1 #include "gamemode_invasion.qh"
5 #include "../../common/monsters/spawn.qh"
6 #include "../../common/monsters/sv_monsters.qh"
8 #include "../teamplay.qh"
10 spawnfunc(invasion_spawnpoint)
12 if(!g_invasion) { remove(self); return; }
14 self.classname = "invasion_spawnpoint";
16 if(autocvar_g_invasion_zombies_only) // precache only if it hasn't been already
18 Monster mon = get_monsterinfo(self.monsterid);
23 float invasion_PickMonster(float supermonster_count)
25 if(autocvar_g_invasion_zombies_only)
26 return MON_ZOMBIE.monsterid;
31 RandomSelection_Init();
33 for(i = MON_FIRST; i <= MON_LAST; ++i)
35 mon = get_monsterinfo(i);
36 if((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM) || ((mon.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1))
37 continue; // flying/swimming monsters not yet supported
39 RandomSelection_Add(world, i, string_null, 1, 1);
42 return RandomSelection_chosen_float;
45 entity invasion_PickSpawn()
49 RandomSelection_Init();
51 for(e = world;(e = find(e, classname, "invasion_spawnpoint")); )
53 RandomSelection_Add(e, 0, string_null, 1, ((time >= e.spawnshieldtime) ? 0.2 : 1)); // give recently used spawnpoints a very low rating
54 e.spawnshieldtime = time + autocvar_g_invasion_spawnpoint_spawn_delay;
57 return RandomSelection_chosen_ent;
60 void invasion_SpawnChosenMonster(float mon)
62 entity spawn_point, monster;
64 spawn_point = invasion_PickSpawn();
66 if(spawn_point == world)
68 LOG_TRACE("Warning: couldn't find any invasion_spawnpoint spawnpoints, attempting to spawn monsters in random locations\n");
70 setsize(e, (get_monsterinfo(mon)).mins, (get_monsterinfo(mon)).maxs);
72 if(MoveToRandomMapLocation(e, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
73 monster = spawnmonster("", mon, world, world, e.origin, false, false, 2);
77 e.nextthink = time + 0.1;
80 monster = spawnmonster("", ((spawn_point.monsterid) ? spawn_point.monsterid : mon), spawn_point, spawn_point, spawn_point.origin, false, false, 2);
82 if(spawn_point) monster.target2 = spawn_point.target2;
83 monster.spawnshieldtime = time;
84 if(spawn_point && spawn_point.target_range) monster.target_range = spawn_point.target_range;
87 if(spawn_point && spawn_point.team && inv_monsters_perteam[spawn_point.team] > 0)
88 monster.team = spawn_point.team;
91 RandomSelection_Init();
92 if(inv_monsters_perteam[NUM_TEAM_1] > 0) RandomSelection_Add(world, NUM_TEAM_1, string_null, 1, 1);
93 if(inv_monsters_perteam[NUM_TEAM_2] > 0) RandomSelection_Add(world, NUM_TEAM_2, string_null, 1, 1);
94 if(invasion_teams >= 3) if(inv_monsters_perteam[NUM_TEAM_3] > 0) { RandomSelection_Add(world, NUM_TEAM_3, string_null, 1, 1); }
95 if(invasion_teams >= 4) if(inv_monsters_perteam[NUM_TEAM_4] > 0) { RandomSelection_Add(world, NUM_TEAM_4, string_null, 1, 1); }
97 monster.team = RandomSelection_chosen_float;
102 monster_setupcolors(monster);
106 WaypointSprite_UpdateTeamRadar(monster.sprite, RADARICON_DANGER, ((monster.team) ? Team_ColorRGB(monster.team) : '1 0 0'));
108 monster.sprite.team = 0;
109 monster.sprite.SendFlags |= 1;
113 monster.monster_attack = false; // it's the player's job to kill all the monsters
115 if(inv_roundcnt >= inv_maxrounds)
116 monster.spawnflags |= MONSTERFLAG_MINIBOSS; // last round spawns minibosses
119 void invasion_SpawnMonsters(float supermonster_count)
121 float chosen_monster = invasion_PickMonster(supermonster_count);
123 invasion_SpawnChosenMonster(chosen_monster);
126 float Invasion_CheckWinner()
129 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
131 FOR_EACH_MONSTER(head)
132 Monster_Remove(head);
134 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
135 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
136 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
140 float total_alive_monsters = 0, supermonster_count = 0, red_alive = 0, blue_alive = 0, yellow_alive = 0, pink_alive = 0;
142 FOR_EACH_MONSTER(head) if(head.health > 0)
