3 #include <common/mutators/mutator/instagib/items.qh>
4 #include <server/campaign.qh>
5 #include <server/command/_mod.qh>
6 #include <server/world.qh>
7 #include <server/items/items.qh>
9 int autocvar_g_lms_extra_lives;
10 bool autocvar_g_lms_join_anytime;
11 int autocvar_g_lms_last_join;
12 bool autocvar_g_lms_regenerate;
13 int autocvar_g_lms_leader_lives_diff = 2;
14 float autocvar_g_lms_leader_minpercent = 0.5;
15 float autocvar_g_lms_leader_wp_interval = 25;
16 float autocvar_g_lms_leader_wp_interval_jitter = 10;
17 float autocvar_g_lms_leader_wp_time = 5;
18 float autocvar_g_lms_dynamic_respawn_delay = 1;
19 float autocvar_g_lms_dynamic_respawn_delay_base = 2;
20 float autocvar_g_lms_dynamic_respawn_delay_increase = 3;
21 float autocvar_g_lms_dynamic_respawn_delay_max = 20;
22 bool autocvar_g_lms_dynamic_vampire = 1;
23 float autocvar_g_lms_dynamic_vampire_factor_base = 0.1;
24 float autocvar_g_lms_dynamic_vampire_factor_increase = 0.1;
25 float autocvar_g_lms_dynamic_vampire_factor_max = 0.5;
26 int autocvar_g_lms_dynamic_vampire_min_lives_diff = 2;
30 float lms_visible_leaders_time;
31 bool lms_visible_leaders = true; // triggers lms_visible_leaders_time update in the first frame
32 bool lms_visible_leaders_prev;
35 int LMS_NewPlayerLives()
37 int fl = floor(autocvar_fraglimit);
38 if(fl == 0 || fl > 999)
41 // first player has left the game for dying too much? Nobody else can get in.
42 if(lms_lowest_lives < 1)
45 if(!autocvar_g_lms_join_anytime)
46 if(lms_lowest_lives < fl - max(0, floor(autocvar_g_lms_last_join)))
49 return bound(1, lms_lowest_lives, fl);
54 // LMS winning condition: game terminates if and only if there's at most one
55 // one player who's living lives. Top two scores being equal cancels the time
57 int WinningCondition_LMS()
59 if (warmup_stage || time <= game_starttime)
62 entity first_player = NULL;
64 FOREACH_CLIENT(IS_PLAYER(it) && it.frags == FRAGS_PLAYER, {
74 // two or more active players - continue with the game
76 if (autocvar_g_campaign)
78 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
79 float pl_lives = GameRules_scoring_add(it, LMS_LIVES, 0);
81 return WINNING_YES; // human player lost, game over
88 // exactly one player?
91 SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
93 if (LMS_NewPlayerLives())
95 // game still running (that is, nobody got removed from the game by a frag yet)? then continue
101 // and assign him his first place
102 GameRules_scoring_add(first_player, LMS_RANK, 1);
109 // nobody is playing at all...
110 if (LMS_NewPlayerLives())
112 // wait for players...
116 // SNAFU (maybe a draw game?)
118 LOG_TRACE("No players, ending game.");
123 // When we get here, we have at least two players who are actually LIVING,
124 // now check if the top two players have equal score.
125 WinningConditionHelper(NULL);
128 if(WinningConditionHelper_winner)
129 WinningConditionHelper_winner.winning = true;
130 if(WinningConditionHelper_topscore == WinningConditionHelper_secondscore)
131 return WINNING_NEVER;
133 // Top two have different scores? Way to go for our beloved TIMELIMIT!
