]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Improvements to Keepaway (move scorerules to ka file, split declarations)
authorSamual Lenks <samual@xonotic.org>
Mon, 10 Sep 2012 07:41:08 +0000 (03:41 -0400)
committerSamual Lenks <samual@xonotic.org>
Mon, 10 Sep 2012 07:41:08 +0000 (03:41 -0400)
qcsrc/server/mutators/gamemode_keepaway.qc
qcsrc/server/mutators/gamemode_keepaway.qh [new file with mode: 0644]
qcsrc/server/progs.src
qcsrc/server/scores_rules.qc

index 1f6a82b84b7c9475a29f5d1fdfcd21aa5d624720..25a41f13d213795abe3b0586d45f8f4a25854084 100644 (file)
@@ -1,61 +1,23 @@
-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);
+// ===========================================================
+//  Keepaway game mode coding, written by Samual and Diabolik
+//  Last updated: September, 2012
+// ===========================================================
 
-entity ka_ball;
-
-float ka_ballcarrier_waypointsprite_visible_for_player(entity);
-
-void ka_Initialize() // run at the start of a match, initiates game mode
+float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame 
 {
-       if(!g_keepaway)
-               return;
+       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
                
-       precache_sound("keepaway/pickedup.wav");
-       precache_sound("keepaway/dropped.wav");
-       precache_sound("keepaway/respawn.wav");
-       precache_sound("keepaway/touch.wav");
-
-       ScoreRules_keepaway();
-       ka_SpawnBall();
-}
-
-void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal
-{
-       if(self.owner)
-               if(self.owner.classname == "player")
-                       ka_DropEvent(self.owner);
+       // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
 
-       ka_RespawnBall();
+       return TRUE;
 }
 
-void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
+void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
 {
-       if(!g_keepaway) { return; }
-       
-       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. 
+       if(autocvar_sv_eventlog)
+               GameLogEcho(strcat(":ka:", mode, ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
 }
 
 void ka_RespawnBall() // runs whenever the ball needs to be relocated
@@ -87,6 +49,18 @@ void ka_RespawnBall() // runs whenever the ball needs to be relocated
        }
 }
 
+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_TouchEvent() // runs any time that the ball comes in contact with something
 {
        if(gameover) { return; }
@@ -185,34 +159,18 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
 }
 
-float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame 
+void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal
 {
-       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
+       if((self.owner) && (self.owner.classname == "player"))
+               ka_DropEvent(self.owner);
 
-       return TRUE;
+       ka_RespawnBall();
 }
 
-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(autocvar_sv_eventlog)
-               GameLogEcho(strcat(":ka:", mode, ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
-}
+// ==============
+// Hook Functions
+// ==============
 
 MUTATOR_HOOKFUNCTION(ka_Scoring)
 {
@@ -314,6 +272,61 @@ MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
        return 0;
 }
 
+
+// ==============
+// Initialization
+// ==============
+
+void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
+{
+       if(!g_keepaway) { return; }
+       
+       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_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
+{
+       if(!g_keepaway)
+               return;
+               
+       precache_sound("keepaway/pickedup.wav");
+       precache_sound("keepaway/dropped.wav");
+       precache_sound("keepaway/respawn.wav");
+       precache_sound("keepaway/touch.wav");
+
+       ka_ScoreRules();
+       ka_SpawnBall();
+}
+
+
 MUTATOR_DEFINITION(gamemode_keepaway)
 {
        MUTATOR_HOOK(MakePlayerObserver, ka_RemovePlayer, CBC_ORDER_ANY);
diff --git a/qcsrc/server/mutators/gamemode_keepaway.qh b/qcsrc/server/mutators/gamemode_keepaway.qh
new file mode 100644 (file)
index 0000000..83a2d0b
--- /dev/null
@@ -0,0 +1,5 @@
+entity ka_ball;
+
+#define SP_KEEPAWAY_PICKUPS 4
+#define SP_KEEPAWAY_CARRIERKILLS 5
+#define SP_KEEPAWAY_BCTIME 6
index 39c29037a0be3b10ba18af7df71c1bb835cddb5e..028519372f025ae24aa923d472ba0a6593de86b7 100644 (file)
@@ -31,6 +31,7 @@ mutators/base.qh
 mutators/mutators.qh
 mutators/gamemode_ctf.qh
 mutators/gamemode_keyhunt.qh // TODO fix this
+mutators/gamemode_keepaway.qh
 mutators/gamemode_nexball.qh 
 mutators/mutator_dodging.qh
 
index 302938b267d67ba0261c574e67b9798b9aec539f..c4021fc397ea3d2cf28c67e004bb9afdde68e1aa 100644 (file)
@@ -149,19 +149,6 @@ void ScoreRules_nexball(float teams)
        ScoreRules_basics_end();
 }
 
-// Keep Away stuff
-#define SP_KEEPAWAY_PICKUPS 4
-#define SP_KEEPAWAY_CARRIERKILLS 5
-#define SP_KEEPAWAY_BCTIME 6
-void ScoreRules_keepaway()
-{
-       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();
-}
-
 // FreezeTag stuff
 #define SP_FREEZETAG_REVIVALS 4
 void ScoreRules_freezetag()