]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/arena.qc
set allowed_to_spawn = TRUE as early as we can, this way bots already connected after...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / arena.qc
1 float maxspawned;
2 float numspawned;
3 float arena_roundbased;
4 .float spawned;
5 .entity spawnqueue_next;
6 .entity spawnqueue_prev;
7 .float spawnqueue_in;
8 entity spawnqueue_first;
9 entity spawnqueue_last;
10 entity champion;
11 string champion_name;
12 float warmup;
13 float ca_players;
14 float required_ca_players;
15 .float caplayer;
16
17 void PutObserverInServer();
18 void PutClientInServer();
19 void(entity e) ReturnFlag;
20 void dom_controlpoint_setup();
21 void onslaught_generator_reset();
22 void onslaught_controlpoint_reset();
23 void func_breakable_reset();
24 void assault_objective_reset();
25 void target_assault_roundend_reset();
26
27 /**
28  * Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
29  * Sets the 'warmup' global variable.
30  */
31 void reset_map(float dorespawn)
32 {
33         entity oldself;
34         oldself = self;
35
36         if(g_arena && cvar("g_arena_warmup"))
37                 warmup = time + cvar("g_arena_warmup");
38         else if(g_ca) {
39                 warmup = time + cvar("g_ca_warmup");
40                 allowed_to_spawn = 1;
41         }
42
43         lms_lowest_lives = 999;
44         lms_next_place = player_count;
45
46         race_ReadyRestart();
47
48         for(self = world; (self = nextent(self)); )
49         if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
50         {
51                 if(self.reset)
52                 {
53                         self.reset();
54                         continue;
55                 }
56
57                 if(self.team_saved)
58                         self.team = self.team_saved;
59
60                 if(self.flags & FL_PROJECTILE) // remove any projectiles left
61                 {
62                         stopsound(self, CHAN_PAIN);
63                         remove(self);
64                 }
65         }
66
67         // Waypoints and assault start come LAST
68         for(self = world; (self = nextent(self)); )
69         if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
70         {
71                 if(self.reset2)
72                 {
73                         self.reset2();
74                         continue;
75                 }
76         }
77
78         // Moving the player reset code here since the player-reset depends
79         // on spawnpoint entities which have to be reset first --blub
80         if(dorespawn)
81         FOR_EACH_CLIENT(self) {
82                 if(self.flags & FL_CLIENT)                              // reset all players
83                 {
84                         if(g_arena)
85                         {
86                                 if(self.spawned)
87                                         PutClientInServer();
88                                 else
89                                         PutObserverInServer();
90                         }
91                         else if(g_ca && self.caplayer) {
92                                 self.classname = "player";
93                                 PutClientInServer();
94                         }
95                         else
96                         {
97                                 /*
98                                 only reset players if a restart countdown is active
99                                 this can either be due to cvar sv_ready_restart_after_countdown having set
100                                 restart_mapalreadyrestarted to 1 after the countdown ended or when
101                                 sv_ready_restart_after_countdown is not used and countdown is still running
102                                 */
103                                 if (restart_mapalreadyrestarted || (time < game_starttime))
104                                 {
105                                         //NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
106                                         if (self.classname == "player") {
107                                                 //PlayerScore_Clear(self);
108                                                 if(g_lms)
109                                                         PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
110                                                 self.killcount = 0;
111                                                 //stop the player from moving so that he stands still once he gets respawned
112                                                 self.velocity = '0 0 0';
113                                                 self.avelocity = '0 0 0';
114                                                 self.movement = '0 0 0';
115                                                 PutClientInServer();
116                                         }
117                                 }
118                         }
119                 }
120         }
121
122         if(g_keyhunt)
123                 kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round")+(game_starttime - time), "", kh_StartRound);
