1 #include "gamemode_invasion.qh"
2 #ifndef GAMEMODE_INVASION_H
3 #define GAMEMODE_INVASION_H
5 #define autocvar_g_invasion_point_limit cvar("g_invasion_point_limit")
6 int autocvar_g_invasion_teams;
7 bool autocvar_g_invasion_team_spawns;
9 void invasion_Initialize();
11 REGISTER_MUTATOR(inv, false)
15 if (time > 1) // game loads at time 1
16 error("This is a game type and it cannot be added at runtime.");
18 invasion_Initialize();
20 cvar_settemp("g_monsters", "1");
22 SetLimits(autocvar_g_invasion_point_limit, autocvar_leadlimit_override, autocvar_timelimit_override, -1);
23 if (autocvar_g_invasion_teams >= 2)
26 if (autocvar_g_invasion_team_spawns)
27 have_team_spawns = -1; // request team spawns
31 MUTATOR_ONROLLBACK_OR_REMOVE
33 // we actually cannot roll back invasion_Initialize here
34 // BUT: we don't need to! If this gets called, adding always
40 LOG_INFO("This is a game type and it cannot be removed at runtime.");
56 float inv_monsters_perteam[17];
58 float inv_monsterskill;
60 const float ST_INV_KILLS = 1;
65 #include <common/monsters/spawn.qh>
66 #include <common/monsters/sv_monsters.qh>
68 #include <server/teamplay.qh>
71 float autocvar_g_invasion_round_timelimit;
72 float autocvar_g_invasion_spawnpoint_spawn_delay;
73 float autocvar_g_invasion_warmup;
74 int autocvar_g_invasion_monster_count;
75 bool autocvar_g_invasion_zombies_only;
76 float autocvar_g_invasion_spawn_delay;
78 spawnfunc(invasion_spawnpoint)
80 if(!g_invasion) { delete(this); return; }
82 this.classname = "invasion_spawnpoint";
84 if(autocvar_g_invasion_zombies_only) // precache only if it hasn't been already
86 Monster mon = get_monsterinfo(this.monsterid);
91 float invasion_PickMonster(float supermonster_count)
93 if(autocvar_g_invasion_zombies_only)
94 return MON_ZOMBIE.monsterid;
99 RandomSelection_Init();
101 for(i = MON_FIRST; i <= MON_LAST; ++i)
103 mon = get_monsterinfo(i);
104 if((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM) || ((mon.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1))
105 continue; // flying/swimming monsters not yet supported
107 RandomSelection_Add(NULL, i, string_null, 1, 1);
110 return RandomSelection_chosen_float;
113 entity invasion_PickSpawn()
115 RandomSelection_Init();
117 FOREACH_ENTITY_CLASS("invasion_spawnpoint", true,
119 RandomSelection_Add(it, 0, string_null, 1, ((time >= it.spawnshieldtime) ? 0.2 : 1)); // give recently used spawnpoints a very low rating
120 it.spawnshieldtime = time + autocvar_g_invasion_spawnpoint_spawn_delay;
123 return RandomSelection_chosen_ent;
126 void invasion_SpawnChosenMonster(float mon)
128 entity spawn_point, monster;
130 spawn_point = invasion_PickSpawn();
132 if(spawn_point == NULL)
134 LOG_TRACE("Warning: couldn't find any invasion_spawnpoint spawnpoints, attempting to spawn monsters in random locations");
136 setsize(e, (get_monsterinfo(mon)).mins, (get_monsterinfo(mon)).maxs);
138 if(MoveToRandomMapLocation(e, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
139 monster = spawnmonster("", mon, NULL, NULL, e.origin, false, false, 2);
142 setthink(e, SUB_Remove);
143 e.nextthink = time + 0.1;
146 monster = spawnmonster("", ((spawn_point.monsterid) ? spawn_point.monsterid : mon), spawn_point, spawn_point, spawn_point.origin, false, false, 2);
148 if(spawn_point) monster.target2 = spawn_point.target2;
149 monster.spawnshieldtime = time;
150 if(spawn_point && spawn_point.target_range) monster.target_range = spawn_point.target_range;
153 if(spawn_point && spawn_point.team && inv_monsters_perteam[spawn_point.team] > 0)
154 monster.team = spawn_point.team;
157 RandomSelection_Init();
158 if(inv_monsters_perteam[NUM_TEAM_1] > 0) RandomSelection_Add(NULL, NUM_TEAM_1, string_null, 1, 1);
159 if(inv_monsters_perteam[NUM_TEAM_2] > 0) RandomSelection_Add(NULL, NUM_TEAM_2, string_null, 1, 1);
160 if(invasion_teams >= 3) if(inv_monsters_perteam[NUM_TEAM_3] > 0) { RandomSelection_Add(NULL, NUM_TEAM_3, string_null, 1, 1); }
161 if(invasion_teams >= 4) if(inv_monsters_perteam[NUM_TEAM_4] > 0) { RandomSelection_Add(NULL, NUM_TEAM_4, string_null, 1, 1); }
163 monster.team = RandomSelection_chosen_float;
168 monster_setupcolors(monster);
172 WaypointSprite_UpdateTeamRadar(monster.sprite, RADARICON_DANGER, ((monster.team) ? Team_ColorRGB(monster.team) : '1 0 0'));
174 monster.sprite.team = 0;
175 monster.sprite.SendFlags |= 1;
179 monster.monster_attack = false; // it's the player's job to kill all the monsters
181 if(inv_roundcnt >= inv_maxrounds)
182 monster.spawnflags |= MONSTERFLAG_MINIBOSS; // last round spawns minibosses
185 void invasion_SpawnMonsters(float supermonster_count)
187 float chosen_monster = invasion_PickMonster(supermonster_count);
189 invasion_SpawnChosenMonster(chosen_monster);
192 float Invasion_CheckWinner()
194 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
