3 #include <common/mutators/mutator/instagib/items.qh>
4 #include <server/campaign.qh>
5 #include <server/command/_mod.qh>
7 int autocvar_g_lms_extra_lives;
8 bool autocvar_g_lms_join_anytime;
9 int autocvar_g_lms_last_join;
10 bool autocvar_g_lms_regenerate;
13 int LMS_NewPlayerLives()
15 int fl = floor(autocvar_fraglimit);
16 if(fl == 0 || fl > 999)
19 // first player has left the game for dying too much? Nobody else can get in.
20 if(lms_lowest_lives < 1)
23 if(!autocvar_g_lms_join_anytime)
24 if(lms_lowest_lives < fl - max(0, floor(autocvar_g_lms_last_join)))
27 return bound(1, lms_lowest_lives, fl);
32 // LMS winning condition: game terminates if and only if there's at most one
33 // one player who's living lives. Top two scores being equal cancels the time
35 int WinningCondition_LMS()
37 entity first_player = NULL;
39 FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
49 // two or more active players - continue with the game
51 if (autocvar_g_campaign)
53 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
54 float pl_lives = GameRules_scoring_add(it, LMS_LIVES, 0);
56 return WINNING_YES; // human player lost, game over
63 // exactly one player?
66 SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
68 if (LMS_NewPlayerLives())
70 // game still running (that is, nobody got removed from the game by a frag yet)? then continue
76 // and assign him his first place
77 GameRules_scoring_add(first_player, LMS_RANK, 1);
87 // nobody is playing at all...
88 if (LMS_NewPlayerLives())
90 // wait for players...
94 // SNAFU (maybe a draw game?)
96 LOG_TRACE("No players, ending game.");
101 // When we get here, we have at least two players who are actually LIVING,
102 // now check if the top two players have equal score.
103 WinningConditionHelper(NULL);
106 if(WinningConditionHelper_winner)
107 WinningConditionHelper_winner.winning = true;
108 if(WinningConditionHelper_topscore == WinningConditionHelper_secondscore)
109 return WINNING_NEVER;
111 // Top two have different scores? Way to go for our beloved TIMELIMIT!
116 MUTATOR_HOOKFUNCTION(lms, reset_map_global)
118 lms_lowest_lives = 999;
121 MUTATOR_HOOKFUNCTION(lms, reset_map_players)
123 FOREACH_CLIENT(true, {
124 TRANSMUTE(Player, it);
125 it.frags = FRAGS_PLAYER;
126 GameRules_scoring_add(it, LMS_LIVES, LMS_NewPlayerLives());
127 PutClientInServer(it);
131 // FIXME add support for sv_ready_restart_after_countdown
132 // that is find a way to respawn/reset players IN GAME without setting lives to 0
133 MUTATOR_HOOKFUNCTION(lms, ReadLevelCvars)
136 sv_ready_restart_after_countdown = 0;
139 MUTATOR_HOOKFUNCTION(lms, PutClientInServer)
141 entity player = M_ARGV(0, entity);
143 if(player.frags == FRAGS_SPECTATOR)
144 TRANSMUTE(Observer, player);
147 float tl = GameRules_scoring_add(player, LMS_LIVES, 0);
148 if(tl < lms_lowest_lives)
149 lms_lowest_lives = tl;
151 TRANSMUTE(Observer, player);
153 GameRules_scoring_add(player, LMS_RANK, -GameRules_scoring_add(player, LMS_RANK, 0));
157 MUTATOR_HOOKFUNCTION(lms, ForbidSpawn)
159 entity player = M_ARGV(0, entity);
163 if(player.frags == FRAGS_SPECTATOR || GameRules_scoring_add(player, LMS_LIVES, 0) <= 0)
165 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_LMS_NOLIVES);
171 MUTATOR_HOOKFUNCTION(lms, PlayerDies)
173 entity frag_target = M_ARGV(2, entity);
175 frag_target.respawn_flags |= RESPAWN_FORCE;
178 void lms_RemovePlayer(entity player)
180 static int quitters = 0;
181 float player_rank = GameRules_scoring_add(player, LMS_RANK, 0);
184 if (player.lms_spectate_warning < 2)
186 if(IS_BOT_CLIENT(player))
188 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
190 FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
193 GameRules_scoring_add(player, LMS_RANK, pl_cnt + 1);
197 FOREACH_CLIENT(true, {
198 if (it.frags == FRAGS_PLAYER_OUT_OF_GAME)
200 float it_rank = GameRules_scoring_add(it, LMS_RANK, 0);
201 if (it_rank > player_rank && it_rank <= 256)
202 GameRules_scoring_add(it, LMS_RANK, -1);
204 else if (it.frags != FRAGS_SPECTATOR)
206 float tl = GameRules_scoring_add(it, LMS_LIVES, 0);
207 if(tl < lms_lowest_lives)
208 lms_lowest_lives = tl;
211 GameRules_scoring_add(player, LMS_RANK, 665 - quitters); // different from 666
214 GameRules_scoring_add(player, LMS_LIVES, -GameRules_scoring_add(player, LMS_LIVES, 0));
217 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
218 TRANSMUTE(Observer, player);
222 if (CS(player).killcount != FRAGS_SPECTATOR && player.lms_spectate_warning < 3)
224 if (GameRules_scoring_add(player, LMS_RANK, 0) > 0 && player.lms_spectate_warning < 2)
225 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_NOLIVES, player.netname);
