X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Farena.qc;h=5110d373b8a682e657e1a5f10201c2c91303dbba;hb=1e126f0771ce2f9f3dae894f747eee37e18e2a41;hp=e68e295022f29ecfe2ef3e579f47caded8ecfdf8;hpb=04703608af6c8f09b15c37f6f3a7464b83db8a37;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/arena.qc b/qcsrc/server/arena.qc index e68e29502..5110d373b 100644 --- a/qcsrc/server/arena.qc +++ b/qcsrc/server/arena.qc @@ -8,9 +8,9 @@ float arena_roundbased; entity spawnqueue_first; entity spawnqueue_last; entity champion; +string champion_name; float warmup; -float allowed_to_spawn; -float player_cnt; +float ca_players; float required_ca_players; .float caplayer; @@ -24,6 +24,14 @@ void func_breakable_reset(); void assault_objective_reset(); void target_assault_roundend_reset(); +float next_round; +float stopalivecheck; +float redalive, bluealive, yellowalive, pinkalive; +float totalalive; +.float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat; +float redspawned, bluespawned, yellowspawned, pinkspawned; +float totalspawned; + /** * Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map. * Sets the 'warmup' global variable. @@ -33,12 +41,16 @@ void reset_map(float dorespawn) entity oldself; oldself = self; - if(g_arena && cvar("g_arena_warmup")) - warmup = time + cvar("g_arena_warmup"); + if(g_arena && autocvar_g_arena_warmup) + warmup = time + autocvar_g_arena_warmup; else if(g_ca) { - warmup = time + cvar("g_ca_warmup"); + warmup = time + autocvar_g_ca_warmup; allowed_to_spawn = 1; } + else if(g_freezetag) + { + warmup = time + autocvar_g_freezetag_warmup; + } lms_lowest_lives = 999; lms_next_place = player_count; @@ -46,7 +58,7 @@ void reset_map(float dorespawn) race_ReadyRestart(); for(self = world; (self = nextent(self)); ) - if(clienttype(self) == CLIENTTYPE_NOTACLIENT) + if(clienttype(self) == CLIENTTYPE_NOTACLIENT && self.items != IT_STRENGTH && self.items != IT_INVINCIBLE) // don't respawn strength or shield, that will only lead to them spawning very early each match { if(self.reset) { @@ -92,6 +104,11 @@ void reset_map(float dorespawn) self.classname = "player"; PutClientInServer(); } + else if(g_freezetag) + { + if(self.classname == "player") + PutClientInServer(); + } else { /* @@ -120,10 +137,10 @@ void reset_map(float dorespawn) } if(g_keyhunt) - kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round")+(game_starttime - time), "", kh_StartRound); + kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), "", kh_StartRound); - if(g_arena || g_ca) - if(champion && champion.classname == "player" && player_cnt > 1) + if(g_arena) + if(champion && champion.classname == "player" && player_count > 1) UpdateFrags(champion, +1); self = oldself; @@ -183,7 +200,7 @@ void Spawnqueue_Mark(entity e) * 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 PlayerPostThink() */ float roundStartTime_prev; // prevent networkspam @@ -191,15 +208,20 @@ void Arena_Warmup() { float f; string msg; + entity e; - if((!g_arena && !g_ca) || (g_arena && !arena_roundbased) || (time < game_starttime)) + if((!g_arena && !g_ca && !g_freezetag) || (g_arena && !arena_roundbased) || (time < game_starttime)) return; - f = floor(warmup - time + 1); + f = ceil(warmup - time); + if(f > 0) + champion = world; // this is done because a if(champion) will not execute if champion = world allowed_to_spawn = 0; - if(g_ca && (player_cnt < required_ca_players || inWarmupStage)) + if(inWarmupStage) + allowed_to_spawn = 1; + if(ca_players < required_ca_players) allowed_to_spawn = 1; msg = NEWLINES; @@ -208,7 +230,7 @@ void Arena_Warmup() if (g_ca) allowed_to_spawn = 1; if(champion && g_arena) - msg = strcat("The Champion is ", champion.netname, "^7\n"); + msg = strcat("The Champion is ", champion_name, "^7\n"); //centerprint(self, strcat(msg, "The Champion is ", champion.netname, "^7\n")); if(f != roundStartTime_prev) { @@ -224,7 +246,8 @@ void Arena_Warmup() else if(f == 1) Announce("1"); - centerprint(self, msg); + FOR_EACH_PLAYER(e) + centerprint(e, msg); } if (g_arena) { @@ -242,79 +265,176 @@ void Arena_Warmup() { roundStartTime_prev = f; Announce("begin"); - centerprint(self, "^1Begin!\n"); + centerprint(self, "^1Begin!