4 #include "cl_client.qh"
7 #include "scores_rules.qh"
11 #include "command/vote.qh"
13 #include "mutators/mutators_include.qh"
15 #include "../common/deathtypes.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 InitGameplayMode()
49 float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override;
51 qualifying_override = -1;
55 // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
60 MapInfo_LoadMapSettings(mapname);
61 serverflags &= ~SERVERFLAG_TEAMPLAY;
63 cvar_set("teamplay", "0"); // DP needs this for sending proper getstatus replies.
65 if (!cvar_value_issafe(world.fog))
67 LOG_INFO("The current map contains a potentially harmful fog setting, ignored\n");
68 world.fog = string_null;
70 if(MapInfo_Map_fog != "")
71 if(MapInfo_Map_fog == "none")
72 world.fog = string_null;
74 world.fog = strzone(MapInfo_Map_fog);
75 clientstuff = strzone(MapInfo_Map_clientstuff);
79 // set both here, gamemode can override it later
80 timelimit_override = autocvar_timelimit_override;
81 fraglimit_override = autocvar_fraglimit_override;
82 leadlimit_override = autocvar_leadlimit_override;
83 gamemode_name = MapInfo_Type_ToText(MapInfo_LoadedGametype);
87 MUTATOR_ADD(gamemode_deathmatch);
93 fraglimit_override = autocvar_g_tdm_point_limit;
94 leadlimit_override = autocvar_g_tdm_point_leadlimit;
95 if(autocvar_g_tdm_team_spawns)
96 have_team_spawns = -1; // request team spawns
97 MUTATOR_ADD(gamemode_tdm);
103 fraglimit_override = autocvar_g_domination_point_limit;
104 leadlimit_override = autocvar_g_domination_point_leadlimit;
105 if(autocvar_g_domination_roundbased && autocvar_g_domination_roundbased_point_limit)
106 fraglimit_override = autocvar_g_domination_roundbased_point_limit;
107 have_team_spawns = -1; // request team spawns
108 MUTATOR_ADD(gamemode_domination);
114 fraglimit_override = autocvar_capturelimit_override;
115 leadlimit_override = autocvar_captureleadlimit_override;
116 have_team_spawns = -1; // request team spawns
117 MUTATOR_ADD(gamemode_ctf);
122 fraglimit_override = autocvar_g_lms_lives_override;
123 leadlimit_override = 0; // not supported by LMS
124 if(fraglimit_override == 0)
125 fraglimit_override = -1;
126 MUTATOR_ADD(gamemode_lms);
132 fraglimit_override = autocvar_g_ca_point_limit;
133 leadlimit_override = autocvar_g_ca_point_leadlimit;
134 if(autocvar_g_ca_team_spawns)
135 have_team_spawns = -1; // request team spawns
136 MUTATOR_ADD(gamemode_ca);
142 fraglimit_override = autocvar_g_keyhunt_point_limit;
143 leadlimit_override = autocvar_g_keyhunt_point_leadlimit;
144 if(autocvar_g_keyhunt_team_spawns)
145 have_team_spawns = -1; // request team spawns
146 MUTATOR_ADD(gamemode_keyhunt);
152 fraglimit_override = autocvar_g_freezetag_point_limit;
153 leadlimit_override = autocvar_g_freezetag_point_leadlimit;
154 if(autocvar_g_freezetag_team_spawns)
155 have_team_spawns = -1; // request team spawns
156 MUTATOR_ADD(gamemode_freezetag);
162 have_team_spawns = -1; // request team spawns
163 MUTATOR_ADD(gamemode_assault);
169 fraglimit_override = autocvar_g_onslaught_point_limit;
170 have_team_spawns = -1; // request team spawns
171 MUTATOR_ADD(gamemode_onslaught);
176 if(autocvar_g_race_teams)
179 race_teams = bound(2, autocvar_g_race_teams, 4);
180 have_team_spawns = -1; // request team spawns
184 qualifying_override = autocvar_g_race_qualifying_timelimit_override;
185 fraglimit_override = autocvar_g_race_laps_limit;
186 leadlimit_override = 0; // currently not supported by race
188 // we need to find out the correct value for g_race_qualifying
189 float want_qualifying = ((qualifying_override >= 0) ? qualifying_override : autocvar_g_race_qualifying_timelimit) > 0;
191 if(autocvar_g_campaign)
193 g_race_qualifying = 1;
194 independent_players = 1;
196 else if(!autocvar_g_campaign && want_qualifying)
198 g_race_qualifying = 2;
199 independent_players = 1;
200 race_fraglimit = (race_fraglimit >= 0) ? fraglimit_override : autocvar_fraglimit;
201 race_leadlimit = (race_leadlimit >= 0) ? leadlimit_override : autocvar_leadlimit;
202 race_timelimit = (race_timelimit >= 0) ? timelimit_override : autocvar_timelimit;
