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";
101 if(self.classname == "player")
107 only reset players if a restart countdown is active
108 this can either be due to cvar sv_ready_restart_after_countdown having set
109 restart_mapalreadyrestarted to 1 after the countdown ended or when
110 sv_ready_restart_after_countdown is not used and countdown is still running
112 if (restart_mapalreadyrestarted || (time < game_starttime))
114 //NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
115 if (self.classname == "player") {
116 //PlayerScore_Clear(self);
118 PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
120 //stop the player from moving so that he stands still once he gets respawned
121 self.velocity = '0 0 0';
122 self.avelocity = '0 0 0';
123 self.movement = '0 0 0';
132 kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round")+(game_starttime - time), "", kh_StartRound);
135 if(champion && champion.classname == "player" && player_count > 1)
136 UpdateFrags(champion, +1);
141 void Spawnqueue_Insert(entity e)
145 dprint(strcat("Into queue: ", e.netname, "\n"));
146 e.spawnqueue_in = TRUE;
147 e.spawnqueue_prev = spawnqueue_last;
148 e.spawnqueue_next = world;
150 spawnqueue_last.spawnqueue_next = e;
152 if(!spawnqueue_first)
153 spawnqueue_first = e;
156 void Spawnqueue_Remove(entity e)
160 dprint(strcat("Out of queue: ", e.netname, "\n"));
161 e.spawnqueue_in = FALSE;
162 if(e == spawnqueue_first)
163 spawnqueue_first = e.spawnqueue_next;
164 if(e == spawnqueue_last)
165 spawnqueue_last = e.spawnqueue_prev;
166 if(e.spawnqueue_prev)
167 e.spawnqueue_prev.spawnqueue_next = e.spawnqueue_next;
168 if(e.spawnqueue_next)
169 e.spawnqueue_next.spawnqueue_prev = e.spawnqueue_prev;
170 e.spawnqueue_next = world;
171 e.spawnqueue_prev = world;
174 void Spawnqueue_Unmark(entity e)
179 numspawned = numspawned - 1;
182 void Spawnqueue_Mark(entity e)
187 numspawned = numspawned + 1;
191 * If roundbased arena game mode is active, it centerprints the texts for the
192 * player when player is waiting for the countdown to finish.
193 * Blocks the players movement while countdown is active.
194 * Unblocks the player once the countdown is over.
196 * Called in PlayerPostThink()
198 float roundStartTime_prev; // prevent networkspam
204 if((!g_arena && !g_ca && !g_freezetag) || (g_arena && !arena_roundbased) || (time < game_starttime))
207 f = ceil(warmup - time);
209 champion = world; // this is done because a if(champion) will not execute if champion = world
211 allowed_to_spawn = 0;
214 allowed_to_spawn = 1;
215 if(ca_players < required_ca_players)
216 allowed_to_spawn = 1;
219 if(time < warmup && !inWarmupStage)
222 allowed_to_spawn = 1;
223 if(champion && g_arena)
224 msg = strcat("The Champion is ", champion_name, "^7\n");
225 //centerprint(self, strcat(msg, "The Champion is ", champion.netname, "^7\n"));
227 if(f != roundStartTime_prev) {
228 msg = strcat(msg, "Round will start in ", ftos(f),"\n");
229 //centerprint(self, strcat("Round will start in ", ftos(f),"\n"));
230 roundStartTime_prev = f;
232 Announce("prepareforbattle");
240 centerprint(self, msg);
244 if(self.spawned && self.classname == "player")
245 self.movetype = MOVETYPE_NONE;
247 self.velocity = '0 0 0';
248 self.avelocity = '0 0 0';
249 self.movement = '0 0 0';
250 //self.fixangle = TRUE;
254 else if(f > -1 && f != roundStartTime_prev)
256 roundStartTime_prev = f;
258 centerprint(self, "^1Begin!\n");
263 FOR_EACH_PLAYER(self)
268 if(self.classname == "player" && self.health > 0)
269 self.movetype = MOVETYPE_WALK;
273 float stopalivecheck;
274 float redalive, bluealive, yellowalive, pinkalive;
275 .float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
277 * This function finds out whether an arena round is over 1 player is left.
