--- /dev/null
+#include "sv_survival.qh"
+
+#include <common/mutators/mutator/overkill/hmg.qh>
+#include <common/mutators/mutator/overkill/rpc.qh>
+
+//============================ Constants ======================================
+
+const int SURVIVAL_TEAM_1_BIT = BIT(0); ///< Bitmask of the first team.
+const int SURVIVAL_TEAM_2_BIT = BIT(1); ///< Bitmask of the second team.
+
+/// \brief Used when bitfield team count is requested.
+const int SURVIVAL_TEAM_BITS = 3;
+
+enum
+{
+ SURVIVAL_TYPE_COOP, ///< All humans are on the defender team.
+ SURVIVAL_TYPE_VERSUS ///< Humans take turns between attackers and defenders.
+};
+
+const string SURVIVAL_TYPE_COOP_VALUE = "coop"; ///< Cvar value for coop.
+const string SURVIVAL_TYPE_VERSUS_VALUE = "versus"; ///< Cvar value for versus.
+
+enum
+{
+ /// \brief First round where there is timelimit set by the server.
+ SURVIVAL_ROUND_FIRST,
+ /// \brief Second round where defender team tries to survive for the first
+ /// round's time.
+ SURVIVAL_ROUND_SECOND
+};
+
+enum
+{
+ /// \brief Player is spectating and has no intention of playing.
+ SURVIVAL_STATE_NOT_PLAYING,
+ /// \brief Player is playing the game.
+ SURVIVAL_STATE_PLAYING = 1
+};
+
+enum
+{
+ SURVIVAL_ROLE_NONE, ///< Player is not playing.
+ SURVIVAL_ROLE_PLAYER, ///< Player is an attacker or defender.
+ SURVIVAL_ROLE_CANNON_FODDER ///< Player is a cannon fodder.
+};
+
+SOUND(SURV_3_FRAGS_LEFT, "announcer/default/3fragsleft");
+SOUND(SURV_2_FRAGS_LEFT, "announcer/default/2fragsleft");
+SOUND(SURV_1_FRAG_LEFT, "announcer/default/1fragleft");
+
+SOUND(SURV_RED_SCORES, "ctf/red_capture");
+SOUND(SURV_BLUE_SCORES, "ctf/blue_capture");
+
+//======================= Global variables ====================================
+
+float autocvar_g_surv_warmup; ///< Warmup time in seconds.
+float autocvar_g_surv_round_timelimit; ///< First round time limit in seconds.
+
+int autocvar_g_surv_point_limit; ///< Maximum number of points.
+int autocvar_g_surv_point_leadlimit; ///< Maximum lead of a single team.
+
+/// \brief How much players are allowed in teams (excluding cannon fodder).
+int autocvar_g_surv_team_size;
+/// \brief If set, defenders will not be shown on the radar.
+int autocvar_g_surv_stealth;
+/// \brief Whether to allow spectating enemy players while dead.
+bool autocvar_g_surv_spectate_enemies;
+
+/// \brief Whether to force overkill player models for attackers.
+int autocvar_g_surv_attacker_force_overkill_models;
+/// \brief Whether to force overkill player models for defenders.
+int autocvar_g_surv_defender_force_overkill_models;
+/// \brief Whether to force overkill player models for cannon fodder.
+int autocvar_g_surv_cannon_fodder_force_overkill_models;
+
+/// \brief How much score attackers gain per 1 point of damage.
+float autocvar_g_surv_attacker_damage_score;
+
+/// \brief How much score attackers get for fragging defenders.
+float autocvar_g_surv_attacker_frag_score;
+
+/// \brief How much health do defenders get when they frag an attacker.
+int autocvar_g_surv_defender_attacker_frag_health;
+/// \brief How much armor do defenders get when they frag an attacker.
+int autocvar_g_surv_defender_attacker_frag_armor;
+/// \brief How many shells do defenders get when they frag an attacker.
+int autocvar_g_surv_defender_attacker_frag_shells;
+/// \brief How many bullets do defenders get when they frag an attacker.
+int autocvar_g_surv_defender_attacker_frag_bullets;
+/// \brief How many rockets do defenders get when they frag an attacker.
+int autocvar_g_surv_defender_attacker_frag_rockets;
+/// \brief How many cells do defenders get when they frag an attacker.
+int autocvar_g_surv_defender_attacker_frag_cells;
+/// \brief How much plasma do defenders get when they frag an attacker.
+int autocvar_g_surv_defender_attacker_frag_plasma;
+/// \brief How much fuel do defenders get when they frag an attacker.
+int autocvar_g_surv_defender_attacker_frag_fuel;
+/// \brief How much health do defenders get when they frag cannon fodder.
+int autocvar_g_surv_defender_cannon_fodder_frag_health;
+/// \brief How much armor do defenders get when they frag cannon fodder.
+int autocvar_g_surv_defender_cannon_fodder_frag_armor;
+/// \brief How many shells do defenders get when they frag cannon fodder.
+int autocvar_g_surv_defender_cannon_fodder_frag_shells;
+/// \brief How many bullets do defenders get when they frag cannon fodder.
+int autocvar_g_surv_defender_cannon_fodder_frag_bullets;
+/// \brief How many rockets do defenders get when they frag cannon fodder.
+int autocvar_g_surv_defender_cannon_fodder_frag_rockets;
+/// \brief How many cells do defenders get when they frag cannon fodder.
+int autocvar_g_surv_defender_cannon_fodder_frag_cells;
+/// \brief How much plasma do defenders get when they frag cannon fodder.
+int autocvar_g_surv_defender_cannon_fodder_frag_plasma;
+/// \brief How much fuel do defenders get when they frag cannon fodder.
+int autocvar_g_surv_defender_cannon_fodder_frag_fuel;
+
+/// \brief A stat that is used to track the time left in the round.
+.float surv_round_time_stat = _STAT(SURV_ROUND_TIME);
+/// \brief A stat that is used to track defender team.
+.int surv_defender_team_stat = _STAT(SURV_DEFENDER_TEAM);
+/// \brief A stat that is used to track number of defenders alive.
+.int surv_defenders_alive_stat = _STAT(SURV_DEFENDERS_ALIVE);
+/// \brief A stat that is used to track the total health of defenders.
+.float surv_defender_health_stat = _STAT(SURV_DEFENDER_HEALTH);
+
+/// \brief Holds the state of the player. See SURVIVAL_STATE constants.
+.int surv_state;
+/// \brief Holds the role of the player. See SURVIVAL_ROLE constants.
+.int surv_role;
+.string surv_savedplayermodel; ///< Initial player model.
+/// \brief Player state used during replacement of bot player with real player.
+.entity surv_savedplayerstate;
+.string surv_playermodel; ///< Player model forced by the game.
+
+.entity surv_attack_sprite; ///< Holds the sprite telling attackers to attack.
+.entity surv_defend_sprite; ///< Holds the sprite telling defenders to defend.
+
+int surv_type; ///< Holds the type of survival. See SURVIVAL_TYPE constants.
+bool surv_warmup; ///< Holds whether warmup is active.
+/// \brief Holds the type of the current round. See SURVIVAL_ROUND constants.
+int surv_roundtype;
+bool surv_isroundactive; ///< Holds whether the round is active.
+float surv_roundstarttime; ///< Holds the time of the round start.
+/// \brief Holds the time needed to survive in the second round.
+float surv_timetobeat;
+
+int surv_attackerteam; ///< Holds the attacker team.
+int surv_defenderteam; ///< Holds the defender team.
+
+int surv_attackerteambit; ///< Hols the attacker team bitmask.
+int surv_defenderteambit; ///< Holds the defender team bitmask.
+
+int surv_numattackers; ///< Holds the number of players in attacker team.
+int surv_numdefenders; ///< Holds the number of players in defender team.
+
+/// \brief Holds the number of humans in attacker team.
+int surv_numattackerhumans;
+/// \brief Holds the number of humans in defender team.
+int surv_numdefenderhumans;
+
+/// \brief Holds the number of attacker players that are alive.
+int surv_numattackersalive;
+/// \brief Holds the number of defender players that are alive.
+int surv_numdefendersalive;
+
+bool surv_autobalance; ///< Holds whether autobalance is active.
+bool surv_announcefrags; ///< Holds whether remaining frags must be announced.
+bool surv_allowed_to_spawn; ///< Holds whether players are allowed to spawn.
+
+//====================== Forward declarations =================================
+
+/// \brief Determines whether the round can start.
+/// \return True if the round can start, false otherwise.
+bool Surv_CanRoundStart();
+
+/// \brief Determines whether the round can end.
+/// \return True if the round can end, false otherwise.
+bool Surv_CanRoundEnd();
+
+/// \brief Called when the round starts.
+/// \return No return.
+void Surv_RoundStart();
+
+/// \brief Returns whether player has been eliminated.
+/// \param[in] player Player to check.
+/// \return True if player is eliminated, false otherwise.
+bool Surv_IsEliminated(entity player);
+
+/// \brief Updates stats of team count on HUD.
+/// \return No return.
+void Surv_UpdateTeamStats();
+
+/// \brief Updates stats of alive players on HUD.
+/// \return No return.
+void Surv_UpdateAliveStats();
+
+/// \brief Updates defender health on the HUD.
+/// \return No return.
+void Surv_UpdateDefenderHealthStat();
+
+/// \brief Updates the health of defender sprite.
+/// \param[in,out] player Player that has the sprite.
+/// \return No return.
+void Surv_UpdateWaypointSpriteHealth(entity player);
+
+//========================= Free functions ====================================
+
+void Surv_Initialize()
+{
+ switch (cvar_string("g_surv_type"))
+ {
+ case SURVIVAL_TYPE_COOP_VALUE:
+ {
+ surv_type = SURVIVAL_TYPE_COOP;
+ break;
+ }
+ case SURVIVAL_TYPE_VERSUS_VALUE:
+ {
+ surv_type = SURVIVAL_TYPE_VERSUS;
+ break;
+ }
+ default:
+ {
+ error("Invalid survival type.");
+ }
+ }
+ surv_roundtype = SURVIVAL_ROUND_FIRST;
+ surv_isroundactive = false;
+ surv_roundstarttime = time;
+ surv_timetobeat = autocvar_g_surv_round_timelimit;
+ if (random() < 0.5)
+ {
+ surv_attackerteam = NUM_TEAM_1;
+ surv_defenderteam = NUM_TEAM_2;
+ surv_attackerteambit = SURVIVAL_TEAM_1_BIT;
+ surv_defenderteambit = SURVIVAL_TEAM_2_BIT;
+ }
+ else
+ {
+ surv_attackerteam = NUM_TEAM_2;
+ surv_defenderteam = NUM_TEAM_1;
+ surv_attackerteambit = SURVIVAL_TEAM_2_BIT;
+ surv_defenderteambit = SURVIVAL_TEAM_1_BIT;
+ }
+ surv_numattackers = 0;
+ surv_numdefenders = 0;
+ surv_numattackerhumans = 0;
+ surv_numdefenderhumans = 0;
+ surv_numattackersalive = 0;
+ surv_numdefendersalive = 0;
+ surv_autobalance = true;
+ surv_announcefrags = true;
+ surv_allowed_to_spawn = true;
+ precache_all_playermodels("models/ok_player/*.dpm");
+ ScoreRules_basics(SURVIVAL_TEAM_BITS, SFL_SORT_PRIO_PRIMARY, 0, true);
+ ScoreInfo_SetLabel_TeamScore(1, "rounds", SFL_SORT_PRIO_PRIMARY);
+ ScoreRules_basics_end();
+ round_handler_Spawn(Surv_CanRoundStart, Surv_CanRoundEnd, Surv_RoundStart);
+ round_handler_Init(5, autocvar_g_surv_warmup, surv_timetobeat);
+ EliminatedPlayers_Init(Surv_IsEliminated);
+ GameRules_teams(true);
+ GameRules_limit_score(autocvar_g_surv_point_limit);
+ GameRules_limit_lead(autocvar_g_surv_point_leadlimit);
+}
+
+/// \brief Returns the name of the template of the given player.
+/// \param[in] player Player to inspect.
+/// \return Name of the template of the given player.
+string Surv_GetPlayerTemplate(entity player)
+{
+ switch (player.team)
+ {
+ case surv_attackerteam:
+ {
+ switch (player.surv_role)
+ {
+ case SURVIVAL_ROLE_NONE:
+ case SURVIVAL_ROLE_PLAYER:
+ {
+ return cvar_string("g_surv_attacker_template");
+ }
+ case SURVIVAL_ROLE_CANNON_FODDER:
+ {
+ return cvar_string("g_surv_cannon_fodder_template");
+ }
+ }
+ }
+ case surv_defenderteam:
+ {
+ return cvar_string("g_surv_defender_template");
+ }
+ }
+ return "default";
+}
+
+/// \brief Saves the player state. Used to seamlessly swap bots with humans.
+/// \param[in] player Player to save the state of.
+/// \return Entity containing the player state.
+entity Surv_SavePlayerState(entity player)
+{
+ entity state = spawn();
+ state.origin = player.origin;
+ state.velocity = player.velocity;
+ state.angles = player.angles;
+ state.health = player.health;
+ state.armorvalue = player.armorvalue;
+ state.ammo_shells = player.ammo_shells;
+ state.ammo_nails = player.ammo_nails;
+ state.ammo_rockets = player.ammo_rockets;
+ state.ammo_cells = player.ammo_cells;
+ state.weapons = player.weapons;
+ state.items = player.items;
+ state.superweapons_finished = player.superweapons_finished;
+ return state;
+}
+
+/// \brief Restores a saved player state.
+/// \param[in] player Player to restore the state of.
+/// \param[in] st State to restore.
+/// \return No return.
+void Surv_RestorePlayerState(entity player, entity st)
+{
+ player.origin = st.origin;
+ player.velocity = st.velocity;
+ player.angles = st.angles;
+ player.health = st.health;
+ player.armorvalue = st.armorvalue;
+ player.ammo_shells = st.ammo_shells;
+ player.ammo_nails = st.ammo_nails;
+ player.ammo_rockets = st.ammo_rockets;
+ player.ammo_cells = st.ammo_cells;
+ player.weapons = st.weapons;
+ player.items = st.items;
+ player.superweapons_finished = st.superweapons_finished;
+}
+
+/// \brief Returns the attacker with the lowest score.
+/// \param[in] bot Whether to search only for bots.
+/// \return Attacker with the lowest score or NULL if not found.
+entity Surv_FindLowestAttacker(bool bot)
+{
+ entity player = NULL;
+ float score = FLOAT_MAX;
+ FOREACH_CLIENT(bot ? IS_BOT_CLIENT(it) : true,
+ {
+ if ((it.team == surv_attackerteam) && (it.surv_role ==
+ SURVIVAL_ROLE_PLAYER))
+ {
+ float tempscore = PlayerScore_Get(it, SP_SCORE);
+ if (tempscore < score)
+ {
+ player = it;
+ score = tempscore;
+ }
+ }
+ });
+ return player;
+}
+
+/// \brief Returns the defender with the lowest score.
+/// \param[in] bot Whether to search only for bots.
+/// \param[in] alive Whether to search only for alive players.
+/// \return Defender with the lowest score or NULL if not found.
+entity Surv_FindLowestDefender(bool bot, bool alive)
+{
+ entity player = NULL;
+ float score = FLOAT_MAX;
+ FOREACH_CLIENT(bot ? IS_BOT_CLIENT(it) : true,
+ {
+ if ((it.team == surv_defenderteam) && (alive ? !IS_DEAD(it) : true))
+ {
+ float tempscore = PlayerScore_Get(it, SP_SCORE);
+ if (tempscore < score)
+ {
+ player = it;
+ score = tempscore;
+ }
+ }
+ });
+ return player;
+}
+
+/// \brief Returns the cannon fodder.
+/// \return Cannon fodder or NULL if not found.
+entity Surv_FindCannonFodder()
+{
+ FOREACH_CLIENT(IS_BOT_CLIENT(it),
+ {
+ if (it.surv_role == SURVIVAL_ROLE_CANNON_FODDER)
+ {
+ return it;
+ }
+ });
+ return NULL;
+}
+
+/// \brief Changes the number of players in a team.
+/// \param[in] teamnum Team to adjust.
+/// \param[in] delta Amount to adjust by.
+/// \return No return.
+void Surv_ChangeNumberOfPlayers(int teamnum, int delta)
+{
+ switch (teamnum)
+ {
+ case surv_attackerteam:
+ {
+ surv_numattackers += delta;
+ LOG_TRACE("Number of attackers = ", ftos(surv_numattackers),
+ " was = ", ftos(surv_numattackers - delta));
+ Surv_UpdateTeamStats();
+ return;
+ }
+ case surv_defenderteam:
+ {
+ surv_numdefenders += delta;
+ LOG_TRACE("Number of defenders = ", ftos(surv_numdefenders),
+ " was = ", ftos(surv_numdefenders - delta));
+ Surv_UpdateTeamStats();
+ return;
+ }
+ }
+}
+
+/// \brief Changes the number of alive players in a team.
+/// \param[in] teamnum Team to adjust.
+/// \param[in] delta Amount to adjust by.
+/// \return No return.
+void Surv_ChangeNumberOfAlivePlayers(int teamnum, int delta)
+{
+ switch (teamnum)
+ {
+ case surv_attackerteam:
+ {
+ surv_numattackersalive += delta;
+ LOG_TRACE("Number of alive attackers = ", ftos(
+ surv_numattackersalive), " was = ", ftos(surv_numattackersalive
+ - delta));
+ break;
+ }
+ case surv_defenderteam:
+ {
+ surv_numdefendersalive += delta;
+ LOG_TRACE("Number of alive defenders = ", ftos(
+ surv_numdefendersalive), " was = ", ftos(surv_numdefendersalive
+ - delta));
+ break;
+ }
+ }
+ Surv_UpdateAliveStats();
+ eliminatedPlayers.SendFlags |= 1;
+}
+
+/// \brief Sets the player role.
+/// \param[in,out] player Player to adjust.
+/// \param[in] role Role to set.
+/// \return No return.
+void Surv_SetPlayerRole(entity player, int role)
+{
+ if (player.surv_role == role)
+ {
+ return;
+ }
+ player.surv_role = role;
+ switch (role)
+ {
+ case SURVIVAL_ROLE_NONE:
+ {
+ LOG_TRACE(player.netname, " now has no role.");
+ break;
+ }
+ case SURVIVAL_ROLE_PLAYER:
+ {
+ LOG_TRACE(player.netname, " is now a player.");
+ break;
+ }
+ case SURVIVAL_ROLE_CANNON_FODDER:
+ {
+ LOG_TRACE(player.netname, " is now a cannon fodder.");
+ break;
+ }
+ }
+}
+
+/// \brief Adds player to team. Handles bookkeeping information.
+/// \param[in] player Player to add.
+/// \param[in] teamnum Team to add to.
+/// \return True on success, false otherwise.
