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Stop centerprint countdown messages when an arena/CA/freezetag game ends
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / arena.qc
1 float maxspawned;
2 float numspawned;
3 float arena_roundbased;
4 .float spawned;
5 .entity spawnqueue_next;
6 .entity spawnqueue_prev;
7 .float spawnqueue_in;
8 entity spawnqueue_first;
9 entity spawnqueue_last;
10 entity champion;
11 float warmup;
12 .float caplayer;
13
14 void PutObserverInServer();
15 void PutClientInServer();
16
17 float next_round;
18 float redalive, bluealive, yellowalive, pinkalive;
19 float totalalive;
20 .float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
21 float red_players, blue_players, yellow_players, pink_players;
22 float total_players;
23
24 /**
25  * Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
26  * Sets the 'warmup' global variable.
27  */
28 void reset_map(float dorespawn)
29 {
30         entity oldself;
31         oldself = self;
32
33         if(g_arena && autocvar_g_arena_warmup)
34                 warmup = time + autocvar_g_arena_warmup;
35         else if(g_ca) {
36                 warmup = time + autocvar_g_ca_warmup;
37                 allowed_to_spawn = 1;
38         }
39         else if(g_freezetag)
40         {
41                 warmup = time + autocvar_g_freezetag_warmup;
42         }
43
44         lms_lowest_lives = 999;
45         lms_next_place = player_count;
46
47         race_ReadyRestart();
48
49         for(self = world; (self = nextent(self)); )
50         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
51         {
52                 if(self.reset)
53                 {
54                         self.reset();
55                         continue;
56                 }
57
58                 if(self.team_saved)
59                         self.team = self.team_saved;
60
61                 if(self.flags & FL_PROJECTILE) // remove any projectiles left
62                         remove(self);
63         }
64
65         // Waypoints and assault start come LAST
66         for(self = world; (self = nextent(self)); )
67         if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
68         {
69                 if(self.reset2)
70                 {
71                         self.reset2();
72                         continue;
73                 }
74         }
75
76         // Moving the player reset code here since the player-reset depends
77         // on spawnpoint entities which have to be reset first --blub
78         if(dorespawn)
79         FOR_EACH_CLIENT(self) {
80                 if(self.flags & FL_CLIENT)                              // reset all players
81                 {
82                         if(g_arena)
83                         {
84                                 if(self.spawned)
85                                         PutClientInServer();
86                                 else
87                                         PutObserverInServer();
88                         }
89                         else if(g_ca && self.caplayer) {
90                                 self.classname = "player";
91                                 PutClientInServer();
92                         }
93                         else if(g_freezetag)
94                         {
95                                 if(self.classname == "player")
96                                         PutClientInServer();
97                         }
98                         else
99                         {
100                                 /*
101                                 only reset players if a restart countdown is active
102                                 this can either be due to cvar sv_ready_restart_after_countdown having set
103                                 restart_mapalreadyrestarted to 1 after the countdown ended or when
104                                 sv_ready_restart_after_countdown is not used and countdown is still running
105                                 */
106                                 if (restart_mapalreadyrestarted || (time < game_starttime))
107                                 {
108                                         //NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
109                                         if (self.classname == "player") {
110                                                 //PlayerScore_Clear(self);
111                                                 if(g_lms)
112                                                         PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
113                                                 self.killcount = 0;
114                                                 //stop the player from moving so that he stands still once he gets respawned
115                                                 self.velocity = '0 0 0';
116                                                 self.avelocity = '0 0 0';
117                                                 self.movement = '0 0 0';
118                                                 PutClientInServer();
119                                         }
120                                 }
121                         }
122                 }
123         }
124
125         if(g_keyhunt)
126                 kh_Controller_SetThink_NoMsg(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), kh_StartRound);
127
128         if(g_arena)
129         if(champion && champion.classname == "player" && player_count > 1)
130                 UpdateFrags(champion, +1);
131
132         self = oldself;
133 }
134
135 void Spawnqueue_Insert(entity e)
136 {
137         if(e.spawnqueue_in)
138                 return;
139         dprint(strcat("Into queue: ", e.netname, "\n"));
140         e.spawnqueue_in = TRUE;
141         e.spawnqueue_prev = spawnqueue_last;
142         e.spawnqueue_next = world;
143         if(spawnqueue_last)
144                 spawnqueue_last.spawnqueue_next = e;
145         spawnqueue_last = e;
146         if(!spawnqueue_first)
147                 spawnqueue_first = e;
148 }
149
150 void Spawnqueue_Remove(entity e)
151 {
152         if(!e.spawnqueue_in)
153                 return;
154         dprint(strcat("Out of queue: ", e.netname, "\n"));
155         e.spawnqueue_in = FALSE;
156         if(e == spawnqueue_first)
157                 spawnqueue_first = e.spawnqueue_next;
158         if(e == spawnqueue_last)
159                 spawnqueue_last = e.spawnqueue_prev;
160         if(e.spawnqueue_prev)
161                 e.spawnqueue_prev.spawnqueue_next = e.spawnqueue_next;
162         if(e.spawnqueue_next)
163                 e.spawnqueue_next.spawnqueue_prev = e.spawnqueue_prev;
164         e.spawnqueue_next = world;
165         e.spawnqueue_prev = world;
166 }
167
168 void Spawnqueue_Unmark(entity e)
169 {
170         if(!e.spawned)
171                 return;
172         e.spawned = FALSE;
173         numspawned = numspawned - 1;
174 }
175
176 void Spawnqueue_Mark(entity e)
177 {
178         if(e.spawned)
179                 return;
180         e.spawned = TRUE;
181         numspawned = numspawned + 1;
182 }
183
184 /**
185  * If roundbased arena game mode is active, it centerprints the texts for the
186  * player when player is waiting for the countdown to finish.
