6 #include "scores_rules.qh"
10 #include "command/vote.qh"
12 #include "mutators/_mod.qh"
14 #include "../common/deathtypes/all.qh"
15 #include "../common/gamemodes/_mod.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(entity this)
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()
51 // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
55 // currently, NetRadiant's limit is 131072 qu for each side
56 // distance from one corner of a 131072qu cube to the opposite corner is approx. 227023 qu
57 // set the distance according to map size but don't go over the limit to avoid issues with float precision
58 // in case somebody makes extremely large maps
59 max_shot_distance = min(230000, vlen(world.maxs - world.mins));
61 MapInfo_LoadMapSettings(mapname);
62 serverflags &= ~SERVERFLAG_TEAMPLAY;
64 cvar_set("teamplay", "0"); // DP needs this for sending proper getstatus replies.
66 if (!cvar_value_issafe(world.fog))
68 LOG_INFO("The current map contains a potentially harmful fog setting, ignored\n");
69 world.fog = string_null;
71 if(MapInfo_Map_fog != "")
72 if(MapInfo_Map_fog == "none")
73 world.fog = string_null;
75 world.fog = strzone(MapInfo_Map_fog);
76 clientstuff = strzone(MapInfo_Map_clientstuff);
80 gamemode_name = MapInfo_Type_ToText(MapInfo_LoadedGametype);
82 cache_mutatormsg = strzone("");
83 cache_lastmutatormsg = strzone("");
85 InitializeEntity(NULL, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
88 string GetClientVersionMessage(entity this)
90 if (CS(this).version_mismatch) {
91 if(CS(this).version < autocvar_gameversion) {
92 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
93 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
95 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
96 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
99 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
103 string getwelcomemessage(entity this)
105 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
106 string modifications = M_ARGV(0, string);
110 if(g_weaponarena_random)
111 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
113 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
115 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
116 modifications = strcat(modifications, ", No start weapons");
117 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
118 modifications = strcat(modifications, ", Low gravity");
119 if(g_weapon_stay && !g_cts)
120 modifications = strcat(modifications, ", Weapons stay");
122 modifications = strcat(modifications, ", Jet pack");
123 if(autocvar_g_powerups == 0)
124 modifications = strcat(modifications, ", No powerups");
125 if(autocvar_g_powerups > 0)
126 modifications = strcat(modifications, ", Powerups");
127 modifications = substring(modifications, 2, strlen(modifications) - 2);
129 string versionmessage = GetClientVersionMessage(this);
130 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
132 if(modifications != "")
133 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
135 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
137 if(cache_lastmutatormsg)
138 strunzone(cache_lastmutatormsg);
140 strunzone(cache_mutatormsg);
141 cache_lastmutatormsg = strzone(autocvar_g_mutatormsg);
142 cache_mutatormsg = strzone(cache_lastmutatormsg);
145 if (cache_mutatormsg != "") {
146 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
149 string mutator_msg = "";
150 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
151 mutator_msg = M_ARGV(0, string);
153 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
155 string motd = autocvar_sv_motd;
157 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
162 void setcolor(entity this, int clr)
165 this.clientcolors = clr;
166 this.team = (clr & 15) + 1;
168 builtin_setcolor(this, clr);
172 void SetPlayerColors(entity player, float _color)
174 float pants = _color & 0x0F;
175 float shirt = _color & 0xF0;
178 setcolor(player, 16 * pants + pants);
182 setcolor(player, shirt + pants);
186 void KillPlayerForTeamChange(entity player)
192 if (MUTATOR_CALLHOOK(Player_ChangeTeamKill, player) == true)
196 Damage(player, player, player, 100000, DEATH_TEAMCHANGE.m_id, player.origin,
200 bool SetPlayerTeamSimple(entity player, int team_num)
202 if (player.team == team_num)
204 // This is important when players join the game and one of their color
205 // matches the team color while other doesn't. For example [BOT]Lion.
206 SetPlayerColors(player, team_num - 1);
209 if (MUTATOR_CALLHOOK(Player_ChangeTeam, player, Team_TeamToNumber(
210 player.team), Team_TeamToNumber(team_num)) == true)
212 // Mutator has blocked team change.
