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1 #include "sv_clanarena.qh"
2
3 float autocvar_g_ca_damage2score = 100;
4 bool autocvar_g_ca_spectate_enemies;
5
6 float autocvar_g_ca_start_health = 200;
7 float autocvar_g_ca_start_armor = 200;
8 float autocvar_g_ca_start_ammo_shells = 60;
9 float autocvar_g_ca_start_ammo_nails = 320;
10 float autocvar_g_ca_start_ammo_rockets = 160;
11 float autocvar_g_ca_start_ammo_cells = 180;
12 float autocvar_g_ca_start_ammo_plasma = 180;
13 float autocvar_g_ca_start_ammo_fuel = 0;
14
15 .float ca_damage_counter;
16
17 void CA_count_alive_players()
18 {
19         total_players = 0;
20         for (int i = 1; i <= NUM_TEAMS; ++i)
21         {
22                 Team_SetNumberOfAlivePlayers(Team_GetTeamFromIndex(i), 0);
23         }
24         FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it),
25         {
26                 ++total_players;
27                 if (IS_DEAD(it))
28                 {
29                         continue;
30                 }
31                 entity team_ = Entity_GetTeam(it);
32                 int num_alive = Team_GetNumberOfAlivePlayers(team_);
33                 ++num_alive;
34                 Team_SetNumberOfAlivePlayers(team_, num_alive);
35         });
36         FOREACH_CLIENT(IS_REAL_CLIENT(it),
37         {
38                 STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1));
39                 STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(2));
40                 STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(3));
41                 STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(4));
42         });
43 }
44
45 void nades_Clear(entity player);
46
47 float CA_CheckWinner()
48 {
49         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
50         {
51                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
52                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
53                 FOREACH_CLIENT(IS_PLAYER(it), { nades_Clear(it); });
54
55                 allowed_to_spawn = false;
56                 game_stopped = true;
57                 round_handler_Init(5, autocvar_g_ca_warmup, autocvar_g_ca_round_timelimit);
58                 return 1;
59         }
60
61         CA_count_alive_players();
62         int winner_team = Team_GetWinnerAliveTeam();
63         if (!winner_team)
64                 return 0;
65
66         if(winner_team > 0)
67         {
68                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
69                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
70                 TeamScore_AddToTeam(winner_team, ST_CA_ROUNDS, +1);
71         }
72         else if(winner_team == -1)
73         {
74                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
75                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
76         }
77
78         allowed_to_spawn = false;
79         game_stopped = true;
80         round_handler_Init(5, autocvar_g_ca_warmup, autocvar_g_ca_round_timelimit);
81
82         FOREACH_CLIENT(IS_PLAYER(it), { nades_Clear(it); });
83
84         return 1;
85 }
86
87 void CA_RoundStart()
88 {
89         allowed_to_spawn = boolean(warmup_stage);
90 }
91
92 bool CA_CheckTeams()
93 {
94         static int prev_missing_teams_mask;
95         allowed_to_spawn = true;
96         CA_count_alive_players();
97         if (Team_GetNumberOfAliveTeams() == NumTeams(ca_teams))
98         {
99                 if(prev_missing_teams_mask > 0)
100                         Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
101                 prev_missing_teams_mask = -1;
102                 return true;
103         }
104         if(total_players == 0)
105         {
106                 if(prev_missing_teams_mask > 0)
107                         Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
108                 prev_missing_teams_mask = -1;
109                 return false;
110         }
111         int missing_teams_mask = 0;
112         for (int i = 1; i <= NUM_TEAMS; ++i)
113         {
114                 if ((ca_teams & Team_IndexToBit(i)) &&
115                         (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0))
116                 {
117                         missing_teams_mask |= Team_IndexToBit(i);
118                 }
119         }
120         if(prev_missing_teams_mask != missing_teams_mask)
121         {
122                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
123                 prev_missing_teams_mask = missing_teams_mask;
124         }
125         return false;
126 }
127
128 bool ca_isEliminated(entity e)
129 {
130         if(INGAME_JOINED(e) && (IS_DEAD(e) || e.frags == FRAGS_PLAYER_OUT_OF_GAME))
