]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/arena.qc
Merge branch 'master' of ssh://git.xonotic.org/xonotic-data.pk3dir into savagex/plat...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / arena.qc
index b732c2f85aa18726d8a9b87099d735bbaca6105d..5110d373b8a682e657e1a5f10201c2c91303dbba 100644 (file)
@@ -27,8 +27,10 @@ void target_assault_roundend_reset();
 float next_round;
 float stopalivecheck;
 float redalive, bluealive, yellowalive, pinkalive;
+float totalalive;
 .float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
 float redspawned, bluespawned, yellowspawned, pinkspawned;
+float totalspawned;
 
 /**
  * Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
@@ -39,15 +41,15 @@ void reset_map(float dorespawn)
        entity oldself;
        oldself = self;
 
-       if(g_arena && cvar("g_arena_warmup"))
-               warmup = time + cvar("g_arena_warmup");
+       if(g_arena && autocvar_g_arena_warmup)
+               warmup = time + autocvar_g_arena_warmup;
        else if(g_ca) {
-               warmup = time + cvar("g_ca_warmup");
+               warmup = time + autocvar_g_ca_warmup;
                allowed_to_spawn = 1;
        }
        else if(g_freezetag)
        {
-               warmup = time + cvar("g_freezetag_warmup");
+               warmup = time + autocvar_g_freezetag_warmup;
        }
 
        lms_lowest_lives = 999;
@@ -56,7 +58,7 @@ void reset_map(float dorespawn)
        race_ReadyRestart();
 
        for(self = world; (self = nextent(self)); )
-       if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
+       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
        {
                if(self.reset)
                {
@@ -135,7 +137,7 @@ void reset_map(float dorespawn)
        }
 
        if(g_keyhunt)
-               kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round")+(game_starttime - time), "", kh_StartRound);
+               kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), "", kh_StartRound);
 
        if(g_arena)
        if(champion && champion.classname == "player" && player_count > 1)
@@ -206,21 +208,11 @@ void Arena_Warmup()
 {
        float f;
        string msg;
+    entity e;
 
        if((!g_arena && !g_ca && !g_freezetag) || (g_arena && !arena_roundbased) || (time < game_starttime))
                return;
 
-       if(g_freezetag &&
-               !((redspawned >= 1 && bluespawned >= 1)
-               || (redspawned >= 1 && yellowspawned >= 1)
-               || (redspawned >= 1 && pinkspawned >= 1)
-               || (bluespawned >= 1 && yellowspawned >= 1)
-               || (bluespawned >= 1 && pinkspawned >= 1)
-               || (yellowspawned >= 1 && pinkspawned >= 1)))
-       {
-               warmup = time + cvar("g_freezetag_warmup");
-       }
-
        f = ceil(warmup - time);
        if(f > 0)
                champion = world; // this is done because a if(champion) will not execute if champion = world
@@ -254,7 +246,8 @@ void Arena_Warmup()
                        else if(f == 1)
                                Announce("1");
 
-                       centerprint(self, msg);
+            FOR_EACH_PLAYER(e)
+                centerprint(e, msg);
                }
 
                if (g_arena) {
@@ -277,43 +270,64 @@ void Arena_Warmup()
                if(g_ca) {
                        ca_players = 0;
 
-                       FOR_EACH_PLAYER(self)
+            FOR_EACH_PLAYER(e)
                                ca_players += 1;
                }
-       }
 
-       if(self.classname == "player" && self.health > 0 && self.movetype == MOVETYPE_NONE)
-               self.movetype = MOVETYPE_WALK;
+        if(self.classname == "player" && self.health > 0 && self.movetype == MOVETYPE_NONE)
+            self.movetype = MOVETYPE_WALK;
+       }
 }
-/**
- * This function finds out whether an arena round is over 1 player is left.
- * It determines the last player who's still alive and saves it's entity reference
- * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
- *
- * Gets called in StartFrame()
- */
-void Spawnqueue_Check()
+
+void count_spawned_players()
 {
-       // check the amount of spawned players in each team
-       redspawned = bluespawned = yellowspawned = pinkspawned = 0;
+       // TODO fix "*spawned" name, it should rather be "*players" or so
+       // not doing this now to prevent merge hell with Tag
+       // fix after merging with Tag
+
+       // count amount of players in each team
+       totalspawned = redspawned = bluespawned = yellowspawned = pinkspawned = 0;
        FOR_EACH_PLAYER(self) {
-               if (self.team == COLOR_TEAM1) redspawned += 1;
-               else if (self.team == COLOR_TEAM2) bluespawned += 1;
-               else if (self.team == COLOR_TEAM3) yellowspawned += 1;
-               else if (self.team == COLOR_TEAM4) pinkspawned += 1;
+               if (self.team == COLOR_TEAM1)
+               {
+                       redspawned += 1;
+                       totalspawned += 1;
+               }
+               else if (self.team == COLOR_TEAM2)
+               {
+                       bluespawned += 1;
+                       totalspawned += 1;
+               }
+               else if (self.team == COLOR_TEAM3)
+               {
+                       yellowspawned += 1;
+                       totalspawned += 1;
+               }
+               else if (self.team == COLOR_TEAM4)
+               {
+                       pinkspawned += 1;
+                       totalspawned += 1;
+               }
        }
+}
 
