]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/arena.qc
either a total screwup, or LMS support
[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_BODY, "misc/null.wav", 1, 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.deaths = 0;
134                                                 self.killcount = 0;
135                                                 //stop the player from moving so that he stands still once he gets respawned
136                                                 self.velocity = '0 0 0';
137                                                 self.avelocity = '0 0 0';
138                                                 self.movement = '0 0 0';
139                                                 PutClientInServer();
140                                         }
141                                 }
142                         }
143                 }
144         }
145
146         if(g_keyhunt)
147                 kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round")+RESTART_COUNTDOWN, "", kh_StartRound);
148
149         if(g_arena)
150         if(champion)
151                 UpdateFrags(champion, +1);
152 }
153
154 void Spawnqueue_Insert(entity e)
155 {
156         if(e.spawnqueue_in)
157                 return;
158         dprint(strcat("Into queue: ", e.netname, "\n"));
159         e.spawnqueue_in = TRUE;
160         e.spawnqueue_prev = spawnqueue_last;
161         e.spawnqueue_next = world;
162         if(spawnqueue_last)
163                 spawnqueue_last.spawnqueue_next = e;
164         spawnqueue_last = e;
165         if(!spawnqueue_first)
166                 spawnqueue_first = e;
167 }
168
169 void Spawnqueue_Remove(entity e)
170 {
171         if(!e.spawnqueue_in)
172                 return;
173         dprint(strcat("Out of queue: ", e.netname, "\n"));
174         e.spawnqueue_in = FALSE;
175         if(e == spawnqueue_first)
176                 spawnqueue_first = e.spawnqueue_next;
177         if(e == spawnqueue_last)
178                 spawnqueue_last = e.spawnqueue_prev;
179         if(e.spawnqueue_prev)
180                 e.spawnqueue_prev.spawnqueue_next = e.spawnqueue_next;
181         if(e.spawnqueue_next)
182                 e.spawnqueue_next.spawnqueue_prev = e.spawnqueue_prev;
183         e.spawnqueue_next = world;
184         e.spawnqueue_prev = world;
185 }
186
187 void Spawnqueue_Unmark(entity e)
188 {
189         if(!e.spawned)
190                 return;
191         e.spawned = FALSE;
192         numspawned = numspawned - 1;
193 }
194
195 void Spawnqueue_Mark(entity e)
196 {
197         if(e.spawned)
198                 return;
199         e.spawned = TRUE;
200         numspawned = numspawned + 1;
201 }
202
203 /**
204  * If roundbased arena game mode is active, it centerprints the texts for the
205  * player when player is waiting for the countdown to finish.
206  * Blocks the players movement while countdown is active.
207  * Unblocks the player once the countdown is over.
208  * 
209  * Called in PlayerPostThink()
210  */
211 void Arena_Warmup()
212 {
213         float f;
214         string msg;
215
216         if(!g_arena || !arena_roundbased || (time < restart_countdown))
217                 return;
218
219         f = rint(warmup - time);
220
221         msg = NEWLINES;
222         if(time < warmup && self.spawned)
223         {
224                 if(champion)
225                         msg = strcat(msg, "The Champion is ", champion.netname, "^7\n\n\n");
226
227                 if(f)
228                         msg = strcat(msg, "Round will start in ", ftos(f));
229                 else
230                 {
231                         if(self.spawned)
232                                 msg = strcat(msg, "^1Fight!");
233                 }
234
235                 centerprint(self, msg);
236
237                 if(self.spawned)
238                         self.movetype = MOVETYPE_NONE;
239
240                 self.velocity = '0 0 0';
241                 self.avelocity = '0 0 0';
242                 self.movement = '0 0 0';
243                 //self.fixangle = TRUE;
244         }
245         else if(self.movetype == MOVETYPE_NONE)
246         {
247                 self.movetype = MOVETYPE_WALK;
248                 centerprint(self, "\n");
249         }
250
251 }
252
253 float next_round;
254
255 /**
256  * This function finds out whether an arena round is over 1 player is left.
257  * It determines the last player who's still alive and saves it's entity reference
258  * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
259  * 
260  * Gets called in StartFrame()
261  */
262 void Spawnqueue_Check()
263 {
264         if(time < warmup + 1)
265                 return;
266
267         //extend next_round if it isn't set yet and only 1 player is spawned
268         if(!next_round)
269         if(numspawned < 2)
270                 next_round = time + 3;
271
272         if(!arena_roundbased || (next_round && next_round < time && player_count > 1))
273         {
274                 next_round = 0;
275
276                 if(arena_roundbased)
277                 {
278                         champion = find(world, classname, "player");
279                         while(champion && champion.deadflag)
280                                 champion = find(champion, classname, "player");
281                         reset_map();
282                 }
283
284                 while(numspawned < maxspawned && spawnqueue_first)
285                 {
286                         self = spawnqueue_first;
287
288                         bprint ("^4", self.netname, "^4 is the next challenger\n");
289
290                         Spawnqueue_Remove(self);
291                         Spawnqueue_Mark(self);
292
293                         self.classname = "player";
294                         PutClientInServer();
295                 }
296         }
297 }