]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Added Survival gamemode from Mario/survival branch, Survival gamemode activated in...
authorLegendaryGuard <rootuser999@gmail.com>
Mon, 15 Feb 2021 01:13:46 +0000 (02:13 +0100)
committerLegendaryGuard <rootuser999@gmail.com>
Mon, 15 Feb 2021 01:13:46 +0000 (02:13 +0100)
23 files changed:
gamemodes-client.cfg
gamemodes-server.cfg
gfx/menu/luma/gametype_sv.tga [new file with mode: 0644]
gfx/menu/luminos/gametype_sv.tga [new file with mode: 0644]
gfx/menu/wickedx/gametype_sv.tga [new file with mode: 0644]
gfx/menu/xaw/gametype_sv.tga [new file with mode: 0644]
notifications.cfg
qcsrc/common/ent_cs.qc
qcsrc/common/gamemodes/gamemode/_mod.inc
qcsrc/common/gamemodes/gamemode/_mod.qh
qcsrc/common/gamemodes/gamemode/survival/_mod.inc [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/survival/_mod.qh [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/survival/cl_survival.qc [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/survival/cl_survival.qh [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/survival/survival.qc [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/survival/survival.qh [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/survival/sv_survival.qc [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/survival/sv_survival.qh [new file with mode: 0644]
qcsrc/common/notifications/all.inc
qcsrc/common/notifications/all.qh
qcsrc/common/scores.qh
qcsrc/common/stats.qh
qcsrc/menu/xonotic/util.qc

index c43b9d1d3f2e6fe73fddbb33e8489670350edc4d..49867e4cdf935d4d7dfc8be2daf1df5a16361dca 100644 (file)
@@ -32,6 +32,7 @@ alias cl_hook_gamestart_ka
 alias cl_hook_gamestart_ft
 alias cl_hook_gamestart_inv
 alias cl_hook_gamestart_duel
+alias cl_hook_gamestart_surv //LegendGuard adds survival client hook from Mario/survival 15-02-2021
 alias cl_hook_gameend "rpn /cl_matchcount dup load 1 + =" // increase match count every time a game ends
 alias cl_hook_shutdown
 alias cl_hook_activeweapon
index c15baaf9d101150e0fba283fe39422860894168e..310236039633d5a42eb4f4a9aeece990af133cc9 100644 (file)
@@ -29,6 +29,7 @@ alias sv_hook_gamestart_ka
 alias sv_hook_gamestart_ft
 alias sv_hook_gamestart_inv
 alias sv_hook_gamestart_duel
+alias sv_hook_gamestart_sv //LegendGuard adds survival hook from Mario/survival 15-02-2021
 // there is currently no hook for when the match is restarted
 // see sv_hook_readyrestart for previous uses of this hook
 //alias sv_hook_gamerestart
@@ -58,6 +59,7 @@ alias sv_vote_gametype_hook_ons
 alias sv_vote_gametype_hook_rc
 alias sv_vote_gametype_hook_tdm
 alias sv_vote_gametype_hook_duel
+alias sv_vote_gametype_hook_sv ////LegendGuard adds survival hook from Mario/survival 15-02-2021
 
 // Example preset to allow 1v1ctf to be used for the gametype voting screen.
 // Aliases can have max 31 chars so the gametype can have max 9 chars.
@@ -208,6 +210,13 @@ set g_duel_respawn_delay_large_count 0
 set g_duel_respawn_delay_max 0
 set g_duel_respawn_waves 0
 set g_duel_weapon_stay 0
+set g_sv_respawn_delay_small 0 ////LegendGuard adds survival cvars from Mario/survival 15-02-2021
+set g_sv_respawn_delay_small_count 0
+set g_sv_respawn_delay_large 0
+set g_sv_respawn_delay_large_count 0
+set g_sv_respawn_delay_max 0
+set g_sv_respawn_waves 0
+set g_sv_weapon_stay 0
 
 
 // =========
@@ -556,3 +565,15 @@ set g_duel 0 "Duel: frag the opponent more in a one versus one arena battle"
 //set g_duel_warmup 180 "Have a short warmup period before beginning the actual duel"
 set g_duel_with_powerups 0 "Enable powerups to spawn in the duel gamemode"
 set g_duel_not_dm_maps 0 "when this is set, DM maps will NOT be listed in duel"
+
+//LegendGuard adds survival cvars from Mario/survival 15-02-2021
+// ==========
+//  survival
+// ==========
+set g_survival 0 "Survival: identify and eliminate all the hunters before all your allies are gone"
+set g_survival_not_lms_maps 0 "when this is set, LMS maps will NOT be listed in survival"
+set g_survival_hunter_count 0.25 "number of players who will become hunters, set between 0 and 0.9 to use a multiplier of the current players, or 1 and above to specify an exact number of players"
+set g_survival_punish_teamkill 1 "kill the player when they kill an ally"
+set g_survival_reward_survival 1 "give a point to all surviving players if the round timelimit is reached, in addition to the points given for kills"
