]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/arena.qc
fix attack_finished timing on first shot of a burst, this mostly affects
[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
20 void reset_map()
21 {
22         if(g_arena)
23         if(cvar("g_arena_warmup"))
24                 warmup = time + cvar("g_arena_warmup");
25         
26         lms_lowest_lives = 999;
27         lms_next_place = player_count;
28
29         self = nextent(world);
30         while(self)
31         {
32                 if(self.flags & FL_CLIENT)                              // reset all players
33                 {
34                         if(time < restart_countdown)
35                         {
36                                 self.frags = (g_lms)?LMS_NewPlayerLives():0;
37                                 self.deaths = 0;
38                                 self.killcount = 0;
39                                 self.classname = "player";
40                                 PutClientInServer();
41                         }
42                         else if(g_arena)
43                         {
44                                 if(self.spawned)
45                                         PutClientInServer();
46                                 else
47                                         PutObserverInServer();
48                         }
49                 }
50                 else if(self.classname == STR_ITEM_KH_KEY)
51                 {
52                         kh_Key_AssignTo(self, world);
53                         //if(self.owner)
54                         //      kh_Key_DropAll(self.owner, TRUE);
55                         kh_Key_Remove(self);
56                 }
57                 else if(self.classname == "droppedweapon"               // cleanup
58                                 || self.classname == "gib"
59                                 || self.classname == "body")
60                 {
61                         remove(self);
62                 }
63                 else if(self.items & (IT_KEY1 | IT_KEY2))
64                 {
65                         DropFlag(self);
66                         ReturnFlag(self);
67                 }
68                 else if(self.classname == "rune")
69                 {
70                         if(self.owner)
71                         if(self.owner.classname != "runematch_spawn_point")
72                                 DropAllRunes(self.owner);
73                         rune_respawn();
74                 }
75                 else if(self.classname == "sprite_waypoint")
76                 {
77                         if(self.health | g_keyhunt)
78                                 WaypointSprite_Kill(self);
79                 }
80                 else if(self.classname == "dom_controlpoint")
81                 {
82                         dom_controlpoint_setup();
83                 }
84                 else if(self.flags & FL_ITEM)                   // reset items
85                 {
86                         self.model = self.mdl;
87                         self.solid = SOLID_TRIGGER;
88                         setorigin (self, self.origin);
89                         self.think = SUB_Null;
90                         self.nextthink = 0;
91                         self.effects = self.effects - (self.effects & EF_STARDUST);
92                 }
93                 else if(self.flags & FL_PROJECTILE)             // remove any projectiles left
94                 {
95                         sound(self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
96                         remove(self);
97                 }
98                 else if(self.isdecor)
99                 {
100                         removedecor(self);
101                 }
102                 self = nextent(self);
103         }
104
105         if(g_keyhunt)
106                 kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round")+RESTART_COUNTDOWN, "", kh_StartRound);
107
108         if(g_arena)
109         if(champion)
110                 UpdateFrags(champion, +1);
111 }
112
113 void Spawnqueue_Insert(entity e)
114 {
115         if(e.spawnqueue_in)
116                 return;
117         dprint(strcat("Into queue: ", e.netname, "\n"));
118         e.spawnqueue_in = TRUE;
119         e.spawnqueue_prev = spawnqueue_last;
120         e.spawnqueue_next = world;
121         if(spawnqueue_last)
122                 spawnqueue_last.spawnqueue_next = e;
123         spawnqueue_last = e;
124         if(!spawnqueue_first)
125                 spawnqueue_first = e;
126 }
127
128 void Spawnqueue_Remove(entity e)
129 {
130         if(!e.spawnqueue_in)
131                 return;
132         dprint(strcat("Out of queue: ", e.netname, "\n"));
133         e.spawnqueue_in = FALSE;
134         if(e == spawnqueue_first)
135                 spawnqueue_first = e.spawnqueue_next;
136         if(e == spawnqueue_last)
137                 spawnqueue_last = e.spawnqueue_prev;
138         if(e.spawnqueue_prev)
139                 e.spawnqueue_prev.spawnqueue_next = e.spawnqueue_next;
140         if(e.spawnqueue_next)
141                 e.spawnqueue_next.spawnqueue_prev = e.spawnqueue_prev;
142         e.spawnqueue_next = world;
143         e.spawnqueue_prev = world;
144 }
145
146 void Spawnqueue_Unmark(entity e)
147 {
148         if(!e.spawned)
149                 return;
150         e.spawned = FALSE;
151         numspawned = numspawned - 1;
152 }
153
154 void Spawnqueue_Mark(entity e)
155 {
156         if(e.spawned)
157                 return;
158         e.spawned = TRUE;
159         numspawned = numspawned + 1;
160 }
161
162 void Arena_Warmup()
163 {
164         float f;
165         string msg;
166
167         if(!g_arena || !arena_roundbased || (time < restart_countdown))
168                 return;
169
170         f = rint(warmup - time);
171
172         msg = NEWLINES;
173         if(time < warmup && self.spawned)
174         {
175                 if(champion)
176                         msg = strcat(msg, "The Champion is ", champion.netname, "^7\n\n\n");
177
178                 if(f)
179                         msg = strcat(msg, "Round will start in ", ftos(f));
180                 else
181                 {
182                         if(self.spawned)
183                                 msg = strcat(msg, "^1Fight!");
184                 }
185
186                 centerprint(self, msg);
187
188                 if(self.spawned)
189                         self.movetype = MOVETYPE_NONE;
190
191                 self.velocity = '0 0 0';
192                 self.avelocity = '0 0 0';
193                 self.movement = '0 0 0';
194                 //self.fixangle = TRUE;
195         }
196         else if(self.movetype == MOVETYPE_NONE)
197         {
198                 self.movetype = MOVETYPE_WALK;
199                 centerprint(self, "\n");
200         }
201
202 }
203
204 float next_round;
205 void Spawnqueue_Check()
206 {
207         if(time < warmup + 1)
208                 return;
209
210         if(!next_round)
211         if(numspawned < 2)
212                 next_round = time + 3;
213
214         if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
215         {
216                 next_round = 0;
217
218                 if(arena_roundbased)
219                 {
220                         champion = find(world, classname, "player");
221                         while(champion && champion.deadflag)
222                                 champion = find(champion, classname, "player");
223                         reset_map();
224                 }
225
226                 while(numspawned < maxspawned && spawnqueue_first)
227                 {
228                         self = spawnqueue_first;
229
230                         bprint ("^4", self.netname, "^4 is the next challenger\n");
231
232                         Spawnqueue_Remove(self);
233                         Spawnqueue_Mark(self);
234
235                         self.classname = "player";
236                         PutClientInServer();
237                 }
238         }
239 }