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Fix match not ending when score limit reached
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator / gamemode_lms.qc
1 #ifndef GAMEMODE_LMS_H
2 #define GAMEMODE_LMS_H
3
4 #define autocvar_g_lms_lives_override cvar("g_lms_lives_override")
5 void lms_Initialize();
6
7 REGISTER_MUTATOR(lms, false)
8 {
9         SetLimits(((!autocvar_g_lms_lives_override) ? -1 : autocvar_g_lms_lives_override), 0, -1, -1);
10
11         MUTATOR_ONADD
12         {
13                 if (time > 1) // game loads at time 1
14                         error("This is a game type and it cannot be added at runtime.");
15                 lms_Initialize();
16         }
17
18         MUTATOR_ONROLLBACK_OR_REMOVE
19         {
20                 // we actually cannot roll back lms_Initialize here
21                 // BUT: we don't need to! If this gets called, adding always
22                 // succeeds.
23         }
24
25         MUTATOR_ONREMOVE
26         {
27                 LOG_INFO("This is a game type and it cannot be removed at runtime.");
28                 return -1;
29         }
30
31         return 0;
32 }
33
34 // scoreboard stuff
35 const float SP_LMS_LIVES = 4;
36 const float SP_LMS_RANK = 5;
37
38 // lives related defs
39 float lms_lowest_lives;
40 float lms_next_place;
41 float LMS_NewPlayerLives();
42
43 #endif
44
45 #ifdef IMPLEMENTATION
46
47 #include "../../campaign.qh"
48 #include "../../command/cmd.qh"
49
50 int autocvar_g_lms_extra_lives;
51 bool autocvar_g_lms_join_anytime;
52 int autocvar_g_lms_last_join;
53 bool autocvar_g_lms_regenerate;
54
55 // main functions
56 float LMS_NewPlayerLives()
57 {
58         float fl;
59         fl = autocvar_fraglimit;
60         if(fl == 0)
61                 fl = 999;
62
63         // first player has left the game for dying too much? Nobody else can get in.
64         if(lms_lowest_lives < 1)
65                 return 0;
66
67         if(!autocvar_g_lms_join_anytime)
68                 if(lms_lowest_lives < fl - autocvar_g_lms_last_join)
69                         return 0;
70
71         return bound(1, lms_lowest_lives, fl);
72 }
73
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
76 // limit.
77 float WinningCondition_LMS()
78 {
79         entity head, head2;
80         float have_player;
81         float have_players;
82         float l;
83
84         have_player = false;
85         have_players = false;
86         l = LMS_NewPlayerLives();
87
88         head = find(world, classname, "player");
89         if(head)
90                 have_player = true;
91         head2 = find(head, classname, "player");
92         if(head2)
93                 have_players = true;
94
95         if(have_player)
96         {
97                 // we have at least one player
98                 if(have_players)
99                 {
100                         // two or more active players - continue with the game
101                 }
102                 else
103                 {
104                         // exactly one player?
105
106                         ClearWinners();
107                         SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
108
109                         if(l)
110                         {
111                                 // game still running (that is, nobody got removed from the game by a frag yet)? then continue
112                                 return WINNING_NO;
113                         }
114                         else
115                         {
116                                 // a winner!
117                                 // and assign him his first place
118                                 PlayerScore_Add(head, SP_LMS_RANK, 1);
119                                 return WINNING_YES;
120                         }
121                 }
122         }
123         else
124         {
125                 // nobody is playing at all...
126                 if(l)
127                 {
128                         // wait for players...
129                 }
130                 else
131                 {
132                         // SNAFU (maybe a draw game?)
133                         ClearWinners();
134                         LOG_TRACE("No players, ending game.\n");
135                         return WINNING_YES;
136                 }
137         }
138
139         // When we get here, we have at least two players who are actually LIVING,
140         // now check if the top two players have equal score.
141         WinningConditionHelper();
142
143         ClearWinners();
144         if(WinningConditionHelper_winner)
145                 WinningConditionHelper_winner.winning = true;
146         if(WinningConditionHelper_topscore == WinningConditionHelper_secondscore)
147                 return WINNING_NEVER;
148
149         // Top two have different scores? Way to go for our beloved TIMELIMIT!
