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, temp2;
241 if(self.welcomemessage_time < time)
243 if(self.welcomemessage_time2 > time)
245 self.welcomemessage_time2 = time + 0.8;
251 if(cvar("g_minstagib"))
252 temp2 = strcat("^2Minstagib ^1", gamemode_name);
254 temp2 = gamemode_name;
256 if(cvar("g_grappling_hook"))
257 grap_msg = strzone("\n\nBind a key to ^1+hook^8 to use the grappling hook\n");
259 s = strcat("\n\nThis is Nexuiz ", cvar_string("g_nexuizversion"), "\n", self.versionmessage, "^8\n\nMatch type is ^1", temp2, "^8\n");
263 "\n\n\n^8Welcome, ", pl.netname, "^8\n",
266 temp = strzone(temp);
271 "You are on ", ColoredTeamName(pl.team), "^8\n\n",
272 "Go to ^1Menu->Options->Player^8 to change your name, model & team\n",
279 "Go to ^1Menu->Options->Player^8 to change your name & model\n",
284 if (cvar_string("g_mutatormsg") != "") {
285 s = strcat(s, "\n\nSpecial gameplay tips: ", cvar_string("g_mutatormsg"));
288 if (cvar_string("sv_motd") != "") {
289 s = strcat(s, "\n\nMOTD: ", cvar_string("sv_motd"));
294 if(cvar("g_minstagib"))
295 temp2 = strcat("Minstagib ", gamemode_name);
297 if(cvar("g_grappling_hook"))
298 grap_msg = strzone("\n\nBind a key to +hook to use the grappling hook\n");
300 s = strcat("Match type is ", temp2, "\n");
304 "\n\n\nWelcome, ", pl.netname, "\n",
307 temp = strzone(temp);
312 "You are on ", TeamName(pl.team), "\n\n",
313 "Go to Menu->Options->Player to\nchange your name, model & team\n",
320 "Go to Menu->Options->Player to change your name & model\n",
333 void SetPlayerColors(entity pl, float color)
337 stuffcmd(pl, strcat("color ", s, " ", s, "\n") );
339 //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
340 pl.clientcolors = 16*cl + cl;*/
343 setcolor(pl, 16*color + color);
346 shirt = pl.clientcolors & 0xF0;
347 setcolor(pl, shirt + color);
352 void SetPlayerTeam(entity pl, float t, float s, float noprint)
358 color = COLOR_TEAM4 - 1;
360 color = COLOR_TEAM3 - 1;
362 color = COLOR_TEAM2 - 1;
364 color = COLOR_TEAM1 - 1;
367 SetPlayerColors(pl,color);
370 if(!noprint && t != s)
372 //bprint(strcat(pl.netname, " has changed to ", TeamNoName(t), "\n"));
373 bprint(strcat(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n"));
382 // set c1...c4 to show what teams are allowed
383 void CheckAllowedTeams ()
392 c1 = c2 = c3 = c4 = -1;
393 cb1 = cb2 = cb3 = cb4 = 0;
396 teament_name = "dom_team";
398 teament_name = "ctf_team";
400 teament_name = "tdm_team";
403 // cover anything else by treating it like tdm with no teams spawned
404 dm = cvar("g_tdm_teams");
406 error("g_tdm_teams < 2, not enough teams to play team deathmatch\n");
410 c1 = c2 = c3 = c4 = 0;
423 // first find out what teams are allowed
424 head = find(world, classname, teament_name);
427 if(!(g_domination && head.netname == ""))
429 if(head.team == COLOR_TEAM1)
433 if(head.team == COLOR_TEAM2)
437 if(head.team == COLOR_TEAM3)
441 if(head.team == COLOR_TEAM4)
446 head = find(head, classname, teament_name);
450 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
451 // teams that are allowed will now have their player counts stored in c1...c4
452 void GetTeamCounts(entity ignore)
455 // now count how many players are on each team already
457 // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
458 // also remember the lowest-scoring player
460 head = find(world, classname, "player");
463 if(head != ignore)// && head.netname != "")
465 if(head.team == COLOR_TEAM1)
473 if(head.team == COLOR_TEAM2)
481 if(head.team == COLOR_TEAM3)
489 if(head.team == COLOR_TEAM4)
498 head = find(head, classname, "player");
502 // returns # of smallest team (1, 2, 3, 4)
503 // NOTE: Assumes CheckAllowedTeams has already been called!
504 float FindSmallestTeam(entity pl, float ignore_pl)
506 float totalteams, smallestteam, smallestteam_count, balance_type;
509 // find out what teams are available
510 //CheckAllowedTeams();
512 // make sure there are at least 2 teams to join
514 totalteams = totalteams + 1;
516 totalteams = totalteams + 1;
518 totalteams = totalteams + 1;
520 totalteams = totalteams + 1;
525 error("Too few teams available for domination\n");
527 error("Too few teams available for ctf\n");
529 error("Too few teams available for team deathmatch\n");
533 // count how many players are in each team
535 GetTeamCounts(world);
541 // c1...c4 now have counts of each team
542 // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
545 smallestteam_count = 999;
547 // 2 gives priority to what team you're already on, 1 goes in order
548 // 2 doesn't seem to work though...
