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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / cts / sv_cts.qc
1 #include "sv_cts.qh"
2
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>
11
12 float autocvar_g_cts_finish_kill_delay;
13 bool autocvar_g_cts_selfdamage;
14 bool autocvar_g_cts_removeprojectiles;
15
16 // legacy bot roles
17 .float race_checkpoint;
18 void havocbot_role_cts(entity this)
19 {
20         if(IS_DEAD(this))
21                 return;
22
23         if (navigation_goalrating_timeout(this))
24         {
25                 navigation_goalrating_start(this);
26
27                 bool raw_touch_check = true;
28                 int cp = this.race_checkpoint;
29
30                 LABEL(search_racecheckpoints)
31                 IL_EACH(g_racecheckpoints, true,
32                 {
33                         if(it.cnt == cp || cp == -1)
34                         {
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))
39                                 {
40                                         cp = race_NextCheckpoint(cp);
41                                         raw_touch_check = false;
42                                         goto search_racecheckpoints;
43                                 }
44                                 navigation_routerating(this, it, 1000000, 5000);
45                         }
46                 });
47
48                 navigation_goalrating_end(this);
49
50                 navigation_goalrating_timeout_set(this);
51         }
52 }
53
54 void cts_ScoreRules()
55 {
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);
60         } else {
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);
64         }
65     });
66 }
67
68 void cts_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
69 {
70         if(autocvar_sv_eventlog)
71                 GameLogEcho(strcat(":cts:", mode, ":", ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
72 }
73
74 MUTATOR_HOOKFUNCTION(cts, PlayerPhysics)
75 {
76         entity player = M_ARGV(0, entity);
77         float dt = M_ARGV(1, float);
78
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;
84
85         if(IS_PLAYER(player))
86         {
87                 if (player.race_penalty)
88                         if (time > player.race_penalty)
89                                 player.race_penalty = 0;
90                 if(player.race_penalty)
91                 {
92                         player.velocity = '0 0 0';
93                         set_movetype(player, MOVETYPE_NONE);
94                         player.disableclientprediction = 2;
95                 }
96         }
97
98         // force kbd movement for fairness
99         float wishspeed;
100         vector wishvel;
101
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)
109         {
110                 wishvel.z = 0;
111                 wishspeed = vlen(wishvel);
112                 if(wishvel.x >= 2 * wishvel.y)
113                 {
114                         // pure X motion
115                         if(CS(player).movement.x > 0)
116                                 CS(player).movement_x = wishspeed;
117                         else
118                                 CS(player).movement_x = -wishspeed;
119                         CS(player).movement_y = 0;
120                 }
121                 else if(wishvel.y >= 2 * wishvel.x)
122                 {
123                         // pure Y motion
124                         CS(player).movement_x = 0;
125                         if(CS(player).movement.y > 0)
126                                 CS(player).movement_y = wishspeed;
127                         else
128                                 CS(player).movement_y = -wishspeed;
129                 }
130                 else
131                 {
132                         // diagonal
133                         if(CS(player).movement.x > 0)
134                                 CS(player).movement_x = M_SQRT1_2 * wishspeed;
135                         else
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;
139                         else
140                                 CS(player).movement_y = -M_SQRT1_2 * wishspeed;
141                 }
142         }
143 }
144
145 MUTATOR_HOOKFUNCTION(cts, reset_map_global)
146 {
147         float s;
148
149         Score_NicePrint(NULL);
150
151         race_ClearRecords();
152         PlayerScore_Sort(race_place, 0, true, false);
153
154         FOREACH_CLIENT(true, {
155                 if(it.race_place)
156                 {
157                         s = GameRules_scoring_add(it, RACE_FASTEST, 0);
158                         if(!s)
159                                 it.race_place = 0;
160                 }
161                 cts_EventLog(ftos(it.race_place), it);
162         });
163
164         if(g_race_qualifying == 2)
165         {
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));
171                 cts_ScoreRules();
172         }
173 }
174
175 MUTATOR_HOOKFUNCTION(cts, ClientConnect)
176 {
177         entity player = M_ARGV(0, entity);
178
179         race_PreparePlayer(player);
180         player.race_checkpoint = -1;
181
182         race_SendAll(player, false);
183 }
184
185 MUTATOR_HOOKFUNCTION(cts, AbortSpeedrun)
186 {
187         entity player = M_ARGV(0, entity);
188
189         if(autocvar_g_allow_checkpoints)
190                 race_PreparePlayer(player); // nice try
191 }
192
193 MUTATOR_HOOKFUNCTION(cts, MakePlayerObserver)
194 {
195         entity player = M_ARGV(0, entity);
196
197         if(GameRules_scoring_add(player, RACE_FASTEST, 0))
198                 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
199         else
200                 player.frags = FRAGS_SPECTATOR;
201
202         race_PreparePlayer(player);
203         player.race_checkpoint = -1;
204 }
205
206 MUTATOR_HOOKFUNCTION(cts, PlayerSpawn)
207 {
208         entity player = M_ARGV(0, entity);
209         entity spawn_spot = M_ARGV(1, entity);
210
211         if(spawn_spot.target == "")
212                 // Emergency: this wasn't a real spawnpoint. Can this ever happen?
