3 #include "cl_client.qh"
6 #include "scores_rules.qh"
10 #include "command/vote.qh"
12 #include "mutators/all.qh"
14 #include "../common/deathtypes/all.qh"
15 #include "../common/gamemodes/all.qh"
16 #include "../common/teams.qh"
18 void TeamchangeFrags(entity e)
23 void LogTeamchange(float player_id, float team_number, float type)
25 if(!autocvar_sv_eventlog)
31 GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type)));
34 void default_delayedinit()
36 if(!scores_initialized)
40 void ActivateTeamplay()
42 serverflags |= SERVERFLAG_TEAMPLAY;
44 cvar_set("teamplay", "2"); // DP needs this for sending proper getstatus replies.
47 void SetLimits(int fraglimit_override, int leadlimit_override, float timelimit_override, float qualifying_override)
49 // enforce the server's universal frag/time limits
50 // set to -1 to not change value
51 if(!autocvar_g_campaign)
53 if(fraglimit_override >= 0)
54 cvar_set("fraglimit", ftos(fraglimit_override));
55 if(timelimit_override >= 0)
56 cvar_set("timelimit", ftos(timelimit_override));
57 if(leadlimit_override >= 0)
58 cvar_set("leadlimit", ftos(leadlimit_override));
59 if(qualifying_override >= 0)
60 cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
64 void InitGameplayMode()
68 // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
73 MapInfo_LoadMapSettings(mapname);
74 serverflags &= ~SERVERFLAG_TEAMPLAY;
76 cvar_set("teamplay", "0"); // DP needs this for sending proper getstatus replies.
78 if (!cvar_value_issafe(world.fog))
80 LOG_INFO("The current map contains a potentially harmful fog setting, ignored\n");
81 world.fog = string_null;
83 if(MapInfo_Map_fog != "")
84 if(MapInfo_Map_fog == "none")
85 world.fog = string_null;
87 world.fog = strzone(MapInfo_Map_fog);
88 clientstuff = strzone(MapInfo_Map_clientstuff);
92 // set both here, gamemode can override it later
93 SetLimits(autocvar_fraglimit_override, autocvar_leadlimit_override, autocvar_timelimit_override, -1);
94 gamemode_name = MapInfo_Type_ToText(MapInfo_LoadedGametype);
96 cache_mutatormsg = strzone("");
97 cache_lastmutatormsg = strzone("");
99 InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
102 string GetClientVersionMessage()
105 if (self.version_mismatch) {
106 if(self.version < autocvar_gameversion) {
107 versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
109 versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
112 versionmsg = "^2client version and server version are compatible.^8";
117 string getwelcomemessage()
119 string s, modifications, motd;
121 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
122 modifications = ret_string;
126 if(g_weaponarena_random)
127 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
129 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
131 else if(cvar("g_balance_blaster_weaponstart") == 0)
132 modifications = strcat(modifications, ", No start weapons");
133 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
134 modifications = strcat(modifications, ", Low gravity");
135 if(g_weapon_stay && !g_cts)
136 modifications = strcat(modifications, ", Weapons stay");
138 modifications = strcat(modifications, ", Jet pack");
139 if(autocvar_g_powerups == 0)
140 modifications = strcat(modifications, ", No powerups");
141 if(autocvar_g_powerups > 0)
142 modifications = strcat(modifications, ", Powerups");
143 modifications = substring(modifications, 2, strlen(modifications) - 2);
145 string versionmessage;
146 versionmessage = GetClientVersionMessage();
148 s = strcat("This is Xonotic ", autocvar_g_xonoticversion, "\n", versionmessage);
149 s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
151 if(modifications != "")
152 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
154 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
156 if(cache_lastmutatormsg)
157 strunzone(cache_lastmutatormsg);
159 strunzone(cache_mutatormsg);
160 cache_lastmutatormsg = strzone(autocvar_g_mutatormsg);
161 cache_mutatormsg = strzone(cache_lastmutatormsg);
164 if (cache_mutatormsg != "") {
165 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
168 string mutator_msg = "";
