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CA: Fix missing "Begin!" message when countdown to round start ends normally
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / arena.qc
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 caplayer;
13
14 void PutObserverInServer();
15 void PutClientInServer();
16
17 float next_round;
18 float redalive, bluealive, yellowalive, pinkalive;
19 .float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
20 float red_players, blue_players, yellow_players, pink_players;
21 float total_players;
22
23 /**
24  * Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
25  * Sets the 'warmup' global variable.
26  */
27 void reset_map(float dorespawn)
28 {
29         entity oldself;
30         oldself = self;
31
32         if(g_arena)
33         {
34                 warmup = max(time, game_starttime);
35                 if(autocvar_g_arena_warmup > 0)
36                         warmup += autocvar_g_arena_warmup;
37         }
38         else if(g_ca)
39         {
40                 warmup = max(time, game_starttime);
41                 if(autocvar_g_ca_warmup > 0)
42                         warmup += autocvar_g_ca_warmup;
43                 allowed_to_spawn = 1;
44         }
45         else if(g_freezetag)
46         {
47                 redalive = bluealive = yellowalive = pinkalive = 0;
48                 warmup = max(time, game_starttime);
49                 if(autocvar_g_freezetag_warmup > 0)
50                         warmup += autocvar_g_freezetag_warmup;
51         }
52         else if(g_race || g_cts)
53                 race_ReadyRestart();
54
55         lms_lowest_lives = 999;
56         lms_next_place = player_count;
57
58         for(self = world; (self = nextent(self)); )
59         if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
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 StartFrame()
200  */
201 float roundStartTime_prev; // prevent networkspam
202 void Arena_Warmup()
203 {
204         float f;
205         entity e;
206
207         if(gameover)
208         {
209                 if(warmup && time < warmup)
210                 {
211                         FOR_EACH_REALCLIENT(e)
212                                 Send_CSQC_Centerprint_Generic_Expire(e, CPID_ROUND_STARTING);
213                         warmup = 0;
214                 }
215                 if(champion && g_arena)
216                 {
217                         FOR_EACH_REALCLIENT(e)
218                                 centerprint(e, strcat("The Champion is ", champion.netname));
219                         champion = world;
220                 }
221                 return;
222         }
223         if(time < game_starttime)
224                 return;
225
226         f = ceil(warmup - time);
227
228         if(g_ca)
229         {
230                 if(inWarmupStage)
231                         allowed_to_spawn = 1;
232                 else if (warmup == 0) //first warmup or warmup cleared
233                 {
234                         if (red_players && blue_players)
235                                 reset_map(TRUE);
236                         else if(f != roundStartTime_prev)
237                         {
238                                 FOR_EACH_REALCLIENT(self)
239                                         Send_CSQC_Centerprint_Generic(self, CPID_ROUND_STARTING, "^1Need at least 1 player in each team to play CA", 2, 0);
240                                 roundStartTime_prev = f;
241                         }
242                         return;
243                 }
244         }
245
246         if(time < warmup && !inWarmupStage)
247         {
248                 if (g_ca)
249                         allowed_to_spawn = 1;
250                 else if(champion && g_arena)
251                 {
252                         FOR_EACH_REALCLIENT(e)
253                                 centerprint(e, strcat("The Champion is ", champion.netname));
254                 }
255
256                 if(f != roundStartTime_prev) {
257                         roundStartTime_prev = f;
258
259                         if(g_ca && !(red_players && blue_players)) {
260                                 warmup = 0;
261                                 return;
262                         }
263
264                         if(f == 5)
265                                 Announce("prepareforbattle");
266                         else if(f == 3)
267                                 Announce("3");
268                         else if(f == 2)
269                                 Announce("2");
270                         else if(f == 1)
271                                 Announce("1");
272
273                         FOR_EACH_REALCLIENT(e)
274                                 Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "Round will start in %d", 1, f);
275                 }
276
277                 if (g_arena) {
278                         FOR_EACH_CLIENT(e)
279                         {
280                                 if(e.spawned && e.classname == "player")
281                                         e.player_blocked = 1;
282                         }
283                 }
284         }
285         else if(f > -1 && f != roundStartTime_prev)
286         {
287                 roundStartTime_prev = f;
288                 if(g_ca) {
289                         if(red_players && blue_players)
290                                 allowed_to_spawn = 0;
291                         else
292                         {
293                                 warmup = 0;
294                                 return;
295                         }
296                 }
297                 Announce("begin");
298                 FOR_EACH_REALCLIENT(e)
299                         Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "^1Begin!", 1, 0);
300
301                 if(g_arena) {
302                         FOR_EACH_CLIENT(e)
303                         {
304                                 if(e.player_blocked)
305                                         e.player_blocked = 0;
306                         }
307                 }
308         }
309
310         // clear champion to avoid centerprinting again the champion msg
