#include <server/items/items.qh>
int autocvar_g_lms_extra_lives;
+float autocvar_g_lms_forfeit_min_match_time;
bool autocvar_g_lms_join_anytime;
int autocvar_g_lms_last_join;
+bool autocvar_g_lms_items;
bool autocvar_g_lms_regenerate;
+int autocvar_g_lms_leader_lives_diff = 2;
+float autocvar_g_lms_leader_minpercent = 0.5;
+float autocvar_g_lms_leader_wp_interval = 25;
+float autocvar_g_lms_leader_wp_interval_jitter = 10;
+float autocvar_g_lms_leader_wp_time = 5;
+float autocvar_g_lms_dynamic_respawn_delay = 1;
+float autocvar_g_lms_dynamic_respawn_delay_base = 2;
+float autocvar_g_lms_dynamic_respawn_delay_increase = 3;
+float autocvar_g_lms_dynamic_respawn_delay_max = 20;
+bool autocvar_g_lms_dynamic_vampire = 1;
+float autocvar_g_lms_dynamic_vampire_factor_base = 0.1;
+float autocvar_g_lms_dynamic_vampire_factor_increase = 0.1;
+float autocvar_g_lms_dynamic_vampire_factor_max = 0.5;
+int autocvar_g_lms_dynamic_vampire_min_lives_diff = 2;
+
+.float lms_leader;
+int lms_leaders;
+float lms_visible_leaders_time;
+bool lms_visible_leaders = true; // triggers lms_visible_leaders_time update in the first frame
+bool lms_visible_leaders_prev;
+bool autocvar_g_lms_rot;
// main functions
int LMS_NewPlayerLives()
entity first_player = NULL;
int totalplayers = 0;
- FOREACH_CLIENT(IS_PLAYER(it) && it.frags == FRAGS_PLAYER, {
- if (!totalplayers)
- first_player = it;
- ++totalplayers;
+ int totalplayed = 0;
+ FOREACH_CLIENT(true, {
+ if (IS_PLAYER(it) && it.frags == FRAGS_PLAYER)
+ {
+ if (!totalplayers)
+ first_player = it;
+ ++totalplayers;
+ }
+ else if (GameRules_scoring_add(it, LMS_RANK, 0))
+ ++totalplayed;
});
if (totalplayers)
{
// two or more active players - continue with the game
- if (autocvar_g_campaign)
+ if (autocvar_g_campaign && campaign_bots_may_start)
{
FOREACH_CLIENT(IS_REAL_CLIENT(it), {
float pl_lives = GameRules_scoring_add(it, LMS_LIVES, 0);
// exactly one player?
ClearWinners();
- SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
if (LMS_NewPlayerLives())
{
+ if (totalplayed && game_starttime > 0 && time > game_starttime + autocvar_g_lms_forfeit_min_match_time) // give players time to join
+ {
+ GameRules_scoring_add(first_player, LMS_RANK, 1);
+ first_player.winning = 1;
+ return WINNING_YES;
+ }
// 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
GameRules_scoring_add(first_player, LMS_RANK, 1);
+ first_player.winning = 1;
return WINNING_YES;
}
}
// nobody is playing at all...
if (LMS_NewPlayerLives())
{
+ if (totalplayed && game_starttime > 0 && time > game_starttime + autocvar_g_lms_forfeit_min_match_time) // give players time to join
+ {
+ ClearWinners();
+ return WINNING_YES;
+ }
// wait for players...
