1 #include "gamemode_lms.qh"
5 #define autocvar_g_lms_lives_override cvar("g_lms_lives_override")
8 REGISTER_MUTATOR(lms, false)
12 if (time > 1) // game loads at time 1
13 error("This is a game type and it cannot be added at runtime.");
16 SetLimits(((!autocvar_g_lms_lives_override) ? -1 : autocvar_g_lms_lives_override), 0, autocvar_timelimit_override, -1);
19 MUTATOR_ONROLLBACK_OR_REMOVE
21 // we actually cannot roll back lms_Initialize here
22 // BUT: we don't need to! If this gets called, adding always
28 LOG_INFO("This is a game type and it cannot be removed at runtime.");
36 const float SP_LMS_LIVES = 4;
37 const float SP_LMS_RANK = 5;
40 float lms_lowest_lives;
42 float LMS_NewPlayerLives();
48 #include <common/mutators/mutator/instagib/items.qc>
49 #include <server/campaign.qh>
50 #include <server/command/cmd.qh>
52 int autocvar_g_lms_extra_lives;
53 bool autocvar_g_lms_join_anytime;
54 int autocvar_g_lms_last_join;
55 bool autocvar_g_lms_regenerate;
58 float LMS_NewPlayerLives()
61 fl = autocvar_fraglimit;
65 // first player has left the game for dying too much? Nobody else can get in.
66 if(lms_lowest_lives < 1)
69 if(!autocvar_g_lms_join_anytime)
70 if(lms_lowest_lives < fl - autocvar_g_lms_last_join)
73 return bound(1, lms_lowest_lives, fl);
78 // LMS winning condition: game terminates if and only if there's at most one
79 // one player who's living lives. Top two scores being equal cancels the time
81 int WinningCondition_LMS()
84 bool have_player = false;
85 bool have_players = false;
87 int l = LMS_NewPlayerLives();
89 head = find(world, classname, STR_PLAYER);
92 head2 = find(head, classname, STR_PLAYER);
98 // we have at least one player
101 // two or more active players - continue with the game
105 // exactly one player?
108 SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
112 // game still running (that is, nobody got removed from the game by a frag yet)? then continue
118 // and assign him his first place
119 PlayerScore_Add(head, SP_LMS_RANK, 1);
126 // nobody is playing at all...
129 // wait for players...
133 // SNAFU (maybe a draw game?)
135 LOG_TRACE("No players, ending game.\n");
140 // When we get here, we have at least two players who are actually LIVING,
141 // now check if the top two players have equal score.
142 WinningConditionHelper();
145 if(WinningConditionHelper_winner)
146 WinningConditionHelper_winner.winning = true;
147 if(WinningConditionHelper_topscore == WinningConditionHelper_secondscore)
148 return WINNING_NEVER;
150 // Top two have different scores? Way to go for our beloved TIMELIMIT!
155 MUTATOR_HOOKFUNCTION(lms, reset_map_global)
157 lms_lowest_lives = 999;
158 lms_next_place = player_count;
163 MUTATOR_HOOKFUNCTION(lms, reset_map_players)
165 if(restart_mapalreadyrestarted || (time < game_starttime))
166 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(PlayerScore_Add(it, SP_LMS_LIVES, LMS_NewPlayerLives())));
170 MUTATOR_HOOKFUNCTION(lms, PutClientInServer)
172 // player is dead and becomes observer
173 // FIXME fix LMS scoring for new system
174 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
176 TRANSMUTE(Observer, self);
177 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_NOLIVES);
181 MUTATOR_HOOKFUNCTION(lms, PlayerDies)
183 frag_target.respawn_flags |= RESPAWN_FORCE;
187 void lms_RemovePlayer(entity player)
189 // Only if the player cannot play at all
190 if(PlayerScore_Add(player, SP_LMS_RANK, 0) == 666)
191 player.frags = FRAGS_SPECTATOR;
193 player.frags = FRAGS_LMS_LOSER;
195 if(player.killcount != FRAGS_SPECTATOR)
196 if(PlayerScore_Add(player, SP_LMS_RANK, 0) > 0 && player.lms_spectate_warning != 2)
197 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, player.netname);
199 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, player.netname);
202 MUTATOR_HOOKFUNCTION(lms, ClientDisconnect)
