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;
17 .float race_checkpoint;
18 .float race_oldcheckpoint;
19 .bool startspeed_recorded;
21 void havocbot_role_cts(entity this)
26 if (navigation_goalrating_timeout(this))
28 navigation_goalrating_start(this);
30 bool raw_touch_check = true;
31 int cp = this.race_checkpoint;
33 LABEL(search_racecheckpoints)
34 IL_EACH(g_racecheckpoints, true,
36 if(it.cnt == cp || cp == -1)
38 // redirect bot to next goal if it touched the waypoint of an untouchable checkpoint
39 // e.g. checkpoint in front of Stormkeep's warpzone
40 // the same workaround is applied in Race game mode
41 if (raw_touch_check && vdist(this.origin - it.nearestwaypoint.origin, <, 30))
43 cp = race_NextCheckpoint(cp);
44 raw_touch_check = false;
45 goto search_racecheckpoints;
47 navigation_routerating(this, it, 1000000, 5000);
51 navigation_goalrating_end(this);
53 navigation_goalrating_timeout_set(this);
59 GameRules_score_enabled(false);
60 GameRules_scoring(0, 0, 0, {
61 if (g_race_qualifying) {
62 field(SP_CTS_STRAFE, "strafe", 0);
63 field(SP_CTS_STARTSPEED, "startspeed", 0);
64 field(SP_RACE_FASTEST, "fastest", SFL_SORT_PRIO_PRIMARY | SFL_LOWER_IS_BETTER | SFL_TIME);
66 field(SP_RACE_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
67 field(SP_RACE_TIME, "time", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME);
68 field(SP_RACE_FASTEST, "fastest", SFL_LOWER_IS_BETTER | SFL_TIME);
73 void cts_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
75 if(autocvar_sv_eventlog)
76 GameLogEcho(strcat(":cts:", mode, ":", ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
79 MUTATOR_HOOKFUNCTION(cts, PlayerPhysics)
81 entity player = M_ARGV(0, entity);
82 float dt = M_ARGV(1, float);
84 player.race_movetime_frac += dt;
85 float f = floor(player.race_movetime_frac);
86 player.race_movetime_frac -= f;
87 player.race_movetime_count += f;
88 player.race_movetime = player.race_movetime_frac + player.race_movetime_count;
92 if (player.race_penalty)
93 if (time > player.race_penalty)
94 player.race_penalty = 0;
95 if(player.race_penalty)
97 player.velocity = '0 0 0';
98 set_movetype(player, MOVETYPE_NONE);
99 player.disableclientprediction = 2;
103 // force kbd movement for fairness
107 // if record times matter
108 // ensure nothing EVIL is being done (i.e. div0_evade)
109 // this hinders joystick users though
110 // but it still gives SOME analog control
111 wishvel.x = fabs(CS(player).movement.x);
112 wishvel.y = fabs(CS(player).movement.y);
113 if(wishvel.x != 0 && wishvel.y != 0 && wishvel.x != wishvel.y)
116 wishspeed = vlen(wishvel);
117 if(wishvel.x >= 2 * wishvel.y)
120 if(CS(player).movement.x > 0)
121 CS(player).movement_x = wishspeed;
123 CS(player).movement_x = -wishspeed;
124 CS(player).movement_y = 0;
126 else if(wishvel.y >= 2 * wishvel.x)
