1 #include "gamemode_lms.qh"
5 #define autocvar_g_lms_lives_override cvar("g_lms_lives_override")
8 REGISTER_MUTATOR(lms, false)
12 if (time > 1) // game loads at time 1
13 error("This is a game type and it cannot be added at runtime.");
16 SetLimits(((!autocvar_g_lms_lives_override) ? -1 : autocvar_g_lms_lives_override), 0, -1, -1);
19 MUTATOR_ONROLLBACK_OR_REMOVE
21 // we actually cannot roll back lms_Initialize here
22 // BUT: we don't need to! If this gets called, adding always
28 LOG_INFO("This is a game type and it cannot be removed at runtime.");
36 float lms_lowest_lives;
38 float LMS_NewPlayerLives();
44 #include <common/mutators/mutator/instagib/items.qc>
45 #include <server/campaign.qh>
46 #include <server/command/cmd.qh>
48 int autocvar_g_lms_extra_lives;
49 bool autocvar_g_lms_join_anytime;
50 int autocvar_g_lms_last_join;
51 bool autocvar_g_lms_regenerate;
54 float LMS_NewPlayerLives()
57 fl = autocvar_fraglimit;
61 // first player has left the game for dying too much? Nobody else can get in.
62 if(lms_lowest_lives < 1)
65 if(!autocvar_g_lms_join_anytime)
66 if(lms_lowest_lives < fl - autocvar_g_lms_last_join)
69 return bound(1, lms_lowest_lives, fl);
74 // LMS winning condition: game terminates if and only if there's at most one
75 // one player who's living lives. Top two scores being equal cancels the time
77 int WinningCondition_LMS()
80 bool have_player = false;
81 bool have_players = false;
83 int l = LMS_NewPlayerLives();
85 head = find(world, classname, STR_PLAYER);
88 head2 = find(head, classname, STR_PLAYER);
94 // we have at least one player
97 // two or more active players - continue with the game
101 // exactly one player?
104 SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
108 // game still running (that is, nobody got removed from the game by a frag yet)? then continue
114 // and assign him his first place
115 PlayerScore_Add(head, SP_LMS_RANK, 1);
122 // nobody is playing at all...
125 // wait for players...
129 // SNAFU (maybe a draw game?)
131 LOG_TRACE("No players, ending game.\n");
136 // When we get here, we have at least two players who are actually LIVING,
137 // now check if the top two players have equal score.
138 WinningConditionHelper();
141 if(WinningConditionHelper_winner)
142 WinningConditionHelper_winner.winning = true;
143 if(WinningConditionHelper_topscore == WinningConditionHelper_secondscore)
144 return WINNING_NEVER;
146 // Top two have different scores? Way to go for our beloved TIMELIMIT!
151 MUTATOR_HOOKFUNCTION(lms, reset_map_global)
153 lms_lowest_lives = 999;
154 lms_next_place = player_count;
159 MUTATOR_HOOKFUNCTION(lms, reset_map_players)
161 if(restart_mapalreadyrestarted || (time < game_starttime))
162 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(PlayerScore_Add(it, SP_LMS_LIVES, LMS_NewPlayerLives())));
166 MUTATOR_HOOKFUNCTION(lms, PutClientInServer)
168 // player is dead and becomes observer
169 // FIXME fix LMS scoring for new system
170 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
172 TRANSMUTE(Observer, self);
173 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_NOLIVES);
177 MUTATOR_HOOKFUNCTION(lms, PlayerDies)
179 frag_target.respawn_flags |= RESPAWN_FORCE;
183 void lms_RemovePlayer(entity player)
185 // Only if the player cannot play at all
186 if(PlayerScore_Add(player, SP_LMS_RANK, 0) == 666)
187 player.frags = FRAGS_SPECTATOR;
189 player.frags = FRAGS_LMS_LOSER;
191 if(player.killcount != FRAGS_SPECTATOR)
192 if(PlayerScore_Add(player, SP_LMS_RANK, 0) > 0 && player.lms_spectate_warning != 2)
193 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, player.netname);
195 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, player.netname);
198 MUTATOR_HOOKFUNCTION(lms, ClientDisconnect)
200 lms_RemovePlayer(self);
204 MUTATOR_HOOKFUNCTION(lms, MakePlayerObserver)
