X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fteamplay.qc;h=0918130159a737e83e63f5bd076af7320e3dc533;hb=34e7f534e2015466228eb3a78c9857741b736dca;hp=0662aab68ece77f479b001efc99f4a11cee5c488;hpb=f203a8239ab58e776da8df7bce46be73d2d655a4;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/teamplay.qc b/qcsrc/server/teamplay.qc index 0662aab68..091813015 100644 --- a/qcsrc/server/teamplay.qc +++ b/qcsrc/server/teamplay.qc @@ -1,18 +1,18 @@ #include "teamplay.qh" -#include "cl_client.qh" +#include "client.qh" #include "race.qh" #include "scores.qh" #include "scores_rules.qh" -#include "bot/bot.qh" +#include "bot/api.qh" #include "command/vote.qh" -#include "mutators/all.qh" +#include "mutators/_mod.qh" #include "../common/deathtypes/all.qh" -#include "../common/gamemodes/all.qh" +#include "../common/gamemodes/_mod.qh" #include "../common/teams.qh" void TeamchangeFrags(entity e) @@ -31,7 +31,7 @@ void LogTeamchange(float player_id, float team_number, float type) GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type))); } -void default_delayedinit() +void default_delayedinit(entity this) { if(!scores_initialized) ScoreRules_generic(); @@ -44,23 +44,6 @@ void ActivateTeamplay() cvar_set("teamplay", "2"); // DP needs this for sending proper getstatus replies. } -void SetLimits(int fraglimit_override, int leadlimit_override, float timelimit_override, float qualifying_override) -{ - // enforce the server's universal frag/time limits - // set to -1 to not change value - if(!autocvar_g_campaign) - { - if(fraglimit_override >= 0) - cvar_set("fraglimit", ftos(fraglimit_override)); - if(timelimit_override >= 0) - cvar_set("timelimit", ftos(timelimit_override)); - if(leadlimit_override >= 0) - cvar_set("leadlimit", ftos(leadlimit_override)); - if(qualifying_override >= 0) - cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override)); - } -} - void InitGameplayMode() { VoteReset(); @@ -89,21 +72,19 @@ void InitGameplayMode() MapInfo_ClearTemps(); - // set both here, gamemode can override it later - SetLimits(autocvar_fraglimit_override, autocvar_leadlimit_override, autocvar_timelimit_override, -1); gamemode_name = MapInfo_Type_ToText(MapInfo_LoadedGametype); cache_mutatormsg = strzone(""); cache_lastmutatormsg = strzone(""); - InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK); + InitializeEntity(NULL, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK); } -string GetClientVersionMessage() -{SELFPARAM(); +string GetClientVersionMessage(entity this) +{ string versionmsg; - if (self.version_mismatch) { - if(self.version < autocvar_gameversion) { + if (this.version_mismatch) { + if(this.version < autocvar_gameversion) { versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8"; } else { versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8"; @@ -114,12 +95,12 @@ string GetClientVersionMessage() return versionmsg; } -string getwelcomemessage() +string getwelcomemessage(entity this) { string s, modifications, motd; MUTATOR_CALLHOOK(BuildMutatorsPrettyString, ""); - modifications = ret_string; + modifications = M_ARGV(0, string); if(g_weaponarena) { @@ -128,7 +109,7 @@ string getwelcomemessage() else modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena"); } - else if(cvar("g_balance_blaster_weaponstart") == 0) + else if(cvar("g_balance_blaster_weaponstartoverride") == 0) modifications = strcat(modifications, ", No start weapons"); if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity"))) modifications = strcat(modifications, ", Low gravity"); @@ -142,8 +123,7 @@ string getwelcomemessage() modifications = strcat(modifications, ", Powerups"); modifications = substring(modifications, 2, strlen(modifications) - 2); - string versionmessage; - versionmessage = GetClientVersionMessage(); + string versionmessage = GetClientVersionMessage(this); s = strcat("This is Xonotic ", autocvar_g_xonoticversion, "\n", versionmessage); s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n"); @@ -167,7 +147,7 @@ string getwelcomemessage() string mutator_msg = ""; MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg); - mutator_msg = ret_string; + mutator_msg = M_ARGV(0, string); s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting @@ -178,6 +158,16 @@ string getwelcomemessage() return s; } +void setcolor(entity this, int clr) +{ +#if 0 + this.clientcolors = clr; + this.team = (clr & 15) + 1; +#else + builtin_setcolor(this, clr); +#endif +} + void SetPlayerColors(entity pl, float _color) { /*string s; @@ -225,32 +215,30 @@ void SetPlayerTeam(entity pl, float t, float s, float noprint) // set c1...c4 to show what teams are allowed void CheckAllowedTeams (entity for_whom) -{SELFPARAM(); - int dm = 0; +{ + int teams_mask = 0; c1 = c2 = c3 = c4 = -1; cb1 = cb2 = cb3 = cb4 = 0; string teament_name = string_null; - bool mutator_returnvalue = MUTATOR_CALLHOOK(GetTeamCount, dm, teament_name); - teament_name = ret_string; - dm = ret_float; + bool mutator_returnvalue = MUTATOR_CALLHOOK(CheckAllowedTeams, teams_mask, teament_name); + teams_mask = M_ARGV(0, float); + teament_name = M_ARGV(1, string); if(!mutator_returnvalue) { - if(dm >= 4) - c1 = c2 = c3 = c4 = 0; - else if(dm >= 3) - c1 = c2 = c3 = 0; - else - c1 = c2 = 0; + if(teams_mask & BIT(0)) c1 = 0; + if(teams_mask & BIT(1)) c2 = 0; + if(teams_mask & BIT(2)) c3 = 0; + if(teams_mask & BIT(3)) c4 = 0; } // find out what teams are allowed if necessary if(teament_name) { - entity head = find(world, classname, teament_name); + entity head = find(NULL, classname, teament_name); while(head) { switch(head.team) @@ -266,35 +254,60 @@ void CheckAllowedTeams (entity for_whom) } // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line) - if(c3==-1 && c4==-1) + if(AvailableTeams() == 2) if(autocvar_bot_vs_human && for_whom) { if(autocvar_bot_vs_human > 0) { - // bots are all blue + // find last team available + if(IS_BOT_CLIENT(for_whom)) - c1 = c3 = c4 = -1; + { + if(c4 >= 0) { c3 = c2 = c1 = -1; } + else if(c3 >= 0) { c4 = c2 = c1 = -1; } + else { c4 = c3 = c1 = -1; } + // no further cases, we know at least 2 teams exist + } else - c2 = -1; + { + if(c1 >= 0) { c2 = c3 = c4 = -1; } + else if(c2 >= 0) { c1 = c3 = c4 = -1; } + else { c1 = c2 = c4 = -1; } + // no further cases, bots have one of the teams + } } else { - // bots are all red + // find first team available + if(IS_BOT_CLIENT(for_whom)) - c2 = c3 = c4 = -1; + { + if(c1 >= 0) { c2 = c3 = c4 = -1; } + else if(c2 >= 0) { c1 = c3 = c4 = -1; } + else { c1 = c2 = c4 = -1; } + // no further cases, we know at least 2 teams exist + } else - c1 = -1; + { + if(c4 >= 0) { c3 = c2 = c1 = -1; } + else if(c3 >= 0) { c4 = c2 = c1 = -1; } + else { c4 = c3 = c1 = -1; } + // no further cases, bots have one of the teams + } } } + if(!for_whom) + return; + // if player has a forced team, ONLY allow that one - if(self.team_forced == NUM_TEAM_1 && c1 >= 0) + if(for_whom.team_forced == NUM_TEAM_1 && c1 >= 0) c2 = c3 = c4 = -1; - else if(self.team_forced == NUM_TEAM_2 && c2 >= 0) + else if(for_whom.team_forced == NUM_TEAM_2 && c2 >= 0) c1 = c3 = c4 = -1; - else if(self.team_forced == NUM_TEAM_3 && c3 >= 0) + else if(for_whom.team_forced == NUM_TEAM_3 && c3 >= 0) c1 = c2 = c4 = -1; - else if(self.team_forced == NUM_TEAM_4 && c4 >= 0) + else if(for_whom.team_forced == NUM_TEAM_4 && c4 >= 0) c1 = c2 = c3 = -1; } @@ -308,26 +321,24 @@ float PlayerValue(entity p) // teams that are allowed will now have their player counts stored in c1...c4 void GetTeamCounts(entity ignore) { - entity head; float value, bvalue; // now count how many players are on each team already // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around) // also remember the lowest-scoring player - FOR_EACH_CLIENT(head) - { + FOREACH_CLIENT(true, LAMBDA( float t; - if(IS_PLAYER(head) || head.caplayer) - t = head.team; - else if(head.team_forced > 0) - t = head.team_forced; // reserve the spot + if(IS_PLAYER(it) || it.caplayer) + t = it.team; + else if(it.team_forced > 0) + t = it.team_forced; // reserve the spot else continue; - if(head != ignore)// && head.netname != "") + if(it != ignore)// && it.netname != "") { - value = PlayerValue(head); - if(IS_BOT_CLIENT(head)) + value = PlayerValue(it); + if(IS_BOT_CLIENT(it)) bvalue = value; else bvalue = 0; @@ -364,7 +375,7 @@ void GetTeamCounts(entity ignore) } } } - } + )); // if the player who has a forced team has not joined yet, reserve the spot if(autocvar_g_campaign) @@ -445,8 +456,12 @@ float TeamSmallerEqThanTeam(float ta, float tb, entity e) // NOTE: Assumes CheckAllowedTeams has already been called! float FindSmallestTeam(entity pl, float ignore_pl) { - float totalteams, t; - totalteams = 0; + int totalteams = 0; + int t = 1; // initialize with a random team? + if(c4 >= 0) t = 4; + if(c3 >= 0) t = 3; + if(c2 >= 0) t = 2; + if(c1 >= 0) t = 1; // find out what teams are available //CheckAllowedTeams(); @@ -468,19 +483,22 @@ float FindSmallestTeam(entity pl, float ignore_pl) { if(autocvar_g_campaign && pl && IS_REAL_CLIENT(pl)) return 1; // special case for campaign and player joining - else - error(sprintf("Too few teams available for %s\n", MapInfo_Type_ToString(MapInfo_CurrentGametype()))); + else if(totalteams == 1) // single team + LOG_TRACEF("Only 1 team available for %s, you may need to fix your map", MapInfo_Type_ToString(MapInfo_CurrentGametype())); + else // no teams, major no no + error(sprintf("No teams available for %s\n", MapInfo_Type_ToString(MapInfo_CurrentGametype()))); } // count how many players are in each team if(ignore_pl) GetTeamCounts(pl); else - GetTeamCounts(world); + GetTeamCounts(NULL); RandomSelection_Init(); - t = 1; + if(TeamSmallerEqThanTeam(1, t, pl)) + t = 1; if(TeamSmallerEqThanTeam(2, t, pl)) t = 2; if(TeamSmallerEqThanTeam(3, t, pl)) @@ -490,19 +508,19 @@ float FindSmallestTeam(entity pl, float ignore_pl) // now t is the minimum, or A minimum! if(t == 1 || TeamSmallerEqThanTeam(1, t, pl)) - RandomSelection_Add(world, 1, string_null, 1, 1); + RandomSelection_AddFloat(1, 1, 1); if(t == 2 || TeamSmallerEqThanTeam(2, t, pl)) - RandomSelection_Add(world, 2, string_null, 1, 1); + RandomSelection_AddFloat(2, 1, 1); if(t == 3 || TeamSmallerEqThanTeam(3, t, pl)) - RandomSelection_Add(world, 3, string_null, 1, 1); + RandomSelection_AddFloat(3, 1, 1); if(t == 4 || TeamSmallerEqThanTeam(4, t, pl)) - RandomSelection_Add(world, 4, string_null, 1, 1); + RandomSelection_AddFloat(4, 1, 1); return RandomSelection_chosen_float; } -float JoinBestTeam(entity pl, float only_return_best, float forcebestteam) -{SELFPARAM(); +int JoinBestTeam(entity this, bool only_return_best, bool forcebestteam) +{ float smallest, selectedteam; // don't join a team if we're not playing a team game @@ -510,20 +528,20 @@ float JoinBestTeam(entity pl, float only_return_best, float forcebestteam) return 0; // find out what teams are