150         return WINNING_NO;
151 }
152
153 // mutator hooks
154 MUTATOR_HOOKFUNCTION(lms, reset_map_global)
155 {
156         lms_lowest_lives = 999;
157         lms_next_place = player_count;
158
159         return false;
160 }
161
162 MUTATOR_HOOKFUNCTION(lms, reset_map_players)
163 {SELFPARAM();
164         entity e;
165         if(restart_mapalreadyrestarted || (time < game_starttime))
166         FOR_EACH_CLIENT(e)
167         if(IS_PLAYER(e))
168         {
169                 WITH(entity, self, e, PlayerScore_Add(e, SP_LMS_LIVES, LMS_NewPlayerLives()));
170         }
171
172         return false;
173 }
174
175 MUTATOR_HOOKFUNCTION(lms, PutClientInServer)
176 {SELFPARAM();
177         // player is dead and becomes observer
178         // FIXME fix LMS scoring for new system
179         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
180         {
181                 self.classname = "observer";
182                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_NOLIVES);
183         }
184
185         return false;
186 }
187
188 MUTATOR_HOOKFUNCTION(lms, PlayerDies)
189 {SELFPARAM();
190         self.respawn_flags |= RESPAWN_FORCE;
191
192         return false;
193 }
194
195 void lms_RemovePlayer(entity player)
196 {
197         // Only if the player cannot play at all
198         if(PlayerScore_Add(player, SP_LMS_RANK, 0) == 666)
199                 player.frags = FRAGS_SPECTATOR;
200         else
201                 player.frags = FRAGS_LMS_LOSER;
202
203         if(player.killcount != -666)
204                 if(PlayerScore_Add(player, SP_LMS_RANK, 0) > 0 && player.lms_spectate_warning != 2)
205                         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, player.netname);
206                 else
207                         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, player.netname);
208 }
209
210 MUTATOR_HOOKFUNCTION(lms, ClientDisconnect)
211 {SELFPARAM();
212         lms_RemovePlayer(self);
213         return false;
214 }
215
216 MUTATOR_HOOKFUNCTION(lms, MakePlayerObserver)
217 {SELFPARAM();
218         lms_RemovePlayer(self);
219         return false;
220 }
221
222 MUTATOR_HOOKFUNCTION(lms, ClientConnect)
223 {SELFPARAM();
224         self.classname = "player";
225         campaign_bots_may_start = 1;
226
227         if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
228         {
229                 PlayerScore_Add(self, SP_LMS_RANK, 666);
230                 self.frags = FRAGS_SPECTATOR;
231         }
232
233         return false;
234 }
235
236 MUTATOR_HOOKFUNCTION(lms, PlayerPreThink)
237 {SELFPARAM();
238         if(self.deadflag == DEAD_DYING)
239                 self.deadflag = DEAD_RESPAWNING;
240
241         return false;
242 }
243
244 MUTATOR_HOOKFUNCTION(lms, PlayerRegen)
245 {
246         if(autocvar_g_lms_regenerate)
247                 return false;
248         return true;
249 }
250
251 MUTATOR_HOOKFUNCTION(lms, ForbidThrowCurrentWeapon)
252 {
253         // forbode!