215 int old_team = player.team;
216 SetPlayerColors(player, team_num - 1);
217 MUTATOR_CALLHOOK(Player_ChangedTeam, player, old_team, player.team);
221 bool SetPlayerTeam(entity player, int destination_team, int source_team,
224 int team_num = Team_NumberToTeam(destination_team);
225 if (!SetPlayerTeamSimple(player, team_num))
229 LogTeamchange(player.playerid, player.team, 3); // log manual team join
234 bprint(playername(player, false), "^7 has changed from ", Team_NumberToColoredFullName(source_team), "^7 to ", Team_NumberToColoredFullName(destination_team), "\n");
238 // set c1...c4 to show what teams are allowed
239 void CheckAllowedTeams(entity for_whom)
243 c1 = c2 = c3 = c4 = -1;
244 num_bots_team1 = num_bots_team2 = num_bots_team3 = num_bots_team4 = 0;
246 string teament_name = string_null;
248 bool mutator_returnvalue = MUTATOR_CALLHOOK(CheckAllowedTeams, teams_mask, teament_name, for_whom);
249 teams_mask = M_ARGV(0, float);
250 teament_name = M_ARGV(1, string);
252 if(!mutator_returnvalue)
254 if(teams_mask & BIT(0)) c1 = 0;
255 if(teams_mask & BIT(1)) c2 = 0;
256 if(teams_mask & BIT(2)) c3 = 0;
257 if(teams_mask & BIT(3)) c4 = 0;
260 // find out what teams are allowed if necessary
263 entity head = find(NULL, classname, teament_name);
268 case NUM_TEAM_1: c1 = 0; break;
269 case NUM_TEAM_2: c2 = 0; break;
270 case NUM_TEAM_3: c3 = 0; break;
271 case NUM_TEAM_4: c4 = 0; break;
274 head = find(head, classname, teament_name);
278 // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
279 if(AvailableTeams() == 2)
280 if(autocvar_bot_vs_human && for_whom)
282 if(autocvar_bot_vs_human > 0)
284 // find last team available
286 if(IS_BOT_CLIENT(for_whom))
288 if(c4 >= 0) { c3 = c2 = c1 = -1; }
289 else if(c3 >= 0) { c4 = c2 = c1 = -1; }
290 else { c4 = c3 = c1 = -1; }
291 // no further cases, we know at least 2 teams exist
295 if(c1 >= 0) { c2 = c3 = c4 = -1; }
296 else if(c2 >= 0) { c1 = c3 = c4 = -1; }
297 else { c1 = c2 = c4 = -1; }
298 // no further cases, bots have one of the teams
303 // find first team available
305 if(IS_BOT_CLIENT(for_whom))
307 if(c1 >= 0) { c2 = c3 = c4 = -1; }
308 else if(c2 >= 0) { c1 = c3 = c4 = -1; }
309 else { c1 = c2 = c4 = -1; }
310 // no further cases, we know at least 2 teams exist
314 if(c4 >= 0) { c3 = c2 = c1 = -1; }
315 else if(c3 >= 0) { c4 = c2 = c1 = -1; }
316 else { c4 = c3 = c1 = -1; }
317 // no further cases, bots have one of the teams
325 // if player has a forced team, ONLY allow that one
326 if(for_whom.team_forced == NUM_TEAM_1 && c1 >= 0)
328 else if(for_whom.team_forced == NUM_TEAM_2 && c2 >= 0)
330 else if(for_whom.team_forced == NUM_TEAM_3 && c3 >= 0)
332 else if(for_whom.team_forced == NUM_TEAM_4 && c4 >= 0)
336 float PlayerValue(entity p)
339 // FIXME: it always returns 1...