124
125         if(g_arena)
126         if(champion && champion.classname == "player" && player_count > 1)
127                 UpdateFrags(champion, +1);
128
129         if(g_ca)
130         if(champion && champion.classname == "player" && player_count > 1)
131                 TeamScore_AddToTeam(champion.team, ST_SCORE, +1);
132
133         self = oldself;
134 }
135
136 void Spawnqueue_Insert(entity e)
137 {
138         if(e.spawnqueue_in)
139                 return;
140         dprint(strcat("Into queue: ", e.netname, "\n"));
141         e.spawnqueue_in = TRUE;
142         e.spawnqueue_prev = spawnqueue_last;
143         e.spawnqueue_next = world;
144         if(spawnqueue_last)
145                 spawnqueue_last.spawnqueue_next = e;
146         spawnqueue_last = e;
147         if(!spawnqueue_first)
148                 spawnqueue_first = e;
149 }
150
151 void Spawnqueue_Remove(entity e)
152 {
153         if(!e.spawnqueue_in)
154                 return;
155         dprint(strcat("Out of queue: ", e.netname, "\n"));
156         e.spawnqueue_in = FALSE;
157         if(e == spawnqueue_first)
158                 spawnqueue_first = e.spawnqueue_next;
159         if(e == spawnqueue_last)
160                 spawnqueue_last = e.spawnqueue_prev;
161         if(e.spawnqueue_prev)
162                 e.spawnqueue_prev.spawnqueue_next = e.spawnqueue_next;
163         if(e.spawnqueue_next)
164                 e.spawnqueue_next.spawnqueue_prev = e.spawnqueue_prev;
165         e.spawnqueue_next = world;
166         e.spawnqueue_prev = world;
167 }
168
169 void Spawnqueue_Unmark(entity e)
170 {
171         if(!e.spawned)
172                 return;
173         e.spawned = FALSE;
174         numspawned = numspawned - 1;
175 }
176
177 void Spawnqueue_Mark(entity e)
178 {
179         if(e.spawned)
180                 return;
181         e.spawned = TRUE;
182         numspawned = numspawned + 1;
183 }
184
185 /**
186  * If roundbased arena game mode is active, it centerprints the texts for the
187  * player when player is waiting for the countdown to finish.
188  * Blocks the players movement while countdown is active.
189  * Unblocks the player once the countdown is over.
190  *
191  * Called in PlayerPostThink()
192  */
193 float roundStartTime_prev; // prevent networkspam
194 void Arena_Warmup()
195 {
196         float f;
197         string msg;
198
199         if((!g_arena && !g_ca) || (g_arena && !arena_roundbased) || (time < game_starttime))
200                 return;
201
202         f = ceil(warmup - time);
203         if(f > 0)
204                 champion = world; // this is done because a if(champion) will not execute if champion = world
205
206         allowed_to_spawn = 0;
207
208         if(inWarmupStage)
209                 allowed_to_spawn = 1;
210         if(ca_players < required_ca_players)
211                 allowed_to_spawn = 1;
212
213         msg = NEWLINES;
214         if(time < warmup && !inWarmupStage)
215         {
216                 if (g_ca)
217                         allowed_to_spawn = 1;
218                 if(champion && g_arena)
219                         msg = strcat("The Champion is ", champion_name, "^7\n");
220                         //centerprint(self, strcat(msg, "The Champion is ", champion.netname, "^7\n"));
221
222                 if(f != roundStartTime_prev) {
223                         msg = strcat(msg, "Round will start in ", ftos(f),"\n");
224                         //centerprint(self, strcat("Round will start in ", ftos(f),"\n"));
225                         roundStartTime_prev = f;
226                         if(f == 5)
227                                 Announce("prepareforbattle");
228                         else if(f == 3)
229                                 Announce("3");
230                         else if(f == 2)
231                                 Announce("2");
232                         else if(f == 1)
233                                 Announce("1");
234
235                         centerprint(self, msg);
236                 }
237
238                 if (g_arena) {
239                         if(self.spawned && self.classname == "player")
240                                 self.movetype = MOVETYPE_NONE;
241
242                         self.velocity = '0 0 0';
243                         self.avelocity = '0 0 0';
244                         self.movement = '0 0 0';
245                         //self.fixangle = TRUE;
246                 }
247         }
248
249         else if(f > -1 && f != roundStartTime_prev)
250         {
251                 roundStartTime_prev = f;
252                 Announce("begin");
253                 centerprint(self, "^1Begin!\n");
254
255                 if(g_ca) {
256                         ca_players = 0;
257
258                         FOR_EACH_PLAYER(self)
259                                 ca_players += 1;
260                 }
261         }
262
263         if(self.classname == "player" && self.health > 0)
264                 self.movetype = MOVETYPE_WALK;
265 }
266
267 float next_round;
268 /**
269  * This function finds out whether an arena round is over 1 player is left.
