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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / cts / sv_cts.qc
1 #include "sv_cts.qh"
2
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>
11
12 float autocvar_g_cts_finish_kill_delay;
13 bool autocvar_g_cts_selfdamage;
14 bool autocvar_g_cts_removeprojectiles;
15
16 // legacy bot roles
17 .float race_checkpoint;
18 .float race_oldcheckpoint;
19 .bool startspeed_recorded;
20 .float startspeed;
21 void havocbot_role_cts(entity this)
22 {
23         if(IS_DEAD(this))
24                 return;
25
26         if (navigation_goalrating_timeout(this))
27         {
28                 navigation_goalrating_start(this);
29
30                 bool raw_touch_check = true;
31                 int cp = this.race_checkpoint;
32
33                 LABEL(search_racecheckpoints)
34                 IL_EACH(g_racecheckpoints, true,
35                 {
36                         if(it.cnt == cp || cp == -1)
37                         {
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))
42                                 {
43                                         cp = race_NextCheckpoint(cp);
44                                         raw_touch_check = false;
45                                         goto search_racecheckpoints;
46                                 }
47                                 navigation_routerating(this, it, 1000000, 5000);
48                         }
49                 });
50
51                 navigation_goalrating_end(this);
52
53                 navigation_goalrating_timeout_set(this);
54         }
55 }
56
57 void cts_ScoreRules()
58 {
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);
65         } else {
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);
69         }
70     });
71 }
72
73 void cts_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
74 {
75         if(autocvar_sv_eventlog)
76                 GameLogEcho(strcat(":cts:", mode, ":", ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
77 }
78
79 MUTATOR_HOOKFUNCTION(cts, PlayerPhysics)
80 {
81         entity player = M_ARGV(0, entity);
82         float dt = M_ARGV(1, float);
83
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;
89
90         if(IS_PLAYER(player))
91         {
92                 if (player.race_penalty)
93                         if (time > player.race_penalty)
94                                 player.race_penalty = 0;
95                 if(player.race_penalty)
96                 {
97                         player.velocity = '0 0 0';
98                         set_movetype(player, MOVETYPE_NONE);
99                         player.disableclientprediction = 2;
100                 }
101         }
102
103         // force kbd movement for fairness
104         float wishspeed;
105         vector wishvel;
106
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)
114         {
115                 wishvel.z = 0;
116                 wishspeed = vlen(wishvel);
117                 if(wishvel.x >= 2 * wishvel.y)
118                 {
119                         // pure X motion
120                         if(CS(player).movement.x > 0)
121                                 CS(player).movement_x = wishspeed;
122                         else
123                                 CS(player).movement_x = -wishspeed;
124                         CS(player).movement_y = 0;
125                 }
126                 else if(wishvel.y >= 2 * wishvel.x)
127                 {
128                         // pure Y motion
129                         CS(player).movement_x = 0;
130                         if(CS(player).movement.y > 0)
131                                 CS(player).movement_y = wishspeed;
132                         else
133                                 CS(player).movement_y = -wishspeed;
134                 }
135                 else
136                 {
137                         // diagonal
138                         if(CS(player).movement.x > 0)
139                                 CS(player).movement_x = M_SQRT1_2 * wishspeed;
140                         else
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;
144                         else
145                                 CS(player).movement_y = -M_SQRT1_2 * wishspeed;
146                 }
147         }
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)
151         {
152                 float new_startspeed = vlen(vec2(player.velocity));
153                 player.startspeed_recorded = true;
154                 if(new_startspeed > player.startspeed)
155                 {
156                         player.startspeed = new_startspeed;
157                         PlayerScore_Set(player, SP_CTS_STARTSPEED, player.startspeed * 100);
158                 }
159         }
160         player.race_oldcheckpoint = player.race_checkpoint;
161 }
162
163 MUTATOR_HOOKFUNCTION(cts, reset_map_global)
164 {
165         float s;
166
167         Score_NicePrint(NULL);
168
169         race_ClearRecords();
170         PlayerScore_Sort(race_place, 0, true, false);
171
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);
178
179                 if(it.race_place)
180                 {
181                         s = GameRules_scoring_add(it, RACE_FASTEST, 0);
182                         if(!s)
183                                 it.race_place = 0;
184                 }
185                 cts_EventLog(ftos(it.race_place), it);
186         });
187
188         if(g_race_qualifying == 2)
189         {
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));
195                 cts_ScoreRules();
196         }
197 }
198
199 MUTATOR_HOOKFUNCTION(cts, ClientConnect)
200 {
201         entity player = M_ARGV(0, entity);
202
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);
211
212         race_SendAll(player, false);
213 }
214
215 MUTATOR_HOOKFUNCTION(cts, AbortSpeedrun)
216 {
217         entity player = M_ARGV(0, entity);
218
219         if(autocvar_g_allow_checkpoints)
220                 race_PreparePlayer(player); // nice try
221 }
222
223 MUTATOR_HOOKFUNCTION(cts, MakePlayerObserver)
224 {
225         entity player = M_ARGV(0, entity);
226
227         if(GameRules_scoring_add(player, RACE_FASTEST, 0))
228                 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
229         else
230                 player.frags = FRAGS_SPECTATOR;
231
232         race_PreparePlayer(player);
233         player.race_checkpoint = -1;
234 }
235
236 MUTATOR_HOOKFUNCTION(cts, PlayerSpawn)
237 {
238         entity player = M_ARGV(0, entity);
239         entity spawn_spot = M_ARGV(1, entity);
240
241         if(spawn_spot.target == "")
242                 // Emergency: this wasn't a real spawnpoint. Can this ever happen?