+bool Surv_AddPlayerToTeam(entity player, int teamnum)
+{
+ LOG_TRACE("Survival: AddPlayerToTeam, player: ", player.netname);
+ switch (teamnum)
+ {
+ case surv_attackerteam:
+ {
+ LOG_TRACE("Attacker team");
+ if (player.surv_role == SURVIVAL_ROLE_CANNON_FODDER)
+ {
+ LOG_TRACE("Cannon fodder is switching team");
+ return true;
+ }
+ if (IS_BOT_CLIENT(player))
+ {
+ LOG_TRACE("Client is bot");
+ LOG_TRACE("Attackers = ", ftos(surv_numattackers));
+ if (surv_numattackers < autocvar_g_surv_team_size)
+ {
+ Surv_SetPlayerRole(player, SURVIVAL_ROLE_PLAYER);
+ Surv_ChangeNumberOfPlayers(teamnum, +1);
+ return true;
+ }
+ Surv_SetPlayerRole(player, SURVIVAL_ROLE_CANNON_FODDER);
+ return true;
+ }
+ LOG_TRACE("Client is not a bot");
+ LOG_TRACE("Attackers = ", ftos(surv_numattackers));
+ if (surv_numattackers >= autocvar_g_surv_team_size)
+ {
+ LOG_TRACE("Removing bot");
+ // Remove bot to make space for human.
+ entity bot = Surv_FindLowestAttacker(true);
+ if (bot == NULL)
+ {
+ LOG_TRACE("No valid bot to remove");
+ // No space in team, denying team change.
+ TRANSMUTE(Spectator, player);
+ return false;
+ }
+ LOG_TRACE("Changing ", bot.netname,
+ " from attacker to cannon fodder.");
+ Surv_SetPlayerRole(bot, SURVIVAL_ROLE_CANNON_FODDER);
+ if (!IS_DEAD(bot))
+ {
+ Surv_ChangeNumberOfAlivePlayers(teamnum, -1);
+ }
+ Surv_ChangeNumberOfPlayers(teamnum, -1);
+ LOG_TRACE("Removed bot");
+ }
+ Surv_SetPlayerRole(player, SURVIVAL_ROLE_PLAYER);
+ Surv_ChangeNumberOfPlayers(teamnum, +1);
+ ++surv_numattackerhumans;
+ LOG_TRACE("Human attackers = ", ftos(surv_numattackerhumans));
+ if ((surv_autobalance == false) || (surv_numattackers -
+ surv_numdefenders) < 2)
+ {
+ return true;
+ }
+ entity lowestplayer = Surv_FindLowestAttacker(true);
+ if (lowestplayer != NULL)
+ {
+ bool savedautobalance = surv_autobalance;
+ surv_autobalance = false;
+ SetPlayerTeamSimple(lowestplayer, surv_defenderteam);
+ surv_autobalance = savedautobalance;
+ return true;
+ }
+ lowestplayer = Surv_FindLowestAttacker(false);
+ if (lowestplayer != NULL)
+ {
+ bool savedautobalance = surv_autobalance;
+ surv_autobalance = false;
+ SetPlayerTeamSimple(lowestplayer, surv_defenderteam);
+ surv_autobalance = savedautobalance;
+ }
+ return true;
+ }
+ case surv_defenderteam:
+ {
+ LOG_TRACE("Defender team");
+ if (IS_BOT_CLIENT(player))
+ {
+ LOG_TRACE("Client is bot");
+ LOG_TRACE("Defenders = ", ftos(surv_numdefenders));
+ if (surv_numdefenders < autocvar_g_surv_team_size)
+ {
+ Surv_SetPlayerRole(player, SURVIVAL_ROLE_PLAYER);
+ Surv_ChangeNumberOfPlayers(teamnum, +1);
+ return true;
+ }
+ LOG_TRACE("No space for defender, switching to attacker");
+ SetPlayerTeamSimple(player, surv_attackerteam);
+ return false;
+ }
+ LOG_TRACE("Client is not a bot");
+ LOG_TRACE("Defenders = ", ftos(surv_numdefenders));
+ if (surv_numdefenders >= autocvar_g_surv_team_size)
+ {
+ LOG_TRACE("Removing bot");
+ // Remove bot to make space for human.
+ entity bot = Surv_FindLowestDefender(true, true);
+ if (bot == NULL)
+ {
+ bot = Surv_FindLowestDefender(true, false);
+ }
+ if (bot == NULL)
+ {
+ LOG_TRACE("No valid bot to remove");
+ // No space in team, denying team change.
+ TRANSMUTE(Spectator, player);
+ return false;
+ }
+ LOG_TRACE("Changing ", bot.netname,
+ " from defender to cannon fodder.");
+ if (!IS_DEAD(bot))
+ {
+ player.surv_savedplayerstate = Surv_SavePlayerState(bot);
+ }
+ bool savedautobalance = surv_autobalance;
+ surv_autobalance = false;
+ surv_announcefrags = false;
+ SetPlayerTeamSimple(bot, surv_attackerteam);
+ surv_autobalance = savedautobalance;
+ surv_announcefrags = true;
+ LOG_TRACE("Removed bot");
+ }
+ Surv_SetPlayerRole(player, SURVIVAL_ROLE_PLAYER);
+ Surv_ChangeNumberOfPlayers(teamnum, +1);
+ ++surv_numdefenderhumans;
+ LOG_TRACE("Human defenders = ", ftos(surv_numdefenderhumans));
+ if ((surv_autobalance == false) || (surv_numdefenders -
+ surv_numattackers) < 2)
+ {
+ return true;
+ }
+ entity lowestplayer = Surv_FindLowestDefender(true, false);
+ if (lowestplayer != NULL)
+ {
+ bool savedautobalance = surv_autobalance;
+ surv_autobalance = false;
+ SetPlayerTeamSimple(lowestplayer, surv_attackerteam);
+ surv_autobalance = savedautobalance;
+ return true;
+ }
+ lowestplayer = Surv_FindLowestDefender(false, false);
+ if (lowestplayer != NULL)
+ {
+ bool savedautobalance = surv_autobalance;
+ surv_autobalance = false;
+ SetPlayerTeamSimple(lowestplayer, surv_attackerteam);
+ surv_autobalance = savedautobalance;
+ }
+ return true;
+ }
+ case -1:
+ {
+ LOG_TRACE("Spectator team");
+ player.surv_role = SURVIVAL_ROLE_NONE;
+ return false;
+ }
+ }
+ LOG_TRACE("Invalid team");
+ player.surv_role = SURVIVAL_ROLE_NONE;
+ return false;
+}
+
+/// \brief Removes player from team. Handles bookkeeping information.
+/// \param[in] player Player to remove.
+/// \param[in] Team to remove from.
+/// \return No return.
+void Surv_RemovePlayerFromTeam(entity player, int teamnum)
+{
+ LOG_TRACE("Survival: RemovePlayerFromTeam, player: ", player.netname);
+ switch (teamnum)
+ {
+ case surv_attackerteam:
+ {
+ LOG_TRACE("Attacker team");
+ if (player.surv_role == SURVIVAL_ROLE_NONE)
+ {
+ string message = strcat("RemovePlayerFromTeam: ",
+ player.netname, " has invalid role.");
+ DebugPrintToChatAll(message);
+ return;
+ }
+ if (player.surv_role == SURVIVAL_ROLE_CANNON_FODDER)
+ {
+ Surv_SetPlayerRole(player, SURVIVAL_ROLE_NONE);
+ return;
+ }
+ Surv_SetPlayerRole(player, SURVIVAL_ROLE_NONE);
+ Surv_ChangeNumberOfPlayers(teamnum, -1);
+ if (!IS_BOT_CLIENT(player))
+ {
+ --surv_numattackerhumans;
+ }
+ if ((surv_autobalance == false) || (surv_numattackers >=
+ surv_numdefenders))
+ {
+ return;
+ }
+ // Add bot to keep teams balanced.
+ entity lowestplayer = Surv_FindCannonFodder();
+ if (lowestplayer != NULL)
+ {
+ LOG_TRACE("Changing ", lowestplayer.netname,
+ " from cannon fodder to attacker.");
+ Surv_SetPlayerRole(lowestplayer, SURVIVAL_ROLE_PLAYER);
+ Surv_ChangeNumberOfPlayers(teamnum, +1);
+ if (!IS_DEAD(lowestplayer))
+ {
+ Surv_ChangeNumberOfAlivePlayers(teamnum, +1);
+ }
+ return;
+ }
+ lowestplayer = Surv_FindLowestDefender(true, false);
+ if (lowestplayer != NULL)
+ {
+ bool savedautobalance = surv_autobalance;
+ surv_autobalance = false;
+ SetPlayerTeamSimple(lowestplayer, surv_attackerteam);
+ surv_autobalance = savedautobalance;
+ return;
+ }
+ lowestplayer = Surv_FindLowestDefender(false, false);
+ if (lowestplayer == NULL)
+ {
+ return;
+ }
+ bool savedautobalance = surv_autobalance;
+ surv_autobalance = false;
+ SetPlayerTeamSimple(lowestplayer, surv_attackerteam);
+ surv_autobalance = savedautobalance;
+ return;
+ }
+ case surv_defenderteam:
+ {
+ LOG_TRACE("Defender team");
+ if (player.surv_role == SURVIVAL_ROLE_CANNON_FODDER)
+ {
+ // This happens during team switch. We don't need to change
+ // anything.
+ LOG_TRACE("Cannon fodder. Assuming team switch");
+ return;
+ }
+ if (player.surv_role != SURVIVAL_ROLE_PLAYER)
+ {
+ string message = strcat("RemovePlayerFromTeam: ",
+ player.netname, " has invalid role.");
+ DebugPrintToChatAll(message);
+ return;
+ }
+ Surv_SetPlayerRole(player, SURVIVAL_ROLE_NONE);
+ Surv_ChangeNumberOfPlayers(teamnum, -1);
+ if (!IS_BOT_CLIENT(player))
+ {
+ --surv_numdefenderhumans;
+ }
+ if ((surv_autobalance == false) || (surv_numdefenders >=
+ surv_numattackers))
+ {
+ return;
+ }
+ // Add bot to keep teams balanced.
+ entity lowestplayer = Surv_FindCannonFodder();
+ if (lowestplayer != NULL)
+ {
+ LOG_TRACE("Changing ", lowestplayer.netname,
+ " from cannon fodder to defender.");
+ if (!IS_DEAD(player))
+ {
+ lowestplayer.surv_savedplayerstate =
+ Surv_SavePlayerState(player);
+ }
+ bool savedautobalance = surv_autobalance;
+ surv_autobalance = false;
+ surv_announcefrags = false;
+ SetPlayerTeamSimple(lowestplayer, surv_defenderteam);
+ surv_autobalance = savedautobalance;
+ surv_announcefrags = true;
+ return;
+ }
+ lowestplayer = Surv_FindLowestAttacker(true);
+ if (lowestplayer != NULL)
+ {
+ bool savedautobalance = surv_autobalance;
+ surv_autobalance = false;
+ surv_announcefrags = false;
+ SetPlayerTeamSimple(lowestplayer, surv_defenderteam);
+ surv_autobalance = savedautobalance;
+ surv_announcefrags = true;
+ return;
+ }
+ lowestplayer = Surv_FindLowestAttacker(false);
+ if (lowestplayer == NULL)
+ {
+ return;
+ }
+ bool savedautobalance = surv_autobalance;
+ surv_autobalance = false;
+ surv_announcefrags = false;
+ SetPlayerTeamSimple(lowestplayer, surv_defenderteam);
+ surv_autobalance = savedautobalance;
+ surv_announcefrags = true;
+ return;
+ }
+ case -1:
+ {
+ LOG_TRACE("Spectator team");
+ return;
+ }
+ default:
+ {
+ LOG_TRACE("Invalid team");
+ return;
+ }
+ }
+}
+
+/// \brief Updates stats of team count on HUD.
+/// \return No return.
+void Surv_UpdateTeamStats()
+{
+ // Debug stuff
+ if (surv_attackerteam == NUM_TEAM_1)
+ {
+ yellowalive = surv_numattackers;
+ pinkalive = surv_numdefenders;
+ }
+ else
+ {
+ pinkalive = surv_numattackers;
+ yellowalive = surv_numdefenders;
+ }
+ FOREACH_CLIENT(IS_REAL_CLIENT(it),
+ {
+ it.yellowalive_stat = yellowalive;
+ it.pinkalive_stat = pinkalive;
+ });
+}
+
+/// \brief Adds player to alive list. Handles bookkeeping information.
+/// \param[in] player Player to add.
+/// \param[in] teamnum Team of the player.
+/// \return No return.
+void Surv_AddPlayerToAliveList(entity player, int teamnum)
+{
+ switch (teamnum)
+ {
+ case surv_attackerteam:
+ {
+ if (player.surv_role == SURVIVAL_ROLE_PLAYER)
+ {
+ Surv_ChangeNumberOfAlivePlayers(teamnum, +1);
+ }
+ return;
+ }
+ case surv_defenderteam:
+ {
+ Surv_ChangeNumberOfAlivePlayers(teamnum, +1);
+ return;
+ }
+ }
+}
+
+/// \brief Removes player from alive list. Handles bookkeeping information.
+/// \param[in] player Player to remove.
+/// \param[in] teamnum Team of the player.
+/// \return No return.
+void Surv_RemovePlayerFromAliveList(entity player, int teamnum)
+{
+ if (player.surv_attack_sprite)
+ {
+ WaypointSprite_Kill(player.surv_attack_sprite);
+ }
+ if (player.surv_defend_sprite)
+ {
+ WaypointSprite_Kill(player.surv_defend_sprite);
+ }
+ switch (teamnum)
+ {
+ case surv_attackerteam:
+ {
+ if (player.surv_role == SURVIVAL_ROLE_PLAYER)
+ {
+ Surv_ChangeNumberOfAlivePlayers(teamnum, -1);
+ }
+ return;
+ }
+ case surv_defenderteam:
+ {
+ if (player.surv_role == SURVIVAL_ROLE_CANNON_FODDER)
+ {
+ // This happens during team switch. We don't need to change
+ // anything.
+ return;
+ }
+ Surv_ChangeNumberOfAlivePlayers(teamnum, -1);
+ if (warmup_stage || surv_allowed_to_spawn || !surv_announcefrags)
+ {
+ return;
+ }
+ switch (surv_numdefendersalive)
+ {
+ case 1:
+ {
+ sound(NULL, CH_TRIGGER, SND_SURV_1_FRAG_LEFT,
+ VOL_BASE, ATTEN_NONE);
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ if (it.team == surv_defenderteam)
+ {
+ Send_Notification(NOTIF_ONE, it, MSG_CENTER,
+ CENTER_ALONE);
+ return;
+ }
+ });
+ return;
+ }
+ case 2:
+ {
+ sound(NULL, CH_TRIGGER, SND_SURV_2_FRAGS_LEFT,
+ VOL_BASE, ATTEN_NONE);
+ return;
+ }
+ case 3:
+ {
+ sound(NULL, CH_TRIGGER, SND_SURV_3_FRAGS_LEFT,
+ VOL_BASE, ATTEN_NONE);
+ return;
+ }
+ }
+ return;
+ }
+ }
+}
+
+/// \brief Counts alive players.
+/// \return No return.
+/// \note In a perfect world this function shouldn't exist. However, since QC
+/// code is so bad and spurious mutators can really mess with your code, this
+/// function is called as a last resort.
+void Surv_CountAlivePlayers()
+{
+ int savednumdefenders = surv_numdefendersalive;
+ surv_numattackersalive = 0;
+ surv_numdefendersalive = 0;
+ FOREACH_CLIENT(IS_PLAYER(it),
+ {
+ switch (it.team)
+ {
+ case surv_attackerteam:
+ {
+ if ((it.surv_role == SURVIVAL_ROLE_PLAYER) && !IS_DEAD(it))
+ {
+ ++surv_numattackersalive;
+ }
+ break;
+ }
+ case surv_defenderteam:
+ {
+ if ((it.surv_role == SURVIVAL_ROLE_PLAYER) && !IS_DEAD(it))
+ {
+ ++surv_numdefendersalive;
+ }
+ break;
+ }
+ }
+ });
+ Surv_UpdateAliveStats();
+ eliminatedPlayers.SendFlags |= 1;
+ if (warmup_stage || surv_allowed_to_spawn || (savednumdefenders <=
+ surv_numdefendersalive))
+ {
+ return;
+ }
+ switch (surv_numdefendersalive)
+ {
+ case 1:
+ {
+ sound(NULL, CH_TRIGGER, SND_SURV_1_FRAG_LEFT, VOL_BASE, ATTEN_NONE);
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ if (it.team == surv_defenderteam)
+ {
+ Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ALONE);
+ return;
+ }
+ });
+ return;
+ }
+ case 2:
+ {
+ sound(NULL, CH_TRIGGER, SND_SURV_2_FRAGS_LEFT, VOL_BASE,
+ ATTEN_NONE);
+ return;
+ }
+ case 3:
+ {
+ sound(NULL, CH_TRIGGER, SND_SURV_3_FRAGS_LEFT, VOL_BASE,
+ ATTEN_NONE);
+ return;
+ }
+ }
+}
+
+/// \brief Updates stats of alive players on HUD.
+/// \return No return.
+void Surv_UpdateAliveStats()
+{
+ // Debug stuff
+ if (surv_attackerteam == NUM_TEAM_1)
+ {
+ redalive = surv_numattackersalive;
+ bluealive = surv_numdefendersalive;
+ }
+ else
+ {
+ bluealive = surv_numattackersalive;
+ redalive = surv_numdefendersalive;
+ }
+ FOREACH_CLIENT(IS_REAL_CLIENT(it),
+ {
+ it.surv_defenders_alive_stat = surv_numdefendersalive;
+ it.redalive_stat = redalive;
+ it.bluealive_stat = bluealive;
+ });
+ Surv_UpdateDefenderHealthStat();
+}
+
+/// \brief Updates defender health on the HUD.
+/// \return No return.
+void Surv_UpdateDefenderHealthStat()
+{
+ float maxhealth;
+ float totalhealth = 0;
+ if (autocvar_g_instagib == 1)
+ {
+ maxhealth = surv_numdefenders * (PlayerTemplate_GetFloatValue(
+ "surv_defender", "start_armor") + 1);
+ FOREACH_CLIENT(IS_PLAYER(it),
+ {
+ if (it.team == surv_defenderteam)
+ {
+ totalhealth += GetResourceAmount(it, RESOURCE_ARMOR) + 1;
+ }
+ });
+ }
+ else
+ {
+ maxhealth = surv_numdefenders * (PlayerTemplate_GetFloatValue(
+ "surv_defender", "start_health") + PlayerTemplate_GetFloatValue(
+ "surv_defender", "start_armor"));
+ FOREACH_CLIENT(IS_PLAYER(it),
+ {
+ if (it.team == surv_defenderteam)
+ {
+ totalhealth += GetResourceAmount(it, RESOURCE_HEALTH);
+ totalhealth += GetResourceAmount(it, RESOURCE_ARMOR);
+ }
+ });
+ }
+ float healthratio;
+ if (maxhealth == 0)
+ {
+ healthratio = 0;
+ }
+ else
+ {
+ healthratio = totalhealth / maxhealth;
+ }
+ FOREACH_CLIENT(IS_REAL_CLIENT(it),
+ {
+ it.surv_defender_health_stat = healthratio;
+ });
+}
+
+/// \brief Returns whether the player can spawn.
+/// \param[in] player Player to check.
+/// \return True if the player can spawn, false otherwise.
+bool Surv_CanPlayerSpawn(entity player)
+{
+ if ((player.team == surv_attackerteam) ||
+ (player.surv_savedplayerstate != NULL))
+ {
+ return true;
+ }
+ return surv_allowed_to_spawn;
+}
+
+/// \brief Switches the round type.
+/// \return No return.
