]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/arena.qc
Get rid of the EOLS at the beginning of the messages, they no longer need, stop/finis...
[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 string champion_name;
12 float warmup;
13 float ca_players;
14 float required_ca_players;
15 .float caplayer;
16
17 void PutObserverInServer();
18 void PutClientInServer();
19 void(entity e) ReturnFlag;
20 void dom_controlpoint_setup();
21 void onslaught_generator_reset();
22 void onslaught_controlpoint_reset();
23 void func_breakable_reset();
24 void assault_objective_reset();
25 void target_assault_roundend_reset();
26
27 float next_round;
28 float stopalivecheck;
29 float redalive, bluealive, yellowalive, pinkalive;
30 float totalalive;
31 .float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
32 float redspawned, bluespawned, yellowspawned, pinkspawned;
33 float totalspawned;
34
35 /**
36  * Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
37  * Sets the 'warmup' global variable.
38  */
39 void reset_map(float dorespawn)
40 {
41         entity oldself;
42         oldself = self;
43
44         if(g_arena && autocvar_g_arena_warmup)
45                 warmup = time + autocvar_g_arena_warmup;
46         else if(g_ca) {
47                 warmup = time + autocvar_g_ca_warmup;
48                 allowed_to_spawn = 1;
49         }
50         else if(g_freezetag)
51         {
52                 warmup = time + autocvar_g_freezetag_warmup;
53         }
54
55         lms_lowest_lives = 999;
56         lms_next_place = player_count;
57
58         race_ReadyRestart();
59
60         for(self = world; (self = nextent(self)); )
61         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
62         {
63                 if(self.reset)
64                 {
65                         self.reset();
66                         continue;
67                 }
68
69                 if(self.team_saved)
70                         self.team = self.team_saved;
71
72                 if(self.flags & FL_PROJECTILE) // remove any projectiles left
73                 {
74                         stopsound(self, CHAN_PAIN);
75                         remove(self);
76                 }
77         }
78
79         // Waypoints and assault start come LAST
80         for(self = world; (self = nextent(self)); )
81         if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
82         {
83                 if(self.reset2)
84                 {
85                         self.reset2();
86                         continue;
87                 }
88         }
89
90         // Moving the player reset code here since the player-reset depends
91         // on spawnpoint entities which have to be reset first --blub
92         if(dorespawn)
93         FOR_EACH_CLIENT(self) {
94                 if(self.flags & FL_CLIENT)                              // reset all players
95                 {
96                         if(g_arena)
97                         {
98                                 if(self.spawned)
99                                         PutClientInServer();
100                                 else
101                                         PutObserverInServer();
102                         }
103                         else if(g_ca && self.caplayer) {
104                                 self.classname = "player";
105                                 PutClientInServer();
106                         }
107                         else if(g_freezetag)
108                         {
109                                 if(self.classname == "player")
110                                         PutClientInServer();
111                         }
112                         else
113                         {
114                                 /*
115                                 only reset players if a restart countdown is active
116                                 this can either be due to cvar sv_ready_restart_after_countdown having set
117                                 restart_mapalreadyrestarted to 1 after the countdown ended or when
118                                 sv_ready_restart_after_countdown is not used and countdown is still running
119                                 */
120                                 if (restart_mapalreadyrestarted || (time < game_starttime))
121                                 {
122                                         //NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
123                                         if (self.classname == "player") {
124                                                 //PlayerScore_Clear(self);
125                                                 if(g_lms)
126                                                         PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
127                                                 self.killcount = 0;
128                                                 //stop the player from moving so that he stands still once he gets respawned
129                                                 self.velocity = '0 0 0';
130                                                 self.avelocity = '0 0 0';
131                                                 self.movement = '0 0 0';
132                                                 PutClientInServer();
133                                         }
