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Begin working on a new game-mode: invasion
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_invasion.qc
1 void invasion_spawnpoint()
2 {
3         if not(g_invasion) { remove(self); return; }
4         
5         self.classname = "invasion_spawnpoint";
6 }
7
8 float invasion_PickMonster()
9 {
10         if(autocvar_g_invasion_zombies_only)
11                 return MONSTER_ZOMBIE;
12
13         float i;
14         
15         RandomSelection_Init();
16         
17         for(i = MONSTER_FIRST + 1; i < MONSTER_LAST; ++i)
18         {
19                 if(i == MONSTER_STINGRAY || i == MONSTER_WYVERN)
20                         continue; // flying/swimming monsters not yet supported
21                 
22                 RandomSelection_Add(world, i, "", 1, 1);
23         }
24         
25         return RandomSelection_chosen_float;
26 }
27
28 entity invasion_PickSpawn()
29 {
30         entity e;
31         
32         RandomSelection_Init();
33         
34         for(e = world;(e = find(e, classname, "invasion_spawnpoint")); )
35                 RandomSelection_Add(e, 0, string_null, 1, 1);
36                 
37         return RandomSelection_chosen_ent;
38 }
39
40 void invasion_SpawnChosenMonster(float mon)
41 {
42         entity spawn_point, monster;
43         
44         spawn_point = invasion_PickSpawn();
45         
46         if(spawn_point == world)
47         {
48                 dprint("Warning: couldn't find any invasion_spawnpoint spawnpoints, no monsters will spawn!\n");
49                 return;
50         }
51         
52         monster = spawnmonster("", mon, spawn_point, spawn_point, spawn_point.origin, FALSE, 2);
53 }
54
55 void invasion_SpawnMonsters()
56 {
57         float chosen_monster = invasion_PickMonster();
58         
59         invasion_SpawnChosenMonster(chosen_monster);
60 }
61
62 float Invasion_CheckWinner()
63 {
64         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
65         {
66                 entity head;
67                 FOR_EACH_MONSTER(head)
68                 {
69                         WaypointSprite_Kill(head.sprite);
70                         if(head.weaponentity) remove(head.weaponentity);
71                         remove(head);
72                 }
73         
74                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
75                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
76                 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
77                 return 1;
78         }
79
80         if((numspawned - numkilled) < maxspawned)
81         {
82                 if(time >= last_check)
83                 {
84                         invasion_SpawnMonsters();
85                         last_check = time + 0.5;
86                 }
87                 
88                 return 0;
89         }
90         
91         if(numspawned > 1)
92                 return 0;
93         
94         if(roundcnt >= maxrounds)
95         {
96                 NextLevel();
97                 return 1;
98         }
99
100         Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
101         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
102         
103         round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
104
105         return 1;
106 }
107
108 float Invasion_CheckPlayers()
109 {
110         return TRUE;
111 }
112
113 void Invasion_RoundStart()
114 {
115         entity e;
116         float numplayers = 0;
117         FOR_EACH_PLAYER(e)
118         {
119                 ++numplayers;
120                 e.player_blocked = 0;
121         }
122                 
123         roundcnt += 1;
124         
125         numspawned = 0;
126         numkilled = 0;
127                 
128         if(roundcnt > 1)
129                 maxspawned = rint(autocvar_g_invasion_monster_count * roundcnt / 0.7);
130         else
131                 maxspawned = autocvar_g_invasion_monster_count;
132         
133         monster_skill += 0.01 * numplayers;
134 }
135
136 MUTATOR_HOOKFUNCTION(invasion_MonsterDies)
137 {
138         numkilled += 1;
139         
140         if(IS_PLAYER(frag_attacker))
141                 PlayerScore_Add(frag_attacker, SP_INVASION_KILLS, +1);
142         
143         return FALSE;
144 }
145
146 MUTATOR_HOOKFUNCTION(invasion_MonsterSpawn)
147 {
148         if(self.realowner == world)
149         {
150                 WaypointSprite_Kill(self.sprite);
151                 if(self.weaponentity) remove(self.weaponentity);
152                 remove(self);
153                 return FALSE;
154         }
155         
156         numspawned += 1;
157         
158         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
159         
160         return FALSE;
161 }
162
163 MUTATOR_HOOKFUNCTION(invasion_PlayerThink)
164 {
165         monsters_total = maxspawned; // TODO: make sure numspawned never exceeds maxspawned
166         monsters_killed = numkilled;
167         
168         return FALSE;
169 }
170
171 MUTATOR_HOOKFUNCTION(invasion_PlayerDamage)
172 {
173         if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
174         {
175                 frag_damage = 0;
176                 frag_force = '0 0 0';
177         }
178         
179         if(frag_attacker.flags & FL_MONSTER && frag_target.flags & FL_MONSTER)
180                 frag_damage = 0;
181         
182         return FALSE;
183 }
184
185 void invasion_ScoreRules()
186 {
187         ScoreRules_basics(0, SFL_SORT_PRIO_SECONDARY, 0, FALSE);
188         ScoreInfo_SetLabel_PlayerScore(SP_INVASION_KILLS, "kills", SFL_SORT_PRIO_PRIMARY);
189         ScoreRules_basics_end();
190 }
191
192 void invasion_Initialize()
193 {
194         invasion_ScoreRules();
195
196         round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
197         round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
198         
199         allowed_to_spawn = TRUE;
200         
201         monster_skill = 0.01;
202         
203         roundcnt = 0;
204 }
205
206 MUTATOR_DEFINITION(gamemode_invasion)
207 {
208         MUTATOR_HOOK(MonsterDies, invasion_MonsterDies, CBC_ORDER_ANY);
209         MUTATOR_HOOK(MonsterSpawn, invasion_MonsterSpawn, CBC_ORDER_ANY);
210         MUTATOR_HOOK(PlayerPreThink, invasion_PlayerThink, CBC_ORDER_ANY);
211         MUTATOR_HOOK(PlayerDamage_Calculate, invasion_PlayerDamage, CBC_ORDER_ANY);
212         
213         MUTATOR_ONADD
214         {
215                 if(time > 1) // game loads at time 1
216                         error("This is a game type and it cannot be added at runtime.");
217                 invasion_Initialize();
218                 
219                 cvar_settemp("g_monsters", "1");
220         }
221
222         MUTATOR_ONROLLBACK_OR_REMOVE
223         {
224                 // we actually cannot roll back invasion_Initialize here
225                 // BUT: we don't need to! If this gets called, adding always
226                 // succeeds.
227         }
228
229         MUTATOR_ONREMOVE
230         {
231                 print("This is a game type and it cannot be removed at runtime.");
232                 return -1;
233         }
234
235         return 0;
236 }