3 #include <server/client.qh>
4 #include <server/race.qh>
5 #include <server/world.qh>
6 #include <server/gamelog.qh>
7 #include <server/intermission.qh>
8 #include <server/items/spawning.qh>
9 #include <server/weapons/common.qh>
10 #include <common/mapobjects/triggers.qh>
12 float autocvar_g_cts_finish_kill_delay;
13 bool autocvar_g_cts_selfdamage;
14 bool autocvar_g_cts_removeprojectiles;
17 .float race_checkpoint;
18 void havocbot_role_cts(entity this)
23 if (navigation_goalrating_timeout(this))
25 navigation_goalrating_start(this);
27 bool raw_touch_check = true;
28 int cp = this.race_checkpoint;
30 LABEL(search_racecheckpoints)
31 IL_EACH(g_racecheckpoints, true,
33 if(it.cnt == cp || cp == -1)
35 // redirect bot to next goal if it touched the waypoint of an untouchable checkpoint
36 // e.g. checkpoint in front of Stormkeep's warpzone
37 // the same workaround is applied in Race game mode
38 if (raw_touch_check && vdist(this.origin - it.nearestwaypoint.origin, <, 30))
40 cp = race_NextCheckpoint(cp);
41 raw_touch_check = false;
42 goto search_racecheckpoints;
44 navigation_routerating(this, it, 1000000, 5000);
48 navigation_goalrating_end(this);
50 navigation_goalrating_timeout_set(this);
56 GameRules_score_enabled(false);
57 GameRules_scoring(0, 0, 0, {
58 if (g_race_qualifying) {
59 field(SP_RACE_FASTEST, "fastest", SFL_SORT_PRIO_PRIMARY | SFL_LOWER_IS_BETTER | SFL_TIME);
61 field(SP_RACE_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
62 field(SP_RACE_TIME, "time", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME);
63 field(SP_RACE_FASTEST, "fastest", SFL_LOWER_IS_BETTER | SFL_TIME);
68 void cts_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
70 if(autocvar_sv_eventlog)
71 GameLogEcho(strcat(":cts:", mode, ":", ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
74 MUTATOR_HOOKFUNCTION(cts, PlayerPreThink)
76 entity player = M_ARGV(0, entity);
78 if(!IS_PLAYER(player))
81 // we need to perform this in PlayerPreThink as PlayerPhysics may not be called (vehicle support)
83 player.race_movetime_frac += dt;
84 float f = floor(player.race_movetime_frac);
85 player.race_movetime_frac -= f;
86 player.race_movetime_count += f;
87 player.race_movetime = player.race_movetime_frac + player.race_movetime_count;
90 MUTATOR_HOOKFUNCTION(cts, PlayerPhysics)
92 entity player = M_ARGV(0, entity);
93 //float dt = M_ARGV(1, float);
97 if (player.race_penalty)
98 if (time > player.race_penalty)
99 player.race_penalty = 0;
100 if(player.race_penalty)
102 player.velocity = '0 0 0';
103 set_movetype(player, MOVETYPE_NONE);
104 player.disableclientprediction = 2;
108 // force kbd movement for fairness
112 // if record times matter
113 // ensure nothing EVIL is being done (i.e. div0_evade)
114 // this hinders joystick users though
115 // but it still gives SOME analog control
116 wishvel.x = fabs(CS(player).movement.x);
117 wishvel.y = fabs(CS(player).movement.y);
118 if(wishvel.x != 0 && wishvel.y != 0 && wishvel.x != wishvel.y)
121 wishspeed = vlen(wishvel);
122 if(wishvel.x >= 2 * wishvel.y)
125 if(CS(player).movement.x > 0)
126 CS(player).movement_x = wishspeed;
128 CS(player).movement_x = -wishspeed;
129 CS(player).movement_y = 0;
131 else if(wishvel.y >= 2 * wishvel.x)
134 CS(player).movement_x = 0;