+set g_survival_warmup 10 "how long the players will have time to run around the map before the round starts"
+set g_survival_round_timelimit 180 "round time limit in seconds"
\ No newline at end of file
diff --git a/gfx/menu/luma/gametype_sv.tga b/gfx/menu/luma/gametype_sv.tga
new file mode 100644 (file)
index 0000000..050fb7b
Binary files /dev/null and b/gfx/menu/luma/gametype_sv.tga differ
diff --git a/gfx/menu/luminos/gametype_sv.tga b/gfx/menu/luminos/gametype_sv.tga
new file mode 100644 (file)
index 0000000..c548665
Binary files /dev/null and b/gfx/menu/luminos/gametype_sv.tga differ
diff --git a/gfx/menu/wickedx/gametype_sv.tga b/gfx/menu/wickedx/gametype_sv.tga
new file mode 100644 (file)
index 0000000..c548665
Binary files /dev/null and b/gfx/menu/wickedx/gametype_sv.tga differ
diff --git a/gfx/menu/xaw/gametype_sv.tga b/gfx/menu/xaw/gametype_sv.tga
new file mode 100644 (file)
index 0000000..debbce0
Binary files /dev/null and b/gfx/menu/xaw/gametype_sv.tga differ
index 61fafdecbb81da8cc99453a2a8cd6e17261c3375..1f6fa2c97c23441bb5fd9f509bbce17345ee8114 100644 (file)
@@ -283,6 +283,10 @@ seta notification_INFO_SCORES "1" "0 = off, 1 = print to console, 2 = print to c
 seta notification_INFO_SPECTATE_WARNING "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
 seta notification_INFO_SUPERSPEC_MISSING_UID "2" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
 seta notification_INFO_SUPERWEAPON_PICKUP "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
+//LegendGuard adds survival notifications from Mario/survival 15-02-2021
+seta notification_INFO_SURVIVAL_HUNTER_WIN "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
+seta notification_INFO_SURVIVAL_SUVIVOR_WIN "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
+
 seta notification_INFO_TEAMCHANGE_LARGERTEAM "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
 seta notification_INFO_TEAMCHANGE_NOTALLOWED "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
 seta notification_INFO_VERSION_BETA "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
@@ -532,6 +536,12 @@ seta notification_CENTER_SEQUENCE_COUNTER_FEWMORE "1" "0 = off, 1 = centerprint"
 seta notification_CENTER_SUPERWEAPON_BROKEN "1" "0 = off, 1 = centerprint"
 seta notification_CENTER_SUPERWEAPON_LOST "1" "0 = off, 1 = centerprint"
 seta notification_CENTER_SUPERWEAPON_PICKUP "1" "0 = off, 1 = centerprint"
+//LegendGuard adds survival notification from Mario/survival 15-02-2021
+seta notification_CENTER_SURVIVAL_HUNTER "1" "0 = off, 1 = centerprint"
+seta notification_CENTER_SURVIVAL_HUNTER_WIN "1" "0 = off, 1 = centerprint"
+seta notification_CENTER_SURVIVAL_SURVIVOR "1" "0 = off, 1 = centerprint"
+seta notification_CENTER_SURVIVAL_SURVIVOR_WIN "1" "0 = off, 1 = centerprint"
+
 seta notification_CENTER_TEAMCHANGE_AUTO "1" "0 = off, 1 = centerprint"
 seta notification_CENTER_TEAMCHANGE "1" "0 = off, 1 = centerprint"
 seta notification_CENTER_TEAMCHANGE_SPECTATE "1" "0 = off, 1 = centerprint"
index 7c20ec146ba512675f4cbf1db1f64d1347ea8dda..0f91e23ffda50c739da4275fa12608c12a439b53 100644 (file)
@@ -166,6 +166,13 @@ ENTCS_PROP(ACTIVEWEPID, false, activewepid, activewepid, ENTCS_SET_NORMAL,
        { WriteByte(chan, ent.activewepid); },
        { ent.activewepid = ReadByte(); })
 
+//LegendGuard adds ENTCS_PROP from Mario/survival 15-02-2021
+// gamemode specific player survival status (independent of score and frags)
+ENTCS_PROP(SURVIVAL_STATUS, true, survival_status, survival_status, ENTCS_SET_NORMAL,
+       { WriteShort(chan, ent.survival_status); },
+       { ent.survival_status = ReadShort(); })
+
+
 #ifdef SVQC
 
        int ENTCS_PUBLICMASK = 0;
index a33ec87a01a34a5a8406f57aa3c3d52829cf3994..cd4c86e02c35111e27d68c5b9299e0c66b56b82e 100644 (file)
@@ -15,4 +15,5 @@
 #include <common/gamemodes/gamemode/nexball/_mod.inc>
 #include <common/gamemodes/gamemode/onslaught/_mod.inc>
 #include <common/gamemodes/gamemode/race/_mod.inc>
+#include <common/gamemodes/gamemode/survival/_mod.inc> //LegendGuard adds _mod.inc from Mario/survival 15-02-2021
 #include <common/gamemodes/gamemode/tdm/_mod.inc>
index ffd71d59d3f1092453b6d83f8048003693dfa531..4aa6fa41b5f6068e73636d66610fe6b7c5e0ec89 100644 (file)
@@ -15,4 +15,5 @@
 #include <common/gamemodes/gamemode/nexball/_mod.qh>
 #include <common/gamemodes/gamemode/onslaught/_mod.qh>
 #include <common/gamemodes/gamemode/race/_mod.qh>
