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CA: cleanup; fix being moved to spectators
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1 #ifndef GAMEMODE_LMS_H
2 #define GAMEMODE_LMS_H
3
4 #define autocvar_g_lms_lives_override cvar("g_lms_lives_override")
5 void lms_Initialize();
6
7 REGISTER_MUTATOR(lms, false)
8 {
9         MUTATOR_ONADD
10         {
11                 if (time > 1) // game loads at time 1
12                         error("This is a game type and it cannot be added at runtime.");
13                 lms_Initialize();
14
15                 SetLimits(((!autocvar_g_lms_lives_override) ? -1 : autocvar_g_lms_lives_override), 0, -1, -1);
16         }
17
18         MUTATOR_ONROLLBACK_OR_REMOVE
19         {
20                 // we actually cannot roll back lms_Initialize here
21                 // BUT: we don't need to! If this gets called, adding always
22                 // succeeds.
23         }
24
25         MUTATOR_ONREMOVE
26         {
27                 LOG_INFO("This is a game type and it cannot be removed at runtime.");
28                 return -1;
29         }
30
31         return 0;
32 }
33
34 // scoreboard stuff
35 const float SP_LMS_LIVES = 4;
36 const float SP_LMS_RANK = 5;
37
38 // lives related defs
39 float lms_lowest_lives;
40 float lms_next_place;
41 float LMS_NewPlayerLives();
42
43 #endif
44
45 #ifdef IMPLEMENTATION
46
47 #include <server/campaign.qh>
48 #include <server/command/cmd.qh>
49
50 int autocvar_g_lms_extra_lives;
51 bool autocvar_g_lms_join_anytime;
52 int autocvar_g_lms_last_join;
53 bool autocvar_g_lms_regenerate;
54
55 // main functions
56 float LMS_NewPlayerLives()
57 {
58         float fl;
59         fl = autocvar_fraglimit;
60         if(fl == 0)
61                 fl = 999;
62
63         // first player has left the game for dying too much? Nobody else can get in.
64         if(lms_lowest_lives < 1)
65                 return 0;
66
67         if(!autocvar_g_lms_join_anytime)
68                 if(lms_lowest_lives < fl - autocvar_g_lms_last_join)
69                         return 0;
70
71         return bound(1, lms_lowest_lives, fl);
72 }
73
74 // LMS winning condition: game terminates if and only if there's at most one
75 // one player who's living lives. Top two scores being equal cancels the time
76 // limit.
77 int WinningCondition_LMS()
78 {
79         entity head, head2;
80         bool have_player = false;
81         bool have_players = false;
82
83         int l = LMS_NewPlayerLives();
84
85         head = find(world, classname, STR_PLAYER);
86         if(head)
87                 have_player = true;
88         head2 = find(head, classname, STR_PLAYER);
89         if(head2)
90                 have_players = true;
91
92         if(have_player)
93         {
94                 // we have at least one player
95                 if(have_players)
96                 {
97                         // two or more active players - continue with the game
98                 }
99                 else
100                 {
101                         // exactly one player?
102
103                         ClearWinners();
104                         SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
105
106                         if(l)
107                         {
108                                 // game still running (that is, nobody got removed from the game by a frag yet)? then continue
109                                 return WINNING_NO;
110                         }
111                         else
112                         {
113                                 // a winner!
114                                 // and assign him his first place
115                                 PlayerScore_Add(head, SP_LMS_RANK, 1);
116                                 return WINNING_YES;
117                         }
118                 }
119         }
120         else
121         {
122                 // nobody is playing at all...
123                 if(l)
124                 {
125                         // wait for players...
126                 }
127                 else
128                 {
129                         // SNAFU (maybe a draw game?)
130                         ClearWinners();
131                         LOG_TRACE("No players, ending game.\n");
132                         return WINNING_YES;
133                 }
134         }
135
136         // When we get here, we have at least two players who are actually LIVING,
137         // now check if the top two players have equal score.
138         WinningConditionHelper();
139
140         ClearWinners();
141         if(WinningConditionHelper_winner)
142                 WinningConditionHelper_winner.winning = true;
143         if(WinningConditionHelper_topscore == WinningConditionHelper_secondscore)
144                 return WINNING_NEVER;
145
146         // Top two have different scores? Way to go for our beloved TIMELIMIT!
