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>
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 int autocvar_g_lms_leader_lives_diff = 2;
14 float autocvar_g_lms_leader_minpercent = 0.5;
15 float autocvar_g_lms_leader_wp_interval = 25;
16 float autocvar_g_lms_leader_wp_interval_jitter = 10;
17 float autocvar_g_lms_leader_wp_time = 5;
18 float autocvar_g_lms_dynamic_respawn_delay = 1;
19 float autocvar_g_lms_dynamic_respawn_delay_base = 2;
20 float autocvar_g_lms_dynamic_respawn_delay_increase = 3;
21 float autocvar_g_lms_dynamic_respawn_delay_max = 20;
22 bool autocvar_g_lms_dynamic_vampire = 1;
23 float autocvar_g_lms_dynamic_vampire_factor_base = 0.1;
24 float autocvar_g_lms_dynamic_vampire_factor_increase = 0.1;
25 float autocvar_g_lms_dynamic_vampire_factor_max = 0.5;
26 int autocvar_g_lms_dynamic_vampire_min_lives_diff = 2;
30 float lms_visible_leaders_time;
31 bool lms_visible_leaders = true; // triggers lms_visible_leaders_time update in the first frame
32 bool lms_visible_leaders_prev;
35 int LMS_NewPlayerLives()
37 int fl = floor(autocvar_fraglimit);
38 if(fl == 0 || fl > 999)
41 // first player has left the game for dying too much? Nobody else can get in.
42 if(lms_lowest_lives < 1)
45 if(!autocvar_g_lms_join_anytime)
46 if(lms_lowest_lives < fl - max(0, floor(autocvar_g_lms_last_join)))
49 return bound(1, lms_lowest_lives, fl);
54 // LMS winning condition: game terminates if and only if there's at most one
55 // one player who's living lives. Top two scores being equal cancels the time
57 int WinningCondition_LMS()
59 if (warmup_stage || time <= game_starttime)
62 entity first_player = NULL;
64 FOREACH_CLIENT(IS_PLAYER(it) && it.frags == FRAGS_PLAYER, {
74 // two or more active players - continue with the game
76 if (autocvar_g_campaign)
78 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
79 float pl_lives = GameRules_scoring_add(it, LMS_LIVES, 0);
81 return WINNING_YES; // human player lost, game over
88 // exactly one player?
91 SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
93 if (LMS_NewPlayerLives())
95 // game still running (that is, nobody got removed from the game by a frag yet)? then continue
101 // and assign him his first place
102 GameRules_scoring_add(first_player, LMS_RANK, 1);
109 // nobody is playing at all...
110 if (LMS_NewPlayerLives())
112 // wait for players...
116 // SNAFU (maybe a draw game?)
118 LOG_TRACE("No players, ending game.");
123 // When we get here, we have at least two players who are actually LIVING,
124 // now check if the top two players have equal score.
125 WinningConditionHelper(NULL);
128 if(WinningConditionHelper_winner)
129 WinningConditionHelper_winner.winning = true;
130 if(WinningConditionHelper_topscore == WinningConditionHelper_secondscore)
131 return WINNING_NEVER;
133 // Top two have different scores? Way to go for our beloved TIMELIMIT!
