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1 // main functions
2 float LMS_NewPlayerLives()
3 {
4         float fl;
5         fl = autocvar_fraglimit;
6         if(fl == 0)
7                 fl = 999;
8
9         // first player has left the game for dying too much? Nobody else can get in.
10         if(lms_lowest_lives < 1)
11                 return 0;
12
13         if(!autocvar_g_lms_join_anytime)
14                 if(lms_lowest_lives < fl - autocvar_g_lms_last_join)
15                         return 0;
16
17         return bound(1, lms_lowest_lives, fl);
18 }
19
20 // mutator hooks
21 MUTATOR_HOOKFUNCTION(lms_RemovePlayer)
22 {
23         // Only if the player cannot play at all
24         if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
25                 self.frags = FRAGS_SPECTATOR;
26         else
27                 self.frags = FRAGS_LMS_LOSER;
28                 
29         return FALSE;
30 }
31
32 MUTATOR_HOOKFUNCTION(lms_ClientConnect)
33 {
34         self.classname = "player";
35         campaign_bots_may_start = 1;
36         
37         if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
38         {
39                 PlayerScore_Add(self, SP_LMS_RANK, 666);
40                 self.frags = FRAGS_SPECTATOR;
41         }
42                         
43         return FALSE;
44 }
45
46 MUTATOR_HOOKFUNCTION(lms_PlayerThink)
47 {
48         if(self.deadflag == DEAD_DYING)
49                 self.deadflag = DEAD_RESPAWNING;
50                 
51         return FALSE;
52 }
53
54 MUTATOR_HOOKFUNCTION(lms_ForbidThrowing)
55 {
56         // forbode!
57         return TRUE;
58 }
59
60 MUTATOR_HOOKFUNCTION(lms_GiveFragsForKill)
61 {
62         // remove a life
63         float tl;
64         tl = PlayerScore_Add(frag_target, SP_LMS_LIVES, -1);
65         if(tl < lms_lowest_lives)
66                 lms_lowest_lives = tl;
67         if(tl <= 0)
68         {
69                 if(!lms_next_place)
70                         lms_next_place = player_count;
71                 else
72                         lms_next_place = min(lms_next_place, player_count);
73                 PlayerScore_Add(frag_target, SP_LMS_RANK, lms_next_place); // won't ever spawn again
74                 --lms_next_place;
75         }
76         frag_score = 0;
77                 
78         return TRUE;
79 }
80
81 MUTATOR_HOOKFUNCTION(lms_SetStartItems)
82 {
83         start_items &~= IT_UNLIMITED_AMMO;
84         start_ammo_shells = cvar("g_lms_start_ammo_shells");
85         start_ammo_nails = cvar("g_lms_start_ammo_nails");
86         start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
87         start_ammo_cells = cvar("g_lms_start_ammo_cells");
88         start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
89         start_health = cvar("g_lms_start_health");
90         start_armorvalue = cvar("g_lms_start_armor");
91
92         return FALSE;
93 }
94
95 MUTATOR_HOOKFUNCTION(lms_KeepScore)
96 {
97         // don't clear player score
98         return TRUE;
99 }
100
101 MUTATOR_HOOKFUNCTION(lms_FilterItem)
102 {
103         // no items in LMS
104         return TRUE;
105 }
106
107 MUTATOR_HOOKFUNCTION(lms_BotSpawn)
108 {
109         // temporary hack to give bots lives
110         if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
111         {
112                 PlayerScore_Add(self, SP_LMS_RANK, 666);
113                 self.frags = FRAGS_SPECTATOR;
114         }
115         
116         return FALSE;
117 }
118
119 // scoreboard stuff
120 void lms_ScoreRules()
121 {
122         ScoreRules_basics(0, 0, 0, FALSE);
123         ScoreInfo_SetLabel_PlayerScore(SP_LMS_LIVES,    "lives",     SFL_SORT_PRIO_SECONDARY);
124         ScoreInfo_SetLabel_PlayerScore(SP_LMS_RANK,     "rank",      SFL_LOWER_IS_BETTER | SFL_RANK | SFL_SORT_PRIO_PRIMARY | SFL_ALLOW_HIDE);
125         ScoreRules_basics_end();
126 }
127
128 void lms_Initialize()
129 {
130         lms_lowest_lives = 9999;
131         lms_next_place = 0;
132         
133         lms_ScoreRules();
134 }
135
136 MUTATOR_DEFINITION(gamemode_lms)
137 {
138         MUTATOR_HOOK(MakePlayerObserver, lms_RemovePlayer, CBC_ORDER_ANY);
139         MUTATOR_HOOK(ClientConnect, lms_ClientConnect, CBC_ORDER_ANY);
140         MUTATOR_HOOK(PlayerPreThink, lms_PlayerThink, CBC_ORDER_ANY);
141         MUTATOR_HOOK(ForbidThrowCurrentWeapon, lms_ForbidThrowing, CBC_ORDER_ANY);
142         MUTATOR_HOOK(GiveFragsForKill, lms_GiveFragsForKill, CBC_ORDER_ANY);
143         MUTATOR_HOOK(SetStartItems, lms_SetStartItems, CBC_ORDER_ANY);
144         MUTATOR_HOOK(PlayerClearScore, lms_KeepScore, CBC_ORDER_ANY);
145         MUTATOR_HOOK(FilterItem, lms_FilterItem, CBC_ORDER_ANY);
146         MUTATOR_HOOK(HavocBot_ChooseRule, lms_BotSpawn, CBC_ORDER_ANY);
147
148         MUTATOR_ONADD
149         {
150                 if(time > 1) // game loads at time 1
151                         error("This is a game type and it cannot be added at runtime.");
152                 lms_Initialize();
153         }
154
155         MUTATOR_ONROLLBACK_OR_REMOVE
156         {
157                 // we actually cannot roll back lms_Initialize here
158                 // BUT: we don't need to! If this gets called, adding always
159                 // succeeds.
160         }
161
162         MUTATOR_ONREMOVE
163         {
164                 print("This is a game type and it cannot be removed at runtime.");
165                 return -1;
166         }
167
168         return 0;
169 }