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1 #include "gamemode_lms.qh"
2 #ifndef GAMEMODE_LMS_H
3 #define GAMEMODE_LMS_H
4
5 #define autocvar_g_lms_lives_override cvar("g_lms_lives_override")
6 void lms_Initialize();
7
8 REGISTER_MUTATOR(lms, false)
9 {
10         MUTATOR_ONADD
11         {
12                 if (time > 1) // game loads at time 1
13                         error("This is a game type and it cannot be added at runtime.");
14                 lms_Initialize();
15
16                 SetLimits(((!autocvar_g_lms_lives_override) ? -1 : autocvar_g_lms_lives_override), 0, autocvar_timelimit_override, -1);
17         }
18
19         MUTATOR_ONROLLBACK_OR_REMOVE
20         {
21                 // we actually cannot roll back lms_Initialize here
22                 // BUT: we don't need to! If this gets called, adding always
23                 // succeeds.
24         }
25
26         MUTATOR_ONREMOVE
27         {
28                 LOG_INFO("This is a game type and it cannot be removed at runtime.");
29                 return -1;
30         }
31
32         return 0;
33 }
34
35 // scoreboard stuff
36 const float SP_LMS_LIVES = 4;
37 const float SP_LMS_RANK = 5;
38
39 // lives related defs
40 float lms_lowest_lives;
41 float lms_next_place;
42 float LMS_NewPlayerLives();
43
44 #endif
45
46 #ifdef IMPLEMENTATION
47
48 #include <common/mutators/mutator/instagib/items.qc>
49 #include <server/campaign.qh>
50 #include <server/command/cmd.qh>
51
52 int autocvar_g_lms_extra_lives;
53 bool autocvar_g_lms_join_anytime;
54 int autocvar_g_lms_last_join;
55 bool autocvar_g_lms_regenerate;
56
57 // main functions
58 float LMS_NewPlayerLives()
59 {
60         float fl;
61         fl = autocvar_fraglimit;
62         if(fl == 0)
63                 fl = 999;
64
65         // first player has left the game for dying too much? Nobody else can get in.
66         if(lms_lowest_lives < 1)
67                 return 0;
68
69         if(!autocvar_g_lms_join_anytime)
70                 if(lms_lowest_lives < fl - autocvar_g_lms_last_join)
71                         return 0;
72
73         return bound(1, lms_lowest_lives, fl);
74 }
75
76 void ClearWinners();
77
78 // LMS winning condition: game terminates if and only if there's at most one
79 // one player who's living lives. Top two scores being equal cancels the time
80 // limit.
81 int WinningCondition_LMS()
82 {
83         entity head, head2;
84         bool have_player = false;
85         bool have_players = false;
86
87         int l = LMS_NewPlayerLives();
88
89         head = find(NULL, classname, STR_PLAYER);
90         if(head)
91                 have_player = true;
92         head2 = find(head, classname, STR_PLAYER);
93         if(head2)
94                 have_players = true;
95
96         if(have_player)
97         {
98                 // we have at least one player
99                 if(have_players)
100                 {
101                         // two or more active players - continue with the game
102                 }
103                 else
104                 {
105                         // exactly one player?
106
107                         ClearWinners();
108                         SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
109
110                         if(l)
111                         {
112                                 // game still running (that is, nobody got removed from the game by a frag yet)? then continue
113                                 return WINNING_NO;
114                         }
115                         else
116                         {
117                                 // a winner!
118                                 // and assign him his first place
119                                 PlayerScore_Add(head, SP_LMS_RANK, 1);
120                                 return WINNING_YES;
121                         }
122                 }
123         }
124         else
125         {
126                 // nobody is playing at all...
127                 if(l)
128                 {
129                         // wait for players...
130                 }
131                 else
132                 {
133                         // SNAFU (maybe a draw game?)
134                         ClearWinners();
135                         LOG_TRACE("No players, ending game.\n");
136                         return WINNING_YES;
137                 }
138         }
139
140         // When we get here, we have at least two players who are actually LIVING,
141         // now check if the top two players have equal score.
142         WinningConditionHelper(NULL);
143
144         ClearWinners();
145         if(WinningConditionHelper_winner)
146                 WinningConditionHelper_winner.winning = true;
147         if(WinningConditionHelper_topscore == WinningConditionHelper_secondscore)
148                 return WINNING_NEVER;
149
150         // Top two have different scores? Way to go for our beloved TIMELIMIT!