+#include <common/gamemodes/gamemode/survival/_mod.qh> //LegendGuard adds _mod.qh from Mario/survival 15-02-2021
 #include <common/gamemodes/gamemode/tdm/_mod.qh>
diff --git a/qcsrc/common/gamemodes/gamemode/survival/_mod.inc b/qcsrc/common/gamemodes/gamemode/survival/_mod.inc
new file mode 100644 (file)
index 0000000..7121d39
--- /dev/null
@@ -0,0 +1,8 @@
+// generated file; do not modify
+#include <common/gamemodes/gamemode/survival/survival.qc>
+#ifdef CSQC
+    #include <common/gamemodes/gamemode/survival/cl_survival.qc>
+#endif
+#ifdef SVQC
+    #include <common/gamemodes/gamemode/survival/sv_survival.qc>
+#endif
diff --git a/qcsrc/common/gamemodes/gamemode/survival/_mod.qh b/qcsrc/common/gamemodes/gamemode/survival/_mod.qh
new file mode 100644 (file)
index 0000000..875e4d2
--- /dev/null
@@ -0,0 +1,8 @@
+// generated file; do not modify
+#include <common/gamemodes/gamemode/survival/survival.qh>
+#ifdef CSQC
+    #include <common/gamemodes/gamemode/survival/cl_survival.qh>
+#endif
+#ifdef SVQC
+    #include <common/gamemodes/gamemode/survival/sv_survival.qh>
+#endif
diff --git a/qcsrc/common/gamemodes/gamemode/survival/cl_survival.qc b/qcsrc/common/gamemodes/gamemode/survival/cl_survival.qc
new file mode 100644 (file)
index 0000000..83893e6
--- /dev/null
@@ -0,0 +1,82 @@
+#include "cl_survival.qh"
+
+#include <client/draw.qh>
+#include <client/hud/panel/modicons.qh>
+
+void HUD_Mod_Survival(vector pos, vector mySize)
+{
+       mod_active = 1; // survival should always show the mod HUD
+
+       int mystatus = entcs_receiver(player_localnum).survival_status;
+       string player_text = "";
+       vector player_color = '1 1 1';
+       //string player_icon = "";
+       if(mystatus == SV_STATUS_HUNTER)
+       {
+               player_text = _("Hunter");
+               player_color = '1 0 0';
+               //player_icon = "player_red";
+       }
+       else if(mystatus == SV_STATUS_PREY)
+       {
+               player_text = _("Survivor");
+               player_color = '0 1 0';
+               //player_icon = "player_neutral";
+       }
+       else
+       {
+               // if the player has no valid status, don't draw anything
+               return;
+       }
+
+       string time_text = string_null;
+       vector timer_color = '1 1 1';
+       if(!STAT(GAME_STOPPED) && !warmup_stage && STAT(SURVIVAL_ROUNDTIMER) > 0)
+       {
+               float timeleft = max(0, STAT(SURVIVAL_ROUNDTIMER) - time);
+               timeleft = ceil(timeleft);
+               float minutesLeft = floor(timeleft / 60);
+               time_text = seconds_tostring(timeleft);
+               if(intermission_time || minutesLeft >= 5 || warmup_stage || STAT(SURVIVAL_ROUNDTIMER) == 0)
+                       timer_color = '1 1 1'; //white
+               else if(minutesLeft >= 1)
+                       timer_color = '1 1 0'; //yellow
+               else
+                       timer_color = '1 0 0'; //red
+       }
+
+       //drawpic_aspect_skin(pos, player_icon, vec2(0.5 * mySize.x, mySize.y), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+       if(!time_text)
+               drawstring_aspect(pos, player_text, vec2(mySize.x, mySize.y), player_color, panel_fg_alpha, DRAWFLAG_NORMAL);
+       else
+       {
+               drawstring_aspect(pos, player_text, vec2(0.5 * mySize.x, mySize.y), player_color, panel_fg_alpha, DRAWFLAG_NORMAL);
+               drawstring_aspect(pos + eX * (0.5 * mySize.x), time_text, vec2(0.5 * mySize.x, mySize.y), timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
+       }
+}
+
+REGISTER_MUTATOR(cl_sv, true);
+
+MUTATOR_HOOKFUNCTION(cl_sv, ForcePlayercolors_Skip, CBC_ORDER_LAST)
+{
+       if(!ISGAMETYPE(SURVIVAL))
+               return false;
+               
+       entity player = M_ARGV(0, entity);
+       entity e = entcs_receiver(player.entnum - 1);
+       int surv_status = ((e) ? e.survival_status : 0);
+       int mystatus = entcs_receiver(player_localnum).survival_status;
+
+       int plcolor = SV_COLOR_PREY; // default to survivor
+       if((mystatus == SV_STATUS_HUNTER || intermission || STAT(GAME_STOPPED)) && surv_status == SV_STATUS_HUNTER)
+               plcolor = SV_COLOR_HUNTER;
+
+       player.colormap = 1024 + plcolor;
+       return true;
+}
+
+MUTATOR_HOOKFUNCTION(cl_sv, DrawScoreboard_Force)
+{
+       // show the scoreboard when the round ends, so players can see who the hunter was
+       return STAT(GAME_STOPPED);
