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Campaign, LMS level: end game as soon as player loses; it fixes #1857
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator / gamemode_lms.qc
1 #include "gamemode_lms.qh"
2
3 #include <common/mutators/mutator/instagib/items.qh>
4 #include <server/campaign.qh>
5 #include <server/command/_mod.qh>
6
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;
11
12 // main functions
13 float LMS_NewPlayerLives()
14 {
15         float fl;
16         fl = autocvar_fraglimit;
17         if(fl == 0)
18                 fl = 999;
19
20         // first player has left the game for dying too much? Nobody else can get in.
21         if(lms_lowest_lives < 1)
22                 return 0;
23
24         if(!autocvar_g_lms_join_anytime)
25                 if(lms_lowest_lives < fl - autocvar_g_lms_last_join)
26                         return 0;
27
28         return bound(1, lms_lowest_lives, fl);
29 }
30
31 void ClearWinners();
32
33 // LMS winning condition: game terminates if and only if there's at most one
34 // one player who's living lives. Top two scores being equal cancels the time
35 // limit.
36 int WinningCondition_LMS()
37 {
38         entity first_player = NULL;
39         int total_players = 0;
40         FOREACH_CLIENT(IS_PLAYER(it), {
41                 if (!total_players)
42                         first_player = it;
43                 ++total_players;
44         });
45
46         if (total_players)
47         {
48                 if (total_players > 1)
49                 {
50                         // two or more active players - continue with the game
51
52                         if (autocvar_g_campaign)
53                         {
54                                 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
55                                         float pl_lives = GameRules_scoring_add(it, LMS_LIVES, 0);
56                                         if (!pl_lives)
57                                                 return WINNING_YES; // human player lost, game over
58                                         break;
59                                 });
60                         }
61                 }
62                 else
63                 {
64                         // exactly one player?
65
66                         ClearWinners();
67                         SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
68
69                         if (LMS_NewPlayerLives())
70                         {
71                                 // game still running (that is, nobody got removed from the game by a frag yet)? then continue
72                                 return WINNING_NO;
73                         }
74                         else
75                         {
76                                 // a winner!
77                                 // and assign him his first place
78                                 GameRules_scoring_add(first_player, LMS_RANK, 1);
79                                 if(warmup_stage)
80                                         return WINNING_NO;
81                                 else
82                                         return WINNING_YES;
83                         }
84                 }
85         }
86         else
87         {
88                 // nobody is playing at all...
89                 if (LMS_NewPlayerLives())
90                 {
91                         // wait for players...
92                 }
93                 else
94                 {
95                         // SNAFU (maybe a draw game?)
96                         ClearWinners();
97                         LOG_TRACE("No players, ending game.");
98                         return WINNING_YES;
99                 }
100         }
101
102         // When we get here, we have at least two players who are actually LIVING,
103         // now check if the top two players have equal score.
104         WinningConditionHelper(NULL);
105
106         ClearWinners();
107         if(WinningConditionHelper_winner)
108                 WinningConditionHelper_winner.winning = true;
109         if(WinningConditionHelper_topscore == WinningConditionHelper_secondscore)
110                 return WINNING_NEVER;
111
112         // Top two have different scores? Way to go for our beloved TIMELIMIT!
113         return WINNING_NO;
114 }
115
116 // mutator hooks
117 MUTATOR_HOOKFUNCTION(lms, reset_map_global)
118 {
119         lms_lowest_lives = 999;
120 }
121
122 MUTATOR_HOOKFUNCTION(lms, reset_map_players)
123 {
124         FOREACH_CLIENT(true, {
125                 TRANSMUTE(Player, it);
126                 it.frags = FRAGS_PLAYER;
127                 GameRules_scoring_add(it, LMS_LIVES, LMS_NewPlayerLives());
128                 PutClientInServer(it);
129         });
130 }
131
132 MUTATOR_HOOKFUNCTION(lms, PutClientInServer)
133 {
134         entity player = M_ARGV(0, entity);
135
136         if(player.frags == FRAGS_SPECTATOR)
137                 TRANSMUTE(Observer, player);
138         else
139         {
140                 float tl = GameRules_scoring_add(player, LMS_LIVES, 0);
