1 float COLOR_TEAM1 = 5; // red
2 float COLOR_TEAM2 = 14; // blue
3 float COLOR_TEAM3 = 4; // green
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 "^2Green 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);
280 "You are on ", ColoredTeamName(pl.team), "^8\n\n",
281 "Go to ^1Menu->Options->Player^8 to change your name, model & team\n",
288 "Go to ^1Menu->Options->Player^8 to change your name & model\n",
293 if (cvar_string("g_mutatormsg") != "") {
294 s = strcat(s, "\n\nSpecial gameplay tips: ", cvar_string("g_mutatormsg"));
297 if (cvar_string("sv_motd") != "") {
298 s = strcat(s, "\n\nMOTD: ", cvar_string("sv_motd"));
308 void SetPlayerColors(entity pl, float color)
312 stuffcmd(pl, strcat("color ", s, " ", s, "\n") );
314 //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
315 pl.clientcolors = 16*cl + cl;*/
318 setcolor(pl, 16*color + color);
321 shirt = pl.clientcolors & 0xF0;
322 setcolor(pl, shirt + color);
327 void SetPlayerTeam(entity pl, float t, float s, float noprint)
333 color = COLOR_TEAM4 - 1;
335 color = COLOR_TEAM3 - 1;
337 color = COLOR_TEAM2 - 1;
339 color = COLOR_TEAM1 - 1;
342 SetPlayerColors(pl,color);
345 if(!noprint && t != s)
347 //bprint(strcat(pl.netname, " has changed to ", TeamNoName(t), "\n"));
348 bprint(strcat(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n"));
357 // set c1...c4 to show what teams are allowed
358 void CheckAllowedTeams ()
367 c1 = c2 = c3 = c4 = -1;
368 cb1 = cb2 = cb3 = cb4 = 0;
371 teament_name = "dom_team";
373 teament_name = "ctf_team";
375 teament_name = "tdm_team";
378 // cover anything else by treating it like tdm with no teams spawned
379 dm = cvar("g_tdm_teams");
381 error("g_tdm_teams < 2, not enough teams to play team deathmatch\n");
385 c1 = c2 = c3 = c4 = 0;
398 // first find out what teams are allowed
399 head = find(world, classname, teament_name);
402 if(!(g_domination && head.netname == ""))
404 if(head.team == COLOR_TEAM1)
408 if(head.team == COLOR_TEAM2)
412 if(head.team == COLOR_TEAM3)
416 if(head.team == COLOR_TEAM4)
421 head = find(head, classname, teament_name);
425 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
426 // teams that are allowed will now have their player counts stored in c1...c4
427 void GetTeamCounts(entity ignore)
430 // now count how many players are on each team already
432 // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
433 // also remember the lowest-scoring player
435 head = find(world, classname, "player");
438 if(head != ignore)// && head.netname != "")
440 if(head.team == COLOR_TEAM1)
448 if(head.team == COLOR_TEAM2)
456 if(head.team == COLOR_TEAM3)
464 if(head.team == COLOR_TEAM4)
473 head = find(head, classname, "player");
477 // returns # of smallest team (1, 2, 3, 4)
478 // NOTE: Assumes CheckAllowedTeams has already been called!
479 float FindSmallestTeam(entity pl, float ignore_pl)
481 float totalteams, smallestteam, smallestteam_count, balance_type;
484 // find out what teams are available
485 //CheckAllowedTeams();
487 // make sure there are at least 2 teams to join
489 totalteams = totalteams + 1;
491 totalteams = totalteams + 1;
493 totalteams = totalteams + 1;
495 totalteams = totalteams + 1;
500 error("Too few teams available for domination\n");
502 error("Too few teams available for ctf\n");
504 error("Too few teams available for team deathmatch\n");
508 // count how many players are in each team
510 GetTeamCounts(world);
516 // c1...c4 now have counts of each team
517 // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
520 smallestteam_count = 999;
522 // 2 gives priority to what team you're already on, 1 goes in order
523 // 2 doesn't seem to work though...
