3 float arena_roundbased;
5 .entity spawnqueue_next;
6 .entity spawnqueue_prev;
8 entity spawnqueue_first;
9 entity spawnqueue_last;
14 void PutObserverInServer();
15 void PutClientInServer();
18 float redalive, bluealive, yellowalive, pinkalive;
20 .float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
21 float red_players, blue_players, yellow_players, pink_players;
25 * Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
26 * Sets the 'warmup' global variable.
28 void reset_map(float dorespawn)
33 if(g_arena && autocvar_g_arena_warmup)
34 warmup = time + autocvar_g_arena_warmup;
36 warmup = time + autocvar_g_ca_warmup;
41 warmup = time + autocvar_g_freezetag_warmup;
44 lms_lowest_lives = 999;
45 lms_next_place = player_count;
49 for(self = world; (self = nextent(self)); )
50 if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
59 self.team = self.team_saved;
61 if(self.flags & FL_PROJECTILE) // remove any projectiles left
65 // Waypoints and assault start come LAST
66 for(self = world; (self = nextent(self)); )
67 if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
76 // Moving the player reset code here since the player-reset depends
77 // on spawnpoint entities which have to be reset first --blub
79 FOR_EACH_CLIENT(self) {
80 if(self.flags & FL_CLIENT) // reset all players
87 PutObserverInServer();
89 else if(g_ca && self.caplayer) {
90 self.classname = "player";
95 if(self.classname == "player")
101 only reset players if a restart countdown is active
102 this can either be due to cvar sv_ready_restart_after_countdown having set
103 restart_mapalreadyrestarted to 1 after the countdown ended or when
104 sv_ready_restart_after_countdown is not used and countdown is still running
106 if (restart_mapalreadyrestarted || (time < game_starttime))
108 //NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
109 if (self.classname == "player") {
110 //PlayerScore_Clear(self);
112 //stop the player from moving so that he stands still once he gets respawned
113 self.velocity = '0 0 0';
114 self.avelocity = '0 0 0';
115 self.movement = '0 0 0';
124 kh_Controller_SetThink_NoMsg(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), kh_StartRound);
127 if(champion && champion.classname == "player" && player_count > 1)
128 UpdateFrags(champion, +1);
133 void Spawnqueue_Insert(entity e)
137 dprint(strcat("Into queue: ", e.netname, "\n"));
138 e.spawnqueue_in = TRUE;
139 e.spawnqueue_prev = spawnqueue_last;
140 e.spawnqueue_next = world;
142 spawnqueue_last.spawnqueue_next = e;
144 if(!spawnqueue_first)
145 spawnqueue_first = e;
148 void Spawnqueue_Remove(entity e)
152 dprint(strcat("Out of queue: ", e.netname, "\n"));
153 e.spawnqueue_in = FALSE;
154 if(e == spawnqueue_first)
155 spawnqueue_first = e.spawnqueue_next;
156 if(e == spawnqueue_last)
157 spawnqueue_last = e.spawnqueue_prev;
158 if(e.spawnqueue_prev)
159 e.spawnqueue_prev.spawnqueue_next = e.spawnqueue_next;
160 if(e.spawnqueue_next)
161 e.spawnqueue_next.spawnqueue_prev = e.spawnqueue_prev;
162 e.spawnqueue_next = world;
163 e.spawnqueue_prev = world;
166 void Spawnqueue_Unmark(entity e)
171 numspawned = numspawned - 1;
174 void Spawnqueue_Mark(entity e)
179 numspawned = numspawned + 1;
183 * If roundbased arena game mode is active, it centerprints the texts for the
184 * player when player is waiting for the countdown to finish.
185 * Blocks the players movement while countdown is active.
186 * Unblocks the player once the countdown is over.
