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Merge branch 'master' into Mario/monsters
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_invasion.qc
1 void invasion_spawnpoint()
2 {
3         if not(g_invasion) { remove(self); return; }
4         
5         self.classname = "invasion_spawnpoint";
6 }
7
8 float invasion_PickMonster(float supermonster_count)
9 {
10         if(autocvar_g_invasion_zombies_only)
11                 return MON_ZOMBIE;
12
13         float i;
14         entity mon;
15         
16         RandomSelection_Init();
17         
18         for(i = MON_FIRST; i <= MON_LAST; ++i)
19         {
20                 mon = get_monsterinfo(i);
21                 if((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM) || (mon.spawnflags & MON_FLAG_SUPERMONSTER && supermonster_count >= 1))
22                         continue; // flying/swimming monsters not yet supported
23                 
24                 RandomSelection_Add(world, i, "", 1, 1);
25         }
26         
27         return RandomSelection_chosen_float;
28 }
29
30 entity invasion_PickSpawn()
31 {
32         entity e;
33         
34         RandomSelection_Init();
35         
36         for(e = world;(e = find(e, classname, "invasion_spawnpoint")); )
37                 RandomSelection_Add(e, 0, string_null, 1, 1);
38                 
39         return RandomSelection_chosen_ent;
40 }
41
42 void invasion_SpawnChosenMonster(float mon)
43 {
44         entity spawn_point, monster;
45         
46         spawn_point = invasion_PickSpawn();
47         
48         if(spawn_point == world)
49         {
50                 dprint("Warning: couldn't find any invasion_spawnpoint spawnpoints, no monsters will spawn!\n");
51                 return;
52         }
53         
54         monster = spawnmonster("", mon, spawn_point, spawn_point, spawn_point.origin, FALSE, 2);
55         
56         if(roundcnt >= maxrounds)
57                 monster.spawnflags |= MONSTERFLAG_MINIBOSS;
58 }
59
60 void invasion_SpawnMonsters(float supermonster_count)
61 {
62         float chosen_monster = invasion_PickMonster(supermonster_count);
63         
64         invasion_SpawnChosenMonster(chosen_monster);
65 }
66
67 float Invasion_CheckWinner()
68 {
69         entity head;
70         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
71         {
72                 FOR_EACH_MONSTER(head)
73                 {
74                         if(head.weaponentity) remove(head.weaponentity);
75                         if(head.iceblock) remove(head.iceblock);
76                         remove(head);
77                 }
78                 
79                 if(roundcnt >= maxrounds)
80                 {
81                         NextLevel();
82                         return 1;
83                 }
84         
85                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
86                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
87                 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
88                 return 1;
89         }
90         
91         // boss round
92         if(roundcnt >= maxrounds)
93         {
94                 if(numspawned < 1)
95                 {
96                         maxspawned = 1;
97                         invasion_SpawnMonsters(0);
98                 }
99         }
100         else
101         {
102                 float total_alive_monsters = 0, supermonster_count = 0;
103                 
104                 FOR_EACH_MONSTER(head) if(head.health > 0)
105                 {
106                         if((get_monsterinfo(head.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
107                                 ++supermonster_count;
108                         ++total_alive_monsters;
109                 }
110
111                 if((total_alive_monsters + numkilled) < maxspawned && maxcurrent < 10) // 10 at a time should be plenty
112                 {
113                         if(time >= last_check)
114                         {
115                                 invasion_SpawnMonsters(supermonster_count);
116                                 last_check = time + 2;
117                         }
118                         
119                         return 0;
120                 }
121         }
122         
123         if(numspawned < 1 || numkilled < maxspawned)
124                 return 0; // nothing has spawned yet, or there are still alive monsters
125         
126         if(roundcnt >= maxrounds)
127         {
128                 NextLevel();
129                 return 1;
130         }
131         
132         entity winner = world;
133         float winning_score = 0;
134         
135         FOR_EACH_PLAYER(head)
136         {
137                 float cs = PlayerScore_Add(head, SP_KILLS, 0);
138                 if(cs > winning_score)
139                 {
140                         winning_score = cs;
141                         winner = head;
142                 }
143         }
144
145         if(winner)
146         {
147                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
148                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
149         }
150         
151         round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
152
153         return 1;
154 }
155
156 float Invasion_CheckPlayers()
157 {
158         return TRUE;
159 }
160
161 void Invasion_RoundStart()
162 {
163         entity e;
164         float numplayers = 0;
165         FOR_EACH_PLAYER(e)
166         {
167                 e.player_blocked = 0;