+}
diff --git a/qcsrc/common/gamemodes/gamemode/survival/cl_survival.qh b/qcsrc/common/gamemodes/gamemode/survival/cl_survival.qh
new file mode 100644 (file)
index 0000000..057120a
--- /dev/null
@@ -0,0 +1,3 @@
+#pragma once
+
+void HUD_Mod_Survival(vector pos, vector mySize);
diff --git a/qcsrc/common/gamemodes/gamemode/survival/survival.qc b/qcsrc/common/gamemodes/gamemode/survival/survival.qc
new file mode 100644 (file)
index 0000000..1f2d144
--- /dev/null
@@ -0,0 +1 @@
+#include "survival.qh"
diff --git a/qcsrc/common/gamemodes/gamemode/survival/survival.qh b/qcsrc/common/gamemodes/gamemode/survival/survival.qh
new file mode 100644 (file)
index 0000000..17a01d8
--- /dev/null
@@ -0,0 +1,43 @@
+#pragma once
+
+#include <common/gamemodes/gamemode/lms/lms.qh>
+#include <common/mapinfo.qh>
+
+#ifdef CSQC
+void HUD_Mod_Survival(vector pos, vector mySize);
+#endif
+CLASS(Survival, Gametype)
+    INIT(Survival)
+    {
+        this.gametype_init(this, _("Survival"),"sv","g_survival",GAMETYPE_FLAG_USEPOINTS,"","timelimit=30 pointlimit=20",_("Identify and eliminate all the hunters before all your allies are gone"));
+    }
+    METHOD(Survival, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
+    {
+        return true;
+    }
+    METHOD(Survival, m_isForcedSupported, bool(Gametype this))
+    {
+        if(!cvar("g_survival_not_lms_maps"))
+        {
+            // if this is unset, all LMS maps support Survival too
+            if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_LMS.m_flags))
+                return true; // TODO: references another gametype (alternatively, we could check which gamemodes are always enabled and append this if any are supported)
+        }
+        return false;
+    }
+#ifdef CSQC
+    ATTRIB(Survival, m_modicons, void(vector pos, vector mySize), HUD_Mod_Survival);
+#endif
+ENDCLASS(Survival)
+REGISTER_GAMETYPE(SURVIVAL, NEW(Survival));
+
+#ifdef GAMEQC
+// shared state signalling the player's survival status
+.int survival_status;
+const int SV_STATUS_PREY = 1;
+const int SV_STATUS_HUNTER = 2;
+
+// hardcoded player colors for survival
+const int SV_COLOR_PREY = 51; // green
+const int SV_COLOR_HUNTER = 68; // red
+#endif
diff --git a/qcsrc/common/gamemodes/gamemode/survival/sv_survival.qc b/qcsrc/common/gamemodes/gamemode/survival/sv_survival.qc
new file mode 100644 (file)
index 0000000..1c066d8
--- /dev/null
@@ -0,0 +1,459 @@
+#include "sv_survival.qh"
+
+float autocvar_g_survival_hunter_count = 0.25;
+float autocvar_g_survival_round_timelimit = 180;
+float autocvar_g_survival_warmup = 10;
+bool autocvar_g_survival_punish_teamkill = true;
+bool autocvar_g_survival_reward_survival = true;
+
+void surv_FakeTimeLimit(entity e, float t)
+{
+       if(!IS_REAL_CLIENT(e))
+               return;
+#if 0
+       msg_entity = e;
+       WriteByte(MSG_ONE, 3); // svc_updatestat
+       WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
+       if(t < 0)
+               WriteCoord(MSG_ONE, autocvar_timelimit);
+       else
+               WriteCoord(MSG_ONE, (t + 1) / 60);
+#else
+       STAT(SURVIVAL_ROUNDTIMER, e) = t;
+#endif
+}
+
+void nades_Clear(entity player);
+
+void Surv_UpdateScores(bool timed_out)
+{
+       // give players their hard-earned kills now that the round is over
+       FOREACH_CLIENT(true,
+       {
+               it.totalfrags += it.survival_validkills;
+               if(it.survival_validkills)
+                       GameRules_scoring_add(it, SCORE, it.survival_validkills);
+               it.survival_validkills = 0;
+               // player survived the round
+               if(IS_PLAYER(it) && !IS_DEAD(it))
+               {
+                       if(autocvar_g_survival_reward_survival && timed_out && it.survival_status == SV_STATUS_PREY)
+                               GameRules_scoring_add(it, SCORE, 1); // reward survivors who make it to the end of the round time limit
+                       if(it.survival_status == SV_STATUS_PREY)
+                               GameRules_scoring_add(it, SV_SURVIVALS, 1);
+                       else if(it.survival_status == SV_STATUS_HUNTER)
+                               GameRules_scoring_add(it, SV_HUNTS, 1);
+               }
+       });
+}
+
+float Surv_CheckWinner()
+{
+       if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
+       {
+               // if the match times out, survivors win too!
