X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fgamemodes%2Fgamemode%2Ffreezetag%2Fsv_freezetag.qc;h=11ddede9bae54f00de654056800560297f784b34;hb=bde37f2d51cfe8a6a4bfafe64efcc749442aed1b;hp=98b20f32adbfbb8faeb4f22af5b0813b924ed8a7;hpb=f07cd790bb79d2ce08fd50a5f3eafbd3d74e6213;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qc b/qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qc index 98b20f32a..11ddede9b 100644 --- a/qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qc +++ b/qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qc @@ -1,5 +1,6 @@ #include "sv_freezetag.qh" +#include #include float autocvar_g_freezetag_frozen_maxtime; @@ -113,6 +114,7 @@ bool freezetag_CheckWinner() Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER); FOREACH_CLIENT(IS_PLAYER(it), { it.freezetag_frozen_timeout = 0; + it.freezetag_revive_time = 0; nades_Clear(it); }); game_stopped = true; @@ -140,6 +142,7 @@ bool freezetag_CheckWinner() FOREACH_CLIENT(IS_PLAYER(it), { it.freezetag_frozen_timeout = 0; + it.freezetag_revive_time = 0; nades_Clear(it); }); @@ -178,7 +181,7 @@ void freezetag_Add_Score(entity targ, entity attacker) { if(attacker == targ) { - // you froze your own dumb targ + // you froze your own dumb self // counted as "suicide" already GameRules_scoring_add(targ, SCORE, -1); } @@ -381,10 +384,18 @@ MUTATOR_HOOKFUNCTION(ft, PlayerDies) freezetag_Add_Score(frag_target, frag_attacker); freezetag_count_alive_players(); freezetag_LastPlayerForTeam_Notify(frag_target); + frag_target.freezetag_frozen_timeout = -2; // freeze on respawn } else + { + float t = frag_target.freezetag_frozen_timeout; + float t2 = frag_target.freezetag_frozen_time; Unfreeze(frag_target, false); // remove ice - frag_target.freezetag_frozen_timeout = -2; // freeze on respawn + // keep timeout value so it can be restored when player will be refrozen on respawn + // NOTE this can't be exactly -2 since game starts from time 2 + frag_target.freezetag_frozen_timeout = -t; + frag_target.freezetag_frozen_time = t2; + } return true; } @@ -415,9 +426,16 @@ MUTATOR_HOOKFUNCTION(ft, PlayerSpawn) if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players return true; // do nothing, round is starting right now - if(player.freezetag_frozen_timeout == -2) // player was dead + if(player.freezetag_frozen_timeout <= -2) // player was dead { + float t = player.freezetag_frozen_timeout; + float t2 = player.freezetag_frozen_time; freezetag_Freeze(player, NULL); + if (t < -2) + { + player.freezetag_frozen_timeout = -t; + player.freezetag_frozen_time = t2; + } return true; } @@ -437,6 +455,7 @@ MUTATOR_HOOKFUNCTION(ft, reset_map_players) { FOREACH_CLIENT(IS_PLAYER(it), { CS(it).killcount = 0; + it.freezetag_revive_time = 0; it.freezetag_frozen_timeout = -1; PutClientInServer(it); it.freezetag_frozen_timeout = 0; @@ -470,11 +489,24 @@ MUTATOR_HOOKFUNCTION(ft, Damage_Calculate) && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto) { float t = 0; - if ((autocvar_g_freezetag_revive_auto_reducible > 0 || DIFF_TEAM(frag_attacker, frag_target)) + if ((autocvar_g_freezetag_revive_auto_reducible < 0 || DIFF_TEAM(frag_attacker, frag_target)) && frag_target.freezetag_frozen_timeout > time) { if (fabs(autocvar_g_freezetag_revive_auto_reducible) == 1) - t = vlen(frag_force) * autocvar_g_freezetag_revive_auto_reducible_forcefactor; + { + float maxforce = autocvar_g_freezetag_revive_auto_reducible_maxforce; + t = vlen(frag_force); + // limit hit force considered at once, e.g when you have the Strength + // powerup but also with weapons that fire multiple projectiles at once (crylink) + if (frag_target.freezetag_frozen_force + t > maxforce) + { + t = max(0, maxforce - frag_target.freezetag_frozen_force); + frag_target.freezetag_frozen_force = maxforce; + } + else + frag_target.freezetag_frozen_force += t; + t *= autocvar_g_freezetag_revive_auto_reducible_forcefactor; + } frag_target.freezetag_frozen_timeout -= t; if (frag_target.freezetag_frozen_timeout < time) frag_target.freezetag_frozen_timeout = time; @@ -482,13 +514,12 @@ MUTATOR_HOOKFUNCTION(ft, Damage_Calculate) } } -#ifdef IS_REVIVING - #undef IS_REVIVING +#ifdef IN_REVIVING_RANGE + #undef IN_REVIVING_RANGE #endif -// returns true if player is reviving it -#define IS_REVIVING(player, it, revive_extra_size) \ - (it != player && !STAT(FROZEN, it) && !IS_DEAD(it) && SAME_TEAM(it, player) \ +#define IN_REVIVING_RANGE(player, it, revive_extra_size) \ + (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \ && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax)) MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST) @@ -505,27 +536,57 @@ MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST) //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout) //player.iceblock.