168                 ++numplayers;
169         }
170                 
171         roundcnt += 1;
172         
173         maxcurrent = 0;
174         numspawned = 0;
175         numkilled = 0;
176                 
177         if(roundcnt > 1)
178                 maxspawned = rint(autocvar_g_invasion_monster_count * (roundcnt * 0.5));
179         else
180                 maxspawned = autocvar_g_invasion_monster_count;
181         
182         monster_skill += 0.1 * numplayers;
183 }
184
185 MUTATOR_HOOKFUNCTION(invasion_MonsterDies)
186 {
187         if not(self.monster_respawned)
188         {
189                 numkilled += 1;
190                 maxcurrent -= 1;
191         
192                 if(IS_PLAYER(frag_attacker))
193                         PlayerScore_Add(frag_attacker, SP_KILLS, +1);
194         }
195         
196         return FALSE;
197 }
198
199 MUTATOR_HOOKFUNCTION(invasion_MonsterSpawn)
200 {
201         if not(self.spawnflags & MONSTERFLAG_SPAWNED)
202         {
203                 if(self.weaponentity) remove(self.weaponentity);
204                 if(self.iceblock) remove(self.iceblock);
205                 remove(self);
206                 return FALSE;
207         }
208         
209         if(roundcnt < maxrounds && self.spawnflags & MONSTERFLAG_MINIBOSS)
210                 self.spawnflags &= ~MONSTERFLAG_MINIBOSS;
211         
212         if not(self.monster_respawned)
213         {
214                 numspawned += 1;
215                 maxcurrent += 1;
216         }
217         
218         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
219         
220         return FALSE;
221 }
222
223 MUTATOR_HOOKFUNCTION(invasion_PlayerThink)
224 {
225         monsters_total = maxspawned; // TODO: make sure numspawned never exceeds maxspawned
226         monsters_killed = numkilled;
227         
228         return FALSE;
229 }
230
231 MUTATOR_HOOKFUNCTION(invasion_PlayerSpawn)
232 {
233         self.bot_attack = FALSE;
234         return FALSE;
235 }
236
237 MUTATOR_HOOKFUNCTION(invasion_PlayerDamage)
238 {
239         if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker != frag_target)
240         {
241                 frag_damage = 0;
242                 frag_force = '0 0 0';
243         }
244         
245         return FALSE;
246 }
247
248 MUTATOR_HOOKFUNCTION(invasion_PlayerCommand)
249 {
250         if(MUTATOR_RETURNVALUE) // command was already handled?
251                 return FALSE;
252         
253         if(cmd_name == "debuginvasion")
254         {
255                 sprint(self, strcat("maxspawned = ", ftos(maxspawned), "\n"));
256                 sprint(self, strcat("numspawned = ", ftos(numspawned), "\n"));
257                 sprint(self, strcat("numkilled = ", ftos(numkilled), "\n"));
258                 sprint(self, strcat("roundcnt = ", ftos(roundcnt), "\n"));
259                 sprint(self, strcat("monsters_total = ", ftos(monsters_total), "\n"));
260                 sprint(self, strcat("monsters_killed = ", ftos(monsters_killed), "\n"));
261                 sprint(self, strcat("monster_skill = ", ftos(monster_skill), "\n"));
262                 
263                 return TRUE;
264         }
265         
266         return FALSE;
267 }
268
269 MUTATOR_HOOKFUNCTION(invasion_SetStartItems)
270 {
271         start_health = 200;
272         start_armorvalue = 200;
273         
274         return FALSE;
275 }
276
277 void invasion_ScoreRules()
278 {
279         ScoreRules_basics(0, 0, 0, FALSE);
280         ScoreInfo_SetLabel_PlayerScore(SP_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
281         ScoreRules_basics_end();
282 }
283
284 void invasion_Initialize()
285 {
286         independent_players = 1; // to disable extra useless scores
287
288         invasion_ScoreRules();
289         
290         independent_players = 0;
291
292         round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
293         round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
294         
295         allowed_to_spawn = TRUE;
296         
297         monster_skill = 0.5;
298         
299         roundcnt = 0;
300 }
301
302 MUTATOR_DEFINITION(gamemode_invasion)
303 {
304         MUTATOR_HOOK(MonsterDies, invasion_MonsterDies, CBC_ORDER_ANY);
305         MUTATOR_HOOK(MonsterSpawn, invasion_MonsterSpawn, CBC_ORDER_ANY);
306         MUTATOR_HOOK(PlayerPreThink, invasion_PlayerThink, CBC_ORDER_ANY);
307         MUTATOR_HOOK(PlayerSpawn, invasion_PlayerSpawn, CBC_ORDER_ANY);
308         MUTATOR_HOOK(PlayerDamage_Calculate, invasion_PlayerDamage, CBC_ORDER_ANY);
309         MUTATOR_HOOK(SV_ParseClientCommand, invasion_PlayerCommand, CBC_ORDER_ANY);
310         MUTATOR_HOOK(SetStartItems, invasion_SetStartItems, CBC_ORDER_ANY);
311         
312         MUTATOR_ONADD
313         {
314                 if(time > 1) // game loads at time 1
315                         error("This is a game type and it cannot be added at runtime.");
316                 invasion_Initialize();
317                 
318                 cvar_settemp("g_monsters", "1");
319         }
320
321         MUTATOR_ONROLLBACK_OR_REMOVE
322         {
323                 // we actually cannot roll back invasion_Initialize here
324                 // BUT: we don't need to! If this gets called, adding always
325                 // succeeds.
326         }
327
328         MUTATOR_ONREMOVE
329         {
330                 print("This is a game type and it cannot be removed at runtime.");
331                 return -1;
332         }
333
334         return 0;
335 }