1 float COLOR_TEAM1 = 5; // red
2 float COLOR_TEAM2 = 14; // blue
3 float COLOR_TEAM3 = 10; // pink
4 float COLOR_TEAM4 = 13; // yellow
7 float GAME_DEATHMATCH = 1;
8 float GAME_TEAM_DEATHMATCH = 2;
9 float GAME_DOMINATION = 3;
11 float GAME_RUNEMATCH = 5;
15 // client counts for each team
17 // # of bots on those teams
18 float cb1, cb2, cb3, cb4;
21 float g_domination, g_ctf, g_tdm;
23 float audit_teams_time;
26 string TeamName(float t)
28 // fixme: Search for team entities and get their .netname's!
37 return "Neutral Team";
39 string ColoredTeamName(float t)
41 // fixme: Search for team entities and get their .netname's!
43 return "^1Red Team^7";
45 return "^4Blue Team^7";
47 return "^6Pink Team^7";
49 return "^3Yellow Team^7";
50 return "Neutral Team";
52 string TeamNoName(float t)
54 // fixme: Search for team entities and get their .netname's!
63 return "Neutral Team";
68 void runematch_init();
74 cvar_set("g_tdm", "0");
75 cvar_set("g_domination", "0");
76 cvar_set("g_ctf", "0");
77 cvar_set("g_runematch", "0");
78 cvar_set("g_lms", "0");
79 cvar_set("teamplay", "0");
82 cvar_set("exit_cfg", "");
85 void ActivateTeamplay()
87 float teamplay_default;
88 teamplay_default = cvar("teamplay_default");
91 cvar_set("teamplay", ftos(teamplay_default));
93 cvar_set("teamplay", "3");
99 void InitGameplayMode()
101 float fraglimit_override, timelimit_override;
103 game = cvar ("gamecfg"); // load game options
105 // game cvars get reset before map changes
106 // then map's cfg sets them as desired
108 // FIXME: also set a message or game mode name to print to players when the join
110 // set both here, gamemode can override it later
111 timelimit_override = cvar("timelimit_override");
112 fraglimit_override = cvar("fraglimit_override");
114 if(game == GAME_DOMINATION || cvar("g_domination"))
116 game = GAME_DOMINATION;
117 cvar_set("g_domination", "1");
121 fraglimit_override = cvar("g_domination_point_limit");
123 gamemode_name = "Domination";
126 else if(game == GAME_CTF || cvar("g_ctf"))
129 cvar_set("g_ctf", "1");
133 fraglimit_override = cvar("g_ctf_capture_limit");
135 gamemode_name = "Capture the Flag";
138 else if((game == GAME_RUNEMATCH || cvar("g_runematch")) && !cvar("g_minstagib"))
140 game = GAME_RUNEMATCH;
141 cvar_set("g_runematch", "1");
143 if(cvar("deathmatch_force_teamplay"))
146 fraglimit_override = cvar("g_runematch_point_limit");
148 gamemode_name = "Rune Match";
154 else if(game == GAME_DEATHMATCH || game == GAME_TEAM_DEATHMATCH || cvar("g_tdm"))
156 if(!cvar("deathmatch"))
157 cvar_set("deathmatch", "1");
160 if(game == GAME_TEAM_DEATHMATCH || cvar("g_tdm") || cvar("deathmatch_force_teamplay"))
162 game = GAME_TEAM_DEATHMATCH;
163 gamemode_name = "Team Deathmatch";
169 game = GAME_DEATHMATCH;
170 gamemode_name = "Deathmatch";
174 fraglimit_override = cvar("fraglimit_override");
176 else if(game == GAME_LMS || cvar("g_lms"))
179 cvar_set("g_lms", "1");
180 fraglimit_override = cvar("fraglimit_override");
181 gamemode_name = "Last Man Standing";
183 lms_lowest_lives = 999;
187 // we can only assume...