169 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
170 mutator_msg = ret_string;
172 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
174 motd = autocvar_sv_motd;
176 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
181 void SetPlayerColors(entity pl, float _color)
185 stuffcmd(pl, strcat("color ", s, " ", s, "\n") );
187 //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
188 pl.clientcolors = 16*cl + cl;*/
191 pants = _color & 0x0F;
192 shirt = _color & 0xF0;
196 setcolor(pl, 16*pants + pants);
198 setcolor(pl, shirt + pants);
202 void SetPlayerTeam(entity pl, float t, float s, float noprint)
207 _color = NUM_TEAM_4 - 1;
209 _color = NUM_TEAM_3 - 1;
211 _color = NUM_TEAM_2 - 1;
213 _color = NUM_TEAM_1 - 1;
215 SetPlayerColors(pl,_color);
218 LogTeamchange(pl.playerid, pl.team, 3); // log manual team join
221 bprint(pl.netname, "^7 has changed from ", Team_NumberToColoredFullName(s), "^7 to ", Team_NumberToColoredFullName(t), "\n");
226 // set c1...c4 to show what teams are allowed
227 void CheckAllowedTeams (entity for_whom)
231 c1 = c2 = c3 = c4 = -1;
232 cb1 = cb2 = cb3 = cb4 = 0;
234 string teament_name = string_null;
236 bool mutator_returnvalue = MUTATOR_CALLHOOK(GetTeamCount, dm, teament_name);
237 teament_name = ret_string;
240 if(!mutator_returnvalue)
243 c1 = c2 = c3 = c4 = 0;
250 // find out what teams are allowed if necessary
253 entity head = find(world, classname, teament_name);
258 case NUM_TEAM_1: c1 = 0; break;
259 case NUM_TEAM_2: c2 = 0; break;
260 case NUM_TEAM_3: c3 = 0; break;
261 case NUM_TEAM_4: c4 = 0; break;
264 head = find(head, classname, teament_name);
268 // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
270 if(autocvar_bot_vs_human && for_whom)
272 if(autocvar_bot_vs_human > 0)
275 if(IS_BOT_CLIENT(for_whom))
283 if(IS_BOT_CLIENT(for_whom))
290 // if player has a forced team, ONLY allow that one
291 if(self.team_forced == NUM_TEAM_1 && c1 >= 0)
293 else if(self.team_forced == NUM_TEAM_2 && c2 >= 0)
295 else if(self.team_forced == NUM_TEAM_3 && c3 >= 0)
297 else if(self.team_forced == NUM_TEAM_4 && c4 >= 0)
301 float PlayerValue(entity p)
304 // FIXME: it always returns 1...
307 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
308 // teams that are allowed will now have their player counts stored in c1...c4
309 void GetTeamCounts(entity ignore)
313 // now count how many players are on each team already
315 // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
316 // also remember the lowest-scoring player
318 FOR_EACH_CLIENT(head)
321 if(IS_PLAYER(head) || head.caplayer)
323 else if(head.team_forced > 0)
324 t = head.team_forced; // reserve the spot
327 if(head != ignore)// && head.netname != "")
329 value = PlayerValue(head);
330 if(IS_BOT_CLIENT(head))
369 // if the player who has a forced team has not joined yet, reserve the spot
370 if(autocvar_g_campaign)
372 switch(autocvar_g_campaign_forceteam)
374 case 1: if(c1 == cb1) ++c1; break;
375 case 2: if(c2 == cb2) ++c2; break;
376 case 3: if(c3 == cb3) ++c3; break;
377 case 4: if(c4 == cb4) ++c4; break;
382 float TeamSmallerEqThanTeam(float ta, float tb, entity e)
384 // we assume that CheckAllowedTeams and GetTeamCounts have already been called
386 float ca = -1, cb = -1, cba = 0, cbb = 0, sa = 0, sb = 0;
390 case 1: ca = c1; cba = cb1; sa = team1_score; break;
391 case 2: ca = c2; cba = cb2; sa = team2_score; break;
392 case 3: ca = c3; cba = cb3; sa = team3_score; break;
393 case 4: ca = c4; cba = cb4; sa = team4_score; break;
397 case 1: cb = c1; cbb = cb1; sb = team1_score; break;
398 case 2: cb = c2; cbb = cb2; sb = team2_score; break;
399 case 3: cb = c3; cbb = cb3; sb = team3_score; break;
400 case 4: cb = c4; cbb = cb4; sb = team4_score; break;
411 if(IS_REAL_CLIENT(e))
420 // keep teams alive (teams of size 0 always count as smaller, ignoring score)
436 // the more we're at the end of the match, the more take scores into account
437 f = bound(0, game_completion_ratio * autocvar_g_balance_teams_scorefactor, 1);
444 // returns # of smallest team (1, 2, 3, 4)
445 // NOTE: Assumes CheckAllowedTeams has already been called!
