]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/teamplay.qc
Merge branch 'master' into terencehill/race_fix
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / teamplay.qc
index 73ab0cefec5c37b5f5295b11ffd9c641465a15f0..c275faa7c300b3d97c1115f47603f06317108388 100644 (file)
@@ -9,7 +9,7 @@
 
 #include "command/vote.qh"
 
-#include "mutators/mutators_include.qh"
+#include "mutators/all.qh"
 
 #include "../common/deathtypes/all.qh"
 #include "../common/gamemodes/all.qh"
@@ -31,7 +31,7 @@ void LogTeamchange(float player_id, float team_number, float type)
        GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type)));
 }
 
-void default_delayedinit()
+void default_delayedinit(entity this)
 {
        if(!scores_initialized)
                ScoreRules_generic();
@@ -44,23 +44,6 @@ void ActivateTeamplay()
        cvar_set("teamplay", "2");  // DP needs this for sending proper getstatus replies.
 }
 
-void SetLimits(int fraglimit_override, int leadlimit_override, float timelimit_override, float qualifying_override)
-{
-       // enforce the server's universal frag/time limits
-       // set to -1 to not change value
-       if(!autocvar_g_campaign)
-       {
-               if(fraglimit_override >= 0)
-                       cvar_set("fraglimit", ftos(fraglimit_override));
-               if(timelimit_override >= 0)
-                       cvar_set("timelimit", ftos(timelimit_override));
-               if(leadlimit_override >= 0)
-                       cvar_set("leadlimit", ftos(leadlimit_override));
-               if(qualifying_override >= 0)
-                       cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
-       }
-}
-
 void InitGameplayMode()
 {
        VoteReset();
@@ -89,8 +72,6 @@ void InitGameplayMode()
 
        MapInfo_ClearTemps();
 
-       // set both here, gamemode can override it later
-       SetLimits(autocvar_fraglimit_override, autocvar_leadlimit_override, autocvar_timelimit_override, -1);
        gamemode_name = MapInfo_Type_ToText(MapInfo_LoadedGametype);
 
        cache_mutatormsg = strzone("");
@@ -114,7 +95,7 @@ string GetClientVersionMessage()
        return versionmsg;
 }
 
-string getwelcomemessage(void)
+string getwelcomemessage()
 {
        string s, modifications, motd;
 
@@ -132,8 +113,6 @@ string getwelcomemessage(void)
                modifications = strcat(modifications, ", No start weapons");
        if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
                modifications = strcat(modifications, ", Low gravity");
-       if(g_cloaked && !g_cts)
-               modifications = strcat(modifications, ", Cloaked");
        if(g_weapon_stay && !g_cts)
                modifications = strcat(modifications, ", Weapons stay");
        if(g_jetpack)
@@ -153,9 +132,6 @@ string getwelcomemessage(void)
        if(modifications != "")
                s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
 
-       if (cvar("g_nades"))
-               s = strcat(s, "\n\n^3nades^8 are enabled, press 'g' to use them\n");
-
        if(cache_lastmutatormsg != autocvar_g_mutatormsg)
        {
                if(cache_lastmutatormsg)
@@ -231,45 +207,19 @@ void SetPlayerTeam(entity pl, float t, float s, float noprint)
 // set c1...c4 to show what teams are allowed
 void CheckAllowedTeams (entity for_whom)
 {SELFPARAM();
-       float dm;
-       entity head;
-       string teament_name;
+       int dm = 0;
 
        c1 = c2 = c3 = c4 = -1;
        cb1 = cb2 = cb3 = cb4 = 0;
 
-       teament_name = string_null;
-       if(g_onslaught)
-       {
-               // onslaught is special
-               head = findchain(classname, "onslaught_generator");
-               while (head)
-               {
-                       if (head.team == NUM_TEAM_1) c1 = 0;
-                       if (head.team == NUM_TEAM_2) c2 = 0;
-                       if (head.team == NUM_TEAM_3) c3 = 0;
-                       if (head.team == NUM_TEAM_4) c4 = 0;
-                       head = head.chain;
-               }
-       }
-       else if(g_domination)
-               teament_name = "dom_team";
-       else if(g_ctf)
-               teament_name = "ctf_team";
-       else if(g_tdm)
-               teament_name = "tdm_team";
-       else if(g_nexball)
-               teament_name = "nexball_team";
-       else if(g_assault)
-               c1 = c2 = 0; // Assault always has 2 teams
-       else
-       {
-               // cover anything else by treating it like tdm with no teams spawned
-               dm = 2;
+       string teament_name = string_null;
 
-               MUTATOR_CALLHOOK(GetTeamCount, dm);
-               dm = ret_float;
+       bool mutator_returnvalue = MUTATOR_CALLHOOK(GetTeamCount, dm, teament_name);
+       teament_name = ret_string;
+       dm = ret_float;
 
+       if(!mutator_returnvalue)
+       {
                if(dm >= 4)
                        c1 = c2 = c3 = c4 = 0;
                else if(dm >= 3)
@@ -281,20 +231,17 @@ void CheckAllowedTeams (entity for_whom)
        // find out what teams are allowed if necessary
        if(teament_name)
        {
-               head = find(world, classname, teament_name);
+               entity head = find(world, classname, teament_name);
                while(head)
                {
-                       if(!(g_domination && head.netname == ""))
+                       switch(head.team)
                        {
-                               if(head.team == NUM_TEAM_1)
-                                       c1 = 0;
-                               else if(head.team == NUM_TEAM_2)
-                                       c2 = 0;
-                               else if(head.team == NUM_TEAM_3)
-                                       c3 = 0;
-                               else if(head.team == NUM_TEAM_4)
-                                       c4 = 0;
+                               case NUM_TEAM_1: c1 = 0; break;
+                               case NUM_TEAM_2: c2 = 0; break;
+                               case NUM_TEAM_3: c3 = 0; break;
+                               case NUM_TEAM_4: c4 = 0; break;
                        }
+
                        head = find(head, classname, teament_name);
                }
        }
@@ -342,26 +289,24 @@ float PlayerValue(entity p)
 // teams that are allowed will now have their player counts stored in c1...c4
 void GetTeamCounts(entity ignore)
 {
-       entity head;
        float value, bvalue;
        // now count how many players are on each team already
 
        // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
        // also remember the lowest-scoring player
 
-       FOR_EACH_CLIENT(head)
-       {
+       FOREACH_CLIENT(true, LAMBDA(
                float t;
-               if(IS_PLAYER(head) || head.caplayer)
-                       t = head.team;
-               else if(head.team_forced > 0)
-                       t = head.team_forced; // reserve the spot
+               if(IS_PLAYER(it) || it.caplayer)
+                       t = it.team;
+               else if(it.team_forced > 0)
+                       t = it.team_forced; // reserve the spot
                else
                        continue;
-               if(head != ignore)// && head.netname != "")
+               if(it != ignore)// && it.netname != "")
                {
-                       value = PlayerValue(head);
-                       if(IS_BOT_CLIENT(head))
+                       value = PlayerValue(it);
+                       if(IS_BOT_CLIENT(it))
                                bvalue = value;
                        else
                                bvalue = 0;
@@ -398,7 +343,7 @@ void GetTeamCounts(entity ignore)
                                }
                        }
                }
-       }
+       ));
 
        // if the player who has a forced team has not joined yet, reserve the spot
        if(autocvar_g_campaign)
@@ -535,7 +480,7 @@ float FindSmallestTeam(entity pl, float ignore_pl)
        return RandomSelection_chosen_float;
 }
 
-float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
+int JoinBestTeam(entity pl, bool only_return_best, bool forcebestteam)
 {SELFPARAM();
        float smallest, selectedteam;
 
@@ -604,7 +549,7 @@ float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
 
                LogTeamchange(pl.playerid, pl.team, 2); // log auto join
 
-               if(pl.deadflag == DEAD_NO)
+               if(!IS_DEAD(pl))
                        Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE.m_id, pl.origin, '0 0 0');
        }
 
@@ -617,11 +562,19 @@ void SV_ChangeTeam(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) {
+       if(!teamplay)
                SetPlayerColors(self, _color);
+
+       if(!IS_CLIENT(self))
+       {
+               // 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);
                return;
        }
 
+       if(!teamplay)
+               return;
+
        scolor = self.clientcolors & 0x0F;
        dcolor = _color & 0x0F;
 
@@ -681,16 +634,14 @@ void SV_ChangeTeam(float _color)
                TeamchangeFrags(self);
        }
 
-       // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
-       if(!IS_CLIENT(self))
-               Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_CONNECTING, self.netname);
+       MUTATOR_CALLHOOK(Player_ChangeTeam, self, steam, dteam);
 
        SetPlayerTeam(self, dteam, steam, !IS_CLIENT(self));
 
        if(IS_PLAYER(self) && steam != dteam)
        {
                // kill player when changing teams
-               if(self.deadflag == DEAD_NO)
+               if(!IS_DEAD(self))
                        Damage(self, self, self, 100000, DEATH_TEAMCHANGE.m_id, self.origin, '0 0 0');
        }
 }
@@ -699,7 +650,7 @@ void ShufflePlayerOutOfTeam (float source_team)
 {
        float smallestteam, smallestteam_count, steam;
        float lowest_bot_score, lowest_player_score;
-       entity head, lowest_bot, lowest_player, selected;
+       entity lowest_bot, lowest_player, selected;
 
        smallestteam = 0;
        smallestteam_count = 999999999;
@@ -746,28 +697,24 @@ void ShufflePlayerOutOfTeam (float source_team)
        lowest_player_score = 999999999;
 
        // find the lowest-scoring player & bot of that team
-       FOR_EACH_PLAYER(head)
-       {
-               if(head.team == steam)
+       FOREACH_CLIENT(IS_PLAYER(it) && it.team == steam, LAMBDA(
+               if(it.isbot)
                {
-                       if(head.isbot)
+                       if(it.totalfrags < lowest_bot_score)
                        {
-                               if(head.totalfrags < lowest_bot_score)
-                               {
-                                       lowest_bot = head;
-                                       lowest_bot_score = head.totalfrags;
-                               }
+                               lowest_bot = it;
+                               lowest_bot_score = it.totalfrags;
                        }
-                       else
+               }
+               else
+               {
+                       if(it.totalfrags < lowest_player_score)
                        {
-                               if(head.totalfrags < lowest_player_score)
-                               {
-                                       lowest_player = head;
-                                       lowest_player_score = head.totalfrags;
-                               }
+                               lowest_player = it;
+                               lowest_player_score = it.totalfrags;
                        }
                }
-       }
+       ));
 
        // prefers to move a bot...
        if(lowest_bot != world)
@@ -831,7 +778,7 @@ void ShufflePlayerOutOfTeam (float source_team)
        TeamchangeFrags(selected);
        SetPlayerTeam(selected, smallestteam, source_team, false);
 
-       if(selected.deadflag == DEAD_NO)
+       if(!IS_DEAD(selected))
                Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE.m_id, selected.origin, '0 0 0');
        Send_Notification(NOTIF_ONE, selected, MSG_CENTER, CENTER_DEATH_SELF_AUTOTEAMCHANGE, selected.team);
 }