]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Code cleanups + keepaway powerups, this one might be questionable and might require...
authorunknown <samual@xonotic.org>
Thu, 25 Nov 2010 08:12:45 +0000 (03:12 -0500)
committerunknown <samual@xonotic.org>
Thu, 25 Nov 2010 08:12:45 +0000 (03:12 -0500)
defaultXonotic.cfg
qcsrc/server/cl_physics.qc
qcsrc/server/cl_player.qc
qcsrc/server/g_damage.qc
qcsrc/server/mutators/base.qh
qcsrc/server/mutators/gamemode_keepaway.qc
qcsrc/server/mutators/mutator_vampire.qc

index 5951e7ba1a3b644450861f31889f938d820f0b19..7a61616de0f6b43f1b955b20ac7b0c86c5efb852 100644 (file)
@@ -1250,17 +1250,16 @@ set g_keepaway 0 "game mode which focuses around a ball, look at g_keepaway_win_
 set g_keepaway_bckillscore 1 "enable scoring points (y/n) for ball carrier kills"
 set g_keepaway_pointlimit      -1      "total amount of points you can get, -1 for unlimited"
 set g_keepaway_pointleadlimit  -1      "mercy rule, -1 for unlimited"
-set g_keepaway_powerup 0       "powerup while holding the ball"
-set g_keepaway_powerup_damage  1.5     "damage multiplier while having powerup"
-set g_keepaway_powerup_force   1.5     "force multiplier while having powerup"
-set g_keepaway_powerup_selfdamage      1       "self damage multiplier while having powerup"
-set g_keepaway_powerup_selfforce       1.5     "self force multiplier while having powerup"
+set g_keepaway_ballcarrier_highspeed 1.5 "speed multiplier done to the person holding the ball"
+set g_keepaway_ballcarrier_damage      1.5     "damage multiplier while having powerup"
+set g_keepaway_ballcarrier_force       1.5     "force multiplier while having powerup"
+set g_keepaway_ballcarrier_selfdamage  1       "self damage multiplier while having powerup"
+set g_keepaway_ballcarrier_selfforce   1.5     "self force multiplier while having powerup"
 set g_keepaway_noncarrier_warn 0       "warn players when they kill without holding the ball"
 set g_keepaway_noncarrier_damage       0.5     "damage done to other players if both you and they don't have the ball"
 set g_keepaway_noncarrier_force        0.5     "force done to other players if both you and they don't have the ball"
 set g_keepaway_noncarrier_selfdamage   1       "self damage if you don't have the ball"
 set g_keepaway_noncarrier_selfforce    1       "self force if you don't have the ball"
-seta g_keepaway_win_mode       0       "win mode for keepaway: 0 = time, 1 = kills as carrier (KAC)"
 set g_keepawayball_trail_color 254     "particle trail color from player/ball"
 set g_keepawayball_damageforcescale    2 "Scale of force which is applied to the ball by weapons/explosions/etc"
 set g_keepawayball_respawntime 15      "if no one picks up the ball, how long to wait until the ball respawns"
index e9d1932302f737db6d350019ef9b7300190ce045..297e16771268949909a7c3bfe7c58f5d1350b96b 100644 (file)
@@ -690,8 +690,12 @@ void SV_PlayerPhysics()
        maxspd_mod = 1;
        if(g_minstagib && (self.items & IT_INVINCIBLE))
                maxspd_mod *= cvar("g_minstagib_speed_highspeed");
-       if(g_nexball && self.ballcarried)
-               maxspd_mod *= cvar("g_nexball_basketball_carrier_highspeed");
+       if(self.ballcarried)
+               if(g_nexball)
+                       maxspd_mod *= cvar("g_nexball_basketball_carrier_highspeed");
+               else if(g_keepaway)
+                       maxspd_mod *= cvar("g_keepaway_ballcarrier_highspeed");
+
        if(g_runematch)
        {
                if(self.runes & RUNE_SPEED)
index 8f5b95e3b8e7e29f4801e29428385194d272ee0d..765c7802d2a10707f29bff7b672ae99673e635ae 100644 (file)
@@ -455,7 +455,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
        damage_take = take;
        damage_save = save;
        damage_force = force;
-       MUTATOR_CALLHOOK(PlayerDamage);
+       MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
        take = bound(0, damage_take, self.health);
        save = bound(0, damage_save, self.armorvalue);
 
