quake2-rerelease-dll/rerelease/rogue/rogue_dm_ball.cpp
2023-08-07 14:48:30 -05:00

687 lines
15 KiB
C++

// Copyright (c) ZeniMax Media Inc.
// Licensed under the GNU General Public License 2.0.
// dm_ball.c
// pmack
// june 98
#include "../g_local.h"
// defines
constexpr spawnflags_t SPAWNFLAG_DBALL_GOAL_TEAM1 = 0x0001_spawnflag;
// unused; assumed by not being team1
// constexpr uint32_t SPAWNFLAG_DBALL_GOAL_TEAM2 = 0x0002;
// globals
edict_t *dball_ball_entity = nullptr;
int dball_ball_startpt_count;
int dball_team1_goalscore;
int dball_team2_goalscore;
cvar_t *dball_team1_skin;
cvar_t *dball_team2_skin;
cvar_t *goallimit;
// prototypes
void EndDMLevel();
float PlayersRangeFromSpot(edict_t *spot);
void DBall_BallDie(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod);
void DBall_BallRespawn(edict_t *self);
// **************************
// Game rules
// **************************
int DBall_CheckDMRules()
{
if (goallimit->integer)
{
if (dball_team1_goalscore >= goallimit->integer)
gi.LocBroadcast_Print(PRINT_HIGH, "Team 1 Wins.\n");
else if (dball_team2_goalscore >= goallimit->integer)
gi.LocBroadcast_Print(PRINT_HIGH, "Team 2 Wins.\n");
else
return 0;
EndDMLevel();
return 1;
}
return 0;
}
//==================
//==================
void DBall_ClientBegin(edict_t *ent)
{
#if 0
uint32_t team1, team2, unassigned;
edict_t *other;
char *p;
static char value[512];
team1 = 0;
team2 = 0;
unassigned = 0;
for (uint32_t j = 1; j <= game.maxclients; j++)
{
other = &g_edicts[j];
if (!other->inuse)
continue;
if (!other->client)
continue;
if (other == ent) // don't count the new player
continue;
Q_strlcpy(value, Info_ValueForKey(other->client->pers.userinfo, "skin"), sizeof(value));
p = strchr(value, '/');
if (p)
{
if (!strcmp(dball_team1_skin->string, value))
team1++;
else if (!strcmp(dball_team2_skin->string, value))
team2++;
else
unassigned++;
}
else
unassigned++;
}
if (team1 > team2)
{
gi.Com_Print("assigned to team 2\n");
Info_SetValueForKey(ent->client->pers.userinfo, "skin", dball_team2_skin->string);
}
else
{
gi.Com_Print("assigned to team 1\n");
Info_SetValueForKey(ent->client->pers.userinfo, "skin", dball_team1_skin->string);
}
ClientUserinfoChanged(ent, ent->client->pers.userinfo);
if (unassigned)
gi.Com_PrintFmt("{} unassigned players present!\n", unassigned);
#endif
}
//==================
//==================
bool DBall_SelectSpawnPoint(edict_t *ent, vec3_t &origin, vec3_t &angles, bool force_spawn)
{
#if 0
edict_t *bestspot;
float bestdistance, bestplayerdistance;
edict_t *spot;
const char *spottype;
static char skin[512];
Q_strlcpy(skin, Info_ValueForKey(ent->client->pers.userinfo, "skin"), sizeof(skin));
if (!strcmp(dball_team1_skin->string, skin))
spottype = "dm_dball_team1_start";
else if (!strcmp(dball_team2_skin->string, skin))
spottype = "dm_dball_team2_start";
else
spottype = "info_player_deathmatch";
spot = nullptr;
bestspot = nullptr;
bestdistance = 0;
while ((spot = G_FindByString<&edict_t::classname>(spot, spottype)) != nullptr)
{
bestplayerdistance = PlayersRangeFromSpot(spot);
if (bestplayerdistance > bestdistance)
{
bestspot = spot;
bestdistance = bestplayerdistance;
}
}
if (bestspot)
{
origin = bestspot->s.origin;
origin[2] += 9;
angles = bestspot->s.angles;
return true;
}
// if we didn't find an appropriate spawnpoint, just
// call the standard one.
#endif
bool lm = false;
return SelectSpawnPoint(ent, origin, angles, force_spawn, lm);
}
//==================
//==================
void DBall_GameInit()
{
// we don't want a minimum speed for friction to take effect.