187  * Blocks the players movement while countdown is active.
188  * Unblocks the player once the countdown is over.
189  *
190  * Called in StartFrame()
191  */
192 float roundStartTime_prev; // prevent networkspam
193 void Arena_Warmup()
194 {
195         float f;
196         entity e;
197
198         if(gameover)
199         {
200                 if(warmup && time < warmup)
201                 {
202                         FOR_EACH_REALCLIENT(e)
203                                 Send_CSQC_Centerprint_Generic_Expire(e, CPID_ROUND_STARTING);
204                         warmup = 0;
205                 }
206                 if(champion && g_arena)
207                 {
208                         FOR_EACH_REALCLIENT(e)
209                                 centerprint(e, strcat("The Champion is ", champion.netname));
210                         champion = world;
211                 }
212                 return;
213         }
214         if((!g_arena && !g_ca && !g_freezetag) || (g_arena && !arena_roundbased) || (time < game_starttime))
215                 return;
216
217         f = ceil(warmup - time);
218
219         if(inWarmupStage)
220                 allowed_to_spawn = 1;
221         else if(!g_ca)
222                 allowed_to_spawn = 0;
223
224         if(time < warmup && !inWarmupStage)
225         {
226                 if (g_ca)
227                         allowed_to_spawn = 1;
228                 if(champion && g_arena)
229                 {
230                         FOR_EACH_REALCLIENT(e)
231                                 centerprint(e, strcat("The Champion is ", champion.netname));
232                 }
233
234                 if(f != roundStartTime_prev) {
235                         roundStartTime_prev = f;
236                         if(g_ca && !(red_players && blue_players)) {
237                                 FOR_EACH_REALCLIENT(self)
238                                         Send_CSQC_Centerprint_Generic(self, CPID_ROUND_STARTING, "^1Need at least 1 player in each team to play CA", 2, 0);
239                                 warmup = time + autocvar_g_ca_warmup;
240                         } else {
241                                 if(f == 5)
242                                         Announce("prepareforbattle");
243                                 else if(f == 3)
244                                         Announce("3");
245                                 else if(f == 2)
246                                         Announce("2");
247                                 else if(f == 1)
248                                         Announce("1");
249
250                                 FOR_EACH_REALCLIENT(e)
251                                         Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "Round will start in %d", 1, f);
252                         }
253                 }
254
255                 if (g_arena) {
256                         FOR_EACH_CLIENT(e)
257                         {
258                                 if(e.spawned && e.classname == "player")
259                                         e.movetype = MOVETYPE_NONE;
260                                 e.velocity = '0 0 0';
261                                 e.avelocity = '0 0 0';
262                                 e.movement = '0 0 0';
263                         }
264                 }
265         }
266         else if(f > -1 && f != roundStartTime_prev)
267         {
268                 roundStartTime_prev = f;
269                 if(g_ca) {
270                         if(red_players && blue_players)
271                                 allowed_to_spawn = 0;
272                         else
273                                 reset_map(TRUE);
274                 } else {
275                         Announce("begin");
276                         FOR_EACH_REALCLIENT(e)
277                                 Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "^1Begin!", 1, 0);
278                 }
279
280                 if(g_arena) {
281                         FOR_EACH_PLAYER(e)
282                         {
283                                 if(e.health > 0 && e.movetype == MOVETYPE_NONE)
284                                         e.movetype = MOVETYPE_WALK;
285                         }
286                 }
287         }
288
289         // clear champion to avoid centerprinting again the champion msg
290         if (champion)
291                 champion = world;
292 }
293
294 void count_players()
295 {
296         // count amount of players in each team
297         total_players = red_players = blue_players = yellow_players = pink_players = 0;
298         FOR_EACH_PLAYER(self) {
299                 if (self.team == COLOR_TEAM1)
300                 {
301                         red_players += 1;
302                         total_players += 1;
303                 }
304                 else if (self.team == COLOR_TEAM2)
305                 {
306                         blue_players += 1;
307                         total_players += 1;
308                 }
309                 else if (self.team == COLOR_TEAM3)
310                 {
311                         yellow_players += 1;
312                         total_players += 1;
313                 }
314                 else if (self.team == COLOR_TEAM4)
315                 {
316                         pink_players += 1;
317                         total_players += 1;
318                 }
319         }
320 }
321
322 void count_alive_players()
323 {
324         totalalive = redalive = bluealive = yellowalive = pinkalive = 0;
325         if(g_ca)
326         {
327                 FOR_EACH_PLAYER(self) {
328                         if (self.team == COLOR_TEAM1 && self.health >= 1)
329                         {
330                                 redalive += 1;
331                                 totalalive += 1;
332                         }
333                         else if (self.team == COLOR_TEAM2 && self.health >= 1)
334                         {
335                                 bluealive += 1;
336                                 totalalive += 1;