137 // runs on waypoints which are attached to leaders, updates once per frame
138 bool lms_waypointsprite_visible_for_player(entity this, entity player, entity view)
142 return false; // we don't want spectators of leaders to see the attached waypoint on the top of their screen
144 if (!lms_visible_leaders)
150 void lms_UpdateLeaders()
154 FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
155 int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
156 if (lives > max_lives)
161 int second_max_lives = 0;
162 int pl_cnt_with_max_lives = 0;
163 FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
164 int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
165 if (lives == max_lives)
166 pl_cnt_with_max_lives++;
167 else if (lives > second_max_lives)
168 second_max_lives = lives;
171 int lives_diff = autocvar_g_lms_leader_lives_diff;
172 if (max_lives - second_max_lives >= lives_diff && pl_cnt_with_max_lives <= pl_cnt * autocvar_g_lms_leader_minpercent)
173 FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
174 int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
175 if (lives == max_lives)
178 it.lms_leader = true;
182 it.lms_leader = false;
186 FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
187 if (it.waypointsprite_attachedforcarrier)
188 WaypointSprite_Kill(it.waypointsprite_attachedforcarrier);
189 it.lms_leader = false;
194 MUTATOR_HOOKFUNCTION(lms, reset_map_global)
196 lms_lowest_lives = 999;
199 MUTATOR_HOOKFUNCTION(lms, reset_map_players)
201 FOREACH_CLIENT(true, {
202 if (it.frags == FRAGS_PLAYER_OUT_OF_GAME)
204 // players who forfeited (rank >= 256) become spectators
205 if (it.lms_spectate_warning == 2)
206 it.frags = FRAGS_SPECTATOR;
208 it.frags = FRAGS_PLAYER;
211 CS(it).killcount = 0;
213 it.lms_spectate_warning = 0;
214 GameRules_scoring_add(it, LMS_RANK, -GameRules_scoring_add(it, LMS_RANK, 0));
215 GameRules_scoring_add(it, LMS_LIVES, -GameRules_scoring_add(it, LMS_LIVES, 0));
217 if (it.frags != FRAGS_PLAYER)
220 TRANSMUTE(Player, it);
221 PutClientInServer(it);
222 it.lms_leader = false;
223 if (it.waypointsprite_attachedforcarrier)
224 WaypointSprite_Kill(it.waypointsprite_attachedforcarrier);
228 // FIXME add support for sv_ready_restart_after_countdown
229 // that is find a way to respawn/reset players IN GAME without setting lives to 0
230 MUTATOR_HOOKFUNCTION(lms, ReadLevelCvars)
233 sv_ready_restart_after_countdown = 0;
236 // returns true if player is added to the game
237 bool lms_AddPlayer(entity player)
239 if (!player.lmsplayer)
241 int lives = GameRules_scoring_add(player, LMS_LIVES, LMS_NewPlayerLives());
244 player.lmsplayer = 2; // temp value indicating player has just joined the game (but not spawned yet)
246 if (warmup_stage || time <= game_starttime)
248 if(player.lms_spectate_warning)
250 player.lms_spectate_warning = 0;
251 GameRules_scoring_add(player, LMS_RANK, -GameRules_scoring_add(player, LMS_RANK, 0));
252 int lives = GameRules_scoring_add(player, LMS_LIVES, 0);
254 GameRules_scoring_add(player, LMS_LIVES, LMS_NewPlayerLives());
259 if(GameRules_scoring_add(player, LMS_LIVES, 0) <= 0)
261 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_LMS_NOLIVES);
268 MUTATOR_HOOKFUNCTION(lms, PutClientInServer)
270 entity player = M_ARGV(0, entity);
271 if (!warmup_stage && (IS_BOT_CLIENT(player) || CS(player).jointime != time))
273 if (GameRules_scoring_add(player, LMS_RANK, 0) || !lms_AddPlayer(player))
274 TRANSMUTE(Observer, player);
278 MUTATOR_HOOKFUNCTION(lms, PlayerSpawn)
280 entity player = M_ARGV(0, entity);
282 if (warmup_stage || time < game_starttime)
285 if (player.lmsplayer == 2) // just joined the game
287 // spawn player with the same amount of health / armor
288 // as the least healthy player with the least number of lives
289 int pl_lives = GameRules_scoring_add(player, LMS_LIVES, 0);
