3 #include <server/client.qh>
4 #include <server/race.qh>
5 #include <server/world.qh>
6 #include <server/gamelog.qh>
7 #include <server/intermission.qh>
8 #include <server/items/spawning.qh>
9 #include <server/weapons/common.qh>
10 #include <common/mapobjects/triggers.qh>
12 float autocvar_g_cts_finish_kill_delay;
13 bool autocvar_g_cts_selfdamage;
14 bool autocvar_g_cts_removeprojectiles;
15 bool autocvar_g_cts_drop_monster_items;
18 .float race_checkpoint;
19 void havocbot_role_cts(entity this)
24 if (navigation_goalrating_timeout(this))
26 navigation_goalrating_start(this);
28 bool raw_touch_check = true;
29 int cp = this.race_checkpoint;
31 LABEL(search_racecheckpoints)
32 IL_EACH(g_racecheckpoints, true,
34 if(it.cnt == cp || cp == -1)
36 // redirect bot to next goal if it touched the waypoint of an untouchable checkpoint
37 // e.g. checkpoint in front of Stormkeep's warpzone
38 // the same workaround is applied in Race game mode
39 if (raw_touch_check && vdist(this.origin - it.nearestwaypoint.origin, <, 30))
41 cp = race_NextCheckpoint(cp);
42 raw_touch_check = false;
43 goto search_racecheckpoints;
45 navigation_routerating(this, it, 1000000, 5000);
49 navigation_goalrating_end(this);
51 navigation_goalrating_timeout_set(this);
57 GameRules_score_enabled(false);
58 GameRules_scoring(0, 0, 0, {
59 if (g_race_qualifying) {
60 field(SP_RACE_FASTEST, "fastest", SFL_SORT_PRIO_PRIMARY | SFL_LOWER_IS_BETTER | SFL_TIME);
62 field(SP_RACE_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
63 field(SP_RACE_TIME, "time", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME);
64 field(SP_RACE_FASTEST, "fastest", SFL_LOWER_IS_BETTER | SFL_TIME);
69 void cts_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
71 if(autocvar_sv_eventlog)
72 GameLogEcho(strcat(":cts:", mode, ":", ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
75 MUTATOR_HOOKFUNCTION(cts, PlayerPhysics)
77 entity player = M_ARGV(0, entity);
78 float dt = M_ARGV(1, float);
80 player.race_movetime_frac += dt;
81 float f = floor(player.race_movetime_frac);
82 player.race_movetime_frac -= f;
83 player.race_movetime_count += f;
84 player.race_movetime = player.race_movetime_frac + player.race_movetime_count;
88 if (player.race_penalty)
89 if (time > player.race_penalty)
90 player.race_penalty = 0;
91 if(player.race_penalty)
93 player.velocity = '0 0 0';
94 set_movetype(player, MOVETYPE_NONE);
95 player.disableclientprediction = 2;
99 // force kbd movement for fairness
103 // if record times matter
104 // ensure nothing EVIL is being done (i.e. div0_evade)
105 // this hinders joystick users though
106 // but it still gives SOME analog control
107 wishvel.x = fabs(CS(player).movement.x);
108 wishvel.y = fabs(CS(player).movement.y);
109 if(wishvel.x != 0 && wishvel.y != 0 && wishvel.x != wishvel.y)
112 wishspeed = vlen(wishvel);
113 if(wishvel.x >= 2 * wishvel.y)
116 if(CS(player).movement.x > 0)
117 CS(player).movement_x = wishspeed;
119 CS(player).movement_x = -wishspeed;
120 CS(player).movement_y = 0;
122 else if(wishvel.y >= 2 * wishvel.x)
125 CS(player).movement_x = 0;
126 if(CS(player).movement.y > 0)
127 CS(player).movement_y = wishspeed;
129 CS(player).movement_y = -wishspeed;
134 if(CS(player).movement.x > 0)
135 CS(player).movement_x = M_SQRT1_2 * wishspeed;
137 CS(player).movement_x = -M_SQRT1_2 * wishspeed;
138 if(CS(player).movement.y > 0)
139 CS(player).movement_y = M_SQRT1_2 * wishspeed;
141 CS(player).movement_y = -M_SQRT1_2 * wishspeed;
146 MUTATOR_HOOKFUNCTION(cts, reset_map_global)
150 Score_NicePrint(NULL);
153 PlayerScore_Sort(race_place, 0, true, false);
155 FOREACH_CLIENT(true, {
158 s = GameRules_scoring_add(it, RACE_FASTEST, 0);
162 cts_EventLog(ftos(it.race_place), it);
165 if(g_race_qualifying == 2)
167 g_race_qualifying = 0;
168 independent_players = 0;
169 cvar_set("fraglimit", ftos(race_fraglimit));
170 cvar_set("leadlimit", ftos(race_leadlimit));
171 cvar_set("timelimit", ftos(race_timelimit));
176 MUTATOR_HOOKFUNCTION(cts, ClientConnect)
178 entity player = M_ARGV(0, entity);
180 race_PreparePlayer(player);
181 player.race_checkpoint = -1;
183 race_SendAll(player, false);
186 MUTATOR_HOOKFUNCTION(cts, AbortSpeedrun)
188 entity player = M_ARGV(0, entity);
190 if(autocvar_g_allow_checkpoints)
191 race_PreparePlayer(player); // nice try
194 MUTATOR_HOOKFUNCTION(cts, MakePlayerObserver)
196 entity player = M_ARGV(0, entity);
198 if(GameRules_scoring_add(player, RACE_FASTEST, 0))
199 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
201 player.frags = FRAGS_SPECTATOR;
203 race_PreparePlayer(player);
204 player.race_checkpoint = -1;
207 MUTATOR_HOOKFUNCTION(cts, PlayerSpawn)
209 entity player = M_ARGV(0, entity);
210 entity spawn_spot = M_ARGV(1, entity);
212 if(spawn_spot.target == "")
213 // Emergency: this wasn't a real spawnpoint. Can this ever happen?