index 387514be45194dabb3d9337de29da5a30f45f295..39188027c4b934df1723249b6e198d99e24047c0 100644 (file)
@@ -623,7 +623,16 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                        force = force * g_weaponforcefactor;
                        mirrorforce *= g_weaponforcefactor;
                }
-
+               
+               // should this be changed at all? If so, in what way?
+               frag_attacker = attacker;
+               frag_target = targ;
+               frag_damage = damage;
+               frag_force = force;
+               MUTATOR_CALLHOOK(PlayerDamage_Calculate);
+               damage = frag_damage;
+               force = frag_force;
+               
                // apply strength multiplier
                if ((attacker.items & IT_STRENGTH) && !g_minstagib)
                {
index fdfbdfb1223d2c3bfc9111b584c85ce2decc368d..b254dfe846eaa1ed6fc2d6cb5c3ac8729c0c661c 100644 (file)
@@ -119,13 +119,23 @@ MUTATOR_HOOKABLE(EditProjectile);
                entity self;
                entity other;
 
-MUTATOR_HOOKABLE(PlayerDamage);
+MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor);
        // called when a player gets damaged to e.g. remove stuff he was carrying.
        // INPUT:
                entity frag_inflictor;
                entity frag_attacker;
                entity frag_target; // same as self
-               vector damage_force; // NOTE: this force already HAS been applied (create and use a Damage hook to change that one)
+               vector damage_force; // NOTE: this force already HAS been applied
        // INPUT, OUTPUT:
                float damage_take;
                float damage_save;
+               
+MUTATOR_HOOKABLE(PlayerDamage_Calculate);
+       // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier or runematch runes
+       // i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
+       // INPUT:
+               entity frag_attacker;
+               entity frag_target;
+       // INPUT, OUTPUT:
+               float frag_damage;
+               vector frag_force;
index 410326305a67096a149985b6fdf715fb91a5abec..8acb81fb8bf1c2b334b4d0a6ff767db8b19a69c9 100644 (file)
@@ -2,7 +2,6 @@ void ka_SpawnBall(void);
 void ka_TouchEvent(void);
 void ka_RespawnBall(void);
 void ka_DropEvent(entity);
-//.float dropperid;
 
 void ka_Initialize() // run at the start of a match, initiates game mode
 {
@@ -15,13 +14,6 @@ void ka_Initialize() // run at the start of a match, initiates game mode
        precache_sound("keepaway/touch.wav");
 
        ScoreRules_keepaway();
-       
-       //entity e; // Is this needed here? I think not
-       //e = spawn();
-       //e.think = ka_SpawnBall;
-       //e.nextthink = time;
-
-       //InitializeEntity(e, ka_SpawnBall, INITPRIO_SETLOCATION); // Is initializeentity needed here? I think not
        ka_SpawnBall();
 }
 
