#include <common/stats.qh>
#include <common/util.qh>
#include <common/weapons/_all.qh>
+#include <server/campaign.qh>
#include <server/client.qh>
#include <server/command/banning.qh>
#include <server/command/common.qh>
#include <server/round_handler.qh>
#include <server/scores.qh>
#include <server/teamplay.qh>
+#include <server/weapons/accuracy.qh>
#include <server/world.qh>
// =============================================
// =======================
// Resets the state of all clients, items, weapons, waypoints, ... of the map.
-void reset_map(bool dorespawn)
+void reset_map(bool dorespawn, bool is_fake_round_start)
{
if (time <= game_starttime)
{
if (game_stopped)
return;
+
+ if (!is_fake_round_start)
+ {
+ Score_ClearAll();
+ PlayerStats_GameReport_Reset_All();
+ }
+
if (round_handler_IsActive())
round_handler_Reset(game_starttime);
}
shuffleteams_on_reset_map = false;
}
- FOREACH_CLIENT(IS_PLAYER(it),
- {
+ FOREACH_CLIENT(true, {
+ if (time <= game_starttime)
+ accuracy_reset(it); // for spectators too because weapon accuracy is persistent
+ if (!IS_PLAYER(it))
+ continue;
if (STAT(FROZEN, it))
Unfreeze(it, false);
player_powerups_remove_all(it);
{
if (!MUTATOR_CALLHOOK(reset_map_players))
{
- //if (restart_mapalreadyrestarted || (time < game_starttime))
- //{
- FOREACH_CLIENT(IS_PLAYER(it),
- {
- /*
- only reset players if a restart countdown is active
- this can either be due to cvar sv_ready_restart_after_countdown having set
- restart_mapalreadyrestarted to 1 after the countdown ended or when
- sv_ready_restart_after_countdown is not used and countdown is still running
- */
- // PlayerScore_Clear(it);
- CS(it).killcount = 0;
- // stop the player from moving so that he stands still once he gets respawned
- it.velocity = '0 0 0';
- it.avelocity = '0 0 0';
- CS(it).movement = '0 0 0';
- PutClientInServer(it);
- });
- //}
+ FOREACH_CLIENT(IS_PLAYER(it),
+ {
+ // PlayerScore_Clear(it);
+ CS(it).killcount = 0;
+ // stop the player from moving so that he stands still once he gets respawned
+ it.velocity = '0 0 0';
+ it.avelocity = '0 0 0';
+ CS(it).movement = '0 0 0';
+ PutClientInServer(it);
+ });
}
}
}
// Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown is set)
void ReadyRestart_think(entity this)
{
- restart_mapalreadyrestarted = true;
- reset_map(true);
- Score_ClearAll();
+ reset_map(true, false);
delete(this);
}
// Forces a restart of the game without actually reloading the map // this is a mess...
-void ReadyRestart_force()
+void ReadyRestart_force(bool is_fake_round_start)
{
if (time <= game_starttime && game_stopped)
return;
-
- bprint("^1Server is restarting...\n");
+ if (!is_fake_round_start)
+ bprint("^1Match is restarting...\n");
VoteReset();
// clear overtime, we have to decrease timelimit to its original value again.
if (checkrules_overtimesadded > 0 && g_race_qualifying != 2)
cvar_set("timelimit", ftos(autocvar_timelimit - (checkrules_overtimesadded * autocvar_timelimit_overtime)));
- checkrules_suddendeathend = checkrules_overtimesadded = checkrules_suddendeathwarning = 0;
-
- if(!warmup_stage)
- game_starttime = time + RESTART_COUNTDOWN;
+ checkrules_suddendeathend = checkrules_overtimesadded = checkrules_suddendeathwarning = overtimes = 0;
+
+ if(warmup_stage)
+ game_starttime = time; // Warmup: No countdown in warmup
+ else if (autocvar_g_campaign)
+ game_starttime = time + 3;
else
- game_starttime = time; // No countdown in warmup
+ game_starttime = time + RESTART_COUNTDOWN; // Go into match mode
// clear player attributes
FOREACH_CLIENT(IS_PLAYER(it), {
it.alivetime = 0;
CS(it).killcount = 0;
- float val = PlayerStats_GameReport_Event_Player(it, PLAYERSTATS_ALIVETIME, 0);
- PlayerStats_GameReport_Event_Player(it, PLAYERSTATS_ALIVETIME, -val);
});
- restart_mapalreadyrestarted = false; // reset this var, needed when cvar sv_ready_restart_repeatable is in use
-
- // disable the warmup global for the server
- if(!warmup_stage)
+ // if we're ending the warmup stage call the corresponding hook
+ if(!is_fake_round_start && !warmup_stage)
localcmd("\nsv_hook_warmupend\n");