135 if(CS(player).movement.y > 0)
136 CS(player).movement_y = wishspeed;
138 CS(player).movement_y = -wishspeed;
143 if(CS(player).movement.x > 0)
144 CS(player).movement_x = M_SQRT1_2 * wishspeed;
146 CS(player).movement_x = -M_SQRT1_2 * wishspeed;
147 if(CS(player).movement.y > 0)
148 CS(player).movement_y = M_SQRT1_2 * wishspeed;
150 CS(player).movement_y = -M_SQRT1_2 * wishspeed;
155 MUTATOR_HOOKFUNCTION(cts, reset_map_global)
159 Score_NicePrint(NULL);
162 PlayerScore_Sort(race_place, 0, true, false);
164 FOREACH_CLIENT(true, {
167 s = GameRules_scoring_add(it, RACE_FASTEST, 0);
171 cts_EventLog(ftos(it.race_place), it);
174 if(g_race_qualifying == 2)
176 g_race_qualifying = 0;
177 independent_players = 0;
178 cvar_set("fraglimit", ftos(race_fraglimit));
179 cvar_set("leadlimit", ftos(race_leadlimit));
180 cvar_set("timelimit", ftos(race_timelimit));
185 MUTATOR_HOOKFUNCTION(cts, ClientConnect)
187 entity player = M_ARGV(0, entity);
189 race_PreparePlayer(player);
190 player.race_checkpoint = -1;
192 if(IS_REAL_CLIENT(player))
194 string rr = CTS_RECORD;
197 race_send_recordtime(MSG_ONE);
198 race_send_speedaward(MSG_ONE);
200 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
201 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
202 race_send_speedaward_alltimebest(MSG_ONE);
205 int m = min(RANKINGS_CNT, autocvar_g_cts_send_rankings_cnt);
206 race_send_rankings_cnt(MSG_ONE);
207 for (i = 1; i <= m; ++i)
209 race_SendRankings(i, 0, 0, MSG_ONE);
214 MUTATOR_HOOKFUNCTION(cts, AbortSpeedrun)
216 entity player = M_ARGV(0, entity);
218 if(autocvar_g_allow_checkpoints)
219 race_PreparePlayer(player); // nice try
222 MUTATOR_HOOKFUNCTION(cts, MakePlayerObserver)
224 entity player = M_ARGV(0, entity);
226 if(GameRules_scoring_add(player, RACE_FASTEST, 0))
227 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
229 player.frags = FRAGS_SPECTATOR;
231 race_PreparePlayer(player);
232 player.race_checkpoint = -1;
235 MUTATOR_HOOKFUNCTION(cts, PlayerSpawn)
237 entity player = M_ARGV(0, entity);
238 entity spawn_spot = M_ARGV(1, entity);
240 if(spawn_spot.target == "")
241 // Emergency: this wasn't a real spawnpoint. Can this ever happen?
242 race_PreparePlayer(player);
244 // if we need to respawn, do it right
245 player.race_respawn_checkpoint = player.race_checkpoint;
246 player.race_respawn_spotref = spawn_spot;
248 player.race_place = 0;
251 MUTATOR_HOOKFUNCTION(cts, PutClientInServer)
253 entity player = M_ARGV(0, entity);
255 if(IS_PLAYER(player))
258 if(CS(player).killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
259 race_PreparePlayer(player);
261 race_RetractPlayer(player);
263 race_AbandonRaceCheck(player);
267 MUTATOR_HOOKFUNCTION(cts, PlayerDies)
269 entity frag_target = M_ARGV(2, entity);
271 frag_target.respawn_flags |= RESPAWN_FORCE;
272 race_AbandonRaceCheck(frag_target);
274 if(autocvar_g_cts_removeprojectiles)
276 IL_EACH(g_projectiles, it.owner == frag_target && (it.flags & FL_PROJECTILE),
283 MUTATOR_HOOKFUNCTION(cts, HavocBot_ChooseRole)
285 entity bot = M_ARGV(0, entity);
287 bot.havocbot_role = havocbot_role_cts;
291 MUTATOR_HOOKFUNCTION(cts, GetPressedKeys)
293 entity player = M_ARGV(0, entity);
295 if(CS_CVAR(player).cvar_cl_allow_uidtracking == 1 && CS_CVAR(player).cvar_cl_allow_uid2name == 1)