131                 return true;
132         if(INGAME_JOINING(e))
133                 return true;
134         return false;
135 }
136
137 /** Returns next available player to spectate if g_ca_spectate_enemies == 0 */
138 entity CA_SpectateNext(entity player, entity start)
139 {
140         if (SAME_TEAM(start, player)) return start;
141         // continue from current player
142         for (entity e = start; (e = find(e, classname, STR_PLAYER)); )
143         {
144                 if (SAME_TEAM(player, e)) return e;
145         }
146         // restart from the beginning
147         for (entity e = NULL; (e = find(e, classname, STR_PLAYER)); )
148         {
149                 if (SAME_TEAM(player, e)) return e;
150         }
151         return start;
152 }
153
154
155 MUTATOR_HOOKFUNCTION(ca, PlayerSpawn)
156 {
157         entity player = M_ARGV(0, entity);
158
159         INGAME_STATUS_SET(player, INGAME_STATUS_JOINED);
160         if (time <= game_starttime) // reset on game restart, not on round start
161                 player.ca_damage_counter = 0;
162         if (!warmup_stage)
163                 eliminatedPlayers.SendFlags |= 1;
164 }
165
166 MUTATOR_HOOKFUNCTION(ca, ForbidSpawn)
167 {
168         entity player = M_ARGV(0, entity);
169
170         // spectators / observers that weren't playing can join; they are
171         // immediately forced to observe in the PutClientInServer hook
172         // this way they are put in a team and can play in the next round
173         if (!allowed_to_spawn && INGAME(player))
174                 return true;
175         return false;
176 }
177
178 MUTATOR_HOOKFUNCTION(ca, PutClientInServer)
179 {
180         entity player = M_ARGV(0, entity);
181
182         if (!allowed_to_spawn && IS_PLAYER(player)) // this is true even when player is trying to join
183         {
184                 TRANSMUTE(Observer, player);
185                 if (CS(player).jointime != time && !INGAME(player)) // not when connecting
186                 {
187                         INGAME_STATUS_SET(player, INGAME_STATUS_JOINING);
188                         Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_JOIN_LATE);
189                 }
190         }
191 }
192
193 MUTATOR_HOOKFUNCTION(ca, reset_map_players)
194 {
195         FOREACH_CLIENT(true, {
196                 CS(it).killcount = 0;
197                 if (!INGAME(it) && IS_BOT_CLIENT(it))
198                 {
199                         it.team = -1;
200                         INGAME_STATUS_SET(it, INGAME_STATUS_JOINED);
201                 }
202                 if (INGAME(it))
203                 {
204                         TRANSMUTE(Player, it);
205                         INGAME_STATUS_SET(it, INGAME_STATUS_JOINED);
206                         PutClientInServer(it);
207                 }
208         });
209         return true;
210 }
211
212 MUTATOR_HOOKFUNCTION(ca, reset_map_global)
213 {
214         allowed_to_spawn = true;
215         return true;
216 }
217
218 MUTATOR_HOOKFUNCTION(ca, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
219 {
220         M_ARGV(0, float) = ca_teams;
221         return true;
222 }
223
224 entity ca_LastPlayerForTeam(entity this)
225 {
226         entity last_pl = NULL;
227         FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
228                 if (!IS_DEAD(it) && SAME_TEAM(this, it))
229                 {
230                         if (!last_pl)
231                                 last_pl = it;
232                         else
233                                 return NULL;
234                 }
235         });
236         return last_pl;
237 }
238
239 void ca_LastPlayerForTeam_Notify(entity this)
240 {
241         if (!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted())
242         {
243                 entity pl = ca_LastPlayerForTeam(this);
244                 if (pl)
245                         Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
246         }
247 }
248
249 MUTATOR_HOOKFUNCTION(ca, PlayerDies)
250 {
251         entity frag_target = M_ARGV(2, entity);
252
253         ca_LastPlayerForTeam_Notify(frag_target);
254         if (!allowed_to_spawn)
255         {
256                 frag_target.respawn_flags = RESPAWN_SILENT;
257                 // prevent unwanted sudden rejoin as spectator and movement of spectator camera
258                 frag_target.respawn_time = time + 2;
259         }
260         frag_target.respawn_flags |= RESPAWN_FORCE;
261         if (!warmup_stage)
262                 eliminatedPlayers.SendFlags |= 1;
263         return true;
264 }
265
266
267 MUTATOR_HOOKFUNCTION(ca, ClientDisconnect)
268 {
269         entity player = M_ARGV(0, entity);
270