// reset the .ready status of all players (also spectators)
lockteams = !warmup_stage;
// initiate the restart-countdown-announcer entity
- if (sv_ready_restart_after_countdown && !warmup_stage)
+ if (!is_fake_round_start && sv_ready_restart_after_countdown && !warmup_stage)
{
entity restart_timer = new_pure(restart_timer);
setthink(restart_timer, ReadyRestart_think);
FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), { CS(it).allowed_timeouts = autocvar_sv_timeout_number; });
}
- if (!sv_ready_restart_after_countdown || warmup_stage) reset_map(true);
+ if (!sv_ready_restart_after_countdown || warmup_stage)
+ reset_map(true, is_fake_round_start);
+
if (autocvar_sv_eventlog) GameLogEcho(":restart");
}
-void ReadyRestart()
+void ReadyRestart(bool forceWarmupEnd)
{
- if (MUTATOR_CALLHOOK(ReadyRestart_Deny) || intermission_running || race_completing) localcmd("restart\n");
+ if (MUTATOR_CALLHOOK(ReadyRestart_Deny) || intermission_running || race_completing)
+ {
+ // NOTE: ReadyRestart support is mandatory in campaign
+ if (autocvar_g_campaign)
+ error("ReadyRestart must be supported in campaign mode!");
+ localcmd("restart\n"); // if ReadyRestart is denied, restart the server
+ }
else localcmd("\nsv_hook_readyrestart\n");
- // Reset ALL scores, but only do that at the beginning of the countdown if sv_ready_restart_after_countdown is off!
- // Otherwise scores could be manipulated during the countdown.
- if (!sv_ready_restart_after_countdown) Score_ClearAll();
- ReadyRestart_force();
+ if(forceWarmupEnd || autocvar_g_campaign)
+ warmup_stage = 0; // forcefully end warmup and go to match stage
+ else
+ warmup_stage = cvar("g_warmup"); // go into warmup if it's enabled, otherwise restart into match stage
+
+ ReadyRestart_force(false);
}
-// Count the players who are ready and determine whether or not to restart the match
+/* Count the players who are ready and determine whether or not to restart the match when:
+ * a player presses F4 server/command/cmd.qc ClientCommand_ready()
+ * a player switches from players to specs server/client.qc PutObserverInServer()
+ * a player joins (from specs or directly) server/client.qc PutPlayerInServer()
+ * a player disconnects server/client.qc ClientDisconnect() */
void ReadyCount()
{
+ // cannot reset the game while a timeout is active or pending
+ if (timeout_status) return;
+
float ready_needed_factor, ready_needed_count;
- float t_ready = 0, t_players = 0;
+ float t_players = 0;
+ readycount = 0;
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || it.caplayer == 1), {
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME_JOINED(it)), {
++t_players;
- if (it.ready) ++t_ready;
+ if (it.ready) ++readycount;
});
- readycount = t_ready;
-
Nagger_ReadyCounted();
+ if (t_players < map_minplayers) // map_minplayers will only be set if g_warmup -1 at worldspawn
+ {
+ // TODO: handle player spectating/disconnecting during countdown
+ if (warmup_limit > 0)
+ warmup_limit = -1;
+ return; // don't ReadyRestart if players are ready but too few
+ }
+ else if (map_minplayers && warmup_limit <= 0)
+ {
+ // there's enough players now but we're still in infinite warmup
+ warmup_limit = cvar("g_warmup_limit");
+ if (warmup_limit == 0)
+ warmup_limit = autocvar_timelimit * 60;
+ if (warmup_limit > 0)
+ game_starttime = time;
+ // implicit else: g_warmup -1 && g_warmup_limit -1 means
+ // warmup continues until enough players AND enough RUPs (no time limit)
+ }
+
ready_needed_factor = bound(0.5, cvar("g_warmup_majority_factor"), 0.999);
ready_needed_count = floor(t_players * ready_needed_factor) + 1;
- if (readycount >= ready_needed_count)
- {
- warmup_stage = 0;
- ReadyRestart();
- }
+ if (readycount >= ready_needed_count) ReadyRestart(true);
}
break;
}
+ case "allready":
+ {
+ if(!warmup_stage) {
+ print_to(caller, "Game already started. Use the resetmatch command to restart the match.");
+ return -1;
+ }
+
+ vote_parsed_command = vote_command;
+ vote_parsed_display = strzone(strcat("^1", vote_command));
+ break;
+ }
+
default:
{
vote_parsed_command = vote_command;