#include "gamemode_cts.qh" #include "gamemode.qh" #include "../race.qh" // legacy bot roles .float race_checkpoint; void havocbot_role_cts() {SELFPARAM(); if(self.deadflag != DEAD_NO) return; entity e; if (self.bot_strategytime < time) { self.bot_strategytime = time + autocvar_bot_ai_strategyinterval; navigation_goalrating_start(); for(e = world; (e = find(e, classname, "trigger_race_checkpoint")) != world; ) { if(e.cnt == self.race_checkpoint) { navigation_routerating(e, 1000000, 5000); } else if(self.race_checkpoint == -1) { navigation_routerating(e, 1000000, 5000); } } navigation_goalrating_end(); } } void cts_ScoreRules() { ScoreRules_basics(0, 0, 0, false); if(g_race_qualifying) { ScoreInfo_SetLabel_PlayerScore(SP_CTS_FASTEST, "fastest", SFL_SORT_PRIO_PRIMARY | SFL_LOWER_IS_BETTER | SFL_TIME); } else { ScoreInfo_SetLabel_PlayerScore(SP_CTS_LAPS, "laps", SFL_SORT_PRIO_PRIMARY); ScoreInfo_SetLabel_PlayerScore(SP_CTS_TIME, "time", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME); ScoreInfo_SetLabel_PlayerScore(SP_CTS_FASTEST, "fastest", SFL_LOWER_IS_BETTER | SFL_TIME); } ScoreRules_basics_end(); } void cts_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later { if(autocvar_sv_eventlog) GameLogEcho(strcat(":cts:", mode, ":", ((actor != world) ? (strcat(":", ftos(actor.playerid))) : ""))); } MUTATOR_HOOKFUNCTION(cts_PlayerPhysics) {SELFPARAM(); // force kbd movement for fairness float wishspeed; vector wishvel; // if record times matter // ensure nothing EVIL is being done (i.e. div0_evade) // this hinders joystick users though // but it still gives SOME analog control wishvel.x = fabs(self.movement.x); wishvel.y = fabs(self.movement.y); if(wishvel.x != 0 && wishvel.y != 0 && wishvel.x != wishvel.y) { wishvel.z = 0; wishspeed = vlen(wishvel); if(wishvel.x >= 2 * wishvel.y) { // pure X motion if(self.movement.x > 0) self.movement_x = wishspeed; else self.movement_x = -wishspeed; self.movement_y = 0; } else if(wishvel.y >= 2 * wishvel.x) { // pure Y motion self.movement_x = 0; if(self.movement.y > 0) self.movement_y = wishspeed; else self.movement_y = -wishspeed; } else { // diagonal if(self.movement.x > 0) self.movement_x = M_SQRT1_2 * wishspeed; else self.movement_x = -M_SQRT1_2 * wishspeed; if(self.movement.y > 0) self.movement_y = M_SQRT1_2 * wishspeed; else self.movement_y = -M_SQRT1_2 * wishspeed; } } return false; } MUTATOR_HOOKFUNCTION(cts_ResetMap) { float s; Score_NicePrint(world); race_ClearRecords(); PlayerScore_Sort(race_place, 0, 1, 0); entity e; FOR_EACH_CLIENT(e) { if(e.race_place) { s = PlayerScore_Add(e, SP_RACE_FASTEST, 0); if(!s) e.race_place = 0; } cts_EventLog(ftos(e.race_place), e); } if(g_race_qualifying == 2) { g_race_qualifying = 0; independent_players = 0; cvar_set("fraglimit", ftos(race_fraglimit)); cvar_set("leadlimit", ftos(race_leadlimit)); cvar_set("timelimit", ftos(race_timelimit)); cts_ScoreRules(); } return false; } MUTATOR_HOOKFUNCTION(cts_PlayerPreThink) {SELFPARAM(); if(IS_SPEC(self) || IS_OBSERVER(self)) if(g_race_qualifying) if(msg_entity.enemy.race_laptime) race_SendNextCheckpoint(msg_entity.enemy, 1); return false; } MUTATOR_HOOKFUNCTION(cts_ClientConnect) {SELFPARAM(); race_PreparePlayer(); self.race_checkpoint = -1; if(IS_REAL_CLIENT(self)) { string rr = CTS_RECORD; msg_entity = self; race_send_recordtime(MSG_ONE); race_send_speedaward(MSG_ONE); speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"))); speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"))); race_send_speedaward_alltimebest(MSG_ONE); float i; for (i = 1; i <= RANKINGS_CNT; ++i) { race_SendRankings(i, 0, 0, MSG_ONE); } } return