141                 if(tl < lms_lowest_lives)
142                         lms_lowest_lives = tl;
143                 if(tl <= 0)
144                         TRANSMUTE(Observer, player);
145                 if(warmup_stage)
146                         GameRules_scoring_add(player, LMS_RANK, -GameRules_scoring_add(player, LMS_RANK, 0));
147         }
148 }
149
150 MUTATOR_HOOKFUNCTION(lms, ForbidSpawn)
151 {
152         entity player = M_ARGV(0, entity);
153
154         if(warmup_stage)
155                 return false;
156         if(player.frags == FRAGS_SPECTATOR)
157                 return true;
158         if(GameRules_scoring_add(player, LMS_LIVES, 0) <= 0)
159         {
160                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_LMS_NOLIVES);
161                 return true;
162         }
163         return false;
164 }
165
166 MUTATOR_HOOKFUNCTION(lms, PlayerDies)
167 {
168         entity frag_target = M_ARGV(2, entity);
169
170         frag_target.respawn_flags |= RESPAWN_FORCE;
171 }
172
173 void lms_RemovePlayer(entity player)
174 {
175         static int quitters = 0;
176         float player_rank = GameRules_scoring_add(player, LMS_RANK, 0);
177         if (!player_rank)
178         {
179                 int pl_cnt = 0;
180                 FOREACH_CLIENT(IS_PLAYER(it), { pl_cnt++; });
181                 if (player.lms_spectate_warning != 2)
182                 {
183                         if(IS_BOT_CLIENT(player))
184                                 bot_clear(player);
185                         player.frags = FRAGS_LMS_LOSER;
186                         GameRules_scoring_add(player, LMS_RANK, pl_cnt + 1);
187                 }
188                 else
189                 {
190                         lms_lowest_lives = 999;
191                         FOREACH_CLIENT(true, {
192                                 if (it.frags == FRAGS_LMS_LOSER)
193                                 {
194                                         float it_rank = GameRules_scoring_add(it, LMS_RANK, 0);
195                                         if (it_rank > player_rank && it_rank <= 256)
196                                                 GameRules_scoring_add(it, LMS_RANK, -1);
197                                         lms_lowest_lives = 0;
198                                 }
199                                 else if (it.frags != FRAGS_SPECTATOR)
200                                 {
201                                         float tl = GameRules_scoring_add(it, LMS_LIVES, 0);
202                                         if(tl < lms_lowest_lives)
203                                                 lms_lowest_lives = tl;
204                                 }
205                         });
206                         GameRules_scoring_add(player, LMS_RANK, 665 - quitters); // different from 666
207                         if(!warmup_stage)
208                         {
209                                 GameRules_scoring_add(player, LMS_LIVES, -GameRules_scoring_add(player, LMS_LIVES, 0));
210                                 ++quitters;
211                         }
212                         player.frags = FRAGS_LMS_LOSER;
213                         TRANSMUTE(Observer, player);
214                 }
215                 if (pl_cnt == 2 && !warmup_stage) // a player is forfeiting leaving only one player
216                         lms_lowest_lives = 0; // end the game now!
217         }
218
219         if(CS(player).killcount != FRAGS_SPECTATOR)
220                 if(GameRules_scoring_add(player, LMS_RANK, 0) > 0 && player.lms_spectate_warning != 2)
221                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_NOLIVES, player.netname);
222                 else
223                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_FORFEIT, player.netname);
224 }
225
226 MUTATOR_HOOKFUNCTION(lms, ClientDisconnect)
227 {
228         entity player = M_ARGV(0, entity);
229
230         lms_RemovePlayer(player);
231 }
232
233 MUTATOR_HOOKFUNCTION(lms, MakePlayerObserver)
234 {
235     entity player = M_ARGV(0, entity);
236
237         lms_RemovePlayer(player);
238         return true;  // prevent team reset
239 }
240
241 MUTATOR_HOOKFUNCTION(lms, ClientConnect)
242 {
243         entity player = M_ARGV(0, entity);
244
245         TRANSMUTE(Player, player);
246         campaign_bots_may_start = true;
247
248         if(GameRules_scoring_add(player, LMS_LIVES, LMS_NewPlayerLives()) <= 0)
249         {
250                 GameRules_scoring_add(player, LMS_RANK, 666); // mark as forced spectator for the hud code
251                 player.frags = FRAGS_SPECTATOR;
252         }
253 }
254
255 MUTATOR_HOOKFUNCTION(lms, PlayerPreThink)
256 {
257         entity player = M_ARGV(0, entity);
258
259         if(player.deadflag == DEAD_DYING)
260                 player.deadflag = DEAD_RESPAWNING;
261 }
262
263 MUTATOR_HOOKFUNCTION(lms, PlayerRegen)
264 {
265         if(autocvar_g_lms_regenerate)
266                 return false;
267         return true;
268 }
269
270 MUTATOR_HOOKFUNCTION(lms, ForbidThrowCurrentWeapon)
271 {
272         // forbode!