526 if(balance_type == 1)
528 if(c1 >= 0 && c1 < smallestteam_count)
531 smallestteam_count = c1;
533 if(c2 >= 0 && c2 < smallestteam_count)
536 smallestteam_count = c2;
538 if(c3 >= 0 && c3 < smallestteam_count)
541 smallestteam_count = c3;
543 if(c4 >= 0 && c4 < smallestteam_count)
546 smallestteam_count = c4;
551 if(c1 >= 0 && (c1 < smallestteam_count ||
552 (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
555 smallestteam_count = c1;
557 if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
558 (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
561 smallestteam_count = c2;
563 if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
564 (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
567 smallestteam_count = c3;
569 if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
570 (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
573 smallestteam_count = c4;
580 float JoinBestTeam(entity pl, float only_return_best)
582 float smallest, selectedteam;
584 g_domination = cvar("g_domination");
585 g_ctf = cvar("g_ctf");
587 // don't join a team if we're not playing a team game
588 if(!cvar("teamplay") && !g_domination && !g_ctf)
591 // find out what teams are available
594 // if we don't care what team he ends up on, put him on whatever team he entered as.
595 // if he's not on a valid team, then let other code put him on the smallest team
596 if(!cvar("balance_teams") && !cvar("force_balance"))
598 if( c1 >= 0 && pl.team == COLOR_TEAM1)
599 selectedteam = pl.team;
600 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
601 selectedteam = pl.team;
602 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
603 selectedteam = pl.team;
604 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
605 selectedteam = pl.team;
610 if(!only_return_best)
611 SetPlayerColors(pl, selectedteam - 1);
614 // otherwise end up on the smallest team (handled below)
617 smallest = FindSmallestTeam(pl, TRUE);
620 if(!only_return_best)
624 SetPlayerColors(pl, COLOR_TEAM1 - 1);
626 else if(smallest == 2)
628 SetPlayerColors(pl, COLOR_TEAM2 - 1);
630 else if(smallest == 3)
632 SetPlayerColors(pl, COLOR_TEAM3 - 1);
634 else if(smallest == 4)
636 SetPlayerColors(pl, COLOR_TEAM4 - 1);
639 error("smallest team: invalid team\n");
646 void SV_ChangeTeam(float color)
648 float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
652 scolor = self.clientcolors & 15;
655 // store shirt color in .clientcolors
656 // this will get overwritten in teamplay modes later
657 setcolor(self, color & 240, scolor);
659 if(scolor == COLOR_TEAM1 - 1)
661 else if(scolor == COLOR_TEAM2 - 1)
663 else if(scolor == COLOR_TEAM3 - 1)
665 else if(scolor == COLOR_TEAM4 - 1)
667 if(dcolor == COLOR_TEAM1 - 1)
669 else if(dcolor == COLOR_TEAM2 - 1)
671 else if(dcolor == COLOR_TEAM3 - 1)
673 else if(dcolor == COLOR_TEAM4 - 1)
676 // not changing teams
679 //bprint("same team change\n");
680 SetPlayerTeam(self, dteam, steam, TRUE);
686 if(cvar("g_changeteam_banned"))
688 sprint(self, "Team changes not allowed\n");
689 return; // changing teams is not allowed
692 if(cvar("g_balance_teams_prevent_imbalance"))
694 // only allow changing to a smaller or equal size team
696 // find out what teams are available
698 // count how many players on each team
699 GetTeamCounts(world);
702 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
707 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
712 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
717 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
724 sprint(self, "Cannot change to an invalid team\n");
730 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
732 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
734 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
736 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
739 if(scount) // started at a valid, nonempty team
741 // check if we're trying to change to a larger team that doens't have bots to swap with
742 if(dcount >= scount && dbotcount <= 0)
744 sprint(self, "Cannot change to a larger team\n");
745 return; // can't change to a larger team
751 // reduce frags during a team change
752 self.frags = floor(self.frags * (cvar("g_changeteam_fragtransfer") / 100));
754 // bprint(strcat("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n"));
756 SetPlayerTeam(self, dteam, steam, FALSE);
760 void ShufflePlayerOutOfTeam (float source_team)
762 float smallestteam, smallestteam_count, steam;
763 float lowest_bot_score, lowest_player_score;
764 entity head, lowest_bot, lowest_player, selected;
767 smallestteam_count = 999;
769 if(c1 >= 0 && c1 < smallestteam_count)
772 smallestteam_count = c1;
774 if(c2 >= 0 && c2 < smallestteam_count)
777 smallestteam_count = c2;
779 if(c3 >= 0 && c3 < smallestteam_count)
782 smallestteam_count = c3;
784 if(c4 >= 0 && c4 < smallestteam_count)
787 smallestteam_count = c4;
792 bprint("warning: no smallest team\n");
798 else if(source_team == 2)
800 else if(source_team == 3)
802 else if(source_team == 4)
806 lowest_bot_score = 9999;
807 lowest_player = world;
808 lowest_player_score = 9999;
810 // find the lowest-scoring player & bot of that team
811 head = find(world, classname, "player");
814 if(head.team == steam)
818 if(head.frags < lowest_bot_score)
821 lowest_bot_score = head.frags;
826 if(head.frags < lowest_player_score)
828 lowest_player = head;
829 lowest_player_score = head.frags;
833 head = find(head, classname, "player");
836 // prefers to move a bot...