188 gamemode_name = "Deathmatch";
191 /* else if(game == GAME_TEAM_DEATHMATCH)
193 if(!cvar("deathmatch"))
194 cvar_set("deathmatch", "1");
196 //if(!cvar("teamplay"))
197 // cvar_set("teamplay", "3");
200 fraglimit_override = cvar("fraglimit_override");
203 // enforce the server's universal frag/time limits
204 if(fraglimit_override >= 0)
205 cvar_set("fraglimit", ftos(fraglimit_override));
206 if(timelimit_override >= 0)
207 cvar_set("timelimit", ftos(timelimit_override));
209 if (game == GAME_DOMINATION)//cvar("g_domination"))
211 else if (game == GAME_CTF)//cvar("g_ctf"))
213 else if (game == GAME_RUNEMATCH)//cvar("g_runematch"))
215 else if (game == GAME_TEAM_DEATHMATCH)//cvar("g_runematch"))
218 // those mutators rule each other out
219 if(cvar("g_minstagib"))
221 cvar_set("g_instagib", "0");
222 cvar_set("g_rocketarena", "0");
224 if(cvar("g_instagib"))
226 cvar_set("g_minstagib", "0");
227 cvar_set("g_rocketarena", "0");
229 if(cvar("g_rocketarena"))
231 cvar_set("g_instagib", "0");
232 cvar_set("g_minstagib", "0");
236 void PrintWelcomeMessage(entity pl)
238 string s, grap_msg, temp, mutator;
240 /*if(self.welcomemessage_time < time)
242 if(self.welcomemessage_time2 > time)
244 self.welcomemessage_time2 = time + 0.8; */
246 if(self.welcomemessage_time2 > time) return;
247 self.welcomemessage_time2 = time + 1.0;
249 if(cvar("g_minstagib"))
250 mutator = "^2Minstagib ^1";
251 else if(cvar("g_instagib"))
252 mutator = "^2Instagib ^1";
253 else if(cvar("g_rocketarena"))
254 mutator = "^2Rocketarena ^1";
258 if(cvar("g_grappling_hook"))
259 grap_msg = strzone("\n\nBind a key to ^1+hook^8 to use the grappling hook\n");
261 s = strcat(s, "\n\nThis is Nexuiz ", cvar_string("g_nexuizversion"), "\n", self.versionmessage);
262 s = strcat(s, "^8\n\nMatch type is ^1", mutator, gamemode_name, "^8\n");
264 if(self.classname == "observer" || self.classname == "spectator") {
265 s = strcat(s,"^7\n\n\npress jump to play\npress attack to spectate other players\n\n");
272 "\n\n\n^8Welcome, ", pl.netname, "^8\n",
275 temp = strzone(temp);
278 if (cvar_string("g_mutatormsg") != "") {
279 s = strcat(s, "\n\nSpecial gameplay tips: ", cvar_string("g_mutatormsg"));
282 if (cvar_string("sv_motd") != "") {
283 s = strcat(s, "\n\nMOTD: ", cvar_string("sv_motd"));
293 void SetPlayerColors(entity pl, float color)
297 stuffcmd(pl, strcat("color ", s, " ", s, "\n") );
299 //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
300 pl.clientcolors = 16*cl + cl;*/
303 setcolor(pl, 16*color + color);
306 shirt = pl.clientcolors & 0xF0;
307 setcolor(pl, shirt + color);
312 void SetPlayerTeam(entity pl, float t, float s, float noprint)
316 color = COLOR_TEAM4 - 1;
318 color = COLOR_TEAM3 - 1;
320 color = COLOR_TEAM2 - 1;
322 color = COLOR_TEAM1 - 1;
325 SetPlayerColors(pl,color);
328 if(!noprint && t != s)
330 //bprint(strcat(pl.netname, " has changed to ", TeamNoName(t), "\n"));
331 bprint(strcat(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n"));
340 // set c1...c4 to show what teams are allowed
341 void CheckAllowedTeams ()
350 c1 = c2 = c3 = c4 = -1;
351 cb1 = cb2 = cb3 = cb4 = 0;
354 teament_name = "dom_team";
356 teament_name = "ctf_team";
358 teament_name = "tdm_team";
361 // cover anything else by treating it like tdm with no teams spawned
362 dm = cvar("g_tdm_teams");
