1 #include "gamemode_invasion.qh"
6 #include "../../common/monsters/spawn.qh"
7 #include "../../common/monsters/sv_monsters.qh"
9 void spawnfunc_invasion_spawnpoint()
11 if(!g_invasion) { remove(self); return; }
13 self.classname = "invasion_spawnpoint";
15 if(autocvar_g_invasion_zombies_only) // precache only if it hasn't been already
17 Monster mon = get_monsterinfo(self.monsterid);
22 float invasion_PickMonster(float supermonster_count)
24 if(autocvar_g_invasion_zombies_only)
25 return MON_ZOMBIE.monsterid;
30 RandomSelection_Init();
32 for(i = MON_FIRST; i <= MON_LAST; ++i)
34 mon = get_monsterinfo(i);
35 if((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM) || ((mon.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1))
36 continue; // flying/swimming monsters not yet supported
38 RandomSelection_Add(world, i, string_null, 1, 1);
41 return RandomSelection_chosen_float;
44 entity invasion_PickSpawn()
48 RandomSelection_Init();
50 for(e = world;(e = find(e, classname, "invasion_spawnpoint")); )
52 RandomSelection_Add(e, 0, string_null, 1, ((time >= e.spawnshieldtime) ? 0.2 : 1)); // give recently used spawnpoints a very low rating
53 e.spawnshieldtime = time + autocvar_g_invasion_spawnpoint_spawn_delay;
56 return RandomSelection_chosen_ent;
59 void invasion_SpawnChosenMonster(float mon)
61 entity spawn_point, monster;
63 spawn_point = invasion_PickSpawn();
65 if(spawn_point == world)
67 LOG_TRACE("Warning: couldn't find any invasion_spawnpoint spawnpoints, attempting to spawn monsters in random locations\n");
69 setsize(e, (get_monsterinfo(mon)).mins, (get_monsterinfo(mon)).maxs);
71 if(MoveToRandomMapLocation(e, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
72 monster = spawnmonster("", mon, world, world, e.origin, false, false, 2);
76 e.nextthink = time + 0.1;
79 monster = spawnmonster("", ((spawn_point.monsterid) ? spawn_point.monsterid : mon), spawn_point, spawn_point, spawn_point.origin, false, false, 2);
81 if(spawn_point) monster.target2 = spawn_point.target2;
82 monster.spawnshieldtime = time;
83 if(spawn_point && spawn_point.target_range) monster.target_range = spawn_point.target_range;
86 if(spawn_point && spawn_point.team && inv_monsters_perteam[spawn_point.team] > 0)
87 monster.team = spawn_point.team;
90 RandomSelection_Init();
91 if(inv_monsters_perteam[NUM_TEAM_1] > 0) RandomSelection_Add(world, NUM_TEAM_1, string_null, 1, 1);
92 if(inv_monsters_perteam[NUM_TEAM_2] > 0) RandomSelection_Add(world, NUM_TEAM_2, string_null, 1, 1);
93 if(invasion_teams >= 3) if(inv_monsters_perteam[NUM_TEAM_3] > 0) { RandomSelection_Add(world, NUM_TEAM_3, string_null, 1, 1); }
94 if(invasion_teams >= 4) if(inv_monsters_perteam[NUM_TEAM_4] > 0) { RandomSelection_Add(world, NUM_TEAM_4, string_null, 1, 1); }
96 monster.team = RandomSelection_chosen_float;
101 monster_setupcolors(monster);
105 WaypointSprite_UpdateTeamRadar(monster.sprite, RADARICON_DANGER, ((monster.team) ? Team_ColorRGB(monster.team) : '1 0 0'));
107 monster.sprite.team = 0;
108 monster.sprite.SendFlags |= 1;
112 monster.monster_attack = false; // it's the player's job to kill all the monsters
114 if(inv_roundcnt >= inv_maxrounds)
115 monster.spawnflags |= MONSTERFLAG_MINIBOSS; // last round spawns minibosses
118 void invasion_SpawnMonsters(float supermonster_count)
120 float chosen_monster = invasion_PickMonster(supermonster_count);
122 invasion_SpawnChosenMonster(chosen_monster);
125 float Invasion_CheckWinner()
128 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
130 FOR_EACH_MONSTER(head)
131 Monster_Remove(head);
133 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
134 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
135 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
139 float total_alive_monsters = 0, supermonster_count = 0, red_alive = 0, blue_alive = 0, yellow_alive = 0, pink_alive = 0;
141 FOR_EACH_MONSTER(head) if(head.health > 0)
143 if((get_monsterinfo(head.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