227 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_FORFEIT, player.netname);
231 MUTATOR_HOOKFUNCTION(lms, ClientDisconnect)
233 entity player = M_ARGV(0, entity);
235 // no further message other than the disconnect message
236 player.lms_spectate_warning = 3;
238 lms_RemovePlayer(player);
241 MUTATOR_HOOKFUNCTION(lms, MakePlayerObserver)
243 entity player = M_ARGV(0, entity);
245 if (!IS_PLAYER(player))
248 lms_RemovePlayer(player);
249 return true; // prevent team reset
252 MUTATOR_HOOKFUNCTION(lms, ClientConnect)
254 entity player = M_ARGV(0, entity);
256 if(GameRules_scoring_add(player, LMS_LIVES, LMS_NewPlayerLives()) <= 0)
258 GameRules_scoring_add(player, LMS_RANK, 666); // mark as forced spectator for the hud code
259 player.frags = FRAGS_SPECTATOR;
263 // FIXME LMS doesn't allow clients to spectate due to its particular implementation
264 MUTATOR_HOOKFUNCTION(lms, AutoJoinOnConnection)
266 if(autocvar_g_campaign)
271 MUTATOR_HOOKFUNCTION(lms, PlayerPreThink)
273 entity player = M_ARGV(0, entity);
275 if(player.deadflag == DEAD_DYING)
276 player.deadflag = DEAD_RESPAWNING;
279 MUTATOR_HOOKFUNCTION(lms, PlayerRegen)
281 if(autocvar_g_lms_regenerate)
286 MUTATOR_HOOKFUNCTION(lms, ForbidThrowCurrentWeapon)
292 MUTATOR_HOOKFUNCTION(lms, GiveFragsForKill)
294 entity frag_target = M_ARGV(1, entity);
299 int tl = GameRules_scoring_add(frag_target, LMS_LIVES, -1);
300 if(tl < lms_lowest_lives)
301 lms_lowest_lives = tl;
305 FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
308 if(IS_BOT_CLIENT(frag_target))
309 bot_clear(frag_target);
310 frag_target.frags = FRAGS_PLAYER_OUT_OF_GAME;
311 GameRules_scoring_add(frag_target, LMS_RANK, pl_cnt);
314 M_ARGV(2, float) = 0; // frag score
319 MUTATOR_HOOKFUNCTION(lms, SetStartItems)
321 start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
322 start_health = warmup_start_health = cvar("g_lms_start_health");
323 start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
324 start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
325 start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
326 start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
327 start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
328 start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
329 start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
332 MUTATOR_HOOKFUNCTION(lms, ForbidPlayerScore_Clear)
334 // don't clear player score
338 MUTATOR_HOOKFUNCTION(lms, FilterItemDefinition)
340 entity definition = M_ARGV(0, entity);
342 if (autocvar_g_lms_extra_lives && definition == ITEM_ExtraLife)
349 void lms_extralife(entity this)
351 StartItem(this, ITEM_ExtraLife);
354 MUTATOR_HOOKFUNCTION(lms, OnEntityPreSpawn)
356 if (!autocvar_g_powerups) return false;
357 if (!autocvar_g_lms_extra_lives) return false;
359 entity ent = M_ARGV(0, entity);
361 // Can't use .itemdef here
362 if (ent.classname != "item_health_mega") return false;
365 setthink(e, lms_extralife);
367 e.nextthink = time + 0.1;
368 e.spawnflags = ent.spawnflags;
369 e.noalign = ent.noalign;
370 setorigin(e, ent.origin);
375 MUTATOR_HOOKFUNCTION(lms, ItemTouch)
377 entity item = M_ARGV(0, entity);
378 entity toucher = M_ARGV(1, entity);
380 if(item.itemdef == ITEM_ExtraLife)
382 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES, autocvar_g_lms_extra_lives);
383 GameRules_scoring_add(toucher, LMS_LIVES, autocvar_g_lms_extra_lives);
384 return MUT_ITEMTOUCH_PICKUP;
387 return MUT_ITEMTOUCH_CONTINUE;
390 MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
392 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
393 ++M_ARGV(0, int); // activerealplayers
394 ++M_ARGV(1, int); // realplayers
400 MUTATOR_HOOKFUNCTION(lms, ClientCommand_Spectate)
402 entity player = M_ARGV(0, entity);
404 if(warmup_stage || player.lms_spectate_warning)
406 // for the forfeit message...
407 player.lms_spectate_warning = 2;
411 if(player.frags != FRAGS_SPECTATOR && player.frags != FRAGS_PLAYER_OUT_OF_GAME)
413 player.lms_spectate_warning = 1;
414 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");
416 return MUT_SPECCMD_RETURN;
418 return MUT_SPECCMD_CONTINUE;
421 MUTATOR_HOOKFUNCTION(lms, CheckRules_World)
423 M_ARGV(0, float) = WinningCondition_LMS();
427 MUTATOR_HOOKFUNCTION(lms, SetWeaponArena)
429 if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
430 M_ARGV(0, string) = autocvar_g_lms_weaponarena;
433 MUTATOR_HOOKFUNCTION(lms, GetPlayerStatus)
438 MUTATOR_HOOKFUNCTION(lms, AddPlayerScore)
441 if(M_ARGV(0, entity) == SP_LMS_RANK) // score field
442 return true; // allow writing to this field in intermission as it is needed for newly joining players
445 void lms_Initialize()
447 lms_lowest_lives = 999;