147         return WINNING_NO;
148 }
149
150 // mutator hooks
151 MUTATOR_HOOKFUNCTION(lms, reset_map_global)
152 {
153         lms_lowest_lives = 999;
154         lms_next_place = player_count;
155
156         return false;
157 }
158
159 MUTATOR_HOOKFUNCTION(lms, reset_map_players)
160 {
161         if(restart_mapalreadyrestarted || (time < game_starttime))
162         FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(PlayerScore_Add(it, SP_LMS_LIVES, LMS_NewPlayerLives())));
163         return false;
164 }
165
166 MUTATOR_HOOKFUNCTION(lms, PutClientInServer)
167 {SELFPARAM();
168         // player is dead and becomes observer
169         // FIXME fix LMS scoring for new system
170         if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
171         {
172                 self.classname = STR_OBSERVER;
173                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_NOLIVES);
174         }
175 }
176
177 MUTATOR_HOOKFUNCTION(lms, PlayerDies)
178 {
179         frag_target.respawn_flags |= RESPAWN_FORCE;
180         return false;
181 }
182
183 void lms_RemovePlayer(entity player)
184 {
185         // Only if the player cannot play at all
186         if(PlayerScore_Add(player, SP_LMS_RANK, 0) == 666)
187                 player.frags = FRAGS_SPECTATOR;
188         else
189                 player.frags = FRAGS_LMS_LOSER;
190
191         if(player.killcount != FRAGS_SPECTATOR)
192                 if(PlayerScore_Add(player, SP_LMS_RANK, 0) > 0 && player.lms_spectate_warning != 2)
193                         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, player.netname);
194                 else
195                         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, player.netname);
196 }
197
198 MUTATOR_HOOKFUNCTION(lms, ClientDisconnect)
199 {SELFPARAM();
200         lms_RemovePlayer(self);
201         return false;
202 }
203
204 MUTATOR_HOOKFUNCTION(lms, MakePlayerObserver)
205 {
206     SELFPARAM();
207         lms_RemovePlayer(this);
208         return true;  // prevent team reset
209 }
210
211 MUTATOR_HOOKFUNCTION(lms, ClientConnect)
212 {SELFPARAM();
213         self.classname = STR_PLAYER;
214         campaign_bots_may_start = 1;
215
216         if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
217         {
218                 PlayerScore_Add(self, SP_LMS_RANK, 666);
219                 self.frags = FRAGS_SPECTATOR;
220         }
221
222         return false;
223 }
224
225 MUTATOR_HOOKFUNCTION(lms, PlayerPreThink)
226 {SELFPARAM();
227         if(self.deadflag == DEAD_DYING)
228                 self.deadflag = DEAD_RESPAWNING;
229
230         return false;
231 }
232
233 MUTATOR_HOOKFUNCTION(lms, PlayerRegen)
234 {
235         if(autocvar_g_lms_regenerate)
236                 return false;
237         return true;
238 }
239
240 MUTATOR_HOOKFUNCTION(lms, ForbidThrowCurrentWeapon)
241 {
242         // forbode!
243         return true;
244 }
245
246 MUTATOR_HOOKFUNCTION(lms, GiveFragsForKill)
247 {
248         // remove a life
249         float tl;
250         tl = PlayerScore_Add(frag_target, SP_LMS_LIVES, -1);
251         if(tl < lms_lowest_lives)
252                 lms_lowest_lives = tl;
253         if(tl <= 0)
254         {
255                 if(!lms_next_place)
256                         lms_next_place = player_count;
257                 else
258                         lms_next_place = min(lms_next_place, player_count);
259                 PlayerScore_Add(frag_target, SP_LMS_RANK, lms_next_place); // won't ever spawn again
260                 --lms_next_place;
261         }
262         frag_score = 0;
263
264         return true;
265 }
266
267 MUTATOR_HOOKFUNCTION(lms, SetStartItems)
268 {
269         start_items &= ~IT_UNLIMITED_AMMO;
270         start_health       = warmup_start_health       = cvar("g_lms_start_health");
271         start_armorvalue   = warmup_start_armorvalue   = cvar("g_lms_start_armor");
272         start_ammo_shells  = warmup_start_ammo_shells  = cvar("g_lms_start_ammo_shells");