@@ -40,26 +32,23 @@ void ka_SpawnBall() // loads various values for the ball
        
        entity e;
        e = spawn();
-       if (!e.model) { // is this needed? OF COURSE the model doesn't exist, the ball isn't on the map yet!
-               e.model = "models/orbs/orbblue.md3";    
-               e.scale = 1; }
+       e.model = "models/orbs/orbblue.md3";    
+       e.scale = 1;
        precache_model(e.model);
        setmodel(e, e.model);
        setsize(e, BALL_MINS, BALL_MAXS);
-       ball_scale = e.scale;
        e.classname = "keepawayball";
        e.damageforcescale = cvar("g_keepawayball_damageforcescale");
        e.takedamage = DAMAGE_YES;
-       //self.effects |= "sparks";
        e.glow_color = cvar("g_keepawayball_trail_color");
        e.glow_trail = TRUE;
        e.movetype = MOVETYPE_BOUNCE;
        e.touch = ka_TouchEvent;
-       e.think = ka_RespawnBall;
-       e.nextthink = time;
        e.flags = FL_ITEM;
        e.reset = ka_Reset;
        e.owner = world;
+
+       InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So. 
 }
 
 void ka_RespawnBall() // runs whenever the ball needs to be relocated
@@ -73,23 +62,21 @@ void ka_RespawnBall() // runs whenever the ball needs to be relocated
                self.velocity = '0 0 200';
                self.angles = '0 0 0';
                self.solid = SOLID_TRIGGER;
-               //self.touch = ka_TouchEvent;
                self.think = ka_RespawnBall;
                self.nextthink = time + cvar("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);
                WaypointSprite_UpdateTeamRadar(self.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '0 1 1');
+               WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);    
 
                sound(self, CHAN_AUTO, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE);
        }
        else
        {
-               // sorry, can't spawn, better luck next frame
-               //self.think = ka_RespawnBall;
-               //self.nextthink = time;
-               ka_RespawnBall();
+               ka_RespawnBall(); // finding a location failed, retry 
        }
 }
 
@@ -97,9 +84,8 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
 {
        if(!self) { return; }
        if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
-       {
-               self.think = ka_RespawnBall;
-               self.nextthink = time;
+       { // The ball fell off the map, respawn it since players can't get to it
+               ka_RespawnBall();
                return;
        }
        if(other.deadflag != DEAD_NO) { return; }
@@ -111,11 +97,13 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
        }
        if(self.wait > time) { return; }
 
+       // attach the ball to the player
        self.owner = other;
        other.ballcarried = self;
        setattachment(self, other, "");
        setorigin(self, BALL_ATTACHORG);
        
+       // make the ball invisible/unable to do anything
        self.velocity = '0 0 0';
        self.movetype = MOVETYPE_NONE;
        self.touch = SUB_Null;
@@ -124,18 +112,22 @@ void ka_TouchEvent() // runs any time that the ball comes in contact with someth
        self.nextthink = 0;
        self.takedamage = DAMAGE_NO;
 
+       // apply effects to player
        other.glow_color = cvar("g_keepawayball_trail_color");
        other.glow_trail = TRUE;
        other.effects |= 8;
        other.alpha = 0.6;
 
+       // messages and prints
        bprint(other.netname, "^7 has picked up the ball!\n");
        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_NONE);
        
+       // scoring
        PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
 
+       // waypoints
        WaypointSprite_AttachCarrier("ka-ballcarrier", other);
        WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
        WaypointSprite_UpdateTeamRadar(other.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '1 0 0');
@@ -150,6 +142,7 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
 
        if(!ball) { return; }
        
+       // reset the ball
        setattachment(ball, world, "");
        ball.movetype = MOVETYPE_BOUNCE;
        ball.solid = SOLID_TRIGGER;
@@ -158,23 +151,27 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
        ball.nextthink = time + cvar("g_keepawayball_respawntime");
        ball.touch = ka_TouchEvent;
        ball.takedamage = DAMAGE_YES;
-       ball.effects &~= EF_NODRAW; //ball.alpha = 1.0;
+       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;
        ball.owner = world;
-
+       
+       // reset the player effects
        plyr.effects &~= 8;
        plyr.alpha = 1.0;
        plyr.glow_trail = FALSE;
        
+       // messages and prints
        bprint(plyr.netname, "^7 has dropped the ball!\n");
        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_NONE);   
        
+       // scoring
        PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1);
        