271         if (IS_PLAYER(player) && !IS_DEAD(player))
272                 ca_LastPlayerForTeam_Notify(player);
273         return true;
274 }
275
276 MUTATOR_HOOKFUNCTION(ca, MakePlayerObserver)
277 {
278         entity player = M_ARGV(0, entity);
279
280         bool is_forced = M_ARGV(1, bool);
281         if (is_forced && INGAME(player))
282                 INGAME_STATUS_CLEAR(player);
283
284         if (IS_PLAYER(player) && !IS_DEAD(player))
285                 ca_LastPlayerForTeam_Notify(player);
286         if (player.killindicator_teamchange == -2) // player wants to spectate
287         {
288                 entcs_update_players(player);
289                 INGAME_STATUS_CLEAR(player);
290         }
291         if (INGAME(player))
292                 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
293         if (!warmup_stage)
294                 eliminatedPlayers.SendFlags |= 1;
295         if (!INGAME(player))
296                 return false;  // allow team reset
297         return true;  // prevent team reset
298 }
299
300 MUTATOR_HOOKFUNCTION(ca, ForbidThrowCurrentWeapon)
301 {
302         return true;
303 }
304
305 MUTATOR_HOOKFUNCTION(ca, GiveFragsForKill, CBC_ORDER_FIRST)
306 {
307         M_ARGV(2, float) = 0; // score will be given to the winner team when the round ends
308         return true;
309 }
310
311 MUTATOR_HOOKFUNCTION(ca, SetStartItems)
312 {
313         start_items       &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
314         if(!cvar("g_use_ammunition"))
315                 start_items |= IT_UNLIMITED_AMMO;
316
317         start_health       = warmup_start_health       = autocvar_g_ca_start_health;
318         start_armorvalue   = warmup_start_armorvalue   = autocvar_g_ca_start_armor;
319         start_ammo_shells  = warmup_start_ammo_shells  = autocvar_g_ca_start_ammo_shells;
320         start_ammo_nails   = warmup_start_ammo_nails   = autocvar_g_ca_start_ammo_nails;
321         start_ammo_rockets = warmup_start_ammo_rockets = autocvar_g_ca_start_ammo_rockets;
322         start_ammo_cells   = warmup_start_ammo_cells   = autocvar_g_ca_start_ammo_cells;
323         start_ammo_plasma  = warmup_start_ammo_plasma  = autocvar_g_ca_start_ammo_plasma;
324         start_ammo_fuel    = warmup_start_ammo_fuel    = autocvar_g_ca_start_ammo_fuel;
325 }
326
327 MUTATOR_HOOKFUNCTION(ca, Damage_Calculate)
328 {
329         entity frag_attacker = M_ARGV(1, entity);
330         entity frag_target = M_ARGV(2, entity);
331         float frag_deathtype = M_ARGV(3, float);
332         float frag_damage = M_ARGV(4, float);
333         float frag_mirrordamage = M_ARGV(5, float);
334
335         if (IS_PLAYER(frag_target))
336         if (!IS_DEAD(frag_target))
337         if (frag_target == frag_attacker || SAME_TEAM(frag_target, frag_attacker) || frag_deathtype == DEATH_FALL.m_id)
338                 frag_damage = 0;
339
340         frag_mirrordamage = 0;
341
342         M_ARGV(4, float) = frag_damage;
343         M_ARGV(5, float) = frag_mirrordamage;
344 }
345
346 MUTATOR_HOOKFUNCTION(ca, FilterItem)
347 {
348         entity item = M_ARGV(0, entity);
349
350         if (autocvar_g_powerups <= 0)
351         if (item.itemdef.instanceOfPowerup)
352                 return true;
353
354         if (autocvar_g_pickup_items <= 0)
355                 return true;
356 }
357
358 MUTATOR_HOOKFUNCTION(ca, PlayerDamage_SplitHealthArmor)
359 {
360         if (time < game_starttime || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
361                 return;
362
363         entity frag_attacker = M_ARGV(1, entity);
364         entity frag_target = M_ARGV(2, entity);
365         float frag_deathtype = M_ARGV(6, float);
366         float frag_damage = M_ARGV(7, float);
367         float damage_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
368         float damage_save = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR));
369
370         float excess = max(0, frag_damage - damage_take - damage_save);
371
372         if (autocvar_g_ca_damage2score <= 0 || frag_damage - excess == 0) return;
373
374         entity scorer = NULL;
375         float scorer_damage = 0;
376
377         if (IS_PLAYER(frag_attacker))
378         {
379                 if (DIFF_TEAM(frag_target, frag_attacker))
380                         scorer_damage = frag_damage - excess;
381                 else // friendly fire
382                         scorer_damage = -(frag_damage - excess);
383
384                 scorer = frag_attacker;
385         }
386         else
387         {
388                 //handle (environmental hazard) suiciding, check first if player has a registered attacker who most likely pushed them there to avoid punishing pushed players as pushers are already rewarded
