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LMS: improve handling of forced spectators in warmup and countdown to game start...
[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         if (warmup_stage || time <= game_starttime)
40                 return WINNING_NO;
41
42         entity first_player = NULL;
43         int totalplayers = 0;
44         FOREACH_CLIENT(IS_PLAYER(it) && it.frags == FRAGS_PLAYER, {
45                 if (!totalplayers)
46                         first_player = it;
47                 ++totalplayers;
48         });
49
50         if (totalplayers)
51         {
52                 if (totalplayers > 1)
53                 {
54                         // two or more active players - continue with the game
55
56                         if (autocvar_g_campaign)
57                         {
58                                 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
59                                         float pl_lives = GameRules_scoring_add(it, LMS_LIVES, 0);
60                                         if (!pl_lives)
61                                                 return WINNING_YES; // human player lost, game over
62                                         break;
63                                 });
64                         }
65                 }
66                 else
67                 {
68                         // exactly one player?
69
70                         ClearWinners();
71                         SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
72
73                         if (LMS_NewPlayerLives())
74                         {
75                                 // game still running (that is, nobody got removed from the game by a frag yet)? then continue
76                                 return WINNING_NO;
77                         }
78                         else
79                         {
80                                 // a winner!
81                                 // and assign him his first place
82                                 GameRules_scoring_add(first_player, LMS_RANK, 1);
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                 if (it.frags == FRAGS_PLAYER_OUT_OF_GAME)
127                 {
128                         // players who forfeited (rank >= 256) become spectators
129                         if (it.lms_spectate_warning == 2)
130                                 it.frags = FRAGS_SPECTATOR;
131                         else
132                                 it.frags = FRAGS_PLAYER;
133                 }
134
135                 CS(it).killcount = 0;
136                 it.lmsplayer = 0;
137                 it.lms_spectate_warning = 0;
138                 GameRules_scoring_add(it, LMS_RANK, -GameRules_scoring_add(it, LMS_RANK, 0));
139                 GameRules_scoring_add(it, LMS_LIVES, -GameRules_scoring_add(it, LMS_LIVES, 0));
140
141                 if (it.frags != FRAGS_PLAYER)
142                         continue;
143
144                 TRANSMUTE(Player, it);
145                 PutClientInServer(it);
146         });
147 }
148
149 // FIXME add support for sv_ready_restart_after_countdown
150 // that is find a way to respawn/reset players IN GAME without setting lives to 0
151 MUTATOR_HOOKFUNCTION(lms, ReadLevelCvars)
152 {
153         // incompatible
154         sv_ready_restart_after_countdown = 0;
155 }
156
157 // returns true if player is added to the game
158 bool lms_AddPlayer(entity player)
159 {
160         if (!player.lmsplayer)
161         {
162                 int lives = GameRules_scoring_add(player, LMS_LIVES, LMS_NewPlayerLives());
163                 if(lives <= 0)
164                         return false;
165                 player.lmsplayer = 1;
166         }
167         if (warmup_stage || time <= game_starttime)
168         {
169                 if(player.lms_spectate_warning)
170                 {
171                         player.lms_spectate_warning = 0;
172                         GameRules_scoring_add(player, LMS_RANK, -GameRules_scoring_add(player, LMS_RANK, 0));
173                         int lives = GameRules_scoring_add(player, LMS_LIVES, 0);
174                         if(lives <= 0)
175                                 GameRules_scoring_add(player, LMS_LIVES, LMS_NewPlayerLives());
