#include "gamemode_lms.qh"
-#include <common/mutators/mutator/instagib/items.qc>
+#include <common/mutators/mutator/instagib/items.qh>
#include <server/campaign.qh>
#include <server/command/_mod.qh>
// limit.
int WinningCondition_LMS()
{
- entity head, head2;
- bool have_player = false;
- bool have_players = false;
-
- int l = LMS_NewPlayerLives();
-
- head = find(NULL, classname, STR_PLAYER);
- if(head)
- have_player = true;
- head2 = find(head, classname, STR_PLAYER);
- if(head2)
- have_players = true;
-
- if(have_player)
+ entity first_player = NULL;
+ int total_players = 0;
+ FOREACH_CLIENT(IS_PLAYER(it), {
+ if (!total_players)
+ first_player = it;
+ ++total_players;
+ });
+
+ if (total_players)
{
- // we have at least one player
- if(have_players)
+ if (total_players > 1)
{
// two or more active players - continue with the game
+
+ if (autocvar_g_campaign)
+ {
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), {
+ float pl_lives = GameRules_scoring_add(it, LMS_LIVES, 0);
+ if (!pl_lives)
+ return WINNING_YES; // human player lost, game over
+ break;
+ });
+ }
}
else
{
ClearWinners();
SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
- if(l)
+ if (LMS_NewPlayerLives())
{
// game still running (that is, nobody got removed from the game by a frag yet)? then continue
return WINNING_NO;
{
// a winner!
// and assign him his first place
- PlayerScore_Add(head, SP_LMS_RANK, 1);
- return WINNING_YES;
+ GameRules_scoring_add(first_player, LMS_RANK, 1);
+ if(warmup_stage)
+ return WINNING_NO;
+ else
+ return WINNING_YES;
}
}
}
else
{
// nobody is playing at all...
- if(l)
+ if (LMS_NewPlayerLives())
{
// wait for players...
}
MUTATOR_HOOKFUNCTION(lms, reset_map_players)
{
- if(restart_mapalreadyrestarted || (time < game_starttime))
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(PlayerScore_Add(it, SP_LMS_LIVES, LMS_NewPlayerLives())));
+ FOREACH_CLIENT(true, {
+ TRANSMUTE(Player, it);
+ it.frags = FRAGS_PLAYER;
+ GameRules_scoring_add(it, LMS_LIVES, LMS_NewPlayerLives());
+ PutClientInServer(it);
+ });
}
MUTATOR_HOOKFUNCTION(lms, PutClientInServer)
TRANSMUTE(Observer, player);
else
{
- float tl = PlayerScore_Add(player, SP_LMS_LIVES, 0);
+ float tl = GameRules_scoring_add(player, LMS_LIVES, 0);
if(tl < lms_lowest_lives)
lms_lowest_lives = tl;
if(tl <= 0)
TRANSMUTE(Observer, player);
+ if(warmup_stage)
+ GameRules_scoring_add(player, LMS_RANK, -GameRules_scoring_add(player, LMS_RANK, 0));
}
}
{
entity player = M_ARGV(0, entity);
+ if(warmup_stage)
+ return false;
if(player.frags == FRAGS_SPECTATOR)
return true;
- if(PlayerScore_Add(player, SP_LMS_LIVES, 0) <= 0)
+ if(GameRules_scoring_add(player, LMS_LIVES, 0) <= 0)
{
Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_LMS_NOLIVES);
return true;
void lms_RemovePlayer(entity player)
{
- float player_rank = PlayerScore_Add(player, SP_LMS_RANK, 0);
+ static int quitters = 0;
+ float player_rank = GameRules_scoring_add(player, LMS_RANK, 0);
if (!player_rank)
{
int pl_cnt = 0;
FOREACH_CLIENT(IS_PLAYER(it), { pl_cnt++; });
if (player.lms_spectate_warning != 2)
{
+ if(IS_BOT_CLIENT(player))
+ bot_clear(player);
player.frags = FRAGS_LMS_LOSER;
- PlayerScore_Add(player, SP_LMS_RANK, pl_cnt + 1);
+ GameRules_scoring_add(player, LMS_RANK, pl_cnt + 1);
}
else
{
FOREACH_CLIENT(true, {
if (it.frags == FRAGS_LMS_LOSER)
{
- float it_rank = PlayerScore_Add(it, SP_LMS_RANK, 0);
- if (it_rank > player_rank && it_rank < 666)
- PlayerScore_Add(it, SP_LMS_RANK, -1);
+ float it_rank = GameRules_scoring_add(it, LMS_RANK, 0);
+ if (it_rank > player_rank && it_rank <= 256)
+ GameRules_scoring_add(it, LMS_RANK, -1);
lms_lowest_lives = 0;
}
else if (it.frags != FRAGS_SPECTATOR)
{
- float tl = PlayerScore_Add(it, SP_LMS_LIVES, 0);
+ float tl = GameRules_scoring_add(it, LMS_LIVES, 0);
if(tl < lms_lowest_lives)
lms_lowest_lives = tl;
}
});
- PlayerScore_Add(player, SP_LMS_LIVES, -PlayerScore_Add(player, SP_LMS_LIVES, 0));
- PlayerScore_Add(player, SP_LMS_RANK, 666);
+ GameRules_scoring_add(player, LMS_RANK, 665 - quitters); // different from 666
+ if(!warmup_stage)
+ {
+ GameRules_scoring_add(player, LMS_LIVES, -GameRules_scoring_add(player, LMS_LIVES, 0));
+ ++quitters;
+ }
player.frags = FRAGS_LMS_LOSER;
TRANSMUTE(Observer, player);
}
- if (pl_cnt == 2) // a player is forfeiting leaving only one player
+ if (pl_cnt == 2 && !warmup_stage) // a player is forfeiting leaving only one player
lms_lowest_lives = 0; // end the game now!