151         return WINNING_NO;
152 }
153
154 // mutator hooks
155 MUTATOR_HOOKFUNCTION(lms, reset_map_global)
156 {
157         lms_lowest_lives = 999;
158         lms_next_place = player_count;
159 }
160
161 MUTATOR_HOOKFUNCTION(lms, reset_map_players)
162 {
163         if(restart_mapalreadyrestarted || (time < game_starttime))
164         FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(PlayerScore_Add(it, SP_LMS_LIVES, LMS_NewPlayerLives())));
165 }
166
167 MUTATOR_HOOKFUNCTION(lms, PutClientInServer)
168 {
169         entity player = M_ARGV(0, entity);
170
171         // player is dead and becomes observer
172         // FIXME fix LMS scoring for new system
173         if(PlayerScore_Add(player, SP_LMS_RANK, 0) > 0)
174         {
175                 TRANSMUTE(Observer, player);
176                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_LMS_NOLIVES);
177         }
178 }
179
180 MUTATOR_HOOKFUNCTION(lms, PlayerDies)
181 {
182         entity frag_target = M_ARGV(2, entity);
183         
184         frag_target.respawn_flags |= RESPAWN_FORCE;
185 }
186
187 void lms_RemovePlayer(entity player)
188 {
189         // Only if the player cannot play at all
190         if(PlayerScore_Add(player, SP_LMS_RANK, 0) == 666)
191                 player.frags = FRAGS_SPECTATOR;
192         else
193                 player.frags = FRAGS_LMS_LOSER;
194
195         if(player.killcount != FRAGS_SPECTATOR)
196                 if(PlayerScore_Add(player, SP_LMS_RANK, 0) > 0 && player.lms_spectate_warning != 2)
197                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_NOLIVES, player.netname);
198                 else
199                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_FORFEIT, player.netname);
200 }
201
202 MUTATOR_HOOKFUNCTION(lms, ClientDisconnect)
203 {
204         entity player = M_ARGV(0, entity);
205
206         lms_RemovePlayer(player);
207 }
208
209 MUTATOR_HOOKFUNCTION(lms, MakePlayerObserver)
210 {
211     entity player = M_ARGV(0, entity);
212
213         lms_RemovePlayer(player);
214         return true;  // prevent team reset
215 }
216
217 MUTATOR_HOOKFUNCTION(lms, ClientConnect)
218 {
219         entity player = M_ARGV(0, entity);
220
221         TRANSMUTE(Player, player);
222         campaign_bots_may_start = true;
223
224         if(PlayerScore_Add(player, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
225         {
226                 PlayerScore_Add(player, SP_LMS_RANK, 666);
227                 player.frags = FRAGS_SPECTATOR;
228         }
229 }
230
231 MUTATOR_HOOKFUNCTION(lms, PlayerPreThink)
232 {
233         entity player = M_ARGV(0, entity);
234
235         if(player.deadflag == DEAD_DYING)
236                 player.deadflag = DEAD_RESPAWNING;
237 }
238
239 MUTATOR_HOOKFUNCTION(lms, PlayerRegen)
240 {
241         if(autocvar_g_lms_regenerate)
242                 return false;
243         return true;
244 }
245
246 MUTATOR_HOOKFUNCTION(lms, ForbidThrowCurrentWeapon)
247 {
248         // forbode!
249         return true;
250 }
251
252 MUTATOR_HOOKFUNCTION(lms, GiveFragsForKill)
253 {
254         entity frag_target = M_ARGV(1, entity);
255
256         // remove a life
257         float tl;
258         tl = PlayerScore_Add(frag_target, SP_LMS_LIVES, -1);
259         if(tl < lms_lowest_lives)
260                 lms_lowest_lives = tl;
261         if(tl <= 0)
262         {
263                 if(!lms_next_place)
264                         lms_next_place = player_count;
265                 else
266                         lms_next_place = min(lms_next_place, player_count);
267                 PlayerScore_Add(frag_target, SP_LMS_RANK, lms_next_place); // won't ever spawn again
268                 --lms_next_place;
269         }
270         M_ARGV(2, float) = 0;
271
272         return true;
273 }
274
275 MUTATOR_HOOKFUNCTION(lms, SetStartItems)
276 {
277         start_items &= ~IT_UNLIMITED_AMMO;
278         start_health       = warmup_start_health       = cvar("g_lms_start_health");
279         start_armorvalue   = warmup_start_armorvalue   = cvar("g_lms_start_armor");
280         start_ammo_shells  = warmup_start_ammo_shells  = cvar("g_lms_start_ammo_shells");