243                 race_PreparePlayer(player);
244
245         // if we need to respawn, do it right
246         player.race_respawn_checkpoint = player.race_checkpoint;
247         player.race_respawn_spotref = spawn_spot;
248
249         player.race_place = 0;
250 }
251
252 MUTATOR_HOOKFUNCTION(cts, PutClientInServer)
253 {
254         entity player = M_ARGV(0, entity);
255
256         if(IS_PLAYER(player))
257         if(!game_stopped)
258         {
259                 if(CS(player).killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
260                         race_PreparePlayer(player);
261                 else // respawn
262                         race_RetractPlayer(player);
263
264                 race_AbandonRaceCheck(player);
265         }
266 }
267
268 MUTATOR_HOOKFUNCTION(cts, PlayerDamaged)
269 {
270         int frag_deathtype = M_ARGV(5, int);
271         if (frag_deathtype == DEATH_KILL.m_id)
272                 return true; // forbid logging damage
273 }
274
275 MUTATOR_HOOKFUNCTION(cts, PlayerDies)
276 {
277         entity frag_target = M_ARGV(2, entity);
278
279         frag_target.respawn_flags |= RESPAWN_FORCE;
280         race_AbandonRaceCheck(frag_target);
281
282         frag_target.strafe_efficiency_sum = frag_target.strafe_efficiency_tics = 0;
283         frag_target.startspeed_recorded = false;
284
285         if(autocvar_g_cts_removeprojectiles)
286         {
287                 IL_EACH(g_projectiles, it.owner == frag_target && (it.flags & FL_PROJECTILE),
288                 {
289                         delete(it);
290                 });
291         }
292 }
293
294 MUTATOR_HOOKFUNCTION(cts, HavocBot_ChooseRole)
295 {
296         entity bot = M_ARGV(0, entity);
297
298         bot.havocbot_role = havocbot_role_cts;
299         return true;
300 }
301
302 MUTATOR_HOOKFUNCTION(cts, GetPressedKeys)
303 {
304         entity player = M_ARGV(0, entity);
305
306         race_checkAndWriteName(player);
307         race_SpeedAwardFrame(player);
308 }
309
310 MUTATOR_HOOKFUNCTION(cts, ForbidThrowCurrentWeapon)
311 {
312         // no weapon dropping in CTS
313         return true;
314 }
315
316 MUTATOR_HOOKFUNCTION(cts, FilterItem)
317 {
318         entity item = M_ARGV(0, entity);
319
320         if (Item_IsLoot(item))
321         {
322                 return true;
323         }
324 }
325
326 MUTATOR_HOOKFUNCTION(cts, Damage_Calculate)
327 {
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);
332
333         if(frag_target == frag_attacker || frag_deathtype == DEATH_FALL.m_id)
334         if(!autocvar_g_cts_selfdamage)
335         {
336                 frag_damage = 0;
337                 M_ARGV(4, float) = frag_damage;
338         }
339 }
340
341 MUTATOR_HOOKFUNCTION(cts, ForbidPlayerScore_Clear)
342 {
343         return true; // in CTS, you don't lose score by observing
344 }
345
346 MUTATOR_HOOKFUNCTION(cts, GetRecords)
347 {
348         int record_page = M_ARGV(0, int);
349         string ret_string = M_ARGV(1, string);
350
351         for(int i = record_page * 200; i < MapInfo_count && i < record_page * 200 + 200; ++i)
352         {
353                 if(MapInfo_Get_ByID(i))
354                 {
355                         float r = race_readTime(MapInfo_Map_bspname, 1);
356
357                         if(!r)
358                                 continue;
359
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");
362                 }
363         }
364
365         M_ARGV(1, string) = ret_string;
366 }
367
368 MUTATOR_HOOKFUNCTION(cts, ClientKill)
369 {
370         M_ARGV(1, float) = 0; // kill delay
371 }
372
373 MUTATOR_HOOKFUNCTION(cts, Race_FinalCheckpoint)
374 {
375         entity player = M_ARGV(0, entity);
376         float strafe_efficiency_average = player.strafe_efficiency_sum / player.strafe_efficiency_tics;
377
378         if(player.strafe_efficiency_best < strafe_efficiency_average)
379         {
380                 player.strafe_efficiency_best = strafe_efficiency_average;
381                 PlayerScore_Set(player, SP_CTS_STRAFE, player.strafe_efficiency_best * 10000);
382         }
383
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);
387 }
388
389 MUTATOR_HOOKFUNCTION(cts, HideTeamNagger)
390 {
391         return true; // doesn't work so well (but isn't cts a teamless mode?)
392 }
393
394 MUTATOR_HOOKFUNCTION(cts, FixClientCvars)
395 {
396         entity player = M_ARGV(0, entity);
397
398         stuffcmd(player, "cl_cmd settemp cl_movecliptokeyboard 2\n");
399 }
400
401 MUTATOR_HOOKFUNCTION(cts, WantWeapon)
402 {
403         M_ARGV(1, float) = (M_ARGV(0, entity) == WEP_SHOTGUN); // want weapon = weapon info
404         M_ARGV(3, bool) = true; // want mutator blocked
405         return true;
406 }
407
408 MUTATOR_HOOKFUNCTION(cts, ForbidDropCurrentWeapon)
409 {
410         return true;
411 }
412
413 void cts_Initialize()
414 {
415         record_type = CTS_RECORD;
416         cts_ScoreRules();
417 }