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);
57 void invasion_SpawnMonsters(float supermonster_count)
59 float chosen_monster = invasion_PickMonster(supermonster_count);
61 invasion_SpawnChosenMonster(chosen_monster);
64 float Invasion_CheckWinner()
67 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
69 FOR_EACH_MONSTER(head)
71 WaypointSprite_Kill(head.sprite);
72 if(head.weaponentity) remove(head.weaponentity);
73 if(head.iceblock) remove(head.iceblock);
77 if(roundcnt >= maxrounds)
83 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
84 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
85 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
89 float total_alive_monsters = 0, supermonster_count = 0;
91 FOR_EACH_MONSTER(head) if(head.health > 0)
93 if((get_monsterinfo(head.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
95 ++total_alive_monsters;
98 if((total_alive_monsters + numkilled) < maxspawned && maxcurrent < 10) // 10 at a time should be plenty
100 if(time >= last_check)
102 invasion_SpawnMonsters(supermonster_count);
103 last_check = time + 2;
109 if(numspawned < 1 || numkilled < maxspawned)
110 return 0; // nothing has spawned yet, or there are still alive monsters
112 if(roundcnt >= maxrounds)
118 entity winner = world;
119 float winning_score = 0;
121 FOR_EACH_PLAYER(head)
123 float cs = PlayerScore_Add(head, SP_KILLS, 0);
124 if(cs > winning_score)
133 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
134 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
137 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
142 float Invasion_CheckPlayers()
147 void Invasion_RoundStart()
150 float numplayers = 0;
153 e.player_blocked = 0;
164 maxspawned = rint(autocvar_g_invasion_monster_count * (roundcnt * 0.5));
166 maxspawned = autocvar_g_invasion_monster_count;
168 monster_skill += 0.1 * numplayers;
171 MUTATOR_HOOKFUNCTION(invasion_MonsterDies)
176 if(IS_PLAYER(frag_attacker))
177 PlayerScore_Add(frag_attacker, SP_KILLS, +1);
182 MUTATOR_HOOKFUNCTION(invasion_MonsterSpawn)
184 if(self.realowner == world)
186 WaypointSprite_Kill(self.sprite);
187 if(self.weaponentity) remove(self.weaponentity);
188 if(self.iceblock) remove(self.iceblock);
196 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
201 MUTATOR_HOOKFUNCTION(invasion_PlayerThink)
203 monsters_total = maxspawned; // TODO: make sure numspawned never exceeds maxspawned
204 monsters_killed = numkilled;
209 MUTATOR_HOOKFUNCTION(invasion_PlayerSpawn)
211 self.bot_attack = FALSE;
215 MUTATOR_HOOKFUNCTION(invasion_PlayerDamage)
217 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker != frag_target)
220 frag_force = '0 0 0';
223 if(frag_attacker.flags & FL_MONSTER && frag_target.flags & FL_MONSTER && frag_attacker != frag_target)
229 MUTATOR_HOOKFUNCTION(invasion_PlayerCommand)
231 if(MUTATOR_RETURNVALUE) // command was already handled?
234 if(cmd_name == "debuginvasion")
236 sprint(self, strcat("maxspawned = ", ftos(maxspawned), "\n"));
237 sprint(self, strcat("numspawned = ", ftos(numspawned), "\n"));
238 sprint(self, strcat("numkilled = ", ftos(numkilled), "\n"));
239 sprint(self, strcat("roundcnt = ", ftos(roundcnt), "\n"));
240 sprint(self, strcat("monsters_total = ", ftos(monsters_total), "\n"));
241 sprint(self, strcat("monsters_killed = ", ftos(monsters_killed), "\n"));
242 sprint(self, strcat("monster_skill = ", ftos(monster_skill), "\n"));
250 MUTATOR_HOOKFUNCTION(invasion_SetStartItems)
253 start_armorvalue = 200;
258 void invasion_ScoreRules()
260 ScoreRules_basics(0, 0, 0, FALSE);
261 ScoreInfo_SetLabel_PlayerScore(SP_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
262 ScoreRules_basics_end();
265 void invasion_Initialize()
267 independent_players = 1; // to disable extra useless scores
269 invasion_ScoreRules();
271 independent_players = 0;
273 round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
274 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
276 allowed_to_spawn = TRUE;
283 MUTATOR_DEFINITION(gamemode_invasion)
285 MUTATOR_HOOK(MonsterDies, invasion_MonsterDies, CBC_ORDER_ANY);
286 MUTATOR_HOOK(MonsterSpawn, invasion_MonsterSpawn, CBC_ORDER_ANY);
287 MUTATOR_HOOK(PlayerPreThink, invasion_PlayerThink, CBC_ORDER_ANY);
288 MUTATOR_HOOK(PlayerSpawn, invasion_PlayerSpawn, CBC_ORDER_ANY);
289 MUTATOR_HOOK(PlayerDamage_Calculate, invasion_PlayerDamage, CBC_ORDER_ANY);
290 MUTATOR_HOOK(SV_ParseClientCommand, invasion_PlayerCommand, CBC_ORDER_ANY);
291 MUTATOR_HOOK(SetStartItems, invasion_SetStartItems, CBC_ORDER_ANY);
295 if(time > 1) // game loads at time 1
296 error("This is a game type and it cannot be added at runtime.");
297 invasion_Initialize();
299 cvar_settemp("g_monsters", "1");
302 MUTATOR_ONROLLBACK_OR_REMOVE
304 // we actually cannot roll back invasion_Initialize here
305 // BUT: we don't need to! If this gets called, adding always
311 print("This is a game type and it cannot be removed at runtime.");