+void Surv_SwitchRoundType()
+{
+ switch (surv_roundtype)
+ {
+ case SURVIVAL_ROUND_FIRST:
+ {
+ surv_roundtype = SURVIVAL_ROUND_SECOND;
+ return;
+ }
+ case SURVIVAL_ROUND_SECOND:
+ {
+ surv_roundtype = SURVIVAL_ROUND_FIRST;
+ return;
+ }
+ }
+}
+
+/// \brief Cleans up the mess after the round has finished.
+/// \return No return.
+void Surv_RoundCleanup()
+{
+ surv_allowed_to_spawn = false;
+ surv_isroundactive = false;
+ game_stopped = true;
+ FOREACH_CLIENT(true,
+ {
+ if (it.surv_attack_sprite)
+ {
+ WaypointSprite_Kill(it.surv_attack_sprite);
+ }
+ if (it.surv_defend_sprite)
+ {
+ WaypointSprite_Kill(it.surv_defend_sprite);
+ }
+ if (it.surv_savedplayerstate)
+ {
+ delete(it.surv_savedplayerstate);
+ it.surv_savedplayerstate = NULL;
+ }
+ });
+ if (surv_type == SURVIVAL_TYPE_VERSUS)
+ {
+ Surv_SwitchRoundType();
+ round_handler_Init(5, autocvar_g_surv_warmup, surv_timetobeat);
+ return;
+ }
+ round_handler_Init(5, autocvar_g_surv_warmup,
+ autocvar_g_surv_round_timelimit);
+}
+
+/// \brief Swaps attacker and defender teams.
+/// \return No return.
+void Surv_SwapTeams()
+{
+ int temp = surv_attackerteam;
+ surv_attackerteam = surv_defenderteam;
+ surv_defenderteam = temp;
+ temp = surv_attackerteambit;
+ surv_attackerteambit = surv_defenderteambit;
+ surv_defenderteambit = temp;
+ temp = surv_numattackers;
+ surv_numattackers = surv_numdefenders;
+ surv_numdefenders = temp;
+ temp = surv_numattackerhumans;
+ surv_numattackerhumans = surv_numdefenderhumans;
+ surv_numdefenderhumans = temp;
+ FOREACH_CLIENT(true,
+ {
+ if ((it.team == surv_defenderteam) && (it.surv_role ==
+ SURVIVAL_ROLE_CANNON_FODDER))
+ {
+ SetPlayerTeamSimple(it, surv_attackerteam);
+ }
+ });
+ FOREACH_CLIENT(IS_REAL_CLIENT(it),
+ {
+ it.surv_defender_team_stat = Team_TeamToNumber(surv_defenderteam);
+ });
+}
+
+/// \brief Forces the overkill model for specific player.
+/// \param[in,out] player Player to force the model of.
+/// \return No return.
+void Surv_ForceOverkillPlayerModel(entity player)
+{
+ switch (player.team)
+ {
+ case NUM_TEAM_1:
+ {
+ switch (floor(random() * 4))
+ {
+ case 0:
+ {
+ player.surv_playermodel = "models/ok_player/okrobot1.dpm";
+ return;
+ }
+ case 1:
+ {
+ player.surv_playermodel = "models/ok_player/okrobot2.dpm";
+ return;
+ }
+ case 2:
+ {
+ player.surv_playermodel = "models/ok_player/okrobot3.dpm";
+ return;
+ }
+ case 3:
+ {
+ player.surv_playermodel = "models/ok_player/okrobot4.dpm";
+ return;
+ }
+ }
+ return;
+ }
+ case NUM_TEAM_2:
+ {
+ switch (floor(random() * 4))
+ {
+ case 0:
+ {
+ player.surv_playermodel = "models/ok_player/okmale1.dpm";
+ return;
+ }
+ case 1:
+ {
+ player.surv_playermodel = "models/ok_player/okmale2.dpm";
+ return;
+ }
+ case 2:
+ {
+ player.surv_playermodel = "models/ok_player/okmale3.dpm";
+ return;
+ }
+ case 3:
+ {
+ player.surv_playermodel = "models/ok_player/okmale4.dpm";
+ return;
+ }
+ }
+ return;
+ }
+ }
+}
+
+/// \brief Determines the player model to the one configured for the gamemode.
+/// \param[in,out] player Player to determine the model of.
+/// \return No return.
+void Surv_DeterminePlayerModel(entity player)
+{
+ switch (player.team)
+ {
+ case surv_attackerteam:
+ {
+ switch (player.surv_role)
+ {
+ case SURVIVAL_ROLE_PLAYER:
+ {
+ if (!autocvar_g_surv_attacker_force_overkill_models)
+ {
+ player.surv_playermodel = player.surv_savedplayermodel;
+ return;
+ }
+ Surv_ForceOverkillPlayerModel(player);
+ return;
+ }
+ case SURVIVAL_ROLE_CANNON_FODDER:
+ {
+ if (!autocvar_g_surv_cannon_fodder_force_overkill_models)
+ {
+ player.surv_playermodel = player.surv_savedplayermodel;
+ return;
+ }
+ Surv_ForceOverkillPlayerModel(player);
+ return;
+ }
+ }
+ }
+ case surv_defenderteam:
+ {
+ if (!autocvar_g_surv_defender_force_overkill_models)
+ {
+ player.surv_playermodel = player.surv_savedplayermodel;
+ return;
+ }
+ Surv_ForceOverkillPlayerModel(player);
+ return;
+ }
+ }
+}
+
+/// \brief Setups a waypoint sprite used to track defenders.
+/// \param[in] player Player to attach sprite too.
+/// \return No return.
+void Surv_SetupWaypointSprite(entity player)
+{
+ WaypointSprite_Spawn(WP_SurvivalKill, 0, 0, player, '0 0 64', NULL,
+ surv_attackerteam, player, surv_attack_sprite, false,
+ RADARICON_OBJECTIVE);
+ WaypointSprite_Spawn(WP_SurvivalDefend, 0, 0, player, '0 0 64', NULL,
+ surv_defenderteam, player, surv_defend_sprite, false,
+ RADARICON_OBJECTIVE);
+ //player.surv_attack_sprite.colormod = colormapPaletteColor(player.team - 1,
+ // false);
+ //player.surv_defend_sprite.colormod = colormapPaletteColor(player.team - 1,
+ // false);
+ float max_hp;
+ if (autocvar_g_instagib == 1)
+ {
+ max_hp = PlayerTemplate_GetFloatValue(Surv_GetPlayerTemplate(player),
+ "start_armor") + 1;
+ WaypointSprite_UpdateMaxHealth(player.surv_attack_sprite, max_hp);
+ WaypointSprite_UpdateMaxHealth(player.surv_defend_sprite, max_hp);
+ Surv_UpdateWaypointSpriteHealth(player);
+ return;
+ }
+ max_hp = PlayerTemplate_GetFloatValue(Surv_GetPlayerTemplate(player),
+ "start_health") + PlayerTemplate_GetFloatValue(Surv_GetPlayerTemplate(
+ player), "start_armor");
+ WaypointSprite_UpdateMaxHealth(player.surv_attack_sprite, max_hp);
+ WaypointSprite_UpdateMaxHealth(player.surv_defend_sprite, max_hp);
+ Surv_UpdateWaypointSpriteHealth(player);
+}
+
+void Surv_UpdateWaypointSpriteHealth(entity player)
+{
+ float hp;
+ if (autocvar_g_instagib == 1)
+ {
+ hp = GetResourceAmount(player, RESOURCE_ARMOR) + 1;
+ }
+ else
+ {
+ hp = GetResourceAmount(player, RESOURCE_HEALTH) + GetResourceAmount(
+ player, RESOURCE_ARMOR);
+ }
+ WaypointSprite_UpdateHealth(player.surv_attack_sprite, hp);
+ WaypointSprite_UpdateHealth(player.surv_defend_sprite, hp);
+}
+
+//=============================== Callbacks ===================================
+
+bool Surv_CanRoundStart()
+{
+ return (surv_numattackersalive > 0) && (surv_numdefendersalive > 0);
+}
+
+bool Surv_CanRoundEnd()
+{
+ if (warmup_stage)
+ {
+ return false;
+ }
+ if((round_handler_GetEndTime() > 0) && (round_handler_GetEndTime() -
+ time <= 0))
+ {
+ if (surv_roundtype == SURVIVAL_ROUND_FIRST)
+ {
+ surv_timetobeat = time - surv_roundstarttime;
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER,
+ CENTER_SURVIVAL_DEFENDERS_SURVIVED);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO,
+ INFO_SURVIVAL_DEFENDERS_SURVIVED);
+ Surv_RoundCleanup();
+ return true;
+ }
+ surv_timetobeat = autocvar_g_surv_round_timelimit;
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER,
+ CENTER_SURVIVAL_DEFENDERS_SURVIVED);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO,
+ INFO_SURVIVAL_DEFENDERS_SURVIVED);
+ switch (surv_defenderteam)
+ {
+ case NUM_TEAM_1:
+ {
+ sound(NULL, CH_TRIGGER, SND_SURV_RED_SCORES, VOL_BASE,
+ ATTEN_NONE);
+ break;
+ }
+ case NUM_TEAM_2:
+ {
+ sound(NULL, CH_TRIGGER, SND_SURV_BLUE_SCORES, VOL_BASE,
+ ATTEN_NONE);
+ break;
+ }
+ }
+ TeamScore_AddToTeam(surv_defenderteam, 1, 1);
+ Surv_RoundCleanup();
+ return true;
+ }
+ if (surv_numdefendersalive > 0)
+ {
+ return false;
+ }
+ if (surv_roundtype == SURVIVAL_ROUND_FIRST)
+ {
+ surv_timetobeat = time - surv_roundstarttime;
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER,
+ CENTER_SURVIVAL_DEFENDERS_ELIMINATED_IN, surv_timetobeat);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO,
+ INFO_SURVIVAL_DEFENDERS_ELIMINATED_IN, surv_timetobeat);
+ Surv_RoundCleanup();
+ return true;
+ }
+ surv_timetobeat = autocvar_g_surv_round_timelimit;
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER,
+ CENTER_SURVIVAL_DEFENDERS_ELIMINATED);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO,
+ INFO_SURVIVAL_DEFENDERS_ELIMINATED);
+ switch (surv_attackerteam)
+ {
+ case NUM_TEAM_1:
+ {
+ sound(NULL, CH_TRIGGER, SND_SURV_RED_SCORES, VOL_BASE,
+ ATTEN_NONE);
+ break;
+ }
+ case NUM_TEAM_2:
+ {
+ sound(NULL, CH_TRIGGER, SND_SURV_BLUE_SCORES, VOL_BASE,
+ ATTEN_NONE);
+ break;
+ }
+ }
+ TeamScore_AddToTeam(surv_attackerteam, 1, 1);
+ Surv_RoundCleanup();
+ return true;
+}
+
+void Surv_RoundStart()
+{
+ if (warmup_stage)
+ {
+ surv_allowed_to_spawn = true;
+ return;
+ }
+ surv_isroundactive = true;
+ surv_roundstarttime = time;
+ surv_allowed_to_spawn = false;
+ switch (surv_roundtype)
+ {
+ case SURVIVAL_ROUND_FIRST:
+ {
+ FOREACH_CLIENT(IS_PLAYER(it),
+ {
+ if (it.team == surv_attackerteam)
+ {
+ Send_Notification(NOTIF_TEAM, it, MSG_CENTER,
+ CENTER_SURVIVAL_1ST_ROUND_ATTACKER);
+ Send_Notification(NOTIF_TEAM, it, MSG_INFO,
+ INFO_SURVIVAL_1ST_ROUND_ATTACKER);
+ break;
+ }
+ });
+ FOREACH_CLIENT(IS_PLAYER(it),
+ {
+ if (it.team == surv_defenderteam)
+ {
+ if (surv_type == SURVIVAL_TYPE_COOP)
+ {
+ Send_Notification(NOTIF_TEAM, it, MSG_CENTER,
+ CENTER_SURVIVAL_COOP_DEFENDER);
+ Send_Notification(NOTIF_TEAM, it, MSG_INFO,
+ INFO_SURVIVAL_COOP_DEFENDER);
+ break;
+ }
+ Send_Notification(NOTIF_TEAM, it, MSG_CENTER,
+ CENTER_SURVIVAL_1ST_ROUND_DEFENDER);
+ Send_Notification(NOTIF_TEAM, it, MSG_INFO,
+ INFO_SURVIVAL_1ST_ROUND_DEFENDER);
+ break;
+ }
+ });
+ break;
+ }
+ case SURVIVAL_ROUND_SECOND:
+ {
+ FOREACH_CLIENT(IS_PLAYER(it),
+ {
+ if (it.team == surv_attackerteam)
+ {
+ Send_Notification(NOTIF_TEAM, it, MSG_CENTER,
+ CENTER_SURVIVAL_2ND_ROUND_ATTACKER, surv_timetobeat);
+ Send_Notification(NOTIF_TEAM, it, MSG_INFO,
+ INFO_SURVIVAL_2ND_ROUND_ATTACKER, surv_timetobeat);
+ break;
+ }
+ });
+ FOREACH_CLIENT(IS_PLAYER(it),
+ {
+ if (it.team == surv_defenderteam)
+ {
+ Send_Notification(NOTIF_TEAM, it, MSG_CENTER,
+ CENTER_SURVIVAL_2ND_ROUND_DEFENDER, surv_timetobeat);
+ Send_Notification(NOTIF_TEAM, it, MSG_INFO,
+ INFO_SURVIVAL_2ND_ROUND_DEFENDER, surv_timetobeat);
+ break;
+ }
+ });
+ break;
+ }
+ }
+ if (autocvar_g_surv_stealth)
+ {
+ return;
+ }
+ FOREACH_CLIENT(IS_PLAYER(it),
+ {
+ switch (it.team)
+ {
+ case surv_defenderteam:
+ {
+ if (it.surv_role == SURVIVAL_ROLE_PLAYER)
+ {
+ Surv_SetupWaypointSprite(it);
+ }
+ break;
+ }
+ }
+ });
+}
+
+bool Surv_IsEliminated(entity player)
+{
+ switch (player.surv_state)
+ {
+ case SURVIVAL_STATE_NOT_PLAYING:
+ {
+ return true;
+ }
+ case SURVIVAL_STATE_PLAYING:
+ {
+ if (player.surv_role == SURVIVAL_ROLE_CANNON_FODDER)
+ {
+ // A hack until proper scoreboard is done.
+ return true;
+ }
+ if ((player.team == surv_defenderteam) && (IS_DEAD(player) ||
+ IS_OBSERVER(player)))
+ {
+ return true;
+ }
+ return false;
+ }
+ }
+ // Should never reach here
+ return true;
+}
+
+//============================= Hooks ========================================
+
+/// \brief Hook that is called to determine general rules of the game.
+MUTATOR_HOOKFUNCTION(surv, ReadLevelCvars)
+{
+ surv_warmup = warmup_stage;
+}
+
+/// \brief Hook that is called to determine if there is a weapon arena.
+MUTATOR_HOOKFUNCTION(surv, SetWeaponArena)
+{
+ // Removing any weapon arena.
+ M_ARGV(0, string) = "off";
+}
+
+/// \brief Hook that is called to determine start items of all players.
+MUTATOR_HOOKFUNCTION(surv, SetStartItems)
+{
+ if (autocvar_g_instagib == 1)
+ {
+ return;
+ }
+ start_weapons = WEPSET(Null);
+ warmup_start_weapons = WEPSET(Null);
+}
+
+/// \brief Hook that is called on every frame.
+MUTATOR_HOOKFUNCTION(surv, SV_StartFrame)
+{
+ if (game_stopped || !surv_isroundactive)
+ {
+ return;
+ }
+ float roundtime = 0;
+ switch (surv_roundtype)
+ {
+ case SURVIVAL_ROUND_FIRST:
+ {
+ roundtime = time - surv_roundstarttime;
+ break;
+ }
+ case SURVIVAL_ROUND_SECOND:
+ {
+ roundtime = round_handler_GetEndTime() - time;
+ break;
+ }
+ }
+ FOREACH_CLIENT(IS_REAL_CLIENT(it),
+ {
+ it.surv_round_time_stat = roundtime;
+ });
+}
+
+/// \brief Hook that determines which team player can join. This is called
+/// before ClientConnect.
+MUTATOR_HOOKFUNCTION(surv, CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
+{
+ entity player = M_ARGV(2, entity);
+ LOG_TRACE("Survival: CheckAllowedTeams, player = ", player.netname);
+ if (player == NULL)
+ {
+ return SURVIVAL_TEAM_BITS;
+ }
+ if (IS_BOT_CLIENT(player))
+ {
+ int teambits = surv_attackerteambit;
+ if ((player.team == surv_defenderteam) || (surv_numdefenders <
+ autocvar_g_surv_team_size))
+ {
+ teambits |= surv_defenderteambit;
+ }
+ M_ARGV(0, float) = teambits;
+ return;
+ }
+ if (surv_type == SURVIVAL_TYPE_COOP)
+ {
+ if (surv_numdefenderhumans < autocvar_g_surv_team_size)
+ {
+ M_ARGV(0, float) = surv_defenderteambit;
+ return;
+ }
+ M_ARGV(0, float) = 0;
+ return;
+ }
+ int teambits = 0;
+ if (surv_numattackerhumans < autocvar_g_surv_team_size)
+ {
+ LOG_TRACE("Player can join attackers");
+ teambits |= surv_attackerteambit;
+ }
+ if (surv_numdefenderhumans < autocvar_g_surv_team_size)
+ {
+ LOG_TRACE("Player can join defenders");
+ teambits |= surv_defenderteambit;
+ }
+ M_ARGV(0, float) = teambits;
+ return;
+}
+
+/// \brief Hook that override team counts.
+MUTATOR_HOOKFUNCTION(surv, GetTeamCounts, CBC_ORDER_EXCLUSIVE)
+{
+ return true;
+}
+
+/// \brief Hook that sets the team count.
