1 #include "gamemode_lms.qh"
6 #include "../campaign.qh"
7 #include "../command/cmd.qh"
10 float LMS_NewPlayerLives()
13 fl = autocvar_fraglimit;
17 // first player has left the game for dying too much? Nobody else can get in.
18 if(lms_lowest_lives < 1)
21 if(!autocvar_g_lms_join_anytime)
22 if(lms_lowest_lives < fl - autocvar_g_lms_last_join)
25 return bound(1, lms_lowest_lives, fl);
29 MUTATOR_HOOKFUNCTION(lms_ResetMap)
31 lms_lowest_lives = 999;
32 lms_next_place = player_count;
37 MUTATOR_HOOKFUNCTION(lms_ResetPlayers)
40 if(restart_mapalreadyrestarted || (time < game_starttime))
44 SELFCALL(e, PlayerScore_Add(e, SP_LMS_LIVES, LMS_NewPlayerLives()));
51 MUTATOR_HOOKFUNCTION(lms_PlayerPreSpawn)
53 // player is dead and becomes observer
54 // FIXME fix LMS scoring for new system
55 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
56 self.classname = "observer";
61 MUTATOR_HOOKFUNCTION(lms_PlayerDies)
63 self.respawn_flags |= RESPAWN_FORCE;
68 MUTATOR_HOOKFUNCTION(lms_RemovePlayer)
70 // Only if the player cannot play at all
71 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
72 self.frags = FRAGS_SPECTATOR;
74 self.frags = FRAGS_LMS_LOSER;
76 if(self.killcount != -666)
77 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0 && self.lms_spectate_warning != 2)
78 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, self.netname);
80 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, self.netname);
85 MUTATOR_HOOKFUNCTION(lms_ClientConnect)
87 self.classname = "player";
88 campaign_bots_may_start = 1;
90 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
92 PlayerScore_Add(self, SP_LMS_RANK, 666);
93 self.frags = FRAGS_SPECTATOR;
99 MUTATOR_HOOKFUNCTION(lms_PlayerThink)
101 if(self.deadflag == DEAD_DYING)
102 self.deadflag = DEAD_RESPAWNING;
107 MUTATOR_HOOKFUNCTION(lms_PlayerRegen)
109 if(autocvar_g_lms_regenerate)
114 MUTATOR_HOOKFUNCTION(lms_ForbidThrowing)
120 MUTATOR_HOOKFUNCTION(lms_GiveFragsForKill)
124 tl = PlayerScore_Add(frag_target, SP_LMS_LIVES, -1);
125 if(tl < lms_lowest_lives)
126 lms_lowest_lives = tl;
130 lms_next_place = player_count;
132 lms_next_place = min(lms_next_place, player_count);
133 PlayerScore_Add(frag_target, SP_LMS_RANK, lms_next_place); // won't ever spawn again
141 MUTATOR_HOOKFUNCTION(lms_SetStartItems)
143 start_items &= ~IT_UNLIMITED_AMMO;
144 start_health = warmup_start_health = cvar("g_lms_start_health");
145 start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
146 start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
147 start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
148 start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
149 start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
150 start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
151 start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
156 MUTATOR_HOOKFUNCTION(lms_KeepScore)
158 // don't clear player score
162 MUTATOR_HOOKFUNCTION(lms_FilterItem)
164 if(autocvar_g_lms_extra_lives)
165 if(self.itemdef == ITEM_HealthMega)
174 MUTATOR_HOOKFUNCTION(lms_ItemTouch)
176 // give extra lives for mega health
177 if (self.items & ITEM_HealthMega.m_itemid)
179 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_EXTRALIVES);
180 PlayerScore_Add(other, SP_LMS_LIVES, autocvar_g_lms_extra_lives);
183 return MUT_ITEMTOUCH_CONTINUE;
187 void lms_ScoreRules()
189 ScoreRules_basics(0, 0, 0, false);
190 ScoreInfo_SetLabel_PlayerScore(SP_LMS_LIVES, "lives", SFL_SORT_PRIO_SECONDARY);
191 ScoreInfo_SetLabel_PlayerScore(SP_LMS_RANK, "rank", SFL_LOWER_IS_BETTER | SFL_RANK | SFL_SORT_PRIO_PRIMARY | SFL_ALLOW_HIDE);
192 ScoreRules_basics_end();
195 void lms_Initialize()
197 lms_lowest_lives = 9999;
203 MUTATOR_DEFINITION(gamemode_lms)
205 MUTATOR_HOOK(reset_map_global, lms_ResetMap, CBC_ORDER_ANY);
206 MUTATOR_HOOK(reset_map_players, lms_ResetPlayers, CBC_ORDER_ANY);
207 MUTATOR_HOOK(PutClientInServer, lms_PlayerPreSpawn, CBC_ORDER_ANY);
208 MUTATOR_HOOK(PlayerDies, lms_PlayerDies, CBC_ORDER_ANY);
209 MUTATOR_HOOK(MakePlayerObserver, lms_RemovePlayer, CBC_ORDER_ANY);
210 MUTATOR_HOOK(ClientConnect, lms_ClientConnect, CBC_ORDER_ANY);
211 MUTATOR_HOOK(PlayerPreThink, lms_PlayerThink, CBC_ORDER_ANY);
212 MUTATOR_HOOK(PlayerRegen, lms_PlayerRegen, CBC_ORDER_ANY);
213 MUTATOR_HOOK(ForbidThrowCurrentWeapon, lms_ForbidThrowing, CBC_ORDER_ANY);
214 MUTATOR_HOOK(GiveFragsForKill, lms_GiveFragsForKill, CBC_ORDER_ANY);
215 MUTATOR_HOOK(SetStartItems, lms_SetStartItems, CBC_ORDER_ANY);
216 MUTATOR_HOOK(ForbidPlayerScore_Clear, lms_KeepScore, CBC_ORDER_ANY);
217 MUTATOR_HOOK(FilterItem, lms_FilterItem, CBC_ORDER_ANY);
218 MUTATOR_HOOK(ItemTouch, lms_ItemTouch, CBC_ORDER_ANY);
222 if(time > 1) // game loads at time 1
223 error("This is a game type and it cannot be added at runtime.");
227 MUTATOR_ONROLLBACK_OR_REMOVE
229 // we actually cannot roll back lms_Initialize here
230 // BUT: we don't need to! If this gets called, adding always
236 LOG_INFO("This is a game type and it cannot be removed at runtime.");