1 void invasion_spawnpoint()
3 if(!g_invasion) { remove(self); return; }
5 self.classname = "invasion_spawnpoint";
8 float invasion_PickMonster(float supermonster_count)
10 if(autocvar_g_invasion_zombies_only)
16 RandomSelection_Init();
18 for(i = MON_FIRST; i <= MON_LAST; ++i)
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
24 RandomSelection_Add(world, i, "", 1, 1);
27 return RandomSelection_chosen_float;
30 entity invasion_PickSpawn()
34 RandomSelection_Init();
36 for(e = world;(e = find(e, classname, "invasion_spawnpoint")); )
37 RandomSelection_Add(e, 0, string_null, 1, 1);
39 return RandomSelection_chosen_ent;
42 void invasion_SpawnChosenMonster(float mon)
44 entity spawn_point, monster;
46 spawn_point = invasion_PickSpawn();
48 if(spawn_point == world)
50 dprint("Warning: couldn't find any invasion_spawnpoint spawnpoints, no monsters will spawn!\n");
54 monster = spawnmonster("", mon, spawn_point, spawn_point, spawn_point.origin, FALSE, FALSE, 2);
56 monster.target2 = spawn_point.target2;
58 if(inv_roundcnt >= inv_maxrounds)
59 monster.spawnflags |= MONSTERFLAG_MINIBOSS; // last round spawns minibosses
62 void invasion_SpawnMonsters(float supermonster_count)
64 float chosen_monster = invasion_PickMonster(supermonster_count);
66 invasion_SpawnChosenMonster(chosen_monster);
69 float Invasion_CheckWinner()
72 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
74 FOR_EACH_MONSTER(head)
77 if(inv_roundcnt >= inv_maxrounds)
83 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
84 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
85 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
89 float total_alive_monsters = 0, supermonster_count = 0;
91 FOR_EACH_MONSTER(head) if(head.health > 0)
93 if((get_monsterinfo(head.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
95 ++total_alive_monsters;
98 if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < 10) // 10 at a time should be plenty
100 if(time >= inv_lastcheck)
102 invasion_SpawnMonsters(supermonster_count);
103 inv_lastcheck = time + autocvar_g_invasion_spawn_delay;
109 if(inv_numspawned < 1 || inv_numkilled < inv_maxspawned)
110 return 0; // nothing has spawned yet, or there are still alive monsters
112 if(inv_roundcnt >= inv_maxrounds)
118 entity winner = world;
119 float winning_score = 0;
121 FOR_EACH_PLAYER(head)
123 float cs = PlayerScore_Add(head, SP_KILLS, 0);
124 if(cs > winning_score)
131 FOR_EACH_MONSTER(head)
132 monster_remove(head);
136 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
137 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
140 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
145 float Invasion_CheckPlayers()
150 void Invasion_RoundStart()
153 float numplayers = 0;
156 e.player_blocked = 0;
162 inv_monsterskill = inv_roundcnt + max(1, numplayers * 0.3);
168 inv_maxspawned = rint(max(autocvar_g_invasion_monster_count, autocvar_g_invasion_monster_count * (inv_roundcnt * 0.5)));
171 MUTATOR_HOOKFUNCTION(invasion_MonsterDies)
173 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
178 if(IS_PLAYER(frag_attacker))
179 PlayerScore_Add(frag_attacker, SP_KILLS, +1);
185 MUTATOR_HOOKFUNCTION(invasion_MonsterSpawn)
187 if(!(self.spawnflags & MONSTERFLAG_SPAWNED))
189 monster_remove(self);
193 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
199 self.monster_skill = inv_monsterskill;
201 if((get_monsterinfo(self.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
202 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_INVASION_SUPERMONSTER, M_NAME(self.monsterid));
204 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
209 MUTATOR_HOOKFUNCTION(invasion_PlayerThink)
211 monsters_total = inv_maxspawned; // TODO: make sure numspawned never exceeds maxspawned
212 monsters_killed = inv_numkilled;
217 MUTATOR_HOOKFUNCTION(invasion_PlayerRegen)
219 // no regeneration in invasion
223 MUTATOR_HOOKFUNCTION(invasion_PlayerSpawn)
225 self.bot_attack = FALSE;
229 MUTATOR_HOOKFUNCTION(invasion_PlayerDamage)
231 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker != frag_target)
234 frag_force = '0 0 0';
240 MUTATOR_HOOKFUNCTION(invasion_PlayerCommand)
242 if(MUTATOR_RETURNVALUE) // command was already handled?
