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Record player race move time in PlayerPreThink so it can be recorded while inside...
[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, PlayerPreThink)
75 {
76         entity player = M_ARGV(0, entity);
77
78         if(!IS_PLAYER(player))
79                 return;
80
81         // we need to perform this in PlayerPreThink as PlayerPhysics may not be called (vehicle support)
82         float dt = frametime;
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;
88 }
89
90 MUTATOR_HOOKFUNCTION(cts, PlayerPhysics)
91 {
92         entity player = M_ARGV(0, entity);
93         //float dt = M_ARGV(1, float);
94
95         if(IS_PLAYER(player))
96         {
97                 if (player.race_penalty)
98                         if (time > player.race_penalty)
99                                 player.race_penalty = 0;
100                 if(player.race_penalty)
101                 {
102                         player.velocity = '0 0 0';
103                         set_movetype(player, MOVETYPE_NONE);
104                         player.disableclientprediction = 2;
105                 }
106         }
107
108         // force kbd movement for fairness
109         float wishspeed;
110         vector wishvel;
111
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)
119         {
120                 wishvel.z = 0;
121                 wishspeed = vlen(wishvel);
122                 if(wishvel.x >= 2 * wishvel.y)
123                 {
124                         // pure X motion
125                         if(CS(player).movement.x > 0)
126                                 CS(player).movement_x = wishspeed;
127                         else
128                                 CS(player).movement_x = -wishspeed;
129                         CS(player).movement_y = 0;
130                 }
131                 else if(wishvel.y >= 2 * wishvel.x)
132                 {
133                         // pure Y motion
134                         CS(player).movement_x = 0;
135                         if(CS(player).movement.y > 0)
136                                 CS(player).movement_y = wishspeed;
137                         else
138                                 CS(player).movement_y = -wishspeed;
139                 }
140                 else
141                 {
142                         // diagonal
143                         if(CS(player).movement.x > 0)
144                                 CS(player).movement_x = M_SQRT1_2 * wishspeed;
145                         else
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;
149                         else
150                                 CS(player).movement_y = -M_SQRT1_2 * wishspeed;
151                 }
152         }
153 }
154
155 MUTATOR_HOOKFUNCTION(cts, reset_map_global)
156 {
157         float s;
158
159         Score_NicePrint(NULL);
160
161         race_ClearRecords();
162         PlayerScore_Sort(race_place, 0, true, false);
163
164         FOREACH_CLIENT(true, {
165                 if(it.race_place)
166                 {
167                         s = GameRules_scoring_add(it, RACE_FASTEST, 0);
168                         if(!s)
169                                 it.race_place = 0;
170                 }
171                 cts_EventLog(ftos(it.race_place), it);
172         });
173
174         if(g_race_qualifying == 2)
175         {
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));
181                 cts_ScoreRules();
182         }
183 }
184
185 MUTATOR_HOOKFUNCTION(cts, ClientConnect)
186 {
187         entity player = M_ARGV(0, entity);
188
189         race_PreparePlayer(player);
190         player.race_checkpoint = -1;
191
192         if(IS_REAL_CLIENT(player))
193         {
194                 string rr = CTS_RECORD;
195
196                 msg_entity = player;
197                 race_send_recordtime(MSG_ONE);
198                 race_send_speedaward(MSG_ONE);
199
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);
203
204                 float i;
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)
208                 {
209                         race_SendRankings(i, 0, 0, MSG_ONE);
210                 }
211         }
212 }
213
214 MUTATOR_HOOKFUNCTION(cts, AbortSpeedrun)
215 {
216         entity player = M_ARGV(0, entity);
217
218         if(autocvar_g_allow_checkpoints)
219                 race_PreparePlayer(player); // nice try
220 }
221
222 MUTATOR_HOOKFUNCTION(cts, MakePlayerObserver)
223 {
224         entity player = M_ARGV(0, entity);
225
226         if(GameRules_scoring_add(player, RACE_FASTEST, 0))
227                 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
228         else
229                 player.frags = FRAGS_SPECTATOR;
230
231         race_PreparePlayer(player);
232         player.race_checkpoint = -1;
233 }
234
235 MUTATOR_HOOKFUNCTION(cts, PlayerSpawn)
236 {
237         entity player = M_ARGV(0, entity);
238         entity spawn_spot = M_ARGV(1, entity);
239
240         if(spawn_spot.target == "")
241                 // Emergency: this wasn't a real spawnpoint. Can this ever happen?
