1 float GAME_DEATHMATCH = 1;
2 float GAME_TEAM_DEATHMATCH = 2;
3 float GAME_DOMINATION = 3;
5 float GAME_RUNEMATCH = 5;
8 float GAME_KEYHUNT = 8;
9 float GAME_ASSAULT = 9;
10 float GAME_ONSLAUGHT = 10;
12 // client counts for each team
14 // # of bots on those teams
15 float cb1, cb2, cb3, cb4;
17 float g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault;
19 float audit_teams_time;
21 float() IsTeamBalanceForced = {
22 if(intermission_running)
23 return 0; // no rebalancing whatsoever please
26 if(cvar("g_campaign"))
28 if(!cvar("g_balance_teams_force"))
33 void TeamchangeFrags(entity e)
35 if(e.classname == "player")
37 // reduce frags during a team change
38 DistributeFragsAmongTeam(e, (e.clientcolors & 0x0F) + 1, 1 - cvar("g_changeteam_fragtransfer") / 100);
42 string TeamName(float t)
44 // fixme: Search for team entities and get their .netname's!
53 return "Neutral Team";
55 string ColoredTeamName(float t)
57 // fixme: Search for team entities and get their .netname's!
59 return "^1Red Team^7";
61 return "^4Blue Team^7";
63 return "^3Yellow Team^7";
65 return "^6Pink Team^7";
66 return "Neutral Team";
68 string TeamNoName(float t)
70 // fixme: Search for team entities and get their .netname's!
79 return "Neutral Team";
84 void runematch_init();
87 void(entity pl) LogTeamchange =
90 if(!cvar("sv_eventlog"))
94 str = strcat(":team:", ftos(pl.playerid), ":");
95 str = strcat(str, ftos(pl.team));
96 GameLogEcho(str, FALSE);
101 cvar_set("g_tdm", "0");
102 cvar_set("g_domination", "0");
103 cvar_set("g_ctf", "0");
104 cvar_set("g_runematch", "0");
105 cvar_set("g_lms", "0");
106 cvar_set("g_arena", "0");
107 cvar_set("g_keyhunt", "0");
108 cvar_set("g_assault", "0");
109 cvar_set("g_onslaught", "0");
110 cvar_set("teamplay", "0");
113 void ActivateTeamplay()
115 float teamplay_default;
116 teamplay_default = cvar("teamplay_default");
119 cvar_set("teamplay", ftos(teamplay_default));
121 cvar_set("teamplay", "3");
124 void InitGameplayMode()
126 float fraglimit_override, timelimit_override;
130 game = cvar ("gamecfg"); // load game options
132 // game cvars get reset before map changes
133 // then map's cfg sets them as desired
135 // FIXME: also set a message or game mode name to print to players when the join
137 // set both here, gamemode can override it later
138 timelimit_override = cvar("timelimit_override");
139 fraglimit_override = cvar("fraglimit_override");
141 if(game == GAME_DOMINATION || cvar("g_domination"))
144 game = GAME_DOMINATION;
145 cvar_set("g_domination", "1");
149 fraglimit_override = cvar("g_domination_point_limit");
151 gamemode_name = "Domination";
154 else if(game == GAME_CTF || cvar("g_ctf"))
158 cvar_set("g_ctf", "1");
162 fraglimit_override = cvar("g_ctf_capture_limit");
164 gamemode_name = "Capture the Flag";
167 else if((game == GAME_RUNEMATCH || cvar("g_runematch")) && !cvar("g_minstagib"))
169 game = GAME_RUNEMATCH;
170 cvar_set("g_runematch", "1");
172 if(cvar("deathmatch_force_teamplay"))
175 fraglimit_override = cvar("g_runematch_point_limit");
177 gamemode_name = "Rune Match";
183 else if(game == GAME_DEATHMATCH || game == GAME_TEAM_DEATHMATCH || cvar("g_tdm"))
185 if(!cvar("deathmatch"))
186 cvar_set("deathmatch", "1");
189 if(game == GAME_TEAM_DEATHMATCH || cvar("g_tdm") || cvar("deathmatch_force_teamplay"))
192 game = GAME_TEAM_DEATHMATCH;
193 gamemode_name = "Team Deathmatch";
196 cvar_set("g_tdm", "1");
201 game = GAME_DEATHMATCH;