207 lms_RemovePlayer(this);
208 return true; // prevent team reset
211 MUTATOR_HOOKFUNCTION(lms, ClientConnect)
213 TRANSMUTE(Player, self);
214 campaign_bots_may_start = true;
216 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
218 PlayerScore_Add(self, SP_LMS_RANK, 666);
219 self.frags = FRAGS_SPECTATOR;
225 MUTATOR_HOOKFUNCTION(lms, PlayerPreThink)
227 if(this.deadflag == DEAD_DYING)
228 this.deadflag = DEAD_RESPAWNING;
233 MUTATOR_HOOKFUNCTION(lms, PlayerRegen)
235 if(autocvar_g_lms_regenerate)
240 MUTATOR_HOOKFUNCTION(lms, ForbidThrowCurrentWeapon)
246 MUTATOR_HOOKFUNCTION(lms, GiveFragsForKill)
250 tl = PlayerScore_Add(frag_target, SP_LMS_LIVES, -1);
251 if(tl < lms_lowest_lives)
252 lms_lowest_lives = tl;
256 lms_next_place = player_count;
258 lms_next_place = min(lms_next_place, player_count);
259 PlayerScore_Add(frag_target, SP_LMS_RANK, lms_next_place); // won't ever spawn again
267 MUTATOR_HOOKFUNCTION(lms, SetStartItems)
269 start_items &= ~IT_UNLIMITED_AMMO;
270 start_health = warmup_start_health = cvar("g_lms_start_health");
271 start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
272 start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
273 start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
274 start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
275 start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
276 start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
277 start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
282 MUTATOR_HOOKFUNCTION(lms, ForbidPlayerScore_Clear)
284 // don't clear player score
288 MUTATOR_HOOKFUNCTION(lms, FilterItem)
290 if(autocvar_g_lms_extra_lives)
291 if(self.itemdef == ITEM_ExtraLife)
299 StartItem(this, ITEM_ExtraLife);
302 MUTATOR_HOOKFUNCTION(lms, OnEntityPreSpawn)
304 if (!autocvar_g_powerups) return false;
305 if (!autocvar_g_lms_extra_lives) return false;
307 // Can't use .itemdef here
308 if (self.classname != "item_health_mega") return false;
311 e.think = lms_extralife;
313 e.nextthink = time + 0.1;
314 e.spawnflags = self.spawnflags;
315 e.noalign = self.noalign;
316 setorigin(e, self.origin);
321 MUTATOR_HOOKFUNCTION(lms, ItemTouch)
323 if(self.itemdef == ITEM_ExtraLife)
325 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_EXTRALIVES);
326 PlayerScore_Add(other, SP_LMS_LIVES, autocvar_g_lms_extra_lives);
327 return MUT_ITEMTOUCH_PICKUP;
330 return MUT_ITEMTOUCH_CONTINUE;
333 MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
335 FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
336 ++bot_activerealplayers;
343 MUTATOR_HOOKFUNCTION(lms, ClientCommand_Spectate)
346 if(self.lms_spectate_warning)
348 // for the forfeit message...
349 self.lms_spectate_warning = 2;
350 // mark player as spectator
351 PlayerScore_Add(self, SP_LMS_RANK, 666 - PlayerScore_Add(self, SP_LMS_RANK, 0));
355 self.lms_spectate_warning = 1;
356 sprint(self, "WARNING: you won't be able to enter the game again after spectating in LMS. Use the same command again to spectate anyway.\n");
357 return MUT_SPECCMD_RETURN;
359 return MUT_SPECCMD_CONTINUE;
362 MUTATOR_HOOKFUNCTION(lms, CheckRules_World)
364 ret_float = WinningCondition_LMS();
368 MUTATOR_HOOKFUNCTION(lms, WantWeapon)
374 MUTATOR_HOOKFUNCTION(lms, GetPlayerStatus)
379 MUTATOR_HOOKFUNCTION(lms, AddPlayerScore)
382 if(score_field == SP_LMS_RANK)
383 return true; // allow writing to this field in intermission as it is needed for newly joining players
388 void lms_ScoreRules()
390 ScoreRules_basics(0, 0, 0, false);
391 ScoreInfo_SetLabel_PlayerScore(SP_LMS_LIVES, "lives", SFL_SORT_PRIO_SECONDARY);
392 ScoreInfo_SetLabel_PlayerScore(SP_LMS_RANK, "rank", SFL_LOWER_IS_BETTER | SFL_RANK | SFL_SORT_PRIO_PRIMARY | SFL_ALLOW_HIDE);
393 ScoreRules_basics_end();
396 void lms_Initialize()
398 lms_lowest_lives = 9999;