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fix, again, several important things
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / arena.qc
1 float maxspawned;
2 float numspawned;
3 float arena_roundbased;
4 .float spawned;
5 .entity spawnqueue_next;
6 .entity spawnqueue_prev;
7 .float spawnqueue_in;
8 entity spawnqueue_first;
9 entity spawnqueue_last;
10 entity champion;
11 string champion_name;
12 float warmup;
13 float ca_players;
14 float required_ca_players;
15 .float caplayer;
16
17 void PutObserverInServer();
18 void PutClientInServer();
19 void(entity e) ReturnFlag;
20 void dom_controlpoint_setup();
21 void onslaught_generator_reset();
22 void onslaught_controlpoint_reset();
23 void func_breakable_reset();
24 void assault_objective_reset();
25 void target_assault_roundend_reset();
26
27 float next_round;
28 float stopalivecheck;
29 float redalive, bluealive, yellowalive, pinkalive;
30 float totalalive;
31 .float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
32 float redspawned, bluespawned, yellowspawned, pinkspawned;
33 float totalspawned;
34
35 /**
36  * Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
37  * Sets the 'warmup' global variable.
38  */
39 void reset_map(float dorespawn)
40 {
41         entity oldself;
42         oldself = self;
43
44         if(g_arena && cvar("g_arena_warmup"))
45                 warmup = time + cvar("g_arena_warmup");
46         else if(g_ca) {
47                 warmup = time + cvar("g_ca_warmup");
48                 allowed_to_spawn = 1;
49         }
50         else if(g_freezetag)
51         {
52                 warmup = time + cvar("g_freezetag_warmup");
53         }
54
55         lms_lowest_lives = 999;
56         lms_next_place = player_count;
57
58         race_ReadyRestart();
59
60         for(self = world; (self = nextent(self)); )
61         if(clienttype(self) == CLIENTTYPE_NOTACLIENT && self.items != IT_STRENGTH && self.items != IT_INVINCIBLE) // don't respawn strength or shield, that will only lead to them spawning very early each match
62         {
63                 if(self.reset)
64                 {
65                         self.reset();
66                         continue;
67                 }
68
69                 if(self.team_saved)
70                         self.team = self.team_saved;
71
72                 if(self.flags & FL_PROJECTILE) // remove any projectiles left
73                 {
74                         stopsound(self, CHAN_PAIN);
75                         remove(self);
76                 }
77         }
78
79         // Waypoints and assault start come LAST
80         for(self = world; (self = nextent(self)); )
81         if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
82         {
83                 if(self.reset2)
84                 {
85                         self.reset2();
86                         continue;
87                 }
88         }
89
90         // Moving the player reset code here since the player-reset depends
91         // on spawnpoint entities which have to be reset first --blub
92         if(dorespawn)
93         FOR_EACH_CLIENT(self) {
94                 if(self.flags & FL_CLIENT)                              // reset all players
95                 {
96                         if(g_arena)
97                         {
98                                 if(self.spawned)
99                                         PutClientInServer();
100                                 else
101                                         PutObserverInServer();
102                         }
103                         else if(g_ca && self.caplayer) {
104                                 self.classname = "player";
105                                 PutClientInServer();
106                         }
107                         else if(g_freezetag)
108                         {
109                                 if(self.classname == "player")
110                                         PutClientInServer();
111                         }
112                         else
113                         {
114                                 /*
115                                 only reset players if a restart countdown is active
116                                 this can either be due to cvar sv_ready_restart_after_countdown having set
117                                 restart_mapalreadyrestarted to 1 after the countdown ended or when
118                                 sv_ready_restart_after_countdown is not used and countdown is still running
119                                 */
120                                 if (restart_mapalreadyrestarted || (time < game_starttime))
121                                 {
122                                         //NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
123                                         if (self.classname == "player") {
124                                                 //PlayerScore_Clear(self);
125                                                 if(g_lms)
126                                                         PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
127                                                 self.killcount = 0;
128                                                 //stop the player from moving so that he stands still once he gets respawned
129                                                 self.velocity = '0 0 0';
130                                                 self.avelocity = '0 0 0';
131                                                 self.movement = '0 0 0';
132                                                 PutClientInServer();
133                                         }
134                                 }
135                         }
136                 }
137         }
138
139         if(g_keyhunt)
140                 kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round")+(game_starttime - time), "", kh_StartRound);
141
142         if(g_arena)
143         if(champion && champion.classname == "player" && player_count > 1)
144                 UpdateFrags(champion, +1);
145
146         self = oldself;
147 }
148
149 void Spawnqueue_Insert(entity e)
150 {
151         if(e.spawnqueue_in)
152                 return;
153         dprint(strcat("Into queue: ", e.netname, "\n"));
154         e.spawnqueue_in = TRUE;
155         e.spawnqueue_prev = spawnqueue_last;
156         e.spawnqueue_next = world;
157         if(spawnqueue_last)
158                 spawnqueue_last.spawnqueue_next = e;
159         spawnqueue_last = e;
160         if(!spawnqueue_first)
161                 spawnqueue_first = e;
162 }
163
164 void Spawnqueue_Remove(entity e)
165 {
166         if(!e.spawnqueue_in)
167                 return;
168         dprint(strcat("Out of queue: ", e.netname, "\n"));
169         e.spawnqueue_in = FALSE;
170         if(e == spawnqueue_first)
171                 spawnqueue_first = e.spawnqueue_next;
172         if(e == spawnqueue_last)
173                 spawnqueue_last = e.spawnqueue_prev;
174         if(e.spawnqueue_prev)
175                 e.spawnqueue_prev.spawnqueue_next = e.spawnqueue_next;
176         if(e.spawnqueue_next)
177                 e.spawnqueue_next.spawnqueue_prev = e.spawnqueue_prev;
178         e.spawnqueue_next = world;
179         e.spawnqueue_prev = world;
180 }
181
182 void Spawnqueue_Unmark(entity e)
183 {
184         if(!e.spawned)
185                 return;
186         e.spawned = FALSE;
187         numspawned = numspawned - 1;
188 }
189
190 void Spawnqueue_Mark(entity e)
191 {
192         if(e.spawned)
193                 return;
194         e.spawned = TRUE;
195         numspawned = numspawned + 1;
196 }
197
198 /**
199  * If roundbased arena game mode is active, it centerprints the texts for the
200  * player when player is waiting for the countdown to finish.