202 gamemode_name = "Deathmatch";
206 fraglimit_override = cvar("fraglimit_override");
208 else if(game == GAME_ASSAULT || cvar("g_assault"))
212 gamemode_name = "Assault";
215 cvar_set("g_assault", "1");
217 else if(game == GAME_LMS || cvar("g_lms"))
221 cvar_set("g_lms", "1");
222 fraglimit_override = cvar("g_lms_lives_override");
223 if(fraglimit_override == 0)
224 fraglimit_override = -1;
225 gamemode_name = "Last Man Standing";
227 lms_lowest_lives = 999;
229 else if(game == GAME_ARENA || cvar("g_arena"))
233 cvar_set("g_arena", "1");
234 fraglimit_override = cvar("g_arena_point_limit");
235 maxspawned = cvar("g_arena_maxspawned");
238 arena_roundbased = cvar("g_arena_roundbased");
239 gamemode_name = "Arena";
242 else if(game == GAME_KEYHUNT || cvar("g_keyhunt"))
246 cvar_set("g_keyhunt", "1");
247 fraglimit_override = cvar("g_keyhunt_point_limit");
249 gamemode_name = "Key Hunt";
252 else if(game == GAME_ONSLAUGHT || cvar("g_onslaught"))
255 game = GAME_ONSLAUGHT;
256 cvar_set("g_onslaught", "1");
260 gamemode_name = "Onslaught";
265 // we can only assume...
267 gamemode_name = "Deathmatch";
270 /* else if(game == GAME_TEAM_DEATHMATCH)
272 if(!cvar("deathmatch"))
273 cvar_set("deathmatch", "1");
275 //if(!cvar("teamplay"))
276 // cvar_set("teamplay", "3");
279 fraglimit_override = cvar("fraglimit_override");
282 // enforce the server's universal frag/time limits
283 if(!cvar("g_campaign"))
285 if(fraglimit_override >= 0)
286 cvar_set("fraglimit", ftos(fraglimit_override));
287 if(timelimit_override >= 0)
288 cvar_set("timelimit", ftos(timelimit_override));
291 if (game == GAME_DOMINATION)//cvar("g_domination"))
293 else if (game == GAME_CTF)//cvar("g_ctf"))
295 else if (game == GAME_RUNEMATCH)//cvar("g_runematch"))
297 else if (game == GAME_TEAM_DEATHMATCH)//cvar("g_runematch"))
299 else if (game == GAME_KEYHUNT)//cvar("g_keyhunt"))
302 // those mutators rule each other out
303 if(cvar("g_minstagib"))
305 cvar_set("g_instagib", "0");
306 cvar_set("g_rocketarena", "0");
308 if(cvar("g_instagib"))
310 cvar_set("g_minstagib", "0");
311 cvar_set("g_rocketarena", "0");
313 if(cvar("g_rocketarena"))
315 cvar_set("g_instagib", "0");
316 cvar_set("g_minstagib", "0");
319 registercvar("_motd", "");
320 registercvar("_mutatormsg", "");
321 cvar_set("_motd", wordwrap(cvar_string("sv_motd"), 50));
322 cvar_set("_mutatormsg", wordwrap(cvar_string("g_mutatormsg"), 50));
324 g_domination = cvar("g_domination");
325 g_ctf = cvar("g_ctf");
326 g_assault = cvar("g_assault");
327 g_tdm = cvar("g_tdm");
328 g_keyhunt = cvar("g_keyhunt");
329 g_onslaught = cvar("g_onslaught");
332 string GetClientVersionMessage(float v) {
333 local string versionmsg;
335 versionmsg = "^1client is too old to get versioninfo.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nUPDATE!!! (http://www.nexuiz.com)^8";
336 // either that or someone wants to be funny
337 } else if (v != cvar("gameversion")) {
338 if(v < cvar("gameversion")) {
339 versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
341 versionmsg = "^3This server is using an outdated Nexuiz version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
344 versionmsg = "^2client version and server version are compatible.^8";
346 return strzone(versionmsg);
351 void PrintWelcomeMessage(entity pl)
353 string s, mutator, modifications, padding;
355 /*if(self.welcomemessage_time > time)
357 self.welcomemessage_time = time + 0.8; */