290 float min_health = start_health;
291 float min_armorvalue = start_armorvalue;
292 FOREACH_CLIENT(it != player && IS_PLAYER(it) && !IS_DEAD(it) && GameRules_scoring_add(it, LMS_LIVES, 0) == pl_lives, {
293 if (GetResource(it, RES_HEALTH) < min_health)
294 min_health = GetResource(it, RES_HEALTH);
295 if (GetResource(it, RES_ARMOR) < min_armorvalue)
296 min_armorvalue = GetResource(it, RES_ARMOR);
298 if (min_health != start_health)
299 SetResource(player, RES_HEALTH, max(1, min_health));
300 if (min_armorvalue != start_armorvalue)
301 SetResource(player, RES_ARMOR, min_armorvalue);
302 player.lmsplayer = 1;
306 MUTATOR_HOOKFUNCTION(lms, ForbidSpawn)
308 entity player = M_ARGV(0, entity);
310 if (warmup_stage || lms_AddPlayer(player))
316 void lms_RemovePlayer(entity player)
318 if (warmup_stage || time < game_starttime)
321 float player_rank = GameRules_scoring_add(player, LMS_RANK, 0);
324 if (player.lms_spectate_warning < 2)
326 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
328 FOREACH_CLIENT(IS_PLAYER(it) && it.frags == FRAGS_PLAYER, {
331 GameRules_scoring_add(player, LMS_RANK, pl_cnt + 1);
335 int min_forfeiter_rank = 665; // different from 666
336 FOREACH_CLIENT(true, {
337 // update rank of other players that were eliminated
338 if (it.frags == FRAGS_PLAYER_OUT_OF_GAME)
340 float it_rank = GameRules_scoring_add(it, LMS_RANK, 0);
341 if (it_rank > player_rank && it_rank <= 256)
342 GameRules_scoring_add(it, LMS_RANK, -1);
343 if (it_rank > 256 && it_rank <= min_forfeiter_rank)
344 min_forfeiter_rank = it_rank - 1;
346 else if (it.frags != FRAGS_SPECTATOR)
348 float tl = GameRules_scoring_add(it, LMS_LIVES, 0);
349 if(tl < lms_lowest_lives)
350 lms_lowest_lives = tl;
353 GameRules_scoring_add(player, LMS_RANK, min_forfeiter_rank);
355 GameRules_scoring_add(player, LMS_LIVES, -GameRules_scoring_add(player, LMS_LIVES, 0));
356 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
357 TRANSMUTE(Observer, player);
359 if (autocvar_g_lms_leader_lives_diff > 0)
363 if (CS(player).killcount != FRAGS_SPECTATOR && player.lms_spectate_warning < 3)
365 if (GameRules_scoring_add(player, LMS_RANK, 0) > 0 && player.lms_spectate_warning < 2)
366 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_NOLIVES, player.netname);
368 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_FORFEIT, player.netname);
372 MUTATOR_HOOKFUNCTION(lms, ClientDisconnect)
374 entity player = M_ARGV(0, entity);
376 // no further message other than the disconnect message
377 player.lms_spectate_warning = 3;
379 lms_RemovePlayer(player);
380 player.lmsplayer = 0;
383 MUTATOR_HOOKFUNCTION(lms, MakePlayerObserver)
385 entity player = M_ARGV(0, entity);
386 bool is_forced = M_ARGV(1, bool);
388 if (!IS_PLAYER(player))
391 if (warmup_stage || time <= game_starttime)
393 GameRules_scoring_add(player, LMS_LIVES, -GameRules_scoring_add(player, LMS_LIVES, 0));
394 player.frags = FRAGS_SPECTATOR;
395 TRANSMUTE(Observer, player);
396 player.lmsplayer = 0;
401 player.lms_spectate_warning = 2;
402 if (!GameRules_scoring_add(player, LMS_RANK, 0))
403 lms_RemovePlayer(player);
405 return true; // prevent team reset
408 MUTATOR_HOOKFUNCTION(lms, ClientConnect)
410 entity player = M_ARGV(0, entity);
411 player.frags = FRAGS_SPECTATOR;
414 MUTATOR_HOOKFUNCTION(lms, PlayerPreThink)
416 entity player = M_ARGV(0, entity);
418 // recycled REDALIVE to avoid adding a dedicated stat
419 STAT(REDALIVE, player) = lms_leaders;
421 if(player.deadflag == DEAD_DYING)
422 player.deadflag = DEAD_RESPAWNING;
425 MUTATOR_HOOKFUNCTION(lms, SV_StartFrame)
427 float leader_time = autocvar_g_lms_leader_wp_time;
428 float leader_interval = leader_time + autocvar_g_lms_leader_wp_interval;
429 lms_visible_leaders_prev = lms_visible_leaders;
