3 #include <common/mutators/mutator/instagib/items.qh>
4 #include <server/campaign.qh>
5 #include <server/command/_mod.qh>
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;
13 float LMS_NewPlayerLives()
16 fl = autocvar_fraglimit;
20 // first player has left the game for dying too much? Nobody else can get in.
21 if(lms_lowest_lives < 1)
24 if(!autocvar_g_lms_join_anytime)
25 if(lms_lowest_lives < fl - autocvar_g_lms_last_join)
28 return bound(1, lms_lowest_lives, fl);
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
36 int WinningCondition_LMS()
38 entity first_player = NULL;
40 FOREACH_CLIENT(IS_PLAYER(it), {
50 // two or more active players - continue with the game
52 if (autocvar_g_campaign)
54 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
55 float pl_lives = GameRules_scoring_add(it, LMS_LIVES, 0);
57 return WINNING_YES; // human player lost, game over
64 // exactly one player?
67 SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
69 if (LMS_NewPlayerLives())
71 // game still running (that is, nobody got removed from the game by a frag yet)? then continue
77 // and assign him his first place
78 GameRules_scoring_add(first_player, LMS_RANK, 1);
88 // nobody is playing at all...
89 if (LMS_NewPlayerLives())
91 // wait for players...
95 // SNAFU (maybe a draw game?)
97 LOG_TRACE("No players, ending game.");
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);
107 if(WinningConditionHelper_winner)
108 WinningConditionHelper_winner.winning = true;
109 if(WinningConditionHelper_topscore == WinningConditionHelper_secondscore)
110 return WINNING_NEVER;
112 // Top two have different scores? Way to go for our beloved TIMELIMIT!
117 MUTATOR_HOOKFUNCTION(lms, reset_map_global)
119 lms_lowest_lives = 999;
122 MUTATOR_HOOKFUNCTION(lms, reset_map_players)
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);
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)
137 sv_ready_restart_after_countdown = 0;
140 MUTATOR_HOOKFUNCTION(lms, PutClientInServer)
142 entity player = M_ARGV(0, entity);
144 if(player.frags == FRAGS_SPECTATOR)
145 TRANSMUTE(Observer, player);
148 float tl = GameRules_scoring_add(player, LMS_LIVES, 0);
149 if(tl < lms_lowest_lives)
150 lms_lowest_lives = tl;
152 TRANSMUTE(Observer, player);
154 GameRules_scoring_add(player, LMS_RANK, -GameRules_scoring_add(player, LMS_RANK, 0));
158 MUTATOR_HOOKFUNCTION(lms, ForbidSpawn)
160 entity player = M_ARGV(0, entity);
164 if(player.frags == FRAGS_SPECTATOR)
166 if(GameRules_scoring_add(player, LMS_LIVES, 0) <= 0)
168 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_LMS_NOLIVES);
174 MUTATOR_HOOKFUNCTION(lms, PlayerDies)
176 entity frag_target = M_ARGV(2, entity);
178 frag_target.respawn_flags |= RESPAWN_FORCE;
181 void lms_RemovePlayer(entity player)
183 static int quitters = 0;
184 float player_rank = GameRules_scoring_add(player, LMS_RANK, 0);
188 FOREACH_CLIENT(IS_PLAYER(it), { pl_cnt++; });
189 if (player.lms_spectate_warning != 2)
191 if(IS_BOT_CLIENT(player))
193 player.frags = FRAGS_LMS_LOSER;
194 GameRules_scoring_add(player, LMS_RANK, pl_cnt + 1);
198 lms_lowest_lives = 999;
199 FOREACH_CLIENT(true, {
200 if (it.frags == FRAGS_LMS_LOSER)
202 float it_rank = GameRules_scoring_add(it, LMS_RANK, 0);
203 if (it_rank > player_rank && it_rank <= 256)
204 GameRules_scoring_add(it, LMS_RANK, -1);
205 lms_lowest_lives = 0;
207 else if (it.frags != FRAGS_SPECTATOR)
209 float tl = GameRules_scoring_add(it, LMS_LIVES, 0);
210 if(tl < lms_lowest_lives)
211 lms_lowest_lives = tl;
214 GameRules_scoring_add(player, LMS_RANK, 665 - quitters); // different from 666
217 GameRules_scoring_add(player, LMS_LIVES, -GameRules_scoring_add(player, LMS_LIVES, 0));
220 player.frags = FRAGS_LMS_LOSER;
221 TRANSMUTE(Observer, player);
223 if (pl_cnt == 2 && !warmup_stage) // a player is forfeiting leaving only one player
224 lms_lowest_lives = 0; // end the game now!