359 if(self.cvar_scr_centertime == 0) return;
360 if(self.welcomemessage_time > time) return;
361 self.welcomemessage_time = time + self.cvar_scr_centertime * 0.6;
363 if(cvar("g_campaign"))
365 centerprint(pl, campaign_message);
369 if(self.classname == "observer")
371 if(cvar("g_lms") && self.frags <= 0 && self.frags > -666)
372 return centerprint(self, strcat(NEWLINES, "^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players"));
373 else if(cvar("g_lms") && self.frags == -666)
374 return centerprint(self, strcat(NEWLINES, "^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players"));
376 else if(self.classname == "spectator")
378 if ((cvar("g_lms") && self.frags < 1) || cvar("g_arena"))
379 return centerprint(self, strcat(NEWLINES, "spectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
381 return centerprint(self, strcat(NEWLINES, "spectating ", self.enemy.netname, "\n\n\n^7press jump to play\n^7press attack for next player\npress attack2 for free fly mode"));
385 if(cvar("g_minstagib"))
386 mutator = "^2Minstagib ^1";
387 else if(cvar("g_instagib"))
388 mutator = "^2Instagib ^1";
389 else if(cvar("g_rocketarena"))
390 mutator = "^2Rocketarena ^1";
391 else if(cvar("g_nixnex"))
392 mutator = "^2No Items Nexuiz ^1";
394 if(cvar("g_midair")) {
395 // to protect against unheedingly made changes
397 modifications = strcat(modifications, ", ");
399 modifications = "midair";
401 if(cvar("g_vampire")) {
403 modifications = strcat(modifications, ", ");
405 modifications = strcat(modifications, "vampire");
407 if(cvar("g_laserguided_missile")) {
409 modifications = strcat(modifications, ", ");
411 modifications = strcat(modifications, "laser-guided-missiles");
414 local string versionmessage;
415 versionmessage = GetClientVersionMessage(self.version);
417 s = strcat(s, NEWLINES, "This is Nexuiz ", cvar_string("g_nexuizversion"), "\n", versionmessage);
418 s = strcat(s, "^8\n\nmatch type is ^1", mutator, gamemode_name, "^8\n");
420 if(modifications != "")
421 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
423 if((self.classname == "observer" || self.classname == "spectator") && self.version == cvar("gameversion")) {
425 s = strcat(s,"^7\n\n\npress jump to play\npress attack to spectate other players\n\n");
426 else if(player_count < 2 && arena_roundbased)
428 s = strcat(s, "\n\n\n^1waiting for second player to start match^7\n\n");
432 s = strcat(s, "\n\n\n");
434 s = strcat(s, "^7current champion is: ", champion.netname, "\n\n");
435 s = strcat(s,"^7press attack to spectate other players\n\n");
442 if (cvar("g_grappling_hook"))
443 s = strcat(s, "\n\n^8grappling hook is enabled, press 'e' to use it\n");
445 if (cvar_string("_mutatormsg") != "") {
446 s = strcat(s, "\n\n^8special gameplay tips: ^7", cvar_string("_mutatormsg"));
449 if (cvar_string("_motd") != "") {
450 s = strcat(s, "\n\n^8MOTD: ^7", cvar_string("_motd"));
454 if(cvar("fraglimit"))
457 if(cvar("timelimit"))
460 s = strcat(s, "\n^8frag limit: ^7", cvar_string("fraglimit"), padding);
462 if(cvar("timelimit"))
463 s = strcat(s, "\n^8time limit: ^7", cvar_string("timelimit"), " minutes");
474 void SetPlayerColors(entity pl, float _color)
478 stuffcmd(pl, strcat("color ", s, " ", s, "\n") );
480 //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
481 pl.clientcolors = 16*cl + cl;*/
484 pants = _color & 0x0F;
485 shirt = _color & 0xF0;
489 setcolor(pl, 16*pants + pants);