551 if(balance_type == 1)
553 if(c1 >= 0 && c1 < smallestteam_count)
556 smallestteam_count = c1;
558 if(c2 >= 0 && c2 < smallestteam_count)
561 smallestteam_count = c2;
563 if(c3 >= 0 && c3 < smallestteam_count)
566 smallestteam_count = c3;
568 if(c4 >= 0 && c4 < smallestteam_count)
571 smallestteam_count = c4;
576 if(c1 >= 0 && (c1 < smallestteam_count ||
577 (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
580 smallestteam_count = c1;
582 if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
583 (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
586 smallestteam_count = c2;
588 if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
589 (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
592 smallestteam_count = c3;
594 if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
595 (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
598 smallestteam_count = c4;
605 float JoinBestTeam(entity pl, float only_return_best)
607 float smallest, selectedteam;
609 g_domination = cvar("g_domination");
610 g_ctf = cvar("g_ctf");
612 // don't join a team if we're not playing a team game
613 if(!cvar("teamplay") && !g_domination && !g_ctf)
616 // find out what teams are available
619 // if we don't care what team he ends up on, put him on whatever team he entered as.
620 // if he's not on a valid team, then let other code put him on the smallest team
621 if(!cvar("balance_teams") && !cvar("force_balance"))
623 if( c1 >= 0 && pl.team == COLOR_TEAM1)
624 selectedteam = pl.team;
625 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
626 selectedteam = pl.team;
627 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
628 selectedteam = pl.team;
629 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
630 selectedteam = pl.team;
635 if(!only_return_best)
636 SetPlayerColors(pl, selectedteam - 1);
639 // otherwise end up on the smallest team (handled below)
642 smallest = FindSmallestTeam(pl, TRUE);
645 if(!only_return_best)
649 SetPlayerColors(pl, COLOR_TEAM1 - 1);
651 else if(smallest == 2)
653 SetPlayerColors(pl, COLOR_TEAM2 - 1);
655 else if(smallest == 3)
657 SetPlayerColors(pl, COLOR_TEAM3 - 1);
659 else if(smallest == 4)
661 SetPlayerColors(pl, COLOR_TEAM4 - 1);
664 error("smallest team: invalid team\n");
671 void SV_ChangeTeam(float color)
673 float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
677 scolor = self.clientcolors & 15;
680 // store shirt color in .clientcolors
681 // this will get overwritten in teamplay modes later
682 setcolor(self, color & 240, scolor);
684 if(scolor == COLOR_TEAM1 - 1)
686 else if(scolor == COLOR_TEAM2 - 1)
688 else if(scolor == COLOR_TEAM3 - 1)
690 else if(scolor == COLOR_TEAM4 - 1)
692 if(dcolor == COLOR_TEAM1 - 1)
694 else if(dcolor == COLOR_TEAM2 - 1)
696 else if(dcolor == COLOR_TEAM3 - 1)
698 else if(dcolor == COLOR_TEAM4 - 1)
701 // not changing teams
704 //bprint("same team change\n");
705 SetPlayerTeam(self, dteam, steam, TRUE);
711 if(cvar("g_changeteam_banned"))
713 sprint(self, "Team changes not allowed\n");
714 return; // changing teams is not allowed
717 if(cvar("g_balance_teams_prevent_imbalance"))
719 // only allow changing to a smaller or equal size team
721 // find out what teams are available
723 // count how many players on each team
724 GetTeamCounts(world);
727 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
732 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
737 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
742 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
749 sprint(self, "Cannot change to an invalid team\n");
755 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
757 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
759 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
761 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
764 if(scount) // started at a valid, nonempty team
766 // check if we're trying to change to a larger team that doens't have bots to swap with
767 if(dcount >= scount && dbotcount <= 0)
769 sprint(self, "Cannot change to a larger team\n");
770 return; // can't change to a larger team
776 // reduce frags during a team change
777 self.frags = floor(self.frags * (cvar("g_changeteam_fragtransfer") / 100));
779 // bprint(strcat("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n"));
781 SetPlayerTeam(self, dteam, steam, FALSE);
785 void ShufflePlayerOutOfTeam (float source_team)
787 float smallestteam, smallestteam_count, steam;
788 float lowest_bot_score, lowest_player_score;
789 entity head, lowest_bot, lowest_player, selected;
792 smallestteam_count = 999;
794 if(c1 >= 0 && c1 < smallestteam_count)
797 smallestteam_count = c1;
799 if(c2 >= 0 && c2 < smallestteam_count)
802 smallestteam_count = c2;
804 if(c3 >= 0 && c3 < smallestteam_count)
807 smallestteam_count = c3;
809 if(c4 >= 0 && c4 < smallestteam_count)
812 smallestteam_count = c4;
817 bprint("warning: no smallest team\n");
823 else if(source_team == 2)
825 else if(source_team == 3)
827 else if(source_team == 4)
831 lowest_bot_score = 9999;
832 lowest_player = world;
833 lowest_player_score = 9999;
835 // find the lowest-scoring player & bot of that team
836 head = find(world, classname, "player");
839 if(head.team == steam)
843 if(head.frags < lowest_bot_score)
846 lowest_bot_score = head.frags;
851 if(head.frags < lowest_player_score)
853 lowest_player = head;
854 lowest_player_score = head.frags;
858 head = find(head, classname, "player");
861 // prefers to move a bot...
