3 float arena_roundbased;
5 .entity spawnqueue_next;
6 .entity spawnqueue_prev;
8 entity spawnqueue_first;
9 entity spawnqueue_last;
14 float required_ca_players;
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();
28 * Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
29 * Sets the 'warmup' global variable.
31 void reset_map(float dorespawn)
36 if(g_arena && cvar("g_arena_warmup"))
37 warmup = time + cvar("g_arena_warmup");
39 warmup = time + cvar("g_ca_warmup");
43 lms_lowest_lives = 999;
44 lms_next_place = player_count;
48 for(self = world; (self = nextent(self)); )
49 if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
58 self.team = self.team_saved;
60 if(self.flags & FL_PROJECTILE) // remove any projectiles left
62 stopsound(self, CHAN_PAIN);
67 // Waypoints and assault start come LAST
68 for(self = world; (self = nextent(self)); )
69 if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
78 // Moving the player reset code here since the player-reset depends
79 // on spawnpoint entities which have to be reset first --blub
81 FOR_EACH_CLIENT(self) {
82 if(self.flags & FL_CLIENT) // reset all players
89 PutObserverInServer();
91 else if(g_ca && self.caplayer) {
92 self.classname = "player";
98 only reset players if a restart countdown is active
99 this can either be due to cvar sv_ready_restart_after_countdown having set
100 restart_mapalreadyrestarted to 1 after the countdown ended or when
101 sv_ready_restart_after_countdown is not used and countdown is still running
103 if (restart_mapalreadyrestarted || (time < game_starttime))
105 //NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
106 if (self.classname == "player") {
107 //PlayerScore_Clear(self);
109 PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
111 //stop the player from moving so that he stands still once he gets respawned
112 self.velocity = '0 0 0';
113 self.avelocity = '0 0 0';
114 self.movement = '0 0 0';
123 kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round")+(game_starttime - time), "", kh_StartRound);
126 if(champion && champion.classname == "player" && player_count > 1)
127 UpdateFrags(champion, +1);
132 void Spawnqueue_Insert(entity e)
136 dprint(strcat("Into queue: ", e.netname, "\n"));
137 e.spawnqueue_in = TRUE;
138 e.spawnqueue_prev = spawnqueue_last;
139 e.spawnqueue_next = world;
141 spawnqueue_last.spawnqueue_next = e;
143 if(!spawnqueue_first)
144 spawnqueue_first = e;
147 void Spawnqueue_Remove(entity e)
151 dprint(strcat("Out of queue: ", e.netname, "\n"));
152 e.spawnqueue_in = FALSE;
153 if(e == spawnqueue_first)
154 spawnqueue_first = e.spawnqueue_next;
155 if(e == spawnqueue_last)
156 spawnqueue_last = e.spawnqueue_prev;
157 if(e.spawnqueue_prev)
158 e.spawnqueue_prev.spawnqueue_next = e.spawnqueue_next;
159 if(e.spawnqueue_next)
160 e.spawnqueue_next.spawnqueue_prev = e.spawnqueue_prev;
161 e.spawnqueue_next = world;
162 e.spawnqueue_prev = world;
165 void Spawnqueue_Unmark(entity e)
170 numspawned = numspawned - 1;
173 void Spawnqueue_Mark(entity e)
178 numspawned = numspawned + 1;
182 * If roundbased arena game mode is active, it centerprints the texts for the
183 * player when player is waiting for the countdown to finish.
184 * Blocks the players movement while countdown is active.
185 * Unblocks the player once the countdown is over.
187 * Called in PlayerPostThink()
189 float roundStartTime_prev; // prevent networkspam
195 if((!g_arena && !g_ca) || (g_arena && !arena_roundbased) || (time < game_starttime))
198 f = ceil(warmup - time);
200 champion = world; // this is done because a if(champion) will not execute if champion = world
202 allowed_to_spawn = 0;
205 allowed_to_spawn = 1;
206 if(ca_players < required_ca_players)
207 allowed_to_spawn = 1;
210 if(time < warmup && !inWarmupStage)
213 allowed_to_spawn = 1;
214 if(champion && g_arena)
215 msg = strcat("The Champion is ", champion_name, "^7\n");
216 //centerprint(self, strcat(msg, "The Champion is ", champion.netname, "^7\n"));
218 if(f != roundStartTime_prev) {
219 msg = strcat(msg, "Round will start in ", ftos(f),"\n");
220 //centerprint(self, strcat("Round will start in ", ftos(f),"\n"));
221 roundStartTime_prev = f;
223 Announce("prepareforbattle");
231 centerprint(self, msg);
235 if(self.spawned && self.classname == "player")
236 self.movetype = MOVETYPE_NONE;
238 self.velocity = '0 0 0';
239 self.avelocity = '0 0 0';
240 self.movement = '0 0 0';
241 //self.fixangle = TRUE;
245 else if(f > -1 && f != roundStartTime_prev)
247 roundStartTime_prev = f;
249 centerprint(self, "^1Begin!\n");
254 FOR_EACH_PLAYER(self)
259 if(self.classname == "player" && self.health > 0)
260 self.movetype = MOVETYPE_WALK;
264 float stopalivecheck;
265 float redalive, bluealive, yellowalive, pinkalive;
266 .float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
268 * This function finds out whether an arena round is over 1 player is left.