176                 }
177         }
178         else
179         {
180                 if(GameRules_scoring_add(player, LMS_LIVES, 0) <= 0)
181                 {
182                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_LMS_NOLIVES);
183                         return false;
184                 }
185         }
186         return true;
187 }
188
189 MUTATOR_HOOKFUNCTION(lms, PutClientInServer)
190 {
191         entity player = M_ARGV(0, entity);
192         if (!warmup_stage && (IS_BOT_CLIENT(player) || CS(player).jointime != time))
193         {
194                 if (GameRules_scoring_add(player, LMS_RANK, 0) || !lms_AddPlayer(player))
195                         TRANSMUTE(Observer, player);
196         }
197 }
198
199 MUTATOR_HOOKFUNCTION(lms, PlayerSpawn)
200 {
201         entity player = M_ARGV(0, entity);
202
203         if (warmup_stage || time < game_starttime)
204                 return true;
205
206         int pl_lives = GameRules_scoring_add(player, LMS_LIVES, 0);
207         float min_health = start_health;
208         float min_armorvalue = start_armorvalue;
209         FOREACH_CLIENT(it != player && IS_PLAYER(it) && !IS_DEAD(it) && GameRules_scoring_add(it, LMS_LIVES, 0) == pl_lives, {
210                 if (GetResource(it, RES_HEALTH) < min_health)
211                         min_health = GetResource(it, RES_HEALTH);
212                 if (GetResource(it, RES_ARMOR) < min_armorvalue)
213                         min_armorvalue = GetResource(it, RES_ARMOR);
214         });
215         if (min_health != start_health)
216                 SetResource(player, RES_HEALTH, max(1, min_health));
217         if (min_armorvalue != start_armorvalue)
218                 SetResource(player, RES_ARMOR, min_armorvalue);
219 }
220
221 MUTATOR_HOOKFUNCTION(lms, ForbidSpawn)
222 {
223         entity player = M_ARGV(0, entity);
224
225         if (warmup_stage || lms_AddPlayer(player))
226                 return false;
227
228         return true;
229 }
230
231 MUTATOR_HOOKFUNCTION(lms, PlayerDies)
232 {
233         entity frag_target = M_ARGV(2, entity);
234
235         float tl = GameRules_scoring_add(frag_target, LMS_LIVES, 0);
236         if (tl <= 0)
237         {
238                 frag_target.respawn_flags = RESPAWN_SILENT;
239                 // prevent unwanted sudden rejoin as spectator and movement of spectator camera
240                 frag_target.respawn_time = time + 2;
241         }
242         frag_target.respawn_flags |= RESPAWN_FORCE;
243 }
244
245 void lms_RemovePlayer(entity player)
246 {
247         if (warmup_stage || time < game_starttime)
248                 return;
249
250         float player_rank = GameRules_scoring_add(player, LMS_RANK, 0);
251         if (!player_rank)
252         {
253                 if (player.lms_spectate_warning < 2)
254                 {
255                         player.frags = FRAGS_PLAYER_OUT_OF_GAME;
256                         int pl_cnt = 0;
257                         FOREACH_CLIENT(IS_PLAYER(it) && it.frags == FRAGS_PLAYER, {
258                                 pl_cnt++;
259                         });
260                         GameRules_scoring_add(player, LMS_RANK, pl_cnt + 1);
261                 }
262                 else
263                 {
264                         int min_forfeiter_rank = 665; // different from 666
265                         FOREACH_CLIENT(true, {
266                                 // update rank of other players that were eliminated
267                                 if (it.frags == FRAGS_PLAYER_OUT_OF_GAME)
268                                 {
269                                         float it_rank = GameRules_scoring_add(it, LMS_RANK, 0);
270                                         if (it_rank > player_rank && it_rank <= 256)
271                                                 GameRules_scoring_add(it, LMS_RANK, -1);
272                                         if (it_rank > 256 && it_rank <= min_forfeiter_rank)
273                                                 min_forfeiter_rank = it_rank - 1;
274                                 }
275                                 else if (it.frags != FRAGS_SPECTATOR)
276                                 {
