1 float COLOR_TEAM1 = 5; // red
2 float COLOR_TEAM2 = 14; // blue
3 float COLOR_TEAM3 = 4; // green
4 float COLOR_TEAM4 = 13; // yellow
6 #define COLOR_TEAM_RED COLOR_TEAM1
7 #define COLOR_TEAM_BLUE COLOR_TEAM2
8 #define COLOR_TEAM_GREEN COLOR_TEAM3
9 #define COLOR_TEAM_YELLOW COLOR_TEAM4
11 float GAME_DEATHMATCH = 1;
12 float GAME_TEAM_DEATHMATCH = 2;
13 float GAME_DOMINATION = 3;
15 float GAME_RUNEMATCH = 5;
19 // client counts for each team
21 // # of bots on those teams
22 float cb1, cb2, cb3, cb4;
25 float g_domination, g_ctf, g_tdm;
27 float audit_teams_time;
30 string TeamName(float t)
32 // fixme: Search for team entities and get their .netname's!
33 if(t == COLOR_TEAM_RED)
35 if(t == COLOR_TEAM_BLUE)
37 if(t == COLOR_TEAM_GREEN)
39 if(t == COLOR_TEAM_YELLOW)
41 return "Neutral Team";
43 string ColoredTeamName(float t)
45 // fixme: Search for team entities and get their .netname's!
46 if(t == COLOR_TEAM_RED)
47 return "^1Red Team^7";
48 if(t == COLOR_TEAM_BLUE)
49 return "^4Blue Team^7";
50 if(t == COLOR_TEAM_GREEN)
51 return "^2Green Team^7";
52 if(t == COLOR_TEAM_YELLOW)
53 return "^3Yellow Team^7";
54 return "Neutral Team";
56 string TeamNoName(float t)
58 // fixme: Search for team entities and get their .netname's!
67 return "Neutral Team";
72 void runematch_init();
78 cvar_set("g_tdm", "0");
79 cvar_set("g_domination", "0");
80 cvar_set("g_ctf", "0");
81 cvar_set("g_runematch", "0");
82 cvar_set("g_lms", "0");
83 cvar_set("teamplay", "0");
86 cvar_set("exit_cfg", "");
89 void ActivateTeamplay()
91 float teamplay_default;
92 teamplay_default = cvar("teamplay_default");
95 cvar_set("teamplay", ftos(teamplay_default));
97 cvar_set("teamplay", "3");
100 string gamemode_name;
103 void InitGameplayMode()
105 float fraglimit_override, timelimit_override;
107 game = cvar ("gamecfg"); // load game options
109 // game cvars get reset before map changes
110 // then map's cfg sets them as desired
112 // FIXME: also set a message or game mode name to print to players when the join
114 // set both here, gamemode can override it later
115 timelimit_override = cvar("timelimit_override");
116 fraglimit_override = cvar("fraglimit_override");
118 if(game == GAME_DOMINATION || cvar("g_domination"))
120 game = GAME_DOMINATION;
121 cvar_set("g_domination", "1");
125 fraglimit_override = cvar("g_domination_point_limit");
127 gamemode_name = "Domination";
130 else if(game == GAME_CTF || cvar("g_ctf"))
133 cvar_set("g_ctf", "1");
137 fraglimit_override = cvar("g_ctf_capture_limit");
139 gamemode_name = "Capture the Flag";
142 else if((game == GAME_RUNEMATCH || cvar("g_runematch")) && !cvar("g_minstagib"))
144 game = GAME_RUNEMATCH;
145 cvar_set("g_runematch", "1");
147 if(cvar("deathmatch_force_teamplay"))
150 fraglimit_override = cvar("g_runematch_point_limit");
152 gamemode_name = "Rune Match";
158 else if(game == GAME_DEATHMATCH || game == GAME_TEAM_DEATHMATCH || cvar("g_tdm"))
160 if(!cvar("deathmatch"))
161 cvar_set("deathmatch", "1");
164 if(game == GAME_TEAM_DEATHMATCH || cvar("g_tdm") || cvar("deathmatch_force_teamplay"))
166 game = GAME_TEAM_DEATHMATCH;
167 gamemode_name = "Team Deathmatch";
173 game = GAME_DEATHMATCH;
174 gamemode_name = "Deathmatch";
178 fraglimit_override = cvar("fraglimit_override");
180 else if(game == GAME_LMS || cvar("g_lms"))
183 cvar_set("g_lms", "1");
184 fraglimit_override = cvar("fraglimit_override");
185 gamemode_name = "Last Man Standing";
187 lms_lowest_lives = 999;
191 // we can only assume...