430 lms_visible_leaders = (time > lms_visible_leaders_time && time < lms_visible_leaders_time + leader_time);
431 if (lms_visible_leaders_prev && !lms_visible_leaders)
432 lms_visible_leaders_time = time + leader_interval + random() * autocvar_g_lms_leader_wp_interval_jitter;
435 FOREACH_CLIENT(true, {
436 STAT(OBJECTIVE_STATUS, it) = lms_visible_leaders;
437 if (IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME)
441 if (!it.waypointsprite_attachedforcarrier)
443 WaypointSprite_AttachCarrier(WP_LmsLeader, it, RADARICON_FLAGCARRIER);
444 it.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = lms_waypointsprite_visible_for_player;
445 WaypointSprite_UpdateRule(it.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
446 vector pl_color = colormapPaletteColor(it.clientcolors & 0x0F, false);
447 WaypointSprite_UpdateTeamRadar(it.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, pl_color);
448 WaypointSprite_Ping(it.waypointsprite_attachedforcarrier);
450 if (!lms_visible_leaders_prev && lms_visible_leaders && IS_REAL_CLIENT(it))
451 Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_LMS_VISIBLE_LEADER);
454 else // if (!it.lms_leader)
456 if (IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME)
458 if (!lms_visible_leaders_prev && lms_visible_leaders && IS_REAL_CLIENT(it))
459 Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_LMS_VISIBLE_OTHER);
461 if (it.waypointsprite_attachedforcarrier)
462 WaypointSprite_Kill(it.waypointsprite_attachedforcarrier);
468 MUTATOR_HOOKFUNCTION(lms, PlayerRegen)
470 if(autocvar_g_lms_regenerate)
475 MUTATOR_HOOKFUNCTION(lms, PlayerPowerups)
477 entity player = M_ARGV(0, entity);
478 if (player.waypointsprite_attachedforcarrier)
479 player.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
481 player.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
484 MUTATOR_HOOKFUNCTION(lms, ForbidThrowCurrentWeapon)
490 MUTATOR_HOOKFUNCTION(lms, Damage_Calculate)
492 if (!autocvar_g_lms_dynamic_vampire)
495 entity frag_attacker = M_ARGV(1, entity);
496 entity frag_target = M_ARGV(2, entity);
497 float frag_damage = M_ARGV(4, float);
499 if (IS_PLAYER(frag_attacker) && !IS_DEAD(frag_attacker)
500 && IS_PLAYER(frag_target) && !IS_DEAD(frag_target) && frag_attacker != frag_target)
502 float vampire_factor = 0;
504 int frag_attacker_lives = GameRules_scoring_add(frag_attacker, LMS_LIVES, 0);
505 int frag_target_lives = GameRules_scoring_add(frag_target, LMS_LIVES, 0);
506 int diff = frag_target_lives - frag_attacker_lives - autocvar_g_lms_dynamic_vampire_min_lives_diff;
509 vampire_factor = autocvar_g_lms_dynamic_vampire_factor_base + diff * autocvar_g_lms_dynamic_vampire_factor_increase;
510 if (vampire_factor > 0)
512 vampire_factor = min(vampire_factor, autocvar_g_lms_dynamic_vampire_factor_max);
513 SetResourceExplicit(frag_attacker, RES_HEALTH,
514 min(GetResource(frag_attacker, RES_HEALTH) + frag_damage * vampire_factor, start_health));
519 MUTATOR_HOOKFUNCTION(lms, PlayerDied)
521 if (!warmup_stage && autocvar_g_lms_leader_lives_diff > 0)
525 MUTATOR_HOOKFUNCTION(lms, CalculateRespawnTime)
527 entity player = M_ARGV(0, entity);
528 player.respawn_flags |= RESPAWN_FORCE;
530 int pl_lives = GameRules_scoring_add(player, LMS_LIVES, 0);
533 player.respawn_flags = RESPAWN_SILENT;
534 // prevent unwanted sudden rejoin as spectator and movement of spectator camera
535 player.respawn_time = time + 2;
539 if (autocvar_g_lms_dynamic_respawn_delay <= 0)
544 FOREACH_CLIENT(it != player && IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
545 int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
546 if (lives > max_lives)
551 // min delay with only 2 players
552 if (pl_cnt == 1) // player wasn't counted
555 float dlay = autocvar_g_lms_dynamic_respawn_delay_base +
556 autocvar_g_lms_dynamic_respawn_delay_increase * max(0, max_lives - pl_lives);