277                                         float tl = GameRules_scoring_add(it, LMS_LIVES, 0);
278                                         if(tl < lms_lowest_lives)
279                                                 lms_lowest_lives = tl;
280                                 }
281                         });
282                         GameRules_scoring_add(player, LMS_RANK, min_forfeiter_rank);
283                         if(!warmup_stage)
284                                 GameRules_scoring_add(player, LMS_LIVES, -GameRules_scoring_add(player, LMS_LIVES, 0));
285                         player.frags = FRAGS_PLAYER_OUT_OF_GAME;
286                         TRANSMUTE(Observer, player);
287                 }
288         }
289
290         if (CS(player).killcount != FRAGS_SPECTATOR && player.lms_spectate_warning < 3)
291         {
292                 if (GameRules_scoring_add(player, LMS_RANK, 0) > 0 && player.lms_spectate_warning < 2)
293                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_NOLIVES, player.netname);
294                 else
295                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_FORFEIT, player.netname);
296         }
297 }
298
299 MUTATOR_HOOKFUNCTION(lms, ClientDisconnect)
300 {
301         entity player = M_ARGV(0, entity);
302
303         // no further message other than the disconnect message
304         player.lms_spectate_warning = 3;
305
306         lms_RemovePlayer(player);
307         player.lmsplayer = 0;
308 }
309
310 MUTATOR_HOOKFUNCTION(lms, MakePlayerObserver)
311 {
312         entity player = M_ARGV(0, entity);
313         bool is_forced = M_ARGV(1, bool);
314
315         if (!IS_PLAYER(player))
316                 return true;
317
318         if (warmup_stage || time <= game_starttime)
319         {
320                 GameRules_scoring_add(player, LMS_LIVES, -GameRules_scoring_add(player, LMS_LIVES, 0));
321                 player.frags = FRAGS_SPECTATOR;
322                 TRANSMUTE(Observer, player);
323                 player.lmsplayer = 0;
324         }
325         else
326         {
327                 if (is_forced)
328                         player.lms_spectate_warning = 2;
329                 if (!GameRules_scoring_add(player, LMS_RANK, 0))
330                         lms_RemovePlayer(player);
331         }
332         return true;  // prevent team reset
333 }
334
335 MUTATOR_HOOKFUNCTION(lms, ClientConnect)
336 {
337         entity player = M_ARGV(0, entity);
338         TRANSMUTE(Observer, player);
339         player.frags = FRAGS_SPECTATOR;
340         player.lms_spectate_warning = 0;
341 }
342
343 MUTATOR_HOOKFUNCTION(lms, PlayerPreThink)
344 {
345         entity player = M_ARGV(0, entity);
346
347         if(player.deadflag == DEAD_DYING)
348                 player.deadflag = DEAD_RESPAWNING;
349 }
350
351 MUTATOR_HOOKFUNCTION(lms, PlayerRegen)
352 {
353         if(autocvar_g_lms_regenerate)
354                 return false;
355         return true;
356 }
357
358 MUTATOR_HOOKFUNCTION(lms, ForbidThrowCurrentWeapon)
359 {
360         // forbode!
361         return true;
362 }
363
364 MUTATOR_HOOKFUNCTION(lms, GiveFragsForKill)
365 {
366         entity frag_target = M_ARGV(1, entity);
367
368         if (!warmup_stage && time > game_starttime)
369         {
370                 // remove a life
371                 int tl = GameRules_scoring_add(frag_target, LMS_LIVES, -1);
372                 if(tl < lms_lowest_lives)
373                         lms_lowest_lives = tl;
374                 if(tl <= 0)
375                 {
376                         int pl_cnt = 0;
377                         FOREACH_CLIENT(IS_PLAYER(it) && it.frags == FRAGS_PLAYER, {
378                                 pl_cnt++;
379                         });
380                         frag_target.frags = FRAGS_PLAYER_OUT_OF_GAME;
381                         GameRules_scoring_add(frag_target, LMS_RANK, pl_cnt);
382                 }
383         }
384         M_ARGV(2, float) = 0; // frag score
385
386         return true;
387 }
388
389 MUTATOR_HOOKFUNCTION(lms, SetStartItems)
390 {
391         start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
392         start_health       = warmup_start_health       = cvar("g_lms_start_health");
393         start_armorvalue   = warmup_start_armorvalue   = cvar("g_lms_start_armor");
