entity spawnqueue_last;
entity champion;
float warmup;
-float allowed_to_spawn;
-float player_cnt;
-float required_ca_players;
.float caplayer;
void PutObserverInServer();
void PutClientInServer();
-void(entity e) ReturnFlag;
-void dom_controlpoint_setup();
-void onslaught_generator_reset();
-void onslaught_controlpoint_reset();
-void func_breakable_reset();
-void assault_objective_reset();
-void target_assault_roundend_reset();
+
+float next_round;
+float redalive, bluealive, yellowalive, pinkalive;
+float totalalive;
+.float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
+float red_players, blue_players, yellow_players, pink_players;
+float total_players;
/**
* Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
entity oldself;
oldself = self;
- if(g_arena && cvar("g_arena_warmup"))
- warmup = time + cvar("g_arena_warmup");
+ if(g_arena && autocvar_g_arena_warmup)
+ warmup = time + autocvar_g_arena_warmup;
else if(g_ca) {
- warmup = time + cvar("g_ca_warmup");
+ warmup = time + autocvar_g_ca_warmup;
allowed_to_spawn = 1;
}
+ else if(g_freezetag)
+ {
+ warmup = time + autocvar_g_freezetag_warmup;
+ }
lms_lowest_lives = 999;
lms_next_place = player_count;
self.team = self.team_saved;
if(self.flags & FL_PROJECTILE) // remove any projectiles left
- {
- stopsound(self, CHAN_PAIN);
remove(self);
- }
}
// Waypoints and assault start come LAST
self.classname = "player";
PutClientInServer();
}
+ else if(g_freezetag)
+ {
+ if(self.classname == "player")
+ PutClientInServer();
+ }
else
{
/*
}
if(g_keyhunt)
- kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round")+(game_starttime - time), "", kh_StartRound);
+ kh_Controller_SetThink_NoMsg(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), kh_StartRound);
- if(g_arena || g_ca)
- if(champion && champion.classname == "player" && player_cnt > 1)
+ if(g_arena)
+ if(champion && champion.classname == "player" && player_count > 1)
UpdateFrags(champion, +1);
self = oldself;
* player when player is waiting for the countdown to finish.
* Blocks the players movement while countdown is active.
* Unblocks the player once the countdown is over.
- *
- * Called in PlayerPostThink()
+ *
+ * Called in StartFrame()
*/
float roundStartTime_prev; // prevent networkspam
void Arena_Warmup()
{
float f;
- string msg;
+ entity e;
- if((!g_arena && !g_ca) || (g_arena && !arena_roundbased) || (time < game_starttime))
+ if(gameover)
+ {
+ if(warmup && time < warmup)
+ {
+ FOR_EACH_REALCLIENT(e)
+ Send_CSQC_Centerprint_Generic_Expire(e, CPID_ROUND_STARTING);
+ warmup = 0;
+ }
+ if(champion && g_arena)
+ {
+ FOR_EACH_REALCLIENT(e)
+ centerprint(e, strcat("The Champion is ", champion.netname));
+ champion = world;
+ }
+ return;
+ }
+ if((!g_arena && !g_ca && !g_freezetag) || (g_arena && !arena_roundbased) || (time < game_starttime))
return;
- f = floor(warmup - time + 1);
-
- allowed_to_spawn = 0;
+ f = ceil(warmup - time);
- if(g_ca && (player_cnt < required_ca_players || inWarmupStage))
+ if(inWarmupStage)
allowed_to_spawn = 1;
+ else if(!g_ca)
+ allowed_to_spawn = 0;
- msg = NEWLINES;
if(time < warmup && !inWarmupStage)
{
if (g_ca)
allowed_to_spawn = 1;
if(champion && g_arena)
- msg = strcat("The Champion is ", champion.netname, "^7\n");
- //centerprint(self, strcat(msg, "The Champion is ", champion.netname, "^7\n"));
+ {
+ FOR_EACH_REALCLIENT(e)
+ centerprint(e, strcat("The Champion is ", champion.netname));
+ }
if(f != roundStartTime_prev) {
- msg = strcat(msg, "Round will start in ", ftos(f),"\n");
- //centerprint(self, strcat("Round will start in ", ftos(f),"\n"));