213                 race_PreparePlayer(player);
214
215         // if we need to respawn, do it right
216         player.race_respawn_checkpoint = player.race_checkpoint;
217         player.race_respawn_spotref = spawn_spot;
218
219         player.race_place = 0;
220 }
221
222 MUTATOR_HOOKFUNCTION(cts, PutClientInServer)
223 {
224         entity player = M_ARGV(0, entity);
225
226         if(IS_PLAYER(player))
227         if(!game_stopped)
228         {
229                 if(CS(player).killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
230                         race_PreparePlayer(player);
231                 else // respawn
232                         race_RetractPlayer(player);
233
234                 race_AbandonRaceCheck(player);
235         }
236 }
237
238 MUTATOR_HOOKFUNCTION(cts, PlayerDamaged)
239 {
240         int frag_deathtype = M_ARGV(5, int);
241         if (frag_deathtype == DEATH_KILL.m_id)
242                 return true; // forbid logging damage
243 }
244
245 MUTATOR_HOOKFUNCTION(cts, PlayerDies)
246 {
247         entity frag_target = M_ARGV(2, entity);
248
249         frag_target.respawn_flags |= RESPAWN_FORCE;
250         race_AbandonRaceCheck(frag_target);
251
252         if(autocvar_g_cts_removeprojectiles)
253         {
254                 IL_EACH(g_projectiles, it.owner == frag_target && (it.flags & FL_PROJECTILE),
255                 {
256                         delete(it);
257                 });
258         }
259 }
260
261 MUTATOR_HOOKFUNCTION(cts, HavocBot_ChooseRole)
262 {
263         entity bot = M_ARGV(0, entity);
264
265         bot.havocbot_role = havocbot_role_cts;
266         return true;
267 }
268
269 MUTATOR_HOOKFUNCTION(cts, GetPressedKeys)
270 {
271         entity player = M_ARGV(0, entity);
272
273         race_checkAndWriteName(player);
274         race_SpeedAwardFrame(player);
275 }
276
277 MUTATOR_HOOKFUNCTION(cts, ForbidThrowCurrentWeapon)
278 {
279         // no weapon dropping in CTS
280         return true;
281 }
282
283 MUTATOR_HOOKFUNCTION(cts, FilterItem)
284 {
285         entity item = M_ARGV(0, entity);
286
287         if (Item_IsLoot(item))
288         {
289                 return true;
290         }
291 }
292
293 MUTATOR_HOOKFUNCTION(cts, Damage_Calculate)
294 {
295         entity frag_attacker = M_ARGV(1, entity);
296         entity frag_target = M_ARGV(2, entity);
297         float frag_deathtype = M_ARGV(3, float);
298         float frag_damage = M_ARGV(4, float);
299
300         if(frag_target == frag_attacker || frag_deathtype == DEATH_FALL.m_id)
301         if(!autocvar_g_cts_selfdamage)
302         {
303                 frag_damage = 0;
304                 M_ARGV(4, float) = frag_damage;
305         }
306 }
307
308 MUTATOR_HOOKFUNCTION(cts, ForbidPlayerScore_Clear)
309 {
310         return true; // in CTS, you don't lose score by observing
311 }
312
313 MUTATOR_HOOKFUNCTION(cts, GetRecords)
314 {
315         int record_page = M_ARGV(0, int);
316         string ret_string = M_ARGV(1, string);
317
318         for(int i = record_page * 200; i < MapInfo_count && i < record_page * 200 + 200; ++i)
319         {
320                 if(MapInfo_Get_ByID(i))
321                 {
322                         float r = race_readTime(MapInfo_Map_bspname, 1);
323
324                         if(!r)
325                                 continue;
326
327                         string h = race_readName(MapInfo_Map_bspname, 1);
328                         ret_string = strcat(ret_string, strpad(32, MapInfo_Map_bspname), " ", strpad(-8, TIME_ENCODED_TOSTRING(r, false)), " ", h, "\n");
329                 }
330         }
331
332         M_ARGV(1, string) = ret_string;
333 }
334
335 MUTATOR_HOOKFUNCTION(cts, ClientKill)
336 {
337         M_ARGV(1, float) = 0; // kill delay
338 }
339
340 MUTATOR_HOOKFUNCTION(cts, Race_FinalCheckpoint)
341 {
342         entity player = M_ARGV(0, entity);
343
344         // useful to prevent cheating by running back to the start line and starting out with more speed
345         if(autocvar_g_cts_finish_kill_delay)
346                 ClientKill_Silent(player, autocvar_g_cts_finish_kill_delay);
347 }
348
349 MUTATOR_HOOKFUNCTION(cts, HideTeamNagger)
350 {
351         return true; // doesn't work so well (but isn't cts a teamless mode?)
352 }
353
354 MUTATOR_HOOKFUNCTION(cts, FixClientCvars)
355 {
356         entity player = M_ARGV(0, entity);
357
358         stuffcmd(player, "cl_cmd settemp cl_movecliptokeyboard 2\n");
359 }
360
361 MUTATOR_HOOKFUNCTION(cts, WantWeapon)
362 {
363         M_ARGV(1, float) = (M_ARGV(0, entity) == WEP_SHOTGUN); // want weapon = weapon info
364         M_ARGV(3, bool) = true; // want mutator blocked
365         return true;
366 }
367
368 MUTATOR_HOOKFUNCTION(cts, ForbidDropCurrentWeapon)
369 {
370         return true;
371 }
372
373 void cts_Initialize()
374 {
375         record_type = CTS_RECORD;
376         cts_ScoreRules();
377 }