]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into terencehill/freezetag_updates
authorterencehill <piuntn@gmail.com>
Wed, 21 Apr 2021 08:39:44 +0000 (10:39 +0200)
committerterencehill <piuntn@gmail.com>
Wed, 21 Apr 2021 08:39:44 +0000 (10:39 +0200)
# Conflicts:
# qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qc

1  2 
qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qc

index 9bba0b3e5414e891c48b9b05c8d9dd867da742a6,54fac9a5ab0a70a8eb5d4ea57082b3a6719e0015..8f6b800a354aa916555be9cb69db9eed0df00147
@@@ -384,18 -384,10 +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;
        }
  
@@@ -426,16 -418,9 +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;
        }
  
@@@ -493,20 -478,7 +493,20 @@@ MUTATOR_HOOKFUNCTION(ft, Damage_Calcula
                        && 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;
        }
  }
  
- #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)
        //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), {
+       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;
                                it.freezetag_revive_time -= 1;
                        }
                }
-               if (reviving_players_last)
-                       reviving_players_last.chain = it;
-               reviving_players_last = it;
-               if (!reviving_players_first)
-                       reviving_players_first = it;
+               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;
  
        if (!n) // no teammate nearby
        {
                float clearspeed = autocvar_g_freezetag_revive_clearspeed;
 -              if (autocvar_g_freezetag_revive_time_to_score > 0)
 -                      clearspeed = 0; // prevent stacking points by entering and exiting the revival zone many times
                if (STAT(FROZEN, player) == FROZEN_NORMAL)
 -                      STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
 +              {
 +                      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))
+               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
                        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);
        }
  
@@@ -745,7 -727,7 +772,7 @@@ 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);
        });