\n"); if(g_ca) { - player_cnt = 0; + ca_players = 0; - FOR_EACH_CLIENT(self) { - if (self.classname == "player") - player_cnt += 1; - } + FOR_EACH_PLAYER(e) + ca_players += 1; + } + + if(self.classname == "player" && self.health > 0 && self.movetype == MOVETYPE_NONE) + self.movetype = MOVETYPE_WALK; + } +} + +void count_spawned_players() +{ + // TODO fix "*spawned" name, it should rather be "*players" or so + // not doing this now to prevent merge hell with Tag + // fix after merging with Tag + + // count amount of players in each team + totalspawned = redspawned = bluespawned = yellowspawned = pinkspawned = 0; + FOR_EACH_PLAYER(self) { + if (self.team == COLOR_TEAM1) + { + redspawned += 1; + totalspawned += 1; + } + else if (self.team == COLOR_TEAM2) + { + bluespawned += 1; + totalspawned += 1; + } + else if (self.team == COLOR_TEAM3) + { + yellowspawned += 1; + totalspawned += 1; + } + else if (self.team == COLOR_TEAM4) + { + pinkspawned += 1; + totalspawned += 1; + } + } +} + +void count_alive_players() +{ + totalalive = redalive = bluealive = yellowalive = pinkalive = 0; + if(g_ca) + { + FOR_EACH_PLAYER(self) { + if (self.team == COLOR_TEAM1 && self.health >= 1) + { + redalive += 1; + totalalive += 1; + } + else if (self.team == COLOR_TEAM2 && self.health >= 1) + { + bluealive += 1; + totalalive += 1; + } + } + FOR_EACH_PLAYER(self) { + self.redalive_stat = redalive; + self.bluealive_stat = bluealive; + } + } + else if(g_freezetag) + { + // count amount of alive players in each team + FOR_EACH_PLAYER(self) { + if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1) + { + redalive += 1; + totalalive += 1; + } + else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1) + { + bluealive += 1; + totalalive += 1; + } + else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1) + { + yellowalive += 1; + totalalive += 1; + } + else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1) + { + pinkalive += 1; + totalalive += 1; + } + } + FOR_EACH_PLAYER(self) { + self.redalive_stat = redalive; + self.bluealive_stat = bluealive; + self.yellowalive_stat = yellowalive; + self.pinkalive_stat = pinkalive; } } - if(self.classname == "player" && self.health > 0) - self.movetype = MOVETYPE_WALK; } -float next_round; /** * 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) + count_spawned_players(); + if(g_ca || g_freezetag) // we want to perform this before the return block below (CA)... + { + count_alive_players(); + } + if(time < warmup + 1 || inWarmupStage || intermission_running) return; if(g_ca) { - // check the amount of spawned players in each team - float redspawned, bluespawned; - FOR_EACH_CLIENT(self) { - if (self.classname == "player") { - if (self.team == COLOR_TEAM1) redspawned += 1; - else if (self.team == COLOR_TEAM2) bluespawned += 1; - } - } + required_ca_players = max(2, fabs(autocvar_bot_vs_human + 1)); - required_ca_players = max(2, fabs(cvar("bot_vs_human") + 1)); - - if(player_cnt < required_ca_players && (redspawned && bluespawned)) { + if(ca_players < required_ca_players && (redspawned && bluespawned)) { reset_map(TRUE); } - else if(player_cnt < required_ca_players) { - FOR_EACH_CLIENT(self) - if(self.classname == "player") + else if(ca_players < required_ca_players) { + FOR_EACH_PLAYER(self) centerprint(self, strcat("^1Need at least 1 player in each team to play CA", "^7\n")); - - allowed_to_spawn = 1; return; } - else if(!next_round) - if((redspawned && bluespawned == 0) || (bluespawned && redspawned == 0)) { + else if(!next_round) { + if((redspawned && !bluespawned) || (bluespawned && !redspawned)) { next_round = time + 5; - champion = find(world, classname, "player"); - string champion_team; - if(champion.team == COLOR_TEAM1) { - champion_team = "^1Red team"; - play2all("ctf/red_capture.wav"); - } - else if(champion.team == COLOR_TEAM2) { - champion_team = "^4Blue team"; - play2all("ctf/blue_capture.wav"); - } - FOR_EACH_CLIENT(self) centerprint(self, strcat(champion_team, "^7 wins the round.", "^7\n")); - else if(!redspawned && !bluespawned) { + if(champion_name) + strunzone(champion_name); + champion_name = strzone(champion.netname); + } + else if((!redspawned && !bluespawned) || time - warmup > autocvar_g_ca_round_timelimit) { FOR_EACH_CLIENT(self) centerprint(self, strcat("^7Round tied.", "^7\n")); next_round = time + 5; } + + } + if(!stopalivecheck) + { + if(redalive && !bluealive) + { + play2all("ctf/red_capture.wav"); + FOR_EACH_CLIENT(self) centerprint(self, "^1 RED ^7team wins the round.\n"); + TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, +1); + stopalivecheck = TRUE; + } + else if(bluealive && !redalive) + { + play2all("ctf/blue_capture.wav"); + FOR_EACH_CLIENT(self) centerprint(self, "^4 BLUE ^7team wins the round.\n"); + TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, +1); + stopalivecheck = TRUE; + } } + if((next_round && next_round < time)) + { + stopalivecheck = FALSE; + next_round = 0; + reset_map(TRUE); + } + } else if(g_freezetag) { if((next_round && next_round < time)) { next_round = 0;