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[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 float warmup;
12 .float caplayer;
13
14 void PutObserverInServer();
15 void PutClientInServer();
16
17 float next_round;
18 float redalive, bluealive, yellowalive, pinkalive;
19 float totalalive;
20 .float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
21 float red_players, blue_players, yellow_players, pink_players;
22 float total_players;
23
24 /**
25  * Resets the state of all clients, items, flags, keys, weapons, waypoints, ... of the map.
26  * Sets the 'warmup' global variable.
27  */
28 void reset_map(float dorespawn)
29 {
30         entity oldself;
31         oldself = self;
32
33         if(g_arena && autocvar_g_arena_warmup)
34                 warmup = time + autocvar_g_arena_warmup;
35         else if(g_ca) {
36                 warmup = time + autocvar_g_ca_warmup;
37                 allowed_to_spawn = 1;
38         }
39         else if(g_freezetag)
40         {
41                 warmup = time + autocvar_g_freezetag_warmup;
42         }
43
44         lms_lowest_lives = 999;
45         lms_next_place = player_count;
46
47         race_ReadyRestart();
48
49         for(self = world; (self = nextent(self)); )
50         if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
51         {
52                 if(self.reset)
53                 {
54                         self.reset();
55                         continue;
56                 }
57
58                 if(self.team_saved)
59                         self.team = self.team_saved;
60
61                 if(self.flags & FL_PROJECTILE) // remove any projectiles left
62                         remove(self);
63         }
64
65         // Waypoints and assault start come LAST
66         for(self = world; (self = nextent(self)); )
67         if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
68         {
69                 if(self.reset2)
70                 {
71                         self.reset2();
72                         continue;
73                 }
74         }
75
76         // Moving the player reset code here since the player-reset depends
77         // on spawnpoint entities which have to be reset first --blub
78         if(dorespawn)
79         FOR_EACH_CLIENT(self) {
80                 if(self.flags & FL_CLIENT)                              // reset all players
81                 {
82                         if(g_arena)
83                         {
84                                 if(self.spawned)
85                                         PutClientInServer();
86                                 else
87                                         PutObserverInServer();
88                         }
89                         else if(g_ca && self.caplayer) {
90                                 self.classname = "player";
91                                 PutClientInServer();
92                         }
93                         else if(g_freezetag)
94                         {
95                                 if(self.classname == "player")
96                                         PutClientInServer();
97                         }
98                         else
99                         {
100                                 /*
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
105                                 */
106                                 if (restart_mapalreadyrestarted || (time < game_starttime))
107                                 {
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);
111                                                 if(g_lms)
112                                                         PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
113                                                 self.killcount = 0;
114                                                 //stop the player from moving so that he stands still once he gets respawned
115                                                 self.velocity = '0 0 0';
116                                                 self.avelocity = '0 0 0';
117                                                 self.movement = '0 0 0';
118                                                 PutClientInServer();
119                                         }
120                                 }
121                         }
122                 }
123         }
124
125         if(g_keyhunt)
126                 kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), kh_StartRound);
127
128         if(g_arena)
129         if(champion && champion.classname == "player" && player_count > 1)
130                 UpdateFrags(champion, +1);
131
132         self = oldself;
133 }
134
135 void Spawnqueue_Insert(entity e)
136 {
137         if(e.spawnqueue_in)
138                 return;
139         dprint(strcat("Into queue: ", e.netname, "\n"));
140         e.spawnqueue_in = TRUE;
141         e.spawnqueue_prev = spawnqueue_last;
142         e.spawnqueue_next = world;
143         if(spawnqueue_last)
144                 spawnqueue_last.spawnqueue_next = e;
145         spawnqueue_last = e;
146         if(!spawnqueue_first)
147                 spawnqueue_first = e;
148 }
149
150 void Spawnqueue_Remove(entity e)
151 {
152         if(!e.spawnqueue_in)
153                 return;
154         dprint(strcat("Out of queue: ", e.netname, "\n"));
155         e.spawnqueue_in = FALSE;
156         if(e == spawnqueue_first)
157                 spawnqueue_first = e.spawnqueue_next;
158         if(e == spawnqueue_last)
159                 spawnqueue_last = e.spawnqueue_prev;
160         if(e.spawnqueue_prev)
161                 e.spawnqueue_prev.spawnqueue_next = e.spawnqueue_next;
162         if(e.spawnqueue_next)
163                 e.spawnqueue_next.spawnqueue_prev = e.spawnqueue_prev;
164         e.spawnqueue_next = world;
165         e.spawnqueue_prev = world;
166 }
167
168 void Spawnqueue_Unmark(entity e)
169 {
170         if(!e.spawned)
171                 return;
172         e.spawned = FALSE;
173         numspawned = numspawned - 1;
174 }
175
176 void Spawnqueue_Mark(entity e)
177 {
178         if(e.spawned)
179                 return;
180         e.spawned = TRUE;
181         numspawned = numspawned + 1;
182 }
183
184 /**
185  * If roundbased arena game mode is active, it centerprints the texts for the
186  * player when player is waiting for the countdown to finish.
