X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Farena.qc;h=5110d373b8a682e657e1a5f10201c2c91303dbba;hp=b732c2f85aa18726d8a9b87099d735bbaca6105d;hb=dcaa708cee1093798a651369d9fd46ad5074121e;hpb=054c7bc8ea42db7175d9459e65d5d7f281e082f5 diff --git a/qcsrc/server/arena.qc b/qcsrc/server/arena.qc index b732c2f85..5110d373b 100644 --- a/qcsrc/server/arena.qc +++ b/qcsrc/server/arena.qc @@ -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; }