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1 float maxspawned;
2 float numspawned;
3 float arena_roundbased;
4 .float spawned;
5 .entity spawnqueue_next;
6 .entity spawnqueue_prev;
7 .float spawnqueue_in;
8 entity spawnqueue_first;
9 entity spawnqueue_last;
10 entity champion;
11 float warmup;
12 float ca_teams_ok;
13 .float caplayer;
14
15 void PutObserverInServer();
16 void PutClientInServer();
17 void(entity e) ReturnFlag;
18 void dom_controlpoint_setup();
19 void onslaught_generator_reset();
20 void onslaught_controlpoint_reset();
21 void func_breakable_reset();
22 void assault_objective_reset();
23 void target_assault_roundend_reset();
24
25 float next_round;
26 float stopalivecheck;
27 float redalive, bluealive, yellowalive, pinkalive;
28 float totalalive;
29 .float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
30 float red_players, blue_players, yellow_players, pink_players;
31 float total_players;
32
33 /**
34  * Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
35  * Sets the 'warmup' global variable.
36  */
37 void reset_map(float dorespawn)
38 {
39         entity oldself;
40         oldself = self;
41
42         if(g_arena && autocvar_g_arena_warmup)
43                 warmup = time + autocvar_g_arena_warmup;
44         else if(g_ca) {
45                 warmup = time + autocvar_g_ca_warmup;
46                 allowed_to_spawn = 1;
47         }
48         else if(g_freezetag)
49         {
50                 warmup = time + autocvar_g_freezetag_warmup;
51         }
52
53         lms_lowest_lives = 999;
54         lms_next_place = player_count;
55
56         race_ReadyRestart();
57
58         for(self = world; (self = nextent(self)); )
59         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
60         {
61                 if(self.reset)
62                 {
63                         self.reset();
64                         continue;
65                 }
66
67                 if(self.team_saved)
68                         self.team = self.team_saved;
69
70                 if(self.flags & FL_PROJECTILE) // remove any projectiles left
71                         remove(self);
72         }
73
74         // Waypoints and assault start come LAST
75         for(self = world; (self = nextent(self)); )
76         if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
77         {
78                 if(self.reset2)
79                 {
80                         self.reset2();
81                         continue;
82                 }
83         }
84
85         // Moving the player reset code here since the player-reset depends
86         // on spawnpoint entities which have to be reset first --blub
87         if(dorespawn)
88         FOR_EACH_CLIENT(self) {
89                 if(self.flags & FL_CLIENT)                              // reset all players
90                 {
91                         if(g_arena)
92                         {
93                                 if(self.spawned)
94                                         PutClientInServer();
95                                 else
96                                         PutObserverInServer();
97                         }
98                         else if(g_ca && self.caplayer) {
99                                 self.classname = "player";
100                                 PutClientInServer();
101                         }
102                         else if(g_freezetag)
103                         {
104                                 if(self.classname == "player")
105                                         PutClientInServer();
106                         }
107                         else
108                         {
109                                 /*
110                                 only reset players if a restart countdown is active
111                                 this can either be due to cvar sv_ready_restart_after_countdown having set
112                                 restart_mapalreadyrestarted to 1 after the countdown ended or when
113                                 sv_ready_restart_after_countdown is not used and countdown is still running
114                                 */
115                                 if (restart_mapalreadyrestarted || (time < game_starttime))
116                                 {
117                                         //NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
118                                         if (self.classname == "player") {
119                                                 //PlayerScore_Clear(self);
120                                                 if(g_lms)
121                                                         PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
122                                                 self.killcount = 0;
123                                                 //stop the player from moving so that he stands still once he gets respawned
124                                                 self.velocity = '0 0 0';
125                                                 self.avelocity = '0 0 0';
126                                                 self.movement = '0 0 0';
127                                                 PutClientInServer();
128                                         }
129                                 }
130                         }
131                 }
132         }
133
134         if(g_keyhunt)
135                 kh_Controller_SetThink_NoMsg(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), kh_StartRound);
136
137         if(g_arena)
138         if(champion && champion.classname == "player" && player_count > 1)
139                 UpdateFrags(champion, +1);
140
141         self = oldself;
142 }
143
144 void Spawnqueue_Insert(entity e)
145 {
146         if(e.spawnqueue_in)
147                 return;
148         dprint(strcat("Into queue: ", e.netname, "\n"));
149         e.spawnqueue_in = TRUE;
150         e.spawnqueue_prev = spawnqueue_last;
151         e.spawnqueue_next = world;
152         if(spawnqueue_last)
153                 spawnqueue_last.spawnqueue_next = e;
154         spawnqueue_last = e;
155         if(!spawnqueue_first)
156                 spawnqueue_first = e;
157 }
158
159 void Spawnqueue_Remove(entity e)
160 {
161         if(!e.spawnqueue_in)
162                 return;
163         dprint(strcat("Out of queue: ", e.netname, "\n"));
164         e.spawnqueue_in = FALSE;
165         if(e == spawnqueue_first)
166                 spawnqueue_first = e.spawnqueue_next;
167         if(e == spawnqueue_last)
168                 spawnqueue_last = e.spawnqueue_prev;
169         if(e.spawnqueue_prev)
170                 e.spawnqueue_prev.spawnqueue_next = e.spawnqueue_next;
171         if(e.spawnqueue_next)
172                 e.spawnqueue_next.spawnqueue_prev = e.spawnqueue_prev;
173         e.spawnqueue_next = world;
174         e.spawnqueue_prev = world;
175 }
176
177 void Spawnqueue_Unmark(entity e)
178 {
179         if(!e.spawned)
180                 return;
181         e.spawned = FALSE;
182         numspawned = numspawned - 1;
183 }
184
185 void Spawnqueue_Mark(entity e)
186 {
187         if(e.spawned)
188                 return;
189         e.spawned = TRUE;
190         numspawned = numspawned + 1;
191 }
192
193 /**
194  * If roundbased arena game mode is active, it centerprints the texts for the
195  * player when player is waiting for the countdown to finish.