342 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
343 // teams that are allowed will now have their player counts stored in c1...c4
344 void GetTeamCounts(entity ignore)
346 if (MUTATOR_CALLHOOK(GetTeamCounts) == true)
350 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_1, ignore, c1,
351 num_bots_team1, lowest_human_team1, lowest_bot_team1);
352 c1 = M_ARGV(2, float);
353 num_bots_team1 = M_ARGV(3, float);
354 lowest_human_team1 = M_ARGV(4, entity);
355 lowest_bot_team1 = M_ARGV(5, entity);
359 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_2, ignore, c2,
360 num_bots_team2, lowest_human_team2, lowest_bot_team2);
361 c2 = M_ARGV(2, float);
362 num_bots_team2 = M_ARGV(3, float);
363 lowest_human_team2 = M_ARGV(4, entity);
364 lowest_bot_team2 = M_ARGV(5, entity);
368 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_3, ignore, c3,
369 num_bots_team3, lowest_human_team3, lowest_bot_team3);
370 c3 = M_ARGV(2, float);
371 num_bots_team3 = M_ARGV(3, float);
372 lowest_human_team3 = M_ARGV(4, entity);
373 lowest_bot_team3 = M_ARGV(5, entity);
377 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_4, ignore,
378 c4, num_bots_team4, lowest_human_team4, lowest_bot_team4);
379 c4 = M_ARGV(2, float);
380 num_bots_team4 = M_ARGV(3, float);
381 lowest_human_team4 = M_ARGV(4, entity);
382 lowest_bot_team4 = M_ARGV(5, entity);
388 // now count how many players are on each team already
389 float lowest_human_score1 = FLOAT_MAX;
390 float lowest_bot_score1 = FLOAT_MAX;
391 float lowest_human_score2 = FLOAT_MAX;
392 float lowest_bot_score2 = FLOAT_MAX;
393 float lowest_human_score3 = FLOAT_MAX;
394 float lowest_bot_score3 = FLOAT_MAX;
395 float lowest_human_score4 = FLOAT_MAX;
396 float lowest_bot_score4 = FLOAT_MAX;
400 if (IS_PLAYER(it) || it.caplayer)
404 else if (it.team_forced > 0)
406 t = it.team_forced; // reserve the spot
416 value = PlayerValue(it);
417 if (IS_BOT_CLIENT(it))
438 num_bots_team1 += bvalue;
439 float temp_score = PlayerScore_Get(it, SP_SCORE);
442 if (temp_score < lowest_human_score1)
444 lowest_human_team1 = it;
445 lowest_human_score1 = temp_score;
449 if (temp_score < lowest_bot_score1)
451 lowest_bot_team1 = it;
452 lowest_bot_score1 = temp_score;
463 num_bots_team2 += bvalue;
464 float temp_score = PlayerScore_Get(it, SP_SCORE);
467 if (temp_score < lowest_human_score2)
469 lowest_human_team2 = it;
470 lowest_human_score2 = temp_score;
474 if (temp_score < lowest_bot_score2)
476 lowest_bot_team2 = it;
477 lowest_bot_score2 = temp_score;
488 num_bots_team3 += bvalue;
489 float temp_score = PlayerScore_Get(it, SP_SCORE);
492 if (temp_score < lowest_human_score3)
494 lowest_human_team3 = it;
495 lowest_human_score3 = temp_score;
499 if (temp_score < lowest_bot_score3)
501 lowest_bot_team3 = it;
502 lowest_bot_score3 = temp_score;
513 num_bots_team4 += bvalue;
514 float temp_score = PlayerScore_Get(it, SP_SCORE);
517 if (temp_score < lowest_human_score4)
519 lowest_human_team4 = it;
520 lowest_human_score4 = temp_score;
524 if (temp_score < lowest_bot_score4)
526 lowest_bot_team4 = it;
527 lowest_bot_score4 = temp_score;
535 // if the player who has a forced team has not joined yet, reserve the spot
536 if(autocvar_g_campaign)
538 switch(autocvar_g_campaign_forceteam)
540 case 1: if(c1 == num_bots_team1) ++c1; break;
541 case 2: if(c2 == num_bots_team2) ++c2; break;
542 case 3: if(c3 == num_bots_team3) ++c3; break;
543 case 4: if(c4 == num_bots_team4) ++c4; break;
548 bool IsTeamSmallerThanTeam(int team_a, int team_b, entity player,
551 if (team_a == team_b)
555 // we assume that CheckAllowedTeams and GetTeamCounts have already been called
556 int num_players_team_a = -1, num_players_team_b = -1;
557 int num_bots_team_a = 0, num_bots_team_b = 0;
558 float score_team_a = 0, score_team_b = 0;
563 num_players_team_a = c1;
564 num_bots_team_a = num_bots_team1;
565 score_team_a = team1_score;
570 num_players_team_a = c2;
571 num_bots_team_a = num_bots_team2;
572 score_team_a = team2_score;
577 num_players_team_a = c3;
578 num_bots_team_a = num_bots_team3;
579 score_team_a = team3_score;