// this will allow any knockback to move stuff.
gi.cvar_forceset("sv_stopspeed", "0");
dball_team1_goalscore = 0;
dball_team2_goalscore = 0;
gi.cvar_forceset(g_no_mines->name, "1");
gi.cvar_forceset(g_no_nukes->name, "1");
gi.cvar_forceset(g_dm_no_stack_double->name, "1");
gi.cvar_forceset(g_friendly_fire->name, "0");
//gi.cvar_forceset(g_no_mines->name, "1"); note: skin teams gone...
dball_team1_skin = gi.cvar("dball_team1_skin", "male/ctf_r", CVAR_NOFLAGS);
dball_team2_skin = gi.cvar("dball_team2_skin", "male/ctf_b", CVAR_NOFLAGS);
goallimit = gi.cvar("goallimit", "0", CVAR_NOFLAGS);
}
//==================
//==================
void DBall_PostInitSetup()
{
edict_t *e;
e = nullptr;
// turn teleporter destinations nonsolid.
while ((e = G_FindByString<&edict_t::classname>(e, "misc_teleporter_dest")))
{
e->solid = SOLID_NOT;
gi.linkentity(e);
}
// count the ball start points
dball_ball_startpt_count = 0;
e = nullptr;
while ((e = G_FindByString<&edict_t::classname>(e, "dm_dball_ball_start")))
{
dball_ball_startpt_count++;
}
if (dball_ball_startpt_count == 0)
gi.Com_Print("No Deathball start points!\n");
}
//==================
// DBall_ChangeDamage - half damage between players. full if it involves
// the ball entity
//==================
int DBall_ChangeDamage(edict_t *targ, edict_t *attacker, int damage, mod_t mod)
{
// cut player -> ball damage to 1
if (targ == dball_ball_entity)
return 1;
// damage player -> player is halved
if (attacker != dball_ball_entity)
return damage / 2;
return damage;
}
//==================
//==================
int DBall_ChangeKnockback(edict_t *targ, edict_t *attacker, int knockback, mod_t mod)
{
if (targ != dball_ball_entity)
return knockback;
if (knockback < 1)
{
// FIXME - these don't account for quad/double
if (mod.id == MOD_ROCKET) // rocket
knockback = 70;
else if (mod.id == MOD_BFG_EFFECT) // bfg
knockback = 90;
else
gi.Com_PrintFmt("zero knockback, mod {}\n", (int32_t) mod.id);
}
else
{
// FIXME - change this to an array?
switch (mod.id)
{
case MOD_BLASTER:
knockback *= 3;
break;
case MOD_SHOTGUN:
knockback = (knockback * 3) / 8;
break;
case MOD_SSHOTGUN:
knockback = knockback / 3;
break;
case MOD_MACHINEGUN:
knockback = (knockback * 3) / 2;
break;
case MOD_HYPERBLASTER:
knockback *= 4;
break;
case MOD_GRENADE:
case MOD_HANDGRENADE:
case MOD_PROX:
case MOD_G_SPLASH:
case MOD_HG_SPLASH:
case MOD_HELD_GRENADE:
case MOD_TRACKER:
case MOD_DISINTEGRATOR:
knockback /= 2;
break;
case MOD_R_SPLASH:
knockback = (knockback * 3) / 2;
break;
case MOD_RAILGUN:
case MOD_HEATBEAM:
knockback /= 3;
break;
default:
break;
}
}
// gi.dprintf("mod: %d knockback: %d\n", mod, knockback);
return knockback;
}
// **************************
// Goals
// **************************
TOUCH(DBall_GoalTouch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
#if 0
static char value[512];
int team_score;
int scorechange;
char *p;
edict_t *ent;
if (other != dball_ball_entity)
return;
self->health = self->max_health;
// determine which team scored, and bump the team score
if (self->spawnflags.has(SPAWNFLAG_DBALL_GOAL_TEAM1))
{
dball_team1_goalscore += (int) self->wait;
team_score = 1;
}
else
{
dball_team2_goalscore += (int) self->wait;
team_score = 2;
}
// bump the score for everyone on the correct team.
