#include "gamemode_lms.qh" #include #include #include int autocvar_g_lms_extra_lives; bool autocvar_g_lms_join_anytime; int autocvar_g_lms_last_join; bool autocvar_g_lms_regenerate; // main functions float LMS_NewPlayerLives() { float fl; fl = autocvar_fraglimit; if(fl == 0) fl = 999; // first player has left the game for dying too much? Nobody else can get in. if(lms_lowest_lives < 1) return 0; if(!autocvar_g_lms_join_anytime) if(lms_lowest_lives < fl - autocvar_g_lms_last_join) return 0; return bound(1, lms_lowest_lives, fl); } void ClearWinners(); // LMS winning condition: game terminates if and only if there's at most one // one player who's living lives. Top two scores being equal cancels the time // limit. int WinningCondition_LMS() { entity head, head2; bool have_player = false; bool have_players = false; int l = LMS_NewPlayerLives(); head = find(NULL, classname, STR_PLAYER); if(head) have_player = true; head2 = find(head, classname, STR_PLAYER); if(head2) have_players = true; if(have_player) { // we have at least one player if(have_players) { // two or more active players - continue with the game } else { // exactly one player? ClearWinners(); SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out if(l) { // game still running (that is, nobody got removed from the game by a frag yet)? then continue return WINNING_NO; } else { // a winner! // and assign him his first place PlayerScore_Add(head, SP_LMS_RANK, 1); if(warmup_stage) return WINNING_NO; else return WINNING_YES; } } } else { // nobody is playing at all... if(l) { // wait for players... } else { // SNAFU (maybe a draw game?) ClearWinners(); LOG_TRACE("No players, ending game."); return WINNING_YES; } } // When we get here, we have at least two players who are actually LIVING, // now check if the top two players have equal score. WinningConditionHelper(NULL); ClearWinners(); if(WinningConditionHelper_winner) WinningConditionHelper_winner.winning = true; if(WinningConditionHelper_topscore == WinningConditionHelper_secondscore) return WINNING_NEVER; // Top two have different scores? Way to go for our beloved TIMELIMIT! return WINNING_NO; } // mutator hooks MUTATOR_HOOKFUNCTION(lms, reset_map_global) { lms_lowest_lives = 999; } MUTATOR_HOOKFUNCTION(lms, reset_map_players) { FOREACH_CLIENT(true, { TRANSMUTE(Player, it); it.frags = FRAGS_PLAYER; PlayerScore_Add(it, SP_LMS_LIVES, LMS_NewPlayerLives()); PutClientInServer(it); }); } MUTATOR_HOOKFUNCTION(lms, PutClientInServer) { entity player = M_ARGV(0, entity); if(player.frags == FRAGS_SPECTATOR) TRANSMUTE(Observer, player); else { float tl = PlayerScore_Add(player, SP_LMS_LIVES, 0); if(tl < lms_lowest_lives) lms_lowest_lives = tl; if(tl <= 0) TRANSMUTE(Observer, player); if(warmup_stage) PlayerScore_Add(player, SP_LMS_RANK, -PlayerScore_Add(player, SP_LMS_RANK, 0)); } } MUTATOR_HOOKFUNCTION(lms, ForbidSpawn) { entity player = M_ARGV(0, entity); if(warmup_stage) return false; if(player.frags == FRAGS_SPECTATOR) return true; if(PlayerScore_Add(player, SP_LMS_LIVES, 0) <= 0) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_LMS_NOLIVES); return true; } return false; } MUTATOR_HOOKFUNCTION(lms, PlayerDies) { entity frag_target = M_ARGV(2, entity); frag_target.respawn_flags |= RESPAWN_FORCE; } void lms_RemovePlayer(entity player) { static int quitters = 0; float player_rank = PlayerScore_Add(player, SP_LMS_RANK, 0); if (!player_rank) { int pl_cnt = 0; FOREACH_CLIENT(IS_PLAYER(it), { pl_cnt++; }); if (player.lms_spectate_warning != 2) { player.frags = FRAGS_LMS_LOSER; PlayerScore_Add(player, SP_LMS_RANK, pl_cnt + 1); } else { lms_lowest_lives = 999; FOREACH_CLIENT(true, { if (it.frags == FRAGS_LMS_LOSER) { float it_rank = PlayerScore_Add(it, SP_LMS_RANK, 0); if (it_rank > player_rank && it_rank <= 256) PlayerScore_Add(it, SP_LMS_RANK, -1); lms_lowest_lives = 0; } else if (it.frags != FRAGS_SPECTATOR) { float tl = PlayerScore_Add(it, SP_LMS_LIVES, 0); if(tl < lms_lowest_lives) lms_lowest_lives = tl; } }); PlayerScore_Add(player, SP_LMS_RANK, 665 - quitters); // different from 666 if(!warmup_stage) { PlayerScore_Add(player, SP_LMS_LIVES, -PlayerScore_Add(player, SP_LMS_LIVES, 0)); ++quitters; } player.frags = FRAGS_LMS_LOSER; TRANSMUTE(Observer, player); } if (pl_cnt == 2 && !warmup_stage) // a player is forfeiting leaving only one player lms_lowest_lives = 0; // end the game now! } if(player.killcount != FRAGS_SPECTATOR) if(PlayerScore_Add(player, SP_LMS_RANK, 0) > 0 && player.lms_spectate_warning != 2) Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_NOLIVES, player.netname); else Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_FORFEIT, player.netname); } MUTATOR_HOOKFUNCTION(lms, ClientDisconnect) { entity player = M_ARGV(0, entity); lms_RemovePlayer(player); } MUTATOR_HOOKFUNCTION(lms, MakePlayerObserver) { entity player = M_ARGV(0, entity); lms_RemovePlayer(player); return true; // prevent team reset } MUTATOR_HOOKFUNCTION(lms, ClientConnect) { entity player = M_ARGV(0, entity); TRANSMUTE(Player, player); campaign_bots_may_start = true; if(PlayerScore_Add(player, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0) { PlayerScore_Add(player, SP_LMS_RANK, 666); // mark as forced spectator for the hud code player.frags = FRAGS_SPECTATOR; } } MUTATOR_HOOKFUNCTION(lms, PlayerPreThink) { entity player = M_ARGV(0, entity); if(player.deadflag == DEAD_DYING) player.deadflag = DEAD_RESPAWNING; } MUTATOR_HOOKFUNCTION(lms, PlayerRegen) { if(autocvar_g_lms_regenerate) return false; return true; } MUTATOR_HOOKFUNCTION(lms, ForbidThrowCurrentWeapon) { // forbode! return true; } MUTATOR_HOOKFUNCTION(lms, GiveFragsForKill) { entity frag_target = M_ARGV(1, entity); if (!warmup_stage) { // remove a life int tl = PlayerScore_Add(frag_target, SP_LMS_LIVES, -1); if(tl < lms_lowest_lives) lms_lowest_lives = tl; if(tl <= 0) { int pl_cnt = 0; FOREACH_CLIENT(IS_PLAYER(it), { pl_cnt++; }); frag_target.frags = FRAGS_LMS_LOSER; PlayerScore_Add(frag_target, SP_LMS_RANK, pl_cnt); } } M_ARGV(2, float) = 0; // frag score return true; } MUTATOR_HOOKFUNCTION(lms, SetStartItems) { start_items &= ~IT_UNLIMITED_AMMO; start_health = warmup_start_health = cvar("g_lms_start_health"); start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor"); start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells"); start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails"); start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets"); start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells"); start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma"); start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel"); } MUTATOR_HOOKFUNCTION(lms, ForbidPlayerScore_Clear) { // don't clear player score return true; } MUTATOR_HOOKFUNCTION(lms, FilterItem) { entity item = M_ARGV(0, entity); if(autocvar_g_lms_extra_lives) if(item.itemdef == ITEM_ExtraLife) return false; return true; } void lms_extralife(entity this) { StartItem(this, ITEM_ExtraLife); } MUTATOR_HOOKFUNCTION(lms, OnEntityPreSpawn) { if (!autocvar_g_powerups) return false; if (!autocvar_g_lms_extra_lives) return false; entity ent = M_ARGV(0, entity); // Can't use .itemdef here if (ent.classname != "item_health_mega") return false; entity e = spawn(); setthink(e, lms_extralife); e.nextthink = time + 0.1; e.spawnflags = ent.spawnflags; e.noalign = ent.noalign; setorigin(e, ent.origin); return true; } MUTATOR_HOOKFUNCTION(lms, ItemTouch) { entity item = M_ARGV(0, entity); entity toucher = M_ARGV(1, entity); if(item.itemdef == ITEM_ExtraLife) { Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES); PlayerScore_Add(toucher, SP_LMS_LIVES, autocvar_g_lms_extra_lives); return MUT_ITEMTOUCH_PICKUP; } return MUT_ITEMTOUCH_CONTINUE; } MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE) { FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA( ++M_ARGV(0, int); // activerealplayers ++M_ARGV(1, int); // realplayers )); return true; } MUTATOR_HOOKFUNCTION(lms, ClientCommand_Spectate) { entity player = M_ARGV(0, entity); if(warmup_stage || player.lms_spectate_warning) { // for the forfeit message... player.lms_spectate_warning = 2; } else { if(player.frags != FRAGS_SPECTATOR && player.frags != FRAGS_LMS_LOSER) { player.lms_spectate_warning = 1; 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"); } return MUT_SPECCMD_RETURN; } return MUT_SPECCMD_CONTINUE; } MUTATOR_HOOKFUNCTION(lms, CheckRules_World) { M_ARGV(0, float) = WinningCondition_LMS(); return true; } MUTATOR_HOOKFUNCTION(lms, WantWeapon) { M_ARGV(2, bool) = true; // all weapons } MUTATOR_HOOKFUNCTION(lms, GetPlayerStatus) { return true; } MUTATOR_HOOKFUNCTION(lms, AddPlayerScore) { if(gameover) if(M_ARGV(0, entity) == SP_LMS_RANK) // score field return true; // allow writing to this field in intermission as it is needed for newly joining players } // scoreboard stuff void lms_ScoreRules() { ScoreRules_basics(0, 0, 0, false); ScoreInfo_SetLabel_PlayerScore(SP_LMS_LIVES, "lives", SFL_SORT_PRIO_SECONDARY); ScoreInfo_SetLabel_PlayerScore(SP_LMS_RANK, "rank", SFL_LOWER_IS_BETTER | SFL_RANK | SFL_SORT_PRIO_PRIMARY | SFL_ALLOW_HIDE); ScoreRules_basics_end(); } void lms_Initialize() { lms_lowest_lives = 9999; lms_ScoreRules(); }