584 num_players_team_a = c4;
585 num_bots_team_a = num_bots_team4;
586 score_team_a = team4_score;
594 num_players_team_b = c1;
595 num_bots_team_b = num_bots_team1;
596 score_team_b = team1_score;
601 num_players_team_b = c2;
602 num_bots_team_b = num_bots_team2;
603 score_team_b = team2_score;
608 num_players_team_b = c3;
609 num_bots_team_b = num_bots_team3;
610 score_team_b = team3_score;
615 num_players_team_b = c4;
616 num_bots_team_b = num_bots_team4;
617 score_team_b = team4_score;
622 if (num_players_team_a < 0 || num_players_team_b < 0)
626 if (IS_REAL_CLIENT(player) && bots_would_leave)
628 num_players_team_a -= num_bots_team_a;
629 num_players_team_b -= num_bots_team_b;
633 return num_players_team_a < num_players_team_b;
635 if (num_players_team_a < num_players_team_b)
639 if (num_players_team_a > num_players_team_b)
643 return score_team_a < score_team_b;
646 bool IsTeamEqualToTeam(int team_a, int team_b, entity player, bool use_score)
648 if (team_a == team_b)
652 // we assume that CheckAllowedTeams and GetTeamCounts have already been called
653 int num_players_team_a = -1, num_players_team_b = -1;
654 int num_bots_team_a = 0, num_bots_team_b = 0;
655 float score_team_a = 0, score_team_b = 0;
660 num_players_team_a = c1;
661 num_bots_team_a = num_bots_team1;
662 score_team_a = team1_score;
667 num_players_team_a = c2;
668 num_bots_team_a = num_bots_team2;
669 score_team_a = team2_score;
674 num_players_team_a = c3;
675 num_bots_team_a = num_bots_team3;
676 score_team_a = team3_score;
681 num_players_team_a = c4;
682 num_bots_team_a = num_bots_team4;
683 score_team_a = team4_score;
691 num_players_team_b = c1;
692 num_bots_team_b = num_bots_team1;
693 score_team_b = team1_score;
698 num_players_team_b = c2;
699 num_bots_team_b = num_bots_team2;
700 score_team_b = team2_score;
705 num_players_team_b = c3;
706 num_bots_team_b = num_bots_team3;
707 score_team_b = team3_score;
712 num_players_team_b = c4;
713 num_bots_team_b = num_bots_team4;
714 score_team_b = team4_score;
719 if (num_players_team_a < 0 || num_players_team_b < 0)
722 if (IS_REAL_CLIENT(player) && bots_would_leave)
724 num_players_team_a -= num_bots_team_a;
725 num_players_team_b -= num_bots_team_b;
729 return num_players_team_a == num_players_team_b;
731 if (num_players_team_a != num_players_team_b)
735 return score_team_a == score_team_b;
738 int FindBestTeams(entity player, bool use_score)
740 if (MUTATOR_CALLHOOK(FindBestTeams, player) == true)
742 return M_ARGV(1, float);
745 int previous_team = 0;
753 if (previous_team == 0)
758 else if (IsTeamSmallerThanTeam(2, previous_team, player, use_score))
763 else if (IsTeamEqualToTeam(2, previous_team, player, use_score))
771 if (previous_team == 0)
776 else if (IsTeamSmallerThanTeam(3, previous_team, player, use_score))
781 else if (IsTeamEqualToTeam(3, previous_team, player, use_score))
789 if (previous_team == 0)
793 else if (IsTeamSmallerThanTeam(4, previous_team, player, use_score))
797 else if (IsTeamEqualToTeam(4, previous_team, player, use_score))
805 // returns # of smallest team (1, 2, 3, 4)
806 // NOTE: Assumes CheckAllowedTeams has already been called!
807 int FindSmallestTeam(entity player, float ignore_player)
809 // count how many players are in each team
812 GetTeamCounts(player);
818 int team_bits = FindBestTeams(player, true);
821 error(sprintf("No teams available for %s\n", MapInfo_Type_ToString(MapInfo_CurrentGametype())));
823 RandomSelection_Init();
824 if ((team_bits & BIT(0)) != 0)
826 RandomSelection_AddFloat(1, 1, 1);
828 if ((team_bits & BIT(1)) != 0)
830 RandomSelection_AddFloat(2, 1, 1);
832 if ((team_bits & BIT(2)) != 0)
834 RandomSelection_AddFloat(3, 1, 1);
836 if ((team_bits & BIT(3)) != 0)
838 RandomSelection_AddFloat(4, 1, 1);
840 return RandomSelection_chosen_float;
843 int JoinBestTeam(entity this, bool only_return_best, bool force_best_team)
845 // don't join a team if we're not playing a team game
851 // find out what teams are available
852 CheckAllowedTeams(this);
854 // if we don't care what team he ends up on, put him on whatever team he entered as.
