X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fteamplay.qc;h=de7f2f992617320717d079bd86ea8c8c68f91ed6;hp=c85ed79ea39f6eaa8c156bf9f55064eb94d5cd0e;hb=f34fd47ee0a7f283ab60592a17399ec5a500416c;hpb=6b0520aaf21435932e81de771159f38fdf87a75e diff --git a/qcsrc/server/teamplay.qc b/qcsrc/server/teamplay.qc index c85ed79ea3..de7f2f9926 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) @@ -77,7 +77,7 @@ void InitGameplayMode() cache_mutatormsg = strzone(""); cache_lastmutatormsg = strzone(""); - InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK); + InitializeEntity(NULL, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK); } string GetClientVersionMessage(entity this) @@ -100,7 +100,7 @@ string getwelcomemessage(entity this) string s, modifications, motd; MUTATOR_CALLHOOK(BuildMutatorsPrettyString, ""); - modifications = ret_string; + modifications = M_ARGV(0, string); if(g_weaponarena) { @@ -147,7 +147,7 @@ string getwelcomemessage(entity this) 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 @@ -158,6 +158,16 @@ string getwelcomemessage(entity this) 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; @@ -205,7 +215,7 @@ 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(); +{ int dm = 0; c1 = c2 = c3 = c4 = -1; @@ -214,23 +224,21 @@ void CheckAllowedTeams (entity for_whom) string teament_name = string_null; bool mutator_returnvalue = MUTATOR_CALLHOOK(GetTeamCount, dm, teament_name); - teament_name = ret_string; - dm = ret_float; + dm = 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(dm & BIT(0)) c1 = 0; + if(dm & BIT(1)) c2 = 0; + if(dm & BIT(2)) c3 = 0; + if(dm & 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) @@ -246,35 +254,60 @@ 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; } @@ -423,8 +456,12 @@ 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(); @@ -446,19 +483,22 @@ 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)) @@ -468,19 +508,19 @@ 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_Add(NULL, 1, string_null, 1, 1); if(t == 2 || TeamSmallerEqThanTeam(2, t, pl)) - RandomSelection_Add(world, 2, string_null, 1, 1); + RandomSelection_Add(NULL, 2, string_null, 1, 1); if(t == 3 || TeamSmallerEqThanTeam(3, t, pl)) - RandomSelection_Add(world, 3, string_null, 1, 1); + RandomSelection_Add(NULL, 3, string_null, 1, 1); if(t == 4 || TeamSmallerEqThanTeam(4, t, pl)) - RandomSelection_Add(world, 4, string_null, 1, 1); + RandomSelection_Add(NULL, 4, string_null, 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 @@ -488,20 +528,20 @@ 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; @@ -509,72 +549,72 @@ 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) @@ -594,7 +634,7 @@ 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; @@ -605,43 +645,43 @@ 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'); } } @@ -690,9 +730,9 @@ 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 @@ -716,7 +756,7 @@ 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