3 float arena_roundbased;
5 .entity spawnqueue_next;
6 .entity spawnqueue_prev;
8 entity spawnqueue_first;
9 entity spawnqueue_last;
14 float required_ca_players;
17 void PutObserverInServer();
18 void PutClientInServer();
19 void(entity e) ReturnFlag;
20 void dom_controlpoint_setup();
21 void onslaught_generator_reset();
22 void onslaught_controlpoint_reset();
23 void func_breakable_reset();
24 void assault_objective_reset();
25 void target_assault_roundend_reset();
28 * Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
29 * Sets the 'warmup' global variable.
31 void reset_map(float dorespawn)
36 if(g_arena && cvar("g_arena_warmup"))
37 warmup = time + cvar("g_arena_warmup");
39 warmup = time + cvar("g_ca_warmup");
44 warmup = time + cvar("g_freezetag_warmup");
47 lms_lowest_lives = 999;
48 lms_next_place = player_count;
52 for(self = world; (self = nextent(self)); )
53 if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
62 self.team = self.team_saved;
64 if(self.flags & FL_PROJECTILE) // remove any projectiles left
66 stopsound(self, CHAN_PAIN);
71 // Waypoints and assault start come LAST
72 for(self = world; (self = nextent(self)); )
73 if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
82 // Moving the player reset code here since the player-reset depends
83 // on spawnpoint entities which have to be reset first --blub
85 FOR_EACH_CLIENT(self) {
86 if(self.flags & FL_CLIENT) // reset all players
93 PutObserverInServer();
95 else if(g_ca && self.caplayer) {
96 self.classname = "player";
102 only reset players if a restart countdown is active
103 this can either be due to cvar sv_ready_restart_after_countdown having set
104 restart_mapalreadyrestarted to 1 after the countdown ended or when
105 sv_ready_restart_after_countdown is not used and countdown is still running
107 if (restart_mapalreadyrestarted || (time < game_starttime))
109 //NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
110 if (self.classname == "player") {
111 //PlayerScore_Clear(self);
113 PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
115 //stop the player from moving so that he stands still once he gets respawned
116 self.velocity = '0 0 0';
117 self.avelocity = '0 0 0';
118 self.movement = '0 0 0';
127 kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round")+(game_starttime - time), "", kh_StartRound);
130 if(champion && champion.classname == "player" && player_count > 1)
131 UpdateFrags(champion, +1);
136 void Spawnqueue_Insert(entity e)
140 dprint(strcat("Into queue: ", e.netname, "\n"));
141 e.spawnqueue_in = TRUE;
142 e.spawnqueue_prev = spawnqueue_last;
143 e.spawnqueue_next = world;
145 spawnqueue_last.spawnqueue_next = e;
147 if(!spawnqueue_first)
148 spawnqueue_first = e;
151 void Spawnqueue_Remove(entity e)
155 dprint(strcat("Out of queue: ", e.netname, "\n"));
156 e.spawnqueue_in = FALSE;
157 if(e == spawnqueue_first)
158 spawnqueue_first = e.spawnqueue_next;
159 if(e == spawnqueue_last)
160 spawnqueue_last = e.spawnqueue_prev;
161 if(e.spawnqueue_prev)
162 e.spawnqueue_prev.spawnqueue_next = e.spawnqueue_next;
163 if(e.spawnqueue_next)
164 e.spawnqueue_next.spawnqueue_prev = e.spawnqueue_prev;
165 e.spawnqueue_next = world;
166 e.spawnqueue_prev = world;
169 void Spawnqueue_Unmark(entity e)
174 numspawned = numspawned - 1;
177 void Spawnqueue_Mark(entity e)
182 numspawned = numspawned + 1;
186 * If roundbased arena game mode is active, it centerprints the texts for the
187 * player when player is waiting for the countdown to finish.
188 * Blocks the players movement while countdown is active.
189 * Unblocks the player once the countdown is over.