862 if(lowest_bot != world)
863 selected = lowest_bot;
864 // but it will move a player if it has to
866 selected = lowest_player;
867 // don't do anything if it couldn't find anyone
870 bprint("warning: couldn't find a player to move from team\n");
874 // smallest team gains a member
875 if(smallestteam == 1)
879 else if(smallestteam == 2)
883 else if(smallestteam == 3)
887 else if(smallestteam == 4)
893 bprint("warning: destination team invalid\n");
896 // source team loses a member
901 else if(source_team == 2)
905 else if(source_team == 3)
909 else if(source_team == 4)
915 bprint("warning: source team invalid\n");
919 // move the player to the new team
920 SetPlayerTeam(selected, smallestteam, source_team, FALSE);
923 // part of g_balance_teams_force
924 // occasionally perform an audit of the teams to make
925 // sure they're more or less balanced in player count.
928 float numplayers, numteams, average;
929 if(!cvar("g_balance_teams_force"))
931 if(!cvar("teamplay"))
934 if(audit_teams_time > time)
937 audit_teams_time = time + 4 + random();
939 // bprint("Auditing teams\n");
942 GetTeamCounts(world);
945 numteams = numplayers = 0;
948 numteams = numteams + 1;
949 numplayers = numplayers + c1;
953 numteams = numteams + 1;
954 numplayers = numplayers + c2;
958 numteams = numteams + 1;
959 numplayers = numplayers + c3;
963 numteams = numteams + 1;
964 numplayers = numplayers + c4;
968 return; // no players to move around
970 return; // don't bother shuffling if for some reason there aren't any teams
972 average = ceil(numplayers / numteams);
975 return; // that's weird...
977 if(c1 && c1 > average)
979 bprint("Rebalancing Teams\n");
980 //bprint("Shuffle from team 1\n");
981 ShufflePlayerOutOfTeam(1);
983 if(c2 && c2 > average)
985 bprint("Rebalancing Teams\n");
986 //bprint("Shuffle from team 2\n");
987 ShufflePlayerOutOfTeam(2);
989 if(c3 && c3 > average)
991 bprint("Rebalancing Teams\n");
992 //bprint("Shuffle from team 3\n");
993 ShufflePlayerOutOfTeam(3);
995 if(c4 && c4 > average)
997 bprint("Rebalancing Teams\n");
998 //bprint("Shuffle from team 4\n");
999 ShufflePlayerOutOfTeam(4);
1002 // if teams are still unbalanced, balance them further in the next audit,
1003 // which will happen sooner (keep doing rapid audits until things are in order)
1004 audit_teams_time = time + 0.7 + random()*0.3;
1009 /*void(entity e, float first) UpdateTeamScore =
1014 WriteByte (MSG_ALL, SVC_UPDATENAME);
1015 WriteByte (MSG_ALL, clientno);
1016 WriteString (MSG_ALL, e.netname);
1018 WriteByte (MSG_ALL, SVC_UPDATECOLORS);
1019 WriteByte (MSG_ALL, clientno);
1020 WriteByte (MSG_ALL, e.b_shirt * 16 + who.b_pants);
1023 WriteByte (MSG_ALL, SVC_UPDATEFRAGS);
1024 WriteByte (MSG_ALL, clientno);
1025 WriteShort (MSG_ALL, e.frags + 10000);
1036 self.classname = "tdm_team";
1037 self.team = self.cnt + 1;
1040 // code from here on is just to support maps that don't have team entities
1041 void tdm_spawnteam (string teamname, float teamcolor)
1043 local entity oldself;
1046 self.classname = "tdm_team";
1047 self.netname = teamname;
1048 self.cnt = teamcolor;
1055 // spawn some default teams if the map is not set up for tdm
1056 void() tdm_spawnteams =
1060 numteams = cvar("g_tdm_teams");
1062 tdm_spawnteam("Red", 4);
1063 tdm_spawnteam("Blue", 13);
1066 void() tdm_delayedinit =
1068 self.think = SUB_Remove;
1069 self.nextthink = time;
1070 // if no teams are found, spawn defaults
1071 if (find(world, classname, "tdm_team") == world)
1079 e.think = tdm_delayedinit;
1080 e.nextthink = time + 0.1;