1 void invasion_spawnpoint()
3 if(!g_invasion) { remove(self); return; }
5 self.classname = "invasion_spawnpoint";
8 float invasion_PickMonster(float supermonster_count)
10 if(autocvar_g_invasion_zombies_only)
16 RandomSelection_Init();
18 for(i = MON_FIRST; i <= MON_LAST; ++i)
20 mon = get_monsterinfo(i);
21 if((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM) || ((mon.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1))
22 continue; // flying/swimming monsters not yet supported
24 RandomSelection_Add(world, i, "", 1, 1);
27 return RandomSelection_chosen_float;
30 entity invasion_PickSpawn()
34 RandomSelection_Init();
36 for(e = world;(e = find(e, classname, "invasion_spawnpoint")); )
37 RandomSelection_Add(e, 0, string_null, 1, 1);
39 return RandomSelection_chosen_ent;
42 void invasion_SpawnChosenMonster(float mon)
44 entity spawn_point, monster;
46 spawn_point = invasion_PickSpawn();
48 if(spawn_point == world)
50 dprint("Warning: couldn't find any invasion_spawnpoint spawnpoints, no monsters will spawn!\n");
54 monster = spawnmonster("", mon, spawn_point, spawn_point, spawn_point.origin, FALSE, 2);
56 if(inv_roundcnt >= inv_maxrounds)
57 monster.spawnflags |= MONSTERFLAG_MINIBOSS; // last round spawns minibosses
60 void invasion_SpawnMonsters(float supermonster_count)
62 float chosen_monster = invasion_PickMonster(supermonster_count);
64 invasion_SpawnChosenMonster(chosen_monster);
67 float Invasion_CheckWinner()
70 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
72 FOR_EACH_MONSTER(head)
75 if(inv_roundcnt >= inv_maxrounds)
81 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
82 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
83 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
87 float total_alive_monsters = 0, supermonster_count = 0;
89 FOR_EACH_MONSTER(head) if(head.health > 0)
91 if((get_monsterinfo(head.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
93 ++total_alive_monsters;
96 if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < 10) // 10 at a time should be plenty
98 if(time >= inv_lastcheck)
100 invasion_SpawnMonsters(supermonster_count);
101 inv_lastcheck = time + autocvar_g_invasion_spawn_delay;
107 if(inv_numspawned < 1 || inv_numkilled < inv_maxspawned)
108 return 0; // nothing has spawned yet, or there are still alive monsters
110 if(inv_roundcnt >= inv_maxrounds)
116 entity winner = world;
117 float winning_score = 0;
119 FOR_EACH_PLAYER(head)
121 float cs = PlayerScore_Add(head, SP_KILLS, 0);
122 if(cs > winning_score)
129 FOR_EACH_MONSTER(head)
130 monster_remove(head);
134 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
135 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
138 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
143 float Invasion_CheckPlayers()
148 void Invasion_RoundStart()
151 float numplayers = 0;
154 e.player_blocked = 0;
160 inv_monsterskill = inv_roundcnt + (numplayers * 0.3);
166 inv_maxspawned = rint(min(autocvar_g_invasion_monster_count, autocvar_g_invasion_monster_count * (inv_roundcnt * 0.5)));
169 MUTATOR_HOOKFUNCTION(invasion_MonsterDies)
171 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
176 if(IS_PLAYER(frag_attacker))
177 PlayerScore_Add(frag_attacker, SP_KILLS, +1);
183 MUTATOR_HOOKFUNCTION(invasion_MonsterSpawn)
185 if(!(self.spawnflags & MONSTERFLAG_SPAWNED))
187 monster_remove(self);
191 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
197 self.monster_skill = inv_monsterskill;
199 if((get_monsterinfo(self.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
200 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_INVASION_SUPERMONSTER, M_NAME(self.monsterid));
202 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
207 MUTATOR_HOOKFUNCTION(invasion_PlayerThink)
209 monsters_total = inv_maxspawned; // TODO: make sure numspawned never exceeds maxspawned
210 monsters_killed = inv_numkilled;
215 MUTATOR_HOOKFUNCTION(invasion_PlayerRegen)
217 // no regeneration in invasion
221 MUTATOR_HOOKFUNCTION(invasion_PlayerSpawn)
223 self.bot_attack = FALSE;
227 MUTATOR_HOOKFUNCTION(invasion_PlayerDamage)
229 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker != frag_target)
232 frag_force = '0 0 0';
238 MUTATOR_HOOKFUNCTION(invasion_PlayerCommand)
240 if(MUTATOR_RETURNVALUE) // command was already handled?