227 if(CS(player).killcount != FRAGS_SPECTATOR)
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);
231 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_FORFEIT, player.netname);
234 MUTATOR_HOOKFUNCTION(lms, ClientDisconnect)
236 entity player = M_ARGV(0, entity);
238 lms_RemovePlayer(player);
241 MUTATOR_HOOKFUNCTION(lms, MakePlayerObserver)
243 entity player = M_ARGV(0, entity);
245 if (!IS_PLAYER(player))
248 lms_RemovePlayer(player);
249 return true; // prevent team reset
252 MUTATOR_HOOKFUNCTION(lms, ClientConnect)
254 entity player = M_ARGV(0, entity);
256 if(GameRules_scoring_add(player, LMS_LIVES, LMS_NewPlayerLives()) <= 0)
258 GameRules_scoring_add(player, LMS_RANK, 666); // mark as forced spectator for the hud code
259 player.frags = FRAGS_SPECTATOR;
263 // FIXME LMS doesn't allow clients to spectate due to its particular implementation
264 MUTATOR_HOOKFUNCTION(lms, AutoJoinOnConnection)
266 if(autocvar_g_campaign)
271 MUTATOR_HOOKFUNCTION(lms, PlayerPreThink)
273 entity player = M_ARGV(0, entity);
275 if(player.deadflag == DEAD_DYING)
276 player.deadflag = DEAD_RESPAWNING;
279 MUTATOR_HOOKFUNCTION(lms, PlayerRegen)
281 if(autocvar_g_lms_regenerate)
286 MUTATOR_HOOKFUNCTION(lms, ForbidThrowCurrentWeapon)
292 MUTATOR_HOOKFUNCTION(lms, GiveFragsForKill)
294 entity frag_target = M_ARGV(1, entity);
299 int tl = GameRules_scoring_add(frag_target, LMS_LIVES, -1);
300 if(tl < lms_lowest_lives)
301 lms_lowest_lives = tl;
305 FOREACH_CLIENT(IS_PLAYER(it), { pl_cnt++; });
306 if(IS_BOT_CLIENT(frag_target))
307 bot_clear(frag_target);
308 frag_target.frags = FRAGS_LMS_LOSER;
309 GameRules_scoring_add(frag_target, LMS_RANK, pl_cnt);
312 M_ARGV(2, float) = 0; // frag score
317 MUTATOR_HOOKFUNCTION(lms, SetStartItems)
319 start_items &= ~IT_UNLIMITED_AMMO;
320 start_health = warmup_start_health = cvar("g_lms_start_health");
321 start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
322 start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
323 start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
324 start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
325 start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
326 start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
327 start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
330 MUTATOR_HOOKFUNCTION(lms, ForbidPlayerScore_Clear)
332 // don't clear player score
336 MUTATOR_HOOKFUNCTION(lms, FilterItemDefinition)
338 entity definition = M_ARGV(0, entity);
340 if (autocvar_g_lms_extra_lives && definition == ITEM_ExtraLife)
347 void lms_extralife(entity this)
349 StartItem(this, ITEM_ExtraLife);
352 MUTATOR_HOOKFUNCTION(lms, OnEntityPreSpawn)
354 if (!autocvar_g_powerups) return false;
355 if (!autocvar_g_lms_extra_lives) return false;
357 entity ent = M_ARGV(0, entity);
359 // Can't use .itemdef here
360 if (ent.classname != "item_health_mega") return false;
363 setthink(e, lms_extralife);
365 e.nextthink = time + 0.1;
366 e.spawnflags = ent.spawnflags;
367 e.noalign = ent.noalign;
368 setorigin(e, ent.origin);
373 MUTATOR_HOOKFUNCTION(lms, ItemTouch)
375 entity item = M_ARGV(0, entity);
376 entity toucher = M_ARGV(1, entity);
378 if(item.itemdef == ITEM_ExtraLife)
380 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES);
381 GameRules_scoring_add(toucher, LMS_LIVES, autocvar_g_lms_extra_lives);
382 return MUT_ITEMTOUCH_PICKUP;
385 return MUT_ITEMTOUCH_CONTINUE;
388 MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
390 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
391 ++M_ARGV(0, int); // activerealplayers
392 ++M_ARGV(1, int); // realplayers
398 MUTATOR_HOOKFUNCTION(lms, ClientCommand_Spectate)
400 entity player = M_ARGV(0, entity);
402 if(warmup_stage || player.lms_spectate_warning)
404 // for the forfeit message...
405 player.lms_spectate_warning = 2;
409 if(player.frags != FRAGS_SPECTATOR && player.frags != FRAGS_LMS_LOSER)
411 player.lms_spectate_warning = 1;
412 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");
414 return MUT_SPECCMD_RETURN;
416 return MUT_SPECCMD_CONTINUE;
419 MUTATOR_HOOKFUNCTION(lms, CheckRules_World)
421 M_ARGV(0, float) = WinningCondition_LMS();
425 MUTATOR_HOOKFUNCTION(lms, WantWeapon)
427 M_ARGV(2, bool) = true; // all weapons
430 MUTATOR_HOOKFUNCTION(lms, GetPlayerStatus)
435 MUTATOR_HOOKFUNCTION(lms, AddPlayerScore)
438 if(M_ARGV(0, entity) == SP_LMS_RANK) // score field
439 return true; // allow writing to this field in intermission as it is needed for newly joining players
442 void lms_Initialize()
444 lms_lowest_lives = 9999;