187  * Blocks the players movement while countdown is active.
188  * Unblocks the player once the countdown is over.
189  *
190  * Called in StartFrame()
191  */
192 float roundStartTime_prev; // prevent networkspam
193 void Arena_Warmup()
194 {
195         float f;
196         entity e;
197
198         if(gameover)
199         {
200                 if(warmup && time < warmup)
201                 {
202                         Kill_Notification(NOTIF_ALL, world, MSG_CENTER_CPID, CPID_ARENA);
203                         warmup = 0;
204                 }
205                 if(champion && g_arena)
206                 {
207                         FOR_EACH_REALCLIENT(e)
208                                 centerprint(e, strcat("The Champion is ", champion.netname));
209                         champion = world;
210                 }
211                 return;
212         }
213         if((!g_arena && !g_ca && !g_freezetag) || (g_arena && !arena_roundbased) || (time < game_starttime))
214                 return;
215
216         f = ceil(warmup - time);
217
218         if(inWarmupStage)
219                 allowed_to_spawn = 1;
220         else if(!g_ca)
221                 allowed_to_spawn = 0;
222
223         if(time < warmup && !inWarmupStage)
224         {
225                 if (g_ca)
226                         allowed_to_spawn = 1;
227                 if(champion && g_arena)
228                 {
229                         FOR_EACH_REALCLIENT(e)
230                                 centerprint(e, strcat("The Champion is ", champion.netname));
231                 }
232
233                 if(f != roundStartTime_prev) {
234                         roundStartTime_prev = f;
235                         if(g_ca && !(red_players && blue_players)) {
236                                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ARENA_NEEDPLAYER);
237                                 warmup = time + autocvar_g_ca_warmup;
238                         } else {
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                                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ARENA_ROUNDSTART, f);
249                         }
250                 }
251
252                 if (g_arena) {
253                         FOR_EACH_CLIENT(e)
254                         {
255                                 if(e.spawned && e.classname == "player")
256                                         e.player_blocked = 1;
257                         }
258                 }
259         }
260         else if(f > -1 && f != roundStartTime_prev)
261         {
262                 roundStartTime_prev = f;
263                 if(g_ca) {
264                         if(red_players && blue_players)
265                                 allowed_to_spawn = 0;
266                         else
267                                 reset_map(TRUE);
268                 } else {
269                         Announce("begin");
270                         Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ARENA_BEGIN); 
271                 }
272
273                 if(g_arena) {
274                         FOR_EACH_CLIENT(e)
275                         {
276                                 if(e.player_blocked)
277                                         e.player_blocked = 0;
278                         }
279                 }
280         }
281
282         // clear champion to avoid centerprinting again the champion msg
283         if (champion)
284                 champion = world;
285 }
286
287 void count_players()
288 {
289         // count amount of players in each team
290         total_players = red_players = blue_players = yellow_players = pink_players = 0;
291         FOR_EACH_PLAYER(self) {
292                 if (self.team == NUM_TEAM_1)
293                 {
294                         red_players += 1;
295                         total_players += 1;
296                 }
297                 else if (self.team == NUM_TEAM_2)
298                 {
299                         blue_players += 1;
300                         total_players += 1;
301                 }
302                 else if (self.team == NUM_TEAM_3)
303                 {
304                         yellow_players += 1;
305                         total_players += 1;
306                 }
307                 else if (self.team == NUM_TEAM_4)
308                 {
309                         pink_players += 1;
310                         total_players += 1;
311                 }
312         }
313 }
314
315 void count_alive_players()
316 {
317         totalalive = redalive = bluealive = yellowalive = pinkalive = 0;
318         if(g_ca)
319         {
320                 FOR_EACH_PLAYER(self) {
321                         if (self.team == NUM_TEAM_1 && self.health >= 1)
322                         {
323                                 redalive += 1;
324                                 totalalive += 1;
325                         }
326                         else if (self.team == NUM_TEAM_2 && self.health >= 1)
327                         {
328                                 bluealive += 1;
329                                 totalalive += 1;
330                         }
331                 }
332                 FOR_EACH_REALCLIENT(self) {
333                         self.redalive_stat = redalive;
334                         self.bluealive_stat = bluealive;
335                 }
336         }
337         else if(g_freezetag)
338         {
339                 // count amount of alive players in each team
340                 FOR_EACH_PLAYER(self) {
341                         if (self.team == NUM_TEAM_1 && self.freezetag_frozen == 0 && self.health >= 1)