}
else
return WINNING_NO;
}
+// runs on waypoints which are attached to leaders, updates once per frame
+bool lms_waypointsprite_visible_for_player(entity this, entity player, entity view)
+{
+ if(view.lms_leader)
+ if(IS_SPEC(player))
+ return false; // we don't want spectators of leaders to see the attached waypoint on the top of their screen
+
+ if (!lms_visible_leaders)
+ return false;
+
+ return true;
+}
+
+int lms_leaders_lives_diff;
+void lms_UpdateLeaders()
+{
+ int max_lives = 0;
+ int pl_cnt = 0;
+ FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
+ int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
+ if (lives > max_lives)
+ max_lives = lives;
+ pl_cnt++;
+ });
+
+ int second_max_lives = 0;
+ int pl_cnt_with_max_lives = 0;
+ FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
+ int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
+ if (lives == max_lives)
+ pl_cnt_with_max_lives++;
+ else if (lives > second_max_lives)
+ second_max_lives = lives;
+ });
+
+ lms_leaders_lives_diff = max_lives - second_max_lives;
+
+ int lives_diff = autocvar_g_lms_leader_lives_diff;
+ if (lms_leaders_lives_diff >= lives_diff && pl_cnt_with_max_lives <= pl_cnt * autocvar_g_lms_leader_minpercent)
+ FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
+ int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
+ if (lives == max_lives)
+ {
+ if (!it.lms_leader)
+ it.lms_leader = true;
+ }
+ else
+ {
+ it.lms_leader = false;
+ }
+ });
+ else
+ FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
+ if (it.waypointsprite_attachedforcarrier)
+ WaypointSprite_Kill(it.waypointsprite_attachedforcarrier);
+ it.lms_leader = false;
+ });
+}
+
// mutator hooks
MUTATOR_HOOKFUNCTION(lms, reset_map_global)
{
}
CS(it).killcount = 0;
- it.lmsplayer = 0;
+ INGAME_STATUS_CLEAR(it);
it.lms_spectate_warning = 0;
GameRules_scoring_add(it, LMS_RANK, -GameRules_scoring_add(it, LMS_RANK, 0));
GameRules_scoring_add(it, LMS_LIVES, -GameRules_scoring_add(it, LMS_LIVES, 0));
TRANSMUTE(Player, it);
PutClientInServer(it);
+ it.lms_leader = false;
+ if (it.waypointsprite_attachedforcarrier)
+ WaypointSprite_Kill(it.waypointsprite_attachedforcarrier);
});
}
// returns true if player is added to the game
bool lms_AddPlayer(entity player)
{
- if (!player.lmsplayer)
+ if (!INGAME(player))
{
int lives = GameRules_scoring_add(player, LMS_LIVES, LMS_NewPlayerLives());
if(lives <= 0)
return false;
- player.lmsplayer = 2; // temp value indicating player has just joined the game (but not spawned yet)
+ if (time < game_starttime)
+ INGAME_STATUS_SET(player, INGAME_STATUS_JOINED);
+ else
+ INGAME_STATUS_SET(player, INGAME_STATUS_JOINING); // this is just to delay setting health and armor that can't be done here
}
if (warmup_stage || time <= game_starttime)
{
if (warmup_stage || time < game_starttime)
return true;
- if (player.lmsplayer == 2) // just joined the game
+ if (INGAME_JOINING(player))
{
// spawn player with the same amount of health / armor
// as the least healthy player with the least number of lives
SetResource(player, RES_HEALTH, max(1, min_health));
if (min_armorvalue != start_armorvalue)
SetResource(player, RES_ARMOR, min_armorvalue);
- player.lmsplayer = 1;
+ INGAME_STATUS_SET(player, INGAME_STATUS_JOINED);
}
}
return true;
}
-MUTATOR_HOOKFUNCTION(lms, PlayerDies)
-{
- entity frag_target = M_ARGV(2, entity);
-
- float tl = GameRules_scoring_add(frag_target, LMS_LIVES, 0);
- if (tl <= 0)
- {
- frag_target.respawn_flags = RESPAWN_SILENT;
- // prevent unwanted sudden rejoin as spectator and movement of spectator camera
- frag_target.respawn_time = time + 2;
- }