137 // runs on waypoints which are attached to leaders, updates once per frame
138 bool lms_waypointsprite_visible_for_player(entity this, entity player, entity view)
142 return false; // we don't want spectators of leaders to see the attached waypoint on the top of their screen
144 if (!lms_visible_leaders)
150 int lms_leaders_lives_diff;
151 void lms_UpdateLeaders()
155 FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
156 int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
157 if (lives > max_lives)
162 int second_max_lives = 0;
163 int pl_cnt_with_max_lives = 0;
164 FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
165 int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
166 if (lives == max_lives)
167 pl_cnt_with_max_lives++;
168 else if (lives > second_max_lives)
169 second_max_lives = lives;
172 lms_leaders_lives_diff = max_lives - second_max_lives;
174 int lives_diff = autocvar_g_lms_leader_lives_diff;
175 if (lms_leaders_lives_diff >= lives_diff && pl_cnt_with_max_lives <= pl_cnt * autocvar_g_lms_leader_minpercent)
176 FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
177 int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
178 if (lives == max_lives)
181 it.lms_leader = true;
185 it.lms_leader = false;
189 FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
190 if (it.waypointsprite_attachedforcarrier)
191 WaypointSprite_Kill(it.waypointsprite_attachedforcarrier);
192 it.lms_leader = false;
197 MUTATOR_HOOKFUNCTION(lms, reset_map_global)
199 lms_lowest_lives = 999;
202 MUTATOR_HOOKFUNCTION(lms, reset_map_players)
204 FOREACH_CLIENT(true, {
205 if (it.frags == FRAGS_PLAYER_OUT_OF_GAME)
207 // players who forfeited (rank >= 256) become spectators
208 if (it.lms_spectate_warning == 2)
209 it.frags = FRAGS_SPECTATOR;
211 it.frags = FRAGS_PLAYER;
214 CS(it).killcount = 0;
216 it.lms_spectate_warning = 0;
217 GameRules_scoring_add(it, LMS_RANK, -GameRules_scoring_add(it, LMS_RANK, 0));
218 GameRules_scoring_add(it, LMS_LIVES, -GameRules_scoring_add(it, LMS_LIVES, 0));
220 if (it.frags != FRAGS_PLAYER)
223 TRANSMUTE(Player, it);
224 PutClientInServer(it);
225 it.lms_leader = false;
226 if (it.waypointsprite_attachedforcarrier)
227 WaypointSprite_Kill(it.waypointsprite_attachedforcarrier);
231 // FIXME add support for sv_ready_restart_after_countdown
232 // that is find a way to respawn/reset players IN GAME without setting lives to 0
233 MUTATOR_HOOKFUNCTION(lms, ReadLevelCvars)
236 sv_ready_restart_after_countdown = 0;
239 // returns true if player is added to the game
240 bool lms_AddPlayer(entity player)
242 if (!player.lmsplayer)
244 int lives = GameRules_scoring_add(player, LMS_LIVES, LMS_NewPlayerLives());
247 player.lmsplayer = 2; // temp value indicating player has just joined the game (but not spawned yet)
249 if (warmup_stage || time <= game_starttime)
251 if(player.lms_spectate_warning)
253 player.lms_spectate_warning = 0;
254 GameRules_scoring_add(player, LMS_RANK, -GameRules_scoring_add(player, LMS_RANK, 0));
255 int lives = GameRules_scoring_add(player, LMS_LIVES, 0);
257 GameRules_scoring_add(player, LMS_LIVES, LMS_NewPlayerLives());
262 if(GameRules_scoring_add(player, LMS_LIVES, 0) <= 0)
264 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_LMS_NOLIVES);
271 MUTATOR_HOOKFUNCTION(lms, PutClientInServer)
273 entity player = M_ARGV(0, entity);
274 if (!warmup_stage && (IS_BOT_CLIENT(player) || CS(player).jointime != time))
276 if (GameRules_scoring_add(player, LMS_RANK, 0) || !lms_AddPlayer(player))
277 TRANSMUTE(Observer, player);
281 MUTATOR_HOOKFUNCTION(lms, PlayerSpawn)
283 entity player = M_ARGV(0, entity);
285 if (warmup_stage || time < game_starttime)
288 if (player.lmsplayer == 2) // just joined the game
290 // spawn player with the same amount of health / armor
291 // as the least healthy player with the least number of lives