for (uint32_t j = 1; j <= game.maxclients; j++)
{
ent = &g_edicts[j];
if (!ent->inuse)
continue;
if (!ent->client)
continue;
if (ent == other->enemy)
scorechange = (int) self->wait + 5;
else
scorechange = (int) self->wait;
Q_strlcpy(value, Info_ValueForKey(ent->client->pers.userinfo, "skin"), sizeof(value));
p = strchr(value, '/');
if (p)
{
if (!strcmp(dball_team1_skin->string, value))
{
if (team_score == 1)
ent->client->resp.score += scorechange;
else if (other->enemy == ent)
ent->client->resp.score -= scorechange;
}
else if (!strcmp(dball_team2_skin->string, value))
{
if (team_score == 2)
ent->client->resp.score += scorechange;
else if (other->enemy == ent)
ent->client->resp.score -= scorechange;
}
else
gi.Com_Print("unassigned player!!!!\n");
}
}
if (other->enemy)
gi.Com_PrintFmt("score for team {} by {}\n", team_score, other->enemy->client->pers.netname);
else
gi.Com_PrintFmt("score for team {} by someone\n", team_score);
DBall_BallDie(other, other->enemy, other->enemy, 0, vec3_origin, MOD_SUICIDE);
G_UseTargets(self, other);
#endif
}
// **************************
// Ball
// **************************
edict_t *PickBallStart(edict_t *ent)
{
int which, current;
edict_t *e;
which = irandom(dball_ball_startpt_count);
e = nullptr;
current = 0;
while ((e = G_FindByString<&edict_t::classname>(e, "dm_dball_ball_start")))
{
current++;
if (current == which)
return e;
}
if (current == 0)
gi.Com_Print("No ball start points found!\n");
return G_FindByString<&edict_t::classname>(nullptr, "dm_dball_ball_start");
}
//==================
// DBall_BallTouch - if the ball hit another player, hurt them
//==================
TOUCH(DBall_BallTouch) (edict_t *ent, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
vec3_t dir;
float dot;
float speed;
if (other->takedamage == false)
return;
// hit a player
if (other->client)
{
if (ent->velocity[0] || ent->velocity[1] || ent->velocity[2])
{
speed = ent->velocity.length();
dir = ent->s.origin - other->s.origin;
dot = dir.dot(ent->velocity);
if (dot > 0.7f)
{
T_Damage(other, ent, ent, vec3_origin, ent->s.origin, vec3_origin,
(int) (speed / 10), (int) (speed / 10), DAMAGE_NONE, MOD_DBALL_CRUSH);
}
}
}
}
//==================
// DBall_BallPain
//==================
PAIN(DBall_BallPain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void
{
self->enemy = other;
self->health = self->max_health;
// if(other->classname)
// gi.Com_PrintFmt("hurt by {} -- {}\n", other->classname, self->health);
}
DIE(DBall_BallDie) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
{
// do the splash effect
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_DBALL_GOAL);
gi.WritePosition(self->s.origin);
gi.multicast(self->s.origin, MULTICAST_PVS, false);
self->s.angles = {};
self->velocity = {};
self->avelocity = {};
// make it invisible and desolid until respawn time
self->solid = SOLID_NOT;
// self->s.modelindex = 0;
self->think = DBall_BallRespawn;
self->nextthink = level.time + 2_sec;
gi.linkentity(self);
}
THINK(DBall_BallRespawn) (edict_t *self) -> void
{
edict_t *start;
// do the splash effect
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_DBALL_GOAL);
gi.WritePosition(self->s.origin);
gi.multicast(self->s.origin, MULTICAST_PVS, false);
// move the ball and stop it
start = PickBallStart(self);
if (start)
{
self->s.origin = start->s.origin;
self->s.old_origin = start->s.origin;
}
self->s.angles = {};
self->velocity = {};
self->avelocity = {};
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex("models/objects/dball/tris.md2");
self->s.event = EV_PLAYER_TELEPORT;
self->groundentity = nullptr;
gi.linkentity(self);
// kill anything at the destination
KillBox(self, false);
}
// ************************
// SPEED CHANGES
