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, PlayerPhysics)
76 entity player = M_ARGV(0, entity);
77 float dt = M_ARGV(1, float);
79 player.race_movetime_frac += dt;
80 float f = floor(player.race_movetime_frac);
81 player.race_movetime_frac -= f;
82 player.race_movetime_count += f;
83 player.race_movetime = player.race_movetime_frac + player.race_movetime_count;
87 if (player.race_penalty)
88 if (time > player.race_penalty)
89 player.race_penalty = 0;
90 if(player.race_penalty)
92 player.velocity = '0 0 0';
93 set_movetype(player, MOVETYPE_NONE);
94 player.disableclientprediction = 2;
98 // force kbd movement for fairness
102 // if record times matter
103 // ensure nothing EVIL is being done (i.e. div0_evade)
104 // this hinders joystick users though
105 // but it still gives SOME analog control
106 wishvel.x = fabs(CS(player).movement.x);
107 wishvel.y = fabs(CS(player).movement.y);
108 if(wishvel.x != 0 && wishvel.y != 0 && wishvel.x != wishvel.y)
111 wishspeed = vlen(wishvel);
112 if(wishvel.x >= 2 * wishvel.y)
115 if(CS(player).movement.x > 0)
116 CS(player).movement_x = wishspeed;
118 CS(player).movement_x = -wishspeed;
119 CS(player).movement_y = 0;
121 else if(wishvel.y >= 2 * wishvel.x)
124 CS(player).movement_x = 0;
125 if(CS(player).movement.y > 0)
126 CS(player).movement_y = wishspeed;
128 CS(player).movement_y = -wishspeed;
133 if(CS(player).movement.x > 0)
134 CS(player).movement_x = M_SQRT1_2 * wishspeed;
136 CS(player).movement_x = -M_SQRT1_2 * wishspeed;
137 if(CS(player).movement.y > 0)
138 CS(player).movement_y = M_SQRT1_2 * wishspeed;
140 CS(player).movement_y = -M_SQRT1_2 * wishspeed;
145 MUTATOR_HOOKFUNCTION(cts, reset_map_global)
149 Score_NicePrint(NULL);
152 PlayerScore_Sort(race_place, 0, true, false);
154 FOREACH_CLIENT(true, {
157 s = GameRules_scoring_add(it, RACE_FASTEST, 0);
161 cts_EventLog(ftos(it.race_place), it);
164 if(g_race_qualifying == 2)
166 g_race_qualifying = 0;
167 independent_players = 0;
168 cvar_set("fraglimit", ftos(race_fraglimit));
169 cvar_set("leadlimit", ftos(race_leadlimit));
170 cvar_set("timelimit", ftos(race_timelimit));
175 MUTATOR_HOOKFUNCTION(cts, ClientConnect)
177 entity player = M_ARGV(0, entity);
179 race_PreparePlayer(player);
180 player.race_checkpoint = -1;
182 if(IS_REAL_CLIENT(player))
184 string rr = CTS_RECORD;
187 race_send_recordtime(MSG_ONE);
188 race_send_speedaward(MSG_ONE);
190 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
191 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
192 race_send_speedaward_alltimebest(MSG_ONE);
195 int m = min(RANKINGS_CNT, autocvar_g_cts_send_rankings_cnt);
196 race_send_rankings_cnt(MSG_ONE);
197 for (i = 1; i <= m; ++i)
199 race_SendRankings(i, 0, 0, MSG_ONE);
204 MUTATOR_HOOKFUNCTION(cts, AbortSpeedrun)
206 entity player = M_ARGV(0, entity);
208 if(autocvar_g_allow_checkpoints)
209 race_PreparePlayer(player); // nice try
212 MUTATOR_HOOKFUNCTION(cts, MakePlayerObserver)
214 entity player = M_ARGV(0, entity);
216 if(GameRules_scoring_add(player, RACE_FASTEST, 0))
217 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
219 player.frags = FRAGS_SPECTATOR;
221 race_PreparePlayer(player);
222 player.race_checkpoint = -1;
225 MUTATOR_HOOKFUNCTION(cts, PlayerSpawn)
227 entity player = M_ARGV(0, entity);
228 entity spawn_spot = M_ARGV(1, entity);
230 if(spawn_spot.target == "")
231 // Emergency: this wasn't a real spawnpoint. Can this ever happen?
