void spawnfunc_invasion_spawnpoint() { if(!g_invasion) { remove(self); return; } self.classname = "invasion_spawnpoint"; if(autocvar_g_invasion_zombies_only) // precache only if it hasn't been already if(self.monsterid) MON_ACTION(self.monsterid, MR_PRECACHE); } float invasion_PickMonster(float supermonster_count) { if(autocvar_g_invasion_zombies_only) return MON_ZOMBIE; float i; entity mon; RandomSelection_Init(); for(i = MON_FIRST; i <= MON_LAST; ++i) { mon = get_monsterinfo(i); if((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM) || ((mon.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1)) continue; // flying/swimming monsters not yet supported RandomSelection_Add(world, i, string_null, 1, 1); } return RandomSelection_chosen_float; } entity invasion_PickSpawn() { entity e; RandomSelection_Init(); for(e = world;(e = find(e, classname, "invasion_spawnpoint")); ) { RandomSelection_Add(e, 0, string_null, 1, ((time >= e.spawnshieldtime) ? 0.2 : 1)); // give recently used spawnpoints a very low rating e.spawnshieldtime = time + autocvar_g_invasion_spawnpoint_spawn_delay; } return RandomSelection_chosen_ent; } void invasion_SpawnChosenMonster(float mon) { entity spawn_point, monster; spawn_point = invasion_PickSpawn(); if(spawn_point == world) { dprint("Warning: couldn't find any invasion_spawnpoint spawnpoints, attempting to spawn monsters in random locations\n"); entity e = spawn(); setsize(e, (get_monsterinfo(mon)).mins, (get_monsterinfo(mon)).maxs); if(MoveToRandomMapLocation(e, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256)) monster = spawnmonster("", mon, world, world, e.origin, FALSE, FALSE, 2); else return; e.think = SUB_Remove; e.nextthink = time + 0.1; } else monster = spawnmonster("", ((spawn_point.monsterid) ? spawn_point.monsterid : mon), spawn_point, spawn_point, spawn_point.origin, FALSE, FALSE, 2); if(spawn_point) monster.target2 = spawn_point.target2; monster.spawnshieldtime = time; if(spawn_point && spawn_point.target_range) monster.target_range = spawn_point.target_range; if(teamplay) if(spawn_point && spawn_point.team && inv_monsters_perteam[spawn_point.team] > 0) monster.team = spawn_point.team; else { RandomSelection_Init(); if(inv_monsters_perteam[NUM_TEAM_1] > 0) RandomSelection_Add(world, NUM_TEAM_1, string_null, 1, 1); if(inv_monsters_perteam[NUM_TEAM_2] > 0) RandomSelection_Add(world, NUM_TEAM_2, string_null, 1, 1); if(invasion_teams >= 3) if(inv_monsters_perteam[NUM_TEAM_3] > 0) { RandomSelection_Add(world, NUM_TEAM_3, string_null, 1, 1); } if(invasion_teams >= 4) if(inv_monsters_perteam[NUM_TEAM_4] > 0) { RandomSelection_Add(world, NUM_TEAM_4, string_null, 1, 1); } monster.team = RandomSelection_chosen_float; } if(teamplay) { monster_setupcolors(monster); if(monster.sprite) { WaypointSprite_UpdateTeamRadar(monster.sprite, RADARICON_DANGER, ((monster.team) ? Team_ColorRGB(monster.team) : '1 0 0')); monster.sprite.team = 0; monster.sprite.SendFlags |= 1; } } monster.monster_attack = FALSE; // it's the player's job to kill all the monsters if(inv_roundcnt >= inv_maxrounds) monster.spawnflags |= MONSTERFLAG_MINIBOSS; // last round spawns minibosses } void invasion_SpawnMonsters(float supermonster_count) { float chosen_monster = invasion_PickMonster(supermonster_count); invasion_SpawnChosenMonster(chosen_monster); } float Invasion_CheckWinner() { entity head; if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0) { FOR_EACH_MONSTER(head) monster_remove(head); Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER); Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER); round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit); return 1; } float total_alive_monsters = 0, supermonster_count = 0, red_alive = 0, blue_alive = 0, yellow_alive = 0, pink_alive = 0;; FOR_EACH_MONSTER(head) if(head.health > 0) { if((get_monsterinfo(head.