292 int pl_lives = GameRules_scoring_add(player, LMS_LIVES, 0);
293 float min_health = start_health;
294 float min_armorvalue = start_armorvalue;
295 FOREACH_CLIENT(it != player && IS_PLAYER(it) && !IS_DEAD(it) && GameRules_scoring_add(it, LMS_LIVES, 0) == pl_lives, {
296 if (GetResource(it, RES_HEALTH) < min_health)
297 min_health = GetResource(it, RES_HEALTH);
298 if (GetResource(it, RES_ARMOR) < min_armorvalue)
299 min_armorvalue = GetResource(it, RES_ARMOR);
301 if (min_health != start_health)
302 SetResource(player, RES_HEALTH, max(1, min_health));
303 if (min_armorvalue != start_armorvalue)
304 SetResource(player, RES_ARMOR, min_armorvalue);
305 player.lmsplayer = 1;
309 MUTATOR_HOOKFUNCTION(lms, ForbidSpawn)
311 entity player = M_ARGV(0, entity);
313 if (warmup_stage || lms_AddPlayer(player))
319 void lms_RemovePlayer(entity player)
321 if (warmup_stage || time < game_starttime)
324 float player_rank = GameRules_scoring_add(player, LMS_RANK, 0);
327 if (player.lms_spectate_warning < 2)
329 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
331 FOREACH_CLIENT(IS_PLAYER(it) && it.frags == FRAGS_PLAYER, {
334 GameRules_scoring_add(player, LMS_RANK, pl_cnt + 1);
338 int min_forfeiter_rank = 665; // different from 666
339 FOREACH_CLIENT(true, {
340 // update rank of other players that were eliminated
341 if (it.frags == FRAGS_PLAYER_OUT_OF_GAME)
343 float it_rank = GameRules_scoring_add(it, LMS_RANK, 0);
344 if (it_rank > player_rank && it_rank <= 256)
345 GameRules_scoring_add(it, LMS_RANK, -1);
346 if (it_rank > 256 && it_rank <= min_forfeiter_rank)
347 min_forfeiter_rank = it_rank - 1;
349 else if (it.frags != FRAGS_SPECTATOR)
351 float tl = GameRules_scoring_add(it, LMS_LIVES, 0);
352 if(tl < lms_lowest_lives)
353 lms_lowest_lives = tl;
356 GameRules_scoring_add(player, LMS_RANK, min_forfeiter_rank);
358 GameRules_scoring_add(player, LMS_LIVES, -GameRules_scoring_add(player, LMS_LIVES, 0));
359 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
360 TRANSMUTE(Observer, player);
362 if (autocvar_g_lms_leader_lives_diff > 0)
366 if (CS(player).killcount != FRAGS_SPECTATOR && player.lms_spectate_warning < 3)
368 if (GameRules_scoring_add(player, LMS_RANK, 0) > 0 && player.lms_spectate_warning < 2)
369 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_NOLIVES, player.netname);
371 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_FORFEIT, player.netname);
375 MUTATOR_HOOKFUNCTION(lms, ClientDisconnect)
377 entity player = M_ARGV(0, entity);
379 // no further message other than the disconnect message
380 player.lms_spectate_warning = 3;
382 lms_RemovePlayer(player);
383 player.lmsplayer = 0;
386 MUTATOR_HOOKFUNCTION(lms, MakePlayerObserver)
388 entity player = M_ARGV(0, entity);
389 bool is_forced = M_ARGV(1, bool);
391 if (!IS_PLAYER(player))
394 if (warmup_stage || time <= game_starttime)
396 GameRules_scoring_add(player, LMS_LIVES, -GameRules_scoring_add(player, LMS_LIVES, 0));
397 player.frags = FRAGS_SPECTATOR;
398 TRANSMUTE(Observer, player);
399 player.lmsplayer = 0;
404 player.lms_spectate_warning = 2;
405 if (!GameRules_scoring_add(player, LMS_RANK, 0))
406 lms_RemovePlayer(player);
408 return true; // prevent team reset
411 MUTATOR_HOOKFUNCTION(lms, ClientConnect)
413 entity player = M_ARGV(0, entity);
414 player.frags = FRAGS_SPECTATOR;
417 MUTATOR_HOOKFUNCTION(lms, PlayerPreThink)
419 entity player = M_ARGV(0, entity);
421 // recycled REDALIVE and BLUEALIVE to avoid adding a dedicated stat
422 STAT(REDALIVE, player) = lms_leaders;
423 STAT(BLUEALIVE, player) = lms_leaders_lives_diff;
425 if(player.deadflag == DEAD_DYING)
426 player.deadflag = DEAD_RESPAWNING;
429 MUTATOR_HOOKFUNCTION(lms, SV_StartFrame)
431 float leader_time = autocvar_g_lms_leader_wp_time;
432 float leader_interval = leader_time + autocvar_g_lms_leader_wp_interval;
433 lms_visible_leaders_prev = lms_visible_leaders;