491 setcolor(pl, shirt + pants);
495 void SetPlayerTeam(entity pl, float t, float s, float noprint)
500 _color = COLOR_TEAM4 - 1;
502 _color = COLOR_TEAM3 - 1;
504 _color = COLOR_TEAM2 - 1;
506 _color = COLOR_TEAM1 - 1;
508 SetPlayerColors(pl,_color);
510 if(!noprint && t != s)
512 //bprint(pl.netname, " has changed to ", TeamNoName(t), "\n");
513 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
525 // set c1...c4 to show what teams are allowed
526 void CheckAllowedTeams (entity for_whom)
535 c1 = c2 = c3 = c4 = -1;
536 cb1 = cb2 = cb3 = cb4 = 0;
538 // onslaught is special
541 head = findchain(classname, "onslaught_generator");
544 if (head.team == COLOR_TEAM1) c1 = 0;
545 if (head.team == COLOR_TEAM2) c2 = 0;
546 if (head.team == COLOR_TEAM3) c3 = 0;
547 if (head.team == COLOR_TEAM4) c4 = 0;
554 teament_name = "dom_team";
556 teament_name = "ctf_team";
558 teament_name = "tdm_team";
561 c1 = c2 = 0; // Assault always has 2 teams
566 // cover anything else by treating it like tdm with no teams spawned
570 dm = cvar("g_tdm_teams");
572 error("g_tdm_teams < 2, not enough teams to play team deathmatch\n");
576 c1 = c2 = c3 = c4 = 0;
589 // first find out what teams are allowed
590 head = find(world, classname, teament_name);
593 if(!(g_domination && head.netname == ""))
595 if(head.team == COLOR_TEAM1)
599 if(head.team == COLOR_TEAM2)
603 if(head.team == COLOR_TEAM3)
607 if(head.team == COLOR_TEAM4)
612 head = find(head, classname, teament_name);
615 if(cvar("bot_vs_human") > 0)
618 if(clienttype(for_whom) == CLIENTTYPE_BOT)
623 else if(cvar("bot_vs_human") < 0)
626 if(clienttype(for_whom) == CLIENTTYPE_BOT)
633 float PlayerValue(entity p)
635 if(IsTeamBalanceForced() == 1)
640 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
641 // teams that are allowed will now have their player counts stored in c1...c4
642 void GetTeamCounts(entity ignore)
646 // now count how many players are on each team already
648 // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
649 // also remember the lowest-scoring player
651 FOR_EACH_PLAYER(head)
653 if(head != ignore)// && head.netname != "")
655 value = PlayerValue(head);
656 if(clienttype(head) == CLIENTTYPE_BOT)
660 if(head.team == COLOR_TEAM1)
668 if(head.team == COLOR_TEAM2)
676 if(head.team == COLOR_TEAM3)
684 if(head.team == COLOR_TEAM4)
696 // returns # of smallest team (1, 2, 3, 4)
697 // NOTE: Assumes CheckAllowedTeams has already been called!
698 float FindSmallestTeam(entity pl, float ignore_pl)
700 float totalteams, smallestteam, smallestteam_count, smallestteam_score, balance_type;
703 // find out what teams are available
704 //CheckAllowedTeams();
706 // make sure there are at least 2 teams to join
708 totalteams = totalteams + 1;
710 totalteams = totalteams + 1;
712 totalteams = totalteams + 1;
714 totalteams = totalteams + 1;
716 if(cvar("bot_vs_human"))
722 error("Too few teams available for domination\n");
724 error("Too few teams available for ctf\n");
726 error("Too few teams available for key hunt\n");
728 error("Too few teams available for team deathmatch\n");
732 // count how many players are in each team
736 GetTeamCounts(world);
738 // c1...c4 now have counts of each team
739 // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
742 smallestteam_count = 999999999;
743 smallestteam_score = 999999999;
745 // 2 gives priority to what team you're already on, 1 goes in order
746 // 2 doesn't seem to work though...