+MUTATOR_HOOKFUNCTION(surv, GetTeamCount, CBC_ORDER_EXCLUSIVE)
+{
+ float teamnum = M_ARGV(0, float);
+ entity ignore = M_ARGV(1, entity);
+ switch (teamnum)
+ {
+ case surv_attackerteam:
+ {
+ M_ARGV(2, float) = surv_numattackers;
+ M_ARGV(3, float) = surv_numattackers - surv_numattackerhumans;
+ if (ignore.team == surv_attackerteam)
+ {
+ --M_ARGV(2, float);
+ if (IS_BOT_CLIENT(ignore))
+ {
+ --M_ARGV(3, float);
+ }
+ }
+ entity lowestplayer = NULL;
+ float lowestplayerscore = FLOAT_MAX;
+ entity lowestbot = NULL;
+ float lowestbotscore = FLOAT_MAX;
+ FOREACH_CLIENT((it.team == surv_attackerteam) && (it.surv_role ==
+ SURVIVAL_ROLE_PLAYER),
+ {
+ if (it == ignore)
+ {
+ continue;
+ }
+ if (IS_BOT_CLIENT(it))
+ {
+ float tempscore = PlayerScore_Get(it, SP_SCORE);
+ if (tempscore < lowestbotscore)
+ {
+ lowestbot = it;
+ lowestbotscore = tempscore;
+ continue;
+ }
+ }
+ float tempscore = PlayerScore_Get(it, SP_SCORE);
+ if (tempscore < lowestplayerscore)
+ {
+ lowestplayer = it;
+ lowestplayerscore = tempscore;
+ }
+ });
+ M_ARGV(4, entity) = lowestplayer;
+ M_ARGV(5, entity) = lowestbot;
+ break;
+ }
+ case surv_defenderteam:
+ {
+ M_ARGV(2, float) = surv_numdefenders;
+ M_ARGV(3, float) = surv_numdefenders - surv_numdefenderhumans;
+ if (ignore.team == surv_defenderteam)
+ {
+ --M_ARGV(2, float);
+ if (IS_BOT_CLIENT(ignore))
+ {
+ --M_ARGV(3, float);
+ }
+ }
+ entity lowestplayer = NULL;
+ float lowestplayerscore = FLOAT_MAX;
+ entity lowestbot = NULL;
+ float lowestbotscore = FLOAT_MAX;
+ FOREACH_CLIENT((it.team == surv_defenderteam),
+ {
+ if (it == ignore)
+ {
+ continue;
+ }
+ if (IS_BOT_CLIENT(it))
+ {
+ float tempscore = PlayerScore_Get(it, SP_SCORE);
+ if (tempscore < lowestbotscore)
+ {
+ lowestbot = it;
+ lowestbotscore = tempscore;
+ continue;
+ }
+ }
+ float tempscore = PlayerScore_Get(it, SP_SCORE);
+ if (tempscore < lowestplayerscore)
+ {
+ lowestplayer = it;
+ lowestplayerscore = tempscore;
+ }
+ });
+ M_ARGV(4, entity) = lowestplayer;
+ M_ARGV(5, entity) = lowestbot;
+ break;
+ }
+ }
+ return true;
+}
+
+/// \brief Hook that determines the best teams for the player to join.
+MUTATOR_HOOKFUNCTION(surv, FindBestTeams, CBC_ORDER_EXCLUSIVE)
+{
+ if (surv_type == SURVIVAL_TYPE_COOP)
+ {
+ return false;
+ }
+ entity player = M_ARGV(0, entity);
+ if (IS_BOT_CLIENT(player))
+ {
+ return false;
+ }
+ int numattackerhumans = surv_numattackerhumans;
+ int numdefenderhumans = surv_numdefenderhumans;
+ if (player.team == surv_attackerteam)
+ {
+ --numattackerhumans;
+ }
+ else if (player.team == surv_defenderteam)
+ {
+ --numdefenderhumans;
+ }
+ if (numattackerhumans < numdefenderhumans)
+ {
+ M_ARGV(1, float) = BIT(Team_TeamToNumber(surv_attackerteam) - 1);
+ return true;
+ }
+ if (numattackerhumans > numdefenderhumans)
+ {
+ M_ARGV(1, float) = BIT(Team_TeamToNumber(surv_defenderteam) - 1);
+ return true;
+ }
+ M_ARGV(1, float) = SURVIVAL_TEAM_BITS;
+ return true;
+}
+
+/// \brief Hook that is called when player has changed the team.
+MUTATOR_HOOKFUNCTION(surv, Player_ChangedTeam)
+{
+ entity player = M_ARGV(0, entity);
+ int oldteam = M_ARGV(1, float);
+ int newteam = M_ARGV(2, float);
+ string message = strcat("Survival: Player_ChangedTeam, ", player.netname,
+ ", old team = ", ftos(oldteam), " new team = ", ftos(newteam));
+ LOG_TRACE(message);
+ DebugPrintToChatAll(message);
+ if ((oldteam != -1) && IS_PLAYER(player) && !IS_DEAD(player))
+ {
+ Surv_RemovePlayerFromAliveList(player, oldteam);
+ }
+ Surv_RemovePlayerFromTeam(player, oldteam);
+ if (Surv_AddPlayerToTeam(player, newteam) == false)
+ {
+ return;
+ }
+ //Surv_CountAlivePlayers();
+ if ((oldteam != -1) && IS_PLAYER(player) && !IS_DEAD(player))
+ {
+ Surv_AddPlayerToAliveList(player, newteam);
+ }
+}
+
+/// \brief Hook that is called when player is about to be killed when changing
+/// teams.
+MUTATOR_HOOKFUNCTION(surv, Player_ChangeTeamKill)
+{
+ entity player = M_ARGV(0, entity);
+ if (player.team != surv_defenderteam)
+ {
+ return false;
+ }
+ if (player.surv_savedplayerstate == NULL)
+ {
+ return false;
+ }
+ Surv_RestorePlayerState(player, player.surv_savedplayerstate);
+ delete(player.surv_savedplayerstate);
+ player.surv_savedplayerstate = NULL;
+ return true;
+}
+
+/// \brief Hook that is called when player is about to be killed as a result of
+/// the kill command or changing teams.
+MUTATOR_HOOKFUNCTION(surv, ClientKill_Now)
+{
+ entity player = M_ARGV(0, entity);
+ if (player.team == surv_defenderteam)
+ {
+ // Deny suicide.
+ return true;
+ }
+}
+
+/// \brief Hook that is called when player connects to the server.
+MUTATOR_HOOKFUNCTION(surv, ClientConnect)
+{
+ entity player = M_ARGV(0, entity);
+ LOG_TRACE("Survival: ClientConnect, player = ", player.netname);
+ player.surv_savedplayermodel = player.playermodel;
+ if (IS_REAL_CLIENT(player))
+ {
+ player.surv_defender_team_stat = Team_TeamToNumber(surv_defenderteam);
+ player.surv_defenders_alive_stat = surv_numdefendersalive;
+ player.redalive_stat = redalive;
+ player.bluealive_stat = bluealive;
+ player.yellowalive_stat = yellowalive;
+ player.pinkalive_stat = pinkalive;
+ }
+ if (player.surv_role == SURVIVAL_ROLE_NONE)
+ {
+ Surv_AddPlayerToTeam(player, player.team);
+ }
+ return true;
+}
+
+/// \brief Hook that is called when player disconnects from the server.
+MUTATOR_HOOKFUNCTION(surv, ClientDisconnect)
+{
+ entity player = M_ARGV(0, entity);
+ if (!IS_DEAD(player))
+ {
+ Surv_RemovePlayerFromAliveList(player, player.team);
+ }
+ Surv_RemovePlayerFromTeam(player, player.team);
+ //Surv_CountAlivePlayers();
+}
+
+/// \brief Hook that determines whether player can spawn. It is not called for
+/// players who have joined the team and are dead.
+MUTATOR_HOOKFUNCTION(surv, ForbidSpawn)
+{
+ entity player = M_ARGV(0, entity);
+ LOG_TRACE("Survival: ForbidSpawn, player = ", player.netname);
+ if (player.surv_state == SURVIVAL_STATE_NOT_PLAYING)
+ {
+ return false;
+ }
+ return !Surv_CanPlayerSpawn(player);
+}
+
+MUTATOR_HOOKFUNCTION(surv, PutClientInServer)
+{
+ entity player = M_ARGV(0, entity);
+ LOG_TRACE("Survival: PutClientInServer, player = ", player.netname);
+ if (!Surv_CanPlayerSpawn(player) && IS_PLAYER(player))
+ {
+ LOG_TRACE("Transmuting to observer");
+ TRANSMUTE(Observer, player);
+ }
+}
+
+MUTATOR_HOOKFUNCTION(surv, MakePlayerObserver)
+{
+ entity player = M_ARGV(0, entity);
+ LOG_TRACE("Survival: MakePlayerObserver, player = ", player.netname);
+ if (player.killindicator_teamchange == -2) // player wants to spectate
+ {
+ LOG_TRACE("killindicator_teamchange == -2");
+ player.surv_state = SURVIVAL_STATE_NOT_PLAYING;
+ }
+ if (player.surv_state == SURVIVAL_STATE_NOT_PLAYING)
+ {
+ return false; // allow team reset
+ }
+ return true; // prevent team reset
+}
+
+MUTATOR_HOOKFUNCTION(surv, reset_map_global)
+{
+ LOG_TRACE("Survival: reset_map_global");
+ surv_allowed_to_spawn = true;
+ if (surv_roundtype == SURVIVAL_ROUND_FIRST)
+ {
+ FOREACH_CLIENT(IS_REAL_CLIENT(it),
+ {
+ it.surv_round_time_stat = 0;
+ });
+ }
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(surv, reset_map_players)
+{
+ LOG_TRACE("Survival: reset_map_players");
+ surv_numattackersalive = 0;
+ surv_numdefendersalive = 0;
+ if (surv_warmup)
+ {
+ surv_warmup = false;
+ }
+ else if (surv_type == SURVIVAL_TYPE_VERSUS)
+ {
+ Surv_SwapTeams();
+ }
+ FOREACH_CLIENT(true,
+ {
+ it.killcount = 0;
+ if ((it.surv_state == SURVIVAL_STATE_NOT_PLAYING) && IS_BOT_CLIENT(it))
+ {
+ it.team = -1;
+ it.surv_state = SURVIVAL_STATE_PLAYING;
+ }
+ if (it.surv_state == SURVIVAL_STATE_PLAYING)
+ {
+ TRANSMUTE(Player, it);
+ it.surv_state = SURVIVAL_STATE_PLAYING;
+ PutClientInServer(it);
+ }
+ });
+ bot_relinkplayerlist();
+ return true;
+}
+
+/// \brief Hook that is called when player spawns.
+MUTATOR_HOOKFUNCTION(surv, PlayerSpawn)
+{
+ entity player = M_ARGV(0, entity);
+ LOG_TRACE("Survival: PlayerSpawn, player = ", player.netname);
+ player.surv_state = SURVIVAL_STATE_PLAYING;
+ Surv_DeterminePlayerModel(player);
+ if (player.surv_savedplayerstate != NULL)
+ {
+ Surv_RestorePlayerState(player, player.surv_savedplayerstate);
+ delete(player.surv_savedplayerstate);
+ player.surv_savedplayerstate = NULL;
+ }
+ else
+ {
+ PlayerTemplateHook_PlayerSpawn(player, Surv_GetPlayerTemplate(player));
+ }
+ switch (player.team)
+ {
+ case surv_attackerteam:
+ {
+ if (player.surv_role == SURVIVAL_ROLE_PLAYER)
+ {
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER,
+ CENTER_ASSAULT_ATTACKING);
+ }
+ break;
+ }
+ case surv_defenderteam:
+ {
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER,
+ CENTER_ASSAULT_DEFENDING);
+ break;
+ }
+ }
+ //Surv_CountAlivePlayers();
+ Surv_AddPlayerToAliveList(player, player.team);
+}
+
+/// \brief UGLY HACK. This is called every frame to keep player model correct.
+MUTATOR_HOOKFUNCTION(surv, FixPlayermodel)
+{
+ entity player = M_ARGV(2, entity);
+ M_ARGV(0, string) = player.surv_playermodel;
+}
+
+/// \brief Hook which is called when the player tries to throw their weapon.
+MUTATOR_HOOKFUNCTION(surv, ForbidThrowCurrentWeapon)
+{
+ entity player = M_ARGV(0, entity);
+ return PlayerTemplateHook_ForbidThrowCurrentWeapon(
+ Surv_GetPlayerTemplate(player));
+}
+
+/// \brief Hook that is called every frame to determine how player health should
+/// regenerate.
+MUTATOR_HOOKFUNCTION(surv, PlayerRegen)
+{
+ entity player = M_ARGV(0, entity);
+ if (player.team == surv_defenderteam)
+ {
+ return true;
+ }
+ return PlayerTemplateHook_PlayerRegen(player,
+ Surv_GetPlayerTemplate(player));
+}
+
+/// \brief Hook that is called to determine if balance messages will appear.
+MUTATOR_HOOKFUNCTION(surv, HideTeamNagger)
+{
+ return true;
+}
+
+/// \brief Hook that is called when player touches an item.
+MUTATOR_HOOKFUNCTION(surv, ItemTouch)
+{
+ entity item = M_ARGV(0, entity);
+ entity player = M_ARGV(1, entity);
+ switch (player.team)
+ {
+ case surv_attackerteam:
+ {
+ return PlayerTemplateHook_ItemTouch(player, item,
+ Surv_GetPlayerTemplate(player));
+ }
+ case surv_defenderteam:
+ {
+ switch (item.classname)
+ {
+ case "item_strength":
+ {
+ W_GiveWeapon(player, WEP_HMG.m_id);
+ player.superweapons_finished = max(
+ player.superweapons_finished, time) +
+ autocvar_g_balance_superweapons_time;
+ Item_ScheduleRespawn(item);
+ sound(player, CH_TRIGGER, SND_Strength, VOL_BASE,
+ ATTEN_NORM);
+ return MUT_ITEMTOUCH_RETURN;
+ }
+ case "item_invincible":
+ {
+ W_GiveWeapon(player, WEP_RPC.m_id);
+ player.superweapons_finished = max(
+ player.superweapons_finished, time) +
+ autocvar_g_balance_superweapons_time;
+ Item_ScheduleRespawn(item);
+ sound(player, CH_TRIGGER, SND_Shield, VOL_BASE, ATTEN_NORM);
+ return MUT_ITEMTOUCH_RETURN;
+ }
+ default:
+ {
+ return PlayerTemplateHook_ItemTouch(player, item,
+ Surv_GetPlayerTemplate(player));
+ }
+ }
+ DebugPrintToChat(player, item.classname);
+ return MUT_ITEMTOUCH_RETURN;
+ }
+ }
+ return MUT_ITEMTOUCH_CONTINUE;
+}
+
+/// \brief Hook which is called when the damage amount must be determined.
+MUTATOR_HOOKFUNCTION(surv, Damage_Calculate)
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ float deathtype = M_ARGV(3, float);
+ float damage = M_ARGV(4, float);
+ M_ARGV(4, float) = PlayerTemplateHook_Damage_Calculate(frag_attacker,
+ Surv_GetPlayerTemplate(frag_attacker), frag_target,
+ Surv_GetPlayerTemplate(frag_target), deathtype, damage);
+}
+
+/// \brief Hook which is called when the player was damaged.
+MUTATOR_HOOKFUNCTION(surv, PlayerDamaged)
+{
+ entity target = M_ARGV(1, entity);
+ if (target.team != surv_defenderteam)
+ {
+ return;
+ }
+ Surv_UpdateDefenderHealthStat();
+ entity attacker = M_ARGV(0, entity);
+ if ((attacker.team == surv_attackerteam) && (attacker.surv_role ==
+ SURVIVAL_ROLE_PLAYER))
+ {
+ float health = M_ARGV(2, float);
+ float armor = M_ARGV(3, float);
+ float score = (health + armor) * autocvar_g_surv_attacker_damage_score;
+ GameRules_scoring_add(attacker, SCORE, score);
+ }
+ if (autocvar_g_surv_stealth)
+ {
+ return;
+ }
+ if (GetResourceAmount(target, RESOURCE_HEALTH) < 1)
+ {
+ WaypointSprite_Kill(target.surv_attack_sprite);
+ WaypointSprite_Kill(target.surv_defend_sprite);
+ }
+ else
+ {
+ Surv_UpdateWaypointSpriteHealth(target);
+ }
+}
+
+/// \brief Hook which is called when the player dies.
+MUTATOR_HOOKFUNCTION(surv, PlayerDies, CBC_ORDER_FIRST)
+{
+ //DebugPrintToChatAll("PlayerDies");
+ entity attacker = M_ARGV(1, entity);
+ entity victim = M_ARGV(2, entity);
+ PlayerTemplateHook_PlayerDies(victim, Surv_GetPlayerTemplate(victim));
+ if ((attacker.team == surv_defenderteam) &&
+ (victim.team == surv_attackerteam))
+ {
+ switch (victim.surv_role)
+ {
+ case SURVIVAL_ROLE_PLAYER:
+ {
+ GiveResource(attacker, RESOURCE_HEALTH,
+ autocvar_g_surv_defender_attacker_frag_health);
+ GiveResource(attacker, RESOURCE_ARMOR,
+ autocvar_g_surv_defender_attacker_frag_armor);
+ GiveResource(attacker, RESOURCE_SHELLS,
+ autocvar_g_surv_defender_attacker_frag_shells);
+ GiveResource(attacker, RESOURCE_BULLETS,
+ autocvar_g_surv_defender_attacker_frag_bullets);
+ GiveResource(attacker, RESOURCE_ROCKETS,
+ autocvar_g_surv_defender_attacker_frag_rockets);
+ GiveResource(attacker, RESOURCE_CELLS,
+ autocvar_g_surv_defender_attacker_frag_cells);
+ GiveResource(attacker, RESOURCE_PLASMA,
+ autocvar_g_surv_defender_attacker_frag_plasma);
+ GiveResource(attacker, RESOURCE_FUEL,
+ autocvar_g_surv_defender_attacker_frag_fuel);
+ break;
+ }
+ case SURVIVAL_ROLE_CANNON_FODDER:
+ {
+ GiveResource(attacker, RESOURCE_HEALTH,
+ autocvar_g_surv_defender_cannon_fodder_frag_health);
+ GiveResource(attacker, RESOURCE_ARMOR,
+ autocvar_g_surv_defender_cannon_fodder_frag_armor);
+ GiveResource(attacker, RESOURCE_SHELLS,
+ autocvar_g_surv_defender_cannon_fodder_frag_shells);
+ GiveResource(attacker, RESOURCE_BULLETS,
+ autocvar_g_surv_defender_cannon_fodder_frag_bullets);
+ GiveResource(attacker, RESOURCE_ROCKETS,
+ autocvar_g_surv_defender_cannon_fodder_frag_rockets);
+ GiveResource(attacker, RESOURCE_CELLS,
+ autocvar_g_surv_defender_cannon_fodder_frag_cells);
+ GiveResource(attacker, RESOURCE_PLASMA,
+ autocvar_g_surv_defender_cannon_fodder_frag_plasma);
+ GiveResource(attacker, RESOURCE_FUEL,
+ autocvar_g_surv_defender_cannon_fodder_frag_fuel);
+ break;
+ }
+ }
+ }
+ if (!Surv_CanPlayerSpawn(victim))
+ {
+ victim.respawn_flags = RESPAWN_SILENT;
+ if (IS_BOT_CLIENT(victim))
+ {
+ bot_clear(victim);
+ }
+ }
+ return true;
+}
+
+/// \brief Hook which is called after the player died.
+MUTATOR_HOOKFUNCTION(surv, PlayerDied)
+{
+ //DebugPrintToChatAll("PlayerDied");
+ entity player = M_ARGV(0, entity);
+ Surv_RemovePlayerFromAliveList(player, player.team);
+ //Surv_CountAlivePlayers();
+}
+
+/// \brief Hook which is called when player has scored a frag.