245 if(cmd_name == "debuginvasion")
247 sprint(self, strcat("inv_maxspawned = ", ftos(inv_maxspawned), "\n"));
248 sprint(self, strcat("inv_numspawned = ", ftos(inv_numspawned), "\n"));
249 sprint(self, strcat("inv_numkilled = ", ftos(inv_numkilled), "\n"));
250 sprint(self, strcat("inv_roundcnt = ", ftos(inv_roundcnt), "\n"));
251 sprint(self, strcat("monsters_total = ", ftos(monsters_total), "\n"));
252 sprint(self, strcat("monsters_killed = ", ftos(monsters_killed), "\n"));
253 sprint(self, strcat("inv_monsterskill = ", ftos(inv_monsterskill), "\n"));
261 MUTATOR_HOOKFUNCTION(invasion_SetStartItems)
264 start_armorvalue = 200;
269 MUTATOR_HOOKFUNCTION(invasion_AccuracyTargetValid)
271 if(frag_target.flags & FL_MONSTER)
272 return MUT_ACCADD_INVALID;
273 return MUT_ACCADD_INDIFFERENT;
276 MUTATOR_HOOKFUNCTION(invasion_AllowMobSpawning)
278 // monster spawning disabled during an invasion
282 void invasion_ScoreRules()
284 ScoreRules_basics(0, 0, 0, FALSE);
285 ScoreInfo_SetLabel_PlayerScore(SP_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
286 ScoreRules_basics_end();
289 void invasion_Initialize()
291 independent_players = 1; // to disable extra useless scores
293 invasion_ScoreRules();
295 independent_players = 0;
297 round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
298 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
300 allowed_to_spawn = TRUE;
305 MUTATOR_DEFINITION(gamemode_invasion)
307 MUTATOR_HOOK(MonsterDies, invasion_MonsterDies, CBC_ORDER_ANY);
308 MUTATOR_HOOK(MonsterSpawn, invasion_MonsterSpawn, CBC_ORDER_ANY);
309 MUTATOR_HOOK(PlayerPreThink, invasion_PlayerThink, CBC_ORDER_ANY);
310 MUTATOR_HOOK(PlayerRegen, invasion_PlayerRegen, CBC_ORDER_ANY);
311 MUTATOR_HOOK(PlayerSpawn, invasion_PlayerSpawn, CBC_ORDER_ANY);
312 MUTATOR_HOOK(PlayerDamage_Calculate, invasion_PlayerDamage, CBC_ORDER_ANY);
313 MUTATOR_HOOK(SV_ParseClientCommand, invasion_PlayerCommand, CBC_ORDER_ANY);
314 MUTATOR_HOOK(SetStartItems, invasion_SetStartItems, CBC_ORDER_ANY);
315 MUTATOR_HOOK(AccuracyTargetValid, invasion_AccuracyTargetValid, CBC_ORDER_ANY);
316 MUTATOR_HOOK(AllowMobSpawning, invasion_AllowMobSpawning, CBC_ORDER_ANY);
320 if(time > 1) // game loads at time 1
321 error("This is a game type and it cannot be added at runtime.");
322 invasion_Initialize();
324 cvar_settemp("g_monsters", "1");
327 MUTATOR_ONROLLBACK_OR_REMOVE
329 // we actually cannot roll back invasion_Initialize here
330 // BUT: we don't need to! If this gets called, adding always
336 print("This is a game type and it cannot be removed at runtime.");