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Fix some monster counting issues
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_invasion.qc
1 void invasion_spawnpoint()
2 {
3         if not(g_invasion) { remove(self); return; }
4         
5         self.classname = "invasion_spawnpoint";
6 }
7
8 float invasion_PickMonster()
9 {
10         if(autocvar_g_invasion_zombies_only)
11                 return MONSTER_ZOMBIE;
12
13         float i;
14         
15         RandomSelection_Init();
16         
17         for(i = MONSTER_FIRST + 1; i < MONSTER_LAST; ++i)
18         {
19                 if(i == MONSTER_STINGRAY || i == MONSTER_WYVERN)
20                         continue; // flying/swimming monsters not yet supported
21                 
22                 RandomSelection_Add(world, i, "", 1, 1);
23         }
24         
25         return RandomSelection_chosen_float;
26 }
27
28 entity invasion_PickSpawn()
29 {
30         entity e;
31         
32         RandomSelection_Init();
33         
34         for(e = world;(e = find(e, classname, "invasion_spawnpoint")); )
35                 RandomSelection_Add(e, 0, string_null, 1, 1);
36                 
37         return RandomSelection_chosen_ent;
38 }
39
40 void invasion_SpawnChosenMonster(float mon)
41 {
42         entity spawn_point, monster;
43         
44         spawn_point = invasion_PickSpawn();
45         
46         if(spawn_point == world)
47         {
48                 dprint("Warning: couldn't find any invasion_spawnpoint spawnpoints, no monsters will spawn!\n");
49                 return;
50         }
51         
52         monster = spawnmonster("", mon, spawn_point, spawn_point, spawn_point.origin, FALSE, 2);
53 }
54
55 void invasion_SpawnMonsters()
56 {
57         float chosen_monster = invasion_PickMonster();
58         
59         invasion_SpawnChosenMonster(chosen_monster);
60 }
61
62 float Invasion_CheckWinner()
63 {
64         entity head;
65         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
66         {
67                 FOR_EACH_MONSTER(head)
68                 {
69                         WaypointSprite_Kill(head.sprite);
70                         if(head.weaponentity) remove(head.weaponentity);
71                         remove(head);
72                 }
73         
74                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
75                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
76                 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
77                 return 1;
78         }
79
80         if((numspawned + numkilled) < maxspawned)
81         {
82                 if(time >= last_check)
83                 {
84                         invasion_SpawnMonsters();
85                         last_check = time + 2;
86                 }
87                 
88                 return 0;
89         }
90         
91         if(numspawned < 1 || numkilled < numspawned)
92                 return 0; // nothing has spawned yet, or there are still alive monsters
93         
94         if(roundcnt >= maxrounds)
95         {
96                 NextLevel();
97                 return 1;
98         }
99         
100         entity winner = world;
101         float winning_score = 0;
102         
103         FOR_EACH_PLAYER(head)
104         {
105                 if(PlayerScore_Add(head, SP_INVASION_KILLS, 0) > winning_score)
106                         winner = head;
107         }
108
109         if(winner != world)
110         {
111                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
112                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
113         }
114         
115         round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
116
117         return 1;
118 }
119
120 float Invasion_CheckPlayers()
121 {
122         return TRUE;
123 }
124
125 void Invasion_RoundStart()
126 {
127         entity e;
128         float numplayers = 0;
129         FOR_EACH_PLAYER(e)
130         {
131                 ++numplayers;
132                 e.player_blocked = 0;
133         }
134                 
135         roundcnt += 1;
136         
137         numspawned = 0;
138         numkilled = 0;
139                 
140         if(roundcnt > 1)
141                 maxspawned = rint(autocvar_g_invasion_monster_count * roundcnt / 0.7);
142         else
143                 maxspawned = autocvar_g_invasion_monster_count;
144         
145         monster_skill += 0.01 * numplayers;
146 }
147
148 MUTATOR_HOOKFUNCTION(invasion_MonsterDies)
149 {
150         numkilled += 1;
151         
152         if(IS_PLAYER(frag_attacker))
153                 PlayerScore_Add(frag_attacker, SP_INVASION_KILLS, +1);
154         
155         return FALSE;
156 }
157
158 MUTATOR_HOOKFUNCTION(invasion_MonsterSpawn)
159 {
160         if(self.realowner == world)
161         {
162                 WaypointSprite_Kill(self.sprite);
163                 if(self.weaponentity) remove(self.weaponentity);
164                 remove(self);
165                 return FALSE;
166         }
167         
168         numspawned += 1;
169         
170         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
171         
172         return FALSE;
173 }
174
175 MUTATOR_HOOKFUNCTION(invasion_PlayerThink)
176 {
177         monsters_total = maxspawned; // TODO: make sure numspawned never exceeds maxspawned
178         monsters_killed = numkilled;
179         
180         return FALSE;
181 }
182
183 MUTATOR_HOOKFUNCTION(invasion_PlayerSpawn)
184 {
185         self.bot_attack = FALSE;
186         return FALSE;
187 }
188
189 MUTATOR_HOOKFUNCTION(invasion_PlayerDamage)
190 {
191         if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
192         {
193                 frag_damage = 0;
194                 frag_force = '0 0 0';
195         }
196         
197         if(frag_attacker.flags & FL_MONSTER && frag_target.flags & FL_MONSTER)
198                 frag_damage = 0;
199         
200         return FALSE;
201 }
202
203 void invasion_ScoreRules()
204 {
205         ScoreRules_basics(0, SFL_SORT_PRIO_SECONDARY, 0, FALSE);
206         ScoreInfo_SetLabel_PlayerScore(SP_INVASION_KILLS, "kills", SFL_SORT_PRIO_PRIMARY);
207         ScoreRules_basics_end();
208 }
209
210 void invasion_Initialize()
211 {
212         invasion_ScoreRules();
213
214         round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
215         round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
216         
217         allowed_to_spawn = TRUE;
218         
219         monster_skill = 0.01;
220         
221         roundcnt = 0;
222 }
223
224 MUTATOR_DEFINITION(gamemode_invasion)
225 {
226         MUTATOR_HOOK(MonsterDies, invasion_MonsterDies, CBC_ORDER_ANY);
227         MUTATOR_HOOK(MonsterSpawn, invasion_MonsterSpawn, CBC_ORDER_ANY);
228         MUTATOR_HOOK(PlayerPreThink, invasion_PlayerThink, CBC_ORDER_ANY);
229         MUTATOR_HOOK(PlayerSpawn, invasion_PlayerSpawn, CBC_ORDER_ANY);
230         MUTATOR_HOOK(PlayerDamage_Calculate, invasion_PlayerDamage, CBC_ORDER_ANY);
231         
232         MUTATOR_ONADD
233         {
234                 if(time > 1) // game loads at time 1
235                         error("This is a game type and it cannot be added at runtime.");
236                 invasion_Initialize();
237                 
238                 cvar_settemp("g_monsters", "1");
239         }
240
241         MUTATOR_ONROLLBACK_OR_REMOVE
242         {
243                 // we actually cannot roll back invasion_Initialize here
244                 // BUT: we don't need to! If this gets called, adding always
245                 // succeeds.
246         }
247
248         MUTATOR_ONREMOVE
249         {
250                 print("This is a game type and it cannot be removed at runtime.");
251                 return -1;
252         }
253
254         return 0;
255 }