203 fraglimit_override = 0;
204 leadlimit_override = 0;
205 timelimit_override = autocvar_g_race_qualifying_timelimit;
209 g_race_qualifying = 0;
212 MUTATOR_ADD(gamemode_race);
217 g_race_qualifying = 1;
218 fraglimit_override = 0;
219 leadlimit_override = 0;
220 independent_players = 1;
221 MUTATOR_ADD(gamemode_cts);
226 fraglimit_override = autocvar_g_nexball_goallimit;
227 leadlimit_override = autocvar_g_nexball_goalleadlimit;
229 have_team_spawns = -1; // request team spawns
230 MUTATOR_ADD(gamemode_nexball);
235 MUTATOR_ADD(gamemode_keepaway);
240 fraglimit_override = autocvar_g_invasion_point_limit;
241 if(autocvar_g_invasion_teams >= 2)
244 if(autocvar_g_invasion_team_spawns)
245 have_team_spawns = -1; // request team spawns
247 MUTATOR_ADD(gamemode_invasion);
253 cache_mutatormsg = strzone("");
254 cache_lastmutatormsg = strzone("");
256 // enforce the server's universal frag/time limits
257 if(!autocvar_g_campaign)
259 if(fraglimit_override >= 0)
260 cvar_set("fraglimit", ftos(fraglimit_override));
261 if(timelimit_override >= 0)
262 cvar_set("timelimit", ftos(timelimit_override));
263 if(leadlimit_override >= 0)
264 cvar_set("leadlimit", ftos(leadlimit_override));
265 if(qualifying_override >= 0)
266 cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
269 InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
272 string GetClientVersionMessage() {
274 if (self.version_mismatch) {
275 if(self.version < autocvar_gameversion) {
276 versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
278 versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
281 versionmsg = "^2client version and server version are compatible.^8";
286 string getwelcomemessage(void)
288 string s, modifications, motd;
290 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
291 modifications = ret_string;
295 if(g_weaponarena_random)
296 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
298 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
300 else if(cvar("g_balance_blaster_weaponstart") == 0)
301 modifications = strcat(modifications, ", No start weapons");
302 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
303 modifications = strcat(modifications, ", Low gravity");
304 if(g_cloaked && !g_cts)
305 modifications = strcat(modifications, ", Cloaked");
307 modifications = strcat(modifications, ", Hook");
308 if(g_weapon_stay && !g_cts)
309 modifications = strcat(modifications, ", Weapons stay");
311 modifications = strcat(modifications, ", Jet pack");
312 if(autocvar_g_powerups == 0)
313 modifications = strcat(modifications, ", No powerups");
314 if(autocvar_g_powerups > 0)
315 modifications = strcat(modifications, ", Powerups");
316 modifications = substring(modifications, 2, strlen(modifications) - 2);
318 string versionmessage;
319 versionmessage = GetClientVersionMessage();
321 s = strcat("This is Xonotic ", autocvar_g_xonoticversion, "\n", versionmessage);
322 s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
324 if(modifications != "")
325 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
327 if (g_grappling_hook)
328 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
331 s = strcat(s, "\n\n^3nades^8 are enabled, press 'g' to use them\n");
333 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
335 if(cache_lastmutatormsg)
336 strunzone(cache_lastmutatormsg);
338 strunzone(cache_mutatormsg);
339 cache_lastmutatormsg = strzone(autocvar_g_mutatormsg);
340 cache_mutatormsg = strzone(cache_lastmutatormsg);
343 if (cache_mutatormsg != "") {
344 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
347 string mutator_msg = "";
348 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
349 mutator_msg = ret_string;
351 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
353 motd = autocvar_sv_motd;
355 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
360 void SetPlayerColors(entity pl, float _color)
364 stuffcmd(pl, strcat("color ", s, " ", s, "\n") );
366 //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
367 pl.clientcolors = 16*cl + cl;*/
370 pants = _color & 0x0F;
371 shirt = _color & 0xF0;