337                         }
338                 }
339                 FOR_EACH_REALCLIENT(self) {
340                         self.redalive_stat = redalive;
341                         self.bluealive_stat = bluealive;
342                 }
343         }
344         else if(g_freezetag)
345         {
346                 // count amount of alive players in each team
347                 FOR_EACH_PLAYER(self) {
348                         if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1)
349                         {
350                                 redalive += 1;
351                                 totalalive += 1;
352                         }
353                         else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1)
354                         {
355                                 bluealive += 1;
356                                 totalalive += 1;
357                         }
358                         else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1)
359                         {
360                                 yellowalive += 1;
361                                 totalalive += 1;
362                         }
363                         else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1)
364                         {
365                                 pinkalive += 1;
366                                 totalalive += 1;
367                         }
368                 }
369                 FOR_EACH_REALCLIENT(self) {
370                         self.redalive_stat = redalive;
371                         self.bluealive_stat = bluealive;
372                         self.yellowalive_stat = yellowalive;
373                         self.pinkalive_stat = pinkalive;
374                 }
375         }
376
377 }
378
379 /**
380  * This function finds out whether an arena round is over 1 player is left.
381  * It determines the last player who's still alive and saves it's entity reference
382  * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
383  *
384  * Gets called in StartFrame()
385  */
386 void Spawnqueue_Check()
387 {
388         if(warmup == 0 && g_ca)
389         {
390                 if(red_players || blue_players)
391                         reset_map(TRUE);
392                 return;
393         }
394         if(time < warmup + 1 || inWarmupStage || intermission_running)
395                 return;
396
397         if(g_ca) {
398                 if(allowed_to_spawn) // round is not started yet
399                         return;
400                 if(!next_round) {
401                         if(!(redalive && bluealive)) {
402                                 // every player of (at least) one team is dead, round ends here
403                                 if(redalive) {
404                                         play2all("ctf/red_capture.wav");
405                                         FOR_EACH_CLIENT(self) centerprint(self, "^1RED ^7team wins the round");
406                                         TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, +1);
407                                 }
408                                 else if(bluealive) {
409                                         play2all("ctf/blue_capture.wav");
410                                         FOR_EACH_CLIENT(self) centerprint(self, "^4BLUE ^7team wins the round");
411                                         TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, +1);
412                                 }
413                                 else
414                                         FOR_EACH_CLIENT(self) centerprint(self, "^7Round tied");
415                                 next_round = -1;
416                         }
417                         else if(time - warmup > autocvar_g_ca_round_timelimit) {
418                                 FOR_EACH_CLIENT(self) centerprint(self, "^7Round tied");
419                                 next_round = time + 5;
420                         }
421                 }
422                 else if(next_round == -1) {
423                         // wait for killed players to be put as spectators
424                         if(!(red_players && blue_players))
425                                 next_round = time + 5;
426                 }
427                 else if((next_round > 0 && next_round < time))
428                 {
429                         next_round = 0;
430                         reset_map(TRUE);
431                 }
432         } else if(g_freezetag) {
433                 if((next_round && next_round < time))
434                 {
435                         next_round = 0;
436                         reset_map(TRUE);
437                 }
438         } else { // arena
439                 //extend next_round if it isn't set yet and only 1 player is spawned
440                 if(!next_round)
441                 if(numspawned < 2)
442                         next_round = time + 3;
443
444                 if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
445                 {
446                         next_round = 0;
447
448                         if(arena_roundbased)
449                         {
450                                 champion = find(world, classname, "player");
451                                 while(champion && champion.deadflag)
452                                         champion = find(champion, classname, "player");
453                                 reset_map(TRUE);
454                         }
455
456                         while(numspawned < maxspawned && spawnqueue_first)
457                         {
458                                 self = spawnqueue_first;
459
460                                 bprint ("^4", self.netname, "^4 is the next challenger\n");
461
462                                 Spawnqueue_Remove(self);
463                                 Spawnqueue_Mark(self);
464
465                                 self.classname = "player";
466                                 PutClientInServer();
467                         }
468                 }
469         }
470 }