]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/gamemode_invasion.qc
Some minor improvements to monsters (auto precache default model, use monster kills...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_invasion.qc
index 1242ecbd9e3f0cfb91598eb9ed5fe9c0f9aacf2b..7a3f0c058403bc76f4f23bb3d106b1a7b941ca5a 100644 (file)
@@ -34,7 +34,13 @@ entity invasion_PickSpawn()
        RandomSelection_Init();
 
        for(e = world;(e = find(e, classname, "invasion_spawnpoint")); )
-               RandomSelection_Add(e, 0, string_null, 1, 1);
+       {
+               if(time >= e.spawnshieldtime)
+               {
+                       e.spawnshieldtime = time + 2;
+                       RandomSelection_Add(e, 0, string_null, 1, 1);
+               }
+       }
 
        return RandomSelection_chosen_ent;
 }
@@ -51,9 +57,10 @@ void invasion_SpawnChosenMonster(float mon)
                return;
        }
 
-       monster = spawnmonster("", mon, spawn_point, spawn_point, spawn_point.origin, FALSE, FALSE, 2);
+       monster = spawnmonster("", ((spawn_point.monsterid) ? spawn_point.monsterid : mon), spawn_point, spawn_point, spawn_point.origin, FALSE, FALSE, 2);
        
        monster.target2 = spawn_point.target2;
+       monster.spawnshieldtime = time;
 
        if(inv_roundcnt >= inv_maxrounds)
                monster.spawnflags |= MONSTERFLAG_MINIBOSS; // last round spawns minibosses
@@ -74,12 +81,6 @@ float Invasion_CheckWinner()
                FOR_EACH_MONSTER(head)
                        monster_remove(head);
 
-               if(inv_roundcnt >= inv_maxrounds)
-               {
-                       NextLevel();
-                       return 1;
-               }
-
                Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
                Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
                round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
@@ -95,7 +96,7 @@ float Invasion_CheckWinner()
                ++total_alive_monsters;
        }
 
-       if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < 10) // 10 at a time should be plenty
+       if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < inv_maxspawned)
        {
                if(time >= inv_lastcheck)
                {
@@ -109,12 +110,6 @@ float Invasion_CheckWinner()
        if(inv_numspawned < 1 || inv_numkilled < inv_maxspawned)
                return 0; // nothing has spawned yet, or there are still alive monsters
 
-       if(inv_roundcnt >= inv_maxrounds)
-       {
-               NextLevel();
-               return 1;
-       }
-
        entity winner = world;
        float winning_score = 0;
 
@@ -157,7 +152,8 @@ void Invasion_RoundStart()
                ++numplayers;
        }
 
-       inv_roundcnt += 1;
+       if(inv_roundcnt < inv_maxrounds)
+               inv_roundcnt += 1; // a limiter to stop crazy counts
 
        inv_monsterskill = inv_roundcnt + max(1, numplayers * 0.3);
 
@@ -185,10 +181,7 @@ MUTATOR_HOOKFUNCTION(invasion_MonsterDies)
 MUTATOR_HOOKFUNCTION(invasion_MonsterSpawn)
 {
        if(!(self.spawnflags & MONSTERFLAG_SPAWNED))
-       {
-               monster_remove(self);
-               return FALSE;
-       }
+               return TRUE;
 
        if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
        {
@@ -206,6 +199,15 @@ MUTATOR_HOOKFUNCTION(invasion_MonsterSpawn)
        return FALSE;
 }
 
+MUTATOR_HOOKFUNCTION(invasion_OnEntityPreSpawn)
+{
+       if(startsWith(self.classname, "monster_"))
+       if(!(self.spawnflags & MONSTERFLAG_SPAWNED))
+               return TRUE;
+       
+       return FALSE;
+}
+
 MUTATOR_HOOKFUNCTION(invasion_PlayerThink)
 {
        monsters_total = inv_maxspawned; // TODO: make sure numspawned never exceeds maxspawned
@@ -300,12 +302,14 @@ void invasion_Initialize()
        allowed_to_spawn = TRUE;
 
        inv_roundcnt = 0;
+       inv_maxrounds = 15; // 15?
 }
 
 MUTATOR_DEFINITION(gamemode_invasion)
 {
        MUTATOR_HOOK(MonsterDies, invasion_MonsterDies, CBC_ORDER_ANY);
        MUTATOR_HOOK(MonsterSpawn, invasion_MonsterSpawn, CBC_ORDER_ANY);
+       MUTATOR_HOOK(OnEntityPreSpawn, invasion_OnEntityPreSpawn, CBC_ORDER_ANY);
        MUTATOR_HOOK(PlayerPreThink, invasion_PlayerThink, CBC_ORDER_ANY);
        MUTATOR_HOOK(PlayerRegen, invasion_PlayerRegen, CBC_ORDER_ANY);
        MUTATOR_HOOK(PlayerSpawn, invasion_PlayerSpawn, CBC_ORDER_ANY);