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)
39 if(restart_mapalreadyrestarted || (time < game_starttime))
42 PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
47 MUTATOR_HOOKFUNCTION(lms_PlayerPreSpawn)
49 // player is dead and becomes observer
50 // FIXME fix LMS scoring for new system
51 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
52 self.classname = "observer";
57 MUTATOR_HOOKFUNCTION(lms_PlayerDies)
59 self.respawn_flags |= RESPAWN_FORCE;
64 MUTATOR_HOOKFUNCTION(lms_RemovePlayer)
66 // Only if the player cannot play at all
67 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
68 self.frags = FRAGS_SPECTATOR;
70 self.frags = FRAGS_LMS_LOSER;
72 if(self.killcount != -666)
73 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0 && self.lms_spectate_warning != 2)
74 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, self.netname);
76 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, self.netname);
81 MUTATOR_HOOKFUNCTION(lms_ClientConnect)
83 self.classname = "player";
84 campaign_bots_may_start = 1;
86 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
88 PlayerScore_Add(self, SP_LMS_RANK, 666);
89 self.frags = FRAGS_SPECTATOR;
95 MUTATOR_HOOKFUNCTION(lms_PlayerThink)
97 if(self.deadflag == DEAD_DYING)
98 self.deadflag = DEAD_RESPAWNING;
103 MUTATOR_HOOKFUNCTION(lms_PlayerRegen)
105 if(autocvar_g_lms_regenerate)
110 MUTATOR_HOOKFUNCTION(lms_ForbidThrowing)
116 MUTATOR_HOOKFUNCTION(lms_GiveFragsForKill)
120 tl = PlayerScore_Add(frag_target, SP_LMS_LIVES, -1);
121 if(tl < lms_lowest_lives)
122 lms_lowest_lives = tl;
126 lms_next_place = player_count;
128 lms_next_place = min(lms_next_place, player_count);
129 PlayerScore_Add(frag_target, SP_LMS_RANK, lms_next_place); // won't ever spawn again
137 MUTATOR_HOOKFUNCTION(lms_SetStartItems)
139 start_items &= ~IT_UNLIMITED_AMMO;
140 start_health = warmup_start_health = cvar("g_lms_start_health");
141 start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
142 start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
143 start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
144 start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
145 start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
146 start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
147 start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
152 MUTATOR_HOOKFUNCTION(lms_KeepScore)
154 // don't clear player score
158 MUTATOR_HOOKFUNCTION(lms_FilterItem)
160 if(autocvar_g_lms_extra_lives)
161 if(self.classname == "item_health_mega")
170 MUTATOR_HOOKFUNCTION(lms_ItemTouch)
172 // give extra lives for mega health
173 if(self.items & IT_HEALTH)
175 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_EXTRALIVES);
176 PlayerScore_Add(other, SP_LMS_LIVES, autocvar_g_lms_extra_lives);
179 return MUT_ITEMTOUCH_CONTINUE;
183 void lms_ScoreRules()
185 ScoreRules_basics(0, 0, 0, false);
186 ScoreInfo_SetLabel_PlayerScore(SP_LMS_LIVES, "lives", SFL_SORT_PRIO_SECONDARY);
187 ScoreInfo_SetLabel_PlayerScore(SP_LMS_RANK, "rank", SFL_LOWER_IS_BETTER | SFL_RANK | SFL_SORT_PRIO_PRIMARY | SFL_ALLOW_HIDE);
188 ScoreRules_basics_end();
191 void lms_Initialize()
193 lms_lowest_lives = 9999;
199 MUTATOR_DEFINITION(gamemode_lms)
201 MUTATOR_HOOK(reset_map_global, lms_ResetMap, CBC_ORDER_ANY);
202 MUTATOR_HOOK(reset_map_players, lms_ResetPlayers, CBC_ORDER_ANY);
203 MUTATOR_HOOK(PutClientInServer, lms_PlayerPreSpawn, CBC_ORDER_ANY);
204 MUTATOR_HOOK(PlayerDies, lms_PlayerDies, CBC_ORDER_ANY);
205 MUTATOR_HOOK(MakePlayerObserver, lms_RemovePlayer, CBC_ORDER_ANY);
206 MUTATOR_HOOK(ClientConnect, lms_ClientConnect, CBC_ORDER_ANY);
207 MUTATOR_HOOK(PlayerPreThink, lms_PlayerThink, CBC_ORDER_ANY);
208 MUTATOR_HOOK(PlayerRegen, lms_PlayerRegen, CBC_ORDER_ANY);
209 MUTATOR_HOOK(ForbidThrowCurrentWeapon, lms_ForbidThrowing, CBC_ORDER_ANY);
210 MUTATOR_HOOK(GiveFragsForKill, lms_GiveFragsForKill, CBC_ORDER_ANY);
211 MUTATOR_HOOK(SetStartItems, lms_SetStartItems, CBC_ORDER_ANY);
212 MUTATOR_HOOK(ForbidPlayerScore_Clear, lms_KeepScore, CBC_ORDER_ANY);
213 MUTATOR_HOOK(FilterItem, lms_FilterItem, CBC_ORDER_ANY);
214 MUTATOR_HOOK(ItemTouch, lms_ItemTouch, CBC_ORDER_ANY);
218 if(time > 1) // game loads at time 1
219 error("This is a game type and it cannot be added at runtime.");
223 MUTATOR_ONROLLBACK_OR_REMOVE
225 // we actually cannot roll back lms_Initialize here
226 // BUT: we don't need to! If this gets called, adding always
232 print("This is a game type and it cannot be removed at runtime.");