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Merge branch 'master' into Mario/model_stair_smoothing
[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         frag_target.respawn_flags |= RESPAWN_FORCE;
178 }
179
180 void lms_RemovePlayer(entity player)
181 {
182         static int quitters = 0;
183         float player_rank = GameRules_scoring_add(player, LMS_RANK, 0);
184         if (!player_rank)
185         {
186                 if (player.lms_spectate_warning < 2)
187                 {
188                         if(IS_BOT_CLIENT(player))
189                                 bot_clear(player);
190                         player.frags = FRAGS_PLAYER_OUT_OF_GAME;
191                         int pl_cnt = 0;
192                         FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
193                                 pl_cnt++;
194                         });
195                         GameRules_scoring_add(player, LMS_RANK, pl_cnt + 1);
196                 }
197                 else
198                 {
199                         FOREACH_CLIENT(true, {
200                                 if (it.frags == FRAGS_PLAYER_OUT_OF_GAME)
201                                 {
202                                         float it_rank = GameRules_scoring_add(it, LMS_RANK, 0);
203                                         if (it_rank > player_rank && it_rank <= 256)
204                                                 GameRules_scoring_add(it, LMS_RANK, -1);
205                                 }
206                                 else if (it.frags != FRAGS_SPECTATOR)
207                                 {
208                                         float tl = GameRules_scoring_add(it, LMS_LIVES, 0);
209                                         if(tl < lms_lowest_lives)
210                                                 lms_lowest_lives = tl;
211                                 }
212                         });
213                         GameRules_scoring_add(player, LMS_RANK, 665 - quitters); // different from 666
214                         if(!warmup_stage)
215                         {
216                                 GameRules_scoring_add(player, LMS_LIVES, -GameRules_scoring_add(player, LMS_LIVES, 0));
217                                 ++quitters;
218                         }
219                         player.frags = FRAGS_PLAYER_OUT_OF_GAME;
220                         TRANSMUTE(Observer, player);
221                 }
222         }
223
224         if (CS(player).killcount != FRAGS_SPECTATOR && player.lms_spectate_warning < 3)
225         {
226                 if (GameRules_scoring_add(player, LMS_RANK, 0) > 0 && player.lms_spectate_warning < 2)
227                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_NOLIVES, player.netname);
228                 else
229                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_FORFEIT, player.netname);
230         }
231 }
232
233 MUTATOR_HOOKFUNCTION(lms, ClientDisconnect)
234 {
235         entity player = M_ARGV(0, entity);
236
237         // no further message other than the disconnect message
238         player.lms_spectate_warning = 3;
239
240         lms_RemovePlayer(player);
241 }
242
243 MUTATOR_HOOKFUNCTION(lms, MakePlayerObserver)
244 {
245         entity player = M_ARGV(0, entity);
246
247         if (!IS_PLAYER(player))
248                 return true;
249
250         lms_RemovePlayer(player);
251         return true;  // prevent team reset
252 }
253
254 MUTATOR_HOOKFUNCTION(lms, ClientConnect)
255 {
256         entity player = M_ARGV(0, entity);
257
258         if(GameRules_scoring_add(player, LMS_LIVES, LMS_NewPlayerLives()) <= 0)
259         {
260                 GameRules_scoring_add(player, LMS_RANK, 666); // mark as forced spectator for the hud code
261                 player.frags = FRAGS_SPECTATOR;
262         }
263 }
264
265 // FIXME LMS doesn't allow clients to spectate due to its particular implementation
266 MUTATOR_HOOKFUNCTION(lms, AutoJoinOnConnection)
267 {
268         if(autocvar_g_campaign)
269                 return false;
270         return true;
271 }
272
273 MUTATOR_HOOKFUNCTION(lms, PlayerPreThink)
274 {
275         entity player = M_ARGV(0, entity);
276
277         if(player.deadflag == DEAD_DYING)
278                 player.deadflag = DEAD_RESPAWNING;
279 }
280
281 MUTATOR_HOOKFUNCTION(lms, PlayerRegen)
282 {
283         if(autocvar_g_lms_regenerate)
284                 return false;
285         return true;
286 }
287
288 MUTATOR_HOOKFUNCTION(lms, ForbidThrowCurrentWeapon)
289 {
290         // forbode!
