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; */
253 if(cvar("g_minstagib"))
254 temp2 = strcat(temp2, "^2Minstagib ^1", gamemode_name);
256 temp2 = strcat(temp2, gamemode_name);
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, "^8\n\nMatch type is ^1", temp2, "^8\n");
263 if(self.classname == "observer" || self.classname == "spectator") {
264 s = strcat(s,"^7\n\n\npress jump to play\npress attack to spectate other players\n\n");
267 if(self.classname == "spectator")
268 s = strcat(s, "spectating ", self.enemy.netname, "\n\n^7press attack for next player\npress attack2 for free fly mode\n");
273 "\n\n\n^8Welcome, ", pl.netname, "^8\n",
276 temp = strzone(temp);
281 "You are on ", ColoredTeamName(pl.team), "^8\n\n",
282 "Go to ^1Menu->Options->Player^8 to change your name, model & team\n",
289 "Go to ^1Menu->Options->Player^8 to change your name & model\n",
294 if (cvar_string("g_mutatormsg") != "") {
295 s = strcat(s, "\n\nSpecial gameplay tips: ", cvar_string("g_mutatormsg"));
298 if (cvar_string("sv_motd") != "") {
299 s = strcat(s, "\n\nMOTD: ", cvar_string("sv_motd"));
304 if(cvar("g_minstagib"))
305 temp2 = strcat("Minstagib ", gamemode_name);
307 if(cvar("g_grappling_hook"))
308 grap_msg = strzone("\n\nBind a key to +hook to use the grappling hook\n");
310 s = strcat("Match type is ", temp2, "\n");
314 "\n\n\nWelcome, ", pl.netname, "\n",
317 temp = strzone(temp);
322 "You are on ", TeamName(pl.team), "\n\n",
323 "Go to Menu->Options->Player to\nchange your name, model & team\n",
330 "Go to Menu->Options->Player to change your name & model\n",
343 void SetPlayerColors(entity pl, float color)
347 stuffcmd(pl, strcat("color ", s, " ", s, "\n") );
349 //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
350 pl.clientcolors = 16*cl + cl;*/
353 setcolor(pl, 16*color + color);
356 shirt = pl.clientcolors & 0xF0;
357 setcolor(pl, shirt + color);
362 void SetPlayerTeam(entity pl, float t, float s, float noprint)
368 color = COLOR_TEAM4 - 1;
370 color = COLOR_TEAM3 - 1;
372 color = COLOR_TEAM2 - 1;
374 color = COLOR_TEAM1 - 1;
377 SetPlayerColors(pl,color);
380 if(!noprint && t != s)
382 //bprint(strcat(pl.netname, " has changed to ", TeamNoName(t), "\n"));
383 bprint(strcat(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n"));
392 // set c1...c4 to show what teams are allowed
393 void CheckAllowedTeams ()
402 c1 = c2 = c3 = c4 = -1;
403 cb1 = cb2 = cb3 = cb4 = 0;
406 teament_name = "dom_team";
408 teament_name = "ctf_team";
410 teament_name = "tdm_team";
413 // cover anything else by treating it like tdm with no teams spawned
414 dm = cvar("g_tdm_teams");
416 error("g_tdm_teams < 2, not enough teams to play team deathmatch\n");
420 c1 = c2 = c3 = c4 = 0;
433 // first find out what teams are allowed
434 head = find(world, classname, teament_name);
437 if(!(g_domination && head.netname == ""))
439 if(head.team == COLOR_TEAM1)
443 if(head.team == COLOR_TEAM2)
447 if(head.team == COLOR_TEAM3)
451 if(head.team == COLOR_TEAM4)
456 head = find(head, classname, teament_name);
460 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
461 // teams that are allowed will now have their player counts stored in c1...c4
462 void GetTeamCounts(entity ignore)
465 // now count how many players are on each team already
467 // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
468 // also remember the lowest-scoring player
470 head = find(world, classname, "player");
473 if(head != ignore)// && head.netname != "")
475 if(head.team == COLOR_TEAM1)
483 if(head.team == COLOR_TEAM2)
491 if(head.team == COLOR_TEAM3)
499 if(head.team == COLOR_TEAM4)
508 head = find(head, classname, "player");
512 // returns # of smallest team (1, 2, 3, 4)
513 // NOTE: Assumes CheckAllowedTeams has already been called!
514 float FindSmallestTeam(entity pl, float ignore_pl)
516 float totalteams, smallestteam, smallestteam_count, balance_type;
519 // find out what teams are available
520 //CheckAllowedTeams();
522 // make sure there are at least 2 teams to join
524 totalteams = totalteams + 1;
526 totalteams = totalteams + 1;
528 totalteams = totalteams + 1;
530 totalteams = totalteams + 1;
535 error("Too few teams available for domination\n");
537 error("Too few teams available for ctf\n");
539 error("Too few teams available for team deathmatch\n");
543 // count how many players are in each team
545 GetTeamCounts(world);
551 // c1...c4 now have counts of each team
552 // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
555 smallestteam_count = 999;
557 // 2 gives priority to what team you're already on, 1 goes in order
558 // 2 doesn't seem to work though...