+               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_SURVIVAL_SURVIVOR_WIN);
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SURVIVAL_SURVIVOR_WIN);
+               FOREACH_CLIENT(true,
+               {
+                       if(IS_PLAYER(it))
+                               nades_Clear(it);
+                       surv_FakeTimeLimit(it, -1);
+               });
+
+               Surv_UpdateScores(true);
+
+               allowed_to_spawn = false;
+               game_stopped = true;
+               round_handler_Init(5, autocvar_g_survival_warmup, autocvar_g_survival_round_timelimit);
+               return 1;
+       }
+
+       int survivor_count = 0, hunter_count = 0;
+       FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+       {
+               if(it.survival_status == SV_STATUS_PREY)
+                       survivor_count++;
+               else if(it.survival_status == SV_STATUS_HUNTER)
+                       hunter_count++;
+       });
+       if(survivor_count > 0 && hunter_count > 0)
+       {
+               return 0;
+       }
+
+       if(hunter_count > 0) // hunters win
+       {
+               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_SURVIVAL_HUNTER_WIN);
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SURVIVAL_HUNTER_WIN);
+       }
+       else if(survivor_count > 0) // survivors win
+       {
+               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_SURVIVAL_SURVIVOR_WIN);
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SURVIVAL_SURVIVOR_WIN);
+       }
+       else
+       {
+               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
+       }
+
+       Surv_UpdateScores(false);
+
+       allowed_to_spawn = false;
+       game_stopped = true;
+       round_handler_Init(5, autocvar_g_survival_warmup, autocvar_g_survival_round_timelimit);
+
+       FOREACH_CLIENT(true,
+       {
+               if(IS_PLAYER(it))
+                       nades_Clear(it);
+               surv_FakeTimeLimit(it, -1);
+       });
+
+       return 1;
+}
+
+void Surv_RoundStart()
+{
+       allowed_to_spawn = boolean(warmup_stage);
+       int playercount = 0;
+       FOREACH_CLIENT(true,
+       {
+               if(IS_PLAYER(it) && !IS_DEAD(it))
+               {
+                       ++playercount;
+                       it.survival_status = SV_STATUS_PREY;
+               }
+               else
+                       it.survival_status = 0; // this is mostly a safety check; if a client manages to somehow maintain a survival status, clear it before the round starts!
+               it.survival_validkills = 0;
+       });
+       int hunter_count = bound(1, ((autocvar_g_survival_hunter_count >= 1) ? autocvar_g_survival_hunter_count : floor(playercount * autocvar_g_survival_hunter_count)), playercount - 1); // 20%, but ensure at least 1 and less than total
+       int total_hunters = 0;
+       FOREACH_CLIENT_RANDOM(IS_PLAYER(it) && !IS_DEAD(it),
+       {
+               if(total_hunters >= hunter_count)
+                       break;
+               total_hunters++;
+               it.survival_status = SV_STATUS_HUNTER;
+       });
+
+       FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+       {
+               if(it.survival_status == SV_STATUS_PREY)
+                       Send_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CENTER_SURVIVAL_SURVIVOR);
+               else if(it.survival_status == SV_STATUS_HUNTER)
+                       Send_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CENTER_SURVIVAL_HUNTER);
+
+               surv_FakeTimeLimit(it, round_handler_GetEndTime());
+       });
+}
+
+bool Surv_CheckPlayers()
+{
+       static int prev_missing_players;
+       allowed_to_spawn = true;
+       int playercount = 0;
+       FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+       {
+               ++playercount;
+       });
+       if (playercount >= 2)
+       {
+               if(prev_missing_players > 0)
+                       Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_PLAYERS);
+               prev_missing_players = -1;
+               return true;
+       }
+       if(playercount == 0)
+       {
+               if(prev_missing_players > 0)
+                       Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_PLAYERS);
+               prev_missing_players = -1;
+               return false;
+       }
+       // if we get here, only 1 player is missing
+       if(prev_missing_players != 1)
+       {
+               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_PLAYERS, 1);
+               prev_missing_players = 1;
+       }
+       return false;
+}
+
+bool surv_isEliminated(entity e)
+{
+       if(e.caplayer == 1 && (IS_DEAD(e) || e.frags == FRAGS_PLAYER_OUT_OF_GAME))
+               return true;
+       if(e.caplayer == 0.5)
+               return true;
+       return false;
+}
+
+void surv_Initialize() // run at the start of a match, initiates game mode
+{
+       GameRules_scoring(0, SFL_SORT_PRIO_PRIMARY, 0, {
+               field(SP_SV_SURVIVALS, "survivals", 0);
+               field(SP_SV_HUNTS, "hunts", SFL_SORT_PRIO_SECONDARY);
+       });
+
+       allowed_to_spawn = true;
+       round_handler_Spawn(Surv_CheckPlayers, Surv_CheckWinner, Surv_RoundStart);
+       round_handler_Init(5, autocvar_g_survival_warmup, autocvar_g_survival_round_timelimit);
+       EliminatedPlayers_Init(surv_isEliminated);
+}
+
+
+// ==============
+// Hook Functions
+// ==============
+
+MUTATOR_HOOKFUNCTION(sv, ClientObituary)
+{
+       // in survival, announcing a frag would tell everyone who the hunter is
+       entity frag_attacker = M_ARGV(1, entity);
+       entity frag_target = M_ARGV(2, entity);
+       if(IS_PLAYER(frag_attacker) && frag_attacker != frag_target)
+       {
+               float frag_deathtype = M_ARGV(3, float);
+               entity wep_ent = M_ARGV(4, entity);
+               // "team" kill, a point is awarded to the player by default so we must take it away plus an extra one