389                 //deathtypes:
390                 //kill = suicide, drown = drown in water/liquid, hurttrigger = out of the map void or hurt triggers inside maps like electric sparks
391                 //camp = campcheck, lava = lava, slime = slime
392                 //team change / rebalance suicides are currently not included
393                 if (frag_deathtype == DEATH_KILL.m_id ||
394                         frag_deathtype == DEATH_DROWN.m_id ||
395                         frag_deathtype == DEATH_HURTTRIGGER.m_id ||
396                         frag_deathtype == DEATH_CAMP.m_id ||
397                         frag_deathtype == DEATH_LAVA.m_id ||
398                         frag_deathtype == DEATH_SLIME.m_id ||
399                         frag_deathtype == DEATH_SWAMP.m_id)
400                 {
401                         scorer_damage = -(frag_damage - excess);
402                         scorer = frag_target;
403                 }
404         }
405
406         if (scorer)
407                 GameRules_scoring_add_float2int(scorer, SCORE, scorer_damage, ca_damage_counter, autocvar_g_ca_damage2score);
408 }
409
410 MUTATOR_HOOKFUNCTION(ca, CalculateRespawnTime)
411 {
412         // no respawn calculations needed, player is forced to spectate anyway
413         return true;
414 }
415
416 MUTATOR_HOOKFUNCTION(ca, PlayerRegen)
417 {
418         // no regeneration in CA
419         return true;
420 }
421
422 MUTATOR_HOOKFUNCTION(ca, Scores_CountFragsRemaining)
423 {
424         // announce remaining frags
425         return true;
426 }
427
428 MUTATOR_HOOKFUNCTION(ca, SpectateSet)
429 {
430         entity client = M_ARGV(0, entity);
431         entity targ = M_ARGV(1, entity);
432
433         if (!autocvar_g_ca_spectate_enemies && INGAME(client))
434         if (DIFF_TEAM(targ, client))
435                 return true;
436 }
437
438 MUTATOR_HOOKFUNCTION(ca, SpectateNext)
439 {
440         entity client = M_ARGV(0, entity);
441
442         if (!autocvar_g_ca_spectate_enemies && INGAME(client)
443                 && Team_GetNumberOfAlivePlayers(Entity_GetTeam(client)))
444         {
445                 entity targ = M_ARGV(1, entity);
446                 M_ARGV(1, entity) = CA_SpectateNext(client, targ);
447                 return true;
448         }
449 }
450
451 MUTATOR_HOOKFUNCTION(ca, SpectatePrev)
452 {
453         entity client = M_ARGV(0, entity);
454         entity targ = M_ARGV(1, entity);
455         entity first = M_ARGV(2, entity);
456
457         if (!autocvar_g_ca_spectate_enemies && INGAME(client)
458                 && Team_GetNumberOfAlivePlayers(Entity_GetTeam(client)))
459         {
460                 do { targ = targ.chain; }
461                 while(targ && DIFF_TEAM(targ, client));
462
463                 if (!targ)
464                 {
465                         for (targ = first; targ && DIFF_TEAM(targ, client); targ = targ.chain);
466
467                         if (targ == client.enemy)
468                                 return MUT_SPECPREV_RETURN;
469                 }
470         }
471         else
472                 return MUT_SPECPREV_CONTINUE;
473
474         M_ARGV(1, entity) = targ;
475
476         return MUT_SPECPREV_FOUND;
477 }
478
479 MUTATOR_HOOKFUNCTION(ca, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
480 {
481         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
482                 if (IS_PLAYER(it) || INGAME_JOINED(it))
483                         ++M_ARGV(0, int);
484                 ++M_ARGV(1, int);
485         });
486         return true;
487 }
488
489 MUTATOR_HOOKFUNCTION(ca, ClientCommand_Spectate)
490 {
491         entity player = M_ARGV(0, entity);
492
493         if (INGAME(player))
494         {
495                 // they're going to spec, we can do other checks
496                 if (autocvar_sv_spectate && (IS_SPEC(player) || IS_OBSERVER(player)))
497                         Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_LEAVE);
498                 return MUT_SPECCMD_FORCE;
499         }
500
501         return MUT_SPECCMD_CONTINUE;
502 }
503
504 MUTATOR_HOOKFUNCTION(ca, HideTeamNagger)
505 {
506         return true; // doesn't work well with the whole spectator as player thing
507 }
508
509 MUTATOR_HOOKFUNCTION(ca, SetWeaponArena)
510 {
511         if (M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
512                 M_ARGV(0, string) = autocvar_g_ca_weaponarena;
513 }
514
515 MUTATOR_HOOKFUNCTION(ca, SV_ParseServerCommand)
516 {
517         string cmd_name = M_ARGV(0, string);
518         if (cmd_name == "shuffleteams")
519                 shuffleteams_on_reset_map = !allowed_to_spawn;
520         return false;
521 }