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 cvar_set("teamplay", "0");
184 lms_lowest_lives = 999;
188 // we can only assume...
189 gamemode_name = "Deathmatch";
192 /* else if(game == GAME_TEAM_DEATHMATCH)
194 if(!cvar("deathmatch"))
195 cvar_set("deathmatch", "1");
197 //if(!cvar("teamplay"))
198 // cvar_set("teamplay", "3");
201 fraglimit_override = cvar("fraglimit_override");
204 // enforce the server's universal frag/time limits
205 if(fraglimit_override >= 0)
206 cvar_set("fraglimit", ftos(fraglimit_override));
207 if(timelimit_override >= 0)
208 cvar_set("timelimit", ftos(timelimit_override));
210 if (game == GAME_DOMINATION)//cvar("g_domination"))
212 else if (game == GAME_CTF)//cvar("g_ctf"))
214 else if (game == GAME_RUNEMATCH)//cvar("g_runematch"))
216 else if (game == GAME_TEAM_DEATHMATCH)//cvar("g_runematch"))
219 // those mutators rule each other out
220 if(cvar("g_minstagib"))
222 cvar_set("g_instagib", "0");
223 cvar_set("g_rocketarena", "0");
225 if(cvar("g_instagib"))
227 cvar_set("g_minstagib", "0");
228 cvar_set("g_rocketarena", "0");
230 if(cvar("g_rocketarena"))
232 cvar_set("g_instagib", "0");
233 cvar_set("g_minstagib", "0");
237 void PrintWelcomeMessage(entity pl)
239 string s, grap_msg, temp, mutator;
241 /*if(self.welcomemessage_time < time)
243 if(self.welcomemessage_time2 > time)
245 self.welcomemessage_time2 = time + 0.8; */
247 if(self.welcomemessage_time2 > time) return;
248 self.welcomemessage_time2 = time + 1.0;
250 if(cvar("g_minstagib"))
251 mutator = "^2Minstagib ^1";
252 else if(cvar("g_instagib"))
253 mutator = "^2Instagib ^1";
254 else if(cvar("g_rocketarena"))
255 mutator = "^2Rocketarena ^1";
259 if(cvar("g_grappling_hook"))
260 grap_msg = strzone("\n\nBind a key to ^1+hook^8 to use the grappling hook\n");
262 s = strcat(s, "\n\nThis is Nexuiz ", cvar_string("g_nexuizversion"), "\n", self.versionmessage);
263 s = strcat(s, "^8\n\nMatch type is ^1", mutator, gamemode_name, "^8\n");
265 if(self.classname == "observer" || self.classname == "spectator") {
266 s = strcat(s,"^7\n\n\npress jump to play\npress attack to spectate other players\n\n");
273 "\n\n\n^8Welcome, ", pl.netname, "^8\n",
276 temp = strzone(temp);
279 if (cvar_string("g_mutatormsg") != "") {
280 s = strcat(s, "\n\nSpecial gameplay tips: ", cvar_string("g_mutatormsg"));
283 if (cvar_string("sv_motd") != "") {
284 s = strcat(s, "\n\nMOTD: ", cvar_string("sv_motd"));
294 void SetPlayerColors(entity pl, float color)
298 stuffcmd(pl, strcat("color ", s, " ", s, "\n") );
300 //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
301 pl.clientcolors = 16*cl + cl;*/
304 setcolor(pl, 16*color + color);
307 shirt = pl.clientcolors & 0xF0;
308 setcolor(pl, shirt + color);
313 void SetPlayerTeam(entity pl, float t, float s, float noprint)
317 // remap invalid teams in dom & ctf
318 if(cvar("g_ctf") && t == 3)
320 else if(cvar("g_ctf") && t == 4)
322 else if(cvar("g_domination") && cvar("g_domination_default_teams") < 3)
329 else if(cvar("g_domination") && cvar("g_domination_default_teams") < 4)
336 color = COLOR_TEAM4 - 1;
338 color = COLOR_TEAM3 - 1;
340 color = COLOR_TEAM2 - 1;
342 color = COLOR_TEAM1 - 1;
345 SetPlayerColors(pl,color);
347 if(!noprint && t != s)
349 //bprint(strcat(pl.netname, " has changed to ", TeamNoName(t), "\n"));
350 bprint(strcat(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n"));
353 // kill player when changing teams
354 if(teams_matter && self.classname == "player" && self.deadflag == DEAD_NO && (color + 1) != self.team)
355 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
