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gave some entity channels more descriptive names; add an entity channel mixer to...
[divverent/nexuiz.git] / data / qcsrc / server / arena.qc
1 float maxspawned;
2 float numspawned;
3 float arena_roundbased;
4 .float spawned;
5 .entity spawnqueue_next;
6 .entity spawnqueue_prev;
7 .float spawnqueue_in;
8 entity spawnqueue_first;
9 entity spawnqueue_last;
10 entity champion;
11 float warmup;
12
13 void PutObserverInServer();
14 void PutClientInServer();
15 void(entity e) DropFlag;
16 void(entity e) ReturnFlag;
17 void(entity e) removedecor;
18 void dom_controlpoint_setup();
19 void onslaught_generator_reset();
20 void onslaught_controlpoint_reset();
21
22 /**
23  * Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
24  * Sets the 'warmup' global variable.
25  */
26 void reset_map()
27 {
28         if(g_arena)
29         if(cvar("g_arena_warmup"))
30                 warmup = time + cvar("g_arena_warmup");
31         
32         lms_lowest_lives = 999;
33         lms_next_place = player_count;
34
35         self = nextent(world);
36         while(self)
37         {
38                 if(self.classname == STR_ITEM_KH_KEY)
39                 {
40                         kh_Key_AssignTo(self, world);
41                         //if(self.owner)
42                         //      kh_Key_DropAll(self.owner, TRUE);
43                         kh_Key_Remove(self);
44                 }
45                 else if(self.classname == "droppedweapon"               // cleanup
46                                 || self.classname == "gib"
47                                 || self.classname == "body")
48                 {
49                         remove(self);
50                 }
51                 else if(self.items & (IT_KEY1 | IT_KEY2))
52                 {
53                         DropFlag(self);
54                         ReturnFlag(self);
55                 }
56                 else if(self.classname == "rune")
57                 {
58                         if(self.owner)
59                         if(self.owner.classname != "runematch_spawn_point")
60                                 DropAllRunes(self.owner);
61                         rune_respawn();
62                 }
63                 else if(self.classname == "sprite_waypoint")
64                 {
65                         if(self.health | g_keyhunt)
66                                 WaypointSprite_Kill(self);
67                 }
68                 else if(self.classname == "dom_controlpoint")
69                 {
70                         dom_controlpoint_setup();
71                 }
72                 else if(self.flags & FL_ITEM)                   // reset items
73                 {
74                         self.model = self.mdl;
75                         self.solid = SOLID_TRIGGER;
76                         setorigin (self, self.origin);
77                         self.think = SUB_Null;
78                         self.nextthink = 0;
79                 }
80                 else if(self.flags & FL_PROJECTILE)             // remove any projectiles left
81                 {
82                         sound(self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
83                         remove(self);
84                 }
85                 else if(self.isdecor)
86                 {
87                         removedecor(self);
88                 }
89                 else if(self.classname == "onslaught_generator")
90                 {
91                         onslaught_generator_reset();
92                 }
93                 else if(self.classname == "onslaught_controlpoint")
94                 {
95                         onslaught_controlpoint_reset();
96                 }
97                 // TODO properly reset Assault
98                 // General teambased game modes
99                 else if(self.classname == "info_player_deathmatch")
100                 {
101                         self.team = self.team_saved;
102                 }
103                 self = nextent(self);
104         }
105
106         // Moving the player reset code here since the player-reset depends
107         // on spawnpoint entities which have to be reset first --blub
108         FOR_EACH_CLIENT(self) {
109                 if(self.flags & FL_CLIENT)                              // reset all players
110                 {
111                         if(g_arena)
112                         {
113                                 if(self.spawned)
114                                         PutClientInServer();
115                                 else
116                                         PutObserverInServer();
117                         }
118                         else
119                         {
120                                 /*
121                                 only reset players if a restart countdown is active
122                                 this can either be due to cvar sv_ready_restart_after_countdown having set
123                                 restart_mapalreadyrestarted to 1 after the countdown ended or when
124                                 sv_ready_restart_after_countdown is not used and countdown is still running
125                                 */
126                                 if (restart_mapalreadyrestarted || (time < restart_countdown))
127                                 {
128                                         //NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
129                                         if (self.classname == "player") {
130                                                 PlayerScore_Clear(self);
131                                                 if(g_lms)