134                                 }
135                         }
136                 }
137         }
138
139         if(g_keyhunt)
140                 kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), "", kh_StartRound);
141
142         if(g_arena)
143         if(champion && champion.classname == "player" && player_count > 1)
144                 UpdateFrags(champion, +1);
145
146         self = oldself;
147 }
148
149 void Spawnqueue_Insert(entity e)
150 {
151         if(e.spawnqueue_in)
152                 return;
153         dprint(strcat("Into queue: ", e.netname, "\n"));
154         e.spawnqueue_in = TRUE;
155         e.spawnqueue_prev = spawnqueue_last;
156         e.spawnqueue_next = world;
157         if(spawnqueue_last)
158                 spawnqueue_last.spawnqueue_next = e;
159         spawnqueue_last = e;
160         if(!spawnqueue_first)
161                 spawnqueue_first = e;
162 }
163
164 void Spawnqueue_Remove(entity e)
165 {
166         if(!e.spawnqueue_in)
167                 return;
168         dprint(strcat("Out of queue: ", e.netname, "\n"));
169         e.spawnqueue_in = FALSE;
170         if(e == spawnqueue_first)
171                 spawnqueue_first = e.spawnqueue_next;
172         if(e == spawnqueue_last)
173                 spawnqueue_last = e.spawnqueue_prev;
174         if(e.spawnqueue_prev)
175                 e.spawnqueue_prev.spawnqueue_next = e.spawnqueue_next;
176         if(e.spawnqueue_next)
177                 e.spawnqueue_next.spawnqueue_prev = e.spawnqueue_prev;
178         e.spawnqueue_next = world;
179         e.spawnqueue_prev = world;
180 }
181
182 void Spawnqueue_Unmark(entity e)
183 {
184         if(!e.spawned)
185                 return;
186         e.spawned = FALSE;
187         numspawned = numspawned - 1;
188 }
189
190 void Spawnqueue_Mark(entity e)
191 {
192         if(e.spawned)
193                 return;
194         e.spawned = TRUE;
195         numspawned = numspawned + 1;
196 }
197
198 /**
199  * If roundbased arena game mode is active, it centerprints the texts for the
200  * player when player is waiting for the countdown to finish.
201  * Blocks the players movement while countdown is active.
202  * Unblocks the player once the countdown is over.
203  *
204  * Called in PlayerPostThink()
205  */
206 float roundStartTime_prev; // prevent networkspam
207 void Arena_Warmup()
208 {
209         float f;
210         string msg;
211     entity e;
212
213         if((!g_arena && !g_ca && !g_freezetag) || (g_arena && !arena_roundbased) || (time < game_starttime))
214                 return;
215
216         f = ceil(warmup - time);
217         if(f > 0)
218                 champion = world; // this is done because a if(champion) will not execute if champion = world
219
220         allowed_to_spawn = 0;
221
222         if(inWarmupStage)
223                 allowed_to_spawn = 1;
224         if(ca_players < required_ca_players)
225                 allowed_to_spawn = 1;
226
227         if(time < warmup && !inWarmupStage)
228         {
229                 if (g_ca)
230                         allowed_to_spawn = 1;
231                 if(champion && g_arena)
232                         msg = strcat("The Champion is ", champion_name, "^7\n");
233
234                 if(f != roundStartTime_prev) {
235                         msg = strcat(CPID_ROUND_STARTING, msg, "Round will start in ", ftos(f),"\n");
236                         roundStartTime_prev = f;
237                         if(f == 5)
238                                 Announce("prepareforbattle");
239                         else if(f == 3)
240                                 Announce("3");
241                         else if(f == 2)
242                                 Announce("2");
243                         else if(f == 1)
244                                 Announce("1");
245
246             FOR_EACH_PLAYER(e)
247                 centerprint(e, msg);
248                 }
249
250                 if (g_arena) {
251                         if(self.spawned && self.classname == "player")
252                                 self.movetype = MOVETYPE_NONE;
253
254                         self.velocity = '0 0 0';
255                         self.avelocity = '0 0 0';
256                         self.movement = '0 0 0';
257                         //self.fixangle = TRUE;
258                 }
259         }
260
261         else if(f > -1 && f != roundStartTime_prev)
262         {
263                 roundStartTime_prev = f;
264                 Announce("begin");
265                 centerprint(self, strcat(CPID_ROUND_STARTING, "^1Begin!\n"));
266
267                 if(g_ca) {
268                         ca_players = 0;
269
270             FOR_EACH_PLAYER(e)
271                                 ca_players += 1;
272                 }
273
274         if(self.classname == "player" && self.health > 0 && self.movetype == MOVETYPE_NONE)
275             self.movetype = MOVETYPE_WALK;
276         }
277 }
278
279 void count_spawned_players()
280 {
281         // TODO fix "*spawned" name, it should rather be "*players" or so
282         // not doing this now to prevent merge hell with Tag
283         // fix after merging with Tag
284
285         // count amount of players in each team
286         totalspawned = redspawned = bluespawned = yellowspawned = pinkspawned = 0;