available - CheckAllowedTeams(pl); + CheckAllowedTeams(this); // if we don't care what team he ends up on, put him on whatever team he entered as. // if he's not on a valid team, then let other code put him on the smallest team if(!forcebestteam) { - if( c1 >= 0 && pl.team == NUM_TEAM_1) - selectedteam = pl.team; - else if(c2 >= 0 && pl.team == NUM_TEAM_2) - selectedteam = pl.team; - else if(c3 >= 0 && pl.team == NUM_TEAM_3) - selectedteam = pl.team; - else if(c4 >= 0 && pl.team == NUM_TEAM_4) - selectedteam = pl.team; + if( c1 >= 0 && this.team == NUM_TEAM_1) + selectedteam = this.team; + else if(c2 >= 0 && this.team == NUM_TEAM_2) + selectedteam = this.team; + else if(c3 >= 0 && this.team == NUM_TEAM_3) + selectedteam = this.team; + else if(c4 >= 0 && this.team == NUM_TEAM_4) + selectedteam = this.team; else selectedteam = -1; @@ -531,64 +549,72 @@ float JoinBestTeam(entity pl, float only_return_best, float forcebestteam) { if(!only_return_best) { - SetPlayerColors(pl, selectedteam - 1); + SetPlayerColors(this, selectedteam - 1); // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped - // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected - LogTeamchange(pl.playerid, pl.team, 99); + // when JoinBestTeam is called by client.qc/ClientConnect the player_id is 0 the log attempt is rejected + LogTeamchange(this.playerid, this.team, 99); } return selectedteam; } // otherwise end up on the smallest team (handled below) } - smallest = FindSmallestTeam(pl, true); + smallest = FindSmallestTeam(this, true); - if(!only_return_best && !pl.bot_forced_team) + if(!only_return_best && !this.bot_forced_team) { - TeamchangeFrags(self); + TeamchangeFrags(this); if(smallest == 1) { - SetPlayerColors(pl, NUM_TEAM_1 - 1); + SetPlayerColors(this, NUM_TEAM_1 - 1); } else if(smallest == 2) { - SetPlayerColors(pl, NUM_TEAM_2 - 1); + SetPlayerColors(this, NUM_TEAM_2 - 1); } else if(smallest == 3) { - SetPlayerColors(pl, NUM_TEAM_3 - 1); + SetPlayerColors(this, NUM_TEAM_3 - 1); } else if(smallest == 4) { - SetPlayerColors(pl, NUM_TEAM_4 - 1); + SetPlayerColors(this, NUM_TEAM_4 - 1); } else { error("smallest team: invalid team\n"); } - LogTeamchange(pl.playerid, pl.team, 2); // log auto join + LogTeamchange(this.playerid, this.team, 2); // log auto join - if(pl.deadflag == DEAD_NO) - Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE.m_id, pl.origin, '0 0 0'); + if(!IS_DEAD(this)) + Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0'); } return smallest; } //void() ctf_playerchanged; -void SV_ChangeTeam(float _color) -{SELFPARAM(); +void SV_ChangeTeam(entity this, float _color) +{ float scolor, dcolor, steam, dteam; //, dbotcount, scount, dcount; // in normal deathmatch we can just apply the color and we're done - if(!teamplay) { - SetPlayerColors(self, _color); + if(!teamplay) + SetPlayerColors(this, _color); + + if(!IS_CLIENT(this)) + { + // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here + Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_CONNECTING, this.netname); return; } - scolor = self.clientcolors & 0x0F; + if(!teamplay) + return; + + scolor = this.clientcolors & 0x0F; dcolor = _color & 0x0F; if(scolor == NUM_TEAM_1 - 1) @@ -608,7 +634,7 @@ void SV_ChangeTeam(float _color) else // if(dcolor == NUM_TEAM_4 - 1) dteam = 4; - CheckAllowedTeams(self); + CheckAllowedTeams(this); if(dteam == 1 && c1 < 0) dteam = 4; if(dteam == 4 && c4 < 0) dteam = 3; @@ -619,47 +645,43 @@ void SV_ChangeTeam(float _color) if(scolor == dcolor) { //bprint("same team