270  * It determines the last player who's still alive and saves it's entity reference
271  * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
272  *
273  * Gets called in StartFrame()
274  */
275 void Spawnqueue_Check()
276 {
277         if(time < warmup + 1 || inWarmupStage)
278                 return;
279
280         if(g_ca) {
281                 // check the amount of spawned players in each team
282                 float redspawned, bluespawned;
283                 FOR_EACH_PLAYER(self) {
284                         if (self.team == COLOR_TEAM1) redspawned += 1;
285                         else if (self.team == COLOR_TEAM2) bluespawned += 1;
286                 }
287
288                 required_ca_players = max(2, fabs(cvar("bot_vs_human") + 1));
289
290                 if(ca_players < required_ca_players && (redspawned && bluespawned)) {
291                         reset_map(TRUE);
292                 }
293                 else if(ca_players < required_ca_players) {
294                         FOR_EACH_PLAYER(self)
295                                 centerprint(self, strcat("^1Need at least 1 player in each team to play CA", "^7\n"));
296                         return;
297                 }
298                 else if(!next_round) {
299                         if((redspawned && !bluespawned) || (bluespawned && !redspawned)) {
300                                 next_round = time + 5;
301
302                                 champion = find(world, classname, "player");
303                                 if(champion_name)
304                                         strunzone(champion_name);
305                                 champion_name = strzone(champion.netname);
306                                 string champion_team;
307                                 if(champion.team == COLOR_TEAM1) {
308                                         champion_team = "^1Red team";
309                                         play2all("ctf/red_capture.wav");
310                                 }
311                                 else if(champion.team == COLOR_TEAM2) {
312                                         champion_team = "^4Blue team";
313                                         play2all("ctf/blue_capture.wav");
314                                 }
315                                 FOR_EACH_CLIENT(self) centerprint(self, strcat(champion_team, "^7 wins the round.", "^7\n"));
316                         }
317                         else if(!redspawned && !bluespawned) {
318                                 FOR_EACH_CLIENT(self) centerprint(self, strcat("^7Round tied.", "^7\n"));
319                                 next_round = time + 5;
320                         }
321                 }
322
323                 if((next_round && next_round < time))
324                 {
325                         next_round = 0;
326                         reset_map(TRUE);
327                 }
328         } else { // arena
329                 //extend next_round if it isn't set yet and only 1 player is spawned
330                 if(!next_round)
331                 if(numspawned < 2)
332                         next_round = time + 3;
333
334                 if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
335                 {
336                         next_round = 0;
337
338                         if(arena_roundbased)
339                         {
340                                 champion = find(world, classname, "player");
341                                 while(champion && champion.deadflag)
342                                         champion = find(champion, classname, "player");
343                                 reset_map(TRUE);
344                         }
345
346                         while(numspawned < maxspawned && spawnqueue_first)
347                         {
348                                 self = spawnqueue_first;
349
350                                 bprint ("^4", self.netname, "^4 is the next challenger\n");
351
352                                 Spawnqueue_Remove(self);
353                                 Spawnqueue_Mark(self);
354
355                                 self.classname = "player";
356                                 PutClientInServer();
357                         }
358                 }
359         }
360 }