191 * Called in PlayerPostThink()
193 float roundStartTime_prev; // prevent networkspam
199 if((!g_arena && !g_ca) || (g_arena && !arena_roundbased) || (time < game_starttime))
202 f = ceil(warmup - time);
204 champion = world; // this is done because a if(champion) will not execute if champion = world
206 allowed_to_spawn = 0;
209 allowed_to_spawn = 1;
210 if(ca_players < required_ca_players)
211 allowed_to_spawn = 1;
214 if(time < warmup && !inWarmupStage)
217 allowed_to_spawn = 1;
218 if(champion && g_arena)
219 msg = strcat("The Champion is ", champion_name, "^7\n");
220 //centerprint(self, strcat(msg, "The Champion is ", champion.netname, "^7\n"));
222 if(f != roundStartTime_prev) {
223 msg = strcat(msg, "Round will start in ", ftos(f),"\n");
224 //centerprint(self, strcat("Round will start in ", ftos(f),"\n"));
225 roundStartTime_prev = f;
227 Announce("prepareforbattle");
235 centerprint(self, msg);
239 if(self.spawned && self.classname == "player")
240 self.movetype = MOVETYPE_NONE;
242 self.velocity = '0 0 0';
243 self.avelocity = '0 0 0';
244 self.movement = '0 0 0';
245 //self.fixangle = TRUE;
249 else if(f > -1 && f != roundStartTime_prev)
251 roundStartTime_prev = f;
253 centerprint(self, "^1Begin!\n");
258 FOR_EACH_PLAYER(self)
263 if(self.classname == "player" && self.health > 0)
264 self.movetype = MOVETYPE_WALK;
268 float stopalivecheck;
269 float redalive, bluealive, yellowalive, pinkalive;
270 .float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
272 * This function finds out whether an arena round is over 1 player is left.
273 * It determines the last player who's still alive and saves it's entity reference
274 * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
276 * Gets called in StartFrame()
278 void Spawnqueue_Check()
280 if(g_ca) // we want to perform this before the return block below...
282 // this is STUPID to perform again, but has to be done so that we can give instant feedback when a round ends
283 // and so the code won't start searching for a champion using find() before all players are actually REMOVED
284 redalive = 0; bluealive = 0;
285 FOR_EACH_PLAYER(self) {
286 if (self.team == COLOR_TEAM1 && self.health >= 1) redalive += 1;
287 else if (self.team == COLOR_TEAM2 && self.health >= 1) bluealive += 1;
289 // as if the above stuff wasn't stupid enough, let's run it a third time! :D
290 // (so that we can send redalive/bluealive as a stat)
291 FOR_EACH_PLAYER(self) {
292 self.redalive_stat = redalive;
293 self.bluealive_stat = bluealive;
298 redalive = 0; bluealive = 0;
299 FOR_EACH_PLAYER(self) {
300 if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1) redalive += 1;
301 else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1) bluealive += 1;
302 else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1) yellowalive += 1;
303 else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1) pinkalive += 1;
305 FOR_EACH_PLAYER(self) {
306 self.redalive_stat = redalive;
307 self.bluealive_stat = bluealive;
308 self.yellowalive_stat = yellowalive;
309 self.pinkalive_stat = pinkalive;
312 if(time < warmup + 1 || inWarmupStage)
316 // check the amount of spawned players in each team
317 float redspawned, bluespawned;
318 FOR_EACH_PLAYER(self) {
319 if (self.team == COLOR_TEAM1) redspawned += 1;
320 else if (self.team == COLOR_TEAM2) bluespawned += 1;
323 required_ca_players = max(2, fabs(cvar("bot_vs_human") + 1));
325 if(ca_players < required_ca_players && (redspawned && bluespawned)) {
328 else if(ca_players < required_ca_players) {
329 FOR_EACH_PLAYER(self)
330 centerprint(self, strcat("^1Need at least 1 player in each team to play CA", "^7\n"));
333 else if(!next_round) {
334 if((redspawned && !bluespawned) || (bluespawned && !redspawned)) {
335 next_round = time + 5;
336 champion = find(world, classname, "player");
338 strunzone(champion_name);
339 champion_name = strzone(champion.netname);
341 else if((!redspawned && !bluespawned) || time - warmup > cvar("g_ca_round_timelimit")) {
342 FOR_EACH_CLIENT(self) centerprint(self, strcat("^7Round tied.", "^7\n"));
343 next_round = time + 5;
349 if(redalive && !bluealive)
351 play2all("ctf/red_capture.wav");
352 FOR_EACH_CLIENT(self) centerprint(self, "^1 RED ^7team wins the round.\n");
353 TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, +1);
354 stopalivecheck = TRUE;
356 else if(bluealive && !redalive)
358 play2all("ctf/blue_capture.wav");
359 FOR_EACH_CLIENT(self) centerprint(self, "^4 BLUE ^7team wins the round.\n");
360 TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, +1);
361 stopalivecheck = TRUE;
365 if((next_round && next_round < time))
367 stopalivecheck = FALSE;
371 } else if(g_freezetag) {
372 if((next_round && next_round < time))
378 //extend next_round if it isn't set yet and only 1 player is spawned
381 next_round = time + 3;
383 if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
389 champion = find(world, classname, "player");
390 while(champion && champion.deadflag)
391 champion = find(champion, classname, "player");
395 while(numspawned < maxspawned && spawnqueue_first)
397 self = spawnqueue_first;
399 bprint ("^4", self.netname, "^4 is the next challenger\n");
401 Spawnqueue_Remove(self);
402 Spawnqueue_Mark(self);
404 self.classname = "player";