change\n"); - SetPlayerTeam(self, dteam, steam, true); + SetPlayerTeam(this, dteam, steam, true); return; } - if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && self.wasplayer)) { - Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_TEAMCHANGE_NOTALLOWED); + if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && this.wasplayer)) { + Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_NOTALLOWED); return; // changing teams is not allowed } // autocvar_g_balance_teams_prevent_imbalance only makes sense if autocvar_g_balance_teams is on, as it makes the team selection dialog pointless if(autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance) { - GetTeamCounts(self); - if(!TeamSmallerEqThanTeam(dteam, steam, self)) + GetTeamCounts(this); + if(!TeamSmallerEqThanTeam(dteam, steam, this)) { - Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_TEAMCHANGE_LARGERTEAM); + Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_LARGERTEAM); return; } } // bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n"); - if(IS_PLAYER(self) && steam != dteam) + if(IS_PLAYER(this) && steam != dteam) { // reduce frags during a team change - TeamchangeFrags(self); + TeamchangeFrags(this); } - // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here - if(!IS_CLIENT(self)) - Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_CONNECTING, self.netname); + MUTATOR_CALLHOOK(Player_ChangeTeam, this, steam, dteam); - MUTATOR_CALLHOOK(Player_ChangeTeam, self, steam, dteam); + SetPlayerTeam(this, dteam, steam, !IS_CLIENT(this)); - SetPlayerTeam(self, dteam, steam, !IS_CLIENT(self)); - - if(IS_PLAYER(self) && steam != dteam) + if(IS_PLAYER(this) && steam != dteam) { // kill player when changing teams - if(self.deadflag == DEAD_NO) - Damage(self, self, self, 100000, DEATH_TEAMCHANGE.m_id, self.origin, '0 0 0'); + if(!IS_DEAD(this)) + Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0'); } } @@ -667,7 +689,7 @@ void ShufflePlayerOutOfTeam (float source_team) { float smallestteam, smallestteam_count, steam; float lowest_bot_score, lowest_player_score; - entity head, lowest_bot, lowest_player, selected; + entity lowest_bot, lowest_player, selected; smallestteam = 0; smallestteam_count = 999999999; @@ -708,37 +730,33 @@ void ShufflePlayerOutOfTeam (float source_team) else // if(source_team == 4) steam = NUM_TEAM_4; - lowest_bot = world; + lowest_bot = NULL; lowest_bot_score = 999999999; - lowest_player = world; + lowest_player = NULL; lowest_player_score = 999999999; // find the lowest-scoring player & bot of that team - FOR_EACH_PLAYER(head) - { - if(head.team == steam) + FOREACH_CLIENT(IS_PLAYER(it) && it.team == steam, LAMBDA( + if(it.isbot) { - if(head.isbot) + if(it.totalfrags < lowest_bot_score) { - if(head.totalfrags < lowest_bot_score) - { - lowest_bot = head; - lowest_bot_score = head.totalfrags; - } + lowest_bot = it; + lowest_bot_score = it.totalfrags; } - else + } + else + { + if(it.totalfrags < lowest_player_score) { - if(head.totalfrags < lowest_player_score) - { - lowest_player = head; - lowest_player_score = head.totalfrags; - } + lowest_player = it; + lowest_player_score = it.totalfrags; } } - } + )); // prefers to move a bot... - if(lowest_bot != world) + if(lowest_bot != NULL) selected = lowest_bot; // but it will move a player if it has to else @@ -799,7 +817,7 @@ void ShufflePlayerOutOfTeam (float source_team) TeamchangeFrags(selected); SetPlayerTeam(selected, smallestteam, source_team, false); - if(selected.deadflag == DEAD_NO) + if(!IS_DEAD(selected)) Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE.m_id, selected.origin, '0 0 0'); Send_Notification(NOTIF_ONE, selected, MSG_CENTER, CENTER_DEATH_SELF_AUTOTEAMCHANGE, selected.team); }