196  * Blocks the players movement while countdown is active.
197  * Unblocks the player once the countdown is over.
198  *
199  * Called in PlayerPostThink()
200  */
201 float roundStartTime_prev; // prevent networkspam
202 void Arena_Warmup()
203 {
204         float f;
205     entity e;
206
207         if((!g_arena && !g_ca && !g_freezetag) || (g_arena && !arena_roundbased) || (time < game_starttime))
208                 return;
209
210         f = ceil(warmup - time);
211
212         allowed_to_spawn = 0;
213
214         if(inWarmupStage)
215                 allowed_to_spawn = 1;
216         if(g_ca && !ca_teams_ok)
217                 allowed_to_spawn = 1;
218
219         if(time < warmup && !inWarmupStage)
220         {
221                 if (g_ca)
222                         allowed_to_spawn = 1;
223                 if(champion && g_arena)
224                 {
225                         FOR_EACH_PLAYER(e)
226                                 centerprint(e, strcat("The Champion is ", champion.netname));
227                 }
228
229                 if(f != roundStartTime_prev) {
230                         roundStartTime_prev = f;
231                         if(f == 5)
232                                 Announce("prepareforbattle");
233                         else if(f == 3)
234                                 Announce("3");
235                         else if(f == 2)
236                                 Announce("2");
237                         else if(f == 1)
238                                 Announce("1");
239
240                         FOR_EACH_PLAYER(e)
241                                 Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "Round will start in %d", 1, f);
242                 }
243
244                 if (g_arena) {
245                         if(self.spawned && self.classname == "player")
246                                 self.movetype = MOVETYPE_NONE;
247
248                         self.velocity = '0 0 0';
249                         self.avelocity = '0 0 0';
250                         self.movement = '0 0 0';
251                 }
252         }
253         else if(f > -1 && f != roundStartTime_prev)
254         {
255                 roundStartTime_prev = f;
256                 Announce("begin");
257                 FOR_EACH_PLAYER(e)
258                         Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "^1Begin!", 1, 0);
259
260                 if(g_ca) {
261                         float start_red_ca_players, start_blue_ca_players;
262
263                         FOR_EACH_PLAYER(e) {
264                                 if (e.team == COLOR_TEAM1)
265                                         start_red_ca_players += 1;
266                                 else if (e.team == COLOR_TEAM2)
267                                         start_blue_ca_players += 1;
268                         }
269                         // teams are ok if there's at least 1 player in each team
270                         ca_teams_ok = (start_red_ca_players && start_blue_ca_players);
271                 }
272
273         if(self.classname == "player" && self.health > 0 && self.movetype == MOVETYPE_NONE)
274             self.movetype = MOVETYPE_WALK;
275
276         }
277
278         // clear champion to avoid centerprinting again the champion msg
279         if (champion)
280                 champion = world;
281 }
282
283 void count_players()
284 {
285         // count amount of players in each team
286         total_players = red_players = blue_players = yellow_players = pink_players = 0;
287         FOR_EACH_PLAYER(self) {
288                 if (self.team == COLOR_TEAM1)
289                 {
290                         red_players += 1;
291                         total_players += 1;
292                 }
293                 else if (self.team == COLOR_TEAM2)
294                 {
295                         blue_players += 1;
296                         total_players += 1;
297                 }
298                 else if (self.team == COLOR_TEAM3)
299                 {
300                         yellow_players += 1;
301                         total_players += 1;
302                 }
303                 else if (self.team == COLOR_TEAM4)
304                 {
305                         pink_players += 1;
306                         total_players += 1;
307                 }
308         }
309 }
310
311 void count_alive_players()
312 {
313         totalalive = redalive = bluealive = yellowalive = pinkalive = 0;
314         if(g_ca)
315         {
316                 FOR_EACH_PLAYER(self) {
317                         if (self.team == COLOR_TEAM1 && self.health >= 1)
318                         {
319                                 redalive += 1;
320                                 totalalive += 1;
321                         }
322                         else if (self.team == COLOR_TEAM2 && self.health >= 1)
323                         {
324                                 bluealive += 1;
325                                 totalalive += 1;
326                         }
327                 }
328                 FOR_EACH_REALCLIENT(self) {
329                         self.redalive_stat = redalive;
330                         self.bluealive_stat = bluealive;
331                 }
332         }
333         else if(g_freezetag)
334         {
335                 // count amount of alive players in each team
336                 FOR_EACH_PLAYER(self) {
337                         if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1)
338                         {
339                                 redalive += 1;
340                                 totalalive += 1;
341                         }
342                         else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1)