+               // unless the player is going to be punished for suicide, in which case just remove one
+               if(frag_attacker.survival_status == frag_target.survival_status)
+                       GiveFrags(frag_attacker, frag_target, ((autocvar_g_survival_punish_teamkill) ? -1 : -2), frag_deathtype, wep_ent.weaponentity_fld);
+       }
+
+       M_ARGV(5, bool) = true; // anonymous attacker
+}
+
+MUTATOR_HOOKFUNCTION(sv, PlayerPreThink)
+{
+       entity player = M_ARGV(0, entity);
+
+       if(IS_PLAYER(player) || player.caplayer)
+       {
+               // update the scoreboard colour display to out the real killer at the end of the round
+               // running this every frame to avoid cheats
+               int plcolor = SV_COLOR_PREY;
+               if(player.survival_status == SV_STATUS_HUNTER && game_stopped)
+                       plcolor = SV_COLOR_HUNTER;
+               setcolor(player, plcolor);
+       }
+}
+
+MUTATOR_HOOKFUNCTION(sv, PlayerSpawn)
+{
+       entity player = M_ARGV(0, entity);
+
+       player.survival_status = 0;
+       player.survival_validkills = 0;
+       player.caplayer = 1;
+       if (!warmup_stage)
+               eliminatedPlayers.SendFlags |= 1;
+}
+
+MUTATOR_HOOKFUNCTION(sv, ForbidSpawn)
+{
+       entity player = M_ARGV(0, entity);
+
+       // spectators / observers that weren't playing can join; they are
+       // immediately forced to observe in the PutClientInServer hook
+       // this way they are put in a team and can play in the next round
+       if (!allowed_to_spawn && player.caplayer)
+               return true;
+       return false;
+}
+
+MUTATOR_HOOKFUNCTION(sv, PutClientInServer)
+{
+       entity player = M_ARGV(0, entity);
+
+       if (!allowed_to_spawn && IS_PLAYER(player)) // this is true even when player is trying to join
+       {
+               TRANSMUTE(Observer, player);
+               if (CS(player).jointime != time && !player.caplayer) // not when connecting
+               {
+                       player.caplayer = 0.5;
+                       Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_JOIN_LATE);
+               }
+       }
+}
+
+MUTATOR_HOOKFUNCTION(sv, reset_map_players)
+{
+       FOREACH_CLIENT(true, {
+               CS(it).killcount = 0;
+               it.survival_status = 0;
+               surv_FakeTimeLimit(it, -1); // restore original timelimit
+               if (!it.caplayer && IS_BOT_CLIENT(it))
+                       it.caplayer = 1;
+               if (it.caplayer)
+               {
+                       TRANSMUTE(Player, it);
+                       it.caplayer = 1;
+                       PutClientInServer(it);
+               }
+       });
+       bot_relinkplayerlist();
+       return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, reset_map_global)
+{
+       allowed_to_spawn = true;
+       return true;
+}
+
+entity surv_LastPlayerForTeam(entity this)
+{
+       entity last_pl = NULL;
+       FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
+               if (!IS_DEAD(it) && this.survival_status == it.survival_status)
+               {
+                       if (!last_pl)
+                               last_pl = it;
+                       else
+                               return NULL;
+               }
+       });
+       return last_pl;
+}
+
+void surv_LastPlayerForTeam_Notify(entity this)
+{
+       if (!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted())
+       {
+               entity pl = surv_LastPlayerForTeam(this);
+               if (pl)
+                       Send_Notification(NOTIF_ONE_ONLY, pl, MSG_CENTER, CENTER_ALONE);
+       }
+}
+
+MUTATOR_HOOKFUNCTION(sv, PlayerDies)
+{
+       entity frag_attacker = M_ARGV(1, entity);
+       entity frag_target = M_ARGV(2, entity);
+       float frag_deathtype = M_ARGV(3, float);
+
+       surv_LastPlayerForTeam_Notify(frag_target);
+       if (!allowed_to_spawn)
+       {
+               frag_target.respawn_flags = RESPAWN_SILENT;
+               // prevent unwanted sudden rejoin as spectator and movement of spectator camera
+               frag_target.respawn_time = time + 2;
+       }
+       frag_target.respawn_flags |= RESPAWN_FORCE;
+       if (!warmup_stage)
+       {
+               eliminatedPlayers.SendFlags |= 1;
+               if (IS_BOT_CLIENT(frag_target))
+                       bot_clear(frag_target);
+       }
+
+       // killed an ally! punishment is death
+       if(autocvar_g_survival_punish_teamkill && frag_attacker != frag_target && IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker.survival_status == frag_target.survival_status && !ITEM_DAMAGE_NEEDKILL(frag_deathtype))
+       if(!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted()) // don't autokill if the round hasn't
+               Damage(frag_attacker, frag_attacker, frag_attacker, 100000, DEATH_MIRRORDAMAGE.m_id, DMG_NOWEP, frag_attacker.origin, '0 0 0');
+       return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, ClientDisconnect)
+{
+       entity player = M_ARGV(0, entity);
+
+       if (IS_PLAYER(player) && !IS_DEAD(player))
+               surv_LastPlayerForTeam_Notify(player);
+       return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, MakePlayerObserver)
+{
+       entity player = M_ARGV(0, entity);
+
+       if (IS_PLAYER(player) && !IS_DEAD(player))
+               surv_LastPlayerForTeam_Notify(player);
+       if (player.killindicator_teamchange == -2) // player wants to spectate
+               player.caplayer = 0;
+       if (player.caplayer)
+               player.frags = FRAGS_PLAYER_OUT_OF_GAME;
+       if (!warmup_stage)
+               eliminatedPlayers.SendFlags |= 1;
+       if (!player.caplayer)
+       {
+               player.survival_validkills = 0;
+               player.survival_status = 0;
+               surv_FakeTimeLimit(player, -1); // restore original timelimit
+               return false;  // allow team reset
+       }
+       return true;  // prevent team reset
+}
+
+MUTATOR_HOOKFUNCTION(sv, Scores_CountFragsRemaining)
+{
+       // announce remaining frags?