+MUTATOR_HOOKFUNCTION(surv, GiveFragsForKill, CBC_ORDER_FIRST)
+{
+ if (surv_type == SURVIVAL_TYPE_COOP)
+ {
+ return true;
+ }
+ entity attacker = M_ARGV(0, entity);
+ if ((attacker.team == surv_defenderteam) || (attacker.surv_role ==
+ SURVIVAL_ROLE_CANNON_FODDER))
+ {
+ M_ARGV(2, float) = 0;
+ return true;
+ }
+ entity target = M_ARGV(1, entity);
+ if ((attacker.surv_role == SURVIVAL_ROLE_PLAYER) && (target.team ==
+ surv_defenderteam))
+ {
+ M_ARGV(2, float) = autocvar_g_surv_attacker_frag_score;
+ }
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(surv, SpectateSet)
+{
+ entity client = M_ARGV(0, entity);
+ entity targ = M_ARGV(1, entity);
+
+ if (!autocvar_g_surv_spectate_enemies &&
+ (client.surv_state == SURVIVAL_STATE_PLAYING) &&
+ DIFF_TEAM(targ, client))
+ {
+ return true;
+ }
+}
+
+MUTATOR_HOOKFUNCTION(surv, SpectateNext)
+{
+ entity client = M_ARGV(0, entity);
+
+ if (!autocvar_g_surv_spectate_enemies &&
+ (client.surv_state == SURVIVAL_STATE_PLAYING))
+ {
+ entity targ = M_ARGV(1, entity);
+ M_ARGV(1, entity) = CA_SpectateNext(client, targ);
+ return true;
+ }
+}
+
+MUTATOR_HOOKFUNCTION(surv, SpectatePrev)
+{
+ entity client = M_ARGV(0, entity);
+ entity targ = M_ARGV(1, entity);
+ entity first = M_ARGV(2, entity);
+
+ if (!autocvar_g_surv_spectate_enemies &&
+ (client.surv_state == SURVIVAL_STATE_PLAYING))
+ {
+ do
+ {
+ targ = targ.chain;
+ }
+ while (targ && DIFF_TEAM(targ, client));
+ if (!targ)
+ {
+ for (targ = first; targ && DIFF_TEAM(targ, client);
+ targ = targ.chain);
+
+ if (targ == client.enemy)
+ {
+ return MUT_SPECPREV_RETURN;
+ }
+ }
+ }
+ M_ARGV(1, entity) = targ;
+ return MUT_SPECPREV_FOUND;
+}
+
+/// \brief I'm not sure exactly what this function does but it is very
+/// important. Without it bots are completely broken. Is it a hack? Of course.
+MUTATOR_HOOKFUNCTION(surv, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
+{
+ FOREACH_CLIENT(IS_REAL_CLIENT(it),
+ {
+ if (IS_PLAYER(it) || (it.surv_state == SURVIVAL_STATE_PLAYING))
+ {
+ ++M_ARGV(0, int);
+ }
+ ++M_ARGV(1, int);
+ });
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(surv, Scores_CountFragsRemaining)
+{
+ // Don't announce remaining frags
+ return false;
+}
+++ /dev/null
-#include "gamemode_survival.qh"
-
-#include <common/mutators/mutator/overkill/hmg.qh>
-#include <common/mutators/mutator/overkill/rpc.qh>
-
-//============================ Constants ======================================
-
-const int SURVIVAL_TEAM_1_BIT = BIT(0); ///< Bitmask of the first team.
-const int SURVIVAL_TEAM_2_BIT = BIT(1); ///< Bitmask of the second team.
-
-/// \brief Used when bitfield team count is requested.
-const int SURVIVAL_TEAM_BITS = 3;
-
-enum
-{
- SURVIVAL_TYPE_COOP, ///< All humans are on the defender team.
- SURVIVAL_TYPE_VERSUS ///< Humans take turns between attackers and defenders.
-};
-
-const string SURVIVAL_TYPE_COOP_VALUE = "coop"; ///< Cvar value for coop.
-const string SURVIVAL_TYPE_VERSUS_VALUE = "versus"; ///< Cvar value for versus.
-
-enum
-{
- /// \brief First round where there is timelimit set by the server.
- SURVIVAL_ROUND_FIRST,
- /// \brief Second round where defender team tries to survive for the first
- /// round's time.
- SURVIVAL_ROUND_SECOND
-};
-
-enum
-{
- /// \brief Player is spectating and has no intention of playing.
- SURVIVAL_STATE_NOT_PLAYING,
- /// \brief Player is playing the game.
- SURVIVAL_STATE_PLAYING = 1
-};
-
-enum
-{
- SURVIVAL_ROLE_NONE, ///< Player is not playing.
- SURVIVAL_ROLE_PLAYER, ///< Player is an attacker or defender.
- SURVIVAL_ROLE_CANNON_FODDER ///< Player is a cannon fodder.
-};
-
-SOUND(SURV_3_FRAGS_LEFT, "announcer/default/3fragsleft");
-SOUND(SURV_2_FRAGS_LEFT, "announcer/default/2fragsleft");
-SOUND(SURV_1_FRAG_LEFT, "announcer/default/1fragleft");
-
-SOUND(SURV_RED_SCORES, "ctf/red_capture");
-SOUND(SURV_BLUE_SCORES, "ctf/blue_capture");
-
-//======================= Global variables ====================================
-
-float autocvar_g_surv_warmup; ///< Warmup time in seconds.
-float autocvar_g_surv_round_timelimit; ///< First round time limit in seconds.
-
-int autocvar_g_surv_point_limit; ///< Maximum number of points.
-int autocvar_g_surv_point_leadlimit; ///< Maximum lead of a single team.
-
-/// \brief How much players are allowed in teams (excluding cannon fodder).
-int autocvar_g_surv_team_size;
-/// \brief If set, defenders will not be shown on the radar.
-int autocvar_g_surv_stealth;
-/// \brief Whether to allow spectating enemy players while dead.
-bool autocvar_g_surv_spectate_enemies;
-
-/// \brief Whether to force overkill player models for attackers.
-int autocvar_g_surv_attacker_force_overkill_models;
-/// \brief Whether to force overkill player models for defenders.
-int autocvar_g_surv_defender_force_overkill_models;
-/// \brief Whether to force overkill player models for cannon fodder.
-int autocvar_g_surv_cannon_fodder_force_overkill_models;
-
-/// \brief How much score attackers gain per 1 point of damage.
-float autocvar_g_surv_attacker_damage_score;
-
-/// \brief How much score attackers get for fragging defenders.
-float autocvar_g_surv_attacker_frag_score;
-
-/// \brief How much health do defenders get when they frag an attacker.
-int autocvar_g_surv_defender_attacker_frag_health;
-/// \brief How much armor do defenders get when they frag an attacker.
-int autocvar_g_surv_defender_attacker_frag_armor;
-/// \brief How many shells do defenders get when they frag an attacker.
-int autocvar_g_surv_defender_attacker_frag_shells;
-/// \brief How many bullets do defenders get when they frag an attacker.
-int autocvar_g_surv_defender_attacker_frag_bullets;
-/// \brief How many rockets do defenders get when they frag an attacker.
-int autocvar_g_surv_defender_attacker_frag_rockets;
-/// \brief How many cells do defenders get when they frag an attacker.
-int autocvar_g_surv_defender_attacker_frag_cells;
-/// \brief How much plasma do defenders get when they frag an attacker.
-int autocvar_g_surv_defender_attacker_frag_plasma;
-/// \brief How much fuel do defenders get when they frag an attacker.
-int autocvar_g_surv_defender_attacker_frag_fuel;
-/// \brief How much health do defenders get when they frag cannon fodder.
-int autocvar_g_surv_defender_cannon_fodder_frag_health;
-/// \brief How much armor do defenders get when they frag cannon fodder.
-int autocvar_g_surv_defender_cannon_fodder_frag_armor;
-/// \brief How many shells do defenders get when they frag cannon fodder.
-int autocvar_g_surv_defender_cannon_fodder_frag_shells;
-/// \brief How many bullets do defenders get when they frag cannon fodder.
-int autocvar_g_surv_defender_cannon_fodder_frag_bullets;
-/// \brief How many rockets do defenders get when they frag cannon fodder.
-int autocvar_g_surv_defender_cannon_fodder_frag_rockets;
-/// \brief How many cells do defenders get when they frag cannon fodder.
-int autocvar_g_surv_defender_cannon_fodder_frag_cells;
-/// \brief How much plasma do defenders get when they frag cannon fodder.
-int autocvar_g_surv_defender_cannon_fodder_frag_plasma;
-/// \brief How much fuel do defenders get when they frag cannon fodder.
-int autocvar_g_surv_defender_cannon_fodder_frag_fuel;
-
-/// \brief A stat that is used to track the time left in the round.
-.float surv_round_time_stat = _STAT(SURV_ROUND_TIME);
-/// \brief A stat that is used to track defender team.
-.int surv_defender_team_stat = _STAT(SURV_DEFENDER_TEAM);
-/// \brief A stat that is used to track number of defenders alive.
-.int surv_defenders_alive_stat = _STAT(SURV_DEFENDERS_ALIVE);
-/// \brief A stat that is used to track the total health of defenders.
-.float surv_defender_health_stat = _STAT(SURV_DEFENDER_HEALTH);
-
-/// \brief Holds the state of the player. See SURVIVAL_STATE constants.
-.int surv_state;
-/// \brief Holds the role of the player. See SURVIVAL_ROLE constants.
-.int surv_role;
-.string surv_savedplayermodel; ///< Initial player model.
-/// \brief Player state used during replacement of bot player with real player.
-.entity surv_savedplayerstate;
-.string surv_playermodel; ///< Player model forced by the game.
-
-.entity surv_attack_sprite; ///< Holds the sprite telling attackers to attack.
-.entity surv_defend_sprite; ///< Holds the sprite telling defenders to defend.
-
-int surv_type; ///< Holds the type of survival. See SURVIVAL_TYPE constants.
-bool surv_warmup; ///< Holds whether warmup is active.
-/// \brief Holds the type of the current round. See SURVIVAL_ROUND constants.
-int surv_roundtype;
-bool surv_isroundactive; ///< Holds whether the round is active.
-float surv_roundstarttime; ///< Holds the time of the round start.
-/// \brief Holds the time needed to survive in the second round.
-float surv_timetobeat;
-
-int surv_attackerteam; ///< Holds the attacker team.
-int surv_defenderteam; ///< Holds the defender team.
-
-int surv_attackerteambit; ///< Hols the attacker team bitmask.
-int surv_defenderteambit; ///< Holds the defender team bitmask.
-
-int surv_numattackers; ///< Holds the number of players in attacker team.
-int surv_numdefenders; ///< Holds the number of players in defender team.
-
-/// \brief Holds the number of humans in attacker team.
-int surv_numattackerhumans;
-/// \brief Holds the number of humans in defender team.
-int surv_numdefenderhumans;
-
-/// \brief Holds the number of attacker players that are alive.
-int surv_numattackersalive;
-/// \brief Holds the number of defender players that are alive.
-int surv_numdefendersalive;
-
-bool surv_autobalance; ///< Holds whether autobalance is active.
-bool surv_announcefrags; ///< Holds whether remaining frags must be announced.
-bool surv_allowed_to_spawn; ///< Holds whether players are allowed to spawn.
-
-//====================== Forward declarations =================================
-
-/// \brief Determines whether the round can start.
-/// \return True if the round can start, false otherwise.
-bool Surv_CanRoundStart();
-
-/// \brief Determines whether the round can end.
-/// \return True if the round can end, false otherwise.
-bool Surv_CanRoundEnd();
-
-/// \brief Called when the round starts.
-/// \return No return.
-void Surv_RoundStart();
-
-/// \brief Returns whether player has been eliminated.
-/// \param[in] player Player to check.
-/// \return True if player is eliminated, false otherwise.
-bool Surv_IsEliminated(entity player);
-
-/// \brief Updates stats of team count on HUD.
-/// \return No return.
-void Surv_UpdateTeamStats();
-
-/// \brief Updates stats of alive players on HUD.
-/// \return No return.
-void Surv_UpdateAliveStats();
-
-/// \brief Updates defender health on the HUD.
-/// \return No return.
-void Surv_UpdateDefenderHealthStat();
-
-/// \brief Updates the health of defender sprite.
-/// \param[in,out] player Player that has the sprite.
-/// \return No return.
-void Surv_UpdateWaypointSpriteHealth(entity player);
-
-//========================= Free functions ====================================
-
-void Surv_Initialize()
-{
- switch (cvar_string("g_surv_type"))
- {
- case SURVIVAL_TYPE_COOP_VALUE:
- {
- surv_type = SURVIVAL_TYPE_COOP;
- break;
- }
- case SURVIVAL_TYPE_VERSUS_VALUE:
- {
- surv_type = SURVIVAL_TYPE_VERSUS;
- break;
- }
- default:
- {
- error("Invalid survival type.");
- }
- }
- surv_roundtype = SURVIVAL_ROUND_FIRST;
- surv_isroundactive = false;
- surv_roundstarttime = time;
- surv_timetobeat = autocvar_g_surv_round_timelimit;
- if (random() < 0.5)
- {
- surv_attackerteam = NUM_TEAM_1;
- surv_defenderteam = NUM_TEAM_2;
- surv_attackerteambit = SURVIVAL_TEAM_1_BIT;
- surv_defenderteambit = SURVIVAL_TEAM_2_BIT;
- }
- else
- {
- surv_attackerteam = NUM_TEAM_2;
- surv_defenderteam = NUM_TEAM_1;
- surv_attackerteambit = SURVIVAL_TEAM_2_BIT;
- surv_defenderteambit = SURVIVAL_TEAM_1_BIT;
- }
- surv_numattackers = 0;
- surv_numdefenders = 0;
- surv_numattackerhumans = 0;
- surv_numdefenderhumans = 0;
- surv_numattackersalive = 0;
- surv_numdefendersalive = 0;
- surv_autobalance = true;
- surv_announcefrags = true;
- surv_allowed_to_spawn = true;
- precache_all_playermodels("models/ok_player/*.dpm");
- ScoreRules_basics(SURVIVAL_TEAM_BITS, SFL_SORT_PRIO_PRIMARY, 0, true);
- ScoreInfo_SetLabel_TeamScore(1, "rounds", SFL_SORT_PRIO_PRIMARY);
- ScoreRules_basics_end();
- round_handler_Spawn(Surv_CanRoundStart, Surv_CanRoundEnd, Surv_RoundStart);
- round_handler_Init(5, autocvar_g_surv_warmup, surv_timetobeat);
- EliminatedPlayers_Init(Surv_IsEliminated);
- GameRules_teams(true);
- GameRules_limit_score(autocvar_g_surv_point_limit);
- GameRules_limit_lead(autocvar_g_surv_point_leadlimit);
-}
-
-/// \brief Returns the name of the template of the given player.
-/// \param[in] player Player to inspect.
-/// \return Name of the template of the given player.
-string Surv_GetPlayerTemplate(entity player)
-{
- switch (player.team)
- {
- case surv_attackerteam:
- {
- switch (player.surv_role)
- {
- case SURVIVAL_ROLE_NONE:
- case SURVIVAL_ROLE_PLAYER:
- {
- return cvar_string("g_surv_attacker_template");
- }
- case SURVIVAL_ROLE_CANNON_FODDER:
- {
- return cvar_string("g_surv_cannon_fodder_template");
- }
- }
- }
- case surv_defenderteam:
- {
- return cvar_string("g_surv_defender_template");
- }
- }
- return "default";
-}
-
-/// \brief Saves the player state. Used to seamlessly swap bots with humans.
-/// \param[in] player Player to save the state of.
-/// \return Entity containing the player state.
-entity Surv_SavePlayerState(entity player)
-{
- entity state = spawn();
- state.origin = player.origin;
- state.velocity = player.velocity;
- state.angles = player.angles;
- state.health = player.health;
- state.armorvalue = player.armorvalue;
- state.ammo_shells = player.ammo_shells;
- state.ammo_nails = player.ammo_nails;
- state.ammo_rockets = player.ammo_rockets;
- state.ammo_cells = player.ammo_cells;
- state.weapons = player.weapons;
- state.items = player.items;
- state.superweapons_finished = player.superweapons_finished;
- return state;
-}
-
-/// \brief Restores a saved player state.
-/// \param[in] player Player to restore the state of.
-/// \param[in] st State to restore.
-/// \return No return.
-void Surv_RestorePlayerState(entity player, entity st)
-{
- player.origin = st.origin;
- player.velocity = st.velocity;
- player.angles = st.angles;
- player.health = st.health;
- player.armorvalue = st.armorvalue;
- player.ammo_shells = st.ammo_shells;
- player.ammo_nails = st.ammo_nails;
- player.ammo_rockets = st.ammo_rockets;
- player.ammo_cells = st.ammo_cells;
- player.weapons = st.weapons;
- player.items = st.items;
- player.superweapons_finished = st.superweapons_finished;
-}
-
-/// \brief Returns the attacker with the lowest score.
-/// \param[in] bot Whether to search only for bots.
-/// \return Attacker with the lowest score or NULL if not found.
-entity Surv_FindLowestAttacker(bool bot)
-{
- entity player = NULL;
- float score = FLOAT_MAX;
- FOREACH_CLIENT(bot ? IS_BOT_CLIENT(it) : true,
- {
- if ((it.team == surv_attackerteam) && (it.surv_role ==
- SURVIVAL_ROLE_PLAYER))
- {
- float tempscore = PlayerScore_Get(it, SP_SCORE);
- if (tempscore < score)
- {
- player = it;
- score = tempscore;
- }
- }
- });
- return player;
-}
-
-/// \brief Returns the defender with the lowest score.
-/// \param[in] bot Whether to search only for bots.
-/// \param[in] alive Whether to search only for alive players.
-/// \return Defender with the lowest score or NULL if not found.
-entity Surv_FindLowestDefender(bool bot, bool alive)
-{
- entity player = NULL;
- float score = FLOAT_MAX;
- FOREACH_CLIENT(bot ? IS_BOT_CLIENT(it) : true,
- {
- if ((it.team == surv_defenderteam) && (alive ? !IS_DEAD(it) : true))
- {
- float tempscore = PlayerScore_Get(it, SP_SCORE);
- if (tempscore < score)
- {
- player = it;
- score = tempscore;
- }
- }
- });
- return player;
-}
-
-/// \brief Returns the cannon fodder.
-/// \return Cannon fodder or NULL if not found.
-entity Surv_FindCannonFodder()
-{
- FOREACH_CLIENT(IS_BOT_CLIENT(it),
- {
- if (it.surv_role == SURVIVAL_ROLE_CANNON_FODDER)
- {
- return it;
- }
- });
- return NULL;
-}
-
-/// \brief Changes the number of players in a team.
-/// \param[in] teamnum Team to adjust.
-/// \param[in] delta Amount to adjust by.
-/// \return No return.
-void Surv_ChangeNumberOfPlayers(int teamnum, int delta)
-{
- switch (teamnum)
- {
- case surv_attackerteam:
- {
- surv_numattackers += delta;
- LOG_TRACE("Number of attackers = ", ftos(surv_numattackers),
- " was = ", ftos(surv_numattackers - delta));
- Surv_UpdateTeamStats();
- return;
- }
- case surv_defenderteam:
- {
- surv_numdefenders += delta;
- LOG_TRACE("Number of defenders = ", ftos(surv_numdefenders),
- " was = ", ftos(surv_numdefenders - delta));
- Surv_UpdateTeamStats();
- return;
- }
- }
-}
-
-/// \brief Changes the number of alive players in a team.
-/// \param[in] teamnum Team to adjust.
-/// \param[in] delta Amount to adjust by.
-/// \return No return.
-void Surv_ChangeNumberOfAlivePlayers(int teamnum, int delta)
-{
- switch (teamnum)
- {
- case surv_attackerteam:
- {
- surv_numattackersalive += delta;
- LOG_TRACE("Number of alive attackers = ", ftos(
- surv_numattackersalive), " was = ", ftos(surv_numattackersalive
- - delta));
- break;
- }
- case surv_defenderteam:
- {
- surv_numdefendersalive += delta;
- LOG_TRACE("Number of alive defenders = ", ftos(
- surv_numdefendersalive), " was = ", ftos(surv_numdefendersalive
- - delta));
- break;
- }
- }
- Surv_UpdateAliveStats();
- eliminatedPlayers.SendFlags |= 1;
-}
-
-/// \brief Sets the player role.