343                         {
344                                 bluealive += 1;
345                                 totalalive += 1;
346                         }
347                         else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1)
348                         {
349                                 yellowalive += 1;
350                                 totalalive += 1;
351                         }
352                         else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1)
353                         {
354                                 pinkalive += 1;
355                                 totalalive += 1;
356                         }
357                 }
358                 FOR_EACH_REALCLIENT(self) {
359                         self.redalive_stat = redalive;
360                         self.bluealive_stat = bluealive;
361                         self.yellowalive_stat = yellowalive;
362                         self.pinkalive_stat = pinkalive;
363                 }
364         }
365
366 }
367
368 /**
369  * This function finds out whether an arena round is over 1 player is left.
370  * It determines the last player who's still alive and saves it's entity reference
371  * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
372  *
373  * Gets called in StartFrame()
374  */
375 float warntime;
376 void Spawnqueue_Check()
377 {
378         count_players();
379         if(g_ca || g_freezetag) // we want to perform this before the return block below (CA)...
380         {
381                 count_alive_players();
382         }
383         if(time < warmup + 1 || inWarmupStage || intermission_running)
384                 return;
385
386         if(g_ca) {
387                 if(!ca_teams_ok && (red_players && blue_players)) {
388                         reset_map(TRUE);
389                 }
390                 else if(!ca_teams_ok) {
391                         if (time > warntime)
392                         {
393                                 FOR_EACH_PLAYER(self)
394                                         Send_CSQC_Centerprint_Generic(self, CPID_ROUND_STARTING, "^1Need at least 1 player in each team to play CA", 2, 0);
395                                 warntime = time + 1;
396                         }
397                         return;
398                 }
399                 else if(!next_round) {
400                         if((red_players && !blue_players) || (blue_players && !red_players)) {
401                                 next_round = time + 5;
402                         }
403                         else if((!red_players && !blue_players) || time - warmup > autocvar_g_ca_round_timelimit) {
404                                 FOR_EACH_CLIENT(self) centerprint(self, "^7Round tied");
405                                 next_round = time + 5;
406                         }
407
408                 }
409                 if(!stopalivecheck)
410                 {
411                         if(redalive && !bluealive)
412                         {
413                                 play2all("ctf/red_capture.wav");
414                                 FOR_EACH_CLIENT(self) centerprint(self, "^1RED ^7team wins the round");
415                                 TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, +1);
416                                 stopalivecheck = TRUE;
417                         }
418                         else if(bluealive && !redalive)
419                         {
420                                 play2all("ctf/blue_capture.wav");
421                                 FOR_EACH_CLIENT(self) centerprint(self, "^4BLUE ^7team wins the round");
422                                 TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, +1);
423                                 stopalivecheck = TRUE;
424                         }
425                 }
426
427                 if((next_round && next_round < time))
428                 {
429                         stopalivecheck = FALSE;
430                         next_round = 0;
431                         reset_map(TRUE);
432                 }
433         } else if(g_freezetag) {
434                 if((next_round && next_round < time))
435                 {
436                         next_round = 0;
437                         reset_map(TRUE);
438                 }
439         } else { // arena
440                 //extend next_round if it isn't set yet and only 1 player is spawned
441                 if(!next_round)
442                 if(numspawned < 2)
443                         next_round = time + 3;
444
445                 if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
446                 {
447                         next_round = 0;
448
449                         if(arena_roundbased)
450                         {
451                                 champion = find(world, classname, "player");
452                                 while(champion && champion.deadflag)
453                                         champion = find(champion, classname, "player");
454                                 reset_map(TRUE);
455                         }
456
457                         while(numspawned < maxspawned && spawnqueue_first)
458                         {
459                                 self = spawnqueue_first;
460
461                                 bprint ("^4", self.netname, "^4 is the next challenger\n");
462
463                                 Spawnqueue_Remove(self);
464                                 Spawnqueue_Mark(self);
465
466                                 self.classname = "player";
467                                 PutClientInServer();
468                         }
469                 }
470         }
471 }