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First round in CA: detect when the first player joins the game and try to start the...
[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(champion && g_arena)
201                 {
202                         FOR_EACH_CLIENT(e)
203                                 centerprint(e, strcat("The Champion is ", champion.netname));
204                         champion = world;
205                 }
206                 return;
207         }
208         if((!g_arena && !g_ca && !g_freezetag) || (g_arena && !arena_roundbased) || (time < game_starttime))
209                 return;
210
211         f = ceil(warmup - time);
212
213         if(inWarmupStage)
214                 allowed_to_spawn = 1;
215         else if(!g_ca)
216                 allowed_to_spawn = 0;
217
218         if(time < warmup && !inWarmupStage)
219         {
220                 if (g_ca)
221                         allowed_to_spawn = 1;
222                 if(champion && g_arena)
223                 {
224                         FOR_EACH_PLAYER(e)
225                                 centerprint(e, strcat("The Champion is ", champion.netname));
226                 }
227
228                 if(f != roundStartTime_prev) {
229                         roundStartTime_prev = f;
230                         if(g_ca && !(red_players && blue_players)) {
231                                 FOR_EACH_PLAYER(self)
232                                         Send_CSQC_Centerprint_Generic(self, CPID_ROUND_STARTING, "^1Need at least 1 player in each team to play CA", 2, 0);
233                                 warmup = time + autocvar_g_ca_warmup;
234                         } else {
235                                 if(f == 5)
236                                         Announce("prepareforbattle");
237                                 else if(f == 3)
238                                         Announce("3");
239                                 else if(f == 2)
240                                         Announce("2");
241                                 else if(f == 1)
242                                         Announce("1");
243
244                                 FOR_EACH_PLAYER(e)
245                                         Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "Round will start in %d", 1, f);
246                         }
247                 }
248
249                 if (g_arena) {
250                         FOR_EACH_CLIENT(e)
251                         {
252                                 if(e.spawned && e.classname == "player")
253                                         e.movetype = MOVETYPE_NONE;
254                                 e.velocity = '0 0 0';
255                                 e.avelocity = '0 0 0';
256                                 e.movement = '0 0 0';
257                         }
258                 }
259         }
260         else if(f > -1 && f != roundStartTime_prev)
261         {
262                 roundStartTime_prev = f;
263                 if(g_ca) {
264                         if(red_players && blue_players)
265                                 allowed_to_spawn = 0;
266                         else
267                                 reset_map(TRUE);
268                 } else {
269                         Announce("begin");
270                         FOR_EACH_PLAYER(e)
271                                 Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "^1Begin!", 1, 0);
272                 }
273
274                 if(g_arena) {
275                         FOR_EACH_PLAYER(e)
276                         {
277                                 if(e.health > 0 && e.movetype == MOVETYPE_NONE)
278                                         e.movetype = MOVETYPE_WALK;
279                         }
280                 }
281         }
282
283         // clear champion to avoid centerprinting again the champion msg
284         if (champion)
285                 champion = world;
286 }
287
288 void count_players()
289 {
290         // count amount of players in each team
291         total_players = red_players = blue_players = yellow_players = pink_players = 0;
292         FOR_EACH_PLAYER(self) {
293                 if (self.team == COLOR_TEAM1)
294                 {
295                         red_players += 1;
296                         total_players += 1;
297                 }
298                 else if (self.team == COLOR_TEAM2)
299                 {
300                         blue_players += 1;
301                         total_players += 1;
302                 }
303                 else if (self.team == COLOR_TEAM3)
304                 {
305                         yellow_players += 1;
306                         total_players += 1;
307                 }
308                 else if (self.team == COLOR_TEAM4)
309                 {
310                         pink_players += 1;
311                         total_players += 1;
312                 }
313         }
314 }
315
316 void count_alive_players()
317 {
318         totalalive = redalive = bluealive = yellowalive = pinkalive = 0;
319         if(g_ca)
320         {
321                 FOR_EACH_PLAYER(self) {
322                         if (self.team == COLOR_TEAM1 && self.health >= 1)
323                         {
324                                 redalive += 1;
325                                 totalalive += 1;
326                         }
327                         else if (self.team == COLOR_TEAM2 && self.health >= 1)
328                         {
329                                 bluealive += 1;
330                                 totalalive += 1;
331                         }
332                 }
333                 FOR_EACH_REALCLIENT(self) {
334                         self.redalive_stat = redalive;
335                         self.bluealive_stat = bluealive;