+       return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, GiveFragsForKill, CBC_ORDER_FIRST)
+{
+       entity frag_attacker = M_ARGV(0, entity);
+       if(!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted())
+               frag_attacker.survival_validkills += M_ARGV(2, float);
+       M_ARGV(2, float) = 0; // score will be given to the winner when the round ends
+       return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, AddPlayerScore)
+{
+       entity scorefield = M_ARGV(0, entity);
+       if(scorefield == SP_KILLS || scorefield == SP_DEATHS || scorefield == SP_SUICIDES || scorefield == SP_DMG || scorefield == SP_DMGTAKEN)
+               M_ARGV(1, float) = 0; // don't report that the player has killed or been killed, that would out them as a hunter!
+}
+
+MUTATOR_HOOKFUNCTION(sv, CalculateRespawnTime)
+{
+       // no respawn calculations needed, player is forced to spectate anyway
+       return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
+{
+       FOREACH_CLIENT(IS_REAL_CLIENT(it), {
+               if (IS_PLAYER(it) || it.caplayer == 1)
+                       ++M_ARGV(0, int);
+               ++M_ARGV(1, int);
+       });
+       return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, ClientCommand_Spectate)
+{
+       entity player = M_ARGV(0, entity);
+
+       if (player.caplayer)
+       {
+               // they're going to spec, we can do other checks
+               if (autocvar_sv_spectate && (IS_SPEC(player) || IS_OBSERVER(player)))
+                       Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_LEAVE);
+               return MUT_SPECCMD_FORCE;
+       }
+
+       return MUT_SPECCMD_CONTINUE;
+}
+
+MUTATOR_HOOKFUNCTION(sv, GetPlayerStatus)
+{
+       entity player = M_ARGV(0, entity);
+
+       return player.caplayer == 1;
+}
+
+MUTATOR_HOOKFUNCTION(sv, BotShouldAttack)
+{
+       entity bot = M_ARGV(0, entity);
+       entity targ = M_ARGV(1, entity);
+
+       if(targ.survival_status == bot.survival_status)
+               return true;
+}
diff --git a/qcsrc/common/gamemodes/gamemode/survival/sv_survival.qh b/qcsrc/common/gamemodes/gamemode/survival/sv_survival.qh
new file mode 100644 (file)
index 0000000..822cfd0
--- /dev/null
@@ -0,0 +1,17 @@
+#pragma once
+
+#include <common/mutators/base.qh>
+#include <common/scores.qh>
+void surv_Initialize();
+
+REGISTER_MUTATOR(sv, false)
+{
+    MUTATOR_STATIC();
+       MUTATOR_ONADD
+       {
+               surv_Initialize();
+       }
+       return false;
+}
+
+.int survival_validkills; // store the player's valid kills to be given at the end of the match (avoid exposing their score until then)
index efa3d03da6a14d2748f06c9a3a01b63a331b5c00..b7708b4a826938103d627587f2fb2263dd8c8809 100644 (file)
@@ -497,6 +497,9 @@ string multiteam_info_sprintf(string input, string teamname) { return ((input !=
     MSG_INFO_NOTIF(SPECTATE_WARNING,                        N_CONSOLE,  0, 1, "f1secs", "",     "",                     _("^F2You have to become a player within the next %s, otherwise you will be kicked, because spectating isn't allowed at this time!"), "")
 
     MSG_INFO_NOTIF(SUPERWEAPON_PICKUP,                      N_CONSOLE,  1, 0, "s1", "s1",       "superweapons",         _("^BG%s^K1 picked up a Superweapon"), "")
+//LegendGuard adds MSG_INFO_NOTIF from Mario/survival 15-02-2021
+    MSG_INFO_NOTIF(SURVIVAL_HUNTER_WIN,                     N_CONSOLE,  0, 0, "", "",           "",                     _("^K1Hunters^BG win the round"), "")
+    MSG_INFO_NOTIF(SURVIVAL_SURVIVOR_WIN,                   N_CONSOLE,  0, 0, "", "",           "",                     _("^F1Survivors^BG win the round"), "")
 
     MSG_INFO_NOTIF(TEAMCHANGE_LARGERTEAM,                   N_CONSOLE,  0, 0, "", "",           "",                     _("^BGYou cannot change to a larger team"), "")
     MSG_INFO_NOTIF(TEAMCHANGE_NOTALLOWED,                   N_CONSOLE,  0, 0, "", "",           "",                     _("^BGYou are not allowed to change teams"), "")
@@ -827,6 +830,11 @@ string multiteam_info_sprintf(string input, string teamname) { return ((input !=
