X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fteamplay.qc;h=d8bf72cd6b2a87bc27cc3700053716840c3bd8b3;hb=c4168ca06080bc9797a09680875ead840dfc4afe;hp=c275faa7c300b3d97c1115f47603f06317108388;hpb=f52ddede69621c7c9d31983591902f47fd40d7d0;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/teamplay.qc b/qcsrc/server/teamplay.qc index c275faa7c..d8bf72cd6 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) @@ -52,6 +52,11 @@ void InitGameplayMode() 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; @@ -77,30 +82,28 @@ void InitGameplayMode() cache_mutatormsg = strzone(""); cache_lastmutatormsg = strzone(""); - InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK); + InitializeEntity(NULL, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK); } -string GetClientVersionMessage() -{SELFPARAM(); - string versionmsg; - if (self.version_mismatch) { - if(self.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 autocvar_gameversion) { - versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8"; +string GetClientVersionMessage(entity this) +{ + if (this.version_mismatch) { + if(this.version < autocvar_gameversion) { + return strcat("This is Xonotic ", autocvar_g_xonoticversion, + "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8"); } else { - versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8"; + return strcat("This is Xonotic ", autocvar_g_xonoticversion, +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() +string getwelcomemessage(entity this) { - string s, modifications, motd; - MUTATOR_CALLHOOK(BuildMutatorsPrettyString, ""); - modifications = ret_string; + string modifications = M_ARGV(0, string); if(g_weaponarena) { @@ -109,7 +112,7 @@ 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"); @@ -123,11 +126,8 @@ string getwelcomemessage() modifications = strcat(modifications, ", Powerups"); modifications = substring(modifications, 2, strlen(modifications) - 2); - string versionmessage; - versionmessage = GetClientVersionMessage(); - - s = strcat("This is Xonotic ", autocvar_g_xonoticversion, "\n", versionmessage); - s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n"); + string versionmessage = GetClientVersionMessage(this); + 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"); @@ -148,17 +148,27 @@ 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 - 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; @@ -199,39 +209,37 @@ void SetPlayerTeam(entity pl, float t, float s, float noprint) 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) -{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, 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) @@ -247,35 +255,60 @@ 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; } @@ -424,8 +457,12 @@ 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(); @@ -447,19 +484,22 @@ 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)) @@ -469,19 +509,19 @@ 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; } -int JoinBestTeam(entity pl, bool only_return_best, bool 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 @@ -489,20 +529,20 @@ int JoinBestTeam(entity pl, bool only_return_best, bool 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; @@ -510,72 +550,72 @@ int JoinBestTeam(entity pl, bool only_return_best, bool 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(!IS_DEAD(pl)) - 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); + SetPlayerColors(this, _color); - if(!IS_CLIENT(self)) + 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, self.netname); + Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_CONNECTING, this.netname); return; } if(!teamplay) return; - scolor = self.clientcolors & 0x0F; + scolor = this.clientcolors & 0x0F; dcolor = _color & 0x0F; if(scolor == NUM_TEAM_1 - 1) @@ -595,7 +635,7 @@ 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; @@ -606,43 +646,43 @@ 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); } - MUTATOR_CALLHOOK(Player_ChangeTeam, self, steam, dteam); + MUTATOR_CALLHOOK(Player_ChangeTeam, this, steam, dteam); - SetPlayerTeam(self, dteam, steam, !IS_CLIENT(self)); + SetPlayerTeam(this, dteam, steam, !IS_CLIENT(this)); - if(IS_PLAYER(self) && steam != dteam) + if(IS_PLAYER(this) && steam != dteam) { // kill player when changing teams - if(!IS_DEAD(self)) - 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'); } } @@ -691,9 +731,9 @@ 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 @@ -717,7 +757,7 @@ void ShufflePlayerOutOfTeam (float source_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