Properly implement checks to end the game right when a player dies (old hacky method...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / lms / sv_lms.qc
1 #include "sv_lms.qh"
2
3 #include <common/mutators/mutator/instagib/items.qh>
4 #include <server/campaign.qh>
5 #include <server/command/_mod.qh>
6
7 int autocvar_g_lms_extra_lives;
8 bool autocvar_g_lms_join_anytime;
9 int autocvar_g_lms_last_join;
10 bool autocvar_g_lms_regenerate;
11
12 // main functions
13 float LMS_NewPlayerLives()
14 {
15         float fl;
16         fl = autocvar_fraglimit;
17         if(fl == 0)
18                 fl = 999;
19
20         // first player has left the game for dying too much? Nobody else can get in.
21         if(lms_lowest_lives < 1)
22                 return 0;
23
24         if(!autocvar_g_lms_join_anytime)
25                 if(lms_lowest_lives < fl - autocvar_g_lms_last_join)
26                         return 0;
27
28         return bound(1, lms_lowest_lives, fl);
29 }
30
31 void ClearWinners();
32
33 // LMS winning condition: game terminates if and only if there's at most one
34 // one player who's living lives. Top two scores being equal cancels the time
35 // limit.
36 int WinningCondition_LMS()
37 {
38         entity first_player = NULL;
39         int totalplayers = 0;
40         FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_LMS_LOSER, {
41                 if (!totalplayers)
42                         first_player = it;
43                 ++totalplayers;
44         });
45
46         if (totalplayers)
47         {
48                 if (totalplayers > 1)
49                 {
50                         // two or more active players - continue with the game
51
52                         if (autocvar_g_campaign)
53                         {
54                                 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
55                                         float pl_lives = GameRules_scoring_add(it, LMS_LIVES, 0);
56                                         if (!pl_lives)
57                                                 return WINNING_YES; // human player lost, game over
58                                         break;
59                                 });
60                         }
61                 }
62                 else
63                 {
64                         // exactly one player?
65
66                         ClearWinners();
67                         SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
68
69                         if (LMS_NewPlayerLives())
70                         {
71                                 // game still running (that is, nobody got removed from the game by a frag yet)? then continue
72                                 return WINNING_NO;
73                         }
74                         else
75                         {
76                                 // a winner!
77                                 // and assign him his first place
78                                 GameRules_scoring_add(first_player, LMS_RANK, 1);
79                                 if(warmup_stage)
80                                         return WINNING_NO;
81                                 else
82                                         return WINNING_YES;
83                         }
84                 }
85         }
86         else
87         {
88                 // nobody is playing at all...
89                 if (LMS_NewPlayerLives())
90                 {
91                         // wait for players...
92                 }
93                 else
94                 {
95                         // SNAFU (maybe a draw game?)
96                         ClearWinners();
97                         LOG_TRACE("No players, ending game.");
98                         return WINNING_YES;
99                 }
100         }
101
102         // When we get here, we have at least two players who are actually LIVING,
103         // now check if the top two players have equal score.
104         WinningConditionHelper(NULL);
105
106         ClearWinners();
107         if(WinningConditionHelper_winner)
108                 WinningConditionHelper_winner.winning = true;
109         if(WinningConditionHelper_topscore == WinningConditionHelper_secondscore)
110                 return WINNING_NEVER;
111
112         // Top two have different scores? Way to go for our beloved TIMELIMIT!
113         return WINNING_NO;
114 }
115
116 // mutator hooks
117 MUTATOR_HOOKFUNCTION(lms, reset_map_global)
118 {
119         lms_lowest_lives = 999;
120 }
121
122 MUTATOR_HOOKFUNCTION(lms, reset_map_players)
123 {
124         FOREACH_CLIENT(true, {
125                 TRANSMUTE(Player, it);
126                 it.frags = FRAGS_PLAYER;
127                 GameRules_scoring_add(it, LMS_LIVES, LMS_NewPlayerLives());
128                 PutClientInServer(it);
129         });
130 }
131
132 // FIXME add support for sv_ready_restart_after_countdown
133 // that is find a way to respawn/reset players IN GAME without setting lives to 0
134 MUTATOR_HOOKFUNCTION(lms, ReadLevelCvars)
135 {
136         // incompatible
137         sv_ready_restart_after_countdown = 0;
138 }
139
140 MUTATOR_HOOKFUNCTION(lms, PutClientInServer)
141 {
142         entity player = M_ARGV(0, entity);
143
144         if(player.frags == FRAGS_SPECTATOR)
145                 TRANSMUTE(Observer, player);
146         else
147         {
148                 float tl = GameRules_scoring_add(player, LMS_LIVES, 0);