- frag_target.respawn_flags |= RESPAWN_FORCE;
-}
-
void lms_RemovePlayer(entity player)
{
if (warmup_stage || time < game_starttime)
});
GameRules_scoring_add(player, LMS_RANK, pl_cnt + 1);
}
- else
+ else if (INGAME(player))
{
int min_forfeiter_rank = 665; // different from 666
- FOREACH_CLIENT(true, {
+ FOREACH_CLIENT(it != player, {
// update rank of other players that were eliminated
if (it.frags == FRAGS_PLAYER_OUT_OF_GAME)
{
player.frags = FRAGS_PLAYER_OUT_OF_GAME;
TRANSMUTE(Observer, player);
}
+ if (autocvar_g_lms_leader_lives_diff > 0)
+ lms_UpdateLeaders();
}
if (CS(player).killcount != FRAGS_SPECTATOR && player.lms_spectate_warning < 3)
player.lms_spectate_warning = 3;
lms_RemovePlayer(player);
- player.lmsplayer = 0;
+ INGAME_STATUS_CLEAR(player);
}
MUTATOR_HOOKFUNCTION(lms, MakePlayerObserver)
GameRules_scoring_add(player, LMS_LIVES, -GameRules_scoring_add(player, LMS_LIVES, 0));
player.frags = FRAGS_SPECTATOR;
TRANSMUTE(Observer, player);
- player.lmsplayer = 0;
+ INGAME_STATUS_CLEAR(player);
}
else
{
{
entity player = M_ARGV(0, entity);
+ // recycled REDALIVE and BLUEALIVE to avoid adding a dedicated stat
+ STAT(REDALIVE, player) = lms_leaders;
+ STAT(BLUEALIVE, player) = lms_leaders_lives_diff;
+
if(player.deadflag == DEAD_DYING)
player.deadflag = DEAD_RESPAWNING;
}
+MUTATOR_HOOKFUNCTION(lms, SV_StartFrame)
+{
+ float leader_time = autocvar_g_lms_leader_wp_time;
+ float leader_interval = leader_time + autocvar_g_lms_leader_wp_interval;
+ lms_visible_leaders_prev = lms_visible_leaders;
+ lms_visible_leaders = (time > lms_visible_leaders_time && time < lms_visible_leaders_time + leader_time);
+ if (lms_visible_leaders_prev && !lms_visible_leaders)
+ lms_visible_leaders_time = time + leader_interval + random() * autocvar_g_lms_leader_wp_interval_jitter;
+
+ lms_leaders = 0;
+ FOREACH_CLIENT(true, {
+ STAT(OBJECTIVE_STATUS, it) = lms_visible_leaders;
+ if (IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME)
+ {
+ if (it.lms_leader)
+ {
+ if (!it.waypointsprite_attachedforcarrier)
+ {
+ WaypointSprite_AttachCarrier(WP_LmsLeader, it, RADARICON_FLAGCARRIER);
+ it.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = lms_waypointsprite_visible_for_player;
+ WaypointSprite_UpdateRule(it.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
+ vector pl_color = colormapPaletteColor(it.clientcolors & 0x0F, false);
+ WaypointSprite_UpdateTeamRadar(it.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, pl_color);
+ WaypointSprite_Ping(it.waypointsprite_attachedforcarrier);
+ }
+ if (!lms_visible_leaders_prev && lms_visible_leaders && IS_REAL_CLIENT(it))
+ Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_LMS_VISIBLE_LEADER);
+ lms_leaders++;
+ }
+ else // if (!it.lms_leader)
+ {
+ if (IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME)
+ {
+ if (!lms_visible_leaders_prev && lms_visible_leaders && IS_REAL_CLIENT(it))
+ Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_LMS_VISIBLE_OTHER);
+ }
+ if (it.waypointsprite_attachedforcarrier)
+ WaypointSprite_Kill(it.waypointsprite_attachedforcarrier);
+ }
+ }
+ });
+}
+
MUTATOR_HOOKFUNCTION(lms, PlayerRegen)
{
- if(autocvar_g_lms_regenerate)
- return false;
- return true;
+ if(!autocvar_g_lms_regenerate)
+ M_ARGV(2, float) = 0;
+ if(!autocvar_g_lms_rot)
+ M_ARGV(3, float) = 0;
+ return (!autocvar_g_lms_regenerate && !autocvar_g_lms_rot);
+}
+
+MUTATOR_HOOKFUNCTION(lms, PlayerPowerups)
+{
+ entity player = M_ARGV(0, entity);
+ if (player.waypointsprite_attachedforcarrier)
+ player.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
+ else
+ player.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