}
- if(player.killcount != FRAGS_SPECTATOR)
- if(PlayerScore_Add(player, SP_LMS_RANK, 0) > 0 && player.lms_spectate_warning != 2)
+ if(CS(player).killcount != FRAGS_SPECTATOR)
+ if(GameRules_scoring_add(player, LMS_RANK, 0) > 0 && player.lms_spectate_warning != 2)
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_NOLIVES, player.netname);
else
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_FORFEIT, player.netname);
TRANSMUTE(Player, player);
campaign_bots_may_start = true;
- if(PlayerScore_Add(player, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
+ if(GameRules_scoring_add(player, LMS_LIVES, LMS_NewPlayerLives()) <= 0)
{
- PlayerScore_Add(player, SP_LMS_RANK, 666);
+ GameRules_scoring_add(player, LMS_RANK, 666); // mark as forced spectator for the hud code
player.frags = FRAGS_SPECTATOR;
}
}
{
entity frag_target = M_ARGV(1, entity);
- // remove a life
- float tl;
- tl = PlayerScore_Add(frag_target, SP_LMS_LIVES, -1);
- if(tl < lms_lowest_lives)
- lms_lowest_lives = tl;
- if(tl <= 0)
+ if (!warmup_stage)
{
- int pl_cnt = 0;
- FOREACH_CLIENT(IS_PLAYER(it), { pl_cnt++; });
- frag_target.frags = FRAGS_LMS_LOSER;
- PlayerScore_Add(frag_target, SP_LMS_RANK, pl_cnt);
+ // remove a life
+ int tl = GameRules_scoring_add(frag_target, LMS_LIVES, -1);
+ if(tl < lms_lowest_lives)
+ lms_lowest_lives = tl;
+ if(tl <= 0)
+ {
+ int pl_cnt = 0;
+ FOREACH_CLIENT(IS_PLAYER(it), { pl_cnt++; });
+ if(IS_BOT_CLIENT(frag_target))
+ bot_clear(frag_target);
+ frag_target.frags = FRAGS_LMS_LOSER;
+ GameRules_scoring_add(frag_target, LMS_RANK, pl_cnt);
+ }
}
- M_ARGV(2, float) = 0;
+ M_ARGV(2, float) = 0; // frag score
return true;
}
if(item.itemdef == ITEM_ExtraLife)
{
Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES);
- PlayerScore_Add(toucher, SP_LMS_LIVES, autocvar_g_lms_extra_lives);
+ GameRules_scoring_add(toucher, LMS_LIVES, autocvar_g_lms_extra_lives);
return MUT_ITEMTOUCH_PICKUP;
}
MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
{
- FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
- ++M_ARGV(0, int);
- ++M_ARGV(1, int);
- ));
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), {
+ ++M_ARGV(0, int); // activerealplayers
+ ++M_ARGV(1, int); // realplayers
+ });
return true;
}
{
entity player = M_ARGV(0, entity);
- if(player.lms_spectate_warning)
+ if(warmup_stage || player.lms_spectate_warning)
{
// for the forfeit message...
player.lms_spectate_warning = 2;
}
else
{
- player.lms_spectate_warning = 1;
- 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");
+ if(player.frags != FRAGS_SPECTATOR && player.frags != FRAGS_LMS_LOSER)
+ {
+ player.lms_spectate_warning = 1;
+ 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");
+ }
return MUT_SPECCMD_RETURN;
}
return MUT_SPECCMD_CONTINUE;
MUTATOR_HOOKFUNCTION(lms, AddPlayerScore)
{
- if(gameover)
+ if(game_stopped)
if(M_ARGV(0, entity) == SP_LMS_RANK) // score field
return true; // allow writing to this field in intermission as it is needed for newly joining players
}
-// scoreboard stuff
-void lms_ScoreRules()
-{
- ScoreRules_basics(0, 0, 0, false);
- ScoreInfo_SetLabel_PlayerScore(SP_LMS_LIVES, "lives", SFL_SORT_PRIO_SECONDARY);
- ScoreInfo_SetLabel_PlayerScore(SP_LMS_RANK, "rank", SFL_LOWER_IS_BETTER | SFL_RANK | SFL_SORT_PRIO_PRIMARY | SFL_ALLOW_HIDE);
- ScoreRules_basics_end();
-}
-
void lms_Initialize()
{
lms_lowest_lives = 9999;
-
- lms_ScoreRules();
}