144 ++supermonster_count;
145 ++total_alive_monsters;
150 case NUM_TEAM_1: ++red_alive; break;
151 case NUM_TEAM_2: ++blue_alive; break;
152 case NUM_TEAM_3: ++yellow_alive; break;
153 case NUM_TEAM_4: ++pink_alive; break;
157 if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < inv_maxspawned)
159 if(time >= inv_lastcheck)
161 invasion_SpawnMonsters(supermonster_count);
162 inv_lastcheck = time + autocvar_g_invasion_spawn_delay;
168 if(inv_numspawned < 1)
169 return 0; // nothing has spawned yet
173 if(((red_alive > 0) + (blue_alive > 0) + (yellow_alive > 0) + (pink_alive > 0)) > 1)
176 else if(inv_numkilled < inv_maxspawned)
179 entity winner = world;
180 float winning_score = 0, winner_team = 0;
185 if(red_alive > 0) { winner_team = NUM_TEAM_1; }
187 if(winner_team) { winner_team = 0; }
188 else { winner_team = NUM_TEAM_2; }
190 if(winner_team) { winner_team = 0; }
191 else { winner_team = NUM_TEAM_3; }
193 if(winner_team) { winner_team = 0; }
194 else { winner_team = NUM_TEAM_4; }
197 FOR_EACH_PLAYER(head)
199 float cs = PlayerScore_Add(head, SP_KILLS, 0);
200 if(cs > winning_score)
207 FOR_EACH_MONSTER(head)
208 Monster_Remove(head);
214 Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner_team, CENTER_ROUND_TEAM_WIN_));
215 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner_team, INFO_ROUND_TEAM_WIN_));
220 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
221 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
224 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
229 float Invasion_CheckPlayers()
234 void Invasion_RoundStart()
237 float numplayers = 0;
240 e.player_blocked = 0;
244 if(inv_roundcnt < inv_maxrounds)
245 inv_roundcnt += 1; // a limiter to stop crazy counts
247 inv_monsterskill = inv_roundcnt + max(1, numplayers * 0.3);
253 inv_maxspawned = rint(max(autocvar_g_invasion_monster_count, autocvar_g_invasion_monster_count * (inv_roundcnt * 0.5)));
257 DistributeEvenly_Init(inv_maxspawned, invasion_teams);
258 inv_monsters_perteam[NUM_TEAM_1] = DistributeEvenly_Get(1);
259 inv_monsters_perteam[NUM_TEAM_2] = DistributeEvenly_Get(1);
260 if(invasion_teams >= 3) inv_monsters_perteam[NUM_TEAM_3] = DistributeEvenly_Get(1);
261 if(invasion_teams >= 4) inv_monsters_perteam[NUM_TEAM_4] = DistributeEvenly_Get(1);
265 MUTATOR_HOOKFUNCTION(invasion_MonsterDies)
267 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
271 if(teamplay) { inv_monsters_perteam[self.team] -= 1; }
273 if(IS_PLAYER(frag_attacker))
274 if(SAME_TEAM(frag_attacker, self)) // in non-teamplay modes, same team = same player, so this works
275 PlayerScore_Add(frag_attacker, SP_KILLS, -1);
278 PlayerScore_Add(frag_attacker, SP_KILLS, +1);
280 TeamScore_AddToTeam(frag_attacker.team, ST_INV_KILLS, +1);
287 MUTATOR_HOOKFUNCTION(invasion_MonsterSpawn)
289 if(!(self.spawnflags & MONSTERFLAG_SPAWNED))
292 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
298 self.monster_skill = inv_monsterskill;
300 if((get_monsterinfo(self.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
301 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_INVASION_SUPERMONSTER, self.monster_name);
303 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
308 MUTATOR_HOOKFUNCTION(invasion_OnEntityPreSpawn)
310 if(startsWith(self.classname, "monster_"))
311 if(!(self.spawnflags & MONSTERFLAG_SPAWNED))
317 MUTATOR_HOOKFUNCTION(invasion_StartFrame)
319 monsters_total = inv_maxspawned; // TODO: make sure numspawned never exceeds maxspawned
320 monsters_killed = inv_numkilled;
325 MUTATOR_HOOKFUNCTION(invasion_PlayerRegen)
327 // no regeneration in invasion
331 MUTATOR_HOOKFUNCTION(invasion_PlayerSpawn)
333 self.bot_attack = false;
337 MUTATOR_HOOKFUNCTION(invasion_PlayerDamage)
339 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker != frag_target)
342 frag_force = '0 0 0';
348 MUTATOR_HOOKFUNCTION(invasion_PlayerCommand)
350 if(MUTATOR_RETURNVALUE) // command was already handled?