roundStartTime_prev = f;
- if(f == 5)
- Announce("prepareforbattle");
- else if(f == 3)
- Announce("3");
- else if(f == 2)
- Announce("2");
- else if(f == 1)
- Announce("1");
-
- centerprint(self, msg);
+ if(g_ca && !(red_players && blue_players)) {
+ FOR_EACH_REALCLIENT(self)
+ Send_CSQC_Centerprint_Generic(self, CPID_ROUND_STARTING, "^1Need at least 1 player in each team to play CA", 2, 0);
+ warmup = time + autocvar_g_ca_warmup;
+ } else {
+ if(f == 5)
+ Announce("prepareforbattle");
+ else if(f == 3)
+ Announce("3");
+ else if(f == 2)
+ Announce("2");
+ else if(f == 1)
+ Announce("1");
+
+ FOR_EACH_REALCLIENT(e)
+ Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "Round will start in %d", 1, f);
+ }
}
if (g_arena) {
- if(self.spawned && self.classname == "player")
- self.movetype = MOVETYPE_NONE;
-
- self.velocity = '0 0 0';
- self.avelocity = '0 0 0';
- self.movement = '0 0 0';
- //self.fixangle = TRUE;
+ FOR_EACH_CLIENT(e)
+ {
+ if(e.spawned && e.classname == "player")
+ e.player_blocked = 1;
+ }
}
}
-
else if(f > -1 && f != roundStartTime_prev)
{
roundStartTime_prev = f;
- Announce("begin");
- centerprint(self, "^1Begin!\n");
-
if(g_ca) {
- player_cnt = 0;
+ if(red_players && blue_players)
+ allowed_to_spawn = 0;
+ else
+ reset_map(TRUE);
+ } else {
+ Announce("begin");
+ FOR_EACH_REALCLIENT(e)
+ Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "^1Begin!", 1, 0);
+ }
- FOR_EACH_CLIENT(self) {
- if (self.classname == "player")
- player_cnt += 1;
- }
+ if(g_arena) {
+ FOR_EACH_CLIENT(e)
+ {
+ if(e.player_blocked)
+ e.player_blocked = 0;
+ }
+ }
+ }
+
+ // clear champion to avoid centerprinting again the champion msg
+ if (champion)
+ champion = world;
+}
+
+void count_players()
+{
+ // count amount of players in each team
+ total_players = red_players = blue_players = yellow_players = pink_players = 0;
+ FOR_EACH_PLAYER(self) {
+ if (self.team == COLOR_TEAM1)
+ {
+ red_players += 1;
+ total_players += 1;
+ }
+ else if (self.team == COLOR_TEAM2)
+ {
+ blue_players += 1;
+ total_players += 1;
+ }
+ else if (self.team == COLOR_TEAM3)
+ {
+ yellow_players += 1;
+ total_players += 1;
+ }
+ else if (self.team == COLOR_TEAM4)
+ {
+ pink_players += 1;
+ total_players += 1;
+ }
+ }
+}
+
+void count_alive_players()
+{
+ totalalive = redalive = bluealive = yellowalive = pinkalive = 0;
+ if(g_ca)
+ {
+ FOR_EACH_PLAYER(self) {
+ if (self.team == COLOR_TEAM1 && self.health >= 1)
+ {
+ redalive += 1;
+ totalalive += 1;
+ }
+ else if (self.team == COLOR_TEAM2 && self.health >= 1)
+ {
+ bluealive += 1;
+ totalalive += 1;
+ }
+ }
+ FOR_EACH_REALCLIENT(self) {
+ self.redalive_stat = redalive;
+ self.bluealive_stat = bluealive;
+ }
+ }
+ else if(g_freezetag)
+ {
+ // count amount of alive players in each team
+ FOR_EACH_PLAYER(self) {
+ if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1)
+ {
+ redalive += 1;
+ totalalive += 1;
+ }
+ else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1)
+ {
+ bluealive += 1;
+ totalalive += 1;
+ }
+ else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1)
+ {
+ yellowalive += 1;
+ totalalive += 1;
+ }
+ else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1)
+ {
+ pinkalive += 1;
+ totalalive += 1;
+ }
+ }
+ FOR_EACH_REALCLIENT(self) {
+ self.redalive_stat = redalive;
+ self.bluealive_stat = bluealive;
+ self.yellowalive_stat = yellowalive;
+ self.pinkalive_stat = pinkalive;
}
}
- if(self.classname == "player" && self.health > 0)
- self.movetype = MOVETYPE_WALK;
}
-float next_round;
/**
* This function finds out whether an arena round is over 1 player is left.