214 race_PreparePlayer(player);
216 // if we need to respawn, do it right
217 player.race_respawn_checkpoint = player.race_checkpoint;
218 player.race_respawn_spotref = spawn_spot;
220 player.race_place = 0;
223 MUTATOR_HOOKFUNCTION(cts, PutClientInServer)
225 entity player = M_ARGV(0, entity);
227 if(IS_PLAYER(player))
230 if(CS(player).killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
231 race_PreparePlayer(player);
233 race_RetractPlayer(player);
235 race_AbandonRaceCheck(player);
239 MUTATOR_HOOKFUNCTION(cts, PlayerDamaged)
241 return true; // forbid logging damage
244 MUTATOR_HOOKFUNCTION(cts, PlayerDies)
246 entity frag_target = M_ARGV(2, entity);
248 frag_target.respawn_flags |= RESPAWN_FORCE;
249 race_AbandonRaceCheck(frag_target);
251 if(autocvar_g_cts_removeprojectiles)
253 IL_EACH(g_projectiles, it.owner == frag_target && (it.flags & FL_PROJECTILE),
260 MUTATOR_HOOKFUNCTION(cts, HavocBot_ChooseRole)
262 entity bot = M_ARGV(0, entity);
264 bot.havocbot_role = havocbot_role_cts;
268 MUTATOR_HOOKFUNCTION(cts, GetPressedKeys)
270 entity player = M_ARGV(0, entity);
272 race_checkAndWriteName(player);
273 race_SpeedAwardFrame(player);
276 MUTATOR_HOOKFUNCTION(cts, ForbidThrowCurrentWeapon)
278 // no weapon dropping in CTS
282 MUTATOR_HOOKFUNCTION(cts, FilterItem)
284 entity item = M_ARGV(0, entity);
286 if (Item_IsLoot(item))
288 if(item.monster_loot && autocvar_g_cts_drop_monster_items)
294 MUTATOR_HOOKFUNCTION(cts, Damage_Calculate)
296 entity frag_attacker = M_ARGV(1, entity);
297 entity frag_target = M_ARGV(2, entity);
298 float frag_deathtype = M_ARGV(3, float);
299 float frag_damage = M_ARGV(4, float);
301 if(frag_target == frag_attacker || frag_deathtype == DEATH_FALL.m_id)
302 if(!autocvar_g_cts_selfdamage)
305 M_ARGV(4, float) = frag_damage;
309 MUTATOR_HOOKFUNCTION(cts, ForbidPlayerScore_Clear)
311 return true; // in CTS, you don't lose score by observing
314 MUTATOR_HOOKFUNCTION(cts, GetRecords)
316 int record_page = M_ARGV(0, int);
317 string ret_string = M_ARGV(1, string);
319 for(int i = record_page * 200; i < MapInfo_count && i < record_page * 200 + 200; ++i)
321 if(MapInfo_Get_ByID(i))
323 float r = race_readTime(MapInfo_Map_bspname, 1);
328 string h = race_readName(MapInfo_Map_bspname, 1);
329 ret_string = strcat(ret_string, strpad(32, MapInfo_Map_bspname), " ", strpad(-8, TIME_ENCODED_TOSTRING(r, false)), " ", h, "\n");
333 M_ARGV(1, string) = ret_string;
336 MUTATOR_HOOKFUNCTION(cts, ClientKill)
338 M_ARGV(1, float) = 0; // kill delay
341 MUTATOR_HOOKFUNCTION(cts, Race_FinalCheckpoint)
343 entity player = M_ARGV(0, entity);
345 // useful to prevent cheating by running back to the start line and starting out with more speed
346 if(autocvar_g_cts_finish_kill_delay)
347 ClientKill_Silent(player, autocvar_g_cts_finish_kill_delay);
350 MUTATOR_HOOKFUNCTION(cts, HideTeamNagger)
352 return true; // doesn't work so well (but isn't cts a teamless mode?)
355 MUTATOR_HOOKFUNCTION(cts, FixClientCvars)
357 entity player = M_ARGV(0, entity);
359 stuffcmd(player, "cl_cmd settemp cl_movecliptokeyboard 2\n");
362 MUTATOR_HOOKFUNCTION(cts, WantWeapon)
364 M_ARGV(1, float) = (M_ARGV(0, entity) == WEP_SHOTGUN); // want weapon = weapon info
365 M_ARGV(3, bool) = true; // want mutator blocked
369 MUTATOR_HOOKFUNCTION(cts, ForbidDropCurrentWeapon)
374 void cts_Initialize()
376 record_type = CTS_RECORD;