750 //if(pl.classname != "player")
751 if(clienttype(pl) != CLIENTTYPE_BOT)
753 c1 -= cb1 * 255.0/256;
754 c2 -= cb2 * 255.0/256;
755 c3 -= cb3 * 255.0/256;
756 c4 -= cb4 * 255.0/256;
759 if(balance_type == 1)
761 if(c1 >= 0 && (c1 < smallestteam_count || (c1 <= smallestteam_count && team1_score < smallestteam_score)))
764 smallestteam_count = c1;
765 smallestteam_score = team1_score;
767 if(c2 >= 0 && (c2 < smallestteam_count || (c2 <= smallestteam_count && team2_score < smallestteam_score)))
770 smallestteam_count = c2;
771 smallestteam_score = team2_score;
773 if(c3 >= 0 && (c3 < smallestteam_count || (c3 <= smallestteam_count && team3_score < smallestteam_score)))
776 smallestteam_count = c3;
777 smallestteam_score = team3_score;
779 if(c4 >= 0 && (c4 < smallestteam_count || (c4 <= smallestteam_count && team4_score < smallestteam_score)))
782 smallestteam_count = c4;
783 smallestteam_score = team4_score;
788 if(c1 >= 0 && (c1 < smallestteam_count ||
789 (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
792 smallestteam_count = c1;
794 if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
795 (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
798 smallestteam_count = c2;
800 if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
801 (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
804 smallestteam_count = c3;
806 if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
807 (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
810 smallestteam_count = c4;
817 float JoinBestTeam(entity pl, float only_return_best)
819 float smallest, selectedteam;
821 // don't join a team if we're not playing a team game
822 if(!cvar("teamplay") && !g_domination && !g_ctf && !g_keyhunt)
825 // find out what teams are available
826 CheckAllowedTeams(pl);
828 if(cvar("g_domination"))
830 if(cvar("g_domination_default_teams") < 3)
832 if(cvar("g_domination_default_teams") < 4)
836 // if we don't care what team he ends up on, put him on whatever team he entered as.
837 // if he's not on a valid team, then let other code put him on the smallest team
838 if(!cvar("g_campaign") && !cvar("g_balance_teams") && !cvar("g_balance_teams_force"))
840 if( c1 >= 0 && pl.team == COLOR_TEAM1)
841 selectedteam = pl.team;
842 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
843 selectedteam = pl.team;
844 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
845 selectedteam = pl.team;
846 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
847 selectedteam = pl.team;
852 if(!only_return_best)
854 SetPlayerColors(pl, selectedteam - 1);
859 // otherwise end up on the smallest team (handled below)
862 smallest = FindSmallestTeam(pl, TRUE);
865 if(!only_return_best)
867 TeamchangeFrags(self);
870 SetPlayerColors(pl, COLOR_TEAM1 - 1);
872 else if(smallest == 2)
874 SetPlayerColors(pl, COLOR_TEAM2 - 1);
876 else if(smallest == 3)
878 SetPlayerColors(pl, COLOR_TEAM3 - 1);
880 else if(smallest == 4)
882 SetPlayerColors(pl, COLOR_TEAM4 - 1);
886 error("smallest team: invalid team\n");
889 if(pl.deadflag == DEAD_NO)
890 Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
897 void SV_ChangeTeam(float _color)
899 float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
901 // in normal deathmatch we can just apply the color and we're done
902 if(!cvar("teamplay")) {
903 SetPlayerColors(self, _color);
907 scolor = self.clientcolors & 0x0F;
908 dcolor = _color & 0x0F;
910 if(scolor == COLOR_TEAM1 - 1)
912 else if(scolor == COLOR_TEAM2 - 1)
914 else if(scolor == COLOR_TEAM3 - 1)
916 else if(scolor == COLOR_TEAM4 - 1)
918 if(dcolor == COLOR_TEAM1 - 1)
920 else if(dcolor == COLOR_TEAM2 - 1)
922 else if(dcolor == COLOR_TEAM3 - 1)