446 float FindSmallestTeam(entity pl, float ignore_pl)
451 // find out what teams are available
452 //CheckAllowedTeams();
454 // make sure there are at least 2 teams to join
456 totalteams = totalteams + 1;
458 totalteams = totalteams + 1;
460 totalteams = totalteams + 1;
462 totalteams = totalteams + 1;
464 if((autocvar_bot_vs_human || pl.team_forced > 0) && totalteams == 1)
469 if(autocvar_g_campaign && pl && IS_REAL_CLIENT(pl))
470 return 1; // special case for campaign and player joining
472 error(sprintf("Too few teams available for %s\n", MapInfo_Type_ToString(MapInfo_CurrentGametype())));
475 // count how many players are in each team
479 GetTeamCounts(world);
481 RandomSelection_Init();
484 if(TeamSmallerEqThanTeam(2, t, pl))
486 if(TeamSmallerEqThanTeam(3, t, pl))
488 if(TeamSmallerEqThanTeam(4, t, pl))
491 // now t is the minimum, or A minimum!
492 if(t == 1 || TeamSmallerEqThanTeam(1, t, pl))
493 RandomSelection_Add(world, 1, string_null, 1, 1);
494 if(t == 2 || TeamSmallerEqThanTeam(2, t, pl))
495 RandomSelection_Add(world, 2, string_null, 1, 1);
496 if(t == 3 || TeamSmallerEqThanTeam(3, t, pl))
497 RandomSelection_Add(world, 3, string_null, 1, 1);
498 if(t == 4 || TeamSmallerEqThanTeam(4, t, pl))
499 RandomSelection_Add(world, 4, string_null, 1, 1);
501 return RandomSelection_chosen_float;
504 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
506 float smallest, selectedteam;
508 // don't join a team if we're not playing a team game
512 // find out what teams are available
513 CheckAllowedTeams(pl);
515 // if we don't care what team he ends up on, put him on whatever team he entered as.
516 // if he's not on a valid team, then let other code put him on the smallest team
519 if( c1 >= 0 && pl.team == NUM_TEAM_1)
520 selectedteam = pl.team;
521 else if(c2 >= 0 && pl.team == NUM_TEAM_2)
522 selectedteam = pl.team;
523 else if(c3 >= 0 && pl.team == NUM_TEAM_3)
524 selectedteam = pl.team;
525 else if(c4 >= 0 && pl.team == NUM_TEAM_4)
526 selectedteam = pl.team;
532 if(!only_return_best)
534 SetPlayerColors(pl, selectedteam - 1);
536 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
537 // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
538 LogTeamchange(pl.playerid, pl.team, 99);
542 // otherwise end up on the smallest team (handled below)
545 smallest = FindSmallestTeam(pl, true);
547 if(!only_return_best && !pl.bot_forced_team)
549 TeamchangeFrags(self);
552 SetPlayerColors(pl, NUM_TEAM_1 - 1);
554 else if(smallest == 2)
556 SetPlayerColors(pl, NUM_TEAM_2 - 1);
558 else if(smallest == 3)
560 SetPlayerColors(pl, NUM_TEAM_3 - 1);
562 else if(smallest == 4)
564 SetPlayerColors(pl, NUM_TEAM_4 - 1);
568 error("smallest team: invalid team\n");
571 LogTeamchange(pl.playerid, pl.team, 2); // log auto join
573 if(pl.deadflag == DEAD_NO)
574 Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE.m_id, pl.origin, '0 0 0');
580 //void() ctf_playerchanged;
581 void SV_ChangeTeam(float _color)
583 float scolor, dcolor, steam, dteam; //, dbotcount, scount, dcount;
585 // in normal deathmatch we can just apply the color and we're done
587 SetPlayerColors(self, _color);
591 scolor = self.clientcolors & 0x0F;
592 dcolor = _color & 0x0F;
594 if(scolor == NUM_TEAM_1 - 1)
596 else if(scolor == NUM_TEAM_2 - 1)
598 else if(scolor == NUM_TEAM_3 - 1)
600 else // if(scolor == NUM_TEAM_4 - 1)
602 if(dcolor == NUM_TEAM_1 - 1)
604 else if(dcolor == NUM_TEAM_2 - 1)
606 else if(dcolor == NUM_TEAM_3 - 1)
608 else // if(dcolor == NUM_TEAM_4 - 1)
611 CheckAllowedTeams(self);