342                         {
343                                 redalive += 1;
344                                 totalalive += 1;
345                         }
346                         else if (self.team == NUM_TEAM_2 && self.freezetag_frozen == 0 && self.health >= 1)
347                         {
348                                 bluealive += 1;
349                                 totalalive += 1;
350                         }
351                         else if (self.team == NUM_TEAM_3 && self.freezetag_frozen == 0 && self.health >= 1)
352                         {
353                                 yellowalive += 1;
354                                 totalalive += 1;
355                         }
356                         else if (self.team == NUM_TEAM_4 && self.freezetag_frozen == 0 && self.health >= 1)
357                         {
358                                 pinkalive += 1;
359                                 totalalive += 1;
360                         }
361                 }
362                 FOR_EACH_REALCLIENT(self) {
363                         self.redalive_stat = redalive;
364                         self.bluealive_stat = bluealive;
365                         self.yellowalive_stat = yellowalive;
366                         self.pinkalive_stat = pinkalive;
367                 }
368         }
369
370 }
371
372 /**
373  * This function finds out whether an arena round is over 1 player is left.
374  * It determines the last player who's still alive and saves it's entity reference
375  * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
376  *
377  * Gets called in StartFrame()
378  */
379 void Spawnqueue_Check()
380 {
381         if(warmup == 0 && g_ca && !inWarmupStage)
382         {
383                 if(red_players || blue_players)
384                         reset_map(TRUE);
385                 return;
386         }
387         if(time < warmup + 1 || inWarmupStage || intermission_running)
388                 return;
389
390         if(g_ca) {
391                 if(allowed_to_spawn) // round is not started yet
392                         return;
393                 if(!next_round) {
394                         if(!(redalive && bluealive)) {
395                                 // every player of (at least) one team is dead, round ends here
396                                 if(redalive) {
397                                         play2all("ctf/red_capture.wav");
398                                         FOR_EACH_CLIENT(self) centerprint(self, "^1RED ^7team wins the round");
399                                         TeamScore_AddToTeam(NUM_TEAM_1, ST_SCORE, +1);
400                                 }
401                                 else if(bluealive) {
402                                         play2all("ctf/blue_capture.wav");
403                                         FOR_EACH_CLIENT(self) centerprint(self, "^4BLUE ^7team wins the round");
404                                         TeamScore_AddToTeam(NUM_TEAM_2, ST_SCORE, +1);
405                                 }
406                                 else
407                                         FOR_EACH_CLIENT(self) centerprint(self, "^7Round tied");
408                                 next_round = -1;
409                         }
410                         else if(time - warmup > autocvar_g_ca_round_timelimit) {
411                                 FOR_EACH_CLIENT(self) centerprint(self, "^7Round tied");
412                                 next_round = time + 5;
413                         }
414                 }
415                 else if(next_round == -1) {
416                         // wait for killed players to be put as spectators
417                         if(!(red_players && blue_players))
418                                 next_round = time + 5;
419                 }
420                 else if((next_round > 0 && next_round < time))
421                 {
422                         next_round = 0;
423                         reset_map(TRUE);
424                 }
425         } else if(g_freezetag) {
426                 if((next_round && next_round < time))
427                 {
428                         next_round = 0;
429                         reset_map(TRUE);
430                 }
431         } else { // arena
432                 //extend next_round if it isn't set yet and only 1 player is spawned
433                 if(!next_round)
434                 if(numspawned < 2)
435                         next_round = time + 3;
436
437                 if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
438                 {
439                         next_round = 0;
440
441                         if(arena_roundbased)
442                         {
443                                 champion = find(world, classname, "player");
444                                 while(champion && champion.deadflag)
445                                         champion = find(champion, classname, "player");
446                                 reset_map(TRUE);
447                         }
448
449                         while(numspawned < maxspawned && spawnqueue_first)
450                         {
451                                 self = spawnqueue_first;
452
453                                 bprint ("^4", self.netname, "^4 is the next challenger\n");
454
455                                 Spawnqueue_Remove(self);
456                                 Spawnqueue_Mark(self);
457
458                                 self.classname = "player";
459                                 PutClientInServer();
460                         }
461                 }
462         }
463 }