363 // set c1...c4 to show what teams are allowed
364 void CheckAllowedTeams ()
373 c1 = c2 = c3 = c4 = -1;
374 cb1 = cb2 = cb3 = cb4 = 0;
377 teament_name = "dom_team";
379 teament_name = "ctf_team";
381 teament_name = "tdm_team";
384 // cover anything else by treating it like tdm with no teams spawned
385 dm = cvar("g_tdm_teams");
387 error("g_tdm_teams < 2, not enough teams to play team deathmatch\n");
391 c1 = c2 = c3 = c4 = 0;
404 // first find out what teams are allowed
405 head = find(world, classname, teament_name);
408 if(!(g_domination && head.netname == ""))
410 if(head.team == COLOR_TEAM1)
414 if(head.team == COLOR_TEAM2)
418 if(head.team == COLOR_TEAM3)
422 if(head.team == COLOR_TEAM4)
427 head = find(head, classname, teament_name);
431 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
432 // teams that are allowed will now have their player counts stored in c1...c4
433 void GetTeamCounts(entity ignore)
436 // now count how many players are on each team already
438 // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
439 // also remember the lowest-scoring player
441 head = find(world, classname, "player");
444 if(head != ignore)// && head.netname != "")
446 if(head.team == COLOR_TEAM1)
454 if(head.team == COLOR_TEAM2)
462 if(head.team == COLOR_TEAM3)
470 if(head.team == COLOR_TEAM4)
479 head = find(head, classname, "player");
483 // returns # of smallest team (1, 2, 3, 4)
484 // NOTE: Assumes CheckAllowedTeams has already been called!
485 float FindSmallestTeam(entity pl, float ignore_pl)
487 float totalteams, smallestteam, smallestteam_count, balance_type;
490 // find out what teams are available
491 //CheckAllowedTeams();
493 // make sure there are at least 2 teams to join
495 totalteams = totalteams + 1;
497 totalteams = totalteams + 1;
499 totalteams = totalteams + 1;
501 totalteams = totalteams + 1;
506 error("Too few teams available for domination\n");
508 error("Too few teams available for ctf\n");
510 error("Too few teams available for team deathmatch\n");
514 // count how many players are in each team
516 GetTeamCounts(world);
522 // c1...c4 now have counts of each team
523 // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
526 smallestteam_count = 999;
528 // 2 gives priority to what team you're already on, 1 goes in order
529 // 2 doesn't seem to work though...
532 if(balance_type == 1)
534 if(c1 >= 0 && c1 < smallestteam_count)
537 smallestteam_count = c1;
539 if(c2 >= 0 && c2 < smallestteam_count)
542 smallestteam_count = c2;
544 if(c3 >= 0 && c3 < smallestteam_count)
547 smallestteam_count = c3;
549 if(c4 >= 0 && c4 < smallestteam_count)
552 smallestteam_count = c4;
557 if(c1 >= 0 && (c1 < smallestteam_count ||
558 (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
561 smallestteam_count = c1;
563 if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
564 (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
567 smallestteam_count = c2;
569 if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
570 (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
573 smallestteam_count = c3;
575 if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
576 (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
579 smallestteam_count = c4;
586 float JoinBestTeam(entity pl, float only_return_best)
588 float smallest, selectedteam;
590 g_domination = cvar("g_domination");
591 g_ctf = cvar("g_ctf");
593 // don't join a team if we're not playing a team game
594 if(!cvar("teamplay") && !g_domination && !g_ctf)
597 // find out what teams are available
600 // if we don't care what team he ends up on, put him on whatever team he entered as.