837 if(lowest_bot != world)
838 selected = lowest_bot;
839 // but it will move a player if it has to
841 selected = lowest_player;
842 // don't do anything if it couldn't find anyone
845 bprint("warning: couldn't find a player to move from team\n");
849 // smallest team gains a member
850 if(smallestteam == 1)
854 else if(smallestteam == 2)
858 else if(smallestteam == 3)
862 else if(smallestteam == 4)
868 bprint("warning: destination team invalid\n");
871 // source team loses a member
876 else if(source_team == 2)
880 else if(source_team == 3)
884 else if(source_team == 4)
890 bprint("warning: source team invalid\n");
894 // move the player to the new team
895 SetPlayerTeam(selected, smallestteam, source_team, FALSE);
898 // part of g_balance_teams_force
899 // occasionally perform an audit of the teams to make
900 // sure they're more or less balanced in player count.
903 float numplayers, numteams, average;
904 if(!cvar("g_balance_teams_force"))
906 if(!cvar("teamplay"))
909 if(audit_teams_time > time)
912 audit_teams_time = time + 4 + random();
914 // bprint("Auditing teams\n");
917 GetTeamCounts(world);
920 numteams = numplayers = 0;
923 numteams = numteams + 1;
924 numplayers = numplayers + c1;
928 numteams = numteams + 1;
929 numplayers = numplayers + c2;
933 numteams = numteams + 1;
934 numplayers = numplayers + c3;
938 numteams = numteams + 1;
939 numplayers = numplayers + c4;
943 return; // no players to move around
945 return; // don't bother shuffling if for some reason there aren't any teams
947 average = ceil(numplayers / numteams);
950 return; // that's weird...
952 if(c1 && c1 > average)
954 bprint("Rebalancing Teams\n");
955 //bprint("Shuffle from team 1\n");
956 ShufflePlayerOutOfTeam(1);
958 if(c2 && c2 > average)
960 bprint("Rebalancing Teams\n");
961 //bprint("Shuffle from team 2\n");
962 ShufflePlayerOutOfTeam(2);
964 if(c3 && c3 > average)
966 bprint("Rebalancing Teams\n");
967 //bprint("Shuffle from team 3\n");
968 ShufflePlayerOutOfTeam(3);
970 if(c4 && c4 > average)
972 bprint("Rebalancing Teams\n");
973 //bprint("Shuffle from team 4\n");
974 ShufflePlayerOutOfTeam(4);
977 // if teams are still unbalanced, balance them further in the next audit,
978 // which will happen sooner (keep doing rapid audits until things are in order)
979 audit_teams_time = time + 0.7 + random()*0.3;
984 /*void(entity e, float first) UpdateTeamScore =
989 WriteByte (MSG_ALL, SVC_UPDATENAME);
990 WriteByte (MSG_ALL, clientno);
991 WriteString (MSG_ALL, e.netname);
993 WriteByte (MSG_ALL, SVC_UPDATECOLORS);
994 WriteByte (MSG_ALL, clientno);
995 WriteByte (MSG_ALL, e.b_shirt * 16 + who.b_pants);
998 WriteByte (MSG_ALL, SVC_UPDATEFRAGS);
999 WriteByte (MSG_ALL, clientno);
1000 WriteShort (MSG_ALL, e.frags + 10000);
1011 self.classname = "tdm_team";
1012 self.team = self.cnt + 1;
1015 // code from here on is just to support maps that don't have team entities
1016 void tdm_spawnteam (string teamname, float teamcolor)
1018 local entity oldself;
1021 self.classname = "tdm_team";
1022 self.netname = teamname;
1023 self.cnt = teamcolor;
1030 // spawn some default teams if the map is not set up for tdm
1031 void() tdm_spawnteams =
1035 numteams = cvar("g_tdm_teams");
1037 tdm_spawnteam("Red", 4);
1038 tdm_spawnteam("Blue", 13);
1041 void() tdm_delayedinit =
1043 self.think = SUB_Remove;
1044 self.nextthink = time;
1045 // if no teams are found, spawn defaults
1046 if (find(world, classname, "tdm_team") == world)
1054 e.think = tdm_delayedinit;
1055 e.nextthink = time + 0.1;