+       // waypoints
        WaypointSprite_Spawn("ka-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE);
        WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
        WaypointSprite_UpdateTeamRadar(ball.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, '0 1 1');
@@ -184,35 +181,35 @@ void ka_DropEvent(entity plyr) // runs any time that a player is supposed to los
 
 MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
 {
-       if(self.ballcarried) { ka_DropEvent(self); }
-       return 1;
+       if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
+       return 0;
 }
 
 MUTATOR_HOOKFUNCTION(ka_Scoring)
 {
        if((frag_attacker != frag_target) && (frag_attacker.classname == "player"))
        {
-               if(frag_target.ballcarried) { // 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(cvar("g_keepaway_bckillscore"))
+                       if(cvar("g_keepaway_bckillscore")) // add bckills to the score
                                PlayerScore_Add(frag_attacker, SP_KEEPAWAY_SCORE, 1);
                }
                else if(!frag_attacker.ballcarried)
                        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!");
 
-               if(frag_attacker.ballcarried) // get kills as carrier
+               if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
                        PlayerScore_Add(frag_attacker, SP_KEEPAWAY_SCORE, 1);
        }
 
-       if(self.ballcarried) { 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 0;
 }
 
 MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
@@ -220,12 +217,43 @@ MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
        self.items &~= IT_KEY1;
 
        if(self.ballcarried)
-               self.items |= IT_KEY1; 
+               self.items |= IT_KEY1;
        
        if(self.BUTTON_USE)
-               if(self.ballcarried) { ka_DropEvent(self); }
+               if(self.ballcarried) { ka_DropEvent(self); } // drop the ball if the player presses the use button
 
-       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.items & IT_KEY1) // if the attacker is a ballcarrier
+       {
+               if(frag_target == frag_attacker) // damage done to yourself
+               {
+                       frag_damage *= cvar("g_keepaway_ballcarrier_selfdamage");
+                       frag_force *= cvar("g_keepaway_ballcarrier_selfforce");
+               }
+               else // damage done to noncarriers
+               {
+                       frag_damage *= cvar("g_keepaway_ballcarrier_damage");
+                       frag_force *= cvar("g_keepaway_ballcarrier_force");
+               }
+       }
+       else if not(frag_target.items & IT_KEY1) // if the target is a noncarrier
+       {
+               if(frag_target == frag_attacker) // damage done to yourself
+               {
+                       frag_damage *= cvar("g_keepaway_noncarrier_selfdamage");
+                       frag_force *= cvar("g_keepaway_noncarrier_selfforce");
+               }
+               else // damage done to other noncarriers
+               {
+                       frag_damage *= cvar("g_keepaway_noncarrier_damage");
+                       frag_force *= cvar("g_keepaway_noncarrier_force");
+               }
+       }
+       return 0;
 }
 
 MUTATOR_DEFINITION(gamemode_keepaway)
@@ -233,8 +261,9 @@ 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_FIRST);
+       MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY);
 
        MUTATOR_ONADD
        {
index 54b5b9f57028fd44723dd96abd6b8e60513d2dfb..7e253ddf9dafbe3f50f3d247890e8573edb841bf 100644 (file)
@@ -29,7 +29,7 @@ MUTATOR_HOOKFUNCTION(vampire_BuildMutatorsPrettyString)
 
 MUTATOR_DEFINITION(mutator_vampire)
 {
-       MUTATOR_HOOK(PlayerDamage, vampire_PlayerDamage, CBC_ORDER_ANY);
+       MUTATOR_HOOK(PlayerDamage_SplitHealthArmor, vampire_PlayerDamage, CBC_ORDER_ANY);
        MUTATOR_HOOK(BuildMutatorsString, vampire_BuildMutatorsString, CBC_ORDER_ANY);
        MUTATOR_HOOK(BuildMutatorsPrettyString, vampire_BuildMutatorsPrettyString, CBC_ORDER_ANY);