375 setcolor(pl, 16*pants + pants);
377 setcolor(pl, shirt + pants);
381 void SetPlayerTeam(entity pl, float t, float s, float noprint)
386 _color = NUM_TEAM_4 - 1;
388 _color = NUM_TEAM_3 - 1;
390 _color = NUM_TEAM_2 - 1;
392 _color = NUM_TEAM_1 - 1;
394 SetPlayerColors(pl,_color);
397 LogTeamchange(pl.playerid, pl.team, 3); // log manual team join
400 bprint(pl.netname, "^7 has changed from ", Team_NumberToColoredFullName(s), "^7 to ", Team_NumberToColoredFullName(t), "\n");
405 // set c1...c4 to show what teams are allowed
406 void CheckAllowedTeams (entity for_whom)
412 c1 = c2 = c3 = c4 = -1;
413 cb1 = cb2 = cb3 = cb4 = 0;
415 teament_name = string_null;
418 // onslaught is special
419 head = findchain(classname, "onslaught_generator");
422 if (head.team == NUM_TEAM_1) c1 = 0;
423 if (head.team == NUM_TEAM_2) c2 = 0;
424 if (head.team == NUM_TEAM_3) c3 = 0;
425 if (head.team == NUM_TEAM_4) c4 = 0;
429 else if(g_domination)
430 teament_name = "dom_team";
432 teament_name = "ctf_team";
434 teament_name = "tdm_team";
436 teament_name = "nexball_team";
438 c1 = c2 = 0; // Assault always has 2 teams
441 // cover anything else by treating it like tdm with no teams spawned
444 MUTATOR_CALLHOOK(GetTeamCount, dm);
448 c1 = c2 = c3 = c4 = 0;
455 // find out what teams are allowed if necessary
458 head = find(world, classname, teament_name);
461 if(!(g_domination && head.netname == ""))
463 if(head.team == NUM_TEAM_1)
465 else if(head.team == NUM_TEAM_2)
467 else if(head.team == NUM_TEAM_3)
469 else if(head.team == NUM_TEAM_4)
472 head = find(head, classname, teament_name);
476 // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
478 if(autocvar_bot_vs_human && for_whom)
480 if(autocvar_bot_vs_human > 0)
483 if(IS_BOT_CLIENT(for_whom))
491 if(IS_BOT_CLIENT(for_whom))
498 // if player has a forced team, ONLY allow that one
499 if(self.team_forced == NUM_TEAM_1 && c1 >= 0)
501 else if(self.team_forced == NUM_TEAM_2 && c2 >= 0)
503 else if(self.team_forced == NUM_TEAM_3 && c3 >= 0)
505 else if(self.team_forced == NUM_TEAM_4 && c4 >= 0)
509 float PlayerValue(entity p)
512 // FIXME: it always returns 1...
515 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
516 // teams that are allowed will now have their player counts stored in c1...c4
517 void GetTeamCounts(entity ignore)
521 // now count how many players are on each team already
523 // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
524 // also remember the lowest-scoring player
526 FOR_EACH_CLIENT(head)
529 if(IS_PLAYER(head) || head.caplayer)
531 else if(head.team_forced > 0)
532 t = head.team_forced; // reserve the spot
535 if(head != ignore)// && head.netname != "")
537 value = PlayerValue(head);
538 if(IS_BOT_CLIENT(head))
577 // if the player who has a forced team has not joined yet, reserve the spot
578 if(autocvar_g_campaign)
580 switch(autocvar_g_campaign_forceteam)
582 case 1: if(c1 == cb1) ++c1; break;
583 case 2: if(c2 == cb2) ++c2; break;
584 case 3: if(c3 == cb3) ++c3; break;
585 case 4: if(c4 == cb4) ++c4; break;
590 float TeamSmallerEqThanTeam(float ta, float tb, entity e)
592 // we assume that CheckAllowedTeams and GetTeamCounts have already been called
594 float ca = -1, cb = -1, cba = 0, cbb = 0, sa = 0, sb = 0;
598 case 1: ca = c1; cba = cb1; sa = team1_score; break;
599 case 2: ca = c2; cba = cb2; sa = team2_score; break;
600 case 3: ca = c3; cba = cb3; sa = team3_score; break;
601 case 4: ca = c4; cba = cb4; sa = team4_score; break;
605 case 1: cb = c1; cbb = cb1; sb = team1_score; break;
606 case 2: cb = c2; cbb = cb2; sb = team2_score; break;
607 case 3: cb = c3; cbb = cb3; sb = team3_score; break;
608 case 4: cb = c4; cbb = cb4; sb = team4_score; break;
619 if(IS_REAL_CLIENT(e))
628 // keep teams alive (teams of size 0 always count as smaller, ignoring score)
644 // the more we're at the end of the match, the more take scores into account
645 f = bound(0, game_completion_ratio * autocvar_g_balance_teams_scorefactor, 1);
652 // returns # of smallest team (1, 2, 3, 4)
653 // NOTE: Assumes CheckAllowedTeams has already been called!
