3 float arena_roundbased;
5 .entity spawnqueue_next;
6 .entity spawnqueue_prev;
8 entity spawnqueue_first;
9 entity spawnqueue_last;
14 void PutObserverInServer();
15 void PutClientInServer();
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;
24 * Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
25 * Sets the 'warmup' global variable.
27 void reset_map(float dorespawn)
34 warmup = max(time, game_starttime);
35 if(autocvar_g_arena_warmup > 0)
36 warmup += autocvar_g_arena_warmup;
40 warmup = max(time, game_starttime);
41 if(autocvar_g_ca_warmup > 0)
42 warmup += autocvar_g_ca_warmup;
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;
52 else if(g_race || g_cts)
55 lms_lowest_lives = 999;
56 lms_next_place = player_count;
58 for(self = world; (self = nextent(self)); )
59 if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
68 self.team = self.team_saved;
70 if(self.flags & FL_PROJECTILE) // remove any projectiles left
74 // Waypoints and assault start come LAST
75 for(self = world; (self = nextent(self)); )
76 if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
85 // Moving the player reset code here since the player-reset depends
86 // on spawnpoint entities which have to be reset first --blub
88 FOR_EACH_CLIENT(self) {
89 if(self.flags & FL_CLIENT) // reset all players
96 PutObserverInServer();
98 else if(g_ca && self.caplayer) {
99 self.classname = "player";
104 if(self.classname == "player")
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
115 if (restart_mapalreadyrestarted || (time < game_starttime))
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);
121 PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
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';
135 kh_Controller_SetThink_NoMsg(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), kh_StartRound);
138 if(champion && champion.classname == "player" && player_count > 1)
139 UpdateFrags(champion, +1);
144 void Spawnqueue_Insert(entity e)
148 dprint(strcat("Into queue: ", e.netname, "\n"));
149 e.spawnqueue_in = TRUE;
150 e.spawnqueue_prev = spawnqueue_last;
151 e.spawnqueue_next = world;
153 spawnqueue_last.spawnqueue_next = e;
155 if(!spawnqueue_first)
156 spawnqueue_first = e;
159 void Spawnqueue_Remove(entity e)
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;
177 void Spawnqueue_Unmark(entity e)
182 numspawned = numspawned - 1;
185 void Spawnqueue_Mark(entity e)
190 numspawned = numspawned + 1;
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.
199 * Called in StartFrame()
201 float roundStartTime_prev; // prevent networkspam
209 if(warmup && time < warmup)
211 FOR_EACH_REALCLIENT(e)
212 Send_CSQC_Centerprint_Generic_Expire(e, CPID_ROUND_STARTING);
215 if(champion && g_arena)
217 FOR_EACH_REALCLIENT(e)
218 centerprint(e, strcat("The Champion is ", champion.netname));
223 if(time < game_starttime)
226 f = ceil(warmup - time);
231 allowed_to_spawn = 1;
232 else if (warmup == 0) //first warmup or warmup cleared
234 if (red_players && blue_players)
236 else if(f != roundStartTime_prev)
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;
246 if(time < warmup && !inWarmupStage)
249 allowed_to_spawn = 1;
250 else if(champion && g_arena)
252 FOR_EACH_REALCLIENT(e)
253 centerprint(e, strcat("The Champion is ", champion.netname));
256 if(f != roundStartTime_prev) {
257 roundStartTime_prev = f;
259 if(g_ca && !(red_players && blue_players)) {
265 Announce("prepareforbattle");
273 FOR_EACH_REALCLIENT(e)
274 Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "Round will start in %d", 1, f);
280 if(e.spawned && e.classname == "player")
281 e.player_blocked = 1;
285 else if(f > -1 && f != roundStartTime_prev)
287 roundStartTime_prev = f;
289 if(red_players && blue_players)
290 allowed_to_spawn = 0;
298 FOR_EACH_REALCLIENT(e)
299 Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "^1Begin!", 1, 0);
305 e.player_blocked = 0;
310 // clear champion to avoid centerprinting again the champion msg
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)
325 else if (self.team == COLOR_TEAM2)
330 else if (self.team == COLOR_TEAM3)
335 else if (self.team == COLOR_TEAM4)
343 void count_alive_players()
345 redalive = bluealive = yellowalive = pinkalive = 0;
346 FOR_EACH_PLAYER(self) {
347 if (self.team == COLOR_TEAM1 && self.health >= 1)
349 else if (self.team == COLOR_TEAM2 && self.health >= 1)
352 FOR_EACH_REALCLIENT(self) {
353 self.redalive_stat = redalive;
354 self.bluealive_stat = bluealive;
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.
363 * Gets called in StartFrame()
365 void Spawnqueue_Check()
367 if(time < warmup + 1 || inWarmupStage || intermission_running)
371 if(allowed_to_spawn) // round is not started yet
374 if(!(redalive && bluealive)) {
375 // every player of (at least) one team is dead, round ends here
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);
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);
387 FOR_EACH_CLIENT(self) centerprint(self, "^7Round tied");
390 else if(time - warmup > autocvar_g_ca_round_timelimit) {
391 FOR_EACH_CLIENT(self) centerprint(self, "^7Round tied");
392 next_round = time + 5;
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;
400 else if((next_round > 0 && next_round < time))
405 } else if(g_freezetag) {
406 if((next_round && next_round < time))
412 //extend next_round if it isn't set yet and only 1 player is spawned
415 next_round = time + 3;
417 if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
423 champion = find(world, classname, "player");
424 while(champion && champion.deadflag)
425 champion = find(champion, classname, "player");
429 while(numspawned < maxspawned && spawnqueue_first)
431 self = spawnqueue_first;
433 bprint ("^4", self.netname, "^4 is the next challenger\n");
435 Spawnqueue_Remove(self);
436 Spawnqueue_Mark(self);
438 self.classname = "player";
447 if(!(g_ca || g_freezetag || g_arena))
450 if(g_ca || g_freezetag)
454 count_alive_players();
457 else if(arena_roundbased)