394         start_ammo_shells  = warmup_start_ammo_shells  = cvar("g_lms_start_ammo_shells");
395         start_ammo_nails   = warmup_start_ammo_nails   = cvar("g_lms_start_ammo_nails");
396         start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
397         start_ammo_cells   = warmup_start_ammo_cells   = cvar("g_lms_start_ammo_cells");
398         start_ammo_plasma  = warmup_start_ammo_plasma  = cvar("g_lms_start_ammo_plasma");
399         start_ammo_fuel    = warmup_start_ammo_fuel    = cvar("g_lms_start_ammo_fuel");
400 }
401
402 MUTATOR_HOOKFUNCTION(lms, ForbidPlayerScore_Clear)
403 {
404         // don't clear player score
405         return true;
406 }
407
408 MUTATOR_HOOKFUNCTION(lms, FilterItemDefinition)
409 {
410         entity definition = M_ARGV(0, entity);
411
412         if (autocvar_g_lms_extra_lives && definition == ITEM_ExtraLife)
413         {
414                 return false;
415         }
416         return true;
417 }
418
419 void lms_extralife(entity this)
420 {
421         StartItem(this, ITEM_ExtraLife);
422 }
423
424 MUTATOR_HOOKFUNCTION(lms, OnEntityPreSpawn)
425 {
426         if (MUTATOR_RETURNVALUE) return false;
427         if (!autocvar_g_powerups) return false;
428         if (!autocvar_g_lms_extra_lives) return false;
429
430         entity ent = M_ARGV(0, entity);
431
432         // Can't use .itemdef here
433         if (ent.classname != "item_health_mega") return false;
434
435         entity e = spawn();
436         setthink(e, lms_extralife);
437
438         e.nextthink = time + 0.1;
439         e.spawnflags = ent.spawnflags;
440         e.noalign = ent.noalign;
441         setorigin(e, ent.origin);
442
443         return true;
444 }
445
446 MUTATOR_HOOKFUNCTION(lms, ItemTouch)
447 {
448         if(MUTATOR_RETURNVALUE) return false;
449
450         entity item = M_ARGV(0, entity);
451         entity toucher = M_ARGV(1, entity);
452
453         if(item.itemdef == ITEM_ExtraLife)
454         {
455                 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES, autocvar_g_lms_extra_lives);
456                 GameRules_scoring_add(toucher, LMS_LIVES, autocvar_g_lms_extra_lives);
457                 return MUT_ITEMTOUCH_PICKUP;
458         }
459
460         return MUT_ITEMTOUCH_CONTINUE;
461 }
462
463 MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
464 {
465         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
466                 if (it.lmsplayer && it.lms_spectate_warning < 2)
467                         ++M_ARGV(0, int); // activerealplayers
468                 ++M_ARGV(1, int); // realplayers
469         });
470
471         return true;
472 }
473
474 MUTATOR_HOOKFUNCTION(lms, ClientCommand_Spectate)
475 {
476         entity player = M_ARGV(0, entity);
477
478         if(warmup_stage || time < game_starttime || player.lms_spectate_warning)
479         {
480                 // for the forfeit message...
481                 player.lms_spectate_warning = 2;
482         }
483         else
484         {
485                 if(player.frags != FRAGS_SPECTATOR && player.frags != FRAGS_PLAYER_OUT_OF_GAME)
486                 {
487                         player.lms_spectate_warning = 1;
488                         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");
489                 }
490                 return MUT_SPECCMD_RETURN;
491         }
492         return MUT_SPECCMD_CONTINUE;
493 }
494
495 MUTATOR_HOOKFUNCTION(lms, CheckRules_World)
496 {
497         M_ARGV(0, float) = WinningCondition_LMS();
498         return true;
499 }
500
501 MUTATOR_HOOKFUNCTION(lms, SetWeaponArena)
502 {
503         if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
504                 M_ARGV(0, string) = autocvar_g_lms_weaponarena;
505 }
506
507 MUTATOR_HOOKFUNCTION(lms, GetPlayerStatus)
508 {
509         entity player = M_ARGV(0, entity);
510
511         return boolean(player.lmsplayer);
512 }
513
514 MUTATOR_HOOKFUNCTION(lms, AddPlayerScore)
515 {
516         if(game_stopped)
517         if(M_ARGV(0, entity) == SP_LMS_RANK) // score field
518                 return true; // allow writing to this field in intermission as it is needed for newly joining players
519 }
520
521 void lms_Initialize()
522 {
523         lms_lowest_lives = 999;
524 }