     MSG_CENTER_NOTIF(SUPERWEAPON_BROKEN,                N_ENABLE,    0, 0, "",               CPID_POWERUP,           "0 0",  _("^F2Superweapons have broken down"), "")
     MSG_CENTER_NOTIF(SUPERWEAPON_LOST,                  N_ENABLE,    0, 0, "",               CPID_POWERUP,           "0 0",  _("^F2Superweapons have been lost"), "")
     MSG_CENTER_NOTIF(SUPERWEAPON_PICKUP,                N_ENABLE,    0, 0, "",               CPID_POWERUP,           "0 0",  _("^F2You now have a superweapon"), "")
+//LegendGuard adds MSG_CENTER_NOTIF from Mario/survival 15-02-2021
+    MSG_CENTER_NOTIF(SURVIVAL_HUNTER,                   N_ENABLE,    0, 0, "",               CPID_SURVIVAL,          "5 0",  strcat(BOLD_OPERATOR, _("^BGYou are a ^K1hunter^BG! Eliminate the survivor(s) without raising suspicion!")), "")
+    MSG_CENTER_NOTIF(SURVIVAL_HUNTER_WIN,               N_ENABLE,    0, 0, "",               CPID_ROUND,             "0 0",  _("^K1Hunters^BG win the round"), "")
+    MSG_CENTER_NOTIF(SURVIVAL_SURVIVOR,                 N_ENABLE,    0, 0, "",               CPID_SURVIVAL,          "5 0",  strcat(BOLD_OPERATOR, _("^BGYou are a ^F1survivor^BG! Identify and eliminate the hunter(s)!")), "")
+    MSG_CENTER_NOTIF(SURVIVAL_SURVIVOR_WIN,             N_ENABLE,    0, 0, "",               CPID_ROUND,             "0 0",  _("^F1Survivors^BG win the round"), "")
 
     MULTITEAM_CENTER(TEAMCHANGE,                        N_ENABLE,    0, 1, "",               CPID_TEAMCHANGE,        "1 f1", _("^K1Changing to ^TC^TT^K1 in ^COUNT"), "", NAME)
     MSG_CENTER_NOTIF(TEAMCHANGE_AUTO,                   N_ENABLE,    0, 1, "",               CPID_TEAMCHANGE,        "1 f1", _("^K1Changing team in ^COUNT"), "")
index d08089143a15cb3ee525a07eebe20231e5e98269..354a0166f65e085178f79b53f48dc7996ea32ed6 100644 (file)
@@ -43,7 +43,7 @@ string Get_Notif_TypeName(MSG net_type)
        LOG_WARNF("Get_Notif_TypeName(%d): Improper net type!", ORDINAL(net_type));
        return "";
 }
-
+//LegendGuard adds CASE(CPID, SURVIVAL) after RACE_FINISHLAP from Mario/survival 15-02-2021
 ENUMCLASS(CPID)
        CASE(CPID, ASSAULT_ROLE)
        CASE(CPID, ROUND)
@@ -73,6 +73,7 @@ ENUMCLASS(CPID)
        CASE(CPID, OVERTIME)
        CASE(CPID, POWERUP)
        CASE(CPID, RACE_FINISHLAP)
+       CASE(CPID, SURVIVAL)
        CASE(CPID, TEAMCHANGE)
        CASE(CPID, TIMEOUT)
        CASE(CPID, TIMEIN)
index 2869541b74679ea65d1eac3fc361c2dfa57150ed..09c6995b6c3db366abe5b3da67730e7d2a10e1a6 100644 (file)
@@ -107,6 +107,9 @@ REGISTER_SP(MEDAL_KILLSTREAK_03);
 REGISTER_SP(MEDAL_KILLSTREAK_05);
 REGISTER_SP(MEDAL_KILLSTREAK_10);
 REGISTER_SP(MEDAL_KILLSTREAK_15);
+
+REGISTER_SP(SV_SURVIVALS); //LegendGuard adds REGISTER_SP from Mario/survival 15-02-2021
+REGISTER_SP(SV_HUNTS);
 #endif
 
 
index 0215c87826ed8882d2bead5d46ee0007de7b20ac..0d17414d0563032104f32629ff22aea2ae90fea9 100644 (file)
@@ -156,6 +156,8 @@ REGISTER_STAT(VEIL_ORB, float)
 REGISTER_STAT(VEIL_ORB_ALPHA, float)
 REGISTER_STAT(ARMORIZING_ORB, float) //LegendGuard registers new STAT 11-02-2021
 REGISTER_STAT(ARMORIZING_ORB_ALPHA, float)
+REGISTER_STAT(AMMUNITIONING_ORB, float) //LegendGuard registers new STAT 13-02-2021
+REGISTER_STAT(AMMUNITIONING_ORB_ALPHA, float)
 REGISTER_STAT(DARK_ORB, float) //LegendGuard registers new STAT 08-02-2021
 REGISTER_STAT(DARK_ORB_ALPHA, float)
 
@@ -454,3 +456,5 @@ REGISTER_STAT(GUNALIGN, int)
 #ifdef SVQC
 SPECTATE_COPYFIELD(_STAT(GUNALIGN))
 #endif
+
+REGISTER_STAT(SURVIVAL_ROUNDTIMER, float) //LegendGuard adds SURVIVAL_ROUNDTIMER from Mario/survival 15-02-2021
index e77049d200153e9c2f15fb0ca097edd1c1649fe3..3ea53be5e451927bc9bc92a04758e0fb908315dd 100644 (file)
@@ -683,6 +683,8 @@ float updateCompression()
        GAMETYPE(MAPINFO_TYPE_ASSAULT) \
        /* GAMETYPE(MAPINFO_TYPE_DUEL) */ \
        /* GAMETYPE(MAPINFO_TYPE_INVASION) */ \
+       GAMETYPE(MAPINFO_TYPE_SURVIVAL) \
+       //LegendGuard adds GAMETYPE for menu from Mario/survival 15-02-2021
        /**/
 
 // hidden gametypes come last so indexing always works correctly