Xonotic
sv_tdm.qc
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1 #include "sv_tdm.qh"
2 
3 // TODO? rename to teamdeathmatch
6 
7 /*QUAKED spawnfunc_tdm_team (0 .5 .8) (-16 -16 -24) (16 16 32)
8 Team declaration for TDM gameplay, this allows you to decide what team names and control point models are used in your map.
9 Note: If you use spawnfunc_tdm_team entities you must define at least 2! However, unlike domination, you don't need to make a blank one too.
10 Keys:
11 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
12 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
13 spawnfunc(tdm_team)
14 {
15  if(!g_tdm || !this.cnt) { delete(this); return; }
16 
17  this.team = this.cnt + 1;
18 }
19 
20 // code from here on is just to support maps that don't have team entities
21 void tdm_SpawnTeam (string teamname, int teamcolor)
22 {
23  entity this = new_pure(tdm_team);
24  this.netname = teamname;
25  this.cnt = teamcolor - 1;
26  this.team = teamcolor;
27  this.spawnfunc_checked = true;
28  //spawnfunc_tdm_team(this);
29 }
30 
32 {
33  // if no teams are found, spawn defaults
34  if(find(NULL, classname, "tdm_team") == NULL)
35  {
36  LOG_TRACE("No \"tdm_team\" entities found on this map, creating them anyway.");
37 
38  int numteams = autocvar_g_tdm_teams_override;
39  if(numteams < 2) { numteams = autocvar_g_tdm_teams; }
40 
41  int teams = BITS(bound(2, numteams, 4));
42  if(teams & BIT(0))
43  tdm_SpawnTeam("Red", NUM_TEAM_1);
44  if(teams & BIT(1))
45  tdm_SpawnTeam("Blue", NUM_TEAM_2);
46  if(teams & BIT(2))
47  tdm_SpawnTeam("Yellow", NUM_TEAM_3);
48  if(teams & BIT(3))
49  tdm_SpawnTeam("Pink", NUM_TEAM_4);
50  }
51 }
52 
54 {
55  GameRules_teams(true);
59 
60  InitializeEntity(NULL, tdm_DelayedInit, INITPRIO_GAMETYPE);
61 }
62 
64 {
65  M_ARGV(1, string) = "tdm_team";
66 }
67 
68 MUTATOR_HOOKFUNCTION(tdm, Scores_CountFragsRemaining)
69 {
70  // announce remaining frags
71  return true;
72 }
const int NUM_TEAM_2
Definition: teams.qh:19
const int CBC_ORDER_EXCLUSIVE
Definition: base.qh:9
void GameRules_spawning_teams(bool value)
Used to disable team spawns in team modes.
Definition: sv_rules.qc:22
int autocvar_g_tdm_point_leadlimit
Definition: sv_tdm.qh:5
int autocvar_g_tdm_teams
Definition: sv_tdm.qc:4
int team
Definition: main.qh:157
spawnfunc(tdm_team)
Definition: sv_tdm.qc:13
entity() spawn
#define g_tdm
Definition: tdm.qh:52
void GameRules_limit_score(int limit)
Definition: sv_rules.qc:34
string netname
Definition: powerups.qc:20
string classname
Definition: csprogsdefs.qc:107
bool autocvar_g_tdm_team_spawns
Definition: sv_tdm.qh:6
int autocvar_g_tdm_teams_override
Definition: sv_tdm.qc:5
entity teams
Definition: main.qh:44
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
Definition: bits.qh:8
float cnt
Definition: powerups.qc:24
void GameRules_teams(bool value)
Definition: sv_rules.qc:6
void tdm_SpawnTeam(string teamname, int teamcolor)
Definition: sv_tdm.qc:21
void tdm_Initialize()
Definition: sv_tdm.qc:53
#define NULL
Definition: post.qh:17
#define M_ARGV(x, type)
Definition: events.qh:17
const int NUM_TEAM_4
Definition: teams.qh:21
void InitializeEntity(entity e, void(entity this) func, int order)
Definition: world.qc:2146
#define LOG_TRACE(...)
Definition: log.qh:81
void GameRules_limit_lead(int limit)
Definition: sv_rules.qc:44
#define new_pure(class)
purely logical entities (.origin doesn&#39;t work)
Definition: oo.qh:62
const int NUM_TEAM_1
Definition: teams.qh:18
entity TeamBalance_CheckAllowedTeams(entity for_whom)
Checks whether the player can join teams according to global configuration and mutator settings...
Definition: teamplay.qc:487
void tdm_DelayedInit(entity this)
Definition: sv_tdm.qc:31
MUTATOR_HOOKFUNCTION(tdm, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
Definition: sv_tdm.qc:63
int autocvar_g_tdm_point_limit
Definition: sv_tdm.qh:4
#define BITS(n)
Definition: bits.qh:9
const int NUM_TEAM_3
Definition: teams.qh:20