273         return true;
274 }
275
276 MUTATOR_HOOKFUNCTION(lms, GiveFragsForKill)
277 {
278         entity frag_target = M_ARGV(1, entity);
279
280         if (!warmup_stage)
281         {
282                 // remove a life
283                 int tl = GameRules_scoring_add(frag_target, LMS_LIVES, -1);
284                 if(tl < lms_lowest_lives)
285                         lms_lowest_lives = tl;
286                 if(tl <= 0)
287                 {
288                         int pl_cnt = 0;
289                         FOREACH_CLIENT(IS_PLAYER(it), { pl_cnt++; });
290                         if(IS_BOT_CLIENT(frag_target))
291                                 bot_clear(frag_target);
292                         frag_target.frags = FRAGS_LMS_LOSER;
293                         GameRules_scoring_add(frag_target, LMS_RANK, pl_cnt);
294                 }
295         }
296         M_ARGV(2, float) = 0; // frag score
297
298         return true;
299 }
300
301 MUTATOR_HOOKFUNCTION(lms, SetStartItems)
302 {
303         start_items &= ~IT_UNLIMITED_AMMO;
304         start_health       = warmup_start_health       = cvar("g_lms_start_health");
305         start_armorvalue   = warmup_start_armorvalue   = cvar("g_lms_start_armor");
306         start_ammo_shells  = warmup_start_ammo_shells  = cvar("g_lms_start_ammo_shells");
307         start_ammo_nails   = warmup_start_ammo_nails   = cvar("g_lms_start_ammo_nails");
308         start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
309         start_ammo_cells   = warmup_start_ammo_cells   = cvar("g_lms_start_ammo_cells");
310         start_ammo_plasma  = warmup_start_ammo_plasma  = cvar("g_lms_start_ammo_plasma");
311         start_ammo_fuel    = warmup_start_ammo_fuel    = cvar("g_lms_start_ammo_fuel");
312 }
313
314 MUTATOR_HOOKFUNCTION(lms, ForbidPlayerScore_Clear)
315 {
316         // don't clear player score
317         return true;
318 }
319
320 MUTATOR_HOOKFUNCTION(lms, FilterItem)
321 {
322         entity item = M_ARGV(0, entity);
323
324         if(autocvar_g_lms_extra_lives)
325         if(item.itemdef == ITEM_ExtraLife)
326                 return false;
327
328         return true;
329 }
330
331 void lms_extralife(entity this)
332 {
333         StartItem(this, ITEM_ExtraLife);
334 }
335
336 MUTATOR_HOOKFUNCTION(lms, OnEntityPreSpawn)
337 {
338         if (!autocvar_g_powerups) return false;
339         if (!autocvar_g_lms_extra_lives) return false;
340
341         entity ent = M_ARGV(0, entity);
342
343         // Can't use .itemdef here
344         if (ent.classname != "item_health_mega") return false;
345
346         entity e = spawn();
347         setthink(e, lms_extralife);
348
349         e.nextthink = time + 0.1;
350         e.spawnflags = ent.spawnflags;
351         e.noalign = ent.noalign;
352         setorigin(e, ent.origin);
353
354         return true;
355 }
356
357 MUTATOR_HOOKFUNCTION(lms, ItemTouch)
358 {
359         entity item = M_ARGV(0, entity);
360         entity toucher = M_ARGV(1, entity);
361
362         if(item.itemdef == ITEM_ExtraLife)
363         {
364                 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES);
365                 GameRules_scoring_add(toucher, LMS_LIVES, autocvar_g_lms_extra_lives);
366                 return MUT_ITEMTOUCH_PICKUP;
367         }
368
369         return MUT_ITEMTOUCH_CONTINUE;
370 }
371
372 MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
373 {
374         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
375                 ++M_ARGV(0, int); // activerealplayers
376                 ++M_ARGV(1, int); // realplayers
377         });
378
379         return true;
380 }
381
382 MUTATOR_HOOKFUNCTION(lms, ClientCommand_Spectate)
383 {
384     entity player = M_ARGV(0, entity);
385
386         if(warmup_stage || player.lms_spectate_warning)
387         {
388                 // for the forfeit message...
389                 player.lms_spectate_warning = 2;
390         }
391         else
392         {
393                 if(player.frags != FRAGS_SPECTATOR && player.frags != FRAGS_LMS_LOSER)
394                 {
395                         player.lms_spectate_warning = 1;
396                         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");
397                 }
398                 return MUT_SPECCMD_RETURN;
399         }
400         return MUT_SPECCMD_CONTINUE;
401 }
402
403 MUTATOR_HOOKFUNCTION(lms, CheckRules_World)
404 {
405         M_ARGV(0, float) = WinningCondition_LMS();
406         return true;
407 }
408
409 MUTATOR_HOOKFUNCTION(lms, WantWeapon)
410 {
411         M_ARGV(2, bool) = true; // all weapons
412 }
413
414 MUTATOR_HOOKFUNCTION(lms, GetPlayerStatus)
415 {
416         return true;
417 }
418
419 MUTATOR_HOOKFUNCTION(lms, AddPlayerScore)
420 {
421         if(game_stopped)
422         if(M_ARGV(0, entity) == SP_LMS_RANK) // score field
423                 return true; // allow writing to this field in intermission as it is needed for newly joining players
424 }
425
426 void lms_Initialize()
427 {
428         lms_lowest_lives = 9999;
429 }