364 error("g_tdm_teams < 2, not enough teams to play team deathmatch\n");
368 c1 = c2 = c3 = c4 = 0;
381 // first find out what teams are allowed
382 head = find(world, classname, teament_name);
385 if(!(g_domination && head.netname == ""))
387 if(head.team == COLOR_TEAM1)
391 if(head.team == COLOR_TEAM2)
395 if(head.team == COLOR_TEAM3)
399 if(head.team == COLOR_TEAM4)
404 head = find(head, classname, teament_name);
408 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
409 // teams that are allowed will now have their player counts stored in c1...c4
410 void GetTeamCounts(entity ignore)
413 // now count how many players are on each team already
415 // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
416 // also remember the lowest-scoring player
418 head = find(world, classname, "player");
421 if(head != ignore)// && head.netname != "")
423 if(head.team == COLOR_TEAM1)
431 if(head.team == COLOR_TEAM2)
439 if(head.team == COLOR_TEAM3)
447 if(head.team == COLOR_TEAM4)
456 head = find(head, classname, "player");
460 // returns # of smallest team (1, 2, 3, 4)
461 // NOTE: Assumes CheckAllowedTeams has already been called!
462 float FindSmallestTeam(entity pl, float ignore_pl)
464 float totalteams, smallestteam, smallestteam_count, balance_type;
467 // find out what teams are available
468 //CheckAllowedTeams();
470 // make sure there are at least 2 teams to join
472 totalteams = totalteams + 1;
474 totalteams = totalteams + 1;
476 totalteams = totalteams + 1;
478 totalteams = totalteams + 1;
483 error("Too few teams available for domination\n");
485 error("Too few teams available for ctf\n");
487 error("Too few teams available for team deathmatch\n");
491 // count how many players are in each team
493 GetTeamCounts(world);
499 // c1...c4 now have counts of each team
500 // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
503 smallestteam_count = 999;
505 // 2 gives priority to what team you're already on, 1 goes in order
506 // 2 doesn't seem to work though...
509 if(balance_type == 1)
511 if(c1 >= 0 && c1 < smallestteam_count)
514 smallestteam_count = c1;
516 if(c2 >= 0 && c2 < smallestteam_count)
519 smallestteam_count = c2;
521 if(c3 >= 0 && c3 < smallestteam_count)
524 smallestteam_count = c3;
526 if(c4 >= 0 && c4 < smallestteam_count)
529 smallestteam_count = c4;
534 if(c1 >= 0 && (c1 < smallestteam_count ||
535 (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
538 smallestteam_count = c1;
540 if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
541 (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
544 smallestteam_count = c2;
546 if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
547 (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
550 smallestteam_count = c3;
552 if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
553 (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
556 smallestteam_count = c4;
563 float JoinBestTeam(entity pl, float only_return_best)
565 float smallest, selectedteam;
567 g_domination = cvar("g_domination");
568 g_ctf = cvar("g_ctf");
570 // don't join a team if we're not playing a team game
571 if(!cvar("teamplay") && !g_domination && !g_ctf)
574 // find out what teams are available
577 // if we don't care what team he ends up on, put him on whatever team he entered as.
