1 void invasion_spawnpoint()
3 if not(g_invasion) { remove(self); return; }
5 self.classname = "invasion_spawnpoint";
8 float invasion_PickMonster()
10 if(autocvar_g_invasion_zombies_only)
11 return MONSTER_ZOMBIE;
15 RandomSelection_Init();
17 for(i = MONSTER_FIRST + 1; i < MONSTER_LAST; ++i)
19 if(i == MONSTER_STINGRAY || i == MONSTER_WYVERN)
20 continue; // flying/swimming monsters not yet supported
22 RandomSelection_Add(world, i, "", 1, 1);
25 return RandomSelection_chosen_float;
28 entity invasion_PickSpawn()
32 RandomSelection_Init();
34 for(e = world;(e = find(e, classname, "invasion_spawnpoint")); )
35 RandomSelection_Add(e, 0, string_null, 1, 1);
37 return RandomSelection_chosen_ent;
40 void invasion_SpawnChosenMonster(float mon)
42 entity spawn_point, monster;
44 spawn_point = invasion_PickSpawn();
46 if(spawn_point == world)
48 dprint("Warning: couldn't find any invasion_spawnpoint spawnpoints, no monsters will spawn!\n");
52 monster = spawnmonster("", mon, spawn_point, spawn_point, spawn_point.origin, FALSE, 2);
55 void invasion_SpawnMonsters()
57 float chosen_monster = invasion_PickMonster();
59 invasion_SpawnChosenMonster(chosen_monster);
62 float Invasion_CheckWinner()
64 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
67 FOR_EACH_MONSTER(head)
69 WaypointSprite_Kill(head.sprite);
70 if(head.weaponentity) remove(head.weaponentity);
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);
80 if((numspawned - numkilled) < maxspawned)
82 if(time >= last_check)
84 invasion_SpawnMonsters();
85 last_check = time + 0.5;
94 if(roundcnt >= maxrounds)
100 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
101 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
103 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
108 float Invasion_CheckPlayers()
113 void Invasion_RoundStart()
116 float numplayers = 0;
120 e.player_blocked = 0;
129 maxspawned = rint(autocvar_g_invasion_monster_count * roundcnt / 0.7);
131 maxspawned = autocvar_g_invasion_monster_count;
133 monster_skill += 0.01 * numplayers;
136 MUTATOR_HOOKFUNCTION(invasion_MonsterDies)
140 if(IS_PLAYER(frag_attacker))
141 PlayerScore_Add(frag_attacker, SP_INVASION_KILLS, +1);
146 MUTATOR_HOOKFUNCTION(invasion_MonsterSpawn)
148 if(self.realowner == world)
150 WaypointSprite_Kill(self.sprite);
151 if(self.weaponentity) remove(self.weaponentity);
158 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
163 MUTATOR_HOOKFUNCTION(invasion_PlayerThink)
165 monsters_total = maxspawned; // TODO: make sure numspawned never exceeds maxspawned
166 monsters_killed = numkilled;
171 MUTATOR_HOOKFUNCTION(invasion_PlayerDamage)
173 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
176 frag_force = '0 0 0';
179 if(frag_attacker.flags & FL_MONSTER && frag_target.flags & FL_MONSTER)
185 void invasion_ScoreRules()
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();
192 void invasion_Initialize()
194 invasion_ScoreRules();
196 round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
197 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
199 allowed_to_spawn = TRUE;
201 monster_skill = 0.01;
206 MUTATOR_DEFINITION(gamemode_invasion)
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);
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();
219 cvar_settemp("g_monsters", "1");
222 MUTATOR_ONROLLBACK_OR_REMOVE
224 // we actually cannot roll back invasion_Initialize here
225 // BUT: we don't need to! If this gets called, adding always
231 print("This is a game type and it cannot be removed at runtime.");