-/// \param[in,out] player Player to adjust.
-/// \param[in] role Role to set.
-/// \return No return.
-void Surv_SetPlayerRole(entity player, int role)
-{
- if (player.surv_role == role)
- {
- return;
- }
- player.surv_role = role;
- switch (role)
- {
- case SURVIVAL_ROLE_NONE:
- {
- LOG_TRACE(player.netname, " now has no role.");
- break;
- }
- case SURVIVAL_ROLE_PLAYER:
- {
- LOG_TRACE(player.netname, " is now a player.");
- break;
- }
- case SURVIVAL_ROLE_CANNON_FODDER:
- {
- LOG_TRACE(player.netname, " is now a cannon fodder.");
- break;
- }
- }
-}
-
-/// \brief Adds player to team. Handles bookkeeping information.
-/// \param[in] player Player to add.
-/// \param[in] teamnum Team to add to.
-/// \return True on success, false otherwise.
-bool Surv_AddPlayerToTeam(entity player, int teamnum)
-{
- LOG_TRACE("Survival: AddPlayerToTeam, player: ", player.netname);
- switch (teamnum)
- {
- case surv_attackerteam:
- {
- LOG_TRACE("Attacker team");
- if (player.surv_role == SURVIVAL_ROLE_CANNON_FODDER)
- {
- LOG_TRACE("Cannon fodder is switching team");
- return true;
- }
- if (IS_BOT_CLIENT(player))
- {
- LOG_TRACE("Client is bot");
- LOG_TRACE("Attackers = ", ftos(surv_numattackers));
- if (surv_numattackers < autocvar_g_surv_team_size)
- {
- Surv_SetPlayerRole(player, SURVIVAL_ROLE_PLAYER);
- Surv_ChangeNumberOfPlayers(teamnum, +1);
- return true;
- }
- Surv_SetPlayerRole(player, SURVIVAL_ROLE_CANNON_FODDER);
- return true;
- }
- LOG_TRACE("Client is not a bot");
- LOG_TRACE("Attackers = ", ftos(surv_numattackers));
- if (surv_numattackers >= autocvar_g_surv_team_size)
- {
- LOG_TRACE("Removing bot");
- // Remove bot to make space for human.
- entity bot = Surv_FindLowestAttacker(true);
- if (bot == NULL)
- {
- LOG_TRACE("No valid bot to remove");
- // No space in team, denying team change.
- TRANSMUTE(Spectator, player);
- return false;
- }
- LOG_TRACE("Changing ", bot.netname,
- " from attacker to cannon fodder.");
- Surv_SetPlayerRole(bot, SURVIVAL_ROLE_CANNON_FODDER);
- if (!IS_DEAD(bot))
- {
- Surv_ChangeNumberOfAlivePlayers(teamnum, -1);
- }
- Surv_ChangeNumberOfPlayers(teamnum, -1);
- LOG_TRACE("Removed bot");
- }
- Surv_SetPlayerRole(player, SURVIVAL_ROLE_PLAYER);
- Surv_ChangeNumberOfPlayers(teamnum, +1);
- ++surv_numattackerhumans;
- LOG_TRACE("Human attackers = ", ftos(surv_numattackerhumans));
- if ((surv_autobalance == false) || (surv_numattackers -
- surv_numdefenders) < 2)
- {
- return true;
- }
- entity lowestplayer = Surv_FindLowestAttacker(true);
- if (lowestplayer != NULL)
- {
- bool savedautobalance = surv_autobalance;
- surv_autobalance = false;
- SetPlayerTeamSimple(lowestplayer, surv_defenderteam);
- surv_autobalance = savedautobalance;
- return true;
- }
- lowestplayer = Surv_FindLowestAttacker(false);
- if (lowestplayer != NULL)
- {
- bool savedautobalance = surv_autobalance;
- surv_autobalance = false;
- SetPlayerTeamSimple(lowestplayer, surv_defenderteam);
- surv_autobalance = savedautobalance;
- }
- return true;
- }
- case surv_defenderteam:
- {
- LOG_TRACE("Defender team");
- if (IS_BOT_CLIENT(player))
- {
- LOG_TRACE("Client is bot");
- LOG_TRACE("Defenders = ", ftos(surv_numdefenders));
- if (surv_numdefenders < autocvar_g_surv_team_size)
- {
- Surv_SetPlayerRole(player, SURVIVAL_ROLE_PLAYER);
- Surv_ChangeNumberOfPlayers(teamnum, +1);
- return true;
- }
- LOG_TRACE("No space for defender, switching to attacker");
- SetPlayerTeamSimple(player, surv_attackerteam);
- return false;
- }
- LOG_TRACE("Client is not a bot");
- LOG_TRACE("Defenders = ", ftos(surv_numdefenders));
- if (surv_numdefenders >= autocvar_g_surv_team_size)
- {
- LOG_TRACE("Removing bot");
- // Remove bot to make space for human.
- entity bot = Surv_FindLowestDefender(true, true);
- if (bot == NULL)
- {
- bot = Surv_FindLowestDefender(true, false);
- }
- if (bot == NULL)
- {
- LOG_TRACE("No valid bot to remove");
- // No space in team, denying team change.
- TRANSMUTE(Spectator, player);
- return false;
- }
- LOG_TRACE("Changing ", bot.netname,
- " from defender to cannon fodder.");
- if (!IS_DEAD(bot))
- {
- player.surv_savedplayerstate = Surv_SavePlayerState(bot);
- }
- bool savedautobalance = surv_autobalance;
- surv_autobalance = false;
- surv_announcefrags = false;
- SetPlayerTeamSimple(bot, surv_attackerteam);
- surv_autobalance = savedautobalance;
- surv_announcefrags = true;
- LOG_TRACE("Removed bot");
- }
- Surv_SetPlayerRole(player, SURVIVAL_ROLE_PLAYER);
- Surv_ChangeNumberOfPlayers(teamnum, +1);
- ++surv_numdefenderhumans;
- LOG_TRACE("Human defenders = ", ftos(surv_numdefenderhumans));
- if ((surv_autobalance == false) || (surv_numdefenders -
- surv_numattackers) < 2)
- {
- return true;
- }
- entity lowestplayer = Surv_FindLowestDefender(true, false);
- if (lowestplayer != NULL)
- {
- bool savedautobalance = surv_autobalance;
- surv_autobalance = false;
- SetPlayerTeamSimple(lowestplayer, surv_attackerteam);
- surv_autobalance = savedautobalance;
- return true;
- }
- lowestplayer = Surv_FindLowestDefender(false, false);
- if (lowestplayer != NULL)
- {
- bool savedautobalance = surv_autobalance;
- surv_autobalance = false;
- SetPlayerTeamSimple(lowestplayer, surv_attackerteam);
- surv_autobalance = savedautobalance;
- }
- return true;
- }
- case -1:
- {
- LOG_TRACE("Spectator team");
- player.surv_role = SURVIVAL_ROLE_NONE;
- return false;
- }
- }
- LOG_TRACE("Invalid team");
- player.surv_role = SURVIVAL_ROLE_NONE;
- return false;
-}
-
-/// \brief Removes player from team. Handles bookkeeping information.
-/// \param[in] player Player to remove.
-/// \param[in] Team to remove from.
-/// \return No return.
-void Surv_RemovePlayerFromTeam(entity player, int teamnum)
-{
- LOG_TRACE("Survival: RemovePlayerFromTeam, player: ", player.netname);
- switch (teamnum)
- {
- case surv_attackerteam:
- {
- LOG_TRACE("Attacker team");
- if (player.surv_role == SURVIVAL_ROLE_NONE)
- {
- string message = strcat("RemovePlayerFromTeam: ",
- player.netname, " has invalid role.");
- DebugPrintToChatAll(message);
- return;
- }
- if (player.surv_role == SURVIVAL_ROLE_CANNON_FODDER)
- {
- Surv_SetPlayerRole(player, SURVIVAL_ROLE_NONE);
- return;
- }
- Surv_SetPlayerRole(player, SURVIVAL_ROLE_NONE);
- Surv_ChangeNumberOfPlayers(teamnum, -1);
- if (!IS_BOT_CLIENT(player))
- {
- --surv_numattackerhumans;
- }
- if ((surv_autobalance == false) || (surv_numattackers >=
- surv_numdefenders))
- {
- return;
- }
- // Add bot to keep teams balanced.
- entity lowestplayer = Surv_FindCannonFodder();
- if (lowestplayer != NULL)
- {
- LOG_TRACE("Changing ", lowestplayer.netname,
- " from cannon fodder to attacker.");
- Surv_SetPlayerRole(lowestplayer, SURVIVAL_ROLE_PLAYER);
- Surv_ChangeNumberOfPlayers(teamnum, +1);
- if (!IS_DEAD(lowestplayer))
- {
- Surv_ChangeNumberOfAlivePlayers(teamnum, +1);
- }
- return;
- }
- lowestplayer = Surv_FindLowestDefender(true, false);
- if (lowestplayer != NULL)
- {
- bool savedautobalance = surv_autobalance;
- surv_autobalance = false;
- SetPlayerTeamSimple(lowestplayer, surv_attackerteam);
- surv_autobalance = savedautobalance;
- return;
- }
- lowestplayer = Surv_FindLowestDefender(false, false);
- if (lowestplayer == NULL)
- {
- return;
- }
- bool savedautobalance = surv_autobalance;
- surv_autobalance = false;
- SetPlayerTeamSimple(lowestplayer, surv_attackerteam);
- surv_autobalance = savedautobalance;
- return;
- }
- case surv_defenderteam:
- {
- LOG_TRACE("Defender team");
- if (player.surv_role == SURVIVAL_ROLE_CANNON_FODDER)
- {
- // This happens during team switch. We don't need to change
- // anything.
- LOG_TRACE("Cannon fodder. Assuming team switch");
- return;
- }
- if (player.surv_role != SURVIVAL_ROLE_PLAYER)
- {
- string message = strcat("RemovePlayerFromTeam: ",
- player.netname, " has invalid role.");
- DebugPrintToChatAll(message);
- return;
- }
- Surv_SetPlayerRole(player, SURVIVAL_ROLE_NONE);
- Surv_ChangeNumberOfPlayers(teamnum, -1);
- if (!IS_BOT_CLIENT(player))
- {
- --surv_numdefenderhumans;
- }
- if ((surv_autobalance == false) || (surv_numdefenders >=
- surv_numattackers))
- {
- return;
- }
- // Add bot to keep teams balanced.
- entity lowestplayer = Surv_FindCannonFodder();
- if (lowestplayer != NULL)
- {
- LOG_TRACE("Changing ", lowestplayer.netname,
- " from cannon fodder to defender.");
- if (!IS_DEAD(player))
- {
- lowestplayer.surv_savedplayerstate =
- Surv_SavePlayerState(player);
- }
- bool savedautobalance = surv_autobalance;
- surv_autobalance = false;
- surv_announcefrags = false;
- SetPlayerTeamSimple(lowestplayer, surv_defenderteam);
- surv_autobalance = savedautobalance;
- surv_announcefrags = true;
- return;
- }
- lowestplayer = Surv_FindLowestAttacker(true);
- if (lowestplayer != NULL)
- {
- bool savedautobalance = surv_autobalance;
- surv_autobalance = false;
- surv_announcefrags = false;
- SetPlayerTeamSimple(lowestplayer, surv_defenderteam);
- surv_autobalance = savedautobalance;
- surv_announcefrags = true;
- return;
- }
- lowestplayer = Surv_FindLowestAttacker(false);
- if (lowestplayer == NULL)
- {
- return;
- }
- bool savedautobalance = surv_autobalance;
- surv_autobalance = false;
- surv_announcefrags = false;
- SetPlayerTeamSimple(lowestplayer, surv_defenderteam);
- surv_autobalance = savedautobalance;
- surv_announcefrags = true;
- return;
- }
- case -1:
- {
- LOG_TRACE("Spectator team");
- return;
- }
- default:
- {
- LOG_TRACE("Invalid team");
- return;
- }
- }
-}
-
-/// \brief Updates stats of team count on HUD.
-/// \return No return.
-void Surv_UpdateTeamStats()
-{
- // Debug stuff
- if (surv_attackerteam == NUM_TEAM_1)
- {
- yellowalive = surv_numattackers;
- pinkalive = surv_numdefenders;
- }
- else
- {
- pinkalive = surv_numattackers;
- yellowalive = surv_numdefenders;
- }
- FOREACH_CLIENT(IS_REAL_CLIENT(it),
- {
- it.yellowalive_stat = yellowalive;
- it.pinkalive_stat = pinkalive;
- });
-}
-
-/// \brief Adds player to alive list. Handles bookkeeping information.
-/// \param[in] player Player to add.
-/// \param[in] teamnum Team of the player.
-/// \return No return.
-void Surv_AddPlayerToAliveList(entity player, int teamnum)
-{
- switch (teamnum)
- {
- case surv_attackerteam:
- {
- if (player.surv_role == SURVIVAL_ROLE_PLAYER)
- {
- Surv_ChangeNumberOfAlivePlayers(teamnum, +1);
- }
- return;
- }
- case surv_defenderteam:
- {
- Surv_ChangeNumberOfAlivePlayers(teamnum, +1);
- return;
- }
- }
-}
-
-/// \brief Removes player from alive list. Handles bookkeeping information.
-/// \param[in] player Player to remove.
-/// \param[in] teamnum Team of the player.
-/// \return No return.
-void Surv_RemovePlayerFromAliveList(entity player, int teamnum)
-{
- if (player.surv_attack_sprite)
- {
- WaypointSprite_Kill(player.surv_attack_sprite);
- }
- if (player.surv_defend_sprite)
- {
- WaypointSprite_Kill(player.surv_defend_sprite);
- }
- switch (teamnum)
- {
- case surv_attackerteam:
- {
- if (player.surv_role == SURVIVAL_ROLE_PLAYER)
- {
- Surv_ChangeNumberOfAlivePlayers(teamnum, -1);
- }
- return;
- }
- case surv_defenderteam:
- {
- if (player.surv_role == SURVIVAL_ROLE_CANNON_FODDER)
- {
- // This happens during team switch. We don't need to change
- // anything.
- return;
- }
- Surv_ChangeNumberOfAlivePlayers(teamnum, -1);
- if (warmup_stage || surv_allowed_to_spawn || !surv_announcefrags)
- {
- return;
- }
- switch (surv_numdefendersalive)
- {
- case 1:
- {
- sound(NULL, CH_TRIGGER, SND_SURV_1_FRAG_LEFT,
- VOL_BASE, ATTEN_NONE);
- FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
- {
- if (it.team == surv_defenderteam)
- {
- Send_Notification(NOTIF_ONE, it, MSG_CENTER,
- CENTER_ALONE);
- return;
- }
- });
- return;
- }
- case 2:
- {
- sound(NULL, CH_TRIGGER, SND_SURV_2_FRAGS_LEFT,
- VOL_BASE, ATTEN_NONE);
- return;
- }
- case 3:
- {
- sound(NULL, CH_TRIGGER, SND_SURV_3_FRAGS_LEFT,
- VOL_BASE, ATTEN_NONE);
- return;
- }
- }
- return;
- }
- }
-}
-
-/// \brief Counts alive players.
-/// \return No return.
-/// \note In a perfect world this function shouldn't exist. However, since QC
-/// code is so bad and spurious mutators can really mess with your code, this
-/// function is called as a last resort.
-void Surv_CountAlivePlayers()
-{
- int savednumdefenders = surv_numdefendersalive;
- surv_numattackersalive = 0;
- surv_numdefendersalive = 0;
- FOREACH_CLIENT(IS_PLAYER(it),
- {
- switch (it.team)
- {
- case surv_attackerteam:
- {
- if ((it.surv_role == SURVIVAL_ROLE_PLAYER) && !IS_DEAD(it))
- {
- ++surv_numattackersalive;
- }
- break;
- }
- case surv_defenderteam:
- {
- if ((it.surv_role == SURVIVAL_ROLE_PLAYER) && !IS_DEAD(it))
- {
- ++surv_numdefendersalive;
- }
- break;
- }
- }
- });
- Surv_UpdateAliveStats();
- eliminatedPlayers.SendFlags |= 1;
- if (warmup_stage || surv_allowed_to_spawn || (savednumdefenders <=
- surv_numdefendersalive))
- {
- return;
- }
- switch (surv_numdefendersalive)
- {
- case 1:
- {
- sound(NULL, CH_TRIGGER, SND_SURV_1_FRAG_LEFT, VOL_BASE, ATTEN_NONE);
- FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
- {
- if (it.team == surv_defenderteam)
- {
- Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ALONE);
- return;
- }
- });
- return;
- }
- case 2:
- {
- sound(NULL, CH_TRIGGER, SND_SURV_2_FRAGS_LEFT, VOL_BASE,
- ATTEN_NONE);
- return;
- }
- case 3:
- {
- sound(NULL, CH_TRIGGER, SND_SURV_3_FRAGS_LEFT, VOL_BASE,
- ATTEN_NONE);
- return;
- }
- }
-}
-
-/// \brief Updates stats of alive players on HUD.
-/// \return No return.
-void Surv_UpdateAliveStats()
-{
- // Debug stuff
- if (surv_attackerteam == NUM_TEAM_1)
- {
- redalive = surv_numattackersalive;
- bluealive = surv_numdefendersalive;
- }
- else
- {
- bluealive = surv_numattackersalive;
- redalive = surv_numdefendersalive;
- }
- FOREACH_CLIENT(IS_REAL_CLIENT(it),
- {
- it.surv_defenders_alive_stat = surv_numdefendersalive;
- it.redalive_stat = redalive;
- it.bluealive_stat = bluealive;
- });
- Surv_UpdateDefenderHealthStat();
-}
-
-/// \brief Updates defender health on the HUD.
-/// \return No return.
-void Surv_UpdateDefenderHealthStat()
-{
- float maxhealth;
- float totalhealth = 0;
- if (autocvar_g_instagib == 1)
- {
- maxhealth = surv_numdefenders * (PlayerTemplate_GetFloatValue(
- "surv_defender", "start_armor") + 1);
- FOREACH_CLIENT(IS_PLAYER(it),
- {
- if (it.team == surv_defenderteam)
- {
- totalhealth += GetResourceAmount(it, RESOURCE_ARMOR) + 1;
- }
- });
- }
- else
- {
- maxhealth = surv_numdefenders * (PlayerTemplate_GetFloatValue(
- "surv_defender", "start_health") + PlayerTemplate_GetFloatValue(
- "surv_defender", "start_armor"));
- FOREACH_CLIENT(IS_PLAYER(it),
- {
- if (it.team == surv_defenderteam)
- {
- totalhealth += GetResourceAmount(it, RESOURCE_HEALTH);
- totalhealth += GetResourceAmount(it, RESOURCE_ARMOR);
- }
- });
- }
- float healthratio;
- if (maxhealth == 0)
- {
- healthratio = 0;
- }
- else
- {
- healthratio = totalhealth / maxhealth;
- }
- FOREACH_CLIENT(IS_REAL_CLIENT(it),
- {
- it.surv_defender_health_stat = healthratio;
- });
-}
-
-/// \brief Returns whether the player can spawn.