557 player.respawn_time = time + min(autocvar_g_lms_dynamic_respawn_delay_max, dlay);
561 MUTATOR_HOOKFUNCTION(lms, GiveFragsForKill)
563 entity frag_target = M_ARGV(1, entity);
565 if (!warmup_stage && time > game_starttime)
568 int tl = GameRules_scoring_add(frag_target, LMS_LIVES, -1);
569 if(tl < lms_lowest_lives)
570 lms_lowest_lives = tl;
574 FOREACH_CLIENT(IS_PLAYER(it) && it.frags == FRAGS_PLAYER, {
577 frag_target.frags = FRAGS_PLAYER_OUT_OF_GAME;
578 GameRules_scoring_add(frag_target, LMS_RANK, pl_cnt);
581 M_ARGV(2, float) = 0; // frag score
586 MUTATOR_HOOKFUNCTION(lms, SetStartItems)
588 start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
589 start_health = warmup_start_health = cvar("g_lms_start_health");
590 start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
591 start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
592 start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
593 start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
594 start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
595 start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
596 start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
599 MUTATOR_HOOKFUNCTION(lms, ForbidPlayerScore_Clear)
601 // don't clear player score
605 MUTATOR_HOOKFUNCTION(lms, FilterItemDefinition)
607 entity definition = M_ARGV(0, entity);
609 if (autocvar_g_lms_extra_lives && definition == ITEM_ExtraLife)
616 void lms_extralife(entity this)
618 StartItem(this, ITEM_ExtraLife);
621 MUTATOR_HOOKFUNCTION(lms, OnEntityPreSpawn)
623 if (MUTATOR_RETURNVALUE) return false;
624 if (!autocvar_g_powerups) return false;
625 if (!autocvar_g_lms_extra_lives) return false;
627 entity ent = M_ARGV(0, entity);
629 // Can't use .itemdef here
630 if (ent.classname != "item_health_mega") return false;
633 setthink(e, lms_extralife);
635 e.nextthink = time + 0.1;
636 e.spawnflags = ent.spawnflags;
637 e.noalign = ent.noalign;
638 setorigin(e, ent.origin);
643 MUTATOR_HOOKFUNCTION(lms, ItemTouch)
645 if(MUTATOR_RETURNVALUE) return false;
647 entity item = M_ARGV(0, entity);
648 entity toucher = M_ARGV(1, entity);
650 if(item.itemdef == ITEM_ExtraLife)
652 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES, autocvar_g_lms_extra_lives);
653 GameRules_scoring_add(toucher, LMS_LIVES, autocvar_g_lms_extra_lives);
654 return MUT_ITEMTOUCH_PICKUP;
657 return MUT_ITEMTOUCH_CONTINUE;
660 MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
662 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
663 if (it.lmsplayer && it.lms_spectate_warning < 2)
664 ++M_ARGV(0, int); // activerealplayers
665 ++M_ARGV(1, int); // realplayers
671 MUTATOR_HOOKFUNCTION(lms, ClientCommand_Spectate)
673 entity player = M_ARGV(0, entity);
675 if(warmup_stage || time < game_starttime || player.lms_spectate_warning)
677 // for the forfeit message...
678 player.lms_spectate_warning = 2;
682 if(player.frags != FRAGS_SPECTATOR && player.frags != FRAGS_PLAYER_OUT_OF_GAME)
684 player.lms_spectate_warning = 1;
685 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");
687 return MUT_SPECCMD_RETURN;
689 return MUT_SPECCMD_CONTINUE;
692 MUTATOR_HOOKFUNCTION(lms, CheckRules_World)
694 M_ARGV(0, float) = WinningCondition_LMS();
698 MUTATOR_HOOKFUNCTION(lms, SetWeaponArena)
700 if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
701 M_ARGV(0, string) = autocvar_g_lms_weaponarena;
704 MUTATOR_HOOKFUNCTION(lms, GetPlayerStatus)
706 entity player = M_ARGV(0, entity);
708 return boolean(player.lmsplayer);
711 MUTATOR_HOOKFUNCTION(lms, AddPlayerScore)
714 if(M_ARGV(0, entity) == SP_LMS_RANK) // score field
715 return true; // allow writing to this field in intermission as it is needed for newly joining players
718 void lms_Initialize()
720 lms_lowest_lives = 999;