]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/gamemodes/gamemode/lms/sv_lms.qc
dc18b7c9072413a51d0d93d2aff0993682cb0750
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / lms / sv_lms.qc
1 #include "sv_lms.qh"
2
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>
8
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
14 // main functions
15 int LMS_NewPlayerLives()
16 {
17         int fl = floor(autocvar_fraglimit);
18         if(fl == 0 || fl > 999)
19                 fl = 999;
20
21         // first player has left the game for dying too much? Nobody else can get in.
22         if(lms_lowest_lives < 1)
23                 return 0;
24
25         if(!autocvar_g_lms_join_anytime)
26                 if(lms_lowest_lives < fl - max(0, floor(autocvar_g_lms_last_join)))
27                         return 0;
28
29         return bound(1, lms_lowest_lives, fl);
30 }
31
32 void ClearWinners();
33
34 // LMS winning condition: game terminates if and only if there's at most one
35 // one player who's living lives. Top two scores being equal cancels the time
36 // limit.
37 int WinningCondition_LMS()
38 {
39         entity first_player = NULL;
40         int totalplayers = 0;
41         FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
42                 if (!totalplayers)
43                         first_player = it;
44                 ++totalplayers;
45         });
46
47         if (totalplayers)
48         {
49                 if (totalplayers > 1)
50                 {
51                         // two or more active players - continue with the game
52
53                         if (autocvar_g_campaign)
54                         {
55                                 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
56                                         float pl_lives = GameRules_scoring_add(it, LMS_LIVES, 0);
57                                         if (!pl_lives)
58                                                 return WINNING_YES; // human player lost, game over
59                                         break;
60                                 });
61                         }
62                 }
63                 else
64                 {
65                         // exactly one player?
66
67                         ClearWinners();
68                         SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
69
70                         if (LMS_NewPlayerLives())
71                         {
72                                 // game still running (that is, nobody got removed from the game by a frag yet)? then continue
73                                 return WINNING_NO;
74                         }
75                         else
76                         {
77                                 // a winner!
78                                 // and assign him his first place
79                                 GameRules_scoring_add(first_player, LMS_RANK, 1);
80                                 if(warmup_stage)
81                                         return WINNING_NO;
82                                 else
83                                         return WINNING_YES;
84                         }
85                 }
86         }
87         else
88         {
89                 // nobody is playing at all...
90                 if (LMS_NewPlayerLives())
91                 {
92                         // wait for players...
93                 }
94                 else
95                 {
96                         // SNAFU (maybe a draw game?)
97                         ClearWinners();
98                         LOG_TRACE("No players, ending game.");
99                         return WINNING_YES;
100                 }
101         }
102
103         // When we get here, we have at least two players who are actually LIVING,
104         // now check if the top two players have equal score.
105         WinningConditionHelper(NULL);
106
107         ClearWinners();
108         if(WinningConditionHelper_winner)
109                 WinningConditionHelper_winner.winning = true;
110         if(WinningConditionHelper_topscore == WinningConditionHelper_secondscore)
111                 return WINNING_NEVER;
112
113         // Top two have different scores? Way to go for our beloved TIMELIMIT!
114         return WINNING_NO;
115 }
116
117 // mutator hooks
118 MUTATOR_HOOKFUNCTION(lms, reset_map_global)
119 {
120         lms_lowest_lives = 999;
121 }
122
123 MUTATOR_HOOKFUNCTION(lms, reset_map_players)
124 {
125         FOREACH_CLIENT(true, {
126                 TRANSMUTE(Player, it);
127                 it.frags = FRAGS_PLAYER;
128                 GameRules_scoring_add(it, LMS_LIVES, LMS_NewPlayerLives());
129                 PutClientInServer(it);
130         });
131 }
132
133 // FIXME add support for sv_ready_restart_after_countdown
134 // that is find a way to respawn/reset players IN GAME without setting lives to 0
135 MUTATOR_HOOKFUNCTION(lms, ReadLevelCvars)
136 {
137         // incompatible
138         sv_ready_restart_after_countdown = 0;
139 }
140
141 MUTATOR_HOOKFUNCTION(lms, PutClientInServer)
142 {
143         entity player = M_ARGV(0, entity);
144
145         if(player.frags == FRAGS_SPECTATOR)
146                 TRANSMUTE(Observer, player);
147         else
148         {
149                 float tl = GameRules_scoring_add(player, LMS_LIVES, 0);
150                 if(tl < lms_lowest_lives)
151                         lms_lowest_lives = tl;