// ************************
constexpr spawnflags_t SPAWNFLAG_DBALL_SPEED_ONEWAY = 1_spawnflag;
TOUCH(DBall_SpeedTouch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
float dot;
vec3_t vel;
if (other != dball_ball_entity)
return;
if (self->timestamp >= level.time)
return;
if (other->velocity.length() < 1)
return;
if (self->spawnflags.has(SPAWNFLAG_DBALL_SPEED_ONEWAY))
{
vel = other->velocity;
vel.normalize();
dot = vel.dot(self->movedir);
if (dot < 0.8f)
return;
}
self->timestamp = level.time + gtime_t::from_sec(self->delay);
other->velocity *= self->speed;
}
// ************************
// SPAWN FUNCTIONS
// ************************
/*QUAKED dm_dball_ball (1 .5 .5) (-48 -48 -48) (48 48 48) ONEWAY
Deathball Ball
*/
void SP_dm_dball_ball(edict_t *self)
{
if (!deathmatch->integer)
{
G_FreeEdict(self);
return;
}
if (gamerules->integer != RDM_DEATHBALL)
{
G_FreeEdict(self);
return;
}
dball_ball_entity = self;
// dball_ball_startpt = self->s.origin;
self->s.modelindex = gi.modelindex("models/objects/dball/tris.md2");
self->mins = { -32, -32, -32 };
self->maxs = { 32, 32, 32 };
self->solid = SOLID_BBOX;
self->movetype = MOVETYPE_NEWTOSS;
self->clipmask = MASK_MONSTERSOLID;
self->takedamage = true;
self->mass = 50;
self->health = 50000;
self->max_health = 50000;
self->pain = DBall_BallPain;
self->die = DBall_BallDie;
self->touch = DBall_BallTouch;
gi.linkentity(self);
}
/*QUAKED dm_dball_team1_start (1 .5 .5) (-16 -16 -24) (16 16 32)
Deathball team 1 start point
*/
void SP_dm_dball_team1_start(edict_t *self)
{
if (!deathmatch->integer)
{
G_FreeEdict(self);
return;
}
if (gamerules->integer != RDM_DEATHBALL)
{
G_FreeEdict(self);
return;
}
}
/*QUAKED dm_dball_team2_start (1 .5 .5) (-16 -16 -24) (16 16 32)
Deathball team 2 start point
*/
void SP_dm_dball_team2_start(edict_t *self)
{
if (!deathmatch->integer)
{
G_FreeEdict(self);
return;
}
if (gamerules->integer != RDM_DEATHBALL)
{
G_FreeEdict(self);
return;
}
}
/*QUAKED dm_dball_ball_start (1 .5 .5) (-48 -48 -48) (48 48 48)
Deathball ball start point
*/
void SP_dm_dball_ball_start(edict_t *self)
{
if (!deathmatch->integer)
{
G_FreeEdict(self);
return;
}
if (gamerules->integer != RDM_DEATHBALL)
{
G_FreeEdict(self);
return;
}
}
/*QUAKED dm_dball_speed_change (1 .5 .5) ? ONEWAY
Deathball ball speed changing field.
speed: multiplier for speed (.5 = half, 2 = double, etc) (default = double)
angle: used with ONEWAY so speed change is only one way.
delay: time between speed changes (default: 0.2 sec)
*/
void SP_dm_dball_speed_change(edict_t *self)
{
if (!deathmatch->integer)
{
G_FreeEdict(self);
return;
}
if (gamerules->integer != RDM_DEATHBALL)
{
G_FreeEdict(self);
return;
}
if (!self->speed)
self->speed = 2;
if (!self->delay)
self->delay = 0.2f;
self->touch = DBall_SpeedTouch;
self->solid = SOLID_TRIGGER;
self->movetype = MOVETYPE_NONE;
self->svflags |= SVF_NOCLIENT;
if (self->s.angles)
G_SetMovedir(self->s.angles, self->movedir);
else
self->movedir = { 1, 0, 0 };
gi.setmodel(self, self->model);
gi.linkentity(self);
}
/*QUAKED dm_dball_goal (1 .5 .5) ? TEAM1 TEAM2
Deathball goal
Team1/Team2 - beneficiary of this goal. when the ball enters this goal, the beneficiary team will score.
"wait": score to be given for this goal (default 10) player gets score+5.
*/
void SP_dm_dball_goal(edict_t *self)
{
if (!deathmatch->integer)
{
G_FreeEdict(self);
return;
}
if (gamerules->integer != RDM_DEATHBALL)
{
G_FreeEdict(self);
return;
}
if (!self->wait)
self->wait = 10;
self->touch = DBall_GoalTouch;
self->solid = SOLID_TRIGGER;
self->movetype = MOVETYPE_NONE;
self->svflags |= SVF_NOCLIENT;
if (self->s.angles)
G_SetMovedir(self->s.angles, self->movedir);
gi.setmodel(self, self->model);
gi.linkentity(self);
}