* It determines the last player who's still alive and saves it's entity reference
* in the global variable 'champion'. Then the new enemy/enemies are put into the server.
- *
+ *
* Gets called in StartFrame()
*/
void Spawnqueue_Check()
{
- if(time < warmup + 1 || inWarmupStage)
+ if(warmup == 0 && g_ca && !inWarmupStage)
+ {
+ if(red_players || blue_players)
+ reset_map(TRUE);
+ return;
+ }
+ if(time < warmup + 1 || inWarmupStage || intermission_running)
return;
if(g_ca) {
- // check the amount of spawned players in each team
- float redspawned, bluespawned;
- FOR_EACH_CLIENT(self) {
- if (self.classname == "player") {
- if (self.team == COLOR_TEAM1) redspawned += 1;
- else if (self.team == COLOR_TEAM2) bluespawned += 1;
- }
- }
-
- required_ca_players = max(2, fabs(cvar("bot_vs_human") + 1));
-
- if(player_cnt < required_ca_players && (redspawned && bluespawned)) {
- reset_map(TRUE);
- }
- else if(player_cnt < required_ca_players) {
- FOR_EACH_CLIENT(self)
- if(self.classname == "player")
- centerprint(self, strcat("^1Need at least 1 player in each team to play CA", "^7\n"));
-
- allowed_to_spawn = 1;
+ if(allowed_to_spawn) // round is not started yet
return;
- }
- else if(!next_round)
- if((redspawned && bluespawned == 0) || (bluespawned && redspawned == 0)) {
- next_round = time + 5;
-
- champion = find(world, classname, "player");
- string champion_team;
- if(champion.team == COLOR_TEAM1) {
- champion_team = "^1Red team";
+ if(!next_round) {
+ if(!(redalive && bluealive)) {
+ // every player of (at least) one team is dead, round ends here
+ if(redalive) {
play2all("ctf/red_capture.wav");
+ FOR_EACH_CLIENT(self) centerprint(self, "^1RED ^7team wins the round");
+ TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, +1);
}
- else if(champion.team == COLOR_TEAM2) {
- champion_team = "^4Blue team";
+ else if(bluealive) {
play2all("ctf/blue_capture.wav");
+ FOR_EACH_CLIENT(self) centerprint(self, "^4BLUE ^7team wins the round");
+ TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, +1);
}
- FOR_EACH_CLIENT(self) centerprint(self, strcat(champion_team, "^7 wins the round.", "^7\n"));
- else if(!redspawned && !bluespawned) {
- FOR_EACH_CLIENT(self) centerprint(self, strcat("^7Round tied.", "^7\n"));
+ else
+ FOR_EACH_CLIENT(self) centerprint(self, "^7Round tied");
+ next_round = -1;
+ }
+ else if(time - warmup > autocvar_g_ca_round_timelimit) {
+ FOR_EACH_CLIENT(self) centerprint(self, "^7Round tied");
next_round = time + 5;
}
}
-
+ else if(next_round == -1) {
+ // wait for killed players to be put as spectators
+ if(!(red_players && blue_players))
+ next_round = time + 5;
+ }
+ else if((next_round > 0 && next_round < time))
+ {
+ next_round = 0;
+ reset_map(TRUE);
+ }
+ } else if(g_freezetag) {
if((next_round && next_round < time))
{
next_round = 0;