204 lms_RemovePlayer(self);
208 MUTATOR_HOOKFUNCTION(lms, MakePlayerObserver)
211 lms_RemovePlayer(this);
212 return true; // prevent team reset
215 MUTATOR_HOOKFUNCTION(lms, ClientConnect)
217 TRANSMUTE(Player, self);
218 campaign_bots_may_start = true;
220 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
222 PlayerScore_Add(self, SP_LMS_RANK, 666);
223 self.frags = FRAGS_SPECTATOR;
229 MUTATOR_HOOKFUNCTION(lms, PlayerPreThink)
231 if(this.deadflag == DEAD_DYING)
232 this.deadflag = DEAD_RESPAWNING;
237 MUTATOR_HOOKFUNCTION(lms, PlayerRegen)
239 if(autocvar_g_lms_regenerate)
244 MUTATOR_HOOKFUNCTION(lms, ForbidThrowCurrentWeapon)
250 MUTATOR_HOOKFUNCTION(lms, GiveFragsForKill)
254 tl = PlayerScore_Add(frag_target, SP_LMS_LIVES, -1);
255 if(tl < lms_lowest_lives)
256 lms_lowest_lives = tl;
260 lms_next_place = player_count;
262 lms_next_place = min(lms_next_place, player_count);
263 PlayerScore_Add(frag_target, SP_LMS_RANK, lms_next_place); // won't ever spawn again
271 MUTATOR_HOOKFUNCTION(lms, SetStartItems)
273 start_items &= ~IT_UNLIMITED_AMMO;
274 start_health = warmup_start_health = cvar("g_lms_start_health");
275 start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
276 start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
277 start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
278 start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
279 start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
280 start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
281 start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
286 MUTATOR_HOOKFUNCTION(lms, ForbidPlayerScore_Clear)
288 // don't clear player score
292 MUTATOR_HOOKFUNCTION(lms, FilterItem)
294 if(autocvar_g_lms_extra_lives)
295 if(self.itemdef == ITEM_ExtraLife)
303 StartItem(this, ITEM_ExtraLife);
306 MUTATOR_HOOKFUNCTION(lms, OnEntityPreSpawn)
308 if (!autocvar_g_powerups) return false;
309 if (!autocvar_g_lms_extra_lives) return false;
311 // Can't use .itemdef here
312 if (self.classname != "item_health_mega") return false;
315 e.think = lms_extralife;
317 e.nextthink = time + 0.1;
318 e.spawnflags = self.spawnflags;
319 e.noalign = self.noalign;
320 setorigin(e, self.origin);
325 MUTATOR_HOOKFUNCTION(lms, ItemTouch)
327 if(self.itemdef == ITEM_ExtraLife)
329 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_EXTRALIVES);
330 PlayerScore_Add(other, SP_LMS_LIVES, autocvar_g_lms_extra_lives);
331 return MUT_ITEMTOUCH_PICKUP;
334 return MUT_ITEMTOUCH_CONTINUE;
337 MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
339 FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
340 ++bot_activerealplayers;
347 MUTATOR_HOOKFUNCTION(lms, ClientCommand_Spectate)
350 if(self.lms_spectate_warning)
352 // for the forfeit message...
353 self.lms_spectate_warning = 2;
354 // mark player as spectator
355 PlayerScore_Add(self, SP_LMS_RANK, 666 - PlayerScore_Add(self, SP_LMS_RANK, 0));
359 self.lms_spectate_warning = 1;
360 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");
361 return MUT_SPECCMD_RETURN;
363 return MUT_SPECCMD_CONTINUE;
366 MUTATOR_HOOKFUNCTION(lms, CheckRules_World)
368 ret_float = WinningCondition_LMS();
372 MUTATOR_HOOKFUNCTION(lms, WantWeapon)
378 MUTATOR_HOOKFUNCTION(lms, GetPlayerStatus)
383 MUTATOR_HOOKFUNCTION(lms, AddPlayerScore)
386 if(score_field == SP_LMS_RANK)
387 return true; // allow writing to this field in intermission as it is needed for newly joining players
392 void lms_ScoreRules()
394 ScoreRules_basics(0, 0, 0, false);
395 ScoreInfo_SetLabel_PlayerScore(SP_LMS_LIVES, "lives", SFL_SORT_PRIO_SECONDARY);
396 ScoreInfo_SetLabel_PlayerScore(SP_LMS_RANK, "rank", SFL_LOWER_IS_BETTER | SFL_RANK | SFL_SORT_PRIO_PRIMARY | SFL_ALLOW_HIDE);
397 ScoreRules_basics_end();
400 void lms_Initialize()
402 lms_lowest_lives = 9999;