152                 if(tl <= 0)
153                         TRANSMUTE(Observer, player);
154                 if(warmup_stage)
155                         GameRules_scoring_add(player, LMS_RANK, -GameRules_scoring_add(player, LMS_RANK, 0));
156         }
157 }
158
159 MUTATOR_HOOKFUNCTION(lms, ForbidSpawn)
160 {
161         entity player = M_ARGV(0, entity);
162
163         if(warmup_stage)
164                 return false;
165         if(player.frags == FRAGS_SPECTATOR || GameRules_scoring_add(player, LMS_LIVES, 0) <= 0)
166         {
167                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_LMS_NOLIVES);
168                 return true;
169         }
170         return false;
171 }
172
173 MUTATOR_HOOKFUNCTION(lms, PlayerDies)
174 {
175         entity frag_target = M_ARGV(2, entity);
176
177         float tl = GameRules_scoring_add(frag_target, LMS_LIVES, 0);
178         if (tl <= 0)
179         {
180                 frag_target.respawn_flags = RESPAWN_SILENT;
181                 // prevent unwanted sudden rejoin as spectator and movement of spectator camera
182                 frag_target.respawn_time = time + 2;
183         }
184         frag_target.respawn_flags |= RESPAWN_FORCE;
185 }
186
187 void lms_RemovePlayer(entity player)
188 {
189         static int quitters = 0;
190         float player_rank = GameRules_scoring_add(player, LMS_RANK, 0);
191         if (!player_rank)
192         {
193                 if (player.lms_spectate_warning < 2)
194                 {
195                         player.frags = FRAGS_PLAYER_OUT_OF_GAME;
196                         int pl_cnt = 0;
197                         FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
198                                 pl_cnt++;
199                         });
200                         GameRules_scoring_add(player, LMS_RANK, pl_cnt + 1);
201                 }
202                 else
203                 {
204                         FOREACH_CLIENT(true, {
205                                 if (it.frags == FRAGS_PLAYER_OUT_OF_GAME)
206                                 {
207                                         float it_rank = GameRules_scoring_add(it, LMS_RANK, 0);
208                                         if (it_rank > player_rank && it_rank <= 256)
209                                                 GameRules_scoring_add(it, LMS_RANK, -1);
210                                 }
211                                 else if (it.frags != FRAGS_SPECTATOR)
212                                 {
213                                         float tl = GameRules_scoring_add(it, LMS_LIVES, 0);
214                                         if(tl < lms_lowest_lives)
215                                                 lms_lowest_lives = tl;
216                                 }
217                         });
218                         GameRules_scoring_add(player, LMS_RANK, 665 - quitters); // different from 666
219                         if(!warmup_stage)
220                         {
221                                 GameRules_scoring_add(player, LMS_LIVES, -GameRules_scoring_add(player, LMS_LIVES, 0));
222                                 ++quitters;
223                         }
224                         player.frags = FRAGS_PLAYER_OUT_OF_GAME;
225                         TRANSMUTE(Observer, player);
226                 }
227         }
228
229         if (CS(player).killcount != FRAGS_SPECTATOR && player.lms_spectate_warning < 3)
230         {
231                 if (GameRules_scoring_add(player, LMS_RANK, 0) > 0 && player.lms_spectate_warning < 2)
232                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_NOLIVES, player.netname);
233                 else
234                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_FORFEIT, player.netname);
235         }
236 }
237
238 MUTATOR_HOOKFUNCTION(lms, ClientDisconnect)
239 {
240         entity player = M_ARGV(0, entity);
241
242         // no further message other than the disconnect message
243         player.lms_spectate_warning = 3;
244
245         lms_RemovePlayer(player);
246 }
247
248 MUTATOR_HOOKFUNCTION(lms, MakePlayerObserver)
249 {
250         entity player = M_ARGV(0, entity);
251
252         if (!IS_PLAYER(player))
253                 return true;
254
255         lms_RemovePlayer(player);
256         return true;  // prevent team reset
257 }
258
259 MUTATOR_HOOKFUNCTION(lms, ClientConnect)
260 {
261         entity player = M_ARGV(0, entity);
262
263         if(GameRules_scoring_add(player, LMS_LIVES, LMS_NewPlayerLives()) <= 0)
264         {
265                 GameRules_scoring_add(player, LMS_RANK, 666); // mark as forced spectator for the hud code
266                 player.frags = FRAGS_SPECTATOR;
267         }
268 }
269
270 // FIXME LMS doesn't allow clients to spectate due to its particular implementation
271 MUTATOR_HOOKFUNCTION(lms, AutoJoinOnConnection)
272 {
273         if(autocvar_g_campaign)
274                 return false;
275         return true;
276 }
277
278 MUTATOR_HOOKFUNCTION(lms, PlayerPreThink)
279 {
280         entity player = M_ARGV(0, entity);
281
282         if(player.deadflag == DEAD_DYING)
283                 player.deadflag = DEAD_RESPAWNING;
284 }
285
286 MUTATOR_HOOKFUNCTION(lms, PlayerRegen)
287 {
288         if(autocvar_g_lms_regenerate)
289                 return false;
290         return true;
291 }
292
293 MUTATOR_HOOKFUNCTION(lms, ForbidThrowCurrentWeapon)
294 {
295         // forbode!