578 // if he's not on a valid team, then let other code put him on the smallest team
579 if(!cvar("balance_teams") && !cvar("force_balance"))
581 if( c1 >= 0 && pl.team == COLOR_TEAM1)
582 selectedteam = pl.team;
583 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
584 selectedteam = pl.team;
585 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
586 selectedteam = pl.team;
587 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
588 selectedteam = pl.team;
593 if(!only_return_best)
594 SetPlayerColors(pl, selectedteam - 1);
597 // otherwise end up on the smallest team (handled below)
600 smallest = FindSmallestTeam(pl, TRUE);
603 if(!only_return_best)
607 SetPlayerColors(pl, COLOR_TEAM1 - 1);
609 else if(smallest == 2)
611 SetPlayerColors(pl, COLOR_TEAM2 - 1);
613 else if(smallest == 3)
615 SetPlayerColors(pl, COLOR_TEAM3 - 1);
617 else if(smallest == 4)
619 SetPlayerColors(pl, COLOR_TEAM4 - 1);
622 error("smallest team: invalid team\n");
629 void SV_ChangeTeam(float color)
631 float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
633 scolor = self.clientcolors & 0x0F;
634 dcolor = color & 0x0F;
636 // store shirt color in .clientcolors
637 // this will get overwritten in teamplay modes later
638 setcolor(self, color & 0xF0 + scolor);
640 if(scolor == COLOR_TEAM1 - 1)
642 else if(scolor == COLOR_TEAM2 - 1)
644 else if(scolor == COLOR_TEAM3 - 1)
646 else if(scolor == COLOR_TEAM4 - 1)
648 if(dcolor == COLOR_TEAM1 - 1)
650 else if(dcolor == COLOR_TEAM2 - 1)
652 else if(dcolor == COLOR_TEAM3 - 1)
654 else if(dcolor == COLOR_TEAM4 - 1)
657 // not changing teams
660 //bprint("same team change\n");
661 SetPlayerTeam(self, dteam, steam, TRUE);
667 if(cvar("g_changeteam_banned"))
669 sprint(self, "Team changes not allowed\n");
670 return; // changing teams is not allowed
673 if(cvar("g_balance_teams_prevent_imbalance"))
675 // only allow changing to a smaller or equal size team
677 // find out what teams are available
679 // count how many players on each team
680 GetTeamCounts(world);
683 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
688 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
693 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
698 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
705 sprint(self, "Cannot change to an invalid team\n");
711 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
713 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
715 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
717 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
720 if(scount) // started at a valid, nonempty team
722 // check if we're trying to change to a larger team that doens't have bots to swap with
723 if(dcount >= scount && dbotcount <= 0)
725 sprint(self, "Cannot change to a larger team\n");
726 return; // can't change to a larger team
732 // reduce frags during a team change
733 self.frags = floor(self.frags * (cvar("g_changeteam_fragtransfer") / 100));
735 // bprint(strcat("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n"));
737 SetPlayerTeam(self, dteam, steam, FALSE);
741 void ShufflePlayerOutOfTeam (float source_team)
743 float smallestteam, smallestteam_count, steam;
744 float lowest_bot_score, lowest_player_score;
745 entity head, lowest_bot, lowest_player, selected;
748 smallestteam_count = 999;
750 if(c1 >= 0 && c1 < smallestteam_count)
753 smallestteam_count = c1;
755 if(c2 >= 0 && c2 < smallestteam_count)
758 smallestteam_count = c2;
760 if(c3 >= 0 && c3 < smallestteam_count)
763 smallestteam_count = c3;
765 if(c4 >= 0 && c4 < smallestteam_count)
768 smallestteam_count = c4;
773 bprint("warning: no smallest team\n");
779 else if(source_team == 2)
781 else if(source_team == 3)
783 else if(source_team == 4)
787 lowest_bot_score = 9999;
788 lowest_player = world;
789 lowest_player_score = 9999;
791 // find the lowest-scoring player & bot of that team
792 head = find(world, classname, "player");
795 if(head.team == steam)
799 if(head.frags < lowest_bot_score)
802 lowest_bot_score = head.frags;
807 if(head.frags < lowest_player_score)
809 lowest_player = head;
810 lowest_player_score = head.frags;
814 head = find(head, classname, "player");
817 // prefers to move a bot...