291         return true;
292 }
293
294 MUTATOR_HOOKFUNCTION(lms, GiveFragsForKill)
295 {
296         entity frag_target = M_ARGV(1, entity);
297
298         if (!warmup_stage)
299         {
300                 // remove a life
301                 int tl = GameRules_scoring_add(frag_target, LMS_LIVES, -1);
302                 if(tl < lms_lowest_lives)
303                         lms_lowest_lives = tl;
304                 if(tl <= 0)
305                 {
306                         int pl_cnt = 0;
307                         FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
308                                 pl_cnt++;
309                         });
310                         if(IS_BOT_CLIENT(frag_target))
311                                 bot_clear(frag_target);
312                         frag_target.frags = FRAGS_PLAYER_OUT_OF_GAME;
313                         GameRules_scoring_add(frag_target, LMS_RANK, pl_cnt);
314                 }
315         }
316         M_ARGV(2, float) = 0; // frag score
317
318         return true;
319 }
320
321 MUTATOR_HOOKFUNCTION(lms, SetStartItems)
322 {
323         start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
324         start_health       = warmup_start_health       = cvar("g_lms_start_health");
325         start_armorvalue   = warmup_start_armorvalue   = cvar("g_lms_start_armor");
326         start_ammo_shells  = warmup_start_ammo_shells  = cvar("g_lms_start_ammo_shells");
327         start_ammo_nails   = warmup_start_ammo_nails   = cvar("g_lms_start_ammo_nails");
328         start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
329         start_ammo_cells   = warmup_start_ammo_cells   = cvar("g_lms_start_ammo_cells");
330         start_ammo_plasma  = warmup_start_ammo_plasma  = cvar("g_lms_start_ammo_plasma");
331         start_ammo_fuel    = warmup_start_ammo_fuel    = cvar("g_lms_start_ammo_fuel");
332 }
333
334 MUTATOR_HOOKFUNCTION(lms, ForbidPlayerScore_Clear)
335 {
336         // don't clear player score
337         return true;
338 }
339
340 MUTATOR_HOOKFUNCTION(lms, FilterItemDefinition)
341 {
342         entity definition = M_ARGV(0, entity);
343
344         if (autocvar_g_lms_extra_lives && definition == ITEM_ExtraLife)
345         {
346                 return false;
347         }
348         return true;
349 }
350
351 void lms_extralife(entity this)
352 {
353         StartItem(this, ITEM_ExtraLife);
354 }
355
356 MUTATOR_HOOKFUNCTION(lms, OnEntityPreSpawn)
357 {
358         if (MUTATOR_RETURNVALUE) return false;
359         if (!autocvar_g_powerups) return false;
360         if (!autocvar_g_lms_extra_lives) return false;
361
362         entity ent = M_ARGV(0, entity);
363
364         // Can't use .itemdef here
365         if (ent.classname != "item_health_mega") return false;
366
367         entity e = spawn();
368         setthink(e, lms_extralife);
369
370         e.nextthink = time + 0.1;
371         e.spawnflags = ent.spawnflags;
372         e.noalign = ent.noalign;
373         setorigin(e, ent.origin);
374
375         return true;
376 }
377
378 MUTATOR_HOOKFUNCTION(lms, ItemTouch)
379 {
380         if(MUTATOR_RETURNVALUE) return false;
381
382         entity item = M_ARGV(0, entity);
383         entity toucher = M_ARGV(1, entity);
384
385         if(item.itemdef == ITEM_ExtraLife)
386         {
387                 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES, autocvar_g_lms_extra_lives);
388                 GameRules_scoring_add(toucher, LMS_LIVES, autocvar_g_lms_extra_lives);
389                 return MUT_ITEMTOUCH_PICKUP;
390         }
391
392         return MUT_ITEMTOUCH_CONTINUE;
393 }
394
395 MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
396 {
397         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
398                 ++M_ARGV(0, int); // activerealplayers
399                 ++M_ARGV(1, int); // realplayers
400         });
401
402         return true;
403 }
404
405 MUTATOR_HOOKFUNCTION(lms, ClientCommand_Spectate)
406 {
407         entity player = M_ARGV(0, entity);
408
409         if(warmup_stage || player.lms_spectate_warning)
410         {
411                 // for the forfeit message...
412                 player.lms_spectate_warning = 2;
413         }
414         else
415         {
416                 if(player.frags != FRAGS_SPECTATOR && player.frags != FRAGS_PLAYER_OUT_OF_GAME)
417                 {
418                         player.lms_spectate_warning = 1;
419                         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");
420                 }
421                 return MUT_SPECCMD_RETURN;
422         }
423         return MUT_SPECCMD_CONTINUE;
424 }
425
426 MUTATOR_HOOKFUNCTION(lms, CheckRules_World)
427 {
428         M_ARGV(0, float) = WinningCondition_LMS();
429         return true;
430 }
431
432 MUTATOR_HOOKFUNCTION(lms, SetWeaponArena)
433 {
434         if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
435                 M_ARGV(0, string) = autocvar_g_lms_weaponarena;
436 }
437
438 MUTATOR_HOOKFUNCTION(lms, GetPlayerStatus)
439 {
440         return true;
441 }
442
443 MUTATOR_HOOKFUNCTION(lms, AddPlayerScore)
444 {
445         if(game_stopped)
446         if(M_ARGV(0, entity) == SP_LMS_RANK) // score field
447                 return true; // allow writing to this field in intermission as it is needed for newly joining players
448 }
449
450 void lms_Initialize()
451 {
452         lms_lowest_lives = 999;
453 }