242                 race_PreparePlayer(player);
243
244         // if we need to respawn, do it right
245         player.race_respawn_checkpoint = player.race_checkpoint;
246         player.race_respawn_spotref = spawn_spot;
247
248         player.race_place = 0;
249 }
250
251 MUTATOR_HOOKFUNCTION(cts, PutClientInServer)
252 {
253         entity player = M_ARGV(0, entity);
254
255         if(IS_PLAYER(player))
256         if(!game_stopped)
257         {
258                 if(CS(player).killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
259                         race_PreparePlayer(player);
260                 else // respawn
261                         race_RetractPlayer(player);
262
263                 race_AbandonRaceCheck(player);
264         }
265 }
266
267 MUTATOR_HOOKFUNCTION(cts, PlayerDies)
268 {
269         entity frag_target = M_ARGV(2, entity);
270
271         frag_target.respawn_flags |= RESPAWN_FORCE;
272         race_AbandonRaceCheck(frag_target);
273
274         if(autocvar_g_cts_removeprojectiles)
275         {
276                 IL_EACH(g_projectiles, it.owner == frag_target && (it.flags & FL_PROJECTILE),
277                 {
278                         delete(it);
279                 });
280         }
281 }
282
283 MUTATOR_HOOKFUNCTION(cts, HavocBot_ChooseRole)
284 {
285         entity bot = M_ARGV(0, entity);
286
287         bot.havocbot_role = havocbot_role_cts;
288         return true;
289 }
290
291 MUTATOR_HOOKFUNCTION(cts, GetPressedKeys)
292 {
293         entity player = M_ARGV(0, entity);
294
295         if(CS_CVAR(player).cvar_cl_allow_uidtracking == 1 && CS_CVAR(player).cvar_cl_allow_uid2name == 1)
296         {
297                 if (!player.stored_netname)
298                         player.stored_netname = strzone(uid2name(player.crypto_idfp));
299                 if(player.stored_netname != player.netname)
300                 {
301                         db_put(ServerProgsDB, strcat("/uid2name/", player.crypto_idfp), player.netname);
302                         strcpy(player.stored_netname, player.netname);
303                 }
304         }
305
306         if (!IS_OBSERVER(player))
307         {
308                 if(vdist(player.velocity - player.velocity_z * '0 0 1', >, speedaward_speed))
309                 {
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;
314                 }
315                 if (speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
316                 {
317                         string rr = CTS_RECORD;
318                         race_send_speedaward(MSG_ALL);
319                         speedaward_lastsent = speedaward_speed;
320                         if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
321                         {
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);
328                         }
329                 }
330         }
331 }
332
333 MUTATOR_HOOKFUNCTION(cts, ForbidThrowCurrentWeapon)
334 {
335         // no weapon dropping in CTS
336         return true;
337 }
338
339 MUTATOR_HOOKFUNCTION(cts, FilterItem)
340 {
341         entity item = M_ARGV(0, entity);
342
343         if (Item_IsLoot(item))
344         {
345                 return true;
346         }
347 }
348
349 MUTATOR_HOOKFUNCTION(cts, Damage_Calculate)
350 {
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);
355
356         if(frag_target == frag_attacker || frag_deathtype == DEATH_FALL.m_id)
357         if(!autocvar_g_cts_selfdamage)
358         {
359                 frag_damage = 0;
360                 M_ARGV(4, float) = frag_damage;
361         }
362 }
363
364 MUTATOR_HOOKFUNCTION(cts, ForbidPlayerScore_Clear)
365 {
366         return true; // in CTS, you don't lose score by observing
367 }
368
369 MUTATOR_HOOKFUNCTION(cts, GetRecords)
370 {
371         int record_page = M_ARGV(0, int);
372         string ret_string = M_ARGV(1, string);
373
374         for(int i = record_page * 200; i < MapInfo_count && i < record_page * 200 + 200; ++i)
375         {
376                 if(MapInfo_Get_ByID(i))
377                 {
378                         float r = race_readTime(MapInfo_Map_bspname, 1);
379
380                         if(!r)
381                                 continue;
382
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");
385                 }
386         }
387
388         M_ARGV(1, string) = ret_string;
389 }
390
391 MUTATOR_HOOKFUNCTION(cts, ClientKill)
392 {
393         M_ARGV(1, float) = 0; // kill delay
394 }
395
396 MUTATOR_HOOKFUNCTION(cts, Race_FinalCheckpoint)
397 {
398         entity player = M_ARGV(0, entity);
399
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);
403 }
404
405 MUTATOR_HOOKFUNCTION(cts, HideTeamNagger)
406 {
407         return true; // doesn't work so well (but isn't cts a teamless mode?)
408 }
409
410 MUTATOR_HOOKFUNCTION(cts, FixClientCvars)
411 {
412         entity player = M_ARGV(0, entity);
413
414         stuffcmd(player, "cl_cmd settemp cl_movecliptokeyboard 2\n");
415 }
416
417 MUTATOR_HOOKFUNCTION(cts, WantWeapon)
418 {
419         M_ARGV(1, float) = (M_ARGV(0, entity) == WEP_SHOTGUN); // want weapon = weapon info
420         M_ARGV(3, bool) = true; // want mutator blocked
421         return true;
422 }
423
424 MUTATOR_HOOKFUNCTION(cts, ForbidDropCurrentWeapon)
425 {
426         return true;
427 }
428
429 void cts_Initialize()
430 {
431         cts_ScoreRules();
432 }