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();
29 float redalive, bluealive, yellowalive, pinkalive;
30 .float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
31 float redspawned, bluespawned, yellowspawned, pinkspawned;
34 * Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
35 * Sets the 'warmup' global variable.
37 void reset_map(float dorespawn)
42 if(g_arena && cvar("g_arena_warmup"))
43 warmup = time + cvar("g_arena_warmup");
45 warmup = time + cvar("g_ca_warmup");
50 warmup = time + cvar("g_freezetag_warmup");
53 lms_lowest_lives = 999;
54 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
72 stopsound(self, CHAN_PAIN);
77 // Waypoints and assault start come LAST
78 for(self = world; (self = nextent(self)); )
79 if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
88 // Moving the player reset code here since the player-reset depends
89 // on spawnpoint entities which have to be reset first --blub
91 FOR_EACH_CLIENT(self) {
92 if(self.flags & FL_CLIENT) // reset all players
99 PutObserverInServer();
101 else if(g_ca && self.caplayer) {
102 self.classname = "player";
107 if(self.classname == "player")
113 only reset players if a restart countdown is active
114 this can either be due to cvar sv_ready_restart_after_countdown having set
115 restart_mapalreadyrestarted to 1 after the countdown ended or when
116 sv_ready_restart_after_countdown is not used and countdown is still running
118 if (restart_mapalreadyrestarted || (time < game_starttime))
120 //NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
121 if (self.classname == "player") {
122 //PlayerScore_Clear(self);
124 PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
126 //stop the player from moving so that he stands still once he gets respawned
127 self.velocity = '0 0 0';
128 self.avelocity = '0 0 0';
129 self.movement = '0 0 0';
138 kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round")+(game_starttime - time), "", kh_StartRound);
141 if(champion && champion.classname == "player" && player_count > 1)
142 UpdateFrags(champion, +1);
147 void Spawnqueue_Insert(entity e)
151 dprint(strcat("Into queue: ", e.netname, "\n"));
152 e.spawnqueue_in = TRUE;
153 e.spawnqueue_prev = spawnqueue_last;
154 e.spawnqueue_next = world;
156 spawnqueue_last.spawnqueue_next = e;
158 if(!spawnqueue_first)
159 spawnqueue_first = e;
162 void Spawnqueue_Remove(entity e)
166 dprint(strcat("Out of queue: ", e.netname, "\n"));
167 e.spawnqueue_in = FALSE;
168 if(e == spawnqueue_first)
169 spawnqueue_first = e.spawnqueue_next;
170 if(e == spawnqueue_last)
171 spawnqueue_last = e.spawnqueue_prev;
172 if(e.spawnqueue_prev)
173 e.spawnqueue_prev.spawnqueue_next = e.spawnqueue_next;
174 if(e.spawnqueue_next)
175 e.spawnqueue_next.spawnqueue_prev = e.spawnqueue_prev;
176 e.spawnqueue_next = world;
177 e.spawnqueue_prev = world;
180 void Spawnqueue_Unmark(entity e)
185 numspawned = numspawned - 1;
188 void Spawnqueue_Mark(entity e)
193 numspawned = numspawned + 1;
197 * If roundbased arena game mode is active, it centerprints the texts for the
198 * player when player is waiting for the countdown to finish.
199 * Blocks the players movement while countdown is active.
200 * Unblocks the player once the countdown is over.
202 * Called in PlayerPostThink()
204 float roundStartTime_prev; // prevent networkspam
210 if((!g_arena && !g_ca && !g_freezetag) || (g_arena && !arena_roundbased) || (time < game_starttime))
214 !((redspawned >= 1 && bluespawned >= 1)
215 || (redspawned >= 1 && yellowspawned >= 1)
216 || (redspawned >= 1 && pinkspawned >= 1)
217 || (bluespawned >= 1 && yellowspawned >= 1)
218 || (bluespawned >= 1 && pinkspawned >= 1)
219 || (yellowspawned >= 1 && pinkspawned >= 1)))
220 { // no teams, or only one team has players
221 warmup = time + cvar("g_freezetag_warmup");
225 f = ceil(warmup - time);
227 champion = world; // this is done because a if(champion) will not execute if champion = world
229 allowed_to_spawn = 0;
232 allowed_to_spawn = 1;
233 if(ca_players < required_ca_players)
234 allowed_to_spawn = 1;
237 if(time < warmup && !inWarmupStage)
240 allowed_to_spawn = 1;
241 if(champion && g_arena)
242 msg = strcat("The Champion is ", champion_name, "^7\n");
243 //centerprint(self, strcat(msg, "The Champion is ", champion.netname, "^7\n"));
245 if(f != roundStartTime_prev) {
246 msg = strcat(msg, "Round will start in ", ftos(f),"\n");
247 //centerprint(self, strcat("Round will start in ", ftos(f),"\n"));