132                                                         PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
133                                                 self.killcount = 0;
134                                                 //stop the player from moving so that he stands still once he gets respawned
135                                                 self.velocity = '0 0 0';
136                                                 self.avelocity = '0 0 0';
137                                                 self.movement = '0 0 0';
138                                                 PutClientInServer();
139                                         }
140                                 }
141                         }
142                 }
143         }
144
145         if(g_keyhunt)
146                 kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round")+RESTART_COUNTDOWN, "", kh_StartRound);
147
148         if(g_arena)
149         if(champion)
150                 UpdateFrags(champion, +1);
151 }
152
153 void Spawnqueue_Insert(entity e)
154 {
155         if(e.spawnqueue_in)
156                 return;
157         dprint(strcat("Into queue: ", e.netname, "\n"));
158         e.spawnqueue_in = TRUE;
159         e.spawnqueue_prev = spawnqueue_last;
160         e.spawnqueue_next = world;
161         if(spawnqueue_last)
162                 spawnqueue_last.spawnqueue_next = e;
163         spawnqueue_last = e;
164         if(!spawnqueue_first)
165                 spawnqueue_first = e;
166 }
167
168 void Spawnqueue_Remove(entity e)
169 {
170         if(!e.spawnqueue_in)
171                 return;
172         dprint(strcat("Out of queue: ", e.netname, "\n"));
173         e.spawnqueue_in = FALSE;
174         if(e == spawnqueue_first)
175                 spawnqueue_first = e.spawnqueue_next;
176         if(e == spawnqueue_last)
177                 spawnqueue_last = e.spawnqueue_prev;
178         if(e.spawnqueue_prev)
179                 e.spawnqueue_prev.spawnqueue_next = e.spawnqueue_next;
180         if(e.spawnqueue_next)
181                 e.spawnqueue_next.spawnqueue_prev = e.spawnqueue_prev;
182         e.spawnqueue_next = world;
183         e.spawnqueue_prev = world;
184 }
185
186 void Spawnqueue_Unmark(entity e)
187 {
188         if(!e.spawned)
189                 return;
190         e.spawned = FALSE;
191         numspawned = numspawned - 1;
192 }
193
194 void Spawnqueue_Mark(entity e)
195 {
196         if(e.spawned)
197                 return;
198         e.spawned = TRUE;
199         numspawned = numspawned + 1;
200 }
201
202 /**
203  * If roundbased arena game mode is active, it centerprints the texts for the
204  * player when player is waiting for the countdown to finish.
205  * Blocks the players movement while countdown is active.
206  * Unblocks the player once the countdown is over.
207  * 
208  * Called in PlayerPostThink()
209  */
210 void Arena_Warmup()
211 {
212         float f;
213         string msg;
214
215         if(!g_arena || !arena_roundbased || (time < restart_countdown))
216                 return;
217
218         f = rint(warmup - time);
219
220         msg = NEWLINES;
221         if(time < warmup && self.spawned)
222         {
223                 if(champion)
224                         msg = strcat(msg, "The Champion is ", champion.netname, "^7\n\n\n");
225
226                 if(f)
227                         msg = strcat(msg, "Round will start in ", ftos(f));
228                 else
229                 {
230                         if(self.spawned)
231                                 msg = strcat(msg, "^1Fight!");
232                 }
233
234                 centerprint(self, msg);
235
236                 if(self.spawned)
237                         self.movetype = MOVETYPE_NONE;
238
239                 self.velocity = '0 0 0';
240                 self.avelocity = '0 0 0';
241                 self.movement = '0 0 0';
242                 //self.fixangle = TRUE;
243         }
244         else if(self.movetype == MOVETYPE_NONE)
245         {
246                 self.movetype = MOVETYPE_WALK;
247                 centerprint(self, "\n");
248         }
249
250 }
251
252 float next_round;
253
254 /**
255  * This function finds out whether an arena round is over 1 player is left.
256  * It determines the last player who's still alive and saves it's entity reference
257  * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
258  * 
259  * Gets called in StartFrame()
260  */
261 void Spawnqueue_Check()
262 {
263         if(time < warmup + 1)
264                 return;
265
266         //extend next_round if it isn't set yet and only 1 player is spawned
267         if(!next_round)
268         if(numspawned < 2)
269                 next_round = time + 3;
270
271         if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
272         {
273                 next_round = 0;
274
275                 if(arena_roundbased)
276                 {
277                         champion = find(world, classname, "player");
278                         while(champion && champion.deadflag)
279                                 champion = find(champion, classname, "player");
280                         reset_map();
281                 }
282
283                 while(numspawned < maxspawned && spawnqueue_first)
284                 {
285                         self = spawnqueue_first;
286
287                         bprint ("^4", self.netname, "^4 is the next challenger\n");
288
289                         Spawnqueue_Remove(self);
290                         Spawnqueue_Mark(self);
291
292                         self.classname = "player";
293                         PutClientInServer();
294                 }
295         }
296 }