353 if(cmd_name == "debuginvasion")
355 sprint(self, strcat("inv_maxspawned = ", ftos(inv_maxspawned), "\n"));
356 sprint(self, strcat("inv_numspawned = ", ftos(inv_numspawned), "\n"));
357 sprint(self, strcat("inv_numkilled = ", ftos(inv_numkilled), "\n"));
358 sprint(self, strcat("inv_roundcnt = ", ftos(inv_roundcnt), "\n"));
359 sprint(self, strcat("monsters_total = ", ftos(monsters_total), "\n"));
360 sprint(self, strcat("monsters_killed = ", ftos(monsters_killed), "\n"));
361 sprint(self, strcat("inv_monsterskill = ", ftos(inv_monsterskill), "\n"));
369 MUTATOR_HOOKFUNCTION(invasion_BotShouldAttack)
371 if(!IS_MONSTER(checkentity))
377 MUTATOR_HOOKFUNCTION(invasion_SetStartItems)
380 start_armorvalue = 200;
385 MUTATOR_HOOKFUNCTION(invasion_AccuracyTargetValid)
387 if(IS_MONSTER(frag_target))
388 return MUT_ACCADD_INVALID;
389 return MUT_ACCADD_INDIFFERENT;
392 MUTATOR_HOOKFUNCTION(invasion_AllowMobSpawning)
394 // monster spawning disabled during an invasion
398 MUTATOR_HOOKFUNCTION(invasion_GetTeamCount)
400 ret_float = invasion_teams;
404 void invasion_ScoreRules(float inv_teams)
406 if(inv_teams) { CheckAllowedTeams(world); }
407 ScoreRules_basics(inv_teams, 0, 0, false);
408 if(inv_teams) ScoreInfo_SetLabel_TeamScore(ST_INV_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
409 ScoreInfo_SetLabel_PlayerScore(SP_KILLS, "frags", ((inv_teams) ? SFL_SORT_PRIO_SECONDARY : SFL_SORT_PRIO_PRIMARY));
410 ScoreRules_basics_end();
413 void invasion_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
415 if(autocvar_g_invasion_teams)
416 invasion_teams = bound(2, autocvar_g_invasion_teams, 4);
420 independent_players = 1; // to disable extra useless scores
422 invasion_ScoreRules(invasion_teams);
424 independent_players = 0;
426 round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
427 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
430 inv_maxrounds = 15; // 15?
433 void invasion_Initialize()
435 if(autocvar_g_invasion_zombies_only) {
436 Monster mon = MON_ZOMBIE;
437 mon.mr_precache(mon);
442 for(i = MON_FIRST; i <= MON_LAST; ++i)
444 mon = get_monsterinfo(i);
445 if((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM))
446 continue; // flying/swimming monsters not yet supported
448 mon.mr_precache(mon);
452 InitializeEntity(world, invasion_DelayedInit, INITPRIO_GAMETYPE);
455 MUTATOR_DEFINITION(gamemode_invasion)
457 MUTATOR_HOOK(MonsterDies, invasion_MonsterDies, CBC_ORDER_ANY);
458 MUTATOR_HOOK(MonsterSpawn, invasion_MonsterSpawn, CBC_ORDER_ANY);
459 MUTATOR_HOOK(OnEntityPreSpawn, invasion_OnEntityPreSpawn, CBC_ORDER_ANY);
460 MUTATOR_HOOK(SV_StartFrame, invasion_StartFrame, CBC_ORDER_ANY);
461 MUTATOR_HOOK(PlayerRegen, invasion_PlayerRegen, CBC_ORDER_ANY);
462 MUTATOR_HOOK(PlayerSpawn, invasion_PlayerSpawn, CBC_ORDER_ANY);
463 MUTATOR_HOOK(PlayerDamage_Calculate, invasion_PlayerDamage, CBC_ORDER_ANY);
464 MUTATOR_HOOK(SV_ParseClientCommand, invasion_PlayerCommand, CBC_ORDER_ANY);
465 MUTATOR_HOOK(BotShouldAttack, invasion_BotShouldAttack, CBC_ORDER_ANY);
466 MUTATOR_HOOK(SetStartItems, invasion_SetStartItems, CBC_ORDER_ANY);
467 MUTATOR_HOOK(AccuracyTargetValid, invasion_AccuracyTargetValid, CBC_ORDER_ANY);
468 MUTATOR_HOOK(AllowMobSpawning, invasion_AllowMobSpawning, CBC_ORDER_ANY);
469 MUTATOR_HOOK(GetTeamCount, invasion_GetTeamCount, CBC_ORDER_ANY);
473 if(time > 1) // game loads at time 1
474 error("This is a game type and it cannot be added at runtime.");
475 invasion_Initialize();
477 cvar_settemp("g_monsters", "1");
480 MUTATOR_ONROLLBACK_OR_REMOVE
482 // we actually cannot roll back invasion_Initialize here
483 // BUT: we don't need to! If this gets called, adding always
489 LOG_INFO("This is a game type and it cannot be removed at runtime.");