336                 }
337         }
338         else if(g_freezetag)
339         {
340                 // count amount of alive players in each team
341                 FOR_EACH_PLAYER(self) {
342                         if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1)
343                         {
344                                 redalive += 1;
345                                 totalalive += 1;
346                         }
347                         else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1)
348                         {
349                                 bluealive += 1;
350                                 totalalive += 1;
351                         }
352                         else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1)
353                         {
354                                 yellowalive += 1;
355                                 totalalive += 1;
356                         }
357                         else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1)
358                         {
359                                 pinkalive += 1;
360                                 totalalive += 1;
361                         }
362                 }
363                 FOR_EACH_REALCLIENT(self) {
364                         self.redalive_stat = redalive;
365                         self.bluealive_stat = bluealive;
366                         self.yellowalive_stat = yellowalive;
367                         self.pinkalive_stat = pinkalive;
368                 }
369         }
370
371 }
372
373 /**
374  * This function finds out whether an arena round is over 1 player is left.
375  * It determines the last player who's still alive and saves it's entity reference
376  * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
377  *
378  * Gets called in StartFrame()
379  */
380 void Spawnqueue_Check()
381 {
382         if(warmup == 0 && g_ca)
383         {
384                 if(red_players || blue_players)
385                         reset_map(TRUE);
386                 return;
387         }
388         if(time < warmup + 1 || inWarmupStage || intermission_running)
389                 return;
390
391         if(g_ca) {
392                 if(allowed_to_spawn) // round is not started yet
393                         return;
394                 if(!next_round) {
395                         if(!(redalive && bluealive)) {
396                                 // every player of (at least) one team is dead, round ends here
397                                 if(redalive) {
398                                         play2all("ctf/red_capture.wav");
399                                         FOR_EACH_CLIENT(self) centerprint(self, "^1RED ^7team wins the round");
400                                         TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, +1);
401                                 }
402                                 else if(bluealive) {
403                                         play2all("ctf/blue_capture.wav");
404                                         FOR_EACH_CLIENT(self) centerprint(self, "^4BLUE ^7team wins the round");
405                                         TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, +1);
406                                 }
407                                 else
408                                         FOR_EACH_CLIENT(self) centerprint(self, "^7Round tied");
409                                 next_round = -1;
410                         }
411                         else if(time - warmup > autocvar_g_ca_round_timelimit) {
412                                 FOR_EACH_CLIENT(self) centerprint(self, "^7Round tied");
413                                 next_round = time + 5;
414                         }
415                 }
416                 else if(next_round == -1) {
417                         // wait for killed players to be put as spectators
418                         if(!(red_players && blue_players))
419                                 next_round = time + 5;
420                 }
421                 else if((next_round > 0 && next_round < time))
422                 {
423                         next_round = 0;
424                         reset_map(TRUE);
425                 }
426         } else if(g_freezetag) {
427                 if((next_round && next_round < time))
428                 {
429                         next_round = 0;
430                         reset_map(TRUE);
431                 }
432         } else { // arena
433                 //extend next_round if it isn't set yet and only 1 player is spawned
434                 if(!next_round)
435                 if(numspawned < 2)
436                         next_round = time + 3;
437
438                 if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
439                 {
440                         next_round = 0;
441
442                         if(arena_roundbased)
443                         {
444                                 champion = find(world, classname, "player");
445                                 while(champion && champion.deadflag)
446                                         champion = find(champion, classname, "player");
447                                 reset_map(TRUE);
448                         }
449
450                         while(numspawned < maxspawned && spawnqueue_first)
451                         {
452                                 self = spawnqueue_first;
453
454                                 bprint ("^4", self.netname, "^4 is the next challenger\n");
455
456                                 Spawnqueue_Remove(self);
457                                 Spawnqueue_Mark(self);
458
459                                 self.classname = "player";
460                                 PutClientInServer();
461                         }
462                 }
463         }
464 }