201  * Blocks the players movement while countdown is active.
202  * Unblocks the player once the countdown is over.
203  *
204  * Called in PlayerPostThink()
205  */
206 float roundStartTime_prev; // prevent networkspam
207 void Arena_Warmup()
208 {
209         float f;
210         string msg;
211
212         if((!g_arena && !g_ca && !g_freezetag) || (g_arena && !arena_roundbased) || (time < game_starttime))
213                 return;
214
215         f = ceil(warmup - time);
216         if(f > 0)
217                 champion = world; // this is done because a if(champion) will not execute if champion = world
218
219         allowed_to_spawn = 0;
220
221         if(inWarmupStage)
222                 allowed_to_spawn = 1;
223         if(ca_players < required_ca_players)
224                 allowed_to_spawn = 1;
225
226         msg = NEWLINES;
227         if(time < warmup && !inWarmupStage)
228         {
229                 if (g_ca)
230                         allowed_to_spawn = 1;
231                 if(champion && g_arena)
232                         msg = strcat("The Champion is ", champion_name, "^7\n");
233                         //centerprint(self, strcat(msg, "The Champion is ", champion.netname, "^7\n"));
234
235                 if(f != roundStartTime_prev) {
236                         msg = strcat(msg, "Round will start in ", ftos(f),"\n");
237                         //centerprint(self, strcat("Round will start in ", ftos(f),"\n"));
238                         roundStartTime_prev = f;
239                         if(f == 5)
240                                 Announce("prepareforbattle");
241                         else if(f == 3)
242                                 Announce("3");
243                         else if(f == 2)
244                                 Announce("2");
245                         else if(f == 1)
246                                 Announce("1");
247
248                         centerprint(self, msg);
249                 }
250
251                 if (g_arena) {
252                         if(self.spawned && self.classname == "player")
253                                 self.movetype = MOVETYPE_NONE;
254
255                         self.velocity = '0 0 0';
256                         self.avelocity = '0 0 0';
257                         self.movement = '0 0 0';
258                         //self.fixangle = TRUE;
259                 }
260         }
261
262         else if(f > -1 && f != roundStartTime_prev)
263         {
264                 roundStartTime_prev = f;
265                 Announce("begin");
266                 centerprint(self, "^1Begin!\n");
267
268                 if(g_ca) {
269                         ca_players = 0;
270
271                         FOR_EACH_PLAYER(self)
272                                 ca_players += 1;
273                 }
274         }
275
276         if(self.classname == "player" && self.health > 0 && self.movetype == MOVETYPE_NONE)
277                 self.movetype = MOVETYPE_WALK;
278 }
279
280 void count_spawned_players()
281 {
282         // TODO fix "*spawned" name, it should rather be "*players" or so
283         // not doing this now to prevent merge hell with Tag
284         // fix after merging with Tag
285
286         // count amount of players in each team
287         totalspawned = redspawned = bluespawned = yellowspawned = pinkspawned = 0;
288         FOR_EACH_PLAYER(self) {
289                 if (self.team == COLOR_TEAM1)
290                 {
291                         redspawned += 1;
292                         totalspawned += 1;
293                 }
294                 else if (self.team == COLOR_TEAM2)
295                 {
296                         bluespawned += 1;
297                         totalspawned += 1;
298                 }
299                 else if (self.team == COLOR_TEAM3)
300                 {
301                         yellowspawned += 1;
302                         totalspawned += 1;
303                 }
304                 else if (self.team == COLOR_TEAM4)
305                 {
306                         pinkspawned += 1;
307                         totalspawned += 1;
308                 }
309         }
310 }
311
312 void count_alive_players()
313 {
314         totalalive = redalive = bluealive = yellowalive = pinkalive = 0;
315         if(g_ca)
316         {
317                 FOR_EACH_PLAYER(self) {
318                         if (self.team == COLOR_TEAM1 && self.health >= 1)
319                         {
320                                 redalive += 1;
321                                 totalalive += 1;
322                         }
323                         else if (self.team == COLOR_TEAM2 && self.health >= 1)
324                         {
325                                 bluealive += 1;
326                                 totalalive += 1;
327                         }
328                 }
329                 FOR_EACH_PLAYER(self) {
330                         self.redalive_stat = redalive;
331                         self.bluealive_stat = bluealive;
332                 }
333         }
334         else if(g_freezetag)
335         {
336                 // count amount of alive players in each team
337                 FOR_EACH_PLAYER(self) {
338                         if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1)
339                         {
340                                 redalive += 1;
341                                 totalalive += 1;
342                         }
343                         else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1)
344                         {
345                                 bluealive += 1;
346                                 totalalive += 1;
347                         }