149                 if(tl < lms_lowest_lives)
150                         lms_lowest_lives = tl;
151                 if(tl <= 0)
152                         TRANSMUTE(Observer, player);
153                 if(warmup_stage)
154                         GameRules_scoring_add(player, LMS_RANK, -GameRules_scoring_add(player, LMS_RANK, 0));
155         }
156 }
157
158 MUTATOR_HOOKFUNCTION(lms, ForbidSpawn)
159 {
160         entity player = M_ARGV(0, entity);
161
162         if(warmup_stage)
163                 return false;
164         if(player.frags == FRAGS_SPECTATOR)
165                 return true;
166         if(GameRules_scoring_add(player, LMS_LIVES, 0) <= 0)
167         {
168                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_LMS_NOLIVES);
169                 return true;
170         }
171         return false;
172 }
173
174 MUTATOR_HOOKFUNCTION(lms, PlayerDies)
175 {
176         entity frag_target = M_ARGV(2, entity);
177
178         frag_target.respawn_flags |= RESPAWN_FORCE;
179 }
180
181 void lms_RemovePlayer(entity player)
182 {
183         static int quitters = 0;
184         float player_rank = GameRules_scoring_add(player, LMS_RANK, 0);
185         if (!player_rank)
186         {
187                 int pl_cnt = 0;
188                 FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_LMS_LOSER, {
189                         pl_cnt++;
190                 });
191                 if (player.lms_spectate_warning < 2)
192                 {
193                         if(IS_BOT_CLIENT(player))
194                                 bot_clear(player);
195                         player.frags = FRAGS_LMS_LOSER;
196                         GameRules_scoring_add(player, LMS_RANK, pl_cnt + 1);
197                 }
198                 else
199                 {
200                         lms_lowest_lives = 999;
201                         FOREACH_CLIENT(true, {
202                                 if (it.frags == FRAGS_LMS_LOSER)
203                                 {
204                                         float it_rank = GameRules_scoring_add(it, LMS_RANK, 0);
205                                         if (it_rank > player_rank && it_rank <= 256)
206                                                 GameRules_scoring_add(it, LMS_RANK, -1);
207                                         lms_lowest_lives = 0;
208                                 }
209                                 else if (it.frags != FRAGS_SPECTATOR)
210                                 {
211                                         float tl = GameRules_scoring_add(it, LMS_LIVES, 0);
212                                         if(tl < lms_lowest_lives)
213                                                 lms_lowest_lives = tl;
214                                 }
215                         });
216                         GameRules_scoring_add(player, LMS_RANK, 665 - quitters); // different from 666
217                         if(!warmup_stage)
218                         {
219                                 GameRules_scoring_add(player, LMS_LIVES, -GameRules_scoring_add(player, LMS_LIVES, 0));
220                                 ++quitters;
221                         }
222                         player.frags = FRAGS_LMS_LOSER;
223                         TRANSMUTE(Observer, player);
224                 }
225         }
226
227         if (CS(player).killcount != FRAGS_SPECTATOR && player.lms_spectate_warning < 3)
228                 if (GameRules_scoring_add(player, LMS_RANK, 0) > 0 && player.lms_spectate_warning < 2)
229                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_NOLIVES, player.netname);
230                 else
231                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_FORFEIT, player.netname);
232 }
233
234 MUTATOR_HOOKFUNCTION(lms, ClientDisconnect)
235 {
236         entity player = M_ARGV(0, entity);
237
238         // no further message other than the disconnect message
239         player.lms_spectate_warning = 3;
240
241         lms_RemovePlayer(player);
242 }
243
244 MUTATOR_HOOKFUNCTION(lms, MakePlayerObserver)
245 {
246         entity player = M_ARGV(0, entity);
247
248         if (!IS_PLAYER(player))
249                 return true;
250
251         lms_RemovePlayer(player);
252         return true;  // prevent team reset
253 }
254
255 MUTATOR_HOOKFUNCTION(lms, ClientConnect)
256 {
257         entity player = M_ARGV(0, entity);
258
259         if(GameRules_scoring_add(player, LMS_LIVES, LMS_NewPlayerLives()) <= 0)
260         {
261                 GameRules_scoring_add(player, LMS_RANK, 666); // mark as forced spectator for the hud code
262                 player.frags = FRAGS_SPECTATOR;
263         }
264 }
265
266 // FIXME LMS doesn't allow clients to spectate due to its particular implementation
267 MUTATOR_HOOKFUNCTION(lms, AutoJoinOnConnection)
268 {
269         if(autocvar_g_campaign)
270                 return false;
271         return true;
272 }
273
274 MUTATOR_HOOKFUNCTION(lms, PlayerPreThink)
275 {
276         entity player = M_ARGV(0, entity);
277
278         if(player.deadflag == DEAD_DYING)
279                 player.deadflag = DEAD_RESPAWNING;
280 }
281
282 MUTATOR_HOOKFUNCTION(lms, PlayerRegen)
283 {
284         if(autocvar_g_lms_regenerate)
285                 return false;
286         return true;
287 }
288
289 MUTATOR_HOOKFUNCTION(lms, ForbidThrowCurrentWeapon)
290 {
291         // forbode!
