X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Farena.qc;h=c89c2b2efada451a84b1990255d437641088195b;hp=2fad0959774bf2345cd3fb722ad3a902aaf952de;hb=9c40c25078426ed90e985c402c648fea3e3a8832;hpb=1c948fe6e092f455e0aa1afbcbee65f00d89afe8 diff --git a/qcsrc/server/arena.qc b/qcsrc/server/arena.qc index 2fad095977..c89c2b2efa 100644 --- a/qcsrc/server/arena.qc +++ b/qcsrc/server/arena.qc @@ -8,10 +8,8 @@ float arena_roundbased; entity spawnqueue_first; entity spawnqueue_last; entity champion; -string champion_name; float warmup; -float ca_players; -float required_ca_players; +float ca_teams_ok; .float caplayer; void PutObserverInServer(); @@ -24,6 +22,14 @@ void func_breakable_reset(); void assault_objective_reset(); 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 red_players, blue_players, yellow_players, pink_players; +float total_players; + /** * Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map. * Sets the 'warmup' global variable. @@ -33,15 +39,15 @@ 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; @@ -50,7 +56,7 @@ 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) { @@ -62,10 +68,7 @@ void reset_map(float dorespawn) self.team = self.team_saved; if(self.flags & FL_PROJECTILE) // remove any projectiles left - { - stopsound(self, CHAN_PAIN); remove(self); - } } // Waypoints and assault start come LAST @@ -96,6 +99,11 @@ void reset_map(float dorespawn) self.classname = "player"; PutClientInServer(); } + else if(g_freezetag) + { + if(self.classname == "player") + PutClientInServer(); + } else { /* @@ -124,7 +132,7 @@ 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_NoMsg(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), kh_StartRound); if(g_arena) if(champion && champion.classname == "player" && player_count > 1) @@ -194,34 +202,31 @@ float roundStartTime_prev; // prevent networkspam void Arena_Warmup() { float f; - string msg; + entity e; - if((!g_arena && !g_ca) || (g_arena && !arena_roundbased) || (time < game_starttime)) + if((!g_arena && !g_ca && !g_freezetag) || (g_arena && !arena_roundbased) || (time < game_starttime)) return; f = ceil(warmup - time); - if(f > 0) - champion = world; // this is done because a if(champion) will not execute if champion = world allowed_to_spawn = 0; if(inWarmupStage) allowed_to_spawn = 1; - if(ca_players < required_ca_players) + if(g_ca && !ca_teams_ok) allowed_to_spawn = 1; - msg = NEWLINES; if(time < warmup && !inWarmupStage) { if (g_ca) allowed_to_spawn = 1; if(champion && g_arena) - msg = strcat("The Champion is ", champion_name, "^7\n"); - //centerprint(self, strcat(msg, "The Champion is ", champion.netname, "^7\n")); + { + FOR_EACH_PLAYER(e) + centerprint(e, strcat("The Champion is ", champion.netname)); + } if(f != roundStartTime_prev) { - msg = strcat(msg, "Round will start in ", ftos(f),"\n"); - //centerprint(self, strcat("Round will start in ", ftos(f),"\n")); roundStartTime_prev = f; if(f == 5) Announce("prepareforbattle"); @@ -232,7 +237,8 @@ void Arena_Warmup() else if(f == 1) Announce("1"); - centerprint(self, msg); + FOR_EACH_PLAYER(e) + Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "Round will start in %d", 1, f); } if (g_arena) { @@ -242,104 +248,160 @@ void Arena_Warmup() self.velocity = '0 0 0'; self.avelocity = '0 0 0'; self.movement = '0 0 0'; - //self.fixangle = TRUE; } } - else if(f > -1 && f != roundStartTime_prev) { roundStartTime_prev = f; Announce("begin"); - centerprint(self, "^1Begin!