855 // if he's not on a valid team, then let other code put him on the smallest team
856 if (!force_best_team)
859 if( c1 >= 0 && this.team == NUM_TEAM_1)
860 selected_team = this.team;
861 else if(c2 >= 0 && this.team == NUM_TEAM_2)
862 selected_team = this.team;
863 else if(c3 >= 0 && this.team == NUM_TEAM_3)
864 selected_team = this.team;
865 else if(c4 >= 0 && this.team == NUM_TEAM_4)
866 selected_team = this.team;
870 if (selected_team > 0)
872 if (!only_return_best)
874 SetPlayerTeamSimple(this, selected_team);
876 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
877 // when JoinBestTeam is called by client.qc/ClientConnect the player_id is 0 the log attempt is rejected
878 LogTeamchange(this.playerid, this.team, 99);
880 return selected_team;
882 // otherwise end up on the smallest team (handled below)
885 int best_team = FindSmallestTeam(this, true);
886 if (only_return_best || this.bot_forced_team)
890 best_team = Team_NumberToTeam(best_team);
893 error("JoinBestTeam: invalid team\n");
895 int old_team = Team_TeamToNumber(this.team);
896 TeamchangeFrags(this);
897 SetPlayerTeamSimple(this, best_team);
898 LogTeamchange(this.playerid, this.team, 2); // log auto join
899 if (!IS_BOT_CLIENT(this))
901 AutoBalanceBots(old_team, Team_TeamToNumber(best_team));
903 KillPlayerForTeamChange(this);
907 void SV_ChangeTeam(entity this, float _color)
909 float source_color, destination_color, source_team, destination_team;
911 // in normal deathmatch we can just apply the color and we're done
913 SetPlayerColors(this, _color);
917 // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
918 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_CONNECTING, this.netname);
925 source_color = this.clientcolors & 0x0F;
926 destination_color = _color & 0x0F;
928 source_team = Team_TeamToNumber(source_color + 1);
929 destination_team = Team_TeamToNumber(destination_color + 1);
931 CheckAllowedTeams(this);
933 if (destination_team == 1 && c1 < 0) destination_team = 4;
934 if (destination_team == 4 && c4 < 0) destination_team = 3;
935 if (destination_team == 3 && c3 < 0) destination_team = 2;
936 if (destination_team == 2 && c2 < 0) destination_team = 1;
938 // not changing teams
939 if (source_color == destination_color)
941 SetPlayerTeam(this, destination_team, source_team, true);
945 if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && CS(this).wasplayer)) {
946 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_NOTALLOWED);
947 return; // changing teams is not allowed
950 // autocvar_g_balance_teams_prevent_imbalance only makes sense if autocvar_g_balance_teams is on, as it makes the team selection dialog pointless
951 if (autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance)
954 if ((BIT(destination_team - 1) & FindBestTeams(this, false)) == 0)
956 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_LARGERTEAM);
960 if(IS_PLAYER(this) && source_team != destination_team)
962 // reduce frags during a team change
963 TeamchangeFrags(this);
965 if (!SetPlayerTeam(this, destination_team, source_team, !IS_CLIENT(this)))
969 AutoBalanceBots(source_team, destination_team);
970 if (!IS_PLAYER(this) || (source_team == destination_team))
974 KillPlayerForTeamChange(this);
977 void AutoBalanceBots(int source_team, int destination_team)
979 if ((source_team == -1) || (destination_team == -1))
983 if (!autocvar_g_balance_teams ||
984 !autocvar_g_balance_teams_prevent_imbalance)
988 int num_players_source_team = 0;
989 int num_players_destination_team = 0;
990 entity lowest_bot_destination_team = NULL;
995 num_players_source_team = c1;
1000 num_players_source_team = c2;
1005 num_players_source_team = c3;
1010 num_players_source_team = c4;
1014 switch (destination_team)
1018 num_players_destination_team = c1;
1019 lowest_bot_destination_team = lowest_bot_team1;
1024 num_players_destination_team = c2;
1025 lowest_bot_destination_team = lowest_bot_team2;
1030 num_players_destination_team = c3;
1031 lowest_bot_destination_team = lowest_bot_team3;
1036 num_players_destination_team = c4;
1037 lowest_bot_destination_team = lowest_bot_team4;
1041 if ((num_players_destination_team <= num_players_source_team) ||
1042 (lowest_bot_destination_team == NULL))
1046 SetPlayerTeamSimple(lowest_bot_destination_team,
1047 Team_NumberToTeam(source_team));
1048 KillPlayerForTeamChange(lowest_bot_destination_team);