#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)
get_mi_min_max(1);
world.mins = mi_min;
world.maxs = mi_max;
+ // currently, NetRadiant's limit is 131072 qu for each side
+ // distance from one corner of a 131072qu cube to the opposite corner is approx. 227023 qu
+ // set the distance according to map size but don't go over the limit to avoid issues with float precision
+ // in case somebody makes extremely large maps
+ max_shot_distance = min(230000, vlen(world.maxs - world.mins));
MapInfo_LoadMapSettings(mapname);
serverflags &= ~SERVERFLAG_TEAMPLAY;
cache_mutatormsg = strzone("");
cache_lastmutatormsg = strzone("");
- InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
+ InitializeEntity(NULL, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
}
string GetClientVersionMessage(entity this)
{
- string versionmsg;
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- versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
+ return strcat("This is Xonotic ", autocvar_g_xonoticversion,
+ "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");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- versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
+ return strcat("This is Xonotic ", autocvar_g_xonoticversion,
+ "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
}
} else {
- versionmsg = "^2client version and server version are compatible.^8";
+ return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
}
- return versionmsg;
}
string getwelcomemessage(entity this)
{
- string s, modifications, motd;
-
MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
- modifications = ret_string;
+ string modifications = M_ARGV(0, string);
if(g_weaponarena)
{
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");
modifications = substring(modifications, 2, strlen(modifications) - 2);
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");
+ string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
if(modifications != "")
s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
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
- motd = autocvar_sv_motd;
+ string motd = autocvar_sv_motd;
if (motd != "") {
s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
}
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;
LogTeamchange(pl.playerid, pl.team, 3); // log manual team join
if(!noprint)
- bprint(pl.netname, "^7 has changed from ", Team_NumberToColoredFullName(s), "^7 to ", Team_NumberToColoredFullName(t), "\n");
+ bprint(playername(pl, false), "^7 has changed from ", Team_NumberToColoredFullName(s), "^7 to ", Team_NumberToColoredFullName(t), "\n");
}
}
// set c1...c4 to show what teams are allowed
void CheckAllowedTeams (entity for_whom)
{
- 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);
- dm = M_ARGV(0, float);
+ bool mutator_returnvalue = MUTATOR_CALLHOOK(CheckAllowedTeams, teams_mask, teament_name, for_whom);
+ 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)
}
// 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
+ }
}
}
// 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();
{
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))
// 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;
}
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
+ // 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;
}
//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(!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, world, MSG_INFO, INFO_CONNECTING, this.netname);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_CONNECTING, this.netname);
return;
}
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
));
// 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