1 #include "gamemode_cts.qh"
2 #include <server/race.qh>
4 #include <server/race.qh>
6 float autocvar_g_cts_finish_kill_delay;
7 bool autocvar_g_cts_selfdamage;
10 .float race_checkpoint;
11 void havocbot_role_cts(entity this)
16 if (this.bot_strategytime < time)
18 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
19 navigation_goalrating_start(this);
21 IL_EACH(g_racecheckpoints, true,
23 if(it.cnt == this.race_checkpoint)
24 navigation_routerating(this, it, 1000000, 5000);
25 else if(this.race_checkpoint == -1)
26 navigation_routerating(this, it, 1000000, 5000);
29 navigation_goalrating_end(this);
35 GameRules_score_enabled(false);
36 GameRules_scoring(0, 0, 0, {
37 if (g_race_qualifying) {
38 field(SP_RACE_FASTEST, "fastest", SFL_SORT_PRIO_PRIMARY | SFL_LOWER_IS_BETTER | SFL_TIME);
40 field(SP_RACE_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
41 field(SP_RACE_TIME, "time", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME);
42 field(SP_RACE_FASTEST, "fastest", SFL_LOWER_IS_BETTER | SFL_TIME);
47 void cts_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
49 if(autocvar_sv_eventlog)
50 GameLogEcho(strcat(":cts:", mode, ":", ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
53 void KillIndicator_Think(entity this);
54 void CTS_ClientKill(entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
56 e.killindicator = spawn();
57 e.killindicator.owner = e;
58 setthink(e.killindicator, KillIndicator_Think);
59 e.killindicator.nextthink = time + (e.lip) * 0.05;
60 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
61 e.killindicator.health = 1; // this is used to indicate that it should be silent
65 MUTATOR_HOOKFUNCTION(cts, PlayerPhysics)
67 entity player = M_ARGV(0, entity);
68 float dt = M_ARGV(1, float);
70 player.race_movetime_frac += dt;
71 float f = floor(player.race_movetime_frac);
72 player.race_movetime_frac -= f;
73 player.race_movetime_count += f;
74 player.race_movetime = player.race_movetime_frac + player.race_movetime_count;
79 if (player.race_penalty)
80 if (time > player.race_penalty)
81 player.race_penalty = 0;
82 if(player.race_penalty)
84 player.velocity = '0 0 0';
85 set_movetype(player, MOVETYPE_NONE);
86 player.disableclientprediction = 2;
91 // force kbd movement for fairness
95 // if record times matter
96 // ensure nothing EVIL is being done (i.e. div0_evade)
97 // this hinders joystick users though
98 // but it still gives SOME analog control
99 wishvel.x = fabs(CS(player).movement.x);
100 wishvel.y = fabs(CS(player).movement.y);
101 if(wishvel.x != 0 && wishvel.y != 0 && wishvel.x != wishvel.y)
104 wishspeed = vlen(wishvel);
105 if(wishvel.x >= 2 * wishvel.y)
108 if(CS(player).movement.x > 0)
109 CS(player).movement_x = wishspeed;
111 CS(player).movement_x = -wishspeed;
112 CS(player).movement_y = 0;
114 else if(wishvel.y >= 2 * wishvel.x)
117 CS(player).movement_x = 0;
118 if(CS(player).movement.y > 0)
119 CS(player).movement_y = wishspeed;
121 CS(player).movement_y = -wishspeed;
126 if(CS(player).movement.x > 0)
127 CS(player).movement_x = M_SQRT1_2 * wishspeed;
129 CS(player).movement_x = -M_SQRT1_2 * wishspeed;
130 if(CS(player).movement.y > 0)
131 CS(player).movement_y = M_SQRT1_2 * wishspeed;
133 CS(player).movement_y = -M_SQRT1_2 * wishspeed;
138 MUTATOR_HOOKFUNCTION(cts, reset_map_global)
142 Score_NicePrint(NULL);
145 PlayerScore_Sort(race_place, 0, 1, 0);
147 FOREACH_CLIENT(true, {
150 s = GameRules_scoring_add(it, RACE_FASTEST, 0);
154 cts_EventLog(ftos(it.race_place), it);
157 if(g_race_qualifying == 2)
159 g_race_qualifying = 0;
160 independent_players = 0;
161 cvar_set("fraglimit", ftos(race_fraglimit));
162 cvar_set("leadlimit", ftos(race_leadlimit));
163 cvar_set("timelimit", ftos(race_timelimit));
168 MUTATOR_HOOKFUNCTION(cts, ClientConnect)
170 entity player = M_ARGV(0, entity);
172 race_PreparePlayer(player);
173 player.race_checkpoint = -1;
175 if(IS_REAL_CLIENT(player))
177 string rr = CTS_RECORD;
180 race_send_recordtime(MSG_ONE);
181 race_send_speedaward(MSG_ONE);
183 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
184 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
185 race_send_speedaward_alltimebest(MSG_ONE);
188 for (i = 1; i <= RANKINGS_CNT; ++i)
190 race_SendRankings(i, 0, 0, MSG_ONE);
195 MUTATOR_HOOKFUNCTION(cts, AbortSpeedrun)
197 entity player = M_ARGV(0, entity);
199 if(autocvar_g_allow_checkpoints)
200 race_PreparePlayer(player); // nice try
203 MUTATOR_HOOKFUNCTION(cts, MakePlayerObserver)
205 entity player = M_ARGV(0, entity);
207 if(GameRules_scoring_add(player, RACE_FASTEST, 0))
208 player.frags = FRAGS_LMS_LOSER;
210 player.frags = FRAGS_SPECTATOR;
212 race_PreparePlayer(player);
213 player.race_checkpoint = -1;
216 MUTATOR_HOOKFUNCTION(cts, PlayerSpawn)
218 entity player = M_ARGV(0, entity);
219 entity spawn_spot = M_ARGV(1, entity);
221 if(spawn_spot.target == "")
222 // Emergency: this wasn't a real spawnpoint. Can this ever happen?