192 gamemode_name = "Deathmatch";
195 /* else if(game == GAME_TEAM_DEATHMATCH)
197 if(!cvar("deathmatch"))
198 cvar_set("deathmatch", "1");
200 //if(!cvar("teamplay"))
201 // cvar_set("teamplay", "3");
204 fraglimit_override = cvar("fraglimit_override");
207 // enforce the server's universal frag/time limits
208 if(fraglimit_override >= 0)
209 cvar_set("fraglimit", ftos(fraglimit_override));
210 if(timelimit_override >= 0)
211 cvar_set("timelimit", ftos(timelimit_override));
213 if (game == GAME_DOMINATION)//cvar("g_domination"))
215 else if (game == GAME_CTF)//cvar("g_ctf"))
217 else if (game == GAME_RUNEMATCH)//cvar("g_runematch"))
219 else if (game == GAME_TEAM_DEATHMATCH)//cvar("g_runematch"))
222 // those mutators rule each other out
223 if(cvar("g_minstagib"))
225 cvar_set("g_instagib", "0");
226 cvar_set("g_rocketarena", "0");
228 if(cvar("g_instagib"))
230 cvar_set("g_minstagib", "0");
231 cvar_set("g_rocketarena", "0");
233 if(cvar("g_rocketarena"))
235 cvar_set("g_instagib", "0");
236 cvar_set("g_minstagib", "0");
240 void PrintWelcomeMessage(entity pl)
242 string s, grap_msg, temp, mutator;
244 /*if(self.welcomemessage_time < time)
246 if(self.welcomemessage_time2 > time)
248 self.welcomemessage_time2 = time + 0.8; */
250 if(self.welcomemessage_time2 > time) return;
251 self.welcomemessage_time2 = time + 1.0;
253 if(cvar("g_minstagib"))
254 mutator = "^2Minstagib ^1";
255 else if(cvar("g_instagib"))
256 mutator = "^2Instagib ^1";
257 else if(cvar("g_rocketarena"))
258 mutator = "^2Rocketarena ^1";
262 if(cvar("g_grappling_hook"))
263 grap_msg = strzone("\n\nBind a key to ^1+hook^8 to use the grappling hook\n");
265 s = strcat(s, "\n\nThis is Nexuiz ", cvar_string("g_nexuizversion"), "\n", self.versionmessage);
266 s = strcat(s, "^8\n\nMatch type is ^1", mutator, gamemode_name, "^8\n");
268 if(self.classname == "observer" || self.classname == "spectator") {
269 s = strcat(s,"^7\n\n\npress jump to play\npress attack to spectate other players\n\n");
276 "\n\n\n^8Welcome, ", pl.netname, "^8\n",
279 temp = strzone(temp);
284 "You are on ", ColoredTeamName(pl.team), "^8\n\n",
285 "Go to ^1Menu->Options->Player^8 to change your name, model & team\n",
292 "Go to ^1Menu->Options->Player^8 to change your name & model\n",
297 if (cvar_string("g_mutatormsg") != "") {
298 s = strcat(s, "\n\nSpecial gameplay tips: ", cvar_string("g_mutatormsg"));
301 if (cvar_string("sv_motd") != "") {
302 s = strcat(s, "\n\nMOTD: ", cvar_string("sv_motd"));
312 void SetPlayerColors(entity pl, float color)
316 stuffcmd(pl, strcat("color ", s, " ", s, "\n") );
318 //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
319 pl.clientcolors = 16*cl + cl;*/
322 setcolor(pl, 16*color + color);
325 shirt = pl.clientcolors & 0xF0;
326 setcolor(pl, shirt + color);
331 void SetPlayerTeam(entity pl, float t, float s, float noprint)
335 color = COLOR_TEAM4 - 1;
337 color = COLOR_TEAM3 - 1;
339 color = COLOR_TEAM2 - 1;
341 color = COLOR_TEAM1 - 1;
344 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"));
359 // set c1...c4 to show what teams are allowed
360 void CheckAllowedTeams ()
369 c1 = c2 = c3 = c4 = -1;
370 cb1 = cb2 = cb3 = cb4 = 0;
373 teament_name = "dom_team";
375 teament_name = "ctf_team";
377 teament_name = "tdm_team";
380 // cover anything else by treating it like tdm with no teams spawned
381 dm = cvar("g_tdm_teams");
383 error("g_tdm_teams < 2, not enough teams to play team deathmatch\n");
387 c1 = c2 = c3 = c4 = 0;
400 // first find out what teams are allowed
401 head = find(world, classname, teament_name);
404 if(!(g_domination && head.netname == ""))
406 if(head.team == COLOR_TEAM1)
410 if(head.team == COLOR_TEAM2)
414 if(head.team == COLOR_TEAM3)
418 if(head.team == COLOR_TEAM4)
423 head = find(head, classname, teament_name);
427 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
428 // teams that are allowed will now have their player counts stored in c1...c4
429 void GetTeamCounts(entity ignore)
432 // now count how many players are on each team already
434 // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
435 // also remember the lowest-scoring player
437 head = find(world, classname, "player");
440 if(head != ignore)// && head.netname != "")
442 if(head.team == COLOR_TEAM1)
450 if(head.team == COLOR_TEAM2)
458 if(head.team == COLOR_TEAM3)
466 if(head.team == COLOR_TEAM4)
475 head = find(head, classname, "player");
479 // returns # of smallest team (1, 2, 3, 4)
480 // NOTE: Assumes CheckAllowedTeams has already been called!
