X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fgamemode_keepaway.qc;h=9134353e015574860dc4478938633ba80e3a56ec;hb=c1af3f3b1a02a1c7596d75c912f8750ebbb2587b;hp=c559e95601451eaeba5d7b70623f7193f21cd294;hpb=7693c027d0fe3d8d3194a6f8c270d49abcda1df8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/gamemode_keepaway.qc b/qcsrc/server/mutators/gamemode_keepaway.qc index c559e9560..9134353e0 100644 --- a/qcsrc/server/mutators/gamemode_keepaway.qc +++ b/qcsrc/server/mutators/gamemode_keepaway.qc @@ -2,191 +2,316 @@ void ka_SpawnBall(void); void ka_TouchEvent(void); void ka_RespawnBall(void); void ka_DropEvent(entity); +void ka_TimeScoring(void); +void ka_EventLog(string, entity); -void ka_Initialize() +entity ka_ball; + +float ka_ballcarrier_waypointsprite_visible_for_player(entity); + +void ka_Initialize() // run at the start of a match, initiates game mode { if(!g_keepaway) return; precache_sound("keepaway/pickedup.wav"); precache_sound("keepaway/dropped.wav"); + precache_sound("keepaway/respawn.wav"); + precache_sound("keepaway/touch.wav"); ScoreRules_keepaway(); - - entity e; - e = spawn(); - e.think = ka_SpawnBall; - e.nextthink = time; + ka_SpawnBall(); } -void ka_SpawnBall() // self = the ball +void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal { - if(!g_keepaway) { - remove(self); - return; - } - if (!self.model) { - self.model = "models/orbs/orbblue.md3"; - self.scale = 1; - } + if(self.owner) + if(self.owner.classname == "player") + ka_DropEvent(self.owner); + + ka_RespawnBall(); +} - precache_model(self.model); - setmodel(self, self.model); - setsize(self, BALL_MINS, BALL_MAXS); - ball_scale = self.scale; - self.classname = "keepawayball"; - self.damageforcescale = cvar("g_keepawayball_damageforcescale"); - self.effects = self.effects | EF_FULLBRIGHT; - self.movetype = MOVETYPE_BOUNCE; - self.touch = ka_TouchEvent; - self.think = ka_RespawnBall; - self.nextthink = time; - self.flags = FL_ITEM; - //self.reset = ka_Reset; - self.owner = world; +void ka_SpawnBall() // loads various values for the ball, runs only once at start of match +{ + if(!g_keepaway) { return; } - WaypointSprite_AttachCarrier("ka-ball", self); - //WaypointSprite_UpdateTeamRadar(self.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 0 0'); - // wtf radar doesn't work when not in a team environment? + entity e; + e = spawn(); + 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; + e.movetype = MOVETYPE_BOUNCE; + e.glow_color = autocvar_g_keepawayball_trail_color; + e.glow_trail = TRUE; + 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() +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.touch = ka_TouchEvent; + self.effects = autocvar_g_keepawayball_effects; self.think = ka_RespawnBall; - self.nextthink = time + cvar("g_keepawayball_respawntime"); + 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, RADARICON_FLAGCARRIER, '0 1 1'); + WaypointSprite_Ping(self.waypointsprite_attachedforcarrier); + + sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) } else { - // sorry, can't spawn, better luck next frame - self.think = ka_RespawnBall; - self.nextthink = time; + ka_RespawnBall(); // finding a location failed, retry } } -void ka_TouchEvent() +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) - { - self.think = ka_SpawnBall; - self.nextthink = time; + { // The ball fell off the map, respawn it since players can't get to it + ka_RespawnBall(); return; } - if(!self) - return; - if(other.classname != "player" || other.health < 1) - return; - if(self.wait > time) - return; - //if(time > self.ctf_droptime + cvar("g_keepawayball_respawntime")) - // return; + if(other.deadflag != DEAD_NO) { return; } + 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, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTN_NORM); + return; + } + else if(self.wait > time) { return; } + // attach the ball to the player self.owner = other; - other.kaballcarried = self; + other.ballcarried = self; setattachment(self, other, ""); - setorigin(self, BALL_ATTACHORG); + setorigin(self, '0 0 0'); + // make the ball invisible/unable to do anything/set up time scoring self.velocity = '0 0 0'; self.movetype = MOVETYPE_NONE; + self.effects |= EF_NODRAW; self.touch = SUB_Null; - self.alpha = 0.01; - - self.think = SUB_Null; - self.nextthink = 0; - - self.glow_color = cvar("g_keepawayball_trail_color"); - self.glow_trail = TRUE; - other.effects |= 8; - other.alpha = 0.6; + self.think = ka_TimeScoring; + self.nextthink = time + autocvar_g_keepaway_score_timeinterval; + self.takedamage = DAMAGE_NO; - bprint(other.netname, "^7 has picked up the ball!