144 if((get_monsterinfo(head.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
145 ++supermonster_count;
146 ++total_alive_monsters;
151 case NUM_TEAM_1: ++red_alive; break;
152 case NUM_TEAM_2: ++blue_alive; break;
153 case NUM_TEAM_3: ++yellow_alive; break;
154 case NUM_TEAM_4: ++pink_alive; break;
158 if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < inv_maxspawned)
160 if(time >= inv_lastcheck)
162 invasion_SpawnMonsters(supermonster_count);
163 inv_lastcheck = time + autocvar_g_invasion_spawn_delay;
169 if(inv_numspawned < 1)
170 return 0; // nothing has spawned yet
174 if(((red_alive > 0) + (blue_alive > 0) + (yellow_alive > 0) + (pink_alive > 0)) > 1)
177 else if(inv_numkilled < inv_maxspawned)
180 entity winner = world;
181 float winning_score = 0, winner_team = 0;
186 if(red_alive > 0) { winner_team = NUM_TEAM_1; }
188 if(winner_team) { winner_team = 0; }
189 else { winner_team = NUM_TEAM_2; }
191 if(winner_team) { winner_team = 0; }
192 else { winner_team = NUM_TEAM_3; }
194 if(winner_team) { winner_team = 0; }
195 else { winner_team = NUM_TEAM_4; }
198 FOR_EACH_PLAYER(head)
200 float cs = PlayerScore_Add(head, SP_KILLS, 0);
201 if(cs > winning_score)
208 FOR_EACH_MONSTER(head)
209 Monster_Remove(head);
215 Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner_team, CENTER_ROUND_TEAM_WIN_));
216 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner_team, INFO_ROUND_TEAM_WIN_));
221 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
222 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
225 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
230 float Invasion_CheckPlayers()
235 void Invasion_RoundStart()
238 float numplayers = 0;
241 e.player_blocked = 0;
245 if(inv_roundcnt < inv_maxrounds)
246 inv_roundcnt += 1; // a limiter to stop crazy counts
248 inv_monsterskill = inv_roundcnt + max(1, numplayers * 0.3);
254 inv_maxspawned = rint(max(autocvar_g_invasion_monster_count, autocvar_g_invasion_monster_count * (inv_roundcnt * 0.5)));
258 DistributeEvenly_Init(inv_maxspawned, invasion_teams);
259 inv_monsters_perteam[NUM_TEAM_1] = DistributeEvenly_Get(1);
260 inv_monsters_perteam[NUM_TEAM_2] = DistributeEvenly_Get(1);
261 if(invasion_teams >= 3) inv_monsters_perteam[NUM_TEAM_3] = DistributeEvenly_Get(1);
262 if(invasion_teams >= 4) inv_monsters_perteam[NUM_TEAM_4] = DistributeEvenly_Get(1);
266 MUTATOR_HOOKFUNCTION(invasion_MonsterDies)
268 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
272 if(teamplay) { inv_monsters_perteam[self.team] -= 1; }
274 if(IS_PLAYER(frag_attacker))
275 if(SAME_TEAM(frag_attacker, self)) // in non-teamplay modes, same team = same player, so this works
276 PlayerScore_Add(frag_attacker, SP_KILLS, -1);
279 PlayerScore_Add(frag_attacker, SP_KILLS, +1);
281 TeamScore_AddToTeam(frag_attacker.team, ST_INV_KILLS, +1);
288 MUTATOR_HOOKFUNCTION(invasion_MonsterSpawn)
290 if(!(self.spawnflags & MONSTERFLAG_SPAWNED))
293 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
299 self.monster_skill = inv_monsterskill;
301 if((get_monsterinfo(self.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
302 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_INVASION_SUPERMONSTER, self.monster_name);
304 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
309 MUTATOR_HOOKFUNCTION(invasion_OnEntityPreSpawn)
311 if(startsWith(self.classname, "monster_"))
312 if(!(self.spawnflags & MONSTERFLAG_SPAWNED))
318 MUTATOR_HOOKFUNCTION(invasion_StartFrame)
320 monsters_total = inv_maxspawned; // TODO: make sure numspawned never exceeds maxspawned
321 monsters_killed = inv_numkilled;
326 MUTATOR_HOOKFUNCTION(invasion_PlayerRegen)
328 // no regeneration in invasion
332 MUTATOR_HOOKFUNCTION(invasion_PlayerSpawn)
334 self.bot_attack = false;
338 MUTATOR_HOOKFUNCTION(invasion_PlayerDamage)
340 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker != frag_target)
343 frag_force = '0 0 0';
349 MUTATOR_HOOKFUNCTION(invasion_PlayerCommand)
351 if(MUTATOR_RETURNVALUE) // command was already handled?