-/// \param[in] player Player to check.
-/// \return True if the player can spawn, false otherwise.
-bool Surv_CanPlayerSpawn(entity player)
-{
- if ((player.team == surv_attackerteam) ||
- (player.surv_savedplayerstate != NULL))
- {
- return true;
- }
- return surv_allowed_to_spawn;
-}
-
-/// \brief Switches the round type.
-/// \return No return.
-void Surv_SwitchRoundType()
-{
- switch (surv_roundtype)
- {
- case SURVIVAL_ROUND_FIRST:
- {
- surv_roundtype = SURVIVAL_ROUND_SECOND;
- return;
- }
- case SURVIVAL_ROUND_SECOND:
- {
- surv_roundtype = SURVIVAL_ROUND_FIRST;
- return;
- }
- }
-}
-
-/// \brief Cleans up the mess after the round has finished.
-/// \return No return.
-void Surv_RoundCleanup()
-{
- surv_allowed_to_spawn = false;
- surv_isroundactive = false;
- game_stopped = true;
- FOREACH_CLIENT(true,
- {
- if (it.surv_attack_sprite)
- {
- WaypointSprite_Kill(it.surv_attack_sprite);
- }
- if (it.surv_defend_sprite)
- {
- WaypointSprite_Kill(it.surv_defend_sprite);
- }
- if (it.surv_savedplayerstate)
- {
- delete(it.surv_savedplayerstate);
- it.surv_savedplayerstate = NULL;
- }
- });
- if (surv_type == SURVIVAL_TYPE_VERSUS)
- {
- Surv_SwitchRoundType();
- round_handler_Init(5, autocvar_g_surv_warmup, surv_timetobeat);
- return;
- }
- round_handler_Init(5, autocvar_g_surv_warmup,
- autocvar_g_surv_round_timelimit);
-}
-
-/// \brief Swaps attacker and defender teams.
-/// \return No return.
-void Surv_SwapTeams()
-{
- int temp = surv_attackerteam;
- surv_attackerteam = surv_defenderteam;
- surv_defenderteam = temp;
- temp = surv_attackerteambit;
- surv_attackerteambit = surv_defenderteambit;
- surv_defenderteambit = temp;
- temp = surv_numattackers;
- surv_numattackers = surv_numdefenders;
- surv_numdefenders = temp;
- temp = surv_numattackerhumans;
- surv_numattackerhumans = surv_numdefenderhumans;
- surv_numdefenderhumans = temp;
- FOREACH_CLIENT(true,
- {
- if ((it.team == surv_defenderteam) && (it.surv_role ==
- SURVIVAL_ROLE_CANNON_FODDER))
- {
- SetPlayerTeamSimple(it, surv_attackerteam);
- }
- });
- FOREACH_CLIENT(IS_REAL_CLIENT(it),
- {
- it.surv_defender_team_stat = Team_TeamToNumber(surv_defenderteam);
- });
-}
-
-/// \brief Forces the overkill model for specific player.
-/// \param[in,out] player Player to force the model of.
-/// \return No return.
-void Surv_ForceOverkillPlayerModel(entity player)
-{
- switch (player.team)
- {
- case NUM_TEAM_1:
- {
- switch (floor(random() * 4))
- {
- case 0:
- {
- player.surv_playermodel = "models/ok_player/okrobot1.dpm";
- return;
- }
- case 1:
- {
- player.surv_playermodel = "models/ok_player/okrobot2.dpm";
- return;
- }
- case 2:
- {
- player.surv_playermodel = "models/ok_player/okrobot3.dpm";
- return;
- }
- case 3:
- {
- player.surv_playermodel = "models/ok_player/okrobot4.dpm";
- return;
- }
- }
- return;
- }
- case NUM_TEAM_2:
- {
- switch (floor(random() * 4))
- {
- case 0:
- {
- player.surv_playermodel = "models/ok_player/okmale1.dpm";
- return;
- }
- case 1:
- {
- player.surv_playermodel = "models/ok_player/okmale2.dpm";
- return;
- }
- case 2:
- {
- player.surv_playermodel = "models/ok_player/okmale3.dpm";
- return;
- }
- case 3:
- {
- player.surv_playermodel = "models/ok_player/okmale4.dpm";
- return;
- }
- }
- return;
- }
- }
-}
-
-/// \brief Determines the player model to the one configured for the gamemode.
-/// \param[in,out] player Player to determine the model of.
-/// \return No return.
-void Surv_DeterminePlayerModel(entity player)
-{
- switch (player.team)
- {
- case surv_attackerteam:
- {
- switch (player.surv_role)
- {
- case SURVIVAL_ROLE_PLAYER:
- {
- if (!autocvar_g_surv_attacker_force_overkill_models)
- {
- player.surv_playermodel = player.surv_savedplayermodel;
- return;
- }
- Surv_ForceOverkillPlayerModel(player);
- return;
- }
- case SURVIVAL_ROLE_CANNON_FODDER:
- {
- if (!autocvar_g_surv_cannon_fodder_force_overkill_models)
- {
- player.surv_playermodel = player.surv_savedplayermodel;
- return;
- }
- Surv_ForceOverkillPlayerModel(player);
- return;
- }
- }
- }
- case surv_defenderteam:
- {
- if (!autocvar_g_surv_defender_force_overkill_models)
- {
- player.surv_playermodel = player.surv_savedplayermodel;
- return;
- }
- Surv_ForceOverkillPlayerModel(player);
- return;
- }
- }
-}
-
-/// \brief Setups a waypoint sprite used to track defenders.
-/// \param[in] player Player to attach sprite too.
-/// \return No return.
-void Surv_SetupWaypointSprite(entity player)
-{
- WaypointSprite_Spawn(WP_SurvivalKill, 0, 0, player, '0 0 64', NULL,
- surv_attackerteam, player, surv_attack_sprite, false,
- RADARICON_OBJECTIVE);
- WaypointSprite_Spawn(WP_SurvivalDefend, 0, 0, player, '0 0 64', NULL,
- surv_defenderteam, player, surv_defend_sprite, false,
- RADARICON_OBJECTIVE);
- //player.surv_attack_sprite.colormod = colormapPaletteColor(player.team - 1,
- // false);
- //player.surv_defend_sprite.colormod = colormapPaletteColor(player.team - 1,
- // false);
- float max_hp;
- if (autocvar_g_instagib == 1)
- {
- max_hp = PlayerTemplate_GetFloatValue(Surv_GetPlayerTemplate(player),
- "start_armor") + 1;
- WaypointSprite_UpdateMaxHealth(player.surv_attack_sprite, max_hp);
- WaypointSprite_UpdateMaxHealth(player.surv_defend_sprite, max_hp);
- Surv_UpdateWaypointSpriteHealth(player);
- return;
- }
- max_hp = PlayerTemplate_GetFloatValue(Surv_GetPlayerTemplate(player),
- "start_health") + PlayerTemplate_GetFloatValue(Surv_GetPlayerTemplate(
- player), "start_armor");
- WaypointSprite_UpdateMaxHealth(player.surv_attack_sprite, max_hp);
- WaypointSprite_UpdateMaxHealth(player.surv_defend_sprite, max_hp);
- Surv_UpdateWaypointSpriteHealth(player);
-}
-
-void Surv_UpdateWaypointSpriteHealth(entity player)
-{
- float hp;
- if (autocvar_g_instagib == 1)
- {
- hp = GetResourceAmount(player, RESOURCE_ARMOR) + 1;
- }
- else
- {
- hp = GetResourceAmount(player, RESOURCE_HEALTH) + GetResourceAmount(
- player, RESOURCE_ARMOR);
- }
- WaypointSprite_UpdateHealth(player.surv_attack_sprite, hp);
- WaypointSprite_UpdateHealth(player.surv_defend_sprite, hp);
-}
-
-//=============================== Callbacks ===================================
-
-bool Surv_CanRoundStart()
-{
- return (surv_numattackersalive > 0) && (surv_numdefendersalive > 0);
-}
-
-bool Surv_CanRoundEnd()
-{
- if (warmup_stage)
- {
- return false;
- }
- if((round_handler_GetEndTime() > 0) && (round_handler_GetEndTime() -
- time <= 0))
- {
- if (surv_roundtype == SURVIVAL_ROUND_FIRST)
- {
- surv_timetobeat = time - surv_roundstarttime;
- Send_Notification(NOTIF_ALL, NULL, MSG_CENTER,
- CENTER_SURVIVAL_DEFENDERS_SURVIVED);
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO,
- INFO_SURVIVAL_DEFENDERS_SURVIVED);
- Surv_RoundCleanup();
- return true;
- }
- surv_timetobeat = autocvar_g_surv_round_timelimit;
- Send_Notification(NOTIF_ALL, NULL, MSG_CENTER,
- CENTER_SURVIVAL_DEFENDERS_SURVIVED);
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO,
- INFO_SURVIVAL_DEFENDERS_SURVIVED);
- switch (surv_defenderteam)
- {
- case NUM_TEAM_1:
- {
- sound(NULL, CH_TRIGGER, SND_SURV_RED_SCORES, VOL_BASE,
- ATTEN_NONE);
- break;
- }
- case NUM_TEAM_2:
- {
- sound(NULL, CH_TRIGGER, SND_SURV_BLUE_SCORES, VOL_BASE,
- ATTEN_NONE);
- break;
- }
- }
- TeamScore_AddToTeam(surv_defenderteam, 1, 1);
- Surv_RoundCleanup();
- return true;
- }
- if (surv_numdefendersalive > 0)
- {
- return false;
- }
- if (surv_roundtype == SURVIVAL_ROUND_FIRST)
- {
- surv_timetobeat = time - surv_roundstarttime;
- Send_Notification(NOTIF_ALL, NULL, MSG_CENTER,
- CENTER_SURVIVAL_DEFENDERS_ELIMINATED_IN, surv_timetobeat);
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO,
- INFO_SURVIVAL_DEFENDERS_ELIMINATED_IN, surv_timetobeat);
- Surv_RoundCleanup();
- return true;
- }
- surv_timetobeat = autocvar_g_surv_round_timelimit;
- Send_Notification(NOTIF_ALL, NULL, MSG_CENTER,
- CENTER_SURVIVAL_DEFENDERS_ELIMINATED);
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO,
- INFO_SURVIVAL_DEFENDERS_ELIMINATED);
- switch (surv_attackerteam)
- {
- case NUM_TEAM_1:
- {
- sound(NULL, CH_TRIGGER, SND_SURV_RED_SCORES, VOL_BASE,
- ATTEN_NONE);
- break;
- }
- case NUM_TEAM_2:
- {
- sound(NULL, CH_TRIGGER, SND_SURV_BLUE_SCORES, VOL_BASE,
- ATTEN_NONE);
- break;
- }
- }
- TeamScore_AddToTeam(surv_attackerteam, 1, 1);
- Surv_RoundCleanup();
- return true;
-}
-
-void Surv_RoundStart()
-{
- if (warmup_stage)
- {
- surv_allowed_to_spawn = true;
- return;
- }
- surv_isroundactive = true;
- surv_roundstarttime = time;
- surv_allowed_to_spawn = false;
- switch (surv_roundtype)
- {
- case SURVIVAL_ROUND_FIRST:
- {
- FOREACH_CLIENT(IS_PLAYER(it),
- {
- if (it.team == surv_attackerteam)
- {
- Send_Notification(NOTIF_TEAM, it, MSG_CENTER,
- CENTER_SURVIVAL_1ST_ROUND_ATTACKER);
- Send_Notification(NOTIF_TEAM, it, MSG_INFO,
- INFO_SURVIVAL_1ST_ROUND_ATTACKER);
- break;
- }
- });
- FOREACH_CLIENT(IS_PLAYER(it),
- {
- if (it.team == surv_defenderteam)
- {
- if (surv_type == SURVIVAL_TYPE_COOP)
- {
- Send_Notification(NOTIF_TEAM, it, MSG_CENTER,
- CENTER_SURVIVAL_COOP_DEFENDER);
- Send_Notification(NOTIF_TEAM, it, MSG_INFO,
- INFO_SURVIVAL_COOP_DEFENDER);
- break;
- }
- Send_Notification(NOTIF_TEAM, it, MSG_CENTER,
- CENTER_SURVIVAL_1ST_ROUND_DEFENDER);
- Send_Notification(NOTIF_TEAM, it, MSG_INFO,
- INFO_SURVIVAL_1ST_ROUND_DEFENDER);
- break;
- }
- });
- break;
- }
- case SURVIVAL_ROUND_SECOND:
- {
- FOREACH_CLIENT(IS_PLAYER(it),
- {
- if (it.team == surv_attackerteam)
- {
- Send_Notification(NOTIF_TEAM, it, MSG_CENTER,
- CENTER_SURVIVAL_2ND_ROUND_ATTACKER, surv_timetobeat);
- Send_Notification(NOTIF_TEAM, it, MSG_INFO,
- INFO_SURVIVAL_2ND_ROUND_ATTACKER, surv_timetobeat);
- break;
- }
- });
- FOREACH_CLIENT(IS_PLAYER(it),
- {
- if (it.team == surv_defenderteam)
- {
- Send_Notification(NOTIF_TEAM, it, MSG_CENTER,
- CENTER_SURVIVAL_2ND_ROUND_DEFENDER, surv_timetobeat);
- Send_Notification(NOTIF_TEAM, it, MSG_INFO,
- INFO_SURVIVAL_2ND_ROUND_DEFENDER, surv_timetobeat);
- break;
- }
- });
- break;
- }
- }
- if (autocvar_g_surv_stealth)
- {
- return;
- }
- FOREACH_CLIENT(IS_PLAYER(it),
- {
- switch (it.team)
- {
- case surv_defenderteam:
- {
- if (it.surv_role == SURVIVAL_ROLE_PLAYER)
- {
- Surv_SetupWaypointSprite(it);
- }
- break;
- }
- }
- });
-}
-
-bool Surv_IsEliminated(entity player)
-{
- switch (player.surv_state)
- {
- case SURVIVAL_STATE_NOT_PLAYING:
- {
- return true;
- }
- case SURVIVAL_STATE_PLAYING:
- {
- if (player.surv_role == SURVIVAL_ROLE_CANNON_FODDER)
- {
- // A hack until proper scoreboard is done.
- return true;
- }
- if ((player.team == surv_defenderteam) && (IS_DEAD(player) ||
- IS_OBSERVER(player)))
- {
- return true;
- }
- return false;
- }
- }
- // Should never reach here
- return true;
-}
-
-//============================= Hooks ========================================
-
-/// \brief Hook that is called to determine general rules of the game.
-MUTATOR_HOOKFUNCTION(surv, ReadLevelCvars)
-{
- surv_warmup = warmup_stage;
-}
-
-/// \brief Hook that is called to determine if there is a weapon arena.
-MUTATOR_HOOKFUNCTION(surv, SetWeaponArena)
-{
- // Removing any weapon arena.
- M_ARGV(0, string) = "off";
-}
-
-/// \brief Hook that is called to determine start items of all players.
-MUTATOR_HOOKFUNCTION(surv, SetStartItems)
-{
- if (autocvar_g_instagib == 1)
- {
- return;
- }
- start_weapons = WEPSET(Null);
- warmup_start_weapons = WEPSET(Null);
-}
-
-/// \brief Hook that is called on every frame.
-MUTATOR_HOOKFUNCTION(surv, SV_StartFrame)
-{
- if (game_stopped || !surv_isroundactive)
- {
- return;
- }
- float roundtime = 0;
- switch (surv_roundtype)
- {
- case SURVIVAL_ROUND_FIRST:
- {
- roundtime = time - surv_roundstarttime;
- break;
- }
- case SURVIVAL_ROUND_SECOND:
- {
- roundtime = round_handler_GetEndTime() - time;
- break;
- }
- }
- FOREACH_CLIENT(IS_REAL_CLIENT(it),
- {
- it.surv_round_time_stat = roundtime;
- });
-}
-
-/// \brief Hook that determines which team player can join. This is called
-/// before ClientConnect.
-MUTATOR_HOOKFUNCTION(surv, CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
-{
- entity player = M_ARGV(2, entity);
- LOG_TRACE("Survival: CheckAllowedTeams, player = ", player.netname);
- if (player == NULL)
- {
- return SURVIVAL_TEAM_BITS;
- }
- if (IS_BOT_CLIENT(player))
- {
- int teambits = surv_attackerteambit;
- if ((player.team == surv_defenderteam) || (surv_numdefenders <
- autocvar_g_surv_team_size))
- {
- teambits |= surv_defenderteambit;
- }
- M_ARGV(0, float) = teambits;
- return;
- }
- if (surv_type == SURVIVAL_TYPE_COOP)
- {
- if (surv_numdefenderhumans < autocvar_g_surv_team_size)
- {
- M_ARGV(0, float) = surv_defenderteambit;
- return;
- }
- M_ARGV(0, float) = 0;
- return;
- }
- int teambits = 0;
- if (surv_numattackerhumans < autocvar_g_surv_team_size)
- {
- LOG_TRACE("Player can join attackers");
- teambits |= surv_attackerteambit;
- }
- if (surv_numdefenderhumans < autocvar_g_surv_team_size)
- {
- LOG_TRACE("Player can join defenders");
- teambits |= surv_defenderteambit;
- }
- M_ARGV(0, float) = teambits;
- return;
-}
-
-/// \brief Hook that override team counts.
-MUTATOR_HOOKFUNCTION(surv, GetTeamCounts, CBC_ORDER_EXCLUSIVE)
-{
- return true;
-}
-
-/// \brief Hook that sets the team count.
-MUTATOR_HOOKFUNCTION(surv, GetTeamCount, CBC_ORDER_EXCLUSIVE)
-{
- float teamnum = M_ARGV(0, float);
- entity ignore = M_ARGV(1, entity);
- switch (teamnum)
- {
- case surv_attackerteam:
- {
- M_ARGV(2, float) = surv_numattackers;
- M_ARGV(3, float) = surv_numattackers - surv_numattackerhumans;
- if (ignore.team == surv_attackerteam)
- {
- --M_ARGV(2, float);
- if (IS_BOT_CLIENT(ignore))
- {
- --M_ARGV(3, float);
- }
- }
- entity lowestplayer = NULL;
- float lowestplayerscore = FLOAT_MAX;
- entity lowestbot = NULL;
- float lowestbotscore = FLOAT_MAX;
- FOREACH_CLIENT((it.team == surv_attackerteam) && (it.surv_role ==
- SURVIVAL_ROLE_PLAYER),
- {
- if (it == ignore)
- {
- continue;
- }
- if (IS_BOT_CLIENT(it))
- {
- float tempscore = PlayerScore_Get(it, SP_SCORE);
- if (tempscore < lowestbotscore)
- {
- lowestbot = it;
- lowestbotscore = tempscore;
- continue;
- }
- }
- float tempscore = PlayerScore_Get(it, SP_SCORE);
- if (tempscore < lowestplayerscore)
- {
- lowestplayer = it;
- lowestplayerscore = tempscore;
- }
- });
- M_ARGV(4, entity) = lowestplayer;
- M_ARGV(5, entity) = lowestbot;
- break;
- }
- case surv_defenderteam:
- {
- M_ARGV(2, float) = surv_numdefenders;
- M_ARGV(3, float) = surv_numdefenders - surv_numdefenderhumans;
- if (ignore.team == surv_defenderteam)
- {
- --M_ARGV(2, float);
- if (IS_BOT_CLIENT(ignore))
- {
- --M_ARGV(3, float);
- }
- }
- entity lowestplayer = NULL;
- float lowestplayerscore = FLOAT_MAX;
- entity lowestbot = NULL;
- float lowestbotscore = FLOAT_MAX;
- FOREACH_CLIENT((it.team == surv_defenderteam),
- {
- if (it == ignore)
- {
- continue;
- }
- if (IS_BOT_CLIENT(it))
- {
- float tempscore = PlayerScore_Get(it, SP_SCORE);
- if (tempscore < lowestbotscore)
- {
- lowestbot = it;
- lowestbotscore = tempscore;
- continue;
- }
- }
- float tempscore = PlayerScore_Get(it, SP_SCORE);
- if (tempscore < lowestplayerscore)
- {
- lowestplayer = it;
- lowestplayerscore = tempscore;
- }
- });
- M_ARGV(4, entity) = lowestplayer;
- M_ARGV(5, entity) = lowestbot;
- break;
- }
- }
- return true;
-}
-
-/// \brief Hook that determines the best teams for the player to join.