}
MUTATOR_HOOKFUNCTION(lms, ForbidThrowCurrentWeapon)
return true;
}
+MUTATOR_HOOKFUNCTION(lms, Damage_Calculate)
+{
+ if (!autocvar_g_lms_dynamic_vampire)
+ return;
+
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ float frag_damage = M_ARGV(4, float);
+
+ if (IS_PLAYER(frag_attacker) && !IS_DEAD(frag_attacker)
+ && IS_PLAYER(frag_target) && !IS_DEAD(frag_target) && frag_attacker != frag_target)
+ {
+ float vampire_factor = 0;
+
+ int frag_attacker_lives = GameRules_scoring_add(frag_attacker, LMS_LIVES, 0);
+ int frag_target_lives = GameRules_scoring_add(frag_target, LMS_LIVES, 0);
+ int diff = frag_target_lives - frag_attacker_lives - autocvar_g_lms_dynamic_vampire_min_lives_diff;
+
+ if (diff >= 0)
+ vampire_factor = autocvar_g_lms_dynamic_vampire_factor_base + diff * autocvar_g_lms_dynamic_vampire_factor_increase;
+ if (vampire_factor > 0)
+ {
+ vampire_factor = min(vampire_factor, autocvar_g_lms_dynamic_vampire_factor_max);
+ SetResourceExplicit(frag_attacker, RES_HEALTH,
+ min(GetResource(frag_attacker, RES_HEALTH) + frag_damage * vampire_factor, start_health));
+ }
+ }
+}
+
+MUTATOR_HOOKFUNCTION(lms, PlayerDied)
+{
+ if (!warmup_stage && autocvar_g_lms_leader_lives_diff > 0)
+ lms_UpdateLeaders();
+}
+
+MUTATOR_HOOKFUNCTION(lms, CalculateRespawnTime)
+{
+ entity player = M_ARGV(0, entity);
+ player.respawn_flags |= RESPAWN_FORCE;
+
+ int pl_lives = GameRules_scoring_add(player, LMS_LIVES, 0);
+ if (pl_lives <= 0)
+ {
+ player.respawn_flags = RESPAWN_SILENT;
+ // prevent unwanted sudden rejoin as spectator and movement of spectator camera
+ player.respawn_time = time + 2;
+ return true;
+ }
+
+ if (autocvar_g_lms_dynamic_respawn_delay <= 0)
+ return false;
+
+ int max_lives = 0;
+ int pl_cnt = 0;
+ FOREACH_CLIENT(it != player && IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
+ int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
+ if (lives > max_lives)
+ max_lives = lives;
+ pl_cnt++;
+ });
+
+ // min delay with only 2 players
+ if (pl_cnt == 1) // player wasn't counted
+ max_lives = 0;
+
+ float dlay = autocvar_g_lms_dynamic_respawn_delay_base +
+ autocvar_g_lms_dynamic_respawn_delay_increase * max(0, max_lives - pl_lives);
+ player.respawn_time = time + min(autocvar_g_lms_dynamic_respawn_delay_max, dlay);
+ return true;
+}
+
MUTATOR_HOOKFUNCTION(lms, GiveFragsForKill)
{
entity frag_target = M_ARGV(1, entity);
MUTATOR_HOOKFUNCTION(lms, FilterItemDefinition)
{
+ if (autocvar_g_lms_items)
+ return false;
+
entity definition = M_ARGV(0, entity);
if (autocvar_g_lms_extra_lives && definition == ITEM_ExtraLife)
{
return false;
}
- return true;
+ return (autocvar_g_pickup_items <= 0); // only allow items if explicitly enabled
}
void lms_extralife(entity this)
MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
{
FOREACH_CLIENT(IS_REAL_CLIENT(it), {
- if (it.lmsplayer && it.lms_spectate_warning < 2)
+ if (INGAME(it) && it.lms_spectate_warning < 2)
++M_ARGV(0, int); // activerealplayers
++M_ARGV(1, int); // realplayers
});
if(player.frags != FRAGS_SPECTATOR && player.frags != FRAGS_PLAYER_OUT_OF_GAME)
{
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");
+ sprint(player, "^1WARNING:^7 you can't rejoin this match after spectating. Use the same command again to spectate anyway.\n");
+ Send_Notification(NOTIF_ONE_ONLY, player, MSG_CENTER, CENTER_LMS_SPECWARN);
}
return MUT_SPECCMD_RETURN;
}
M_ARGV(0, string) = autocvar_g_lms_weaponarena;
}
-MUTATOR_HOOKFUNCTION(lms, GetPlayerStatus)
-{
- entity player = M_ARGV(0, entity);
-
- return boolean(player.lmsplayer);
-}
-
MUTATOR_HOOKFUNCTION(lms, AddPlayerScore)
{
if(game_stopped)