561 if(balance_type == 1)
563 if(c1 >= 0 && c1 < smallestteam_count)
566 smallestteam_count = c1;
568 if(c2 >= 0 && c2 < smallestteam_count)
571 smallestteam_count = c2;
573 if(c3 >= 0 && c3 < smallestteam_count)
576 smallestteam_count = c3;
578 if(c4 >= 0 && c4 < smallestteam_count)
581 smallestteam_count = c4;
586 if(c1 >= 0 && (c1 < smallestteam_count ||
587 (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
590 smallestteam_count = c1;
592 if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
593 (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
596 smallestteam_count = c2;
598 if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
599 (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
602 smallestteam_count = c3;
604 if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
605 (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
608 smallestteam_count = c4;
615 float JoinBestTeam(entity pl, float only_return_best)
617 float smallest, selectedteam;
619 g_domination = cvar("g_domination");
620 g_ctf = cvar("g_ctf");
622 // don't join a team if we're not playing a team game
623 if(!cvar("teamplay") && !g_domination && !g_ctf)
626 // find out what teams are available
629 // if we don't care what team he ends up on, put him on whatever team he entered as.
630 // if he's not on a valid team, then let other code put him on the smallest team
631 if(!cvar("balance_teams") && !cvar("force_balance"))
633 if( c1 >= 0 && pl.team == COLOR_TEAM1)
634 selectedteam = pl.team;
635 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
636 selectedteam = pl.team;
637 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
638 selectedteam = pl.team;
639 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
640 selectedteam = pl.team;
645 if(!only_return_best)
646 SetPlayerColors(pl, selectedteam - 1);
649 // otherwise end up on the smallest team (handled below)
652 smallest = FindSmallestTeam(pl, TRUE);
655 if(!only_return_best)
659 SetPlayerColors(pl, COLOR_TEAM1 - 1);
661 else if(smallest == 2)
663 SetPlayerColors(pl, COLOR_TEAM2 - 1);
665 else if(smallest == 3)
667 SetPlayerColors(pl, COLOR_TEAM3 - 1);
669 else if(smallest == 4)
671 SetPlayerColors(pl, COLOR_TEAM4 - 1);
674 error("smallest team: invalid team\n");
681 void SV_ChangeTeam(float color)
683 float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
687 scolor = self.clientcolors & 15;
690 // store shirt color in .clientcolors
691 // this will get overwritten in teamplay modes later
692 setcolor(self, color & 240, scolor);
694 if(scolor == COLOR_TEAM1 - 1)
696 else if(scolor == COLOR_TEAM2 - 1)
698 else if(scolor == COLOR_TEAM3 - 1)
700 else if(scolor == COLOR_TEAM4 - 1)
702 if(dcolor == COLOR_TEAM1 - 1)
704 else if(dcolor == COLOR_TEAM2 - 1)
706 else if(dcolor == COLOR_TEAM3 - 1)
708 else if(dcolor == COLOR_TEAM4 - 1)
711 // not changing teams
714 //bprint("same team change\n");
715 SetPlayerTeam(self, dteam, steam, TRUE);
721 if(cvar("g_changeteam_banned"))
723 sprint(self, "Team changes not allowed\n");
724 return; // changing teams is not allowed
727 if(cvar("g_balance_teams_prevent_imbalance"))
729 // only allow changing to a smaller or equal size team
731 // find out what teams are available
733 // count how many players on each team
734 GetTeamCounts(world);
737 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
742 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
747 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
752 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
759 sprint(self, "Cannot change to an invalid team\n");
765 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
767 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
769 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
771 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
774 if(scount) // started at a valid, nonempty team
776 // check if we're trying to change to a larger team that doens't have bots to swap with
777 if(dcount >= scount && dbotcount <= 0)
779 sprint(self, "Cannot change to a larger team\n");
780 return; // can't change to a larger team
786 // reduce frags during a team change
787 self.frags = floor(self.frags * (cvar("g_changeteam_fragtransfer") / 100));
789 // bprint(strcat("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n"));
791 SetPlayerTeam(self, dteam, steam, FALSE);
795 void ShufflePlayerOutOfTeam (float source_team)
797 float smallestteam, smallestteam_count, steam;
798 float lowest_bot_score, lowest_player_score;
799 entity head, lowest_bot, lowest_player, selected;
802 smallestteam_count = 999;
804 if(c1 >= 0 && c1 < smallestteam_count)
807 smallestteam_count = c1;
809 if(c2 >= 0 && c2 < smallestteam_count)
812 smallestteam_count = c2;
814 if(c3 >= 0 && c3 < smallestteam_count)
817 smallestteam_count = c3;
819 if(c4 >= 0 && c4 < smallestteam_count)
822 smallestteam_count = c4;
827 bprint("warning: no smallest team\n");
833 else if(source_team == 2)
835 else if(source_team == 3)
837 else if(source_team == 4)
841 lowest_bot_score = 9999;
842 lowest_player = world;
843 lowest_player_score = 9999;
845 // find the lowest-scoring player & bot of that team
846 head = find(world, classname, "player");
849 if(head.team == steam)
853 if(head.frags < lowest_bot_score)
856 lowest_bot_score = head.frags;
861 if(head.frags < lowest_player_score)
863 lowest_player = head;
864 lowest_player_score = head.frags;
868 head = find(head, classname, "player");
871 // prefers to move a bot...