-       if(g_ca) // we want to perform this before the return block below...
+void count_alive_players()
+{
+       totalalive = redalive = bluealive = yellowalive = pinkalive = 0;
+       if(g_ca)
        {
-               // this is STUPID to perform again, but has to be done so that we can give instant feedback when a round ends
-               // and so the code won't start searching for a champion using find() before all players are actually REMOVED
-               redalive = 0; bluealive = 0;
                FOR_EACH_PLAYER(self) {
-                       if (self.team == COLOR_TEAM1 && self.health >= 1) redalive += 1;
-                       else if (self.team == COLOR_TEAM2 && self.health >= 1) bluealive += 1;
+                       if (self.team == COLOR_TEAM1 && self.health >= 1)
+                       {
+                               redalive += 1;
+                               totalalive += 1;
+                       }
+                       else if (self.team == COLOR_TEAM2 && self.health >= 1)
+                       {
+                               bluealive += 1;
+                               totalalive += 1;
+                       }
                }
-               // as if the above stuff wasn't stupid enough, let's run it a third time! :D
-               // (so that we can send redalive/bluealive as a stat)
                FOR_EACH_PLAYER(self) {
                        self.redalive_stat = redalive;
                        self.bluealive_stat = bluealive;
@@ -321,12 +335,28 @@ void Spawnqueue_Check()
        }
        else if(g_freezetag)
        {
-               redalive = bluealive = yellowalive = pinkalive = 0;
+               // count amount of alive players in each team
                FOR_EACH_PLAYER(self) {
-                       if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1) redalive += 1;
-                       else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1) bluealive += 1;
-                       else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1) yellowalive += 1;
-                       else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1) pinkalive += 1;
+                       if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1)
+                       {
+                               redalive += 1;
+                               totalalive += 1;
+                       }
+                       else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1)
+                       {
+                               bluealive += 1;
+                               totalalive += 1;
+                       }
+                       else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1)
+                       {
+                               yellowalive += 1;
+                               totalalive += 1;
+                       }
+                       else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1)
+                       {
+                               pinkalive += 1;
+                               totalalive += 1;
+                       }
                }
                FOR_EACH_PLAYER(self) {
                        self.redalive_stat = redalive;
@@ -335,11 +365,28 @@ void Spawnqueue_Check()
                        self.pinkalive_stat = pinkalive;
                }
        }
-       if(time < warmup + 1 || inWarmupStage)
+
+}
+
+/**
+ * This function finds out whether an arena round is over 1 player is left.
+ * It determines the last player who's still alive and saves it's entity reference
+ * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
+ *
+ * Gets called in StartFrame()
+ */
+void Spawnqueue_Check()
+{
+       count_spawned_players();
+       if(g_ca || g_freezetag) // we want to perform this before the return block below (CA)...
+       {
+               count_alive_players();
+       }
+       if(time < warmup + 1 || inWarmupStage || intermission_running)
                return;
 
        if(g_ca) {
-               required_ca_players = max(2, fabs(cvar("bot_vs_human") + 1));
+               required_ca_players = max(2, fabs(autocvar_bot_vs_human + 1));
 
                if(ca_players < required_ca_players && (redspawned && bluespawned)) {
                        reset_map(TRUE);
@@ -357,7 +404,7 @@ void Spawnqueue_Check()
                                        strunzone(champion_name);
                                champion_name = strzone(champion.netname);
                        }
-                       else if((!redspawned && !bluespawned) || time - warmup > cvar("g_ca_round_timelimit")) {
+                       else if((!redspawned && !bluespawned) || time - warmup > autocvar_g_ca_round_timelimit) {
                                FOR_EACH_CLIENT(self) centerprint(self, strcat("^7Round tied.", "^7\n"));
                                next_round = time + 5;
                        }