613 if(dteam == 1 && c1 < 0) dteam = 4;
614 if(dteam == 4 && c4 < 0) dteam = 3;
615 if(dteam == 3 && c3 < 0) dteam = 2;
616 if(dteam == 2 && c2 < 0) dteam = 1;
618 // not changing teams
621 //bprint("same team change\n");
622 SetPlayerTeam(self, dteam, steam, true);
626 if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && self.wasplayer)) {
627 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_TEAMCHANGE_NOTALLOWED);
628 return; // changing teams is not allowed
631 // autocvar_g_balance_teams_prevent_imbalance only makes sense if autocvar_g_balance_teams is on, as it makes the team selection dialog pointless
632 if(autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance)
635 if(!TeamSmallerEqThanTeam(dteam, steam, self))
637 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_TEAMCHANGE_LARGERTEAM);
642 // bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
644 if(IS_PLAYER(self) && steam != dteam)
646 // reduce frags during a team change
647 TeamchangeFrags(self);
650 // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
652 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_CONNECTING, self.netname);
654 MUTATOR_CALLHOOK(Player_ChangeTeam, self, steam, dteam);
656 SetPlayerTeam(self, dteam, steam, !IS_CLIENT(self));
658 if(IS_PLAYER(self) && steam != dteam)
660 // kill player when changing teams
661 if(self.deadflag == DEAD_NO)
662 Damage(self, self, self, 100000, DEATH_TEAMCHANGE.m_id, self.origin, '0 0 0');
666 void ShufflePlayerOutOfTeam (float source_team)
668 float smallestteam, smallestteam_count, steam;
669 float lowest_bot_score, lowest_player_score;
670 entity head, lowest_bot, lowest_player, selected;
673 smallestteam_count = 999999999;
675 if(c1 >= 0 && c1 < smallestteam_count)
678 smallestteam_count = c1;
680 if(c2 >= 0 && c2 < smallestteam_count)
683 smallestteam_count = c2;
685 if(c3 >= 0 && c3 < smallestteam_count)
688 smallestteam_count = c3;
690 if(c4 >= 0 && c4 < smallestteam_count)
693 smallestteam_count = c4;
698 bprint("warning: no smallest team\n");
704 else if(source_team == 2)
706 else if(source_team == 3)
708 else // if(source_team == 4)
712 lowest_bot_score = 999999999;
713 lowest_player = world;
714 lowest_player_score = 999999999;
716 // find the lowest-scoring player & bot of that team
717 FOR_EACH_PLAYER(head)
719 if(head.team == steam)
723 if(head.totalfrags < lowest_bot_score)
726 lowest_bot_score = head.totalfrags;
731 if(head.totalfrags < lowest_player_score)
733 lowest_player = head;
734 lowest_player_score = head.totalfrags;
740 // prefers to move a bot...
741 if(lowest_bot != world)
742 selected = lowest_bot;
743 // but it will move a player if it has to
745 selected = lowest_player;
746 // don't do anything if it couldn't find anyone
749 bprint("warning: couldn't find a player to move from team\n");
753 // smallest team gains a member
754 if(smallestteam == 1)
758 else if(smallestteam == 2)
762 else if(smallestteam == 3)
766 else if(smallestteam == 4)
772 bprint("warning: destination team invalid\n");
775 // source team loses a member
780 else if(source_team == 2)
784 else if(source_team == 3)
788 else if(source_team == 4)
794 bprint("warning: source team invalid\n");
798 // move the player to the new team
799 TeamchangeFrags(selected);
800 SetPlayerTeam(selected, smallestteam, source_team, false);
802 if(selected.deadflag == DEAD_NO)
803 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE.m_id, selected.origin, '0 0 0');
804 Send_Notification(NOTIF_ONE, selected, MSG_CENTER, CENTER_DEATH_SELF_AUTOTEAMCHANGE, selected.team);