278 * It determines the last player who's still alive and saves it's entity reference
279 * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
281 * Gets called in StartFrame()
283 void Spawnqueue_Check()
285 if(g_ca) // we want to perform this before the return block below...
287 // this is STUPID to perform again, but has to be done so that we can give instant feedback when a round ends
288 // and so the code won't start searching for a champion using find() before all players are actually REMOVED
289 redalive = 0; bluealive = 0;
290 FOR_EACH_PLAYER(self) {
291 if (self.team == COLOR_TEAM1 && self.health >= 1) redalive += 1;
292 else if (self.team == COLOR_TEAM2 && self.health >= 1) bluealive += 1;
294 // as if the above stuff wasn't stupid enough, let's run it a third time! :D
295 // (so that we can send redalive/bluealive as a stat)
296 FOR_EACH_PLAYER(self) {
297 self.redalive_stat = redalive;
298 self.bluealive_stat = bluealive;
303 redalive = 0; bluealive = 0;
304 FOR_EACH_PLAYER(self) {
305 if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1) redalive += 1;
306 else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1) bluealive += 1;
307 else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1) yellowalive += 1;
308 else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1) pinkalive += 1;
310 FOR_EACH_PLAYER(self) {
311 self.redalive_stat = redalive;
312 self.bluealive_stat = bluealive;
313 self.yellowalive_stat = yellowalive;
314 self.pinkalive_stat = pinkalive;
317 if(time < warmup + 1 || inWarmupStage)
321 // check the amount of spawned players in each team
322 float redspawned, bluespawned;
323 FOR_EACH_PLAYER(self) {
324 if (self.team == COLOR_TEAM1) redspawned += 1;
325 else if (self.team == COLOR_TEAM2) bluespawned += 1;
328 required_ca_players = max(2, fabs(cvar("bot_vs_human") + 1));
330 if(ca_players < required_ca_players && (redspawned && bluespawned)) {
333 else if(ca_players < required_ca_players) {
334 FOR_EACH_PLAYER(self)
335 centerprint(self, strcat("^1Need at least 1 player in each team to play CA", "^7\n"));
338 else if(!next_round) {
339 if((redspawned && !bluespawned) || (bluespawned && !redspawned)) {
340 next_round = time + 5;
341 champion = find(world, classname, "player");
343 strunzone(champion_name);
344 champion_name = strzone(champion.netname);
346 else if((!redspawned && !bluespawned) || time - warmup > cvar("g_ca_round_timelimit")) {
347 FOR_EACH_CLIENT(self) centerprint(self, strcat("^7Round tied.", "^7\n"));
348 next_round = time + 5;
354 if(redalive && !bluealive)
356 play2all("ctf/red_capture.wav");
357 FOR_EACH_CLIENT(self) centerprint(self, "^1 RED ^7team wins the round.\n");
358 TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, +1);
359 stopalivecheck = TRUE;
361 else if(bluealive && !redalive)
363 play2all("ctf/blue_capture.wav");
364 FOR_EACH_CLIENT(self) centerprint(self, "^4 BLUE ^7team wins the round.\n");
365 TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, +1);
366 stopalivecheck = TRUE;
370 if((next_round && next_round < time))
372 stopalivecheck = FALSE;
376 } else if(g_freezetag) {
377 if((next_round && next_round < time))
383 //extend next_round if it isn't set yet and only 1 player is spawned
386 next_round = time + 3;
388 if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
394 champion = find(world, classname, "player");
395 while(champion && champion.deadflag)
396 champion = find(champion, classname, "player");
400 while(numspawned < maxspawned && spawnqueue_first)
402 self = spawnqueue_first;
404 bprint ("^4", self.netname, "^4 is the next challenger\n");
406 Spawnqueue_Remove(self);
407 Spawnqueue_Mark(self);
409 self.classname = "player";