924 else if(dcolor == COLOR_TEAM4 - 1)
927 // remap invalid teams in dom & ctf
929 if(cvar("g_ctf") && dteam == 3)
931 else if(cvar("g_ctf") && dteam == 4)
933 else if((cvar("g_domination") && cvar("g_domination_default_teams") < 3) || (cvar("g_tdm") && cvar("g_tdm_teams") < 3))
940 else if((cvar("g_domination") && cvar("g_domination_default_teams") < 4) || (cvar("g_tdm") && cvar("g_tdm_teams") < 4))
947 CheckAllowedTeams(self);
949 if(dteam == 1 && c1 < 0) dteam = 4;
950 if(dteam == 4 && c4 < 0) dteam = 3;
951 if(dteam == 3 && c3 < 0) dteam = 2;
952 if(dteam == 2 && c2 < 0) dteam = 1;
954 // not changing teams
957 //bprint("same team change\n");
958 SetPlayerTeam(self, dteam, steam, TRUE);
964 if(cvar("g_campaign") || cvar("g_changeteam_banned"))
966 sprint(self, "Team changes not allowed\n");
967 return; // changing teams is not allowed
970 if(!cvar("g_campaign") && cvar("g_balance_teams_prevent_imbalance"))
972 // only allow changing to a smaller or equal size team
974 // find out what teams are available
975 //CheckAllowedTeams();
976 // count how many players on each team
977 GetTeamCounts(world);
980 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
985 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
990 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
995 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1002 sprint(self, "Cannot change to an invalid team\n");
1007 // get starting team
1008 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1010 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1012 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1014 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1017 if(scount) // started at a valid, nonempty team
1019 // check if we're trying to change to a larger team that doens't have bots to swap with
1020 if(dcount >= scount && dbotcount <= 0)
1022 sprint(self, "Cannot change to a larger team\n");
1023 return; // can't change to a larger team
1029 // bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1031 if(cvar("teamplay") && self.classname == "player" && steam != dteam)
1033 // reduce frags during a team change
1034 TeamchangeFrags(self);
1037 SetPlayerTeam(self, dteam, steam, FALSE);
1039 if(cvar("teamplay") && self.classname == "player" && steam != dteam)
1041 // kill player when changing teams
1042 if(self.deadflag == DEAD_NO)
1043 Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1047 void ShufflePlayerOutOfTeam (float source_team)
1049 float smallestteam, smallestteam_count, steam;
1050 float lowest_bot_score, lowest_player_score;
1051 entity head, lowest_bot, lowest_player, selected;
1054 smallestteam_count = 999999999;
1056 if(c1 >= 0 && c1 < smallestteam_count)
1059 smallestteam_count = c1;
1061 if(c2 >= 0 && c2 < smallestteam_count)
1064 smallestteam_count = c2;
1066 if(c3 >= 0 && c3 < smallestteam_count)
1069 smallestteam_count = c3;
1071 if(c4 >= 0 && c4 < smallestteam_count)
1074 smallestteam_count = c4;
1079 bprint("warning: no smallest team\n");
1083 if(source_team == 1)
1084 steam = COLOR_TEAM1;
1085 else if(source_team == 2)
1086 steam = COLOR_TEAM2;
1087 else if(source_team == 3)
1088 steam = COLOR_TEAM3;
1089 else if(source_team == 4)
1090 steam = COLOR_TEAM4;
1093 lowest_bot_score = 999999999;
1094 lowest_player = world;
1095 lowest_player_score = 999999999;
1097 // find the lowest-scoring player & bot of that team
1098 FOR_EACH_PLAYER(head)
1100 if(head.team == steam)
1104 if(head.frags < lowest_bot_score)
1107 lowest_bot_score = head.frags;
1112 if(head.frags < lowest_player_score)
1114 lowest_player = head;
1115 lowest_player_score = head.frags;
1121 // prefers to move a bot...