311         if (champion)
312                 champion = world;
313 }
314
315 void count_players()
316 {
317         // count amount of players in each team
318         total_players = red_players = blue_players = yellow_players = pink_players = 0;
319         FOR_EACH_PLAYER(self) {
320                 if (self.team == COLOR_TEAM1)
321                 {
322                         red_players += 1;
323                         total_players += 1;
324                 }
325                 else if (self.team == COLOR_TEAM2)
326                 {
327                         blue_players += 1;
328                         total_players += 1;
329                 }
330                 else if (self.team == COLOR_TEAM3)
331                 {
332                         yellow_players += 1;
333                         total_players += 1;
334                 }
335                 else if (self.team == COLOR_TEAM4)
336                 {
337                         pink_players += 1;
338                         total_players += 1;
339                 }
340         }
341 }
342
343 void count_alive_players()
344 {
345         redalive = bluealive = yellowalive = pinkalive = 0;
346         FOR_EACH_PLAYER(self) {
347                 if (self.team == COLOR_TEAM1 && self.health >= 1)
348                         redalive += 1;
349                 else if (self.team == COLOR_TEAM2 && self.health >= 1)
350                         bluealive += 1;
351         }
352         FOR_EACH_REALCLIENT(self) {
353                 self.redalive_stat = redalive;
354                 self.bluealive_stat = bluealive;
355         }
356 }
357
358 /**
359  * This function finds out whether an arena round is over 1 player is left.
360  * It determines the last player who's still alive and saves it's entity reference
361  * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
362  *
363  * Gets called in StartFrame()
364  */
365 void Spawnqueue_Check()
366 {
367         if(time < warmup + 1 || inWarmupStage || intermission_running)
368                 return;
369
370         if(g_ca) {
371                 if(allowed_to_spawn) // round is not started yet
372                         return;
373                 if(!next_round) {
374                         if(!(redalive && bluealive)) {
375                                 // every player of (at least) one team is dead, round ends here
376                                 if(redalive) {
377                                         play2all("ctf/red_capture.wav");
378                                         FOR_EACH_CLIENT(self) centerprint(self, "^1RED ^7team wins the round");
379                                         TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, +1);
380                                 }
381                                 else if(bluealive) {
382                                         play2all("ctf/blue_capture.wav");
383                                         FOR_EACH_CLIENT(self) centerprint(self, "^4BLUE ^7team wins the round");
384                                         TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, +1);
385                                 }
386                                 else
387                                         FOR_EACH_CLIENT(self) centerprint(self, "^7Round tied");
388                                 next_round = -1;
389                         }
390                         else if(time - warmup > autocvar_g_ca_round_timelimit) {
391                                 FOR_EACH_CLIENT(self) centerprint(self, "^7Round tied");
392                                 next_round = time + 5;
393                         }
394                 }
395                 else if(next_round == -1) {
396                         // wait for killed players to be put as spectators
397                         if(!(red_players && blue_players))
398                                 next_round = time + 5;
399                 }
400                 else if((next_round > 0 && next_round < time))
401                 {
402                         next_round = 0;
403                         reset_map(TRUE);
404                 }
405         } else if(g_freezetag) {
406                 if((next_round && next_round < time))
407                 {
408                         next_round = 0;
409                         reset_map(TRUE);
410                 }
411         } else { // arena
412                 //extend next_round if it isn't set yet and only 1 player is spawned
413                 if(!next_round)
414                 if(numspawned < 2)
415                         next_round = time + 3;
416
417                 if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
418                 {
419                         next_round = 0;
420
421                         if(arena_roundbased)
422                         {
423                                 champion = find(world, classname, "player");
424                                 while(champion && champion.deadflag)
425                                         champion = find(champion, classname, "player");
426                                 reset_map(TRUE);
427                         }
428
429                         while(numspawned < maxspawned && spawnqueue_first)
430                         {
431                                 self = spawnqueue_first;
432
433                                 bprint ("^4", self.netname, "^4 is the next challenger\n");
434
435                                 Spawnqueue_Remove(self);
436                                 Spawnqueue_Mark(self);
437
438                                 self.classname = "player";
439                                 PutClientInServer();
440                         }
441                 }
442         }
443 }
444
445 void Arena_Main()
446 {
447         if(!(g_ca || g_freezetag || g_arena))
448                 return;
449
450         if(g_ca || g_freezetag)
451         {
452                 count_players();
453                 if(g_ca)
454                         count_alive_players();
455                 Arena_Warmup();
456         }
457         else if(arena_roundbased)
458                 Arena_Warmup();
459
460         Spawnqueue_Check();
461 }
462