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Fix invasion monster spawn counts, fix spawning random monsters, clean up monster...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_invasion.qc
1 void invasion_spawnpoint()
2 {
3         if(!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, FALSE, 2);
55         
56         monster.target2 = spawn_point.target2;
57
58         if(inv_roundcnt >= inv_maxrounds)
59                 monster.spawnflags |= MONSTERFLAG_MINIBOSS; // last round spawns minibosses
60 }
61
62 void invasion_SpawnMonsters(float supermonster_count)
63 {
64         float chosen_monster = invasion_PickMonster(supermonster_count);
65
66         invasion_SpawnChosenMonster(chosen_monster);
67 }
68
69 float Invasion_CheckWinner()
70 {
71         entity head;
72         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
73         {
74                 FOR_EACH_MONSTER(head)
75                         monster_remove(head);
76
77                 if(inv_roundcnt >= inv_maxrounds)
78                 {
79                         NextLevel();
80                         return 1;
81                 }
82
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);
86                 return 1;
87         }
88
89         float total_alive_monsters = 0, supermonster_count = 0;
90
91         FOR_EACH_MONSTER(head) if(head.health > 0)
92         {
93                 if((get_monsterinfo(head.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
94                         ++supermonster_count;
95                 ++total_alive_monsters;
96         }
97
98         if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < 10) // 10 at a time should be plenty
99         {
100                 if(time >= inv_lastcheck)
101                 {
102                         invasion_SpawnMonsters(supermonster_count);
103                         inv_lastcheck = time + autocvar_g_invasion_spawn_delay;
104                 }
105
106                 return 0;
107         }
108
109         if(inv_numspawned < 1 || inv_numkilled < inv_maxspawned)
110                 return 0; // nothing has spawned yet, or there are still alive monsters
111
112         if(inv_roundcnt >= inv_maxrounds)
113         {
114                 NextLevel();
115                 return 1;
116         }
117
118         entity winner = world;
119         float winning_score = 0;
120
121         FOR_EACH_PLAYER(head)
122         {
123                 float cs = PlayerScore_Add(head, SP_KILLS, 0);
124                 if(cs > winning_score)
125                 {
126                         winning_score = cs;
127                         winner = head;
128                 }
129         }
130
131         FOR_EACH_MONSTER(head)
132                 monster_remove(head);
133
134         if(winner)
135         {
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);
138         }
139
140         round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
141
142         return 1;
143 }
144
145 float Invasion_CheckPlayers()
146 {
147         return TRUE;
148 }
149
150 void Invasion_RoundStart()
151 {
152         entity e;
153         float numplayers = 0;
154         FOR_EACH_PLAYER(e)
155         {
156                 e.player_blocked = 0;
157                 ++numplayers;
158         }
159
160         inv_roundcnt += 1;
161
162         inv_monsterskill = inv_roundcnt + max(1, numplayers * 0.3);
163
164         inv_maxcurrent = 0;
165         inv_numspawned = 0;
166         inv_numkilled = 0;
167
168         inv_maxspawned = rint(max(autocvar_g_invasion_monster_count, autocvar_g_invasion_monster_count * (inv_roundcnt * 0.5)));
169 }
170
171 MUTATOR_HOOKFUNCTION(invasion_MonsterDies)
172 {
173         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
174         {
175                 inv_numkilled += 1;
176                 inv_maxcurrent -= 1;
177
178                 if(IS_PLAYER(frag_attacker))
179                         PlayerScore_Add(frag_attacker, SP_KILLS, +1);
180         }
181
182         return FALSE;
183 }
184
185 MUTATOR_HOOKFUNCTION(invasion_MonsterSpawn)
186 {
187         if(!(self.spawnflags & MONSTERFLAG_SPAWNED))
188         {
189                 monster_remove(self);
190                 return FALSE;
191         }
192
193         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
194         {
195                 inv_numspawned += 1;
196                 inv_maxcurrent += 1;
197         }
198
199         self.monster_skill = inv_monsterskill;
200
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));
203
204         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
205
206         return FALSE;
207 }
208
209 MUTATOR_HOOKFUNCTION(invasion_PlayerThink)
210 {
211         monsters_total = inv_maxspawned; // TODO: make sure numspawned never exceeds maxspawned
212         monsters_killed = inv_numkilled;
213
214         return FALSE;
215 }
216
217 MUTATOR_HOOKFUNCTION(invasion_PlayerRegen)
218 {
219         // no regeneration in invasion
220         return TRUE;
221 }
222
223 MUTATOR_HOOKFUNCTION(invasion_PlayerSpawn)
224 {
225         self.bot_attack = FALSE;
226         return FALSE;
227 }
228
229 MUTATOR_HOOKFUNCTION(invasion_PlayerDamage)
230 {
231         if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker != frag_target)
232         {
233                 frag_damage = 0;
234                 frag_force = '0 0 0';
235         }
236
237         return FALSE;
238 }
239
240 MUTATOR_HOOKFUNCTION(invasion_PlayerCommand)
241 {
242         if(MUTATOR_RETURNVALUE) // command was already handled?
243                 return FALSE;
244
245         if(cmd_name == "debuginvasion")
246         {
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"));
254
255                 return TRUE;
256         }
257
258         return FALSE;
259 }
260
261 MUTATOR_HOOKFUNCTION(invasion_SetStartItems)
262 {
263         start_health = 200;
264         start_armorvalue = 200;
265
266         return FALSE;
267 }
268
269 MUTATOR_HOOKFUNCTION(invasion_AccuracyTargetValid)
270 {
271         if(frag_target.flags & FL_MONSTER)
272                 return MUT_ACCADD_INVALID;
273         return MUT_ACCADD_INDIFFERENT;
274 }
275
276 MUTATOR_HOOKFUNCTION(invasion_AllowMobSpawning)
277 {
278         // monster spawning disabled during an invasion
279         return TRUE;
280 }
281
282 void invasion_ScoreRules()
283 {
284         ScoreRules_basics(0, 0, 0, FALSE);
285         ScoreInfo_SetLabel_PlayerScore(SP_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
286         ScoreRules_basics_end();
287 }
288
289 void invasion_Initialize()
290 {
291         independent_players = 1; // to disable extra useless scores
292
293         invasion_ScoreRules();
294
295         independent_players = 0;
296
297         round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
298         round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
299
300         allowed_to_spawn = TRUE;
301
302         inv_roundcnt = 0;
303 }
304
305 MUTATOR_DEFINITION(gamemode_invasion)
306 {
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);
317
318         MUTATOR_ONADD
319         {
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();
323
324                 cvar_settemp("g_monsters", "1");
325         }
326
327         MUTATOR_ONROLLBACK_OR_REMOVE
328         {
329                 // we actually cannot roll back invasion_Initialize here
330                 // BUT: we don't need to! If this gets called, adding always
331                 // succeeds.
332         }
333
334         MUTATOR_ONREMOVE
335         {
336                 print("This is a game type and it cannot be removed at runtime.");
337                 return -1;
338         }
339
340         return 0;
341 }