-MUTATOR_HOOKFUNCTION(surv, FindBestTeams, CBC_ORDER_EXCLUSIVE)
-{
- if (surv_type == SURVIVAL_TYPE_COOP)
- {
- return false;
- }
- entity player = M_ARGV(0, entity);
- if (IS_BOT_CLIENT(player))
- {
- return false;
- }
- int numattackerhumans = surv_numattackerhumans;
- int numdefenderhumans = surv_numdefenderhumans;
- if (player.team == surv_attackerteam)
- {
- --numattackerhumans;
- }
- else if (player.team == surv_defenderteam)
- {
- --numdefenderhumans;
- }
- if (numattackerhumans < numdefenderhumans)
- {
- M_ARGV(1, float) = BIT(Team_TeamToNumber(surv_attackerteam) - 1);
- return true;
- }
- if (numattackerhumans > numdefenderhumans)
- {
- M_ARGV(1, float) = BIT(Team_TeamToNumber(surv_defenderteam) - 1);
- return true;
- }
- M_ARGV(1, float) = SURVIVAL_TEAM_BITS;
- return true;
-}
-
-/// \brief Hook that is called when player has changed the team.
-MUTATOR_HOOKFUNCTION(surv, Player_ChangedTeam)
-{
- entity player = M_ARGV(0, entity);
- int oldteam = M_ARGV(1, float);
- int newteam = M_ARGV(2, float);
- string message = strcat("Survival: Player_ChangedTeam, ", player.netname,
- ", old team = ", ftos(oldteam), " new team = ", ftos(newteam));
- LOG_TRACE(message);
- DebugPrintToChatAll(message);
- if ((oldteam != -1) && IS_PLAYER(player) && !IS_DEAD(player))
- {
- Surv_RemovePlayerFromAliveList(player, oldteam);
- }
- Surv_RemovePlayerFromTeam(player, oldteam);
- if (Surv_AddPlayerToTeam(player, newteam) == false)
- {
- return;
- }
- //Surv_CountAlivePlayers();
- if ((oldteam != -1) && IS_PLAYER(player) && !IS_DEAD(player))
- {
- Surv_AddPlayerToAliveList(player, newteam);
- }
-}
-
-/// \brief Hook that is called when player connects to the server.
-MUTATOR_HOOKFUNCTION(surv, ClientConnect)
-{
- entity player = M_ARGV(0, entity);
- LOG_TRACE("Survival: ClientConnect, player = ", player.netname);
- player.surv_savedplayermodel = player.playermodel;
- if (IS_REAL_CLIENT(player))
- {
- player.surv_defender_team_stat = Team_TeamToNumber(surv_defenderteam);
- player.surv_defenders_alive_stat = surv_numdefendersalive;
- player.redalive_stat = redalive;
- player.bluealive_stat = bluealive;
- player.yellowalive_stat = yellowalive;
- player.pinkalive_stat = pinkalive;
- }
- if (player.surv_role == SURVIVAL_ROLE_NONE)
- {
- Surv_AddPlayerToTeam(player, player.team);
- }
- return true;
-}
-
-/// \brief Hook that is called when player disconnects from the server.
-MUTATOR_HOOKFUNCTION(surv, ClientDisconnect)
-{
- entity player = M_ARGV(0, entity);
- if (!IS_DEAD(player))
- {
- Surv_RemovePlayerFromAliveList(player, player.team);
- }
- Surv_RemovePlayerFromTeam(player, player.team);
- //Surv_CountAlivePlayers();
-}
-
-/// \brief Hook that determines whether player can spawn. It is not called for
-/// players who have joined the team and are dead.
-MUTATOR_HOOKFUNCTION(surv, ForbidSpawn)
-{
- entity player = M_ARGV(0, entity);
- LOG_TRACE("Survival: ForbidSpawn, player = ", player.netname);
- if (player.surv_state == SURVIVAL_STATE_NOT_PLAYING)
- {
- return false;
- }
- return !Surv_CanPlayerSpawn(player);
-}
-
-MUTATOR_HOOKFUNCTION(surv, PutClientInServer)
-{
- entity player = M_ARGV(0, entity);
- LOG_TRACE("Survival: PutClientInServer, player = ", player.netname);
- if (!Surv_CanPlayerSpawn(player) && IS_PLAYER(player))
- {
- LOG_TRACE("Transmuting to observer");
- TRANSMUTE(Observer, player);
- }
-}
-
-MUTATOR_HOOKFUNCTION(surv, MakePlayerObserver)
-{
- entity player = M_ARGV(0, entity);
- LOG_TRACE("Survival: MakePlayerObserver, player = ", player.netname);
- if (player.killindicator_teamchange == -2) // player wants to spectate
- {
- LOG_TRACE("killindicator_teamchange == -2");
- player.surv_state = SURVIVAL_STATE_NOT_PLAYING;
- }
- if (player.surv_state == SURVIVAL_STATE_NOT_PLAYING)
- {
- return false; // allow team reset
- }
- return true; // prevent team reset
-}
-
-MUTATOR_HOOKFUNCTION(surv, reset_map_global)
-{
- LOG_TRACE("Survival: reset_map_global");
- surv_allowed_to_spawn = true;
- if (surv_roundtype == SURVIVAL_ROUND_FIRST)
- {
- FOREACH_CLIENT(IS_REAL_CLIENT(it),
- {
- it.surv_round_time_stat = 0;
- });
- }
- return true;
-}
-
-MUTATOR_HOOKFUNCTION(surv, reset_map_players)
-{
- LOG_TRACE("Survival: reset_map_players");
- surv_numattackersalive = 0;
- surv_numdefendersalive = 0;
- if (surv_warmup)
- {
- surv_warmup = false;
- }
- else if (surv_type == SURVIVAL_TYPE_VERSUS)
- {
- Surv_SwapTeams();
- }
- FOREACH_CLIENT(true,
- {
- it.killcount = 0;
- if ((it.surv_state == SURVIVAL_STATE_NOT_PLAYING) && IS_BOT_CLIENT(it))
- {
- it.team = -1;
- it.surv_state = SURVIVAL_STATE_PLAYING;
- }
- if (it.surv_state == SURVIVAL_STATE_PLAYING)
- {
- TRANSMUTE(Player, it);
- it.surv_state = SURVIVAL_STATE_PLAYING;
- PutClientInServer(it);
- }
- });
- bot_relinkplayerlist();
- return true;
-}
-
-/// \brief Hook that is called when player spawns.
-MUTATOR_HOOKFUNCTION(surv, PlayerSpawn)
-{
- entity player = M_ARGV(0, entity);
- LOG_TRACE("Survival: PlayerSpawn, player = ", player.netname);
- player.surv_state = SURVIVAL_STATE_PLAYING;
- Surv_DeterminePlayerModel(player);
- if (player.surv_savedplayerstate != NULL)
- {
- Surv_RestorePlayerState(player, player.surv_savedplayerstate);
- delete(player.surv_savedplayerstate);
- player.surv_savedplayerstate = NULL;
- }
- else
- {
- PlayerTemplateHook_PlayerSpawn(player, Surv_GetPlayerTemplate(player));
- }
- switch (player.team)
- {
- case surv_attackerteam:
- {
- if (player.surv_role == SURVIVAL_ROLE_PLAYER)
- {
- Send_Notification(NOTIF_ONE, player, MSG_CENTER,
- CENTER_ASSAULT_ATTACKING);
- }
- break;
- }
- case surv_defenderteam:
- {
- Send_Notification(NOTIF_ONE, player, MSG_CENTER,
- CENTER_ASSAULT_DEFENDING);
- break;
- }
- }
- //Surv_CountAlivePlayers();
- Surv_AddPlayerToAliveList(player, player.team);
-}
-
-/// \brief UGLY HACK. This is called every frame to keep player model correct.
-MUTATOR_HOOKFUNCTION(surv, FixPlayermodel)
-{
- entity player = M_ARGV(2, entity);
- M_ARGV(0, string) = player.surv_playermodel;
-}
-
-/// \brief Hook which is called when the player tries to throw their weapon.
-MUTATOR_HOOKFUNCTION(surv, ForbidThrowCurrentWeapon)
-{
- entity player = M_ARGV(0, entity);
- return PlayerTemplateHook_ForbidThrowCurrentWeapon(
- Surv_GetPlayerTemplate(player));
-}
-
-/// \brief Hook that is called every frame to determine how player health should
-/// regenerate.
-MUTATOR_HOOKFUNCTION(surv, PlayerRegen)
-{
- entity player = M_ARGV(0, entity);
- if (player.team == surv_defenderteam)
- {
- return true;
- }
- return PlayerTemplateHook_PlayerRegen(player,
- Surv_GetPlayerTemplate(player));
-}
-
-/// \brief Hook that is called to determine if balance messages will appear.
-MUTATOR_HOOKFUNCTION(surv, HideTeamNagger)
-{
- return true;
-}
-
-/// \brief Hook that is called when player touches an item.
-MUTATOR_HOOKFUNCTION(surv, ItemTouch)
-{
- entity item = M_ARGV(0, entity);
- entity player = M_ARGV(1, entity);
- switch (player.team)
- {
- case surv_attackerteam:
- {
- return PlayerTemplateHook_ItemTouch(player, item,
- Surv_GetPlayerTemplate(player));
- }
- case surv_defenderteam:
- {
- switch (item.classname)
- {
- case "item_strength":
- {
- W_GiveWeapon(player, WEP_HMG.m_id);
- player.superweapons_finished = max(
- player.superweapons_finished, time) +
- autocvar_g_balance_superweapons_time;
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_Strength, VOL_BASE,
- ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- case "item_invincible":
- {
- W_GiveWeapon(player, WEP_RPC.m_id);
- player.superweapons_finished = max(
- player.superweapons_finished, time) +
- autocvar_g_balance_superweapons_time;
- Item_ScheduleRespawn(item);
- sound(player, CH_TRIGGER, SND_Shield, VOL_BASE, ATTEN_NORM);
- return MUT_ITEMTOUCH_RETURN;
- }
- default:
- {
- return PlayerTemplateHook_ItemTouch(player, item,
- Surv_GetPlayerTemplate(player));
- }
- }
- DebugPrintToChat(player, item.classname);
- return MUT_ITEMTOUCH_RETURN;
- }
- }
- return MUT_ITEMTOUCH_CONTINUE;
-}
-
-/// \brief Hook which is called when the damage amount must be determined.
-MUTATOR_HOOKFUNCTION(surv, Damage_Calculate)
-{
- entity frag_attacker = M_ARGV(1, entity);
- entity frag_target = M_ARGV(2, entity);
- float deathtype = M_ARGV(3, float);
- float damage = M_ARGV(4, float);
- M_ARGV(4, float) = PlayerTemplateHook_Damage_Calculate(frag_attacker,
- Surv_GetPlayerTemplate(frag_attacker), frag_target,
- Surv_GetPlayerTemplate(frag_target), deathtype, damage);
-}
-
-/// \brief Hook which is called when the player was damaged.
-MUTATOR_HOOKFUNCTION(surv, PlayerDamaged)
-{
- entity target = M_ARGV(1, entity);
- if (target.team != surv_defenderteam)
- {
- return;
- }
- Surv_UpdateDefenderHealthStat();
- entity attacker = M_ARGV(0, entity);
- if ((attacker.team == surv_attackerteam) && (attacker.surv_role ==
- SURVIVAL_ROLE_PLAYER))
- {
- float health = M_ARGV(2, float);
- float armor = M_ARGV(3, float);
- float score = (health + armor) * autocvar_g_surv_attacker_damage_score;
- GameRules_scoring_add(attacker, SCORE, score);
- }
- if (autocvar_g_surv_stealth)
- {
- return;
- }
- if (GetResourceAmount(target, RESOURCE_HEALTH) < 1)
- {
- WaypointSprite_Kill(target.surv_attack_sprite);
- WaypointSprite_Kill(target.surv_defend_sprite);
- }
- else
- {
- Surv_UpdateWaypointSpriteHealth(target);
- }
-}
-
-/// \brief Hook which is called when the player dies.
-MUTATOR_HOOKFUNCTION(surv, PlayerDies, CBC_ORDER_FIRST)
-{
- //DebugPrintToChatAll("PlayerDies");
- entity attacker = M_ARGV(1, entity);
- entity victim = M_ARGV(2, entity);
- PlayerTemplateHook_PlayerDies(victim, Surv_GetPlayerTemplate(victim));
- if ((attacker.team == surv_defenderteam) &&
- (victim.team == surv_attackerteam))
- {
- switch (victim.surv_role)
- {
- case SURVIVAL_ROLE_PLAYER:
- {
- GiveResource(attacker, RESOURCE_HEALTH,
- autocvar_g_surv_defender_attacker_frag_health);
- GiveResource(attacker, RESOURCE_ARMOR,
- autocvar_g_surv_defender_attacker_frag_armor);
- GiveResource(attacker, RESOURCE_SHELLS,
- autocvar_g_surv_defender_attacker_frag_shells);
- GiveResource(attacker, RESOURCE_BULLETS,
- autocvar_g_surv_defender_attacker_frag_bullets);
- GiveResource(attacker, RESOURCE_ROCKETS,
- autocvar_g_surv_defender_attacker_frag_rockets);
- GiveResource(attacker, RESOURCE_CELLS,
- autocvar_g_surv_defender_attacker_frag_cells);
- GiveResource(attacker, RESOURCE_PLASMA,
- autocvar_g_surv_defender_attacker_frag_plasma);
- GiveResource(attacker, RESOURCE_FUEL,
- autocvar_g_surv_defender_attacker_frag_fuel);
- break;
- }
- case SURVIVAL_ROLE_CANNON_FODDER:
- {
- GiveResource(attacker, RESOURCE_HEALTH,
- autocvar_g_surv_defender_cannon_fodder_frag_health);
- GiveResource(attacker, RESOURCE_ARMOR,
- autocvar_g_surv_defender_cannon_fodder_frag_armor);
- GiveResource(attacker, RESOURCE_SHELLS,
- autocvar_g_surv_defender_cannon_fodder_frag_shells);
- GiveResource(attacker, RESOURCE_BULLETS,
- autocvar_g_surv_defender_cannon_fodder_frag_bullets);
- GiveResource(attacker, RESOURCE_ROCKETS,
- autocvar_g_surv_defender_cannon_fodder_frag_rockets);
- GiveResource(attacker, RESOURCE_CELLS,
- autocvar_g_surv_defender_cannon_fodder_frag_cells);
- GiveResource(attacker, RESOURCE_PLASMA,
- autocvar_g_surv_defender_cannon_fodder_frag_plasma);
- GiveResource(attacker, RESOURCE_FUEL,
- autocvar_g_surv_defender_cannon_fodder_frag_fuel);
- break;
- }
- }
- }
- if (!Surv_CanPlayerSpawn(victim))
- {
- victim.respawn_flags = RESPAWN_SILENT;
- if (IS_BOT_CLIENT(victim))
- {
- bot_clear(victim);
- }
- }
- return true;
-}
-
-/// \brief Hook which is called after the player died.
-MUTATOR_HOOKFUNCTION(surv, PlayerDied)
-{
- //DebugPrintToChatAll("PlayerDied");
- entity player = M_ARGV(0, entity);
- Surv_RemovePlayerFromAliveList(player, player.team);
- //Surv_CountAlivePlayers();
-}
-
-/// \brief Hook which is called when player has scored a frag.
-MUTATOR_HOOKFUNCTION(surv, GiveFragsForKill, CBC_ORDER_FIRST)
-{
- if (surv_type == SURVIVAL_TYPE_COOP)
- {
- return true;
- }
- entity attacker = M_ARGV(0, entity);
- if ((attacker.team == surv_defenderteam) || (attacker.surv_role ==
- SURVIVAL_ROLE_CANNON_FODDER))
- {
- M_ARGV(2, float) = 0;
- return true;
- }
- entity target = M_ARGV(1, entity);
- if ((attacker.surv_role == SURVIVAL_ROLE_PLAYER) && (target.team ==
- surv_defenderteam))
- {
- M_ARGV(2, float) = autocvar_g_surv_attacker_frag_score;
- }
- return true;
-}
-
-MUTATOR_HOOKFUNCTION(surv, SpectateSet)
-{
- entity client = M_ARGV(0, entity);
- entity targ = M_ARGV(1, entity);
-
- if (!autocvar_g_surv_spectate_enemies &&
- (client.surv_state == SURVIVAL_STATE_PLAYING) &&
- DIFF_TEAM(targ, client))
- {
- return true;
- }
-}
-
-MUTATOR_HOOKFUNCTION(surv, SpectateNext)
-{
- entity client = M_ARGV(0, entity);
-
- if (!autocvar_g_surv_spectate_enemies &&
- (client.surv_state == SURVIVAL_STATE_PLAYING))
- {
- entity targ = M_ARGV(1, entity);
- M_ARGV(1, entity) = CA_SpectateNext(client, targ);
- return true;
- }
-}
-
-MUTATOR_HOOKFUNCTION(surv, SpectatePrev)
-{
- entity client = M_ARGV(0, entity);
- entity targ = M_ARGV(1, entity);
- entity first = M_ARGV(2, entity);
-
- if (!autocvar_g_surv_spectate_enemies &&
- (client.surv_state == SURVIVAL_STATE_PLAYING))
- {
- do
- {
- targ = targ.chain;
- }
- while (targ && DIFF_TEAM(targ, client));
- if (!targ)
- {
- for (targ = first; targ && DIFF_TEAM(targ, client);
- targ = targ.chain);
-
- if (targ == client.enemy)
- {
- return MUT_SPECPREV_RETURN;
- }
- }
- }
- M_ARGV(1, entity) = targ;
- return MUT_SPECPREV_FOUND;
-}
-
-/// \brief I'm not sure exactly what this function does but it is very
-/// important. Without it bots are completely broken. Is it a hack? Of course.
-MUTATOR_HOOKFUNCTION(surv, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
-{
- FOREACH_CLIENT(IS_REAL_CLIENT(it),
- {
- if (IS_PLAYER(it) || (it.surv_state == SURVIVAL_STATE_PLAYING))
- {
- ++M_ARGV(0, int);
- }
- ++M_ARGV(1, int);
- });
- return true;
-}
-
-MUTATOR_HOOKFUNCTION(surv, Scores_CountFragsRemaining)
-{
- // Don't announce remaining frags
- return false;
-}