296         return true;
297 }
298
299 MUTATOR_HOOKFUNCTION(lms, GiveFragsForKill)
300 {
301         entity frag_target = M_ARGV(1, entity);
302
303         if (!warmup_stage)
304         {
305                 // remove a life
306                 int tl = GameRules_scoring_add(frag_target, LMS_LIVES, -1);
307                 if(tl < lms_lowest_lives)
308                         lms_lowest_lives = tl;
309                 if(tl <= 0)
310                 {
311                         int pl_cnt = 0;
312                         FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
313                                 pl_cnt++;
314                         });
315                         frag_target.frags = FRAGS_PLAYER_OUT_OF_GAME;
316                         GameRules_scoring_add(frag_target, LMS_RANK, pl_cnt);
317                 }
318         }
319         M_ARGV(2, float) = 0; // frag score
320
321         return true;
322 }
323
324 MUTATOR_HOOKFUNCTION(lms, SetStartItems)
325 {
326         start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
327         start_health       = warmup_start_health       = cvar("g_lms_start_health");
328         start_armorvalue   = warmup_start_armorvalue   = cvar("g_lms_start_armor");
329         start_ammo_shells  = warmup_start_ammo_shells  = cvar("g_lms_start_ammo_shells");
330         start_ammo_nails   = warmup_start_ammo_nails   = cvar("g_lms_start_ammo_nails");
331         start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
332         start_ammo_cells   = warmup_start_ammo_cells   = cvar("g_lms_start_ammo_cells");
333         start_ammo_plasma  = warmup_start_ammo_plasma  = cvar("g_lms_start_ammo_plasma");
334         start_ammo_fuel    = warmup_start_ammo_fuel    = cvar("g_lms_start_ammo_fuel");
335 }
336
337 MUTATOR_HOOKFUNCTION(lms, ForbidPlayerScore_Clear)
338 {
339         // don't clear player score
340         return true;
341 }
342
343 MUTATOR_HOOKFUNCTION(lms, FilterItemDefinition)
344 {
345         entity definition = M_ARGV(0, entity);
346
347         if (autocvar_g_lms_extra_lives && definition == ITEM_ExtraLife)
348         {
349                 return false;
350         }
351         return true;
352 }
353
354 void lms_extralife(entity this)
355 {
356         StartItem(this, ITEM_ExtraLife);
357 }
358
359 MUTATOR_HOOKFUNCTION(lms, OnEntityPreSpawn)
360 {
361         if (MUTATOR_RETURNVALUE) return false;
362         if (!autocvar_g_powerups) return false;
363         if (!autocvar_g_lms_extra_lives) return false;
364
365         entity ent = M_ARGV(0, entity);
366
367         // Can't use .itemdef here
368         if (ent.classname != "item_health_mega") return false;
369
370         entity e = spawn();
371         setthink(e, lms_extralife);
372
373         e.nextthink = time + 0.1;
374         e.spawnflags = ent.spawnflags;
375         e.noalign = ent.noalign;
376         setorigin(e, ent.origin);
377
378         return true;
379 }
380
381 MUTATOR_HOOKFUNCTION(lms, ItemTouch)
382 {
383         if(MUTATOR_RETURNVALUE) return false;
384
385         entity item = M_ARGV(0, entity);
386         entity toucher = M_ARGV(1, entity);
387
388         if(item.itemdef == ITEM_ExtraLife)
389         {
390                 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES, autocvar_g_lms_extra_lives);
391                 GameRules_scoring_add(toucher, LMS_LIVES, autocvar_g_lms_extra_lives);
392                 return MUT_ITEMTOUCH_PICKUP;
393         }
394
395         return MUT_ITEMTOUCH_CONTINUE;
396 }
397
398 MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
399 {
400         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
401                 ++M_ARGV(0, int); // activerealplayers
402                 ++M_ARGV(1, int); // realplayers
403         });
404
405         return true;
406 }
407
408 MUTATOR_HOOKFUNCTION(lms, ClientCommand_Spectate)
409 {
410         entity player = M_ARGV(0, entity);
411
412         if(warmup_stage || player.lms_spectate_warning)
413         {
414                 // for the forfeit message...
415                 player.lms_spectate_warning = 2;
416         }
417         else
418         {
419                 if(player.frags != FRAGS_SPECTATOR && player.frags != FRAGS_PLAYER_OUT_OF_GAME)
420                 {
421                         player.lms_spectate_warning = 1;
422                         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");
423                 }
424                 return MUT_SPECCMD_RETURN;
425         }
426         return MUT_SPECCMD_CONTINUE;
427 }
428
429 MUTATOR_HOOKFUNCTION(lms, CheckRules_World)
430 {
431         M_ARGV(0, float) = WinningCondition_LMS();
432         return true;
433 }
434
435 MUTATOR_HOOKFUNCTION(lms, SetWeaponArena)
436 {
437         if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
438                 M_ARGV(0, string) = autocvar_g_lms_weaponarena;
439 }
440
441 MUTATOR_HOOKFUNCTION(lms, GetPlayerStatus)
442 {
443         return true;
444 }
445
446 MUTATOR_HOOKFUNCTION(lms, AddPlayerScore)
447 {
448         if(game_stopped)
449         if(M_ARGV(0, entity) == SP_LMS_RANK) // score field
450                 return true; // allow writing to this field in intermission as it is needed for newly joining players
451 }
452
453 void lms_Initialize()
454 {
455         lms_lowest_lives = 999;
456 }