872 if(lowest_bot != world)
873 selected = lowest_bot;
874 // but it will move a player if it has to
876 selected = lowest_player;
877 // don't do anything if it couldn't find anyone
880 bprint("warning: couldn't find a player to move from team\n");
884 // smallest team gains a member
885 if(smallestteam == 1)
889 else if(smallestteam == 2)
893 else if(smallestteam == 3)
897 else if(smallestteam == 4)
903 bprint("warning: destination team invalid\n");
906 // source team loses a member
911 else if(source_team == 2)
915 else if(source_team == 3)
919 else if(source_team == 4)
925 bprint("warning: source team invalid\n");
929 // move the player to the new team
930 SetPlayerTeam(selected, smallestteam, source_team, FALSE);
933 // part of g_balance_teams_force
934 // occasionally perform an audit of the teams to make
935 // sure they're more or less balanced in player count.
938 float numplayers, numteams, average;
939 if(!cvar("g_balance_teams_force"))
941 if(!cvar("teamplay"))
944 if(audit_teams_time > time)
947 audit_teams_time = time + 4 + random();
949 // bprint("Auditing teams\n");
952 GetTeamCounts(world);
955 numteams = numplayers = 0;
958 numteams = numteams + 1;
959 numplayers = numplayers + c1;
963 numteams = numteams + 1;
964 numplayers = numplayers + c2;
968 numteams = numteams + 1;
969 numplayers = numplayers + c3;
973 numteams = numteams + 1;
974 numplayers = numplayers + c4;
978 return; // no players to move around
980 return; // don't bother shuffling if for some reason there aren't any teams
982 average = ceil(numplayers / numteams);
985 return; // that's weird...
987 if(c1 && c1 > average)
989 bprint("Rebalancing Teams\n");
990 //bprint("Shuffle from team 1\n");
991 ShufflePlayerOutOfTeam(1);
993 if(c2 && c2 > average)
995 bprint("Rebalancing Teams\n");
996 //bprint("Shuffle from team 2\n");
997 ShufflePlayerOutOfTeam(2);
999 if(c3 && c3 > average)
1001 bprint("Rebalancing Teams\n");
1002 //bprint("Shuffle from team 3\n");
1003 ShufflePlayerOutOfTeam(3);
1005 if(c4 && c4 > average)
1007 bprint("Rebalancing Teams\n");
1008 //bprint("Shuffle from team 4\n");
1009 ShufflePlayerOutOfTeam(4);
1012 // if teams are still unbalanced, balance them further in the next audit,
1013 // which will happen sooner (keep doing rapid audits until things are in order)
1014 audit_teams_time = time + 0.7 + random()*0.3;
1019 /*void(entity e, float first) UpdateTeamScore =
1024 WriteByte (MSG_ALL, SVC_UPDATENAME);
1025 WriteByte (MSG_ALL, clientno);
1026 WriteString (MSG_ALL, e.netname);
1028 WriteByte (MSG_ALL, SVC_UPDATECOLORS);
1029 WriteByte (MSG_ALL, clientno);
1030 WriteByte (MSG_ALL, e.b_shirt * 16 + who.b_pants);
1033 WriteByte (MSG_ALL, SVC_UPDATEFRAGS);
1034 WriteByte (MSG_ALL, clientno);
1035 WriteShort (MSG_ALL, e.frags + 10000);
1046 self.classname = "tdm_team";
1047 self.team = self.cnt + 1;
1050 // code from here on is just to support maps that don't have team entities
1051 void tdm_spawnteam (string teamname, float teamcolor)
1053 local entity oldself;
1056 self.classname = "tdm_team";
1057 self.netname = teamname;
1058 self.cnt = teamcolor;
1065 // spawn some default teams if the map is not set up for tdm
1066 void() tdm_spawnteams =
1070 numteams = cvar("g_tdm_teams");
1072 tdm_spawnteam("Red", 4);
1073 tdm_spawnteam("Blue", 13);
1076 void() tdm_delayedinit =
1078 self.think = SUB_Remove;
1079 self.nextthink = time;
1080 // if no teams are found, spawn defaults
1081 if (find(world, classname, "tdm_team") == world)
1089 e.think = tdm_delayedinit;
1090 e.nextthink = time + 0.1;