601 // if he's not on a valid team, then let other code put him on the smallest team
602 if(!cvar("balance_teams") && !cvar("force_balance"))
604 if( c1 >= 0 && pl.team == COLOR_TEAM1)
605 selectedteam = pl.team;
606 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
607 selectedteam = pl.team;
608 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
609 selectedteam = pl.team;
610 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
611 selectedteam = pl.team;
616 if(!only_return_best)
617 SetPlayerColors(pl, selectedteam - 1);
620 // otherwise end up on the smallest team (handled below)
623 smallest = FindSmallestTeam(pl, TRUE);
626 if(!only_return_best)
630 SetPlayerColors(pl, COLOR_TEAM1 - 1);
632 else if(smallest == 2)
634 SetPlayerColors(pl, COLOR_TEAM2 - 1);
636 else if(smallest == 3)
638 SetPlayerColors(pl, COLOR_TEAM3 - 1);
640 else if(smallest == 4)
642 SetPlayerColors(pl, COLOR_TEAM4 - 1);
645 error("smallest team: invalid team\n");
652 void SV_ChangeTeam(float color)
654 float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
656 scolor = self.clientcolors & 0x0F;
657 dcolor = color & 0x0F;
659 // store shirt color in .clientcolors
660 // this will get overwritten in teamplay modes later
661 setcolor(self, color & 0xF0 + scolor);
663 if(scolor == COLOR_TEAM1 - 1)
665 else if(scolor == COLOR_TEAM2 - 1)
667 else if(scolor == COLOR_TEAM3 - 1)
669 else if(scolor == COLOR_TEAM4 - 1)
671 if(dcolor == COLOR_TEAM1 - 1)
673 else if(dcolor == COLOR_TEAM2 - 1)
675 else if(dcolor == COLOR_TEAM3 - 1)
677 else if(dcolor == COLOR_TEAM4 - 1)
680 // not changing teams
683 //bprint("same team change\n");
684 SetPlayerTeam(self, dteam, steam, TRUE);
690 if(cvar("g_changeteam_banned"))
692 sprint(self, "Team changes not allowed\n");
693 return; // changing teams is not allowed
696 if(cvar("g_balance_teams_prevent_imbalance"))
698 // only allow changing to a smaller or equal size team
700 // find out what teams are available
702 // count how many players on each team
703 GetTeamCounts(world);
706 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
711 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
716 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
721 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
728 sprint(self, "Cannot change to an invalid team\n");
734 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
736 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
738 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
740 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
743 if(scount) // started at a valid, nonempty team
745 // check if we're trying to change to a larger team that doens't have bots to swap with
746 if(dcount >= scount && dbotcount <= 0)
748 sprint(self, "Cannot change to a larger team\n");
749 return; // can't change to a larger team
755 // reduce frags during a team change
756 self.frags = floor(self.frags * (cvar("g_changeteam_fragtransfer") / 100));
758 // bprint(strcat("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n"));
760 SetPlayerTeam(self, dteam, steam, FALSE);
764 void ShufflePlayerOutOfTeam (float source_team)
766 float smallestteam, smallestteam_count, steam;
767 float lowest_bot_score, lowest_player_score;
768 entity head, lowest_bot, lowest_player, selected;
771 smallestteam_count = 999;
773 if(c1 >= 0 && c1 < smallestteam_count)
776 smallestteam_count = c1;
778 if(c2 >= 0 && c2 < smallestteam_count)
781 smallestteam_count = c2;
783 if(c3 >= 0 && c3 < smallestteam_count)
786 smallestteam_count = c3;
788 if(c4 >= 0 && c4 < smallestteam_count)
791 smallestteam_count = c4;
796 bprint("warning: no smallest team\n");
802 else if(source_team == 2)
804 else if(source_team == 3)
806 else if(source_team == 4)
810 lowest_bot_score = 9999;
811 lowest_player = world;
812 lowest_player_score = 9999;
814 // find the lowest-scoring player & bot of that team
815 head = find(world, classname, "player");
818 if(head.team == steam)
822 if(head.frags < lowest_bot_score)
825 lowest_bot_score = head.frags;
830 if(head.frags < lowest_player_score)
832 lowest_player = head;
833 lowest_player_score = head.frags;
837 head = find(head, classname, "player");
840 // prefers to move a bot...