287         FOR_EACH_PLAYER(self) {
288                 if (self.team == COLOR_TEAM1)
289                 {
290                         redspawned += 1;
291                         totalspawned += 1;
292                 }
293                 else if (self.team == COLOR_TEAM2)
294                 {
295                         bluespawned += 1;
296                         totalspawned += 1;
297                 }
298                 else if (self.team == COLOR_TEAM3)
299                 {
300                         yellowspawned += 1;
301                         totalspawned += 1;
302                 }
303                 else if (self.team == COLOR_TEAM4)
304                 {
305                         pinkspawned += 1;
306                         totalspawned += 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_spawned_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                 required_ca_players = max(2, fabs(autocvar_bot_vs_human + 1));
388
389                 if(ca_players < required_ca_players && (redspawned && bluespawned)) {
390                         reset_map(TRUE);
391                 }
392                 else if(ca_players < required_ca_players) {
393                         if (time > warntime)
394                         {
395                                 FOR_EACH_PLAYER(self)
396                                         centerprint(self, strcat("^1Need at least 1 player in each team to play CA", "^7\n"));
397                                 warntime = time + 1;
398                         }
399                         return;
400                 }
401                 else if(!next_round) {
402                         if((redspawned && !bluespawned) || (bluespawned && !redspawned)) {
403                                 next_round = time + 5;
404                                 champion = find(world, classname, "player");
405                                 if(champion_name)
406                                         strunzone(champion_name);
407                                 champion_name = strzone(champion.netname);
408                         }
409                         else if((!redspawned && !bluespawned) || time - warmup > autocvar_g_ca_round_timelimit) {
410                                 FOR_EACH_CLIENT(self) centerprint(self, strcat("^7Round tied.", "^7\n"));
411                                 next_round = time + 5;
412                         }
413
414                 }
415                 if(!stopalivecheck)
416                 {
417                         if(redalive && !bluealive)
418                         {
419                                 play2all("ctf/red_capture.wav");
420                                 FOR_EACH_CLIENT(self) centerprint(self, "^1 RED ^7team wins the round.\n");
421                                 TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, +1);
422                                 stopalivecheck = TRUE;
423                         }
424                         else if(bluealive && !redalive)
425                         {
426                                 play2all("ctf/blue_capture.wav");
427                                 FOR_EACH_CLIENT(self) centerprint(self, "^4 BLUE ^7team wins the round.\n");
428                                 TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, +1);
429                                 stopalivecheck = TRUE;
430                         }
431                 }
432
433                 if((next_round && next_round < time))
434                 {
435                         stopalivecheck = FALSE;
436                         next_round = 0;
437                         reset_map(TRUE);
438                 }
439         } else if(g_freezetag) {
440                 if((next_round && next_round < time))
441                 {
442                         next_round = 0;
443                         reset_map(TRUE);
444                 }
445         } else { // arena
446                 //extend next_round if it isn't set yet and only 1 player is spawned
447                 if(!next_round)
448                 if(numspawned < 2)
449                         next_round = time + 3;
450
451                 if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
452                 {
453                         next_round = 0;
454
455                         if(arena_roundbased)
456                         {
457                                 champion = find(world, classname, "player");
458                                 while(champion && champion.deadflag)
459                                         champion = find(champion, classname, "player");
460                                 reset_map(TRUE);
461                         }
462
463                         while(numspawned < maxspawned && spawnqueue_first)
464                         {
465                                 self = spawnqueue_first;
466
467                                 bprint ("^4", self.netname, "^4 is the next challenger\n");
468
469                                 Spawnqueue_Remove(self);
470                                 Spawnqueue_Mark(self);
471
472                                 self.classname = "player";
473                                 PutClientInServer();
474                         }
475                 }
476         }
477 }