654 float FindSmallestTeam(entity pl, float ignore_pl)
659 // find out what teams are available
660 //CheckAllowedTeams();
662 // make sure there are at least 2 teams to join
664 totalteams = totalteams + 1;
666 totalteams = totalteams + 1;
668 totalteams = totalteams + 1;
670 totalteams = totalteams + 1;
672 if((autocvar_bot_vs_human || pl.team_forced > 0) && totalteams == 1)
677 if(autocvar_g_campaign && pl && IS_REAL_CLIENT(pl))
678 return 1; // special case for campaign and player joining
680 error(sprintf("Too few teams available for %s\n", MapInfo_Type_ToString(MapInfo_CurrentGametype())));
683 // count how many players are in each team
687 GetTeamCounts(world);
689 RandomSelection_Init();
692 if(TeamSmallerEqThanTeam(2, t, pl))
694 if(TeamSmallerEqThanTeam(3, t, pl))
696 if(TeamSmallerEqThanTeam(4, t, pl))
699 // now t is the minimum, or A minimum!
700 if(t == 1 || TeamSmallerEqThanTeam(1, t, pl))
701 RandomSelection_Add(world, 1, string_null, 1, 1);
702 if(t == 2 || TeamSmallerEqThanTeam(2, t, pl))
703 RandomSelection_Add(world, 2, string_null, 1, 1);
704 if(t == 3 || TeamSmallerEqThanTeam(3, t, pl))
705 RandomSelection_Add(world, 3, string_null, 1, 1);
706 if(t == 4 || TeamSmallerEqThanTeam(4, t, pl))
707 RandomSelection_Add(world, 4, string_null, 1, 1);
709 return RandomSelection_chosen_float;
712 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
714 float smallest, selectedteam;
716 // don't join a team if we're not playing a team game
720 // find out what teams are available
721 CheckAllowedTeams(pl);
723 // if we don't care what team he ends up on, put him on whatever team he entered as.
724 // if he's not on a valid team, then let other code put him on the smallest team
727 if( c1 >= 0 && pl.team == NUM_TEAM_1)
728 selectedteam = pl.team;
729 else if(c2 >= 0 && pl.team == NUM_TEAM_2)
730 selectedteam = pl.team;
731 else if(c3 >= 0 && pl.team == NUM_TEAM_3)
732 selectedteam = pl.team;
733 else if(c4 >= 0 && pl.team == NUM_TEAM_4)
734 selectedteam = pl.team;
740 if(!only_return_best)
742 SetPlayerColors(pl, selectedteam - 1);
744 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
745 // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
746 LogTeamchange(pl.playerid, pl.team, 99);
750 // otherwise end up on the smallest team (handled below)
753 smallest = FindSmallestTeam(pl, true);
755 if(!only_return_best && !pl.bot_forced_team)
757 TeamchangeFrags(self);
760 SetPlayerColors(pl, NUM_TEAM_1 - 1);
762 else if(smallest == 2)
764 SetPlayerColors(pl, NUM_TEAM_2 - 1);
766 else if(smallest == 3)
768 SetPlayerColors(pl, NUM_TEAM_3 - 1);
770 else if(smallest == 4)
772 SetPlayerColors(pl, NUM_TEAM_4 - 1);
776 error("smallest team: invalid team\n");
779 LogTeamchange(pl.playerid, pl.team, 2); // log auto join
781 if(pl.deadflag == DEAD_NO)
782 Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
788 //void() ctf_playerchanged;
789 void SV_ChangeTeam(float _color)
791 float scolor, dcolor, steam, dteam; //, dbotcount, scount, dcount;
793 // in normal deathmatch we can just apply the color and we're done
795 SetPlayerColors(self, _color);
799 scolor = self.clientcolors & 0x0F;
800 dcolor = _color & 0x0F;
802 if(scolor == NUM_TEAM_1 - 1)
804 else if(scolor == NUM_TEAM_2 - 1)
806 else if(scolor == NUM_TEAM_3 - 1)
808 else // if(scolor == NUM_TEAM_4 - 1)
810 if(dcolor == NUM_TEAM_1 - 1)
812 else if(dcolor == NUM_TEAM_2 - 1)
814 else if(dcolor == NUM_TEAM_3 - 1)
816 else // if(dcolor == NUM_TEAM_4 - 1)