196 IL_EACH(g_monsters, true,
200 IL_CLEAR(g_monsters);
202 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
203 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
204 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
208 float total_alive_monsters = 0, supermonster_count = 0, red_alive = 0, blue_alive = 0, yellow_alive = 0, pink_alive = 0;
210 IL_EACH(g_monsters, it.health > 0,
212 if((get_monsterinfo(it.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
213 ++supermonster_count;
214 ++total_alive_monsters;
219 case NUM_TEAM_1: ++red_alive; break;
220 case NUM_TEAM_2: ++blue_alive; break;
221 case NUM_TEAM_3: ++yellow_alive; break;
222 case NUM_TEAM_4: ++pink_alive; break;
226 if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < inv_maxspawned)
228 if(time >= inv_lastcheck)
230 invasion_SpawnMonsters(supermonster_count);
231 inv_lastcheck = time + autocvar_g_invasion_spawn_delay;
237 if(inv_numspawned < 1)
238 return 0; // nothing has spawned yet
242 if(((red_alive > 0) + (blue_alive > 0) + (yellow_alive > 0) + (pink_alive > 0)) > 1)
245 else if(inv_numkilled < inv_maxspawned)
248 entity winner = NULL;
249 float winning_score = 0, winner_team = 0;
254 if(red_alive > 0) { winner_team = NUM_TEAM_1; }
256 if(winner_team) { winner_team = 0; }
257 else { winner_team = NUM_TEAM_2; }
259 if(winner_team) { winner_team = 0; }
260 else { winner_team = NUM_TEAM_3; }
262 if(winner_team) { winner_team = 0; }
263 else { winner_team = NUM_TEAM_4; }
267 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
268 float cs = PlayerScore_Add(it, SP_KILLS, 0);
269 if(cs > winning_score)
277 IL_EACH(g_monsters, true,
281 IL_CLEAR(g_monsters);
287 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
288 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
293 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
294 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
297 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
302 bool Invasion_CheckPlayers()
307 void Invasion_RoundStart()
310 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
311 it.player_blocked = false;
315 if(inv_roundcnt < inv_maxrounds)
316 inv_roundcnt += 1; // a limiter to stop crazy counts
318 inv_monsterskill = inv_roundcnt + max(1, numplayers * 0.3);
324 inv_maxspawned = rint(max(autocvar_g_invasion_monster_count, autocvar_g_invasion_monster_count * (inv_roundcnt * 0.5)));
328 DistributeEvenly_Init(inv_maxspawned, invasion_teams);
329 inv_monsters_perteam[NUM_TEAM_1] = DistributeEvenly_Get(1);
330 inv_monsters_perteam[NUM_TEAM_2] = DistributeEvenly_Get(1);
331 if(invasion_teams >= 3) inv_monsters_perteam[NUM_TEAM_3] = DistributeEvenly_Get(1);
332 if(invasion_teams >= 4) inv_monsters_perteam[NUM_TEAM_4] = DistributeEvenly_Get(1);
336 MUTATOR_HOOKFUNCTION(inv, MonsterDies)
338 entity frag_target = M_ARGV(0, entity);
339 entity frag_attacker = M_ARGV(1, entity);
341 if(!(frag_target.spawnflags & MONSTERFLAG_RESPAWNED))
345 if(teamplay) { inv_monsters_perteam[frag_target.team] -= 1; }
347 if(IS_PLAYER(frag_attacker))
348 if(SAME_TEAM(frag_attacker, frag_target)) // in non-teamplay modes, same team = same player, so this works
349 PlayerScore_Add(frag_attacker, SP_KILLS, -1);
352 PlayerScore_Add(frag_attacker, SP_KILLS, +1);
354 TeamScore_AddToTeam(frag_attacker.team, ST_INV_KILLS, +1);
359 MUTATOR_HOOKFUNCTION(inv, MonsterSpawn)
361 entity mon = M_ARGV(0, entity);
363 if(!(mon.spawnflags & MONSTERFLAG_SPAWNED))
366 if(!(mon.spawnflags & MONSTERFLAG_RESPAWNED))
372 mon.monster_skill = inv_monsterskill;
374 if((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
375 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_INVASION_SUPERMONSTER, mon.monster_name);
377 mon.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
380 MUTATOR_HOOKFUNCTION(inv, OnEntityPreSpawn)
382 entity ent = M_ARGV(0, entity);
384 if(startsWith(ent.classname, "monster_"))
385 if(!(ent.spawnflags & MONSTERFLAG_SPAWNED))
389 MUTATOR_HOOKFUNCTION(inv, SV_StartFrame)
391 monsters_total = inv_maxspawned; // TODO: make sure numspawned never exceeds maxspawned
392 monsters_killed = inv_numkilled;
395 MUTATOR_HOOKFUNCTION(inv, PlayerRegen)
397 // no regeneration in invasion
401 MUTATOR_HOOKFUNCTION(inv, PlayerSpawn)
403 entity player = M_ARGV(0, entity);
405 player.bot_attack = false;
408 MUTATOR_HOOKFUNCTION(inv, PlayerDamage_Calculate)
410 entity frag_attacker = M_ARGV(1, entity);
411 entity frag_target = M_ARGV(2, entity);
412 float frag_damage = M_ARGV(4, float);
413 vector frag_force = M_ARGV(6, vector);
415 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker != frag_target)
418 frag_force = '0 0 0';
420 M_ARGV(4, float) = frag_damage;
421 M_ARGV(6, vector) = frag_force;
425 MUTATOR_HOOKFUNCTION(inv, SV_ParseClientCommand)
427 if(MUTATOR_RETURNVALUE) // command was already handled?