243 if(cmd_name == "debuginvasion")
245 sprint(self, strcat("inv_maxspawned = ", ftos(inv_maxspawned), "\n"));
246 sprint(self, strcat("inv_numspawned = ", ftos(inv_numspawned), "\n"));
247 sprint(self, strcat("inv_numkilled = ", ftos(inv_numkilled), "\n"));
248 sprint(self, strcat("inv_roundcnt = ", ftos(inv_roundcnt), "\n"));
249 sprint(self, strcat("monsters_total = ", ftos(monsters_total), "\n"));
250 sprint(self, strcat("monsters_killed = ", ftos(monsters_killed), "\n"));
251 sprint(self, strcat("inv_monsterskill = ", ftos(inv_monsterskill), "\n"));
259 MUTATOR_HOOKFUNCTION(invasion_SetStartItems)
262 start_armorvalue = 200;
267 MUTATOR_HOOKFUNCTION(invasion_AccuracyTargetValid)
269 if(frag_target.flags & FL_MONSTER)
270 return MUT_ACCADD_INVALID;
271 return MUT_ACCADD_INDIFFERENT;
274 MUTATOR_HOOKFUNCTION(invasion_AllowMobSpawning)
276 // monster spawning disabled during an invasion
280 void invasion_ScoreRules()
282 ScoreRules_basics(0, 0, 0, FALSE);
283 ScoreInfo_SetLabel_PlayerScore(SP_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
284 ScoreRules_basics_end();
287 void invasion_Initialize()
289 independent_players = 1; // to disable extra useless scores
291 invasion_ScoreRules();
293 independent_players = 0;
295 round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
296 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
298 allowed_to_spawn = TRUE;
303 MUTATOR_DEFINITION(gamemode_invasion)
305 MUTATOR_HOOK(MonsterDies, invasion_MonsterDies, CBC_ORDER_ANY);
306 MUTATOR_HOOK(MonsterSpawn, invasion_MonsterSpawn, CBC_ORDER_ANY);
307 MUTATOR_HOOK(PlayerPreThink, invasion_PlayerThink, CBC_ORDER_ANY);
308 MUTATOR_HOOK(PlayerRegen, invasion_PlayerRegen, CBC_ORDER_ANY);
309 MUTATOR_HOOK(PlayerSpawn, invasion_PlayerSpawn, CBC_ORDER_ANY);
310 MUTATOR_HOOK(PlayerDamage_Calculate, invasion_PlayerDamage, CBC_ORDER_ANY);
311 MUTATOR_HOOK(SV_ParseClientCommand, invasion_PlayerCommand, CBC_ORDER_ANY);
312 MUTATOR_HOOK(SetStartItems, invasion_SetStartItems, CBC_ORDER_ANY);
313 MUTATOR_HOOK(AccuracyTargetValid, invasion_AccuracyTargetValid, CBC_ORDER_ANY);
314 MUTATOR_HOOK(AllowMobSpawning, invasion_AllowMobSpawning, CBC_ORDER_ANY);
318 if(time > 1) // game loads at time 1
319 error("This is a game type and it cannot be added at runtime.");
320 invasion_Initialize();
322 cvar_settemp("g_monsters", "1");
325 MUTATOR_ONROLLBACK_OR_REMOVE
327 // we actually cannot roll back invasion_Initialize here
328 // BUT: we don't need to! If this gets called, adding always
334 print("This is a game type and it cannot be removed at runtime.");