129 CS(player).movement_x = 0;
130 if(CS(player).movement.y > 0)
131 CS(player).movement_y = wishspeed;
133 CS(player).movement_y = -wishspeed;
138 if(CS(player).movement.x > 0)
139 CS(player).movement_x = M_SQRT1_2 * wishspeed;
141 CS(player).movement_x = -M_SQRT1_2 * wishspeed;
142 if(CS(player).movement.y > 0)
143 CS(player).movement_y = M_SQRT1_2 * wishspeed;
145 CS(player).movement_y = -M_SQRT1_2 * wishspeed;
148 player.strafe_efficiency_sum += calculate_strafe_efficiency(player, CS(player).movement);
149 if(!player.race_started) player.startspeed_recorded = false;
150 if(player.race_started && !player.startspeed_recorded && player.race_checkpoint != 0 && player.race_oldcheckpoint == 0)
152 float new_startspeed = vlen(vec2(player.velocity));
153 player.startspeed_recorded = true;
154 if(new_startspeed > player.startspeed)
156 player.startspeed = new_startspeed;
157 PlayerScore_Set(player, SP_CTS_STARTSPEED, player.startspeed * 100);
160 player.race_oldcheckpoint = player.race_checkpoint;
163 MUTATOR_HOOKFUNCTION(cts, reset_map_global)
167 Score_NicePrint(NULL);
170 PlayerScore_Sort(race_place, 0, true, false);
172 FOREACH_CLIENT(true, {
173 it.strafe_efficiency_best = -2;
174 PlayerScore_Set(it, SP_CTS_STRAFE, -20000);
175 it.startspeed_recorded = false;
176 it.race_oldcheckpoint = 0;
177 PlayerScore_Set(it, SP_CTS_STARTSPEED, -1);
181 s = GameRules_scoring_add(it, RACE_FASTEST, 0);
185 cts_EventLog(ftos(it.race_place), it);
188 if(g_race_qualifying == 2)
190 g_race_qualifying = 0;
191 independent_players = 0;
192 cvar_set("fraglimit", ftos(race_fraglimit));
193 cvar_set("leadlimit", ftos(race_leadlimit));
194 cvar_set("timelimit", ftos(race_timelimit));
199 MUTATOR_HOOKFUNCTION(cts, ClientConnect)
201 entity player = M_ARGV(0, entity);
203 race_PreparePlayer(player);
204 player.race_checkpoint = -1;
205 player.strafe_efficiency_sum = player.strafe_efficiency_tics = 0;
206 player.strafe_efficiency_best = -2;
207 PlayerScore_Set(player, SP_CTS_STRAFE, -20000);
208 player.startspeed_recorded = false;
209 player.race_oldcheckpoint = 0;
210 PlayerScore_Set(player, SP_CTS_STARTSPEED, -1);
212 race_SendAll(player, false);
215 MUTATOR_HOOKFUNCTION(cts, AbortSpeedrun)
217 entity player = M_ARGV(0, entity);
219 if(autocvar_g_allow_checkpoints)
220 race_PreparePlayer(player); // nice try
223 MUTATOR_HOOKFUNCTION(cts, MakePlayerObserver)
225 entity player = M_ARGV(0, entity);
227 if(GameRules_scoring_add(player, RACE_FASTEST, 0))
228 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
230 player.frags = FRAGS_SPECTATOR;
232 race_PreparePlayer(player);
233 player.race_checkpoint = -1;
236 MUTATOR_HOOKFUNCTION(cts, PlayerSpawn)
238 entity player = M_ARGV(0, entity);
239 entity spawn_spot = M_ARGV(1, entity);
241 if(spawn_spot.target == "")
242 // Emergency: this wasn't a real spawnpoint. Can this ever happen?
