X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fteamplay.qh;h=1813db04d8d111387a6a1667c6033e9b2e890f6c;hb=9d323ee2bb47d17ece4b133cc498be455772e680;hp=44f54fa91a03a163f54a167b8a24c42a91f676c0;hpb=318d8daa1b4930048eafe11a0ac7da16df196e68;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/teamplay.qh b/qcsrc/server/teamplay.qh index 44f54fa91..1813db04d 100644 --- a/qcsrc/server/teamplay.qh +++ b/qcsrc/server/teamplay.qh @@ -3,24 +3,29 @@ string cache_mutatormsg; string cache_lastmutatormsg; -// client counts for each team -//float c1, c2, c3, c4; - // The following variables are used for balancing. They are not updated // automatically. You need to call CheckAllowedTeams and GetTeamCounts to get // proper values. -float numbotsteam1; ///< Number of bots in the first team. -float numbotsteam2; ///< Number of bots in the second team. -float numbotsteam3; ///< Number of bots in the third team. -float numbotsteam4; ///< Number of bots in the fourth team. -entity lowesthumanteam1; ///< Human with the lowest score in the first team. -entity lowesthumanteam2; ///< Human with the lowest score in the second team. -entity lowesthumanteam3; ///< Human with the lowest score in the third team. -entity lowesthumanteam4; ///< Human with the lowest score in the fourth team. -entity lowestbotteam1; ///< Bot with the lowest score in the first team. -entity lowestbotteam2; ///< Bot with the lowest score in the second team. -entity lowestbotteam3; ///< Bot with the lowest score in the third team. -entity lowestbotteam4; ///< Bot with the lowest score in the fourth team. + +// These four have 2 different states. If they are equal to -1, it means that +// the player can't join the team. Zero or positive value means that player can +// join the team and means the number of players on that team. +float c1; +float c2; +float c3; +float c4; +float num_bots_team1; ///< Number of bots in the first team. +float num_bots_team2; ///< Number of bots in the second team. +float num_bots_team3; ///< Number of bots in the third team. +float num_bots_team4; ///< Number of bots in the fourth team. +entity lowest_human_team1; ///< Human with the lowest score in the first team. +entity lowest_human_team2; ///< Human with the lowest score in the second team. +entity lowest_human_team3; ///< Human with the lowest score in the third team. +entity lowest_human_team4; ///< Human with the lowest score in the fourth team. +entity lowest_bot_team1; ///< Bot with the lowest score in the first team. +entity lowest_bot_team2; ///< Bot with the lowest score in the second team. +entity lowest_bot_team3; ///< Bot with the lowest score in the third team. +entity lowest_bot_team4; ///< Bot with the lowest score in the fourth team. int redowned, blueowned, yellowowned, pinkowned; @@ -32,8 +37,6 @@ void LogTeamchange(float player_id, float team_number, float type); void default_delayedinit(entity this); -void ActivateTeamplay(); - void InitGameplayMode(); string GetClientVersionMessage(entity this); @@ -42,22 +45,28 @@ string getwelcomemessage(entity this); void SetPlayerColors(entity player, float _color); +/// \brief Kills player as a result of team change. +/// \param[in,out] player Player to kill. +/// \return No return. +void KillPlayerForTeamChange(entity player); + /// \brief Sets the team of the player. /// \param[in,out] player Player to adjust. -/// \param[in] teamnum Team number to set. See TEAM_NUM constants. +/// \param[in] team_num Team number to set. See TEAM_NUM constants. /// \return True if team switch was successful, false otherwise. -bool SetPlayerTeamSimple(entity player, int teamnum); +bool SetPlayerTeamSimple(entity player, int team_num); /// \brief Sets the team of the player. /// \param[in,out] player Player to adjust. -/// \param[in] destinationteam Team to set. -/// \param[in] sourceteam Previous team of the player. -/// \param[in] noprint Whether to print this event to players' console. +/// \param[in] destination_team Team to set. +/// \param[in] source_team Previous team of the player. +/// \param[in] no_print Whether to print this event to players' console. /// \return True if team switch was successful, false otherwise. -bool SetPlayerTeam(entity player, int destinationteam, int sourceteam, bool noprint); +bool SetPlayerTeam(entity player, int destination_team, int source_team, + bool no_print); // set c1...c4 to show what teams are allowed -void CheckAllowedTeams (entity for_whom); +void CheckAllowedTeams(entity for_whom); float PlayerValue(entity p); @@ -66,47 +75,46 @@ float PlayerValue(entity p); void GetTeamCounts(entity ignore); /// \brief Returns whether one team is smaller than the other. -/// \param[in] teama First team. -/// \param[in] teamb Second team. -/// \param[in] e Player to check. -/// \param[in] usescore Whether to take into account team scores. +/// \param[in] team_a First team. +/// \param[in] team_b Second team. +/// \param[in] player Player to check. +/// \param[in] use_score Whether to take into account team scores. /// \return True if first team is smaller than the second one, false otherwise. /// \note This function assumes that CheckAllowedTeams and GetTeamCounts have /// been called. -bool IsTeamSmallerThanTeam(int teama, int teamb, entity e, bool usescore); +bool IsTeamSmallerThanTeam(int team_a, int team_b, entity player, + bool use_score); /// \brief Returns whether one team is equal to the other. -/// \param[in] teama First team. -/// \param[in] teamb Second team. -/// \param[in] e Player to check. -/// \param[in] usescore Whether to take into account team scores. +/// \param[in] team_a First team. +/// \param[in] team_b Second team. +/// \param[in] player Player to check. +/// \param[in] use_score Whether to take into account team scores. /// \return True if first team is equal to the second one, false otherwise. /// \note This function assumes that CheckAllowedTeams and GetTeamCounts have /// been called. -bool IsTeamEqualToTeam(int teama, int teamb, entity e, bool usescore); +bool IsTeamEqualToTeam(int team_a, int team_b, entity player, bool use_score); /// \brief Returns the bitmask of the best teams for the player to join. /// \param[in] player Player to check. -/// \param[in] usescore Whether to take into account team scores. +/// \param[in] use_score Whether to take into account team scores. /// \return Bitmask of the best teams for the player to join. /// \note This function assumes that CheckAllowedTeams and GetTeamCounts have /// been called. -int FindBestTeams(entity player, bool usescore); +int FindBestTeams(entity player, bool use_score); // returns # of smallest team (1, 2, 3, 4) // NOTE: Assumes CheckAllowedTeams has already been called! -float FindSmallestTeam(entity player, float ignore_player); +int FindSmallestTeam(entity player, float ignore_player); -int JoinBestTeam(entity this, bool only_return_best, bool forcebestteam); +int JoinBestTeam(entity this, bool only_return_best, bool force_best_team); /// \brief Auto balances bots in teams after the player has changed team. -/// \param[in] sourceteam Previous team of the player (1, 2, 3, 4). -/// \param[in] destinationteam Current team of the player (1, 2, 3, 4). +/// \param[in] source_team Previous team of the player (1, 2, 3, 4). +/// \param[in] destination_team Current team of the player (1, 2, 3, 4). /// \return No return. /// \note This function assumes that CheckAllowedTeams and GetTeamCounts have /// been called. -void AutoBalanceBots(int sourceteam, int destinationteam); - -void ShufflePlayerOutOfTeam (float source_team); +void AutoBalanceBots(int source_team, int destination_team); void setcolor(entity this, int clr);