481 float FindSmallestTeam(entity pl, float ignore_pl)
483 float totalteams, smallestteam, smallestteam_count, balance_type;
486 // find out what teams are available
487 //CheckAllowedTeams();
489 // make sure there are at least 2 teams to join
491 totalteams = totalteams + 1;
493 totalteams = totalteams + 1;
495 totalteams = totalteams + 1;
497 totalteams = totalteams + 1;
502 error("Too few teams available for domination\n");
504 error("Too few teams available for ctf\n");
506 error("Too few teams available for team deathmatch\n");
510 // count how many players are in each team
512 GetTeamCounts(world);
518 // c1...c4 now have counts of each team
519 // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
522 smallestteam_count = 999;
524 // 2 gives priority to what team you're already on, 1 goes in order
525 // 2 doesn't seem to work though...
528 if(balance_type == 1)
530 if(c1 >= 0 && c1 < smallestteam_count)
533 smallestteam_count = c1;
535 if(c2 >= 0 && c2 < smallestteam_count)
538 smallestteam_count = c2;
540 if(c3 >= 0 && c3 < smallestteam_count)
543 smallestteam_count = c3;
545 if(c4 >= 0 && c4 < smallestteam_count)
548 smallestteam_count = c4;
553 if(c1 >= 0 && (c1 < smallestteam_count ||
554 (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
557 smallestteam_count = c1;
559 if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
560 (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
563 smallestteam_count = c2;
565 if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
566 (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
569 smallestteam_count = c3;
571 if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
572 (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
575 smallestteam_count = c4;
582 float JoinBestTeam(entity pl, float only_return_best)
584 float smallest, selectedteam;
586 g_domination = cvar("g_domination");
587 g_ctf = cvar("g_ctf");
589 // don't join a team if we're not playing a team game
590 if(!cvar("teamplay") && !g_domination && !g_ctf)
593 // find out what teams are available
596 // if we don't care what team he ends up on, put him on whatever team he entered as.
597 // if he's not on a valid team, then let other code put him on the smallest team
598 if(!cvar("balance_teams") && !cvar("force_balance"))
600 if( c1 >= 0 && pl.team == COLOR_TEAM1)
601 selectedteam = pl.team;
602 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
603 selectedteam = pl.team;
604 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
605 selectedteam = pl.team;
606 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
607 selectedteam = pl.team;
612 if(!only_return_best)
613 SetPlayerColors(pl, selectedteam - 1);
616 // otherwise end up on the smallest team (handled below)
619 smallest = FindSmallestTeam(pl, TRUE);
622 if(!only_return_best)
626 SetPlayerColors(pl, COLOR_TEAM1 - 1);
628 else if(smallest == 2)
630 SetPlayerColors(pl, COLOR_TEAM2 - 1);
632 else if(smallest == 3)
634 SetPlayerColors(pl, COLOR_TEAM3 - 1);
636 else if(smallest == 4)
638 SetPlayerColors(pl, COLOR_TEAM4 - 1);
641 error("smallest team: invalid team\n");
648 void SV_ChangeTeam(float color)
650 float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
652 scolor = self.clientcolors & 0x0F;
653 dcolor = color & 0x0F;
655 // store shirt color in .clientcolors
656 // this will get overwritten in teamplay modes later
657 setcolor(self, color & 0xF0 + 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;