway.qc +++ b/qcsrc/server/mutators/mutator/gamemode_keepaway.qc @@ -1,44 +1,8 @@ #include "gamemode_keepaway.qh" -#ifndef GAMEMODE_KEEPAWAY_H -#define GAMEMODE_KEEPAWAY_H -void ka_Initialize(); +#include -REGISTER_MUTATOR(ka, false) -{ - MUTATOR_ONADD - { - if (time > 1) // game loads at time 1 - error("This is a game type and it cannot be added at runtime."); - ka_Initialize(); - } - - MUTATOR_ONROLLBACK_OR_REMOVE - { - // we actually cannot roll back ka_Initialize here - // BUT: we don't need to! If this gets called, adding always - // succeeds. - } - - MUTATOR_ONREMOVE - { - LOG_INFO("This is a game type and it cannot be removed at runtime."); - return -1; - } - - return false; -} - - -entity ka_ball; - -void(entity this) havocbot_role_ka_carrier; -void(entity this) havocbot_role_ka_collector; - -void ka_DropEvent(entity plyr); -#endif - -#ifdef IMPLEMENTATION +.entity ballcarried; int autocvar_g_keepaway_ballcarrier_effects; float autocvar_g_keepaway_ballcarrier_damage; @@ -78,10 +42,9 @@ void ka_EventLog(string mode, entity actor) // use an alias for easy changing an } void ka_TouchEvent(entity this, entity toucher); -void ka_RespawnBall(entity this); void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated { - if(gameover) { return; } + if(game_stopped) return; vector oldballorigin = this.origin; if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256)) @@ -99,6 +62,7 @@ void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated settouch(this, ka_TouchEvent); setthink(this, ka_RespawnBall); this.nextthink = time + autocvar_g_keepawayball_respawntime; + navigation_dynamicgoal_set(this); Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1); Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1); @@ -114,17 +78,17 @@ 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(this.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints); + GameRules_scoring_add(this.owner, SCORE, autocvar_g_keepaway_score_timepoints); - PlayerScore_Add(this.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds" + GameRules_scoring_add(this.owner, 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(entity this, entity toucher) // runs any time that the ball comes in contact with something { - if(gameover) { return; } - if(!this) { return; } + if(game_stopped) 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(this); @@ -143,6 +107,7 @@ void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball c // attach the ball to the player this.owner = toucher; toucher.ballcarried = this; + GameRules_scoring_vip(toucher, true); setattachment(this, toucher, ""); setorigin(this, '0 0 0'); @@ -154,6 +119,7 @@ void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball c setthink(this, ka_TimeScoring); this.nextthink = time + autocvar_g_keepaway_score_timeinterval; this.takedamage = DAMAGE_NO; + navigation_dynamicgoal_unset(this); // apply effects to player toucher.glow_color = autocvar_g_keepawayball_trail_color; @@ -168,7 +134,7 @@ void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball c 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(toucher, SP_KEEPAWAY_PICKUPS, 1); + GameRules_scoring_add(toucher, KEEPAWAY_PICKUPS, 1); // waypoints WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER); @@ -196,8 +162,10 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los ball.effects &= ~EF_NODRAW; 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 = NULL; + entity e = ball.owner; ball.owner = NULL; + e.ballcarried = NULL; + GameRules_scoring_vip(e, false); + navigation_dynamicgoal_set(ball); // reset the player effects plyr.glow_trail = false; @@ -210,7 +178,7 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los sound(NULL, 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. + // GameRules_scoring_add(plyr, 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', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); @@ -264,21 +232,21 @@ void havocbot_role_ka_carrier(entity this) if (IS_DEAD(this)) return; - if (time > this.bot_strategytime) + if (navigation_goalrating_timeout(this)) { - this.bot_strategytime = time + autocvar_bot_ai_strategyinterval; - 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); + havocbot_goalrating_waypoints(this, 1, this.origin, 3000); navigation_goalrating_end(this); + + navigation_goalrating_timeout_set(this); } if (!this.ballcarried) { this.havocbot_role = havocbot_role_ka_collector; - this.bot_strategytime = 0; + navigation_goalrating_timeout_expire(this, 2); } } @@ -287,21 +255,21 @@ void havocbot_role_ka_collector(entity this) if (IS_DEAD(this)) return; - if (time > this.bot_strategytime) + if (navigation_goalrating_timeout(this)) { - this.bot_strategytime = time + autocvar_bot_ai_strategyinterval; - 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); + + navigation_goalrating_timeout_set(this); } if (this.ballcarried) { this.havocbot_role = havocbot_role_ka_carrier; - this.bot_strategytime = 0; + navigation_goalrating_timeout_expire(this, 2); } } @@ -318,16 +286,16 @@ MUTATOR_HOOKFUNCTION(ka, PlayerDies) if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker))) { if(frag_target.ballcarried) { // add to amount of times killing carrier - PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1); + GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1); if(autocvar_g_keepaway_score_bckill) // add bckills to the score - PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill); + GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill); } else if(!frag_attacker.ballcarried) if(autocvar_g_keepaway_noncarrier_warn) Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN); if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier - PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac); + GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac); } if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it @@ -363,7 +331,7 @@ MUTATOR_HOOKFUNCTION(ka, PlayerUseKey) } } -MUTATOR_HOOKFUNCTION(ka, PlayerDamage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc +MUTATOR_HOOKFUNCTION(ka, Damage_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); @@ -428,18 +396,14 @@ MUTATOR_HOOKFUNCTION(ka, PlayerPowerups) player.effects |= autocvar_g_keepaway_ballcarrier_effects; } -.float stat_sv_airspeedlimit_nonqw; -.float stat_sv_maxspeed; -MUTATOR_HOOKFUNCTION(ka, PlayerPhysics) +MUTATOR_HOOKFUNCTION(ka, PlayerPhysics_UpdateStats) { entity player = M_ARGV(0, entity); + // these automatically reset, no need to worry if(player.ballcarried) - { - player.stat_sv_airspeedlimit_nonqw *= autocvar_g_keepaway_ballcarrier_highspeed; - player.stat_sv_maxspeed *= autocvar_g_keepaway_ballcarrier_highspeed; - } + STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_keepaway_ballcarrier_highspeed; } MUTATOR_HOOKFUNCTION(ka, BotShouldAttack) @@ -471,17 +435,18 @@ MUTATOR_HOOKFUNCTION(ka, DropSpecialItems) ka_DropEvent(frag_target); } +.bool pushable; // ============== // Initialization // ============== +MODEL(KA_BALL, "models/orbs/orbblue.md3"); + void ka_SpawnBall() // loads various values for the ball, runs only once at start of match { entity e = new(keepawayball); - e.model = "models/orbs/orbblue.md3"; - precache_model(e.model); - _setmodel(e, e.model); + setmodel(e, MDL_KA_BALL); 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.damageforcescale = autocvar_g_keepawayball_damageforcescale; e.takedamage = DAMAGE_YES; @@ -490,28 +455,18 @@ 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; + IL_PUSH(g_items, e); e.pushable = true; e.reset = ka_Reset; settouch(e, ka_TouchEvent); e.owner = NULL; ka_ball = e; + navigation_dynamicgoal_init(ka_ball, false); InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So. } -void ka_ScoreRules() -{ - 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_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY); - ScoreRules_basics_end(); -} - void ka_Initialize() // run at the start of a match, initiates game mode { - ka_ScoreRules(); ka_SpawnBall(); } - -#endif