434 lms_visible_leaders = (time > lms_visible_leaders_time && time < lms_visible_leaders_time + leader_time);
435 if (lms_visible_leaders_prev && !lms_visible_leaders)
436 lms_visible_leaders_time = time + leader_interval + random() * autocvar_g_lms_leader_wp_interval_jitter;
439 FOREACH_CLIENT(true, {
440 STAT(OBJECTIVE_STATUS, it) = lms_visible_leaders;
441 if (IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME)
445 if (!it.waypointsprite_attachedforcarrier)
447 WaypointSprite_AttachCarrier(WP_LmsLeader, it, RADARICON_FLAGCARRIER);
448 it.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = lms_waypointsprite_visible_for_player;
449 WaypointSprite_UpdateRule(it.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
450 vector pl_color = colormapPaletteColor(it.clientcolors & 0x0F, false);
451 WaypointSprite_UpdateTeamRadar(it.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, pl_color);
452 WaypointSprite_Ping(it.waypointsprite_attachedforcarrier);
454 if (!lms_visible_leaders_prev && lms_visible_leaders && IS_REAL_CLIENT(it))
455 Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_LMS_VISIBLE_LEADER);
458 else // if (!it.lms_leader)
460 if (IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME)
462 if (!lms_visible_leaders_prev && lms_visible_leaders && IS_REAL_CLIENT(it))
463 Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_LMS_VISIBLE_OTHER);
465 if (it.waypointsprite_attachedforcarrier)
466 WaypointSprite_Kill(it.waypointsprite_attachedforcarrier);
472 MUTATOR_HOOKFUNCTION(lms, PlayerRegen)
474 if(autocvar_g_lms_regenerate)
479 MUTATOR_HOOKFUNCTION(lms, PlayerPowerups)
481 entity player = M_ARGV(0, entity);
482 if (player.waypointsprite_attachedforcarrier)
483 player.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
485 player.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
488 MUTATOR_HOOKFUNCTION(lms, ForbidThrowCurrentWeapon)
494 MUTATOR_HOOKFUNCTION(lms, Damage_Calculate)
496 if (!autocvar_g_lms_dynamic_vampire)
499 entity frag_attacker = M_ARGV(1, entity);
500 entity frag_target = M_ARGV(2, entity);
501 float frag_damage = M_ARGV(4, float);
503 if (IS_PLAYER(frag_attacker) && !IS_DEAD(frag_attacker)
504 && IS_PLAYER(frag_target) && !IS_DEAD(frag_target) && frag_attacker != frag_target)
506 float vampire_factor = 0;
508 int frag_attacker_lives = GameRules_scoring_add(frag_attacker, LMS_LIVES, 0);
509 int frag_target_lives = GameRules_scoring_add(frag_target, LMS_LIVES, 0);
510 int diff = frag_target_lives - frag_attacker_lives - autocvar_g_lms_dynamic_vampire_min_lives_diff;
513 vampire_factor = autocvar_g_lms_dynamic_vampire_factor_base + diff * autocvar_g_lms_dynamic_vampire_factor_increase;
514 if (vampire_factor > 0)
516 vampire_factor = min(vampire_factor, autocvar_g_lms_dynamic_vampire_factor_max);
517 SetResourceExplicit(frag_attacker, RES_HEALTH,
518 min(GetResource(frag_attacker, RES_HEALTH) + frag_damage * vampire_factor, start_health));
523 MUTATOR_HOOKFUNCTION(lms, PlayerDied)
525 if (!warmup_stage && autocvar_g_lms_leader_lives_diff > 0)
529 MUTATOR_HOOKFUNCTION(lms, CalculateRespawnTime)
531 entity player = M_ARGV(0, entity);
532 player.respawn_flags |= RESPAWN_FORCE;
534 int pl_lives = GameRules_scoring_add(player, LMS_LIVES, 0);
537 player.respawn_flags = RESPAWN_SILENT;
538 // prevent unwanted sudden rejoin as spectator and movement of spectator camera
539 player.respawn_time = time + 2;
543 if (autocvar_g_lms_dynamic_respawn_delay <= 0)
548 FOREACH_CLIENT(it != player && IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
549 int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
550 if (lives > max_lives)
555 // min delay with only 2 players
556 if (pl_cnt == 1) // player wasn't counted
559 float dlay = autocvar_g_lms_dynamic_respawn_delay_base +
560 autocvar_g_lms_dynamic_respawn_delay_increase * max(0, max_lives - pl_lives);