\n"); + // apply effects to player + other.glow_color = autocvar_g_keepawayball_trail_color; + other.glow_trail = TRUE; + other.effects |= autocvar_g_keepaway_ballcarrier_effects; + + // messages and sounds + ka_EventLog("pickup", other); + 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_NORM); + 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, 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_Ping(other.waypointsprite_attachedforcarrier); WaypointSprite_Kill(self.waypointsprite_attachedforcarrier); - WaypointSprite_AttachCarrier("ka-ballcarrier", other); - //WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT); - //WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 0 0'); } -void ka_DropEvent(entity plyr) +void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball { entity ball; - ball = plyr.kaballcarried; + ball = plyr.ballcarried; if(!ball) { return; } + // reset the ball setattachment(ball, world, ""); ball.movetype = MOVETYPE_BOUNCE; - ball.solid = SOLID_TRIGGER; - ball.wait = time + 1; - ball.ctf_droptime = time; - ball.think = ka_SpawnBall; - ball.nextthink = time + cvar("g_keepawayball_respawntime"); + ball.wait = time + 1; ball.touch = ka_TouchEvent; - plyr.effects = EF_LOWPRECISION; - plyr.alpha = 1.0; - ball.alpha = 1.0; + ball.think = ka_RespawnBall; + ball.nextthink = time + autocvar_g_keepawayball_respawntime; + ball.takedamage = DAMAGE_YES; + 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 = world; + + // reset the player effects + plyr.glow_trail = FALSE; + plyr.effects &~= autocvar_g_keepaway_ballcarrier_effects; - bprint(plyr.netname, "^7 has dropped the ball!\n"); + // messages and sounds + ka_EventLog("dropped", plyr); + 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_NORM); + 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) - PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); + // scoring + // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless. - // todo + // waypoints + 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_Ping(ball.waypointsprite_attachedforcarrier); WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier); - WaypointSprite_AttachCarrier("ka-ball", ball); - //WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT); - //WaypointSprite_UpdateTeamRadar(ball.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, BALL_SPRITECOLOR); - //WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier); +} - ball.owner.kaballcarried = world; - ball.owner = world; +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 + + // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup + + return TRUE; } -MUTATOR_HOOKFUNCTION(ka_RemovePlayer) +void ka_TimeScoring() +{ + 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; + } +} + +void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later { - if(self.kaballcarried) { ka_DropEvent(self); } - return 1; + if(autocvar_sv_eventlog) + GameLogEcho(strcat(":ka:", mode, ((actor != world) ? (strcat(":", ftos(actor.playerid))) : ""))); } MUTATOR_HOOKFUNCTION(ka_Scoring) { - if not(frag_attacker == frag_target) + if((frag_attacker != frag_target) && (frag_attacker.classname == "player")) { - if(frag_target.kaballcarried) { // get amount of times killing carrier + if(frag_target.ballcarried) { // add to amount of times killing carrier PlayerScore_Add(frag_attacker, SP_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); } - else if not(frag_attacker.kaballcarried) - if(cvar("g_keepaway_noncarrier_warn")) - centerprint_atprio(frag_attacker, (CENTERPRIO_SPAM + 5), "Killing people while you don't have the ball gives no points!"); + else if(!frag_attacker.ballcarried) + if(autocvar_g_keepaway_noncarrier_warn) + centerprint(frag_attacker, "Killing people while you don't have the ball gives no points!"); - if(frag_attacker.kaballcarried) // get kills as carrier - PlayerScore_Add(frag_attacker, SP_KEEPAWAY_SCORE, 1); + if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier + PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac); } - if(self.kaballcarried) { ka_DropEvent(self); } - return 1; + if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has died, drop it + return 0; } MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill) { frag_score = 0; // no frags counted in keepaway - return 1; + return 1; // you deceptive little bugger ;3 This needs to be true in order for this function to even count. +} + +MUTATOR_HOOKFUNCTION(ka_PlayerPreThink) +{ + // clear the item used for the ball in keepaway + self.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; +} + +MUTATOR_HOOKFUNCTION(ka_PlayerUseKey) +{ + if(MUTATOR_RETURNVALUE == 0) + if(self.ballcarried) + { + ka_DropEvent(self); + return 1; + } + return 0; +} + +MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc +{ + if(frag_attacker.ballcarried) // if the attacker is a ballcarrier + { + if(frag_target == frag_attacker) // damage done to yourself + { + frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage; + frag_force *= autocvar_g_keepaway_ballcarrier_selfforce; + } + else // damage done to noncarriers + { + frag_damage *= autocvar_g_keepaway_ballcarrier_damage; + frag_force *= autocvar_g_keepaway_ballcarrier_force; + } + } + else if not(frag_target.ballcarried) // if the target is a noncarrier + { + if(frag_target == frag_attacker) // damage done to yourself + { + frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage; + frag_force *= autocvar_g_keepaway_noncarrier_selfforce; + } + else // damage done to other noncarriers + { + frag_damage *= autocvar_g_keepaway_noncarrier_damage; + frag_force *= autocvar_g_keepaway_noncarrier_force; + } + } + 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) +{ + // 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; + + return 0; } MUTATOR_DEFINITION(gamemode_keepaway) @@ -194,7 +319,11 @@ MUTATOR_DEFINITION(gamemode_keepaway) 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_FIRST); + MUTATOR_HOOK(GiveFragsForKill, ka_GiveFragsForKill, CBC_ORDER_ANY); + 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 { @@ -212,4 +341,3 @@ MUTATOR_DEFINITION(gamemode_keepaway) return 0; } -