243 race_PreparePlayer(player);
245 // if we need to respawn, do it right
246 player.race_respawn_checkpoint = player.race_checkpoint;
247 player.race_respawn_spotref = spawn_spot;
249 player.race_place = 0;
252 MUTATOR_HOOKFUNCTION(cts, PutClientInServer)
254 entity player = M_ARGV(0, entity);
256 if(IS_PLAYER(player))
259 if(CS(player).killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
260 race_PreparePlayer(player);
262 race_RetractPlayer(player);
264 race_AbandonRaceCheck(player);
268 MUTATOR_HOOKFUNCTION(cts, PlayerDamaged)
270 int frag_deathtype = M_ARGV(5, int);
271 if (frag_deathtype == DEATH_KILL.m_id)
272 return true; // forbid logging damage
275 MUTATOR_HOOKFUNCTION(cts, PlayerDies)
277 entity frag_target = M_ARGV(2, entity);
279 frag_target.respawn_flags |= RESPAWN_FORCE;
280 race_AbandonRaceCheck(frag_target);
282 frag_target.strafe_efficiency_sum = frag_target.strafe_efficiency_tics = 0;
283 frag_target.startspeed_recorded = false;
285 if(autocvar_g_cts_removeprojectiles)
287 IL_EACH(g_projectiles, it.owner == frag_target && (it.flags & FL_PROJECTILE),
294 MUTATOR_HOOKFUNCTION(cts, HavocBot_ChooseRole)
296 entity bot = M_ARGV(0, entity);
298 bot.havocbot_role = havocbot_role_cts;
302 MUTATOR_HOOKFUNCTION(cts, GetPressedKeys)
304 entity player = M_ARGV(0, entity);
306 race_checkAndWriteName(player);
307 race_SpeedAwardFrame(player);
310 MUTATOR_HOOKFUNCTION(cts, ForbidThrowCurrentWeapon)
312 // no weapon dropping in CTS
316 MUTATOR_HOOKFUNCTION(cts, FilterItem)
318 entity item = M_ARGV(0, entity);
320 if (Item_IsLoot(item))
326 MUTATOR_HOOKFUNCTION(cts, Damage_Calculate)
328 entity frag_attacker = M_ARGV(1, entity);
329 entity frag_target = M_ARGV(2, entity);
330 float frag_deathtype = M_ARGV(3, float);
331 float frag_damage = M_ARGV(4, float);
333 if(frag_target == frag_attacker || frag_deathtype == DEATH_FALL.m_id)
334 if(!autocvar_g_cts_selfdamage)
337 M_ARGV(4, float) = frag_damage;
341 MUTATOR_HOOKFUNCTION(cts, ForbidPlayerScore_Clear)
343 return true; // in CTS, you don't lose score by observing
346 MUTATOR_HOOKFUNCTION(cts, GetRecords)
348 int record_page = M_ARGV(0, int);
349 string ret_string = M_ARGV(1, string);
351 for(int i = record_page * 200; i < MapInfo_count && i < record_page * 200 + 200; ++i)
353 if(MapInfo_Get_ByID(i))
355 float r = race_readTime(MapInfo_Map_bspname, 1);
360 string h = race_readName(MapInfo_Map_bspname, 1);
361 ret_string = strcat(ret_string, strpad(32, MapInfo_Map_bspname), " ", strpad(-8, TIME_ENCODED_TOSTRING(r)), " ", h, "\n");
365 M_ARGV(1, string) = ret_string;
368 MUTATOR_HOOKFUNCTION(cts, ClientKill)
370 M_ARGV(1, float) = 0; // kill delay
373 MUTATOR_HOOKFUNCTION(cts, Race_FinalCheckpoint)
375 entity player = M_ARGV(0, entity);
376 float strafe_efficiency_average = player.strafe_efficiency_sum / player.strafe_efficiency_tics;
378 if(player.strafe_efficiency_best < strafe_efficiency_average)
380 player.strafe_efficiency_best = strafe_efficiency_average;
381 PlayerScore_Set(player, SP_CTS_STRAFE, player.strafe_efficiency_best * 10000);
384 // useful to prevent cheating by running back to the start line and starting out with more speed
385 if(autocvar_g_cts_finish_kill_delay)
386 ClientKill_Silent(player, autocvar_g_cts_finish_kill_delay);
389 MUTATOR_HOOKFUNCTION(cts, HideTeamNagger)
391 return true; // doesn't work so well (but isn't cts a teamless mode?)
394 MUTATOR_HOOKFUNCTION(cts, FixClientCvars)
396 entity player = M_ARGV(0, entity);
398 stuffcmd(player, "cl_cmd settemp cl_movecliptokeyboard 2\n");
401 MUTATOR_HOOKFUNCTION(cts, WantWeapon)
403 M_ARGV(1, float) = (M_ARGV(0, entity) == WEP_SHOTGUN); // want weapon = weapon info
404 M_ARGV(3, bool) = true; // want mutator blocked
408 MUTATOR_HOOKFUNCTION(cts, ForbidDropCurrentWeapon)
413 void cts_Initialize()
415 record_type = CTS_RECORD;