273         start_ammo_nails   = warmup_start_ammo_nails   = cvar("g_lms_start_ammo_nails");
274         start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
275         start_ammo_cells   = warmup_start_ammo_cells   = cvar("g_lms_start_ammo_cells");
276         start_ammo_plasma  = warmup_start_ammo_plasma  = cvar("g_lms_start_ammo_plasma");
277         start_ammo_fuel    = warmup_start_ammo_fuel    = cvar("g_lms_start_ammo_fuel");
278
279         return false;
280 }
281
282 MUTATOR_HOOKFUNCTION(lms, ForbidPlayerScore_Clear)
283 {
284         // don't clear player score
285         return true;
286 }
287
288 MUTATOR_HOOKFUNCTION(lms, FilterItem)
289 {SELFPARAM();
290         if(autocvar_g_lms_extra_lives)
291         if(self.itemdef == ITEM_ExtraLife)
292                 return false;
293
294         return true;
295 }
296
297 void lms_extralife()
298 {SELFPARAM();
299         StartItem(this, ITEM_ExtraLife);
300 }
301
302 MUTATOR_HOOKFUNCTION(lms, OnEntityPreSpawn)
303 {SELFPARAM();
304         if (!autocvar_g_powerups) return false;
305         if (!autocvar_g_lms_extra_lives) return false;
306
307         // Can't use .itemdef here
308         if (self.classname != "item_health_mega") return false;
309
310         entity e = spawn();
311         e.think = lms_extralife;
312
313         e.nextthink = time + 0.1;
314         e.spawnflags = self.spawnflags;
315         e.noalign = self.noalign;
316         setorigin(e, self.origin);
317
318         return true;
319 }
320
321 MUTATOR_HOOKFUNCTION(lms, ItemTouch)
322 {SELFPARAM();
323         if(self.itemdef == ITEM_ExtraLife)
324         {
325                 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_EXTRALIVES);
326                 PlayerScore_Add(other, SP_LMS_LIVES, autocvar_g_lms_extra_lives);
327                 return MUT_ITEMTOUCH_PICKUP;
328         }
329
330         return MUT_ITEMTOUCH_CONTINUE;
331 }
332
333 MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
334 {
335         FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
336                 ++bot_activerealplayers;
337                 ++bot_realplayers;
338         ));
339
340         return true;
341 }
342
343 MUTATOR_HOOKFUNCTION(lms, ClientCommand_Spectate)
344 {
345         if(self.lms_spectate_warning)
346         {
347                 // for the forfeit message...
348                 self.lms_spectate_warning = 2;
349                 // mark player as spectator
350                 PlayerScore_Add(self, SP_LMS_RANK, 666 - PlayerScore_Add(self, SP_LMS_RANK, 0));
351         }
352         else
353         {
354                 self.lms_spectate_warning = 1;
355                 sprint(self, "WARNING: you won't be able to enter the game again after spectating in LMS. Use the same command again to spectate anyway.\n");
356                 return MUT_SPECCMD_RETURN;
357         }
358         return MUT_SPECCMD_CONTINUE;
359 }
360
361 MUTATOR_HOOKFUNCTION(lms, CheckRules_World)
362 {
363         ret_float = WinningCondition_LMS();
364         return true;
365 }
366
367 MUTATOR_HOOKFUNCTION(lms, WantWeapon)
368 {
369         want_allguns = true;
370         return false;
371 }
372
373 MUTATOR_HOOKFUNCTION(lms, GetPlayerStatus)
374 {
375         return true;
376 }
377
378 MUTATOR_HOOKFUNCTION(lms, AddPlayerScore)
379 {
380         if(gameover)
381         if(score_field == SP_LMS_RANK)
382                 return true; // allow writing to this field in intermission as it is needed for newly joining players
383         return false;
384 }
385
386 // scoreboard stuff
387 void lms_ScoreRules()
388 {
389         ScoreRules_basics(0, 0, 0, false);
390         ScoreInfo_SetLabel_PlayerScore(SP_LMS_LIVES,    "lives",     SFL_SORT_PRIO_SECONDARY);
391         ScoreInfo_SetLabel_PlayerScore(SP_LMS_RANK,     "rank",      SFL_LOWER_IS_BETTER | SFL_RANK | SFL_SORT_PRIO_PRIMARY | SFL_ALLOW_HIDE);
392         ScoreRules_basics_end();
393 }
394
395 void lms_Initialize()
396 {
397         lms_lowest_lives = 9999;
398         lms_next_place = 0;
399
400         lms_ScoreRules();
401 }
402
403
404 #endif