\n"); + FOR_EACH_PLAYER(e) + Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "^1Begin!", 1, 0); if(g_ca) { - ca_players = 0; + float start_red_ca_players, start_blue_ca_players; - FOR_EACH_PLAYER(self) - ca_players += 1; + FOR_EACH_PLAYER(e) { + if (e.team == COLOR_TEAM1) + start_red_ca_players += 1; + else if (e.team == COLOR_TEAM2) + start_blue_ca_players += 1; + } + // teams are ok if there's at least 1 player in each team + ca_teams_ok = (start_red_ca_players && start_blue_ca_players); } + + 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_WALK; + // clear champion to avoid centerprinting again the champion msg + if (champion) + champion = world; } -float next_round; -float stopalivecheck; -float redalive, bluealive, yellowalive, pinkalive; -.float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat; -/** - * 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_players() +{ + // count amount of players in each team + total_players = red_players = blue_players = yellow_players = pink_players = 0; + FOR_EACH_PLAYER(self) { + if (self.team == COLOR_TEAM1) + { + red_players += 1; + total_players += 1; + } + else if (self.team == COLOR_TEAM2) + { + blue_players += 1; + total_players += 1; + } + else if (self.team == COLOR_TEAM3) + { + yellow_players += 1; + total_players += 1; + } + else if (self.team == COLOR_TEAM4) + { + pink_players += 1; + total_players += 1; + } + } +} + +void count_alive_players() { - if(g_ca) // we want to perform this before the return block below... + 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) { + FOR_EACH_REALCLIENT(self) { self.redalive_stat = redalive; self.bluealive_stat = bluealive; } } else if(g_freezetag) { - redalive = 0; bluealive = 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) { + FOR_EACH_REALCLIENT(self) { self.redalive_stat = redalive; self.bluealive_stat = bluealive; self.yellowalive_stat = yellowalive; self.pinkalive_stat = pinkalive; } } - if(time < warmup + 1 || inWarmupStage) - return; - if(g_ca) { - // check the amount of spawned players in each team - float redspawned, bluespawned; - FOR_EACH_PLAYER(self) { - if (self.team == COLOR_TEAM1) redspawned += 1; - else if (self.team == COLOR_TEAM2) bluespawned += 1; - } +} - required_ca_players = max(2, fabs(cvar("bot_vs_human") + 1)); +/** + * 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() + */ +float warntime; +void Spawnqueue_Check() +{ + count_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(ca_players < required_ca_players && (redspawned && bluespawned)) { + if(g_ca) { + if(!ca_teams_ok && (red_players && blue_players)) { reset_map(TRUE); } - else if(ca_players < required_ca_players) { - FOR_EACH_PLAYER(self) - centerprint(self, strcat("^1Need at least 1 player in each team to play CA", "^7\n")); + else if(!ca_teams_ok) { + if (time > warntime) + { + FOR_EACH_PLAYER(self) + Send_CSQC_Centerprint_Generic(self, CPID_ROUND_STARTING, "^1Need at least 1 player in each team to play CA", 2, 0); + warntime = time + 1; + } return; } else if(!next_round) { - if((redspawned && !bluespawned) || (bluespawned && !redspawned)) { + if((red_players && !blue_players) || (blue_players && !red_players)) { next_round = time + 5; - champion = find(world, classname, "player"); - if(champion_name) - strunzone(champion_name); - champion_name = strzone(champion.netname); } - else if((!redspawned && !bluespawned) || time - warmup > cvar("g_ca_round_timelimit")) { - FOR_EACH_CLIENT(self) centerprint(self, strcat("^7Round tied.", "^7\n")); + else if((!red_players && !blue_players) || time - warmup > autocvar_g_ca_round_timelimit) { + FOR_EACH_CLIENT(self) centerprint(self, "^7Round tied"); next_round = time + 5; } @@ -349,14 +411,14 @@ void Spawnqueue_Check() if(redalive && !bluealive) { play2all("ctf/red_capture.wav"); - FOR_EACH_CLIENT(self) centerprint(self, "^1 RED ^7team wins the round.\n"); + FOR_EACH_CLIENT(self) centerprint(self, "^1RED ^7team wins the round"); TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, +1); stopalivecheck = TRUE; } else if(bluealive && !redalive) { play2all("ctf/blue_capture.wav"); - FOR_EACH_CLIENT(self) centerprint(self, "^4 BLUE ^7team wins the round.\n"); + FOR_EACH_CLIENT(self) centerprint(self, "^4BLUE ^7team wins the round"); TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, +1); stopalivecheck = TRUE; }