297 if (!player.stored_netname)
298 player.stored_netname = strzone(uid2name(player.crypto_idfp));
299 if(player.stored_netname != player.netname)
301 db_put(ServerProgsDB, strcat("/uid2name/", player.crypto_idfp), player.netname);
302 strcpy(player.stored_netname, player.netname);
306 if (!IS_OBSERVER(player))
308 if(vdist(player.velocity - player.velocity_z * '0 0 1', >, speedaward_speed))
310 speedaward_speed = vlen(player.velocity - player.velocity_z * '0 0 1');
311 speedaward_holder = player.netname;
312 speedaward_uid = player.crypto_idfp;
313 speedaward_lastupdate = time;
315 if (speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
317 string rr = CTS_RECORD;
318 race_send_speedaward(MSG_ALL);
319 speedaward_lastsent = speedaward_speed;
320 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
322 speedaward_alltimebest = speedaward_speed;
323 speedaward_alltimebest_holder = speedaward_holder;
324 speedaward_alltimebest_uid = speedaward_uid;
325 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
326 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
327 race_send_speedaward_alltimebest(MSG_ALL);
333 MUTATOR_HOOKFUNCTION(cts, ForbidThrowCurrentWeapon)
335 // no weapon dropping in CTS
339 MUTATOR_HOOKFUNCTION(cts, FilterItem)
341 entity item = M_ARGV(0, entity);
343 if (Item_IsLoot(item))
349 MUTATOR_HOOKFUNCTION(cts, Damage_Calculate)
351 entity frag_attacker = M_ARGV(1, entity);
352 entity frag_target = M_ARGV(2, entity);
353 float frag_deathtype = M_ARGV(3, float);
354 float frag_damage = M_ARGV(4, float);
356 if(frag_target == frag_attacker || frag_deathtype == DEATH_FALL.m_id)
357 if(!autocvar_g_cts_selfdamage)
360 M_ARGV(4, float) = frag_damage;
364 MUTATOR_HOOKFUNCTION(cts, ForbidPlayerScore_Clear)
366 return true; // in CTS, you don't lose score by observing
369 MUTATOR_HOOKFUNCTION(cts, GetRecords)
371 int record_page = M_ARGV(0, int);
372 string ret_string = M_ARGV(1, string);
374 for(int i = record_page * 200; i < MapInfo_count && i < record_page * 200 + 200; ++i)
376 if(MapInfo_Get_ByID(i))
378 float r = race_readTime(MapInfo_Map_bspname, 1);
383 string h = race_readName(MapInfo_Map_bspname, 1);
384 ret_string = strcat(ret_string, strpad(32, MapInfo_Map_bspname), " ", strpad(-8, TIME_ENCODED_TOSTRING(r)), " ", h, "\n");
388 M_ARGV(1, string) = ret_string;
391 MUTATOR_HOOKFUNCTION(cts, ClientKill)
393 M_ARGV(1, float) = 0; // kill delay
396 MUTATOR_HOOKFUNCTION(cts, Race_FinalCheckpoint)
398 entity player = M_ARGV(0, entity);
400 // useful to prevent cheating by running back to the start line and starting out with more speed
401 if(autocvar_g_cts_finish_kill_delay)
402 ClientKill_Silent(player, autocvar_g_cts_finish_kill_delay);
405 MUTATOR_HOOKFUNCTION(cts, HideTeamNagger)
407 return true; // doesn't work so well (but isn't cts a teamless mode?)
410 MUTATOR_HOOKFUNCTION(cts, FixClientCvars)
412 entity player = M_ARGV(0, entity);
414 stuffcmd(player, "cl_cmd settemp cl_movecliptokeyboard 2\n");
417 MUTATOR_HOOKFUNCTION(cts, WantWeapon)
419 M_ARGV(1, float) = (M_ARGV(0, entity) == WEP_SHOTGUN); // want weapon = weapon info
420 M_ARGV(3, bool) = true; // want mutator blocked
424 MUTATOR_HOOKFUNCTION(cts, ForbidDropCurrentWeapon)
429 void cts_Initialize()