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER) ++supermonster_count; ++total_alive_monsters; if(teamplay) switch(head.team) { case NUM_TEAM_1: ++red_alive; break; case NUM_TEAM_2: ++blue_alive; break; case NUM_TEAM_3: ++yellow_alive; break; case NUM_TEAM_4: ++pink_alive; break; } } if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < inv_maxspawned) { if(time >= inv_lastcheck) { invasion_SpawnMonsters(supermonster_count); inv_lastcheck = time + autocvar_g_invasion_spawn_delay; } return 0; } if(inv_numspawned < 1) return 0; // nothing has spawned yet if(teamplay) { if(((red_alive > 0) + (blue_alive > 0) + (yellow_alive > 0) + (pink_alive > 0)) > 1) return 0; } else if(inv_numkilled < inv_maxspawned) return 0; entity winner = world; float winning_score = 0, winner_team = 0; if(teamplay) { if(red_alive > 0) { winner_team = NUM_TEAM_1; } if(blue_alive > 0) if(winner_team) { winner_team = 0; } else { winner_team = NUM_TEAM_2; } if(yellow_alive > 0) if(winner_team) { winner_team = 0; } else { winner_team = NUM_TEAM_3; } if(pink_alive > 0) if(winner_team) { winner_team = 0; } else { winner_team = NUM_TEAM_4; } } else FOR_EACH_PLAYER(head) { float cs = PlayerScore_Add(head, SP_KILLS, 0); if(cs > winning_score) { winning_score = cs; winner = head; } } FOR_EACH_MONSTER(head) monster_remove(head); if(teamplay) { if(winner_team) { Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner_team, CENTER_ROUND_TEAM_WIN_)); Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner_team, INFO_ROUND_TEAM_WIN_)); } } else if(winner) { Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname); Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname); } round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit); return 1; } float Invasion_CheckPlayers() { return TRUE; } void Invasion_RoundStart() { entity e; float numplayers = 0; FOR_EACH_PLAYER(e) { e.player_blocked = 0; ++numplayers; } if(inv_roundcnt < inv_maxrounds) inv_roundcnt += 1; // a limiter to stop crazy counts inv_monsterskill = inv_roundcnt + max(1, numplayers * 0.3); inv_maxcurrent = 0; inv_numspawned = 0; inv_numkilled = 0; inv_maxspawned = rint(max(autocvar_g_invasion_monster_count, autocvar_g_invasion_monster_count * (inv_roundcnt * 0.5))); if(teamplay) { DistributeEvenly_Init(inv_maxspawned, invasion_teams); inv_monsters_perteam[NUM_TEAM_1] = DistributeEvenly_Get(1); inv_monsters_perteam[NUM_TEAM_2] = DistributeEvenly_Get(1); if(invasion_teams >= 3) inv_monsters_perteam[NUM_TEAM_3] = DistributeEvenly_Get(1); if(invasion_teams >= 4) inv_monsters_perteam[NUM_TEAM_4] = DistributeEvenly_Get(1); } } MUTATOR_HOOKFUNCTION(invasion_MonsterDies) { if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) { inv_numkilled += 1; inv_maxcurrent -= 1; if(teamplay) { inv_monsters_perteam[self.team] -= 1; } if(IS_PLAYER(frag_attacker)) if(SAME_TEAM(frag_attacker, self)) // in non-teamplay modes, same team = same player, so this works PlayerScore_Add(frag_attacker, SP_KILLS, -1); else { PlayerScore_Add(frag_attacker, SP_KILLS, +1); if(teamplay) TeamScore_AddToTeam(frag_attacker.team, ST_INV_KILLS, +1); } } return FALSE; } MUTATOR_HOOKFUNCTION(invasion_MonsterSpawn) { if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) return TRUE; if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) { inv_numspawned += 1; inv_maxcurrent += 1; } self.monster_skill = inv_monsterskill; if((get_monsterinfo(self.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER) Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_INVASION_SUPERMONSTER, M_NAME(self.monsterid)); self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP; return FALSE; } MUTATOR_HOOKFUNCTION(invasion_OnEntityPreSpawn) { if(startsWith(self.classname, "monster_")) if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) return TRUE; return FALSE; } MUTATOR_HOOKFUNCTION(invasion_StartFrame) { monsters_total = inv_maxspawned; // TODO: make sure numspawned never exceeds maxspawned monsters_killed = inv_numkilled; return FALSE; } MUTATOR_HOOKFUNCTION(invasion_PlayerRegen) { // no regeneration in invasion return TRUE; } MUTATOR_HOOKFUNCTION(invasion_PlayerSpawn) { self.bot_attack = FALSE; return FALSE; } MUTATOR_HOOKFUNCTION(invasion_PlayerDamage) { if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker != frag_target) { frag_damage = 0; frag_force = '0 0 0'; } return FALSE; } MUTATOR_HOOKFUNCTION(invasion_PlayerCommand) { if(MUTATOR_RETURNVALUE) // command was already handled? return FALSE; if(cmd_name == "debuginvasion") { sprint(self, strcat("inv_maxspawned = ", ftos(inv_maxspawned), "\n")); sprint(self, strcat("inv_numspawned = ", ftos(inv_numspawned), "\n")); sprint(self, strcat("inv_numkilled = ", ftos(inv_numkilled), "\n")); sprint(self, strcat("inv_roundcnt = ", ftos(inv_roundcnt), "\n")); sprint(self, strcat("monsters_total = ", ftos(monsters_total), "\n")); sprint(self, strcat("monsters_killed = ", ftos(monsters_killed), "\n")); sprint(self, strcat("inv_monsterskill = ", ftos(inv_monsterskill), "\n")); return TRUE; } return FALSE; } MUTATOR_HOOKFUNCTION(invasion_BotShouldAttack) { if(!(checkentity.flags & FL_MONSTER)) return TRUE; return FALSE; } MUTATOR_HOOKFUNCTION(invasion_SetStartItems) { start_health = 200; start_armorvalue = 200; return FALSE; } MUTATOR_HOOKFUNCTION(invasion_AccuracyTargetValid) { if(frag_target.flags & FL_MONSTER) return MUT_ACCADD_INVALID; return MUT_ACCADD_INDIFFERENT; } MUTATOR_HOOKFUNCTION(invasion_AllowMobSpawning) { // monster spawning disabled during an invasion return TRUE; } MUTATOR_HOOKFUNCTION(invasion_GetTeamCount) { ret_float = invasion_teams; return FALSE; } void invasion_ScoreRules(float inv_teams) { if(inv_teams) { CheckAllowedTeams(world); } ScoreRules_basics(inv_teams, 0, 0, FALSE); if(inv_teams) ScoreInfo_SetLabel_TeamScore(ST_INV_KILLS, "frags", SFL_SORT_PRIO_PRIMARY); ScoreInfo_SetLabel_PlayerScore(SP_KILLS, "frags", ((inv_teams) ? SFL_SORT_PRIO_SECONDARY : SFL_SORT_PRIO_PRIMARY)); ScoreRules_basics_end(); } void invasion_DelayedInit() // Do this check with a delay so we can wait for teams to be set up. { if(autocvar_g_invasion_teams) invasion_teams = bound(2, autocvar_g_invasion_teams, 4); else invasion_teams = 0; independent_players = 1; // to disable extra useless scores invasion_ScoreRules(invasion_teams); independent_players = 0; round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart); round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit); inv_roundcnt = 0; inv_maxrounds = 15; // 15? } void invasion_Initialize() { if(autocvar_g_invasion_zombies_only) MON_ACTION(MON_ZOMBIE, MR_PRECACHE); else { float i; entity mon; for(i = MON_FIRST; i <= MON_LAST; ++i) { mon = get_monsterinfo(i); if((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)) continue; // flying/swimming monsters not yet supported MON_ACTION(i, MR_PRECACHE); } } InitializeEntity(world, invasion_DelayedInit, INITPRIO_GAMETYPE); } MUTATOR_DEFINITION(gamemode_invasion) { MUTATOR_HOOK(MonsterDies, invasion_MonsterDies, CBC_ORDER_ANY); MUTATOR_HOOK(MonsterSpawn, invasion_MonsterSpawn, CBC_ORDER_ANY); MUTATOR_HOOK(OnEntityPreSpawn, invasion_OnEntityPreSpawn, CBC_ORDER_ANY); MUTATOR_HOOK(SV_StartFrame, invasion_StartFrame, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerRegen, invasion_PlayerRegen, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerSpawn, invasion_PlayerSpawn, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerDamage_Calculate, invasion_PlayerDamage, CBC_ORDER_ANY); MUTATOR_HOOK(SV_ParseClientCommand, invasion_PlayerCommand, CBC_ORDER_ANY); MUTATOR_HOOK(BotShouldAttack, invasion_BotShouldAttack, CBC_ORDER_ANY); MUTATOR_HOOK(SetStartItems, invasion_SetStartItems, CBC_ORDER_ANY); MUTATOR_HOOK(AccuracyTargetValid, invasion_AccuracyTargetValid, CBC_ORDER_ANY); MUTATOR_HOOK(AllowMobSpawning, invasion_AllowMobSpawning, CBC_ORDER_ANY); MUTATOR_HOOK(GetTeamCount, invasion_GetTeamCount, CBC_ORDER_ANY); MUTATOR_ONADD { if(time > 1) // game loads at time 1 error("This is a game type and it cannot be added at runtime."); invasion_Initialize(); cvar_settemp("g_monsters", "1"); } MUTATOR_ONROLLBACK_OR_REMOVE { // we actually cannot roll back invasion_Initialize here // BUT: we don't need to! If this gets called, adding always // succeeds. } MUTATOR_ONREMOVE { print("This is a game type and it cannot be removed at runtime."); return -1; } return 0; }