841 if(lowest_bot != world)
842 selected = lowest_bot;
843 // but it will move a player if it has to
845 selected = lowest_player;
846 // don't do anything if it couldn't find anyone
849 bprint("warning: couldn't find a player to move from team\n");
853 // smallest team gains a member
854 if(smallestteam == 1)
858 else if(smallestteam == 2)
862 else if(smallestteam == 3)
866 else if(smallestteam == 4)
872 bprint("warning: destination team invalid\n");
875 // source team loses a member
880 else if(source_team == 2)
884 else if(source_team == 3)
888 else if(source_team == 4)
894 bprint("warning: source team invalid\n");
898 // move the player to the new team
899 SetPlayerTeam(selected, smallestteam, source_team, FALSE);
902 // part of g_balance_teams_force
903 // occasionally perform an audit of the teams to make
904 // sure they're more or less balanced in player count.
907 float numplayers, numteams, average;
908 if(!cvar("g_balance_teams_force"))
910 if(!cvar("teamplay"))
913 if(audit_teams_time > time)
916 audit_teams_time = time + 4 + random();
918 // bprint("Auditing teams\n");
921 GetTeamCounts(world);
924 numteams = numplayers = 0;
927 numteams = numteams + 1;
928 numplayers = numplayers + c1;
932 numteams = numteams + 1;
933 numplayers = numplayers + c2;
937 numteams = numteams + 1;
938 numplayers = numplayers + c3;
942 numteams = numteams + 1;
943 numplayers = numplayers + c4;
947 return; // no players to move around
949 return; // don't bother shuffling if for some reason there aren't any teams
951 average = ceil(numplayers / numteams);
954 return; // that's weird...
956 if(c1 && c1 > average)
958 bprint("Rebalancing Teams\n");
959 //bprint("Shuffle from team 1\n");
960 ShufflePlayerOutOfTeam(1);
962 if(c2 && c2 > average)
964 bprint("Rebalancing Teams\n");
965 //bprint("Shuffle from team 2\n");
966 ShufflePlayerOutOfTeam(2);
968 if(c3 && c3 > average)
970 bprint("Rebalancing Teams\n");
971 //bprint("Shuffle from team 3\n");
972 ShufflePlayerOutOfTeam(3);
974 if(c4 && c4 > average)
976 bprint("Rebalancing Teams\n");
977 //bprint("Shuffle from team 4\n");
978 ShufflePlayerOutOfTeam(4);
981 // if teams are still unbalanced, balance them further in the next audit,
982 // which will happen sooner (keep doing rapid audits until things are in order)
983 audit_teams_time = time + 0.7 + random()*0.3;
988 /*void(entity e, float first) UpdateTeamScore =
993 WriteByte (MSG_ALL, SVC_UPDATENAME);
994 WriteByte (MSG_ALL, clientno);
995 WriteString (MSG_ALL, e.netname);
997 WriteByte (MSG_ALL, SVC_UPDATECOLORS);
998 WriteByte (MSG_ALL, clientno);
999 WriteByte (MSG_ALL, e.b_shirt * 16 + who.b_pants);
1002 WriteByte (MSG_ALL, SVC_UPDATEFRAGS);
1003 WriteByte (MSG_ALL, clientno);
1004 WriteShort (MSG_ALL, e.frags + 10000);
1015 self.classname = "tdm_team";
1016 self.team = self.cnt + 1;
1019 // code from here on is just to support maps that don't have team entities
1020 void tdm_spawnteam (string teamname, float teamcolor)
1022 local entity oldself;
1025 self.classname = "tdm_team";
1026 self.netname = teamname;
1027 self.cnt = teamcolor;
1034 // spawn some default teams if the map is not set up for tdm
1035 void() tdm_spawnteams =
1039 numteams = cvar("g_tdm_teams");
1041 tdm_spawnteam("Red", 4);
1042 tdm_spawnteam("Blue", 13);
1045 void() tdm_delayedinit =
1047 self.think = SUB_Remove;
1048 self.nextthink = time;
1049 // if no teams are found, spawn defaults
1050 if (find(world, classname, "tdm_team") == world)
1058 e.think = tdm_delayedinit;
1059 e.nextthink = time + 0.1;