188 * Called in StartFrame()
190 float roundStartTime_prev; // prevent networkspam
198 if(warmup && time < warmup)
200 FOR_EACH_REALCLIENT(e)
201 Send_CSQC_Centerprint_Generic_Expire(e, CPID_ROUND_STARTING);
204 if(champion && g_arena)
206 FOR_EACH_REALCLIENT(e)
207 centerprint(e, strcat("The Champion is ", champion.netname));
212 if((!g_arena && !g_ca && !g_freezetag) || (g_arena && !arena_roundbased) || (time < game_starttime))
215 f = ceil(warmup - time);
218 allowed_to_spawn = 1;
220 allowed_to_spawn = 0;
222 if(time < warmup && !inWarmupStage)
225 allowed_to_spawn = 1;
226 if(champion && g_arena)
228 FOR_EACH_REALCLIENT(e)
229 centerprint(e, strcat("The Champion is ", champion.netname));
232 if(f != roundStartTime_prev) {
233 roundStartTime_prev = f;
234 if(g_ca && !(red_players && blue_players)) {
235 FOR_EACH_REALCLIENT(self)
236 Send_CSQC_Centerprint_Generic(self, CPID_ROUND_STARTING, "^1Need at least 1 player in each team to play CA", 2, 0);
237 warmup = time + autocvar_g_ca_warmup;
240 Announce("prepareforbattle");
248 FOR_EACH_REALCLIENT(e)
249 Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "Round will start in %d", 1, f);
256 if(e.spawned && e.classname == "player")
257 e.player_blocked = 1;
261 else if(f > -1 && f != roundStartTime_prev)
263 roundStartTime_prev = f;
265 if(red_players && blue_players)
266 allowed_to_spawn = 0;
271 FOR_EACH_REALCLIENT(e)
272 Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "^1Begin!", 1, 0);
279 e.player_blocked = 0;
284 // clear champion to avoid centerprinting again the champion msg
291 // count amount of players in each team
292 total_players = red_players = blue_players = yellow_players = pink_players = 0;
293 FOR_EACH_PLAYER(self) {
294 if (self.team == COLOR_TEAM1)
299 else if (self.team == COLOR_TEAM2)
304 else if (self.team == COLOR_TEAM3)
309 else if (self.team == COLOR_TEAM4)
317 void count_alive_players()
319 totalalive = redalive = bluealive = yellowalive = pinkalive = 0;
322 FOR_EACH_PLAYER(self) {
323 if (self.team == COLOR_TEAM1 && self.health >= 1)
328 else if (self.team == COLOR_TEAM2 && self.health >= 1)
334 FOR_EACH_REALCLIENT(self) {
335 self.redalive_stat = redalive;
336 self.bluealive_stat = bluealive;
341 // count amount of alive players in each team
342 FOR_EACH_PLAYER(self) {
343 if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1)
348 else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1)
353 else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1)
358 else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1)
364 FOR_EACH_REALCLIENT(self) {
365 self.redalive_stat = redalive;
366 self.bluealive_stat = bluealive;
367 self.yellowalive_stat = yellowalive;
368 self.pinkalive_stat = pinkalive;
375 * This function finds out whether an arena round is over 1 player is left.
376 * It determines the last player who's still alive and saves it's entity reference
377 * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
379 * Gets called in StartFrame()
381 void Spawnqueue_Check()
383 if(warmup == 0 && g_ca && !inWarmupStage)
385 if(red_players || blue_players)
389 if(time < warmup + 1 || inWarmupStage || intermission_running)
393 if(allowed_to_spawn) // round is not started yet
396 if(!(redalive && bluealive)) {
397 // every player of (at least) one team is dead, round ends here
399 play2all("ctf/red_capture.wav");
400 FOR_EACH_CLIENT(self) centerprint(self, "^1RED ^7team wins the round");
401 TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, +1);
404 play2all("ctf/blue_capture.wav");
405 FOR_EACH_CLIENT(self) centerprint(self, "^4BLUE ^7team wins the round");
406 TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, +1);
409 FOR_EACH_CLIENT(self) centerprint(self, "^7Round tied");
412 else if(time - warmup > autocvar_g_ca_round_timelimit) {
413 FOR_EACH_CLIENT(self) centerprint(self, "^7Round tied");
414 next_round = time + 5;
417 else if(next_round == -1) {
418 // wait for killed players to be put as spectators
419 if(!(red_players && blue_players))
420 next_round = time + 5;
422 else if((next_round > 0 && next_round < time))
427 } else if(g_freezetag) {
428 if((next_round && next_round < time))
434 //extend next_round if it isn't set yet and only 1 player is spawned
437 next_round = time + 3;
439 if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
445 champion = find(world, classname, "player");
446 while(champion && champion.deadflag)
447 champion = find(champion, classname, "player");
451 while(numspawned < maxspawned && spawnqueue_first)
453 self = spawnqueue_first;
455 bprint ("^4", self.netname, "^4 is the next challenger\n");
457 Spawnqueue_Remove(self);
458 Spawnqueue_Mark(self);
460 self.classname = "player";