269 * It determines the last player who's still alive and saves it's entity reference
270 * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
272 * Gets called in StartFrame()
274 void Spawnqueue_Check()
276 if(g_ca) // we want to perform this before the return block below...
278 // this is STUPID to perform again, but has to be done so that we can give instant feedback when a round ends
279 // and so the code won't start searching for a champion using find() before all players are actually REMOVED
280 redalive = 0; bluealive = 0;
281 FOR_EACH_PLAYER(self) {
282 if (self.team == COLOR_TEAM1 && self.health >= 1) redalive += 1;
283 else if (self.team == COLOR_TEAM2 && self.health >= 1) bluealive += 1;
285 // as if the above stuff wasn't stupid enough, let's run it a third time! :D
286 // (so that we can send redalive/bluealive as a stat)
287 FOR_EACH_PLAYER(self) {
288 self.redalive_stat = redalive;
289 self.bluealive_stat = bluealive;
294 redalive = 0; bluealive = 0;
295 FOR_EACH_PLAYER(self) {
296 if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1) redalive += 1;
297 else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1) bluealive += 1;
298 else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1) yellowalive += 1;
299 else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1) pinkalive += 1;
301 FOR_EACH_PLAYER(self) {
302 self.redalive_stat = redalive;
303 self.bluealive_stat = bluealive;
304 self.yellowalive_stat = yellowalive;
305 self.pinkalive_stat = pinkalive;
308 if(time < warmup + 1 || inWarmupStage)
312 // check the amount of spawned players in each team
313 float redspawned, bluespawned;
314 FOR_EACH_PLAYER(self) {
315 if (self.team == COLOR_TEAM1) redspawned += 1;
316 else if (self.team == COLOR_TEAM2) bluespawned += 1;
319 required_ca_players = max(2, fabs(cvar("bot_vs_human") + 1));
321 if(ca_players < required_ca_players && (redspawned && bluespawned)) {
324 else if(ca_players < required_ca_players) {
325 FOR_EACH_PLAYER(self)
326 centerprint(self, strcat("^1Need at least 1 player in each team to play CA", "^7\n"));
329 else if(!next_round) {
330 if((redspawned && !bluespawned) || (bluespawned && !redspawned)) {
331 next_round = time + 5;
332 champion = find(world, classname, "player");
334 strunzone(champion_name);
335 champion_name = strzone(champion.netname);
337 else if((!redspawned && !bluespawned) || time - warmup > cvar("g_ca_round_timelimit")) {
338 FOR_EACH_CLIENT(self) centerprint(self, strcat("^7Round tied.", "^7\n"));
339 next_round = time + 5;
345 if(redalive && !bluealive)
347 play2all("ctf/red_capture.wav");
348 FOR_EACH_CLIENT(self) centerprint(self, "^1 RED ^7team wins the round.\n");
349 TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, +1);
350 stopalivecheck = TRUE;
352 else if(bluealive && !redalive)
354 play2all("ctf/blue_capture.wav");
355 FOR_EACH_CLIENT(self) centerprint(self, "^4 BLUE ^7team wins the round.\n");
356 TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, +1);
357 stopalivecheck = TRUE;
361 if((next_round && next_round < time))
363 stopalivecheck = FALSE;
368 //extend next_round if it isn't set yet and only 1 player is spawned
371 next_round = time + 3;
373 if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
379 champion = find(world, classname, "player");
380 while(champion && champion.deadflag)
381 champion = find(champion, classname, "player");
385 while(numspawned < maxspawned && spawnqueue_first)
387 self = spawnqueue_first;
389 bprint ("^4", self.netname, "^4 is the next challenger\n");
391 Spawnqueue_Remove(self);
392 Spawnqueue_Mark(self);
394 self.classname = "player";