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (player.freezetag_frozen_timeout - time) / (player.freezetag_frozen_timeout - player.freezetag_frozen_time); + player.freezetag_frozen_force = 0; + if (!(frametime && IS_PLAYER(player))) return true; - entity reviving_players_last = NULL; - entity reviving_players_first = NULL; + entity revivers_last = NULL; + entity revivers_first = NULL; + bool player_is_reviving = false; int n = 0; vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size; - FOREACH_CLIENT(IS_PLAYER(it) && IS_REVIVING(player, it, revive_extra_size), { - if (reviving_players_last) - reviving_players_last.chain = it; - reviving_players_last = it; - if (!reviving_players_first) - reviving_players_first = it; + FOREACH_CLIENT(IS_PLAYER(it), { + // check if player is reviving anyone + if (STAT(FROZEN, it) == FROZEN_NORMAL) + { + if ((STAT(FROZEN, player) == FROZEN_NORMAL)) + continue; + if (!IN_REVIVING_RANGE(player, it, revive_extra_size)) + continue; + player_is_reviving = true; + break; + } + + if (!(STAT(FROZEN, player) == FROZEN_NORMAL)) + continue; // both player and it are NOT frozen + if (!IN_REVIVING_RANGE(player, it, revive_extra_size)) + continue; + + // found a teammate that is reviving player + if (autocvar_g_freezetag_revive_time_to_score > 0 && STAT(FROZEN, player) == FROZEN_NORMAL) + { + it.freezetag_revive_time += frametime / autocvar_g_freezetag_revive_time_to_score; + while (it.freezetag_revive_time > 1) + { + GameRules_scoring_add(it, SCORE, +1); + it.freezetag_revive_time -= 1; + } + } + if (revivers_last) + revivers_last.chain = it; + revivers_last = it; + if (!revivers_first) + revivers_first = it; ++n; }); - if (reviving_players_last) - reviving_players_last.chain = NULL; + if (revivers_last) + revivers_last.chain = NULL; // allow normal revival during automatic revival - // (not allowing it IS_REVIVING should check freezetag_frozen_timeout too) + // (if we wouldn't allow it then freezetag_frozen_timeout should be checked too in the previous loop) + //if (STAT(FROZEN, player) == FROZEN_NORMAL) // redundant check if (!n && player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout) n = -1; @@ -539,51 +600,93 @@ MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST) if (!n) // no teammate nearby { + float clearspeed = autocvar_g_freezetag_revive_clearspeed; if (STAT(FROZEN, player) == FROZEN_NORMAL) - STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * autocvar_g_freezetag_revive_clearspeed * (1 - base_progress), 1); - else if (!STAT(FROZEN, player)) + { + if (autocvar_g_freezetag_revive_time_to_score > 0) + { + if (STAT(REVIVE_PROGRESS, player) > base_progress) + { + // reduce auto-revival time based on manual revival progress + base_progress = STAT(REVIVE_PROGRESS, player); + player.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime * (1 - STAT(REVIVE_PROGRESS, player)); + } + // don't clear revive progress, it would allow stacking points + // by entering and exiting the revival zone many times + STAT(REVIVE_PROGRESS, player) = base_progress; + } + else + STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1); + } + else if (!STAT(FROZEN, player) && !player_is_reviving) STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody } else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us { - STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed * (1 - base_progress)), 1); + float spd = autocvar_g_freezetag_revive_speed_t2s; + if (autocvar_g_freezetag_revive_time_to_score <= 0) + spd = autocvar_g_freezetag_revive_speed * (1 - base_progress); + STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, spd), 1); if(STAT(REVIVE_PROGRESS, player) >= 1) { float frozen_time = time - player.freezetag_frozen_time; Unfreeze(player, false); SetResourceExplicit(player, RES_HEALTH, ((warmup_stage) ? warmup_start_health : start_health)); + player.spawnshieldtime = time + autocvar_g_freezetag_revive_spawnshield; freezetag_count_alive_players(); if(n == -1) { + if(autocvar_sv_eventlog) + GameLogEcho(strcat(":ft:autorevival:", ftos(player.playerid))); Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, frozen_time); Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, frozen_time); return true; } // EVERY team mate nearby gets a point (even if multiple!) - for(entity it = reviving_players_first; it; it = it.chain) + for(entity it = revivers_first; it; it = it.chain) { GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1); - GameRules_scoring_add(it, SCORE, +1); + if (autocvar_g_freezetag_revive_time_to_score <= 0) + GameRules_scoring_add(it, SCORE, +1); nades_GiveBonus(it, autocvar_g_nades_bonus_score_low); } - entity first = reviving_players_first; - Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, first.netname); - Send_Notification(NOTIF_ONE, first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname); - Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, first.netname); + Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname); + Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname); + Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, revivers_first.netname); + if(autocvar_sv_eventlog) + { + string revivers = ""; + for(entity it = revivers_first; it; it = it.chain) + revivers = strcat(revivers, ftos(it.playerid), ","); + revivers = substring(revivers, 0, strlen(revivers) - 1); + GameLogEcho(strcat(":ft:revival:", ftos(player.playerid), ":", revivers)); + } } - for(entity it = reviving_players_first; it; it = it.chain) + for(entity it = revivers_first; it; it = it.chain) STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player); } if (STAT(FROZEN, player) == FROZEN_NORMAL) { - WaypointSprite_UpdateMaxHealth(player.waypointsprite_attached, 1); - WaypointSprite_UpdateHealth(player.waypointsprite_attached, STAT(REVIVE_PROGRESS, player)); + entity player_wp = player.waypointsprite_attached; + if (n > 0 || (n == 0 && STAT(REVIVE_PROGRESS, player) > 0.95)) + { + WaypointSprite_UpdateSprites(player_wp, WP_Reviving, WP_Null, WP_Null); + WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_REVIVING_COLOR); + } + else + { + WaypointSprite_UpdateSprites(player_wp, WP_Frozen, WP_Null, WP_Null); + WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_FROZEN_COLOR); + } + + WaypointSprite_UpdateMaxHealth(player_wp, 1); + WaypointSprite_UpdateHealth(player_wp, STAT(REVIVE_PROGRESS, player)); } return true; @@ -592,14 +695,14 @@ MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST) MUTATOR_HOOKFUNCTION(ft, SetStartItems) { start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS); - //start_health = warmup_start_health = cvar("g_lms_start_health"); - //start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor"); - start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells"); - start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails"); - start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets"); - start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells"); - start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma"); - start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel"); + start_health = warmup_start_health = cvar("g_ft_start_health"); + start_armorvalue = warmup_start_armorvalue = cvar("g_ft_start_armor"); + start_ammo_shells = warmup_start_ammo_shells = cvar("g_ft_start_ammo_shells"); + start_ammo_nails = warmup_start_ammo_nails = cvar("g_ft_start_ammo_nails"); + start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_ft_start_ammo_rockets"); + start_ammo_cells = warmup_start_ammo_cells = cvar("g_ft_start_ammo_cells"); + start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_ft_start_ammo_plasma"); + start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_ft_start_ammo_fuel"); } MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole) @@ -672,7 +775,7 @@ void freezetag_Initialize() freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame freezetag_teams = BITS(bound(2, freezetag_teams, 4)); - GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, { + GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, 0, { field_team(ST_FT_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY); field(SP_FREEZETAG_REVIVALS, "revivals", 0); });