819 CheckAllowedTeams(self);
821 if(dteam == 1 && c1 < 0) dteam = 4;
822 if(dteam == 4 && c4 < 0) dteam = 3;
823 if(dteam == 3 && c3 < 0) dteam = 2;
824 if(dteam == 2 && c2 < 0) dteam = 1;
826 // not changing teams
829 //bprint("same team change\n");
830 SetPlayerTeam(self, dteam, steam, true);
834 if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && self.wasplayer)) {
835 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_TEAMCHANGE_NOTALLOWED);
836 return; // changing teams is not allowed
839 // autocvar_g_balance_teams_prevent_imbalance only makes sense if autocvar_g_balance_teams is on, as it makes the team selection dialog pointless
840 if(autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance)
843 if(!TeamSmallerEqThanTeam(dteam, steam, self))
845 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_TEAMCHANGE_LARGERTEAM);
850 // bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
852 if(IS_PLAYER(self) && steam != dteam)
854 // reduce frags during a team change
855 TeamchangeFrags(self);
858 // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
860 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_CONNECTING, self.netname);
862 SetPlayerTeam(self, dteam, steam, !IS_CLIENT(self));
864 if(IS_PLAYER(self) && steam != dteam)
866 // kill player when changing teams
867 if(self.deadflag == DEAD_NO)
868 Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
872 void ShufflePlayerOutOfTeam (float source_team)
874 float smallestteam, smallestteam_count, steam;
875 float lowest_bot_score, lowest_player_score;
876 entity head, lowest_bot, lowest_player, selected;
879 smallestteam_count = 999999999;
881 if(c1 >= 0 && c1 < smallestteam_count)
884 smallestteam_count = c1;
886 if(c2 >= 0 && c2 < smallestteam_count)
889 smallestteam_count = c2;
891 if(c3 >= 0 && c3 < smallestteam_count)
894 smallestteam_count = c3;
896 if(c4 >= 0 && c4 < smallestteam_count)
899 smallestteam_count = c4;
904 bprint("warning: no smallest team\n");
910 else if(source_team == 2)
912 else if(source_team == 3)
914 else // if(source_team == 4)
918 lowest_bot_score = 999999999;
919 lowest_player = world;
920 lowest_player_score = 999999999;
922 // find the lowest-scoring player & bot of that team
923 FOR_EACH_PLAYER(head)
925 if(head.team == steam)
929 if(head.totalfrags < lowest_bot_score)
932 lowest_bot_score = head.totalfrags;
937 if(head.totalfrags < lowest_player_score)
939 lowest_player = head;
940 lowest_player_score = head.totalfrags;
946 // prefers to move a bot...
947 if(lowest_bot != world)
948 selected = lowest_bot;
949 // but it will move a player if it has to
951 selected = lowest_player;
952 // don't do anything if it couldn't find anyone
955 bprint("warning: couldn't find a player to move from team\n");
959 // smallest team gains a member
960 if(smallestteam == 1)
964 else if(smallestteam == 2)
968 else if(smallestteam == 3)
972 else if(smallestteam == 4)
978 bprint("warning: destination team invalid\n");
981 // source team loses a member
986 else if(source_team == 2)
990 else if(source_team == 3)
994 else if(source_team == 4)
1000 bprint("warning: source team invalid\n");
1004 // move the player to the new team
1005 TeamchangeFrags(selected);
1006 SetPlayerTeam(selected, smallestteam, source_team, false);
1008 if(selected.deadflag == DEAD_NO)
1009 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1010 Send_Notification(NOTIF_ONE, selected, MSG_CENTER, CENTER_DEATH_SELF_AUTOTEAMCHANGE, selected.team);