348                         else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1)
349                         {
350                                 yellowalive += 1;
351                                 totalalive += 1;
352                         }
353                         else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1)
354                         {
355                                 pinkalive += 1;
356                                 totalalive += 1;
357                         }
358                 }
359                 FOR_EACH_PLAYER(self) {
360                         self.redalive_stat = redalive;
361                         self.bluealive_stat = bluealive;
362                         self.yellowalive_stat = yellowalive;
363                         self.pinkalive_stat = pinkalive;
364                 }
365         }
366
367 }
368
369 /**
370  * This function finds out whether an arena round is over 1 player is left.
371  * It determines the last player who's still alive and saves it's entity reference
372  * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
373  *
374  * Gets called in StartFrame()
375  */
376 void Spawnqueue_Check()
377 {
378         count_spawned_players();
379         if(g_ca || g_freezetag) // we want to perform this before the return block below (CA)...
380         {
381                 count_alive_players();
382         }
383         if(time < warmup + 1 || inWarmupStage || intermission_running)
384                 return;
385
386         if(g_ca) {
387                 required_ca_players = max(2, fabs(cvar("bot_vs_human") + 1));
388
389                 if(ca_players < required_ca_players && (redspawned && bluespawned)) {
390                         reset_map(TRUE);
391                 }
392                 else if(ca_players < required_ca_players) {
393                         FOR_EACH_PLAYER(self)
394                                 centerprint(self, strcat("^1Need at least 1 player in each team to play CA", "^7\n"));
395                         return;
396                 }
397                 else if(!next_round) {
398                         if((redspawned && !bluespawned) || (bluespawned && !redspawned)) {
399                                 next_round = time + 5;
400                                 champion = find(world, classname, "player");
401                                 if(champion_name)
402                                         strunzone(champion_name);
403                                 champion_name = strzone(champion.netname);
404                         }
405                         else if((!redspawned && !bluespawned) || time - warmup > cvar("g_ca_round_timelimit")) {
406                                 FOR_EACH_CLIENT(self) centerprint(self, strcat("^7Round tied.", "^7\n"));
407                                 next_round = time + 5;
408                         }
409
410                 }
411                 if(!stopalivecheck)
412                 {
413                         if(redalive && !bluealive)
414                         {
415                                 play2all("ctf/red_capture.wav");
416                                 FOR_EACH_CLIENT(self) centerprint(self, "^1 RED ^7team wins the round.\n");
417                                 TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, +1);
418                                 stopalivecheck = TRUE;
419                         }
420                         else if(bluealive && !redalive)
421                         {
422                                 play2all("ctf/blue_capture.wav");
423                                 FOR_EACH_CLIENT(self) centerprint(self, "^4 BLUE ^7team wins the round.\n");
424                                 TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, +1);
425                                 stopalivecheck = TRUE;
426                         }
427                 }
428
429                 if((next_round && next_round < time))
430                 {
431                         stopalivecheck = FALSE;
432                         next_round = 0;
433                         reset_map(TRUE);
434                 }
435         } else if(g_freezetag) {
436                 if((next_round && next_round < time))
437                 {
438                         next_round = 0;
439                         reset_map(TRUE);
440                 }
441         } else { // arena
442                 //extend next_round if it isn't set yet and only 1 player is spawned
443                 if(!next_round)
444                 if(numspawned < 2)
445                         next_round = time + 3;
446
447                 if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
448                 {
449                         next_round = 0;
450
451                         if(arena_roundbased)
452                         {
453                                 champion = find(world, classname, "player");
454                                 while(champion && champion.deadflag)
455                                         champion = find(champion, classname, "player");
456                                 reset_map(TRUE);
457                         }
458
459                         while(numspawned < maxspawned && spawnqueue_first)
460                         {
461                                 self = spawnqueue_first;
462
463                                 bprint ("^4", self.netname, "^4 is the next challenger\n");
464
465                                 Spawnqueue_Remove(self);
466                                 Spawnqueue_Mark(self);
467
468                                 self.classname = "player";
469                                 PutClientInServer();
470                         }
471                 }
472         }
473 }