1 void invasion_spawnpoint()
3 if not(g_invasion) { remove(self); return; }
5 self.classname = "invasion_spawnpoint";
8 float invasion_PickMonster(float supermonster_count)
10 if(autocvar_g_invasion_zombies_only)
16 RandomSelection_Init();
18 for(i = MON_FIRST; i <= MON_LAST; ++i)
20 mon = get_monsterinfo(i);
21 if((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM) || (mon.spawnflags & MON_FLAG_SUPERMONSTER && supermonster_count >= 1))
22 continue; // flying/swimming monsters not yet supported
24 RandomSelection_Add(world, i, "", 1, 1);
27 return RandomSelection_chosen_float;
30 entity invasion_PickSpawn()
34 RandomSelection_Init();
36 for(e = world;(e = find(e, classname, "invasion_spawnpoint")); )
37 RandomSelection_Add(e, 0, string_null, 1, 1);
39 return RandomSelection_chosen_ent;
42 void invasion_SpawnChosenMonster(float mon)
44 entity spawn_point, monster;
46 spawn_point = invasion_PickSpawn();
48 if(spawn_point == world)
50 dprint("Warning: couldn't find any invasion_spawnpoint spawnpoints, no monsters will spawn!\n");
54 monster = spawnmonster("", mon, spawn_point, spawn_point, spawn_point.origin, FALSE, 2);
56 if(roundcnt >= maxrounds)
57 monster.spawnflags |= MONSTERFLAG_MINIBOSS;
60 void invasion_SpawnMonsters(float supermonster_count)
62 float chosen_monster = invasion_PickMonster(supermonster_count);
64 invasion_SpawnChosenMonster(chosen_monster);
67 float Invasion_CheckWinner()
70 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
72 FOR_EACH_MONSTER(head)
74 if(head.weaponentity) remove(head.weaponentity);
75 if(head.iceblock) remove(head.iceblock);
79 if(roundcnt >= maxrounds)
85 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
86 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
87 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
92 if(roundcnt >= maxrounds)
97 invasion_SpawnMonsters(0);
102 float total_alive_monsters = 0, supermonster_count = 0;
104 FOR_EACH_MONSTER(head) if(head.health > 0)
106 if((get_monsterinfo(head.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
107 ++supermonster_count;
108 ++total_alive_monsters;
111 if((total_alive_monsters + numkilled) < maxspawned && maxcurrent < 10) // 10 at a time should be plenty
113 if(time >= last_check)
115 invasion_SpawnMonsters(supermonster_count);
116 last_check = time + 2;
123 if(numspawned < 1 || numkilled < maxspawned)
124 return 0; // nothing has spawned yet, or there are still alive monsters
126 if(roundcnt >= maxrounds)
132 entity winner = world;
133 float winning_score = 0;
135 FOR_EACH_PLAYER(head)
137 float cs = PlayerScore_Add(head, SP_KILLS, 0);
138 if(cs > winning_score)
147 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
148 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
151 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
156 float Invasion_CheckPlayers()
161 void Invasion_RoundStart()
164 float numplayers = 0;
167 e.player_blocked = 0;
178 maxspawned = rint(autocvar_g_invasion_monster_count * (roundcnt * 0.5));
180 maxspawned = autocvar_g_invasion_monster_count;
182 monster_skill += 0.1 * numplayers;
185 MUTATOR_HOOKFUNCTION(invasion_MonsterDies)
187 if not(self.monster_respawned)
192 if(IS_PLAYER(frag_attacker))
193 PlayerScore_Add(frag_attacker, SP_KILLS, +1);
199 MUTATOR_HOOKFUNCTION(invasion_MonsterSpawn)
201 if not(self.spawnflags & MONSTERFLAG_SPAWNED)
203 if(self.weaponentity) remove(self.weaponentity);
204 if(self.iceblock) remove(self.iceblock);
209 if(roundcnt < maxrounds && self.spawnflags & MONSTERFLAG_MINIBOSS)
210 self.spawnflags &= ~MONSTERFLAG_MINIBOSS;
212 if not(self.monster_respawned)
218 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
223 MUTATOR_HOOKFUNCTION(invasion_PlayerThink)
225 monsters_total = maxspawned; // TODO: make sure numspawned never exceeds maxspawned
226 monsters_killed = numkilled;
231 MUTATOR_HOOKFUNCTION(invasion_PlayerSpawn)
233 self.bot_attack = FALSE;
237 MUTATOR_HOOKFUNCTION(invasion_PlayerDamage)
239 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker != frag_target)
242 frag_force = '0 0 0';
248 MUTATOR_HOOKFUNCTION(invasion_PlayerCommand)
250 if(MUTATOR_RETURNVALUE) // command was already handled?
253 if(cmd_name == "debuginvasion")
255 sprint(self, strcat("maxspawned = ", ftos(maxspawned), "\n"));
256 sprint(self, strcat("numspawned = ", ftos(numspawned), "\n"));
257 sprint(self, strcat("numkilled = ", ftos(numkilled), "\n"));
258 sprint(self, strcat("roundcnt = ", ftos(roundcnt), "\n"));
259 sprint(self, strcat("monsters_total = ", ftos(monsters_total), "\n"));
260 sprint(self, strcat("monsters_killed = ", ftos(monsters_killed), "\n"));
261 sprint(self, strcat("monster_skill = ", ftos(monster_skill), "\n"));
269 MUTATOR_HOOKFUNCTION(invasion_SetStartItems)
272 start_armorvalue = 200;
277 void invasion_ScoreRules()
279 ScoreRules_basics(0, 0, 0, FALSE);
280 ScoreInfo_SetLabel_PlayerScore(SP_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
281 ScoreRules_basics_end();
284 void invasion_Initialize()
286 independent_players = 1; // to disable extra useless scores
288 invasion_ScoreRules();
290 independent_players = 0;
292 round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
293 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
295 allowed_to_spawn = TRUE;
302 MUTATOR_DEFINITION(gamemode_invasion)
304 MUTATOR_HOOK(MonsterDies, invasion_MonsterDies, CBC_ORDER_ANY);
305 MUTATOR_HOOK(MonsterSpawn, invasion_MonsterSpawn, CBC_ORDER_ANY);
306 MUTATOR_HOOK(PlayerPreThink, invasion_PlayerThink, CBC_ORDER_ANY);
307 MUTATOR_HOOK(PlayerSpawn, invasion_PlayerSpawn, CBC_ORDER_ANY);
308 MUTATOR_HOOK(PlayerDamage_Calculate, invasion_PlayerDamage, CBC_ORDER_ANY);
309 MUTATOR_HOOK(SV_ParseClientCommand, invasion_PlayerCommand, CBC_ORDER_ANY);
310 MUTATOR_HOOK(SetStartItems, invasion_SetStartItems, CBC_ORDER_ANY);
314 if(time > 1) // game loads at time 1
315 error("This is a game type and it cannot be added at runtime.");
316 invasion_Initialize();
318 cvar_settemp("g_monsters", "1");
321 MUTATOR_ONROLLBACK_OR_REMOVE
323 // we actually cannot roll back invasion_Initialize here
324 // BUT: we don't need to! If this gets called, adding always
330 print("This is a game type and it cannot be removed at runtime.");