232 race_PreparePlayer(player);
234 // if we need to respawn, do it right
235 player.race_respawn_checkpoint = player.race_checkpoint;
236 player.race_respawn_spotref = spawn_spot;
238 player.race_place = 0;
241 MUTATOR_HOOKFUNCTION(cts, PutClientInServer)
243 entity player = M_ARGV(0, entity);
245 if(IS_PLAYER(player))
248 if(CS(player).killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
249 race_PreparePlayer(player);
251 race_RetractPlayer(player);
253 race_AbandonRaceCheck(player);
257 MUTATOR_HOOKFUNCTION(cts, PlayerDies)
259 entity frag_target = M_ARGV(2, entity);
261 frag_target.respawn_flags |= RESPAWN_FORCE;
262 race_AbandonRaceCheck(frag_target);
264 if(autocvar_g_cts_removeprojectiles)
266 IL_EACH(g_projectiles, it.owner == frag_target && (it.flags & FL_PROJECTILE),
273 MUTATOR_HOOKFUNCTION(cts, HavocBot_ChooseRole)
275 entity bot = M_ARGV(0, entity);
277 bot.havocbot_role = havocbot_role_cts;
281 MUTATOR_HOOKFUNCTION(cts, GetPressedKeys)
283 entity player = M_ARGV(0, entity);
285 if(CS(player).cvar_cl_allow_uidtracking == 1 && CS(player).cvar_cl_allow_uid2name == 1)
287 if (!player.stored_netname)
288 player.stored_netname = strzone(uid2name(player.crypto_idfp));
289 if(player.stored_netname != player.netname)
291 db_put(ServerProgsDB, strcat("/uid2name/", player.crypto_idfp), player.netname);
292 strcpy(player.stored_netname, player.netname);
296 if (!IS_OBSERVER(player))
298 if(vdist(player.velocity - player.velocity_z * '0 0 1', >, speedaward_speed))
300 speedaward_speed = vlen(player.velocity - player.velocity_z * '0 0 1');
301 speedaward_holder = player.netname;
302 speedaward_uid = player.crypto_idfp;
303 speedaward_lastupdate = time;
305 if (speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
307 string rr = CTS_RECORD;
308 race_send_speedaward(MSG_ALL);
309 speedaward_lastsent = speedaward_speed;
310 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
312 speedaward_alltimebest = speedaward_speed;
313 speedaward_alltimebest_holder = speedaward_holder;
314 speedaward_alltimebest_uid = speedaward_uid;
315 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
316 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
317 race_send_speedaward_alltimebest(MSG_ALL);
323 MUTATOR_HOOKFUNCTION(cts, ForbidThrowCurrentWeapon)
325 // no weapon dropping in CTS
329 MUTATOR_HOOKFUNCTION(cts, FilterItem)
331 entity item = M_ARGV(0, entity);
333 if (Item_IsLoot(item))
339 MUTATOR_HOOKFUNCTION(cts, Damage_Calculate)
341 entity frag_attacker = M_ARGV(1, entity);
342 entity frag_target = M_ARGV(2, entity);
343 float frag_deathtype = M_ARGV(3, float);
344 float frag_damage = M_ARGV(4, float);
346 if(frag_target == frag_attacker || frag_deathtype == DEATH_FALL.m_id)
347 if(!autocvar_g_cts_selfdamage)
350 M_ARGV(4, float) = frag_damage;
354 MUTATOR_HOOKFUNCTION(cts, ForbidPlayerScore_Clear)
356 return true; // in CTS, you don't lose score by observing
359 MUTATOR_HOOKFUNCTION(cts, GetRecords)
361 int record_page = M_ARGV(0, int);
362 string ret_string = M_ARGV(1, string);
364 for(int i = record_page * 200; i < MapInfo_count && i < record_page * 200 + 200; ++i)
366 if(MapInfo_Get_ByID(i))
368 float r = race_readTime(MapInfo_Map_bspname, 1);
373 string h = race_readName(MapInfo_Map_bspname, 1);
374 ret_string = strcat(ret_string, strpad(32, MapInfo_Map_bspname), " ", strpad(-8, TIME_ENCODED_TOSTRING(r)), " ", h, "\n");
378 M_ARGV(1, string) = ret_string;
381 MUTATOR_HOOKFUNCTION(cts, ClientKill)
383 M_ARGV(1, float) = 0; // kill delay
386 MUTATOR_HOOKFUNCTION(cts, Race_FinalCheckpoint)
388 entity player = M_ARGV(0, entity);
390 // useful to prevent cheating by running back to the start line and starting out with more speed
391 if(autocvar_g_cts_finish_kill_delay)
392 ClientKill_Silent(player, autocvar_g_cts_finish_kill_delay);
395 MUTATOR_HOOKFUNCTION(cts, HideTeamNagger)
397 return true; // doesn't work so well (but isn't cts a teamless mode?)
400 MUTATOR_HOOKFUNCTION(cts, FixClientCvars)
402 entity player = M_ARGV(0, entity);
404 stuffcmd(player, "cl_cmd settemp cl_movecliptokeyboard 2\n");
407 MUTATOR_HOOKFUNCTION(cts, WantWeapon)
409 M_ARGV(1, float) = (M_ARGV(0, entity) == WEP_SHOTGUN); // want weapon = weapon info
410 M_ARGV(3, bool) = true; // want mutator blocked
414 MUTATOR_HOOKFUNCTION(cts, ForbidDropCurrentWeapon)
419 void cts_Initialize()