254         return true;
255 }
256
257 MUTATOR_HOOKFUNCTION(lms, GiveFragsForKill)
258 {
259         // remove a life
260         float tl;
261         tl = PlayerScore_Add(frag_target, SP_LMS_LIVES, -1);
262         if(tl < lms_lowest_lives)
263                 lms_lowest_lives = tl;
264         if(tl <= 0)
265         {
266                 if(!lms_next_place)
267                         lms_next_place = player_count;
268                 else
269                         lms_next_place = min(lms_next_place, player_count);
270                 PlayerScore_Add(frag_target, SP_LMS_RANK, lms_next_place); // won't ever spawn again
271                 --lms_next_place;
272         }
273         frag_score = 0;
274
275         return true;
276 }
277
278 MUTATOR_HOOKFUNCTION(lms, SetStartItems)
279 {
280         start_items &= ~IT_UNLIMITED_AMMO;
281         start_health       = warmup_start_health       = cvar("g_lms_start_health");
282         start_armorvalue   = warmup_start_armorvalue   = cvar("g_lms_start_armor");
283         start_ammo_shells  = warmup_start_ammo_shells  = cvar("g_lms_start_ammo_shells");
284         start_ammo_nails   = warmup_start_ammo_nails   = cvar("g_lms_start_ammo_nails");
285         start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
286         start_ammo_cells   = warmup_start_ammo_cells   = cvar("g_lms_start_ammo_cells");
287         start_ammo_plasma  = warmup_start_ammo_plasma  = cvar("g_lms_start_ammo_plasma");
288         start_ammo_fuel    = warmup_start_ammo_fuel    = cvar("g_lms_start_ammo_fuel");
289
290         return false;
291 }
292
293 MUTATOR_HOOKFUNCTION(lms, ForbidPlayerScore_Clear)
294 {
295         // don't clear player score
296         return true;
297 }
298
299 MUTATOR_HOOKFUNCTION(lms, FilterItem)
300 {SELFPARAM();
301         if(autocvar_g_lms_extra_lives)
302         if(self.itemdef == ITEM_HealthMega)
303         {
304                 self.max_health = 1;
305                 return false;
306         }
307
308         return true;
309 }
310
311 MUTATOR_HOOKFUNCTION(lms, ItemTouch)
312 {SELFPARAM();
313         // give extra lives for mega health
314         if (self.items & ITEM_HealthMega.m_itemid)
315         {
316                 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_EXTRALIVES);
317                 PlayerScore_Add(other, SP_LMS_LIVES, autocvar_g_lms_extra_lives);
318         }
319
320         return MUT_ITEMTOUCH_CONTINUE;
321 }
322
323 MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
324 {
325         entity head;
326         FOR_EACH_REALCLIENT(head)
327         {
328                 ++bot_activerealplayers;
329                 ++bot_realplayers;
330         }
331
332         return true;
333 }
334
335 MUTATOR_HOOKFUNCTION(lms, ClientCommand_Spectate)
336 {
337         if(self.lms_spectate_warning)
338         {
339                 // for the forfeit message...
340                 self.lms_spectate_warning = 2;
341                 // mark player as spectator
342                 PlayerScore_Add(self, SP_LMS_RANK, 666 - PlayerScore_Add(self, SP_LMS_RANK, 0));
343         }
344         else
345         {
346                 self.lms_spectate_warning = 1;
347                 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");
348                 return MUT_SPECCMD_RETURN;
349         }
350         return MUT_SPECCMD_CONTINUE;
351 }
352
353 MUTATOR_HOOKFUNCTION(lms, CheckRules_World)
354 {
355         ret_float = WinningCondition_LMS();
356         return true;
357 }
358
359 MUTATOR_HOOKFUNCTION(lms, WantWeapon)
360 {
361         want_allguns = true;
362         return false;
363 }
364
365 MUTATOR_HOOKFUNCTION(lms, GetPlayerStatus)
366 {
367         return true;
368 }
369
370 MUTATOR_HOOKFUNCTION(lms, AddPlayerScore)
371 {
372         if(gameover)
373         if(score_field == SP_LMS_RANK)
374                 return true; // allow writing to this field in intermission as it is needed for newly joining players
375         return false;
376 }
377
378 // scoreboard stuff
379 void lms_ScoreRules()
380 {
381         ScoreRules_basics(0, 0, 0, false);
382         ScoreInfo_SetLabel_PlayerScore(SP_LMS_LIVES,    "lives",     SFL_SORT_PRIO_SECONDARY);
383         ScoreInfo_SetLabel_PlayerScore(SP_LMS_RANK,     "rank",      SFL_LOWER_IS_BETTER | SFL_RANK | SFL_SORT_PRIO_PRIMARY | SFL_ALLOW_HIDE);
384         ScoreRules_basics_end();
385 }
386
387 void lms_Initialize()
388 {
389         lms_lowest_lives = 9999;
390         lms_next_place = 0;
391
392         lms_ScoreRules();
393 }
394
395
396 #endif