223 race_PreparePlayer(player);
225 // if we need to respawn, do it right
226 player.race_respawn_checkpoint = player.race_checkpoint;
227 player.race_respawn_spotref = spawn_spot;
229 player.race_place = 0;
232 MUTATOR_HOOKFUNCTION(cts, PutClientInServer)
234 entity player = M_ARGV(0, entity);
236 if(IS_PLAYER(player))
239 if(CS(player).killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
240 race_PreparePlayer(player);
242 race_RetractPlayer(player);
244 race_AbandonRaceCheck(player);
248 MUTATOR_HOOKFUNCTION(cts, PlayerDies)
250 entity frag_target = M_ARGV(2, entity);
252 frag_target.respawn_flags |= RESPAWN_FORCE;
253 race_AbandonRaceCheck(frag_target);
256 MUTATOR_HOOKFUNCTION(cts, HavocBot_ChooseRole)
258 entity bot = M_ARGV(0, entity);
260 bot.havocbot_role = havocbot_role_cts;
264 MUTATOR_HOOKFUNCTION(cts, GetPressedKeys)
266 entity player = M_ARGV(0, entity);
268 if(CS(player).cvar_cl_allow_uidtracking == 1 && CS(player).cvar_cl_allow_uid2name == 1)
270 if (!player.stored_netname)
271 player.stored_netname = strzone(uid2name(player.crypto_idfp));
272 if(player.stored_netname != player.netname)
274 db_put(ServerProgsDB, strcat("/uid2name/", player.crypto_idfp), player.netname);
275 strunzone(player.stored_netname);
276 player.stored_netname = strzone(player.netname);
280 if (!IS_OBSERVER(player))
282 if(vdist(player.velocity - player.velocity_z * '0 0 1', >, speedaward_speed))
284 speedaward_speed = vlen(player.velocity - player.velocity_z * '0 0 1');
285 speedaward_holder = player.netname;
286 speedaward_uid = player.crypto_idfp;
287 speedaward_lastupdate = time;
289 if (speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
291 string rr = CTS_RECORD;
292 race_send_speedaward(MSG_ALL);
293 speedaward_lastsent = speedaward_speed;
294 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
296 speedaward_alltimebest = speedaward_speed;
297 speedaward_alltimebest_holder = speedaward_holder;
298 speedaward_alltimebest_uid = speedaward_uid;
299 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
300 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
301 race_send_speedaward_alltimebest(MSG_ALL);
307 MUTATOR_HOOKFUNCTION(cts, ForbidThrowCurrentWeapon)
309 // no weapon dropping in CTS
313 MUTATOR_HOOKFUNCTION(cts, FilterItem)
315 entity item = M_ARGV(0, entity);
317 if(item.classname == "droppedweapon")
321 MUTATOR_HOOKFUNCTION(cts, Damage_Calculate)
323 entity frag_attacker = M_ARGV(1, entity);
324 entity frag_target = M_ARGV(2, entity);
325 float frag_deathtype = M_ARGV(3, float);
326 float frag_damage = M_ARGV(4, float);
328 if(frag_target == frag_attacker || frag_deathtype == DEATH_FALL.m_id)
329 if(!autocvar_g_cts_selfdamage)
332 M_ARGV(4, float) = frag_damage;
336 MUTATOR_HOOKFUNCTION(cts, ForbidPlayerScore_Clear)
338 return true; // in CTS, you don't lose score by observing
341 MUTATOR_HOOKFUNCTION(cts, GetRecords)
343 int record_page = M_ARGV(0, int);
344 string ret_string = M_ARGV(1, string);
346 for(int i = record_page * 200; i < MapInfo_count && i < record_page * 200 + 200; ++i)
348 if(MapInfo_Get_ByID(i))
350 float r = race_readTime(MapInfo_Map_bspname, 1);
355 string h = race_readName(MapInfo_Map_bspname, 1);
356 ret_string = strcat(ret_string, strpad(32, MapInfo_Map_bspname), " ", strpad(-8, TIME_ENCODED_TOSTRING(r)), " ", h, "\n");
360 M_ARGV(1, string) = ret_string;
363 void ClientKill_Now(entity this);
364 MUTATOR_HOOKFUNCTION(cts, ClientKill)
366 entity player = M_ARGV(0, entity);
368 M_ARGV(1, float) = 0; // kill delay
370 if(player.killindicator && player.killindicator.health == 1) // player.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
372 delete(player.killindicator);
373 player.killindicator = NULL;
375 ClientKill_Now(player); // allow instant kill in this case
380 MUTATOR_HOOKFUNCTION(cts, Race_FinalCheckpoint)
382 entity player = M_ARGV(0, entity);
384 if(autocvar_g_cts_finish_kill_delay)
385 CTS_ClientKill(player);
388 MUTATOR_HOOKFUNCTION(cts, HideTeamNagger)
390 return true; // doesn't work so well (but isn't cts a teamless mode?)
393 MUTATOR_HOOKFUNCTION(cts, FixClientCvars)
395 entity player = M_ARGV(0, entity);
397 stuffcmd(player, "cl_cmd settemp cl_movecliptokeyboard 2\n");
400 MUTATOR_HOOKFUNCTION(cts, WantWeapon)
402 M_ARGV(1, float) = (M_ARGV(0, entity) == WEP_SHOTGUN); // want weapon = weapon info
403 M_ARGV(3, bool) = true; // want mutator blocked
407 MUTATOR_HOOKFUNCTION(cts, ForbidDropCurrentWeapon)
412 void cts_Initialize()