430 entity player = M_ARGV(0, entity);
431 string cmd_name = M_ARGV(1, string);
433 if(cmd_name == "debuginvasion")
435 sprint(player, strcat("inv_maxspawned = ", ftos(inv_maxspawned), "\n"));
436 sprint(player, strcat("inv_numspawned = ", ftos(inv_numspawned), "\n"));
437 sprint(player, strcat("inv_numkilled = ", ftos(inv_numkilled), "\n"));
438 sprint(player, strcat("inv_roundcnt = ", ftos(inv_roundcnt), "\n"));
439 sprint(player, strcat("monsters_total = ", ftos(monsters_total), "\n"));
440 sprint(player, strcat("monsters_killed = ", ftos(monsters_killed), "\n"));
441 sprint(player, strcat("inv_monsterskill = ", ftos(inv_monsterskill), "\n"));
447 MUTATOR_HOOKFUNCTION(inv, BotShouldAttack)
449 entity targ = M_ARGV(1, entity);
451 if(!IS_MONSTER(targ))
455 MUTATOR_HOOKFUNCTION(inv, SetStartItems)
458 start_armorvalue = 200;
461 MUTATOR_HOOKFUNCTION(inv, AccuracyTargetValid)
463 entity frag_target = M_ARGV(1, entity);
465 if(IS_MONSTER(frag_target))
466 return MUT_ACCADD_INVALID;
467 return MUT_ACCADD_INDIFFERENT;
470 MUTATOR_HOOKFUNCTION(inv, AllowMobSpawning)
472 // monster spawning disabled during an invasion
473 M_ARGV(1, string) = "You cannot spawn monsters during an invasion!";
477 MUTATOR_HOOKFUNCTION(inv, GetTeamCount, CBC_ORDER_EXCLUSIVE)
479 M_ARGV(0, float) = invasion_teams;
482 MUTATOR_HOOKFUNCTION(inv, AllowMobButcher)
484 M_ARGV(0, string) = "This command does not work during an invasion!";
488 void invasion_ScoreRules(int inv_teams)
490 if(inv_teams) { CheckAllowedTeams(NULL); }
491 ScoreRules_basics(inv_teams, 0, 0, false);
492 if(inv_teams) ScoreInfo_SetLabel_TeamScore(ST_INV_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
493 ScoreInfo_SetLabel_PlayerScore(SP_KILLS, "frags", ((inv_teams) ? SFL_SORT_PRIO_SECONDARY : SFL_SORT_PRIO_PRIMARY));
494 ScoreRules_basics_end();
497 void invasion_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
499 if(autocvar_g_invasion_teams)
501 invasion_teams = bound(2, autocvar_g_invasion_teams, 4);
503 if(invasion_teams >= 1) teams |= BIT(0);
504 if(invasion_teams >= 2) teams |= BIT(1);
505 if(invasion_teams >= 3) teams |= BIT(2);
506 if(invasion_teams >= 4) teams |= BIT(3);
508 invasion_teams = teams; // now set it?
513 independent_players = 1; // to disable extra useless scores
515 invasion_ScoreRules(invasion_teams);
517 independent_players = 0;
519 round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
520 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
523 inv_maxrounds = 15; // 15?
526 void invasion_Initialize()
528 if(autocvar_g_invasion_zombies_only) {
529 Monster mon = MON_ZOMBIE;
530 mon.mr_precache(mon);
535 for(i = MON_FIRST; i <= MON_LAST; ++i)
537 mon = get_monsterinfo(i);
538 if((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM))
539 continue; // flying/swimming monsters not yet supported
541 mon.mr_precache(mon);
545 InitializeEntity(NULL, invasion_DelayedInit, INITPRIO_GAMETYPE);