292         return true;
293 }
294
295 MUTATOR_HOOKFUNCTION(lms, GiveFragsForKill)
296 {
297         entity frag_target = M_ARGV(1, entity);
298
299         if (!warmup_stage)
300         {
301                 // remove a life
302                 int tl = GameRules_scoring_add(frag_target, LMS_LIVES, -1);
303                 if(tl < lms_lowest_lives)
304                         lms_lowest_lives = tl;
305                 if(tl <= 0)
306                 {
307                         int pl_cnt = 0;
308                         FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_LMS_LOSER, {
309                                 pl_cnt++;
310                         });
311                         if(IS_BOT_CLIENT(frag_target))
312                                 bot_clear(frag_target);
313                         frag_target.frags = FRAGS_LMS_LOSER;
314                         GameRules_scoring_add(frag_target, LMS_RANK, pl_cnt);
315                 }
316         }
317         M_ARGV(2, float) = 0; // frag score
318
319         return true;
320 }
321
322 MUTATOR_HOOKFUNCTION(lms, SetStartItems)
323 {
324         start_items &= ~IT_UNLIMITED_AMMO;
325         start_health       = warmup_start_health       = cvar("g_lms_start_health");
326         start_armorvalue   = warmup_start_armorvalue   = cvar("g_lms_start_armor");
327         start_ammo_shells  = warmup_start_ammo_shells  = cvar("g_lms_start_ammo_shells");
328         start_ammo_nails   = warmup_start_ammo_nails   = cvar("g_lms_start_ammo_nails");
329         start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
330         start_ammo_cells   = warmup_start_ammo_cells   = cvar("g_lms_start_ammo_cells");
331         start_ammo_plasma  = warmup_start_ammo_plasma  = cvar("g_lms_start_ammo_plasma");
332         start_ammo_fuel    = warmup_start_ammo_fuel    = cvar("g_lms_start_ammo_fuel");
333 }
334
335 MUTATOR_HOOKFUNCTION(lms, ForbidPlayerScore_Clear)
336 {
337         // don't clear player score
338         return true;
339 }
340
341 MUTATOR_HOOKFUNCTION(lms, FilterItemDefinition)
342 {
343         entity definition = M_ARGV(0, entity);
344
345         if (autocvar_g_lms_extra_lives && definition == ITEM_ExtraLife)
346         {
347                 return false;
348         }
349         return true;
350 }
351
352 void lms_extralife(entity this)
353 {
354         StartItem(this, ITEM_ExtraLife);
355 }
356
357 MUTATOR_HOOKFUNCTION(lms, OnEntityPreSpawn)
358 {
359         if (!autocvar_g_powerups) return false;
360         if (!autocvar_g_lms_extra_lives) return false;
361
362         entity ent = M_ARGV(0, entity);
363
364         // Can't use .itemdef here
365         if (ent.classname != "item_health_mega") return false;
366
367         entity e = spawn();
368         setthink(e, lms_extralife);
369
370         e.nextthink = time + 0.1;
371         e.spawnflags = ent.spawnflags;
372         e.noalign = ent.noalign;
373         setorigin(e, ent.origin);
374
375         return true;
376 }
377
378 MUTATOR_HOOKFUNCTION(lms, ItemTouch)
379 {
380         entity item = M_ARGV(0, entity);
381         entity toucher = M_ARGV(1, entity);
382
383         if(item.itemdef == ITEM_ExtraLife)
384         {
385                 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES);
386                 GameRules_scoring_add(toucher, LMS_LIVES, autocvar_g_lms_extra_lives);
387                 return MUT_ITEMTOUCH_PICKUP;
388         }
389
390         return MUT_ITEMTOUCH_CONTINUE;
391 }
392
393 MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
394 {
395         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
396                 ++M_ARGV(0, int); // activerealplayers
397                 ++M_ARGV(1, int); // realplayers
398         });
399
400         return true;
401 }
402
403 MUTATOR_HOOKFUNCTION(lms, ClientCommand_Spectate)
404 {
405         entity player = M_ARGV(0, entity);
406
407         if(warmup_stage || player.lms_spectate_warning)
408         {
409                 // for the forfeit message...
410                 player.lms_spectate_warning = 2;
411         }
412         else
413         {
414                 if(player.frags != FRAGS_SPECTATOR && player.frags != FRAGS_LMS_LOSER)
415                 {
416                         player.lms_spectate_warning = 1;
417                         sprint(player, "WARNING: you won't be able to enter the game again after spectating in LMS. Use the same command again to spectate anyway.\n");
418                 }
419                 return MUT_SPECCMD_RETURN;
420         }
421         return MUT_SPECCMD_CONTINUE;
422 }
423
424 MUTATOR_HOOKFUNCTION(lms, CheckRules_World)
425 {
426         M_ARGV(0, float) = WinningCondition_LMS();
427         return true;
428 }
429
430 MUTATOR_HOOKFUNCTION(lms, WantWeapon)
431 {
432         M_ARGV(2, bool) = true; // all weapons
433 }
434
435 MUTATOR_HOOKFUNCTION(lms, GetPlayerStatus)
436 {
437         return true;
438 }
439
440 MUTATOR_HOOKFUNCTION(lms, AddPlayerScore)
441 {
442         if(game_stopped)
443         if(M_ARGV(0, entity) == SP_LMS_RANK) // score field
444                 return true; // allow writing to this field in intermission as it is needed for newly joining players
445 }
446
447 void lms_Initialize()
448 {
449         lms_lowest_lives = 9999;
450 }