818 if(lowest_bot != world)
819 selected = lowest_bot;
820 // but it will move a player if it has to
822 selected = lowest_player;
823 // don't do anything if it couldn't find anyone
826 bprint("warning: couldn't find a player to move from team\n");
830 // smallest team gains a member
831 if(smallestteam == 1)
835 else if(smallestteam == 2)
839 else if(smallestteam == 3)
843 else if(smallestteam == 4)
849 bprint("warning: destination team invalid\n");
852 // source team loses a member
857 else if(source_team == 2)
861 else if(source_team == 3)
865 else if(source_team == 4)
871 bprint("warning: source team invalid\n");
875 // move the player to the new team
876 SetPlayerTeam(selected, smallestteam, source_team, FALSE);
879 // part of g_balance_teams_force
880 // occasionally perform an audit of the teams to make
881 // sure they're more or less balanced in player count.
884 float numplayers, numteams, average;
885 if(!cvar("g_balance_teams_force"))
887 if(!cvar("teamplay"))
890 if(audit_teams_time > time)
893 audit_teams_time = time + 4 + random();
895 // bprint("Auditing teams\n");
898 GetTeamCounts(world);
901 numteams = numplayers = 0;
904 numteams = numteams + 1;
905 numplayers = numplayers + c1;
909 numteams = numteams + 1;
910 numplayers = numplayers + c2;
914 numteams = numteams + 1;
915 numplayers = numplayers + c3;
919 numteams = numteams + 1;
920 numplayers = numplayers + c4;
924 return; // no players to move around
926 return; // don't bother shuffling if for some reason there aren't any teams
928 average = ceil(numplayers / numteams);
931 return; // that's weird...
933 if(c1 && c1 > average)
935 bprint("Rebalancing Teams\n");
936 //bprint("Shuffle from team 1\n");
937 ShufflePlayerOutOfTeam(1);
939 if(c2 && c2 > average)
941 bprint("Rebalancing Teams\n");
942 //bprint("Shuffle from team 2\n");
943 ShufflePlayerOutOfTeam(2);
945 if(c3 && c3 > average)
947 bprint("Rebalancing Teams\n");
948 //bprint("Shuffle from team 3\n");
949 ShufflePlayerOutOfTeam(3);
951 if(c4 && c4 > average)
953 bprint("Rebalancing Teams\n");
954 //bprint("Shuffle from team 4\n");
955 ShufflePlayerOutOfTeam(4);
958 // if teams are still unbalanced, balance them further in the next audit,
959 // which will happen sooner (keep doing rapid audits until things are in order)
960 audit_teams_time = time + 0.7 + random()*0.3;
965 /*void(entity e, float first) UpdateTeamScore =
970 WriteByte (MSG_ALL, SVC_UPDATENAME);
971 WriteByte (MSG_ALL, clientno);
972 WriteString (MSG_ALL, e.netname);
974 WriteByte (MSG_ALL, SVC_UPDATECOLORS);
975 WriteByte (MSG_ALL, clientno);
976 WriteByte (MSG_ALL, e.b_shirt * 16 + who.b_pants);
979 WriteByte (MSG_ALL, SVC_UPDATEFRAGS);
980 WriteByte (MSG_ALL, clientno);
981 WriteShort (MSG_ALL, e.frags + 10000);
992 self.classname = "tdm_team";
993 self.team = self.cnt + 1;
996 // code from here on is just to support maps that don't have team entities
997 void tdm_spawnteam (string teamname, float teamcolor)
999 local entity oldself;
1002 self.classname = "tdm_team";
1003 self.netname = teamname;
1004 self.cnt = teamcolor;
1011 // spawn some default teams if the map is not set up for tdm
1012 void() tdm_spawnteams =
1016 numteams = cvar("g_tdm_teams");
1018 tdm_spawnteam("Red", 4);
1019 tdm_spawnteam("Blue", 13);
1022 void() tdm_delayedinit =
1024 self.think = SUB_Remove;
1025 self.nextthink = time;
1026 // if no teams are found, spawn defaults
1027 if (find(world, classname, "tdm_team") == world)
1035 e.think = tdm_delayedinit;
1036 e.nextthink = time + 0.1;