-float maxspawned;
-float numspawned;
-float arena_roundbased;
-.float spawned;
-.entity spawnqueue_next;
-.entity spawnqueue_prev;
-.float spawnqueue_in;
-entity spawnqueue_first;
-entity spawnqueue_last;
-entity champion;
-float warmup;
-
-void PutObserverInServer();
void PutClientInServer();
-float next_round;
-
/**
* Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
- * Sets the 'warmup' global variable.
*/
void reset_map(float dorespawn)
{
if(time <= game_starttime && round_handler_IsActive())
round_handler_Reset(game_starttime + 1);
- if(g_arena)
- {
- warmup = max(time, game_starttime);
- if(autocvar_g_arena_warmup > 0)
- warmup += autocvar_g_arena_warmup;
- }
- else if(g_race || g_cts)
+ if(g_race || g_cts)
race_ReadyRestart();
else MUTATOR_CALLHOOK(reset_map_global);
FOR_EACH_CLIENT(self) {
if(self.flags & FL_CLIENT) // reset all players
{
- if(g_arena)
- {
- if(self.spawned)
- PutClientInServer();
- else
- PutObserverInServer();
- }
- else
{
/*
only reset players if a restart countdown is active
if(g_keyhunt)
kh_Controller_SetThink_NoMsg(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), kh_StartRound);
- if(g_arena)
- if(champion && champion.classname == "player" && player_count > 1)
- UpdateFrags(champion, +1);
-
self = oldself;
}
-void Spawnqueue_Insert(entity e)
-{
- if(e.spawnqueue_in)
- return;
- dprint(strcat("Into queue: ", e.netname, "\n"));
- e.spawnqueue_in = TRUE;
- e.spawnqueue_prev = spawnqueue_last;
- e.spawnqueue_next = world;
- if(spawnqueue_last)
- spawnqueue_last.spawnqueue_next = e;
- spawnqueue_last = e;
- if(!spawnqueue_first)
- spawnqueue_first = e;
-}
-
-void Spawnqueue_Remove(entity e)
-{
- if(!e.spawnqueue_in)
- return;
- dprint(strcat("Out of queue: ", e.netname, "\n"));
- e.spawnqueue_in = FALSE;
- if(e == spawnqueue_first)
- spawnqueue_first = e.spawnqueue_next;
- if(e == spawnqueue_last)
- spawnqueue_last = e.spawnqueue_prev;
- if(e.spawnqueue_prev)
- e.spawnqueue_prev.spawnqueue_next = e.spawnqueue_next;
- if(e.spawnqueue_next)
- e.spawnqueue_next.spawnqueue_prev = e.spawnqueue_prev;
- e.spawnqueue_next = world;
- e.spawnqueue_prev = world;
-}
-
-void Spawnqueue_Unmark(entity e)
-{
- if(!e.spawned)
- return;
- e.spawned = FALSE;
- numspawned = numspawned - 1;
-}
-
-void Spawnqueue_Mark(entity e)
-{
- if(e.spawned)
- return;
- e.spawned = TRUE;
- numspawned = numspawned + 1;
-}
-
-/**
- * If roundbased arena game mode is active, it centerprints the texts for the
- * player when player is waiting for the countdown to finish.
- * Blocks the players movement while countdown is active.
- * Unblocks the player once the countdown is over.
- *
- * Called in StartFrame()
- */
-float roundStartTime_prev; // prevent networkspam
-void Arena_Warmup()
-{
- float f;
- entity e;
-
- if(gameover)
- {
- if(champion)
- {
- FOR_EACH_REALCLIENT(e)
- centerprint(e, strcat("The Champion is ", champion.netname));
- champion = world;
- }
- return;
- }
- if(time < game_starttime)
- return;
-
- f = ceil(warmup - time);
-
- if(time < warmup && !inWarmupStage)
- {
- if(champion)
- {
- FOR_EACH_REALCLIENT(e)
- centerprint(e, strcat("The Champion is ", champion.netname));
- }
-
- if(f != roundStartTime_prev) {
- roundStartTime_prev = f;
-
- if(f == 5)
- Announce("prepareforbattle");
- else if(f == 3)
- Announce("3");
- else if(f == 2)
- Announce("2");
- else if(f == 1)
- Announce("1");
-
- FOR_EACH_REALCLIENT(e)
- Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "Round will start in %d", 1, f);
- }
-
- FOR_EACH_CLIENT(e)
- {
- if(e.spawned && e.classname == "player")
- e.player_blocked = 1;
- }
- }
- else if(f > -1 && f != roundStartTime_prev && !inWarmupStage)
- {
- roundStartTime_prev = f;
-
- Announce("begin");
- FOR_EACH_REALCLIENT(e)
- Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "^1Begin!", 1, 0);
-
- FOR_EACH_CLIENT(e)
- {
- if(e.player_blocked)
- e.player_blocked = 0;
- }
- }
-
- // clear champion to avoid centerprinting again the champion msg
- if (champion)
- champion = world;
-}
-
-/**
- * This function finds out whether an arena round is over 1 player is left.
- * It determines the last player who's still alive and saves it's entity reference
- * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
- *
- * Gets called in StartFrame()
- */
-void Spawnqueue_Check()
-{
- if(time < warmup + 1 || inWarmupStage || intermission_running)
- return;
-
- //extend next_round if it isn't set yet and only 1 player is spawned
- if(!next_round)
- if(numspawned < 2)
- next_round = time + 3;
-
- if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
- {
- next_round = 0;
-
- if(arena_roundbased)
- {
- champion = find(world, classname, "player");
- while(champion && champion.deadflag)
- champion = find(champion, classname, "player");
- reset_map(TRUE);
- }
-
- while(numspawned < maxspawned && spawnqueue_first)
- {
- self = spawnqueue_first;
-
- bprint ("^4", self.netname, "^4 is the next challenger\n");
-
- Spawnqueue_Remove(self);
- Spawnqueue_Mark(self);
-
- self.classname = "player";
- PutClientInServer();
- }
- }
-}
-
-void Arena_Main()
-{
- if(!g_arena)
- return;
- if(arena_roundbased)
- Arena_Warmup();
- Spawnqueue_Check();
-}
-