false; } MUTATOR_HOOKFUNCTION(cts_MakePlayerObserver) {SELFPARAM(); if(PlayerScore_Add(self, SP_RACE_FASTEST, 0)) self.frags = FRAGS_LMS_LOSER; else self.frags = FRAGS_SPECTATOR; race_PreparePlayer(); self.race_checkpoint = -1; return false; } MUTATOR_HOOKFUNCTION(cts_PlayerSpawn) {SELFPARAM(); if(spawn_spot.target == "") // Emergency: this wasn't a real spawnpoint. Can this ever happen? race_PreparePlayer(); // if we need to respawn, do it right self.race_respawn_checkpoint = self.race_checkpoint; self.race_respawn_spotref = spawn_spot; self.race_place = 0; return false; } MUTATOR_HOOKFUNCTION(cts_PutClientInServer) {SELFPARAM(); if(IS_PLAYER(self)) if(!gameover) { if(self.killcount == -666 /* initial spawn */ || g_race_qualifying) // spawn race_PreparePlayer(); else // respawn race_RetractPlayer(); race_AbandonRaceCheck(self); } return false; } MUTATOR_HOOKFUNCTION(cts_PlayerDies) {SELFPARAM(); self.respawn_flags |= RESPAWN_FORCE; race_AbandonRaceCheck(self); return false; } MUTATOR_HOOKFUNCTION(cts_BotRoles) {SELFPARAM(); self.havocbot_role = havocbot_role_cts; return true; } MUTATOR_HOOKFUNCTION(cts_PlayerPostThink) {SELFPARAM(); if(self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1) { if (!self.stored_netname) self.stored_netname = strzone(uid2name(self.crypto_idfp)); if(self.stored_netname != self.netname) { db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname); strunzone(self.stored_netname); self.stored_netname = strzone(self.netname); } } return false; } MUTATOR_HOOKFUNCTION(cts_ForbidThrowing) { // no weapon dropping in CTS return true; } MUTATOR_HOOKFUNCTION(cts_FilterItem) {SELFPARAM(); if(self.classname == "droppedweapon") return true; return false; } MUTATOR_HOOKFUNCTION(cts_PlayerDamage) { if(frag_target == frag_attacker || frag_deathtype == DEATH_FALL.m_id) if(!autocvar_g_cts_selfdamage) frag_damage = 0; return false; } MUTATOR_HOOKFUNCTION(cts_ForbidClearPlayerScore) { return true; // in CTS, you don't lose score by observing } MUTATOR_HOOKFUNCTION(cts_SetMods) { g_cloaked = 1; // always enable cloak in CTS return false; } void cts_Initialize() { cts_ScoreRules(); } MUTATOR_DEFINITION(gamemode_cts) { MUTATOR_HOOK(PlayerPhysics, cts_PlayerPhysics, CBC_ORDER_ANY); MUTATOR_HOOK(reset_map_global, cts_ResetMap, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerPreThink, cts_PlayerPreThink, CBC_ORDER_ANY); MUTATOR_HOOK(ClientConnect, cts_ClientConnect, CBC_ORDER_ANY); MUTATOR_HOOK(MakePlayerObserver, cts_MakePlayerObserver, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerSpawn, cts_PlayerSpawn, CBC_ORDER_ANY); MUTATOR_HOOK(PutClientInServer, cts_PutClientInServer, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerDies, cts_PlayerDies, CBC_ORDER_ANY); MUTATOR_HOOK(HavocBot_ChooseRole, cts_BotRoles, CBC_ORDER_ANY); MUTATOR_HOOK(GetPressedKeys, cts_PlayerPostThink, CBC_ORDER_ANY); MUTATOR_HOOK(ForbidThrowCurrentWeapon, cts_ForbidThrowing, CBC_ORDER_ANY); MUTATOR_HOOK(FilterItem, cts_FilterItem, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerDamage_Calculate, cts_PlayerDamage, CBC_ORDER_ANY); MUTATOR_HOOK(ForbidPlayerScore_Clear, cts_ForbidClearPlayerScore, CBC_ORDER_ANY); MUTATOR_HOOK(SetModname, cts_SetMods, CBC_ORDER_ANY); MUTATOR_ONADD { if(time > 1) // game loads at time 1 error("This is a game type and it cannot be added at runtime."); cts_Initialize(); } MUTATOR_ONROLLBACK_OR_REMOVE { // we actually cannot roll back cts_Initialize here // BUT: we don't need to! If this gets called, adding always // succeeds. } MUTATOR_ONREMOVE { LOG_INFO("This is a game type and it cannot be removed at runtime."); return -1; } return 0; }