1122 if(lowest_bot != world)
1123 selected = lowest_bot;
1124 // but it will move a player if it has to
1126 selected = lowest_player;
1127 // don't do anything if it couldn't find anyone
1130 bprint("warning: couldn't find a player to move from team\n");
1134 // smallest team gains a member
1135 if(smallestteam == 1)
1139 else if(smallestteam == 2)
1143 else if(smallestteam == 3)
1147 else if(smallestteam == 4)
1153 bprint("warning: destination team invalid\n");
1156 // source team loses a member
1157 if(source_team == 1)
1161 else if(source_team == 2)
1165 else if(source_team == 3)
1169 else if(source_team == 4)
1175 bprint("warning: source team invalid\n");
1179 // move the player to the new team
1180 TeamchangeFrags(selected);
1181 SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1183 if(selected.deadflag == DEAD_NO)
1184 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1185 centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1188 float lastRebalanceInfo;
1189 void CauseRebalance(float source_team, float howmany_toomany)
1194 if(IsTeamBalanceForced() == 1)
1196 bprint("Rebalancing Teams\n");
1197 ShufflePlayerOutOfTeam(source_team);
1201 if(howmany_toomany < cvar("g_balance_teams_complain"))
1203 if(time < lastRebalanceInfo + 90)
1205 lastRebalanceInfo = time;
1206 if(source_team == 1)
1207 steam = COLOR_TEAM1;
1208 else if(source_team == 2)
1209 steam = COLOR_TEAM2;
1210 else if(source_team == 3)
1211 steam = COLOR_TEAM3;
1212 else if(source_team == 4)
1213 steam = COLOR_TEAM4;
1214 ServerConsoleEcho(strcat("Team ", ftos(source_team), " too large, complaining."), TRUE);
1215 FOR_EACH_REALPLAYER(head)
1217 if(head.team == steam)
1219 sprint(head, "\{1}\{13}^3SERVER NOTICE:^7 One of you please change teams!\n");
1220 centerprint_atprio(head, CENTERPRIO_REBALANCE, "^3SERVER NOTICE:\n\n^7Someone of you please change teams!");
1226 // part of g_balance_teams_force
1227 // occasionally perform an audit of the teams to make
1228 // sure they're more or less balanced in player count.
1231 float numplayers, numteams, smallest, toomany;
1233 balance = IsTeamBalanceForced();
1237 if(audit_teams_time > time)
1240 audit_teams_time = time + 4 + random();
1242 // bprint("Auditing teams\n");
1244 CheckAllowedTeams(world);
1245 GetTeamCounts(world);
1248 numteams = numplayers = smallest = 0;
1251 numteams = numteams + 1;
1252 numplayers = numplayers + c1;
1257 numteams = numteams + 1;
1258 numplayers = numplayers + c2;
1264 numteams = numteams + 1;
1265 numplayers = numplayers + c3;
1271 numteams = numteams + 1;
1272 numplayers = numplayers + c4;
1278 return; // no players to move around
1280 return; // don't bother shuffling if for some reason there aren't any teams
1282 toomany = smallest + 1;
1284 if(c1 && c1 > toomany)
1285 CauseRebalance(1, c1 - toomany);
1286 if(c2 && c2 > toomany)
1287 CauseRebalance(2, c2 - toomany);
1288 if(c3 && c3 > toomany)
1289 CauseRebalance(3, c3 - toomany);
1290 if(c4 && c4 > toomany)
1291 CauseRebalance(4, c4 - toomany);
1293 // if teams are still unbalanced, balance them further in the next audit,
1294 // which will happen sooner (keep doing rapid audits until things are in order)
1295 audit_teams_time = time + 0.7 + random()*0.3;
1300 /*void(entity e, float first) UpdateTeamScore =
1305 WriteByte (MSG_ALL, SVC_UPDATENAME);
1306 WriteByte (MSG_ALL, clientno);
1307 WriteString (MSG_ALL, e.netname);
1309 WriteByte (MSG_ALL, SVC_UPDATECOLORS);
1310 WriteByte (MSG_ALL, clientno);
1311 WriteByte (MSG_ALL, e.b_shirt * 16 + who.b_pants);
1314 WriteByte (MSG_ALL, SVC_UPDATEFRAGS);
1315 WriteByte (MSG_ALL, clientno);
1316 WriteShort (MSG_ALL, e.frags + 10000);
1322 // code from here on is just to support maps that don't have team entities
1323 void tdm_spawnteam (string teamname, float teamcolor)
1327 e.classname = "tdm_team";
1328 e.netname = teamname;
1333 // spawn some default teams if the map is not set up for tdm
1334 void() tdm_spawnteams =
1338 numteams = cvar("g_tdm_teams");
1340 tdm_spawnteam("Red", COLOR_TEAM1-1);
1341 tdm_spawnteam("Blue", COLOR_TEAM2-1);
1343 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1345 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1348 void() tdm_delayedinit =
1350 self.think = SUB_Remove;
1351 self.nextthink = time;
1352 // if no teams are found, spawn defaults
1353 if (find(world, classname, "tdm_team") == world)
1361 e.think = tdm_delayedinit;
1362 e.nextthink = time + 0.1;