281         start_ammo_nails   = warmup_start_ammo_nails   = cvar("g_lms_start_ammo_nails");
282         start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
283         start_ammo_cells   = warmup_start_ammo_cells   = cvar("g_lms_start_ammo_cells");
284         start_ammo_plasma  = warmup_start_ammo_plasma  = cvar("g_lms_start_ammo_plasma");
285         start_ammo_fuel    = warmup_start_ammo_fuel    = cvar("g_lms_start_ammo_fuel");
286 }
287
288 MUTATOR_HOOKFUNCTION(lms, ForbidPlayerScore_Clear)
289 {
290         // don't clear player score
291         return true;
292 }
293
294 MUTATOR_HOOKFUNCTION(lms, FilterItem)
295 {
296         entity item = M_ARGV(0, entity);
297
298         if(autocvar_g_lms_extra_lives)
299         if(item.itemdef == ITEM_ExtraLife)
300                 return false;
301
302         return true;
303 }
304
305 void lms_extralife(entity this)
306 {
307         StartItem(this, ITEM_ExtraLife);
308 }
309
310 MUTATOR_HOOKFUNCTION(lms, OnEntityPreSpawn)
311 {
312         if (!autocvar_g_powerups) return false;
313         if (!autocvar_g_lms_extra_lives) return false;
314
315         entity ent = M_ARGV(0, entity);
316
317         // Can't use .itemdef here
318         if (ent.classname != "item_health_mega") return false;
319
320         entity e = spawn();
321         setthink(e, lms_extralife);
322
323         e.nextthink = time + 0.1;
324         e.spawnflags = ent.spawnflags;
325         e.noalign = ent.noalign;
326         setorigin(e, ent.origin);
327
328         return true;
329 }
330
331 MUTATOR_HOOKFUNCTION(lms, ItemTouch)
332 {
333         entity item = M_ARGV(0, entity);
334         entity toucher = M_ARGV(1, entity);
335
336         if(item.itemdef == ITEM_ExtraLife)
337         {
338                 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES);
339                 PlayerScore_Add(toucher, SP_LMS_LIVES, autocvar_g_lms_extra_lives);
340                 return MUT_ITEMTOUCH_PICKUP;
341         }
342
343         return MUT_ITEMTOUCH_CONTINUE;
344 }
345
346 MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
347 {
348         FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
349                 ++M_ARGV(0, int);
350                 ++M_ARGV(1, int);
351         ));
352
353         return true;
354 }
355
356 MUTATOR_HOOKFUNCTION(lms, ClientCommand_Spectate)
357 {
358     entity player = M_ARGV(0, entity);
359
360         if(player.lms_spectate_warning)
361         {
362                 // for the forfeit message...
363                 player.lms_spectate_warning = 2;
364                 // mark player as spectator
365                 PlayerScore_Add(player, SP_LMS_RANK, 666 - PlayerScore_Add(player, SP_LMS_RANK, 0));
366         }
367         else
368         {
369                 player.lms_spectate_warning = 1;
370                 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");
371                 return MUT_SPECCMD_RETURN;
372         }
373         return MUT_SPECCMD_CONTINUE;
374 }
375
376 MUTATOR_HOOKFUNCTION(lms, CheckRules_World)
377 {
378         M_ARGV(0, float) = WinningCondition_LMS();
379         return true;
380 }
381
382 MUTATOR_HOOKFUNCTION(lms, WantWeapon)
383 {
384         M_ARGV(2, bool) = true; // all weapons
385 }
386
387 MUTATOR_HOOKFUNCTION(lms, GetPlayerStatus)
388 {
389         return true;
390 }
391
392 MUTATOR_HOOKFUNCTION(lms, AddPlayerScore)
393 {
394         if(gameover)
395         if(M_ARGV(0, int) == SP_LMS_RANK) // score field
396                 return true; // allow writing to this field in intermission as it is needed for newly joining players
397 }
398
399 // scoreboard stuff
400 void lms_ScoreRules()
401 {
402         ScoreRules_basics(0, 0, 0, false);
403         ScoreInfo_SetLabel_PlayerScore(SP_LMS_LIVES,    "lives",     SFL_SORT_PRIO_SECONDARY);
404         ScoreInfo_SetLabel_PlayerScore(SP_LMS_RANK,     "rank",      SFL_LOWER_IS_BETTER | SFL_RANK | SFL_SORT_PRIO_PRIMARY | SFL_ALLOW_HIDE);
405         ScoreRules_basics_end();
406 }
407
408 void lms_Initialize()
409 {
410         lms_lowest_lives = 9999;
411         lms_next_place = 0;
412
413         lms_ScoreRules();
414 }
415
416
417 #endif