248 roundStartTime_prev = f;
250 Announce("prepareforbattle");
258 centerprint(self, msg);
262 if(self.spawned && self.classname == "player")
263 self.movetype = MOVETYPE_NONE;
265 self.velocity = '0 0 0';
266 self.avelocity = '0 0 0';
267 self.movement = '0 0 0';
268 //self.fixangle = TRUE;
272 else if(f > -1 && f != roundStartTime_prev)
274 roundStartTime_prev = f;
276 centerprint(self, "^1Begin!\n");
281 FOR_EACH_PLAYER(self)
286 if(self.classname == "player" && self.health > 0 && self.movetype == MOVETYPE_NONE)
287 self.movetype = MOVETYPE_WALK;
290 void count_spawned_players()
292 // TODO fix "*spawned" name, it should rather be "*players" or so
293 // not doing this not to prevent merge hell with Tag
295 // count amount of players in each team
296 redspawned = bluespawned = yellowspawned = pinkspawned = 0;
297 FOR_EACH_PLAYER(self) {
298 if (self.team == COLOR_TEAM1) redspawned += 1;
299 else if (self.team == COLOR_TEAM2) bluespawned += 1;
300 else if (self.team == COLOR_TEAM3) yellowspawned += 1;
301 else if (self.team == COLOR_TEAM4) pinkspawned += 1;
305 void count_alive_players()
307 redalive = bluealive = yellowalive = pinkalive = 0;
310 FOR_EACH_PLAYER(self) {
311 if (self.team == COLOR_TEAM1 && self.health >= 1) redalive += 1;
312 else if (self.team == COLOR_TEAM2 && self.health >= 1) bluealive += 1;
314 FOR_EACH_PLAYER(self) {
315 self.redalive_stat = redalive;
316 self.bluealive_stat = bluealive;
321 // count amount of alive players in each team
322 FOR_EACH_PLAYER(self) {
323 if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1) redalive += 1;
324 else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1) bluealive += 1;
325 else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1) yellowalive += 1;
326 else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1) pinkalive += 1;
328 FOR_EACH_PLAYER(self) {
329 self.redalive_stat = redalive;
330 self.bluealive_stat = bluealive;
331 self.yellowalive_stat = yellowalive;
332 self.pinkalive_stat = pinkalive;
339 * This function finds out whether an arena round is over 1 player is left.
340 * It determines the last player who's still alive and saves it's entity reference
341 * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
343 * Gets called in StartFrame()
345 void Spawnqueue_Check()
347 count_spawned_players();
348 if(g_ca || g_freezetag) // we want to perform this before the return block below (CA)...
350 count_alive_players();
352 if(time < warmup + 1 || inWarmupStage)
356 required_ca_players = max(2, fabs(cvar("bot_vs_human") + 1));
358 if(ca_players < required_ca_players && (redspawned && bluespawned)) {
361 else if(ca_players < required_ca_players) {
362 FOR_EACH_PLAYER(self)
363 centerprint(self, strcat("^1Need at least 1 player in each team to play CA", "^7\n"));
366 else if(!next_round) {
367 if((redspawned && !bluespawned) || (bluespawned && !redspawned)) {
368 next_round = time + 5;
369 champion = find(world, classname, "player");
371 strunzone(champion_name);
372 champion_name = strzone(champion.netname);
374 else if((!redspawned && !bluespawned) || time - warmup > cvar("g_ca_round_timelimit")) {
375 FOR_EACH_CLIENT(self) centerprint(self, strcat("^7Round tied.", "^7\n"));
376 next_round = time + 5;
382 if(redalive && !bluealive)
384 play2all("ctf/red_capture.wav");
385 FOR_EACH_CLIENT(self) centerprint(self, "^1 RED ^7team wins the round.\n");
386 TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, +1);
387 stopalivecheck = TRUE;
389 else if(bluealive && !redalive)
391 play2all("ctf/blue_capture.wav");
392 FOR_EACH_CLIENT(self) centerprint(self, "^4 BLUE ^7team wins the round.\n");
393 TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, +1);
394 stopalivecheck = TRUE;
398 if((next_round && next_round < time))
400 stopalivecheck = FALSE;
404 } else if(g_freezetag) {
405 if((next_round && next_round < time))
411 //extend next_round if it isn't set yet and only 1 player is spawned
414 next_round = time + 3;
416 if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
422 champion = find(world, classname, "player");
423 while(champion && champion.deadflag)
424 champion = find(champion, classname, "player");
428 while(numspawned < maxspawned && spawnqueue_first)
430 self = spawnqueue_first;
432 bprint ("^4", self.netname, "^4 is the next challenger\n");
434 Spawnqueue_Remove(self);
435 Spawnqueue_Mark(self);
437 self.classname = "player";