561 player.respawn_time = time + min(autocvar_g_lms_dynamic_respawn_delay_max, dlay);
565 MUTATOR_HOOKFUNCTION(lms, GiveFragsForKill)
567 entity frag_target = M_ARGV(1, entity);
569 if (!warmup_stage && time > game_starttime)
572 int tl = GameRules_scoring_add(frag_target, LMS_LIVES, -1);
573 if(tl < lms_lowest_lives)
574 lms_lowest_lives = tl;
578 FOREACH_CLIENT(IS_PLAYER(it) && it.frags == FRAGS_PLAYER, {
581 frag_target.frags = FRAGS_PLAYER_OUT_OF_GAME;
582 GameRules_scoring_add(frag_target, LMS_RANK, pl_cnt);
585 M_ARGV(2, float) = 0; // frag score
590 MUTATOR_HOOKFUNCTION(lms, SetStartItems)
592 start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
593 if(!cvar("g_use_ammunition"))
594 start_items |= IT_UNLIMITED_AMMO;
596 start_health = warmup_start_health = cvar("g_lms_start_health");
597 start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
598 start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
599 start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
600 start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
601 start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
602 start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
603 start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
606 MUTATOR_HOOKFUNCTION(lms, ForbidPlayerScore_Clear)
608 // don't clear player score
612 MUTATOR_HOOKFUNCTION(lms, FilterItemDefinition)
614 entity definition = M_ARGV(0, entity);
616 if (autocvar_g_lms_extra_lives && definition == ITEM_ExtraLife)
623 void lms_extralife(entity this)
625 StartItem(this, ITEM_ExtraLife);
628 MUTATOR_HOOKFUNCTION(lms, OnEntityPreSpawn)
630 if (MUTATOR_RETURNVALUE) return false;
631 if (!autocvar_g_powerups) return false;
632 if (!autocvar_g_lms_extra_lives) return false;
634 entity ent = M_ARGV(0, entity);
636 // Can't use .itemdef here
637 if (ent.classname != "item_health_mega") return false;
640 setthink(e, lms_extralife);
642 e.nextthink = time + 0.1;
643 e.spawnflags = ent.spawnflags;
644 e.noalign = ent.noalign;
645 setorigin(e, ent.origin);
650 MUTATOR_HOOKFUNCTION(lms, ItemTouch)
652 if(MUTATOR_RETURNVALUE) return false;
654 entity item = M_ARGV(0, entity);
655 entity toucher = M_ARGV(1, entity);
657 if(item.itemdef == ITEM_ExtraLife)
659 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES, autocvar_g_lms_extra_lives);
660 GameRules_scoring_add(toucher, LMS_LIVES, autocvar_g_lms_extra_lives);
661 return MUT_ITEMTOUCH_PICKUP;
664 return MUT_ITEMTOUCH_CONTINUE;
667 MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
669 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
670 if (it.lmsplayer && it.lms_spectate_warning < 2)
671 ++M_ARGV(0, int); // activerealplayers
672 ++M_ARGV(1, int); // realplayers
678 MUTATOR_HOOKFUNCTION(lms, ClientCommand_Spectate)
680 entity player = M_ARGV(0, entity);
682 if(warmup_stage || time < game_starttime || player.lms_spectate_warning)
684 // for the forfeit message...
685 player.lms_spectate_warning = 2;
689 if(player.frags != FRAGS_SPECTATOR && player.frags != FRAGS_PLAYER_OUT_OF_GAME)
691 player.lms_spectate_warning = 1;
692 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");
694 return MUT_SPECCMD_RETURN;
696 return MUT_SPECCMD_CONTINUE;
699 MUTATOR_HOOKFUNCTION(lms, CheckRules_World)
701 M_ARGV(0, float) = WinningCondition_LMS();
705 MUTATOR_HOOKFUNCTION(lms, SetWeaponArena)
707 if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
708 M_ARGV(0, string) = autocvar_g_lms_weaponarena;
711 MUTATOR_HOOKFUNCTION(lms, GetPlayerStatus)
713 entity player = M_ARGV(0, entity);
715 return boolean(player.lmsplayer);
718 MUTATOR_HOOKFUNCTION(lms, AddPlayerScore)
721 if(M_ARGV(0, entity) == SP_LMS_RANK) // score field
722 return true; // allow writing to this field in intermission as it is needed for newly joining players
725 void lms_Initialize()
727 lms_lowest_lives = 999;