354 if(cmd_name == "debuginvasion")
356 sprint(self, strcat("inv_maxspawned = ", ftos(inv_maxspawned), "\n"));
357 sprint(self, strcat("inv_numspawned = ", ftos(inv_numspawned), "\n"));
358 sprint(self, strcat("inv_numkilled = ", ftos(inv_numkilled), "\n"));
359 sprint(self, strcat("inv_roundcnt = ", ftos(inv_roundcnt), "\n"));
360 sprint(self, strcat("monsters_total = ", ftos(monsters_total), "\n"));
361 sprint(self, strcat("monsters_killed = ", ftos(monsters_killed), "\n"));
362 sprint(self, strcat("inv_monsterskill = ", ftos(inv_monsterskill), "\n"));
370 MUTATOR_HOOKFUNCTION(invasion_BotShouldAttack)
372 if(!IS_MONSTER(checkentity))
378 MUTATOR_HOOKFUNCTION(invasion_SetStartItems)
381 start_armorvalue = 200;
386 MUTATOR_HOOKFUNCTION(invasion_AccuracyTargetValid)
388 if(IS_MONSTER(frag_target))
389 return MUT_ACCADD_INVALID;
390 return MUT_ACCADD_INDIFFERENT;
393 MUTATOR_HOOKFUNCTION(invasion_AllowMobSpawning)
395 // monster spawning disabled during an invasion
399 MUTATOR_HOOKFUNCTION(invasion_GetTeamCount)
401 ret_float = invasion_teams;
405 void invasion_ScoreRules(float inv_teams)
407 if(inv_teams) { CheckAllowedTeams(world); }
408 ScoreRules_basics(inv_teams, 0, 0, false);
409 if(inv_teams) ScoreInfo_SetLabel_TeamScore(ST_INV_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
410 ScoreInfo_SetLabel_PlayerScore(SP_KILLS, "frags", ((inv_teams) ? SFL_SORT_PRIO_SECONDARY : SFL_SORT_PRIO_PRIMARY));
411 ScoreRules_basics_end();
414 void invasion_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
416 if(autocvar_g_invasion_teams)
417 invasion_teams = bound(2, autocvar_g_invasion_teams, 4);
421 independent_players = 1; // to disable extra useless scores
423 invasion_ScoreRules(invasion_teams);
425 independent_players = 0;
427 round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
428 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
431 inv_maxrounds = 15; // 15?
434 void invasion_Initialize()
436 if(autocvar_g_invasion_zombies_only) {
437 Monster mon = MON_ZOMBIE;
438 mon.mr_precache(mon);
443 for(i = MON_FIRST; i <= MON_LAST; ++i)
445 mon = get_monsterinfo(i);
446 if((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM))
447 continue; // flying/swimming monsters not yet supported
449 mon.mr_precache(mon);
453 InitializeEntity(world, invasion_DelayedInit, INITPRIO_GAMETYPE);
456 MUTATOR_DEFINITION(gamemode_invasion)
458 MUTATOR_HOOK(MonsterDies, invasion_MonsterDies, CBC_ORDER_ANY);
459 MUTATOR_HOOK(MonsterSpawn, invasion_MonsterSpawn, CBC_ORDER_ANY);
460 MUTATOR_HOOK(OnEntityPreSpawn, invasion_OnEntityPreSpawn, CBC_ORDER_ANY);
461 MUTATOR_HOOK(SV_StartFrame, invasion_StartFrame, CBC_ORDER_ANY);
462 MUTATOR_HOOK(PlayerRegen, invasion_PlayerRegen, CBC_ORDER_ANY);
463 MUTATOR_HOOK(PlayerSpawn, invasion_PlayerSpawn, CBC_ORDER_ANY);
464 MUTATOR_HOOK(PlayerDamage_Calculate, invasion_PlayerDamage, CBC_ORDER_ANY);
465 MUTATOR_HOOK(SV_ParseClientCommand, invasion_PlayerCommand, CBC_ORDER_ANY);
466 MUTATOR_HOOK(BotShouldAttack, invasion_BotShouldAttack, CBC_ORDER_ANY);
467 MUTATOR_HOOK(SetStartItems, invasion_SetStartItems, CBC_ORDER_ANY);
468 MUTATOR_HOOK(AccuracyTargetValid, invasion_AccuracyTargetValid, CBC_ORDER_ANY);
469 MUTATOR_HOOK(AllowMobSpawning, invasion_AllowMobSpawning, CBC_ORDER_ANY);
470 MUTATOR_HOOK(GetTeamCount, invasion_GetTeamCount, CBC_ORDER_ANY);
474 if(time > 1) // game loads at time 1
475 error("This is a game type and it cannot be added at runtime.");
476 invasion_Initialize();
478 cvar_settemp("g_monsters", "1");
481 MUTATOR_ONROLLBACK_OR_REMOVE
483 // we actually cannot roll back invasion_Initialize here
484 // BUT: we don't need to! If this gets called, adding always
490 LOG_INFO("This is a game type and it cannot be removed at runtime.");